Therafter · Legacy archive
Therafter Out of Game Discussion
-
Therafter Out of Game Discussion
#1No one knows exactly what happened, little that it matters. We know the world died that day - almost.
Perhaps it was the Rapture, and we were all left behind. We are certainly in hell now.
Looking for interest in an RP set in a post-apocalyptic world. Influences - Fallout, Gamma World, Bioshock, Cosmic Age.
Game System - Custom (Fallout 3/D20/rolemaster) but rules light, even with the Rolemaster influence :P
This will not start immediately - looking for interest before investing too much time into it.
-
Re: Therafter
#2Count me interested. Do you have anything in mind about the basics of the setting? Specifically the apocalypse: nuclear war, zombie virus, or otherwise. -
Re: Therafter
#3Most certainly human initiated WMDs. Not zombie apocolypse. -
Re: Therafter
#4Human WMDs? Hmm... what would be kind of cool would be a human-engineered plague that wipes out most of the world's population. Not a zombie-virus, but like the black plague. And then production and transportation were wrecked, plopping the survivors into small communities that struggled for existence. Fear that the plague mutated and uses strangers as a carrier would keep the communities insular, and exile would be the most feared punishment. Then we as the PCs could get exiled, and we'd have to survive in a land that kept us away at gun-point. And winter's coming on...
Of course, its your call. I probably, as the player, have too much influence on your GMing and scenario decisions. -
Re: Therafter
#5Humans, mutants and cyborgs? Like in Fallout? -
Re: Therafter
#6" Influences - Fallout, Gamma World, Bioshock, Cosmic Age.
Game System - Custom (Fallout 3/D20/rolemaster) but rules light, even with the Rolemaster influence "
So yes, like Fallout :)
I was also thinking that like Fallout, the game would be taking place long after the fires died down and some life had time to recover - and mutate of course :) Part of what made Fallout cool for me was how the various isolated pockets of people would change over time.
-
Re: Therafter
#7Mkay... I like the Fallout universe, played the first three games or so. I am interested then. :)
(Gets to work on a mutant cyborg panda). -
Re: Therafter
#8Well, I was planning on setting in North America, so pandas are going to be rather few and far between... Most of the big cities which would have hosted Panda's would also have been targeted for special attention.
Also, Humans are the 'base model' for PC's - things more powerful are going to need balancing characteristics in their concept that will frequently apply. A cyborg panda would have a good one - a difficulty in not getting killed the second it came into view of an enclave other then where it came from.
Like war, people don't change, and visible freaks will have a very hard time.
Typical post-apoc tropes will apply here - Humanity's tech level was somewhat higher then our own at the time, on par in many ways with Scras's Cosmic era without the metaphysical aspects. Robots and Cyborgs are going to be carefully handled - they played a big part in the event. Internal cybernetics are not likely to be a problem, but those more machine than man are going to have a hard time of it as well.
Biomodification, 3D printing, decentralized power systems (solar), portable high-density energy storage all have made their mark on this world. Many 'freaks' were created even before hell broke loose.
That said, players are not going to be well equipped at the start - if they have firearms than ammo will be precious. Cybernetics would be 'inherited' in most cases - new cybernetics are not being made anywhere that the PCs are aware of.
I'll draw up more detailed guidelines if we can get enough players. I'd like 4 to start with and so far we have two.
-
Re: Therafter
#9I love that you made the same mistake I did a few hours ago. XD
"Weird Al" Yankovic: Off The Deep End - I Was Only Kidding
But that's still good to know. :D -
Re: Therafter
#10Count me in.
ToG seems to have gone back to sleep.
Although it's been a while, (3 years iirc) since I last played Fallout 3 I still remember roughly what happened. Also gave FO New Vegas a try.
I haven't played any of the other systems you've mentioned but I'll take a look at some wiki's to bring me up to speed. -
Re: Therafter
#11It is inspired by Fallout, but adherence to any of the timelines/events will be purely coincidental :)
Welcome aboard.
-
Re: Therafter
#12Glad to finally be taking part in something again, and return to the site. -
Re: Therafter
#13Therafter
Character Generation
Basics and Ability Scores per Pathfinder rules. All attributes to be generated via point build + 1d6 bonus points to apply to one stat. Superhuman values are allowed and attributed to mutation.
