Star Wars – More figures!

I had a great break from work for about two months. I’d hoped to get a lot of painting done, but, of course, lots of other things happened and not as much painting as I wanted to get through. (Now I’m back working again! The weather is improving, so I’m hoping I can keep painting something regularly.)

 

Front view

Here’s four Star Wars figures that I think were finished in August sometime, but I only got them photographed yesterday. From left to right:

“Rebel Characters” – Alien Student of the Force (SW72), Old Senatorial (SW71) and “Bounty Hunters” – Rebel Scout (SW30), Boba Fett (SW21) .

Before I managed to make a tree for one of the players in Gamma World, we’d been using the Alien Student as our sentient mobile tree. I had this in mind when I came to painting and liked the idea of the alien being a plant creature. It got a solid dark purple base coat, and then I worked up the greens over the top. The ‘old man’ got bright colours to make him a little more interesting, mostly red-yellow. The ‘rebel scout’ was given a simple military look – I wasn’t aiming for any actual ‘rebel’ theme. Boba Fett got colours to match the images I’d turned up, as much as possible and some more distinct basing.

 

Rear view

 

I’m pleased with how they have worked out. They can certainly be used in any further Gamma World gaming, but there is always the potential of actually playing Star Wars again in future, or using figures without obvious technology in D&D or Pathfinder. I still have 14 more figures waiting to be painted, but they can wait untill I get through more of my Zombicide survivors!

Painting for Gamma World

I finished the last of this group last weekend, but only got around to photographing them today. We had been using most of these figures for some time, but unpainted.

 

2017-07-06 GW-1

So here’s the group from left to right:

Red Desert (Green Folk, Cacti), Hack (Pure Strain Human), Ambo (Altered Human), Bitcoin (Live Metal), Ironbark (Green Folk, Tree) and Where (New Animal, Feline).

I didn’t paint the humanoid feline – that’s actually a D&D pre-painted mini that I specifically bought for the campaign. I may have to rework it, since the game character is male but the figure turned out to be female. There is a second D&D catfolk figure that I thought was female – I’ve seen more images now, that make me think that one is actually male, but rather effeminate looking.

Three of these figures are from my West End Games Star Wars figures – two from the Bounty Hunters set, and one from the Rebel Characters set. The two bounty hunters appeared in “The Empire Strikes Back”.

 

2017-07-06 GW-2

 

Dengar, Female Gambler and IG-88: I didn’t want to copy the colours from the movie for my Dengar/Hack. That has a pale grey/white under-suit and dark rusty brown armour. My armour is more a dark grey/gunmetal, with silver edges and the occasional brownish patch. IG-88 in the movie looks shiny silver and/or dark brown rust, depending on the shot/image. I started with a dark grey, then gunmetal. Touches of silver, antique copper and antique gold add some variety. The Bitcoin character is an android – he looks human at first glance, but has glowing red eyes. Using a distinct robot figure makes the figure stand out on the table and helps remind me that he’s ‘live metal”. At some point I may find another human-looking figure and paint him up “correctly”, maybe with silver showing under wounds or something. The ‘Rebel Characters’ set aren’t based on specific movie characters so I just went with colours I felt comfortable with.

 

2017-07-06 GW-3

 

The two plants in the group were mostly scratch built. I got some plastic trees in a $2 tube of plastic dinosaurs! Most of one of these was trimmed slightly, glued into a base and given a full repaint over the former green plastic. I’ve been doing garage roof repairs recently and kept a bunch of thin silicon “bits” with this in mind. The tree roots are glued silicon (trimmed where necessary) and with moulding paste to fill the gaps and blend the edges together before painting. A bit more glue and some sand helped texture the bases.

 

2017-07-06 GW-4

 

“Ironbark” was my first plant; I then went on to making a cactus. My first attempt at this looks like a mutant Christmas tree (no picture) and the second is the one on the right. Paddle pop sticks cut to make a cross-shaped stalk and then foam-core board carved to shape and glued on top. Plastic tree “leaves” made great spines once stuck into pin holes. My wife (who plays Red Desert) said she’d been thinking of a mexican-style cactus, so after collecting some more cacti images (Saguaro cacti) I collected small sticks/branches from the garden and produced the figure on the left. I was hesitant to break the “arm” branches and glue them to the more upright shape that the Saguaro actually has. I may try that with another branch and see if I can get it to the right shape without making it too fragile and do yet another cactus. I’d like to do a more realistic tree and a bush too, but I’ll need to go model shopping – I could do with some flock for leaves. I’ve got wire, so some green-stuff wouldn’t hurt for this type of work either!

