Thursday, February 28, 2013

Metamorphosis Gamma space adventure

 This is another post about a One-Shot adventure I ran. The guys who played  "Five" and "Three" are my current players in the DCC campaign Lars and Bulls Zi!!! They stuck with me this long I must be doing something right.
I think I ran this sometime in '09 or '10, maybe 2011......

A few years ago I ran a single evening session using the Alternate Beginning and the Space station map from the Albuquerque Starport mini-module that comes with the Gamma World 2nd ed. DM screen.

I had 3 players, all were human and I made them roll a D6. The D6 number was which clone they were of themselves. My idea was they might find earlier versions of themselves either dead or possibly still roaming the station completely bonkers!!! If they died the next clone in the sequence would be activated. Paranoia! RPG was played heavily by me in 1987-88.

Anyhow we ended up with:
Five, he had Small Unit repair technician.

Three, he had Ecology Technician, Weapons Officer, Transport Technician, Recreation Officer and Survival Training Specialist.

Four (my wife), she had Engine Maintenance Technician, Radiation Technician and Shuttle craft Pilot.

Our intrepid clones awoke to the sound of a slavering jawed plant trying to eat them as the cryo-tubes opened!!!! Leaping out of his tube "3" finds a fire extinguisher and proceeds to beat the jawed plant, while 5 and 4 look for anything else useful!

If you have the Space Station map at home I started them in room H in section K of the Station.

5 gets a nice piece of loose pipe and aids in the demise of the plant while 4 worked on getting the doors to the chamber open! After finding some generic crew jumpsuits to put on (AC 9) they went out into the hall. Looking out a porthole they realize they are in orbit over a planet. But what planet?!?! Is it earth, the continents don't look right.

They begin to follow the curve of the main hall towards the main bulkhead. when they spy a lone figure ahead with its back to them and knocking on the sealed bulkhead door...... approaching cautiously, 3 calls out to the man. Upon turning around the effects of severe radiation burns and space-madness reveal themselves as the maniac crewman screams and charges the party!

A few rounds with the pipe and the fire extingiusher put a squishy end to him. When searched he is found to have a Brown card and a stun pistol. The bulkhead door is found to be sealed. The party heads back along the hall towards the bulkhead at the opposite end of the deck. Midway there they find the cross hall that leads to the center of the station and head that way. Two more radiated space maddened crew attack and are stunned and then squished! The central Station hub is found to have four out of fve shuttle docking bays in working order. The fifth has been destroyed by some unknown catastrophe. The Trans-Mat bays all seem to have no power, however luggage and supply crates are scattered about the area. A quick look finds the following items:
A pair of Feldman protectors, a Nuero-stimulator and a Articulated Relaxer for 5. He comments about the abundance of sex equipment he is finding?!?!?
 3 finds a few light-sticks, an energy cell, and some food packs which the party devours!

4 finds a Grey card with a Gear symbol on it, which she knows is a Technical ID card. Also she finds a Ballistic nylon security vest (AC5) which she dons. 

Choosing one of the two remaining cross halls out of the central hub the group decides to find the command room or engineering so they can either call for a shuttle or power the Trans-mat and get the hell outta here!

After this I get sketchy, I know someone threw a grenade, there was an explosive decompression incident! everyone made to safety! More mutated crew were coming and an earlier version 3, 2 he was called. All scraggly haired with a beard and brandishing a slug ejector was screaming about how he was the Real "1" and such!! You know I think he threw the grenade.... anyway this never did really come to a conclusion but it sure was fun.

 This is another one I hope someday to return to. There have been a couple of failed attempts but I'll return them here someday and see if they can get off the station and back to Gamma Terra!!!!

Gamma world game from 2008-09

 This Game  was run in late '08-early '09. I am posting the write up I did on another forum again here. I have other game posts from various forums I will be re-issuing on this blog. Okay here we go!

We had already played twice when I started these posts:
2 sessions down and we are going strong.

BUCKSTAR, Pure strain Human, battle axe / chain mail / motor cycle helmet with flames on it.