Races
Humans
Ghoul
Ghouls are a mutation that affects around 5% of all wastlander births. Treated as Undead
Species Traits
Size: Medium Undead Humanoids
Lifespan: The brain starts to rot after 80 years, and loses 1 INT point every ten year until the creature is a mindless undead.
Attribute Modifiers: No Constitution Score, -4 CHA (1 point minimum).
Base Speed: 20ft
Special Qualities: A ghoul possesses all undead traits, ghouls are immune to radiation.
Mutants
Subject to discussion. Starting community is very humanocentric, but there may be options for mutants to be used. Mutations can replicate spell-like powers and the like,
though obvious physics-benders would likely be rejected. Ideally mutants would be a re-skinning of an existing race and must have no level adjustments - at least during the early days of teh campaign. Once average party level is high enough, mutants with non-zero level adjustments could be considered.
Classes
Barbarian
Fighter
Monk
Rogue
Ranger (Spells are replaced with bonus feat every 3rd level)
Skills
Acrobatics Dex*
Appraise Int
Bluff Cha
Climb Str*
Craft Int
Diplomacy Cha
Disable Device Dex*
Disguise Cha
Escape Artist Dex*
Handle Animal Cha
Heal Wis
Intimidate Cha
Knowledge (engineering) Int
Knowledge (geography) Int
Knowledge (history) Int
Knowledge (local) Int
Knowledge (nature) Int
Knowledge (tribal culture) Int
Knowledge (religion) Int
Linguistics Int
Perception Wis
Perform Cha
Profession Wis
Gunsmith
Blacksmith
Other Blackpowder era professions available.
Electrical (rudimentary - basic wiring and understanding of chemical batteries.)
Mechanic (basic - simple 4-stroke engines. Modern computer-dependant machines are a no-go)
Ride Dex*
Driving Dex
There are some, but again extremely rare, operating land vehicles. Those PCs would have encountered are dreadfully old beaters converted over to Alcohol.
Boats with functional outboard motors (again converted to alcohol) are more common.
Sense Motive Wis
Sleight of Hand Dex*
Stealth Dex*
Survival Wis
Swim Str*
Feats/Perks
Core non-magic feats available as well as ...
Fallout Perks
See http://fallout.wikia.com/wiki/Fallout_3_perks
Some will require adaptation to D20 - a lot can be used directly with 5% = 1 on D20 scale.
Also
Emplaced Weapons Proficency in large implaced weapons, not available at campaign start
Energy Weapons
Traits
Characters start with 2 traits per standard Pathfinder rules.
Equipment
Starting off, PCs may select a reasonable number of Blackpowder tech items or lower. Armor will be limited to makeshift types only - the local village does not have a blacksmith skilled enough to produce proper armour.
Makeshift armour is 2 points lower in protection, but 'free'.
Weight carried, while not meticulously tracked, will be considered, and so selection of equipment should reflect this.
Firearms are limited to either those purpose-built for blackpowder (muskets, older bolt-action rifles) or more modern weapons retooled for blackpowder. These conversions are somewhat unreliable but ammunition is far less scarce for such weapons. Automatic weapons are not available at this point.
Functioning Electronic devices are very rare.
Better items exist, but very rare in the starting area.
Local Knowledge
The starting village is a place known as Kenebac, a sparsely inhabited region heavily forested.
The Long Road extends east to Raider lands and south west is the ruined city of Stonehammer,
populated mainly by Neo-royalists. Northwards are the Deathlands, where mechanical monsters make life difficult.
Southward is Grey Fields, another somewhat neutral community that lies between Kenebac and the Sea.
History
Very few remember a time before the Fall. Most people are young and their parents do not live very long. Life is hard, brutal and everyone is fenced in by fear and by hostile neighbours. Maybe someday this could change, but today, today is a challenge.
http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/weapons.html#rangedweapons
Characters get 2 background pics from a list I am currently working on, which will include such things as special equipment, companions, skills , etc.
Mutations also are on the docket.
