What are you favorite moments from table top gaming? Share your stories with the community; I'll go first.
One of my favorite PnP RPG characters was when my group and I played First Edition Gamma World; a post apocalyptic setting (Think Fallout). Instead of being confined to a set class or a set race I was able to create my own character and work it into the group dynamics.
I decided on playing as a giant mutated ant. My ant character actually won the draw on benifical mutations vs harmful ones; in Gamma World you have a mutation table that you role on to see what types of powers you get; which is part of the reason why I chose to be a mutated animal. In the game mutants are persecuted and/or feared, mutant animals even moreso.
I was not particularly good at combat, and my social skills were non-existant to the world outside my party; NPCs saw my character as a mindless beast at best, or a horible abomination at worst. If one had to assign an offical 'class' to my ant character it would have been pack mule, since I was an ant I could carry the entire party's inventory as well as a few members of the party.
So far sounds pretty dull, but what I really enjoyed roleplaying that character was not how good I was at combat, or what 'role' I necessarily brought to the party, it was how my character interacted with my party, and how I roleplayed the character's motivations.
One of my abilites was a limited form of telepathy (more on that later) and one of our party members was a mutant human with empathic abilites. So it was decided that I would be able to 'talk' through him; which also opened up potential for inner-party conflict. Since he was the only one that could understand me, he could purposely misintrupret my communications; he was the rouge-ish member of the party.
One of the other members of my group played as a small pure human boy, and he would always want to ride on the big ant. So the motivations I worked out with him was that my character felt a paternal instinct to protect his character. As the campaign progressed, I started to work out what my character would want to do for the long term; would I continue to travel with the party, protecting the young boy? Or would my ant want to establish a colony, and start building up a power base?
The powers that my ant had were:
Improved Strength: This normally would add 2 d 12 to my melee attacks, but me and the GM worked that into my carrying capacity, mostly becuase I had no real combat abilites and because I was playing as an ant. Mecanics-wise I could carry up to 2 tons before I even had to roll a strength check.
Symbiotic Touch: This mutation allowed my character to actually gain complete control over any creature that I attacked in melee (I roleplayed it as biting) and then holding onto my target for 3 rounds. Once in control, as long as I maintaned connection with my host I could use all of their physical and mental abilities. This initally struck my party as slightly OP, but considering that my character had the lowest armor and health of the group (only had my natual armor, people didn't make ant sized body armor) and that I had to succeed at a melee attack and maintain connection for 3 rounds, balanced it out in the end.
This power also was the one that enabled me to communicate with one of the human mutants in the party, since the GM said that the ability would more or less be "on" all the time and mutants with telepathy or empathic abilites could "pick up" my signal; though I would still have to touch them if I wanted to mind control them.
Roleplaying-wise I only used it in very rare instances since it tended to freak out NPCs as well as my party members. A party member with the possibility of permently mind controling people (if I held on to them) doesn't live very long if they run around openly using their power.
Direction Sense: My ant could never get lost, pretty self explanatory.
Wall Walk: I could climb sheer surfaces without making climbing checks. This coupled with my improved stength proved invaluable to the team when we had to break into a mutant fortress, as I could carry the team (one or two at a time) up the cliff that the fortress was built into.





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