RMN GAMMA WORLD RPG

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Dudesoft
always a dudesoft, never a soft dude.
6309

This is the world of Gamma Terra... Feast your eyes upon the insidious nightmares!

Gamma World is a place of mutants, desolation, and eternal struggle. After the Big Mistake many years ago, the universe was a wondrous cosmos to behold. Then, it all went south. Everything clashed together into this gamma eradiated landscape.

The players have been selected from the previous DDQ game (which is on hiatus, for this) and I am not likely to allow extra PCs at this point.
SKILL DESCRIPTIONS (not necessary to read, but if interested...)

ACROBATICS
You make an Acrobatics check to accomplish a stunt of agility. It's a good all-purpose skill for any sort of physical activity that relies more on nimbleness than muscle.
Examples: Escape restraints (easy, moderate, or hard; move action); move half your speed across a narrow or an unstable surface (moderate; move action).

ATHLETICS
You make an Athletics check to physically overcome an obstruction. Like Acrobatics, Athletics is a good all-purpose skill that encompasses a variety of tasks relying on your physical might.
Examples: Climb a rope at half your speed (easy; move action); climb a rough cliff or a ruined wall at half speed (moderate; move action); climb a smooth wall at half your speed (hard; move action); jump across a chasm (DC 5 per square jumped; part of a move action); swim through rough water at half your speed ( moderate; move action).

CONSPIRACY
You make a Conspiracy check to remember useful information about a significant person, organization or event. Making a Conspiracy check usually doesn't require an action -- either you know the answer or you don't.
Examples: Remember the basics of a significant event (easy); identify symbols or general goals of a cryptic alliance or other secret organization (moderate); remember the details of a significant event (moderate); remember a story that provides a clue to your current situation (hard).

INSIGHT
You make an Insight check to discern intent and decipher body language during social interactions. It's also a useful all-purpose skill for understanding the significance of a puzzling clue. Making an Insight check usually doesn't require an action.
Examples: See through another creature's lie (DC set by opponent's Interaction skill check); gain an advantage in a negotiation (moderate or hard).

INTERACTION
You make an Interaction check to influence someone's opinions or actions, or to gather information in a village, a town, or a city. You don't usually use Interaction during combat, but if you do, it typically requires a standard action.
Examples: Gather common information; negotiate a deal; talk someone out of attacking you; fast-talk a security robot into letting you pass; bully someone into doing what you want. Most Interaction checks use a moderate DC, but if the target is hostile to you, a hard DC is appropriate.

MECHANICS
You make a Mechanics check to use, repair or overcome Ancient machines. You don't usually use Mechanics during combat, but if you do, it typically requires a standard action.
Examples: Hot-wire a car; pick a padlock; repair an engine; drive a motorcycle; fly a helicopter; jury-rig a new machine from salvaged parts. Most Mechanics DCs are moderate or hard, depending on what you're working on and how badly it's damaged.

NATURE
You make a Nature check to identify and cope with the hazards of the natural world. The time required to make a Nature check varies based on the task, from no time at all to a few hours.
Examples: Find food and water for yourself in the wild (moderate); find food and water for a small group in the wild (hard); find your way across trackless terrain (moderate); avoid a hazard such as quicksand or carnivorous plants (moderate or hard).

PERCEPTION
You make a Perception check to notice clues, spot danger, hear someone sneaking up on you, or find a trap. You usually get to make a Perception check to notice something at the first point you could see it or hear it, but if you want to look around again, another check takes a minor action.
Examples: Find an obvious clue (easy); discover a well-hidden object (moderate); follow a faint set of tracks across stone or metal (hard); eavesdrop on a nearby conversation (easy); hear whispers through a door (hard); notice something hiding from you (DC is equal to the hiding creature's Stealth check result).

SCIENCE
You make a Science check to remember a fact about physics, geology, mathematics, computer operation, or other areas of Ancient scientific theory. You also use it to identify an unnatural hazard or to operate computerized technology. The time required to make a Science check varies based on the task, from no time at all to a few hours.
Examples: Operate a computer (moderate); identify the effects of radiation on the environment (moderate); defuse a suitcase nuke (hard); hack into a secure network (hard); reprogram an inoperative android (hard).

STEALTH
You make a Stealth check to hide yourself from an observer, both by moving quietly and by staying out of sight.
Examples: Become hidden (make a Stealth check at the end of a move action, using the observer's Perception check as your DC); move up to your speed while staying hidden (make a new Stealth check with a -5 penalty; move action).

