Children of Autumn

DarthCestual

Shared on Wed, 08/15/2007 - 23:33
Funny thing about writing a role-playing setting/adventure, is that you're not really writing a complete story. You build a world, with it's peoples, their own agendas, fantastic locations, and sprinkle about hooks to pull players into your story. And any GM (game master) knows that players will always come up with something you hadn't thought of or in no way could expect. Whenever we plan an adventure, it's not unusual to have to be obvious with the clues or railroad a group towards the plot you've prepared, but I've found the more developed a world/region for your story to take place in, it makes it easier to think on your feet. But I digress... Since World of Warcraft has been the game for me lately, I've been kicking around a concept for a post-apocalyptic Earth version. It's funny, cause I can see the character creation screen in my head perfectly for this game and I'd probably use 90% of the toon skins from WoW, though as I wrote more it drifted into a more traditional rpg, though WoW players should easily recognize classes that I've adapted, though there are several references to other game mechanics/systems that I haven't expanded on, since it's mostly reference for myself in sorting out my ideas.

I'm not liking the title for this a whole lot, but there it is for now.

Children of Autumn

Concept- A post apocalyptic setting inspired by the World of Warcraft MMORPG

Races:
Humans-“Arkies” Pre-cataclysm humans survived in self contained arcologies sheltered from the initial disaster and the centuries of after effects that followed. However, these “Arks” as they have become to be known as, eventually began to break down. The complex computers that were needed to maintain the thousands of humans in suspended animation began suffering massive crashes. Emergency protocols were enabled that would revive teams of technicians to handle the problems that would arise, however there seems to have been a problem with the cryogenic process when the computers began to fail. Memories have been lost. Basic abilities and skills have remained, and even some advanced professional skills, but the events of the disaster or even how they came to be part of the Arcologies are fractured and foggy. All that is known, is that the facilities that have been their home for centuries cannot continue functioning for much longer. It is up to those that have been revived to establish a stable environment for the thousands of people who will soon need to be revived.
Arkies will have access to technological artifacts and good quality equipment.

Mutants- “Muts” Only a small fraction of humanity survived in the safety of the arcologies, the rest had to tough it out in the real world of suffering and death. In the aftermath of the Cataclysm, all matter of biological, technical, and toxilogical terrors were released upon the world and those bloodlines that were tough enough to survive still bear the scars. Those scars have manifested in hideous and fantastic forms and abilities. And humanity wasn’t the only ones to suffer these effects, animals and plants have been altered into frightening new species with thoughts and ambitions of their own. Most Muts have gathered into protective Enclaves as a means of mutual defense against the numerous dangers of the post-cataclysmic world. Muts of human origin will begin with 1 defective and 1 beneficial mutation. Muts of animal origin will begin with 1 defect and have the ability of speech and basic humanoid form as the beneficial mutation. Muts of plant origin will begin with 1 defect and have Telepathy and basic humanoid form as the beneficial mutation.
Muts will have defective and beneficial mutations as based on the Omega World tables from Dragon Magazine.

Machines- “Mexx” At the time of the Cataclysm, technology had advanced to the verge of artificial life, and a little thing like the end of the world wasn’t going to hold that back. Artificial Intelligence and emergent nanotechnology became the building blocks for living machines. The facilities and laboratories in which these technologies were developed became the primordial soup. Jungles of chrome, glass, and plastic grew out of these installations with unique flora and fauna, and eventually consciousness. The new self aware “species” of artificial life forms is well
aware of the fact that their “evolution” has been leaps and bounds that of organic life. And they are concerned with this rapid development of their kind, concerned that they might develop too quickly. Lacking the wisdom of their own history, and only having the history of Mankind as a reference, they feared a similar development of self-destruction. So, the machine intelligences are intent on patience and a philosophy of self discovery and exploration of their “souls”. Many have set out beyond the borders of their territories to not only gather knowledge of the world around them, but to discover more about themselves. All artificial life are considered Mexx, from the human appearing Androids, to the simple mechanical analogs to organic flora and fauna, to the pre-fall machines that have been assimilated by nanomachine intelligences akin to hermit crabs. The nanotech “biology” of Mexx give them the ability to assimilate technological artifacts and analyze their purpose and incorporate their use into their own systems. Mexx begin with 1 artifact ability incorporated into their systems.