A little disorganized, but something to get the thoughts on characters going. Starting region is a lot greener than the typical Fallout setting, as nuclear weapons played a smaller than 'normal' role in the apocalypse. -
Re: Therafter
#14Do the perks replace traits? How will Knowledge (nobility) work, is it just for the local leaders? -
Re: Therafter
#15Didn't really edit the knowledge list too much, so Nobility can be ignored - replace with Tribal Culture if you would like.
As for perks - I am considering the Fallout perks to be equivalent to Feats. Traits can be used from the core rules - characters may start with 2.
-
Re: Therafter
#16Note- I am updating the main post below as time allows and as questions draw me into the appropriate discussions :)
-
Re: Therafter
#17I have no experience with the Pathfinder system. Would it be ok for me to send you a PM with a few character ideas upon which you could 'roll up' the PC? -
Re: Therafter
#18Absolutely. Its pretty darn close to 3.5 edition D&D.
I'll be posting stat generation details tonight. -
Re: Therafter
#19Okay, going with a 25 point buy system (see http://www.d20pfsrd.com/basics-ability-scores/character-creation, section 2).
Once thats done, pick a stat, roll 1d6 in chat, and add it to a stat of your choice, the choice made _before_ the die roll.
Note humans get an additional +2 to one stat above and beyond the bought stats.
-
Re: Therafter
#20Don't have enough time tonight so I'll get on it first thing tomorrow. -
Re: Therafter
#21Ill be moving this to the Therafter board.
-
Re: Therafter Out of Game Discussion
#22This thread is intended to capture all of our discussions, whether about game events, rules, equipment and the like.
The Equipment, Rules and Setting Notes are intended for reference information.
So, we begin our discussions here, and rule changes and the like will be reflected in the appropriate topic :)
No actions required on your part apart from addressing all new questions/requests here. -
Re: Therafter Out of Game Discussion
#23To ease things for the GM, we could arrange to know one another already in one way or the other. I've prepared some Fiasco style relationships for inspiration.
Relationships (1)
1. Romantic
2. Acquaintances
3. Friends
4. Couple
5. Linked by blood ritual
6. Roommates
7. Two sides of a love triangle
Faith (2)
1. Worships the same diety
2. Confessor and sinner
3. Apprentice and Master
4. Reagent Supplier and customer
5. Fellow students/initiates
6. Fraud and investigator
Military (3)
1. From the same battalion
2. Mercenaries
3. Fought for opposite sides
4. Common Experiences
5. One killed the enemy/other got the credit
6. Deserters from the same battle
Criminal (4)
1. Gambling rivals
2. Members of the same group of thieves
3. Smuggler and fence
4. Shared a prison cell
5. Mutual keepers of an ominous secret
6. Loan Shark / Debtor
Raiders (5)
1. Lone survivors of a small community destroyed by raiders
2. You were part of an ill fated expedition sent to scout in raider territory
3. Refugees that met on the Long Road
4. One of you left the other for dead
5. You were part of a rearguard that shielded Kenebac from a raider invasion, buying time for the escape of Mayor Barry Richards/Captain Lydia Stormwell and his/her cohorts
6. One of you hid the other from an invader warband
Work (6)
1. Members of the same group
2. Miners/Looters
3. Master and apprentice
4. Hunting rivals
5. Former employees from the same defunct business
6. Artist and patron -
Re: Therafter Out of Game Discussion
#24Hmm, orphan, orphan aaaaand, orphan. :)
-
Re: Therafter Out of Game Discussion
#25Starting slow, no rush - post as you will. No combat pending unless someone goes seriously off reservation :P
-
Re: Therafter Out of Game Discussion
#26Is this Carnegie's first arrival to Kenebec, or has she already eked out a living here? Just trying to work out whether Luc already knows her or if she's new :p -
Re: Therafter Out of Game Discussion
#27I was thinking she's been in town for at least a year or two. Long enough to mostly get over her parents death and get to know some people. -
Re: Therafter Out of Game Discussion
#28Fortunately, it was vague enough to go either way...
-
Re: Therafter Out of Game Discussion
#29Yeah that was my bad, sorry, updated her CS. -
Re: Therafter Out of Game Discussion
#30Also, if you can, please add some notes indicating general responses to activity in case I need to autopilot your characters for whatever reason. I would like to be able to move things along at least every other day.
