GAMMA WORLD
METAMORPHOSIS: ALPHA TO OMEGAô as they
were edited with this in mind.
SCIENCE FANTASY ROLE-PLAYING GAME The metric system was used in these rules for
© 1978, TSR Rules, 1st Printing, September 16th,
two primary reasons. First, science-fiction tans
1977
are generally much better acquainted with the
metric system than is the average citizen and
Written By James M. Ward and Gary Jaquet
its use would thus not be foreign to them.
Many sf writers have been using the metric
“And to there was a great earthquake; and the
system in stories for years, and many others
sun became black,... and the moon became as
turn to it each year to lend a “scientific” flavor
blood, and the stars of heaven fell unto the
to their stories. Second, the U.S. Is beginning to
earth... and every mountain and island were
make the switch from the English system to the
moved out of their places... and the kings of
metric system of weights and measures as the
the earth... and every free man hid themselves
latter is used by most of the rest of the world.
in the dens and in the rocks of the mountains...
The more one uses these metric units, the
there followed hail and fire mingled with blood,
more one understands them and the easier the
and they were cast upon the earth... and the
conversions become. A table of metric/English
cities of the nations fell.”
conversions Is given in the pull-outs at the end
of the rule book. This is not intended to be an
---- from The Revelation of St. John
exhaustive explanation of the metric system or
the logic behind it but is merely provided as a
The end of the world has fascinated religious
playing aid. If you would like more information
and irreligious men for millenia and almost
on the metric system, we refer you to your
every conception has included forecasts of
school or public library. If you, as the referee,
massive, continent-rending destruction. But
prefer to use the English system, simply make
only with the advent of the atomic bomb has
the conversions and note them in the
this become a very real possibility. Modern
appropriate places in your rule book. We, as
writers have drawn on our apocalyptic heritage
editors, advise use of the metric system,
and the scientific facts of nuclear physics to
however.
give us a variety of contemporary pictures of
the end of life, of civilization, of man himself...
As with any role-playing game, the initial set-
up and design of a GAMMA WORLDô campaign
... But not quite. A few manage to cling
is entirely up to the referee. We have tried to
desperately to life, to eke out a precarious and
offer as many aids to this process as possible
spartan existence in a vastly changed post-
within the scope of the book, but by all means
holocaust world - a dangerous world peopled
use your own imagination. This will make your
not only by men and animals but by mutated
campaign infinitely more enjoyable to you and
humanoids and mutated intelligent animals.
your players, because it is your own creation,
The competition for survival is intense and
than anything we or anyone else might give
deadly.
you into. Most basic situations which might
arise are covered herein, but in a game of this
This is the setting for GAMMA WORLDô, the
sort we obviously cannot deal with every single
latest science-fantasy addition to TSR's family
possibility. So, if you discover a circumstance
of role-playing games. The rules are designed
not covered In the rules devise a logical answer
to provide the skeleton of a game campaign.
that suits you and your players. If you must
Drawing inspiration from such works as The
write us, please phrase your questions so that
Long Afternoon of Earth by Brian Aldiss,
they can be answered in a very few words.
Starman's Son by Andre Norton, Hiero’s
Journey by Sterling Lanier, and Ralph Bakshi’s
The first world is lost in the mythical past, the
animated feature film Wizards, the referee of a
second was destroyed by apocalyptic energies,
GAMMA WORLDô campaign fleshes out the
and now a whole new world awaits you GAMMA
game, adding any details he or she deems
WORLDô!
necessary, and thereby creating a unique world
in which day-to-day survival is in doubt. The
Tom Wham
rules are flexible enough to allow for a variety
Timothy Jones
of approaches to the game - anything from a
21st July 1977
strictly “hard” science-fiction attention to
physical probabilities to a free-flowing Bakshian
---------------------------------------------------------------
combination of science-fiction and fantasy. It is
relatively simple to integrate these rules with
ADVANCED DUNGEONS & DRAGONSô and/or TABLE OF
CONTENTS been necessary for his survival. A few have
nearly caused his extinction.
