https://www.twitch.tv/videos/531716250
We begin our Hodgpocalypse game with character building and our first fight.
We live. :)
Sunday, January 5, 2020
Monday, December 30, 2019
New Years Special update - New 5e Species - Vamps
Vamps
Note: The following was left on the cutting room floor and is mainly an attempt to make vampires a viable pc species:
Desmodus rotundus, picture taken at Sangayan Island, Paracas National Reserve, Departamento Ica, Peru.
Creative Commons Attribution-Share Alike 3.0 Unported license.
Background
Long considered in the story of myth and legend, these
undead creatures have a long and twisted history in the depths of Earth's
past. Depending on your point of view, Vamps
are either blessed or doomed to live forever.
A great many tales and some bizarre superstitions have been
formed around Vamps and the trouble is the distinction between them and true
vampires. Vamps are very different from
true vampires, in that they are not quite as powerful, but do not have many of
the vulnerabilities of their monstrous cousins.
However, throughout history Vamps were usually the servant lackeys of
the true vampire nobility.
Both Vamps and vampires have a noteworthy presence in many
ancient human cultures and in the past made many travelers afraid to roam the
night. But, it is thought that sometime
in the medieval dark ages Vamps began to infiltrate human society rather than
live like wild undead bandits, with true vampires running the entire show from
behind the scenes. This Subversion of human
culture brought them closer to their prey and a complex symbiotic relationship
evolved between mortals and this undead.
Unconfirmed Vamp tales tell that this continued well into
the 21st century. Many political
parties, corporations, organizations, and criminal cartels were fronts for Vamp
families headed by elite true vampire ladies and lords that were pulling the
strings of the entire world. And for a time it was the golden age.
That is until the Times of Revelations. The majority of the Vamp populations were
decimated by the magical cataclysm as much as their human counterparts. Worse, as the Fallen Lords began to occupy
the world, the true vampire lords were forced into hiding or else face
becoming pawns of these strange necromantic beings. Vamps were left to fend for themselves for
the first time in a millennium.
Society
The unlife of a Vamp in the times of Dark Revelations is a
dangerous one. They need to travel from
place to place seeking out mortal blood to continue their existence. Smart Vamps travel in packs and try to plan
out their long existence rather than randomly raiding.
There is one place that many roaming Vamps have found they
can once again call home: the Fiend Marches.
This is one of the few areas in North America where Vamps are not only
tolerated but respected. Here their old
corporate knowhow and suave cultural sense are treasured assets. They have found niches in espionage, law, and
public relations. Some Vamps have
quickly risen on the corporate ladder to the status of CEO. Still, many Vampires find time to pursue
their other preferred career choice: playboy extraordinaire.
Relations
A civilized Vamp does seem to plan their itinerary around
humans. Humans, for the most part, fear
and hate Vamps, a natural reaction to their primary predator. Despite this, some Human settlements are
willing to sacrifice a couple of pints of blood a day to Vamps willing to
protect them against even worse horrors.
Vamps dislike Elves since the dawn of time they have stood
between Vamps and domination over the mortal world, or at least that’s what
they tell humans. On occasion, practical
alliances have been forged with fey-kind when needing to unite against a common
foe or for some shared goal…which in the case of Bogeys or Gnomes is usually
money or resource related.
Vamps consider the ever buzzing Feylins nothing more than
annoyances that can blow their cover when trying to remain subtle;
paradoxically it is the Feylin that has started the odd post-post-post-modern the trend of Vamps becoming more acceptable.
Adventuring
Vamps tend to move often.
They prefer forested and urban areas away from the direct light of day and are rarely found in deserts or the wide-open prairie. Many Vamps go incognito and can easily pass
for a normal human when need be, and a number have joined adventuring parties
without the party ever knowing. Others
are quite open about their background.
Realizing many people are willing to make a deal with the devil they
know, rather than one they don’t. As a
spy that can easily pass in and out of the Moundlands and just about anywhere
else; though of course most of their operations are at night or indoors.
Personality
Vamps are more or less human in personality and origin and
thus are complex characters. They can
feel love, hatred, and even fear. But
despite their apparent normalcy Vamps are driven by one unfortunate thing:
their thrust for blood. A well-fed Vamp can
be civil, sexy and quite intellectual. A
starved Vamp shows their true colors and becomes ravenous and rabid in demeanor
until filled.
Description
Vamps have all the normal human traits with a few
exceptions. They tend to be pale in
complexion for their particular skin tone and are slightly cold and clammy to
touch. Otherwise, they can easily pass
for human, more so than any other undead.
While there are many myths about what constitutes a Vamp
much has been mixed up with those of a true vampire. But a few things are true. Vamps have long
sharp canine teeth, the need for blood, and a nasty reaction to the sun, though
far from being as deadly as for true vampires.
