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    Default A Slice of Post-Apocalyptia [3.5, WIP (Not Your Grandma's d20 Modern)]

    A SLICE OF POST-APOCALYPTIA
    This ain't yer gramma's d20 Modern!

    This is a project that seeks to create modern day and futuristic material and mechanics using the D&D 3.5 rules set, rather than the d20 Modern or 4e rules sets. Tweaks will understandably need to be made here and there, and new systems will have to be added, but the stuff found in this thread will play just like any other 3.5 supplemental material. This is as much a campaign setting as it is a homebrew design project (Gamma World will be used as a placeholder name until I can come up with a suitable replacement). As such, many of the standard D&D options are not available (namely classes) and some of the standard D&D rules have changed or no longer apply. My first big plans for this project are to port in as many awesome things as I can based on Borderlands and Fallout. This means new classes, new feats, new equipment, new crafting rules, new currency, and much more. Let's get started shall we?

    Classes

    Only the classes presented below are playable in "Gamma World". In Gamma World there is no magic and there are no deities. Supernatural power is rare and when it takes form it is typically as psionics. Technology reigns supreme in Gamma World, offering much of the power that magic does for a standard 3.5 game.

    The Splicer - Mechanically like a Binder and/or Incarnate crossed with an Artificer, the Splicer is a genius inventor who grafts technological enhancements onto himself for fun and profit!

    The Scrounger - This is merely a tweaked Factotum. The Scrounger does not get spell-like abilities or divine healing, but stands in for other classes more effectively.

    The Berserker - A martial initiator, somewhat like a Barbarian crossed with Monk, who also loves explosions, a Berserker is the only guy crazy enough to bring a knife to a gunfight.

    The Soldier - A modern warrior that specializes in tactical warfare, who arms himself with guns, and who prefers to fire a lot of bullets first and ask questions when he runs out.

    The Gunslinger - Gamma's version of borderlands' Hunter, the Gunslinger is a martial initiator specialized with guns, able to do things with them no other can do.

    The Lurker - As the psionic class, but with a lot more awesome stolen from the Scout and the Siren.

    The Psi Warrior - A noticeably tweaked version of the Psychic Warrior.

    The Psi Adept - An attempt at a Tier 3 class that can function as Psion, Wilder, or Ardent depending on style and build.

    ~~~~~~~

    More to come! Stay tuned!
    Last edited by Ziegander; 2011-08-31 at 11:08 AM.
    Homebrew


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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    NEW CLASSES


    The Berserker
    Spoiler
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    Alignment: Any
    Hit Die: 1d12

    Starting Caps:4d4 x 10 (100)

    {table=head]Level|BAB|Fort|Ref|Will|Special |
    M. Known
    |
    M. Granted
    |
    Stances

    1st|+1|+2|+0|+0|Unarmed Strike, AC Bonus, Damage Delay 5, Berserk|
    3
    |
    3(1)
    |
    2

    2nd|+2|+3|+0|+0|True Grit|
    4
    |
    3(1)
    |
    2

    3rd|+3|+3|+1|+1|Diehard|
    4
    |
    3(1)
    |
    2

    4th|+4|+4|+1|+1|Damage Delay 10|
    5
    |
    3(1)
    |
    2

    5th|+5|+4|+1|+1||
    5
    |
    4(2)
    |
    3

    6th|+6/+1|+5|+2|+2||
    6
    |
    4(2)
    |
    3

    7th|+7/+2|+5|+2|+2|Guttural Response 1/day|
    6
    |
    4(2)
    |
    3

    8th|+8/+3|+6|+2|+2|Damage Delay 15|
    7
    |
    4(2)
    |
    3

    9th|+9/+4|+6|+3|+3||
    7
    |
    4(2)
    |
    3

    10th|+10/+5|+7|+3|+3||
    8
    |
    5(3)
    |
    4

    11th|+11/+6/+1|+7|+3|+3|Reserves of Strength|
    8
    |
    5(3)
    |
    4

    12th|+12/+7/+2|+8|+4|+4|Damage Delay 20|
    9
    |
    5(3)
    |
    4

    13th|+13/+8/+3|+8|+4|+4|Guttural Response 2/day|
    9
    |
    5(3)
    |
    4

