Thundarr the barbarian D20 Apocalypse

dwayne

Adventurer
Had this Idea for a long time and forgot about it untill now. Just got D20 Apocalypse and thought that the thundarr thing would be fun but i my self work a lot and would need some help completing the the campain. Can not remember a lot about the cartoon so i need your help any ideas are welcome.

Here is what i have so far

http://www.rpglibrary.org/settings/thundarr/

Using the above info from that sight i came up with these ideas.

Relics and Ruins: use rules from d20 apocalypse for scavenging.

Stormy Weather: Death Storms (with red acid rain that dissolves rock), use the environmental hazards in d20 apocalypse, Negastorms (which look much the same as a Death Storm, but with "negative lightning" instead of acid rain) Ghost storm in d20 apocalypse,, toxic mists (found in a variety of colors, usually glowing) fallout cloud in d20 apocalypse.

Artifacts: placed by DM using high level teck from d20 future.

Classes
Barbarians: talent trees from 22 taent trees an another 22 talent trees.
Sorcerers and Sorceresses: The occultist frommodern
Wizards: The mage from modern added requirement non lawful and mutation of some sort remove summon familiar replace with arcane focuse
Witches and Warlocks:maby the mystic from d20 urban arcana?
Nonhumans
Ape People: Moreau Overt
Carocs: lizerd man.
Desert People: Gnomes
Groundlings: Moreau Overt
Hawk People: Moreau Overt
Little People: halflings
Moks: weren from d20 future
Mutants use those in d20 apocalypse.
Monsters
example of this is the Lava Worm: purple worm with breath weapon and fire subtype.

Hows that for starters? any other ideas welcome :)
 

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AAAAAAAAAAAAAAAAAAHHH-HEE! :)

My personal take would be to use Mutants and Masterminds (PL 7 roughly) for a Thundarr campaign (after all, it WAS drawn by Jack Kirby!) but it sounds like you have a good start. I would possibly use Vitality Points, or even the damage saves from Unearthed Arcana, because death of major characters doesn't fit the campaign well -- but action points certainly would.

Incidentally, I found a very good site with the complete episode guide, as well as a few comprehensive FAQs:

http://www.flyingclodhopper.com/Thundarr/Info Pages/Overview.html

If you have another site that's better, please let me know! The sweeping nostalgia is awesome. :)
 
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I think most of the non arcane DnD classes port over fairly well, actually.
The sorceress/sorcerors you could easilly adopt from the Warlock class, with emphasis on non damaging 'add ons' for the bolts.
Wizards, they seem to waffle between them being magic users, people with access to advanced 'lost technology', or a combination of both. Possibly adapt the artificer from Eberron, or maybe give them a 'Legacy artificact' that they can power up as they increase.
 

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