Character Creator (Just hit Start for your origins):
http://www.pathguy.com/gammawor.htm
More Books:
http://www.demonoid.me/files/details/2509815/002362221600/
http://www.demonoid.me/files/details/2648319/004251998880/
I'm going to try hosting a Gamma World campaign until Boreal gets his shit together. I will be handling all the cards, so right now just make your characters and post some sheets.
You'll still want to have the file for the cards though so you can look up the effects of the mutations and items you have.
I recommened rolling your origins before looking at any of their descriptions, it makes the game a lot more fun and forces you to come up with something truely original and different as far as character building goes.
We'll be using Fantasy Grounds as well, so if you don't already have it get it.
If you don't know what Gamma World is, it is basically the D&D rule set taking place in a world set a little over 100 years in the future after a group of scientists caused The Big Mistake, an event that mixed all the possible realities together into our reality, creating a new existence where a destroyed, irradiated world is now picked over by horribly deformed mutants and rabid cyborgs.
It's really crazy and anything goes. There is no limit to what could happen. I already have an adventure hook worked up that I think you guys will enjoy, and it will allow you to create any kind of character with any kind of origin and backstory and still play along so go *crag*ing wild with it.
Seismic AI
Representing Rave
Strength 18 (+4)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 12 (+1)
Level: 1 (one alpha mutation)
Height: 6' 5"
Weight: 500 lb
Eyes: Black
Hair: None
Skin: Brown
Total Hit Points: 26 = 7 + (5 x level) + constitution
Bloodied Value /
Second Wind: 13 = total hit points / 2 (round down)
Fortitude Defense: 15 = 10 + 1 [level] + 4 [strength]
Reflex Defense: 14 = 10 + 1 [level] + 3 [intelligence]
Will Defense: 14 = 10 + 1 [level] + 1 [wisdom] + 2 [AI encrypted mind]
Armor Class: 17 = 10 + 1 [level] + 3 [light armor] + 3 [intelligence]
Speed: 5 = 6 [base] -1 [seismic ponderous]
Initiative modifier: 2 = 1 [total levels] +1 [dexterity modifier]
Unarmed Attacks: Damage [W]:
Quick attack: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d4
Powerful attack: d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 1d8
Light Melee Weapons: Damage [W]:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12
Heavy Melee Weapons: Damage [W]:
One-handed weapon: d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 1d10
Two-handed weapon: d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 2d8
Light Ranged Weapons: Damage [W]: Range:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8 5 squares
One-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d8 10 squares
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12 10 squares
Two-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d12 20 squares
Heavy Ranged Weapons: Damage [W]: Range:
One-handed weapon: d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 1d10 5 squares
One-handed gun:
need ammo d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 2d6 10 squares
Two-handed weapon: d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 2d8 10 squares
Two-handed gun:
need ammo d20+7 = 4 [strength] + 1 [total levels] + 2 [weapon accuracy] 2d10 20 squares
Novice Powers Attack: Hit
Seismic Stomp
At-will, dark, sonic
Standard action
Close burst 1
Each creature in burst d20+5
Strength attack + level vs. fortitude
1d6 + str mod + level seismic damage, knock target prone
Blue Screen of Death
At-will, psi, psychic
Standard action
Close blast 3
Each creature in blast d20+4
Intelligence attack + level vs. will
1d10 + int mod + level psychic damage, target has -2 on attacks to end of your next turn
Skill checks:
Acrobatics d20+2 = 1 [level] + 1 [dexterity]
Athletics d20+9 = 1 [level] + 4 [strength] + 4 [seismic]
Conspiracy d20+6 = 1 [level] + 3 [intelligence] + 2 [AI]
Insight d20+2 = 1 [level] + 1 [wisdom]
Interaction d20+2 = 1 [level] + 1 [charisma]
Mechanics d20+6 = 1 [level] + 3 [intelligence] + 2 [AI]
Nature d20+4 = 1 [level] + 1 [wisdom] + 2 [AI]
Perception d20+2 = 1 [level] + 1 [wisdom]
Science d20+10 = 1 [level] + 3 [intelligence] + 2 [AI] + 4 [bonus skill]
Stealth d20+2 = 1 [level] + 1 [dexterity]
Seismic
+2 to dark overcharge
Resist 5 physical
Seismic critical (level 2 or 6): 1d10 extra damage, target and each enemy adjacent to target are knocked prone
Seismic utility (level 3 or 7): Ground Anchor
Seismic expert (level 5 or 9): Clobberin' Time
AI
+2 to psi overcharge
+2 on conspiracy, mechanics, nature and science checks
Do not grant combat advantage when dazed One standard action on a turn when stunned.