SABETHA, Mutant Animal - Cat - bipedal, dark dependant, Heigtened brain talent, force field generation, density control other, fear impulse (afraid of sentient plants)

INFINITY BLITZ, Mutant Humanoid- Ultravision / H. precision / heat generation/ dual brain
Brain#1 total healing / repelling force
Brain #2 mental shield / temporal fugue

RILEY, Mutant Humanoid
chameleon Power / telekinesis / H. sense of touch

All four are refugees from a Tech 2 village recently wiped out by the Nomads from the Road Warrior. They are traveling on foot cross country to the nearest city-state. So far they have battled a pack of 5 Arks (dog-men), 5 squeekers (rat-men) in an abandoned Jiffy Lube, 10 neo-cavemen in the woods. They have just reached the City-state (basically Barter town, and YES there is a Thunderdome!!) Sabetha has been abducted by the local Duke ( a mutated Iguana with delusions of Grandeur) who is looking to hoodwink the PC's into being his Team in the Thunderdome Games against other teams from local leaders in the area!

after only a few hours within the walls of Barter town, the mutant cat was abducted by a band Hoop (mutant rabbits) slavers and taken to the slave market! The other Pc's through rumor gathering found their friend but did not have the funds to buy her back. Approached by an NPC who offered to purchase their friend if they would all compete in the Thunderdome as his "team" since his current team recently died. The players agreed, fees were discussed and so they entered the "Thunderdome". They were set loose in an old sports arena and had to fight a FRoghemoth! After much havoc the PC's emerge victorious and are presented to their true patron "Sedric" the Duke of barter town. Sedric is a mutant iguana with a bad smoking habit. Since the Pc's killed the Froghemoth he thinks they have what it takes to cross the wasteland and seek the hiding place of the "Iron Oracle". Sedric believes this Oracle will allow him to keep barter town safe from other local warlords! The Pc's accept the mission since it also brings the chance for them to loot the ruins of the wastelands where many treasures of the ancients lie in wait!

Crossing the wasteland day 1, the players encounter a the burning wreckage of a Griswald family cruiser. upon closer inspection the fire is discovered to be a ruse and albino C.H.U.D.'s (cannabilistic humanoid underground dwellers) leap out from camoflaged pits! The chud's are laid waste by the PC's, a majority fall to the vibro-blade fury of Infinity Blitz! A laser pistol is taken from the chief of the CHUD.

Day 2 the group comes upon a lone ruin and decides to stay the night. Buckstar spends a few hours monkeying around with ancient gadgets on the wall of a room (old AC unit) to no avail...he was really bummed he couldn't figure out what it was. In the basement the group uncovers a lair of giant mutant spiders!!!! a hastily thrown grenade causes much destruction spider goo and moderately harmed players who then retreated to the above ground levels to spend the night. An ancient I.D.card and a plastic poncho are found in a storage bin. The next day during travel a flight of giant dragonflies were spied in the distance.

Day 3 in the wasteland the group is assaulted by invisible attackers! the first victim is a PC's pineto (riding cactus horse). After a much confused and crazy few rounds of melee one of the attackers is slain and upon its death is revealed to be a giant flying worm!! the Pc's make a fighting withdraw as the worm is devoured by it's invisible friends!!!

This game started using the 1983 version of the rules, which I believe is considered 2nd ed. However this game is currently on hold as I have decided to change it over to using the new "Mutant Future" rules from Goblinoid games. If you like Gamma world and have not checked this out I would suggest you should.

So far the character transfer has been easy, we are working on the mutations now. Some of the mutations in Gamma world were REALLY powerful and vague. Mutant future has reigned it in and so far we are all enjoying where the switch is taking us so far.

P.S. Labyrinth Lord rocks too!

I fell really behind keeping this up to date. And as you can guess this campaign died out not long after my last update.

So here is the short version:

  The party made the trek across the wastelands to the mountains that bordered the Glow-lands. here they found the cave entrance to the Iron Oracle. Once underground they entered what became the remains of an ancient subway station, fun roleplaying interaction with a malfunctioning robot ticket booth attendant! The robot made them purchase tickets to go to strange places they never heard of and would not allow the mutant cat to enter the Platform!! A few giant spiders (Blackuns), and flesh eating beetles later they encountered Ol' Jedediah wielding his double barrel 12g and hollerin' "git out a here ya dang mutate bastards!" He chased them around but ended up getting tripped into a pool of radioactive goo! The group then began the trek along the dark tunnel to find the Iron Oracle and have since been never heard from again....

 Well I hope you enjoyed that tale, I hope someday to discover what happened and if they ever found the Iron Oracle.