OOC: for setup to Return to Gamma World (Open RPG) [Archive] - Wizards Community

Post/Author/DateTimePost
masonicword

03-02-05, 12:09 PM
Hello all Masoniclight here and preparing to start a new adventure for anyone interested. If you have ever played or heard about Gamma World, it is a world based on a bleak future where this ol' earth endured one more world war filled with nuclear, chemical, biological and electronic warfare that nearly destroyed everything.. 350 years have passed since that terrible war as those that survived and perhaps even changed have come to the surface once more to find a deadly, bleak and horrific world. I will post soon the character rules, overall world picture and such but first I need to find out if anyone is interested in playing. (You dont have to have experience in playing Gamma World but you DO have to want to have fun, be a good roleplaying citizen and be prepared for a mysterious, deadly, awe-inspiring, horrific adventure...)
Savael

03-02-05, 03:59 PM
I've long been waiting for someone to start up a futuristic RPG here on the Wizards boards, and the fact that this is a post apocalyptic one only makes it all the jucier.

In other words, count me in!

- Cheers
masonicword

03-03-05, 03:28 PM
Welcome Savael! and invite your friends! More background story soon to follow!
masonicword

03-03-05, 05:31 PM
For those of you who may not know the story here is the background:

Not to long into our future there was what everyone had always dreaded would happen: A Third World War. Strife and constant bickering and led to further and further escalation of that war which no one could win. The unthinkable was now thinkable and measures of great destruction became the way of thought. Cooler heads did not, could not prevail. No one knows how it happened, no one knew who started it, but it began nonetheless: electronic warfare, chemical warfare, biological warfare and finally nuclear warfare consumed the planet. Humanity tried to run, tried to hide, but oh so few made it.

Underground. Anywhere that could provide some shelter. but oh so few survived. Nobody won. All life on earth nearly perished. A time of deep darkness and cowering came to pass.

Two hundred years passed since that terrible war ended and the decendents of the original survivors came out of their caves and shelters and their underground ways. They had changed, the world itself had changed. Many plants and animals had gained sentience, the sky was always grey and most of the knowledge which had been gained and learned over the last two thousand years by humanity had been lost. Even humanity had changed!
Changed in ways unthinkable and unbelievable. Mutated, altered, transformed!

The unchanged, called "Pure strains" were rare as green grass now, the time of the Mutants had arisen. The chaos and strangeness of the world now did nothing to halt the agressions and pitiful dark desires of evil to remain.

Fifty years has passed now since the the stragglers of the survivors came forth from the caves and shelters. The darkness of chaotic evil and despair remain. Survival is paramount and all hope has been lost... well almost... there is a faint flicker of flame that burns ever so slightly in this world of death and chaos... will you add to that flame? For there are a small few who do believe that there will be a day.... a day when the darkness and despair will end. Are you ready to be one of them? Are you ready for the journey that is GAMMA WORLD???
masonicword

03-03-05, 05:57 PM
Gamma World is a d20 world with a slight twist using charts and results similar to that found in the old issues of Marvel Comics RPG. I will be using those to help determine the outcomes you roleplay!

There are six stats:
Physical Strength, Constitution, Dexterity, Mental Strength, Intellegence and Charisma. All are equivalent to their DnD counterparts EXCEPT Mental Strength. Mental Strength helps determine how many mutations you would have (if any), your resistance to Psionic attacks and other mental type of attacks of any kind and helps determine how well you can survive in the grueling day to day of just rying to live in the world of Gamma World.

Your base scores for all 6 stats are 10 and you get 25 points to spend as you see fit. Points are spent on a 1 to 1 basis so if you wanted 18 strength you'd have to spend 8 points to do so. No score can go above 18 before you add your racial adjustments!

