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Psillias

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  1. I'm getting ready to run a Gamma World campaign (as a break from our normal Champions campaign) and am also doing numbers 1 and 2 above.  It's a lethal world.  Period. 

     

    I have also specified beginning everyman skills and characteristic maxima. 

     

    I personally like where you're headed with it but, like anything else, it's all about the implementation. :)

  2. Character Name: Arns
    Alternate Identities: Dragon Bugs
    Player Name: NPC

    CHARACTERISTICS

    Val Char Base Points Total Roll Notes

    10  STR     10        0       10      11- HTH Damage 2d6 END [2]

    15  DEX     10       10      15       12-  

    10  CON     10       0        10      11-  

    18  BODY   10       8        18    

    5    INT        10      -5        5       10- PER Roll 10-

    10  EGO     10       0        10      11-  

    10  PRE     10        0        10      11- PRE Attack: 2d6                            

    6    PD        2         4         6  

    6    PD (0 rPD)

    6    ED        2         4         6  

    6    ED (0 rED)

    3    SPD     2.0      10        3        Phases: 4, 8, 12

    16  REC     4         12       16    

    20  END     20        0         20    

    20  STUN   20        0         20    

    4" Run       12       -8        4m    

    4" Swim      4          0        4m    

    10" Leap    4          3        10m

    58 Total Characteristics Points

    COMBAT INFORMATION

    OCV: 5 DCV: 5

    Combat Skill Levels:

    EXPERIENCE POINTS

    Total earned:0

    Spent: 0

    Unspent: 0

    Base Points: 175

    Disad Points: 40

    Total Points: 175

    MOVEMENT

    Type Total

    Run (12) 4m [8m NC]

    Swim (4) 4m [8m NC]

    H. Leap (4m) 10m

    V. Leap (2m) 5m

    Flight 26m [52m NC]

    DEFENSES

    Type Amount

    Physical Defense 6 Res.

    Phys. Defense 0

    Energy Defense 6

    Res. Energy Defense 0

    Mental Defense 0

    Power Defense 0

    Cost  Power END

    20 Bite: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2) 3

    10 Compound Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group 0

    26 Flight 26m 3

    61 Poisonous Flesh: (Total: 157 Active Cost, 61 Real Cost) Killing Attack - Hand-To-Hand 2d6, Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); No STR Bonus (-1/2) (Real Cost: 35) plus Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (Life Support (Immunity to Poison); +1), Does BODY (+1) (105 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), No Range (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 26) [4]

    117 Total Powers Cost

    DISADVANTAGES

    Cost  Disadvantage

    15 Distinctive Features: Humming Wings Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

    10 Distinctive Features: Pearlescent Exoskeleton Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

    15 Psychological Complication: Low Morale Common, Strong

    Notes: If they take BODY damage for any reason, they must atempt an EGO roll at -1 per 2 BODY. If the roll fails, the Arn flees.

    40 Total Disadvantages Cost

    APPEARANCE Hair Color: N/A Eye Color: Black Height: 1.00 m Weight: 33.00 kg

    Description: Colorful and pearlescent exoskeleton. BACKGROUND Arns congregate in swarms no greater than six in number unless food is scarce. If food is scarce, they are solitary hunters. The swarm brutally protects its territory whenever it is invaded by other arns, and drives other from the territory during famine.

    If captured soon after emerging from its pupal stage, an arn can be trained to carry loads up to 100 kilograms. It only carries loads while airborne. It legs are unable to wield such weight. Dabbers use arns as mounts and pack animals.

    PERSONALITY The arns prefer to eat small insects and rodents. They generally flee from prey larger than themselves, except in times of extreme hunger.

    POWERS/TACTICS The flesh of an arn is very poisonous (see powers) and most predators choose not to hunt them. The arn has a vicious bite (see powers) and, once it has fed, will fly to the top of trees to bask in the sun until hungry or threatened.

    If attacked, the arn must make a morale check with every successful strike against it. If this check fails, the arn takes flight and escapes if possible. If the arn kills its attacker, it injects the creature, using its coiled tubular mouth, with an acidic compound to liquefy the organs. After 10 minutes, the arn repunctures the creatures skin with its mouth and sucks out the fluid.

    CAMPAIGN_USE Arns, mutated dragon flies, live solely in moist, humid regions of the world such as temperate/tropical swamps and coastal areas. Their compound eyes make it almost impossible to sneak up on them, unless one is invisible or shrouded in darkness. Their loudly humming wings can be heard from 100 meters away and make arns easy to detect.

  3. Character Name: Arks
    Alternate Identities: Hound Folk
    Player Name: NPCs

    CHARACTERISTICS

    Val Char Base Points Total Roll Notes

    18  STR    10         8       18     13- HTH Damage 3 1/2d6 END [4]

    10   DEX   10         0        10     11-  

    18   CON  10         8        18     13-  

    27  BODY 10        17       27    

    8     INT    10        -2         8      11- PER Roll 11-

    10   EGO  10         0        10     11-  

    10   PRE  10          0        10     11- PRE Attack: 2d6  

    5     OCV   3          10        5

    5     DCV   3          10        5 

    6     PD      2          4         6  

    6     PD (0 rPD)

    6     ED      2          4         6  

    6     ED (0 rED)

    3     SPD   2.0       10         3      Phases: 4, 8, 12

    16   REC   4          12        16    

    50   END  20          6         50    

    40  STUN 20         10        40    

    18" Run   12          6         18m    

    4" Swim    4           0           4m    

    10" Leap  4           3          10m

    112 Total Characteristics Points

    EXPERIENCE POINTS

    Total earned: 0

    Spent: 0

    Unspent: 0

    Base Points: 200

    Disad Points: 40

    Total Points: 200

    MOVEMENT

    Type Total

    Run (12) 18m [36m NC]

    Swim (4) 4m [8m NC]

    H. Leap (4m) 10m V. Leap (2m) 5m

    DEFENSES

    Type Amount

    Physical Defense 6 Res.

