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Posted by Chris Davis on 2009-08-20
Gencon 2009 has come and gone and I'm finally feeling normal. It was a great week of gaming. I ran 3 events (Darwin Race, Revenge of the Terminals, and Inferno). The groups were great fun. Two of the three groups consisted mostly of people who had never heard of Darwin's World which was great. The last one was mostly fans which made for a really fun and experienced game.

The Darwin Race adventure didn't go as well as I hoped. The adventure needs a lot of tweaking so it may be a few weeks before I release that. I played Revenge of the Terminals again as an event, and I think it's the best gencon adventure I've written. It just works very well for a convention event. Sometimes you strike gold and sometimes you don't.

I played a ton of board games too, which is what I do at night. I played some Power Gird, Game of Thrones, Twilight Emporium (I won), Steam, Cash and Guns, and some hearts. I always purchase at least 2 new board games and this year it was Steam and Neuroshima Hex. We played Steam twice, playing it wrong both times, so the verdict is still out on that one. I haven't played Neuroshima Hex. It's a post apocalyptic board game import from Poland. Tell me that doesn't sound awesome!

One thing that is always great about gencon is that it really recharges you creative batteries. Normally I come home with lots of ideas, but that is often stifled in some ways as I normally have a slate of projects 6-8 months in the pipe. But this year I only have a few minor things. So I'm very excited.

Posted by Chris Davis on 2009-08-17
Here's some pics of the players that participated in the 2009 gencon events. Thanks for coming!

Event #1

Event #2

Event #3

Posted by Chris Davis on 2009-08-07
Just for fun, I thought I'd post the player characters for the gencon 2009 event, Darwin Race. They are still rough. I got to clean them up and put them into a player friendly format.

Paradise Believer Champion (Mutant Smart Hero 3/Scholar 4/Road Warrior 3/Mech 2): CR 12; Medium-size humanoid; HD 3d6+3 plus 4d6+4 plus 3d10+3 plus 2d6+2; HP 61; Mas 12; Init +3; Spd 50 ft; Defense 22, touch 19, flatfooted 19 (+0 size, +3 Dex, +6 class, +3 equipment); BAB +7; Grap +7; Atk +7 melee (1d6+1/19-20, Mastercraft baton), or +10 ranged (3d10, Plasma Pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, x2 Int modifier; AL Paradise Believer; SV Fort +5, Ref +8, Will +10; AP 6; Rep +6; Str 10, Dex 16, Con 12, Int 18, Wis 14, Cha 8.
   Occupation: Craftsman (Repair, Survival)
   Background: Visionary Reinventor (Pilot)
   Mutations and Defects: Dual Cerebellum, Syncope
   Skills: Balance +1, Climb -2, Computer Use +18, Craft (electronic) +16, Craft (mechanical) +18, Decipher Script +8, Demolitions +6, Disable Device +14, Drive +17, Knowledge (Ancient Lore) +8, Knowledge (Physical Sciences) +14, Knowledge (Technology) +19, Navigate +10, Pilot +21, Read/Write Language +2 (Unislang, Ancient), Repair +25, Research +10, Search +10, Spot +4, Survival +11, Tumble +3
   Feats: Advanced Technology, Aircraft Operation (Jet Fighters), Armor Proficiency (light, medium, powered), Combat Driving, Drive-By Attack, Gearhead, Modern Aircraft Discipline, , Post-Apocalyptic Technology, Primitive Technology, Simple Weapons Proficiency, Vehicle Expert
   Talents (Smart Hero): Savant (Repair), Linguist
   Talents (Scholar): Gossip, Ancient Technology (Modern Aircraft, Ancient Vehicles (Vehicle Expert)
   Talents (Road Warrior): Boarding Party, Offensive Driving
   Talents (Mech): Mastercraft +1, Quick Repairs
   Possessions: Mk1 Lighting, Mastercraft baton, Plasma Pistol, 3 Minifusion Cells

