Gamma World and Rifts

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Over on my blog Ménage à Monster, I've been tinkering with an easy way to use the Gamma World rule set to run a Rfits game.  Check out the article here.

Let me know what you guys think.  I'm impressed at how active the Gamma World community is.

I've thought about doing the same thing myself.  I think the setting is great but the rules suck.  I like your power source table, my solution was to instead make some static origin sets to represent the O.C.C.s and R.C.C.s, but I like your solution better.  Yoinked!

I did find the background art a bit distracting while trying to read the text, but that was just a minor annoyance.




I'm actually not really concerned with porting over the RCCs and OCCs at all. I'm just using the campaign setting and using D&D monsters for the RIFTS stuff.

I tried converting RIFTS to D&D 3.x a while ago and got fed up with the way things were constructed. Moving it to AD&D 1e would be more appropriate since that's where they got the rules for Palladium's books anyway.

So, I think it would probably be best to just look for analogues for all the creatures in RIFTS and use them. I did that with the Splugorth slavers by using Neogi. They work wonderfully well and actually fit the part.
I've thought about doing the same thing myself.  I think the setting is great but the rules suck.  I like your power source table, my solution was to instead make some static origin sets to represent the O.C.C.s and R.C.C.s, but I like your solution better.  Yoinked!
I did find the background art a bit distracting while trying to read the text, but that was just a minor annoyance.



Thanks.  Hope you can get some use out of it.
For some reason the blog template I'm using looks wildly different on different computers.  Eventually I'm going to have to tinker with the appearance some more to make it more readable.
So, I think it would probably be best to just look for analogues for all the creatures in RIFTS and use them. I did that with the Splugorth slavers by using Neogi. They work wonderfully well and actually fit the part.



I love the idea of using the Neogi for Splugorth Slavers.  They actually fit the role that they are supposed to, you know with a whole enslaving power and everything.
I liked the look of the original Slaver a lot (and that painting by Parkinson is boss), but was always disappointed they were better at blowing crap up than fulfilling their supposed role.
Now I'm thinking more and more about this.  Chances are, if I were to run a coversion of Rifts, my players are not going to know Rifts like I do, so I think so Vocations for each Power Source may be nice to give the players a feel for the setting.
So, I think it would probably be best to just look for analogues for all the creatures in RIFTS and use them. I did that with the Splugorth slavers by using Neogi. They work wonderfully well and actually fit the part.



I love the idea of using the Neogi for Splugorth Slavers.  They actually fit the role that they are supposed to, you know with a whole enslaving power and everything.
I liked the look of the original Slaver a lot (and that painting by Parkinson is boss), but was always disappointed they were better at blowing crap up than fulfilling their supposed role.

Well, it all depended upon how they were run. Most people that I've gamed with don't go for the cerebral, role-playing aspect that has a deep and meaningful storyline. They're mainly *boom* attack attack attack kill kill kill *boom* So the best "slavery" deal you can throw at them would be to knock them out and put them in cages. That's the extent of my gaming groups...heh

There is a lot of good stuff from the RIFTs/Palladium books and for my campaign, I'm adapting a lot of that as alternate realities (read as dimension books, world books) that they can experience as they travel across a larger world.
I've posted the first 10 of a set of 30 Omega Tech cards that introduce the magic elements of Rifts into the Gamma World game, over on my blog.
The first 10 have the magic origin and are (mainly) made up of classic D&D magic items (and might be of interest to you even if you aren't interested in Rifts), including: Bag of Holding, Boots of Speed, Counterfeit Mjolnir, Potion of Heroism, Daern’s Instant Fortress, Cube of Force, Vorpal Sword, Portable Hole, Cloak of Elvenkind, and Staff of the Magi.
The next installments of 10 will be techno-wizard items and splugorth items.
Here are the next 10 cards in the 'Gamma Rifts' set, these are the Techno-Wizard origin.  Including: TK-Glider, Magic Optic System, Flaming Sword, Lightning Rod, Psi-Cola, TK-Machine Gun, TW-Jammer, TW-Thieves Gloves, Teleport Grenade, Mystic Power Armor.
Gamma World Glitter Boys, friggin' A, is all I can say.
Gamma World Glitter Boys, friggin' A, is all I can say.



Gamma world juicer! What about a whole Gamma World/After the Bomb thing? After the Gamma Bomb!!!! Ahh the possibilities are endless

Honestly, the setting for after the bomb and gamma world are so similar that I think you could easily use the fluff material from either series interchangeably.

They've both got:

-lots of mutant animals (obviously)
-the empire of humanity are very similar to the knights of genetic purity
-I don't have the books on hand, but I think there is an After the Bomb analog for the ranks of the fit
-They both even use similar naming conventions when it comes to the cities of the ancients

Actually, the more that I think about it the more its starting to look like After the Bomb was just Erik Wujcik's home campaign of Gamma World, using the TMNT rules (its also entirely possible it was created independently - but where's the fun in that).