 

One-shot games (or “What to do when players aren’t free?”)

Long gone are the days when my gaming group played some sort of game multiple times a week. Work, partners and/or family, and life in general means my group now averages a gaming day/night twice a month. My main D&D game has six players, and I generally don’t feel like running it if two people can’t make it. The Pathfinder game I play in came about in part for this reason – so that we could still role-play when the two busier people in our larger group weren’t free.

Sometimes a player can drop out at last minute, or you may have a few people who still want to get together. Occasionally, we’ll still play and one player runs two PC’s. We have also ended up playing board games (like Dungeon Quest, Talisman, Minion Hunter), card games (Munchkin, Flux, Unexploded Cow) or I’ve run a one session RPG. In the past we have played two Call of Cthulhu games (I’ve got “Blood Brothers” – designed with this in mind) and last year we did three separate one-shot (/playtest) Gamma World games. I’ve still got another CoC adventure ready to run if required.

Earlier this year, one of the blogs I read – Dungeon Fantastic – detailed two sessions where he ran S2 “White Plume Mountain” (AD&D) as a change from his normal GURPS Dungeon Fantasy. It sounded like a lot of fun, both as an alternative from normal gaming and a chance to play a few adventures from early D&D versions without converting them to d20/PF (which is what I mostly do now) and/or having to make changes to suit my player’s character levels. It inspired me to look at the rule books on my gaming shelves and produce a couple of single-session adventures to have ready for one of those days when someone can’t make a game or we just feel like something different.

Over the last two months I started working on two One-Shot adventures – one for Star Wars and another for Middle Earth. This gave me a theme – Movie/TV – that I’ve been expanding to nearly every RPG I own. Generally I’m taking a part of a movie (or the general idea from the film/TV program) and building something for 4-5 players. I enjoy coming up with adventure ideas and I love making characters, so two ideas have grown into six – so far!

Here’s the adventures I’m working on; titles are subject to change.

Star Wars (d6 W.E.G.) – “The Pit of Carkoon”

Middle Earth Role Playing – “Dol Guldar: The Necromancer”

Gamma World (d20 Pathfinder) – “We’re not in Kansas anymore”

Warhammer Fantasy Roleplay – “Inconceivable!” (Or “Hello, my name is Inigo Montoya…”)

Shadowrun (3rd Edition) – “Asgard has fallen.”

Oriental Adventures (D&D 3.5) – “Gandhara/Journey to the West”

Now, it’s possible that the titles don’t mean anything to you, or only sound a little familiar. If so, here’s some more detail:

  1. The “Pit of Carkoon” is the resting place of the Sarlaac from “Return of the Jedi”. Six minutes in the movie makes a great set-up for a major combat on two skiffs and Jabba’s Sail Barge. For five PC’s, with an optional sixth being Boba Fett, fighting against the rest of the players. The session could be expanded with something in Mos Eisley where the players have to get back to the Millennium Falcon.
  2. Dol Guldar is a fortress in southern Mirkwood forest, where the White Council drive out Sauron – “the Necromancer”. There’s a scene that interprets the events from “The Lord of the Rings” in the movie “The Hobbit: The Battle of the Five Armies”. The LotR book lists the “White Council” as being “the Wizards, Elrond, Cirdan, Galadriel, and other lords of the Eldar” so I’ve made nine characters that can be chosen from by Players, and I’ll modify Dol Guldar from the MERP sourcebook “Mirkwood”.
  3. The classic movie “The Wizard of Oz” converted to Gamma World. Five PC’s (including Toto) are sent by the “Tech Wizard from Oz” to remove the threat of the “Wicked Witch” (an Esper) and her flying monkeys.
  4. Another classic movie – “The Princess Bride”. Westley, Buttercup, Inigo Montoya, Fezzik and Miracle Max have to defeat Prince Humperdink, Count Rugen and maybe Vizzini. This adventure will draw on the characters more than the actual story in the movie.
  5. I’ve done little work on this so far. The idea is to have a Shadowrun session where the PC’s are all off-duty military/security named after characters (or actors?) from the “Olympus has fallen” movies who have to rescue the President and his son from terrorists. My big change is to relocate this to Parliament House in Canberra, Australia. Downloading basic maps/floor-plans was easy. I mostly need to make-up the PC’s and NPC’s.
  6. The novel “Journey to the West” is the fictional story of an actual Chinese monk who traveled to India to bring back Buddhist scriptures. Most people are more familiar with the 1978 Japanese TV series “Monkey”. The five main characters (including Horse) recreated in d20 and doing something similar to an episode of the series.

