post apocalyptic d20 Modern?

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.
 

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I've always preferred extra Races in post-apocalyptic (or even non-apocalyptic) future Earths to be the result of manual manipulation, but this idea is pretty interesting! Any more ideas?
 


more stuff for this setting

A guy at the Wizards site asked some very good questions that inspired me to write some more for this setting. Here is what I wrote in response to what he said:

Originally posted by the square:
[QB]...some stuff you need to consider is:

1) Why different groups of people survived (whether it the Cataclysm, or just the test of time)

2) Who's in charge now? (and why)

3) what effect has this had on those already not human (animals, plants)

4)what is the role of the PCs? (survival, conquest, rebellion, fixing stuff, etc.)

5) What kind of equipment is available? are guns common place, or are they treated as magical devices? are there superior weapons?[/QB]

You raise some excellent issues. Your questions have given me quite a lot of inspiration, so bear with me.

1. I hinted at it in the overview, but I should state it clearly now. Most of the people who survived the catastrophe did so because they utilized humankind's adaptability. By moving away from the crowded urban areas, they were able to avoid the worst of the aftermath (radiation, toxic water supplies, etc). People didn't have a huge exodus a la the Moses saga. They moved in small groups, perhaps no bigger than a district or neighborhood at a time. They usually grew naturally or through contact with lone wolves from other groups. The advantage was that by decentralizing the population, the threat of total annihilation via weapons of mass destruction was reduced. Unfortunately, this meant that many populations were isolated from each other, which tends to slow down cultural development.

2. This world is, for the most part, lawless. Government is a local matter, but the general trend is a return to the ways of pre-civilization. Rule by the strongest, the eldest, or by the people are the most common forms of government. It varies from settlement to settlement. Those whose societies fit this model most closely remain intact to a greater extent than those which relied on a centralized authority.

Of course, a few rulers and groups who have the backing and resources to do so would seek to expand their territory and increase their resources even more, but travel is difficult, so the largest network under one rule tends to be the size of a contemporary metropolis district. Economy has reverted to barter, as paper money and credit mean little when things like food, water, and shelter are primary concerns.

3. Most of agriculture is destroyed. Surprisingly, after the centers of human industry were obliterated, the wild areas recovered at a startling rate. Many theorize that this is due to the influence of radiation, but more optimistic souls think this is the earth healing itself.

There have been some changes in the environment. It seems that animals and plants have gotten bigger, stronger, and meaner. Several new species of carnivorous plants lie in wait for the unwary traveler to make a wrong step. Being killed and eaten by wild animals is no longer a distant worry, but primary on the minds of those who travel. Instead of sabre toothed tigers, though, there are rats and birds of prey. Mankind is once again the naked ape, protected only by the extent of its ingenuity and common sense.

4. All those roles can be filled by the PCs. However, one of the primary concerns for them will be survival. It forms the foundation for many of their motivations. In this era, the relationship between the PCs' motivations and survival are more direct. Conquest brings valuable resources to the characters and their community. Rebuilding civilization helps everyone survive. Rebelling against tyrannical rule can help redistribute resources that were previously hoarded by those in charge. While in our time we have the luxury to worry about whether or not we are happy, in this era, the question is whether or not we will live. Rather than give a bunch of NPCs to be in charge, I prefer to allow the PCs to rise and become the movers and shakers in the world without needing to be superhuman.

5. Contemporary technology is, for the most part, available. There are usually electricity and running water. The internet only exists in larger settlements and use their own mainframes and databases; no talking across time zones anymore. The manpower needed to take advantage of fossil fuels is too scattered to be effective. Mass production is a thing of the distant past, so a great deal of what we have now has to be custom crafted.

Unfortunately, people are still good at killing one another. Ancient weapons are back in vogue because more people know how to make them, and they don't tax natural resources that much. Guns are not as popular as they once were because of the loss of mass production. Losing bullets is a pain in the a**, and considering that everything is custom made, you can understand why. People prefer things that can be used repeatedly, rarely lost, and easily replaceable without paying for someone to do a custom job (as is the case with guns and bullets). Not to mention, people don't like picking pellets out of their meat. Nevertheless, guns remain the most effective weapon, and a few settlements sport militias that have the use of an artillery weapon (as in one rocket launcher or one machine gun). The materials for once-archaic weapons have changed, of course, but the basic concepts behind their construction remain unaltered. A few clever inventors are able to make electroshock weapons (batons, tasers, etc). For self defense, this is usually preferable because it subdues an attacker long enough to allow you to get away.

Now for more crunchy bits.

I was thinking of allowing more skill points for the characters to represent the fact that in this world, self-reliance is one of the ways to survive. I may expand the class skills of various classes and have each class start with at least (4 + Intelligence modifer) * 4 skill ranks and use at minimum the (4 + Intelligence modifier) skill rank progression. Some classes don't need this boost (the Smart Hero comes to mind), but for the Strong and Tough Heroes, this may be ideal. Then again, it may not be a good idea.
 

re: religion

I'm deviating a great deal from the normal setup of d20 religions and having the question of all things spiritual be open for debate. I will say that there are phenomena people observe, but how they choose to interpret it varies.

