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Gamma World Mutants & Machines Book
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<blockquote data-quote="Dark Psion" data-source="post: 1256726" data-attributes="member: 959"><p>OK, I will try not to be too negative with the new Gamma World this time, so let's try playing Good & Bad.</p><p></p><p><strong>Good:</strong> The original mutants and machines! Most of the new creatures and robots are great. </p><p>The Fire Eater: A Grizzly Bear that can breath out fire retardant foam. </p><p>Petrolotter: They get a High from feeding off oil spills. </p><p>Ultravore: Cross a Dobberman with a Shark and RUN!</p><p>Communit: A giant cyborg containing a dozen humans.</p><p>Free Car: KITT from Nightrider as a player character race.</p><p>Skyshark: An attack helicopter with a Tiger Shark's brain.</p><p></p><p><strong>Bad:</strong> What's missing; Orlens, Kamodos, Wardents, Creatures from the Alpha-Epsilon adventures and once again almost all the mutant plants: Crep Plants, Horl Chools, Kep Plants, and the Perth (Gamma Bush).</p><p>Name changes: Hawkoids are now Terrorbirds, Herp (Tiger Beetles) are now Virguven and Gamma Grass is now Khemsieth.</p><p></p><p><strong>Good:</strong> Art by Claudio Pozas! 3rd edition's creatures were all drawn by Larry Elmore, no one else came close to capturing Gamma World til now.</p><p></p><p><strong>Bad:</strong> Errors. There are still some grammar and editing mistakes. The most noticable is in the Carrin entry. Their Telepathy says they are 3rd level Telepaths as per the Psi FX rules from d20 Modern, which is not the system in the Gamma World Player's Handbook. Also they have lost their Ecconomic Genius Mutation and don't even have any similar skills.</p><p></p><p><strong>Good:</strong> Nature gone Wild: One thing that was missing from the PH was how the world's envoiroment has changed. Chapter 3 covers life out of control! My favorite is the Econet: a web of Viruses, Bacteria and Fungi that enforce the balance of nature in an area and you just better hope it doesn't decide that you are a prey species, because it will force you to graze grass in a field until it is time for you to feed the predators.</p><p></p><p><strong>Bad:</strong> Mutant conversions and Nano: Two things I was hoping for in this book was a guide to converting other d20Modern creatures to Gamma World. Some scientist had to create a Pegasus, but what if the Raptor aspects have become dominate? Imagine Dopplegangers as androids that were created to be decoy targets for VIPs and are now very paranoid synthetics who ironically survived.</p><p>Also, while everything in the new GW is blamed on Nanotech, I was suprised that Nanoswarms didn't get an entry. Imagine the possibilities: Nanos that used to keep farm animals healthy might now have a Baleful Polymorph effect and I hate to think of what kind of nanotech was created for S&M clubs and other fetishes.</p></blockquote><p></p>
[QUOTE="Dark Psion, post: 1256726, member: 959"] OK, I will try not to be too negative with the new Gamma World this time, so let's try playing Good & Bad. [b]Good:[/b] The original mutants and machines! Most of the new creatures and robots are great. The Fire Eater: A Grizzly Bear that can breath out fire retardant foam. Petrolotter: They get a High from feeding off oil spills. Ultravore: Cross a Dobberman with a Shark and RUN! Communit: A giant cyborg containing a dozen humans. Free Car: KITT from Nightrider as a player character race. Skyshark: An attack helicopter with a Tiger Shark's brain. [b]Bad:[/b] What's missing; Orlens, Kamodos, Wardents, Creatures from the Alpha-Epsilon adventures and once again almost all the mutant plants: Crep Plants, Horl Chools, Kep Plants, and the Perth (Gamma Bush). Name changes: Hawkoids are now Terrorbirds, Herp (Tiger Beetles) are now Virguven and Gamma Grass is now Khemsieth. [b]Good:[/b] Art by Claudio Pozas! 3rd edition's creatures were all drawn by Larry Elmore, no one else came close to capturing Gamma World til now. [b]Bad:[/b] Errors. There are still some grammar and editing mistakes. The most noticable is in the Carrin entry. Their Telepathy says they are 3rd level Telepaths as per the Psi FX rules from d20 Modern, which is not the system in the Gamma World Player's Handbook. Also they have lost their Ecconomic Genius Mutation and don't even have any similar skills. [b]Good:[/b] Nature gone Wild: One thing that was missing from the PH was how the world's envoiroment has changed. Chapter 3 covers life out of control! My favorite is the Econet: a web of Viruses, Bacteria and Fungi that enforce the balance of nature in an area and you just better hope it doesn't decide that you are a prey species, because it will force you to graze grass in a field until it is time for you to feed the predators. [b]Bad:[/b] Mutant conversions and Nano: Two things I was hoping for in this book was a guide to converting other d20Modern creatures to Gamma World. Some scientist had to create a Pegasus, but what if the Raptor aspects have become dominate? Imagine Dopplegangers as androids that were created to be decoy targets for VIPs and are now very paranoid synthetics who ironically survived. Also, while everything in the new GW is blamed on Nanotech, I was suprised that Nanoswarms didn't get an entry. Imagine the possibilities: Nanos that used to keep farm animals healthy might now have a Baleful Polymorph effect and I hate to think of what kind of nanotech was created for S&M clubs and other fetishes. [/QUOTE]
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