    14th|+14/+9/+4|+9|+4|+4||
    10
    |
    5(3)
    |
    4

    15th|+15/+10/+5|+9|+5|+5||
    10
    |
    6(4)
    |
    5

    16th|+16/+11/+6/+1|+10|+5|+5|Damage Delay 25|
    11
    |
    6(4)
    |
    5

    17th|+17/+12/+7/+2|+10|+5|+5|Impetuous Endurance|
    11
    |
    6(4)
    |
    5

    18th|+18/+13/+8/+3|+11|+6|+6||
    12
    |
    6(4)
    |
    5

    19th|+19/+14/+9/+4|+11|+6|+6|Guttural Response 3/day|
    12
    |
    6(4)
    |
    5

    20th|+20/+15/+10/+5|+12|+6|+6|Boost Junkie, Damage Delay 30|
    13
    |
    7(5)
    |
    6
    [/table]

    Class Skills (2+Int): Athletics (Str), Craft (Int), Intimidate (Str/Cha), Knowledge (Local) (Int), and Survival (Wis).

    Weapon and Armor Proficiencies
    A Berserker is proficient with all simple weapons, all archaic melee weapons, and all explosive weapons. He is also proficient with light armor but no other armors and no shields.

    Maneuvers
    New disciplines available: Black Rain, Coin's Edge, Eternal Glacier, Hero's Edge, Mental Grip, Surreptitious Bandit, and Thunder Bolt (with some editing required).

    A Berserker may choose maneuvers and stances from the Iron Heart, Setting Sun, Stone Dragon, and Tiger Claw disciplines. When initiating a Strike maneuver from any discipline he must wield a discipline weapon associated with it.

    Maneuvers Readied

    Stances Known

    Unarmed Strike
    A Berserker begins play with the Improved Unarmed Strike feat and deals 1d6 damage with his Unarmed Strike rather than the normal 1d4. This damage damage increases to 1d8 at 6th level, 1d10 at 12th level, and 2d6 at 18th level.

    AC Bonus
    As long as he possesses more Berserker levels than levels of any other classes he adds his Constitution modifier to AC as a natural armor bonus. This natural armor bonus increases by +1 at 3rd level and every three levels thereafter.

    Damage Delay (Ex): When a Berserker is dealt damage, his stubbornness and determination allow him to shrug off some of it and continue fighting. In mechanical terms, you gain a delay pool which can store up to 5 points of damage. Any time you are dealt damage, as long as there is room in your delay pool, you may add that damage to your delay pool rather than subtracting it from your hit points. At the end of each of your turns, if any damage is in your delay pool remove it from the pool and deal subtract an equal number from your hit points. This delay pool can store an additional 5 points of damage at 4th level and at every four levels thereafter.

    Effects that reduce the damage you take from an attack such as Damage Reduction, Energy Resistance, or the Shield Ally spell must be applied before you add any damage to your delay pool. Effects that restore your hit points may remove damage from your delay pool if you choose.

    When hit by an attack that carries an additional harmful effect, such as Stunning or Poison, if you are able to add all of the damage that attack would deal you to your delay pool make the saving throw, but if you fail you ignore the additional effects until the next time you empty your delay pool.

    Berserk (Ex): For every 5 damage you have in your delay pool you gain a +10ft enhancement bonus to your speed and are treated as 1 size category larger anytime it would be beneficial for you to be.

    This effect increases the dice size of your Unarmed Strikes and allows you to wield weapons made for creatures larger than you, but it does not increase your reach.

    When wielding a melee weapon, for every size category you are treated as larger than the size of creature the weapon was meant for you gain a +1 bonus to attack rolls when you wield it in two hands.

    True Grit (Ex): 2nd level, as Mettle, but for Fortitude effects only.

    Diehard
    Berserkers receive Diehard as a bonus feat at 3rd level without needing to meet its prerequisites.

    Guttural Response (Ex): Once per day, starting at 7th level, when a Berserker makes a saving throw he may choose to add his Strength modifier to the result. He must elect to do so before the save is rolled. He gains additional daily uses of this ability every six levels hereafter.

