Afrodyte
Explorer
After buying d20 Modern, I'm eager to do something that incorporates the standard d&d elements with a post-apocalyptic twist. In particular, I'd like to include the standard races, but give them less metaphysical origins.
Overview
The idea I had was that humanity had almost destroyed itself with war (whether nuclear or biochemical I don't know, probably a mixture of both). When major metropolitan areas were targeted and destroyed in the war, people scattered, finding safety from nuclear and biological weapons underground and in the wilderness. Nevertheless, the war managed to destroy a staggering two thirds of the earth's human population, and it continued to fall during the fertility crisis of the war. Devastating weapons and the nuclear winter that followed forced humankind to adapt, resulting in several mutations that create what in standard D&D terms are the various humanoid races (detailed later).
Currently, it is about 20,000 years in the future. The earth is locked in yet another Ice Age. The world is cold and gray. Warmth and color only thrive along the equator. Where once urban sprawl was a serious problem, now it seems the wilderness has reclaimed what was lost to it millennia ago. Nations are memories preserved in frozen artifacts scattered here and there. Technology survives, although the exponential innovations of past eras are no more. People have reverted to the old ways of doing things, ways that do not depend on fossil fuels or electricity. Yet, there are things that have awakened with this new dark age, things that had been dormant since humanity's infancy, perhaps even before. Some of them benevolent, some malevolent, others too capricious to really determine which way or the other. Whereas once the world could have been indifferent to the fate of mankind, these days it seems it is downright hostile.
Races
Methuselahs
In several isolated single-sex populations, people have developed what scientists call the Methuselah strain, a mutation that drastically extends their lifespands beyond known human limitations. Whereas in the past it had been possible for normal humans to live a little over 100 years, methuselahs (as they are called) are known to live ten or more times that long. Methuselahs mature at the same rate as normal humans, but they age very slowly until they reach the end of their lives, whereupon they decline very quickly.
Taking into account the methuselahs' memories of the fertility crisis that happened a few millennia ago, scientists theorize that the Methuselah strain developed as a means of maintaining these secluded areas long enough to come across fertile mates and produce and raise offspring.
It is unknown exactly how many methuselahs now exist. Since the methuselah strain developed in more than one area, it is possible that the descendants of two or more methuselahs have mated and created a methuselah offspring. In the case when a person carries only a part of the Methuselah strain, it is not unknown for them to live twice as long as the average lifespan of normal human beings.
While it would seem that the life of a methuselah is just about as good as it gets, it does have its dangers. Because there are no longer any laws that force others to recognize the concept of human rights, those individuals who possess great power and few scruples actively seek out methuselahs in an attempt to discover the secret to their "immortality." How disappointing for them to find out, then, that while methuselahs are slow to die of old age, they can be killed quite easily.
Dwarfs
Being small is an advantage in the subterranean networks of caverns and sewers. The tight spaces and constrictive lack of air made these areas very difficult for normal-sized people to live in, but humans who had inherited the dwarf strain had no problems whatsoever maneuvering in the tunnels and staying underground for extended periods. Being half the size of a normal human being also meant having half the oxygen needs and taking up half the space. In the wake of the war that precipitated this Ice Age, people of short stature made their way from genetic anomaly to a sizeable portion of the population. Most of the crippling deformities associated with dwarfism have been eradicated after introducing the genes of healthy normal humans. Dwarfs in this era are as healthy as their normal counterparts.
In previous ages, a dwarf's life expectancy was significantly shorter than their normal counterparts. Most of this rested on the fact that dwarf children were more prone to illness. Today, healthy dwarfs thrive and frequently have large families with normal humans and with one another. These half-dwarfs exhibit their dwarf ancestry through their stature, which is shorter than normal humans' but not as extreme as their dwarf ancestors'. They are generally two-thirds to three-quarters the height of the average person.
