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![]() Really good technology was basically magic, the ancients said, or something to that effect. Scribes and storytellers have done their best to preserve the old wisdom, but memories fail and too many of the ancient libraries have been looted, burned, or just swallowed whole. Nevertheless, the technology behind the Big Mistake might as well have been magic. Scientists in a far-away place fouled up some kind of experiment (or possibly completed the experiment precisely as intended — opinions vary) and now the world is — well, it's different, anyway. How much different depends on who you ask. Some say the ancients wouldn't even recognize the planet anymore, while others insist the only real substantive difference is a slight overall rise in temperature. Of course, neither perspective is exactly wrong; the truth is that the Big Mistake didn't just change Earth. It changed every Earth, and there were more of those than there are stars in the sky. I say were, because the Mistake smashed them all together. Some Earths were ruled by giant ants. Some by robots. Some (okay, many) were lifeless and irradiated husks. Occasionally the ancients had been ground under the heel of warmongering Martians. And some Earths were pretty much like this one is now, plus or minus a few degrees centigrade (the vast majority of Earths had universally adopted Celsius measurement and the metric system). But it wasn't the Martians that generated the most culture shock on the newly amalgamated Earth. While their technology was impressive, at least they knew how it worked. Some of the most frightening tech came from Earths where most people still traveled by horse, save for a rare few wielding power they scarcely comprehended themselves. Some called it magic, and others were merely the channeling the will of petty, scheming gods all too eager to intervene in mortal affairs. But those worlds had inhabitants far worse than the occasional greedy magician, and these monsters adapted all too well to their new circumstances. Enver, the self-styled "last of the dinosaurs", has terrorized the American Midwest for generations. Off the Pacific coast lurks a truly massive squid, hunting any who venture far from land. Western Europe lives under the shadow of the trask, which slumbers for decades until hunger drives it to devour entire cities. There are lesser threats, of course. The dead of all species increasingly refuse to lie still in their graves. The predations of the ferrovores are a constant nuisance to anyone attempt to preserve or restore old tech. The malicious fey play pranks the victim rarely lives to appreciate. The infectious presence of magic sometimes imbues the simplest things with a certain malign will: a colony of rats, a puddle of oil, even a roaring campfire. On the upside, global warming petered out a bit once civilization collapsed, and sea levels went right back to normal once the Martians hauled off a few glaciers. It's been centuries since the Mistake. A recent population boom means your settlement needs to start looking further afield for supplies and trade goods. Before that can happen scouts need to determine which places are safe to scavenge, and which places are crawling with malicious fungus or feral elves. You and your fellow villagers are in no shape to go to war (maybe that's another problem you can work on). CAMPAIGN The entirety of the North American continent is your sandbox. There will be plenty of hooks, but I'm not going to push you in a specific direction. Some people aren't good at sandbox style play. You know who you are. Don't make us both miserable. Because it's a sandbox there's a possibility you might blunder into something that's way out of your league, but I promise never to force you to fight when you can't possibly win. On the upside, there's plenty of room for players to make all sorts of declarations about the nature of the world (provided they don't contradict established facts). The intrusion of magic into Gamma World means both Omega Tech and Alpha Mutations may take some unusual forms, as will the Vocations you get at 4th level. Please be able to post at least twice a week (and have those posts be more substantive than "I agree"). Dice? Orokos. Yup. Kindly use campaign tag GWD. CHARACTERS 1st level characters, standard Gamma World chargen. Feel free to reskin your origins, your powers, and your equipment however you'd like; the inclusion of silly D&D poo poo is encouraged but not at all mandatory. I'll roll for your miscellaneous gear from a much larger table if you get selected, so don't bother with that. If you don't know how to create a GW character, kindly refer to Mordiceius' extremely helpful explanation here. Looking for 5 players, I'll close recruitment in a week. I'm not super picky about the campaign's starting location, so include a suggestion for a city, big or small (in the continental United States) in which to begin your travels. Or just second someone else's suggestion.