Special: You need superior cover or total concealment to make a Stealth check to become hidden. After that, you need only cover or concealment to remain hidden. If you draw attention to yourself, such as by speaking or attacking, you don't remain hidden.



The Players

PHASE (LockeZ)

Current Hit Points: 26

Powers
Aid Another - Reanimated
May spend a minor action to use Aid Another on myself, but only when performing skill checks.
At-Will
Minor Action
Target:
One Ally
Attempt: DC 10
Success: Ally gains +2 bonus on their skill check.

Nasty Bite - Reanimated
You sink your rotting teeth into your victim, seeking its tasty brain. Brains!
At-Will * Dark, Healing, Physical
Standard Action --- Melee 1
Target:
One Creature
Attack: Strength + Your Level vs Fortitude
Hit: 2d6 + Strength Modifier + 2x your Level physical damage. If you score a critical hit, you also regain 5 + your level hit points.

Insightful Strike - Avatar
Your inner voice guides your strikes, changing failure to success.
At-Will • Psi, Weapon
Standard Action Melee or Ranged weapon
Target:
One creature
Attack: Wisdom + your level + weapon accuracy vs. AC
Hit: 1 + Wisdom modifier + your level physical damage.
Miss: You gain a +1 bonus to any attacks against the same target until the end of your next turn.


Alpha Mutation:
Hyper-Balance Bio
You can walk on almost any surface thanks to your hyper-acute sense of balance.
BENEFIT: You ignore difficult terrain and can't be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.

OVERCHARGE: When you start your turn, you can roll a d20.
10+: You gain a +5 power bonus to Perception checks while this Alpha is readied.
9 or LESS: While this Alpha is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.

Omega Tech:
HOVERBOARD
This two-foot-wide, sleek silver disk hovers six inches above the ground. It's a neat ride... once you get the hang of it!

FEET
POWER: Encounter
MOVE ACTION --- PERSONAL
EFFECT:
Until the end of the encounter, you can move your speed +2, ignore difficult terrain, and move over liquid surfaces. At the end of any of turn in which you benefited from one of the hoverboard's movement effects, you must make a medium DC Acrobatics check, if you fail, you fall prone.

Inventory
Fuel, 5 gallons
Lighter: Nondisposable.
First Aid Kit: +1 to Science checks for healing, 5 uses.
Lighter: Nondisposable. (a second one!)
Car, Sedan: Averages 55 mph overland. Gets 20 mpg, seats six.

MOON LOOT
Moon Suit (basic): Provides warmth and 24 hours of breathable air, although it's a little stinky inside the suit.
Moon Suit Air Tank: Provides an additional 24 hours of breathable air for a moon suit; wearer must change the tanks.
Grav Boots: Depleted uranium weights in the soles give a semblance of gravity (on the moon).
Thruster: Attach this item to a vehicle to double its speed; usable once for 1 minute.
Flare: Lights up an area in a burst 3 for five minutes; gets noticed from far away.
Water Re-Former: A bulky unit that turns 50 pounds of rock into a pint of water in 8 hours. Some (more expensive) models condense water from the atmosphere in half the time.


Bio
Phase, the undead avatar
Before death, Roderick Harrington was a priest of a small cult who was attempting to discover the secret to immortality. His experiments very much ended in failure when a demon he summoned killed him and possessed his body. The demon, calling itself Phase, now inhabits the shell that used to belong to the priest. Phase delights in the irony of people believing he is a priest, and often pretends he still is.

SHADOW (wildwes)

Current Hit Points: 28

Powers
Shadoweave - Shadoweaver
May spend a minor action to use Aid Another on myself, but only when performing skill checks.
At-Will
Minor Action
Target:
One Ally
Attempt: DC 10
Success: Ally gains +2 bonus on their skill check.

Shadoweapon
You strike at an opponent's shadow with the shadow cast by your own weapon
At-Will * Dark, Weapon
Standard Action --- Melee Weapon
Target:
One Creature
Attack: Charimsa + Accuracy + Your Level vs Reflex
Hit: (1W) + Charisma Modifier + Your Level = Damage

Eau de Roach
You spit at your foe. The spit is a combination of excrement, scent gland fluid, regurgitated food, and stomach acid. Yep, it's nasty, and it burns your foe and forces it away from you.
At-Will • Acid, Bio
Standard Action -- Melee 1
Target:
One Creature
Attack: Constitution + your level vs Fortitude
Hit: 2d8 + Constitution Modifier + 2x your level acid damage; and you push the target 1 square.