AI critical (level 2 or 6): 1d10 extra damage, target and each robot you can see dazed to end of next turn
AI utility (level 3 or 7): Master Control Program
AI expert (level 5 or 9): End of Line
Choose your uber-power on reaching 10th level.
Delta 41's Equipment:
Explorer's kit
Bakpack
Bedroll
Canteen -- half gallon of water, 1 lb empty
Flint and steel
Rations, trail (10 days)
Rope (100 ft)
Climber's kit
Grappling Hook -- can throw 1/2 strength number of squares
Hammer
Pitons (10)
Rappelling Harness
Rope (100 ft)
Duct tape
Beer -- brubbas love it
Chem-sticks (4) -- dim light i 6 square radius, 5 hr
Crowbar -- +2 bonus to strengt checks to force open
Also...
Sawed-off Shotgun Frying Pan
More about Delta 41:
After the explosions that ended the old world, many groups lived in underground bunkers. In one of these bunkers was a group of scientists working on technology to help restore the earth to its initial state. They began with research on water purification, terraformation of earth to make it more hospitable, and the deirradiation of wildlife to make it safe for humans. During this time they developed robots to help them assist and defend their bunker from the various raiders and irradiated creatures of the world. As time passed the robots became more advanced and soon became the focus of most of their developments. One man, Otfried Rappel, realized that he could use the developments of the other programs to help further construction on the robots. These robots we're given more advanced AI to help them perform their new functions. Various series were created including the Charlie series, which specialized in purification of various natural resources, the Freid series, which specialized in elimination of hostile elements, and the Delta series, which was used mainly for bunker defense and completing objectives on the surface. Each of the various series we're given specific parts to help them accomplish their tasks. The Deltas were given a hard coating of earthen around their metallic casing to help them resist radiation on the surface and other forms of assault. Soon though a mysterious signal was sent out through the bunker and its surrounding area that drastically changed the programming of many of these robots and they destroyed the bunker and the important research they were doing there. Only some of the deltas that we're a far enough distance away from the signal so that it was too weak too permeate their earthy shells we're spared conversion. Before he was murdered, Mr. Rappel sent out a new directive to those few robots who managed to avoid conversion. He gave them the task to eliminate the source of the signal and destroy whoever created it.
Regenerator Photonic
Representing Commander Boreale
Strength 12 (+1)
Dexterity 4 (-3)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 13 (+1)
Charisma 10 (+0)
Level: 1 (one alpha mutation)
Height: 6' 0"
Weight: 160 lb
Eyes: Green
Hair: Black
Skin: Light
Total Hit Points: 30 = 7 + (5 x level) + constitution
Bloodied Value /
Second Wind: 15 = total hit points / 2 (round down)
Fortitude Defense: 15 = 10 + 1 [level] + 4 [constitution]
Reflex Defense: 15 = 10 + 1 [level] + 3 [intelligence] + 1 [photonic hard light manipulation]
Will Defense: 12 = 10 + 1 [level] + 1 [wisdom]
Armor Class: 18 = 10 + 1 [level] + 3 [light armor] + 1 [photonic hard light manipulation] + 3 [intelligence]
Speed: 6 = 6 [base]
Initiative modifier: -2 = 1 [total levels] +-3 [dexterity modifier]
Unarmed Attacks: Damage [W]:
Quick attack: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d4
Powerful attack: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d8
Light Melee Weapons: Damage [W]:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12
Heavy Melee Weapons: Damage [W]:
One-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d10
Two-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d8
Light Ranged Weapons: Damage [W]: Range:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8 5 squares
One-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d8 10 squares
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12 10 squares
Two-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d12 20 squares
Heavy Ranged Weapons: Damage [W]: Range:
One-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d10 5 squares
One-handed gun:
need ammo d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d6 10 squares
Two-handed weapon: d20+7 = 4 [constittion] + 1 [total levels] + 2 [weapon accuracy] 2d8 10 squares
Two-handed gun:
need ammo d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d10 20 squares
Novice Powers Attack: Hit
Glowing Blades
At-will, dark, force
Standard action
Ranged 10
d20+4
Intellligence + level vs. reflex
1d10 + int mod + 2 x level force damage, push target 2 squares, one ally within 3 squares gets +2 on all defense to start of next turn.