If you would like to keep it secret, than a PM will serve of course.
-
Re: Therafter Out of Game Discussion
#31Carnegie will handle any social encounter akwardly(unless she's friends with the other person), and any battle against anything non-human with confidence, as long as it's nothing too monsterous. She refuses to kill or even harm humans unless she is forced, and maybe not even then. She wouldn't count mutants or ghouls as humans though, unless they look and act mostly human.
She's likely to follow orders from authorithy figures, be polite, not break the law and generally do nice and humane things. If she has to choose between what's right and lawful, she'll choose what's right, acting in the moment if she deems it neccesary. She wouldn't hesitate to sacrifice herself to save another, but she would hesitate to engage in mostly any social situation with strangers, except basic greetings and pleasantries if needed.
In her free time, she hunts and cleans her weapons. At bedtime, she brushes her teeth, prays and checks herself for tumours, in the morning all the same except the praying part. She feels the most at home outdoors.
She's likely to use perception a lot, as a hunter she's wary. She's also likely to use Stealth if she thinks there's something unknown nearby. If she see's something she doesn't recognize, be it natural or mechanical, she's likely to check it out (Knowledge Nature and Engineering). She's also happy to cook for and repair weapons for friends.
Elvis is likely to be generally happy and playful unless Carnegie is distressed, he smells of feels something afoot or they're hunting. -
Re: Therafter Out of Game Discussion
#32Luc's Standing Orders
General: Luc is an embellisher and storyteller. He always has an opinion to share and a tale to tell - some true stories, others completely made up. He's overconfident and somewhat brash, but knows when to reign himself in. Because of his cheeky nature, people sometimes forget that he is quite intelligent, and he will listen into conversation and store relevant information.
Out of Combat : Keep an ear open for relevant Knowledge checks (History, Tribal Culture, Local, Linguistics) to give his input. When in a situation where talking may give him an advantage, he'll use his Diplomacy or Bluff to sqeeze extra reward or gain extra information. When he has nothing else to do, he'll spin tall tales at the pub for donations (Perform, Oratory). Luc is slow to anger and behind his roguish mask is extremely calculating.
Combat: If the foe is intelligent and Luc believes it could be reasoned with, he'll probably try talking himself out of a pickle. Otherwise Luc will prefer either sneaking in and attacking from a flank, or staying back and letting crossbow bolts fly. He knows he isn't the hardiest of folk and will try to avoid a frontal attack - He'll let Marcus do that! He has no qualms with silencing beast, mutant or human, should the need arise.
Relationships:
Townsfolk: Luc will have a good rapport with most of the townsfolk; he's fairly well known and gets along with most. He'll often pause for small-talk with random people on the streets.
Marcus - Good friends. Luc calls him Mark and they're often seen together. Luc knows Marcus's faults - such as his anger - and will attempt to cool his jets if he sees his friend getting too out of control. Luc will often do the talking, but knows Marcus is strong and hardy, and when things get physical, Luc will take a step back and let Mark do what he does best.
Carnegie - Luc thinks of Carnegie as a little sister; he thinks she needs protection, and lots of frustration at the hands of Luc's antics! Of course, she's probably more combat capable than Luc, but that doesn't stop the man from trying to talk her out of dangerous situations where he can. 'course, she doesn't always listen.
Anya - Her serious nature and lack of humour puts Luc off a bit - he knows her off-handedly, but thinks that she has some internal issues that need dealing with, so doesn't try and piss her off too much. -
Re: Therafter Out of Game Discussion
#33Good Stuff!
Now, since we seem to be shaping up as a less combat-oriented party, we'll need to look at alternative means for XP
I'm going to use normal XP for this RP, and combat-based XP will of course be there, but I will be awarding XP for other things as well.
-Critical Success/Failure
-Ideas
-Useful application of skills.
Aspirations
A feature of the SIMs I liked was the inclusion of Aspirations. I'd like each of you to come up with Aspirations for you characters - big or small. I'll assign XP to achieving these as well as major milestones for ambitious ones. These should be consistent with your characters personalities or an area you want to develop.
