Hey all. If you want to play in the upcoming Gamma World, this where you should get started. Post below if you want to join. There will be additional instructions on joining following the intro text. I'll take up to 6 players, with alternates accepted in case anyone drops out, though I doubt we'll have that many people. Registration will be open for at least a week while I get everything sorted out.
Ok, some flavor text describing the world we hopefully all soon share.
D&D intro to Gamma world
In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 P.M. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality.
In some of these universes, little had changed; it didn't make a big difference which team won the 2011 World Series, for example. In other universes, there were more important divergences: The Gray Emissary, who was carrying gifts of advanced technology, wasn't'shot down at Roswell in 1947, the Black Death didn't devastate the known world in the 14th century, the dinosaurs didn't die out, Nikolai Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done. When reality stabilized again, an instant after the Big Mistake, the familiar Earth of the 21st century was replaced by one formed from many different realities.
The year is now 2162 (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It's been a hundred and fifty years since the Big Mistake, and the Earth is a very different place. The ruins of the Ancients (that's you and me) litter a landscape of radioactive deserts, mutated jungles, and vast, unexplored wildernesses. Strange new creatures, such as beetles the size of cars and superevolved badgers with Napoleonic complexes, roam the world. The survivors of humanity gather in primitive tribes or huddle in trade towns that rarely rise above the technology of the Dark Ages. Even the nature of humanity is now different, because generations of exposure to radiation, mutagens, and the debris of other realities have transformed humans into a race of mutants who have major physical alterations and potent mental abilities.
Welcome to Gamma Terra.
If you want more information on the general setting you can check out the links in the other thread or PM me.
Some background on the this game.
The big mistake quickly ended all form of Government stability but not all organizations were so unprepared for a disaster. The A-national Society of Soldiers was a humanitarian organization that rose up in the years after the Great War of the 1885. Designed to help injured soldiers find their place in the world, the Society sent it's members to guard out of the way towns in places like Siberia and Ireland,where no sane army would go. Over the years they're members began to realize it might be better to treat soldiers on the field as opposed to letting them have limbs removed for simple cuts and small bullet wounds. They would help either sides troops, on the condition every treated soldier became a member when there service was up. By the time of the Big Mistake they had become a private army larger than most nations, but all they're soldiers were tired of fighting, so mostly they drank and occasionally would invade small African countries, in order to patch up the child soldiers, who were immediately inducted into membership.
Of course none of that matters to you.
What does matter is that the A.S.S. managed to survive the Big Mistake and the chaos that followed it more or less intact. Or at least the United States Confederate Branch did. And now they're trying to take back the North, for their Confederate brothers that died protecting it and the freedom of Mutants everywhere. This is where you come in.
You have been hired by the U.S. CBASS to obtain something of value from the Throne of the King across the Sea of Blue Grass. They have already sent five platoons across the Sea, and none have come back. Now they've put the job up to you. Good luck. You'll need it
You can PM me for more info but you might not get it, depending on whether I want it to come out in game exposition or not. Feel free to ask though.
Right, So while I set up the deck tool/decide if need it, why don't we get started on some character building. I believe in the randomization aspect of Gamma World, so that's what we'll follow.
Don't worry if you don't have a rule book to generate you're character, I just need to give me some roles and then I'll feed you're character back to you mostly done.
Roll 2 D-20's. This will determine your characters origin.
Roll two d10's
These will determine two of the skills your trained in. Your origins will determine the others.
To determine your stats you will roll 3d6's either 5 or 4 times. You'll want to know your origin and skills before assigning stats though(technically out of order but who cares?)
For gear all you need to do is decide if you want light armor or heavy armor, a shield or no shield and what type of weapons you want. You get two weapons, one ranged and one melee. It's up to you what they look like and how they work just run it by me first.
Unarmed Attacks Ability Accuracy Damage [W]
Quick attack Dex/lnt +3 1d4
Powerful attack Str/Con +2 1d8
Light Melee Weapons Ability Accuracy Damage [W]
One-handed weapon Dex/lnt +3 1d8
Two-handed weapon Dex/lnt +3 1d12
Heavy Melee Weapons Ability Accuracy Damage [W]
One-handed weapon Str/Con +2 1d10
Two-handed weapon Str/Con +2 2d8
Light Ranged Weapons Ability Accuracy Damage [W] Range
One-handed weapon Dex/lnt +3 1d8 5 squares
One-handed gun* Dex/lnt +4 1d8 10 squares
Two-handed weapon Dex/lnt +3 1d12 10 squares
Two-Handed Gun* Dex/lnt +4 1d12 20 squares
Heavy Ranged Weapons Ability Accuracy Damage [W] Range
One-handed weapon Str/Con +2 1d10 5 squares
One-handed gun* Str/Con +2 2d6 10 squares
Two-handed weapon Str/Con +2 2d8 10 squares
Two-Handed Gun* Str/Con +2 2d10 20 squares
*This weapon requires ammunition.
Ammunition: Bullets are a limited resource that you must use sparingly. In the D&D Gamma World game, ammunition is abstract: You either have ammo, or you don't. If you do, you can use ammunition to fire any weapon you have that requires ammunition. If you don't, you can't.
If you use ammunition only once in an encounter: You are managing your ammo reserves carefully. At the end of the encounter, you still have ammunition.
Translation, if you go into an encounter with ammo you can fire as many times as you want. If you fire more than once, you won't have ammo anymore.
You also get 1 explorers kit and 1d4+1 d20 rolls for other gear.
Simple right? Feel free to PM with any questions or concerns.
Once you have your character made or before if you'd like to be adventurous, decide how you got hired for this mission. You can be a mercenary, in it just for the shinies. Or you can be a historian trying to collect data on what the world was like before the big mistake. You can even be a member of the United States Confederate Branch of A-National Soldiers Society who volunteered for this important mission. Whatever sounds good, and remember this game is meant to be fun(ny) so let loose as much as you'd like.