Revitalizing Strike
At-will, healing, physical, weapon
Standard action
Melee or ranged weapon
d20+5
Constitution+ level vs. reflex
1d10 + con mod + 2 x level physical damage. You regain 2 hp if you are bloodied.
Skill checks:
Acrobatics d20-2 = 1 [level] + -3 [dexterity]
Athletics d20+2 = 1 [level] + 1 [strength]
Conspiracy d20+4 = 1 [level] + 3 [intelligence]
Insight d20+2 = 1 [level] + 1 [wisdom]
Interaction d20+5 = 1 [level] + 0 [charisma] + 4 [bonus skill]
Mechanics d20+4 = 1 [level] + 3 [intelligence]
Nature d20+2 = 1 [level] + 1 [wisdom]
Perception d20+6 = 1 [level] + 1 [wisdom] + 4 [regenerator]
Science d20+8 = 1 [level] + 3 [intelligence] + 4 [photonic]
Stealth d20-2 = 1 [level] + -3 [dexterity]
Photonic
* +2 to dark overcharge
* +4 on science
* +1 to AC and reflex
* Resist 10 laser
* Photonic critical (level 2 or 6): 1d10 extra damage. Ally within 5 squares of you gets +10 temporary hit points.
* Photonic utility (level 3 or 7): Luminous shield
* Photonic expert (level 5 or 9): Barrier of Light
Regenerator
* +2 to bio overcharge
* +4 on perception
* On start of your turn, if have at least 1 hp, regain hit points equal to half your level plus one.
* Regenerator critical (level 2 or 6): 1d10 extra damage. Regain 6 + half your level hp.
* Regenerator utility (level 3 or 7): Look Ma, No Hands!
* Regenerator expert (level 5 or 9): Take the Bullet
Choose your uber-power on reaching 10th level.
Jack V's Equipment:
Explorer's kit
Bakpack
Bedroll
Canteen -- half gallon of water, 1 lb empty
Flint and steel
Rations, trail (10 days)
Rope (100 ft)
Horse, draft
Lantern -- illuminates 10 square radius
Lamp oil (8 hr for lantern)
Truck, pickup
Wagon -- capacity 1 ton
Beer -- brubbas love it
Lighter, nondisposable
Physician's coat
Also...
A knife, shoulder pads (under modified physician's coat) and one cigarette. Just one.
More about Jack V:
He always had a name. He knew what it was. Jack suited him just fine. What came as a shock to him was that he was supposed to have two names. The just a little tall, just a little muscular man with the antenna on his head stared incredulously at the person who told him this. Why in the world would he need two names? Jack wasn't stupid. He knew his shit, but to a scar-covered man raised in a place where those who fight don't survive, needing more than just the one seemed a little pointless. The stranger explained, saying that if there were two Jacks in the same place, how would they know they were being addressed from voice alone? Jack thought for a moment, his skin glittering the same emerald color as his eyes in the light, and chose a suitably practical identifier. From then on, he would be Jack V. He thanked the stranger, and started back towards his pickup truck. Once Jack's enlightener seemed to feel secure, he turned around and promptly knocked the guy with the two inconsequential names out. Jack had been eyeing the stranger's white, somewhat long coat since the start of the conversation.
Radioactive Plant
Representing Bremmy
Second Wind:
need ammo
need ammo
need ammo
need ammo
Encounter, bio, physical
Standard action
Close burst 2
Each enemy in burst
Constitution attack + level vs. reflex
At-will, dark, radiation
Standard action
Ranged 5
1 creature
Constitution attack + level vs. fortitude
Skill checks:
Plant
Radioactive
Choose your uber-power on reaching 10th level.