INTRODUCTION
HOW TO USE THIS BOOK Early in the 24th century, mankind’s existence
Suggested Additional Equipment was unparalleled. The rape of the earth's
Dice in GAMMA WORLD beauty and resources in the late 20th and early
DESIGNING GAMMA WORLD 21st centuries had been hatted and reversed,
Settlements due to man’s tools. Man had reached for the
Ancient Areas stars and attained them, with the help of his
Other Suggestions tools. Yet, in spite of these tools (or perhaps
The First Scenario because of them), the idyllic life of the 24th
CREATING CHARACTERS century came to an abrupt end.
Character Types
Basic Attributes Having conquered the rigors of simple survival,
Non-Player Characters and Creatures man was able to turn his energies to more
Hopeless Characters esoteric considerations - theology, political
MUTATIONS ideology, social and cultural identification, and
Physical Mutations development of self-awareness. These pursuits
Mental Mutations were not harmful in themselves, but it soon
Plant/Vegetable Mutations became fashionable to identify with and
Creating Non-Player Creature Mutations support various leagues, organizations, and so-
PLAY OF THE GAME called “special interest groups.” With the
Time, Movement, and Turn Length passage of time, nearly all the groups became
Combat polarized, each expressing and impressing its
Encounters views to a degree that bordered on fanaticism.
The Creatures Demonstrations, protests, and debates became
Cryptic Alliances the order of the day. Gradually enthusiasm
Hazards changed to mania, then to hatred of those who
Artifacts and Equipment held opposing views. Outbreaks of violence
Standard Devices, Units, and Materials became more frequent, and terrorists spread
Trade, Value, and Exchange their views with guns and bombs.
Healing of Body Damage
Relatives Reconstruction of the events from 2309 to
Languages 2322 has been difficult due to the lack of intact
Robotic Units records, but historians now generally mark
Experience September 16, 2309 as the beginning of the
EXAMPLE OF PLAY period now commonly known as the Shadow
Sample World Design Years. On that day, some 5000 members of the
Starting the Campaign League of Free Men were staging a
Example of a Referee Moderating an demonstration for the purpose of promoting
Adventure their concepts of a united world government.
At the height of their demonstration, a small
--------------------------------------------------------------- neutron bomb was detonated in their midst,
killing most of the demonstrators. Rumors held
INTRODUCTION opponents of world government, a group
known as the Autonomists, responsible for the
Man, from Australopithecus africanus and terrorism, but no guilt was ever proved.
homo erectus to homo sapiens recens, may
have existed on earth for hundreds of The League of Free Men made no formal
thousands, perhaps millions of years. During accusations, but three months later, on
this time, one skill, one particular talent has set December 23, several hundred known
him apart from every other creature his ability Autonomists were assassinated in separate
to conceive and create tools. Indeed, man has locations. In addition, the three main offices of
been defined as the “tool-making animal.” the Autonomists were the targets of the
release of a newly developed nerve gas. The
From chipped rocks and polished bones to nerve gas was responsible for approximately
neutron bombs and computers, man has 3000 deaths, the majority of which were
constantly been redesigning, improving, and Autonomist office personnel, but many of those
refining his tools to meet his ever-changing killed had no connection with the Autonomists.
needs. Some have been toys for children. Blame for the killings was placed on the
Some have improved his life style. Others have League, but there was no proof. The failure of
official investigations to convict the time:
perpetrators of these mass murders created a
wave of vigilante actions; retaliation followed “People of the world, you have been
retaliation. The problem was compounded as warned.
the terrorism spread across national We have the power! The choice is yours!”
boundaries, engulfing the world with
bloodshed. Again, due to lack of records, it is not known
how the location of The Apocalypse base was
As the vigilante actions continued, various discovered, or who initiated the attack Some
governments attempted to prohibit and evidence indicates the action was a joint effort
disband suspected terrorist organizations, but by nearly at the surviving terrorist factions and
these attempts only drove the groups further vigilante groups - united to the first time in the
underground and polarized their supporters. Shadow Years. In the end, though, a massive
This led many countries to declare martial taw attack was mounted against The Apocalypse
in a last desperate effort to control their base. In turn, The Apocalypse retaliated with a
populations, but the warring groups had grown fury never before witnessed on the face of the
too powerful. They had too many resources earth. Oceans boiled, continents buckled, the
(both economic and political) upon which to skies blazed with the light of unbelievable
draw. Although there are no records to energies.