For most of these I’ve completed the PC’s and thought about NPC’s and creatures. Specific adventure detail comes next. Once finished, I’ll probably add the adventures to the blog.

 

A tree, a cactus and an android walk into a bar…

No, it’s not a joke – this is my new Gamma World campaign. Not only did I finish writing my conversion to Pathfinder rules, but also my gaming group rolled up characters and we’ve played about six sessions.

Three play test sessions (mostly last year) had helped me to establish what skills I wanted, and tweak my races, classes and feats. My mutation system seems fine, but the mutations themselves have had small adjustments, even into our first two gaming sessions, as both my players and I realised what wasn’t defined or could be refined – especially things like range for powers and whether something needed an attack roll or saving throw.

My full GM Rulebook is 90 pages long (so far) and I’m now converting GW creatures to the Pathfinder system. I’ve even built the basics of the system in Hero Lab – Races, Classes, Skills, Talents, Feats, basic weapons and all armour working properly. I still have to code the mutations and artefact equipment/weapons.

So this is what I have now:

5 Genotypes (Races, with 15 Animal subtypes, and 6 plant subtypes)
10 Classes
30 base Skills (8 Crafts, and 8 Knowledge expanding those)
78 Talents (Class abilities)
101 Feats
120 Positive Mutations
25 Mutation Defects
A heap of armour, weapons and misc equipment
7 Prestige Classes
1 NPC Class
32 Creatures

An abridged PDF of my rules is available on my Resources page.

 

The Campaign so far has been converted 2nd edition adventures. We started with GW2 “Famine at Far-Go”, then the mini-adventure “The Albuquerque Starport”. The group is currently halfway through GW1 “The Legion of Gold”. They have reached second level and have an assortment of the ancients equipment – mostly “Pre-war” stuff, but a couple of “advanced” items. Most of them can’t wait to level up to 3rd so that they can get a Tech Familiarity feat (so they don’t use things like guns and lasers with penalties), or to get a new mutation! I have a theme that I introduced in the first adventure (“Have you heard the words of the Electron Prophet?”) that will reveal itself again soon, and steadily build up to something I’ll have to write myself later. My next blog post should be about this group and gameplay.

Gamma World is a weird blend of crazy, humorous role-play that can suddenly turn deadly serious. Our last session has good examples. A huge bright orange lion flew down out of the sky yelling at the group. It landed and looked the group’s main warrior up and down. “It’s awesome, I’ve got to have it. It looks just like the one I ate last week – what do you want for it?” Tense concern melted into laughter when they realised that Yexil’s eat cloth, especially synthetics and it wanted Hack’s pre-war armour, less the ceramic plates. They managed to trade some fabric they recovered from a clothing store (on a space station!) for two photon grenades. The very happy Yexil flew off looking for Elvis – it had seen an image and wanted his jacket. A few hours later the players were fleeing in a panic because the four screaming mutants they’d just encountered in a bunker all had life-leech – a mutation power that drains hit points from living things within 30 feet and heals the mutant. The android in the party keeps proving a valuable choice.

 

Apart from Gamma World – I haven’t done much this year (more reading and playing computer games than usual). I’m determined to finish painting my Zombicide abominations over the next week or two. I also have plans for a new painting project. I undercoated 20 Star Wars figures from Ral Partha this morning – with the expectation to use many of them for GW. More detail on that as it comes.

A Brave New World…

…complete with people like a four-eyed flying monkey, a three-armed cat-man, an ambulatory vine that throws exploding seeds, a dark-skinned female human with gills who stands over eight feet tall, a normal looking man who levitates and controls the actions of those he touches, and a small rusty-looking cyborg who enjoys taunting computers and lesser robots. Maybe they need to recover healing fruit from an ancient building with an overgrown arboretum, or maybe they are helping a farmer learn what’s killing his six-legged blue sheep.

