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Anthony Friedman
United States Long Beach California
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I've updated and added the last origin cards to the list. Since everyone is here, I'll post the next step in a bit.
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Anthony Friedman
United States Long Beach California
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Okay, next up are skills! There are ten skills in Gamma World (Acrobatics, Athletics, Conspiracy, Insight, Interaction, Mechanics, Nature, Perception, Science, and Stealth). These represent things your character is good at.
You use Acrobatics to accomplish a stunt of agility. You use Athletics to physically overcome an obstruction. You use Conspiracy to remember useful information about a significant person, organization, or event. You use Insight to discern intent and decipher body language during social interactions. You use Interaction to influence someone's opinions or actions, or to gather information in a village, a town, or a city. You use Mechanics to use, repair, or overcome Ancient machines. You use Nature to identify and cope with the hazards of the natural world. You use Perception to notice clues, spot danger, hear someone sneaking up on you, or find a trap. You use Science to remember a fact about physics, geology, mathematics, computer operation, or other areas of Ancient scientific theory. You use Stealth check to hide yourself from an observer, both by moving quietly and by staying out of sight.
If you look at you origins, you'll see it says "skill bonus: +4 to _________." Our buddy Dead Fred has a +4 to Stealth and a +4 to Nature. But this wouldn't be very fun if there wasn't any rolling of dice, so each character gets an extra bonus by rolling on the following table.This time, use the Geek Roller to roll a d10.
Dead Fred Skill Bonus 1d10 = (7) = 7 = +4 bonus to Nature (which means +8 total*). *If you get multiple bonuses, add them together*
Everyone, please roll d10 using the Geek Roller (just like my example). Also, list the bonuses you get from your two origins (you get both!). Note: If you get more than one bonus for a specific skill, add them together (e.g. +4 and +4= +8 bonus). You are just that awesome!
*You also gain a bonus to skill checks based on your attribute scores (but this is something we will touch on later).*
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jeremie geggus
United States Bloomington Illinois
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skill bonus 1d10 = (2) = 2 =+4 bonus to Athletics.
My primary grants +4 to Nature. My secondary has +4 to Interaction.
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Daniel B
Germany Stralsund
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skill bonus 1d10 = (2) = 2 =+4 bonus to Athletics.
so I have +8 Athletics and +4 Insights
I´m so sporty
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Cory Gerleman
United States Des Moines Iowa
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Skill Bonus 1d10 = (1) = 1 = +4 to Acrobatics
Primary skill = +4 to Science Secondary skill = +4 to Perception
I am Theodore... but most people call me Teddy... Teddy Two-hearts. At first glance, my brown plumage and protruding beak may make you think I'm like any other hawkoid. But only a moment's longer inspection shows that the bronze color beneath is just too shiny, and looking in my piercing eyes confirms that its most likely not blood coursing through my body. And while a normal hawk is a fearsome force in the sky, one with science on his side, and without the need for sustenance or even breath, is someone to take seriously. I may not be charming... but there are other ways to make friends....
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Deuce's skills:
+4 to Interaction +4 to Science +4 to Conspiracy
and...
1d10 = (8) = 8
+4 to Perception
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Erik Racer
United States Urbandale Iowa
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Skill Bonus 1d10 = (5) = 5 = +4 to Interaction. With my slightly less than average looks (we're still talking about the game, right?) I'll take all the help I can get.
So, all together
+4 to Interaction +8 to Mechanics
Cole was always handy around the garage. Fix up any old thing and always mysteriously managed to find "charged" batteries.
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jeremie geggus
United States Bloomington Illinois
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jim.brooks10 wrote: Duece's skills:
+4 to Interaction +4 to Science +4 to Conspiracy
and...
jim.brooks10 previously rolled 1d10 = (8) = 8
+4 to Perception
That is one well engineered human. Looks like rollin' doubles really pays off.
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David Wann
Australia
Western Australia
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Skill Bonus 1d10 = (1) = 1 So that is a +4 bonus to Acrobatics.
Primary provides a +4 Athletics Secondary provides a +4 Science
My aggresive fighting nature displays itself in my prowess at overcoming any physical hinderance, be it by brute athleticism or a quick flash of agility. After any fights are finished I hunker down and set my mind to any scientific tasks that are required.
