WD's Gamma World OOC


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I agree with Shay as well. Pt buy is def preferred.

I prefer more if a serious game. Humor has it's place but...
I prefer preplanned games for same reasons as mentioned.

Sorry for brevity. On my iPad typing this

Sean
 

There is an official hopeless character rule. If you end like this:
dndgamma%20hopeless%20character%204th.jpg


Out of generosity I will allow you 1 re-roll anywhere on character creation.

You will start at 1st level. Your starting equipment is in the introduction post above (#6). You can choose if your bow or your melee weapon is of good quality. The other will be of primitive quality. I feel generous and will you also allow to start with leather armor equivalent (+2 AC, max Dex +6, no check penalty).

I will use a slightly modified mutation table from the Omega World Polyhedron article. It isn't OGL, so you will roll and I tell you your mutation.

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You may choose your name, gender and mutant subtype.

Human mutants have a change to be treated as humans by ancient scanning devices.
Animal mutants start with one natural weapon.
Plant mutants gain a +2 to saves on every effect that plants are normally immune to.

---

Let's start rolling!

Roll 2d6+6 for each ability in order.

Roll 2d4 to determine the maximum number of mutations. You have to declare the exact number before you start rolling for them.

Roll a d% for each mutation. 1-85 = beneficial, 86-100 = defect.

Roll a second time a d% for each mutation.
 

Okay, let's try this out.

This'll be a human mutant.

Mutations are split 3 physical, 2 mental.

1st mutation roll is defect check, 2nd is to determine specific mutation.

Using reroll on the mental defect.
 
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Here's my go:

Human mutant. 2 physical, 1 mental mutation. All were beneficial.

I assume that we take the better # if the re-roll was worse. Not that it makes much difference here.
 
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Sorry, I forgot to mention that 91+ for the mutation roll is special. It means the mutation is advanced (if possible). Please re-roll your 91+ rolls (2 for Shayuri, 1 for kinem) to determine the specific mutation (continue until you roll under 91).

Your mutations so far (I don't use a table with a physical/mental split):

Shayuri

Telekinesis
as the spell (CL 5) 3/day

Empathy
The mutant can sense others' brain waves within 30 ft., picking up the presence of minds and their basic emotional states (but not their thoughts). Using the mutation is automatic.

Bigger
you are large
+8 Str, -2 Dex, +4 Con, +2 nat armor, -1 size modifier to AC and attack bonuses, base speed 45 ft


kinem

Psychic Healing
As a standard action, cure up to 2d6 damage by touch, up to 6d6 total per day.

Claws
Two natural weapons deal 1d6 damage each. The mutant can make a normal attack with one claw. If it strikes with the second claw, all attacks are at -2 for the round. If both claws hit the same target, the mutant "rends" the target for additional damage of 2d6 + 1.5 x the mutant's Strength bonus (as if wielding a two-handed weapon).
 



kinem
Scales that give +3 natural armor

Shayuri
Claws (like above, but dealing d8 damage)

Force Field
Forcefield 19pts (will explain later).

I would suggest the good bow for both of you as you already have a melee mutation.

[MENTION=22577]calimedic911[/MENTION] still interested?
 

Which "casting attribute" do mutants use? Is there a specific one? Or is whichever is best for the character, i.e. cha in Shayuri's case? Oh and bigger makes the character size large, wouldn't that also increase his natural weapons damage die up one, to a d8 for him as well? Oops sorry just noticed you already said d8 for Shayuri, is that because of the size or the advanced mutation? If the advanced mutation would they become d10?
 
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