Author Topic: Apocalypse 2020  (Read 980 times)

Offline Wolfsnarl

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Apocalypse 2020
« on: September 26, 2006, 04:44:31 pm »
Basic creation:
All skills are ‘class skills’
Assign these ability scores in whichever order you want: 16, 14, 14, 12, 12, 10
Save and AB charts found in Player’s Handbook

Recommended books/downloads: D20 Ultramodern Firearms, D20 Player’s Handbook 3.5 (ask me to transfer them to you on AIM if you don’t have/can’t find them)

Languages available are all real-world ancient and modern languages.  All players automatically start with ‘English’ since the game starts in an English-speaking place (Ohio)

Starting location: Lancaster, Ohio; a town in the ‘free states’ area on the border of the Midwestern flatlands and Appalachian foothills.  The town is also on the border of the metropolitan sprawl of Columbus (the state capital) and the rural hinterlands.  This will allow you to be either a vampire (urban) or werewolf (rural).

Money: Credit cards and checks have gone out of use with the collapse of the banking system, large amounts of cash are still in circulation.  Prices are roughly the same as today

Starting equipment: one good firearm (under $1,000), one vehicle (under $25,000), any common items (under $100), equipment list subject to common sense and adjusted as per DM.  Requests for special items/substitutions welcomed.

New Skills:
Barter: negotiate prices
Hotwire: vehicles and jump-starting other electro/mechanical devices
Ride Motorcycle
Fly
Drive: all other vehicles
Hacking: includes general computer use
Repair: repair electronic and mechanical devices
Bash: kick down doors, etc
Discipline: maintain balance and composure in combat

Classes:

Highlander:

Weapons: simple/martial/exotic
Armor: light/medium/heavy
AB: good
Fortitude saves: good
Reflex saves: poor
Will saves: poor
HD: D10
Skill pts: 2

Immortal Body: Highlander heals even after below 0 HP.  The only way a Highlander may be permanently killed is by beheading.



Weapon Benefits:
Weapon of Choice (Level 1): The Highlander forms a powerful bond with one type of melee weapon. Whenever wielding this weapon type, he will get many additional benefits, which improve as he gains experiences.  The Highlander also receives a Masterwork Blade of his choice.
Climatic Strike (Level 1): Once per day per lvl maximum damage can be dealt.
Increased Multiplier (Level 5): The weapon of choice gains an additional 1x to its critical damage multiplier. (i.e., 2x becomes 3x, etc.)
Superior Weapon Focus (Level 5):Superior Weapon Focus (Level 5)
Climatic Critical (Level 7): Add +2 to weapon of choice critical threat range



Vampire:
Hit Die: D8
Skill Pts: 3

Weapons: simple/martial
Armor: light
AB: good
Fortitude saves: good
Reflex saves: poor
Will saves: good
HD: D8
Skill pts: 3


Immortal Body: The only way a Vampire may be permanently killed is by being staked through the heart by a piece of wood at last a quarter inch thick, or by having his body incinerated.  A vampire brought to zero or below HP goes into torpor, and may only be awakened with fresh blood.

Regeneration: The vampire regenerates 1hp for each pint of blood drunk.  This bonus is quadrupled for human blood. 

Sunlight: When in dim sunlight (twilight, shaded areas) a -6 to all checks is applied.  When in full sunlight, this increases to -10 except for checks to escape the sunlight, and the vampire takes 1pt of damage for each minute in full sunlight.

Shapechange: At level 2 the vampire gains the ability to shapechange into a bat for 30 minutes per lvl beyond 1st.  The length of shapechange increases by 15 minutes/lvl.


Werewolf:

Weapons: simple
Armor: light
AB: good
Fortitude saves: good
Reflex saves: good
Will saves: poor
HD: D10
Skill pts: 2

Bestial form: A werewolf may shift into the bestial or wolf form for 30 minutes/lvl per day.  While in bestial form, the werewolf attacks as per a monk.   
While in bestial form, the werewolf may rage once for a # of rounds equal to its level, and gain a strength, con, and will save bonus equal to half its level rounded up.  While in wolf form, the werewolf gains a tracking ability and other canine senses.

(normal werewolves appear as shaggy/hairy humans, while in wolf form they stand 2 feet taller and may run on all 4 legs)


Cybernaut:

Weapons: simple, martial
Armor: light, medium, heavy
AB: good
Fortitude saves: poor
Reflex saves: poor
Will saves: good
HD: D6
Skill pts: 5

Any damage Cybernauts take from electrical sources is doubled.
May substitute use of ‘Repair’ skill for ‘Medical’
Cybernauts are part man and part machine/computer, as they advance in level they gain more built-in computer abilities:

1.   cell phone/GPS, compass
2.   Universal translator: may speak or read any language
3.   +1 to driving/riding, mechanical and computer skills (+1 every 3 levels)
4.   Improve gun targeting :+1 to AB with guns ( +1 every 4 levels)
5.   Infrared vision-see in the dark

Occult Mystic:

Weapons: simple, martial
Armor: light, medium, heavy
AB: medium
Fortitude saves: poor
Reflex saves: poor
Will saves: good
HD: D4
Skill pts: 7

Level 3: Gains a bonus language (additional language every 3 levels)

Mystics have a pool of 8 magic points/level.  This is restored at the rate equal to level per hour of rest.

Spells may be taken from anywhere in the D&D books.  The player starts out with a book of 8 spells, and will discover more in the course of the game.
Cost (by spell level):
0 level: 1
1st level: 4
2nd level: 9
3rd level: 16
4th level: 25
5th level: 36
6th level: 49
7th level: 64
8th level: 81
9th level: 100
« Last Edit: August 20, 2007, 07:32:13 pm by Wolfsnarl »
it almost looks like a signiture from someones post


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