RTJ and character creation
This game is an adaptation of the TSR Gamma World game circa 1986. The storyline is from the original TSR game, but the rules, encounters, characters, and world will be from the D20 Apocalpyse rules.
This game will use the D20 Modern and D20 Apocalypse rules. Here are the boundary assumptions:
1. The apocalypse is global, nuclear armageddon
2. The setting is Dark Ages, several centuries after the apocalypse
3. Roll for stats (6X): roll 4d6 drop the lowest dice. Assign as desired. If total stat bonuses are less than 0, or if the highest score is not above a 13, you may reroll
4. Character class, skills, etc. should be made using D20 Apocalypse and D20 Modern
5. Characters can be pure human, mutant humans, mutant animal, or intelligent plant
Characters will start at 1st level with the appropriate skills and feats. Since the world setting is post-nuclear apocalypse, a player may choose to take a mutation (per table 2-25 of D20 Apocalypse) IN PLACE OF a feat at any level. In other words, if your character has the option to gain a feat, you can choose to take a mutation instead. The mutation must be rolled randomly as developing a mutation intentionally is not possible.
All characters will start with equipment determined by 4d10x2 TU (unless there is a Wealth bonus due to occupation, in which case the amount of TU will be doubled). Any unspent TU at the start of the game will be lost, so 100% of the TU should be used. There is inherent value in all items, so even if you use TU for bullets, gasoline, or food, those items can be traded for needed items during the game.
I have a character sheet that I will add to any new player's character details. Your record sheet must be maintained in the game so that I have access to it.
When you submit a RTJ, please do so with your finished character sheet.
This message was last edited by the GM at 16:53, Mon 20 Dec 2021.