| Al Bayr |
Rolled hawkoid for my secondary trait so now I am a flock of rat-hawks carrying around various pieces of equipment.
1d100
So, flying rats? Does that make you a flock of seagulls? or is it pigeons?
Rat is just an example of a swarm, you can be a swarm of anything. The example in the book is rat swarm and felinoid, being either a swarm of kittens, or a rat swarm in the shape of a large cat (panther).
your d100 is electric razor, you need one more d100, you got 2 ancient junk.
| Squeekz |
I like the idea of a flock rats with wings like in the movie Sunny With a Chance of Meatballs.
1d100 ⇒ 31
| Bilbo Bang-Bang |
Alright, I think that since it sounds like I am gonna be a catman with electro powers who is good at science and mechanics I might be able to link a backstory to Eyeball Larry.
How does Buttons, a lab animal in Larry's laboratory whom was being tested on with a form of gene splicing between a man,cat,and electric eel. Bit by bit he became more and more intelligent and his body became more man like. Standing about 3'6" and looking a bit like one of those wierd, hairless cats, but with blue-black skin and whiskers that have a constant Tesla coil effect occuring between them. He has a British accent, is given to wearing a monocule, and smoking a pipe. Shortly after his metamorphisis he became Larry's lab assistant.
| niel |
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 ArmourQuick 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 squaresNeil as a Secondary 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 turn
So, low str and cha, avg int and will, high dex and con.
eye blasts, rad resistence, and what appears a once-per-encounter fast attack with movement. With bonuses to science and acrobatics.I can understand psi, but what's dark and dark overcharge?
| Smerg |
I like the idea of a flock rats with wings like in the movie Sunny With a Chance of Meatballs.
1d100
Yup, that looks great Squeekz! And thanks for changing the origin to Hawkoid.
Thanks Al Bayr aka Owl Bear for the handling of rolls.
| Smerg |
Smerg wrote:Roll a d10 to determine a random skill.
Now, roll a 1d4+1.
Then for every number that you get roll a d20.
1d10
1d4+ 1
1d20
1d20
The 9 is skill of Science +4
The gear rolls are
Fuel, 5 Gallons
Laptop
----------------------
Types of Power Sources in Gamma World are broken down into;
Area 52, Bio, Dark, Ishtar, Psi, and Xi in the basic game.
These terms are used on Alpha Mutation cards (that I will give out at the start of the game). Alpha Mutations are 'rare' abilities that come and go to the character. They are 'one use' wonders that you gain the usage of being an exceptional person in the Gamma World environment. These abilities keep coming and going.
Overcharge is something that some Alpha Mutations possess. If the card mentions Overcharge then you can do that as a free action. Overcharging a power can make it more powerful if you make the roll but if you fail the roll then usually there is a consequence to the character. The bonus listed helps in making this roll if there is match between the named power source and the Alpha Mutation card.
| Smerg |
Bilbo and Niel you need to now choose some armour (or no armour).
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.
After that you need to choose a Melee and a Ranged 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.
| niel |
Light armor, so +3AC +4 from dex.
Armor consists of a quilted safety vest with washers sewn in for added protection. The previously orange vest has been stained an oily brown. I'll add safety goggles to the look.
A switchblade or an icepick will do as a melee weapon.
For a ranged weapon, I have an at-will range 5 eye blast that targets Fort. How does it compare to other weapons?
Can I have a sort of flashlight style focusable laser? One that can do light or be dialed up to laser, although it won't do as much damage as an ammo using weapon.
Considering I have a + 8 to science and a laptop, I'm guessing I'm from the same research center as the others.
Has race already been determined? My primary is listed as speedster- is that race? Otherwise, I'll describe myself as a small human variant with large eyes, greyish skin, and ancestors who worked in an alien contaiment facility.
Does science break down into subskills? Does it include mechanical knowledge? We have several scientists so I thought I could be the maintenance tech. So it would make sense if I had a spare fuel can.
| James Keegan |
Alright, I think that since it sounds like I am gonna be a catman with electro powers who is good at science and mechanics I might be able to link a backstory to Eyeball Larry.
