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3. Character Generation.

Posted by StarMasterFor group 0
StarMaster
GM, 3 posts
Mon 19 Sep 2022
at 18:02
  • msg #1

3. Character Generation


 
~~~~~~~~~~~~~~~ GAMMA WORLD ONE CHARACTER GENERATION ~~~~~~~~~~~~~~~
 


 
~~~~~~~~~~~~~~~ STEP 0: READ STARTING LOCATION THREAD FIRST! ~~~~~~~~~~~~~~~

 
~~~~~~~~~~~~~~~~ STEP 1. CHOOSE THE TYPE OF CHARACTER YOU WANT TO PLAY ~~~~~~~~~~~~~~~~
 
====================~~~~~ GENOTYPE (Race/Species) ~~~~~====================
 Pure Strain Human 
  Mutated Human 
 Mutated Animal 
 Mutated Plant 


PURE STRAIN HUMANS (PSH)
You are a descendant of men who have avoided mutation and in fact are resistant to mutation. These are a Pure Strain Human's natural abilities.
•You can defend, but not attack in Mental Combat.
•You have a +3 bonus to Intelligence, Charisma, Constitution (maximum of 21).
•You have a -3 to Mental Strength (maximum of 18).
•The maximum Physical Strength is 18.
•You have +1 Life Points per die.
•You have a +2 bonus to figuring out the workings of artifacts.
•You gain full benefits from functioning medical equipment.
•You will be recognized (sometimes obeyed) by Robots and Security Systems which will attack or impede others.
•You won't normally be attacked by Robots or Computers other than Military or Security types.
•Cybernetic Installations (CI's) and Think Tanks not programmed to injure humans will offer you any help within their power.
•You don't suffer mutations from any source during play.
•Your ability to fight while unarmed is limited.


MUTATED HUMANS
You are a Human with one or more mutations making you very different from pre-Holocaust Human stock. You have the following special characteristics:
•Maximum starting score for all Attributes is 21, including after Mutations.
•You begin the game with 1 Physical Mutation and 1 Mental Mutation, or 2 Physical Mutations, or 2 Mental Mutations--your choice. You can add more by also taking a Defect (rolled randomly) for each additional Mutation.
•You will, if you resemble Pure Strain Humans, be mistaken for that type by Robots, Security Systems, etc. and will, in such cases, be treated as Pure Strain Humans.
•You may suffer from new mutations during play as a result of exposure to radiation or biogenetic agents.
•You have only a limited ability to fight while unarmed, in most cases.
•You function at Tech Level II. You can use and understand Medieval technology.


MUTATED ANIMALS
You are an intelligent being mutated from pre-holocaust animal stock. The abilities of Mutated Animals will vary with the type of animal and the extent of its mutation. Players electing to play animals must first choose a basic animal stock as the "ancestor" of their character. For game purposes, the animal starts out with Human intelligence. This level of intelligence does not count as a mutation, though, and shouldn't be confused with the Mutation Heightened Intelligence (which is extra intelligence above the basic die roll for that Attribute). Having determined the basic stock from which you are descended, you must select your mutations in the same way as for Mutated Humans.
All Mutated Animals have the following characteristics:
•Maximum starting score for all Attributes is 21, including after Mutations.
•Intelligent
•Size: around 4 feet tall (6 feet if bipedal)
•+2 bonus to stealth
•Retain some natural abilities from animal heritage
•Base speeds are derived from the basic animal stock
•You begin the game with 1 Physical Mutation and 1 Mental Mutation, or 2 Physical Mutations or 2 Mental Mutations--your choice. You can add more by also taking a Defect (rolled randomly) for each additional Mutation.
•Bonus physical mutations if no humanoid traits taken
•-6 penalty to Robot Recognition
•You can't command a Robot, a Cybernetic Installation, CD or Think Tank unless it has been modified to accept commands from Mutated Animals.
•You almost never pass Security Checks unless the machinery performing the check has been modified to pass them or else you are designated as a "pet" by a Pure Strain Human.
•You may suffer new mutations during play from exposure to radiation or biogenetic agents.
•You have a greater ability to use physical characteristics (teeth, claws, talons, etc.) in combat.
•You function at Tech Level I. You are able to use and understand common ancient and primitive technology.
 
HUMANOID OPTIONS
•Anthropomorphic
•Talk (clearly not human, sounds like the noise the animal makes)
•Manipulate tools and objects as well as a Human


MUTATED (SENTIENT) PLANTS
You are an intelligent mobile life form that just happens to be plant based rather than animal based; i.e. you are a mutated plant that has gained mobility and reaction rates similar to Humans. You also possess the abilities to communicate and sense objects from your equivalent of a head. You must be either an independent life form that must reshape yourself to gain functions or a symbiotic life form that must inhabit an unintelligent mobile creature to gain many of the benefits of free action. Mutated Plants have the following characteristics:
•Determine base stock: Brush, Flower, Fungi, Succulent, Tree, Vine
•Maximum starting score for all Attributes is 21, including after Mutations.
•Intelligent
•You can see, hear and feel
•You begin the game with one mobility Mutation of your choice.
•You begin the game with 1 Physical Mutation and 1 Mental Mutation, or 2 Physical Mutations, or 2 Mental Mutations--your choice. You can add more by also taking a Defect (rolled randomly) for each additional Mutation. If you are a symbiotic plant, you gain +1 mental Mutation.
•You gain one bonus physical mutation if no humanoid traits are taken.
•Shape: animal-like, humanoid, or plant
•3’ of height per 5 points of Constitution
•+2 bonus to remain unseen
•+2 Constitution bonus
•+1 Constitution very level (+ size growth)
•Move: Base walking speed of 24 feet; base swim speed of 10 feet
•No ability to command or control robots, nor can you command an artificial intelligence machine, but are ignored by them 80% of the time.
•You cannot pass a security check unless carried by a Pure Strain Human and even then only if you do not possess inimical Mutations such as emitting radiation or poison.
•Non-intelligent animals ignore you unless you move or attack the animal.
•You may mutate when exposed to either radiation or biogenetic agents.
•You do not need food--you need sun and soil instead.
•You need to ‘take root’ for one hour per day, but can’t move while doing so.
•You need 3 hours of bright sunlight per day.
•You have the same water needs but usually draw it from the ground.
•Limbs removed by cripple special effects can be regrown with 1d6 weeks of rest.
•If you die, you may make a Constitution check to regenerate from your roots in six weeks, but you begin again at 1st Level, and all Attributes suffer a loss of one point.
•You are resistant to crushing attacks and reduce the damage suffered by 1d6 per Constitution modifier.
•You gain a bonus of +3 when grappling or wrestling (because of your many limbs--this does not apply to symbionts).
•You add 1d20 inches to your height for every Level gained.
•You can reduce your size by 50% by compressing your form (trees cannot).
•You function at Tech Level I and you can use and understand common primitive technologies.
 
OPTIONAL HUMANOID TRAITS
•Anthropomorphic
•Talk
•Use tools
•Smell and taste