    Phys. Defense 0

    Energy Defense 6 Res.

    Energy Defense 0

    Mental Defense 0

    Power Defense 0

    POWERS

    Cost  Power END

    1 Additional Reach 1m, Reduced Endurance (0 END; +1/2) 0

    10 Bite: Killing Attack - Hand-To-Hand 1d6 (15 Active Points); No STR Bonus (-1/2) 1

    32 Life Leech: Drain BODY 2d6, Personal Immunity (Only for Their Own Life Leech; +1/4), Area Of Effect (10m Radius; +3/4) (40 Active Points); 6 Recoverable Charges (-1/4) [6 rc]

    45 Telekinesis (30 STR) 4

    88 Total Powers Cost

    DISADVANTAGES

    Cost  Disadvantage

    25 Psychological Complication: Unreasonable Fear of Flying Creatures Very Common, Total

    15 Dependent NPC: Non-Hunter Members of the Pack Infrequently, Normal, Group DNPC: x2 DNPCs

    40 Total Disadvantages Cost

    APPEARANCE Hair Color: Varies (See Below) Eye Color: Varies (See Below) Height: 3.00 m Weight: 159.00 kg

    Description: These intelligent man-dogs grow to be 3 meters high when standing on their hind feet. Their hands have adapted to tool use. Their course, heavy fur offers substantial protection from the elements. They run the gamut of colors: bornw, black, white, blond, spotted, multihued, etc.

    BACKGROUND The hound folk travel in lossely knit family units (2d6 encountered) called packs. These packs can be up to two dozen members strong, but the hunting parties rarely number more than a dozen. The pack is ruled by the alpha male, usually the ark with the most combat prowess. Other males will occasionally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one.

    PERSONALITY Arks have an unreasonable fear of flying creatures larger than 1 meter as well as modern technology. Advanced technology, however, is worshipped as totems. The alpha male's first wife is charged with the care and transportation of the totems. They consider human hands a delicacy.

    POWERS/TACTICS Arks carry medieval weapons. They most commonly wear leather or studded leather armor and have rarely been seen without a shield of some sort. Their pack insignia is usually emblazoned upon their shields.

    The arks' primary strategy is to attack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life leach each other as well as the enemy in combat. However, their life leeching of each other tends to cancel itself out, so ignore it in larger fights.

    CAMPAIGN_USE Arks are found in nonartic plans, forests, and hills.

  4. So here's my attempt at the first two creatures listed in the GW4e Rules.  Some notes on how I came up with them:

       - I based BODY as follows:

          - 3d6 is the base roll for hit points in the GW rules and the average of that roll is 9

          - I took the hit dice of the creature and divided it by 3 (the number of dice above)

          - I multiplied that number by the average roll of 9

          - So a 6 hit dice creature has 18 BODY (2 x 9), a 9 hit dice creature has 27 BODY (3 x 9) and so on

    I felt this gave an accurate representation since the Characteristic Maxima (Champions Complete, page 21) for BODY is 20 (or just over 3d6)

       - I based characteristics, powers, and complications on the text

       - I used powers out of the Champions Powers book as much as possible

     

    UPDATE: 

    I also meant to tell you that I utilize EGO in the place of Morale. 

    I have also cleaned up the spelling/grammatical errors.

     

    Would *still* appreciate feedback. :)

    Arks.hdc

    Arns.hdc

  5. So...really like Markdoc's ideas on page 3.  Your solution #4 certainly makes sense for medieval weapons and I think I'm going to incorporate it. 

     

    My question is: how do you change the armor to reflect basic firearms and beyond?  I'm still fleshing out a Gamma World campaign where blackpowder weapons are uncommon and other, more powerful items exist.  Does the armor count for nothing?  Does it scale down based on the technology level of the weapon?

     

    Appreciate any advice.

  6. There was actually a release of a 30th Anniversary Edition of Keep on the Borderlands...I just so happen to have it.  It picks up a few years after the original and has a bit more story to it...but, as someone mentioned, it's really just an intro module for beginning characters to cut their teeth and to give beginning GMs a chance to learn as well.

     

    Much like the palindromedary...I, too, started with In Search of the Unknow...and still have that module as well. :)

  7. Been doing some research and found this handy resource:  http://www.paforge.com/pa_scenarios.html

     

    Also have fleshed out a good portion of my campaign...just need to build all of the enemies/creatures/NPCs in Hero Builder.  Anyone know where I can find some prebuilt files?  Specifically for GM creatures?  The NPCs and enemies I obviously need to build myself...but not reinventing the wheel would be great.

     

    Another question:  Anyone know a good mapping program?  I have a location picked out and Google Maps will allow me to print maps with no references on them...but I'd like something a bit...better.  Especially for the towns I have envisioned.  I've seen some of the online editors, but do they allow you to export to a larger size?  Something I could get laminated and/or printed out map size at a FedEx or the like? 

     

    Thanks in advance!

  8. This thread for the Win!  I'm currently looking at different campaign scenarios for a 6e game and have always loved the Gamma World setting.  Thanks OP for asking the question and thanks LL for the in-depth response!

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