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Sticky: Gamma World FAQ + ask a simple question
2 years ago  ::  Dec 06, 2010 - 2:24PM #1
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Gamma World FAQ + ask a simple question, get a simple answer 


Index:
Useful Links
Rule Questions
Miniature Proxies:
     Core
     Far-go
     Legion of Gold
Adventures
Maps/Tiles

In addition to being a FAQ, this thread is also a catch-all for minor questions.  Everyone is welcome to ask or answer simple questions here.
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2 years ago  ::  Dec 06, 2010 - 2:24PM #2
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Useful Links:

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2 years ago  ::  Dec 06, 2010 - 2:24PM #3
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Rule Questions


How do you stabilize a dying character? It is a Science skill check (standard action, DC 15, similar to regular D&D, if desired). Also note that (per p.22) "If you are unable to take actions, another character can use a standard action to trigger your second wind."

Can you use mental push to make a monster attack himself? Yes.

How does ammo work? If you use gun ammunition more than once in an encounter, you will be out of ammo after the encounter (i.e. if you shoot twice in an encounter, you might as well keeping shooting). You cannot store extra ammo. Other players can give you their ammo, but then they will be out of ammo.

Can you crawl or charge in Gamma World? Although these options are not in the D&D Gamma World rulebook, some text (examples: the prone description or the Felinoid Killing Bite power) mentions them, so normal D&D rules can be applied if desired:
- Charge: Standard action:"The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position."The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.""The creature can’t take any further actions during this turn, except free actions."
- Crawl: Move action: "Move up to half your speed." "You must be prone to crawl."

What overcharge bonuses do you get? Strictly by (most of) the rules, you only get the overcharge bonus of your primary origin. However, WotC's online character sheet lists the bonuses for both origins (and the designers previously mentioned that overcharging should be encouraged), so many groups allow overcharge bonuses from both origins.

Can a pyrokinetic turn off his Fiery Aura? Strictly as written, no. However, it is typical to allow a pyrokinetic to turn off its aura (as a minor action) according to the rules for monster auras on p.105. Discussed here.

How do mounts work? Gamma World mounted combat rules are provided in Legion of Gold, and are similar to normal D&D mounted combat rules.

How do vehicles work? Here is a WotC article on the subject.

Magnets, how do they work? This song by the Insane Clown Posse helps explain.

Is Lodestone Lure (Magnetic power) really an At-will, Minor action attack power? As written, yes. However, the concensus is that this is too powerful and possibly a typo (i.e. should instead be a standard action or encounter power). Discussed here and here.
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2 years ago  ::  Dec 06, 2010 - 2:25PM #4
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Miniature Proxies


Monsters:


PC's:

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2 years ago  ::  Dec 06, 2010 - 2:25PM #5
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Famine in Far-Go Miniature Proxies


Monsters:

Cryptic Alliances

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2 years ago  ::  Dec 06, 2010 - 2:35PM #6
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Legion of Gold Miniature Proxies


  • All: KJordan's paper Fegion of Gold standees
  • Bugaboo, death knell:
  • Buzzer:
  • Buzzer, swarm:
  • Cyborg, gold:
  • Cyborg, gold fusilier:
  • Demon, venom lord:
  • Forestal:
  • Gravorg:
  • Gren:
  • Haunt, gamma ray:
  • Klard nar (moonbeast):
  • Lornak, crawler:
  • Lornak, inkspitter:
  • Lornak, squidling:
  • Modo:
  • Robot, advanced:
  • Saurian:
  • Space eel:
  • Space eel, hatchling:
  • Star slime:
  • Thuu marth (gray invader):
  • Urd:
  • Urd, morgeth:
  • Webber:
  • Zombie (real deadun):
  • Zombie, slavering maw:


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2 years ago  ::  Dec 06, 2010 - 2:35PM #7
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Adventures


Steading of the Iron King: lvl 1 from the Rulebook
Pax Extraterrestria: lvl 1 from the convention special packet in the WPN scheduling tool
Trouble in Freesboro: lvl 1 game day adventure
Famine in Far Go: lvl 2-6 expansion pack
Legion of Gold: lvl 6-10 expansion pack
Factory of Misfit Omega Tech: lvl 8-10 Dungeon magazine adventure

Third party:
Quest of the One-Armed Robot: lvl 1 delve by Kerry Jordan
Scales and Salvage: lvl 1 delve by Caoimhe Ora Snow
New Mexico campaign: lvl 1-3 Albuqerque Starport conversion by CoreyHaim8myDog
The Ray-Gun Revolution: lvl 4 scenario by Caoimhe Ora Snow
Underlord of the Roots: lvl 6 delve by Caoimhe Ora Snow

Previous editions:
1st Edition
: GW1-Legion of Gold, GW2-Famine in Far-Go
2nd Edition: GW3-The Cleansing War of Garik Blackhand, GW4-The Mind Masters, GW5-Rapture of the Deep, DM screen -Albuquerque Starport, Rulebook-Rite of Passage
3rd Edition: GW6-Alpha Factor, GW7-Beta Principle, GW8-Gamma Base, GW9-Delta Fragment, GW10-Epsilon Cyborgs, GW11-Omega Project, Adventure Book-Rite of Passage
4th Edition:  GWA1-Treasures of the Ancients, GWA2-The Overlord of Bonparr,  GWQ1-Mutant Master, GWQ2-All Animals Are Equal, GWQ3-Home Before the Sky  Falls
Polyhedron magazine: #5-6 Gamma Mars, #15 Mas Day in New Hope, #79 Evansburg, #92 The Door Islands, #101 Empire of the Sun
Dragon Magazine: #86-87 Gamma World on the moon
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2 years ago  ::  Dec 06, 2010 - 2:35PM #8
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Gamma World Inspiration


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2 years ago  ::  Dec 06, 2010 - 2:35PM #9
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Maps/Tiles:

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2 years ago  ::  Dec 06, 2010 - 2:35PM #10
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291
reserved
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