Hit Points are determined by Constitution times 4 plus modifier (more on modifiers later)
Mutations for those who choose anything but Pure Strain Humans are determined by adding constitution and mental strength and would follow the next chart as to how many mutations they would have. (Remember this chart is only used AFTER racial bonuses are added)

20 or less-22= 1 mutation
23-26= 2
27-31= 3
31-35= 4
36+= 5

Mutations: Think superhero powers here. If it can be thought of, that power probably exist. I am not going to list mutations since that would take a few pages in itself, so instead if you want to be a mutant after you read the pros and cons of the race, just let me know what kind of powers you would want to have and I'll give you all the specs, good and bad, damage and all that good stuff then. Remember, mutations can be awesome to behold, offesively, defensively or utilitarian wise, but the more powerful they are, the bigger the downside for the power will have to be. Just something to consider.

Next chapter: The Character Types.
Savael

03-04-05, 04:07 AM
Hm.

Sounds alright so far. I'll post something decent once I get the more time on my hands.

Until then, cheerio!
Drizzt

03-04-05, 10:34 PM
This sounds like it would be a good game to get into. Would we have to know the D20 Modern rules to play?
masonicword

03-05-05, 09:14 PM
Knowing d20 rules (as used in DnD) is nice but not necessary.As long as you can roll a d20 you can play in Gamma World.. sound fair enough Drizzt? Anyway Races and background knowledge coming tomorrow!
masonicword

03-09-05, 10:07 PM
Ok Finally Back!

The Races of Gamma World

1) Pure Strain Humans: The descendants of the human race who did not mutate. They remain mostly unchanged from their ancestors excepting that thier penchant to survive has made them a little bit hardier than those who came before. Pure Strains remain the only real link to the past.
Bonuses: +2 to Intellegence +2 to Constitution
+10 to survival rolls +10 to medicine/heal rolls +5 to use higher level technology (beyond level 3) +10% when selling items to merchant & 10% discount when buying
Weaknesses: Direct exposure to radiation can be quite deadly to a pure strain human, that is why PSHs use so much technology and/or rely on their knowledge of medicine to help them. -5 hps per level of exposure to radiation past level 3 (the usual amount which pervades the "livable" lands of Gamma World) per every three rounds!
Special: PSHs receive the following special items which will be specified by the gm & player collaboration: 1-4 trade items worth 20-50 trade coins, at least one item passed down generation to generation (usually a rare work of literature-value: nearly priceless), and special knowledge (usally focused on some story, legend etc about the past before or during the Shadow War).
NOTE! Pure Strains are VERY, VERY RARE! If you wish to play one you will have to private message me!

2) Mutants: Also known as Mutated Human, Gammans, Mutans, etc. The dominant species on the planet now. Mutants are the part of the human race that evolved, adapted, changed. Radiation, chemical or biological, these beings are a prime example of why they are the dominate species.
Bonuses: +1 Con, +3 MS, initially 1-5 mutations (under certain condition can attain more mutations)
Weaknesses: -5 to negotiation, diplomacy and comprehending items and ideas from the past, +10% to price when buying items, initially unable to use technology past level 3.
Special: Immune to radiation levels up to level 6, and possibly able to become immune to higher levels.

3) Mutated Plants and Animals: Sentient Animals and Plants (as well as mobile plants) are quite variable (and pretty fun to play at times)
Bonuses, weaknesses and specials: Variable. Player & GM collaboration. PM for details.

4) Others: Cybernetic beings like cyborgs, androids, etc are not allowed unless you could make a VERY COMPELLING backstory to convince me why you should be able to play any of these beings, however, cybertics are allowed in certain cases on humans or mutants. PM for more information.

5) Got a creative thought? Gamma World is open to the imagination as it comes to character creation, so if you have an idea let me know! :D
Ramoth

03-10-05, 08:15 AM
hmm, interesting. Well I'd like to play but I have a tiny problem, I know absolutly nothing about d20 and have never played a dice roll game. I'm a freeplay girl all the way. So I might need some help, I'll Pm you my idea :)
masonicword

03-10-05, 09:33 AM
If you want me to do the dice rolling so that any of you who want to free roleplay can do so, I can do that Ramoth so you wont have to worry about anything. Its easy to PM to you whatever is needed for you to know so that you can add that to your creative writing.

