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Community
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*Pathfinder & Starfinder
Mixing Earthdawn & Gamma World and D&D4
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<blockquote data-quote="mattcolville" data-source="post: 5350214" data-attributes="member: 1300"><p>I love Earthdawn, it's one of my favorite settings. I love the races and the attitude and the explanation for stuff like Dungeons. </p><p></p><p>I love D&D4, great system. A+.</p><p></p><p>I love the new Gamma World. I want to run a THUNDARR game in it.</p><p></p><p>So I thought...why not mash them up? </p><p></p><p>1: The players start as 4E versions of Earthdawn characters. Has anyone done any Earthdawn conversions for 4E? All I need, I think, are the races. I plan on otherwise using </p><p></p><p>2: Their cairn, the world they've known their whole lives, uses bog standard D&D4 rules, with the Earthdawn flavor. The races, the history, etc.... It's a huge and thriving city-state, cut off from the outside world for thousands of years.</p><p></p><p>3: Something happens, some ancient magic starts to fail, probably the artificial sun that's sustained them for generations is failing and the PCs are tasked with being the first people to ever leave the Cairn. They have a mission, an artifact they need to recover. Something like...the <a href="http://en.wikipedia.org/wiki/Mitre" target="_blank">Mitre</a> of the Mage. A powerful headdress that makes the wearer an epic-level sorcerer, with knowledge of the spells necessary to reignite the sun.</p><p></p><p>4: When the PCs emerge from the Cairn, they emerge into...literally...the world of Thundarr the Barbarian. It's not the world of Gamma World, which is a mashup of multiple realities, it's our Earth thousands of years from now after super science developed and then a huge disaster. </p><p></p><p>As the players adventure, they begin to mutate because of the high levels of radiation. That gets them the Gamma World mutation cards. They discover ancient super-science, Omega Tech. </p><p></p><p>Maybe someone realizes that real mutations don't work that way, leading the players down the path to discover the Cairn inhabitants were all genetically engineered to survive the Collapse. And become highly unstable in the presence of the surface world's radiation.</p><p></p><p>If players die, they roll new Gamma World characters, native to this surface world.</p><p></p><p>Finally, upon reaching level 10, the PCs finally discover the Mitre of the Mage. It is exactly as described, a magical headdress that makes you a powerful sorcerer. Who knows if the characters at this point understand that Mage is an acronym for Mentalics Augmenting Genetic Encephalotron.</p><p></p><p>Or that it's called a Mitre because it was made at the Massachusetts Institute of Technolgoy's Research and Engineering company. <a href="http://en.wikipedia.org/wiki/MITRE" target="_blank">A real thing. </a></p><p></p><p>I feel like I have a pretty good handle on all this, what I need are stats for the Earthdawn races. Or best guesses and ideas. And any ideas for 10 levels of Thundarr content. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="mattcolville, post: 5350214, member: 1300"] I love Earthdawn, it's one of my favorite settings. I love the races and the attitude and the explanation for stuff like Dungeons. I love D&D4, great system. A+. I love the new Gamma World. I want to run a THUNDARR game in it. So I thought...why not mash them up? 1: The players start as 4E versions of Earthdawn characters. Has anyone done any Earthdawn conversions for 4E? All I need, I think, are the races. I plan on otherwise using 2: Their cairn, the world they've known their whole lives, uses bog standard D&D4 rules, with the Earthdawn flavor. The races, the history, etc.... It's a huge and thriving city-state, cut off from the outside world for thousands of years. 3: Something happens, some ancient magic starts to fail, probably the artificial sun that's sustained them for generations is failing and the PCs are tasked with being the first people to ever leave the Cairn. They have a mission, an artifact they need to recover. Something like...the [URL="http://en.wikipedia.org/wiki/Mitre"]Mitre[/URL] of the Mage. A powerful headdress that makes the wearer an epic-level sorcerer, with knowledge of the spells necessary to reignite the sun. 4: When the PCs emerge from the Cairn, they emerge into...literally...the world of Thundarr the Barbarian. It's not the world of Gamma World, which is a mashup of multiple realities, it's our Earth thousands of years from now after super science developed and then a huge disaster. As the players adventure, they begin to mutate because of the high levels of radiation. That gets them the Gamma World mutation cards. They discover ancient super-science, Omega Tech. Maybe someone realizes that real mutations don't work that way, leading the players down the path to discover the Cairn inhabitants were all genetically engineered to survive the Collapse. And become highly unstable in the presence of the surface world's radiation. If players die, they roll new Gamma World characters, native to this surface world. Finally, upon reaching level 10, the PCs finally discover the Mitre of the Mage. It is exactly as described, a magical headdress that makes you a powerful sorcerer. Who knows if the characters at this point understand that Mage is an acronym for Mentalics Augmenting Genetic Encephalotron. Or that it's called a Mitre because it was made at the Massachusetts Institute of Technolgoy's Research and Engineering company. [URL="http://en.wikipedia.org/wiki/MITRE"]A real thing. [/URL] I feel like I have a pretty good handle on all this, what I need are stats for the Earthdawn races. Or best guesses and ideas. And any ideas for 10 levels of Thundarr content. :D [/QUOTE]
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