How does Buttons, a lab animal in Larry's laboratory whom was being tested on with a form of gene splicing between a man,cat,and electric eel. Bit by bit he became more and more intelligent and his body became more man like. Standing about 3'6" and looking a bit like one of those wierd, hairless cats, but with blue-black skin and whiskers that have a constant Tesla coil effect occuring between them. He has a British accent, is given to wearing a monocule, and smoking a pipe. Shortly after his metamorphisis he became Larry's lab assistant.
Sounds good to me! Especially since Buttons has much better stats than Larry and thus is likely much more capable.
| Al Bayr |
Smerg, reminder, they only get the overcharge from thier primary origin.
Lightbulb, here is the breakdown of all the other stuff
HP at 1st is 12 plus your Con SCORE (not modifier)
Bloodied value is half your HP rounded down
HP per level 5
AC 10+ level + armor bonus + shield bonus (light or no armor add better of your Dex or Int mod)
Fort 10 + level + better of Str or Con mod
Ref 10 + level + better of your Dex or Int mod
Will 10 + level + better of your Dex or Int mod
Speed 6 (plus or minus any origin modifiers)
Initiative is Dex mod + level + other mods (such as origin)
Weapon attack best of either Str/Con or Dex/Int + level + weapon accuracy mod bonus (Dex/Int weapons have +3 accuracy, but less damage. Str/Con weapons have +2 accuracy and more damage)
Skills are level +ability mod + bonuses/penalties from Origin or gear/conditions you have.
list of Skills (and their governing stat):
Acrobatics (Dex)
Athletics (Str)
Conspiracy (Int)
Insight (Wis)
Interaction (Chr)
Mechanics (Int)
Nature (Wis)
Perception (Wis)
Science (Int)
Stealth (Dex)
Also, if you look at my profile, I have them all in there if you want to see how I have it, or see if I forgot anything in this post.
| Smerg |
Given the groups Scientific backgrounds, I'm going with the following game pitch.
Your group is part of a following of like minded scientific people called the "Venk-Men". The "Venk-Men" revere the great Venk that pioneered the ancient science of carrying packs of highly unstable charged compounds on their back and using these compounds to banish monstrosities that threatened people's lives. They did this all and got paid, too! They saved the Jerssey of York twice before the Great Mistake vanished the city beneath the waves.
The followers of Venk or the "Venk-Men" attempt to re-create these deeds by rediscovering the fabled compound that was used in the "Proton" packs. Several tests of packs filled with "Protons" have proved that this name was clearly used to disguise the true nature of the substance used to fuel this highly dangerous and lethal substance which destroyed or banished horrors like the Great Demon Puff.
Every member of the "Venk-Men" is required to construct their own backpack and fill it with dangerous and unstable compounds in the hopes of discovering the correct recipe to banish the creatures that stalk the planet and return it to the paradise of the ancient world.
Each chapter house called a 'fire house' is required to maintain a vehicle and to hire themselves out to anyone that requests their aid in riding themselves of dangerous organisms.
-------------------------
The skill Science allows the development of Science theories, recognition of Scientic phenonema, and operation of computerized equipment and items like computers and some robotics. Physics, Chemistry, Geology, Mathematics, and computers are all covered by this skill.
The skill Mechanics allows building, repairing, and modifying of Ancient devices like vehicles and machinery.
There are no sub-skills in Gamma World. The skills instead are very broad and cover a fair amount of area (umbrella like).
All players can use all skills. Difficulty is set based on how specific a bit of skill is for a person to know and to do. Disarming a hydrogen bomb requires a good roll of Science or Mechanics with likely a very high difficulty (at least a 25) while adding 2+2 is pretty low (around 5).
| Smerg |
Light armor, so +3AC +4 from dex.
Armor consists of a quilted safety vest with washers sewn in for added protection. The previously orange vest has been stained an oily brown. I'll add safety goggles to the look.A switchblade or an icepick will do as a melee weapon.
For a ranged weapon, I have an at-will range 5 eye blast that targets Fort. How does it compare to other weapons?
Can I have a sort of flashlight style focusable laser? One that can do light or be dialed up to laser, although it won't do as much damage as an ammo using weapon.Considering I have a + 8 to science and a laptop, I'm guessing I'm from the same research center as the others.