Whereas sickness was the prime threat to dwarfs in ages past, today it is other humans who pose the greatest danger. The fact that dwarfs started to thrive underground has led many surface-dwellers to believe that dwarfs are privy to some secret knowledge regarding the whereabouts of precious treasures and resources. Many dwarfs have been harmed, and some killed, because of greed and mistaken identity.
Giants
Like the dwarfs that dwell beneath the surface, giants found that their once abnormally tall statures (at least seven feet in height) became an asset in the wilderness where many people fled. Being tall meant it was easier to spot things in the distance, easier to step over dangerous things on the ground. Running away is easier when you can cover in one bound what others need two to do the same.
Giants had much in common with their dwarf counterparts. As with dwarfs, they too had a shorter life expectancy, as it was believed their hearts and lungs had to work harder to maintain them. However, as they began to become fully incorporated into the human population, the weaknesses associated with their condition faded. Giants are now a very visible portion of the human populations that accept them. Their descendants, while not as visible as they, are still remarkable for their great size.
Like methuselahs and dwarfs, giants also find this world dangerous because of its normal human inhabitants. Many giants are thought of as monsters with an appetite for human flesh. Regardless of how gentle their demeanor or how noble their intentions, most people unfamiliar with them fear giants, and they act accordingly.
Mutants
Whereas both Methuselahs and dwarfs can be called mutants, some mutations that have taken place in some human populations have changed them beyond recognition. The radiation that resulted after the war led to a dramatic increase in the frequency of brain damage in the remaining human populations. In many cases, all traces of the human layer of their brains had vanished, leaving only the reptile brain and pieces of the primitive mammalian brain. In form and behavior, they began to resemble other animals. The more dangerous of them are like the great apes; they have rudimentary powers of reasoning while possessing great strength, stamina, and agility.
Classes
All of the basic classes, of course, but for advanced classes, I'm leery of magic and psionics as being widely available. I think, though, that psychics and magicians would count as another type of mutant, albeit ones that manifest unpredictably. I would probably rule that hybrid mutants (such as psychic methuselahs) would not be starting characters.
Cruncy Bits
I was considering not having any attribute bonuses or penalties, but after further consideration, this may be in order for the dwarfs and giants. Mutants are a different case, as many are beyond classification at this point. Methuselahs present a different problem, as I am not sure how to represent both the methuselah who is unaware of his condition and one who would need a really big birthday cake to fit all the candles.
In addition, I was unsure of how to represent the advantage to living a long time for methuselahs while still giving an incentive to play normal humans. Then again, if these guys are the next step in human evolution, perhaps they should be better than normal humans to a certain degree.
For each race, I have attempted to give a disadvantage to their abilities. Those people who are envious or fearful of these races behave in kind. It is an unfortunate thing that while the war wiped out most of the human population, it failed to wipe out bigotry.
Methuselahs
These bonuses only apply to methuselahs who have discovered their resistance to the normal human aging process. Determine how old your character was when s/he stopped aging at the same rate as normal humans. You take the benefits and drawbacks of this age category as described on page 35. Determine your character's actual age. You gain the Wisdom bonus of this age category while attaining none of the penalties. For each 100 years your character was active (as opposed to incognito), you gain 1 skill point at first level only.
Dwarfs
+1 size bonus to AC vs. medium opponents (increases by +1 for each size category above medium)
+2 racial bonus to climb, hide and spot
Base speed 20 ft.
Low-light vision
Giants
+2 Strength
-1 size penalty to AC vs. medium opponents (increases by -1 for each size category below medium)
+2 racial bonus to intimidate, jump, listen and spot
Base speed 40 ft.
Inspiration
"Wizards" is an old animated flick that details the return of magic in a post-apocalyptic world. Funny and entertaining, even if the quality of the animation has something left to be desired.
"X Men" for the mutants.
"Clan of the Cave Bear" for an idea of how life was during the Ice Age.
"Vampire Hunter D" to get a feel for the technology, mutants, and atmosphere. Just picture it with ice and snow instead of desert.
