Sunday, June 10, 2018

Session 1: The FRONT WW2 RPG!!

This is an actual play report of my first Session of a short Summer WW2 mini-campaign. I am using "The Front" by Mark Hunt as the Base rules for Combat & Character generation, and some missions and ideas gleaned from "Operation White Box" by Pete Spahn.

During World War II, the Battle of Normandy, resulted in the Allied liberation of Western Europe from Nazi Germany’s control. Codename Operation Overlord, the battle began on June 6, 1944, also known as D-Day.
This Game follows a Unit of American G.I's who participated in this action, and played a pivotal, yet before now unknown role in the defeat of the Nazi war machine.
At the northernmost tip of the D-Day invasion force is where we find our forces as they assault the beachhead at a location code-named "Dagger". Their orders are to overcome the beach defenses then push inland and retake the French village of Saint Hommlet.
What happened next, was beyond anything they had anticipated. Only now can the true story be told.

Landing at "Dagger" Beach, Normandy.
The soldiers must traverse the Beach as quickly as possible, to reach the seawall slope at the base of the rocky shelf. The rocky shelf is a maze of barb-wire and mines leading up to the base of the bluff upon which the Germans are entrenched. To "Win" this Scenario, the Players must take out 1 Bunker and 2 MG nests.

The Players:
John  - Baker Co.
1) Smith - M1 Garand    3) Murphy - Thompson
2) Banner - BAR            4) Weiser - M1 Garand

Bryan  - Easy Co.
1) Dawkins - BAR           3) Ellsworth - M1 Garand
2) Burchill - M1 Carbine  4)Callihan - Thompson

Selina - Fox Co.
1) Keebler - Thompson    3) Moth - M1 Garand
2) Jacobs - M1 Garand    4) Stierling - Bazooka

Nate - Dog Co.
1) Fynn - Bazooka          3) Wulfgar - Thompson
2) Atticus - M1 Garand   4) Cade - M1 Garand

The landing craft drop their ramps and our men start the deadly run up the beach! Each Player had the option of choosing 2 ways to navigate the beach.

1) Full Run! This allows crossing the beach in 2 Moments (rounds), however you DO NOT get to make any DEX checks to avoid incoming damage and must weather any punishment taken!

2) Leap Frog! This option allows your men to take advantage of cover from randomly determined obstacles on the beach as you wend your way up the beach. This will take 4 Moments (rounds) to accomplish and you get Dex checks vs incoming enemy fire plus minor bonuses from the type of obstacle used as cover!

Each Player chose Option#2!!

[At the beginning of each Moment (round), the player rolls a D6 to see what type of Obstacle their men use as cover.
1-2. Belgian Gate, 3-4. Log, 5-6. Hedgehog
Also the enemy has a 1 in 6 chance per Moment (round) of targeting your men with a random type Attack.
1-4. Stray bullet d12, 5. MG fire 2d6, 6. explosion 3d6.]


The four companies made their way towards the rocky slope, each of them fearfully aware of the incoming fire! There more than few moans uttered as the Enemy Die would come up option#6 Explosion!!

If damage was sustained, I allowed them to distribute amongst the men or apply it to one guy. They were savy and mostly did the distribution so they could get as many men to the slope as possible!

Jacobs of Fox Co. almost didn't make it to the slope! Everyone else arrived a bit battered and sore but overall only down between 2-4 hit points. [All the men had a base 10hp to start]

From the position at the seawall slope, they were finally able to make use of  most of their weapons, and the Bazooka of Dog Co. fired a shot at the bunker on top of the bluff above! Some rifle fire was also rolled for and a couple of random enemies were struck down. The men waited for NPC engineers to clear a path with bangalores through the mines and wire.

Baker & Easy company made a Full Run! across the cleared rocky shelf to the base of the Bluff, while Dog & Fox Co. provided covering fire from the seawall.

At the base of the Bluff, the players had the choice of two options to reach the enemy. ( I only made clear there was a path, if someone asked about climbing I would give them the bonus below).

1) Navigate winding path up - this takes 2 moments (rounds) to do, and is protected by an MG nest and 6 men with rifles. No save vs. the MG, and a 1in3 to be targeted by riflemen

2) Scale the bluff - takes 1 moment (round) to reach the top, and a 1 in 10 chance to come under fire. However if any damage is taken, you fall for d6 damage.

Private Weiser of baker Co. noted that the bluff was much like the ones back home in Colorado and asked if they could be climbed rather than taking the winding path! Both Baker & Easy Co. were soon climbing the bluff with the Bunker as their target!

