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Anthony Friedman
United States Long Beach California
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tivowatcher wrote: I'll take:
Heavy Armor (+7) - no bonus Sheild (+1)
One handed heavy ranged weapon (+2 w/ +3 STR modfier = +5) One handed heavy melee weapon (+2 w/ +3 STR modfier = +5)
Correct?
Note: I am having writers block on coming up with some creative examples of my actual weapons. Maybe something will come to be after a few beers. Everything is correct.
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michael zalter
Canada Vancouver British Columbia
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kadorn1007 wrote: Stix_Remix wrote: Just make sure to take the hamster out of the ball first, unless you're intending to throw it as well. I actually have other intensions for the hamster ball.... most of them involving emotional rats...
is this a reference to my empath rat swarm?
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michael zalter
Canada Vancouver British Columbia
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Name: More-than-rat
Light armor +3 + 3 Dex = 6 (rat sized super strength red speedos with a big black letter 'E' on the bum) Shield +1 = 1 (rat sized black capes)
light melee one -handed weapon+3 + 3 Dex = +6 (large rusty nail) light Ranged one handed weapon +3 + 3 Dex = +6 (pea shooter)
(hope this is correctly done)
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tim meyer
United States Mequon Wisconsin
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mzalter wrote: light Ranged one handed weapon +3 + 3 Dex = +6 (pea shooter)
does that mean each rat has its own personal pea shooter? cause that. would. be. awesome.
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tim meyer
United States Mequon Wisconsin
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Name: Felix
Full: Felix Nikola Felidae
Strength 13 Constitution 16 Dexterity 18 Intelligence 9 Wisdom 16 Charisma 9
+4 Mechanics +4 Stealth +4 Nature
Light armor +3 AC (+4 AC Dex bonus) -torn leather jerkin and pants, metal studded leather wrist bracers and shin guards, tattered scarf and cowl
Light melee two-handed weapon = +3 acc.; +4 att. mod; 1d12 -bo staff with shock baton attached to each end
Heavy ranged one/two handed weapon -hamster ball with metal conduit studs containing Sparky the electrokinetic hedgehog. -one-handed (thrown) = +2 acc.; +3 att. mod; 1d10; 5 Range -two-handed (batted with shock staff) = +2 acc.; +3 att. mod; 2d8; 10 Range
Felix has gone through life with relatively few friends. First there was that unfortunate incident at the kitty pool when he was 3 (turns out that water and electricity don’t mix well), and now most introductions never get past the shocking first handshake. Felix’s only true companion is Sparky, a determined hedgehog with electrokinetic tendencies. Sparky has lived most of his life within the friendly confines of his hamster ball, loyally following Felix wherever he goes. While Sparky is not able to generate electricity himself, he has no problem serving as a remarkably efficient conductor (Felix believes this is in part due to his iron-rich diet of red meat and artichokes). Sparky is not phased by thousands of volts of electricity flowing through his spiky little body, well, that is to say, not in a bad way. When electrically charged, Sparky shifts from his generally lethargic state to what can best be described as “kid shot up on sugar”, rolling and bouncing around at remarkable speeds. In the heat of battle, Felix uses this to his advantage with brutal effectiveness, often times launching a fully charged Sparky at his enemies with one hefty swing of his shock staff. To aid in this process, Felix has equipped Sparky’s home with copper studs that serve as conduits for Sparky’s violent electrical discharges.
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Anthony Friedman
United States Long Beach California
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kadorn1007 wrote: ps - question for Stix... Should Sparky be two hand or one hand? Perhaps one hand if I throw him and two hands if I "bat" him?
You're more than welcome to switch between the two forms, just make sure to note the stat differences when using it one-handed or two. I have no problem with you using it in both ways.
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A makeshift metal armor made of duct-taped trash can lids (Heavy Armor).
A tree trunk (Heavy Two-handed melee, +2+3(CON)=5 total)
Monster wheels (Heavy Two-handed ranged, +2+3(CON)=5 total)
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Anthony Friedman
United States Long Beach California
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Sorry for the long weekend, everyone. We've only got one step left, and I'll be posting it shortly. Thanks for your patience!
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Anthony Friedman
United States Long Beach California
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Stix_Remix wrote: Sorry for the long weekend, everyone. We've only got one step left, and I'll be posting it shortly. Thanks for your patience! And then the Geek goes down! So the next step is figuring out what adventuring gear your characters start with (like whether you have a flashlight, pair of binoculars, or a radio telephone). Unfortunately, I couldn't find a handy table this time around and I didn't want to just scan it from the rulebook. Also, depending on how the rules turn out, some of you may be rolling much more often than others.
Each character gets 1d4 + 1 items, including an Explorer's kit (which has the bare necessities like a backpack, canteen, length of rope, and bedroll). Using the Geek Roller, you can hit the d4 button and write in "+1" next to it (or you can just enter 1d4+1). This will determine how many items you get to roll for.