Civilized Vamps enjoy gothic or flamboyant clothing,
designer business suits, high-quality leather and all the trappings of a
cosmopolitan lifestyle. Style-wise, they
are quite out of place in the midst of a post-post-apocalyptic world.
Vamp Traits
Creature Type: You are an Undead for the purposes of
targeting
Ability Score
Increase: Increase each of your
Ability scores by 1 point each, up to their normal maximum (20).
·
Talent
Access: You gain access to the
Living Dead and Senses species talent trees.
·
Age: You typically look to be age 20 to 50, but
never otherwise age.
·
Size: Same as a human. Your size is Medium.
·
Speed:
Your base walking speed is 30 feet.
·
Language: You can speak, read, and write Spiritspeak,
Trade Tongue, and one language of choice.
·
Darkvision: You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
·
Bite: You start with a bite as a natural light
finesse weapon that does 1d6 piercing damage. You may use bite if your hands are occupied or
restrained and may even make two-weapon fighting attacks with your bite as your
off-hand/bonus attack when using a two-handed weapon in your hands.
·
Devour
Blood: See this talent under the
Living Dead species talent tree.
·
Health
and Rest: You still must rest like
your core race, with short and long rests still having their normal effect on
you. You still can suffer from
exhaustion, but instead of a purely physical effect, it is more mental or
metaphysical in nature. Old “circuitry”
in your brain still fires up to tell you that you must rest or parts of your
undead body start to seize up or even fall apart if you don’t take time to
rework them. You can still “die” like a
normal character and still must make death saving throws.
·
Radiant
Vulnerable: You gain vulnerability
to radiant damage, and any damage was done with a traditional silvered weapon.
·
Resistances
and Immunities: You gain resistance
to necrotic and poison damage. You gain
immunity to the poisoned condition, diseases, suffocation and starvation (see
thirst for blood).
·
Sun
Sensitivity: You have disadvantage
on all ability checks, saves, skills and attack rolls while exposed to sunlight
or sunlight effects. Being clearly heavily
obscured or having full cover will protect you from this effect. Note most armor and vehicles will not protect
you from this unless specifically stated.
·
Thirst
for Blood: You still may suffer from
thirst like any character. However, you
must drink fresh blood from a beast, fey, giant, humanoid, or monstrosity
instead of water or other beverages.
Fresh blood must be no more than 24 hours old.
République de la Nuit
République de la Nuit
The above link is an attempt to integrate said Vampires into the Hodgepocalypse which is located in the former province of Quebec.
Thursday, December 26, 2019
The Hodgepocalypse is out.
For so long, the Hodgepocalypse was silent.
No longer.
Now the hodgepocalypse has come to give you a most unusual mixed up experience.:)
This strange interpretation of strange cultures in a post-post apocalyptic world has now arisen.
https://www.drivethrurpg.com/product/297793/HodgepocalypseC-Dark-Revelations--The-RolePlaying-Game
Witness and enjoy. :)
No longer.
Now the hodgepocalypse has come to give you a most unusual mixed up experience.:)
This strange interpretation of strange cultures in a post-post apocalyptic world has now arisen.
https://www.drivethrurpg.com/product/297793/HodgepocalypseC-Dark-Revelations--The-RolePlaying-Game
Witness and enjoy. :)
Tuesday, December 17, 2019
What is the Hodgepocalypse?
Somebody recently asked me for more data so I wrote this up as what I see is fundamentally is the Hodgepocalypse experience.
I've always seen the base style of adventures as a hodgepodge of species, classes, and skillsets, going into their group vehicle and going adventuring.
They end up in weird and wacky situations that include, but are not limited to, fighting industrial undead armies, techno-demon capitalists, jumping through dimensional gauntlets where the laws of physics are dramatically altered and delving into ruins of the world before, some of which has been enchanted from the Times of Revelations.
- Sometimes the situation requires a sniper rifle.
- Sometimes the situation requires a fireball.
- Sometimes it requires a team working together with a crazy plan and pulling it off.
That's why you have your team of misfits because whom else can you trust?
#drevrpg #5e #dnd5e #dungeonsanddragons #apocalypse
Tuesday, December 10, 2019
The Hodgepocalypse Cometh on Christmas
Hodgepocalypse - Dark Revelations - the Role-Playing Game
After many years of tinkering, tweaking and so forth, I finally got the Hodgepocalypse ready to go for publication:
- Witness the wonder of post-post-apocalyptic North America reinterpreted in its own twisted and often comical glory.
- Seven new species as well as new twists on classic races.
- Species talents that allow your character to develop their natural abilities.
- A Class/Path System that allows customization in your character along with archetypes.