Meanwhile from the seawall below, Dog & Fox Co. were concentrating their fire on MG nests and taking them out with combined Rifle and Bazooka fire!!

Upon reaching the top of the bluff Easy Co. assaulted the bunker with grenades, while Baker Co. flanked and got to the rear of the bunker. The grenades from Easy did enough damage to force the Bunkers occupants to flee driving them into a withering hail of Thompson & BAR short burst fire laid down Murphy and Banner of baker Co.

At this point the players had completed the objectives of destroying a Bunker and 2 MG nests, plus about a dozen random enemy soldiers. We had been playing for just about 2 hours at this point. Every single man in each of the Companies had taken damage but no one was taken Out of Action.

We took a short break, as our fifth player showed up and we talked about choosing 1 of the four Classes and a single surviving member of each players Company to become their 1st level Character. I allowed them to roll a D20 against each each ability scores, if you rolled equal to or less that your current # you could increase it by 1 point. They could now choose a class and arrange their scores to taste. They also each rolled an additional D6 bonus for their Hit points.

Our new First level Squad line-up after surviving the beach:
Corp. A. Murphy - Leadership / SN 8675309 / Thompson Smg.
Pvt. 1st class A. Fynn - Recon / SN 00240686 / M1 Garand + Telescopic sight, Field radio
Pvt. 1st Class Jason Stone - Combat / SN 1130230 / BAR
Pvt 1st Class Jayden "J" Stierling - Recon / SN 413400 / Pistol, Field Radio
Pvt 1st Class Duke Dawkins - Intelligence / SN 0537007 / Thompson Smg., Field radio

Any unused Zero level survivors are assumed to be in the Unit and will be used as back-up characters should any of the current men be taken Out of Action.

We still had some time so I added a short Recon mission for our 5 man squad.

Mission 1A: Find the enemy 88!
Primary Objective: locate and radio back co-ordinates of enemy 88 artillery emplacement so an air strike can take it out.

Time: D-day +1

[ I again made use of the flipside of the Memoire 44 game board and quickly laid out the supposed location of the German 88.]

The squad moved inland and located a farmhouse along a dirt road. Pvt. Fynn spied a couple of enemy sentries and took up a sniping position. Pvt. Stierling was sent to flank the farmhouse and locate the exact position of the 88, while Corp. Murphy with Privates Stone & Dawkins set up in the hedgerow just across the street from the farmhouse.

Pvt. Stierling located the 88 hidden in the copse of trees just west of the farm, from his position on the hill just south of the farmhouse. This info was communicated to Murphy.

Corp. Murphy, figured out the co-ordinates then had Dawkins, radio them in for the Air-strike. However he feared the 88 would fire off again soon endangering the men back at the Beachhead so he set in motion a plan to assault the farm and have Fynn take out the crew of the 88.

Fynn's first shot killed a crewman at the 88 and the rest took cover! The sentries at the farm house started to raise the alarm but were taken out by a hurled grenade from Murphy and Thompson fire from  Dawkins! Stone however had the BAR jam on him and had to get the gun working again.

With the BAR out, the remaining enemy in the farmhouse opened up on the three G.I.'s! Murphy and Dawkins were forced into cover and they saw Stone take multiple hits!!!

Pvt. Stierling was winding his way back towards the hedgerow when he came upon an enemy patrol of three men trying to flank Murphy's position! Drawing his bayonet, "J" begins to sneak up on the closest enemy who is unaware of him.

"Stone!" cries Murphy, as he rolls the BAR man over assuming him to be mortally wounded, if not dead!
With a strained grumble, Stone smiles and shows the surprised Corporal his bullet hole ridden entrenching tool!!

"You lucky son of a ..." Murphy and Stone duck as bullets whizz past them!

With Murphy and Stone pinned down, Dawkins sprints across the street and is able to position himself just below a window of the farmhouse. He then pitches a couple of smoke grenades into the house.

From his position, Fynn is slowing taking out the crew of the 88! Kapow! Aaaiiee!!

Stierling is about to strike when a twig snaps under his boot!!! The german soldier spins around to see him with bayonet drawn and tries to hit him with the butt of his rifle, and a struggle ensues! The other two soldiers turn and raise their rifles. Stierling is able to get behind his initial target and use him as a body-shield when the rifles go off! BAM! BAM! The german sags in Stierlings arms and he feels a sharp stinging in his side! Falling back on the ground with the dead soldier on top of him Stierling pulls his pistol and goes for a double shot, hoping to take out the last two enemy soldiers.

