BFRPG Apocalypse Setting

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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SmootRK
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Re: BFRPG Apocalypse Setting

Post Sat Apr 28, 2012 3:00 pm

Joe the Rat wrote:Are you looking to make them distinct from one another?
No, something rather universal to Simians is what I had in mind. They are distinct from each other by some ability scores and general personality traits; not so much by ability.

Remember also, the general inspiration is the original movies/tv shows, where they are almost human in size, shape, physical strength, etc. While I understand this is a remnant of the era in which the movies were produced (general lack of special effect ability to make 'real apes' with intelligence and speech), but the image is stuck with me. Full Strength Gorillas (or chimps/orangs) with human intelligence is just too tough for a standard character race. The only inspiration from the recent movies is the potential for more aggressive chimps (based on a more realistic view of the nature of real chimps)... instead of the intellectual, vegetarian, pacifists portrayed in the original series.

That all said, I will probably put in something about being able to grasp with feet, but I don't think they are dextrous enough for fine control. Hold on for better stability, able to do stuff with hands free while in the middle of a climb, or similar feats (feats/feets lol)... but not spell casting or pick pockets or whatever.

I have already given a surprise ability out for Mutes/Morlocks, so I would want to keep that for them. Other ideas?
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Joe the Rat
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Re: BFRPG Apocalypse Setting

Post Sat Apr 28, 2012 6:24 pm

Something reflecting a better sense of smell would still be fairly appropriate.

And no, we sacrificed an opposable toe for good bipedal locomotion - grasping, fighting at penalty, but not casting. Bonus to climb when barefoot, though - and probably a base climb for non-thieves
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Fullmmetal515
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Re: BFRPG Apocalypse Setting

Post Sat Apr 28, 2012 11:07 pm

Joe the Rat wrote:Something reflecting a better sense of smell would still be fairly appropriate.

And no, we sacrificed an opposable toe for good bipedal locomotion - grasping, fighting at penalty, but not casting. Bonus to climb when barefoot, though - and probably a base climb for non-thieves
Speak for yourself, without my toe thumb, I would not be able to open jars, though buying shoes that fit are a pain.

Ok no foot casting. :p
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MedievalMan
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Re: BFRPG Apocalypse Setting

Post Sun Apr 29, 2012 12:39 am

I use my foot to turn on a lot of stuff that I really don't feel like bending down for... :(
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Fullmmetal515
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Re: BFRPG Apocalypse Setting

Post Sun Apr 29, 2012 4:31 pm

As far as the techy stuff you could just put all that on the moon should it still be in one piece, something along the line of 01 from the third matrix. Far enough away to not affect anything but still not out of the equation. And that could be your AI/warforged race not needing air mining asteroids for resources keeping a network of satilites in orbit. Thing start to look too nice... Tactile nuke, boom, status quo.

Edit reread and saw smoot thought of it first and all I added was the moon...ah well.
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Joe the Rat
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Re: BFRPG Apocalypse Setting

Post Sun Apr 29, 2012 5:04 pm

Kinda tangential, but a weird moon can add a lot to a setting.

While the split moon a la Thundarr could be troublesome for habitation, having a big ol' chunk out of it can add to the visuals, and leave it as a stable(ish) setting for adventure.

To give you an example: The (sort of) after man MMO Earth Eternal (While it lived) had a Fae-Goddess trapped on a comet smash into the moon in the backstory. During the night cycle, you can see this big smashed out section, with debris, and a lovely green glow.

...said green-glowing debris then spawning all sorts of weird creatures, and mutating the local wildlife where it came crashing down to Earth. Exotic visual and monster generator, all in one neat package!
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SmootRK
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Re: BFRPG Apocalypse Setting

Post Sun Apr 29, 2012 5:10 pm

Fullmmetal515 wrote:Edit reread and saw smoot thought of it first and all I added was the moon...ah well.
lol :D I doubt that I could lay claim to that... it is only logical that stuff in space/moon/elsewhere in a vacuum would not succumb to corrosion (oxidation being the word, ie needs Oxygen to happen).

Though in reality, perhaps solar radiation, micro-meteors, extremes of heat/cold, might have other sorts of long term damaging effects. Even a moon base is unsafe from meteors (note the craters!).... but all has great campaign elements to explore in a high level series of adventures.
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SmootRK
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Re: BFRPG Apocalypse Setting

Post Tue May 01, 2012 9:44 am

What do you guys feel about a Synthetic Race "Synths"

Idea is that they are a true race, originally built but able to procreate (not sure how I want to explain this yet). They do not look human, yet have a general humanoid form. Internally, I am inspired to have them be more like the Synthetic Androids of the Alien movies... yet, I will have some features perhaps based upon Warforged. They were produced for a short time before cataclysms and through the ages they found ways to 'incubate new bodies'. They last a long time, but eventually vital parts decay and they 'die'.

I may give them a slightly smaller size, as they were originally made as servitors (not laborers), but I may hold out that there are 'models' created for harder labor or even military models. I have a mind that there are even sturdy models built for off-planet functions.

Thoughts? I want to make something we don't see in other games or settings ( I am generally unaware of anything like this for any d&d styled games).
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MedievalMan
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Re: BFRPG Apocalypse Setting

Post Tue May 01, 2012 11:00 am

Sounds interesting. Also Smoot thanks to this you have me thinking about my old Sword and Sandal campaign setting I came up with a long time ago.
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Fullmmetal515
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Re: BFRPG Apocalypse Setting

Post Tue May 01, 2012 2:31 pm

SmootRK wrote:What do you guys feel about a Synthetic Race "Synths"

Idea is that they are a true race, originally built but able to procreate (not sure how I want to explain this yet). They do not look human, yet have a general humanoid form. Internally, I am inspired to have them be more like the Synthetic Androids of the Alien movies... yet, I will have some features perhaps based upon Warforged. They were produced for a short time before cataclysms and through the ages they found ways to 'incubate new bodies'. They last a long time, but eventually vital parts decay and they 'die'.

I may give them a slightly smaller size, as they were originally made as servitors (not laborers), but I may hold out that there are 'models' created for harder labor or even military models. I have a mind that there are even sturdy models built for off-planet functions.

Thoughts? I want to make something we don't see in other games or settings ( I am generally unaware of anything like this for any d&d styled games).
Yes, how do I feel about , hmm, I belive the expression is WOOT! I want one.
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