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House Rules.

Posted by The ShadowFor group 0
The Shadow
GM, 456 posts
Sun 24 Oct 2010
at 11:01
  • msg #1

House Rules

Chargen
Create a first level character as normal, except:
- I will determine your Alpha and Omega cards, using the complete list as posted in the WoTC forums.
- If you start with Int 15+ or Science as one of your bonus skills you are literate. Otherwise you can't read.
- You only get d4 rolls on the Gear table, but start with 1/2 gallon water.
- You cannot trade your Explorer's Kit for another roll.

Motivation
It is assumed you are an established band of adventurers, and your goal is to explore the Sprawl.

Omega Tech
Is much rarer than in the rules as written. However, items may have more than one charge. Depending on the device I will ask you to roll (d4, d6 etc.) after each use and on a 1 the item is out of juice.

Alpha Flux
Happens a lot less frequently than the rules as written. Each district of the city gives a chance per day of Alpha flux occurring.

Alpha flux is a painful process, taking 6 hours while one mutation recedes and another takes its place. During these six hours:
- neither the old or the new Alpha power can be used.
- you are Weakened.

You no longer experience Alpha flux on rolling a natural one.

Alpha flux that takes place during combat can only occur once during a given encounter. The above effects start at the end of the end of the encounter. Until then you may use your old power.

Alpha flux automatically occurs when the you rest up in Campton between expeditions.

Food and Water
You need to worry about getting enough to eat and especially drink. You can get by on 1/2 gallon per day.

If you miss a day roll under your CON + Level on d20 to push on through. Each additional day adds five to the roll until you fail.

- The first time you fail you are Weakened.
- The second time you fail you are Weakened and Slowed.
- The third time you fail your are Unconscious.
- The forth time you fail you are Dead!

The same rule applies to food, except you add +10 to your Con for the purpose of the check.

You may find water during the day with your Nature check, with the DC depending on the District. However, in each District there is a chance any water you find will be bad. Bad water may provoke nasty side effects, I will roll on the table below:

1. Tastes revolting but basically harmless.
2. Morphagenic, induces Alpha flux.
3. Mild Poison, Attack 15 vs Fort, weakened for next 6 hours.
4. Radioactive, take 10 ongoing Radiation damage.
5. Acidic, take 15 ongoing Acid damage.
6. Strong poison, you are Dying and weakened for next 6 hours.

Wounds
We will be using a wound system to represent long term damage.

-Each time you are Bloodied you gain one Wound.
-Each time you are Dying to gain two Wounds.

You can absorb as many wounds as your Con / 2. After that you must roll an Attack + "number Of Wounds" versus you Fort each time you are wounded.

- The first successful attack you are Weakened.
- The second successful attack you are Weakened and Slowed.
- The third successful attack your are Unconscious.
- The forth successful attack you are Dead!

Wound effects can only be removed by resting up in Campton.
This message was last edited by the GM at 08:27, Sun 11 Sept 2011.
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