Gamma World Threads?

twofalls

DM Beadle
Can anyone point me in the direction of some Gamma World threads here? I understand that there have been a few as well as an interview or two.

Thanks!
 

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Thank you for the links. I couldn't view your link Frukathka, but I was able to read Eric's links. I was a bit dissapointed with the SS Gamma World PHB myself. It's not terrible work, but it just didn't sing to me. I just ordered Issue 94 of Dungeon to get the Omega World info and I have all the GW books, all the D20 Modern material, and both Darwin's World and the Alternity GW books. I'll be looking it all over to create my own campaign.

My first rpg campaign was set in 1st Ed Gamma World (my first RPG experience was OD&D) but GW reamins my first campaign, and so it has a special place in my heart. It took some doing to finally position my group to recieve the campiagn and I want it to be one to remember.

Thanks again for the links.
 

Like a lot of people, I thought the new GW edition sucked big time. The ideas behind Nanotech was neat in spots, but implemented poorly to say the least. Plus, it doesn't feel like GW to me. I've toyed around with the idea of trying to use existing D20 products to re-create GW, but I haven't had the time or inclination to really get it done, but here are a few of my ideas:
Use D20 Modern/Future/Apocalypse as the base.
Use the races from the Omega World mini-game in Dungeon.
Use the Anthropomorphic Template in Savage Species for mutant animals.
Search the boards for DnDChick's Mutant Plant rules found on these boards (the link escapes me ATM)
Rework DW mutations so that they fit in their the D20 Future Framework.
Use Machines and Mutants for the creatures (as well as a smattering of critters from DW, D20 Modern, and D&D)
Convert mutations and critters from older GW editions.
The rest is basically pulling it all together.

Kane
 

Kanegrundar said:
Like a lot of people, I thought the new GW edition sucked big time. The ideas behind Nanotech was neat in spots, but implemented poorly to say the least. Plus, it doesn't feel like GW to me. I've toyed around with the idea of trying to use existing D20 products to re-create GW, but I haven't had the time or inclination to really get it done,
......Kane

I guess you can tell from my handle that I love Gamma World. So I must tell you that it really pains me to agree with Kanegrundar. The new GW fell very far from the mark IMHO. While the Mutant Manual was good, the Player's Handbook was terrible! What happened to all the mutations!!! To me that was the biggest part of GW, and I'm sorry but all the nanotech got on my nerves. I've been an avid GW player since the first ed. rules came out. Darwin's WOrld 2 is far closer to original GW that the latest GW is.
Regards,
Brutorz Bill
 

No need to go thread-mining for my Plant genotype. Here it is:

PLANT GENOTYPE
Abilities: +2 Constitution, −2 Wisdom, −2 Charisma. Plants are tough survivors, but often seem aloof and lack the ability to effectively interact with non-plants.
Size: The ability score modifiers for plant characters depend on size. Plant player characters may be Small or Medium-size. Certainly larger and smaller sentient plant species exist, but they are not available as player characters. In addition to the usual effects of size, each size carries the following modifiers:
Small plants have a −2 modifier to Strength and a +2 modifier to Dexterity. The base movement for Small plants is 30 feet per round. Due to their small size, they also have a +2 genotype bonus on Balance and Hide checks.
Medium plants have no adjustments to their ability scores and have a base speed of 30 feet per round.
Immunities: Plants are immune to sleep, stunning and paralysis. They are not subject to critical hits or death by massive damage.
Tough Skin: Plants have tough fibrous or bark-like skin which provides a +2 natural bonus to Defense.
Damage Reduction: DR 5/ballistic, piercing and slashing. Plants are naturally resistant to impacts.
Green Growth: A plant heals at a slightly more rapid rate than mammals. A plant heals 1 extra hit point per day (i.e. 1 hit point per day per level, +1).
Vulnerability: Plants take 50% more damage from fire than normal. In instances where a saving throw is allowed for half damage, the plant takes 50% more damage on a failure and normal damage on a success.
Alien Biology: Plants cannot be healed through use of the Treat Injury skill. Knowledge (Earth and Life Sciences) can be used in lieu of Treat Injury to tend the wounds of a plant.
Alien Psychology: Any non-plant attempting to use Bluff, Intimidate, or Diplomacy on a plant has a −2 penalty to the check. The plant suffers the same penalty when attempting to use those skills on non-plants.
Chlorophyll: A plant that spends more than 1 day without sunlight must succeed on a DC 20 Fortitude save or be fatigued. If the fatigued state lasts for more than its Constitution modifier in days (minimum 1 day), it takes 1 point of Constitution damage per day after that. Once returned to normal sunlight, the fatigued state ends after 1 hour per day it was fatigued.
Plants don’t need to eat, but they do need to spend at least 1 hour a day with their root-like feet buried in at least 1 foot of fresh soil with nutrients. If a plant is unable to root itself for the required time, it suffers the effects of starvation. Plants can go twice as long without water as humans before suffering the effects of thirst. (See Starvation and Thirst on page 213 of the d20 Modern Core Rulebook).
If the soil is inadequate, plants can supplement their diet with plant food. They add it to their water when good soil is unavailable. Plant food, despite being somewhat commonly available, is nowhere near as commonly available as animal rations. Communities with sizable plant populations would obviously have it in ready supply. It has a purchase DC of 6 for a 3 day supply in these areas. In areas with few plants its DC goes up to about 14. In some areas it is entirely unavailable.
Foliage: A plant has a +8 racial bonus to Hide checks in natural foliage as long as it remains motionless.
Skills and Feats: A plant isn’t as adaptable or quick to learn as a human. A plant character has 1 less feat and 4 fewer skill points at 1st level, and 1 less skill point each level after that.
 



There is some good material in the new GWPHB, but it's very much a use this and that and scrap the rest. With D20 Future and Apocalypse doing mutations a lot better than GW did and better gear to be found in DW2, there is very little (maybe the community information) of any value in the GWPHB unless you want to add nanotech to the setting.

Kane
 

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