Jun. 2nd, 2009
Gamma World
Jun. 2nd, 2009 04:27 pmThis week we'll break out the '92 edition of Gamma World. But first, my RPG collection for anyone who wants to make a request. And a reminder of what games I've already hit:
Teenage Mutant Ninja Turtles: the RPG
Toon
Hackmaster
Vampire: the Masquerade
Champions/ps238: the RPG
AD&D 1e
Paranoia
Marvel Super Heroes
Top Secret
Rifts
Savage Worlds
Ironclaw
Godlike
Lone Wolf: the RPG
d20 Modern
Wraith: the Oblivion
Already four months on this. Huh...
Ok on to the post-apocalyptic future. And I'll create a new version of my first character for this Mudge Fuzzyface, mutant otter. Sure this one probably won't shoot lightning and have a vampiric death field, but one can hope...
Mutant animals can have physical and mental mutations, get a +2 to Stealth, a -6 to Robot Recognition, retain natural abilities and base speeds from base animal stock and can get a bonus physical mutation if I opt out of taking humanoid traits. So we're going to do that. Which means Mudge isn't a biped, can't talk and doesn't have "real" hands with thumbs and stuff. Oh and it gives him an additional -2 on those Robot Recognition tables. He's also a minimum of 1 meter tall (or long)...
For otters it lists a PS 9, DX 12, CN 5, bite for d6, base sped of 9, swim at 6, immune to the chilling effects of cold water. It looks like I add 2d4 to the physical stats for him. So rolling: 5, 7 and 7...
The Character Attributes are Physical Strength, Dexterity, Constitution, Mental Strength, Intelligence, Charisma, Senses and Mutation Power (rolled for each mutation). Mutated animals have 3d6 for MS, IN and CH and a 4d6-lowest for SN and MP...
MS: 11, IN: 13, CH: 12, SN: 15
Decent set of stats there. Next mutations. Everyone with them has at least 5, so you roll a d6 to determine how many physical and mental. A 5 roll means all are physical. So with his bonus, Mudge has 6 physical mutations. There are 3 tables for mutations (Physical/Mental/Plant) all using a d100. So for Mudge we roll six d100s and get: 34, 99, 71, 62, 19, 52
34: Heightened physical attribute
99: pick two physical mutations - I'll go with Radiating eyes and Sonar
71: Radiating eyes again
62: Oversized limbs
19: Doubled pain (defect)
52: Multiple limbs
We'll go with Dexterity for the Heightened physical attribute. You get 6 minus the stat modifier (minimum 2). Mudge's 19 DX has a +4 modifier so it only gets bumped two (6-4). Still a starting 21 DX...
Radiating eyes has a mutation power score, which for mutant animals is 4d6-lowest. And we roll up 16. Nuke blasts from the eyes. Pew pew pew!
Sonar works like it sounds. He can navigate by sonar like a bat...
Then doubling a mutation in this case gives a +2d4 on the MP. A 5 roll means his nuclear eyebeams are at 21. Well actually its 5+MP, so he can blast foes with a 26 intensity radiation beam. Which sounds pretty bad-ass...
Oversized limbs means he has longer than normal legs or arms or tentacles or whatever. I'm going to come back to this one...
Doubled pain is a Defect, which gives Mudge doubled wound penalties and doubled effects from direct nerve/pain attacks...
Lastly we have Multiple limbs. Rolling, we get 4 extra. So I think I'll combine this with Oversized limbs and give him a pair of whip-like tentacles from each shoulder about a meter in length...
So with mutations out of the way we pick a Character class. Looking them over, Scout seems to fit Mudge best. He gets +1 to Perception, Stealth and Remain Unseen. Class skills are Detect Ambush/Trap, Hunting, Navigate, Tracking and Wilderness Survival. Mudge gets 20 points to distribute, with none getting more than 8. We'll go with a distribution of 6, 2, 5, 2 and 5. So he's not a great hunter or tracker to start...
Finally we have Derived attributes. To hit melee (+1), to hit ranged (+5), AC: 15, Mental Defense (MD): 10, Hit Points (d6 per CN, 12d6): 33, Health: 10, Use artifacts: +1, Perception: 17, Stealth: +8, Remain unseen: +2, Speed: 14, Robot Recognition: 12...