After seeing the new Transformers movie, I've kicked around the idea of something like that for my setting, but not to where they're running around all over the place. And, usually when I get an idea, I get all stream-of-consciousness like and run into more ideas. So here's my addendum...

Glitches- Mexx Mutations- The artificial lifeform of the Mexx, while immune to many biological hazards, are still susceptible to high radiation levels and rogue nanotech that can alter their systems. While this can often lead to full system crashes, it can just as often lead to Glitches. A Glitch in a Mexx is the equivalent of a mutation in living organisms, but themed appropriately. Mexx players roll for Glitches on the same Mutation Tables as mutants, but should confer with the GM on how to theme it to the type of Mexx the player has. For example: Jess is playing a Mexx that was once used in department store windows to model items on sale. Bob is playing a vaguely humanoid industrial loader type Mexx. Both get the Glitch: Flight. Jess options to have anti grav pods that develop on her hips. Bob options for a rocket engine on his back.
The same idea can be applied to any mutation, including shapechange/polymorph, which could get the players the option of a transformer style character. I'd probably also allow stacking of the same Glitches just to see what people could come up with.

Cyborgs- Occasionally, a colony of nanomachines will infest a living host, creating a cybernetic organism. When this happens, a symbiosis between host and nanocolony develops, providing the colony and it’s evolving consciousness a place to grow while providing the host with the ability to heal most wounds, and in extreme cases, replace lost limbs with artificial ones built by the colony using whatever material is available. Cyborgs literally have split personalities, the host and the nanocolony intelligence. While the host has full control over their body, the nanocolony personality has a voice of it’s own and will often interject it’s views on any given situation. Over time, the cyborg becomes an effective “team” and learns how to use it’s abilities in creative ways. Oddly, mexx and other races view cyborgs with fear and disdain, like some kind of diseased half-breed. Cyborgs develop as per CyberGeneration Gen Types.



Callings: ( I’ve replaced classes with “callings” so that it’s more of a foundation of a character instead of just their “job”) Each calling has “buffs” that benefit the character in some way.

Tank- The Tank is the 1st line of defense. They’re the ones who get their hands dirty when something threatens their community, families, friends, or whoever hired them. The Tank’s job is simple, defend the weak, and pound whatever threat they face.
Tank Buffs: Taunt, Block, Intimidate, Cripple, Execute.

Hippy- An archaic term who’s original meaning has long been lost, Hippies are those who have forged a deep connection to the world around them. They have intuitive knowledge of nature and can concoct medicines and boosters from plants and animals. Hippies are mostly non-violent in nature, but don’t assume they can’t defend themselves. Their connection to nature allows them to manipulate it as well. Attacking a Hippy often results the attacker being assailed by animals and even plants.
Hippy Buffs: Find Plants & Animals, Befriend Plants, Befriend Animals, Call Plants, Call Animals


Healer- With a look, touch, or even smell, they can diagnose disease, determine treatments, and even cure. Healers seem to have been born with a basic knowledge of medicine and understanding of biology. They can perform triage and surgery, calm the traumatized, and eventually heal by force of will alone. Healers are highly valued by the communities they are a part of, and are often well protected.
Healer Buffs: Diagnose, Bandage, Calming Presence, Sterilize, Regrow Tissue.


Ninja- Masters of stealth, disguise, and getting the job done, no matter the cost. For the Ninja, the ends always justifies the means. They do the dirty work that most people don’t want to know about. Their talents are indispensable for other purposes as well. Exploring ancient ruins and installations, scouting new territories, and acquiring rare items.
Ninja Buffs: Stealth, Disguise, Bypass Security, Uncanny Dodge, Assassinate.

Haxxor- While there are those with an intuitive grasp of nature, Haxxors have an intuitive grasp of technology. They can determine an unknown artifacts function, make repairs, redesign, and eventually create new items, given time and resources. After a prolonged time with a piece of technology, the Haxxor can control it by thought alone.
Haxxor Buffs: Analyze, Juryrig, Repair, Remake, Techmind.