    Reserves of Strength (Ex): Starting at 11th level, as long as the Berserker is below 50% of his maximum hit points, at the end of each of his turns, if he emptied his delay pool last turn he may choose not to empty it this turn.

    Impetuous Endurance (Ex): 17th level, as the Knight feature.

    Boost Junkie (Ex): Starting at 20th level, a Berserker may spend a swift action to exit any stance he is currently in and initiate a readied boost as though it were a stance. The effect of the initiated boost lasts as long as he chooses to remain in this stance or until he enters another stance. While he is in this stance he may initiate other boost maneuvers, either normally or as stances, but if he initiates another boost as a stance it automatically ends the first boost's effects.


    The Soldier
    Spoiler
    Show


    Alignment: Any
    Hit Die: 1d10

    Starting Caps: 6d6 x 20 (420)

    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Strategies

    1st|+1|+2|+0|+0|Cool Head, Strategy|
    1

    2nd|+2|+3|+0|+0|Martial Study|
    1

    3rd|+3|+3|+1|+1|Grant Action 1/enc|
    1

    4th|+4|+4|+1|+1|Martial Study|
    1

    5th|+5|+4|+1|+1|Martial Stance|
    2

    6th|+6/+1|+5|+2|+2|Take Action 1/enc|
    2

    7th|+7/+2|+5|+2|+2|Martial Study|
    2

    8th|+8/+3|+6|+2|+2|Tactical Insight|
    3

    9th|+9/+4|+6|+3|+3|Grant Action 2/enc|
    3

    10th|+10/+5|+7|+3|+3|Martial Study|
    3

    11th|+11/+6/+1|+7|+3|+3|Martial Stance|
    4

    12th|+12/+7/+2|+8|+4|+4|Take Action 2/enc|
    4

    13th|+13/+8/+3|+8|+4|+4|Martial Study|
    4

    14th|+14/+9/+4|+9|+4|+4|Insightful Dodge|
    5

    15th|+15/+10/+5|+9|+5|+5|Grant Action 3/enc|
    5

    16th|+16/+11/+6/+1|+10|+5|+5|Martial Study|
    5

    17th|+17/+12/+7/+2|+10|+5|+5|Martial Stance|
    6

    18th|+18/+13/+8/+3|+11|+6|+6|Take Action 3/enc|
    6

    19th|+19/+14/+9/+4|+11|+6|+6|Martial Study|
    6

    20th|+20/+15/+10/+5|+12|+6|+6|Master Tactician|
    7

    [/table]

    Class Skills (4+Int): Athletics (Str), Craft (Int), Diplomacy (Cha), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Linguistics (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Vehicle Ops (Dex).

    Weapon & Armor Proficiency
    A Soldier is proficient with all simple and advanced modern weapons as well as modern armors and modern shields.

    Strategy
    Soldiers are tactical warriors that use military influenced strategy in the field in order to increase deadliness, efficiency, and teamwork. He begins play with the knowledge of a single Strategy which mimics the effects of a Marshal's minor aura except that the bonus granted to the Soldier and his allies relies on the Soldier's Intelligence modifier rather than his Charisma modifier. At 5th level and every three levels thereafter, a Soldier learns an additional Strategy, but until 20th level he may only coordinate a single Strategy at a time.

    Cool Head (Ex): A Soldier keeps his cool in the middle of combat, so that in battle, from the start of his first turn to the end of his last turn, he adds his Intelligence modifier to Will saving throws.

    Martial Study
    At 2nd, 4th, 7th, 10th, 13th, 16th, and 19th levels a Soldier gains Martial Study as a bonus feat. These feats override the normal rule that a character may only take Martial Study up to three times. Additionally, the Soldier has an initiator level equal to 3/4 his class level rather than 1/2 (advancing at the same rate as a medium bab progression).

    Grant Action (Ex): Starting at 3rd level, once per encounter, at the cost of his own move action a Soldier may grant all allies able to hear and see him an immediate move action. He gains additional per encounter uses of this ability at 9th and 15th level. Starting at 9th level, at the cost of his own standard action he may spend two uses of this ability to grant allies an immediate standard action. Starting at 15th level, as a full-round action, he may spend three uses of this ability to grant allies the use of immediate actions as if they were taking a complete turn.