 
~~~~~~~~~~~~~~~~ STEP 2. GENERATE YOUR CHARACTER'S ATTRIBUTES ~~~~~~~~~~~~~~~~
 

Roll 4d6 six times, re-roll all 1's, THEN drop the lowest die of each set of rolls, and add up the remaining dice. Assign the resulting totals to your Attributes however you wish.

For example, you roll 4d6 and get 3, 4, 6, 1. Re-roll the 1 and get 4, so now your rolls are 3, 4, 4, 6. Drop the lowest to give you 4, 4, 6. Totaled for 14--that's the final result for that roll. Repeat 5 more times.

While 1st Edition Gamma World had modifiers for 'high' Attributes, there wasn't really an 'average' Attribute so the mid-range had no benefits. I'm using the d20 version as these used more 'modern' sensibilities.

ATTRIBUTES AND MODIFIERS
ATTRIBUTE:__1___2 - 3__4 - 5__6 - 7__8 - 9_10 - 1112 - 1314 - 1516 - 1718 - 1920 - 2122 - 2324 - 25
MODIFIER:-5-4-3-2-1+0+1+2+3+4+5+6+7


 
~~~~~~~~~~~~~~~~~~~~ STEP 2a: LIFE POINTS ~~~~~~~~~~~~~~~~~~~~
 
Once you've determined Constitution, roll a number of d6 equal to your Constitution.
This number is yor Base Life Points.
This may get modified by Mutations.


 
~~~~~~~~~~~~~~~~ STEP 3: DETERMINE LUCK ~~~~~~~~~~~~~~~~
 

Luck (LCK) represents your general good and bad fortunes, and governs situations that are essentially beyond your control. Luck is used when you have gotten into a sticky situation that may not be easy to get out of. It is also a way to allow you to get out of trouble if things go wrong, and it can be used to give ‘plucky but inexperienced young hero’ types an advantage.

Beginning Luck is determined by a straight 3d6 roll, but you then get to add the total of your Attribute modifiers to it. Once a Luck Point is spent, however, it is gone for good. Thus, you can eventually run out of Luck!

