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Post Apocalypse: 4th Millennium
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<blockquote data-quote="Grimgrin" data-source="post: 5112191" data-attributes="member: 78830"><p><strong>Addendum 1</strong></p><p></p><p><span style="font-family: 'Century Gothic'"><span style="font-size: 15px">Action Points & Healing Surges</span></span></p><p><span style="font-family: 'Century Gothic'">The nanobots in are body work sporatically, but they have a highly developed sense of self preservation. At times of great stress, the colony will provided its host with a boost of speed, skill, or power. Miraculous healing is also a common experience in the 4th Millennium. Contrary to provincial beliefs, healing prayers do not tap into a divine agency but nanotechnology. "Clerics" and "Paladins" possess the command protocols to active the curative subroutines of the Nanobot Colony of the host creature. </span></p><p> </p><p><span style="font-family: 'Century Gothic'"><span style="font-size: 12px">Post Apocalyptic Tribes</span></span></p><p><span style="font-family: 'Century Gothic'">The remnants of humanity have entered a new "Dark Age" with the collapse of the Nanocosm. Without their Nanobot factories and communications people struggle just to survive. Nanobots no longer reliably manufacture and repair machinery. Tasks left to automated systems such as farming, building, and navigation must be rediscovered. Before the Downfall, people were completely dependant on Nanobots for communication, computation, memorization, transportation, and medicine. Now they must make do with on poorly remembered skills and muscle driven technology. To endure, survivors of like-mind banded together for protection and stability. These social groups became the five Great Tribes of the Fourth Millennium. As a player character you may be the racial or spiritual embodiment of your tribe, a social misfit that pursues a character class atypical for your family, or a renegade that follows a radically different philosophy and morality than the rest of your family.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><strong>Nihilists (Tieflings, Half Orcs, and Goblinoids):</strong> This tribe is commonly seen as selfish, uncaring, and vindictive. Its members generally have the belief that life goals are pointless and moral values are worthless; might makes right. Nihilists are infamous for their warlocks.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><u>Nukers</u> (Infernal Pact): The Nuker faction tends to the be the most violent, destructive, and combative of the Nihilist Tribe.</span></p><p><span style="font-family: 'Century Gothic'"><u>Pukers</u> (Dark Pact): This faction is especially spiteful and secretive. Pukers use poison, treachery, and duplicity to achieve their goals.</span></p><p><span style="font-family: 'Century Gothic'"><u>Freaks</u> (Fey Pact): This faction is composed of anarchists that delight in chaos and emotional frenzy.</span></p><p><span style="font-family: 'Century Gothic'"><u>Bleaks</u> (Star Pact): This faction is composed of fatalists that believe in inevitable doom and unchangeable fate.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><strong>Scalar</strong> (Dragonborn): Scalars are common on to the arid grasslands and deserts of the 4th Millenium. Their reptile metabolism allows them to survive on less food and water than a typical humanoid mammal would require. Scalar are usually nomadic gypsies, hunters, and herdsmen.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><strong>Waste Landers </strong>(Bladelings, Goliaths, and Dwarves): Waste Landers are resistant to the constant dangers of their homelands. Toxic Jungles, Poisonous Swamps, and Sprawling Pipelines are their favored habitats. Waste Landers are well known for preferring exotic weapons such as the double axe, and loyalty to kin and county. </span></p><p> </p><p> </p><p><span style="font-family: 'Century Gothic'"><strong>Wild Child (Fey and Beastly)</strong>: Wilders favor wild places, independence, self-sufficiency, and individualism. They ignore laws, boundaries, traditions, and have little respect for bureaucracies. </span></p><p> </p><p><span style="font-family: 'Century Gothic'"><u>Fetishists</u> (aka Ferals) attribute good or bad fortune to a location or inanimate object that is believe to harbor a spirit. Fetishists are unpredictable since they look for omens and portents in everyday items, and prioritize the ‘spiritual matters‘. </span></p><p><span style="font-family: 'Century Gothic'"><u>Hong Di Faction</u> (aka Terra Cotta Troopers) believe they know how to restore the Nanocosm to harmony by a mystical practice called "Feng Shui". They are always busy building new monuments, cleaning debris, and demolishing obstacles to the proper flow of "chi". The Hong Di are the most unified and organized of the Wild Child factions.