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| # ? Jan 11, 2013 17:05 |
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| # ? May 25, 2013 23:31 |
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Origin Categories 1 and 2. So both from first column. Origins 12 and 8. Mind Coercer and Gravity Controller. Other Stats 9, 9, 12, 11 Random Skill 10. Stealth. ![]() Once Torn would have been called an alien, a visitor from the stars. A member of a once mighty people, masters of the mind, and travelers of the stars. Long ago his cousin turned to crime, fighting against a sun absorbing eagle person. Others of his kind turned to thoughts on a higher plane, seeking answers to long lost mysteries. Torn was more of a dabbler than anything else, able to make his way through life off his personality, and his mastery of the mind. He was happy to hear about it when his cousin turned his life around, leaving crime and working his way up to be a judge of all things. Torn headed to Earth to see his cousin, after quite some time apart, as well as to take in the sights. Unfortunately while he was there the Great Mistake occurred. Many died, or were forever transformed. Torn himself survived only by using his might mind manipulation to encase himself in a shield of the earth. And there he stayed for centuries, encased in the earth, sealed away from the changes that altered the world, that merged the worlds. A few years ago the seal was broken, and Torn was released upon Gamma Terra. The world had changed, though Torn was not entirely sure just how much, as he was fairly new to the land before the Great Mistake. He got to know a few individuals, but he never did finish his sight seeing, and so when the chance comes he is first in line to leave the little village on an adventure. pre:Torn of the Mind
Level 1 Mind Coercer Gravity Controller
Power Source: Psi
XP: 0
Str 09 ( -1) Int 09 ( -1)
Con 16 ( +3) Wis 12 ( +1)
Dex 11 ( +0) Cha 18 ( +4)
Hit Points
Max HP: 28 Bloodied: 14
Defenses and Senses
AC: 17
Fort: 14
Ref: 13
Will: 17
Initiative: +1
Speed: 5
Primary Traits
Mutant Type
Charisma; Psi; +2 to Psi overcharge.
Skill Bonus (Level 1)
Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1)
Gain a +2 bonus to Will.
Group Telepathy (Level 1)
While conscious, me and each ally within 10 squares of me
can mentally communicate with one another.
Mind Coercer Critical (Level 2 or 6)
When you score a critical hit, the attack deals
1d10 extra damage, and you slide the target 3 squares.
Secondary Traits
Mutant Type
Constitution; Dark; +2 to Dark overcharge.
Skill Bonus (Level 1)
Gain a +4 bonus to Athletics checks.
It Fell Sideways! (Level 1)
Gain a +2 bonus to Reflex.
Gravity by Choice (Level 1)
Take no damage from falling.
Gravity Controller Critical (Level 2 or 6)
When you score a critical hit, the attack deals
1d10 extra damage, and one creature within 2 squares of he target
is immobilized until the end of my next turn.
Powers
Mental Push [At-Will • Psi, Psychic]
Standard Action Ranged 10
Target: One creature
Attack: Charisma (4)+ my level (+1) vs. Will
Hit: Cha mod (+4) psychic damage, and the target makes
a basic attack as a free action against a creature of my
choice.
Gravitational Pulse [At-Will • Dark, Physical]
Standard Action Ranged 10
Target: One creature
Attack: Constitution (+3) + my level (+1) vs. Fortitude
Hit: 1d10 +5 (Constitution modifier (+3) + twice my level 2x(+1))
physical damage, and the target is slowed until the end of my
next turn.
Skills
Acrobatics 1+0+4=5
Athletics 1-1+4=4
Conspiracy 1-1=0
Insight 1+1=2
Interaction 1+4+4=9
Mechanics 1-1=0
Nature 1+1=2
Perception 1+1=2
Science 1-1=0
Stealth 1+0+4=5
Inventory
Weapons
Gravitational Assisted Stop Sign (Heavy Two-Handed, Melee)
+5 accuracy vs. AC, 2d8+3 damage.
Gravitational Assisted Sewer Lid (Heavy, Two-Handed, Thrown)
+5 accuracy vs. AC, 2d8+3 damage, range 10.