Gear Rolls 1d4+1 = (3) + 1 = 4 Dead Fred gets 4 rolls on the gear table.
For each number of rolls you get, each character needs to roll d20. This is similar to when you rolled for an origin. Please make each roll separately (for example, if you rolled 3 items, you will need to make 3 separate d20 rolls). However, there are two special rules regarding these rolls. If any of your rolls comes out as 20, you must roll two additional d20 rolls. Likewise, if any of those rolls result in 20s, you roll two additional times. Secondly, if any of your rolls come out as 1, you must roll d100 two times.
In a radioactive nutshell, a 20 gives you two extra rolls, and a 1 makes you roll twice on a different chart for an item.
Here is the gear table: d20 - Item d20 - Item 1) Roll d100 twice |11) Laptop Computer 2) Climber's Kit |12) Duct Tape 3) Canoe |13) Heavy Flashlight 4) Keelboat |14) Fuel (5 gallons) 5) Lantern |15) Generator 6) Draft Horse |16) Night-Vision Goggles 7) Riding Horse |17) Radio Cell Phone 8) Tent |18) Pickup Truck 9) Wagon |19) Water Purifier 10) Binoculars |20) Roll d20 twice
Dead Fred has 4 rolls, so he rolls 4 times. Gear 1d20 = (13) = 13 = Heavy Flashlight Gear 1d20 = (18) = 18 = Pickup Truck Gear 1d20 = (20) = 20 = 2 more rolls Gear 1d20 = (2) = 2 = Climber's Kit Gear 1d20 = (6) = 6 = Draft Horse Gear 1d20 = (1) = 1 = 2 d100 rolls
Junk 1d100 = (89) = 89 = Nail Clippers Junk 1d100 = (36) = 36 = Toy Dump Truck Dead Fred drives a Pickup Truck, pulled by a Draft Horse. He is also carrying an Explorer's Kit, filled with a Nail Clippers, a Toy Dump Truck, a Climber's Kit, and a Heavy Flashlight.
Everyone, please roll 1d4+1 first, then roll d20 a number of times equal to that result. Make sure to add two extra d20 rolls for any 20s, as well as two extra d100 rolls for any 1s. The d100 table includes one hundred items, so I will just tell you what your result is. 
Edit: Yes, you may have to edit your post multiple times.
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Dave P
United States McKinney Texas
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Initial roll: 1d4+1 = (4) + 1 = 5
Awesome!
Here goes:
Item #1: 1d20 = (20) = 20 Item #1A: 1d20 = (8) = 8 Item #1B: 1d20 = (20) = 20 Item #1BA: 1d20 = (10) = 10 Item #1BB: 1d20 = (2) = 2 Item #2: 1d20 = (18) = 18 Item #3: 1d20 = (5) = 5 Item #4: 1d20 = (16) = 16 Item #5: 1d20 = (16) = 16
I have:
A tent Pair of binoculars A climber's kit and a lantern... all stashed in the bed of my pickup truck while I am wearing 2 sets of night vision goggles.
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Paige Watson
United States Redmond Washington
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Initial roll for number of items: 1d4+1 = (2) + 1 = 3
Item Rolls:
item 1 1d20 = (10) = 10 item 2 1d20 = (19) = 19 item 3 1d20 = (11) = 11
My Equipment:
Binoculars Water Purifier Laptop Computer
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tim meyer
United States Mequon Wisconsin
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Gear Rolls1d4+1 = (4) + 1 = 5
Gear 1d20 = (5) = 5 = Lantern Gear 1d20 = (15) = 15 = Generator Gear 1d20 = (18) = 18 = Pickup Truck Gear 1d20 = (20) = 20 ---1d20 = (10) = 10 = Binoculars ---1d20 = (14) = 14 = Fuel (5 gallons) Gear 1d20 = (11) = 11 = Duct Tape + one explorers kit
all set!
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michael zalter
Canada Vancouver British Columbia
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initial roll = 1d4+1 = (1) + 1 = 2
1st roll = 1d20 = (1) = 1 = roll d100 twice
2nd roll = 1d20 = (18) = 18 = pickup truck
1st d100 roll = 1d100 = (70) = 70 = Gas Grill
2nd d100 roll = 1d100 = (2) = 2 = 20-lb Dumbbell
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Anthony Friedman
United States Long Beach California
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mzalter wrote: initial roll = mzalter previously rolled 1d4+1 = (1) + 1 = 2
1st roll = mzalter previously rolled 1d20 = (1) = 1 = roll d100 twice
2nd roll = mzalter previously rolled 1d20 = (18) = 18 = pickup truck
1st d100 roll = mzalter previously rolled 1d100 = (70) = 70
2nd d100 roll = mzalter previously rolled 1d100 = (2) = 2 70 = Gas Grill 2 = 20-lb Dumbbell
Looks you're ready for a tailgate party!