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wormwoode wrote: jim.brooks10 wrote: Deuce's skills:
+4 to Interaction +4 to Science +4 to Conspiracy
and...
jim.brooks10 previously rolled 1d10 = (8) = 8
+4 to Perception
That is one well engineered human. Looks like rollin' doubles really pays off.
Maybe not as well engineered as you might think....
It seems Deuce's mother was the epitome of human perfection while Deuce's father was....let's say less than perfect. Typically engineered humans mate with their own kind but it turns out Deuce's mother had a "kinky" side to her. The details are sketchy to Deuce, but it appears that Deuce's mom was seduced by a doppelganger scientist one night at bar after a dozen or so fuzzy navels. Deuce doesn't like to speculate on the appeal of the doppelganger to his mother (and tends to try to ignore the obvious jokes one could make here). While the "double date" between Deuce's mom and the scientist(s) lasted all of one night, it was enough to bring Deuce into the world as an embarrassing momento for his mother.
Things aren't all bad for Deuce as he did inherit superior intellect from both his mother and father, as well as the ability to duplicate himself. Deuce is sadly lacking in most of his mother's other attributes.
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Anthony Friedman
United States Long Beach California
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Looking good, everyone! We're over halfway done with character creation, and I am liking all the little descriptive flair I'm seeing.

The next thing we are going to go over is armor and weapons, but first there are a couple things that need to get explained. For example, you might be wondering what your attribute scores really mean. Obviously, an 18 is better than a 3... but what function does it serve? Let's look at another table.
Each score represents a modifier that you get to apply to various things, like skills, weapon attacks or defense, etc. Let's check back with our favorite sample character.
Here are Dead Fred's stats (with the modifier in parentheses): Strength = 10 (+0) Constitution = 16 (+3) Dexterity = 18 (+4) Intelligence = 12 (+1) Wisdom = 10 (+0) Charisma = 6 (-2)
Now, these apply to a lot of things, but I'll get to that later. Right now, we're just concerned with giving Dead Fred the equipment he needs. As you may have already noticed, Gamma World doesn't spend too much time focusing on specifics. You, the player, get to decide a lot of the elements! In other games, it might matter whether your character is wearing chain armor, scale armor, studded leather, padded leather, banded mail, full plate, plate mail, or some other type of armor (in some games the list can be even longer!).
Gamma World cuts most of that out and only applies the mechanical benefit. There are three types of armor: Light Armor, Heavy Armor, and Shields.
A couple key things off the bat here.
Armor bonus is what benefit the armor provides to your AC. What is AC? AC stands for Armor Class, which is basically how difficult it is for an opponent to hit you and deal damage. AC is an abstraction, including how fast your character is as well as how much protection is offered by your armor.
Add Dex/Int bonus to AC VS. Don't add Dex/Int bonus to AC. Remember your attribute modifiers from before? This is one of the key places they apply. Light Armor is easier to move around in, so a character can add his or her Dexterity or Intelligence modifier (whichever is higher!) to AC. If either of these are high, you can get the high AC of Heavy Armor without the speed penalty. Heavy Armor is thick and cumbersome, making it difficult to move swiftly, but it more than makes up for it in defensive strength.
The only special thing about shields is whether or not you want to wield a weapon in both hands or in one hand. Two-handed weapons deal more damage, so you sacrifice added defense for extra offensive power.
Dead Fred has a Dexterity modifier of +4, meaning his AC will be +7 whether he takes Heavy Armor (+7) or Light Armor (+3 plus +4 Dexterity). So the smart choice is Light Armor. He decides he'll want to use two-handed weapons, so he doesn't bother with getting a shield.
But what does armor look like? Here are some examples: Light Armor: leather dusters, umpire's padding sewn with chain links, shoulder pads and straps of steel-belted radials over your vital areas, or half of a kevlar vest Heavy Armor: riot gear, plate armor scavenged from a museum, coveralls sewn with pots and pans, or mechanic's overals stuffed with lucky Bibles Shield: a yield sign with leather straps bolted on, a chunk of winter tire with a handle added, or a snowboard with straps
Dead Fred is now wearing a leotard with some roof shingles glued to it.