Though ol Kevin Seimbedia will never admit it, Rifts was just a Gamma World rip-off with magic and Future-Nazis added. 
No one wins in the Edition Wars. The whole hobby loses. Wizards did not lose me as a DDI subscriber with the Online CB, they lost me long before that. And I have let my Herald Level GM Status lapse after 8 years. Wizards lack of support and the Edition Wars Trolls that are poorly moderated just managed to take all the fun out of public events. ~~ KT

It’s been a while, but after a new computer, a new web-host, and reconstructing all my old posts from text files, Ménage à Monster is back and I’ve (finally) been able to post the last 10 Omega Tech cards of the Gamma Rifts set: Splugorth Items.


You can find the PDF for the complete set of 30 cards here at the end of the post including the new cards: Splugorth magic talisman, aquarobes, chest amalgamate, staff of eyelor, staff of pacification, dragon rod, zombitron, magic transmutation fluid, tattoo of the phoenix, and the sword of Atlantis.

I love the idea of rifts gamma world.  I think that you can take the idea of a monster (levels and various bonus hp's) combined with the idea of an omega tech card (like the tank) to generate various Power armor, robot/regular vehicles and the various and etc. etc.

Thanks for sharing your resources.
My Blog, mostly about D&D.
57304548 wrote:
I imagine that Majestic Moose plays a more "A team" type game than most of us. By that I mean he allows his players to make tanks out of a backyard playground set since the players have more "fun" that way.
Actually I much prefer The Losers.
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When I and my friends sit down we want a game of heroic fantasy. Rare is the moment when I have cried out in a video game or RPG "that's unrealistic." (Unless there is no jump button. Seriously makes me mad, single handedly ruined the N64 zelda series for me, but that's a digression of a digression.) I mean, we play games with the force in galaxies far, far away, with supernatural horrors, dragons and demi-gods, alternate cosmologies, etc. Reality and it's effects hold little sway to what makes a Heroic fantasy game fun IMO. Just repeat after me: You are not a beautiful or unique snowflake. You are not how much you've spent on WotC products. You are not whatever RPG you play. You are one of tens of thousands of people that spend money on a hobby. You will not always get what you want
I love the idea of rifts gamma world.  I think that you can take the idea of a monster (levels and various bonus hp's) combined with the idea of an omega tech card (like the tank) to generate various Power armor, robot/regular vehicles and the various and etc. etc.

Thanks for sharing your resources.

Yes!  That's one of the things that I love about monster design in 4e (and Gamma World) - you can make a Spider Skull Walker (say a huge, terrestrial animate that spits out a bunch of Coalition grunts when it gets bloodied), for the PCs to fight without having to invent a whole sub system of rules for piloting robots and robot combat training (for something the PCs are just going to blow up anyway). 
I love the idea of rifts gamma world.  I think that you can take the idea of a monster (levels and various bonus hp's) combined with the idea of an omega tech card (like the tank) to generate various Power armor, robot/regular vehicles and the various and etc. etc.

Thanks for sharing your resources.

Yes!  That's one of the things that I love about monster design in 4e (and Gamma World) - you can make a Spider Skull Walker (say a huge, terrestrial animate that spits out a bunch of Coalition grunts when it gets bloodied), for the PCs to fight without having to invent a whole sub system of rules for piloting robots and robot combat training (for something the PCs are just going to blow up anyway). 



Id say go even further and treat something like a glitter boy or a SAMAS as a mount for players, and they use their actions to activate its weapon systems.

I love this thread, I cant wait till I get to try this out. I was wondering though if you could use an essentials Slayer with ranged set-up as a coalition grunt type, just fiddle with the bonuses a bit. Maybe use a ranger as a wilderness scout.

One really cool idea I think worth using is standard type magic items as tech weapons and guns. By this i mean flaming weapon + greatbow = Plasma Cannon. Knockback weapon + Crossbow = railgun. Alchemist Fire + Dejada = Mini Missile! and etc.

Id say go even further and treat something like a glitter boy or a SAMAS as a mount for players, and they use their actions to activate its weapon systems.

I love this thread, I cant wait till I get to try this out. I was wondering though if you could use an essentials Slayer with ranged set-up as a coalition grunt type, just fiddle with the bonuses a bit. Maybe use a ranger as a wilderness scout.

One really cool idea I think worth using is standard type magic items as tech weapons and guns. By this i mean flaming weapon + greatbow = Plasma Cannon. Knockback weapon + Crossbow = railgun. Alchemist Fire + Dejada = Mini Missile! and etc.



Great ideas.  Power armour statted up as a monster mount is brilliant.