BLAM! BLAM!

Back at the farm house, the smoke grenades are forcing the occupants out, and Dawkins is able to bayonet an enemy attempting to climb out a window, while Stone fires on those coming out of the doorway. Murphy knowing that Stierling might be in trouble, from the sound of gunfire heads in that direction!

The two german soldiers take aim and Stierling winces at the searing pain in his side. Suddenly a loud whooping holler and spray of gunfire comes through the trees driving the germans to the ground for cover!

Corporal Murphy leaps over a hedge and sprays high, giving Stierling a clear shot! One of the enemy soldiers drops from a double shot action from the Privates .45 cal pistol. Murphy takes out the final soldier with a single shot and then helps Stierling limp back to the others!

As Fynn takes out a fifth enemy crewman near the 88, the unmistakable sound of incoming aircraft is heard and soon the 88 explodes in a ball of flame!!

Returning to the beachhead, the Squad is informed they will be heading out to locate a small French resistance cell and recon the village of St. Hommlet.

[ This little scenario came in just under an hour, and we wrapped up and set a date for Session 2. All in all actual game time for the evening was just a little over 3 hours. The game play was fast, fun & exciting!] 

Next time on "The Front!"  Session 2: Saint Hommlet





Wednesday, May 9, 2018

GRAMMA WORLD, introductory adventure: Terror by Night! or Rabid Racoons!?!

This past Friday I ran a session of the David Okum created Swords & Wizardry compatible and Gamma World hack RPG called "GRAMMA WORLD" the Post-Retirement Adventure Game
.

I was supposed to have 4 players, however my wife got stuck pulling a double so she came in at the vary last scene of our initial game.

Our gang of Gramma's consisted of the following:

Zachary: Betty Black, former Army Nurse who served in a M.A.S.H. unit during the Vietnam War.
James: Ethel-may, the sexiest Gramma to ever reside at Poseidon's Place.
My Daughter: Minerva O'Shea - former Business owner, can't hear well and is sure she has some kind of terrible sickness.
My Wife: Rhona Katz - Narcoleptic with a grip like steel and knows Cane-Fu!

I used the sample Layout from the rule book as our Retirement Home and called it "Poseidon's Place". It is located somewhere along the South-east coast of Florida overlooking the inter-coastal waterway. There is public trolley service that runs daily to ferry the Gramma's to and from the home to various local shopping/dining/entertainment destinations within a few miles.
Our gang all live on the 12th floor of the West tower, where Ethel-may & Minerva share a double suite, Betty lives alone in a Single suite, and Rhona shares a double suite overlooking the pool with an unnamed NPC.

Intro Adventure: Terror by Night! or Rabid Raccoon Rampage!

Scene 1: Friday Bingo Night!
The adventure began with Betty, Ethel-may and Minerva heading down to the Mermaid cafe for an early-bird dinner before the big Friday night BINGO Game. As they eat, each of them makes a Saving throw to see if they can stomach the items served that evening and Betty decides that the sanwich she has in her purse will be more edible than what has been served up while Minerva is sure the food just gave her stomach cancer. Ethel-may finds the dinner to be a savory delight! Since it is the last Bingo game of the month and the grand-prize was $60 cash. Betty had her hopes set to win this one!

The girls run into Henrietta from the 8th floor who was looking once again for her missing cat Mr. Puddinkins.

Betty remarked that he keeps running away because of that name, and Minerva was sure that rash she had a week ago was from all the damn cats in the building. Though the Bingo hall is packed, the girls were saved a table by Earl Slackmyer a beau of Ethel-may. Throughout the course of the evenings Bingo play Henrietta is seen constantly poking around and asking about her cat. Just before the final round, Betty tells Henrietta she thought she saw Mr. Puddinkins out in the gardens just to get rid of her. The distraught resident shuffles off to look for her cat, as our girls make Opposed Task rolls to see if they can bring home the Grand-prize at BINGO! Which they do just barely.

As the gang divvy up the spoils; $20 bucks apiece, an ear-piercing scream (that even Minerva hears) shatters the revelry. Henrietta looking shaken to the bone and terrified enters the lobby from poolside claiming that Mr. Puddinkins has been horribly mutilated out on the grounds!!