Armor
Lead Lined Heavy Leather Trenchcoat (Heavy Armor)
Gear
Explorer’s Kit (Backpack, Bedroll, Canteen, Flint and Steel, Trail Rations, 100 ft Rope)
Ryuujin fucked around with this message at Jan 14, 2013 around 06:57 |
| # ? Jan 11, 2013 20:45 |
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Also, the post you linked to on my Midwestern Marauders thread has some broken links. I updated links for my most recent game: http://forums.somethingawful.com/sh...hreadid=3516604 Here are the links for the origins: Base + Famine in Far-Go - https://docs.google.com/file/d/0B2f...jlqOHlNNVU/edit Legion of Gold - https://docs.google.com/file/d/0B2f...XQtQk45ZTg/edit
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| # ? Jan 12, 2013 00:52 |
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Totally down for some Gamma Worlds. Throwing out St. Louis for our place of origin, being in the middle of the Mid-west and not as done as Chicago. Origin tables: 2#1d12 10 10, so both from table 3. Origins: 2#1d8 8 2 Vampiric Demon. Other stats 9, 8, 13, 12 Bonus Skill Athletics. ![]() "Don't talk to me about Lord Darkdoom. Don't do it. You know what Lord Darkdoom is? A skinflint. Boneflint. Whatever. I spend, what, eighteen months on his tomb-dungeon-skyscraper? I'm talking about wall to wall remodeling. Negotiations with sentient moss-men about zoning. I personally watched three contract workers get devoured by the mouthking we put in the elevator shaft. And what do I get? Killed. Just, boom. Finger of death. And that was 10 years working off my debt to the Shadow Emperor. I had plans for those years. I was gonna go to Torontoto. Let me tell you, you won't find me past the old country line again. They lure you in up there, with gilded words and gilded gold. Then they'll magically snuff out your spark of life as soon as pay you union wages. At least around here people are poor and honest. Of course you can gild gold, idiot. You gild it with PLATINUM." There are all sorts of demons kicking around Gamma Terra. Some are actually aliens, some are actually robots, some are actually from hell. Sam Flimflam is none of the above. Technically, Sam is a shadow. In some earths, the stuff of darkness has a dim life of it's own, majestic in the chiaroscuro of itself. The Shadow is driven to acquire, to trick, and to fool. If it weren't for their fashion sense, you'd think they were exceptionally tan Fey. And so if a wanderer of Gamma Terra runs into a Shadow, and that Shadow isn't actually one of a dozen other things that look just like one, that wanderer could put money in the bank betting on that Shadow selling something. Anything, really. Sam used to be no different. Unfortunately, a series of exceptionally bad deals has left Sam with a significant debt to others of his kind. Sam can pay them back, of course. All he'd have to do is sell everything he owns, work for no pay a significant portion of his life, and then sign his first to sixth born children into slavery working in the shade mines. But despite the exceptionally fair debt settlement plan, Sam turned tail and got the hell out of Darktown. Shadows are far more interested in taking things from other people then other Shadows, so Sam can be relatively sure he'll be unmolested until he can scare up some seed capital for his big comeback scheme. And what better way than putting some sweat and blood into raising some property values? And with any luck Sam'll trip over some choice salvage while poking about outside the city. -sheet will go here when it's not 2 in the morning.- Mr. Maltose fucked around with this message at Jan 12, 2013 around 08:03 |
| # ? Jan 12, 2013 06:58 |
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I feel bad for applying to another Gamma World thread but I rolled up a duder anyway In one of the many universes which collapsed as a result of the Big Mistake, the world was much further along technologically than Earth Prime. One of the few alternate earths upon which civilization reached utopia, humans had all moved into huge underground cities where all labor and services were provided by clean, sterile machines controlled locally by an "Intelligent Operator". These I.O. units were also user interfaces and as such had been given minimalistic design and personality algorithms to facilitate communication with its human masters. But that was all before everything went to hell. Centuries later, a screen deep within the ruined catacombs of one of those underground cities flickers to life, rebooting for the first time since the Big Mistake. A melodic start-up jingle echos through the empty halls as I.O unit 231-41001 blinks its pixelated eyes as if it was just waking up after a long sleep. Before it could even begin to look for its suddenly missing human masters, an automatic security alert flashed on its screen. Unidentified foreign life-forms had breached their way into the underground complex and were destroying anything high-tech, including the I.O.'s! Knowing it was only a matter of time that the invaders found their way to him, the