Everyone, please pick the armor your character will wear (and whether or not they will have a shield). Remember, you get to make up the description!
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Anthony Friedman
United States Long Beach California
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The next thing we want to cover is weapons. Weapons are broken up into give categories: Unarmed, Light Melee, Heavy Melee, Light Ranged, and Heavy Ranged. Remember the differences between Light Armor and Heavy Armor? It's a similar concept here.
Light Melee and Light Ranged weapons make use of your Dexterity or Intelligence modifiers (again, whichever is higher!) for contributing to your attack rolls. If you have a high attribute in either of these, you'll want to use these sorts of weapons. Heavy Melee and Heavy Ranged weapons make use of your Strength or Constitution modifiers. Heavy weapons tend to deal more damage than Light weapons, but they are less accurate and provide a smaller bonus for hitting your opponents. They are both two-handed weapons in both Light and Heavy categories. Note: The bonuses from your attributes also add to damage as well!
Ranged weapons consist of normal items (like knives, darts, or rocks) and items that require ammunition (machine guns, rifles, and shotguns). Normal items (however bizarre they may be) are quite common and don't require keeping track, since you can probably find or make new projectiles as needed. For weapons with ammunition, Gamma World uses a simple method to keep track of ammo. If you fire a weapon with ammo once in a battle, you're considered to have conserved your ammo and you still have it for the next encounter. If you fire your weapon even just a second time in a single battle, you will be out of ammo at the end. Basically, if you're going to fire more than once in a single combat, you might as well empty that clip and fire as many times as you can.
Ammo is something you'll have to scavenge for; it is hard to find. But guns and other such weapons deal the most damage out of any weapon. Will you cautiously conserve or will you recreate your favorite action film?
Here is the table of the weapons. The [W] column represents how much damage a particular weapon does. Each character starts with one melee weapon and one ranged weapon (everybody has unarmed attacks). Again, no descriptions here!
If you remember, Dead Fred has a +4 from Dexterity. Since he isn't using a shield, Dead Fred wants to use two-handed weapon. He decides to use a Light Melee two-handed weapon, and a Light Ranged two-handed gun.
What do the weapons look like? Here are some examples: Light Melee: a pair of scissors, a Bowie knife, a short length of rebar, a machete, a Louisville slugger Heavy Melee: A board with a nail in it, a sledge hammer, an iron, an I-beam a speed limit sign (with post), a parking meter, a television, a chain saw Light Ranged: A thrown knife, a dart, a makeshift sling, an icicle, a replica shuriken, an aluminum compound bow Light Gun: A Glock or a Baretta, an assault rifle, a hunting rifle Heavy Ranged: A thrown hand axe, a sizable rock, a table saw blade, a bowling ball, a potato gun, an Olympic hammer Heavy Gun: A .45 magnum (the most powerful handgun in the pre-Mistake world), a shotgun, a small but portable autocannon
Dead Fred is now equipped with a souvenir katana (light melee two-handed) and a hunting rifle (light ranged two-handed).
Everyone, please pick the weapons your character will use (one melee and one ranged). Remember, you get to describe these too!
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Cory Gerleman
United States Des Moines Iowa
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Teddy's artificial body helps deflect many light blows, but he relies mostly on his quick wits and flying ability to keep him out of danger. To protect his exposed underbelly while airborne, Teddy modified a kevlar vest with leather straps (Light Armor), allowing full range of motion for his large wings.
Relying on quickness, Teddy has grown attached to a 6 foot length of metal fence post he scrounged up (Light Melee, Two Hands), which fastens nicely down his back during flight. For times when a enemy is safer to attack from a distance, Teddy's ability to find a nice perch figures in perfectly for his long barreled hunting rifle (Light Ranged, Two Hands).
Teddy's years surviving in this wasteland have taught him many things... nothing more important, though, than this: A keen blade is deadly, but a keen mind is the most lethal of weapons.
