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The Ultimate d20 Gamma World Thread


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Knightfall

World of Kulan DM
Explorer

GAME RULE INFORMATION
Explorers have the following game statistics.

Abilities
Explorers can make use of good scores in any abilities.

Hit Die: 1d10.

Action Points
Explorers 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 Explorer's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions) includes the following skills plus 8 additional skills of the player's choice.

Handle Animal (Cha), Listen (Wis), Spot (Wis), Survival (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 Explorer begins play with the Archaic Weapons Proficiency, Simple Weapons Proficiency, and Armor Proficiency (light) feats.



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

Bonus Feats: At 1st, 3rd, 4th, 7th, 8th, and 10th-level, the Explorer gains a bonus feat. These bonus feats can be selected from the d20 Modern RPG hardcover, the d20 Apocalypse sourcebook, and the Gamma World Player's Handbook.

For any feat that duplicates another feat's function consider a feat in the Gamma World Player's Handbook to be primary, a feat in the d20 Modern RPG hardcover to be secondary, and a feat in the d20 Apocalypse sourcebook to be tertiary.

The GM has final say regarding which feats are available for his/her campaign.

Saving Throws: The Explorer has one good saving throw, one middle saving throw, and one bad saving throw, which are assigned to the character's three types of saving throws by the player.

Talents: The Explorer may select one talent at 2nd-level, and one additional talent at 5th, 6th, and 9th-level). The Explorer's talents are selected from any two of the d20 Modern RPG's Hero classes Talent Trees, which must be decided upon at 2nd-level.

For example, Diana decides that she wants her Explorer to be quick of mind and quick of body. Therefore, her Explorer can choose talents from any of the Talent Trees for the Fast Hero and Smart Hero from the d20 Modern RPG as well as the Coordination Talent Tree and Tech Savant Talent Tree from the Gamma World Player's Handbook.
 

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Knightfall

World of Kulan DM
Makes me want to revisit my old Gamma World conversion.
Glad to be of service. I'll be doing the Scout from the GW PHB next. After that I'll likely be doing two (or maybe three) new classes based on the Alternity RPG -- Diplomat and Tech Op.

If I do three, then the third class will be based on the Combat Spec. The Tech Op and Combat spec will have different names, however.

Cheers!

KF72
 


Achan hiArusa

Explorer
That's basically what I did. I used the four character classes from GW 4e along with three of the four alternity base character classes (I nixed the Tech Op being that it was too close to the examiner and didn't include the Adept or the Mindwalker) and then added an adventurer class based on the 3e rules. This was waaayyy before the S&S GW, it was almost right after 3.0 was first put out.
 

Knightfall

World of Kulan DM
That's basically what I did. I used the four character classes from GW 4e along with three of the four alternity base character classes (I nixed the Tech Op being that it was too close to the examiner and didn't include the Adept or the Mindwalker) and then added an adventurer class based on the 3e rules. This was waaayyy before the S&S GW, it was almost right after 3.0 was first put out.
so, you're basically saying that great minds think alike. B-)

For me, my "Tech Op" will be a lot different from the Examiner; at least, I hope it will turn out to be different. I haven't really begun to think too much about the Alternity classes and how I want them to mesh with these d20 Modern GW classes.

BTW, I'd be interested in seeing how you did the Alternity classes in d20 format. I assume you still have them, correct?
 
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Knightfall

World of Kulan DM
Advanced Classes for Gamma World

d20 Modern RPG
  • Bodyguard
  • Daredevil
  • Gunslinger
  • Infiltrator
  • Investigator (*)
  • Martial Artist
  • Negotiator
  • Personality (*)
  • Soldier
  • Techie (*)
* d20 Apocalypse recommends several changes for these advanced classes (pg. 60).

d20 Apocalypse
  • Lawbringer
  • Road Warrior
  • Salvager
Gamma World Player's Handbook
  • Cybercologist
  • Leader
  • Nanosmith
  • Prophet
  • Survivor
  • War Chief
New Concepts
  • Gamma Knight
 
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Achan hiArusa

Explorer
so, you're basically saying that great minds think alike. B-)

For me, my "Tech Op" will be a lot different from the Examiner; at least, I hope it will turn out to be different. I haven't really begun to think too much about the Alternity classes and how I want them to mesh with these d20 Modern GW classes.