    Martial Stance
    At 5th, 11th, and 17th levels a Soldier gains Martial Stance as a bonus feat.

    Take Action (Ex): Starting at 6th level, once per encounter during his turn, a Soldier may take an extra move action. He gains additional per encounter uses of this ability at 12th and 18th level. Starting at 12th level he may spend two uses of this ability to take an extra standard action. Starting at 18th level he may spend three uses of this ability to gain an extra swift, move, and standard action (or gain an extra swift action and take an extra full-round action).

    Tactical Insight (Ex): Starting at 8th level a Soldier adds his Intelligence modifier as an insight bonus to all opposed rolls.

    Insightful Dodge (Ex): Starting at 14th level a Soldier adds his Intelligence modifier as an insight bonus to armor class.

    Master Tactician (Ex): Starting at 20th level, a Soldier may coordinate up to two Strategies at the same time.



    The Psi Warrior
    Spoiler
    Show


    Alignment: Any
    Hit Die: 1d8

    Starting Caps: 6d6 x 10 (210)

    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Power Points
    |
    Power Level

    1st|+1|+1|+1|+1|Weapon Aptitude, Bonus Feat|
    0
    |
    1

    2nd|+2|+1|+1|+1|Bonus Feat|
    1
    |
    1

    3rd|+3|+2|+2|+2||
    3
    |
    1

    4th|+4|+2|+2|+2|Bonus Feat|
    5
    |
    1

    5th|+5|+3|+3|+3||
    7
    |
    2

    6th|+6/+1|+3|+3|+3|Bonus Feat|
    11
    |
    2

    7th|+7/+2|+3|+3|+3||
    15
    |
    2

    8th|+8/+3|+4|+4|+4|Bonus Feat|
    19
    |
    2

    9th|+9/+4|+4|+4|+4||
    23
    |
    3

    10th|+10/+5|+5|+5|+5|Bonus Feat|
    27
    |
    3

    11th|+11/+6/+1|+5|+5|+5||
    35
    |
    3

    12th|+12/+7/+2|+6|+6|+6|Bonus Feat|
    43
    |
    3

    13th|+13/+8/+3|+6|+6|+6||
    51
    |
    4

    14th|+14/+9/+4|+6|+6|+6|Bonus Feat|
    59
    |
    4

    15th|+15/+10/+5|+7|+7|+7||
    67
    |
    4

    16th|+16/+11/+6/+1|+7|+7|+7|Bonus Feat|
    79
    |
    4

    17th|+17/+12/+7/+2|+8|+8|+8||
    91
    |
    5

    18th|+18/+13/+8/+3|+8|+8|+8|Bonus Feat|
    103
    |
    5

    19th|+19/+14/+9/+4|+8|+8|+8||
    115
    |
    5

    20th|+20/+15/+10/+5|+9|+9|+9|Bonus Feat|
    127
    |
    5
    [/table]

    Class Skills (4+Int): Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Dungeoneering (Wis), Intimidate (Str/Cha), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Perception (Wis), and Survival (Wis).

    Weapon and Armor Proficiencies
    Psi Warriors are proficient with all simple modern weapons as well as any two weapon groups of your choice. They are also proficient with all modern armors and with modern shields.

    Power Points Per Day
    A Psi Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given in the above table. In addition, he receives bonus power points per day if he has a high Wisdom score (see: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    Powers Known
    A Psi Warrior begins play knowing one power of your choice taken from the list of Psi Warrior powers given below. Each time he achieves a new level, he unlocks the knowledge of a new power chosen from that list.

    A Psi Warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a he can manifest in a day is limited only by his daily power points.

    The Difficulty Class for saving throws against a Psi Warrior's powers is 10 + 1/2 his character level + his Wisdom modifier.

    A Psi Warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points (8 hours for most creatures, or 4 hours of meditation for sleepless creatures).