Alpha Mutation:
SYMPATHETIC LINK Healing, Psi
You link the life force of one creature to another. What hurts or heals one of them, does the same to the other.

MINOR ACTION --- CLOSE BURST 5
TARGET:
Two creatures in burst, or you and 1 creature in burst
EFFECT: You link the two targets (save ends). Whenever one target takes damage or regains hit points, the other target experiences the same effect. The link ends when either target saves or dies. A willing target can choose not to make a saving throw against this effect.

OVERCHARGE: When you start your turn, you can roll a d20.
10+: The target takes a -5 penalty to saving throws against this power.
9 or LESS: You are dazed until the end of your next turn.

Omega Tech:
HYPNO-RAY
You did NOT see a blue walrus-man stealing the data disks. It was definitely Venus and swamp gas.

WEAPON: 1-hand ranged
POWER: Encounter
STANDARD ACTION --- CLOSE BLAST 5
HIT:
The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction checks against the target gains a +10 power bonus to the check.

Inventory
Starting Gear:
Explorer's Kit
Water Purifier (water not included): Purifies 1/2 gallon of water in 10 minutes
Night-Vision Goggles: Gain darkvision 10 but take a -5 to Perception checks
Keelboat: Capacity 10 tons; speed 2 mph.
Tent: Big enough for two. Three if you're friendly.
Steel Handcuffs: DC 25 Strength check to break.
Lighter: Nondisposable
First Aid Kit: +1 to Science checks for healing, 5 uses

MOON GEAR:
Moon Suit, Deluxe: Provides warmth and 24 hours of breathable air. Customized exterior design; smells like spring rain inside.
Moon Dust Buster: Combined vacuum and magnet takes care of clingy, nasty moon dust.
Water Re-Former: A bulky unit that turns 50 pounds of rock into a pint of water in 8 hours. Some (more expensive) models condense water from the atmosphere in half the time.
Glue Gun: A tool that shoots globs of sealant at leaking domes, habitats, or whatever.
Inflatable Dome: A temperature-controlled habitat with 24 hours of breathable air for five people.


Bio
Shadow, the hedgehog cockroach.
Despite his creepy name, creepy powers, and creepy knife, Shadow is quite friendly, and he has a strong sense of justice. He's more than happy to use his creepy shadow powers to help people. Sadly, he isn't the smartest mutant in the world, and sometimes he's more of a hindrance than a help. He, like most giant cockroaches, likes collecting random things, usually shiny things. He stores these shiny little baubles in the many pockets his coat has.

SER (Arandomgamemaker)

Current Hit Points: 28

Powers
Shadoweave - Shadoweaver
May spend a minor action to use Aid Another on myself, but only when performing skill checks.
At-Will
Minor Action
Target:
One Ally
Attempt: DC 10
Success: Ally gains +2 bonus on their skill check.

Long Arms of the Sea
You whip your highly flexible arms outward, lashing at your enemies.
At-Will * Bio, Physical
Standard Action --- Melee 3
Target:
One or two Creature
Attack: Intelligence + Your level vs AC
Hit: 1d6 + Intelligence modifier + your level physical damage, and the target is immobilized until the end of your next turn.

Sludge Puke
You bleach out a wad of toxic gunk at an enemy.
At-Will • Bio, Poison
Standard Action -- Ranged 2
Target:
One Creature
Attack: Intelligence + your level vs Fortitude
Hit: 1d8 + Intelligence modifier + your level poison damage and the target takes ongoing 5 poison (save ends).

Alpha Mutation:
Sensitive Nose Bio
"Dude! You ever hear of deodorant?"

BENEFIT: You develop a strong sense of smell. You gain a +10 power bonus to Perception checks and ignore the -2 penalty for attacking an enemy that has concealment.

OVERCHARGE: When you start your turn, you can roll a d20.
10+: While this card is readied, you replace each of your Perception check rolls with a 20 and gain a +2 power bonus to attack rolls.
9 or LESS: All you can smell is three month-old gym socks (save ends). While under this effect, you are dazed.

