
Smerg |

I like the set of rules and would like to run a game.
I run a couple of other successful games (defined by having over a thousand posts and completed at least one adventure in Star Wars and half way through the second adventure). You can look at Smerg for the Star Wars Saga, Dresden Files RPG, and Zombie Apocalypse games.
I'll be using the first boxed set to start game play as I've yet to purchase the second box set.

Smerg |

The adventure in the box is pretty straight dungeon crawl. I'm hoping that I can run a bit better adventure then that.
The provided adventure does what a good intro game adventure does but it is pretty much four or five fights in a 'complex'.
I've enjoyed the generation system and the way the game appears to play.
If you don't have the rules then I can help you through the generation systems which is more random then some systems but that is part of Gamma World.
I'll handle the 'cards' and use 'spoilers' to hand them out to people.
I want to run this game for the same reason AV in that convincing my friends to try the game is a bit more effort then simply running it here.

Smerg |

will save 1d20 + 10
s*~*. Does that mean I need to get the rules and play? (I read the first novel over the weekend.)
Or did I make my save?
I think you should but I'm biased. You don't need the rules to play but it can help. It is a d20 type game. If you've played any Saga or 4E d20 then you will be familiar with terms like Second Wind and Bloodied condition.
It is designed as a 'simplified' game for more of a pick up and play style without much introductory training.
If you can use the dice roller here and have imagination then really, you're all set.

Smerg |

I'm going to use this thread for the moment. It well help people interested but not committed to see what is involved. A thread with new posts gathers momentum.
Sounds good Aardvark.
Radioactive
Mutant Type: Con and Dark; +2 to Dark Overcharge
Skill Bonus: +4 Science
Fort +2
Resist 15 Radiation
Radioactive Eyes
At Will
Standard Action
Range 5
Target One Creature
To Hit Con Bon + Level vs Fort
Hit 1d10 + Con Bon + x2 level Rad damage and target -2 to all defenses until end of your next turn
Hypercognitive
Mutant Type: Wis and Psi; +2 Psi Overcharge
Skill Bonus: +4 Insight
Ref +2
+8 Initiative
Uncanny Strike
Encounter
Standard Action
Melee or Ranged
Target One Creature
To Hit Wis Bon + Level + Weapon Accuracy vs AC
Hit 1(W) + Wis mod + level phyical damage and the target grants combat advantage until the end of your next turn
Due to your origins
Con is 18 and Wis is 16.
Roll 3d6 for Str, Dex, Int, and Cha

Al Bayr |

I will be putting all my rolls for different things in spoilers
Str: Yeti =16
Con: 3d6 ⇒ (5, 6, 2) = 13
Dex: 3d6 ⇒ (1, 3, 2) = 6
Int: 3d6 ⇒ (6, 2, 4) = 12
Wis: Hawk =18
Chr: 3d6 ⇒ (5, 5, 2) = 12
Hawkoid +4 Perception
Yeti +4 Nature
3rd skill bonus 1d10 ⇒ 3
+4 Conspiracy
Explorer's kit
starting gear 1d4 + 1 ⇒ (2) + 1 = 3
1d20 ⇒ 17 - Radio Cell Phone
1d20 ⇒ 12 - Duct Tape
1d20 ⇒ 16 - Night-vision Goggles
For Alpha and Omega cards, will we be randomizing a 1d80 or will you be drawing them in person and just letting us know what we got?

James Keegan |

I'm going to use this thread for the moment. It well help people interested but not committed to see what is involved. A thread with new posts gathers momentum.
Sounds good Aardvark.
Radioactive
Mutant Type: Con and Dark; +2 to Dark Overcharge
Skill Bonus: +4 Science
Fort +2
Resist 15 RadiationRadioactive Eyes
At Will
Standard Action
Range 5
Target One Creature
To Hit Con Bon + Level vs Fort
Hit 1d10 + Con Bon + x2 level Rad damage and target -2 to all defenses until end of your next turnHypercognitive
Mutant Type: Wis and Psi; +2 Psi Overcharge
Skill Bonus: +4 Insight
Ref +2
+8 InitiativeUncanny Strike
Encounter
Standard Action
Melee or Ranged
Target One Creature
To Hit Wis Bon + Level + Weapon Accuracy vs AC
Hit 1(W) + Wis mod + level phyical damage and the target grants combat advantage until the end of your next turnDue to your origins
Con is 18 and Wis is 16.
Roll 3d6 for Str, Dex, Int, and Cha
Okay, rolling the rest-
Str: 3d6 ⇒ (1, 5, 4) = 10Dex: 3d6 ⇒ (1, 2, 1) = 4
Con: 18
Int: 3d6 ⇒ (6, 1, 3) = 10
Wis: 16
Cha: 3d6 ⇒ (5, 4, 1) = 10
Hmm. Let me think about what I can come up for that.