substantiate the accusations that governments
gave covert aid to certain groups in order to Suddenly it was all over.
change the balance of power, circumstantial
evidence seems to indicate that this did occur. The civilization of man had been slashed,
burned, crushed, and scattered to the four
In the final months of the Shadow Years, a new winds. Whether The Apocalypse had intended
organization calling itself The Apocalypse, to completely destroy all life on the planet and
announced its existence with the now famous had failed, or if they simply had not had
Ultimatum: enough power, is debatable. Some scholars
contend that The Apocalypse voluntarily
“Peoples of the world - you stopped their promised destruction when they
appear bent upon the witnessed the horror they had unleashed and
destruction of a civilization then destroyed themselves. At the time, and
that has taken centuries to even now, the question is moot.
build, and the extinction of life
on earth.” What did matter was that man survived. The
Black Years that followed the Shadow Years
“If that Is your will ... so be it!” were spent struggling to survive in a suddenly
savage and vastly changed world. The process
“We, The Apocalypse, demand was a painful one, filled with nearly as much
an immediate cessation terror and violence as the Shadow Years.
of this insane violence, or we
will end it for you . with a The devastation wrought by The Apocalypse
force you cannot conceive.” had changed the very fabric of life on earth.
The weapons and devices they used had
“We have the power!” completely obliterated some forms of life.
Others were mutated to the point where they
“The choice is yours!” could not be recognized as what they had once
been. Man was not immune to these changes.
The exact identity of The Apocalypse was, and
still is, unknown. Some have theorized that the Through it all, the death, the pain, the horror,
group was composed of scientists. and facing the prospect of an unknown future,
man searched for his lost knowledge, and
Some believe it was a special military group. struggled to regain his tools... to rebuild a self-
Whatever its constituency, few believed the destroyed civilization.
ultimatum when it was issued, and the fighting
continued. Five days later, on April 17, at During the Black Years, those who held the
exactly 1200 GMT the capital city of every tools, held the power...
nation in the world was turned into a crater of
radioactive slag. The year is now 2471. It is nearly impossible to
describe the vast changes that have occurred
The Apocalypse spoke to the world one more since the devastation of the Shadow Years.
The weapons which had wrought the HOW TO USE THIS BOOK
destruction were many and varied. Targets
were seared by lasers, blasted by fusion GAMMA WORLD is a role-playing campaign
devices, and razed by new and unfathomable game. One (or more) of the participants acts as
energies developed in the final months of the referee, creating a world in which the players
conflict. Only the most highly fortified areas act out parts as in a book or play, parts
(military headquarters, spaceports, and the scripted by the referee but formed and
like) remained even partially intact. Neutron finalized by all participants. The referee
bombs, unhindered by most forms of shielding, presents the situations in which the players are
decimated those who remained within even to adventure. In each adventure, the players
these strongholds, leaving concrete and metal gain experience, and hopefully, valuable
tombs housing incredibly complex equipment, artifacts, which increase their chances of
now stilled for lack of human guidance. survival (they are occasionally killed) in
GAMMA WORLD. An interconnected series of
Many of the weapons used by The Apocalypse such adventures is called a campaign.
were of a biogenetic nature and nearly all life
forms suffered some kind of mutation. Perhaps Potential players and referees with previous
the most prevalent and startling change was experience in role-playing games will find that
the development of latent mental abilities the mechanics of GAMMA WORLD are similar to
(psionics) in nearly all organic life, including most conventional role-playing games. Much of
man. This power could range from simple the material, however, is for the benefit of
emotional empathy to the ability to control, players seeking their first experience in a role-
even kill, other beings with mental force. playing game. The rules are rather lengthy, but
actually quite simple. They provide a nearly
The ecological balance of nature was shattered endless multi-level, science fantasy game that,
as violently and suddenly as man's civilization. once begun, need never end.