Mudge doesn't belong to any Cryptic Alliances to start and I'd leave his starting Tech Level, money and equipment up to the theoretical GM...
Teenage Mutant Ninja Turtles: the RPG
Toon
Hackmaster
Vampire: the Masquerade
Champions/ps238: the RPG
AD&D 1e
Paranoia
Marvel Super Heroes
Top Secret
Rifts
Savage Worlds
Ironclaw
Godlike
Lone Wolf: the RPG
d20 Modern
Wraith: the Oblivion
Already four months on this. Huh...
Ok on to the post-apocalyptic future. And I'll create a new version of my first character for this Mudge Fuzzyface, mutant otter. Sure this one probably won't shoot lightning and have a vampiric death field, but one can hope...
Mutant animals can have physical and mental mutations, get a +2 to Stealth, a -6 to Robot Recognition, retain natural abilities and base speeds from base animal stock and can get a bonus physical mutation if I opt out of taking humanoid traits. So we're going to do that. Which means Mudge isn't a biped, can't talk and doesn't have "real" hands with thumbs and stuff. Oh and it gives him an additional -2 on those Robot Recognition tables. He's also a minimum of 1 meter tall (or long)...
For otters it lists a PS 9, DX 12, CN 5, bite for d6, base sped of 9, swim at 6, immune to the chilling effects of cold water. It looks like I add 2d4 to the physical stats for him. So rolling: 5, 7 and 7...
The Character Attributes are Physical Strength, Dexterity, Constitution, Mental Strength, Intelligence, Charisma, Senses and Mutation Power (rolled for each mutation). Mutated animals have 3d6 for MS, IN and CH and a 4d6-lowest for SN and MP...
MS: 11, IN: 13, CH: 12, SN: 15
Decent set of stats there. Next mutations. Everyone with them has at least 5, so you roll a d6 to determine how many physical and mental. A 5 roll means all are physical. So with his bonus, Mudge has 6 physical mutations. There are 3 tables for mutations (Physical/Mental/Plant) all using a d100. So for Mudge we roll six d100s and get: 34, 99, 71, 62, 19, 52
34: Heightened physical attribute
99: pick two physical mutations - I'll go with Radiating eyes and Sonar
71: Radiating eyes again
62: Oversized limbs
19: Doubled pain (defect)
52: Multiple limbs
We'll go with Dexterity for the Heightened physical attribute. You get 6 minus the stat modifier (minimum 2). Mudge's 19 DX has a +4 modifier so it only gets bumped two (6-4). Still a starting 21 DX...
Radiating eyes has a mutation power score, which for mutant animals is 4d6-lowest. And we roll up 16. Nuke blasts from the eyes. Pew pew pew!
Sonar works like it sounds. He can navigate by sonar like a bat...
Then doubling a mutation in this case gives a +2d4 on the MP. A 5 roll means his nuclear eyebeams are at 21. Well actually its 5+MP, so he can blast foes with a 26 intensity radiation beam. Which sounds pretty bad-ass...
Oversized limbs means he has longer than normal legs or arms or tentacles or whatever. I'm going to come back to this one...
Doubled pain is a Defect, which gives Mudge doubled wound penalties and doubled effects from direct nerve/pain attacks...
Lastly we have Multiple limbs. Rolling, we get 4 extra. So I think I'll combine this with Oversized limbs and give him a pair of whip-like tentacles from each shoulder about a meter in length...
So with mutations out of the way we pick a Character class. Looking them over, Scout seems to fit Mudge best. He gets +1 to Perception, Stealth and Remain Unseen. Class skills are Detect Ambush/Trap, Hunting, Navigate, Tracking and Wilderness Survival. Mudge gets 20 points to distribute, with none getting more than 8. We'll go with a distribution of 6, 2, 5, 2 and 5. So he's not a great hunter or tracker to start...
Finally we have Derived attributes. To hit melee (+1), to hit ranged (+5), AC: 15, Mental Defense (MD): 10, Hit Points (d6 per CN, 12d6): 33, Health: 10, Use artifacts: +1, Perception: 17, Stealth: +8, Remain unseen: +2, Speed: 14, Robot Recognition: 12...
Mudge doesn't belong to any Cryptic Alliances to start and I'd leave his starting Tech Level, money and equipment up to the theoretical GM...