The Ultimate d20 Gamma World Thread

Knightfall

World of Kulan DM
Alternate d20 Modern Classes
Okay, I really don't like the classes as presented in the d20 Modern RPG. So, I'm interested in using alternate d20 modern class concepts for a 20 Gamma World campaign.

Specifically, I'm thinking of using not only the Explorer class from Omega World but retrofitting the classes compatible with D&D v.3.5, in the back of the GW PHB, into D20 Modern classes.

That would be five base classes -- Enforcer, Esper, Examiner, Explorer, and Scout. They'd only progress to 10 levels, of course. The special abilities for three of the v.3.5 classes would need to compacted into ten levels, which shouldn't be too hard. Here's what I'm thinking...

Enforcer
1. Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat

Esper
1. Psychic Power (feat)
2. Perfect Memory, Talent (added)
3. Empathy, Psychic Power (feat)
4. Talent (added)
5. Psychic Power (feat)
6. Intuition, Talent (added)
7. Psychic Power (feat)
8. Talent (added)
9. Psychic Power (feat)
10. Talent (added)

Examiner
1. Gadget, Savant
2. Bonus Feat (added)
3. Disaster Avoidance
4. Talent (added)
5. Exploit Weakness, Savant
6. Bonus Feat (added)
7. Adaptation
8. Talent (added)
9. Savant
10. Bonus Feat (added)

Scout
1. Track, Aware
2. Evasion
3. Sniper +1
4. Survival Expert +1
5. Bonus Feat OR Talent (added)
6. Increased Speed
7. Sniper +2
8. Survival Expert +2
9. Bonus Feat OR Talent (added)
10. Increased Speed

Just food for thought...
 
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Knightfall

World of Kulan DM
Enforcer

GAME RULE INFORMATION

Enforcers have the following game statistics.

Abilities
Strength and Dexterity are the most important attributes for an Enforcer, to give the best bonuses to weapon use. Depending on the style of the Enforcer, any of Constitution, Charisma, or Wisdom can be the next important.

Hit Die: 1d10.

Action Points
Enforcers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

Class Skills
The Enforcer's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).

Climb (Str), Craft (metalworking, structural) (Int), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (gossip, streetwise, tactics) (Int), Profession (Wis), Repair (Int), Ride (Dex), Speak Language (none), and Swim (Str).

Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st-level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Enforcer begins play with the Archaic Weapons Proficiency, Simple Weapons Proficiency , Armor Proficiency (heavy), Armor Proficiency (light), and Armor Proficiency (medium) feats.

Enforcer.jpg


CLASS FEATURES
All the following are class features of the Enforcer class.

Talents: The Enforcer may select one talent at 1st-level, and another every two levels thereafter (3rd, 5th, 7th, and 9th). The talents for the Enforcer class are listed on page 236 of the Gamma World Player's Handbook.

The Enforcer may also select talents from the Strong Hero Talent Trees (pg. 21) and the Fast Hero Talent Trees (pgs. 23–24) from the d20 Modern RPG. The Enforcer may also select talents from the Strong As An Ox and Coordination Talent Trees from the Gamma World Player's Handbook.

Bonus Feats: At 2nd-level and every two levels thereafter (4th, 6th, 8th, and 10th), the Enforcer gains a bonus feat. These bonus feats must be chosen from the following list: Armor Proficiency (advanced) , Blind-Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Martial Arts (Improved Combat Martial Arts, Advanced Combat Martial Arts), Combat Reflexes, Dodge (Agile Riposte, Mobility, Spring Attack), Exotic Firearms Proficiency, Exotic Melee Proficiency, Fight With Anything *, Improved Initiative, Mounted Combat **, Point Blank Shot (Double Tap, Precise Shot, Shot on the Run, Skip Shot), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting, Advanced Two-Weapon Fighting), Weapon Finesse, Weapon Focus.

*This feat is detailed in the Gamma World Player's Handbook. **This feat is detailed in d20 Apocalypse.
 
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Brutorz Bill

First Post
Some interesting ideas there for sure.
I had forgotten there was a version for the 3.5 classes in the back of the GW Player's Handbook.