    Psi Warrior Power List
    Spoiler
    Show

    1st level - Burst, Catfall, Conceal Thoughts, Defensive Precognition, Detect Psionics, Empty Mind, Inertial Armor1, Metaphysical Weapon2, Offensive Precognition, Offensive Prescience, Prevenom Weapon, Stomp, Thicken Skin3

    2nd level - Animal Affinity, Body Adjustment4, Concealing Amorpha, Darkvision, Detect Hostile Intent, Dimension Swap, Energy Adaption5, Hustle, Lion's Charge, Prowess, Scent, Thought Shield

    3rd level - Dimension Slide, Dispelling Buffer5, Evade Burst, Freedom of Movement5, Greater Concealing Amorpha, Hostile Empathic Transfer, Mental Barrier, Rallying Weapon6, Ubiquitous Vision

    4th level - Adapt Body5, Dimension Door, Ectoplasmic Form5, Power Resistance, Psychofeedback5, Steadfast Perception, True Metabolism7, Truevenom Weapon, Weapon of Energy8

    5th level - Divert Teleport5, Incarnate5, Personal Mind Blank5, Shatter Mind Blank, Tower of Iron Will9, True Seeing5

    Footnotes

    Spoiler
    Show

    1 - Inertial Armor lasts 1 min/level and grants either a +4 armor bonus to AC and Touch AC, or a +1 enhancement bonus to your worn armor, whichever you prefer. By spending 4 additional power points you may increase the duration to 1 hour/level. For every 2 additional power points you spend, the armor bonus increases by +1. For every 4 additional power points you spend, the enhancement bonus increases by +1.

    2 - Metaphysical Weapon functions normally or as Call Weaponry as desired. The Call Weaponry effect can be extended to 1 hour/level as can the standard Metaphysical Weapon effect.

    3 - Thicken Skin grants a bonus to Natural Armor rather than the normal enhancement bonus as well as DR 2/adamantine for every +1 Natural Armor granted by the power.

    4 - Body Adjustment restores your choice of either 1d12 hit points or removes 1d2 points of ability damage or drain when you manifest it and for each time you augment it. You may also augment it, spending an additional 6 power points, to manifest it as a swift action.

    5 - This power costs a number of power points as appropriate to its new power level.

    6 - As Claws of the Vampire, except that your strength bonus or other damage bonuses do count toward the amount healed, but also all allies within 10ft regain an equal number of hit points. You may augment it, increasing the area in which allies are healed by 10ft per additional power point spent. By spending 4 additional power points you may increase the duration to 1 min/level. By spending 8 additional power points the healing is increased to the full amount of damage dealt, rather than merely half.

    7 - True Metabolism is manifested as a swift action.

    8 - Weapon of Energy lasts for 1 min/level and for every 3 additional power points you spend the damage dealt on a normal hit increases by 1d6 and the extra damage dealt on a critical hit increases by 1d10. By spending an additional 4 power points you may manifest it as a swift action.

    9 - Tower of Iron Will only affects you and allies in the area and may be augmented, increasing the area in which allies are affected by 10ft per additional point spent.



    Bonus Feats
    Psi Warriors gain a bonus feat which he must meet all the prerequisites of at 1st level, 2nd level, and again every even level thereafter. These feats are drawn from the Fighter's list of bonus feats (Psi Warrior levels count as Fighter levels for the purposes of gaining feats this way) or the list of [Psionic] feats.

    Upon reaching 4th level, and every even level thereafter, a Psi Warrior can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, he loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Psi Warrior can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    Weapon Aptitude (Ex): With 1 hour of practice with a new weapon a Psi Warrior may change the designated weapon for any feat he possesses that applies only to a single weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. He must have the newly designated weapon in hand during his practice and he must be proficient with it to make this change.

    A Psi Warrior can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses. Feats adjusted in this way remain so designated for as long as he likes. He may re-adjust to a previously designated weapon as a swift action within 1 day per Psi Warrior level of adjusting from that weapon, otherwise he must spend another hour in practice to adjust his feats.