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michael zalter
Canada Vancouver British Columbia
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Stix_Remix wrote: mzalter wrote: initial roll = mzalter previously rolled 1d4+1 = (1) + 1 = 2
1st roll = mzalter previously rolled 1d20 = (1) = 1 = roll d100 twice
2nd roll = mzalter previously rolled 1d20 = (18) = 18 = pickup truck
1st d100 roll = mzalter previously rolled 1d100 = (70) = 70
2nd d100 roll = mzalter previously rolled 1d100 = (2) = 2 70 = Gas Grill 2 = 20-lb Dumbbell Looks you're ready for a tailgate party! 
Cool! Party time!
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tim meyer
United States Mequon Wisconsin
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mzalter wrote: Stix_Remix wrote: mzalter wrote: initial roll = mzalter previously rolled 1d4+1 = (1) + 1 = 2
1st roll = mzalter previously rolled 1d20 = (1) = 1 = roll d100 twice
2nd roll = mzalter previously rolled 1d20 = (18) = 18 = pickup truck
1st d100 roll = mzalter previously rolled 1d100 = (70) = 70
2nd d100 roll = mzalter previously rolled 1d100 = (2) = 2 70 = Gas Grill 2 = 20-lb Dumbbell Looks you're ready for a tailgate party!  Cool! Party time! grilled rat-kabob anyone? no? fine... more for meeeeeow!
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Initial Roll 1d4+1 = (4) + 1 = 5
Roll 1 1d20 = (6) = 6 Roll 2 1d20 = (11) = 11 Roll 4 1d20 = (3) = 3 Roll 3 1d20 = (5) = 5 Roll 5 1d20 = (14) = 14
Heh, good thing I got a draft horse to carry my canoe, that'd be a bit cumbersome.
I also get a lantern, a laptop and 5 gallons of fuel.
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Gear roll : 1d4+1 = (3) + 1 = 4
1st roll : 1d20 = (14) = 14 2d roll : 1d20 = (14) = 14 3d roll : 1d20 = (16) = 16 4th roll : 1d20 = (14) = 14
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With that much fuel we can fly to the Moon!
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The truth is revealed, i'm an arsonist. I fear fire but in the same time it fascinates me. And so, i carry some gallons of fuel to satisfy my vice. ^^
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tim meyer
United States Mequon Wisconsin
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Huun wrote: The truth is revealed, i'm an arsonist. I fear fire but in the same time it fascinates me. And so, i carry some gallons of fuel to satisfy my vice. ^^ Somebody get this man a flamethrower!!
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Anthony Friedman
United States Long Beach California
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Looks good, everyone! For the record, in case life gets hectic for anyone or personal happenings arise, don't fret about the game. We can always continue forward (and I'll just roll for your character, if necessary).

I'll be summarizing all the major rules later this evening, and then I'll begin the adventure over the weekend.
Thanks again for your patience and enthusiasm! Hopefully I put forth a good impression of things on the RPGGeek side.
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Anthony Friedman
United States Long Beach California
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Sorry for another long weekend (I find myself often apologizing
). Friday was my birthday and Sunday was the Super Bowl, so it was a busy time. Anyway, I digress... on to the mechanics.
The main mechanic in Gamma World is very similar to Mountains of Madness.
d20 + [level] + [attribute modifier] + [bonus] vs target number
The bonus changes depending on what your character is doing. If you are attacking with a weapon, then it's the accuracy bonus (+2 for heavy weapons or +3 for light weapons). If you are making a skill check, it is the skill bonus. For every roll, you always add your level (so at this point, everything is +1). Also, any time you roll, you get add your corresponding attribute. If your character is making a science check, you add your Intelligence modifier. If your character is attacking with a heavy weapon, you add your Strength or Constitution modifier (whichever is higher).
For example, Dead Fred decides to practice his shooting with some aluminum cans. He would roll 1d20 + 9 (+1 for level, +4 for Intelligence, and +4 for accuracy bonus).
If you decided to use the interactive character sheet, it will do a lot of these calculations for you. Otherwise, you can add them up yourself and know the total bonus for each roll. (Note: I'll be making a separate thread to keep all the character information , and I'll do the calculations for all of you)
Next, let's go over some basic stats. Everyone has their equipment, gear, skill bonuses, attributes, and origins. But there's a few more things we need to know.
Hit Points = 12 + Constitution Score Dead Fred has 23 hit points (12 + 11)
Bloodied Value = half hit points rounded down Dead Fred's bloodied value is 12 (23/2 rounded down)
Speed = 6 squares (plus/minus bonuses from origins) - 1 if wearing heavy armor *one square is approximately 5 feet* Dead Fred's speed is 6. His origins offer no bonuses to speed.