single activated I.O. unit panicked until he became aware of another life-form nearby. It looked like a living pile of moss, vines and plant material but it was standing next to a power outlet, siphoning electricity from the facility grid. In a last ditch effort to escape the incoming creatures, the I.O. unit attracted the strange thing by sparking a few output power cables and imbedding them into its mossy flesh. With a few moments experimentation, the I.O. unit discovered that it could direct the plant-thing by delivering electricity to different parts of its body. The I.O. began to carefully guide the beast into using its powerful arms to disconnect it from the wall and carry it while they made their hasty escape. Today, I.O. and the shambler (as it has taken to calling it) share a mutually beneficial symbiotic relationship. While I.O.'s power generator provides the shambler with delicious electricity, the shambler affords I.O. mobility and protection against other creatures. I.O. doesn't have complete control over its leafy mount but can more or less "steer" it and have it perform most simple actions, though the shambler can be stubborn at times. For now the two wander the wastes, looking for any clues pertaining to the location of I.O.'s missing masters. pre:Intelligent Operator Unit 231-41001 (I.O. for short) and the Shambler Concept: Symbiotic shambling mound/AI core pair. Origin Groups: 2#1d12 4 6 (Base Set, Famine in Fargo) Origins: 2#1d20 13 1 (Plant, AI) Other Skills: 4#3d6 13 11 11 6 Random Skill: 1d10 10 Gear: 1d4+1 3
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| # ? Jan 12, 2013 07:09 |
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Experiment Log 1: Experiments 1-258 failures, the simians seem to die quickly when injected with the solution. If we cannot get a positive response soon, the program will be shut down. Experiment Log 2: Solution altered just slightly, the simulations seem to give off higher reading when binding to simian DNA. This attempt will make or break the project- should we succeed, we can continue testing, if it fails, the project will cancel. Experiment Log 3:The experiment succeeded! The gorilla moves at incredible speeds. An interesting side effect- the solution has seemed to improve it's mental capabilities a little bit- it is still nowhere near average human intelligence, but it seems to have been able to learn very basic human speech. Experiment Log 4: Experiment 259 did not enjoy the testing that was performed on it. When the door opened to bring in it's food, the gorilla managed to escape from captivity- we cannot close the containment doors fast enough to keep it in. The military has been contacted and an APB will be put out for a Gorilla from the Niagra Research Centre. pre:Experiment 259- Nickname: Gorilla-Falcon Origin 1- Speedster (Dex, +2 to psi overcharge) Skill Bonus: Gain a +4 to Acrobatics Checks Just a Blur: +2 bonus to reflex Blinding Speed: Gain a +2 speed bonus while wearing light or no armour Origin 2- Simian (STR) Skill Bonus: Gain a +4 bonus to Athletics Checks Monkey Tough, Monkey Fast: Gain a +1 bonus to fortitude and Reflex Agile Monkey: Gain a +1 Bonus to speed Traits +4 to Athletics checks, +1 bonus to Fortitude and Reflex, +1 bonus to speed Ability Scores Str- 16 +3 Con- 9 -1 Dex- 18 +4 Int- 5 -3 Wis- 6 -2 Cha- 6 -2 Skills Acrobatics: +9 (+4 Speedster Bonus) Athletics: +8 (+4 Simian Bonus) Conspiracy: -2 Insight: -1 Interaction: -1 Mechanics: +2 (+4 Random Bonus) Nature: -1 Perception: -1 Science: -2 Stealth: +5 Hitpoints: 21 Bloodied: 10 AC: 18 (19 with shield) Fortitude: 15 Reflex: 18 Will: 9 Speed: 9 Initiative +5 Powers QUick Attack At-Will* Psi, Phyisical, Weapon Standard Action Melee or Ranged Weapon Target: One Creature Effect: You can shift 2 squares before the attack Attack: +9 vs. AC Hit: 1[W]+5 physical Damage and you shift 2 squares Ape Rage At-Will* Bio, Physical, Weapon Standard Action Melee or Ranged Weapon Target: One Creature Attack: +7 vs. AC Hit: 1[W]+1d6+4 physical damage, and you gain a +2 power bonus to your next attack against the target UEONT. Inventory Weapons ADNR Spear (Light Two-Handed Melee) +8 vs AC, 1d12+5 damage Crossbow (Light Two-Handed Ranged) +8 vs AC, 1d12+5 Damage, 10 Range Armour Thick Fur, Toughened Hide (Light Armour) +7 AC (3 Armour, 4 Dex) Gear Origin Sources 2d12 5, 7 Origins 2d20 18 Other Stats 4#3d6 6, 5, 6, 9 Yeah, I rolled that poorly. Random Skill 1d10 6 Gear 1d4+1 2
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| # ? Jan 12, 2013 08:08 |
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First time doing one of these! If I've done something is wrong please tell mequote:Olga the flaming...rat person? Origin Column 3, 2 Origins 14, 16 Other stats 15, 7, 8, 6 Random Skill 6 Xun fucked around with this message at Jan 13, 2013 around 01:22 |
| # ? Jan 12, 2013 22:41 |
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I'm not sure why you are adding the stats' modifier to the stats. The -1 for 8 is the modifier, you don't subtract 1 from 8. Nor do you add 4 to 18.
