Megazver's Gamma World Game

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This is the wiki for Megazver's Gamma World Campaign, The Mu Town Mutant Mutiny!

Duck.jpg

Threads[edit]

In-Character Thread

Out-Of-Character Thread

Characters[edit]

(Just edit your stats and names in, dudefellas. Or just edit your names in and I can add the stats myself, I guess. Jerks.)

Name AC Fort Ref Will HP Init Resistance Vulnerability Notes
Aminita 18 18 13 14 35 +0 Necrotic 10 Immune to Disease
Tex A. Callahan 19 16 16 16 28 +4 Shift 1 as minor action
Tex's Ego ++ ++ ++ ++ ++ ++ Immune to all damage and status effects
Tragicus Abstrong 18 15 13 14 25 +0 Electricity 10 Immune to Disease
The Waitress 20 12 12 16 27 +7 Resist 5 to all damage when Bloodied
Mi-Mi 17 12 17 16 23 +4 Land on feet when falling less than 50ft
Pizzazz Plum 21 11 14 15 16 +2 Necrotic 15 When regaining HP, -2 to defenses

Current Battle![edit]

Name AC Fort Ref Will HP Resistance Vulnerability Notes
Wannabe Hipsters who Think You're Stupid and Throw Rocks at You 17 13 16 14 1 Sneaky!
Hipsters Who Regret Buying Fishnet Ponchos 17 14 16 14 46 Jaded And Snarky!
Hipsters With Super Long Scarves 19 17 15 13 45 Jerks!
Overly Excitable Hipster Girls Who Glomp Inappropriately 15 15 13 12 55 So Inappropriate!

D&D4E to Gamma World Cheat Sheet[edit]

  • Add +1 per level to d20 rolls, instead of +1 per 2 levels.
  • Second Wind is a minor action and restores your bloodied value in hit points.
  • You can make someone else use their Second Wind with a standard action. No skill check required.
  • Ammunition tracking is abstract. If you fire a gun once an encounter, you are "conserving ammo." If you fire it more than once, you are "going bananas" and will be out of ammo at the end of the encounter.

Resources[edit]

Gamma World Power Lists - Roll on these tables to generate Alpha Mutations and Omega Tech.

Gamma World Card List - The full text of the Gamma World power cards.