I would appreciate any constructive ideas on how I can best implement the things I have in mind (especially with Cruncy Bits), and I welcome questions that are aimed at getting a better feel for what I am trying to get at. I know it's alot to take in at one time.
Overview
The idea I had was that humanity had almost destroyed itself with war (whether nuclear or biochemical I don't know, probably a mixture of both). When major metropolitan areas were targeted and destroyed in the war, people scattered, finding safety from nuclear and biological weapons underground and in the wilderness. Nevertheless, the war managed to destroy a staggering two thirds of the earth's human population, and it continued to fall during the fertility crisis of the war. Devastating weapons and the nuclear winter that followed forced humankind to adapt, resulting in several mutations that create what in standard D&D terms are the various humanoid races (detailed later).
Currently, it is about 20,000 years in the future. The earth is locked in yet another Ice Age. The world is cold and gray. Warmth and color only thrive along the equator. Where once urban sprawl was a serious problem, now it seems the wilderness has reclaimed what was lost to it millennia ago. Nations are memories preserved in frozen artifacts scattered here and there. Technology survives, although the exponential innovations of past eras are no more. People have reverted to the old ways of doing things, ways that do not depend on fossil fuels or electricity. Yet, there are things that have awakened with this new dark age, things that had been dormant since humanity's infancy, perhaps even before. Some of them benevolent, some malevolent, others too capricious to really determine which way or the other. Whereas once the world could have been indifferent to the fate of mankind, these days it seems it is downright hostile.
Races
Methuselahs
In several isolated single-sex populations, people have developed what scientists call the Methuselah strain, a mutation that drastically extends their lifespands beyond known human limitations. Whereas in the past it had been possible for normal humans to live a little over 100 years, methuselahs (as they are called) are known to live ten or more times that long. Methuselahs mature at the same rate as normal humans, but they age very slowly until they reach the end of their lives, whereupon they decline very quickly.
Taking into account the methuselahs' memories of the fertility crisis that happened a few millennia ago, scientists theorize that the Methuselah strain developed as a means of maintaining these secluded areas long enough to come across fertile mates and produce and raise offspring.
It is unknown exactly how many methuselahs now exist. Since the methuselah strain developed in more than one area, it is possible that the descendants of two or more methuselahs have mated and created a methuselah offspring. In the case when a person carries only a part of the Methuselah strain, it is not unknown for them to live twice as long as the average lifespan of normal human beings.
While it would seem that the life of a methuselah is just about as good as it gets, it does have its dangers. Because there are no longer any laws that force others to recognize the concept of human rights, those individuals who possess great power and few scruples actively seek out methuselahs in an attempt to discover the secret to their "immortality." How disappointing for them to find out, then, that while methuselahs are slow to die of old age, they can be killed quite easily.
Dwarfs
Being small is an advantage in the subterranean networks of caverns and sewers. The tight spaces and constrictive lack of air made these areas very difficult for normal-sized people to live in, but humans who had inherited the dwarf strain had no problems whatsoever maneuvering in the tunnels and staying underground for extended periods. Being half the size of a normal human being also meant having half the oxygen needs and taking up half the space. In the wake of the war that precipitated this Ice Age, people of short stature made their way from genetic anomaly to a sizeable portion of the population. Most of the crippling deformities associated with dwarfism have been eradicated after introducing the genes of healthy normal humans. Dwarfs in this era are as healthy as their normal counterparts.
In previous ages, a dwarf's life expectancy was significantly shorter than their normal counterparts. Most of this rested on the fact that dwarf children were more prone to illness. Today, healthy dwarfs thrive and frequently have large families with normal humans and with one another. These half-dwarfs exhibit their dwarf ancestry through their stature, which is shorter than normal humans' but not as extreme as their dwarf ancestors'. They are generally two-thirds to three-quarters the height of the average person.
Whereas sickness was the prime threat to dwarfs in ages past, today it is other humans who pose the greatest danger. The fact that dwarfs started to thrive underground has led many surface-dwellers to believe that dwarfs are privy to some secret knowledge regarding the whereabouts of precious treasures and resources. Many dwarfs have been harmed, and some killed, because of greed and mistaken identity.