You generate Luck before you determine Mutations because you can use Luck to influence the Mutations.


~~~~~~~~~~ USES FOR LUCK ~~~~~~~~~~

MULLIGAN: You can spend one Luck Point to reroll a single die once. However, you can still use the better result of the two rolls. You might want to use this option if just adding 5 to the roll wouldn’t produce a success.

REDUCE DAMAGE: You can spend one Luck Point to reduce the amount of damage you take from an attack by 5 points.

REDUCE INTENSITY: You can spend one Luck Point to reduce the Intensity of Radiation (or a disease) that affects you by 5 points.

REDUCE TOXICITY: You can spend one Luck Point to reduce the Toxicity of a Poison that affects you by 5 points.

RANDOM SITUATIONS: Luck can be used to see what happens to which character when no other factors apply. For example, if one random character is to be the victim of a bad event, everyone can make an opposed Luck check and the lowest score will be the victim.

UNLUCKY: Some events will instead affect every character failing a Luck check. This might occur when a random event takes place, such as when a group of characters are caught in the open during a meteor shower or they open unmarked ration tins.

ALTERING CHANCES OF SUCCESS: If you really need to succeed in a skill or Attribute check, you may expend one Luck Point to give you a +5 bonus to the check. Or, a Luck point can be expended as a negative modifier to a check made against you—i.e. you can use Luck to make an enemy miss an otherwise easy shot.

Luck can be used to determine success/failure or see who is affected by a random event. Your chance of succeeding in a task through blind luck should never be better than your chance when using skills and good planning. However, when all else fails and you must simply leap into the dark, Luck can be used to determine whether you land on your feet or face-plant into a wall.


~~~~~~~~~~GAINING LUCK ~~~~~~~~~~

INSTANT KARMA: Karma can also play a part--the GM might decide that good or bad deeds are worth a little good fortune in the future and bestow additional Luck Points on you. Only major events can change your Luck; this is at the discretion of the GM, who must decide what factors may influence Luck.

PLOT GUIDE: Luck can also be used as a plot guide in some campaigns, with ‘correct’ actions leading to improved Luck and bad deeds adversely affecting your fortunes.

GOOD and BAD BREAKS: Additional luck may be gained by rolling a natural 20 or a natural 1 in a Combat or Skill check situation. If you roll a 20, you gain 2 Luck Points. If you roll a 1, you gain 1d6+1 Luck Points. Apparently, this is a way for Fate to restore the Cosmic Balance.

LEVEL PROGRESSION: Whenever you gain enough Experience Points to progress a level, one of the options you can choose is to increase your Luck Points by 1d6.


 
~~~~~~~~~~~~~~~~ STEP 4. DETERMINE MUTATIONS ~~~~~~~~~~~~~~~~
 

You can choose two Mutations without any Defects--either one Physical and one Mental, or two Physical or two Mental.

If you choose to add another Mutation to your character, you must roll on the appropriate Defects table for each additional Mutation.

For each Mutation, roll 2d6 for its Mutation Level. This is added to any Mutation check whenever such is called for. Some Mutations are automatic, some require a Mutation check to activate, and some can produce better results by a good Mutation check.


 
~~~~~~~~~~~~~~~~ STEP 5. CHOOSE A BACKGROUND ~~~~~~~~~~~~~~~~
 

This represents both what you've been doing before the start of the game and your general approach to Life and Adventure. If you are from Far-Go, you can only choose the Ordinary background.

BACKGROUNDATTRIBUTE BONUSSKILL BONUS
Primitive:+2 to Strength+2 Ranks in Tracking
Survivalist:+2 to Constitution+2 Ranks in Survival
Ordinary:+1 to any two Attributes+2 Ranks in any Far-Go skill
Tech:+2 to Intelligence+2 Ranks in either Computer Use or Repairing

OOC: The GM may add some options to this list later on for any players that join later.


STARTING AGE: If you are from Far-Go at the beginning of the game, you can only be 15-17 years old.

On the other hand, you can say you are an 'outsider' who has only been in the town for about a year, and thus you could be requested to go as a 'guide' (and to, perhaps, undergo your Rite of Adulthood a few years late).

NOTE that you would only have been accepted into the town if you accepted (though not necessarily believed) in the founding principle of the town: From each according to your ability, to each according to your need.

The townsfolk don't think you aren't an adult, but not quite a True Far-Goan because you didn't go through the Rite of Adulthood (and eat the berries, which seem to only work once and presumably only when you are of a certain age).

If you join the game later on, your starting age doesn't really matter--you can be 5-100 years old if it fits your character concept.


 
~~~~~~~~~~~~~~~~ STEP 6. STARTING EQUIPMENT ~~~~~~~~~~~~~~~~
 

See separate thread.
This message was last edited by the GM at 09:28, Thu 02 Mar 2023.
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