-
Re: Therafter Out of Game Discussion
#34
Aspirations
A feature of the SIMs I liked was the inclusion of Aspirations. I'd like each of you to come up with Aspirations for you characters - big or small. I'll assign XP to achieving these as well as major milestones for ambitious ones. These should be consistent with your characters personalities or an area you want to develop.
Luc's Aspirations
Primary Aspiration: Legacies.
Luc's past has always been a mystery to him, and he never much cared to find out about it while his adopted parents were alive. Now, he is on his own and he is beginning to wonder. Why was he left here? Who were his parents?
Find clues about where Luc's lineage.
Milestones:
- Where he came from.
- Who his parents were.
- Why his father made the ill-fated journey to Kenebec with Luc.
- Who killed his father?
- What happened to his Mother?
Major Aspiration: A Tale to Tell.
Luc has a plethora of stories learned from other people which he recites daily. He also has a few small tales from his own life; but he wishes to witness an epic tale first hand - even if he's only on the sidelines. Luc will tell his tale-so-far in each new town he finds (with plenty of embellishing, naturally), each recital serving as a milestone for this Aspiration.
Ongoing Milestone:
- Upon reaching a new settlement or on finding friendly people, will retell the adventures the group has had thus far.
Minor Aspiration: Silver Tongue.
Luc always finds opportunities to hone his social skills.
- Successfully use a social skill 5 times for bonus XP (Bluff, Intimidate, Diplomacy, Linguistics).
Minor Aspiration: History Buff.
Due to his adoptive father's training, Luc is quite knowledgable, especially in the history and customs of the local area. He's always seeking to expand on his knowledge and use it in practical ways.
- Successfully use a Knowledge skill 5 times for bonus XP (Knowledge: History, Local, Tribal Culture)
Minor Aspiration: Mischief-maker.
Luc finds that - though not morally acceptable - being in places you shouldn't, and being discreet and hidden can give you a wealth of information and caps that could mean your survival in this world. He always seeks to hone his subterfuge skills.
- Successfully use Subterfuge skills 5 times for bonus XP(Stealth, Disable Device, Pick Pocket)
-
Re: Therafter Out of Game Discussion
#35Hmm... Marcus is too awesome of a being to put into a simple paragraph :), but I'll do my best.
Marcus is a gruff, practical type. He has the kill-or-be-killed mentality, and is a fan of the preemptive strike. He's found that those who don't strike first tend to die, and thus his axe is either close to hand or all ready in hand (he generally carries it in a comfortable, threatening, touching-me-will-be-the-last-thing-you'll-ever-do kind of way).
He's not a big fan of "sissy crap," such as religion, morals, ethics, or things that get in the way of self-preservation. This is something he does not like of his buddy's buddy, Carnegie, who manages to be religious have morals, and does not kill people. Its enough to drive a guy crazy. Of course, he's slightly hypocritical in the fact that his temper does get him into dangerous situations.
In combat situations, Marcus has two main options. The first is the charge. Able to charge a 100 feet, Marcus is a fan of the ol' bullrush. He'll typically run an intimidation check to scare some people off, rage, then charge with his axe and shield in hand. His daggers are mainly for cutting meat and throwing at those that are running away and he's too tired to run down. His other option is the ambush. Since he can be stealthy (you wouldn't think he'd have the patience for it), erupting from the bushes all ready in melee range is something he appreciates (there's just something about a bunch of people shooting at you that he doesn't like).
Relationships:
Townsfolk: Marcus has a bad rep with Kenebac. His surly and gruff personality generally turns people away from him, and Marcus is insular enough not to care. For social contact (and to keep him from going and rampages) is his buddy...
Luc: Marcus knows his weaknesses, and as Luc is a close enough friend, he's also willing to let him take the lead in certain situations. Situations that Marcus is bad at, and Luc is good at. Situations that don't involve chopping people into tiny little bits.
Carnegie: As written before, Marcus doesn't like this religion stuff, as well as the no-killing-humans thing, about her. Still, as she's his best friend's friend, he tries to be civil with her. The fact that she's a good shot, and is capable of self-sustainability with the hunting, are both positive aspects about her.