More knowledge base to come so dont worry if you've never done d20, Id be happy to accomodate anyone who wants to play freeform style with all the die rolling :)
Ramoth

03-10-05, 09:38 AM
Ok. Well let me know if the Idea I sent you will work then :D , I look foward to this interesting world. It's pretty close to another one on another sight I'm roleplaying in.
masonicword

03-12-05, 12:19 AM
Background knowledge that just about every being in Gamma World knows and is VERY IMPORTANT as you develop your character:

Survival is PARAMOUNT. Gamma World may be one of the most deadly places anywhere. Just about anything can kill you if you aren't careful!

Since safety is in numbers, all sorts of groups, tribes etc have formed, some obscure and some powerful and known by all:

1) The Epsilon Cyborgs- These mecahnical menaces are the most feared and quite most powerful group who roam the blasted lands of Gamma. Led by the highly feared (and despised by almost everyone) Harlan J. Quaade, they make a habit of trying to turn every living thing into a cyborg. Quaade is pyschotic and extremely dangerous as are almost any of his minions. The Epsilons are to be avoided at all cost. Luckily their numbers are small. Although the other four types of cyborg types still exist in a very rare and tiny number, the Epsilons are the ony borgs with any significant number around. (The other types are/were the Betas, Deltas, Alphas and Omegas) Epsilon cyborgs are equipped with jet packs, targeting systems, missle launchers and other nasty offesive weaponry.
2) The Deathmaster Thirteen- A murderous, psychopathic group of thirteen extremely powerful beings (made up it is said of 10 mutants, 1 Altered Human and 2 aliens but rumors are well.. rumors) led by the enigmatic, megalomanical and bloodthirsty Randron "Blood" Deans who cares only how much pain and suffering and death he and his 12 friends can do. The Thirteen are unpredictable and deadly.
3) The Blood Organization- A dark and powermad group of thieves, infiltrators and shadow scouts. Believed to have been formed by Randron "Blood" Deans over 150 years ago. They are stealthy, wicked and as underhanded as can be imagined.
4) The Death Armeggeddon Rage of Evil (DARE) Council- a mysterous group of fiendish types who seem bent on finding the old offensive weaponry and knowledge of the ancient humans (especially nuclear, biological and chemical weapons) so that they may possess hat they believe would make them the true power in GW. They are led by the "bastard badass" (as he refers to himself as) Darkdagger.
5) The Force of Ten- A team of ten mixed members led by a mutant named Amberk, a believer of peace, justice and order. The Ten may be the most powerful and disciplined team anywhere that is dedciated to making Gamma World a livable place. Amberk is the arch-rival of Randron Deans and has worked hard at trying to put a stop to his evil as of late. All of the Ten are pretty well known in their own right and their strong network of allies is also quite famously known.
6) The Starpoint Fighters- a group of five friends who seek only to help others as best as they can. Led by the mutated feline Raa, they work closely with the Force of Ten to protect those who cannot protect themselves.
7) The Red Death- the largest organized group in GW. Dedicated to eradicating all pure strain humans, mutants with less than two mutations and anything else they consider inferior. They are led by the never seen mutant called Redblade.
8) The Napoleonics- Led by Braxxl a mutated bear who beleives he is the descendant of the ancient general Napoleon Bonaparte, even calling himself Napoleon XXVII. His armies are extremely disciplined and all are trained to use muskets. His numbers are small but Braxxl believes it is his destiny to take over the world and become the next Emperor.

and there are many other smaller groups and clans that arent as well known, but the ones presented above are all known but by a miniscule few.

Famous Places:

The Kingdom of Madison, the Independent City-State of New Orleans, The Outpost of Pittsburg and the Mercantile City of Lake Kansas City, are all the only remaining places of "civilization" left in what was once North America.

The Blasted Desert of Purple Grain, the Glowing Black Hills, The Deathlands, and Alberquerque Starport...all famously deadly places that are known by most everyone but never travelled to... no one feels that suicidal.