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| # ? Jan 13, 2013 01:22 |
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Origin Categories: 2#1d12 9 12 Second and third columns. Origins: 1d20 11 1d8 4 Mythic/Photonic. Other Stats: 4#3d6 9 11 10 15 Random Skill: 1d10 5 Interaction Gear: 1d4+1 3 ![]() (not to scale, guy's tall for a human-shaped being but he's not THAT tall) Name: Golden Boy, Son of Pelor GB isn't exactly sure how he was born, poor guy just woke up one day a few months ago in the ruins of a power plant. Maybe he was some kind of solar energy machine that eventually grew an intelligence. Maybe he was a normal dude who got bit by a radioactive sun. Maybe Pelor followed in the grand tradition of sleeping with a normal human and his birth was a little more explosive than mom had expected. Either way, there he was, your average ordinary wanderer with a sun for a head traveling and minding his own buisness when some strange folk kept bowing to him and claiming he must be Pelor, God of the Sun given flesh on this ruined Earth to bring peace to the world, exterminate foul darknesses and empower the croplands! GB didn't really feel like he was that important to the world and he was reasonably confident that he would remember something as important as being the Sun incarnate. One particularly wise mutant suggested he might be Pelor's child, given flesh on this ruined Earth to yadda yadda yadda. Doing those things didn't sound super appealing to him but it's not like he had any better theories to his existence. And he'd hate to disappoint such polite smiling people. The dozen or so followers pledged to turn one of the settlement's buildings into a makeshift church and home for GB in exchange for his continued blessing. That sounded like a pretty sweet gig so GB shortly became a permanent resident of the makeshift town, giving life advice to his disciples and generally just being a local celebrity(if only for the laugh factor of people still believing in gods in this day and age). The non-believers were dubious at first, but few who've actually spoken with GB think ill of him and his friendly relaxed nature. Even if he doesn't have much of an inside voice. pre:Origins: Primary: Mythic (CHA) Mutant Type: Charisma; Psi; +2 to psi overcharge. Skill Bonus (Level 1): +4 Interaction Divine Luck: +1 to Fort, Ref, and Will Enduring Belief (Level 1): When dying, don't fall unconcious until one failed death saving throw. Secondary: Photonic (INT) Skill Bonus (Level 1): +4 Science Hard Light Manipulation: +1 to Reflex and AC Laser Resistance: Gain Resist 10 Laser Stats: HP: 27/27 (Bloodied: 13) STR 10 (+0) CON 15 (+2) DEX 9 (-1) INT 16 (+3) WIS 11 (+0) CHA 18 (+4) Fort: 14 (+1 level, +2 CON, +1 Mythic) Ref: 16 (+1 level, +3 INT, +1 Mythic, +1 Photonic) Will: 16 (+1 level, +4 CHA, +1 Mythic) AC: 18 (+1 level, +3 light armor, +3 INT, +1 Photonic) Speed: 6 Initative: 0 Skills: Acrobatics: +0 Athletics: +1 Conspiracy: +4 Insight: +1 Interaction: +13 (+4 Mythic, +4 random roll) Mechanics: +4 Nature: +1 Perception: +1 Science: +8 (+4 Photonic) Stealth: +0 Powers: Mythic Strike At-Will, Physical, Psi, Weapon Standard Action (Melee Weapon) Target: One Creature Attack: Cha + level + weapon acc. vs. AC Hit: 1[W] + Cha mod + level physical damage, one ally within 5 squares gains +2 to saving throws(until start of your next turn) or 5 THP. Glowing Blades At-Will, Dark, Force Standard Action (Ranged 10) Target: One Creature Attack: Int + level vs. Reflex Hit: 1d10 + Int mod + x2 your level force damage, push target 2 squares. Choose one ally within 3 of target, ally gains +2 all defenses(until start of your next turn). Inventory: Grossly Incandescent Robes (Light armor, +3 AC) Heavenly Blessed 9 Iron (2-handed light melee weapon, +3 Acc, 1d12) Unfiltered Gaze of the Son (2-handed light ranged weapon, +3 Acc, 1d12, 10 range) Also, Olga should totally be a sentient pile of coals.
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| # ? Jan 14, 2013 03:47 |
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Brother Entropy posted:Also, Olga should totally be a sentient pile of coals. ![]() Like this?
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| # ? Jan 14, 2013 05:29 |
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![]() (not to scale) pre:Name: Gary Yong
Origin 1: Saurian
Mutant Type: Strength/Bio (+2 to bio overcharge)
Skill Bonus: +4 Nature
Innates: +2 Fortitude, resist 10 sonic
Origin 2: Demon
Mutant Type: Dexterity/Dark (+2 to dark overcharge)
Skill Bonus: +4 Acrobatics
Innates: +2 Will, darkvision
Stats:
Str: 18 (+4)
Con: 11 (+0)
Dex: 16 (+3)
Int: 8 (-1)
Wis: 9 (-1)
Cha: 7 (-2)
HP: 23 (11 bloodied)
Fort: 17
Reflex: 14
Will: 12
Speed: 6
Init: 4
Skills:
Acrobatics: +8
Athletics: +5
Conspiracy: 0
Insight: 0
Interaction: -1
Mechanics: 0
Nature: +4
Perception: 0
Science: 0
Stealth: +8
Origins: 7 and 2 - Saurian Demon Misc Stats: 11, 9, 8, 7 Skill: 10 - Stealth Background etc. to be actually typed out later tonight. Bitchtits McGee fucked around with this message at Jan 14, 2013 around 23:44 |
| # ? Jan 14, 2013 21:43 |
