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Author Topic: Wrex's Campaign Setting Corner  (Read 1193 times)

Wrex

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Wrex's Campaign Setting Corner
« on: April 09, 2013, 11:15:52 pm »

So, I oftentimes have a lot of ideas that I can't immediatly put to use due to time and stamina constraints. I thought It would be a good idea to put my future possible campaign notes up somehwere where I can get critique, and as a possible insurance against future issues.

So without Further ado.....


[Currently Untitled] (Working Title, obviously :p)

Premise: A cyberpunk dystopian future, in which a malign supernatural force manipulates the world. The players have become aware of this influence.
System: D20 Modern, with D20 Future, D20 Past, D20 Cyberscape, and some of D20 Future tech. Select bits of Urban Arcana and Apocalypse can be used on request (For example, Hedge Wizard is an appropriate background for someone who has dabbled with the Void)
Technology level: Modified PL6 (Cybernetics PL 7). Occultist, Spiritualist, and Mesmerist permitted.
Tone: Dark. The world of the future is not a nice place.

It is the year 2197. 15 years since the first permanent moon colony, for the nouveau riche, has begun operation. Urban sprawl envelops most of the world, and rising pollution is a constant concern. Global warming has shifted weather patterns signifcantly. With the growing gap between the rich and poor, and the steadily dying middle class, civil unrest has become an epidemic accross the globe. Increasingly repressive governments cling tenaciously to power, while street gangs own many lower income neighborhoods. For many, life is depressing, painful, and exhausting. Which is exactly how the Void wants it.

The Void is an ancient force of great, if subtle power. It draws it's nourishment from the suffering, both physical and mental, of sentient life. When it encountered earth, it saw a rich feeding ground, but one that could be improved. And it set to work, corrupting prominent individuals to enact repressive laws, increasing commercialization, and investing it's dark power in those it saw fit. Creatures of the Void are, in large part, undetectable for what they are. A ghoul is an unwashed bum, A demon but a street punk with a lot of piercings. The Heroes, for whatever reason, have had a close encounter with the agents of the Void, and have seen through this fascade. The beasts appear exactly as they are. Many, with this newfound knowledge, go into hidng, go insane, or drug themselves into insensibility. The Heroes are made of sterner stuff. They meet through a mutual acquaintence, who explains that these beasts aren't just a hallucination- they are real. What the PC's do is then up to them.

Rules changes(In development): Man-Portable energy weapons simply aren't in wide use, due to massive expense. Such technology is simply not for sale at any price, although liberating it from corporate hands is obviously a possibility. PL5 firearms (Read, what we consider modern) are at -2 cost, due to the economy of scale. Cybernetics are at -2 price as well- they are extremely common. The "Piece of your soul" rules are used for cybernetics. PC's may play as a Biodroid, but no other kind of robot (The others are either not yet invented, or simply not sentient). "Magic" is derived from the Void, or awareness thereof, and is extremely rare. Magic items can not be bought, but may be found, or awarded via class feature. Psionics is an entirely different can of worms- The prescense of the Void sparked this ability, but it can neither control nor grant this ability in any way. Mutation rules are used, mutations generally arising from genetic experiments or a strain of contagious retrovirus. PC"s recieve Maximum HP per die, and Fractional BAB/Saves are in effect. Most humans are implanted with ID chips with integrated nanobeacon, but the Player's chips have either been destroyed, forged, or otherwise hacked into being nonfunctional or selectively functional. Most of the guns in D20 weapons locker are horrifically overpriced, so  they should be treated as having a Purchase DC of the nearest comparable weapon in the core rules. The "Grey Wealth" Rules on pg 76 of d20 Cyberscape replace the normal black market rules, except that you can take 10 or 20 on a grey market wealth check. VRNet and HINet both exist.

-Vedning machines full of guns removed, didn't pan out as well as i'd hoped-


[/spoiler]

« Last Edit: April 15, 2013, 06:11:40 pm by Wrex »
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Wrex

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Re: Wrex's Campaign Setting Corner
« Reply #1 on: April 15, 2013, 08:31:53 pm »

Ravnica E6
Premise: Characters exist in the setting of Ravnica, from M:TG, and have to content with guild intrigue and warfare in the wake of the dissolution of the Guildpact
System: Gnorman's E6 compendium. Non core spell list, dragon class prohibited
Tone: Adventurous, with a side of intrigue.

