Gamma World/ Fallout/ Shadowrun d20 rules - Myth-Weavers

Notices


Gamma World/ Fallout/ Shadowrun d20 rules

   
  #1  
Old Nov 16 '17, 9:48pm
wrathgon wrathgon is offline
Great Wyrm
 
Join Date: Jan 2009
Posts: 15,130
Mentioned: 25 Post(s)
Gamma World/ Fallout/ Shadowrun d20 rules

Gamma World Meets Shadowrun Meets Fallout - Forum
D20 System - Inverse World

I am looking to start a Gamma World game with some changes. Magic exists in the world and parts of the world have a Shadowrun feel. The starting is taken from Fallout, living in a fall out shelter and have to leave it to find out what happen to the outside world.

If more people apply I will take a max of 8 PCs. See game area for rules.

Game Description:

There is a crash and the lights go out. Living in a fall out shelter all your life this has never happen. You have trained for this.
it could be anything, a breach at the gate where they outside world is invading, a power outage where the power plant is down, maybe it's a drill but you don't think so.

You and your 3 neighbors open the doors and look at each other in the glow of the red emergency power lights. You better go find out what's going on....

__________________
Looking for crew members in space opera visiting Fading Suns, Shadowrun, Warhammer 40k, d20, Travellers, Star Trek, Star Wars, Star Gate to name a few systems
https://www.myth-weavers.com/forumdisplay.php?f=39451
Reply With Quote
yep

all the rules are in the game thread there are some changes

I am considering a scout app, just having some hesitations as I hate the bloated skill list in 3.5E/D20Modern. Hmmm. 25 pts is basically the elite array....

Bloated in what way?







 

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2018, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2018 DragonByte Technologies Ltd.
Last Database Backup 2018-12-16 09:00:08am local time
Myth-Weavers Status