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RTJ and Character Creation.

Posted by Gamma MasterFor group 0
Gamma Master
GM, 1 post
Radiation and Ruin
Sat 1 Oct 2022
at 13:42
  • msg #1

RTJ and Character Creation

This game uses the 1992 4th Edition of Gamma World (easily confused with the Gamma World game put out for 4th Edition D&D in 2010). You do not need to have access to the rules. I can help you create your character. Most actions are done similarly to D&D, but where there are differences I can explain them.

If you would like to join, please send me an RTJ with the following information:

1. Your experience with Gamma World (any edition, no experience is fine!).
2. The name you would like for your character.
3. What sort of character you would like to play:
* Pure Strain Human [No mutations, better ability scores and chances to interact with Ancient computers/robots] House Rule: Pure Strain Human PCs will start with 1 artifact in working condition.
* Mutated Human [Physical and Mental mutations, may be able to interact with Ancient computers/robots]
* Mutated Animal (base animal type) [Animal type traits, Physical and Mental mutations, usually not able to interact with Ancient computers/robots]
* Mutated Plant (base plant type) [Plant type traits, Plant and Mental mutations, never able to interact with Ancient computers/robots]

Once you have joined the game and I know what character type you will play, we can handle ability scores and mutations (if any), then you can pick your character class.

This edition has four classes:
* Enforcer (Fighter type, physical mutations improve quickly)
* Esper (Mage type, mental mutations improve quickly) [Must possess at least 1 Mental Mutation with a Power Score.]
* Examiner (Tinkerer type, good at repair/discovery of artifact purposes) [Pure Strain Human only, as PCs are not from a Tech Level III base.]
* Scout (Ranger type, good at stealth and exploration)

Cryptic Alliances are NOT available at the start of the game. They are out there, and if encountered, you may petition to join one as you like.
This message was last edited by the GM at 14:05, Fri 14 Oct 2022.
Gamma Master
GM, 6 posts
Radiation and Ruin
Tue 4 Oct 2022
at 06:20
  • msg #2

RTJ and Character Creation

Ability scores are based on your PC's genotype.

Pure Strain Humans
Roll 4d6-L six times, arrange as desired among PS, DX, CN, MS, IN, CH.
Add 3 points to Constitution, Intelligence, and Charisma.
Roll 3d6 for Senses.

Mutated Humanoids
Roll 4d6-L six times, arrange as desired among PS, DX, CN, MS, IN, CH.
Roll 3d6 for Senses.

Mutated Animals
Roll 2d4 three times, add to base physical scores (PS, DX, CN) for animal stock as desired.
Roll 3d6 three times, arrange as desired among mental scores (MS, IN, CH).
Roll 4d6-L for Senses.

Mutated Plants
Roll 3d6 six times, arrange as desired among PS, DX, CN (min. 8), MS, IN, CH.
Roll 4d6-L for Senses.


Ability Scores:
Physical Strength (PS): Modifies melee attacks/damage, determines lift capacity (PS x5 is normal carrying capacity in kilograms, x10 is max lift in kilograms).
Dexterity (DX): Modifies AC, ranged attacks, Stealth, and Speed scores.
Constitution (CN): Determines hit points (1d6 per point of CN). Modifies Health score to resist poison, radiation, etc.

Mental Strength (MS): Modifies mental attacks and Mental Defense score.
Intelligence (IN): Modifies Use Artifacts, Perception, and Remain Unseen scores.
Charisma (CH): Affects NPC reactions.

Senses (SN): Base of Perception score (modified by IN).
This message was last edited by the GM at 04:25, Tue 29 Aug 2023.
Gamma Master
GM, 7 posts
Radiation and Ruin
Tue 4 Oct 2022
at 06:28
  • msg #3

RTJ and Character Creation

Rolling Mutations

All mutant characters begin with 5 mutations. Roll 1d6 to determine how many are Physical/Plant Mutations, and how many are Mental Mutations.

d6Physical/PlantMental
114
223
332
441
550
605

For each mutation, roll d%. The lists have a mix of mutations from various versions of Gamma World. I will provide you with the details of mutations after you roll. If you get to select a mutation and have questions about anything on the list, ask! A few mutations work the same as in the book, but have their names changed. If you have the book and wish to roll on those tables, please tell me.

