Insnare |
Gamma World is one of the first Science Fantasy games ever and it is a whole lot of fun. It is arguable that Iron Gods is an homage to Gamma World without the crazy mutations.
Far-Go is dying...the people are afraid...the animals are wasting away...the crops are withering in the fields. No one, not even the powerful high priest, Arx Skystone, knows what has caused Far-Go's misfortune.
You are part of a group of young adventurers about to embark on the mysterious and perilous Rite of Adulthood. As you travel through the savage wilderness, all you have to guide you are your wits...your strength...and your dreams!!
Hopefully this sparks some interest.
Spazmodeus |
1 person marked this as a favorite. |
Ah Gamma World....the memories!
That got my interest.
But, Far-go? Definite interest! A classic!
You might not get as much interest, as the previous three posts show, in Gamma World. Unfortunate, but not enough of us old fogey's ( at least in my case :) ) around that started on AD&D 1st ed and Gamma World .
Insnare |
Philo, that is key question I am asking myself. I was thinking putting together a 4th edition 1992 and 2003 D20 modern hybrid. Mostly keeping the 1992 flavor and character creation but adding the skill usage of the D20 modern.
Plus I like the Mutant Plants better than robots. I always liked playing a mutant tree or a mutant flower or fungus.
The last time I ran GW, my party converting a riding lawnmower into a heavily armed vehicle. They called it their hoopty...
SnowmanInHell |
My preferance would be for Iron Gods, though I have to admit I'm running a house ruled up version of that AP at the moment. If you decide to run it and don't mind someone already familiar with it I'd apply.
As for Gamma World, I'd like to hear a little more before saying yay or nay. I've never actually played it, but over the years I've looked at the books in different shops and had people tell me about different campaigns they were involved in. It sounds like something I'd like. How familiar with the system would one need to be, once a system is decided on? Also, I take it Far-Go is a location, or possibly a known adventure? In either case, what sort of characters would be apropriate? What sort of tech level would we be using?
Insnare |
Hmm, its a good question. Using the 4th edition of Gamma, which I think more than a few people could and would make the argument that it was the forerunner of D&D 3.0/.5 and Pathfinder.
In combat it works the same, escalating AC, skills with DCs, so a hybrid of both D20 modern version with the powers of 4th edition.
If you have mental powers you also get a MHAC which is basically Mental to hit AC. A character has a normal AC and a MD or mental defense. It is pretty easy and similar to most games you have played.
Far-Go is a location and an adventure. 1st level character can buy anything which is up to rennaissance level of weapons or tech level 3 or lower. There are four classes: Scout, Esper, Enforcer, and Examiner.
There are four genotypes or races: PSH or Pure strain human, Mutant Human, Mutant Animal or Mutant Plant. I would like to have at least one PSH and Mutant Human.
Fabian Benavente |
My plate is full but I love GW.
There's a conversion document here on the boards that converted everything to Pathfinder so you could go with that and just focus on the story aspect.
I've only scanned the document but it seems very well done.
Have fun!
PS: I'm still waiting for a decent PF post-apoc setting that is supported to get new and old players excited.
Insnare |
Hey, if anyone needs access to the rules please PM for GW.
So for Iron Gods, I want 5 party members
Character Generation: 15 Point Buy.
Races: Core, plus Aasimar, Android, Changeling, Orc, & Tiefling. Variant heritages for Aasimar & Tiefling are permitted.
Alignments: Any non-evil is preferred. If you REALLY want to play an evil character, I'd like to see a good justification for it.
Classes: Any except: Antipaladins & Occult Classes.
Traits: 1 campaign, 1 other for 2 total. You may take a drawback for a 3rd trait.
Additional Details: Background Skills will be used for this campaign.
XP Track: What XP track? I'll level you up at appropriate points.
Max Starting gold for level 1.
mderm |
Submitting Zwergus Stahlin
No backstory. I wasn't sure what you wanted. I can add one if needed.
Insnare |
A backstory is not really about what I want, but rather who your character is as a person or in this case a dwarf. As a GM, I am not so interested in the weapons your character carries or the spells he will accumulate or what have you but more, who he is, how he will react in certain situations plus it helps me figure out how he fits into the campaign.
