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3rd edition Gamma World Campaign Notes Part I

Started by Tetsubo, February 27, 2011, 03:30:37 AM

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Tetsubo

The following are some notes and house rules that I developed over a three year period for a 3rd edition Gamma World campaign I ran in the 80's and 90's. Many of them are just very basic lists of names and organizations. Some focus on non-player characters or player characters. I hope you find them useful.

   A brief history I wrote back in 1999:

   "
    Many years ago I started a 3rd edition Gamma World campaign. My
 original intent was for a short term "practice" campaign, as I hadn't GM'd
 in awhile. What I got was something different. The campaign lasted three
 years and we played weekly. By the end none of the original players were
 left. And between the gamers and I, we had created an entire campaign world.
 I borrowed from all three editions of Gamma World, Palladium's TMNT books
 and anything else I could lay my hands on. It was a great time and I look
 back upon it very fondly.
   I decided from the start that I didn't want a conventional GW campaign. Or
 is that an oxymoron, conventional GW campaign? I didn't want the players to
 know where all the old cities and technology would be. Changing the names
 wasn't enough for me, so I tried to find a better way. My final solution was
 simple: don't base it on Earth. I decided to base the campaign on a colonial
 world before the Great Death. I created a double planet system orbiting a
 distant sun. The campaign world was known as Tau, about 10% larger than
 earth. The partner world was Seraph and about the size of Mars. Prior to the
 Great Death both had been terraformed. Tau was a pleasure planet, Seraph was
 a "nature" preserve for re-engineered extinct species (DinoPlanet basically).
   The planet Tau's capital city (also named Tau) was bombarded from orbit
 with asteroids during the Great Death. After a period of intense chaos new
 cities and nations began to form. In a protected region on the main
 continents west coast a new city based on freedom and justice was formed.
 The city was named New Tau and the country it eventually controlled became
 know as the Free Range. The campaign was based in this city and nation.
 Though it eventually ranged all over the continent. The campaign started out
 at a fairly normal power level. But over the course of three years (seven
 years game time) it became high powered. It was a heroic campaign. The
 characters became movers and shakers. Helping to change the political face
 of the world. And occasionally, with the use of explosives, the physical
 face of the planet....
   The city of New Tau was about the same technological level as a medium
 sized US city circa 1930 - 1940. A small wired phone system was being built.
 Electricity was normally up to each resident or building. There was a central
 sewer system, fire department and police department. I also believe the city
 had some central water lines laid. The city had social organizations,
 hospitals and one pizza delivery place. It was a mix of savage barbarism,
 small town America and high tech magic.
   The players formed a government sanctioned Adventuring Company named
 Overkill. Over the course of the campaign they came to own or control 20+
 businesses. They had their own lawyer, training school and hospital. They
 also gained government respect and security clearance. Near campaigns end
 they often did government "contracts" that no one wanted showing up on an
 expense report..."

   Those hat have watched my YouTube video on this campaign will note that my memory was not perfect.


New Tau Adventuring and Mercenary Groups

Overkill, A (mixed races), the PC party
Marauders, A (mixed races), currently disbanded for criminal actions
Company of the Wolf, M Canine's Only
The Four, M (mixed Races)
Wardent, Inc., A Wardent's Only
Knights of Myth Drannor, A based on fantasy feudal order
Mane's Band, A (mixed races, though normally mammalian)
Basilisk Brigade, M (mixed races)
The Nine, A Human Only, all wear masks to hide identity
Amber Flame, A (mixed races), heavy presence of flame related mutations
Savage Seven, A (mixed races), numerous legal problems
Sword of the Free Range, M (mixed races), high moral standards
Hellraisers, A (mixed races), outlawed in the Free Range
Bane of the Red Death, M (mixed races), antiterrorist group, privately funded
William's Archer Corp, M (mixed races), heavy bow use, no firearms
Aerial Rangers, part time A, all members have flying abilities
Blue Bullets, M (mixed races), six man special ops veterans unit
Kill Ratio, A (mixed races), inspired by the PC group Overkill

