Gamma Terra: Meriga... Ascension and its Confines... (Inactive)

Game Master Insnare

In the bustling tech level 3 city of Ascension, three heroes ply their trade.


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Hi, I am interested in running either a Gamma World Campaign from the 1992 ruleset or the current (as of September 2014) version of DSA or TDE.

For GW it would be Mutant Master and from DSA it would be a campaign based in the Tulamida(Phex zum Grusse!!!!)

If I get a good response I might consider running both... :)


I love the new gamma world, but I sold my copy of the game when I moved to Iowa (and haven't gotten a new one. If there is a link I could go to that has the character gen stuff, I could get a character made lickety split.


Gonna do this random style:

Race:
1: Pure-Strain Human
2: Altered Human
3: Mutated Animal
4: Plant

1d4 ⇒ 2
Altered Human it is

Attributes:
PS: 4d6 ⇒ (6, 4, 5, 6) = 21 16/+2
DX: 4d6 ⇒ (5, 4, 4, 1) = 14 13/+1
CN: 4d6 ⇒ (5, 1, 4, 3) = 13 12/0
MS: 4d6 ⇒ (3, 5, 6, 6) = 20 17/+3
IN: 4d6 ⇒ (3, 1, 4, 2) = 10 9/0
CH: 4d6 ⇒ (6, 5, 2, 6) = 19 17/+3
SN: 3d6 ⇒ (1, 5, 1) = 7 7/-1
MP: 4d6 ⇒ (1, 6, 2, 2) = 11 10/0

Mutations: 1d6 ⇒ 2 2 physical/3 mental

Physical #1: 1d100 ⇒ 65 Photosynthetic Skin (no MP)
Physical #2: 1d100 ⇒ 4 Anti-Life Leech (no MP)
Mental #1: 1d100 ⇒ 43 Mental Blast 4d6 ⇒ (5, 4, 2, 1) = 12 (11 mp)
Mental #2: 1d100 ⇒ 82 Teleport Object 4d6 ⇒ (5, 4, 3, 5) = 17 (14 mp)
Mental #3: 1d100 ⇒ 12 Displacement 4d6 ⇒ (2, 1, 2, 3) = 8 (7 mp)

Class: 1d4 ⇒ 1 Enforcer
Skills:
Combat Leadership 3
Makeshift Weapon/Armor 1
Size-Up Opponent 8

Derived Values:
AC 11 + armor
MD 13
HP 1d6 + 12 ⇒ (5) + 12 = 17 HP
Health +0
Perception 7
Remain Unseen 0
Robot Recognition 20+mods
Speed base +1
Stealth +1
THAC (Melee) +3
THAC (Ranged) +2
MHAC 13
Use Artifacts 0

Cryptic Alliance::

None =_

Starting Equipment:
TBD


Gamma World Random is usually best... :)


If anyone needs a PDF of either of the rulebooks PM me please. then I can get you to the right place.

Sczarni

I would be up for some gamma world.


We will go the same route. Love some gamma world/

Type1d4 ⇒ 4 Plant
Plant1d6 ⇒ 5 Sentient Tree 1d2 ⇒ 2 Non evergreen... I look like a Weeping Willow.

PS 3d6 + 3 ⇒ (4, 5, 3) + 3 = 15 +2 bonus
DX 3d6 ⇒ (3, 1, 6) = 10 +0 bonus
CN 3d6 + 2 ⇒ (5, 1, 4) + 2 = 12 +0 bonus
MS 3d6 ⇒ (3, 3, 3) = 9 +0 bonus
IN 3d6 ⇒ (3, 4, 1) = 8 +0 bonus
CH 3d6 ⇒ (6, 1, 5) = 12 +0 bonus
SN 4d6 ⇒ (5, 3, 2, 5) = 15 Drop lowest 13 +1 bonus
MP 4d6 ⇒ (2, 6, 3, 4) = 15 Drop lowest 13 +1 bonus

Mutations 1d6 ⇒ 5
5 physical +1 for no animal traits.