GW 6 isn't a total loss. I've made up some really interesting communities using the rules from the Cryptic Alliances book. Also I've found the Beastie book to be useful.
Thanks for posting. I may just have to run a P.A. Campaign soon. I haven't ran one in ages.
Thanks again,
Bill
 

Knightfall

World of Kulan DM
Some interesting ideas there for sure.
I had forgotten there was a version for the 3.5 classes in the back of the GW Player's Handbook.
Yeah, that material is great. It's an excellent basis for creating unique d20 Modern classes specific to Gamma World. In truth, the classes are already a mix of D&D v.3.5 and d20 Modern, so the conversion is turning out to be pretty easy.

I'll be starting the revision of the Esper sometime today.

GW 6 isn't a total loss. I've made up some really interesting communities using the rules from the Cryptic Alliances book. Also I've found the Beastie book to be useful.
I was able to find a bit of preview of the Cryptic Alliances book on Amazon.com, and I'm pretty sure I want to get a copy of that book. The GW Gammaster's Guide seems less interesting for me after finally reading some reviews about it.
 

Knightfall

World of Kulan DM
Esper

GAME RULE INFORMATION

Espers have the following game statistics.

Abilities
The prime requisite for Espers is Wisdom, for mental disciple. However, Espers must also be physically sturdy to survive the damaging feedback from their psionic powers, so Constitution is also vital to them as well.

Hit Die: 1d8.

Action Points
Espers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

Class Skills
The Esper's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).

Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Psicraft (Int) (modified), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Treat Injury (Wis).

Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st-level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Esper begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.

Esper.jpg


CLASS FEATURES
All the following are class features of the Esper class.

Psionics: The Esper has access to a small number of psionic powers. The Esper starts with one power selected from the following list of Basic psionic powers: Precognition, Telekinesis, Telepathy.

If the Esper is a normal stock or pure-strain human then the character gains Psionic Potential as a bonus feat. If the Esper is a mutant then the character gains the major positive mutation Psychic Aptitude as a bonus mutation.

The Esper learns other psionic powers by using its psionic powers to accumulate advancement points. (See the Psionics section of Chapter Three: FX (pgs. 128–133) in the Gamma World Player's Handbook for more details.) In addition, whenever the Esper gains a new level in the Esper class, he/she gains 2d4 additional advancement points. The Esper can use these advancement points to help him/her learn new Intermediate or Advanced psionic powers.

Perfect Memory (Psi): Starting at 2nd-level, the Esper can telepathically delve into his/her own minds, retrieving information. The Esper may make a Wisdom check (DC 15) to perfectly recall something he/she perceived at any point in the past. This is a psi-like ability.

Talents: The Esper may select one talent at 2nd-level, and another every two levels thereafter (4th, 6th, 8th, and 10th). The Esper select talents from the Tough Hero Talent Trees (pgs. 24–25) and the Dedicated Hero Talent Trees (pgs. 28–29) from the d20 Modern RPG. The Esper may also select talents from the Cast Iron Stomach and Zeal Talent Trees from the Gamma World Player's Handbook.

Psionic Advancement: The Esper automatically gains an additional Basic psionic power at 3rd-level, and another every two levels thereafter (5th, 7th, 9th). The Esper doesn't need to use advancement points to learn a new Basic psionic power. The Esper has the option to forgo learning a new power in order to gain a bonus of 15 advancement points to help him/her learn new Intermediate or Advanced psionic powers.

Empathy (Psi): Starting at 5th-level, if the Esper spends one minute observing a target, he/she gains a deep insight into the target's perceptions and attitudes. This understanding gives the Esper an insight bonus equal to his/her Wisdom modifier on all Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive checks when dealing with the target. This is a psi-like ability.

Intuition (Psi): Starting at 8th-level, the Esper can sense impending threats. The GM should make a Will save (DC 15) to see if the Esper character detects the approach of enemies or other upcoming dangers. If the check is successful, the Esper has advanced warning for one round. He/she merely senses the approach of danger and has no special insight into the source of the threat. This is a psi-like ability.
 
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Simon Atavax

First Post
I recently bought the Player's Handbook and Machines & Mutants hardcovers for the Arthaus version of Gamma World.

I was able to get the books for less than $50 (CAN) combined and the clerk at my FLUGS even paid the tax for me. I knew ahead of time that there were issues regarding these books, so I'm not put off by the errors in them.

Still, if I get the Gamemaster's Guide, I'll likely have to order it and pay full price for it. So the question becomes, is the 6th Edition GMG worth getting?

Also... What's in it? Is it mostly setting? And, what about the other sourcebooks for 6th Edition? Are any of those any good? My FLUGS has the Cryptic Alliances book, so I'm seriously considering buying that one.

The mechanics of the books are terrible. The flavor text, monster descriptive text, and campaign/setting ideas are simply superb. The books--al six--are well worth it just for that alone.

Lately I've been dreaming about running 1st edition Gamma World. We'll see what comes of that . . .
 

Simon Atavax

First Post
Knightfall, just a quick question: are you actually running, or at least starting up, a d20 Modern Gamma World game up there in Edmonton? Or is this thread more about bouncing around ideas "in hopes of"?
 

Knightfall

World of Kulan DM
Knightfall, just a quick question: are you actually running, or at least starting up, a d20 Modern Gamma World game up there in Edmonton? Or is this thread more about bouncing around ideas "in hopes of"?
It's more about bouncing ideas around and game development. I'm taking night classes right now, so I'm a little short on time for gaming. I'm more likely to start up a play by post game but don't quote me on that.
 

Knightfall

World of Kulan DM
Examiner

GAME RULE INFORMATION

Examiners have the following game statistics.

Abilities
Intelligence is the prime requisite for an Examiner. All of the other abilities can be useful, but it is the Examiner's intellect that drives him.

Hit Die: 1d6.

Action Points
Examiners gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

Class Skills
The Examiner's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).

Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Knowledge (all skills, taken individually) (Int), Navigate (Int), Perform (Cha), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), Treat Injury (Wis).

Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st-level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Examiner begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.

Examiner.jpg


CLASS FEATURES
All the following are class features of the Examiner class.

Gadget: The Examiner begins play with an extra piece of equipment chosen by the GM. The Examiner initially has no idea what the device does and must discover its properties through analysis.

Savant (Ex): The Examiner's understanding of science improves over time. The Examiner gains a +1 insight bonus on skill checks with any one of the following skills: Computer Use, Craft, Disable Device, Knowledge, Repair, or Research. Every four levels, the Examiner may select another skill to receive a bonus, and the bonus of all other savant skills increase by one.

Bonus Feats: At 2nd-level and every four levels thereafter (6th and 10th), the Examiner gains a bonus feat. These bonus feats must be chosen from the following list: Builder, Expert Scrounger , Gearhead, Nanotech Attunement *, Personal Firearms Proficiency, Shrewd Bargainer , Studious, Surface Vehicle Operation, Surgery, Tech Familiarity: Advanced *, Tech Familiarity: Pre-War **, Thrifty Mechanic *.

*This feat is detailed in d20 Apocalypse. **This feat is detailed in the Gamma World Player's Handbook.

Disaster Avoidance (Ex): Through diligent practice, the Examiner has learned not to pull pins and press red buttons when they can avoid it. Starting at 3rd-level, the Examiner may accept a -6 penalty on a Knowledge or Craft check to ensure that the device he is working with will not explode or do anything else unexpected should he/she fail the check.

Talents: The Examiner may select one talent at 4th-level, and another at 8th-level. The Examiner select talents from the Smart Hero Talent Trees (pg. 26–27) from the d20 Modern RPG. The Examiner may also select talents from Tech Savant Talent Tree from the Gamma World Player's Handbook.

Exploit Weakness (Ex): Starting at 5th-level, the Examiner is skilled at finding weakness and flaws in his/her opponent's fighting style. The Examiner may make an Intelligence check (DC 15). If the Examiner succeeds, he/she may use his/her Intelligence bonus instead of his/her Strength or Dexterity modifier on attack rolls for the duration of the fight.

Adaptation (Ex): Starting at 7th-level, the Examiner suffers only a -2 penalty when using weapon types he/she is not proficient with.
 
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