    For example, Scathwell, human Psi Warrior 6, possesses the Power Attack, Improved Bull Rush, Improved Sunder, Weapon Focus (warhammer), Weapon Focus (handaxe), Weapon Focus (longsword), Anvil of ThunderCW, and Hammer's EdgeCW feats. He finds a pair of enteched shortswords and decides to practice with them for 1 hour to designate (shortsword) in place of any other weapons in the prerequisites and descriptions of a few of his feats, to the point that when he hits a foe with both shortswords in a round it must make two Fortitude saving throws (DC 10 + 1/2 character level + his Str bonus), one to avoid falling prone, the other to avoid being dazed for 1 round.


    More to come...
    Last edited by Ziegander; 2011-09-27 at 02:49 AM.
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    FEATS & SKILLS

    More to come...
    Last edited by Ziegander; 2011-08-29 at 02:48 AM.
    Homebrew


    Other Stuff
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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  4. - Top - End - #4
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    EQUIPMENT & TECH


    Currency
    Rather than copper, silver, and gold coins, in Gamma World we have bottlecaps and salt shakers. One cap is equal to one gold piece. A salt shaker (filled with salt) is equal to one platinum piece.

    Weapons
    The weapons of Gamma World are divided into several categories. First there are Archaic and Modern which are further broken down into Simple, Advanced, and Exotic. Beyond that weapons are then subdivided into Weapon Groups. Archaic melee weapons tend to be stronger than their modern counterparts while modern ranged weapons tend to be much more powerful than archaic ones. Guns, for example, use the Ballistic damage type which punches through DR and Hardness in varying degrees. They are also described as "the great equalizers" and as such there is only one size of damage dice for guns, medium.

    {table=head]Simple Weapons, Archaic|Cost|Dmg (S)|Dmg (M)|Crit|Fire Rate|Range|Weight|Type

    Battleaxe1|110 caps|1d10|2d6|19-20/x3|
    --
    |
    --
    |10 lb|Slashing
    Crossbow, Hand2|30 caps|1d4|1d6|19-20/x2|Single|60ft|2 lb|Piercing
    Crossbow, Heavy1, 2|70 caps|1d8|1d10|19-20/x2|Single|120ft|5 lb|Piercing
    Crossbow, Light2|50 caps|1d6|1d8|19-20/x2|Single|90ft|3 lb|Piercing
    Dagger|10 caps|1d3|1d4|19-20/x2|
    --
    |10ft|1 lb|Piercing
    Gauntlet|10 caps|1d4|1d6|x2|
    --
    |
    --
    |1 lb|Bludgeoning (Non-lethal)
    Gauntlet, Spiked|20 caps|1d4|1d6|x3|
    --
    |
    --
    |1 lb|Bludgeoning/Piercing
    Handaxe|40 caps|1d6|1d8|x3|
    --
    |10ft|2 lb|Slashing
    Heavy Mace1|110 caps|1d12|2d8|x3|
    --
    |
    --
    |12 lb|Bludgeoning
    Morningstar|40 caps|1d8|1d10|x3|
    --
    |
    --
    |5 lb|Bludgeoning/Piercing
    Pick, Heavy1|110 caps|1d10|2d6|x4|
    --
    |
    --
    |9 lb|Piercing
    Pick, Light|40 caps|1d6|1d8|x4|
    --
    |
    --
    |4 lb|Piercing
    Shortsword|40 caps|1d6|1d8|19-20/x3|
    --
    |
    --
    |2 lb|Piercing/Slashing
    Spear1, 3|40 caps|1d6|1d8|x2|
    --
    |15ft|3 lb|Piercing

    [/table]
    {table=head]Advanced Weapons, Archaic|Cost|Dmg (S)|Dmg (M)|Crit|Fire Rate|Range|Weight|Type

    Halberd1, 3|325 caps|2d6|3d6|19-20/x3|
    --
    |
    --
    |6 lb|Piercing/Slashing
    Greatsword1, 3|400 caps|1d12|2d8|18-20/x4|
    --
    |
    --
    |8 lb|Slashing
    Longbow1, 2|400 caps|1d10|2d6|19-20/x3|Single|120ft|2 lb|Piercing
    Longsword|250 caps|1d10|2d6|18-20/x3|
    --
    |
    --
    |4 lb|Piercing/Slashing
    Shortbow1, 2|250 caps|1d8|1d10|19-20/x3|Single|60ft|1 lb|Piercing

