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After the Fall: Fantasy d20 Modern (Looking for 3-4 more)
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<blockquote data-quote="Nac Mac Feegle" data-source="post: 1628362" data-attributes="member: 15240"><p>Hokay, at this point this game has one, maybe two (if adamantineangel comes back) players, looking for 3-4 more and some alternates. Game info follows:</p><p></p><p>THE HISTORY: In the past, the world was ruled by magic. Gates connecting far-flung cities, airships cheaply moving people into surrounding villages. No one went hungry because magic was used to create food for everyone. And then it all ended. No one knows what triggered the Cataclysm, but in a single moment, almost all life was scythed off the planet in a burst of raw magical energy. Humanity was reduced in a day to barbarism, and the world had suddenly become more dangerous. What hadn’t been killed by the magical burst had been somehow changed. Now strange, twisted animals roamed forests of living trees, all with a thirst for blood. Humanity survived in small, tight-knit clans of savages, fighting off the Changelings every day. This state of affairs continued for an unknown amount of time, certainly at least five generations. Slowly, however, humanity reconnected its lost parts, and out of the ashes a new empire was created, founded on the new sciences that had been discovered. The empire re-civilized outlying tribes, and cut back and burned the changeforests for twice a hundred miles around the capital of Angarak. Now the border is guarded by soldiers day in and day out, and the inner territories have become safe. Old buildings and learnings are still being discovered, and new technologies created. It is a time of growth for humanity.</p><p></p><p>THE SOCIETY: The empire rules all human lands fairly tightly. No one complains about the taxes and conscriptions, because it is well known that they are the only things keeping the armies strong enough to fight off regular changebeast attacks. The empire controls all research, and keeps an especially tight control on the study of lost artifacts dug up at archeology sights. In most inner lands, there is only a militia presence, which grows stronger the closer you get to the border. The border to the changeforests is manned continually by large numbers of guards supplemented by stone walls and watchtowers.</p><p></p><p>THE RACES: Only humans are available, all other races having disappeared in the Cataclysm. You may play a minor changeling if you can come up with a reason as to why your character has survived (some people are still born as changelings due to the magical radiation still in the air, but most are killed at birth or else carry a social stigmata of being unnatural). If you want to play a minor changeling, you would pick an animal and would have an appearance slightly modified by that animal and some stat/skill changes, if you have the d20 modern core rulebook use the rules for moreaus, if not just tell me what animal you'd be interested in and I'll tell you the changes.</p><p></p><p>THE CLASSES: Any d20 modern class from the core section, no magical PrCs allowed.</p><p></p><p>EQUIPMENT: D&D equipment, along with a new item:</p><p> Rifle: A primitive gun similar to a musket but with the ball being loaded into the side. 2d6 damage, 30 ft. range increment. Without an exotic weapons proficiency in it you can still fire it without a –4 penaly, but reloading is a full round action (otherwise it’s a move action).</p><p></p><p>Characters may have one magical item at 5x cost if they want, but it cannot be a continuous item (must be charged or single-use). Be aware, such items are highly valuable artifacts that are regulated by the empire. There needs to be a really good reason why you hid it from them (could be a family heirloom).</p><p></p><p>Characters should be at 5th level, with 3,000 gp (I'm using the D&D wealth system rather than the d20 modern one). Characters should start in the capital city of Angarak.</p><p></p><p>New Professions:</p><p></p><p>Warrior:</p><p>Gain Martial Weapons Proficiency OR any Armor Proficiency as a bonus feat</p><p>Gain either Craft: Weaponsmithing or Perform: Weapon Drill (from Complete Warrior) as a class skill.</p><p></p><p>Tracker:</p><p>Gain Track as a bonus feat</p><p>Gain two of Survival, Knowledge: Nature, or Knowledge: Arcana</p><p></p><p>Chirugeon (Healer):</p><p>Gain Surgery as a bonus feat</p><p>Gain two of Treat Injury, Knowledge: Anatomy/Physiology or Craft: Alchemy</p><p></p><p>Scholar:</p><p>Gain Educated as a bonus feat</p><p>Count all knowledge skills as class skills</p><p></p><p>Noble:</p><p>Gain Persuasive as a bonus feat</p><p>Count two of Bluff, Diplomacy, Knowledge: Nobility & Royalty, Disguise, or Perform: Oratory as class skills.</p><p></p><p>NOTE: If you already have a skill as a class skill, selecting it gives you a +1 bonus to that skill.</p><p></p><p>Looking for 4-5 players and 2-3 alternates</p></blockquote><p></p>
