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Thread: Post Apocalyptic D&D world 1.0
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2006-09-14, 09:49 AM (ISO 8601)
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- Sep 2006
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- Pittsburgh, Pa
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Post Apocalyptic D&D world 1.0
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So I have been putting the finale touches on my new D&D world.
In the year 2010 terrorists start a nuclear war that kills off 90% of the planet. This world takes place 7,000 years after that war where the polar Ice caps have melted. The world of today only exsists in myth, legends, and places shrouded in mystery like Stonehedge is today.
As for the races
Dwarves - They are the descendents of the "shut ins", they who went underground.
Gnomes - live in a giant flying city. They are descendents of the "floaters" they who whent out to sea. The ships would group together for protection and over time they made bridges between them and over even more time all these ships became a giant floating city and even in more time still it was made to fly.
Halflings - live on want is left of Australia where everything has become smaller becuse they live a small Island now.
Humans - Humans and broken down in to 3 groups. All 3 groups are treated as an under class or slaves and are rarly seen.
mutants - are the most commen kind of human seen some have magic like powers but most are just deformed. Most of them live around Mount Rushmore. They worship MR as there 4 headed god.
Nomads - the next group is the nomads (think conan) there is almost none of them left as most have been turned in to slaves.
Norms - humans more or less like us. There is only one city left and they/us harly ever leave it. There flag is dark green with 4 gold stars for there line of kings.
I have tryed to make each race make sense from an evolutionary stand point.
and last we have the Elves - are a group of aliens that there colony ship crashed here. They are the ones who brought magic to the world.
There is also a "class" that is not going to be a PC "class" Technomages - They try to uncover the history and lost technologies of the world. They all are magic users, they all us technologe (like guns) and are willing to use magic to power these lost technologies untill they can get them to work with out magic (like I have a Technomage NPC that uses guns but since he does not have real bullets yet he has clips with diffrent spells cast on them so when he pulls the triger the gun will cast the spell).
I have a ton of history for this world in a note book so Im not going to post it all. If you want to know something or have a question please ask I want to see how well this world will stand up to questions.
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2006-09-14, 10:41 AM (ISO 8601)
- Join Date
- May 2006
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- Wandering in Harrekh
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Re: Post Apocalyptic D&D world 1.0
Will there be any mechanical differences for your Mutants? I'm thinking this could be a good candidate for half-orcs.
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2006-09-14, 11:02 AM (ISO 8601)
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- Sep 2006
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- Pittsburgh, Pa
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Re: Post Apocalyptic D&D world 1.0
Originally Posted by Telonius
Humans - Just like in the PHB (they can pay 10gp to get a mithral scroll that proves they are a free Human)
mutants - -2 Chr but get one 0 level spell 2/day as a spell like ability and a 10% chance they will get a one 1 level spell 1/day as a spell like ability, other then that they work just like humans in the PHB.
Nomads - get a +2 str -2Int other then that they are just like humans out of the PHB
Half Orcs and Halfs Elfs where not on my list becase there was no real changes to there history.
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2006-09-14, 12:00 PM (ISO 8601)
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- May 2006
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- Wandering in Harrekh
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Re: Post Apocalyptic D&D world 1.0
Ah, gotcha.
One thing about the world history part: you might want to reconsider the "nuclear war" angle. If there were actually a nuclear war, that would result in a nuclear winter, not global warming. The polar ice caps wouldn't melt. Some kind of biological or chemical (or maybe even nanotech) weapon would be a better way of mutating the population, while keeping the melted ice-cap thing. Chemical might be best, if you're looking for active places where people still can't go.
If the ice-cap melt isn't critical to the history, you could just re-work that; or invent some kind of fictitious new class of nuke that wouldn't cause a nuclear winter.
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2006-09-14, 01:16 PM (ISO 8601)
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- Jan 2005
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- Baator (aka Britain)
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Re: Post Apocalyptic D&D world 1.0
You could simply go with the melting of the icecaps and ecological disaster collapsing civilisation, leaving out all nuclear references.
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2006-09-14, 08:51 PM (ISO 8601)
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- Jun 2006
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- Oregon
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Re: Post Apocalyptic D&D world 1.0
I like the idea, but I can't say I'm too enamored of people shrinking just because they live on an island. Now, if the big world changing disaster created a world in which being small was advantageous, then you could argue evolution.
But I'm just being nitpicky, sounds like a fun game.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2006-09-14, 09:39 PM (ISO 8601)
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- Mar 2006
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- Seattle
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Re: Post Apocalyptic D&D world 1.0
Aww...the Technomage sounds like an awesome class (or at least a prestige class...)! I wanna see!
Read, read, read, read the homebrew!
Character design on villains is so much more fun.
"So you have no more fear? Then there's nothing left to threaten you with, is there? You are completely free."--V
"Concealed behind strong barriers the heart becomes ice."--Darwi Odrade
kupo!
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2006-09-14, 10:04 PM (ISO 8601)
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- May 2006
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- Up in the sky
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Re: Post Apocalyptic D&D world 1.0
Originally Posted by Fizban
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2006-09-15, 01:20 AM (ISO 8601)
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Re: Post Apocalyptic D&D world 1.0
Originally Posted by Lord Iames the Light
http://en.wikipedia.org/wiki/Homo_floriensis
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2006-09-15, 10:17 AM (ISO 8601)
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- May 2006
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Re: Post Apocalyptic D&D world 1.0
That particular skull is still under a lot of debate. But yes, insular dwarfism is an actual phenomenon. One possible reason for it is a larger than usual presence of predators or other dangerous creatures. Considering there's about 37 million poisonous or otherwise dangerous kinds of plants and animals in Australia, I'd say it would be a good candidate for that.
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2006-09-15, 10:44 AM (ISO 8601)
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- Sep 2006
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Re: Post Apocalyptic D&D world 1.0
Originally Posted by Vindemiatrix, the Broken Star