Ranger Champion (Mutant Dedicated Hero 3/Survivalist 5/Ranger 4): CR 12; Medium-size humanoid; HD 3d6+9 plus 5d10+15 plus 4d10+12; HP 97; Mas 16; Init +2; Spd 30 ft; Defense 20, touch 19, flatfooted 18 (+0 size, +2 Dex, +7 class, +1 equipment); BAB +11; Grap +12; Atk +12 melee (1d6+1, Rifle butt), or +14 ranged (2d8+2, FN P-90); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, adrenaline surge; AL Rangers; SV Fort +12, Ref +7, Will +6; AP 6; Rep +5; Str 12, Dex 15, Con 16, Int 10, Wis 14, Cha 8.
   Occupation: Guide (Drive, Navigate)
   Background: Guardian (Knowledge [Tactics])
   Mutations and Defects: Adrenaline Control, Sensitivity
   Skills: Climb +2, Demolitions +2, Drive +17, Handle Animal +0, Hide +4, Jump +3, Knowledge (Tactics) +13, Listen +7, Navigate +13, Ride +4, Sense Motive +5, Sleight of Hand +5, Spot +8, Survival +14, Treat Injury +3
   Feats: Advanced Firearms Proficiency, Advanced Technology, Burst Fire, Combat Driving, Drive-By Attack, Personal Firearms Proficiency, Point Blank Shot, Post-Apocalyptic Technology, Primitive Technology, Simple Weapons Proficiency, Track, Weapon Focus (FN P-90)
   Talents (Dedicated Hero): Skill Emphasis (Sleight of Hand), Faith
   Talents (Survivalist): Way of the Land, Hunter, Called Shot +2d6
   Talents (Ranger): Rigorous Training, Wanderer's Reputation, Terrain Specialization, Weapon Specialization
   Possessions: leather jacket, FN P-90, 4 boxes 5.56mm ammo.

Clean Champion (Mutant Strong Hero 4/Guardian 8): CR 12; Medium-size humanoid; HD 4d8+8 plus 8d10+16; HP 86; Mas 14; Init +1; Spd 40 ft; Defense 19, touch 18, flatfooted 18 (+1 Dex, +7 class, +1 equipment); BAB +12; Grap +15; Atk +16 melee (2d6+9/19-20, Katana), or +13 ranged (2d6+0, Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, increased critical threat; AL clean; SV Fort +8, Ref +6, Will +3; AP 6; Rep +2; Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 10.
   Occupation: Caravan Guard (Drive, Spot)
   Background: Visionary Reinventor (Pilot)
   Mutations and Defects: Increased Movement, Critical Vulnerability
   Skills: Climb +6, Drive +15, Jump +7, Knowledge (Tactics) +9, Listen +2, Pilot +12, Repair +4, Sense Motive +2, Spot +10, Survival +4
   Feats: Archaic Weapons Proficiency, Cleave, Combat Driving, Combat Expertise, Combat Reflexes, Exotic Melee Weapon Proficiency, Improved Disarm, Improved Trip, Post-Apocalyptic Technology, Pounce, Power Attack, Primitive Technology, Simple Weapons Proficiency
   Talents (Strong Hero): Melee Smash, Improved Melee Smash
   Talents (Guardian): Defender +2, Weapon Focus, Tactical Aid, Weapon Specialization, Defender +4, Greater Weapon Specialization
   Possessions: leather armor, Katana, Beretta 92F, 3 boxes 9mm ammo.