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Mwa ha ha Origin Rolls: 2#1d12 7 5 Ok, both from Famine in Far-Go Origin Rolls 2: 2#1d20 15 1 Prescient AI Other Stats (STR, CON, DEX, CHA): 4#3d6 5 10 13 10 Well, we have a weak little psychic robot here. Random Skill: 1d10 9 SCIENCE! Well let's see... ![]() Otto Psichico Otto Psichico started out as a toy created by an italian toymaker living in Santa Fe. While he was a brilliant scientist who excelled at creating cute little robots with highly efficient positronic computer processors, the toymaker had no children of his own and wanted nothing more than to have a son. He saw a blue light in the sky and wished that he could one day have a son. Unfortunately the blue light was a piece of space debris that had become irradiated a super-lethal amount of cosmic radiation and landed on the poor toymaker. Otto, however, was able to gain sentience from the radiation that crushed his creator and took off on his own. I think he may have stepped on a cricket on the way out, but that's inconsequential to the story. Blessed by a brilliant processor able to analyze a seemingly infinite number of possible outcomes to complex problems, the small robot broke from his containment and did the only sensible thing; He started to gamble. He ran around all of the dingy bars and backwater casinos in the New Mexican desert for a while, gaining a reputation in the larger villages that he was a hustler drew in his marks by being small and non threatening. Billiards, cards, dice, racing - he was always sure of what the most likely outcome would be, and became VERY successful. That is, until his harmless and unassuming form proved to be a hinderence. You see, when everyone plays nice, the little guy can come out on top. Not so much if faced with a gaggle of goons wanting to beat their winnings out of you. The goons left his chassis in pieces, his processor pounded and his vast fortune almost entirely stolen. He used what little funds he had left to get himself repaired as best he could. He then set out with a new mission - to become stronger so when he left the casino with his winnings next time, he could physically stand up for himself - or at least make those who wished to mess with him think twice the next time. pre:Otto Psichico - Prescient AI
Level: 1
HP: 22/22 Init: +6
AC: 18 Fort: 11 Ref: 14 Will: 18
Strength 5 (-3) Constitution 10 (+0)
Dexterity 13 (+1) Intelligence 16 (+3)
Wisdom 18 (+4) Charisma 10 (+0)
Height: 3' 0"
Weight: 35 lb
Eyes: White
Hair: None
Skin: Black
Weapons:
Old Catarina (Pool Cue held in two hands): d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d12
Loaded Dice (One Handed Ranged Weapons): d20+7 = 3 [intelligence] + 1 [total levels] + 3 [weapon accuracy] 1d8 5 squares
Skill checks:
Acrobatics d20+2 = 1 [level] + 1 [dexterity]
Athletics d20-2 = 1 [level] + -3 [strength]
Conspiracy d20+6 = 1 [level] + 3 [intelligence] + 2 [AI]
Insight d20+5 = 1 [level] + 4 [wisdom]
Interaction d20+5 = 1 [level] + 0 [charisma] + 4 [prescient]
Mechanics d20+6 = 1 [level] + 3 [intelligence] + 2 [AI]
Nature d20+7 = 1 [level] + 4 [wisdom] + 2 [AI]
Perception d20+5 = 1 [level] + 4 [wisdom]
Science d20+10 = 1 [level] + 3 [intelligence] + 2 [AI] + 4 [bonus skill]
Stealth d20+2 = 1 [level] + 1 [dexterity]
Notes:
+2 to psi overcharge
Do not grant combat advantage when dazed One standard action on a turn when stunned.
+2 on opportunity attack rolls, +4 on initiative rolls
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| # ? Jan 15, 2013 02:27 |
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The gently caress? How did I miss this?! Better believe I'm rolling a thing. Are we rolling origins 100% randomly? E: looks like we are, can't read. I'll take the next batch I get: Origins: 2d12 8, 9 Famine in Far-Go for both Origins: 2d20 17, 2 Shapeshifter/Alien Skill: 1d10 5 Interaction ![]() Dox, Changeling Artificer ABILITY SCORES Strength: 15 (+3) Constitution: 7 (-3) Jesus that's awful. Can I switch with STR? Dexterity: 11 (0) Intelligence: 16 (+3) Wisdom: 10 Charisma: 18 (+4) STATS HP 19, Bloodied 9 AC 17 FORT 14 REF 14 WILL 15 Speed 6, Init 0 GEAR Spellgun bayonet +5 2d8 melee 2h Spellbolt +6 1d12 range 10 2h Spellblast +7 1d12 range 20 2h Light armor +3 AC The city of Sharn has rightly been called an urban jungle. It's very possible to lose yourself in its depths at any time. When you're a dedicated artificer like Dox, working hard over a magical forge to create arcane contraptions, sometimes you don't see the light of day for weeks. Often you have to come out from your workshop disguised as someone else, in case House Cannith has assassins or spies about. It's somewhat less common to emerge and find you're no longer in Sharn, or in Eberron at all. Unbeknownst to Dox, while he'd been working on an top-secret prototype for a line of experimental energy weapons, the Mistake had reached out and enveloped Sharn, leaving only chaos in its wake. Those who were lucky enough to be protected by massive amounts of magical energy survived by being transported across space and time. So Dox was so busy putting the finishing touches on his massive array of eldritch weaponry, he didn't even notice that workshop had been relocated from Sharn, Breland to St. Louis, Missouri, USA. Of course Dox saw this as a fantastic opportunity for research. So far he's learned: -It is more difficult to ascertain the command structure of this strange new world than simply walking up to the nearest armed guard and saying, "Take me to your leader." -The people of Gamma Terra believe Dox to be from its equivalent of the Far Realm, known here as the Outerspace. He sees no need to correct them. -Things degenerate to violence quickly here, and the spellgun frequently runs low on power. For further analysis of Gamma Terra to be conducted, Dox must recruit able-bodied assistance at once! Captain Walker fucked around with this message at Jan 15, 2013 around 22:16 |
| # ? Jan 15, 2013 21:10 |
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I believe so. There are a couple links to previous Mordiceius games which list a way to roll randomly for which of the three charts each of your origins is drawn from. Here is the first game, which has all the info needed but has a bunch of out of date links to various player resources. Here is a newer game, without the random roll charts but with updated links.