1d100 ⇒ 28 Energy Absorption 1d6 ⇒ 6 Choice... Cold 4d6 ⇒ (6, 5, 6, 4) = 21 17 +3 First 13 damage ignored
1d100 ⇒ 41 Gas Bags 4d6 ⇒ (2, 1, 6, 4) = 13 12 +0
1d100 ⇒ 46 Heightened PS 1d3 ⇒ 3 Con 18 +3
1d100 ⇒ 8 Allurement 4d6 ⇒ (2, 3, 4, 6) = 15 13 +1
1d100 ⇒ 50 Infravision
1d100 ⇒ 57 New Body Parts 1d10 ⇒ 1 Tentacles... well that makes sense.

Class 1d4 ⇒ 4 Scout

Skills
Detect Ambush 8
Hunting 3
Navigating 1
Tracking 1
Wilderness Survival 6

Derived Values:
THAC (Melee) +2
THAC (Ranged) +0
AC 18
MHAC +1
MD 10
HP 1d6 + 18 ⇒ (6) + 18 = 24
Health 13
Use Artifacts 0
Perception 14
Stealth 1
Remain Unseen 3
Robot Recognition Yeah right
Speed Walking 9 swimming 3

Cryptic alliance DM only please:
Traditional Radioactivist Extra Mutations 1d100 ⇒ 31 Energy sensitivity 1d100 ⇒ 67 Symbiotic Attachment 4d6 ⇒ (6, 4, 5, 5) = 20 16 +2

Edit: Forgot to add read write1d100 ⇒ 16 ride1d100 ⇒ 19 Yes on both apparently and Racial Carapace 4d6 ⇒ (5, 6, 5, 6) = 22 17 +3 so ac is 18


Ok, the module says it is designed for 3-6 adventurers, I would like to get 4-5 although a sixth would be cool too...

BUMP!!!!!


we have the makings of the perfect joke, which also happens to be the makings of an awesome gamma world group.


You are right... the zanier the better as far as I am concerned...


The tree that just kind of follows everyone.


Actually we just need two more photosynthetics and we would be the greatest party of sits around a river ever.


I concur... although a talking cow might be fun too...


Bump


bump


true, cow would be funny.


to the top...


Two more?


Haven't played it before, but it looks like quite a bit of fun. This is 4th edition right? I couldn't find tables for the first bits, I'm assuming we just count however many options (e.g. for animal type) and roll.

Genotype: 1d4 ⇒ 3 Mutated Animal
Animal Type: 1d45 ⇒ 41 Tiger

PS: 16 + 2d4 ⇒ 16 + (2, 4) = 22 (+5)
DX: 11 + 2d4 ⇒ 11 + (3, 1) = 15 (+2)
CN: 12 + 2d4 ⇒ 12 + (3, 2) = 17 (+3)
MS: 3d6 ⇒ (4, 5, 5) = 14 (+1)
IN: 3d6 ⇒ (5, 6, 3) = 14 + 2 = 16 (+2)
CH: 3d6 ⇒ (4, 4, 1) = 9 (0)
SN: 4d6 ⇒ (2, 5, 1, 1) = 9 + 3 = 11 (0)

Mutations: 1d6 ⇒ 4 (4 Phys, 1 Mental)
Phys 1: 1d100 ⇒ 91 Dual Brain +2 IN, Extra Mental Mutations: 1d3 ⇒ 2
Phys 2: 1d100 ⇒ 54 Multiple Limbs Type: 1d2 ⇒ 2 Number: 1d4 ⇒ 4 (4 extra legs, + 8 spd)
Phys 3: 1d100 ⇒ 43 Antlers
Phys 4: 1d100 ⇒ 29 Gas Generation Type: 1d6 ⇒ 4 MP: 4d6 ⇒ (2, 1, 2, 4) = 9 (Hallucinogenic, 8 MP)

Mental 1: 1d100 ⇒ 12 Displacement MP: 4d6 ⇒ (6, 2, 4, 1) = 13 (12 MP)

Bonus Physical Mutation: 1d100 ⇒ 24 Energy Absorption Type: 1d6 ⇒ 6 MP: 4d6 ⇒ (3, 6, 1, 6) = 16 (Radiation, 15 MP)