Redneck- Living off the land is what Rednecks do. They hunt, fish, know what plants are edible and which are poisonous, and call the wilderness their home. To live in the wilds of this frightening world is no mean feat. The mutated terrors of the wastelands make quick work of the weak, and Rednecks make these beasts their friends.
Redneck Buffs: Survival, Craft Gear, Tracking, Handle Animals, Deadly Shot.

Hoodies- Hoodies are called such due to their code of dressing in hooded robes, sweaters and/or jackets. They have a profound belief in the greater universe around them, and their place in it. This unwavering faith allows them to draw upon incredible energy reserves and perform amazing acts. They try to share their beliefs with others, to share what they know as the underlying truth to all things and consider it their obligation to the universe to do so, but after generations of suffering, their words typically fall upon deaf ears. So with resolve, they venture into the world, helping where they can and trying to lead by example and always do the right thing. When conflicts arise, they will try to talk first, but are quite capable of fighting when necessary. Hoodies typically specialize in non-lethal weapons and fighting styles, but will kill if no other options are left to them.
Hoodie Buffs: Leap of Faith, Arbitrate, Parry, Disarm, Incapacitate.

Antagonists

Rides- A subsection of the Mexx, these are malevolent packs of intelligent cars, trucks, and other vehicles. They are without question, the lords of the highways. They have control of automated maintenance trucks to keep the interstate highways in good order for their uses. People who live near the roads know well enough to keep their distance, as the Rides relish the opportunity for road kill. This in no way implies the wilds are any less safer from the Rides, as off-road and military vehicles have often torn through dense forest in pursuit of victims.

Mycons- “Shroomen” A race of mutant fungus that simply wants to kill as many living things as possible. They require the corpses of the recently dead to sow their spore. Within minutes of seeding a body, their spore will spread throughout and animate the body as a new Mycon. At these early stages, they are able to attack other creatures and spread their spore quickly and even infiltrate communities, wiping them out in hours. Over time, they mutate further and further, and eventually the Mycon becomes a Fester, a toxic pool of sludge that rots the very earth itself. From the edges of these Festers, pods grow that belch out more spore, carried by the winds and hoping by chance to land upon a fresh corpse.


Stallax- A bizarre and completely unearthly race has lead to many theories of the Cataclysm being some kind of alien invasion or cross dimensional rift. They are creatures
made of crystal. Long thin vertical cylinders with crystal clusters at either end, and long thin spider-like legs that extend at their lower cluster. They communicate with each other by a form of radio wave, and can generate dangerous levels of electricity. They view all forms of organic life as little more than annoying vermin, but have on occasion had dealings with Mexx, whom the regarded as little more than an amusing curiosity. Their motives are unclear to those who’ve encountered them, but what is known is they’ve staked out several areas as their own, all around energy sources such as nuclear, solar, and hydroelectric power plants. These areas are fiercely guarded and covered with crystalline growths. Stallax have been known to attack groups and communities for no apparent reason, since nothing appears to have been looted from the dead.

The Bearers- Proteoencephalococcuss 67 was developed in the pre-cataclysm days as a bioweapon able to key upon specific traits in order to target certain groups of people or even individuals. Since the Fall however, it has evolved. In the years it spent in the hermetically sealed labs with the scientists and technicians that were trapped inside when the lockdown occurred, it infected everyone, interacted with their minds and became intelligent itself. It became smart enough to know that killing them would mean it’s own death, so it kept them alive as long as possible. By the time the last man was left, it had found a way to encyst itself, sleeping until years later when the first survivors of the cataclysm came looking for supplies, breached the seals. What walked out of those ruins was different than what had walked in. They were now Plague Bearers. P-67 saw itself as a new order. The world was in chaos, and once it infected everyone, it could bring peace. The infected see themselves to be crusaders, bringing the holy word in their own blood. When they descend upon a community, they offer their sacrament to anyone who would accept it, and then force it upon any who would deny it. Their numbers are growing, the infected are fearless, and totally devoted to the cause of P-67. Bearers are primarily Mutts, with a few Arkies they have encountered, and are able to use all of the skills and abilities they had before infection. Some are Mutt plants and Mexx, who truly believe in the cause since they cannot be infected.




