Tuesday, 9 October 2012

Gamma Stuff

a flier  i did for new game

My gamma world will be basically second edition with bits from all editions and metamorphosis alpha and any other game or film source i can steal from like aftermath or fallout. I also will make it a bit compatible with my DnD game as i might want to do a gamma tech and sorcery game in the future.

I will be doing cards for cryptic alliances and assigning some skills from this and the characters background.

My apocalypse will be a bit of a mystery but terms like the shadow years and the apocalypse war  and the necroplague abound. In part many factions developed the ability to destroy the world others worked on nanotech von-numan machines terraforming the remains and repopulating it with life forms. Labour was another common concern, thus robots, androids, uplifted animals, and some true breed species already existed at the endtime. Some places were never actually damaged and maintained pre apocalypse tech. They tend to be hidden and only deal with other civilized peoples

Basic Stats
PS physical strength - bonus all damage
DEX dexterity - bonus hit and AC
CON constitution - equals HD, resist mutagens, poison, radiation
MS resist mental domination and determination
INT alertness, observation, technological know how, knowledge
CHA befriending others and keeping followers

Skills: take any tag skills from tech level or species and INT bonus in extra exotic skills or weapon

Langauges
Language includes cultural knowledge, diplomacy, good manners, customs - you dont need more than speak common Layker or read ancient but others find their own tongue the most welcome

gamma world inhabitants all have Common (Layker Dialect) and their cryptic alliance language
newly awakened may have speak and write ancient instead but will learn common in play
animals all get read scent

Each Cryptic alliance has a secret spoken language
Many AIs and bases have their own machine languages

Read Ancient - everyone writes in this, some scholars claim ancients had other languages too
Speak Ancient - used by scholars and ancient recordings or freshly thawed out types
Speak Common - Layker is the regional trade language for all surrounding great lakes peoples
Speak Morlock - man eaters who sometimes deal with slaves, eloi speak ancient
Read Scents - can use and read species territorial marks and assess their age, health and rank
Read Graffiti - can use and read gang and species territorial visual tagging, read into local activity
Speak Lake Pirate - main source of lake crime

Most animal folk have their own languages these are most used
All were made by humans to be new world laborers for the great exodus from the bunkers
Speak Beaver - most common local language on King Beaver Island
Speak Rabbit - gun bunny bandits are everywhere under rule of their great fuzzy wuzzy khan
Speak Dog - dog men are common wherever humans are
Speak Ape - ape explorers and missionaries are common in trade towns
Speak Otter - otter folk work the waterways, using dumb giant kin as barges
Speak Newt - this race make fine slaves and their tales are good food
Speak Fish - lake fish met lingual agreements before humans, common of the underwater realm
Turtle, frog, crow, squirrel, rat, cat, weasel, gator, elk, hare, snake, bat and more

Tech Levels

Tech 0
Cannot use fire or make a vessel to hold water. Use simple clubs and rocks and sticks.

Tech I
Tribal age societies who live off the land and improvise tools from nature or salvage. They are wise in the ways of gamma world wilds. Tag Skills: Improvise Weapons, Tracking, Hunting, Foraging, Make Fire, Find Water. Weapons: Any four primitive improvised hunting weapons including short bow, javelin, dart, blowpipe, bolo, lasso, net, spear, hand axe, dagger, club, sling

Tech II

Archaic age mostly feudal village or town societies using swords, muskets and castles to defend farms. Tag Skills: Ride Beast, Blackpowder Use, Farming or Merchant and an archaic craft of choice (Blacksmith, Mining, Sailor, Cook, Gunsmith, Jeweler, etc) Weapon: any four archaic weapon including swords, pole arms, flails, daggers, crossbows, muskets, maces etc.

Tech III

Steampunk age mostly urban settlements using steam, windmills, internal combustion 1900 era tech. Tag Skills: Repair, electrics, hydraulics, mechanic, Ride or Drive (Car/Bicycle/Train/Airship/Wagon) Weapon: Two guns from pistol, rifle, shotgun, machine gun, SMG and one melee weapon such as dagger, club (gun butt strike), Spear (bayonet) or even sword

Tech IV

Atomic age, electronics, jets, computers, automated assembly plants, atomic arms and power. Tag Skills: operate computers, electronics, physics, chemistry, maths Weapons: Most have no weapon skills but are familiar with basic functions and principles of civilian weapons.

Tech V

Cyberpunk age, cybernetic and biological implants, vectored thrust, androids, moon base. Tag Skills: computers, pilot drone, robotics. Weapons: Most have no weapon skills but are familiar with basic functions and principles of civilian weapons.

Tech VI

Diamond age, nano based assembly, anti gravity, forcefeilds, teleporters, death rays, FTL Tag Skills and weapons: Decadent people of this age have no skills and have difficulty using levers, swinging weapons or basic survival without machines.