Giants
Like the dwarfs that dwell beneath the surface, giants found that their once abnormally tall statures (at least seven feet in height) became an asset in the wilderness where many people fled. Being tall meant it was easier to spot things in the distance, easier to step over dangerous things on the ground. Running away is easier when you can cover in one bound what others need two to do the same.
Giants had much in common with their dwarf counterparts. As with dwarfs, they too had a shorter life expectancy, as it was believed their hearts and lungs had to work harder to maintain them. However, as they began to become fully incorporated into the human population, the weaknesses associated with their condition faded. Giants are now a very visible portion of the human populations that accept them. Their descendants, while not as visible as they, are still remarkable for their great size.
Like methuselahs and dwarfs, giants also find this world dangerous because of its normal human inhabitants. Many giants are thought of as monsters with an appetite for human flesh. Regardless of how gentle their demeanor or how noble their intentions, most people unfamiliar with them fear giants, and they act accordingly.
Mutants
Whereas both Methuselahs and dwarfs can be called mutants, some mutations that have taken place in some human populations have changed them beyond recognition. The radiation that resulted after the war led to a dramatic increase in the frequency of brain damage in the remaining human populations. In many cases, all traces of the human layer of their brains had vanished, leaving only the reptile brain and pieces of the primitive mammalian brain. In form and behavior, they began to resemble other animals. The more dangerous of them are like the great apes; they have rudimentary powers of reasoning while possessing great strength, stamina, and agility.
Classes
All of the basic classes, of course, but for advanced classes, I'm leery of magic and psionics as being widely available. I think, though, that psychics and magicians would count as another type of mutant, albeit ones that manifest unpredictably. I would probably rule that hybrid mutants (such as psychic methuselahs) would not be starting characters.
Cruncy Bits
I was considering not having any attribute bonuses or penalties, but after further consideration, this may be in order for the dwarfs and giants. Mutants are a different case, as many are beyond classification at this point. Methuselahs present a different problem, as I am not sure how to represent both the methuselah who is unaware of his condition and one who would need a really big birthday cake to fit all the candles.
In addition, I was unsure of how to represent the advantage to living a long time for methuselahs while still giving an incentive to play normal humans. Then again, if these guys are the next step in human evolution, perhaps they should be better than normal humans to a certain degree.
For each race, I have attempted to give a disadvantage to their abilities. Those people who are envious or fearful of these races behave in kind. It is an unfortunate thing that while the war wiped out most of the human population, it failed to wipe out bigotry.
Methuselahs
These bonuses only apply to methuselahs who have discovered their resistance to the normal human aging process. Determine how old your character was when s/he stopped aging at the same rate as normal humans. You take the benefits and drawbacks of this age category as described on page 35. Determine your character's actual age. You gain the Wisdom bonus of this age category while attaining none of the penalties. For each 100 years your character was active (as opposed to incognito), you gain 1 skill point at first level only.
Dwarfs
+1 size bonus to AC vs. medium opponents (increases by +1 for each size category above medium)
+2 racial bonus to climb, hide and spot
Base speed 20 ft.
Low-light vision
Giants
+2 Strength
-1 size penalty to AC vs. medium opponents (increases by -1 for each size category below medium)
+2 racial bonus to intimidate, jump, listen and spot
Base speed 40 ft.
Inspiration
"Wizards" is an old animated flick that details the return of magic in a post-apocalyptic world. Funny and entertaining, even if the quality of the animation has something left to be desired.
"X Men" for the mutants.
"Clan of the Cave Bear" for an idea of how life was during the Ice Age.
"Vampire Hunter D" to get a feel for the technology, mutants, and atmosphere. Just picture it with ice and snow instead of desert.
I would appreciate any constructive ideas on how I can best implement the things I have in mind (especially with Cruncy Bits), and I welcome questions that are aimed at getting a better feel for what I am trying to get at. I know it's alot to take in at one time.