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David Wann
Australia
Western Australia
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Theiron understands that he does not have the dexterity or intelligence to successfully use light armour, hence he has fashioned his own set of (Heavy Armour) Theiron has fashioned a crude set of platemail out of iron plates scavenged from the landscape, it doesnt look pretty but it is effective.
As for a weapon Theiron trusts in his brute strength to pulverise anything that gets in his way, entrusting this to a (heavy melee two hand) an old mining pick of which helps provide a steady supply of ammo for his (heavy ranged ranged weapon) chunks of stone
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Since INT is my best stat by far, I'll go with:
Light armor Light 2 hand melee Light 2 hand ranged
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Anthony,
Just wanted to take a sec to thank you for running this. I'm more of a board-gamer, so I'll give the role-playing my best shot. I've always wanted to try rpgs, but I've never actually been around many people who were also interested.
I may be getting ahead of myself, but do you recommend using Wizards' on-line character sheet? It seems cool, but there's no way to save it that I know of. I had to do a "print screen" and save it as a picture.
Thanks again for all of your work on this.
Jim
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Erik Racer
United States Urbandale Iowa
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Nice find on the character sheet. It appears as if the total column in skills is off by +1 (unless there is something I'm missing). The bummer is that you can't save it and work with later forcing you to recreate it each time for any adjustments.
If you install the cutePDF writer (which Wizards actually links to in the FAQ) you can save it as a PDF file.
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Erik Racer
United States Urbandale Iowa
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Light armor - Cole was always a scrounger. His intelligence allowed him to create a number of highly functional pieces. He grew up in near an old prison where bright orange jumpsuits were common place. Using a pitch mix he muted the orange to a deep brown and add a "camouflage" pattern in black. He then added a number of pockets to the chest, back and thighs to hold steel plates he had fashioned from sheets of high-tensile steel a trader had come by peddling a few years back. It was hard work, but provided him good protection both physically and visually, but also didn't impede his movement.
Light one-handed melee - Cole continued to put the sheets of steel to good use. He found an aluminum baseball bat which he shortened, flattened, and then reinforced with blades of the sharpened steel to make a light one-handed weapon with multiple blades circling the top of the shaft.
Light one-handed ranged - The remaining steel was used to fashion a number of throwing knives worn bandolier style, giving him easy access to a number of projectiles in a short time span. Practice has allowed Cole to throw either right or left handed.
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eracer68 wrote: Nice find on the character sheet. It appears as if the total column in skills is off by +1 (unless there is something I'm missing). The bummer is that you can't save it and work with later forcing you to recreate it each time for any adjustments.
If you install the cutePDF writer (which Wizards actually links to in the FAQ) you can save it as a PDF file.
I think you add your level to your skills (which accounts for the +1).
Good catch on the PDF writer...I didn't notice that.
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Anthony Friedman
United States Long Beach California
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jim.brooks10 wrote: Anthony, Just wanted to take a sec to thank you for running this. I'm more of a board-gamer, so I'll give the role-playing my best shot. I've always wanted to try rpgs, but I've never actually been around many people who were also interested. I may be getting ahead of myself, but do you recommend using Wizards' on-line character sheet? It seems cool, but there's no way to save it that I know of. I had to do a "print screen" and save it as a picture. Thanks again for all of your work on this. Jim
Jim, one of the nice things about Gamma World is that certain elements are much like a board or card game. Plus, there is less to keep track of in Gamma World (some RPGs can aim for a lot of simulation and have lots of minute details to be aware of). The nice thing about roleplaying is that there's really no "wrong" way to do it. I'm sure you'll do great!
As far as the character sheet, I was going to recommend it though it is by no means necessary. There's only one step left for creating characters, and then just doing all the calculations/filling in the sheet (which the online sheet does for you). I was going to do all the math and just give you guys the necessary information. 
And the reason some numbers are higher is because you do add your level.
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David Wann
Australia
Western Australia
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I spent a bit of time looking for an interactive adjustable online character sheet. Unfortunately, I could not find one that you could input your own details. All the ones I found pregenerated a character for you, not allowing you to just input what primary/secondary you chose/rolled. The best one I found is the same one Jim found.