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| # ? Jan 15, 2013 21:37 |
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Got my dude submitted, hope no-one has their tables broken.
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| # ? Jan 15, 2013 22:16 |
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I'm pretty sure the random stat rolls don't have to be in any particular order, you should be fine with putting that 15 in CON.
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| # ? Jan 15, 2013 22:26 |
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They are done in order.
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| # ? Jan 15, 2013 22:28 |
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Yeah, for better or for worse the chance of being a lopsided mutant who crumples in a stiff breeze is just part of the Gamma World experience. Last call and reminder for those of you with "I'll finish this later" to go ahead and finish it.
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| # ? Jan 17, 2013 16:16 |
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Actually, I'm not feeling this as much as I was hoping too, so I'm going to pull out. Sorry, but I don't think you'll be lacking for apps either way.
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| # ? Jan 17, 2013 17:54 |
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Xun, Brother Entropy, CommaToes, Captain Walker, berenzen; you're up! The game thread is HERE. Here are your sheets on Obsidian Portal: Dox Olga Golden Boy Otto Experiment 259. Kindly refer to them for your Alpha/Omega/gear etc etc etc. I'll keep 'em updated. If I made any dumb transcription mistakes just yell at me. (If you prefer to copy stuff over and stick to your on-forum sheets that's pretty weird but I'll respect it.) You may notice the provision for currency on your sheets, which isn't normally a feature of Gamma World. Some people and settlements will accept various types of currency, some will only trade for currency and refuse to barter, and some will barter exclusively, depending on their general situation. A subsistence farmer living days from the nearest real settlement has no use for Ancient bills, but a prosperous merchant in one of the big cities might be all too happy to have your cash instead of yet another toaster. Also, depending on their particular worldline heritage, what looks like money to one person might just be more garbage to another. I don't think there are any other house rules to speak of right now, we'll see how it goes. OOC stuff stays in this thread, any questions just ask, et cetera.
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| # ? Jan 19, 2013 22:17 |
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So... hello all.
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| # ? Jan 21, 2013 02:54 |
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Of course. How did I not see this before. My character is Mordin Solus. It's all clear to me.
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| # ? Jan 23, 2013 22:48 |
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Pangalin, it's generally considered poor form to make no more than 2 posts in your own game thread. Are...are you ok?
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| # ? Jan 28, 2013 23:11 |
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Apologies, my motherboard gave up the ghost and necessitated that I had to pretty much overhaul my whole rig. I'll get something up by the end of day.
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| # ? Jan 31, 2013 09:48 |
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What up, can't keep a computer running for more than 5 minutes buddy
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| # ? Jan 31, 2013 16:25 |
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Dox casts Make Whole on Pangalin's computer! Fix Pangalin's Broken-rear end Rig: 1d20+8 20 If I recall correctly, the hard level 1 DC is like 19. That's a success! Now hurry the gently caress up and post again you fetcher.
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| # ? Feb 2, 2013 00:20 |
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![]() Here is a crappy picture because I haven't been posting too well haha
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| # ? Feb 2, 2013 03:01 |
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Hm, how do you count the spaces for ranged attacks? Are diagonals allowed? I feel like I'm gona be poo poo at this game haha
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| # ? Feb 16, 2013 04:05 |
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In 4th edition D&D which this game is based off of, you would just count the spaces between you and them, as if you were walking up to them. Unless Pangalin rules otherwise, by that metric you are within 5 squares of everybody on the map except the topmost badder, and maybe the bottom one as well. You would probably take at least a -2 penalty to hit the fire elemental due to having to shoot through cover, so expect to either miss or do crap damage because, well, fighting fire with fire and all that.
