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<blockquote data-quote="Kelvor Ravenstar" data-source="post: 6967318" data-attributes="member: 33291"><p><strong>Gamma World D&D</strong></p><p></p><p>Apart from mini adventures for my Epic-Level 4e campaign (we're doing the LFR Epic series), I am working on what I hope will be my next campaign - Using Gamma World 7E for a science fiction game. </p><p></p><p>First of all I thought it should be based on the Rifts world of Palladium games but as December came around, just like last year, I wanted to be playing in the Star Wars galaxy. </p><p></p><p>It is easier to design Gamma World D&D origins than 4E classes, as each only needs one at-will attack, a utility power, and an encounter attack, plus some small features. </p><p></p><p>Since science fiction characters don't all get their abilities from biology, magic or psionics, I've added origins with two more power sources, Skill and Tech. Skill has powers mostly like 4e's Martial power source, where Tech takes cues from Arcane powers with flavor changes. </p><p></p><p>For all the origins I already had (official and from other homebrewers), I've written up flavor suggestions on how they could represent Star Wars species and occupations. The majority of the Dark and Psi origins work for Jedi, Sith, and other Force users, and many of the Bio origins have equivalents in species from the Star Wars canon and Expanded Universe. For instance, a player wanting to make a Wookiee could select the Giant, Simian, or Yeti origin. </p><p></p><p>One origin is going to take up a lot of space compared to the others, and that will be the Lightsaber Style Student. That origin will represent most of what the Jedi and Sith do with their lightsabers. My current plan is to have a At-will attack with many riders that reference the 7(ish) styles of lightsaber combat, and will resemble the 4E Fighter's Weapon Master's Strike at-will attack. </p><p></p><p>If you played Star Wars Saga Edition, you are likely familiar with two talents that every Jedi ended up taking, Block and Deflect. So they don't show up again in every fight, these will become encounter powers in the Alpha deck, rather than the At-Wills that doubled the amount of rolls in a SWSE Jedi fight. </p><p></p><p>I'm considering making a blog to share all of these new rules and cards, I'm hoping that there will be interest among Gamma World D&D fans. Once all of the origins are written up (planning to have a total of 100 - official and homebrews), I am going to write conversions of the Dawn of Defiance campaign to these rules, with 1 Gamma World level to each adventure.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 6967318, member: 33291"] [b]Gamma World D&D[/b] Apart from mini adventures for my Epic-Level 4e campaign (we're doing the LFR Epic series), I am working on what I hope will be my next campaign - Using Gamma World 7E for a science fiction game. First of all I thought it should be based on the Rifts world of Palladium games but as December came around, just like last year, I wanted to be playing in the Star Wars galaxy. It is easier to design Gamma World D&D origins than 4E classes, as each only needs one at-will attack, a utility power, and an encounter attack, plus some small features. Since science fiction characters don't all get their abilities from biology, magic or psionics, I've added origins with two more power sources, Skill and Tech. Skill has powers mostly like 4e's Martial power source, where Tech takes cues from Arcane powers with flavor changes. For all the origins I already had (official and from other homebrewers), I've written up flavor suggestions on how they could represent Star Wars species and occupations. The majority of the Dark and Psi origins work for Jedi, Sith, and other Force users, and many of the Bio origins have equivalents in species from the Star Wars canon and Expanded Universe. For instance, a player wanting to make a Wookiee could select the Giant, Simian, or Yeti origin. One origin is going to take up a lot of space compared to the others, and that will be the Lightsaber Style Student. That origin will represent most of what the Jedi and Sith do with their lightsabers. My current plan is to have a At-will attack with many riders that reference the 7(ish) styles of lightsaber combat, and will resemble the 4E Fighter's Weapon Master's Strike at-will attack. If you played Star Wars Saga Edition, you are likely familiar with two talents that every Jedi ended up taking, Block and Deflect. So they don't show up again in every fight, these will become encounter powers in the Alpha deck, rather than the At-Wills that doubled the amount of rolls in a SWSE Jedi fight. I'm considering making a blog to share all of these new rules and cards, I'm hoping that there will be interest among Gamma World D&D fans. Once all of the origins are written up (planning to have a total of 100 - official and homebrews), I am going to write conversions of the Dawn of Defiance campaign to these rules, with 1 Gamma World level to each adventure. [/QUOTE]
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