PhysicalPlantMental
01-10 Aberrant Form01-10 Aberrant Form01-02 Ability Boost
11 Albinism (D)11-12 Adaptability03-05 Accumulated Resistance
12 Alergy (D)13 Alergy (D)06 Acute Hyper Healing
13-14 Biobattery14-16 Animal Limbs or Organs07 Atrophied Cerebellum (D)
15 Chameleon Power17 Animate Seeds08-09 Beguiling
16-17 Deformity (D)18 Anti-vampiric Field10 Body Adjustment
18-19 Density Alteration (self)19-20 Aquatic11-12 Combat Empathy
20 Dermal Poison Slime21 Budding13 Confusion
21-22 Dual Head22 Carnivore14 Control Light Waves
23 Dwarfism23 Chameleon Power15 Control Weather
24 Echolocation24-25 Dermal Acid Sap16 Damage Turning
25-26 Elasticity26-27 Dermal Poison Sap17-18 Density Alteration (others)
27-28 Electrical Generation28 Dwarfism19 Devolution
29-31 Energy Ray29-30 Electrical Generation20 Disintegration
32 Fragrance Development31-33 Energy Absorption21-22 Dual Brain
33 Frailty (D)34-35 Energy Ray23-25 Duality
34-35 Gas Generation36 Flight26-27 Empathy
36 Gigantism37-38 Fragrance Development28-29 Fear Generation
37-38 Healing Factor39-40 Fruit30-33 Force Screen
39 Hemophilia (D)41 Gas Generation34 Force Screen, Greater
40 Increased Balance42-43 Gigantism35-36 Increased Willpower
41-45 Increased Physical Attribute44-46 Grenade-like Fruit37-40 Intellectual Affinity
46-47 Increased Sense47-49 Immunity41 Killing Sphere
48-49 Kinetic Manipulation50-54 Increased Physical Attribute42-43 Know Direction
50-52 Metamorph55 Increased Sense44 Magnetic Control
53 Morphing56-58 Injected Poison Sap45-48 Mental Barrier
54-55 Natural Armor59-60 Natural Armor49-50 Mental Phantasm
56-57 Night Vision61-63 Natural Vegetable Weapons51 Metaconcert
58 Obese (D)64 Nocturnal (D)52 Mimic Actions
59-60 Optic Emissions65 Pain Sensitivity (D)53-54 Mind Reflection
61 Pain Insensitivity (D)66 Poisonous Spores55 Mind Reflection (Defective) (D)
62 Pain Sensitivity (D)67-68 Prehensile Tendrils56-59 Mind Thrust
63 Parasitic Control69 Prey Scent (D)60 Negative Empathy (D)
64 Photosynthesis70-71 Projectile Thorns61 Phantasmal Damage (D)
65 Pituitary Deformation (D)72 Radioactive Emissions62 Phobia (D)
66 Poison Susceptibility (D)73 Reduced Fertility (D)63 Poor Dual Brain (D)
67 Poor Immune System (D)74-75 Reflective Cellular Structure64 Possession
68 Poor Respiration (D)76-78 Regeneration65-68 Precognition
69 Prehensile Tail79 Shriek69-73 Psionic Flight
70 Prey Scent (D)80 Spore Cloud74-75 Psychic Lash
71 Quickness81-83 Squeeze Vines76-77 Quick Mind
72-73 Reflective Skin84 Thermal Emissions78-81 Telekinesis
74 Regeneration85 Thermal Sensitivity (D)82-83 Telekinetic Blast
75 Sensory Deficiency (D)86 Tremor Sense84-88 Telepathy
76 Shriek87-88 Tripping Tendrils89-90 Telepathy, Greater
77 Slow Mutant (D)89 Vegetable Parasite91 Telepathy, Greatest
78 Spiny Growth90 Vocal Imitation92 Teleport
79-80  Thermal Vision91-95 Pick Any 1 Plant93 Temperature Control
81-82 Toxic Weapon96-00 Roll for 1 Physical94 Vampiric Field
83 Ultraviolet Vision 95 Weak Will (D)
84-85 Unique Sense 96-00 Pick Any 1 Mental
86 Vocal Imitation  
87 Wallcrawl  
88-90 Wings  
91-95 Pick Any 1 Physical  
96-00 Roll for 1 Plant  

Characters may not have more than one physical defect and one mental defect. You must keep the first defect of each type rolled (if any). If an additional defect is rolled, you may select a beneficial mutation that you like to replace it, after all other rolls are finished.