    [/table]

    {table=head]Simple Weapons, Modern|Cost|Dmg (S)|Dmg (M)|Crit|Fire Rate|Range|Weight|Type

    9mm Pistol2|50 caps|
    --
    |1d6|x2|Semi-Auto|150ft|2 lb|Ballistic
    10mm Pistol2|70 caps|
    --
    |1d8|x2|Semi-Auto|200ft|3 lb|Ballistic
    Air Gun2|5 caps|
    --
    |1|x2|Single|50ft|1 lb|Piercing
    Air Rifle1, 2|8 caps|
    --
    |1d3|x2|Single|150ft|2 lb|Piercing
    Baseball Bat1|15 caps|1d8|2d6|x2|
    --
    |
    --
    |3 lb|Bludgeoning
    Bullets, 9mm (1)|1 cap|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.1 lb|
    --

    Bullets, 10mm (1)|1 cap|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.1 lb|
    --

    Bullets, Air Gun or Rifle (5)|1 cap|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.1 lb|
    --

    Bullets, 12 gauge (1)|2 caps|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.1 lb|
    --

    Bullets, 20 gauge (1)|2 caps|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.2 lb|
    --

    Cleaver|15 caps|1d6|1d8|x2|
    --
    |
    --
    |2 lb|Slashing
    Combat Knife|15 caps|1d4|1d6|19-20/x2|
    --
    |
    --
    |1 lb|Piercing/Slashing
    Dynamite|30 caps|
    --
    |2d4|
    --
    |
    --
    |10ft|1 lb|Explosive
    Fire Axe1|30 caps|1d8|2d6|x3|
    --
    |
    --
    |5 lb|Slashing
    Hunting Shotgun1, 2|750 caps|
    --
    |2d8|x3|Semi-Auto|30ft (Special)|5 lb|Ballistic (Special)
    Kitchen Knife|8 caps|1d3|1d4|x2|
    --
    |
    --
    |
    --
    |Piercing/Slashing
    Knuckles, Brass|5 caps|1d3|1d4|x2|
    --
    |
    --
    |
    --
    |Bludgeoning (Non-lethal)
    Knuckles, Spiked|8 caps|1d3|1d4|x2|
    --
    |
    --
    |
    --
    |Bludgeoning/Piercing
    Lead Pipe|15 caps|1d6|1d8|x2|
    --
    |
    --
    |4 lb|Bludgeoning
    Machete|20 caps|1d6|1d8|x3|
    --
    |
    --
    |4 lb|Slashing
    Sawed-Off Shotgun2|250 caps|
    --
    |2d6|x2|Single|10ft (Special)|3 lb|Ballistic (Special)
    Single Shotgun1, 2|250 caps|
    --
    |2d6|x2|Single|20ft (Special)|5 lb|Ballistic (Special)

    [/table]
    {table=head]Advanced Weapons, Modern|Cost|Dmg (S)|Dmg (M)|Crit|Fire Rate|Range|Weight|Type

    9mm Sub-Machine Gun2|325 caps|
    --
    |1d6|x2|Full-Auto (1d6)|60ft|4 lb|Ballistic
    10mm Sub-Machine Gun2|400 caps|
    --
    |1d8|x2|Full-Auto (1d6)|90ft|5 lb|Ballistic
    Assault Rifle1, 2|1,150 caps|
    --
    |2d6|x2|Single or Burst|200ft|8 lb|Ballistic
    Bullets, 5.56 rounds (1)|3 caps|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.2 lb|
    --

    Bullets, Magnum (1)|3 caps|
    --
    |
    --
    |
    --
    |
    --
    |
    --
    |.2 lb|
    --

    Magnum Revolver2|325 caps|
    --
    |2d6|x3|Single|100ft|3 lb|Ballistic
    Magnum Sub-Machine Gun2|4,350 caps|
    --
    |2d6|x3|Full-Auto (1d6)|40ft|6 lb|Ballistic

    [/table]

    1 - These weapons require two hands to wield.
    2 - Ranged weapon.
    3 - Reach weapon.

