Gamma World What Base classes do you need?

Shallown

First Post
Well since I recently got some free time I am once again tackling a project I have toyed with since 3.0 came out.

Making a D20 Gamma world. Yes I know there is one but Its not Gamma worldish enough for me. I am basing the system on the SRD mostly and using 4th edition as my main guide line since its rules are fairly close to D20 if not a precursor.

So I have done some of the work but this is one thing I am unsure of.

Base classes. This is what I have so far.

Adventurer - a generic class that picks up a few of the abilities of other classes. Not enough to take their spot life but sort of a jack of all trades class.

Examiner - The tech character. The person you want to look at the artifacts and figure out that pulling the pin on the grenade is a no-no when you don't know wjhat a grenade is.

Fighter - well the ahh.. Fighter. Basically same as D&D with bonuses to ac and a little DR

Martial Artist - A hand to hand melee man with little to no mysticism.

Mental Adept - Using mental mutations to their fullest and gaining new ones

Negotiator - The bard/face man for the group with some "inspiring" abilities.

Physical Adept - Using physical mutations to their fullest and gaining new ones.

Scoundrel - A rouge by any other name...

Scout - The ranger but more wilderness dude than fighter, not a wimp but not a match for the fighter. In gamma world the environment is just a little bit more dangerous.

Does any one have any basic archetypes they can think of that I missed. I haven't done any PrCs for the game. I will leave that to last most likely. I'm not looking for specialist since PrC's are gonna fill that nitch.

I am using SRD for fantasy not modern since Gamma world was much more FANTASY science fiction than hard science fiction. Introducing to much realism makes it harder to run the game. I am dropping Attacks of opportunity but every thing else is basically the same.

Thanks for any ideas or help.

I know there are other gamma world places on the web but most are not very active which is why I post here. Thanks

Later
 

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How about Pure Strain Human, Humanoid, or Mutated Animal? I don't see why you would need any other classes if you wanted it to be like Gamma World.
 

painandgreed said:
How about Pure Strain Human, Humanoid, or Mutated Animal? I don't see why you would need any other classes if you wanted it to be like Gamma World.

One idea I had once was to use Race as the base classes in the same manner that D20 Modern uses ability scores.

This way Mutations would be a Racial ability for Mutant Humanoids, Animals, Plants. PSHumans would get feats and tech skills, and New Races would be done like Savage Species. Even Cyborg, Android and Sentient AI could be done as a "Racial Class".

Then we would have the Advanced classes and Prestige classes for Adventurers, Scouts, Psychics and Sages. Also, the Cryptic Alliances could be done with Advanced classes as well.
 

I missed getting Omega world. If I had it I would use it as well.

As far as racial classes go I think it would be to limiting. Which race could be the roguish/scout? or be the fighter type. I have Pure strains, Muatted animals, Mutated plants and mutated humanoids. Then they can choose a class. I want this game to be well rounded and I think having just races would make it difficult. I didn't care for the Idea only PSH retained any knowledge of technology or science. Did they never teach any one else? Are mutatants somehow unable to learn technology? I like the flexibility of having races and classes.

Thanks

Later
 

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