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[Gamma World PbP] The Steading of the Iron King - Encounter 1; Round 2
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
War. War sometimes changes in really bizarre ways.
In 2012, CERN fired up the Hadron Collider and caused an incident which has been since named the "Big Mistake." To summarize, every possible alternate universe merged into one. In a vast majority of those universes nuclear war broke out between the United States (or entities in the same geographical area) and the Soviet Union (or any other number of damn dirty communists). This is further compounded by realities where first contact was made outside Roswell, New Meixco, and other one wherein the Cubs actually win the Superbowl. A mere instant after the Big Mistakes triggering, reality stabilized and we were left with the cleanup.
It is now 2162, the world as we know it now is long lost and mostly forgotten. Nature has reclaimed much of the cities and landscape, and has birthed new frightening atrocities to defend its province. Humans stick to small tribes and trading towns, and have generally accepted that their entire race is now made up of mutants.
This is a one shot game of Gamma World open to 5 players, whom hopefully have not played this adventure (it's the one from the rulebook). This is mostly being run as a demonstration of Gamma World in action and because I want to see what weird shit happens with people I don't know. As this is a one shot, I will be running the OOC and IC in this thread. OOC will be in italics and grey, such as this.
Deadline for consideration is Friday, November 12.
To add Armor and Weapons to your generated mutant, click the approprite menu on the Character Generator and click CHANGE in the top left corner so the generator can recalculate your basic attacks and defenses.
What the items actually are is for you to determine.
[PRIMARY ORIGIN] (Primary)
[PRIMARY ORIGIN TRAITS]
[SECONDARY ORIGIN] (Secondary)
[SECONDARY ORIGIN TRAITS]
Statistics: STR XX (+X) CON XX (+X) DEX XX (+X) Int XX (+X) WIS XX (+X) CHA XX (+X) Max Hit Points: XX Bloodied Value: XX Initiative: +X Speed: X AC: XX Fortitude: XX Reflex: XX Will: XX
Powers Basic Attack
At-Will • Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One Creature
Attack: STR/CON or DEX/INT + Level + Accuracy vs. AC
Hit: 1[W]+ STR/CON or DEX/INT + Level physical damage
[Primary Origin Novice Power]
[Secondary Origin Novice Power]
Be sure to come up with a completely irreverant back story, but not a novel.
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent effects.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi. It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter. You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
Omega Tech are ripped straight from the pages of science fiction. You start the game with one piece of such technology and will be rewarded with more as the adventure continues. Using an Omega Tech during an encounter requires a charge check at the end of an encounter. It's a saving throw to see if you depleted that charge of the item. If passed, you retain the item. If failed, you discard the item unless you are able to salvage it. You may salvage any item with a salvage value that is equal to your level or lower.
Differences From D&D 4TH Edition
There are no healing surges.
Second Wind is a minor action that restores ½ of your hit points, or your bloodied value.
You regain all of your hit points during a short rest.
There are no action points in Gamma World.
If you use gun ammo more than once in an encounter, you run out of ammo when the encounter is over.
Skill checks and attack rolls add the character’s FULL level, not ½ the character’s level.