    Shields
    Modern shields, unlike archaic shields, do not offer their wearers cover and do not need to be held in hand. Instead, modern shields are affixed to the body and protect their wearers with forcefields. These fields have a pool of hit points separate from the wearer which depletes as the wearer is hit and recharges afterward. 1 round after taking damage the shield's capacity will begin to recharge at a given rate. If the shield's capacity is reduced to 0 this rate becomes drastically slower until it becomes fully charged, delaying the recharge by 5 rounds rather than 1 and multiplying the recharge time by 5.
    Last edited by Ziegander; 2011-08-31 at 09:14 PM.
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    -snip-
    Somehow i missed the sign . DISREGARD THIS POST, IT WAS MADE BY BLIND MEN!
    Last edited by Doorhandle; 2011-08-29 at 12:09 AM.
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    Quote Originally Posted by Craft (Cheese) View Post
    "In his free time, he gates in Balors just so he can kill and eat them later!"

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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    Reserved post 7

    And that's the last reserved post.

    @Doorhandle: You can delete your post if you go into edit. You can post it right after reserved 7 here.
    Last edited by Ziegander; 2011-08-29 at 12:13 AM.
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    A quick question about the setting; is it going to be an updated version of the 2nd E gamma world setting/system, or is it intended as separate?
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    Quote Originally Posted by Togath View Post
    A quick question about the setting; is it going to be an updated version of the 2nd E gamma world setting/system, or is it intended as separate?
    Huh. I had no idea 2e even had a Gamma World... perhaps I should change the name of the setting, eh?
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    Aye, both 2E, and 4E had an official one, I'm pretty sure there was also a 3rd party 3E one as well., So aye, changing the name would help prevent confusion.

    Still, I’m looking forward to seeing how this goes, from your basic description so far it sounds fairly interesting(I never found the 2E gamma world very interesting, as the hundred & one variations on “man eating cactus” were a little boring[and more suited to a joke campaign than a sci-fi one])
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    Default Re: Gamma World [3.5, WIP (Not Your Grandma's d20 Modern)]

    Quote Originally Posted by Togath View Post
    Aye, both 2E, and 4E had an official one, I'm pretty sure there was also a 3rd party 3E one as well., So aye, changing the name would help prevent confusion.


    Well, I've changed the thread title in any event. I'm not sure what exactly to call the setting itself, but I am open to suggestions.

    Still, I’m looking forward to seeing how this goes, from your basic description so far it sounds fairly interesting(I never found the 2E gamma world very interesting, as the hundred & one variations on “man eating cactus” were a little boring[and more suited to a joke campaign than a sci-fi one])
    I'm hoping this will be very interesting indeed. I'm planning to thoroughly rewrite how the Craft skill works in order to enable players who really invest the time and resources to create items that offer tangible power on the level of magical items in a standard D&D setting. I want the Craft skill to encompass everything from repairing items, to customizing existing items with parts, to inventing and building items from parts.

    Eventually we'll get to man-eating cacti perhaps, hopefully I'll have some help on that end, but who knows where we'll end up!
    Last edited by Ziegander; 2011-08-29 at 04:51 AM.
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    Default Re: A Slice of Post-Apocalyptia [3.5, WIP (Not Your Grandma's d20 Modern)]

    I'm curious as to how this will turn out.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: A Slice of Post-Apocalyptia [3.5, WIP (Not Your Grandma's d20 Modern)]

    Classes Berserker and Psi Warrior are now up as well as simple weapons. Still have LOTS to do.
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    Default Re: A Slice of Post-Apocalyptia [3.5, WIP (Not Your Grandma's d20 Modern)]

    Could you provide links to the Homebrew disciplines in the Beserker class? Looking forward to seeing more.

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    Default Re: A Slice of Post-Apocalyptia [3.5, WIP (Not Your Grandma's d20 Modern)]

    I eventually will once I get more rules fleshed out for this. I'm in the process of attempting to come up with a formula to streamline the Craft rules and plug them directly into the value of weapons so that when I am statting the weapons it can be more accurate and so that crafting and customizing weapons in gameplay is easy and straightforward.
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