For every mutation with a Mutation Power score, roll 4d6-L.
This message was last edited by the GM at 00:07, Tue 29 Aug 2023.
Gamma Master
GM, 8 posts
Radiation and Ruin
Tue 4 Oct 2022
at 06:42
  • msg #4

RTJ and Character Creation

Character Classes

Class Skills
Each class has three to five unique skills, and a variable number of skill points. You must put at least 1 point in each skill, and no more than 8 points in any one skill to start. For quick and easy character creation, give each skill 4 points.
Every time you gain a level, all skills gain 1 point.

Enforcer
Masters of combat. Any genotype may be an enforcer.

Bonuses:
* +1 to THAC melee and THAC ranged at each level, including 1st.
* Add CN score to initial hit points after rolling.
* Add CN bonus (ignore penalties) to hit points at each level after 1st.
* +1 to all Physical/Plant mutation power scores (if any) at each level after 1st.
* Skills: 12 points at 1st level
Combat Leadership -- Up to 3 NPCs per level follow your orders in combat
Makeshift Weapons/Armor -- Turn junk into useful weapons or armor
Size Up Opponent -- Get an idea for an opponent's AC, THAC, and physical damage potential


Esper
Masters of mental powers. Pure Strain Humans may not be espers, only mutants with a mental mutation with a power score may be espers.

Bonuses:
* +1 to Mental Defense at each level, including 1st.
* +1 to all mental mutation power scores at each level after 1st.
* Add IN bonus (ignore penalties) to MHAC scores. [House rule]
* Skills: 16 points at 1st level
Hypnosis -- Retrieve memories from a willing character (GM provides details if necessary). Subject cannot lie, but tells things as they perceived them to happen
Identify Mental Powers -- ID a mental mutation power used successfully by another mutant
Photographic Memory -- Retrieve memories from self (GM provides details)
Sense Mental Powers -- Concentrate to learn whether a creature/NPC has mental powers


Examiner
Masters of technology. [House Rule: Normally only Tech Level III PCs may be examiners, but for this game, Pure Strain Humans may take this class. Stories of the Before Time are passed down in their families.]

Bonuses:
* Start with a Tech IV item, rolled randomly by the GM (+4d6 rounds of ammo or a chemical power cell, if needed)
* +1 to Use Artifacts at each level, including 1st.
* [+1 to Robot Recognition if later replacement non-PSH characters take this class]
* Skills: 16 points at 1st level
Avoid Artifact Disaster -- avoid breaks or dangerous events when examining artifacts
Jury-Rig -- create useful equipment from junk and scraps (within limits)
Read Schematics -- understand non-verbal symbols of the Ancients
Repair Artifact -- repair artifacts after they have been understood, requires junk and scraps


Scout
Masters of exploration. Any genotype may be a scout.

Bonuses:
* +1 to Perception, Stealth, Remain Unseen at each level, including 1st.
* +1 to any derived attribute with each level gained [THAC melee or ranged, AC, MHAC, MD, hit points, Health, Use Artifact, Perception, Stealth, Remain Unseen, Speed, or Robot Recognition] [House Rule: Scouts get this in addition to the +1 to derived attributes at even levels that all characters receive, so they gain two +1 bonuses at even levels, and must put them in different areas.]
* Skills: 20 points at 1st level
Detect Ambush/Trap -- notice signs of an ambush or trap early
Hunting -- find food for up to 5 people after 1-4 hours, identify plants and animals
Navigate -- avoid getting lost, orient to true north
Tracking -- follow a trail, roll once per hour
Wilderness Survival -- find shelter or avoid natural hazards
This message was last edited by the GM at 04:39, Fri 11 Nov 2022.
Gamma Master
GM, 9 posts
Radiation and Ruin
Tue 4 Oct 2022
at 07:25
  • msg #5

RTJ and Character Creation

Derived Attributes

The following numbers should be calculated based on ability scores, genotype or mutation bonuses, or class bonuses.

When gaining an even numbered level (2nd, 4th, etc.), all characters may add +1 to any derived attribute that they like. THAC melee and THAC ranged are separate scores for this purpose. Each mutation with a power score has its own MHAC score. Scout class characters must add this bonus to a different derived attribute from the one increased with their class bonus.