- Modern weapons and equipment
- Vehicles and the rules for driving them.
- New Spells and a spell malfunction table.
Arriving on December 24th, just in time for Christmas on drivethrurpg.
If you want a free copy, to have a game run online, or the gm package for your own group please contact me on @drevrpg or drevrpg@gmail.com
#5e #dnd5e #dnd #drevrpg #dungeonsanddragons #apocalypse
Wednesday, November 13, 2019
New Hodgepocalypse Species - Trollitariot
The following is a revised version of the troll that appeared in the dark revelations adventurers guide.
Hopefully, it will amuse.
**********************************
Hopefully, it will amuse.
**********************************
Background
“All your fancy talk means is you’re not doing your job” is one of the Trollitariot mottos for life as they strive to keep busy. Trollitariot are from the dreamtime and that far off, yet very close dimension is filled with Trollitariot puttering around with useless tasks while dreaming of meaningful work elsewhere. Most Trollitariot don't like it there, and describe as being "too bright," "too clean," and "filled with overly cheerful lazy folks." Thus, many have found their way to revelations earth through dimensional portals. "Its not too bad here, if you like the whole world gone crazy as hell look. At least it's not boring" it pretty much every Trollitariots answer to why they seek out a life in ruins of multiple civilizations.
Then there is the hard talk that Trollitariot must have with other species: "we're not your average troll. In fact, we're nothing like an average troll, we are above average trolls. But we leave it to you who the real trolls are, and won't blame you if you don't this crazy crap." This and other similar circular and confusing conversations is often had in regards that they have taken the same name, and frankly look like the common giant species of troll. To this effect, instead of calling themselves trolls, they now call themselves Trollitariot and encourage others to do the same. Trollitariot are fey stalk and of no relation to their giant counterparts with the same name, and certainly not related to elves…that's just as bad. At least that’s what any Trollitariot worth their salt will claim.
Society
Trollitariot are laborers by nature. They work for long hours often doing trivial tasks, all while they mutter threats and complaints under their breath about their lot in life. If asked why they don't stop working, a common reply after some light profanity is "I'd really prefer to be doing something than nothing." In the Dreamtime, Trollitariot communities not under the control of elvin or other fey courts are filled with towering walls, arches, bridges, causeways, and endless roadways. Many of which that serve no purpose other than to fill the days with something to build. Some Trollitariot communities have night crews that purposefully damage and tear up the meticulous works just to provide the day crew with a new challenge to tackle. It's all a bit weird and counterproductive. Certainly, it answers the question why so many Trollitariot seek life outside of the Dreamtime.
The largest colonies of Trollitariot outside of the Dreamtime are in the DPP and in the Drejlands.
While in the Drejlands they often organize themselves into unions to get the best deals for their hard work, in the DPP they are at best indentured servants and they kept well out of sight of the regular public. While it is well known dirty secret that the DPP government has been using non-humanoid species or species that just don't look human enough for forced labor, its citizens really have no clue just how extensive the issue is, as there is perhaps a hundred thousand Trollitariots alone working on public works projects. The Trollitariot in the DPP are by far not passive actors in their fate, and aware there is a difference between good work and slavery. Their disagreeable nature and tendency to unionize may yet threaten to destabilize the DPP.
Relations
Trollitariot are usually abrupt and even a little derogatory when it comes to other species, often using a single word to define them.
Despite these opinions, once you’ve earned the respect of a Trollitariot, you have a friend for life. While they might not always stick their neck out for you, they will consider you a “troller” and may do a lot more than you think to help you out when in need.
A combined dwarven and Trollitariot workforce may seem a bit comedic to watch as the two species often butt heads and rub each other the wrong way. However, if they can cooperate any job they are working on is usually completed in less than half the normal time and under budget.
Adventuring
Trollitariot often adventure just to keep busy. While they don't seek out fame or fortune, they will often stumble into it through sheer tenacity. A Trollitariot suddenly thrust into the limelight as a hero often seems aloof and ungrateful at the prospect. Though it's not they don't understand their actions, it's just a little confusing why everyone is paying attention to them and not the outcome of a job well done. Even if things get tough, most Trollitariot just shrug and consider it “just another day on the damned job.”
Personality
Despite often being an expert in their respective fields, most Trollitariot are boorish. They enjoy using lewd behavior and words to get a rise out of folks, especially those that they don’t like. They also have a fondness for wordplay and quips. If you are pals with a Trollitariot, just be aware that rather than insulting you, they enjoy friendly ribbing, and giving you a nickname.
Now, none of this will affect a Trollitariot's work, for they are pretty good at multi-tasking. Many Trollitariot see their chosen occupation as an extension of their identity and take pride in what they do as long as it was their choice to do so. For a Trollitariot finding a job that can call their own matters far more than any paycheck or praise from their employers.