Anya: He knows of her, but doesn't know much about her. He's not the best with social situations, so Anya is a mystery.
His Mother: Marcus avoids her. His childhood has been buried, and he seeks no relationship with her.
Aspirations:
Primary: Of the Ancients, a Plan; of the People, a Weapon
Marcus feels he's too... rash, and has too much of a temper problem. As such, he wants to gain true wisdom. True wisdom. As such, he plans on seeking out fonts of wisdom, and rejoices when they do.
Milestones:
-Learn of a way to increase one's wisdom
-Use Skill Check said to enhance wisdom (Craft, Knowledge, etc.) 10 times successfully
-Find someone who can increase wisdom
Major: A Third Dimension
Marcus feels (perhaps truthfully) that his one skill is killing things. The field of battle is the one place he has a chance of excelling. Thus, he'd like to gain a skill that is of us to his community that doesn't involve killing things.
Milestones:
-Each point put into a Craft(?), Heal, Knowledge(?), Profession(?), etc., as long as it can be used to benefit others and not kill things
-each time a non-combat skill is used successfully
Minor: Getting a Revolver
He wants a revolver. The heavier the caliber the better. To be specific, he'd like an S&W M29 .44 magnum revolver, but you can't have everything in this life. He wants one for three reasons- the first being that a gun is so much better for killing retreating enemies than a thrown dagger, the second being that he likes the mental image of him with his axe in one hand and revolver in the other (ties in with Aspiration #3), and the third being that he wants to shed the low status of having only melee weapons.
Minor: Glory
As are most people, Marcus falls prey to the desire for glory. He wants to have his one moment where he looks like a bada**. Why else would he bother with using an axe, even if it was a family weapon and heirloom, if it wasn't for glory? Of course, he would never tell this to anyone. He'd say, if asked, that a gun can run out of bullets, and then yer screwed. But an axe can keep on swingin' as long as ya got an arm to swing with. -
Re: Therafter Out of Game Discussion
#36Again, great stuff!
-
Re: Therafter Out of Game Discussion
#37Aspirations
Primary Aspiration: Laying the Lumps to Rest
To learn about what caused the deaths of her parents and the rest of the people living at the trailer park, and to know whether or not it will happen to her.
-Talk to several doctors and other knowledgable people about it.
-Getting some thorough physicals using at least an X-ray, Med-bay or similar(anything modern).
-Learning about similar events.
-Talking to survivors of a similar situation.
-Revisit Heavenly Haven and her parents graves.
Major Aspiration: White Picket Fence
Someone to share life with, settle down somewhere safe and raise a family.
-Using Craft(cook) successfully 7 times on the same person.
-Finding a faithful partner who loves her.
-Finding a safe or defensible place.
-Build a Place of their own.
-Reach middle age.
-Gain a Child.
-Teach someone a useful skill.
Minor Aspiration: From Clumsy to Suave
To gain more confidence and get over her social akwardness.
Ongoing Milestones
-Everytime she befriends someone or successfully uses a social skill 5 times (diplomacy, bluff etc).
-Standing up to a bully.
Minor Aspiration: Pillar of Community
Being useful to her friends and community.
Ongoing Milestones
-Successfully using Knowledge(nature), Knowledge(engineering) or Profession(gunsmith) 5 times.
-Repairing 3 broken mechanical things.
-Helping someone nice out in a big way.
-For every heathen converted to the Christian Cult by her.
Minor Aspiration: Big Time Hunter
The beauty of nature is wonderful and all, but having meat on your plate takes priority.
Ongoing Milestones
-For every 5th edible animal felled by her.
-For every 5th edible animal gutted/cleaned and cooked by her. -
Re: Therafter Out of Game Discussion
#38Okay, you have a little time to do what you would like, then we fast forward to the Coyote hunt.
Unless someone does something unexpected....
-
Re: Therafter Out of Game Discussion
#39GM Post tonight - start of the hunt. ETA ~ 8:00pm EST
Unless stated otherwise assuming you are all in...
-
Re: Therafter Out of Game Discussion
#40Yeah, bring on the 'yotes! Luc is resting up until called on. Also, how many caps down would 6 bandages make Luc?