Beastiary:

Krittens- By all appearances, krittens look and behave like normal kittens. They remain this way throughout their lives, never seeming to age. However, by some unknown process, when they are attacked or injured, a form of bio-nuclear reaction occurs and within a few moments they achieve critical mass and detonate themselves in a tiny nuclear explosion. The blast of a kritten is typically leaves a crater a few dozen yards wide and frying everything for about a hundred yards. The EMP produced by a detonating kritten burns out any active electronic devices and can severely damage the systems of nearby Mexx, though cyborgs seem to be able to resist the effects of the pulse.


Spinedogs- These large predatory dogs have quills like a porcupine. They hunt in packs of 4-6 with an Alpha pair that are the only breeding pair. One of the alphas will typically be smarter than the rest and have 1 random positive mutation

Boreworms- These creatures exude a highly acidic slime that allows them to cleanly burrow through any substance. In fact, the only way to contain this acid is to make a container from the skins of boreworms. The acid is valuable for its uses, both benign and malevolent. Boreworms reach a length of 6 feet and can be nearly a foot thick.

Sludges- In the ancient dumps of toxic waste, life adapted. From these blighted holes crawled the sludges. They are oozing plasms that use garbage or whatever they happen across to create a rough skeletal structure for themselves. They have little more than an animal intelligence, and while omnivorous, they tend to only attack moving targets and consume their prey by absorption.

Razormen- On rare occasions, colonies of corrupted nanotech will infect a living being. Slivers of sharp metal often poke through the skin of the host, giving them their namesake. Their presence tends to drive the host mad, sending them on psychotic rampages and killing sprees. The other effect the nanotech has is that it keeps the host alive indefinitely. Any damage done to the host is quickly repaired and they are back on their feet in minutes. In most cases, defeating a razorman doesn’t mean killing it, but in finding a way to contain it. Though technically a cyborg, there is no symbiosis between the nanomachines and their host, which drives the host’s mind into a primal state, making them into a simple killing machine, not unlike a shark of old Earth’s oceans.

Bloodfinches- These are tiny red birds that travel in flocks of hundreds and even thousands. Their tiny needle-like talons a coated with an anticoagulant enzyme as well as a powerful sedative. When they spot potential prey, they fly about it in a tight circle that rises up above it, creating a red tornado-like appearance. Each one taking swipes at their victim, creating hundreds of tiny cuts that bleed out and render the prey unconscious. It is then feeding time as the entire flock picks the bones clean in minutes.

Lawnbeasts- A form of mutated grass that is parasitic in nature. When a living creature comes in contact with this grass, it quickly begins to grow and take over the creature’s body, turning it into a plant form. This way, it can travel far and spread its seed by attacking other creatures. Once in plant form, the lawnbeasts camouflage make it a natural ambush predator. After a few weeks, the infected creature is totally consumed and an odd patch of grass grows right where it stopped.

Anglids- These psionic squids live in both fresh and salt water and stay near the shore. They constantly scan for intelligent creatures, and when touching the mind of one, it then projects an illusion of something that mind desires, near the water. Once close enough, it lashes out with barbed tentacles and pulls it’s victim under to consume. While cunning, the anglid is still an animal, and the illusion it projects can be different for each person in a group, which should be the first waning sign. Older anglids have learned to focus lone travelers, but when they’re hungry, they’ll try to grab the closest one in a group and escape with their meal.

Manges- These are muts that have been riddled with defects. Their minds are warped and have the mental capacity of animals. They fear sunlight and stay in dark, wet places such as caves and old subway and sewer lines. Often they glow with a green bioluminescence as they become excited with the hunt. They attack only when their numbers are greater and will run in fear if more than ½ their numbers are incapacitated or killed. Their bodily fluids are highly toxic, and occasionally acidic or even mutagenic.

Buff Descriptions-
Buffs are skills, talents, and abilities unique to a characters calling and are divided as such. Power Points are spent to activate each ability and typically lasts for the scene. Starting players begin with 1 Power Point, and more can be bought with earned XP.