James Keegan |

My mutant will be Lightbulb Larry. He's a gangly former scientist (or maybe just a janitor in a laboratory, but we'll go with scientist since that sounds better and he can't really remember). Well, anyhow, he looks his name- his frontal lobe is grotesquely swollen, often pulsing or flexing like a muscle and his skin has a nice healthy green glow- you can see straight through to his circulatory system when it's dark. When he uses his radioactive eye attack his right eye bulges out like it's ready to burst . But his newfound precognitive powers must have pushed something off in his motor functions since Larry finds it difficult to perform even the simplest tasks without dropping something, tripping or just completely missing what he was reaching for.

Smerg |

I don't have the rules for this one, but thought it looked like a fun diversion from the usual fantasy based business. If you can walk me through the character gen portion I would love to give it a post-apocalyptic, alt-universe try.
Great!
The first step is roll a d20 twice.
This will determine your Primary and Secondary origin. Basically, this will determine what type of mutation you have. Do not worry if you roll the same number twice as the game is set up for that possibility.

Smerg |

I will be putting all my rolls for different things in spoilers
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
For Alpha and Omega cards, will we be randomizing a 1d80 or will you be drawing them in person and just letting us know what we got?
I'll be doing the draw and putting the cards in spoiler tags.
What are you choosing for weapon and armour?

Smerg |

My mutant will be Lightbulb Larry. He's a gangly former scientist (or maybe just a janitor in a laboratory, but we'll go with scientist since that sounds better and he can't really remember). Well, anyhow, he looks his name- his frontal lobe is grotesquely swollen, often pulsing or flexing like a muscle and his skin has a nice healthy green glow- you can see straight through to his circulatory system when it's dark. When he uses his radioactive eye attack his right eye bulges out like it's ready to burst . But his newfound precognitive powers must have pushed something off in his motor functions since Larry finds it difficult to perform even the simplest tasks without dropping something, tripping or just completely missing what he was reaching for.
Looking good.
roll a d10 to find what bonus skill you are good at.
Your origins gave you a bonus on Science and Insight.

Al Bayr |

Smerg, the character is ready, all his info is in my profile (Al Beyr's profile that is).
Niel, that would make you Primary - Speedster, Secondary - Radioactive.
James, a +4 bonus to the Perception skill
3B, you would be Primary - Felinoid, Secondary - Electrokinetic
Smerg, I hope you don't mind me jumpin in here on some of these roll results.

Smerg |

Thanks for doing that.
I've been working since 9 this morning and have just sat down at the computer for five minutes or so before heading out to RL game which should keep me occupied to midnight.
I'll have time on Sunday afternoon to get caught up on the rolls and look things over.
Neil as a Primary Speedster you get Dex of 18. You also get a +4 to Acrobatics.
Neil as a Secondary Radioactive you get a Con of 16. You also get a +4 to Science.
Roll 3d6 for Str, Int, Wis, and Cha.
--------------
James roll 1d4+1.
For each number then roll a d20. This will give you some starting scavenged gear.
--------------
Bilbo as a Primary Felinoid you get Dex of 18. You also get a +4 to Stealth checks.
Bilbo as a Secondary Electrokinetic you get Wis of 16. You also get a +4 to Mechanics checks.
Roll 3d6 for Str, Con, Int, and Cha.
-------------
I'll go over more Neil and Bilbo's origins when I have a chance tomorrow but this will keep you busy in the meantime.

Bilbo Bang-Bang |

Hey guys, I just got informed I will be out the loop for up to week due to a field exercise I have to participate in. (I'm in the Army). I hope this doesn't disqualify me, but I understand the show must go on. I will try to arrange for someone to post for me over the phone, but I am not sure if this will pan out.