[QUOTE="Nac Mac Feegle, post: 1628362, member: 15240"] Hokay, at this point this game has one, maybe two (if adamantineangel comes back) players, looking for 3-4 more and some alternates. Game info follows: THE HISTORY: In the past, the world was ruled by magic. Gates connecting far-flung cities, airships cheaply moving people into surrounding villages. No one went hungry because magic was used to create food for everyone. And then it all ended. No one knows what triggered the Cataclysm, but in a single moment, almost all life was scythed off the planet in a burst of raw magical energy. Humanity was reduced in a day to barbarism, and the world had suddenly become more dangerous. What hadn’t been killed by the magical burst had been somehow changed. Now strange, twisted animals roamed forests of living trees, all with a thirst for blood. Humanity survived in small, tight-knit clans of savages, fighting off the Changelings every day. This state of affairs continued for an unknown amount of time, certainly at least five generations. Slowly, however, humanity reconnected its lost parts, and out of the ashes a new empire was created, founded on the new sciences that had been discovered. The empire re-civilized outlying tribes, and cut back and burned the changeforests for twice a hundred miles around the capital of Angarak. Now the border is guarded by soldiers day in and day out, and the inner territories have become safe. Old buildings and learnings are still being discovered, and new technologies created. It is a time of growth for humanity. THE SOCIETY: The empire rules all human lands fairly tightly. No one complains about the taxes and conscriptions, because it is well known that they are the only things keeping the armies strong enough to fight off regular changebeast attacks. The empire controls all research, and keeps an especially tight control on the study of lost artifacts dug up at archeology sights. In most inner lands, there is only a militia presence, which grows stronger the closer you get to the border. The border to the changeforests is manned continually by large numbers of guards supplemented by stone walls and watchtowers. THE RACES: Only humans are available, all other races having disappeared in the Cataclysm. You may play a minor changeling if you can come up with a reason as to why your character has survived (some people are still born as changelings due to the magical radiation still in the air, but most are killed at birth or else carry a social stigmata of being unnatural). If you want to play a minor changeling, you would pick an animal and would have an appearance slightly modified by that animal and some stat/skill changes, if you have the d20 modern core rulebook use the rules for moreaus, if not just tell me what animal you'd be interested in and I'll tell you the changes. THE CLASSES: Any d20 modern class from the core section, no magical PrCs allowed. EQUIPMENT: D&D equipment, along with a new item: Rifle: A primitive gun similar to a musket but with the ball being loaded into the side. 2d6 damage, 30 ft. range increment. Without an exotic weapons proficiency in it you can still fire it without a –4 penaly, but reloading is a full round action (otherwise it’s a move action). Characters may have one magical item at 5x cost if they want, but it cannot be a continuous item (must be charged or single-use). Be aware, such items are highly valuable artifacts that are regulated by the empire. There needs to be a really good reason why you hid it from them (could be a family heirloom). Characters should be at 5th level, with 3,000 gp (I'm using the D&D wealth system rather than the d20 modern one). Characters should start in the capital city of Angarak. New Professions: Warrior: Gain Martial Weapons Proficiency OR any Armor Proficiency as a bonus feat Gain either Craft: Weaponsmithing or Perform: Weapon Drill (from Complete Warrior) as a class skill. Tracker: Gain Track as a bonus feat Gain two of Survival, Knowledge: Nature, or Knowledge: Arcana Chirugeon (Healer): Gain Surgery as a bonus feat Gain two of Treat Injury, Knowledge: Anatomy/Physiology or Craft: Alchemy Scholar: Gain Educated as a bonus feat Count all knowledge skills as class skills Noble: Gain Persuasive as a bonus feat Count two of Bluff, Diplomacy, Knowledge: Nobility & Royalty, Disguise, or Perform: Oratory as class skills. NOTE: If you already have a skill as a class skill, selecting it gives you a +1 bonus to that skill. Looking for 4-5 players and 2-3 alternates [/QUOTE]
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