A = Adventuring Groups
M = Mercenary Groups


New Tau Business Listings

Rovid Armour, Specializing in plastics and ceramics
Sleel Armourer, Specializing in animal and plant based armour
Grunch Shields, Renown for durability
Kssin the Hingemaker, Handmade hardware
Ahjque, Helmsmaker, Custom hems, low-tech or high-tech
Fern Armour, Metal armour of all types
Earaah Textiles, Durable cloth for tents, clothing and sails
Brempar Synthetics, Synthetic fabrics for all uses
Qol the Tailor, Specializes in suits for all shapes
Bulaly Haberdashery, Hatmaker
Lamter Salvage, Recycles items, especially cloth
Nobzu Barding, Barding, saddles and tacks, a true artist
Kakern the Armourer, Uses animal carapaces only
Kesh Scribery, Writing and scribe supplies, old maps bought and sold
Kesh the Tinker, Machine repair, Tech Level IV and under
Kolel the Cobbler, Discount shoe repair and manufacturing
Rodba Mining, Drilling, mining and blasting
Mino Cry, Construction Engineer, Underground jobs a specialty
Yelmo, Mechanic and blacksmith
Mr. Fixit, World's Greatest Tech (promise)
Mool, Wood constructions (Japanese style)
F. L. Rite, Architect
MaDwan the Mechanic, Tech Level II and III devices and vehicles
Twit's Lumber Yard, Lumber of all types, exotic woods available
SreBap Archery, Handmade bows of all designs
Tues the Tech, Vehicles a specialty
Varmin Optical Devices, Eyeglasses to sniper scopes
Hormit Robotics, Buys, sells and repairs robots
Basil the Barrelwright, Supplies barrels to brewers and vintners
Woodcutter's Commune, Socialist woodworkers
Treach Biologicals, Specializes in organic poisons, acids and chemistry
Tau Museum of Technology, Research and preservation
Sage's Row
 Soxratees, Philosophy
 Marlin, Zoology
 Zagan, Astronomy
 Gocer, Astrology, Myths and Legends
 Awalk, Botany and Biology
 Wong, Acupuncture
 Horberg, Military History
 Wirm, Private Library
 Grenh, Tau History
 Orjut, Secret Societies and Cults
Consec Funeral Home
Hassan Taxidermy, Trophy grade mountings
Wilfred Weather Prediction, Guaranteed 30 hour accuracy
WingTang Expeditions, Arranges trips into the "Wilds"
Master Maisnow, Martial arts instructor
Rowdy Saddlery, Saddles and tacks
Chef Chazon Catering, Best Chef in New Tau
Cortin Camouflage, Design and training
Hans Calligraphy, Hand done invitations and notifications
Flil Netmaking, From fishing to gladiator combat
Wenburns Ropery, Ropes of all kinds, custom work available
Lorf's Mount Academy, An ark that trains mounts of all kinds
Gart Animal Training, Feline animals a specialty
Saym's Belfry, Trains mutant bats as pets and mounts
Work Animals Taught, Draft animals trained by Clem (NPC)
Griff's Bindery, A 9th generation binder
Erewo Charcoal and Coal
Fumel & Krist Carpets, Carpetmakers
Yowfun Laundry, Four locations
Upoc Employment Services, Temporary employees
Vhume & Sons Roofing, Ceramic roofing a specialty
Mercury Messenger Service, Runners, criers and print
The Bookbag, Used books
Medicine Bag, Herbal medicines
Hank's Corrosives, Corrosive chemicals (up to Int 12)
Corda's General Merchandise, Will buy and sell *anything*
Gourmet's Delight, Gourmet foods and beverages
Fried Collections, Stamps, coins, medals, trinkets and oddities
Lewis Lapidary Services, Gemstone cutting, grinding and polishing
Wechster Accounting, Small business accounts only
Eldwin Acupuncture, Specializing in odd physical body types
Free Range Adoption Service
Green Streak Air Cargo, Short and long distance hauling
Guardian Ambulance Service, Armoured ambulances
Seaborne Ambulance Service, Operates land and air ambulances
Tyrrel Ambulance Company, Only four units but each has an Autodoc on board
Dollof Antiques, Furniture dealers only
Sandi's Antiques, Ceramics a specialty
Tintegal Rare Antiques, Military memorabilia
CMK Architects, A four man operation
Matarzo Design, Interior decorating
Seair & Wojcik Architects, Residential buildings only
Tau Armoured Car Inc., Private and business contracts
Fat Bat Art Supplies, Meeting all your art needs
Igis Fine Art Supplies, Catering to the high end "artists"
Tau Information Services, Tourism and travel agency
Vweek Tents, Custom and stock tents and pavilions
Arboreal Stables, Buy, sell, rent and train flying mounts and pets
Golden Wick, Candlemaker
Ralph's Alchemy, Herbalist
Rivner & Sons, Glassblowers
L. Borja Apothecary, Herbalist and Occultist
Sweeney the Barber, Unisex hair styling
The Pottery Wheel, Handmade ceramic eatingware
Nix the Perfumer, Custom made perfumes
Krf, Jeweler of great renown
B'Don Bronzeworks, Bronze jewelry and statuary