Insnare |
Gamma World:
For those up for this awesome game, if you could make me a character of either the mutant human or Pure strain human to start off the game, without equipment. For those who make a PSH, can also make either a mutant animal or plant that will join after the first encounter.
This adventure is amazing let me tell you!
Adney de Montchele |
Mutant human
PS: 4d6 ⇒ (3, 6, 1, 4) = 14
DX: 4d6 ⇒ (6, 6, 6, 1) = 19
CN: 4d6 ⇒ (4, 3, 6, 3) = 16
MS: 4d6 ⇒ (4, 6, 1, 1) = 12
IN: 4d6 ⇒ (4, 6, 5, 4) = 19
CH: 4d6 ⇒ (1, 4, 4, 5) = 14
senses: 3d6 ⇒ (3, 5, 2) = 10
mutations: 1d6 ⇒ 3
Ok three physical, two mental:
physical one: 1d100 ⇒ 45
physical two: 1d100 ⇒ 28
physical three: 1d100 ⇒ 49
Two mental
mental one: 1d100 ⇒ 34
mental two: 1d100 ⇒ 84
Spazmodeus |
OK here we go:
Pure Strain Human
PS: 4d6 ⇒ (6, 5, 2, 6) = 19 = 17
DEX: 4d6 ⇒ (2, 5, 2, 1) = 10 = 9
CON: 4d6 + 3 ⇒ (2, 1, 1, 4) + 3 = 11 = 10
MS: 4d6 ⇒ (2, 5, 6, 3) = 16 = 14
INT: 4d6 + 3 ⇒ (3, 5, 3, 4) + 3 = 18 = 16
CHA: 4d6 + 3 ⇒ (5, 4, 4, 5) + 3 = 21 = 14
Senses: 3d6 ⇒ (2, 3, 1) = 6
Some good...some bad :)
and...mutant animal
animal type: 1d44 ⇒ 41 = turtle
PS 1
DX 2
CN 6
PS: 2d4 + 1 ⇒ (1, 3) + 1 = 5
DEX: 2d4 + 2 ⇒ (2, 1) + 2 = 5
CON: 2d4 + 6 ⇒ (4, 3) + 6 = 13
MS: 3d6 ⇒ (4, 6, 1) = 11
INT: 3d6 ⇒ (6, 6, 1) = 13
CHA: 3d6 ⇒ (1, 4, 6) = 11
Senses: 4d6 ⇒ (1, 1, 4, 1) = 7 = 6
Mutant Power: 4d6 ⇒ (5, 6, 3, 4) = 18 = 15
PJP |
Altered Human
PS: 4d6 ⇒ (1, 3, 2, 5) = 11 10
DX: 4d6 ⇒ (4, 5, 2, 4) = 15 13 (+1)
CN: 4d6 ⇒ (3, 5, 5, 4) = 17 14 (+1)
MS: 4d6 ⇒ (4, 1, 5, 5) = 15 14 (+1)
IN: 4d6 ⇒ (2, 6, 4, 6) = 18 16 (+2) 18 (+3)
CH: 4d6 ⇒ (1, 2, 2, 5) = 10 9
SN: 3d6 ⇒ (1, 5, 4) = 10 10
Walk: 12
Swim: 3
Mutation Split: 1d5 ⇒ 5
Physical Mutation 1: 1d100 ⇒ 97 2 more physical mutations
Physical Mutation 2: 1d100 ⇒ 45 Immunity
Type?: 1d8 ⇒ 5 Corrosives/acids
Physical Mutation 3: 1d100 ⇒ 58 New body parts
What?: 1d10 ⇒ 6 Claws or fangs
Physical Mutation 4: 1d100 ⇒ 5 Attraction Odor (D)
Physical Mutation 5: 1d100 ⇒ 13 Carapace *
Carapace Power: 4d6 ⇒ (5, 6, 5, 4) = 20 16
Partial(1) or Total(2): 1d2 ⇒ 2 Total, AC = 31+DX=32
Physical Mutation 1A: 1d100 ⇒ 40 Heightened Sense
Which sense?: 1d6 ⇒ 6 Pick one: Taste
Physical Mutation 1B: 1d100 ⇒ 97 2 more physical mutations
Physical Mutation 1B1: 1d100 ⇒ 21 Dual brain
# Mental: 1d3 ⇒ 3
Physical Mutation 1B2: 1d100 ⇒ 15 Chameleon Power*
Chameleon Power: 4d6 ⇒ (5, 6, 6, 5) = 22 17 : Remain Unseen = 22
Mental Mutation 1: 1d100 ⇒ 95 Pick 1: (need to give some thought to this)
Mental Mutation 2: 1d100 ⇒ 77 Telekinetic flight*
TFlight Power: 4d6 ⇒ (5, 5, 4, 3) = 17 14
Mental Mutation 3: 1d100 ⇒ 70 Telekinesis*
Telekinesis Power: 4d6 ⇒ (2, 5, 2, 2) = 11 9
Robot Recognition: -2 AH, -2 Carapace, -2 new body parts
Wow - this was really a excellent set of rolls... Not sure what class yet - probably scout or esper depending on that last mental power.
