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RPGObjects News
Posted by Chris Davis on 2010-10-18
Abandon All Hope, the new RPG from the creators of Darwin's World, is now on sale!

In addition to the core rule book, we have released an introductory adventure, Seeds of Rage.

You can grab both books in our Abandon All Hope Starter Bundle+

Abandon All Hope is a science-fiction/supernatural horror role-playing game in which players take on the role of the condemned aboard an automated spaceship that has plunged over the edge of the known universe. Here, in another dimension, they must contend with escaped lunatics, robotic controllers, and monstrous aliens who feed off of their fear and suffering. Former convicts are now the heroes, and every day is a fight for survival. For those who seek it there will be chances to escape, to gain power, embrace damnation, or seek redemption...

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 Chris Davis on 2009-07-08
The last few weeks I've come to the determination I'm spread out a bit too thin (which is of course my own fault). So for the near future I won't be doing podcasts and focusing exclusively on finishing Voyages of Discovery and the Darwin's World gencon adventure. This will probably bring me to Gencon. When I return from Indy, I'll focus on post-apocalyptic^20. At that point, I'm going to take a step back and recalibrate myself. This could mean some big (or maybe just small) changes for RPGObjects and/or myself. In the meantime, you can follow my progress (and get much of the info that was on the podcasts) via the blogs here as well as on twitter and facebook.

Posted by Chris Davis on 2009-06-30
As mentioned on the podcast, I'm posting some NPCs from my Voyages of Discovery play testing. This collection is the Kraken Crew. I've posted them below and you can download it in PDF format.

Tryphon Argyris Captain of the Kraken (Invader 10): HD 10d10+20; HP 75; Init +1; Spd 30 ft; Defense 18, flatfooted 17 (+1 Dex, +7 Class); BAB +10; Atk +14 melee (1d8+6, officer sword), or +11 ranged (2d8+8, musket); AL none; SV Fort +9, Ref +3, Will +3, Rec +7; Rep +5; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12.

Background: Knave (Acrobatics, Crime, Influence)

Occupation: Villain (Firearms, Stealth, Weapons)

Perks: Armed to the Teeth (weapon), Improved/Worsen Morale (leadership), Inspire Ferocity (leadership), Precisions Strike (weapon)

Skills: Acrobatics +10 (9), Crime +9, Firearms +3 (2), Influence +5 (4), Leadership +11 (10), Seafaring 10, Stealth +13 (12), Weapons +15 (12);

Feats: Armed Defense, Attack Focus 1 (officer sword), Attack Specialization 1 (officer sword), Cleave 1, Cleave 2, Crippling Strike (improved), Critical Strike (improved), Gain Ground, Executioner x2, Finisher, Melee Smash, Sneak Attack (improved), Strength Training 1

Wealth: 20

Possessions: Officer Sword, Rifled Musket


Spiro Filippos First Mate of the Kraken (Rake 8): HD 8d8+16; HP 52; Init +3; Spd 30 ft; Defense 21, flatfooted 18 (+3 Dex, +8 Class); BAB +6; Atk +8 melee (1d6+2, bayonet), or +10 ranged (2d8+8, rilfed musket), or +10 ranged (2d8+4, pistol); AL Tryphon Argyris; SV Fort +4, Ref +6, Will +2, Rec +2; Rep +4; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 9.

Background: Knave (Acrobatics, Perception, Stealth)

Occupation: Villain (Firearms, Stealth, Weapons)

Perks: Armed to the Teeth (weapon), Called shot (firearms), Disguise (crime), Tumble (acrobatics)

Skills: Acrobatics +13 (10), Athletics +6 (4), Crime +8 (7), Firearms +16 (13), Perception +9, Stealth +16 (13), Weapons +4 (2).

Feats: Acrobatic Feint, Agility Training, Blur, Crippling Strike (improved), Critical Strike (improved), Defensive Roll, Quick Reload, Marksman (rifle), Marksman (pistol), Point Blank Shot, Sneak Attack (improved)

Wealth: 10

Possessions: Rifled Musket, Pistols x3


Secret Shark Ship (Corvette): Guns 18; Gun Decks 1; Crew 30; Cargo 100; DR 18; Hull 400; +2 Maneuverability; speed 175ft (7).

(18) 9-pound cannons: Crew 3; ROF 3; range 150ft (6); damage 5d10/5d10/3d10

(2) Long 9: Crew 3; ROF 3; range 300ft (12); damage 4d10/4d10/2d10


Imperial Patrol (Cutter): Guns 8; Gun Decks 1; Crew 20; Cargo 75; DR 16; Hull 300; +4 Maneuverability; speed 200ft (8).

(6) 9-pound cannons: Crew 3; ROF 3; range 150ft (6); damage 5d10/5d10/3d10

(2) Long 9: Crew 3; ROF 3; range 300ft (12); damage 4d10/4d10/2d10


The Kraken (Frigate 5th Rate): Guns 32; Gun Decks 2; Crew 60; Cargo 400; DR 22; Hull 1250; +0 Maneuverability; speed 175ft (7).

(14 low) 9-pound cannons: Crew 3; ROF 3; range 150ft (6); damage 7d10/7d10/4d10

(14 up) 18-pound cannons: Crew 5; ROF 4; range 175ft (7); damage 5d10/5d10/3d10

(2) Long 9: Crew 3; ROF 3; range 300ft (12); damage 4d10/4d10/2d10

(2) 6-pound cannons: Crew 2; ROF 2; range 150ft (6); damage 3d10/3d10/2d10

Posted by Charles Rice on 2009-06-22
Awhile ago our good friends at 12 to Midnight asked me to write something for their fiction anthology: Buried Tales of Pinebox.

Now it's been released!

These guys know horror. In fact, they're doing Horror20 for Modern20, coming soon, so if you'd like a taste of their brand of horror or their signature horror setting, you should definitely check the book out.

You can find out more here:

http://buriedtales.12tomidnight.com/

Posted by Chris Davis on 2009-06-03
First Twitter and now Facebook! The end is nigh!

I've actually enjoyed using twitter and following people, but my friends have been nagging to get a facebook page for sometime. So I also created a rpgobjects page and intend to use it the same way I use twitter. Whatever I posed to twitter, I'll also point to facebook. So there's going to be some redundancy if you use both.

So if you're facebook user, became a fan on the rpgobjects page.

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
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