Initiative Modifier = level + Dexterity modifier + origin bonus (if any) *initiative determines turn order in combat* Dead Fred has a +3 initiative modifier (1 + 2)
Each character also has four different defenses. I've already introduced the Armor Class, which is your generic defense against weapon attacks. The three other defenses are Fortitude, Reflex, and Will. Fortitude represents your strength of constitution and ability to stave off diseases. Your Reflex represents your quick response and ability to avoid tactical hazards. Your Will represents your strength of mind and ability to avoid psychological attacks. (Note: some origins may bonuses to these defense scores.)
Armor Class = 10 + level + shield + armor (plus Dexterity or Intelligence modifier if wearing light armor) Dead Fred has an AC of 18 (10 + 1 + 0 + 3 [+4 for wearing light armor])
Fortitude = 10 + level + Strength or Constitution modifier (whichever is higher) Dead Fred has a Fortitude Defense of 14 (10 + 1 + 3)
Reflex = 10 + level + Dexterity or Intelligence modifier (whichever is higher) Dead Fred has a Reflex Defense of 15 (10 + 1 + 4)
Will = 10 + level + Wisdom or Charisma modifier (whichever is higher) Dead Fred has a Will Defense of 14 (10 + 1 + 3)
Note: You guys aren't required to post your updated stats. I'll be condensing all of that information into a separate thread, but I want you to know where these numbers are coming from (and how the math in the game works).
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Anthony Friedman
United States Long Beach California
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Combat is fairly straight forward. When it comes time to fight the mutated denizens of Gamma World, first we determine initiative.
d20 + initiative modifier
Pretty simple. Then every participant goes in order from highest to lowest, until combat finally ends. In combat, each character has three actions. Standard, Move, and Minor. Standard actions include things like attacking with a weapon, using a power, using a computer terminal, or making use of a skill. Move actions include any things related to movement, such as moving up to your speed in squares, falling prone, or getting up from the ground. Minor actions include mostly trivial things such as drawing weapons, opening doors, or picking up a small object.
These actions can be traded down. For example, instead of a standard action, you could take an extra move or minor action. Likewise, instead of a move action, you could take an extra minor action.
Combat makes use of a grid and tokens (which I'll provide/scan) when we get into combat. If anyone has a picture they would like to represent their character, please link to it and I'll make a token for you. For now, there's another element I need to touch one.
Each of your origins grants you a novice power. This is a special type of standard action you can perform. Sometimes they use a weapon, but a majority of the time they are based on something related to your origin. And what better than a card to represent these (this will be an ongoing theme). These are from of user Anarchy Power and Trait Cards who made these beautiful looking cards.
Let's look at Dead Fred's cards
I'll be explaining these from top to bottom.
On the first line, ignore the at-will/encounter portion (we won't be worrying about that). The second part tells us what type of damage these powers do. For example, some monsters might be weak to physical damage but strong against psi damage. (Note: if the first line of your power card says "weapon," you get to include your weapon's accuracy bonus to this attack roll.)
On the second line, ignore whether it says "standard" or "minor" action, as we are treating them all as standard actions. The second part describes the range of the attack. Melee 1 means it is a close range attack, and your target must be within 1 square. Blast X is an attack that deals damage to an x by x square. A Blast power is adjacent to your square. Here are examples of a Blast 3: 3x3 a starts from a corner, while 3x3 b starts from a side.
| | | |a|a|a| | | | |a|a|a| | | | |a|a|a| | | |o = player | |b|b|b| | | |b|b|b| | | |b|b|b| |
Moving to the third line, target tells you who the attack targets. If a target says "creature," the attack will also affect your allies. If a target says "enemy," the attack will only affect opponents.
The fourth line tells you how to attack with the power. For instance, Telekinetic Wave is d20 + level + Intelligence modifier vs creature's Fortitude Defense. (Note: if the first line of your power card says "weapon," you get to include your weapon's accuracy bonus to this attack roll. The majority of powers do not add your accuracy bonus.)
The final line tells you what happens if you hit your target. Most of the time, this is damage and you roll to determine how much is dealt to the target. If a power says 1[W] or 2[W], then this is a weapon power and you deal 1 or 2 times your weapon's damage.
Every character gets two of these powers, to use whenever they want, as a standard action. Often times these are better than using your weapons, but don't feel afraid to just run up to a monster and beat them with your steel floor lamp from IKEA.
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Paige Watson
United States Redmond Washington
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Should we be creating (or copying) our characters to a character sheet, or will you be providing that?
If we should be doing it, do you have any suggestions for online versions?
Edit: Looks like we posted at the same time... disregard this.
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