 

This is the Gamma World – a futuristic RPG set on earth after the ravages of nuclear and biological war. Mutants (creatures changed by radiation, genetic modification or biological effects) are common, as are the artefacts of the pre-war society – some undamaged and functional, others ruined, broken or decayed. Humans are either the descendants of those who lived through the worst in bunkers, were frozen embryos or clones (Pure Strain), or “altered” – those who survived, but aren’t entirely human any more. Larger, sentient animals exist, many with mutations or defects. Robots and AI’s, some functional, others with damaged programming and memory loss can be encountered, along with mobile intelligent plants.

Gamma World, first produced by TSR in 1978 is now into its seventh edition. I was first entranced by the idea of this game from three pages in my 1979 Advanced D&D Dungeon Master’s Guide which described converting D&D characters to and from the “Boot Hill” and “Gamma World” game systems. I didn’t get to play until the late 1980’s, when at University I started a short 1st edition game. One of the guys in my gaming group ran a short 3rd edition campaign in that time too. I bought the 4th edition when it came out (TSR 1992) – loved it, but never played it. (It’s mostly based on 2nd edition D&D rules, but looking back it’s obviously a precursor to 3rd edition, with defined class skills, DC’s, three saving throws, etc.) A friend gave me a copy of the Player’s Handbook for the sixth edition of Gamma World (2003) and this got me interested again. This is a d20 version produced by ‘Sword & Sorcery’ with three hardback rulebooks and three supplements, mostly based on d20 Modern and requiring that rulebook. It’s very good at defining the world and background, but has a lot less mutations and equipment than earlier versions.

The “people” of the Gamma World mentioned at the beginning are sample characters I created with my new system for play testing with my gaming group. Both sessions have been a lot of fun, and helped my tweak my rules and tidy up skills and abilities. I’m nearly at the stage where players could create their own characters with the rules.

I’ve considered merging the rules presented in both the 4th and 6th editions for a long, long time… this year I actually started doing it. The fourth edition allows plants as character races, has 102 mutations and 18 defects, and about 40 pages of equipment, weapons and artefacts. The sixth edition has no plants, but allows “synthetics” – robot player characters, 45 mutations (about half are defects), about 20 Cybernetic/Psionic powers, and only 18 pages of equipment. My system – I’m calling it 4.5 – is based mostly on the 4th edition material converted to d20 (3.5 D&D), drawing from Pathfinder, d20 Modern and of course the parts I like from GW 6th edition.

One thing I never liked about early GW versions was the randomness of mutations. You could have one character who was really powerful (laser eyes, immunities, regeneration) and another with bad eyesight, three legs and ability to levitate small rocks. No balance. Unless it was a campaign where you expected to die quickly and make up another character, it could be really annoying. My system gives most genotypes a number of points to buy mutations. Each mutation costs one to three points. You roll on a table, if you can afford the mutation you take it, or you roll again. If you choose to take a 1 or 2-point defect, you get extra points for good mutations. During game-play, radiation exposure may randomly grant 1 or 2 points of good or bad mutations. At character creation, it’s a choice.

I have five Genotypes – Pure Strain Humans, Altered Humans, New Animals (15 subtypes), Green Folk (6 plant subtypes) and Live Metal. There are ten base classes: six from d20 Modern (Strong, Fast, Tough, Smart, Dedicated, Charismatic) and four from 4th/6th edition – Enforcer, Esper, Examiner and Scout. All of these have been adjusted to balance out more evenly than their d20 originals. My skills list is mostly based on Pathfinder with some GW/d20 Modern additions, with revised or new descriptions when required. I have 30 fully detailed skill descriptions, 78 Class Abilities, and 100 Feats.

I’m currently converting all the 4th edition mutations to my d20 version, and then I’ll add in some of the powers from 6th edition. Equipment will be predominantly from the 4th edition and I mostly need to make range adjustments (from metres to feet), and “monsters” from the 6th edition almost as is.

Once it gets a bit further along, I’ll put detail up on my Resources page.

Have you ever played Gamma World?   What edition did you play and would you play again?