Campaign ~ Making Your Monster ~ Powers! ~ PCs ~ The Way The World Is
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This campaign is centered on low level PCs. Each player begins at level 3. Alternatively, they can use that 3,000 experience to get powers, as outlined on the powers page. PCs from the previous camapign are allowed with DM permission only.
Species (more information on them can be found in the world section)
Animator: An animator is a human with the ability to raise the dead and an affinity to the dead. They are immune to many undead powers.
Elemental: Elementals are basically intelligent elements, being Air/Smog, Earth/Dust/Sand, Fire/Lightning, Water/Ice etc. They are not too bright but powerful.
Fairy: The fae are an old magical race, currently stuck on earth after their homeland was destroyed by their own creation.
Ghost: The spirits of the restless dead, ghosts are powerful creatures and seldom interact with the material worl unless asked to or summoned.
Half Celestial: The children of the old gods, half celestials are unnaturally beautiful and generally model for various ad agencies.
Half Fiend: The children of the old gods, half fiends are often very evil and generally find good careers in politics.
Human: The... well, humans. Not much I need to say, I guess. Go look in a mirror for more information on them.
Lycanthrope (Were): Beings able to become animals and assume half-animal forms, weres are powerful and often called the Lords of Life.
Mummy: The dead who have somehow returned themselves to a semblance of life, mummies are not well known and seldom understood by the world at large.
Vampire: Vampires are a special species - often called the Lords of Death - who believe they were created to be a check on the other species growth by evolution.
Classes
Barbarian: On modern earth, most barbarians tend to be dishonourably discharged soldiers, gang members and the like.
Bard: Bards tend to be the play on the street corner types. Those who use their gift for song in bands and such end up being corrupted by fame and the schedules of others and lose their baradaic gift, that being the ability to use magic with song.
Cleric: True clerics are extremely rare in the modern world, where faith is hard pressed to hold its own against disbelief, science, logic and the scpepticism of the age. If a clerics faith is shaken, so is their ability to cast spellls. They can be difficult to RP properly.
Druid: While druids don't have the problem clerics do - the world is the source of their magic and most people admit it exists (or at least is a really persistent illusion) the world is hurting and in lots of pain. This makes (sane) druids as rare as clerics.
Fighter: Fighters are typical police officers and military men.
Monk: Monks are not common, and not monks. Most of them tend to be warrior types or martial artists. You're basic monk is a martial artist who knows how to meditate, in essence.
Paladin: See cleric. Also druid. They're mostly insane and very, very rare.
Psionicist: Psychics on earth tend to either think they are nuts or join circuses. Their abilities work regardless of their faith in it or not.
Ranger: Rangers are rather common as private detectives and the like.
Rogue: Thieves are very common. And not just in politics.
Sorcerer: Those with inate magic in them are rare, but not unduly so. Its learning spells that is rare and remaing sane that is hard.
Wizard: Wizards, who can only use magic via circles, staffs, incantations and grimoires, are very rare. Almost as rare as true clerics and their belief in magic is vital for it to work and continue working. Drugs help.
Special Abilities
These can be found (for species and classes) on the powers page. The abilities listed here are guidelines, not facts. Not every PCs ability will do the same thing as everyone elses, and some weres are just strange. For example, most Weres auras effect people too, but all effect objects.
Less Retarded Modern Weapon and Armor System
Thank EliteCabbage for mkaing up this list :)
Weapon | Cost | Damage | Critical | Range | Weight | Clip | Recoil | Type | Spot Difficulty |
Handgun (small bore)*^ | $250 | 1d8 | x3 | 25' | 5lbs. | 20 | 0 | Piercing | 15 |
Handgun (small bore)*^ | $250 | 1d8 | x3 | 25' | 5lbs. | 20 | 0 | Piercing | 15 |
Handgun (medium bore)*^ | $300 | 1d10 | x3 | 25' | 5 lbs. | 15 | 1 | Piercing | 15 |
Handgun (large bore)* | $350 | 1d12 | x3 | 25' | 6 lbs. | 10 | 2 | Piercing | 15 |
Sub-Machinegun (m bore)*+ | $450 | 1d10 | x3 | 40' | 12 lbs. | 30 | 1 | Piercing | 5 |
Sub-Machinegun (l bore)*+ | $500 | 1d12 | x3 | 40' | 12 lbs. | 20 | 2 | Piercing | 5 |
Assault Rifle+ | $500 | 2d8 | x3 | 50' | 18 lbs. | 30 | 2 | Piercing | 0 |
Sniper Rifle** | $1000 | 2d8 | 18+ x2 | 200' | 26 lbs. | 5 | 3 | Piercing | - |
Shotgun | $400 | 5d4++ | x2 | 250' (max) | 4 lbs. | 8 | 5 | Piercing | 0 |
Stun Gun | $40 | 3d6 | 19+ x3 | 0 | 1/2 lb. | 60 | - | Electrical Subdual | 20 |
Taser | $20 | 3d8 | x2 | 20' (max) | 1/2 lb. | - | - | Electrical Subdual | 20 |
Grenade Launcher% | $200 | %% | %% | 25' | 3 lb. | 1 | 3 | %% | -5 (penalty) |
Firearms max range is 20x range increment.