Gordon's Equipment:
Backpack
Computer, laptop
More about Gordon:
Before the end, Gordon was an average household cactus. These days he's still the same...except for his new face...and his new legs...and his new stomach filled to the brim with delicious radioactive waste. Mmmm.
Approved.
Hawkoid Electrokinetic
Representing Shadeston
Second Wind:
need ammo
need ammo
need ammo
need ammo
At-will, dark, electricity
Standard action
Melee 1
1 creature
Wisdom attack + level vs. fortitude
Encounter, bio, psychic
Standard action
Close blast 2
Each creature in burst
Wisdom attack + level vs. will
Skill checks:
Electrokinetic
Hawkoid
Choose your uber-power on reaching 10th level.
Lombardi Fiddletomb 's Equipment:
Explorer's kit
Bakpack
Bedroll
Canteen -- half gallon of water, 1 lb empty
Flint and steel
Rations, trail (10 days)
Rope (100 ft)
Chem-sticks (4) -- dim light i 6 square radius, 5 hr
Gas Mask -- resist 5 poison vs gas attacks
Handcuffs, steel -- DC 25 strength to break
portablestove
More about Lombardi Fiddletomb :
From a sky island of theocratic Birdmen, Lombardi Fiddletomb often questioned the intentions and belief system of his fellow community. Combined with his strange rare appearance and his discordian tendencies, Lombardi was not very well liked by his fellowship but was tolerated because of his rare genetic appearance among the bloodlines. One night however Lombardi was tending to an exquisite private dinner with the chancellor. They were discussing matters of utter importance, related to Fiddletomb's actions of course. The chancellor explained to Lombardi that his absurd actions over the years have taken quite a toll on the psychological conclusion making of younger Hawkoids and that their way of life may be in danger. "Yeeeeah...no" Fiddletomb spoke, "You see what I'm doing here is letting these people think for themselves." The chancellor's expression grew pale "Most of our kingdom has grown up with over-grandeur dreams, dreams so grandeur that they never saw the bars of the Black Iron Prison before they ran dead into them!" "Would you please refrain from your ridiculous philosophy just this on-" A thunderstorm began at the moment, Often Fiddletomb would fly through thunderstorms using his aerobatic flying trait to dodge lightening at his own maniacal thrill. Often as soon as these would begin Lombardi would jump into flight and tease the storm until he grew tired or the storm presided. And that is exactly what he did that night, however to his terrible misfortune he did not dodge the the usual lightening but was instead shot out of the sky from it causing him to plummet into the garden of the lost. Fiddletomb awaken hours later with a bunch of shit next to him and in a place he does not recognize, he stands up to stretch only to accidentally rip a nearby metal pole out of the ground using a newly acquired electrical power. Amused, Lombardi toys with the pole taking notice of all the ways he can use his newly obtained power before taking flight to observe his new environment.
Ask Flavio.