Ravnica is a massive, plane spanning city, ruled over by the ten guilds. For many years the guilds lived in harmony due to the guildpact,  stricture that prohibited guild warfare and assigned each guild a place in society. Due to the actions of a foolhardy few, not only have many of the guildleaders died, but the guildpact itself was broken. Tensions have begun to rise, and who can say when war will break out again?

The guilds are as follows:

the Azorious Senate: Enter the Senate, seat of justice and the foundation of Ravnican society. They handle the governmental functions of Ravnica. Their assosiated classes are White Mage, Blue Mage, Noble,Sage, Sentinel, and Zealot

the Boros Legion:Enter with merciful hearts. Exit with war cries. The Boros legion is the standing army of Ravnica, as well as the police force. Their assosiated classes are White Mage, Red Mage, Gladiator, Zealot, Aspirant, and Kineticist.

House Dimir: Enter and become a mastermind of spies, lies, and deception House Dimir officially does not exist. If they did exist, they would theoretically provide all manner of illegal, but neccesary services. Hypothetically, their assosiated classes would be Blue Mage, Black Mage, Scoundrel, Subliminal, Empath, and Hunter

the Cult of Rakdos:Enter and indulge your darkest fantasies, for you may never pass this way again The Rakdos provide manual labour, "entertainment" venues, bars, and man the abbatoirs of the city. They are infamous for having large numbers of sadists, psychopaths, and Thrill-killers in their midst. Their assosiated classes are Black mage, Red Mage, Brawler, Gladiator, Sage, and Aspirant

the Golgari swarm: Enter those who are starving and sick. You are welcome amoung the swarm when the rest of Ravnica rejects you.  The Swarm handles both the agricultural sector, and organic waste disposal. Their dominion over the undercity is unquestioned, and due to their command of necromantic magics, the golgari are by far the largest guild. Their assosiated classes are Green Mage, Black mage, Esoteric, Brawler, Hunter, and Scoundrel

the Gruul Clans: Enter and leave the shackles of society behind. Once a wild a noble guild devoted to the wild places, they have fallen into merely being a collective of berserker clans. The increasing chaos since the dissolution of the guildpact has expanded their territory immensly, and they are slowly coming back into power. Their assosiated classes are Red Mage, Green Mage, Brawler, Gladiator, Poet, and Hunter.

the Izzet League: Enter those with the vision to create, and the daring to release their creations. The Izzet league is responsible for civil engineering as well as magical and psionic developments. Mad Science is mandatory. Their assosiated classes are Blue Mage, Red Mage, Poet, Sage, Engineer, and Kineticist

the Orzhov Syndicate: Enter to find wealth, security, and eternal life... for just a small price up front. The Orzhov regulate banking and trade, and are a combined religion and financial establishment. Orhov contracts often include clauses that permit them to enslave souls for failing to pay their debts, and the spirits of the dead leave them will guarded from interlopers. Their assosiated classes are White Mage, Black Mage, Sentinel, Zealot, Noble, and Scoundrel

the Selesnya Conclave: Enter and Rejoice! The Conclave stand united, open to one and all. The Conclave provides religious services to Ravnicans, and it's guards patrol rural areas. Despite their appearance of being a "Peace-loving" guild, several brutal border skirmishes with the Izzet have proved otherwise. Their assosiated classes are White Mage, Green Mage, Zealot, Esoteric, Subliminal, and Empath

the Simic Combine: Enter and comprehend the perfection of orchestrated life. The Sinic combine is chiefly responsible for medical care, as well as the creation of new species of animals. Their methods generally result in fewer explosions, but more ravenous monsters, than Izzet creations. Their assosiated classes are Blue Mage, Green mage, Sage, Engineer, Aspirant, and Noble

Rules changes: All skilled classes recieve a D8 hit die, and players recieve Maximum HP per die. The Half-caster archtypes recieve the Following abilities:

Lesser: May cast spells from their assosiated mage class (Red for rage magus, green for warden, white for initiate). The hunter may base his traps off of wisdom rather than intelligence, and they may cast any of their spells in the highest level of armour they are proficent in.
Moderate: gain the second level ability of your assosiated mage class as a mage of your level
Greater: May cast spells with a range of personal, and a casting time of a standard action, as a swift action instead.


