Gamma World Antipodes (Australia New Zealand)

A wacky, wily game of postapocalyptic peril.
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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

Mutant Animals
Auzya and Zeland have very different species of animals.
Shared Fauna
These animal base stocks (GW12-13) are common in both Auzya and Zelund.
Bat (the only native mammals in Zelund are the lesser short-tailed bat and long tailed bat), Bull, Brush-tail possum (treat as raccoon, a feral species in Zelund), Duck, Fox, Frog, Grasshopper, Hawk, Horse, Mosquito, Octopus (including gloomy, blue-ringed, reef etc), Pray Mantis, Ring-tail possum (treat as monkey), Sea Lion/Seal, Shark, Spider (including red-back, huntsman, funnel web etc.).
Auzya Fauna
Auzya has a mix of native and introduced species. The following existing base stocks (GW12-13) are recommended. Some are used to represent similar native fauna.
Camel, Crab, Crocodile (treat Freshwater species as alligator), Kangaroo (use for grey kangaroos, wallabies, pademelons, quokkas etc), Snake (for various venomous snakes including dugite, tiger snake, taipan, red-belly black snake etc.), Sugar Glider (treat as flying squirrel), Termite, Turtle (small river turtles including long-necks, not sea turtles), Wasp, Wombat (treat as badger).
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

oops
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

Settlements and Trade
Updated
Australia was almost as hard hit by the cataclysm as North America. Culturally and politically at odds with nearby nations and geographically distant from its close allies when the war came Australia was hit hard. Its sprawling coastal cities, large military bases, and spaceports all burned in nuclear fire. Enemies then crippled what was left with biological and chemical weapons. Slowly from the ashes of Australia new civilisations rose, Auzya was born. Auzya is an enormous dry continent, the twin tyrannies of distance and environment make unifying a large portion of the old nation impossible for any tech level III culture. The result is independent city-states and towns each controlling a little of the arable land near the coasts that was not cursed during the Ancient’s war. The coastal cities are bound together by a network of sail powered maritime trade extending as far as Nezund with the help of prevailing winds.
Beyond the coastal city-states and their agricultural hinterlands Tech Level and law level drop off sharply. The interior bush and desert are ill-suited to agriculture and is inhabited by hardy mobs who use revived indigenous cultural knowledge to survive at Tech Level I. The small ‘Ochre Empire’ in the central desert has managed an impoverished Tech Level II.
Nezund is a rainy fertile land and the cataclysm did not damage Nezund as much as other parts of the world. For these reasons civilization was able to bounce back a little here than other parts of the world. Most of Zelund is at late Tech Level III but there is a small Tech Level IV manufacturing capacity that supplies government forces. Paved roads connect productive villages and towns and virtually all the fertile land has cleared for agriculture that supports a dense population. Roads and ports bind Zelund into a single peaceful nation, well almost. Away from the gentle hills and we fertile plains there rugged mountains and volcanic regions that cannot be claimed by the plough. In these wild regions there are bandit hideouts and wild mutant tribes.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

Bush/Sea Rangers
Out in the bush and the desert beyond the reach of the law are numerous gangs of raiders, pirates, and highway robbers. While not really an organized movement, these criminals do recognize each other and will form alliances when civilization and its law encroach on their lands and activities. Such people rely on their reputations to instill compliance from victims and respect from their peers. To this end, when plying their trade, they dress and speak ostentatiously so as to be recognized from their reputations. However, when venturing into civilized areas Bush Rangers hide their affiliation and avoid attracting attention. Moderate factions of Rangers simply extort a hefty ‘toll’ for passing through their lands and might even on a whim offer small aid to travelers. Such genteel bandits are a growing minority. Often, moderate Rangers are those who in desperation took up the Ranger life to escape poverty and oppression in the coastal city states.
Bush Rangers do their best to keep the Ar’efdea’es on side. Often Ganges will make donations to local Ar’efdea’es chapters and there is a tradition of not targeting the healers. Similarly, many pirates are allies of Blue Water League extremists and the reef cities are not targeted. In fact, many reef cities are home bases for Rangers. The Commonwealth is a enemy of Bush Rangers determined to hang all it can catch. Unexpectedly the Ochre Empire and the Plague are mortal enemies of Rangers. The Ochre Empire hates rangers because it is a totalitarian government. The Plague sees Rangers as competition.
Most Rangers eke out a Tech Level II existence supplemented by whatever Tech Level III items they steal from travelers or on raids. Land based Rangers often wear rough plate armour made from scrap to protect them from the flintlock rifles of troopers. Bush Rangers enthusiastically employ artifacts and are especially fond of weapons and fast vehicles of the Ancients.
Benefits: +3 bonus to social interaction rolls with other Bush Rangers and to intimidate non-combatants.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

arg! again. Gotta stop posting when tired and a few drinks in.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Gamma World Antipodes (Australia New Zealand)

Post by dulsi »

Big Mac wrote:
Sat May 02, 2020 10:05 am
Carl says that TMNT has Mutants Down Under. (Not sure if that means there is more than one version, but Turtlepedia says that Mutants Down Under is designed to work with TMNT.)
Palladium had the TMNT license. During that run they created the After the Bomb setting using those rules. They decided to not renew the TMNT license but After the Bomb was there creation and rather popular. So they created an After the Bomb RPG. The original TMNT After the Bomb supplements continued to be available minus the first book which was replaced by the new rpg book. So there is only one Mutants Down Under book.

I'm not that fond of that one or Mutants in Avalon. It is less weird than Gamma World. Mutant animals have combinations of human/animal traits not breath fire, teleport, etc except for psionics. (After the Bomb rpg did add a little of that in with genetically modified animals.)
Dennis Payne -- Identical Games
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Princess Strega »

wrong thread... my apologies

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Coronoides
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Re: Gamma World Antipodes (Australia New Zealand)

Post by Coronoides »

Equipment
Bronze items
Bronze is as hard as iron and does not rust but requires rarer metals for the alloy. Bronze items cost twice as much as iron and steel ones. Despite this extra cost bronze is often used in the reef cities.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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