Sandford K. Roach
Cockroach Android
Representing Tails Doll
Strength 12 (+1) Level:1 (one alpha mutation)
Dexterity 14 (+2) Height:6'1"
Constitution 18 (+4) Weight:250 lb
Intelligence 16 (+3) Eyes:Gold
Wisdom 14 (+2) Hair:None
Charisma 11 (+0) Skin:Brown
Total Hit Points: 30 = 7 + (5 x level) + constitution
Bloodied Value /
Second Wind: 15 = total hit points / 2 (round down)
Fortitude Defense: 17 = 10 + 1 [level] + 4 [constitution] + 2 [android built to last]
Reflex Defense: 18 = 10 + 1 [level] + 3 [intelligence] + 2 [cockroach scurry and skitter] + 2 [gravity controller it fell sideways]
Will Defense: 13 = 10 + 1 [level] + 2 [wisdom]
Armor Class: 17 = 10 + 1 [level] + 3 [light armor] + 3 [intelligence]
Speed: 6 = 6 [base]
Initiative modifier: 3 = 1 [total levels] +2 [dexterity modifier]
Unarmed Attacks:
Quick attack: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d4
Powerful attack: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d8
Light Melee Weapons:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12
Heavy Melee Weapons: Damage [W]:
One-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d10
Two-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d8
Light Ranged Weapons:
One-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8 5 squares
One-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d8 10 squares
Two-handed weapon: d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12 10 squares
Two-handed gun:
need ammo d20+8 = 3 [intelligence] + 1 [total levels] + 4 [weapon accuracy] 1d12 20 squares
Heavy Ranged Weapons: Damage [W]: Range:
One-handed weapon: d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 1d10 5 squares
One-handed gun:
need ammo d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d6 10 squares
Two-handed weapon: d20+7 = 4 [constittion] + 1 [total levels] + 2 [weapon accuracy] 2d8 10 squares
Two-handed gun:
need ammo d20+7 = 4 [constitution] + 1 [total levels] + 2 [weapon accuracy] 2d10 20 squares
Novice Powers Attack: Hit
Machine Grip
At-will, dark, physical
Standard action
Melee 1
1 creature d20+4
Intelligence attack + level vs. reflex 1d10 + int mod + 2 x level & immobilized to start of your next turn while you remain adjacent
Eau de Roach
At-will, acid, bio
Standard action
Melee 1
1 creature d20+5
Constitution attack + level vs. fortitude 2d8 + con mod + 2 x level acid damage, push target 1 square
Skill checks:
Acrobatics d20+3 = 1 [level] + 2 [dexterity]
Athletics d20+2 = 1 [level] + 1 [strength]
Conspiracy d20+4 = 1 [level] + 3 [intelligence]
Insight d20+3 = 1 [level] + 2 [wisdom]
Interaction d20+1 = 1 [level] + 0 [charisma]
Mechanics d20+8 = 1 [level] + 3 [intelligence] + 4 [cockroach]
Nature d20+7 = 1 [level] + 2 [wisdom] + 4 [bonus skill]
Perception d20+3 = 1 [level] + 2 [wisdom]
Science d20+8 = 1 [level] + 3 [intelligence] + 4 [android]
Stealth d20+3 = 1 [level] + 2 [dexterity]
Android
Cockroach
Choose your uber-power on reaching 10th level.
Sandford K. Roach's Equipment:
Explorer's kit
Bakpack
Bedroll
Canteen -- half gallon of water, 1 lb empty
Flint and steel
Rations, trail (10 days)
Rope (100 ft)
Computer, laptop
Duct tape
Flashlight, heavy -- illuminates 20 square close blast
First Aid Kit -- +1 to science checks for healing, 5 uses
Handcuffs, steel -- DC 25 strength to break
Corporate logo T-shirt (Burger King)
Electric fan
More about Sandford K. Roach:In the Year 2XXX, the US city of Twoson was going through a severe financial crisis as The Mayor of Twoson's incompetent lackeys quickly drained city coffers for their own gain. In a desperate attempt to bring the city back to prosperity, The Mayor of Twoson struck a deal with several scientists to create a super-soldier that would go to Swizerland and steal it's wealth and food back to America, ready to spend and ready to eat. The super-soldier, named SKR, ended up resembling a bidepal cochroach droid. If any of the Swiss denizens found SKR pillaging their home, their reports would simply be dissmissed as idiotic urban legend.
Before SKR was finished and sent to Swizerland, The Big Mistake happened, ruining the city of Twoson along with most of human civilization. SKR was still being held deep down in a laboratory during The Big Mistake, so it survived, unchanged. Eventually, SKR awoke from his statis. SKR's personality programming wasn't finished, so he stumbled around repeating "I am SKR. I am SKR." until he activated a computer in a lab. The only thing the computer could do was air reruns of Mythbusters, and SKR eventually became a daredevil and an altruist after years of observing Adam Savage, though his willingness to destroy things probably became worse. Donning some trash in the laboratory, SKR set out, changing his name to Sanford K. Roach.
Approved.
Also we are using OpenRPG now until I can get Fantasy Grounds working.
http://www.rpgobjects.com/index.php?c=orpg&m=getorpg