Omega Tech:
Plaything Force, Psi
You lock telekinetic hooks into your foe and do the puppet master routine.

STANDARD ACTION --- RANGED 20
TARGET: One Creature
ATTACK: Level + Intelligence vs Fortitude
HIT: 3d10 + Intelligence modifier + 2x your level force damage.
EFFECT: While this card is readied, slide the target 2 squares as a free action at the start of each of your turns.

OVERCHARGE: When you start your turn, you can roll a d20.
10+: While this card is readied, slide the target 5 squares instead of 2.
9 or LESS: While this card is readied, the target slides you 2 squares as a free action at the start of each of its turns.

Inventory
Starting Gear:
Keelboat: Capacity 10 tons; speed 2 mph.
Pickup Truck: Averages 45 mph overland, 60 mph in ideal conditions. 10 mph, capacity 2,500 lb. Seats 3 in front, six in back.
Draft horse (no wagon): Can pull a wagon at 3 mph.
Water Purifier (water not included): Purifies 1/2 gallon of water in 10 minutes.
Explorer's Kit: Backpack, Bedroll, Canteen (holds 1/2 gallon of water, empty), Flint and Steel, Rations (trail mix, enough for 10 days. Not yummy), Rope (100 ft).
Umbrella: The poor mutant's parachute.
Matches: Box of 50.
Matches: Box of 50.

Moon Gear:
PTFE Tape: White elastic thread tape that is useful for sealing small cracks in domes and air hoses.
Inflatable Dome: A temperature-controlled habitat with 24 hours of breathable air for five people.

Bio
Ser, the octopus dude.
A intelligent octopus, he has been shunned from society from a young age due to creeping people out. He is obsessed with learning about his past incarnations, and is on the hunt to find information on his most recent incarnation 'Reehiiiyez' (He's translating really freaking old documents here. It ain't perfect.)
Dudesoft
always a dudesoft, never a soft dude.
6309
EPISODE 1 - Sun Baked and Dazed
The soft, wafting air smells of the usual salt. There is little to behold here, aboard your boat. It has been now a fortnight. The rations of hairy coconuts, and weasel stew has run dry. Now, there is only the random junk you managed to gather last minute before the Incident. For the most part, your memories of the last days on land are distant and far between. Perhaps in time, it will all come back to you...
The three of you are now seated aboard an old boat. With chipped white paint, and the words have eaten by the sea, "S.S. Elly" written in blue along her bow. There are no rowing oars in your piles of stuff, and the days are growing thin. It would almost be sweet release to end this torment by way of gunshot. Alas, hope lingers on.

When the hour of noon crawled into view, you notice a circling vulture high in the sky. It is unlike any vulture known by today's standards, but a gamma bird of the future. Skin removed entirely, and feathers as red as blood, they are often called Blood Birds.
As unlikely a vision as this is, you know that where a bird may be, land cannot be further off! True enough, a mere tilt of the head verifies that some semblance of land exists. It appears to be a lighthouse, atop a thin cement platform. Nothing else appears nearby.
My body is ready. Ze game haz begun.
Hey! Land! A lighthouse! Yay! Let's head straight there! Maybe they have FOOD! Oh goodness I hope they have food! Maybe some sort of soup? Oh I love soup, any kind of soup really, they're all good. Come on, let's go to the lighthouse and get soup!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Head there how? Did you happen to notice we're adrift with no oars? Or is that cockroach brain of yours shrinking even smaller?

I guess we're swimming, unless one of you has a better plan.

I make a perception check to determine if we're drifting toward the lighthouse or away from it. I'd like to minimize the distance we have to swim, if possible. I also want to attempt a nature check to see if there are any ocean predators between here and the lighthouse - not that I have any idea what we'd do about them.

(Dudesoft: We have two boats and two automobiles in our inventory. Are we riding one of those two boats now? Will we lose all the vehicles if we swim to the lighthouse and can't return to the boat to retrieve them? Do we not get them until later? Do they just fit in our hammerspace somehow?)
Dudesoft
always a dudesoft, never a soft dude.
6309
LockeZ, roll d20 for Perception.
Arandomgamer, roll d20 for Athletics.
Wildwes, just sit and look pretty.

Also, lockez, I say you have a pile of stuff, but generally consider it hammer space. Otherwise it might be a pain in the ass remembering who left what, where. However, if you see a use, by all means, crack out an item for use here. I am open to inventive item use.