Samuel the Jeweler, Weapon embellishing a specialty
Sardut Carpentry, Custom cabinetry
Klecn Metalwork's, Head of Blacksmith's Guild
Hassan Bladeworks, Finest blades in the Free Range
Catlen Carpentry, Large family business
Norton the Plumber, Works with partner Ralph
New Tau Plumbing & Supply, Commercial and retail
Ornyl, Master Stonemason, President of guild
Math the Limner, Custom paints mixed
Ernie the Cobbler, Unusual footwear a specialty
Ofkersh Pottery, Commercial pottery for the masses
Faneera's Soap, Sold door-to-door, very popular
"Jocko" Jukko, Dyes, inks and paints
Leme Glassworks, Custom medical and scientific glassware
Lagomarcino's Confectioner, Fine candies for over 200 years
Patem's Gems, Head of the Brotherhood of Thought in New Tau
Hiram the Gunsmith, Custom work, military discounts
Pestlerod's Weaponworks, Weapon repair and refurbishing
Rand Tafor Wheelwright, Lost eye to brother in bar brawl
Rora Tafor Wheelwright, Hasn't spoken to his brother in ten years
Fletch Bowery, Immigrant Gren who makes very fine weapons (+1 CS)
Joe the Weaver, Weaves homes from plant materials
Ingol Tinkering, Small item repairs
Auth Locksmithing Service, Former thief
Durog & Sons, Lockmakers, Uses Auth to test locks
Jacob Ivensten, Potter, Worlds fastest potter
Entic Tailoring, Custom suits in natural fibers only
Hasford Weaveworks, Cheap but plain cloth
Taylor & Taylor Tailoring, Synthetics a specialty, pay yexil bounties
Surtit Plantweaver, Creates clothing out of living plants
Vamvan Protections, Protective clothing for heavy use
Ssan Leathercrafting, all non-armour leather items
Tau Tanning Company, Under criminal investigation
Snirr Ltd., Animal byproducts
Otto's Oddities, Strange items from around the world (Major NPC)
Fours Twosome, Weaponsmith
New Tau Imports, Buy and sell mounts
Val's Recharge Service, Energy Cell recharges
Gam's Locksmithing
Pap's New Tau Military Supply, All your military surplus needs
New Tau Express, Message and package delivery
Belker's Outfitters, Adventuring gear
Tashan's Gems, Cutter, setter and appraiser
High Note, Musical instruments
Stein Arms, Firearms manufacturer
101 Armoury, Plastics and polymers a specialty
Music Box, Recorded music related technology
Silver Hill Clothier, High end clothing
New Tau Bank
Morse Savings and Loan
Free Range Finance, "Money store"
Alpha's Esper Emporium, Most talented Esper in New Tau
Tau Electric Company, Installs electric systems in buildings
New Tau Telecommunications, Budding phone company
Zone Solar Supplies
Fly-by-Night Air Freight, Dirigibles
Crescent Seraph Shipping, Waterborne shipping
Galactic Shipping Company, Land based shipping
Hoysin's Beverages, A package store, 11 locations
Grid's Grocers, Grocery chain, 5 locations
Carlson Avionics, Aviation instrumentation
Deep Down, Diving gear
Horn's Robotics, Robot and cyborg repair and dealership
Trasar's Occult Shop, Occult items of all types
Ray Dune Furrier, Buys and sells furs
Wallace Fur Sales, Sells whole tanned furs
Veidt Furrier, Sells high end for clothing
Zelda's Nursery, Plant sales and supplies
Orren, Light sculptor, creates custom holograms
Intergalactic Greyhound, Teleporting and planar travel service
Mitchner Wagons, Carts, carriages and wagons
Moneylender Ltd., "Money Store"
B.B. Leene, Herbicide dealer
Rufus Comm. Devices, Powered and non-powered signaling devices
Holly Medicinals, Medical supplies
The Bottomless Backpack, New and used adventuring supplies
Sutan Sharpening, All types of blades sharpened
Advanced Firearms, Stein Arms showroom
Tench Explosives, Non-military explosives
Prestip Ammunitions, New and reloaded munitions
Hultz Bows, Compound and composite bows
Blowguns & Slings, Small one room shop
Unusual Weapons, Non-standard weapons
Wolfe Fuels, Petrochemicals and animal oils
Free Range Fine Clothing, High end clothing
Matt's Leathergoods, Non-armour leather items
Bedell Eyewear, Glasses and contacts
Elrod's Electrical Supply, Partner to Mr. Fixit
Gerhard Hardware, Sells tools and hardware
Sensory Devices, From magnifying glasses to electronic bugs
Fat Ed's Jewelry, Cheap jewelry (50cp and under)
The Front Line, Military uniforms new and surplus
Drysdale Gallery, Art dealer
Howarth Glass, Glass panes of all kinds, including armoured
The Complete Fisherman, Everything the sports fisher needs
Berg Spices, Spice store run by a sentient plant
Beans, Etc., Legumes of all kind and coffee
Ivory & Horns, Animal horns, antlers and tusks
New Tau Agricultural Co-op, 5000+ members