Al Bayr |

Lightbulb Larry,
20 - roll twice more
2 - Climber's kit (contains: Grappling hook[range 1/2 your Str in squares], Hammer, 10 pitons, Rappelling Harness, 100' Rope)
18 - Pickup truck (avg 45 mph overland/60 mph in ideal conditions, 10 mpg, capacity 2,500lb, seats 3 in front and 6 in back)
Squeekz,
3 - Canoe
1 - roll 1d100 twice, for ancient junk
14 - Fuel, 5 gallons

Smerg |

Here's Squeakz, a massive pile of pack-rats dragging around various pieces of equipment.
1d4+1
1d20
1d20
1d20
1> Did you do random origin rolls?
2> Your second origin is not in the Gamma World first box set. Is it from the second set or somewhere else? I'm trying to keep to the first set because this is new to me and it is the set that I've read the rules for.
The regenerator sounds kewl but I'm not sure that I'm ready to have that with this group that is using just the first book.

Smerg |

Hey guys, I just got informed I will be out the loop for up to week due to a field exercise I have to participate in. (I'm in the Army). I hope this doesn't disqualify me, but I understand the show must go on. I will try to arrange for someone to post for me over the phone, but I am not sure if this will pan out.
Understood.
Service is first.
We're organizing which will take a couple of days.
I'll also likely run a 'hook' scene which will allow people to shake down the rules and characters before doing any 'adventuring'.
Knowing the way posting goes on PbP, you should be back before that scene gets done.

Smerg |

1d4+1
1d20
1d20
1d20
You get to choose your armour now.
Light Armour is +3 AC and you can add the bonus from either your Dex or Int.
Heavy Armour is +7 AC and you reduce your overall speed by 1 (you do not add anything to Heavy Armour)
You can also choose a Shield.
A Shield is +1 AC and uses up one of your hands for holding stuff.
The actual description of the armour is up to you but it should fit the theme of scavenged (think the Colony or other Post-Apocalyptic movie of home made armour) armour and the level of defense provided.

niel |

Neil as a Primary Speedster you get Dex of 18. You also get a +4 to Acrobatics.
Neil as a Secondary Radioactive you get a Con of 16. You also get a +4 to Science.
Roll 3d6 for Str, Int, Wis, and Cha.
str 3d6 ⇒ (1, 4, 2) = 7
dex 18con 16
int 3d6 ⇒ (6, 4, 1) = 11
wis 3d6 ⇒ (2, 6, 2) = 10
cha 3d6 ⇒ (2, 4, 1) = 7

Lightbulb Larry |

Lightbulb Larry,
20 - roll twice more
2 - Climber's kit (contains: Grappling hook[range 1/2 your Str in squares], Hammer, 10 pitons, Rappelling Harness, 100' Rope)
18 - Pickup truck (avg 45 mph overland/60 mph in ideal conditions, 10 mpg, capacity 2,500lb, seats 3 in front and 6 in back)
1d20 ⇒ 11
1d20 ⇒ 16I think given Larry's 4 dexterity, he's going to wear Heavy Armour- Aluminum siding duct-taped together, like clumsy samurai armor. His shield will be the detached driver's side door of his pickup truck.

Smerg |

Neil as a Primary Speedster
Speedster
Mutant Type: Dex and Psi; +2 to Psi Overcharge
Skill Bonus: +4 Acrobatics
Ref +2
Speed +2 when wearing Light Armour or No Armour
Quick Attack
Encounter
Standard Action
Melee or Ranged Weapon
Target: One Creature
Effect: you can shift 2 squares before the attack.
Attack: Dex + level + weapon Accuracy vs AC
Hit: 1(W) + Dex bonus + level physical damage and shift 2 squares
Neil as a Secondary Radioactive
Mutant Type: Con and Dark; +2 to Dark Overcharge
Skill Bonus: +4 Science
Fort +2
Resist 15 Radiation
Radioactive Eyes
At Will
Standard Action
Range 5
Target One Creature
To Hit Con Bon + Level vs Fort
Hit 1d10 + Con Bon + x2 level Rad damage and target -2 to all defenses until end of your next turn

Smerg |

Bilbo as a Primary Felinoid
Mutant Type: Dex and Bio; +2 to Bio Overcharge
Skill Bonus: +4 Stealth Skill
Ref +2
Speed +1 when wearing Light Armour or No Armour
No damage from falls of 50' or less.
Slashing Claws
At Will
Standard Action
Melee 1
Target 1 Creature
Attack Dex + level vs Ref; Make the attack roll twice.
Hit (one attack) 1d6 + Dex bonus + 2x level physical damage
Hit (two attacks) 2d6 + Dex bonus + 2x level physical damage and the target is blinded until the start of your next turn
Electrokinetic as a secondary.
Mutant Type: Wis and Dark; +2 to Dark Overcharge
Skill Bonus: +4 to Mechanics roll
Ref +2
Resist Electricity 10
Electric Boogaloo
At Will
Standard Action
Melee: 1
Target One Creature
Attack Wisdom bonus + level vs Fort
Hit 1d10 + Wis bonus + x2 level electric damage and target takes -2 to all defenses until the end of your next turn.

