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| #1rethgrynNov 15, 2010 22:00:51 | I threw this together tonight and I think I am going to playtest this when I run my first gamma world game. These rules are designed to accomplish a number of goals. First they are designed to make gamma world characters more survivable and give players more ways to customize their character and thus become more attached to them. They are not finished but I wanted to give you a glimpse of what I was thinking of. Advanced Gamma World Ruleset Healing Surges All player characters receive a number of healing surges equal to 6 + your con bonus. Outside of combat you can usually use healing surges freely. After combat you must take a short rest before spending surges, and then you can spend any number you desire. However, you cannot simply use a healing surge any time you please during combat. The following situations allow you to use one: * You use your second wind, once per encounter. * A power, effect, or item requires that you spend a healing surge as a cost (such as to renew an item's power, or to use a potion); doing so does not usually heal HP, at least not the normal amount. Potions use a healing surge to heal a set amount of HP independent of your surge value, be it higher or lower. You generally regain all your healing surges after completing an extended rest. Some effects like poison, disease, or failures in skill challenges (or any other conditions set by your DM) may prevent you from regaining all your surges. First Aid Make a Heal check to administer first aid. Heal checks are made using Nature, Science, or Mechanics Nature is used for humans, humanoids or mutants, Mechanics are made for artificial, and Science is made for plants or “other” creatures. The player chooses on character creation which one fits best. * First Aid: Standard action. o DC: Varies depending on the task you’re attempting. o Use Second Wind: Make a DC 10 Heal check to allow an adjacent character to use his or her second wind without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind. o Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized. o Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn.
Treat Disease Make a Heal check to treat a character suffering from a disease. Chapter 3 of the Dungeon Master’s Guide has more information about disease. * Treat Disease: Part of the diseased character’s extended rest. You must attend the character periodically throughout the extended rest, and you make your Heal check when the rest ends. o Replaces Con checks: Your Heal check result determines the disease’s effects if the result is higher than the diseased character’s Endurance check result.
Action Point Once per encounter, you can spend an action point. When you spend an action point, it’s gone, but you can earn more. * EARNING ACTION POINTS o You start with 1 action point.(Monsters usually have no action points.) o You gain 1 action point when you reach a milestone. o After you take an Extended Rest, you lose any unspent action points, but you start fresh with 1 action point. Most often, you spend an action point to take an extra action during your turn.
* SPEND AN ACTION POINT: FREE ACTION o During Your Turn: You can spend an action point only during your turn, but never during a surprise round. o Gain an Extra Action: You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action. o Once per Encounter: After you spend an action point, you must take a Short Rest before you can spend another. (Some monsters can spend more than 1 action point per encounter.)
Feats for Gamma World You gain feats at every odd numbered level, in lieu of gaining Alpha mutations. Improved Initative - You gain a +4 feat bonus to initiative checks Faster Healing – You gain a +1 feat bonus to your healing surge value Healer – You gain a +2 feat bonus to heal checks using the science, nature, or mechanics skill Quick Draw – Once per round you may draw a weapon as a free action Skill Focus – You gain an additional +3 to any one skill Strong Back – Your carrying capacity increases by 50lbs Survivalist – You gain an additional +2 to nature checks to forage for food and water Toughness – When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level). Accuracy – Once per encounter you may reroll a basic melee attack and accept the better result Empathy – Once per encounter you may reroll an insight check for social interaction Fortune Finder – Once per sessions, whenever you draw an Omega Tech card, you may draw an additional card Ghost – Once per encounter you may reroll a stealth check to become hidden and accept the better result Heave Ho! – You may add 5 to the range of any thrown weapon, including Grenades Mysterious Stranger – Coming Soon (Once per day, you can summon the mysterious stranger in an unoccupied square within 5 squares of you. The mysterious stranger has your bloodied value in hit points, and your defenses. As a standard action the stranger can make basic ranged attacks) Rad Resistance – You gain resist 5 to radiation Sharpshooter - Once per encounter you may reroll a basic ranged attack and accept the better result Silent Running – You may move your speed while hidden with no penalty to your stealth check Snakeater – You gain resist 5 to poison Dodger - You gain +2 to your reflex defense Lead Belly – You gain +2 to your fortitude Mental Block – You gain +2 to your will defense Better Criticals – In addition to your origin power, you deal an additional +1d6 damage Master Trader – You may reroll any interaction check made to gain an advantage in negotiation Mutate! – You may change one of your origins Scrounger – When rolling for anchient junk you may roll twice and have both items. Action Boy – You gain a +3 to attack rolls when you spend an action point Born Leader – You gain the following encounter power Born Leader Feat Power Encounter * Physical Standard Action Close Burst 10 Target: Each Ally in burst Effect: Targets a +1 power bonus to their attack rolls as long as they can see you until the end of the encounter
Psyche Up – You gain the following encounter power and may use it twice per day Psyche Up Feat Power Encounter (Special) * Physical Minor Action Close Burst 5 Target: One Ally in burst Special: You may use this twice per encounter but only once per round Effect: Target may spend a healing surge and regain an additional 1d6 hit points. This bonus increases to 2d6 at 6th level