Famous/Infamous folks:

Harlan J Quaade, Randron "Blood" Deans, Darkdagger, Braxxl, Redblade, Amberk "of the Red eyes", and Raa "the Kitten" already mentioned.. added:

Jacob "Lightning" Lorner- Reportedly an ancient who actually fought in the shadow wars (although never confirmed), owner and bartender of the Purple Velvet Glove Inn & Tavern in Lake Kansas City and reportedly member of the Force of Ten.

Mr. Nord- One time Epsilon Cyborg who broke away from Quade's minions and now roams with his own minions in the great white north (and on the back of his trusty cybernized mountain lion named Grahwl, of what was once Canada. His motives however are unknown and unclear.

The Great Spectator- A strange alien being who is often seen at the sites of great battles or conflicts. No one knows or understands this strange being.

and so many more of lesser note....

Next up.. basic stuff and final things you'll need to create your Gamma World character!
Savael

03-18-05, 05:47 AM
Hm. This kinda reminds me of that play by that irishman, Samuel Beckett, right? Anyhow; it's called "While we're waiting for Godot" ...completely absurd, but never mind that...

Why did I start writing this thing now? Oh well, never mind.

While we're waiting for The Basics
masonicword

03-21-05, 08:50 PM
Ok final installment. You can have up to eight skills & talents of your choice. You are free to have any skill or talent you want... just make sure at least two of your skills have something to do with survival and foraging.. anything else is your creative idea..

Weapons

Weapons are classified into 5 levels of tech:
tech 1 is all simple primative weapons like clubs, spears, hunting bows etc
tech 2 is medieval weaponry: I hope you know what these are!
tech 3 is our time of weapons from handguns to grenade launchers
tech 4 is equivalent to star trek/star wars/ sci-fi items.. laser guns, particle beam weapons, lightsabers.. you get the idea
tech 5 is the equivalent to alien tech so alien it would seem as magic to us.

**Pure Strain Humans automatically can use up to tech 3 weaponry
**Mutants can initially use only up to tech level 2
**Mutated plants and animals usually use their own natural attacks.. but when using weapons.. well it depends on the animal types (like mutated pythons.. called Menarls like to wield three weapons, two hand guns with their off hands and a rifle in their main hands.. slithers have four arms and hands as you see)..so if you create such a character I'll have to work with you on this

You character can begin with up to 3 weapons of your choice and appropriate to your race restrictions.. THIS DOES NOT MEAN your character cannot start with higher level tech weapon(s) but you would have to give me a REALLY good background story and reason why your character should have that weapon.. tech 5 weapons are a special case, no starting character can ever weild such weapons but as with all characters learning how to use (read experiment) with such strange weapons can be accomplished over time.

AMMO:
tech 3 weapons whether they be black powder muskets or m1 assault weapons have to have ammo obviously.. and ammo is scarce (usually) so if you take a weapon that needs ammo you will need to find, barter and trade for ammo! So dont eexpect to have limitless ammo.. even though I wont check every shot you make, I will let you know if I feel you are getting close to using up your limit of ammo that you have.
tech 4 weapons use power cells to wrk properly.. power cells are even more scarce than tech 3 ammo (usually) so be aware!
tech 5 weapons dont seem to use any kind of "ammo" as we know it...

I will give you a fair but small starting amount of ammo if you go this route.

gear: whatever you need, within reason you can have but I HIGHLY recommend rations as a necessary thing to have, waterskins, and a knife or dagger to help forage food.

did I miss anything? See the freeform style of this game? great huh? So those of you who want to play.. please pm me your character, your characters BACKGROUND (the most important part) and we can edit it together. OK?
Have at it.. once I ok a character I will post it here and the adventure can start soon as I have a few characters at least to begin with...
Drizzt

03-21-05, 09:47 PM
What do you mean with the skills and talents, do you want us to come up with them on our own? if so how specific are you looking for them to be? i.e. in D&D there is a suvival skill that covers basically all the survival stuff, are we to be as vague or more specific than that?
masonicword

03-25-05, 07:04 PM
Drizzt, you can use whatever source you like, be create.. you can be specific as you like.. Im ean.. shelterbuilding for example.. means you can build a shelter in most environs out of the materials at hand.. unless you told me "I want forest shelterbuilding" then youd be specifying that you could only build shelters with forest materials.. get it? Be vague.. during the roleplaying I can make the judgements or work out at least a comprimise witha player if there is a dispute.. so be creative.