Betty having served time in Vietnam, decides she needs to see just "how bad" this supposed mutilation could be, and leads both Ethel-may and Minerva (who is griping about her stomach cancer from dinner.) out beyond the pool to the overgrown nature paths of Poseidon's Place. As they pass the Pool Minerva also remarks about the "Fruity Garlic" scent coming from the swimming pool, and how she never goes in there!
Ethel-may starts to reminisce about the time she and Earl skinny-dipped in the...
"Ethel, none of us need to hear that story again!" says Betty. "What?" says Minerva.

The girls finally find Eddie the "security" guard shining a flashlight on a furry lump just off the nature path. He is on a walkie-talkie relaying the sight to "Bob" back in the office at the building. Though Eddie tries to shield the body from the girls they see that it is indeed Mr. Puddinkins who looks to have been in quite the scrap before giving in to the severe lacerations all about his little feline body.

Betty notes the strange lack of ANY trace of blood. When they push Eddie on details about what happened, the twenty-something stoner tells them that the cat got in a fight with a big raccoon and that the ladies should go back inside as it is probably still on the grounds and could be rabid! After a few minutes the ladies relent and allow Eddie to place the dead cat in a garbage bag, stow it on his golf cart and drive back to the building. The girls decide to go back to the building kibitz a bit then Betty and Minerva go back out to the gardens to "investigate" further while Ethel-may hangs out poolside as a lookout.

While Betty and Minerva snoop around, Ethel-may sees Earl sneaking into the gardens. As she calls out to him a weird screech pierces the night air. Ethel remembers that Earl doesn't hear so good and she follows him into the gardens.

"Did you hear that?" inquires Betty to Minerva.
"Fruit Bats?, you can catch diseases from those.." replies Minerva.
"No, that screech?" Betty looks about.

Suddenly a cry for help sounds out in the humid night air! "Oh, damn! What the hell!?!"
The ladies hear the distinct sounds of a man in trouble and a terrible screeching wail, followed by the sounds of brush and shrubbery being thrashed about.

"Earl, is that you??" inquires Betty as she and Minerva make towards the commotion.
"I'm coming Earl!!" cries Ethel-may.
"Help, Bravo-Charlie, it's an ambush! I'm pinned down!!" Earl cries into the night!!

As the ladies converge on Earl's position they see he is being harried by screeching furry-thing about the size of a large raccoon. It is on the old guys back and tearing shreds into his tweed blazer!

Betty gets locked up by her Slow Processing condition for 4 rounds, Ethel-may passes a Bad-Back saving throw and moves to engage the threat with her umbrella, while Minerva produces a stun-gun from her pocket and moves into melee as well.

A brief struggle with a lot of flailing about ensues before the odd-creature leaps off of Earl's back and up into the treetops. Ethel-may realizes she has a pretty bad scratch on her right shoulder, while Minerva complains about how she knew coming out here was going to be a bad idea. Betty suggests they return to the building and go see the Nurse about Ethel-may's shoulder.

Scene 2: Saturday Night's All Right!
The girls get up early to take the first trolley to the shopping plaza and bring Earl along for extra money. The plan is to visit Harbor Freight and get some big traps to lay out for the "raccoon":
After some failed attempts to find what they need, the teenage store clerk advises them to maybe try a sporting goods store or something...

The eventually wind up at Gander Mountain, and a helpful older store clerk leads them to exactly what they want. A pair of large rodent traps with bait and night-vision goggles!!! Both Ethel-may & Betty also
Gramma night-vision
purchase "child-size" hunting bows with 10 arrows each ( for the grandchildren of course!) and have them gift wrapped so they can sneak them into the Home. Minerva purchases a .357 magnum, but is saddened when she discovers she has to wait 3 days before she can pick it up.

Upon returning to Poseidon's Place a little after noon, they see the Lawn maintenance crew gathered in the parking lot while the Lawn Foreman tells them there is no "monster" in the gardens and they need to get the grass cut!

Ethel-may is able to speak with one of the Lawn-men and he relates a tale from his homeland about the dreaded goatsucker. This information in turn is relayed to the other Gramma's.

The ladies spend the next few hours before sunset preparing their plan and making Technology Task rolls to figure out the night-vision goggles.

At last the time arrives (9:30pm) for the gang to set their plan in motion to confront what they now surmise is a Chupacabra! The traps are set and baited deep in the gardens and the trio lie in wait for their quarry.