THAC melee (To Hit AC, melee): added to d20 rolls to attack in melee combat. = PS mod.
THAC ranged (To Hit AC, ranged): added to d20 rolls to attack in ranged combat. = DX mod.
AC (Armor Class): target number to hit in combat. Base 10 + DX mod, +armor bonuses. Higher is better.
MHAC (Mental Hit AC): added to d20 rolls to attack with mental mutations.
MD (Mental Defense): target number to hit with mental attacks. Base 10 + MS mod.
HP (hit points): measure of life force. Roll 1d6 per point of Constitution. (Enforcers add bonuses.)
Health: Defense against radiation, poison, disease, etc. Base 10 + CN mod.
Use Artifacts: ability to understand how artifacts work. = IN mod.
Perception: ability to sense clues/details. Base SN score + IN mod.
Stealth: ability to move silently. = DX mod.
Remain Unseen: ability to hide. = IN mod.
Speed: Rate of movement. Base Speed by genotype + DX mod.
Robot Recognition: ability to command robots. Base 20 + modifiers [genotype modifiers, penalties for obvious mutations]


Ability Score Modifiers
ScoreModifier
1-4
2-3-3
4-5-2
6-7-1
8-120
13-14+1
15-16+2
17-18+3
19-20+4
21-22+5
23-24+6
25-26+7

Gamma Master
GM, 11 posts
Radiation and Ruin
Wed 5 Oct 2022
at 00:05
  • msg #6

RTJ and Character Creation

Starting Equipment, Barter, and Money

New Hope does not use money. They barter for what they need.

In order to determine what starting gear you have, roll d% +100. This is the domar (standard unit of money) value of goods you can begin with. You do not have any domars, though. If you do not spend all of this on starting gear, we will convert any excess value left into trade goods.

Equipment available in New Hope are listed in the town details thread.

When you explore, you will find Ancient items labeled as junk, baubles, curiosities, or artifacts. These are valuable and can be used for barter! They may also be needed for some skills, like jury-rig or makeshift weapons/armor.

I have barter tables set up for when you wish to acquire something or trade away loot you find.

Junk: Items that are in very poor condition, but may be worth a little for parts or materials. Worth 1d10 domars in communities that use money.

Baubles: Items in poor condition, or larger pieces in very poor condition. If functional, they don't do much that is useful. Worth 4d10 domars in communities that use money.

Curiosities: Items in working condition, but they don't do much that is considered useful. Worth 2d10 x10 domars in communities that use money.

Artifacts: Items that are useful in adventures. They may or may not be in working condition when found. Their value in domars (in communities that use money) varies depending on the type and function of the item, and its condition when found.

Domars: Communities that use money have domars as the unit of exchange. These are small cards or chips made of no-grain [Gamma Terra speak for plastic]. They can be found in ruins and installations, and some mutants or creatures collect them. Certain communities melt down no-grain to print their own denominations, but most domars scrounged from ruins will be accepted by a local money changer if that is the case.
Gamma Master
GM, 14 posts
Radiation and Ruin
Fri 14 Oct 2022
at 14:25
  • msg #7

RTJ and Character Creation

Mutated Animal Base Stocks [House Rule]

The numbers for mutated animals are a bit off, in my estimation. Also, while certain unlisted animals can easily be substituted into one of the listings, there are also lots of animal types that overlap (great cats, for example). Instead of the listings for base animal traits in the book, select from here. Discuss what bonus mutations you would like with me. They are designed to emulate your base animal traits, so they won't be mutations like radiating eyes or teleportation! If your desired base animal has heightened senses, or poison, or the like, you can select the mutations.

Examples of each type listed are not exhaustive. If there's an animal you want to play that isn't listed, there's probably a type it fits into.

If your mutant starts with natural attacks, roll 1d8:
RollDamage
1-21d4 dmg
3-51d6 dmg
6-71d8 dmg
81d10 dmg

Fish (tuna, carp, goldfish, angler fish, etc.)
S5 D6 C8, water-breathing, bite **, AC 12

Crustacean (crab, lobster, shrimp, etc.)
S8 D4 C6, water-breathing, pincers **, AC 15

Cephalopod (octopus, squid, cuttlefish)
S7 D10 C7, squeeze **, +1 mutation

Mollusc (snail, oyster, slug)
S5 D2 C8, +2 mutations

Shark (great white, dogfish, hammerhead, mako)
S8 D7 C10, water-breathing, bite **