Amazon Champion (Mutant Post-Apocalyptic Hero 3/Sister of the Desert 9): CR 12; Medium-size humanoid; HD 3d8+3 plus 9d8+9; HP 67; Mas 13; Init +2; Spd 30 ft; Defense 21, touch 19, flatfooted 19 (+0 size, +2 Dex, +7 class, +2 equipment); BAB +11; Grap +14; Atk +14 melee (3d6+3/19-20x3, Punch), or +13 ranged (2d6+0, Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, DR 1/- vs. bludgeoning; AL amazons; SV Fort +7, Ref +8, Will +8; AP 6; Rep +4; Str 16, Dex 14, Con 13, Int 10, Wis 16, Cha 10.
   Occupation: Slave (Climb, Survival)
   Background: Visionary Reinventor (Drive)
   Mutations and Defects: Skeletal Fortification x4, Negative Chemical Reaction x3
   Skills: Climb +12, Drive +17, Hide +8, Jump +4, Knowledge (Mutant Lore) +1, Listen +5, Move Silently +8, Perform +4, Pilot +4, Sense Motive +7, Spot +7, Survival +14, Treat Injury +10, Tumble +6
   Feats: Advanced Combat Martial Arts, Armor Proficiency (light), Combat Driving, Combat Martial Arts, Concubine, Heroic Surge, Improved Combat Martial Arts, Mutation Advancement, Personal Firearms Proficiency, Post-Apocalyptic Technology, Primitive Technology, Simple Weapons Proficiency, Two Weapon Fighting, Withstand
   Talents (Post-Apocalyptic Hero): Mutation Knowledge, Mutant Weapon
   Talents (Sister of the Desert): Persuade, Natural Healing, Go For The Eyes, Fascinate, Inspire Rebellion, Male Fear
   Possessions: undercover vest, Punch, Beretta 92F, 3 boxes 9mm ammo.

Knights of Route 66 Champion (Mutant Tough Hero 3/Road Warrior 9): CR 12; Medium-size humanoid; HD 3d10+9 plus 9d10+27 plus 3; HP 106; Mas 16; Init +1; Spd 30 ft; Defense 19, touch 18, flatfooted 18 (+0 size, +1 Dex, +7 class, +1 equipment); BAB +11; Grap +15; Atk +13 melee (2d8+2, Desert Eagle), or +12 ranged (1d12+0/20x3, Greataxe); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility; AL Knights of Route 66; SV Fort +9, Ref +6, Will +5; AP 6; Rep +4; Str 14, Dex 13, Con 16, Int 8, Wis 12, Cha 10.
   Occupation: Predator (Hide)
   Background: Ritual Preservationist (Repair)
   Mutations and Defects: Abnormal Joint Flexibility, Attention Deficit
   Skills: Climb +5, Concentration +1, Craft (chemical) -3, Craft (electronic) -3, Craft (mechanical) -3, Craft (pharmaceutical) -3, Craft (structural) -3, Craft (visual art) -3, Craft (writing) -3, Disable Device -3, Drive +18, Escape Artist +3, Jump +6, Perform -2, Pilot +7, Repair +8, Sleight of Hand +3, Tumble +3
   Feats: Combat Driving, Double Tap, Drive-By Attack, Force Stop, Personal Firearms Proficiency, Point Blank Shot, Post-Apocalyptic Technology, Primitive Technology, Quick Draw, Quick Reload, Rip a Clip, Simple Weapons Proficiency, Vehicle Expert
   Talents (Tough Hero): Remain Conscious, Robust
   Talents (Road Warrior): Boarding Party, Offensive Driving, Vehicular Evasion, Master Mechanic, Improved Sideswipe, Improved Hardness
   Possessions: leather jacket, Desert Eagle, Greataxe, 3 boxes .50AE ammo.

Foundationists Champion (Fast Hero 3/Foundation Road Jock 9): CR 12; Medium-size humanoid; HD 3d8+6 plus 9d10+18; HP 88; Mas 14; Init +4; Spd 25 ft; Defense 33, touch 23, flatfooted 29 (+0 size, +4 Dex, +9 class, +10 equipment); BAB +11; Grap +12; Atk +12 melee (1d4+1, Punch), or +15 ranged (2d12, Laser Pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Foundationists; SV Fort +7, Ref +10, Will +4; AP 6; Rep +4; Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 8.
   Occupation: Military (DW) (Pilot)
   Background: Advanced (Repair)
   Skills: Balance +12, Climb +2, Craft (mechanical) +7, Drive +21, Jump +5, Knowledge (Technology) +5, Pilot +22, Repair +12, Tumble +9
   Feats: Advanced Technology, Armor Proficiency (light, medium, powered), Combat Driving, Double Tap, Drive-By Attack, Futuristic Firearms Proficiency, Point Blank Shot, Post-Apocalyptic Technology, Primitive Technology, Simple Weapons Proficiency, Vehicle Expert
   Talents (Fast Hero): Evasion, Uncanny Dodge 1
   Talents (Foundation Road Jock): Vehicle Tactical Aid, Offensive Driving, Vehicular Evasion, Master Mechanic, Improved Sideswipe, Improved Hardness
   Possessions: Mk2 Ares, Punch, Laser Pistol, 4 energy clips.