Religion, as with government, is largely a local and personal matter. However, although organized transregional religion no longer exists as such, the traditions of the past remain, although they too have survived. Rather than give specific religions, I'll give a brief overview of the traditions and systems. More on that later.

As a whole, religion has taken a more visceral turn. Strength and cunning are valued in most systems above things like beauty and truth. Superstitions are no longer ridiculed, but practiced, even if not believed. Astrology, tarot cards, crystal-gazing, and numerology are seen as practical tools for living. In many cases, animal (and human) sacrifices are practiced to ensure the return of a bountiful season (or to get rid of the less desirable elements in society, elements that make the gods or spirits angry). A few radicals are pacifist, but they don't live long in rough areas without protection.

As far as religious traditions go, it would probably go without saying that paganism, pantheism, polytheism, and animism are the most common systems. However, contemporary Wiccans would probably not recognize the often bloodthirsty worship traditions of the pagans in this era. Whereas once the open veneration of astral beings, fae, and other spirits would be laughable today, in this era, these things are no longer scoffed at. But long gone are their mostly benign implications. Spirits are seen as more extreme, being malevolent or benevolent according to their nature and mood. Ancestor veneration is once again the norm, and a few places believe that the spirits of earlier rulers watch over and protect the settlements.

The monotheistic traditions have also had a facelift. As with the other religious traditions, the particular practices and beliefs differ from settlement to settlement, but general trends can be noted. Judaism, Christianity, and Islam have been changed as well. Judaism, instead of being focused on Israel, incorporates all of humanity within its fold as children of God. Christianity has refined its interpretation of messiah. Instead of esteeming a single individual, they now believe that the title of Christ has applied to various religious leaders throughout history who have shown a way to divine living. Martyrdom is not seen as a divine sacrifice, but the unfortunate result of living in a world of evil. Islam has changed most of all, incorporating ideas that include the veneration of women and the female aspect of God. The patriarchal elements of the religion are long gone, favoring a balance between the masculine and feminine aspects of God. Worship of the Great Mother has returned as well, and in many respects resembles the omnipotent, omniscient, and omnipresent deity is much like Yahweh/Jehovah/Allah of today, but without the perspective that the masculine as the norm. It is a simple change, but a profound one. Strangely enough, many men are found as worshippers in the Great Mother belief systems. Gnostic elements have made their way into the practice of these and other faiths as well, believing that only perfect knowledge can lead to a perfect understanding of God and what humankind should do. The exact nature of this knowledge and what this implies vary according to each individual.

The nontheistic traditions have changed as well. The transcendant elements have all but disappeared from Hinduism and Buddhism. Instead, life is seen as a gift, and the goal is not liberation from the cycle of reincarnation, but from the things which make life a burden and not a blessing. Karma is still believed, but it is a teaching tool rather than an explanation for unhappiness or oppression. A person who is born as one of the downtrodden does not believe that she did something bad in her past life, but that her condition in this life has particular lessons to teach her. Each rebirth wipes the slate clean, but some communities believe that there is a hell for especially corrupt souls.
 

Hmm...how are Atheism and Agnosticism doing in the world? Are they more common as some communities turn away from Gods? Are they scoffed at? Hated?
Also, with regard to the 'Christs', is Mohammed included in this? What are the relationships between the various religions?
 

Sixchan said:
Hmm...how are Atheism and Agnosticism doing in the world? Are they more common as some communities turn away from Gods? Are they scoffed at? Hated?
Also, with regard to the 'Christs', is Mohammed included in this? What are the relationships between the various religions?

Atheism and Agnosticism are alive and well, given the circumstances. However, I think that more people are inclined to believe in a malevolent God or gods than none at all. It's not devil-worship or anything, but the belief that the creator of the cosmos has an active hatred for humankind, if that makes sense. In other words, "God hates you."

I would imagine that Mohammed would be included amongsts the Christs, as would Buddha, Confucius, Lao Tze, and Moses.

Since a regional account of religious relationships is impossible to come by due to the overriding local influences, within a given town, I think it depends. Needless to say, the system with the most followers generally holds the power. However, in more autocratic settlements, the leader(s) tend to impose their own religions on the people whereas in democratic settlements, the leader(s) are more laissez-faire. Just like today, people can and do use religion as a tool to control others, and it depends on the temperaments of the individuals involved.
 
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Gamma World...

You may get some ideas from Gamma World with regard to post apocalyptic stuff... especially the Mutants that you mentioned.

The original Gamma World had a great mutation generation table... and there will soon be a supplement for d20 Modern based on the old Gamma World.

--sam
 

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