Extra Mental Mutation 1: 1d100 ⇒ 75 Telekinetic Flight MP: 4d6 ⇒ (3, 3, 2, 5) = 13 (11 MP)
Extra Mental Mutation 2: 1d100 ⇒ 14 Duality

Class: 1d4 ⇒ 2 Esper

Skills
Hypnosis 3
Identify Mental Power 3
Photographic Memory 5
Sense Mental Power 5

Will need to finish it up in a while, gotta run. Assuming I've got it right so far, it looks like I've got a two-brained, 8-legged Cat-alope Esper :p

Please look it over and let me know if I've messed anything up!


Wow, that is one nasty tiger.


If you need a copy of the rules I can PM it to you


just need one more person, play a pure strain and round out the group.


Yes please, stats in profile. Squeekz is swarm of about 300 of these guys


Squeekz, we are using the 1992 edition of Gamma World. TSR. I think your character was built using 7th ed, which was compatible with 4ed d&d.


I just sent him the rules... hopefully he'll put it together :)


Ok, think this is everything. Good news is that Mr. Catalope can read and write just fine, bad news is that he can't talk.

-----------------------------

Genotype: Mutated Animal (Tiger)

PS: 22 (+5)
DX: 15 (+2)
CN: 17 (+3)
MS: 14 (+1)
IN: 16 (+2)
CH: 9 (+0)
SN: 11 (+0)
MP: 4d6 ⇒ (5, 1, 6, 2) = 14

Innate Mutations
Heightened Smell (+3 SN), Night Vision

Mutations: (4 Phys, 1 Mental)
Phys 1: Dual Brain +2 IN, Extra Mental Mutations: 2
Phys 2: Multiple Limbs (4 extra legs, + 8 spd)
Phys 3: Antlers
Phys 4: Gas Generation (Hallucinogenic, 8 MP)

Mental 1: Displacement (12 MP)

Bonus Physical Mutation: Energy Absorption (Radiation, 15 MP)

Extra Mental Mutation 1: Telekinetic Flight (11 MP)
Extra Mental Mutation 2: Duality

Class: Esper (+1 MD)

Skills
Hypnosis 3, Identify Mental Power 3, Photographic Memory 5, Sense Mental Power 5

THAC Melee = +5
HTAC Range = +2
AC = 12
MHAC = +1
MD = 13
HP: 1d6 + 17 ⇒ (1) + 17 = 18
Use Artifacts = +2
Perception = 13
Stealth = +4
Remain Unseen = +2
Speed = 26 run, 12 swim (or 4 if legs don't affect swim)
Robot Recognition = 12

Cryptic Alliance:

Traditional Radioactivist
Physical: 1d100 ⇒ 52 Multiple Limbs type: 1d2 ⇒ 1 number: 1d4 ⇒ 1; (1 extra arm as a prehensile tail)
Mental: 1d100 ⇒ 52 Molecular Disruption MP: 4d6 ⇒ (3, 5, 2, 6) = 16 (10 MP)

Reading/Writing: 1d100 ⇒ 28


I like a tiger with antlers... That is just awesome.. Have you seen the show the Leftovers... I just imagine an albino tiger with antlers writing notes to everyone...

Can we please get a fourth?


buuuummmmpppp


I think I will give it another day and then we could start with three. The module says it is for 3-6 players.


Sounds good. Although I do love the fact that only one person can speak in the group.


Yeah, that's going to make for an interesting group. Would be really great if we could round out the group with a true human though.

Question: Is it possible to get armor for mutated animals? The gear section isn't terribly clear on that.


I don't see why not


Tomorrow I shall start this campaign. So could you guys kit your chars up. You can buy anything in Tech Level 3. Please write up a backstory.

You will start in the city of Ascension. Be creative and have fun.


okay, will do.


Here is my (Vrog's) alias for this game.


Here we go! I've got a basic background for Hobbes in his profile. I've taken the liberty of creating a tribe of Hobbesians from which he was dispatched to learn about the world and proselytize others about the teachings of the Great Tiger. (Don't worry, he's got a pamphlet!)