Free Range Currency

Coins
1 bronze coin = 5 copper coins, "bronze" or "boss"
1 brass coin = 2 copper coins, "brass" or "duece"
1 copper coin, "copper" or "cop"
Blue ceramic coin = .75 copper, "blue"
Red ceramic coin = .50 copper, "red"
White ceramic coin = .25 copper, "white" or "quarter"
Grey ceramic coin = .10 copper, "grey" or "slag"

Bills
1000 copper bill, "kilo" or "k"
100 copper bill, "cbill" or "c"
50 copper bill, "1/2c"
20 copper bill, "double duece"
10 copper bill, "dec"

Domars
Standard exchange rate is 5 domars = 1 copper.
For each 100 domars after the first 100 the exchange rate gets
worse by one copper. Example: 100 domars 5/1 exchange, 200 domars
6/1 exchange. This reflects the way domars can "flood" a market
after a trip into an ancient site. Some Alliances will give better
exchange rates.

New Tau Restaurants and Bars

Three-Armed Smith's, food and drinks L
Mom's Mutant Diner, food M
The Brass Gon, food and drinks H
The Zoo, drinks L, Mutants Only (based on real hard-core bar)
The Knights of Genetic Impurity, drinks L
Boz's Bash, drinks L, Scouts and Mercenaries Only
Archer's, food and drinks H
McDonald's, fast food M
Lazlow's Last Stand, drinks M
The Ringworm, food and drinks L (many health violations)
Mourner's Corner, drinks L
Maggie's, food and drink M
The Splatter Post, drinks L, Gladiator's Only
Den of Iniquity, drinks M, Pleasure Guild Headquarters
Toxic Cafe, food L, Deals in special dietary needs
The Rumble Seat, food and drinks M
The Butcher's Block, food M, Caters to carnivore's
The Swollen Head, drinks L
Pitstop Pizza, food M, Delivers City-wide
The Dancing Ferret, food and drinks M
The Millstone, food and drinks M, Vegetarian Food Only
Farnum's, food and drinks H









Clubs (dancing, private, etc.)

Royal Oaks, H Members Only
The Poodle Mart, M Single's Club
Disco Apocalypse, M Always Open
ShockRock, L Heavy Punk Scene
Yexil's Wardrobe, L
Mirage's, H
Whispers, M
Gamma Ray's, L
Army Ant's Armoury, M Adventurer's Meeting Place
Ring's, H Owned and Operated by the Pleasure Guild