Posted by Chris Davis on 2009-08-06
Gencon is almost upon us, and I'm spending all my free time preparing for my gencon events. I had intended to do a 2-parter this year (Darwin Race & Alien Blasters), but the part 2 of my event just isn't coming together like I intended and I'm running out of time. So rather than rush to finish something I'm not happy with, I'm going to focus on making the first adventure as good as I can. I'm also rolling some of the ideas from part 2 into part 1.

If you're a player signed up for part 2 of the event, have no fear. I'll be bring last years gencon adventure plus one from my back catalog to run in it's place. The players will vote on which one they want to run.

I'm doing the player characters right now, I'll post some over the next few days.

See you in Indy!

Posted by Charles Rice on 2009-05-28
Do what mom says or else in the world of Planet Hothouse, from the upcoming Post-Apocalypse20.

Jumper (Speedfreak 3): HD 3d8+3; HP 16; Init +5; Spd 30 ft, Leap 40 ft.; Defense 16, flatfooted 13 (+3 Dex, +3 Class); BAB +2; Atk +3 melee (1d4+3 fangs); SQ None; AL none; SV Fort +4, Ref +8, Will +2, Rec +1; Rep NA; Str 12, Dex 17, Con 12, Int 6, Wis 15, Cha 10.

Background: None

Occupation: None Perks 2 (Precision Strike, Stealth- jungle)

Hobby: None

Skills: Athletics 2 (+3), Outdoorsman 5 (+11), Perception 0 (+6), Unarmed 5 (+6)

Feats: Animal Mentality, Insect Physiology, Leaper, Modification Level x2, Natural Weaponry

Access/Contacts/Followers: None

Wealth: None

Possessions: None

Character Disadvantages: Bestial (DSR 5)

Background: These enormous spiders were the first of the new insect life forms to appear as the world began to change. In the early days of the planet’s transformation, they killed thousands, stunning unsuspecting victims and carrying them off to their enormous webs where they would slowly feed on them. As humanity began to adapt to its new environment, these creatures have gone from deadly menace to nuisance to important food source and are thus rarely found near large human settlements, where they are hunted aggressively by the men they once fed upon.

There are certain fruits that repel jumpers. Human settlements often burn pots containing the juice of these foul smelling fruits near their villages to repel jumpers, as they will attempt to carry off children if they can approach unnoticed. This “bitterfruit” requires the jumper to make a DC 20 Will check to get within 30 feet. Though it tastes terrible, bitterfruit is highly nutritious and children are often told that eating it will make them immune to jumper attack. This is one of those lies parents tell children to make them eat their vegetables.

Quote: None
Posted by Charles Rice on 2009-05-26
Yet more fiction from Post-Apoc20.

Humanity has become weak. They say the road to hell is paved with good intentions and we have allowed our sentimentality to blind us to our duty to improve the gene pool. Those who cannot see are given glasses, allowing them to see and breed instead of being culled from herd, allowing the eyesight of the next generation to slowly improve.


This is going to change. From this moment forward, everything is going to change.


I have created a disease, I call it Armageddon; it will cull the weak and leave only the strong. Those who recover will grow stronger and stronger. If you harbor the weak among you, they will kill you. Turn them out! Force them out of your cities to live or die alone or they will kill you.


Your governments have labeled me a madman and a terrorist but history will remember me as the genius who saved humanity from its own kindness.


It is a duty I am willing to die to carry out.


For weeks now, 1,000 of the faithful, my followers and research assistants have been living among you. They spread Armageddon among you and now it is too late.