The sudden extinction of some life forms and
the mutation of most others, coupled with the The referee is the participant who is willing to
lack of man's intervention and attention provide the mental and physical labor of
(except to his own survival needs), generated a completing the game within the framework
near world-wide wilderness inhabited by provided. He will also preside over the actual
savage creatures, who, like man, were play of the game itself. Instructions detailing
struggling to survive. the referee’s tasks are given in the material to
follow. However, three attributes necessary for
The loss of so much of man’s knowledge and a good referee imagination, creativity, and a
records has shrouded the world in ignorance sense of fair play - must be provided by the
and superstition. Areas containing ruins of referee himself. He must carefully balance risk
man’s once great civilization are often looked with reward. The game he creates must not be
upon as taboo - “Death Lands” - and the men so “deadly” as to make survival of the player-
and women who once lived there are referred characters impossible. On the other hand, he
to as the "Ancients," usually with quasi- must see to it that the player-characters are
religious overtones. Artifacts from the past may challenged. Too many rewards given at too
be simple curiosities or objects of terror. little risk is sure to create a boring game.
The pockets of humanity that have survived Since “new” characters are, by game
are few, scattered throughout a world where a mechanics, relatively weak and inexperienced,
moment's lack of caution may mean instant the referee should plan to present smaller risks
and painful death. Men are highly suspicious of and correspondingly small rewards at the
strangers, jealous of each other’s possessions, beginning of the campaign, and increase the
and clandestine organizations, known as risks and rewards as the player characters
cryptic alliances, plot and scheme against each become more powerful and experienced.
other. The smallest hint of the location of The
Apocalypse base, lost now for decades, creates The players cannot begin the game until the
intensive rival searches, for it is rumored that referee has completed his design work. Once
therein ties power - power to survive, power to the referee has made the necessary
control... preparations, the players create their game
personae, called player characters, as
It is now the Black Years. This is the bizarre and described under CREATING CHARACTERS. After
ever-changing world that you, the player a character has been established, the player is
character, are about to enter! responsible for keeping records of his
character’s attributes and possessions, as well survivors of the Shadow Years, the following
as notes and maps concerning areas which his guidelines are suggested.
character has explored.
CITIES
While these rules are complete guidelines for
conducting a campaign and a post-by-play There should be a minimal number of cities in
campaign on the web, certain additional GAMMA WORLD, as there are simply too few
equipment is necessary or helpful for play of survivors, and there hasn’t been time enough,
the game. since the Shadow Years, for any great new
cities to have grown. All of the old cities either
IMAGINATION lie in radioactive ruin, or have been completely
obliterated or swallowed up by the rising seas.
Both referee and Players need plenty, but What cities there are will generally be situated
neither would be interested in a game of this on a coast or river, and are near the few
sort it they didn't already possess a high remaining robot farms (explained later). City
degree of this Important commodity! populations should range between 5,000 to
50,000 humans, mutants, Intelligent plants,
ONE VERY PATIENT REFEREE etc.
PLAYERS VILLAGES
The more the merrier! Villages are by far the most common type of
settlement, with populations of 50 to 500 or
DESIGNING GAMMA WORLD more, composed of roughly half males and half
females. Villages will usually have a very low
Study the campaign map of New Mexico (now level of technology, with the crossbow being
called; Albuquerque Nuked Mex), designed the “ultimate weapon”. Villagers are a very
specifically for GAMMA WORLD. It can be found suspicious, shy people, often ruled by a
at URL; shaman (chief/witchdoctor/priest) who has
(http://www.angelfire.com/scifi/GammaPictures/ gained his position through possession of
Gamma24.html). This is a full campaign outline knowledge or a device from the Ancients. Some
map, intended as a starting point for any villages, however, will be inhabited entirely by
referee. The scale on the map is roughly 89.5 members of cryptic alliances. For example,
kilometers (60 miles). Shown on the map are members of the “Restorationists” or NARC’s
mountains, high mountains, lakes, rivers, and may establish a village near a ruin to search for
the locations of the largest former cities of the artifacts of the past and maintain a very low-
Ancients. To this, the referee will want to add technology appearance to avoid trouble with
much of his own... forests, swamps, additional other villages. Villages above 500 persons are
mountains, active volcanoes, towns and large and may be called towns.
settlements of the current inhabitants, and just
about anything else he deems necessary. TRIBES
In addition to the overall terrain map described Organized, semi-nomadic bands of humans,
above, the referee will want to make further called tribes, wander as the land around them
detailed maps (on hex or graph paper) of small is used up and can no longer support their
portions of the large map. Such additional population. While these tribes have no written
maps would cover subjects like the village language, they have a strong verbal tradition
where the game begins, a large robot farm, or that allows them to live close to the land and
the territory controlled by a certain tribe or exist in relative safety even among some of the
cryptic alliance. For exploring the interiors of most fearsome mutated creatures. Most tribes
ruins or buildings, a map scaled at one square have their own war and peace chiefs and form
to 3 meters makes the game much more together into clans or "nations" for security
enjoyable. purposes.