Feel free to move to the gameplay thread.

Anyone else interested in playing please make a char, we have room for two or three more.


Difficult finding a plant icon that isn't man shaped for some reason. So, how are we handling starting dromar?


250+ 1d10(10) domars that sounds good.


1d10 ⇒ 10


After an hour of puzzling it over, I can not think of one thing that I could possibly justify a sentient ambulatory mass of branches could possibly use. It just seems so self sufficient, also the lack of truly manipulative appendages aside from two specialized "Tentacle" vines and the natural ac higher than any armor at this level kind of precludes me from using combat equipment. May just collect domar and be mostly pacifistic, actually fits the power set.


You might find some tree armor though!


Hey everyone! We are looking for a player or two for Gamma World the 1992 version... if you need the rules please PM me...

We are playing the MUtant Master module and it is a lot of fun. We just started so you haven't missed much.


I'd be interested in doing a Pure Strain if possible? :)

PS: 4d6 ⇒ (6, 1, 5, 3) = 15 = 14 (+1)
DX: 4d6 ⇒ (3, 5, 2, 6) = 16 = 14 (+1)
CN: 4d6 ⇒ (2, 1, 2, 5) = 10 = 9 + 3 = 12 (+0)
MS: 4d6 ⇒ (1, 3, 3, 5) = 12 = 11 (+0)
IN: 4d6 ⇒ (2, 2, 4, 6) = 14 = 12 + 3 = 15 (+2)
CH: 4d6 ⇒ (4, 4, 5, 6) = 19 = 15 + 3 = 18 (+3)
SN: 4d6 ⇒ (2, 1, 4, 2) = 9 = 8 (+0)

I'm thinking an Examiner.

Abilities:
Use Artifacts: +1 / +1 per level
Robot Recognition: +1
Tech IV Artifact: 1d20 ⇒ 7 = IR Goggles + Chemical Power Cell

Skills:
Avoid Artifact Disaster 5
Jury-Rig 3
Read Schematics 3
Repair Artifacts 5
Read/Write
Swim? 1d100 ⇒ 47 No
Ride? 1d100 ⇒ 98 No

Equipment: (domars: 250+ 10*1d10 ⇒ 6 = 310)
Tool Kit (III)

THAC Melee: +1
THAC Range: +1
AC: 11
MD: 10
HP: 12d6 ⇒ (3, 3, 2, 3, 2, 5, 4, 1, 1, 4, 5, 2) = 35
Health: 10 (12 vs. radiation)
Use Artifacts: 5
Perception: 10
Stealth: 1
Remain Unseen: 2
Speed: 13 walk, 4 swim
Robot Recognition: 21


Thats great. give him/her a name and you can join our group.

Dark Archive

Phenotype: 1d4 ⇒ 3 Animal
Animal: 1d45 ⇒ 12 Crab
PS: 2d4 + 8 ⇒ (1, 1) + 8 = 10
DX: 2d4 + 4 ⇒ (2, 3) + 4 = 9
CN: 2d4 + 6 ⇒ (1, 3) + 6 = 10
MS: 3d6 ⇒ (6, 3, 1) = 10
IN: 3d6 ⇒ (5, 1, 1) = 7
CH: 3d6 ⇒ (5, 1, 3) = 9
SN: 4d6 ⇒ (2, 1, 4, 5) = 12 (drop lowest = 11)

Well, that's not very good so far...


Roll your mutations usually you get a bunch of bonuses from them...

It should be a lot of fun anyway.

Dark Archive

Mutation Split: 1d6 ⇒ 1 1 Physical; 4 Mental
Physical: 1d100 ⇒ 54 New Body Parts

Mental: 1d100 ⇒ 40 Mass Mind
Mental: 1d100 ⇒ 17 Duality
Mental: 1d100 ⇒ 82 Teleport Object
Mental: 1d100 ⇒ 85 Teleportation

New body Parts: 1d10 ⇒ 8 Arms or Legs, probably Arms, since I have many legs already. Do they come with hands/manipulators?

Duality Extra action/round, as long as doesn't use same parts.