« Last Edit: April 19, 2013, 05:11:22 am by Wrex »
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Wrex

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Re: Wrex's Campaign Setting Corner
« Reply #2 on: September 10, 2013, 04:08:54 am »

Deadlands Improvised weapons system


Deadlands, hell on earth, despite taking place in the sort of used future that would really benefit from a system of improvised and modified firearms, dosen't have such a system. You can see the "Cheap gear" rules, but it's a simple reduction in power for a small price reduction. So, without further ado, I present a half-thought out and probably awful subsystem attempt.

Weapon Flaws:

Reduced Accuracy: Due to misaligned sights, wonky barrels, and flawed firing chambers, the weapon is at -1 to hit. May be taken mutiple times. Price reduction 10% per point of accuracy.

Reduced Damage: Due to loss of gas pressure, this gun fires bullets slower than other bullets, inflicting -1 damage. May be taken mutiple times. Price reduction 10% per point of damage.

Semi-Automatic only: Either a civilian version of existing weapons, or a gun specifically modified by ammo conscious owners, this gun cannot fire on automatic. Reuirement: Automatic weapon. Price reduction 20%.

Internal magazine: this weapon has had it's magazine well replaced, and has been extensively modified to accept an internal magazine. The weapon must be fed by hand, and has vastly reduced capacity. Price reduction: 20% for 1/2 capacity, 30% for 1/3rd capacity.

Sawed off: This weapon has had it's barrel drastically shortened, reducing it's range increment by 50%. The weapon is, however, much easier to conceal. Price reduction: 0%

Fouling: This weapon's firing chambers are exposed to muck, grit, and dirt, and is easy to jam. There is a 5% chance per round of combat that the gun jams, and is inoperable until field striped. This takes four actions, or 2 with a TN 7 Speed loading roll. Price reduction: 30%

No Stock: This two handed weapon is lacking a stock, and cannot be properly braced. Recoil burst penalties are doubled, but the weapon can be fired one handed. Price reduction: 20%

Weapon Advantages

Ammo conversion: This weapon has been tweaked to accept a different type of ammo. As long as this ammo inflicts the same damage as the weapon's existing ammo, there is no increase in price. The more extensive conversions needed to make a weapon accept higher or lower damaage ammunition is correspondingly rareer, and more expensive. Fire rate is also reduced by 3 if higher caliber ammunition is used. Price increase: 0% or 20%

Attachable stock: This one handed weapon has had a stock fitted to it. It must now be used two handed, but the weapon's range increment increases by 5. Requirement: one handed weapon. Price increase: 20%

Full Automatic Upgrade: This semi-automatic weapon has been converted to rock and roll. The base fire rate changes to 6. Price increase: 20%

Fire rate upgrade: This weapon can fire faster than it's compatriots, and it's RoF increases by 3 if it is already 3 or greater. If it is less than 3, it's fire rate is changed to 3. This may be applied mutiple times. Price Increase: 20%

Magazine Conversion: This gun has been modified to accept magazines, and has had it's internal magazine removed. Choose a weapon that shares the calibre of the base weapon. Your weapon can now accept magazines from that weapon. Price increase: 20% (if ordinary magazine is up to twice as large as original capacity) or 30% (if up to three times as large)

Bullet Flaws:
Reduced Damage: Made with anemic powder loads or inferior metals, these bullets inflict less damage. Price reduction: 20% per -1 of penalty.

Reduced Accuracy: These bullets are unaerodynamic, or are unrifled in the case of shotgun slugs. Price reduction: 20% per -1 of penalty

Fouling: Made from homemade explosives or black powder, these bullets are exceptionally dirty. They cause weapons that fire them to jam, as the fouling weapon flaw. Price Reduction: 20%

Example weapons:

Improvised SMG: Calibre: 9mm, 10mm, .45 Range Increment: 5/10. Magazine capacity: 30 RoF: 6  Damage 3d6. Price: $75
 
These SMG's are widely made in whatever improvised manufacturing facilities are avalible, and fire whatever pistol ammo is most common in their location of manufacture. Improvised SMG's of different calibre cannot accept magazines from each other. Lacking high quality steel, all improvised SMG's have the fouling property.

SA-13: Calibre: 7.62 mm. Range increment 10/20. Magazine capacity: 30. RoF: 6 Damage 4d8-2. Price $80

These benighted rifles were sold by the Ravenites to their unsuspecting brethren. Many a man died cursing them as their guns jammed, misfired, and failed to hit targets at even close range. Most existing models were simply laid to rust rather than be stripped for parts. This gun subtracts 2 from it's wielder's shootin' roll, and has the fouling property.
« Last Edit: September 10, 2013, 04:46:14 am by Wrex »
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