Community

 
Jump Menu:
Post Reply
Page 3 of 3  •  Prev 1 2 3
Switch to Forum Live View Gamma World and Rifts
2 years ago  ::  Jul 26, 2011 - 8:33PM #21
generalchaos34
Date Joined: Mar 18, 2010
Posts: 60

Jul 26, 2011 -- 7:00PM, Victor_Von_Dave wrote:

Jul 24, 2011 -- 7:45PM, generalchaos34 wrote:


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

Quick Reply
Cancel
2 years ago  ::  Jul 29, 2011 - 1:29PM #22
Victor_Von_Dave
Date Joined: Feb 10, 2004
Posts: 48

Jul 26, 2011 -- 8:33PM, generalchaos34 wrote:

...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.

Quick Reply
Cancel
2 years ago  ::  Jul 29, 2011 - 1:35PM #23
Victor_Von_Dave
Date Joined: Feb 10, 2004
Posts: 48
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.
Quick Reply
Cancel
2 years ago  ::  Jul 31, 2011 - 8:53AM #24
generalchaos34
Date Joined: Mar 18, 2010
Posts: 60
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!
Quick Reply
Cancel
2 years ago  ::  Sep 13, 2011 - 10:01PM #25
Raevhen
Date Joined: Jun 11, 2007
Posts: 83
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:

Photobucket" />
Quick Reply
Cancel
2 years ago  ::  Sep 19, 2011 - 8:33PM #26
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
You may want to rethink using Palladium's art in anything like this. They'll stomp you pretty hard.
Quick Reply
Cancel
2 years ago  ::  Sep 19, 2011 - 10:59PM #27
Raevhen
Date Joined: Jun 11, 2007
Posts: 83
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.


Quick Reply
Cancel
1 year ago  ::  Mar 10, 2012 - 6:53AM #28
Atomic_Scotsman
Date Joined: Mar 12, 2009
Posts: 5

Jul 26, 2011 -- 7:44PM, Victor_Von_Dave wrote:

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.  

Quick Reply
Cancel
1 year ago  ::  Mar 13, 2012 - 1:41AM #29
Victor_Von_Dave
Date Joined: Feb 10, 2004
Posts: 48
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.  
Quick Reply
Cancel
1 year ago  ::  Mar 15, 2012 - 9:34AM #30
Atomic_Scotsman
Date Joined: Mar 12, 2009
Posts: 5
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. 
Quick Reply
Cancel
Page 3 of 3  •  Prev 1 2 3
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing