Turgenev
Legend
I've pulled my 2nd edition GW box set off the shelves and been working on a solo game in the Rite of Passage adventure/campaign so I thought I would share (not sure if there is any interest in Gamma World here). I plan on posting the various stuff I've created. The PC party I've created are (in no particular order):
I will post their write-ups once I finish writing their individual backgrounds. I'm using Central Casting's Heroes of Tomorrow to help flesh out the characters' backgrounds. I plan on posting my campaign notes and NPC/monster write-ups as well but first, here are the house rules I'm using:
Attribute Modifiers:
Homebrew Mutant Manual
Cheers,
Tim
- Salvyn -- Humanoid male who considers mutant plants to be his brothers and sisters of sorts (he has bark-like skin texture, photosynthetic skin, and plant control amongst his mutations).
- Feyna Ennz -- Pure Strain Human female who has some knowledge of human physiology and is literate in Trade Speak and Ancient Speak (French). These skills were taught to her by a time traveller she befriended as an adolescent.
- Gund Twotusk -- Mutant Animal (Walrus) male who is a good cook, fisherman, and a strong swimmer. He secretly worships radiation and wants to join the Radioactivists.
- Hern -- Humanoid male who was taught the physical sciences by a neighbour that his village thought was insane. He is hoping to acquire some artifact so he can impress the father of the girl he loves. Her father doesn't thinjk too highly of Hern.
- Malla Kyn -- Humanoid female who is the party's wheeler and dealer always on the lookout to make a quick buck. She has heightened Strength and is covered with mane & bristles.
I will post their write-ups once I finish writing their individual backgrounds. I'm using Central Casting's Heroes of Tomorrow to help flesh out the characters' backgrounds. I plan on posting my campaign notes and NPC/monster write-ups as well but first, here are the house rules I'm using:
- Rank Bonuses: I'm using GW 1E Experience Bonus Matrix when a new rank is achieved.
- Determining Attribute Scores: Roll 4d6, drop the lowest die, for each attribute. Re-roll any 1s. This can only be done once per die. The second roll is the final result.
- Attribute Checks: I've taken a page from BRP (5th edition CoC to be exact) and created attribute checks as follows: Attribute times 5 for the percentile base roll. MS = Luck Roll, IN = Idea Roll, DX = Agility Roll, CH = Charisma Roll, CN = Stamina Roll, and PS = Effort Roll. I also plan on using the BRP Resistance Table for contested rolls (ie., ST vs ST).
- Languages: Languages are known as 'Speak.' The exception to this rule, is Type based languages. They are known as 'Lingo.' For example, a typical humanoid would know Cambol Speak, Trade Speak, and Humanoid Lingo.
- Experience Points: Status Points are known simply as Experience Points. With each new rank gained, the player rolls on the Experience Bonus Matrix (see above). I'm not using the erase your XPs when gaining a new rank and start over again from zero xp rule (from 2E).
NEW: An NPC's finale XP value is equal to HPs x Rank Level (Rank 0 is considered to be Rank 1 for this purpose). Thus a Rank 2 NPC with 45 HPs would be worth 90 XP.
NEW: I'm going to award individual XP for figuring out artifacts. The XP value of figuring out an artifact is equal to the artifact's Complexity Starting Number. So a character that figures out a laser pistol (Complexity D) would earn 10 XP. - Combat: Initiative is determined by Dexterity. Tied Dexterity is resolved by rolling d6, highest roll goes first.
- Healing: For each day of rest, a character heals 1d3 hit points.
- Skills: I'm using the "Knowledge is Power!" Gamma World article by John M. Maxstadt, from Dragon #110 (June 1986). I'm toying on creating custom BRP skills for non-combat skills but it is still in the idea stage (so far).
- Starting XP: Each character starts with 2d20 XP Points (for the stuff they did in their backgrounds).
Attribute Modifiers:
- Intelligence: For every point above 15, the character gains a +1 bonus to figure out artifacts. Subtract 1 for each point under 6. Maximum alteration is plus or minus 5.
- Dexterity: For every point above 15, the character gains a +1 bonus to hit in physical combat, a +1 bonus to AC, and a +1 bonus to initiative. Subtract 1 for each point under 6. Maximum alteration is plus or minus 5.
- Physical Strength: For every point above 15, the character gains a +1 bonus to damage in physical combat (with melee or thrown weapons only, it does not apply to projectiles or energy weapons). For every point below 6, subtract one point from total damage done in physical combat. Maximum alteration is plus or minus 5.
Homebrew Mutant Manual
- Badder Wildlings: Nature worshipping Badder cult/clan.
- Chirpers (Black Beauties): Mutant cricket species that are often used as steeds.
- Corvoids (Tricksters): Mutant crow species.
- Leels (Squeezers): Mutant land eel species.
- Timeflies (Buzzers): Mutant fly species.
Cheers,
Tim
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