mderm |
A backstory is not really about what I want, but rather who your character is as a person or in this case a dwarf. As a GM, I am not so interested in the weapons your character carries or the spells he will accumulate or what have you but more, who he is, how he will react in certain situations plus it helps me figure out how he fits into the campaign.
How about if I choose one of the Millon Personality Styles and try work that in to a real person/dwarf? Perhaps, I could create someone with a personality totally at odds with their past or future: like one of those people we meet and wonder how someone with such a great/terrible past could become such a terrible/great person?
Focusing on psychology, I could also work a dash of psychosis or autism into it (if that would be interesting and not too unrealistic)?
PJP |
Yah, I have been reading up on IG players guide and also got a copy of the People of the River. I am currently torn between a Numerian liberator (barbarian) bent on revenge with a sundering focus, or a galvanic saboteur (ranger) who is in town working as a clockwork tinkerer ready to start looking for his own parts and gizmos.
I just have to decide if I want to initially hate technology or be fascinated by it....
It's just been a lot of info to read through, though.
Qahli |
Still finalizing details, but here is the basics of my Iron Gods character. A Kellid wanderer who is more than a littly wary of the dangers of technology. She comes in to Torch now and again my o trade oddities she finds out in the wasteland for whatever bits of kit were lost/broken on the last excursion.
Christopher Dudley RPG Superstar 2013 Top 32 |
Philo Pharynx |
With the humble bundle causing issues on the boards I've been having trouble rolling up a character, so I'll just do it in multiple posts.
PS: 4d6 ⇒ (6, 2, 6, 3) = 17 = 15
DX: 4d6 ⇒ (6, 5, 4, 1) = 16 = 15
CN: 4d6 ⇒ (6, 5, 5, 5) = 21 = 16
MS: 4d6 ⇒ (1, 4, 6, 1) = 12 = 11
IN: 4d6 ⇒ (4, 1, 1, 5) = 11 = 10
CH: 4d6 ⇒ (3, 5, 4, 2) = 14 = 12
Philo Pharynx |
senses: 3d6 ⇒ (1, 4, 4) = 9
mutation split: 1d6 ⇒ 1 1 physical, 4 mental
1d100 ⇒ 81 = Sonar
1d100 ⇒ 96 = Roll two more
1d100 ⇒ 6 = Devolution*
1d100 ⇒ 66 = Summoning*
1d100 ⇒ 19 = Empathy*
1d100 ⇒ 61 = Pyro/Cryokinesis*
1d100 ⇒ 2 = Confusion*
Devolution: 4d6 ⇒ (2, 4, 6, 2) = 14 = 12
Summoning: 4d6 ⇒ (2, 4, 6, 3) = 15 = 13
Empathy: 4d6 ⇒ (3, 6, 1, 5) = 15 = 14
PK/CK type: 1d6 ⇒ 6 = Thermakinesis
PK/CK: 4d6 ⇒ (2, 4, 4, 2) = 12 = 10
Confusion: 4d6 ⇒ (4, 3, 6, 6) = 19 = 15