Edit: generally in future if there's a simple check to make, such as Perception, roll a d20, add your skill modifiers and post results/ calculations along with purpose of the check.
Might speed things up, and we can skip my interjection.
If unsure what check to make, I will assign a type. Just roll a d20, and post the bare result. We'll sort the rest after.
Regardless, today I'll build a simple list of checks so you guys don't have to guess or do much figuring out. The easier it is, the better! :) smooth and simple.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I roll an 8 for perception! I also go ahead and roll a 13 for nature, since the perception check was a minor action.... Though I suspect the nature check might simply be impossible, it's worth trying.
Dudesoft
always a dudesoft, never a soft dude.
6309
Nature works, it could give you more worldly information. I'll post results after a little while to give arandomgamer a chance to roll.

Dudesoft
always a dudesoft, never a soft dude.
6309
Nice. After modifiers, you guys managed ALL 17s. WTF.

Welp! Ser makes it to 'shore' in steady time. It's super easy because of the low swell on the sea, and perhaps being an octopusguy.
The 'shore' is a long, narrow platform of cement. It rises slowly towards a solitary lighthouse. The cement path has no railing, and the sides taper slightly as the elevation increases.

Phase, with never sleepy eyes, despite days and days at sea, is keen to observe the relative pristine condition of the lighthouse. So very isolated from anything on this wide sea. You notice straight away, that your boat is drifting towards the lighthouse. As if pulled, you are heading straight for it.
Looking overboard, you see there is nothing of obvious danger, however the sea is black with depth, giving away very little information. Bright side is, you see no gamma sharks near the surface.
The only possible threat is the Blood Bird circling overhead.
Hey! S-Ser! Don't go off without us! Don't you think that's a bit rude? I think it's rather rude, why not stay with us? Are we bad company? Shade, I think he thinks we aren't very good company. Octopus people aren't very nice...

Hmph. So, our boat's drifting towards the lighthouse, right? So, do we just wait until we reach it? I have a thing or two to say to Ser when we catch up to him, I mean, honestly, that's just not nice, leaving us alone in this boat and saying we're bad company. Oh, wait, he never actually SAID we were bad company, did he? Well, he was probably thinking it...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
We've been floating adrift for weeks now, another fifteen minutes or so isn't going to hurt us. I'll wait until we're as close as possible before swimming.

You should definitely wait. Ser can swim really well, and I'm probably too rotten for most predators to be interested in, but cockroaches are used as fishing bait.
Cockroaches are used as w-WHAT?! That's just cruel!
Let's definitely just wait until we're as close as possible then. That sounds like a good idea.

(Are cockroaches seriously used as bait? Ew, what kind of fish would want to eat such a horrid little bug?)
oh crud forgot about you dudes. I'll go back and get you guys.
Dudesoft
always a dudesoft, never a soft dude.
6309
Haha, well, that's easy enough.
In the time it takes Ser to return the ship, it has already drifted halfway. Helping it along the rest of the way is difficult but doable. In a manner of minutes, you are moored up against the mysterious platform that leads to the lighthouse. Above, you can hear the cries of the Blood Bird, but it doesn't seem to be attacking and is high above.

The lighthouse, now that you have a good view of it, is a swirl of red and white paint. A candy cane with a giant spotlight above. The roof is a black cone of tiles. At the base of the lighthouse, on level with the platform, is a doorway big enough for a medium creature (you guys are all medium).
The diameter of the lighthouse is about 25 feet.
Ser! You came back for usssss! :)

So, a... candy cane lighthouse? I bet they have candy canes! Maybe even... candy cane soup? Does that even exist? It sounds like it'd be pretty weird. So, uh... do we go in? I think we should go in! Come on, let's check this place out!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's... it's not an actual candy cane.

...Probably.

I draw my weapon and take point as we enter.
author=LockeZ
It's... it's not an actual candy cane.


Well, honestly, even I'M smart enough to realize that!

...Probably.


Uh... it really ISN'T, right? I hope not, an actual CANDY CANE lighthouse would be really weird...

Hm, you know what, I want to find out. I think I'm gonna go lick the wall to see if it tastes like a candy cane. (do I need to roll for that? yes?)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You should probably roll for disease resistance.
Hmmmmm, what modifier would I use for that... my Constitution modifier? I'll do that.

Hm, I get 10. Well then.