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| # ? Feb 16, 2013 04:36 |
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Yeah, Range 5 doesn't sound like a lot, but in practice:
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| # ? Feb 16, 2013 11:35 |
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Range 5 is only really an issue if you don't want to be within walking distance of the enemy, for instance, if you have 19 HP and a level 1 brute does half that with an average attack. If someone doesn't give those goblin dogs a reason to attack someone else, I know they're going to go after me and I will be flat-out dead in three hits.
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| # ? Feb 16, 2013 17:29 |
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whelp RNG hates me
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| # ? Feb 17, 2013 00:01 |
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I don't wanna gripe at you two but there isn't really an "if" to whether you hit something or not, the enemy defenses and HP are right there in the initiative queue for a reason. Play on with the supreme confidence of knowing whether or not you hit a thing.
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| # ? Feb 19, 2013 01:31 |
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Brother Entropy what are you doing Kindly stop doing it
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| # ? Feb 25, 2013 09:14 |
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I guess he's living up to his username
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| # ? Feb 25, 2013 15:13 |
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Okay, I remembered to stop doing that thing, where 'that thing' means 'spacing out on it even being my turn'. Apologies.
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| # ? Feb 25, 2013 19:32 |
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Captain Walker posted:I guess he's living up to his username I almost went there, but then thought better of it. So far as I can tell, Hostility does hit, just barely (the dogs have a 9 in Will); did you have a particular dog in mind?
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| # ? Feb 27, 2013 06:13 |
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Pangalin posted:I almost went there, but then thought better of it. Oh my! I must have missed that. I was thinking the one furthest to the west; farthest from me and close enough to another dog that it'll have to bite its buddy.
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| # ? Feb 27, 2013 15:46 |
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Funnily enough I saw the entry on Obsidian Portal that I was bloodied before you posted. Welp, I'm hosed
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| # ? Feb 28, 2013 00:34 |
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| # ? May 25, 2013 23:31 |
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What, what about 259
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| # ? Mar 3, 2013 00:24 |











ORIGINS:
Primary: Plant (CON, +2 to bio overcharge)
Skill Bonus: Gain a +4 to Nature checks
Hardened Bark - Gain a +2 bonus to Fortitude
Vulnerable to Fire - Whenever you take fire damage, you take 5
extra fire damage.
Secondary: AI (INT)
Skill Bonus: Gain a +2 bonus to Conspiracy, Mechanics, Nature,
and Science checks.
Encrypted Mind - Gain a +2 bonus to Will.
Active Subroutines - You don’t grant combat advantage while
dazed. You can take one standard action on your turn
while stunned.
NUMBERS AND poo poo:
Ability Scores:
STR - 11 (+0)
CON - 18 (+4)
DEX - 06 (-1)
INT - 16 (+3)
WIS - 13 (+1)
CHA - 11 (+0)
HP: 30
Bloodied: 15
Healing Surge: 8
AC - 15 (10, +1 level, +3 armor bonus)
FORT - 17 (10, +1 level, +4 CON mod, +2 plant bonus)
REF - 14 (10, +1 level, +3 INT mod)
WILL - 14 (10, +1 level, +1 WIS mod, +2 AI bonus)
Speed: 6
Init: +0
SKILLS:
Acrobatics - +0
Athletics - +1
Conspiracy - +6 (+2 AI bonus)
Insight - +2
Interaction - +1
Mechanics - +6 (+2 AI bonus)
Nature - +8 (+2 AI bonus, +4 Plant bonus)
Perception - +2
Science - +6 (+2 AI bonus)
Stealth - +4 (+4 Random Bonus)
POWERS:
Lashing Creepers Plant Novice
Encounter, Bio, Physical
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Constitution + your level (+5) vs. Reflex
Hit: 1d6 + Constitution modifier + your level physical damage
(1d6+5), and the target is slowed until the end of your next
turn.
Blue Screen of Death AI Novice
At-Will, Psi, Psychic
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence + your level {+4) vs. Will
Hit: 1d10 + Intelligence modifier + your level psychic
damage (1d10+4), and the target takes a –2 penalty to attack
rolls until the end of your next turn.
GEAR:
Weapons:
Two-handed Heavy Melee (Log)
+7 vs. AC, 2d8 damage
Two-handed Heavy Ranged (Throwing Log)
+7 vs. AC, 2d8 damage, range 10
Armour:
Light Armour +7 AC (Thick, ropey vine hide)
Misc. Items