Has race already been determined? My primary is listed as speedster- is that race? Otherwise, I'll describe myself as a small human variant with large eyes, greyish skin, and ancestors who worked in an alien contaiment facility.Does science break down into subskills? Does it include mechanical knowledge? We have several scientists so I thought I could be the maintenance tech. So it would make sense if I had a spare fuel can.
Gamma World uses the following categories for race.
If you have a plant origin then you're a plant.
If you have an artificial origin then you're artificial.
If you have some form of animal origin then you're a mutated animal.
If you have engineered human and nothing else that modifies it from the list above then you be human.
If you do not fit in any of the above groups then you're humanoid. You have human like shape but are different enough that a robot will know you're not one of the ancients.
If you could fit into more than one of the above categories then you can choose which one applies except for human which is a special category that is connected to the engineered human origin.
Sure, you can have a home brewed up light gun. You're highly intelligent and have access to unstable ancient material.
Melee Weapon is 1H Dex
Range is Melee 1
Attack is Dex Mod + level +3 Weapon Accuracy vs AC
Damage is 1d8 + Dex Mod + level
Ranged Weapon is 2H Dex
Range is 10
Attack is Dex Mod + level +3 Weapon Accuracy vs AC
Damage is 1d12 + Dex Mod + level
| Lightbulb Larry |
Given the groups Scientific backgrounds, I'm going with the following game pitch.
Your group is part of a following of like minded scientific people called the "Venk-Men". The "Venk-Men" revere the great Venk that pioneered the ancient science of carrying packs of highly unstable charged compounds on their back and using these compounds to banish monstrosities that threatened people's lives. They did this all and got paid, too! They saved the Jerssey of York twice before the Great Mistake vanished the city beneath the waves.
The followers of Venk or the "Venk-Men" attempt to re-create these deeds by rediscovering the fabled compound that was used in the "Proton" packs. Several tests of packs filled with "Protons" have proved that this name was clearly used to disguise the true nature of the substance used to fuel this highly dangerous and lethal substance which destroyed or banished horrors like the Great Demon Puff.
Every member of the "Venk-Men" is required to construct their own backpack and fill it with dangerous and unstable compounds in the hopes of discovering the correct recipe to banish the creatures that stalk the planet and return it to the paradise of the ancient world.
Each chapter house called a 'fire house' is required to maintain a vehicle and to hire themselves out to anyone that requests their aid in riding themselves of dangerous organisms.
-------------------------
The skill Science allows the development of Science theories, recognition of Scientic phenonema, and operation of computerized equipment and items like computers and some robotics. Physics, Chemistry, Geology, Mathematics, and computers are all covered by this skill.
The skill Mechanics allows building, repairing, and modifying of Ancient devices like vehicles and machinery.
There are no sub-skills in Gamma World. The skills instead are very broad and cover a fair amount of area (umbrella like).
All players can use all skills. Difficulty is set based on how specific a bit of skill is for a person to...
That's AWESOME.
| Al Bayr |
Being not a scientist, do I fall into the "Keymaster Internship", wherein the "Venk-Men" are assisted by one of the monstrosities that is willing to be helpful in providing information.
My guy now has a definite Rick Moranis thing going. At first I was just making him Canadian-ish (the hockey stick and puck weapons) using Rick Moranis' Strange Brew character for speech style. Now he can have the wild animal role from GB as well. I do like the write up of the Venk-Men, that is great.
| Smerg |
Being not a scientist, do I fall into the "Keymaster Internship", wherein the "Venk-Men" are assisted by one of the monstrosities that is willing to be helpful in providing information.
My guy now has a definite Rick Moranis thing going. At first I was just making him Canadian-ish (the hockey stick and puck weapons) using Rick Moranis' Strange Brew character for speech style. Now he can have the wild animal role from GB as well. I do like the write up of the Venk-Men, that is great.
That works for me!
| Smerg |
Hey Smerg, Are there any other rolls I need to make before we get going? I will work on getting the character sheet together and post in the thread today.
You've got your gear picked out and rolled; so, all you have to do is fill in the numbers.
See Al Bayr's post for details on skills and Initiative.
I'll do Alpha Mutation card and Omega Tech card when you're posting in the game thread.