I haven't used standard D&D characters in Gamma World yet, but I'm sure that it could be done with a little tweaking - +level instead of +1/2 level, no dailies, no healing surges, and only 3 trained skills (one from race, one from class, and one rolled randomly).  A ranger with a light 2-handed gun would make an awesome sniper.

I think that using the magic item enchantments as a guide would make great salvaged items to find as well. Perfect treasure rewards for the end of a big adventure.
I've just posted a field report, discussing how using Gamma World in the Rifts setting plays out - mainly by using my players' characters as an example.

Tomorrow I'm going to put up my conversion notes for using the introductory adventure, Steading of the Iron King (Steading of Cyberworks 7 in my campaign) in the world of Rifts, as well as a PDF of the handouts I made for it.  
this is just awesome, im gonna keep throwing out ideas, as a longtime rift fan, but never a player ive been dying to try this stuff. Its sad that I own nearly ever Rifts book and related book and ive yet to get a game that lasted more than 1 or 2 encounters, however, since ive read them all it will come in hadny when it comes to actually making a real game work!

Id say go even further and treat something like a glitter boy or a SAMAS as a mount for players, and they use their actions to activate its weapon systems.

I love this thread, I cant wait till I get to try this out. I was wondering though if you could use an essentials Slayer with ranged set-up as a coalition grunt type, just fiddle with the bonuses a bit. Maybe use a ranger as a wilderness scout.

One really cool idea I think worth using is standard type magic items as tech weapons and guns. By this i mean flaming weapon + greatbow = Plasma Cannon. Knockback weapon + Crossbow = railgun. Alchemist Fire + Dejada = Mini Missile! and etc.



Great ideas.  Power armour statted up as a monster mount is brilliant.

I haven't used standard D&D characters in Gamma World yet, but I'm sure that it could be done with a little tweaking - +level instead of +1/2 level, no dailies, no healing surges, and only 3 trained skills (one from race, one from class, and one rolled randomly).  A ranger with a light 2-handed gun would make an awesome sniper.

I think that using the magic item enchantments as a guide would make great salvaged items to find as well. Perfect treasure rewards for the end of a big adventure.



The reason why I wanted to use a normal character for some class roles was because I figured it would get you that feel that was present in Rifts where you had characters like wizards and mind melters who grew with levels and you had the grizzled Merc types who heavily relied on their wepaons, if i recall they had a strong advantage at the beginning of the game and that would only last as long as they had ample grenades and a sexy burst fire Wilks rifle. 

Course any of that can be switched around, I wondered about using teh different combinations in order to spawn multiple permutations of the same character type.

For example:
Speedster+Hypercognitive= Juicer
Speedster+ Giant= Titan Juicer
Speedster+felionoid= Hyperion Juicer (its like +3 to movement!)

the possibilities are endless, and using your system of varied origins (tech, arcane, etc) i think it really captures what "is" Rifts, the ultimate sandbox setting, and with Gamma World Rules we finally have the ability to truly customize your character beyond the OCC and RCC and what gear you have. The only extra option i am considering is that the players should be able to also pick their characters race, even if it does not have an effect their actual stats (elf, orc, quick-flex, grackle tooth, etc), which would naturally be influence by their character origins if they lend to a specific type (i.e. saurien = grackle tooth, quickflex = speedster or hypercognitive)a

...the possibilities are endless, and using your system of varied origins (tech, arcane, etc) i think it really captures what "is" Rifts, the ultimate sandbox setting, and with Gamma World Rules we finally have the ability to truly customize your character beyond the OCC and RCC and what gear you have. The only extra option i am considering is that the players should be able to also pick their characters race, even if it does not have an effect their actual stats (elf, orc, quick-flex, grackle tooth, etc), which would naturally be influence by their character origins if they lend to a specific type (i.e. saurien = grackle tooth, quickflex = speedster or hypercognitive)a



I think letting characters choose their race is a great idea, especially if they are wary about the randomness in Gamma World's character generation (I still recommend the random system, but having a choice, even if its cosmetic goes a long way to soothing those kind of fears).  The dual origin of GW characters is a sort of combination race/class anyway, and as you said some of the origins naturally lend themselves to specific rifts races.
It took me a bit longer than I thought to convert all my sticky tabs into a presentable format, but I've posted my conversion notes for running the Gamma World introductory adventure in Rifts (complete with a PDF of player handouts).  I call it the Steading of Cyberworks 7.
Combined with my last post they present a pretty good example of how a Gamma Rifts game works on the table.
oooh, its just beautiful! and i would have never thought of making Hoops into juicers, that works really really well as far as monsters go, now if i could only find a game group to try this out on, ive got a pile of ancient rifts notes to use, to the vampire kingdoms!
I've decided to give this a try, I'll be using the Gamma World mechanics in the Rifts setting.  I'll be using Victor's Power Source roll, and making my own vocations to add flavor to the setting:


Vocations:
   Tech
      Juicer
      Coalition Military Specialist
      Merc Soldier
      Crazies
      Cyber Knight
   Magic
      Ley Line Walker
      Shifter
      Techno Wizard
      Mystic
      Mystic Knight
   Mutant
      Bounty Hunter
      Rogue Scholar
      Psi-Stalker
      Vagabond
      Wilderness Scout

 
Also, with my wife's assistance, I created a logo I intend to use on the front of my campaign website:

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You may want to rethink using Palladium's art in anything like this. They'll stomp you pretty hard.
I thought of that, but I found all the images I used on the internet, and I'm not going to sell anything, it is my personal campaign.  I don't think anyone will care if I make a free website for personal use.


EDIT:  To be clear, the websites I found the art on were NOT websites of the owners of the intellectual property.


I've just posted a field report, discussing how using Gamma World in the Rifts setting plays out - mainly by using my players' characters as an example.

Tomorrow I'm going to put up my conversion notes for using the introductory adventure, Steading of the Iron King (Steading of Cyberworks 7 in my campaign) in the world of Rifts, as well as a PDF of the handouts I made for it.  

That is seriously cool. A friend and I were saying that Gamma World (and the very awesome Day After Ragnarok) were what RIFTS "should have been", and we've talked about running Rifts using GW.

I like the way you've approached the power sources and Omega Tech cards - really a great bit of flavor.

EDIT: I just read through the reworking of the adventure, The Steading of Cyberworks 7 and I loved it. I was thinking of doing the same thing for the adventure presented in Legion of Gold. This RIFTed first adventure will make an excellent lead-in to that more challenging adventure.

Fantastic work all around. What really makes this work is the simplicity of your conversions, changing the fluff with out torturous mechanical changes.  
Thanks so much.  I've been meaning to check out Day After Ragnarok - I hear its pretty cool.

Glad you liked Cyberworks 7 - I think one of the things I enjoy so much about Gamma World is how easy it is to re-skin its elements while still having them make mechanical sense.


The great thing about Legion of Gold is how well the information about the moon base works with the Rifts setting material (well at least if you go by Mutants in Orbit, which is strikingly similar to Gamma World, and not by the 'earth is surrounded by a particle shield' theory).  In fact, the information in Legion of Gold is a little better, since its more detailed with practical GM information.  
Day After Ragnarok is possibly the craziest, most adaptable, best written setting book for any system that I have ever read. Not only are the ideas presented infinitely adaptable to other games you might want to run, but they do a great job of showing you how its possible to run a Mad Max style game, or a slick Casablanca spy game, in the same world -the setting is wonderful for hosting a diverse range of disparate games.

I was planning on using Legion of Gold as a terrestrial adventure, with the teleporters taking you into CS territory, rather than to the Moon. (though I LOVE the idea of using to do a Mutants in Orbit game!)

My game is set in 63 P.A. (maybe that should be "Post Mistake"?), well before most of the published RIFTS material, and before the power creep set in. So the CS is a developing threat, rather than the illogical empire of millions as presented in books like War Machine and the various War on Tolkeen books. Things are lower tech, and people are a good bit thinner on the ground. The predecessor to the CS's UAR-I Enforcer is still the hottest thing around.

I guess the CS in my game would be more like the Empire of Humanity as i remember it in After The Bomb -just one of many players in a region, rather than the single continental super-power.

I'm thinking that one end of the Legion of Gold teleporter is in Old Detroit, and the other is in the ruins of Chicago, with the CS using it to explore/run seek & destroy patrols up into the Great Lakes area. (Free Qubec is not yet part of the CS in my game, so there's no established link yet between it and Chi Town.) They are taking people and mutants, not to turn into cyborg soldiers, but for medical experimentation aimed at finding out if they can "undo" minor mutations and return those mutants to base-line human norms.

The crazy NERO computer will obviously have to be completely redone.

I'm also working on adapting the Famine in Fargo adventure for my game right now. The group is based outside of Lazlo in the tiny outpost of Low Down (London, Ontario), where the other two adventures will also jump off from. I'm thinking the UFO will be a failed CS attempt to get into space -picking up the dangerous mold while in low orbit. 

There's an encounter with some Klickies -perfect standins for the Xiticix

I'm still trying to figure out what to do with the automated chicken farm. Is the AI running it yet another ARCHIE derivative, or is that too much to do with back-to-back adventures? Was it a facility where mutant animals were created? Or is it a pre-Mistake clone farm that only recently came back online and just wants to survive and take care of its own?

So many options.

PS: why are crazy computer brains at the heart of all three Gamma World adventures? LOL In a world of infinite possibilities you'd ahve thought WoTC would show a bit more diversity/originality. 
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