After what seems an eternity of waiting in the bushes, the screech of the beast pierces the night. Minerva is sure this a bad idea, as Betty and Ethel-may prepare arrows. The ladies turn on their goggles and spot something moving in the underbrush near them! Ethel-may is surprised that everything looks green, even her boobs!?!

(The players roll Saves against their Pre-existing conditions) Betty slips into Slow-Processing and cannot act for 2 rounds, Ethel-may throws out her "Bad Back" leaving only Minerva who uses her "Stealth" to sneak up on the "beast" with her Stun gun in hand.

Minerva discovers that the thing they saw in the brush is actually Earl dressed in his army camo's and almost
stuns him. The elderly man is surprised and accidentally fires off his Flare- gun into the trees!

Ethel-may thinks it's sweet that Earl was trying to hunt down the beastie that hurt Ethel. Minerva knew this wasn't going to work! Betty realizes the fire may be the least of their problems as she hears sirens in the distance....

A crowd has gathered poolside watching the Fire Department douse the gardens. Betty was able to get Earl to hide the ladies weaponry while she and the girls tried to blend in with the gathering crowd. Unfortunately our intrepid trio are confronted by Janice the Poseidon's Place Administrator and Police Officer Roy, and asked if they have any "Idea" what happened?
Ethel-may starts blustering about unscheduled fireworks shows, Minerva cracks on about the lackluster safety conditions, and Betty pretty much says it is probably to do with Janice's poor admin skills.

Janice then shows the ladies footage from the poolside security cameras of the three of them sneaking off into the gardens just before the blaze broke out! Caught red-handed, the ladies are handed over to Officer Roy.

Scene 3: Downtown at the Big-House
Officer Roy paces back and forth shaking his head as the fluorescent bulb flickers overhead. Betty speaks up saying that they may have been out in the garden but they weren't up to anything. Roy turns to face the
Officer Roy
trio, and slowly points his fingers to his face. "Ladies, you forgot something."
All together the Gramma's realize they are still wearing the night-vision goggles!!!!

"Ladies, I understand you want to help get the raccoon that killed Mr. Puddinkins. But you really need to leave this kind of thing to Animal Control."

"Raccoon my ass." mumbles Betty.
"I think I'm suffering from smoke inhalation." says Minerva.
"It's the Chupacabra Roy, we saw it!" states Ethel-may flatly.

"Allright, allright calm down ladies. I don't want to keep you here overnight, though God knows Janice would love that. Luckily for you a friend is here that can take you back home. So just promise me no more Raccoon hunting okay?"

The ladies reluctantly agree with Officer Roy, and he turns them over to Earl who is waiting for Ethel-may outside.
"Oh Earl my Hero!" cries Ethel upon seeing him.
Once in Earl's car on the way back to the rest home, Betty inquires if their gear is safe. Earl confirms that everything is ready to go but Janice left Big Dave in charge and he has the place locked down.
"I can handle Big Dave." says Betty.

Scene 4: Showdown
Upon returning to the home just after midnight, the ladies send Earl back to his room with big thanks and tell him he has done enough. The girls confront Big Dave in the Admin Office and work out a deal. He will turn off the camera's for an hour and Betty won't turn over evidence of Dave & Eddie smoking pot to Janice.

With the camera's off the girls move quickly and check the traps in the garden only to find them torn apart and the bait eaten. Betty realizes a more dangerous tactic must be used.

Ethel-may & Minerva knock on the door of Rhona Katz and get her to let them out on her balcony that overlooks the pool below. Betty meanwhile spreads the last of the bait around the pool and adds drops of her own blood to it. She then settles down on a lounge chair and nocks an arrow in her bow.

The girls don't have to wait long before the high pitched screech splits the night air! Ethel & Minerva spot the beast flying down from a perch in the tall garden trees.

The Chupacabra lands poolside and devours the bait laid out by Betty. By lacing the bait with her own blood though the Gramma has put herself in a dire situation! The beastie scents her nearby and begins to creep toward the blood filled prize... Betty succumbs to Slow Processing and cannot act for 6 rounds, she hopes her friends can do something.

On the 12th floor balcony Ethel-may fires her bow at the creature about to attack Betty! TWANG! WHOOSH!! THUNK!!! The arrow sinks into Betty's shoulder from above, almost taking out the tough-talking Gramma!

This unfortunate turn throws Ethel-may into an anxiety spiral from which she can now do nothing! Minerva activates her stun-gun and hurls it downward at the monster..... BAM! Direct hit stuns the creature and breaks the weapon!! Betty stares at the Chupacabra lying just inches away from her...stunned..who will be able to act first??  Betty or the Chupacabra???