Soon, your FBI will find me. They are very close.


Let them come! Let us see who among them is strong and who is weak, for I infected myself first. I am not above seeing if I will survive the crucible of Armageddon.


I am Patient Zero.
Posted by Charles Rice on 2009-05-19
Another bit of fiction to keep you primed for Post-Apocalypse20.

I was 4 when the comet came. At first everyone was worried about it hitting the planet. I couldn’t sleep for a week but mom and dad told me that the best scientists in the world had announced that the comet would narrowly miss us. Sometimes, I wish it had hit us. We’d all have been better off.


The eggheads were right about one thing, the comet did narrowly miss us for all the good that did. As it passed, it seeded some sort of dust into the atmosphere. Scientists had always puzzled over rapid climate change. Turns out folks were right to fear comets.


First, the planet started to get hot. Really hot. The ice caps melted, flooding coastal cities and driving the population inland. Also, some life seemed to thrive, while others started to get sick. All sorts of diseases no one had ever heard of, or that were only supposed to affect certain animals, started to spread like wildfire.


Plants, insects and disease went wild, while mammals started to get sicker and sicker. That included most of us.


By the time I was 10, the jungle was everywhere. Mom and dad were dead. Mom got carried off by Crawler Ants and dad was got by a Jumper. Strung him up in its web right in the center of oldtown and slowly drained his corpse. Then it planted its eggs in him to finish off what was left. I think I was never so happy when those eggs hatched and, after cleaning dad’s corpse, ate their mom.  


When I was 15, we had a meeting in the center of oldtown. The adults, what was left of them, were determined to stay. They didn’t know any other way to live. Cities had always been safer. Jamie said that was suicide, that the only place with any real cover was the jungle. Old man Fisher smacked him right across the face.

Well that night, me, Jamie and a bunch of the others left and moved into the trees in the deep jungle. In the treetops, we still had to worry about Jumpers but the crawlers didn’t bother coming up after us. They had other prey down at ground level and had their wars with other Crawler Hills to worry on.


The first 10 years in the tops were the hardest but after that we learned how to use the jungle to our advantage. Turns out the smell of the bitterfruit repelled the jumpers. We set up boiler pots outside Top Town to keep them out of town and eating the fruit made your sweat stink, which kept them away altogether.


This is my final statement, my last duty to the tribe. The arrow of a cannibal man nicked me last week and the infection is killing me. I write this so the young ones will remember the past and learn.


This is Jane Williams, age 46, lead hunter of Top Town, the last civilized tribe of east.
Posted by Charles Rice on 2009-05-04
Like Supers20, PA20 will feature several brief campaign models to serve as inspiration. One of those models is something we're calling Peak Oil. It's a modern, no-mutations, humans only dystopia set in a near future where scarcity of fossil fuels is causing a breakdown of the social order.

First Citizen McCrory stood in the rough clearing. Behind him was a raging bonfire and behind that the dark, forbidding forest. In front of him lay a dozen bodies, all wearing uniforms of the United States Army. All but one of them was still.


His assistant, Second Citizen Stephenson, his son-in-law, walked out of the darkness, “First Citizen! I have assembled the folk of the collective as you ordered- as you... requested.”


The First Citizen nodded, waiting until the frightened group of farmers, some already shivering in the midnight air, stepped into the light, their frightened faces looking from him to the soldiers. No doubt some of these simple folk were hoping the government men would save them.


As the Second Citizen drew near McCrory whispered, “Time to let them see the face of the enemy.”


Speaking loud enough for the group to hear he looked down at the squirming man on the ground, a hardened veteran, wearing the stripes of a First Sergeant, “You were caught trespassing on lands belonging to The Collective. Tell me why you’re here. Tell all of us- why you have come here.”


Despite his obvious youth, the man didn’t flinch and like the First Citizen, he spoke loudly enough for the assembled group to hear him as he struggled to his knees, hands bound in front of him, “We saw the smoke from your fires and we knew that you were illegally cooking fuel. By Executive Order of the President all fuel sources have been nationalized to assist in relief efforts and...”