BTW, I'd be interested in seeing how you did the Alternity classes in d20 format. I assume you still have them, correct?
It wasn't anything real inspiring: combat spec = fighter, free agent = rogue, and diplomat = noble (from SW). I had a second diplomat variant for Masque of the Red Death D&D 2nd in which I used his ability to choose a second class (soldier = warrior's THAC0 but no multiple attacks, adept/mystic = cast spells as bard but had full penalties of parent class, tradesman = extra NWPs).

Somebody has almost the whole thing (except for Jameson's renaming of the classes) at:

Gamma World d20
 

sohel1

First Post
you already have threads

you already have threads related to Gamma World on EN World or a web site dedicated to Gamma World using d20 Modern then feel free to post a link here. If you have conversion guidelines for converting other game systems to d20 Gamma World (or vice versa) then feel free to post them (or link them) here as well. (Darwin's World, D&D 3.5, D&D 4e, Modern20, Mutants & Masterminds, True20, etc.)
 

Knightfall

World of Kulan DM
It wasn't anything real inspiring: combat spec = fighter, free agent = rogue, and diplomat = noble (from SW). I had a second diplomat variant for Masque of the Red Death D&D 2nd in which I used his ability to choose a second class (soldier = warrior's THAC0 but no multiple attacks, adept/mystic = cast spells as bard but had full penalties of parent class, tradesman = extra NWPs).
Ahh, I see. The simplest of conversions. That works too.

Somebody has almost the whole thing (except for Jameson's renaming of the classes) at:

Gamma World d20
Okay, thanks for that link; it will make my work on the Alternity classes easier.

you already have threads related to Gamma World on EN World or a web site dedicated to Gamma World using d20 Modern then feel free to post a link here. If you have conversion guidelines for converting other game systems to d20 Gamma World (or vice versa) then feel free to post them (or link them) here as well. (Darwin's World, D&D 3.5, D&D 4e, Modern20, Mutants & Masterminds, True20, etc.)
:confused: ??? :confused:
 

Knightfall

World of Kulan DM
Alternity Careers as d20 Modern Classes​

Combat Spec (i.e Strongarm) [based on Sammy Grimes Gamma World d20]
1. Talent, Improved Weapon Focus
2. Bonus Feat
3. Bonus Feat
4. Talent
5. Bonus Feat
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Bonus Feat
10. Talent

Diplomat [based on Sammy Grimes Gamma World d20]
1. Acquire Contact, Adaptive Learning
2. Command +1
3. Inspire Confidence +1, Talent
4. Adaptive Learning, Bonus Feat
5. Acquire Contact, Command +2
6. Inspire Confidence +2
7. Adaptive Learning, Bonus Feat
8. Command +3, Talent
9. Acquire Contact, Inspire Confidence +1
10. Adaptive Learning

Tech Op (i.e. Technophile)
1. Accelerated Learning, Systems Familiarity
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent, Systems Familiarity
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent, Systems Familiarity
10. Bonus Feat
 
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Achan hiArusa

Explorer
Ahh, I see. The simplest of conversions. That works too.

Okay, thanks for that link; it will make my work on the Alternity classes easier.
I had written conversions for Empire of the Petal Throne (luckily when Dr. Barker saw it, he gave me his blessing even though I didn't ask him first), Gamma World, Dark Sun, Oriental Adventures, and Masque of the Red Death shortly after 3.0 came out. I also have a Ravenloft conversion which I never put out on the web. I never finished the GW conversion since the mutations were going to be a lot of work because I had at the time 2nd, 3rd, 4th, and Alternity. I have acquired 1st Edition and Metamorphosis Alpha since then.

Glad to help since I did the work about a decade ago (now I feel old) the work was fairly easy :)
 

Knightfall

World of Kulan DM
Scout

GAME RULE INFORMATION
Scouts have the following game statistics.