Just imagine what kind of skills and talents might be most needed or most logical for the background Ive presented. Like wouldnt a deadly place gamma world need skills and talents requiring stealth or hardiness or pathfinding, pilfering, cooking, some kind of mechanical "do it your self fixing" kind of talents, stuff like that.. then if you want to give your character some.. well.. character.. add quirks like pottery making or singing or love of archeology.. whatever you like.. I dont want to hand cuff anyon'e imagination.. I want this to be a free form as I can... does this help? :)
masonicword

03-25-05, 07:05 PM
Got a good group forming here, anyone else like to join in?
masonicword

03-25-05, 07:30 PM
If anyone wants me to assist with character generation.. feel free to ask, Id be happy to help.
masonicword

03-28-05, 12:52 PM
I'll be able to start the adventure this weekend so just a few tyding up things. Roleplaying is everything to me. When you tell me what you are going to do be sure to let me know in detail what you want your character to do. Take advantage of geography. I appreciate players who can think strategically and tactically.. but most important: HAVE FUN and remember.. Gamma World is VERY DEADLY.. so be careful and dont die! :D
Savael

04-03-05, 07:27 AM
Good, good.

So, when exactly are we going to start? And could anyone post a list of players here, so we can se who's out and who isn't?

Hoping to start soon,
Savael
masonicword

04-04-05, 09:49 AM
Ok folks, we begin today! :D I will try to get everyone together quickly if that is ok with everyone. Look for the game by tonight. Thanks for your patience.

Ps. More players would be nice so if you know anyone who would like to play please refer them to me. Thanks.. Gamma World is re-risen tonight!!! :D
Rólemäncer

04-05-05, 07:14 PM
Sounds interesting, sent ya a PM.
masonicword

04-06-05, 02:05 PM
Hi rolemancer.. looking forward to your complete character... :-)
Ramoth

04-07-05, 10:20 PM
:P Ok for your Info masonicword.

Zair and Faril are now in a sewer pipe under the road. If possible they plan on trying to make the road unstable under their friends, threrefore dropping them into the sewer also, creating some confusion and hopefully getting away :D

Like I said in the PM, Farli is the resourceful one
Rólemäncer

04-11-05, 10:05 PM
http://a7.cpimg.com/image/3D/8E/46660157-1188-00D8009C-.jpg

History:
Den'ina is a member of the Baybrook Colony. She was
a mutant from birth, like her parents. Fortunately, the settlement doesn’t care about what sequence your genes are, just how you can provide for the tribe. Den'ina’s wings and skill with a bow make her an excellent hunter. She spends most of her time flying around, hunting and looking for useful items.


Personality & Guise:
A mutant she might be… but don’t be fooled by her slender body and beauty or the wings that adorn her back, for while she possesses all the feminine wiles men admire, she is also a keen hunter and smart as a whip, besting several of the men in her tribe, in a word; dangerous. She has a fiery spirit and natural talent, more than one would suspect from just taking in her outward appearance. For Den'ina is just as skilled with the bow as she is with the blade and just as quick with her tongue, for she can cut out your heart with either weapon.

She has long silky black hair, just past the shoulders that she is constantly pulling back behind her ears which are a bit pointed. Her fine muscle toned body hangs on a slender frame which stands about five foot eight inches tall. While traveling she can be found wearing an earth toned tunic of sorts made from a fine woven material her colony trades often along with a pair of trousers, she also has a leather vest for added protection. An exceptional pair of soft black boots adorns her feet. Den'ina, along with a bow and quiver, also keeps a Katar up front fastened to her belt, along with a couple of Boomer blades.