</span></p><p><span style="font-family: 'Century Gothic'"><u>Socialites</u> (aka Cosmos) are not intentionally wicked but find their own goals and fashion needs of foremost importance.</span></p><p><span style="font-family: 'Century Gothic'"><u>Re</u><u>Sickles</u> (aka Reapers) follow the "Three Fold Path": Life, Death, and Rebirth. They take no more than they need, own a few treasured handed-down possessions, and trust in Nature's providence. They violently opposes conspicuous consumption, destruction, and waste. Reapers common use sickles and scythes in combat and favor motorized bikes and trikes as transport.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><strong>Metros (Human and Halfling)</strong>: Metros live in the ruins of urban areas and modern boom towns.</span></p><p> </p><p><span style="font-family: 'Century Gothic'"><u>Frequent Flyers</u>: This faction has lived for generations in airports and follows the tenets of an esoteric prophecy called the "Imminent Departure". Status seekers are attracted to this faction with its emphasis on elitism and special privilege.</span></p><p><span style="font-family: 'Century Gothic'"><u>Hospitallers</u>: Hospitallers are a member of a religious order or charitable institution involved in the care of the sick and the destruction of the undead. </span></p><p><span style="font-family: 'Century Gothic'"><u>Globalists</u>: Globalists are fortune seekers that risk life and limb to make that big score. Many a "Land Baron" pounded the first claim stake in boomtown build over a rich salvage site.</span></p><p><span style="font-family: 'Century Gothic'"><u>Beacons</u>: Beacons are always scanning and fiddling with microwaves, gamma rays, and radio waves in the hope of reestablishing the Nanocosm. Technologists and revivalists are attracted to this faction.</span></p><p><span style="font-family: 'Century Gothic'"><u>Honorbound</u>: The Honorbound are group of people follow a strict code of behavior. Members of this faction often work as enforcers, arbitrators, and peacekeepers in their communities. The honor bound have a reputation for fairness, enforcing legal contracts, recovering stolen property, and crime patrolling. Only the highly motivated and disciplined are invited to join this faction.</span></p></blockquote><p></p>
[QUOTE="Grimgrin, post: 5112191, member: 78830"] [b]Addendum 1[/b] [FONT=Century Gothic][SIZE=4]Action Points & Healing Surges[/SIZE][/FONT] [FONT=Century Gothic]The nanobots in are body work sporatically, but they have a highly developed sense of self preservation. At times of great stress, the colony will provided its host with a boost of speed, skill, or power. Miraculous healing is also a common experience in the 4th Millennium. Contrary to provincial beliefs, healing prayers do not tap into a divine agency but nanotechnology. "Clerics" and "Paladins" possess the command protocols to active the curative subroutines of the Nanobot Colony of the host creature. [/FONT] [FONT=Century Gothic][SIZE=3]Post Apocalyptic Tribes[/SIZE][/FONT] [FONT=Century Gothic]The remnants of humanity have entered a new "Dark Age" with the collapse of the Nanocosm. Without their Nanobot factories and communications people struggle just to survive. Nanobots no longer reliably manufacture and repair machinery. Tasks left to automated systems such as farming, building, and navigation must be rediscovered. Before the Downfall, people were completely dependant on Nanobots for communication, computation, memorization, transportation, and medicine. Now they must make do with on poorly remembered skills and muscle driven technology. To endure, survivors of like-mind banded together for protection and stability. These social groups became the five Great Tribes of the Fourth Millennium. As a player character you may be the racial or spiritual embodiment of your tribe, a social misfit that pursues a character class atypical for your family, or a renegade that follows a radically different philosophy and morality than the rest of your family.