McCrory knocked the man down with the back of his hand, turning to the group as he struggled back up, “You hear that? These men- I do not honor them by calling them soldiers- came here to steal fuel. The bio-diesel that fuels our farm equipment, that we will use to feed our families, the ethanol that fuels our motorcycles that we use to defend our land from thieves- like them!”


The Sergeant was looking out at the assembled farmers intently now, as if he had expected them to help him but he hadn’t given up yet, “We were not stealing. All fuel sources have been nationalized by the President’s lawful orders, you have a duty-“


McCrory kicked him this time, knocking the man back, whatever “duty” he was about to inform him he had turned into a sputter as he tried to breathe.


“I know all about my duty! My duty is to these people! People of the collective! Who need my protection from people like you and your President!”


He turned to face the assembled group. To his credit, the Sergeant tried to rise again but this time two of McCrory’s soldiers stepped up and held him down. McCrory reached into his jacket and held a thick document high, “This- this is our notice to this man’s President that these lands- our lands- are seceding from the Union and no longer recognize his authority. Everyone who is part of the collective and agrees with me, step forward and sign this. Anyone who does not, must leave with this man at dawn.”


McCrory watched, eyes blazing with more than the reflections of the bonfire as men, women and even children stepped forward one by one and signed the document he had set on the stump of a tree. After several minutes a small group detached themselves from the line and approached, led by David Sandoval.


“We- we’ve been talking. Me and the Sinclairs. We’re thankful for everything you’ve done for us but we can’t follow you into this. The- the government is going to- this is all going to blow over soon.”


McCrory looked over the group one by one: Sandoval, Sinclair, their wives, and David’s son, Bruce. After a long pause he said, “Do you all agree with David here? Do you think the government is going to somehow set this right?”

All nodded except young Bruce, “No! No way! We should stay here! This is our land! Our fuel! Just cause he wears some uniform he can just come and take it from us?”


For a few seconds Sandoval just stared at his son in stunned silence. Before he could speak, McCrory stepped up to him and took his hand, “You should listen to your father, Bruce. A boy should obey his elders.”


McCrory turned back to Sandoval, “You realize you’ll have to leave everything behind? We need all that we have here, for the collective.”


Sandoval opened his mouth a few times as if to speak, then finally just said, “All right. If that’s the way it has to be. But we can’t stay here.”


McCrory just nodded, then motioned to his men, who let the Sergeant stand again. He handed him the document, now signed by everyone except the Sandoval and Sinclair families, “Escort these folks back to your base, if you would Sergeant. And one more thing- send no more. Next time, we will kill everyone.”


The Sergeant just nodded, taking the document and stuffing it between his Kevlar vest and his fatigues, before turning and leading the two families back into the gray road that cut through the dark forest. As the neared the treeline Second Citizen Stephenson walked back close to him, “We’re just going to let them go?”


McCrory nodded, “We’re stronger without unbelievers like them using our fuel, eating our food. And letting them go is a sign of strength to the others. They know now we’re not afraid of anything out there nor do we need anything from out there.”


Stephenson nodded but it was clear he didn’t really understand, “One more thing, Second Citizen, post a man two miles further down the road tonight. I have a feeling sometime during the night young Bruce is going to leave his old family and come back to us.”
Posted by Charles Rice on 2009-05-02
Rubio in the forums recently asked about a Future20 supplement. Here's some things along that lines we've been considering.

Future20 is something that was recently asked about and its something Chris and I have given a lot of thought to.

One of the biggest questions we have is whether to do a Future20 book, or something more dedicated, such as a Prometheus Rising rules/setting all-in-one.

How Voyages of Discovery does will go along way toward answering this question I think.

Posted by Charles Rice on 2009-04-30
A lot of the gear you find in the wasteland has seen better days. Take a gander at the weapon condition table to get a taste of how it all works.

d20 Roll




Attack Rolls





Very Poor



-30 ft.






-20 ft.



Heavily Used



-10 ft.






-10 ft.



Lightly Used















+10 ft.


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