The suggestions that follow are only some of BANDS
the things the referee will want to show on his
maps of GAMMA WORLD. Smaller than tribes, bands are completely
nomadic groups of usually less than 100
SETTLEMENTS members, about a third of which will be
warriors.
In establishing areas populated by the
ANCIENT AREAS Ancient City: The remnants of larger
concentrations of population, these desolate
The ruins of the cities, fortifications, etc., of the places are left with a residue of hard radiation.
Shadow Years (often called “Death Lands” or This makes them dangerous to enter, but, by
“Taboo”) will be found in all parts of the world. the same token, it also makes ancient cities
Their number, size, and contents are left to the likely places to find ancient devices.
discretion of the referee.
Ancient Metropolis: Generally these are now
MECH-LAND (Robot Farm) nothing more than mile upon mile of
radioactive slag. Occasionally, however,
This is an automated complex that grows portions of these now-dead giants escaped
different crops in an efficient rotation system. destruction, and the intrepid adventurer who
The products of this complex are canned and braves the radiation is almost sure to find
stored there for pickup by authorized shippers ancient devices among the rubble.
(who disappeared with the transportation
system). The Robot farm is controlled by logic FORTIFICATIONS
circuits based in the main control building. In
the area are at least 3-12 maintenance robots, Ancient military complexes, special scientific
1-10 security robots, and diverse farming units research stations, and law enforcement
with rudimentary logic circuits for farm work. headquarters and records areas were
There is a chance that humans coming into the commonly heavily fortified to resist terrorist
area can prove proper authorization to the attacks. These fortifications were designed with
controlling computer and obtain large extreme care to keep out all unauthorized
quantities of food without alerting the security personnel. This included physical barriers such
robots. Often these Mech-Lands are the private as resilient steel and concrete walls, electric
property of a local tribe, village, or city, and will fences coupled to sophisticated electronic
have human or humanoid guards as well as the security systems, patrolling robotic units, and
security robots. Robot farms are found in all any other referee-designed protective
parts of the world, including mountains, measures.
deserts, and under oceans and lakes.
Fortifications may range in type from
“TOMBS OF THE ANCIENTS” prominent buildings to vast subterranean
complexes. Contents of a fortification will vary,
Ancient Building: To remain after the depending upon its original function. Many
devastation of 2322, a single building must be times, due to the strength of the fortification,
made of tough stuff! This type of building the contents will be relatively intact and
would be either a military installation of some unharmed.
sort, a structure built to withstand earthquake
forces, or a scientific research building. If it is a Fortifications will be found in one of three
military installation, it invariably has 1-10 states: depowered, active, and manned.
security robots, a 25% chance of 1-4 Depowered complexes have no security system
defense/attack borgs, and a 50% chance of in operation and are quite likely to have been
having electronic security equipment still in sacked of most usable contents. Active
operation. Earthquake-proof buildings usually complexes still have functioning security
have important government records inside. The systems, robotic units, and so forth, but lack an
scientific research buildings were always “intelligent” commanding force and function
guarded electronically and there will be a 75% according to pre-2322 programming. Manned
chance that this powerful security system is fortifications are active complexes with a
still functioning. directing intelligence, such as the remnants of
a group of ancients, or a band of
Ancient Village: Found in differing states of Restorationists (see CRYPTIC ALLIANCES). The
decomposition, these areas have usually been referee is to determine the extent of function,
picked clean of useful materials and are only supply, etc. for all fortifications he includes In
good for shelter. They are often overgrown by his game.
various types of vegetation.