Description
Trollitariot are broad humanoid-like creatures with long thin arms and legs, a long nose, and a few patches of wiry black hair on their head and chest. They are usually a shade of green, but red, blue and grey are not uncommon. Their long narrow eyes are usually a bright complimentary color to their skin tone. They have very long pointy ears which gives away their fey heritage. In a lot of ways, they kind of look like a Bogey who was stretched and blown out of proportion.
Trollitariot Traits
Creature Type: Fey
Ability Score Increase: Your Constitution score increases by 2, up to its normal maximum.
• • Talent Access: You have access to the Fey, Growth, Natural Armor, Savage, and Stout species talent trees.
• • Age: Trollitariot come of age at age 17-20 and have a lifespan that can live up to 150 years outside of the Dreamtime, and 300 or more years inside it.
• • Size: Trolls stand between 5 and 6 '6'' feet tall and average about 150 to 200 pounds. Your size is Medium.
• • Speed: Your base walking speed is 30 feet.
• • Language: You can speak, read, and write Trade Tongue, and one of Elvin or Gnomish.
• • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
• • Trollitariot Recovery: For every hit dice you spend to heal hit points to yourself, you heal back one extra hit point. This is cumulative with similar effects.
• • Worker: You have proficiency in two artisan tools of choice.
Trollitariot Diversity
Pick one of Boss or Quarry Trollitariot.
Boss Trollitariot
Many Trollitariot can be commanding and steadfast bosses and union leaders.
• • Ability Score Increase: Your Wisdom score increases by 1, up to its normal maximum.
• • I'm the boss: If you take damage from a creature, your very next use of Intimidation Tactics (see new actions) against that creature has advantage, and that creature will have disadvantage to save or resist your Intimidation roll for that action. This effect is lost once triggered, if you become incapacitated, and fades harmlessly if one-minute passes without using it. This effect is not cumulative and only applies to one creature at a time.
• • Intimidating Will: Your gain proficiency with the Intimidation skill. You may also always substitute your Wisdom modifier for your Charisma modifier for Intimidation rolls, if beneficial.
Quarry Trollitariot
These strong and tough Trollitariot are used to working in mines and quarries.
• • Ability Score Increase. Your Strength score increases by 1.
• • Nearly Regeneration: As a reaction to taking damage or as a bonus action, you may spend one hit dice to heal hit points to yourself. You must take a short or long rest before using this feature again.
• • Bigger Build (talent): you may now carry weight equal to your Strength score x 20 (instead of x 15). You also gain advantage on any Strength ability check related to carrying, lifting, pulling, or pushing heavy objects, or breaking down doors or other objects. This advantage cannot be applied to combat-like actions against creatures.
If used as a npc:
Trollitariot base
Size: Medium
Speed: 30 ft.
Darkvision 60 ft
Creature Type: Fey
Constitution boost: This NPC gains an advantage over all Constitution related ability checks and saving throws
Nearly Regeneration (1 per day): As a reaction to taking damage, this monster gains immunity to that damage, unless it is from acid, fire, or force damage.
#drevrpg #dnd #5e #dungeonsanddragons5e #apocalypse #races
Monday, November 11, 2019
Regional Sourcebooks for the Hodgpocalypse
These are ideas I've had for a while and testing out 4 elevator speeches with the following poll.
https://twitter.com/drevrpg/status/1194034837432107009
Africa
A comprehensive break down of the African Continent in the Post-Post Apocalyptic world- The Void Covenant, an insect sentient hive species threatens the entire continent.
- Dakaguére - a massive city ruled by a mutant king.
- New Monsters and new tweaks on more traditional ones.
The Beaver Hills
The Beaver Hills is a location in what was once central Alberta is now a relic of the past and hopes for the future.- The Great Mall at the edge of the city: an automated dystopia.
- The Eltrich park where it's the remains of a national park contains what should be kept sleeping.
- former military bases possessed by art aberrations, a transdimensional big box store and set pieces for your own post-apocalyptic adventure
The Rock
The Rock, which was once Newfoundland is now a place of magic where spellcasting fraternities vie for dominance.- The Fraternities, their secrets, and their spells.
- magical islands where experiments have gone awry.
- an adventure that delves into the dimensional gauntlets that they call home.
South America
During the Hodgepocalypse, dinosaurs invaded South America and it changed the feel of the continent forever.- Dinosaurs being herded by power armored cowboys
- The Terrorsaurs - demonic dinosaurs from the depths of the hallowed world.
- the Gazebo - the sandbox city at the mouth of the Amazon.
#drevrpg #5e #dungeonsanddragons #dnd5e #apocalypse
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