Mass Mind MP: 4d6 ⇒ (5, 5, 5, 6) = 21 (drop lowest = 16), Add +7 to MP score of another character (touched) MP Can also pool MP from up to 7 Creatures touching me they all except target take no other actions and each contribute 5 points to pool of mental energy. Any character with duality can still perform physical actions, but no further mental actions while using Mass Mind.

Teleport Object MP: 4d6 ⇒ (1, 3, 2, 2) = 8 (7) Teleport visible object within 40meters of no more than 7 lbs. If object is held requires Mental Attack vs Physical AC. Destination must also be within 40 meters. 1/hour.

Teleport MP: 4d6 ⇒ (1, 4, 6, 5) = 16 (15) once per 3 hours.
Short Hops 70 meter range, clearly visible target.
Long Jumps 7 kilometer range, must have spent at least 8 hours memorizing or suffer 1d6 damage per hour short of 8. Must visit location within month or is forgotton, can keep 1 location memorized.

Carapace MP: 4d6 ⇒ (1, 5, 1, 5) = 12 (11) AC 15 (default Crab mutation)

Dark Archive

Enforcer:
RW: 1d100 ⇒ 48 Nope
Swim: 1d100 ⇒ 15 Yup
Ride: 1d100 ⇒ 67 Yup?

HP: 1d6 + 10 ⇒ (5) + 10 = 15 [ooc]That's what everyone else has been rolling, but the book says 1d6 per point of CN? (which is a lot)
HP Alt: 10d6 ⇒ (2, 3, 6, 5, 5, 5, 5, 1, 2, 2) = 36

Money: 1d10 ⇒ 1

Dark Archive

Hmmm, Not sure how effective he is, but here's Chuck:

Chuck:

Tchk k'lk ykrt "Chuck"
Known to his friends as Chuck, since few have the mouth parts to pronounce his actual name, Tchk is an oversized mutant crab.
Measuring just shy of a Meter tall, and about the same in width, Chuck has a large set of primary claws as a standard crab, but near his mouth has a pair of spindly arms, with hand-like manipulators.

Chuck comes from a colony of mutant crabs, Though only one or two in a generation is born with the specialised mouthparts which can be used as hands. These crabs are seperated and privilidged as they can use tools and manipulate objects with a finer degree of control.

Chuck however got bored of pulling levers and operating devices at the behest of his brethren, and he stole a rifle and ran away. Since then he has wandered the wastelands doing simple mercenary work.

Mutated Crab Enforcer
PS: 10 (-)
DX: 9 (-)
CN: 10 (-)
MS: 10 (-)
IN: 7 (-1)
CH: 9 (-)
SN: 11 (-)

2 Claws 1d8/1d8

Speed: 10, Swim 6

+1THACM/+1THACR
15 or 36? HP
15 AC
-1 MHAC (Teleport Object)
10 MS

10 Health
-1 Use Artifacts
11 Perception
+2 Stealth
+0 Remain Unseen

14 Robot Recognition

Physical Mutations
Humanoid Traits: Talk, Manipulators (tied to Additional Arms)
Carapace: (11MP) Base 15AC
New Body Parts: Additional pair of arms.

Skills:
Combat Leadership: 3
Makeshift Weapon/Armour: 1
Size-Up Opponent: 8

Mental Mutations
Duality: Extra Action/round, provided physical ability possessed.
Mass Mind: (16MP) +7 to MP score of a touched character. If touching multiple characters can pull grant +5MP per other character, but they may take no other actions (unless they also possess Mass Mind).
Teleport Object: (7MP) Teleport a visible object within 40m to anywhere within 40m, Mental Attack Required if held. 1/hour
Teleport: (15MP) teleport 1/3hours
Short Hop 70m, clearly visible target
Long Jump 7km, must have spent 8hr memorising location or suffer 1d6 dmg per hour short of 8. Can keep 1 location memorised, but must revisit within 1 month.

Gear (260. 100 spent)
Flintloque Rifle: 3d8, 5 Short Range, 1/2 RoF 6kg (24 shots)
1 Week Dried Rations
"Backpack"

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