Exodus: Difference between revisions
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* [[Human|Humans]]: The average Joe or Jane. Work exactly as they do in any other RPG: variable stats and starting feats. Pretty much the race of choice for anyone planning on using guns (i.e. everybody). | * [[Human|Humans]]: The average Joe or Jane. Work exactly as they do in any other RPG: variable stats and starting feats. Pretty much the race of choice for anyone planning on using guns (i.e. everybody). | ||
* <s>Ghouls</s> Ghüls: Slow, zombie-like pariahs that know what's up. Pitifully slow and with a penalty to [[-4 STR|Strength and Dexterity]], and gain feats [[RAGE|every fourth level instead of every other level]], there is basically no reason to ever play one of these. Also immune to radiation, I guess. | * <s>Ghouls</s> Ghüls: Slow, zombie-like pariahs that know what's up. Pitifully slow and with a penalty to [[-4 STR|Strength and Dexterity]], and gain feats [[RAGE|every fourth level instead of every other level]], there is basically no reason to ever play one of these. Unusually, they also get a bonus feat at first level, since they were born human. Also immune to radiation, I guess. | ||
* <s>Super</s> [[What|Trans-Genetic Mutants]]: [[Orcs]] with miniguns. [[Awesome]]. Rulebook says they are always [[That Guy|Chaotic Evil]]. [[FAIL|Less awesome]]. For players wanting to be a [[This Guy|Marcus]]-esque mutant, [[Rule Zero]] is your only hope. Things begin to suck worse when it you see that their stats are wildly imbalanced, granting a [[RIP AND TEAR|+4 to STR and +2 to CON]] at the cost of [[Derp|a -2 to all mental ability scores]]. | * <s>Super</s> [[What|Trans-Genetic Mutants]]: [[Orcs]] with miniguns. [[Awesome]]. Rulebook says they are always [[That Guy|Chaotic Evil]]. [[FAIL|Less awesome]]. For players wanting to be a [[This Guy|Marcus]]-esque mutant, [[Rule Zero]] is your only hope. Things begin to suck worse when it you see that their stats are wildly imbalanced, granting a [[RIP AND TEAR|+4 to STR and +2 to CON]] at the cost of [[Derp|a -2 to all mental ability scores]]. | ||
* Bio-Genetic Mutants: The first race to be added in an expansion, Bio-Gens are the setting's [[Half-Orc|half-orcs]]. Literally, they are the offspring between humans and super mutants. No, that has no basis in canon, just move on. They are smarter than full mutants, and can choose what mental score takes a hit, but only get a +2 STR and nothing else. Get a bonus feat ([[Not As Planned|despite never having been human]]), but it has to relate to military training to represent some background fluff nobody actually read. | |||
* Symbiotic Mutants: <s>Fucking [[Furry|furries]]</s> Humans that have been genetically modified with animal DNA to get a variety of new powers. Can choose two racial traits ranging from pathetically underpowered to godlike, at the cost of a relatively minor drawback. Gets a bonus feat at level 1, because why not? | |||
* Dregs: Uglier ghouls that are slightly tougher. Still slow and taking penalties to DEX, they at least marginally more viable in melee. Surprise, surprise, they get a bonus feat. |
Revision as of 22:54, 15 April 2016
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Exodus is a post-apocalyptic role-playing game developed by Glutton Creeper Games, now a subsidy of 4 Hour Games. It exists entirely to appeal to Fallout fanboys who want to wear Power Armor but can't afford Space Marine miniatures.
Development
Exodus was formerly titled Fallout: Pen and Paper d20. GCG licensed the Fallout IP rights from Interplay in 2006 to make a pen and paper RPG. The following year, Interplay sold the IP to Bethesda, who promptly sent a Cease and Desist to GCG. In the six months that followed, GCG turned a full Fallout RPG into a thinly veiled Fallout RPG.
The Setting
The original setting is pretty generic, cashing in on the 2012 apocalypse scare when it wasn't aping off the canon series, probably because the publishers knew people were just going to homebrew it to be Fallout anyway. Playable races include humans, ghouls Ghüls and Super Trans-Genetic Mutants.
Races
Not a whole lot to choose from in the PHB, although more options came in expansion.
- Humans: The average Joe or Jane. Work exactly as they do in any other RPG: variable stats and starting feats. Pretty much the race of choice for anyone planning on using guns (i.e. everybody).
GhoulsGhüls: Slow, zombie-like pariahs that know what's up. Pitifully slow and with a penalty to Strength and Dexterity, and gain feats every fourth level instead of every other level, there is basically no reason to ever play one of these. Unusually, they also get a bonus feat at first level, since they were born human. Also immune to radiation, I guess.SuperTrans-Genetic Mutants: Orcs with miniguns. Awesome. Rulebook says they are always Chaotic Evil. Less awesome. For players wanting to be a Marcus-esque mutant, Rule Zero is your only hope. Things begin to suck worse when it you see that their stats are wildly imbalanced, granting a +4 to STR and +2 to CON at the cost of a -2 to all mental ability scores.- Bio-Genetic Mutants: The first race to be added in an expansion, Bio-Gens are the setting's half-orcs. Literally, they are the offspring between humans and super mutants. No, that has no basis in canon, just move on. They are smarter than full mutants, and can choose what mental score takes a hit, but only get a +2 STR and nothing else. Get a bonus feat (despite never having been human), but it has to relate to military training to represent some background fluff nobody actually read.
- Symbiotic Mutants:
Fucking furriesHumans that have been genetically modified with animal DNA to get a variety of new powers. Can choose two racial traits ranging from pathetically underpowered to godlike, at the cost of a relatively minor drawback. Gets a bonus feat at level 1, because why not? - Dregs: Uglier ghouls that are slightly tougher. Still slow and taking penalties to DEX, they at least marginally more viable in melee. Surprise, surprise, they get a bonus feat.