Abilities
Scouts need a good Dexterity score. A high Wisdom, Intelligence, and Constitution are all useful in the wild.

Hit Die: 1d8.

Action Points
Scouts 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 Scout's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (earth and life sciences, streetwise, tactics, technology: archaic) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pilot (Aerial Mount) (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex).

Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st-level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + 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 Explorer begins play with the Archaic Weapons Proficiency, Simple Weapons Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.



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

Track: The Scout gains Track as a bonus feat at 1st-level.

Aware (Ex): The Scout may add his/her base Will saving throw bonus on Listen and Spot checks to avoid surprise.

Evasion: The Scout gains Evasion as a bonus talent at 2nd-level.

Sniper: Starting at 3rd-level, the Scout gains a +2 circumstance bonus on both attack and damage rolls with ranged weapons. This bonus increases to +4 at 7th-level.

Survival Expert (Ex): Starting at 4th-level, the Scout gains a +2 bonus on skill checks and Fortitude saving throws used to find shelter, to hunt for food, and to avoid damage due to exposure or disease. This bonus increases to +4 at 8th-level.

Bonus Feats: At 3rd-level and every two levels thereafter (5th, 7th, and 9th), the Scout gains a bonus feat. These bonus feats must be chosen from the following list: Acrobatic, Agile Riposte, Combat Reflexes, Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Far Shot, Improved Initiative, Lightning Reflexes, Mobility, Nimble, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Snap Shot *, Spring Attack, Survivalist *, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack. *These feats are detailed in the Gamma World Player's Handbook.

Increased Speed (Ex): The Scout's base land speed increases by 5 feet at 6th-level and then increases again by an additional 5 feet at 10th-level. This ability stacks with the talents from the Increased Speed Talent Tree.

Talents: The Scout may select one talent at 4th-level, and another every two levels thereafter (6th, 8th, and 10th). The Scout select talents from the Fast Hero Talent Trees (pg. 22–23) and the Dedicated Hero Talent Trees (pg. 28–29) from the d20 Modern RPG. The Scout may also select talents from the Coordination Talent Tree and the Zeal Talent Tree from the Gamma World Player's Handbook.
 

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Kellri

First Post
You can download from my blog - Mutant Manual II (new mutants, naturally) and the Scavenger's Field Guide (equipment, robots) and a few other odds and ends as well for GW 1/2. It's all pretty low-maintenance, so conversion shouldn't be much trouble.
 

Knightfall

World of Kulan DM
You can download from my blog - Mutant Manual II (new mutants, naturally) and the Scavenger's Field Guide (equipment, robots) and a few other odds and ends as well for GW 1/2. It's all pretty low-maintenance, so conversion shouldn't be much trouble.
Yep, I already have those. ;)
 

Evilusion

First Post
Nice work Knight. Only problem you may have is converting some of the mutants powers over(if you use them at all). I guess it all depends on which editon you base the powers on.

Evilusion
 

Knightfall

World of Kulan DM
Nice work Knight. Only problem you may have is converting some of the mutants powers over(if you use them at all). I guess it all depends on which editon you base the powers on.

Evilusion
I haven't really thought to much about converting over mutations and other mechanics. I want to get a solid base for character classes and races first. The one thing I don't like about GW 6th Edition is that it didn't include any mutated plants a character race options.

I definitely want that option.
 

Brutorz Bill

First Post
I just read where the Darwin's World books are going to be made available in print. I'm not a pdf kinda guy so for me this was great news. I heartily recommend DW for d20 P.A. goodness. Even if you don't use the DW Campaign setting there is a ton of cool stuff to use.
Regards,
Brutorz Bill
 

Knightfall

World of Kulan DM
I just read where the Darwin's World books are going to be made available in print. I'm not a pdf kinda guy so for me this was great news. I heartily recommend DW for d20 P.A. goodness. Even if you don't use the DW Campaign setting there is a ton of cool stuff to use.
Regards,
Brutorz Bill
I've been seriously trying to get a print copy of the Survivor's Handbook for DW2. I hadn't heard that the rest of the books were going print, however. Did you read this on RPGObjects' website?
 

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