SPACEPORTS
Ancient Town: These areas are much the same
as ancient villages; stripped of usable These were primary targets of The Apocalypse
materials, they now provide shelter for during the Shadow Years and are usually found
travelers. in the center of an extremely devastated area,
saturated with hard radiation. The construction
and shielding of the spaceports was such that background, a place to start, and reasons to go
many survived, relatively unaffected by the adventuring in GAMMA WORLD.
holocaust. The referee can fill his spaceports
with highly complex equipment, aircraft, Hopefully the referee will keep a constant
spacecraft, and possibly a starship. thread of logic behind his game and challenge
the players with mental as well as physical
OTHER SUGGESTIONS problems. The more unknowns facing the
players, especially those who have read these
Radioactive Desert: These areas appear to be rules, the better. Be careful to make sure that
“conventional” deserts, but are actually the the capable player can deduce new effects and
results of high-yield fusion weapons. solutions to problems through hints given by
Radioactive deserts are taboo to nearly all the referee as well as his own reasoning
races of men, as the hazards are many. Every powers. For example, if an adventurer walks
being spending time in a radioactive desert has through a doorway in a ruin and is killed by no
a 5% chance per day of suffering radiation apparent means, there is no way for other
poisoning of random intensity (see HAZARDS). players to avoid a similar fate. Suppose,
The presence of radiation-resistant mutations however, a player approaches a doorway in a
is another danger to be considered when ruin, sees a blinking light over a small slot next
entering these deserts. to the door, walks through the door anyway, is
killed by no apparent means, and the blinking
On the bright side, however, since radioactive light goes out. Surviving players will be able to
deserts were created by target seeking assume the blinking light is some sort of
weapons, the target may be close by, or even warning device and will avoid such doorways in
in the center of the desert. Thus, even though the future, perhaps trying to find some other
radioactive deserts are dangerous, and often way to enter. If one of these survivors should
used as areas of banishment for outcasts, they later find a plastic card that looks like it might
can hold treasures of the Ancients in ruined fit into the slot, tries it, the light goes out, and
cities or whatever else was the target of the he enters unharmed... voila! Thus, a problem
fusion weapons. has been overcome through the use of
reasoning. Perhaps that player will find some
Roads, Highways, and Transportation: Most object of value inside the doorway as a reward
roads, railroads, and other avenues of for his clear thinking.
transportation have been destroyed. However,
some portions of a vast highway system for air- CREATING CHARACTERS
cushioned vehicles (similar to our interstate
system) remain, due to the incredibly tough Character personae are created at the
duralloy metal from which it was constructed. beginning of the campaign, endowed with
The underground mass transit systems in the certain basic attributes through the roll of dice.
ancient Metropolises may also remain in First, each player must choose to play either
varying states of disrepair. Pure Strain Human, humanoid, or mutated
animal-type characters (the advantages and
Creatures and Artifacts: After the referee has disadvantages of each of these three
decided upon the layout of his world and filled categories will be explained momentarily).
in the necessary portions of the overall terrain Having selected the type of character he
map and his detailed maps, he must distribute wishes to play, the player then rolls three six-
artifacts and equipment to appropriate places sided dice to determine the relative strengths
and populate this world with men and of each of his character’s six basic attributes:
monsters (including plants). Following sections mental strength, intelligence, dexterity,
of the book provide guides for establishing all charisma, constitution, and physical strength.
sorts of non-player creatures and plants, and As a general rule, a roll of 3-8 for a given
the referee will soon learn how much of what to attribute indicates a weak trait, 9-12 is
put where. It is desirable to key the detailed average, and 13-18 is above average. The
maps to lists describing these creatures and relative strengths of certain attributes can (and
artifacts and their reasons for being there. most likely will) change during the course of
the campaign, due to mutation. acquired
THE FIRST SCENARIO experience, or some other method devised by
the referee.
Using the maps and lists he has thus tar
accumulated, the referee is now ready to It is desirable that few, if any, of a player
devise a scenario in which the players may character’s basic attributes be below average.
start the campaign. This will give the players Player characters represent an elite with the
desire, the initiative, and the ability to venture considered the “weakest” character type in
outside the boundaries of the village, town, or GAMMA WORLD. The lack of even some of the
tribal lands. They are the pioneers, explorers, more common mutations found in other beings
and tamers of the vast wilderness. It is they makes them very vulnerable to physical or
who will eventually bring order to the chaos of mental harm. Without any of the heightened
GAMMA WORLD and an end to the Black Years. sense mutations, they often fail to perceive
To increase the player's chances of rolling up danger near them, and in combat situations
an exceptional character, the referee will find it PSH are limited to "normal" physical means
advisable to use the following method: for each and possess only a purely defensive mental
basic attribute, the player rolls four dice (4d6) strength.
but totals only the highest three. If, for
example, the player rolled 4, 3, 5, 1 on the four One might think that the PSH character is
dice, he would add together 4+3+5=12 and doomed. However, PSH characters have some
leave out the 1. It he rolled 4, 3, 2, 2 he would advantages to themselves that compensate for
add 4 + 3 + 2 = 9 and leave out the second 2. their lack of mutations.