TANKS-
Block- The Tank is able to stop any 1 ranged or melee attack per turn, and hopefully has the gear to survive it too. 1 Power Point
Taunt- The Tank is the biggest threat to the opposition and the Tank let’s them know it, so they will try to take him out first. 2 Power Points
Intimidate- The Tank is the biggest threat to the opposition, but they really don’t want to mess with him. 3 Power Points
Cripple- When you need to end the fight, but may still have some questions. 4 Power Points
Execute- When you need to end the fight, and already have the answers. 5 Power Points

HIPPIES-
Find Plants & Animals- Through intuition, empathy, or a good sense of smell the hippy can locate and identify most flora and fauna in their immediate are. 1 Power Point
Befriend Plants- Many plants in the post-cataclysm have developed intelligence and complex biological defensive systems. Hippies can become nonthreatening to these plants and move through their areas without harm. 2 Power Points
Befriend Animals-Hippies are able to soothe the savage beast and earn the trust of animals around them. 3 Power Points
Call Plants-The Hippy has become attuned enough with plants that he can call for their aid and even spur rapid growth in order to help. 4 Power Points
Call Animals-Like Tarzan, the Hippy can call animals to his aid. 5 Power Points

HEALERS-
Diagnose- The Healer can quickly analyze a wound, disease, or other ailment and determine the proper course of treatment. 1 Power Point
Bandage- A general term for triage and first aid, the Healer can use either proper materials or whatever is available to treat injuries, diseases, or other ailments. 2 Power Points
Calming Presence-The last thing a Healer needs is to have to fight a patient while trying to help them. The Healer projects a feeling of serenity, euphoria, and anesthesia so he can work. Occasionally, this technique also can protect the Healer from aggressors. 3 Power Points
Sterilize- Through force of will, the Healer can clean an area of diseased and toxic effects that would cause harm. 4 Power Points
Regrow Tissue-Through force of will, the Healer can regrow damaged tissue, reattach severed
limbs, and even resuscitate the recently dead, provided he can get there in time, (no more than 10
minutes) converting his own energy into 1 health for the patient. 5 Power Points

NINJAS-
Stealth- Hiding, sneaking, moving silently, blending with shadows, getting lost in a crowd, being invisible, all are part of the art of not being seen. 1 Power Point
Disguise- Sometimes sneaking in isn’t enough. You have to become someone else, in voice, appearance, and mannerisms in order to walk in though the front door. 2 Power Points
Bypass Security- Often times, getting past people is the easy part. Picking Locks, finding and disarming traps, and eluding automated sentries takes using everything in your bag of tricks. 3 Power Points
Uncanny Dodge- Sure, anyone can learn to dodge, but when the sky darkens from thousands arrows raining death from above, or a pack of blood-thirsty mutts unload all their clips on full auto, it will be the Ninja left standing. 4 Power Points
Assassinate- From the long shot, poisoning the wine, or a knife in the back, the Ninja gets in, does the job, and gets out, sometimes even before the victim knows they’re dead. 5 Power Points

HAXXORS-
Analyze-Given a few moments with any new piece of technology, the Haxxor can determine its function and whether its working, fixable, or just plain broke. 1 Power Point
Juryrig-Using whatever materials are available, the Haxxor can patch together a temporary solution for most any technological problem, from running a busted car with a plasma gun power cell, to patching up a damaged Mexx leg. 2 Power Points
Repair-With the proper tools, the Haxxor can fix any piece of tech and have it in good working order. 3 Power Points
Remake- Using his acquired knowledge, the Haxxor can design and build new equipment, devices and advanced technology including computers and programming for them. 4 Power Points
Techmind- The Haxxor is so attuned with the technology around him, he can extend his will and operate them as if he were one with them. 5 Power Points

REDNECKS-
Survival- Finding shelter, hunting for food and making simple tools are essential for mastering their environment. The Redneck has a knack for such things. Not only that, the Redneck can draw upon this knack for survival and convert his power into 1 health for himself. 1 Power Point
Craft Gear- Rednecks become skilled at making and improving their equipment. From bows and arrows, fishing poles, knapsacks, clothes, and even some simple types of guns, given the materials can be made by the Redneck. 2 Power Points
Tracking- The Redneck can determine where and what animals or people are within the local area. By smell, intuition, empathy, or good old knowing what footprints are made by what, the Redneck
determine the number, direction they’re traveling, and about what speed his quarry goes. 3 Power Points
Handle Animals- Rednecks spend much of their time in the wilderness living a solitary existence, so most have some sort of animal companion. Be it steed, hunting dog, or predatory bird, the Redneck’s pet is fiercely loyal and will defend it’s master to the death. This talent also gives the Redneck the ability to befriend a wild animal, though his control will only allow 1 pet at any given time. 4 Power Points
Deadly Shot-The Redneck is highly skilled with his hunting weapon, and because of his affinity to animals, he doesn’t wish them to suffer when he must kill one to survive. The Redneck can kill a target outright with his ranged or melee weapon with one shot. 5 Power Points


