Sunday, January 19, 2025

CC25 Characters 18 and 19: Xerxes and Skerl (Gamma World)

Characters 18 and 19: Gamma World


This weekend’s pair of characters are a duo of adventurers for TSR’s Gamma World. Specifically, I used the Fourth Edition rules from 1992. This is my favorite version of Gamma World, and it was the version that I actually played back in the day. In fact, during my Middle School years, I definitely played more Gamma World than any version of D&D. 

I’m particularly a fan of how randomness of the rules leads to characters I never would have planned on my own (see Skerl, below) and forces me to really stretch my imagination to make these sometimes disparate mutations come together in a semi-coherent fashion.

The Process

I rolled both these characters as suggested in the rules, fudging nothing and taking the dice as they came. Xerxes ended up with all mental mutations. For one of their mutation rolls, I rolled the same one twice (Photokinesis), resulting in a big boost to that mutation’s power level. I also rolled Heightened Mental Attribute for Xerxes, further boosting their character’s Mental Strength.

Skerl, on the other hand, took a weird turn with his physical mutations. He started out as an anthropomorphic badger. Then he got wings and, thanks to his sonar mutation, a pair of antennae). I imagine him as a sort of moth-badger. He also absolutely cannot hold his alcohol thanks to his Chemical Susceptibility defect. I also rolled a natural 18 for his Intelligence score, marking him as a surprisingly ingenious Examiner.

The Characters: Xerxes and Skarl

Xerxes and Skerl are a pair of young mutants from a Tech III village called Erver Downs. Skarl, a mutated animal from a large family of Badger-folk, is somewhat famous among residents of the Downs as an explorer of Ancient ruins. His most treasured item is a hand-held artifact capable of detecting certain Ancient Artifacts and, sometimes, the presence of hidden Ancient buildings (it’s a portable Voltage detector).

Xerxes is the more enigmatic of the duo. Strongly psychic, with a host of mental powers, the people of the Downs view Xerxes with a level of suspicion. While they were treated as an outsider by the majority of the villagers, Xerxes found a warmer welcome among the clan of mutant Badgers living on the edge of town. Skarl, in particular, is quite impressed by the young Esper’s mental powers and believes they can be of great help exploring the Boneyard, the Ancient ruins that lie just beyond the Gavon Hills to the east of the village.

XERXES
Altered Human Esper
Level: 1
Hit Points: 23
AC: 16

PS 13 (+1)
DX 13 (+1)
CN 8 (0)
MS 18 (+3)
IN 9 (0)
CH 13 (+1)
SN 13 (+1)

Class Skills
Hypnosis 1
ID Mental Power 4
Photographic Memory 3
Sense Mental Powers 8

Mental Mutations
Telekinetic Flight 16 (+2)
Displacement 16 (+2)
Photokinesis 19 (+4)
Psychometry 8 (0)
Heightened Mental Attribute: MS

Equipment
Chain Mail Armor (+5 AC)
Flintlock Pistol (x2) +1; 2d8; ROF: 1/2; Range: 5
150 Donars

Pictured: A Badger without wings

SKURL
Mutated Animal (Badger) Examiner
Level: 1
Hit Points: 49
AC: 10

PS 13 (+1)
DX 11 (0)
CN 12 (0)
MS 10 (0)
IN 18 (+3)
CH 11 (0)
SN 13 (+1)

Class Skills
Avoid Artifact Disaster 5
Jury-Rig 4
Read Schematics 2
Repair Artifact 5

Physical Mutations
Night Vision (from genotype)
Chemical Susceptibility (d)
Vocal Imitation
Wings 16 (+2)
Sonar (antennae)

Mental Mutations
Life Leech 13 (+1)

Other
2 claw attacks; +1; 1d6

Equipment
Battle Axe +1; 1d8+1
Voltmeter
290 Domars

No comments:

Post a Comment