Smerg |

Smerg wrote:Neil as a Primary Speedster you get Dex of 18. You also get a +4 to Acrobatics.
Neil as a Secondary Radioactive you get a Con of 16. You also get a +4 to Science.
Roll 3d6 for Str, Int, Wis, and Cha.
str 3d6
dex 18
con 16
int 3d6
wis 3d6
cha 3d6
Roll a d10 to determine a random skill.
Now, roll a 1d4+1.
Then for every number that you get roll a d20.

Smerg |

Al Bayr wrote:Lightbulb Larry,
20 - roll twice more
2 - Climber's kit (contains: Grappling hook[range 1/2 your Str in squares], Hammer, 10 pitons, Rappelling Harness, 100' Rope)
18 - Pickup truck (avg 45 mph overland/60 mph in ideal conditions, 10 mpg, capacity 2,500lb, seats 3 in front and 6 in back)1d20
1d20I think given Larry's 4 dexterity, he's going to wear Heavy Armour- Aluminum siding duct-taped together, like clumsy samurai armor. His shield will be the detached driver's side door of his pickup truck.
Sounds good and appropriate.
Rolls are;
Laptop Computer
Night Vision Goggles
You need to now choose a ranged weapon and a melee weapon.
The melee weapon has the choice of being either Dex or Int to modify or having Str or Con to modify. You can also choose one handed or two handed. Two handed weapons tend to do more damage but you can't use a shield with them.
The ranged weapon has the choice of being either Dex or Int to modify or having Str or Con to modify. You can also choose one handed or two handed. You also have the option to choose if the weapon uses ammunition like a gun.
Ammunition is an all or nothing thing. If you have it then you can use it and if you don't the weapon is a nice conversation piece but useless in battle.
If you have a weapon in an encounter that uses ammunition and you only use that weapon once in an encounter then you you'll have ammunition at the end of the encounter for the next encounter. If you make two or more attacks with a weapon that uses ammunition then you are automatically out of ammunition at the end of the encounter.
Weapons with ammo are generally superior to weapons without ammo.

Squeekz |

Smerg |

Smerg I went to the interactive Gamma World Character sheet and had it randomly generate a character for me. I can reroll the second origin if you want.
I looked this over and it should be fine as long as you make sure on the right side of the tool that you only have the radio button for 'Base Set' clicked.
'Famine in Far-go' and 'Legion of Gold' are not being used at the moment since this is just a first introduction for all of us.
Correction: I had the sheet set to Base Set and did a random roll on just the origins and I was getting stuff like Demon and Vampiric which are not in the basic set.
If you use the Quick Character with just the 'Base Set' selected then you can get the tool to stay in the 'Base Set' for origin selection.
BTW it is a fun tool but I'm not ready for all the things it generates.

Smerg |

I think both my melee weapon and ranged will be Con based if that's okay. For a one-handed melee weapon, I was thinking a boxing glove with barbed wire wound around it ("The Stinger") and then a nail gun for my ranged weapon- so it would use ammo.
Those work.
Melee, 1H, Con Gives
Attack Level + Con bonus + 2 Weapon Accuracy vs AC
Damage 1d10 + Con bonus + level
Range, 1H, Con, Ammo Gives
Range 10
Attack level + Con bonus + 2 Weapon Accuracy vs AC
Damage 2d6 + Con bonus + level

Smerg |

Smerg I only had the base set marked when I created Squeakz.
I realize that.
When I played around with the program it made a couple of pics for origins that weren't from the 'base set'. It was very annoying.
The important things are that the Rat Swarm is good.
We just need something else for the second origin.
If you have the base set of rules then you can use the generator discarding pics that don't conform to the base set of rules or you can roll a d20 and I'll let you know an origin that fits.
I'm good either way.
Oh, and still need a d100 roll to find out what ancient tech that you might have.