Master Thief – Once per encounter you may reroll a stealth check to pick pockets or a mechanics or science check to bypass security and accept the better result Medic – You may reroll science, mechanics, or nature checks to heal Mr. Fixit – You may reroll mechanics checks to use or repair ancient machines and accept the better result Olympian – You may reroll athletics checks to jump, run, or swim and accept the better result Gymnast – You may reroll acrobatics checks to balance and accept the better result Escape Artist – You may reroll athletics or acrobatics checks to escape a grab and accept the better result
Coming Soon – Rules for Survival in the wasteland Coming Soon – Paragon levels Coming Soon – More Gear Coming Soon – Grab Coming Soon – More Monsters Coming Soon – Wasteland Practices |
| #2rethgrynNov 17, 2010 20:28:25 | I'll work on these some more. I'm glad to recieve feedback. I figured Fallout was a good starting point for feats for a post apocalyptic game |
| #3SerpineNov 17, 2010 23:52:38 | Feedback: Wouldn't the rules so far make a character *less* able to survive and thus break one of your stated goals? Other then allowing a skill check to push a saving throw and establishing a Moderate3 difficulty for stabilizing your healing revision goes in an opposite, more gritty direction. 1) You give on average 6 surges but limit them to one use in battle (barring use of Psyche Up and possibly other powers you haven't established yet), require them to be spent outside of battle to heal back up, and the don't recharge till an extended rest so several close set encounters will run them dry. In RAW a character gets one 2nd Wind of healing a battle, fully heals after every (so the same as your system), fully heals for free after the battle, and can't run out of them if they have multiple close set encounters. I'm assuming your surges are 1/2 HP like a GW 2nd wind and not 1/4 like a 4E surge or the issue expands. 2) Also you require a check to spend a standard action to allow someone to spend their 2nd wind, where RAW doesn't, meaning means you might fail at the healing. |
| #4rethgrynNov 18, 2010 12:58:11 | Thats a good point and I'll fix that part later. I'll give more surges, and up the surge amount to 1/2 and tweak the difficulty. I just noticed the first aid rule in gamma world which wasn't in the section on skills. The reason I am giving surges is to have a spendable resource for skill challenges and consequences for fatigue, starvation, thirst, disease, suffocation, heat stroke, and non-combat radiation exposure. One of the items I was going to put in later was a stimpak (like from fallout), the equivalent of a healing potion. I would like to have buyable items like that. |
| #5darkrose5000Nov 18, 2010 13:33:25 | I have a similar plan. I have another duccument with more inforation, but it is based on a homebrew d100 system similar to BRPs. But here is what I cooked up thus far for Gamma World. To such ends I have the following system: (1) Bullet [5 tv / 10 tv]: Ammunition is in high demand in the wasteland and is stamped by competing banks and serves as a near universal form of currency. Most bullets have a trade value of 5 in civilized areas, and 10 in uncivilized areas. (2) Gold Coin [250 tv]: The same banks that manufacture bullets also mint gold coins that can be traded in at a bank for various amounts of bullets. A 50-Bullet Gold Coin weighs 7.4 grams and is about the size of an American dime. (3) Food and Drink [30 tv a day for just about the cheapest food consisting of radiated water and radiation healing cave moss]: Preservatives keep food edible indefinitely. (3a) Radiation free food and drink is especially valuable. Radiation free food sells for 10 trade value per meal (Cave Moss is an exception). A well that produces clean water could make a wastelander quite wealthy (10 trade value per meal). (3b) A radiated meal of one food item and one drink item is worth 10 trade value (5 each), and causes four points of radiation damage (2 each, can not be healed normally). (3c) Food and drink that heals radiation is in a high demand. Cave Fungus farms dot the landscape. Cave Fungus is a bad tasting, but nutritious, slimy moss that heals radiation. One unit of Cave Fungus heals 1-point of radiation damage and has a trade value of 1. Five units of cave moss make up the food portion of a meal. Preserved Cave Fungus looses half of its potency and has a trade value of 2 per unit of radiation healing. Radiation healed by most foods, such as Cave Moss, heal the radiation slowly over the course of a day. (3d) Depending on the season fresh food can be more or less valuable than preserved food. Fresh food tastes better (and is more nutritious), while preserved food, depending on harvests, can be a good investment for the winter months. (4) Medicine: Differing forms of medication are highly prized: (4a) RadAway [20 tv] a liquid designed to be used, that removes 20+ Science (?) radiation. If imbibed it heals 20 radiation and causes 2d8 damage (save for half). (4b) StimPack [20 tv] a syringe with miraculous sci-fi healing medicine that instantly removes 10+ Science (?) damage. (5) VaultTech Ration Token [25 tv]: Each VaultTech Ration Token is good for a meal at a VaultTech vending machine. Each VaultDweller is awarded three VaultTech Ration Tokens per day. Some vaults have immense warehouses buried deep within the earth that are maintained by computers and robots. VaulTech also has regional warehouses unassociated with a specific vault. While these warehouses are mainly stocked with radiation free food, other items of value are found within. These robots refill the Vualts vending machines and follow strict rationing guidelines. The computers and robots running the warehouses see VaultTech Ration Tokens as valuable, and will often trade non-foodstuffs for them (some VaultTech warehouses ran by enterprising computers and robots have turned into thriving markets). VaultTech Ration Tokens are dispensed to insure the survival of a given vault. Often the tokens distributed are not enough to sustain a vault or the inhabitance of a vault, or additional foodstuffs are desired for bartering with outsiders, and as such are in high demand by vaultdwellers. NucaCola Bottle Caps [1 tv for normal caps]: Computers and Robots keep NucaCola running. They make NucaCola, keep bottling plants running, service a fleet of vehicles, fill vending machines, trade for supplies, and work hard to ensure that its customers remain customers. NucaCola Bottle Caps may be traded into a NucaCola bottling plant for fabulous prizes. This can be done either by saving individual bottle caps, or finding an instant winner cap. One bottling plant has taken to enslaving primitive tribes (non-customers) and training them as household servants as one of the prizes to be won. |