Gamma Fury B/X

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A play-by-post game using a mash up of 1e Gamma World and B/X D&D, set in apocalyptic Roman Britain.

Cole Thomas The Course of Empire Destruction 1836.jpg

The apocalypse rages. Mighty cities have fallen and civilization has collapsed. Your job is to save humanity, or die trying!


Setting

Roman Wales 3.png


Ides of Martius, 986 AUC

It's been a half-year since I took command of what remained of the legion, abandoned Isca Augustus and marched north to Castell Collen. It was a hard winter, filled with savage battles against the...things that came out of the darkness and snow. We lost many good friends.

Spring has come. Something must be done or the light of humanity will flicker out forever.

-Legatus Vector Antonius Maximus


The A-Team

To act preemptively against the apocalypse, Legatus Maximus has quietly assembled a small, heavily armed team for long-range reconnaissance patrols deep into hostile or unknown territory, surviving for extended periods with little or no outside support. Although Legio II Augusta is an elite unit, this A-Team is the best of the best: Each member is a highly respected combat veteran, with at least ten years service in the legions, who was hand-picked for special duty by the Legatus and s/he embodies Roman virtues (valor, toughness, excellence, courage, character, and worth).

  • Primary directive: acquisition of reliable, actionable intelligence
  • Secondary directive: acquisition of high value assets
  • Rules of Engagement: Stealth and secrecy are paramount. Only engage in combat where necessary to meet mission directives or if a high value target of opportunity presents itself.

Due to the Cryptic Alliances, the A-Team is a clandestine organization, whose existence is unknown to most of Legio II Augusta. In addition to reconnaissance and force reconnaissance, potential missions also include infiltrating enemy camps or cities, under disguise, to gather information (or to sabotage the enemy).


House Rules

I will be using a number of House Rules to better fit B/X D&D to 1e Gamma World's concepts, survival horror themes and my lazy DM philosophy:

  • Character Generation
    • Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief).
    • Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class. NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point
      • Fighter, 6 bonus points
      • Thief, 4 bonus points
      • Cleric, 3 bonus points
      • Magic User, 3 bonus points
      • Scout, 2 bonus points
      • Spellsword, 0 bonus points
    • Characters get static hit points depending on class, modified by Constitution scores. (i.e., hit points DO NOT INCREASE WITH LEVEL)
      • Fighter, 16 hit points + (Constitution adjustment x 2)
      • Cleric, 12 hit points + (Constitution adjustment x 2)
      • Scout, 12 hit points + (Constitution adjustment x 2)
      • Spellsword, 12 hit points + (Constitution adjustment x 2)
      • Thief, 10 hit points + (Constitution adjustment x 2)
      • Magic User, 8 hit points + (Constitution adjustment x 2)
  • All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands).
  • All classes use the Fighter XP and Saving Throw tables
  • All PCs start at 3rd level
  • For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level. For others, THAC0 improves by 1 every other level.
  • For Fighters and Thieves, natural AC improves by 1 each level. For others, natural AC improves by 1 every other level.
  • XP is awarded for completing mission objectives, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF


  • Gameplay
    • Spot Checks use Intelligence
    • Fear Checks use Wisdom
    • Stealth Checks use (Intelligence + Dexterity) / 2