Cetacean (whale, dolphin, walrus, seal)
S8 D6 C8, cold resistance, +1 mutation

Rodent (rat, squirrel, rabbit, hamster, beaver)
S6 D10 C4, bite **, +2 mutations

Feline (cat, lion, cheetah)
S8 D10 C8, 2 claws/1 bite **, +1 mutation

Canine (dog, wolf, coyote)
S8 D10 C7, bite **, enhanced smell

Equine (horse, donkey, zebra)
S12 D10 C11, base speed 15

Ursine (brown, black, polar)
S10 D7 C12, 2 claws/1 bite **

Bovine (cow, ox, bison, yak)
S12 D3 C12, horns **, +1 mutation

Swine (pig, boar, warthog)
S11 D5 C10, +1 mutation

Ape (gorilla, chimpanzee, orangutan, gibbon)
S9 D7 C7, +1 mutation

Primate (monkey, bushbaby, baboon, lemur)
S5 D9 C5, prehensile tail, +1 mutation

Ruminant (sheep, goat, deer, antelope, wildebeast)
S8 D10 C9, horns **, +1 mutation

Pachyderm (elephant, rhinoceros, hippopotamus)
S12 D4 C12, +1 mutation

Burrower (raccoon, badger, porcupine, armadillo)
S6 D10 C6, 2 claws **, +1 mutation

Marsupial (kangaroo, koala, opossum, wombat)
S7 D9 C6, +2 mutations

Avian, common (sparrow, finch, jay, cardinal, bat)
S2 D7 C4, wings, +1 mutation

Raptor (hawk, eagle, owl)
S3 D12 C5, wings, 2 claws **, +1 mutation

Avian, flightless (chicken, ostrich, emu)
S8 D6 C10, +2 mutations

Avian, aquatic (duck, penguin, sea gull, albatross)
S2 D6 C4, +2 mutations

Arthropod (spider, scorpion, centipede, pillbug)
S7 D8 C7, AC 15, +1 mutation

Worm (earthworm, flatworm, tapeworm)
S2 D5 C10, +2 mutations

Beetle (dung beetle, ladybug, weevil, stag beetle)
S6 D6 C6, AC 15, +1 mutation

Hive Insect (bee, wasp, hornet, ant, termite)
S6 D9 C7, AC 13, +2 mutations

Fly (fly, mosquito, gnat)
S5 D7 C5, wings, +1 mutation

Moth (moth, butterfly)
S5 D7 C4, wings, +1 mutation

Other Insect (praying mantis, grasshopper, walking stick)
S6 D7 C8, AC 13, +1 mutation

Turtle (turtle, tortoise, terrapin)
S4 D4 C6, AC 16, +1 mutation

Crocodilian (crocodile, alligator, gavil)
S10 D2 C10, bite **, +1 mutation

Snake (python, cobra, rattler)
S9 D10 C4, prehensile tail, bite **, +1 mutation

Lizard (gecko, chameleon, iguana, skink)
S3 D10 C5, +2 mutations

Amphibian (frog, toad, newt, salamander)
S7 D4 C6, +2 mutations

Other Invertebrate (sponge, starfish, jellyfish, sea urchin)
S3 D6 C4, +2 mutations
This message was last edited by the GM at 13:33, Mon 28 Aug 2023.
Gamma Master
GM, 19 posts
Radiation and Ruin
Mon 28 Aug 2023
at 14:12
  • msg #8

RTJ and Character Creation

Mutated Plant Types

If you wish to play a mutated plant (intelligent and mobile!), select from one of the basic types listed here. You are free to specify what specific real world plant you are mutated from as you like, or just leave it generic. There are lots of new species on Gamma Terra, thanks to the radiation, genetic engineering pre-apocalypse, etc.

Brush (most weeds, grasses, common plants)
+3 Remain Unseen bonus
+1 Plant mutation (should be thematically appropriate to the base plant)

Flower (non-tree flowering plants)
+3 CH bonus
+1 Mental mutation (rolled randomly)

Fungi (mushrooms, toadstools, etc.)
Need soil, but not sunlight to grow.
+3 MD bonus

Succulent (cacti and other desert plants)
1/2 water needed
Natural Vegetable Weapon mutation (thorns/spikes/ridges)

Tree (Deciduous) (oak, elm, maple, bamboo, etc.)
+3 PS bonus
Natural Armor mutation
-2 penalty to AC and Health vs cold attacks

Tree (Evergreen) (pine, spruce, cedar, etc.)
+3 PS bonus
Natural Armor mutation
-2 penalty to AC and Health vs fire attacks

Vine (ivy, pumpkin, watermelon, grape, etc.)
+2 DX bonus
Automatically manipulate tools
This message was last edited by the GM at 00:09, Tue 29 Aug 2023.
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