G'day everyone.
I'm about to start a new RMSS campaign based on the famous Gamma World setting (forget that 4th edition crap! I'm sticking to previous editions of the game, particularly 3rd and 4th edition for adventures and mood, and 5th edition - Alternity rules - and 6th edition - d20 rules). Don't know if it may be of help to someone, but I'd like to share with you some ideas I had on this.
Also, it would be very helpful and appreciated to have feedback on those rules and ideas from all of you folks!
Originally, when I first thought about the project, I felt about using a hybrid RMSS/SM:P ruleset.
Then, I opted to customize RMSS only. The reason is, we don't need cumbersome Sci-fi rules to introduce that little science-fantasy element into RMSS. After all, there are only a very few Sci-fi elements, mostly viewed through the eyes of characters living in a new dark age. After all, Shadow Age technology and artifacts are nothing more than myths or legends, regarded as "magic" or "mystic" by the large part of the society.
So, I only added some skills here and there, such as a "Shadow Age Lore" skill in the Lore-Obscure group, and some technical skills in the Technical-Trade category.
Then, I cut in half the cost of both Crafts and Technical-Trade General groups, to reflect a more "scientific" approach to the world. After all, I always felt those skills were extremely overpriced to buy, but, while it can be acceptable in a classic fantasy milieu, I felt it would fit better in a post-apocalyptic environment. Also, I thrown away many useless skills and introduced a new Weapon Category: Firearms. Only 3 skills in there: Handguns, Rifles, and Heavy Weapons, for sake of simplicity.
Finally, I multiplied Development Points for ALL characters by 1.2, to make development easier and have more well-rounded characters, given the most of them will be (see after) non-spell users.
As for the professions: firstly, I decided there will be no magic in the setting, except for Mentalism (see after).
The only playable professions are Pure Arms (including SOHK ones, but no Warrior Monks) and Mentalism users.
I customized the excellent JD's spreadsheet with the new races and cultures needed for the setting. Now the are the demi-humans (or mutated animals) such as the Sleeth and the Dabber, the Androids (artificial life forms, very tough indeed) the Mutated Humans (based on Common Men, but with a twist - see above) and Pure Strain Humans (based on Mixed Men - for a reason).
Of all these, only Mutated Humans can acquire mutations. The other races are ALREADY mutated to some extent, and their DNA does not accept new mutations.
To reflect mutations, I used Talent Law as a sourcebook, trying to find correspondence between various Physical/Mental/Special flaws and mutations in Gamma World d20 rules. Trying to be inventive rather than simulate everything.
Some particularly powerful talents (actually, most of those found in the Mystical, Mental, Physical and Special sections) are available as "mutations" to Mutated Humans only. They also spend only 1/2 the original point cost for such talents.
The other races can freely choose their talents between Special Training and Status/Wealth/Items.
Pure Strain Humans get a bonus on RRs against mutagen effects, to reflect their "superior" breed. In fact, they became toughened by natural selection and eugenics, and this is reflected in their Mixed Men stats.
Now for the "magic".
As said, only Mentalism magic is available, to reflect ESP/psion powers. Characters who wants to develop Mentalism powers can't simply pay for them. They have to buy the "Esper" Special talent for 20 points. As said, only Mutated Humans can access this talent, BUT, some other "psionic" races have it for free, such as the Sleeth, or Orlen, or Thought Masters. Once you've got the talent, you can choose the profession. Right now, I only let the players choose the Mentalist, the Magent and the Armsmaster professions. All other doesn't seem to fit the setting very well (I've got some problem with the semis, I admit, and I'm thinking not to allow them at all - maybe semi users should be able to develop as base lists a selection of Open and Closed mentalism lists instead).
The books. I thought about using both AL&CL tables and SM:P tables together, but it would have been a LOT of tables to browse through.
So i decided to adopt instead that excellent system which is 10 Millions ways to Die. It has it all, in one book: condensed weapon tables, critical strikes tables, and the rest. I will integrate as obvious Spell Casting tables, Static Maneuvers tables (also for technical skills from SM:P), equipment use and mishandling tables and construction and research tables.
That's all for now.
I would be very glad to hear from you some feedback on the ideas presented above, and more.