Waterday, 22nd Mai 1249 - 02:30 PM
Currently: 81°F (27°C) - Winds northwesterly at 6mph
The Whole World Institute - known to locals as 'The Hole', is an infamous research facility. Despite its gleaming corridors, and polished exterior it is rumoured to be a dark and corrupted place. Under the tight command of Doctor Frank Lee, the facility is openly dedicated to the understanding, (and rumoured to be secretly dedicated to the eradication), of mutants. Close by is the town of Wall. Many of the staff and doctors visit the town, indeed many of them grew up there, but there is a very real division between the facility and the town; the have and the have nots.
Information on the Whole World Institute: An impressive building, it has tight security, more than you might expect for a research facility. Only a decade or so old, it has recently come under the domain of Doctor Frank Lee. Under Doctor Lee's instructions security has bulked up, and many long-time employees have been replaced.
The Town of Wall: Originally a mining town, it now depends on the Institute as its main employment centre. It does however act as a regional centre and so has facilities and services above normal for a town of its size (population 7000). The surrounding area is harsh and deadly, a barren and rocky landscape, with small mining towns dotting the landscape. Everyone enjoys visiting Wall, as much for its bright patch of a town park as for its 24 hour casino. The town's buildings are all multi-storied with people living in apartments in varying level of luxury/poverty. Wall has a strong police presence, with a busy watch-house and regular patrols. Wall is fairly tolerant of mutants, despite the Whole World Institutes rumoured efforts. Many citizens in the town are employed in the Facility, serving mostly as cleaners, cooks and other service centred jobs. The staff of the facility often keen to themselves, although a few are regular characters within the town, seeming to spend as much time in the pubs and casino as at their studies. As linked as the Facility and the Town are however, there seems to be little trust, with all people entering and leaving the facility given strict security clearances and checks.
Logistics
Your character will be randomly generated on the first night (that's a big part of the Gamma World setting), with its abilities and powers being a much shorter list, but being supplemented by a random card drawing element. The randomness gives you a basic description of your two mutations (everyone gets two types of mutations), but you get to imagine how that looks.
Ie you might be seismic and hawkoid... so you can imagine something rocky that flies, maybe a Gargoyle? Maybe your origin is cockroach and yeti, so a huge cockroach covered in white fur? Who knows.
You don't have equipment like +3 blazing fire long sword, rather just a light melee weapon that you can describe however you want (I carry around a long fluoro light bulb that I break on peoples head then reform with my mental powers or I use a stop sign as my weapon or I use a Samurai sword or whatever). You also get a random bunch of junk (shopping cart, mini fridge, binoculars, remote control) that could be useful or not. If you do come up with a use however I will try and made it workable.
To speed things along, I have come up with four player backgrounds that you will be given to hook your character into the campaign. They are under the heading of what motivation they have. It will be obvious right from the start that the point of the campaign is to get into the Whole World Facility.
We can either leave it up to chance, or get people to pick which background they might want.
A main concept I am going for here is to have this campaign fairly open.
I have spent a great deal of time on figuring out the town and facility, so I know whats going on in the campaign. It will be left up to you to determine how you will accomplish your goals, with xp bonuses, rewards and damage being given for creativity and roleplaying. (ie +1 to attack because you chose to describe your attack well, or +2 to bluff check because you articulated your lie with smoothness)
Good luck, remember this isn't Tolkien's world, its more Space Balls meets X-Men. But still based in the good old d&d 4e mechanics.