Den'ina
Scavenger/Female Mutant/Fast Hero/Medium humanoid
Age: 23 Height: 5’ 8” Weight: 127lbs.
Stats: (25pt buy)
(+2)pStr 14 (4pts)
(+2)Con 15 (4pts)
(+4)Dex 18 (8pts)
(+3)mStr 16 (3pts + mutant bonus)
(+1)Int 12 (2pts)
(+2)Cha 14 (4pts)

HD: (1d8+con mod) Init: +4 Spd: 30 ft fly: 60 ft
Defense: 19 (+4 Dex/+3 class/+2 armor)
Fort: +2 Ref: +4 Will: +0
Rep: +1
Touch: 17
Flat-footed: 15
BAB/Grap: +0/+2
-Katar +2 melee (1d6)
-Boomerblades +4 ranged (1d6)
-Longbow +4 ranged (1d8)
Action Pts: 5
Defense Bonus: +3
Skills: 24pts (5+int mod x 4)
(+7)Listen(Alert feat +2/+5 mutant bonus)
(+5)Disable Device
(+5)Escape Artist
(+5)Move Silently
(+5)Search
(+4)Spot
(+4)Survival
(+4)Profession (scavenger)
Feats: Three(3)
-Alertness
-Archaic Weapons Proficiency
-Far Shot
Talent: Evasion
-No damage with successful saving throw
Occupation:
Scavenger (Disable Device, Search
and Spot are class skills)
Special Qualities: Scavenger (can eat spoiled food
without getting sick), Second Wind (spend 1 action
point to immediately recover 2 hp)
Mutations: 3
-Flexible Bones (can squeeze through
openings big enough for a small child)
-Wings (fly 60 ft.)
-Enhanced hearing (+5 to Listen checks)
Allegiance: Baybrook Colony
Wealth: +1
Possessions: 4 power cells, aerosol bandage (cures
1d6 hp per charge, 6 charges), Leather vest (+2 Bonus)
empty bottles and pouch
Boomerblades* +4 1d6 19–20 45 6(Far Shot bonus range x2)
(*If miss, make DC 20 Ref save to catch as it returns)
Longbow +4 1d8 20 120 20(Far Shot bonus range x1.5)
Katar +3 1d6 19–20
Mutant Bonus:
+1 Con, +3 MS, initially 1-5 mutations (under certain condition can attain more mutations)
Weaknesses: -5 to negotiation, diplomacy and comprehending items and ideas from the past, +10% to price when buying items, initially unable to use technology past level 3.
Special: Immune to radiation levels up to level 6, and possibly able to become immune to higher levels.

Dice Roller: Denina (http://krisinchico.brinkster.net/searchroll.asp?username=Denina#159647)



__________
"There is roleplaying of course ...and then there's life, its enemy."
Quathmoir Dlaeh Issarhai

04-20-05, 02:13 PM
As by option #5, would it be possible to play an alien?
If it is, i'll PM you my character concept. :=}
Ramoth

04-21-05, 08:38 AM
As by option #5, would it be possible to play an alien?
If it is, i'll PM you my character concept. :=}

Pm it to him QD! I believe he said at one point that there are aliens in gamma world.
masonicword

04-21-05, 05:15 PM
Aliens are welcome! :-) Ans Ill be back on the boards soon.. lots going on right not... :cool:
Quathmoir Dlaeh Issarhai

04-25-05, 03:10 AM
Our PM-correspondance has stopped why? :=}
I think the ground im Gamma World is already poisonous enough without my dormant presence within it poisining it further, eh? ;=}
We're yet to deside on my stats, my skills, my technology access, and my name, yes? :=D
Ramoth

04-25-05, 08:13 AM
Yah uh Masonic? Most of us can't go any further with out a post from you either, so we're all in limbo now???????