[/FONT] [FONT=Century Gothic][B]Nihilists (Tieflings, Half Orcs, and Goblinoids):[/B] This tribe is commonly seen as selfish, uncaring, and vindictive. Its members generally have the belief that life goals are pointless and moral values are worthless; might makes right. Nihilists are infamous for their warlocks.[/FONT] [FONT=Century Gothic][U]Nukers[/U] (Infernal Pact): The Nuker faction tends to the be the most violent, destructive, and combative of the Nihilist Tribe.[/FONT] [FONT=Century Gothic][U]Pukers[/U] (Dark Pact): This faction is especially spiteful and secretive. Pukers use poison, treachery, and duplicity to achieve their goals.[/FONT] [FONT=Century Gothic][U]Freaks[/U] (Fey Pact): This faction is composed of anarchists that delight in chaos and emotional frenzy.[/FONT] [FONT=Century Gothic][U]Bleaks[/U] (Star Pact): This faction is composed of fatalists that believe in inevitable doom and unchangeable fate.[/FONT] [FONT=Century Gothic][B]Scalar[/B] (Dragonborn): Scalars are common on to the arid grasslands and deserts of the 4th Millenium. Their reptile metabolism allows them to survive on less food and water than a typical humanoid mammal would require. Scalar are usually nomadic gypsies, hunters, and herdsmen.[/FONT] [FONT=Century Gothic][B]Waste Landers [/B](Bladelings, Goliaths, and Dwarves): Waste Landers are resistant to the constant dangers of their homelands. Toxic Jungles, Poisonous Swamps, and Sprawling Pipelines are their favored habitats. Waste Landers are well known for preferring exotic weapons such as the double axe, and loyalty to kin and county. [/FONT] [FONT=Century Gothic][B]Wild Child (Fey and Beastly)[/B]: Wilders favor wild places, independence, self-sufficiency, and individualism. They ignore laws, boundaries, traditions, and have little respect for bureaucracies. [/FONT] [FONT=Century Gothic][U]Fetishists[/U] (aka Ferals) attribute good or bad fortune to a location or inanimate object that is believe to harbor a spirit. Fetishists are unpredictable since they look for omens and portents in everyday items, and prioritize the ‘spiritual matters‘. [/FONT] [FONT=Century Gothic][U]Hong Di Faction[/U] (aka Terra Cotta Troopers) believe they know how to restore the Nanocosm to harmony by a mystical practice called "Feng Shui". They are always busy building new monuments, cleaning debris, and demolishing obstacles to the proper flow of "chi". The Hong Di are the most unified and organized of the Wild Child factions.[/FONT] [FONT=Century Gothic][U]Socialites[/U] (aka Cosmos) are not intentionally wicked but find their own goals and fashion needs of foremost importance.[/FONT] [FONT=Century Gothic][U]Re[/U][U]Sickles[/U] (aka Reapers) follow the "Three Fold Path": Life, Death, and Rebirth. They take no more than they need, own a few treasured handed-down possessions, and trust in Nature's providence. They violently opposes conspicuous consumption, destruction, and waste. Reapers common use sickles and scythes in combat and favor motorized bikes and trikes as transport.[/FONT] [FONT=Century Gothic][B]Metros (Human and Halfling)[/B]: Metros live in the ruins of urban areas and modern boom towns.[/FONT] [FONT=Century Gothic][U]Frequent Flyers[/U]: This faction has lived for generations in airports and follows the tenets of an esoteric prophecy called the "Imminent Departure". Status seekers are attracted to this faction with its emphasis on elitism and special privilege.[/FONT] [FONT=Century Gothic][U]Hospitallers[/U]: Hospitallers are a member of a religious order or charitable institution involved in the care of the sick and the destruction of the undead. [/FONT] [FONT=Century Gothic][U]Globalists[/U]: Globalists are fortune seekers that risk life and limb to make that big score. Many a "Land Baron" pounded the first claim stake in boomtown build over a rich salvage site.[/FONT] [FONT=Century Gothic][U]Beacons[/U]: Beacons are always scanning and fiddling with microwaves, gamma rays, and radio waves in the hope of reestablishing the Nanocosm. Technologists and revivalists are attracted to this faction.[/FONT] [FONT=Century Gothic][U]Honorbound[/U]: The Honorbound are group of people follow a strict code of behavior. Members of this faction often work as enforcers, arbitrators, and peacekeepers in their communities. The honor bound have a reputation for fairness, enforcing legal contracts, recovering stolen property, and crime patrolling. Only the highly motivated and disciplined are invited to join this faction.[/FONT] [/QUOTE]
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