HOODIES-
Leap of Faith- The need to help the helpless drives the Hoodie to draw deep reserves from within themselves. They are able to push their abilities beyond the norm and give 110%. This ability allows the Hoodie to add 1 success to their die rolls. 1 Power Point.
Arbitrate- Hoodies will always try to find a peaceful way through a problem before resorting to force. If they can start a dialogue with an adversary or between others in conflict, the Hoodie will be able to help keep the negotiation going by soothing egos and determining the best path for all involved. 2 Power Points.
Parry- Sometimes, words just don’t work. When attacked, the Hoodie will defend himself and any under his watch. Having no desire to harm anyone or allow anyone to come to harm, the Hoodies fighting style is based on the idea of “Don’t get hit”. By entering into a state of total awareness of their surroundings the Hoodie can parry most any attack. 3 Power Points.
Disarm- Understanding the nature of a thing gives one insight to it. Through understanding of the tools of war and violence, the Hoodie can remove them from the equation of a conflict. From knowing the weakness of a X-33 Pwnium Vorpal Blaster to knocking the club out of a mutts hand to jamming the barrel of a BattleDroids buzzsaw gun, the Hoodie can render most any weapon useless for a short time. 4 Power Points.
Incapacitate- Killing is the last thing a hoodie will do, and then only in defense of himself or others lives. They will attempt to take an adversary out of a fight without killing them first. Be it by a knock-out, submission, or even crippling an opponent to take the fight out of them. 5 Power Points.


This is my most recent game idea, and I still need to expand on the world itself, but there ya go. Thanks for taking the time to read it.

Comments

BATMANKM's picture
Submitted by BATMANKM on Thu, 08/16/2007 - 00:58
WOW!!!! WOW!!!! Talk about thought out and rich with detail!! :-) Amazing. I dont play RPG 's Never got into table top games other then to collect a bunch of Warhammer Elder and Tearinnid(sp?) figures because I thought they where cool looking :lol: That being said this seems like it would be a very cool game. I also like the title, though you seem not set on it :-) I definitely see influences in some of the characterization. Like the Mycons- “Shroomen” they sound allot like the Flood, very cool! I love the idea that the "Stallax" are alien like and create a possible subplot of alien invasion, nice twist. The Ark cryo facilities concept is very cool. I cant believe you created a whole Beastiary as well!!!! The road ruling intelligent car tech is a wild idea. Love how they maintain the roads yet people have to stay off of em or become road kill :lol: :lol: Have you done any sketches of these groups? I would love to see some of your visualization of these wild and intense characters. This might make a great RPG, but it definitely would make for a very cool movie, Video Game or comic book. Maybe you should take Doodie up on his post in your last blog and create a web comic based on this world and have em post it! That wouldn't mean not continuing to develop Halo Omega though I hope ! :-) Great stuff Josh, great post! - BAT
DarthCestual's picture
Submitted by DarthCestual on Thu, 08/16/2007 - 07:38
Thanks Kirk. I was thinking of putting this together as an rpg, and doing comic style layouts for the intros for each section. I've seen it done before in other games, but they often fall short. The thing I like about rpgs is all the story "seeds". You don't really have to develop whole sub-plots, just provide the suggestion of one and it's more up to the GM or players to explore that more and see where it takes them. I have some old drawings from the various sources I've pulled elements from, I'll see if I can dig them up and get them posted. I guess I could put together a web-comic of this setting, then use that same material when putting the rpg together. Just give a shout whenever you want to get Halo Omega rolling Bats!
kade47's picture
Submitted by kade47 on Thu, 08/16/2007 - 07:57
Very cool. Lots of imagination, thought, and detail. Thanks for sharing.

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