Basic human types
GM Humans - bio engineered supermen incapable of mutation or evolution. Leftovers from clone armies, corporate experiments and survivalist groups. They are highly organized and tight knit and incapable of breeding outside their own kind. Some have coloured skin to differentiate them, groups tend to look similar. Many other types are unimpressed by GM Human attitudes and claims of being the master race. GM humans follow organizational structures of the ancients - evidence of their unchanging nature. Khan in Star Trek is one. Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON & CHA, Mostly Tech III-IV, 1d8 HP/Con. Tag skills include: protocol, firearms, drive, first aid

Survivor Human
- human stock who have survived 200 years of bio-warfare and gamma hazzards. Evolution has made them resilient to mutation in play. Roll 2d6+6 for all stats in order. +3 CON, PS & MS Mostly tech I-IV, 1d8 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Baseline Human
- humans stock who have survived by being sealed in habitats or frozen from before the apocalypse. The cope poorly with mutagens and poisons. Useful for first characters. Many see them as a meal ticket to treasure also. Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA Mostly tech V-VI 1d4 HP/Con. Tag skills include: operate computer, pharmacy, history

Eloi - hedonistic simpletons whos needs are cared for by machines or possibly morlocks. Many sell them as sex slaves. Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA Mostly tech V-VI but Eloi are pretty ignorant. 1d6 HP/Con. Their Tag skills include: Drug Lore, Seduction, Artist (Sex), combat is unknown to them

Basic Mutant Types

Latent Mutant - a late blooming mutant who blooms into mutant-hood on first major exposure. Most live as humans but some live as freaks among their mutant kin. No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental Mutations 1d4+1, Roll 3d6+6 for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Shadow Mutant -
a mutant able to pass as a human and live among them. Re-roll any starting obvious physical mutation. Have one hidden minor cosmetic mutation. Physical Mutations 1d4-1 Mental Mutations 1d4. Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol

Humanoid Mutant -
a typical mutant humanoid from a long line of mutants. The stock standard mutant also has 1d4+2 cosmetic mutations. Physical Mutations 1d4 Mental Mutations 1d3. Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Dominator
- a dominator is a psionic mutant who lives to enslave according to gamma lore. Some appearing normal infiltrate communities others control a band of drones. Dominators 1d3-1 cosmetic mutations. Physical Mutations 1d3-1 Mental Mutations 1d4+2. Roll 4d6 pick best 3 dice for all stats in order. +3 MS, INT, CHA. Mostly tech III-IV, 1d4 HP/Con. Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol

Abomination
- a hideous mutant monster not resembling a human anymore. Physical Mutations 1d6 Mental Mutations 1d3-1. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Sphynx -
a hideous mutation but with a human face and vocal abilities. Physical Mutations 1d4+1, Mental Mutations 1d3. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Chimera
- a mass of horrific shape shifting mutant flesh. Lives for base desires. Physical Mutations 1d4+2 Mental Mutations 1d3-1. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Other Basic Types

Mutant Animal -
a formerly wild or feral animal has developed intelligence by some agent of the apocalypse. Some breed true for generations others are unique. They can mutate in play. Physical Mutations 1d4 Mental Mutations 1d3. Also species based abilities like bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Animen (Beatfolk)
- actualy pre apocalypse uplifted and human hybrids, created to replace missing humans after the apocalypse. They breed true and players may choose if they belong to a GM strain of beast folk and are thus incapable of mutation. Most have enhanced senses, natural weapons and +2AC.  Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d8 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Apes  - bio engineered ape men bred to use as troops and basicly simular to GM humans. The dislike humans and lead animals against humans. Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON, Mostly Tech I-III, 1d8 HP/Con. Tag skills include: firearms, ride, first aid

Mutant Plant - a formerly experimental plant species has developed mobility and intelligence by some agent of the apocalypse. Many based on triffid or hybridized for locomotion and awareness. Most plants may feed on soil or eat normal food but once a week.  Some breed true for generations others are unique. They can mutate in play. Physical Mutations 1d4 Mental Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all stats in order. Mostly tech 0-IV, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Artificial Synthetic life forms
Robots -
machines built to serve humans, form = function
Android -
expendable humanoid bioplastic machines - worker 1d6, thinker 1d4 and warrior 1d8
Replicant -
human looking androids for pleasure, companionship or espionage 4 year lifespan
Cyborg -
human with cybertech implants, bio-engineered organs and reinforced structure
BioAug -
biologicaly augmented weapons system implants and bio-engineered organs
AI -
artificial intelligence may operate remote or jack into robot body or vehicle
Brain -
brain in a jar may operate remote or jack into robot body or vehicle

Undead

nanite necrovirus infection from space
Zombie - slow stupid undead
Ghoul - fast psychotic hungry undead
Vampire - alien intellects spawned from the stars taken a human body

Truebreed Mutants 

strains of true-breed mutants
Morlock
Sasquatch
Dwarves
Giants

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