L = Lower Classed
M = Middle Classed
H = High Classed

New Tau Gangs

Urchins, 3Ca mixed, street kids
The Gunboats, 2Bb mixed, river pirates
Black Knights, 2Bb Humaniods Only
The Kingpins, 2CC mixed
First Strike, 2Ab mixed
Kings of the City, 1Aa mixed
Goon Squad, 1Bb mixed, hired muscle known for brutality
Nightmen, 1Bc Mutant Humans Only, all military veterans
Ruffians, 2Ba mixed
Mack's Blasters, 1Bc mixed, all members have energy weapons or mutations
Angel's of Mercy, 3Cc mixed, heavy drug pedaling
Dyno Rex, 1Bb mixed, large unsubtle tactics
Norms, 2Bb Human Normal Looks Only
Hellhounds, 3Bb Mutant Animals Only, Alliance Affiliated
Old Brigade, 3Cb Anti-PSH Only, Hate Group
Chainsaw Roulette, 2Ba mixed, Use chainsaws
Roving Scars, 1Aa mixed, into ritual disfigurement
Doomlords, 1Bb mixed, has feud with The Kingpins
Splattermen, 3Cb mixed, all gladiators
BladeMasters, 2Bb mixed, heavy blade use
Screaming Eyesores, 2Bb mixed, into fashion crimes
Podogs, 3Ca Canine's Only, kids gang
Paladins, 3Cb mixed, Bikergang that does good deeds
The Modest, 2Bb mixed, gentlemen criminals
LandSharks, 2Bc Mutant Animals Only, hired muscle and hitmen
Furs, 2Ba Furred Mutants Only
The Greens, 1Cb Green Mutants or Sentient Plants Only
Gons, 2Bb Reptilian Mutants Only
The Jesters, 1Bb mixed, fringe entertainers
The Supremes, 3Bb Mutants Animals Only, Alliance Affiliated
Highwaymen, 2Cb mixed, Hi-tech bikergang, tech dealers
The Claw, 1Bb mixed, known for maiming victims
Road Hogs, 3Ca mixed, generational nomad bikergang
King Rats, 3Cb Rodents Only
Watchmen, 1C? mixed, Vigilante group based on ancient book
Flames, 2Bb mixed, all members have flame based mutations




Gang Size
1 = 12 fewer members
2 = 13-36 members
3 = 36+ members

Gang Stability
A = Unstable, will last 1-3 years
B = Stable, will last 5-15 years
C = A social fixture, will last generations

Gangs Economic Power
a = None, poverty level
b = Some, equal to middle class
c = Great, equal to upper class


New Tau Organizations, Unions and Guilds

Seaman's Guild, Retirement and Legal Resource
Writer's Guild, Mostly Social
Healer's Brotherhood, Alliance Affiliated
Mutant Protection League, Legal Resource
Seal's Strikeforce, Military Fraternity
Scout Corp, Government Sanctioned
Pleasure Guild, Prostitution
Arts and Enlightenment Equal Opportunity Employee Organization (AEEOEO)
Brotherhood of the Oceans, Semi-religious
Library and Artifacts Union, Preserving knowledge for public access
Bloodbrother's of the Hunt, Bountyhunters
Literary Compendium, Private Libraries
Printer's and Mapmaker's Guild
Dolphin Jesters Club, Racial Club
Porter's and Teamster's Union
Brewer's and Vintner's Guild
Gladiator's Union, Legal and Social Resource
Stonemason's Guild
Architecture Union
Witchwood, Acting Troupe
Wardog Memorial Association, Veteran's Club
Guild of Protector's, Body Guards
Free Range Civil Liberties Union, Legal Resource
Smith's Guild, Blacksmiths, Whitesmiths and Tinknocker's
Glassblower's Guild
Carpenter's, Electrician's and Plumber's Union
Tailor's League














New Tau Religious and Philosophical Organization

Cult of Seraph, worship the moon Seraph, consider it Heaven
Temple of the Endless Pantheon, religion based on Deities and Demigods
Church of the Infinite, worships Infinity and Eternity
Ancient Interdenominational Faiths, trying to create "One True Religion"
 from fragments of past faiths
Temple of Chaos, worships total disorder and anarchy, possible ties to the
 terrorist group Red Death
Open Air Worshippers, loose sky based worshippers, heavy recreational drug
 use
Temple of the Grandmasters, properly trained *all* people are gods
Temple of Bot, tree worshippers
The Followers of Burgundy, Wardents racial ancestor faith
Temple of Flight, keepers of aviation knowledge and flying mutants
Temple of the Everlasting Image, worship photographs and holograms
Mosites, awaiting the return of Moses and the journey to paradise
EVIL, practical jokers, performance artist  and insane people
Philosophers Guild, considered by some to be an open insane asylum
Meta-Physics Journeymen, quiet quacks seeking the "higher" planes
Peoples Pagan Temple, Socialist Pagans
Wiccan League, open to all witches, shamans, brujo, etc.
Temple of the Triple Goddess, worshipping the three aspects of the feminine
Flatlander Coalition, heaven is two dimensional
The Dreamtime, based on the Australian Aboriginal Dreamtime
Handlers Temple, theft is holy for all things belong to all people
Psychic Mutations Front, those with mental mutation should rule the world,
 Alliance Affiliated
Darwinists, mutations are the next evolutionary step
Mutant Buddhists, Buddha's latest incarnation was a mutant hippo
Temple of the Yeoman, archery is the purist form of prayer
Church of Steel, worship the Battemaster (Mecha), warrior cult
Spider Sect, worship spiders as the weavers of reality, all worshippers own
 spiders