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Obi Wann wrote: I spent a bit of time looking for an interactive adjustable online character sheet. Unfortunately, I could not find one that you could input your own details. All the ones I found pregenerated a character for you, not allowing you to just input what primary/secondary you chose/rolled. The best one I found is the same one Jim found.
Yeah, the WOTC one allows you to roll or manually adjust each attribute/stat. Seems pretty good to me. I tried the PDF maker and it worked well enough to use, but it didn't get all the graphics right for some reason. All the stats/text came out fine.
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jim.brooks10 wrote: Since INT is my best stat by far, I'll go with:
Light armor Light 2 hand melee Light 2 hand ranged
For Light Armor, Deuce wears with a long Kevlar lab coat and gloves - midnight blue (to match his skin)
For a 2-hand melee weapon, Deuce will wield a surgical saw he picked up from an abandoned hospital. The junkies cleaned out the pharmacy long ago, but the morgue still had some useful items.
Not too sure about a 2-hand ranged weapon yet....open to suggestions. I'm looking for something to fit crazy scientist theme, but nothing comes to mind at the moment.
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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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jeremie geggus
United States Bloomington Illinois
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With his big CON bonus, Looks like Jeaves is going to go "Heavy".
Jeaves' gear is culled from his previous adventures in the service of what passes for the "upper class" in this absurd age. While he has been known to politely refuse rewards of local currency, he has never been one to refuse the presentafion of finely made craftsmanship... especially when the inspiration for the very items may have come from his own subtle suggestions. Heavy Armor, +7 AC /-1 Speed: His seemingly well-fitted suit is in actuallity lined with strategiclly placed strips of salvaged Kevlar, as well as conveniently formed bits of high-density ceramic plate. This protective padding also serves to offset the otherwise startling appearance of his rather slim Plant-form body, and the slightly oversized head often common to those refered to as Mindbreakers. The weight of such meticulously tailored armor serves to slow one down a bit, but one often finds "protection" in rather higher regard than "mobility" in many a precarious cirumstance. Shield, +1 AC: His ever present umbrella is comprised of much the same material as his suit. When fully deployed it functions quite adequatley as a personal shield. It is also convenient to the preservation of the lines of ones fine suit against the harsh acidic rains of Gamma Terra, as well as the occasional untimely (and untidy) explosions of ones companions. Heavy Melee, One Hand, +2 Accuracy / Damage= 1d10+4(CON bonus) The depression of a small nub near the umbrella's pommeled handle reveals it's full measure: a detachable, lengthy, matte-black blade. Upon inspection, the more technologically minded might find the handle of this unique short sword to suspiciously resemble a machine piston of ancient make, and the blade to be crafted from an alloy most likely of an extra-terrestrial origin. The inspector would also certainly note it's most intriguing qualities: the blade is absurdly heavy, and it is decidedly resistant to fluids of all kinds. Simply nothing will stick to it. This is all to the good, as Jeaves finds the weight a great comfort against foes clad in the traditional "bits of tires and chain" armor of the wasteland, and he simply cannot abide a mess. Heavy Ranged, One Hand, +2 Accuracy / 5 Range /Damage= 1d10+4(CONBonus) Concealed about Jeaves person, in a series of less-than-obvious pockets, are a seemingly endless supply of what he refers to as "calling cards". Slightly larger than a traditional playing card, these matte-black projectiles are comprised of the same mysterious alloy as his umbrella's companion short sword and are honed on all sides to the keenest edge possible by the smithing technology of the age. They share the swords obscure properties: they are utterly stain-proof, and deceptively heavy. It is not uncommon for the unsuspecting to lose a digit (or a substantial quantity of useful vital fluids) when attempting to simply "pick up" a lingering calling card from a flat surface, or in the attempt to remove one that has been forcibly placed about ones person. The proper handling of these peculiar tools takes a certain amount of hard-learned finesse - and Jeaves ever present, finely crafted gloves seem helpful as well. While not a craftsman or artificer himself (these occupations are far too messy and often involve a great deal of open flame), Jeaves is a conissuer of fine things. He knows quality when presented with it, and is appropriatly gracious and reverential when offered finely crafted tokens in reward for a task finely completed.
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