Masterwork versions of firearms are available for 5x cost (10x for sniper rifles), and provide +1 to attack rolls (sniper rifles have doubled range)
Grenade Type | Damage | Damage Type | Other |
Fragmentation | 6d6 | 1/2 fire, 1/2 piercing | 20' radius, ref. save (DC 20) for half-damage |
Smoke | none | none | 25' radius smoke cloud for 2d4+1 minutes, visibility in smoke 2', 90% concealment |
Tear Gas | none | none | Stinking Cloud* for 1d4+1 minutes |
Flashbang** | one | none | 10' radius, ref save (DC 20) or blinded and stunned for 1d4+1 rounds, second save or stunned for 1 round. |
Hand-thrown | as type | as type | 20' range increment, -1 to attack per range increment, 100' max range (5x) |
Ammo Type | Damage type | Cost* | Other |
Steel-Jacketed | (iron) | $50 | |
White Phosphorus | (fire) | $50 | -1 to attack and damage rolls |
Silver | (silver) | $50 | -1 to attack and damage rolls |
Standard | (physical) | $20 | |
Teflon-coated | physical) | $50 | target's natural+armor AC at 1/2, damage 1/2 |
Hollow-point | any | x1.5 | target's natural+armor AC x2, damage x1.5, other effects as per material type |
Masterwork | any | x5 | +1 to attack and damage rolls, other effects as per material type |
Spot Difficulty: For concealed weapons. Modified by various things, at the DMs discretion. Common mods would be +5 for concealing clothing (coat, jacket, etc.), -5 for revealing clothing, stuff like that. Maybe add a feat for better concealment or something. Some weapons may be modified to increase concealability. [Especially assault rifles in trench coats :) - Alcar]
Pistols: Shortened barrel
Assault Rifle: Shortened barrel, folding stock
Shotgun: Shortened barrel*, sawed-off barrel, folding stock
These work as follows.
Sawed-off barrel and shortened barrel are mutually exclusive ;b If someone tries to take both, you can kill their character with no guilt - |337C4Bb4g3 |
Armor | Maximum | Armor | Arcane | Speed | |||||
Armor | Cost | Bonus | Dex Bonus | Check Penalty | Spell Failure | (30 ft.) | (20 ft.) | Weight | Spot Difficulty |
Sublight armor | |||||||||
Light Kevlar | $200 | +2 | - | - | - | 30 | 20 | 5 lbs. | 20 |
Light armor | |||||||||
Light Body Armor | $350 | +4 | +8 | - | 5% | 30 | 20 | 10 lbs. | 15 |
Med. Body Armor | $500 | +6 | +4 | -1 | 15% | 30 | 20 | 20 lbs. | 10 |
Medium armor | |||||||||
Heavy Body Armor | $750 | +8 | +2 | -5 | 30% | 20 | 15 | 40 lbs. | 5 |
Heavy armor | |||||||||
Breach Gear | $2500 | +10 | +0 | -8 | 50% | 20* | 15* | 60 lbs. | no |
Notes
Feats and skills work as usual. Update for modern earth as it seems apropriate. Knowing languages is also a good thing :)
Magic spent to cast spells (in the powers section) is NOT regained via fast healing and such.
While PCs in this game are powerful, this is largely to allow difrentation among the "mosnter" classes that D&D does not allow. It is NOT an excuse for munchkins. Just recall that no matter how powerful you are, there are NPCs with LOTS more power around. Stress the word lots.
Campaign ~ Making Your Monster ~ Powers! ~ PCs ~ The Way The World Is
Main ~ Updates & Contact