On the Balcony Rhona awakens from her narcoleptic fit just in time to see Minerva hurl a potted plant over the railing!
Ethel -may in a tizzy berates herself for shooting Betty!
Rhona decides to go downstairs and lend a hand to the wounded Betty while Minerva continues to provide cover with aerial bombardment from the balcony!

Poolside, Betty flinches everytime a potted plant explodes on impact within feet of her location! At least, she thinks it isn't more arrows!!
The Chupacabra begins to stir, but Betty feels her toes wiggle! She leaps from the lounge chair and uses an arrow to spike the beast to the ground! It lets out an awful squeal and spins on the shaft lashing about.
Rhona approaches and remarks on the hideousness of the raccoon.
Betty puts two more shafts into the creature at point blank range, ending the bloodsuckers life!

The poolside lights come on and Big Dave emerges from the building. "Okay ladies, fun time is over. You need to get back upstairs."

Betty brandishes the creature in front of Dave as she holds the aluminum arrow shaft. "Look at this Dave! This is what killed Mr. Puddinkins and caused all the trouble!"

"Yes Betty, I see the raccoon. You did it okay, now let me clean this up."

"Raccoon! Does this look like a Raccoon Dave??" Betty swings the creature back and forth trailing bllod and gore all over the Patio and Dave.

"Jesus, Betty you're getting it all over the place and I gotta clean this up!" the exasperated nightwatchmen wipes blood from his shirt.

"Well then Dave, you can clean this up!" Betty hurls the creatures corpse into the pool!

In the aftermath, Betty uses her wartime skills to remove the arrow and stitch up her own shoulder. Ethel-may used that cell phone camera to take pictures of the creature and then (attempted) to upload them on the Interwebs!! But not before the gang fished the corpse of the beast from the dumpster where Dave put it and they sat it in the Adminstrators Office in her chair.

THE END 

All in all we had a great time with GRAMMA WORLD! My players have already asked for more adventures for the Gramma's!

If you found this write-up to your liking I suggest you get over to RPG NOW and get yourself a copy of this awesome little game!

We also hope there is a set of GRAMMA WORLD paper minis on the horizon from OKUMARTS!

Thursday, April 26, 2018

Minerva O'Shea, GRAMMA WORLD Character

Here is a little preview of an upcoming GRAMMA WORLD RPG Player Character.
I present to you Minerva O'Shea, who will be played by my daughter.

Name: Minerva O'Shea
Background: Business Owner
Minerva O'Shea
Standing: Upper Class
Languages: English

AC: 11   HP: 6
MEDS: 50
SAVE: 14

STR: 16 +1
INT: 11
WIS: 9
CON: 10
DEX: 7
CHA: 10

Pre-Existing Conditions:
Deafness - need to hear things 2-3 until she understands, a successful SAVE at -4 allows her to understand what was said or notice someone/thing creeping up on her or a Fire alarm going off.
Gullible - you believe everything you are told or read, only a WIS-modified Save will allow you to believe otherwise.

Physical Conditions:
1) Stealth - move silently and hide in shadows or behind cover, Opponents need a natural 6 Task Roll to see her.
2) Arthritis - all fine motor skills made with -2 penalty

Mental Conditions:
1) Gloomy Gus - Everything seems horrible to you, and all you do is complain about it. All rolls for you (Tasks, Saves, Attacks) are at -1 because of the inevitability of failure.
2) Offensive - you constantly say something sexist, racist or otherwise insensitive. Any being within earshot of Minerva (friend or foe) has a 30% chance of being offended. You cannot control this condition and never understand the hostility against you. "What on earth did I say?"
3) Hypochondria - you feel you have every disease known to man, every 24 hours make a SAVE (modified by WIS) if failed you make ALL dice rolls at -1 for the rest of the day.


I love how the conditions (physical/mental) take the place of mutations from Gamma World. Each of the Gramma's we have created so far are very unique because of the combination of Conditions, and they really help in potential role-playing aspects as well.

We are very excited to run our first Gramma World adventure this weekend. I used the Adventure Construction Tables on pages 72-76 of the rule book. It is a sort of Mad-libs adventure generation where you first determine your WHO / WHAT / TARGET, to see who is doing what to whom. From there I rolled up 4 scenes each consisting of a challenge, location,  and complication allowing for a lot of off the cuff playability and room to wiggle.

More to come soon!