Thursday, July 24, 2014
Did you know that a bunch of Gamma World fans got together and finished the old TSR gamma world module line? I didn't until I was reading the Wikipedia page for Gamma World one day and it referenced the fan produced adventures GW5 and GW11. I immediately scoured the internet for these hoping they were still hosted somewhere. They are. Wayne's Books hosts them on this page. Here's the direct links if you want to jump right to the good stuff:
Wednesday, July 23, 2014
For my Crawling Under a Broken Moon game I'm creating both a one-shot adventure as well material for an ongoing campaign. The one shot adventure will use the characters from Post Apoclypse archetypes. One of those characters is Thundarr, of course, and what's Thundarr without his Sun Sword!
One of the many unique objects in Thundarr is the Sun Sword. The shows creators were, well let's just say inspired by, Star Wars. The Sun Sword is pretty much a lightsaber. In the show Thundarr uses it to do all kinds of things, except actually cutting people up. I want to represent how Thundarr uses the sword, but also make it a little more DCC-ish. What's more DCC than an intelligent magic sword?
The Sun Sword
The Sun Sword is an intelligent techno-magical weapon. Its purpose is to defeat the wizards. The sword will only come to life when wielded by a worthy (Lawful) user. The sword exerts its empathy on the bearer to influence him to seek out and destroy wizards. It does this by infesting its wielder with techno-magical nanites. These nanites bond the wielder to the sword.
The sword will not allow itself to be used on a normal person or humanoid. In most cases, the wielder will not even think to use it in this way. Rather the bearer will use it in non-damaging ways like slicing an enemy's weapon in half. The Sword is somewhat ambivalent about mutants and monsters and deals reduced damage if striking these types of creatures. (Judges discretion on what the Sword considers to be humanoid and what is a monster.) The Sword can be wielded at full damage against robots and animate non-living monsters. The Sun Sword will lose charge over time and need to be recharged. The bearer will suffer penalties to his/her Strength and Stamina until it is recharged. This happens whenever the Judge wants it to. If the wielder constantly goes against the sword it will become displeased and cease to function, waiting for a more worthy bearer.
The Sun Sword, Unique Artifact Weapon+2:1d16+2 damage; Int 12; AL Lawful; bane:wizards(The evil techno-wizards not all wizards) and demons (hardiness: take half damage from attacks from banes); communication:empathy, special purpose: rid the world of the wizards, special powers: create light in a 20' radius at will, eviscerator (if max damage is rolled roll again and add it.)
The Sun Sword can only be fully wielded by classes that use mighty deeds. A mighty deed can be employed to cut an enemy's weapon in half or perform other disabling moves. In a non-combat situation the Sun Sword can be used to cut/burn through whatever the Judge will allow.
The sword can always be used to attack it's banes, the evil techno-wizards of the broken world and demons. The sword will force an Ego check if used to attack a human or humanoid. The damage drops to 1d8+2 if used against mutants and monsters.
Sunday, July 20, 2014
"Is he wearing pants?"
In a Deadlands game, one character was an old coot prospector. He had a penchant for dynamite. He and another player were trapped in a jail cell by a vampire. The conversation went something like this:
Me: “You are in the back of the jail, the vampire is blocking the only way out.”
Prospector: “Is the Vampire wearing pants?”
Prospector: ” I stick my lit dynamite in his pants and dive under the cot in the jail cell.”
Texas Ranger: “You WHAT?!”
Vampire explodes, players barely survive.
"How much dynamite did you use?"
Another time, the same Prospector got the whole group involved in the craziness. They were tracking down some monsters that were terrorizing the local farms. Turns about the monsters were Velociraptors. The Prospector came up with a plan where two of the other players would get the raptors to chase them across a prepared trap. The trap, of course, involved dynamite.
Me: ” Okay the raptors are chasing them and about to cross the trap.”
Prospector: ” I set it off.”
Me: ” How much dynamite did you use?”
Prospector: ” All of it.”
Me: ” How much is that?”
Prospector: “24 sticks.”
Me:” Wow. That’s a little much. The raptors become so much thin red paste and the farm is now a giant crater. The vampire hunter, the shaman and their horses go flying. All the buildings on the farm are flattened. Don’t ask about the livestock.”
There was also a T-Rex in this adventure. The Texas Ranger ended up shooting it in the head, from INSIDE ITS MOUTH. I’m pretty sure the Prospector convinced him to do that too.
Bonus Story "Bear Spray"
Yet another time, we were playing Call of Cthulhu. The group was checking out a mansion that they suspected was home to some cultists. The guy who played the Prospector, now a US Forest Ranger was sneaking around on the mansion grounds.
Me: “You are confronted by 2 cultists. They point their shotguns at you.”
Ranger: ” I spray them with my bear spray, that stuff will incapacitate anyone.”
Me: ” You totally incapacitate the nearer one, the other one shoots you with his shotgun.”
This nearly killed the Ranger. As he lay bleeding to death on the ground, the ex-navy seal that was hiding nearby was able to finish off Mr. Shotgun before he delivered the coup-de-grace.