While it is still possible to roll very low numbers
(3, 2, 2, 1), the player's chances of rolling an The Pure Strain Human is a direct descendent
average to above average character are of pre-2322 stock. PSH characters with proper
greatly increased. identification will always be recognized by pre-
2322 robotic units, and by the same token, can
After determining the relative strengths of all pass security checks that would block most
characters’ basic attributes, players electing to mutants. For this reason, many of the surviving
play humanoid or mutated animal characters Pure Strain Humans live in or near the ruins of
must determine their characters’ mutations. ancient cities, and most are familiar, at least to
This process can be done in one of two ways. some degree, with the technological functions
The first way is for the character to roll a single occurring within the ruins. This knowledge
four-sided die twice to determine the number generates a combination fear/awe/respect in
of physical and mental mutations (one roll for the mutated characters of GAMMA WORLD,
each). The number of mutations having been which in turn leads to another advantage for
determined, the player then rolls a pair of the PSH: heightened charisma. All PSH
percentile dice for each mutation, consulting characters automatically receive a bonus of
the appropriate chart for results. Using this three points to their dice roll for charisma (but
method, the character may or may not have remember that the total cannot exceed 18).
mutational defects, depending upon the dice
roll. The second method of determining a HUMANOIDS
character's mutations is to determine the
number of mutations in the same manner as Humanoid characters are mutated human
described above, but then to allow the player stock; that is, a basic human with one or more
to pick the mutations he wishes his character mutations. Humanoids could in a sense be
to receive. After the player has selected the considered the “strongest” character type, as
proper number of mutations, the referee then they have the mutations usually necessary for
selects one or more mutational defects in the survival in GAMMA WORLD, but are still human
following manner: a roll of three or four when enough to function, at least to a degree, within
determining the number of mutations (either the remains of pre-2322 civilization.
physical or mental) indicates one physical or Humanoids without outward physical mutations
mental mutational defect, as the case may be and possessing proper ID’s will usually be
(or both, if both dice rolls were either three or recognized by all but the most sophisticated
four). Two rolls of two indicates either one automations as authorized personnel.
physical or one mental mutational defect
(referee’s discretion). Rolls totaling three or MUTATED ANIMALS
less mutations receive no mutational defects.
Mutational defects may be found on the same Players electing to play mutated animal
chart as "normal" mutations, and are Indicated characters should first select a basic animal
by the letter “D”. stock, keeping in mind the relative advantages
and strengths of that particular species. For
CHARACTER TYPES game purposes, the selected animal will
PURE STRAIN HUMAN initially possess the equivalent intelligence of a
human, but this does not count as a mutation
As the name implies, Pure Strain Humans (PSH) and should not be confused with the mental
are human beings who possess no physical or mutation “heightened intelligence,” which is
mental mutations. The PSH character could be additional intelligence above and beyond the
basic die roll for that attribute. Having selected in combat situations, have first strike, and so
the basic animal type, players determine basic forth. For each point of dexterity over 15, a
attributes and mutations in the same manner character adds one point to the die roll when
as humanoids. trying to hit a target in physical combat. A
dexterity rating of less than 6 gives a
In any mutated animal type, the referee must corresponding minus on hit probability.
determine how the character will function
within groups of humanoids and Pure Strain CHARISMA
Humans. Determination of whether the
mutated animal character is capable of speech, This trait reflects a being’s leadership ability,
the use of paws/hooves/fins as hands, and so through physical appearance, personality,
forth, should be made as logically and magnetism, persuasiveness, willpower, etc.
reasonably as possible before the start of the Pure Strain Humans, as explained earlier,
game to prevent later arguments as to a player possess an unusually high charisma, and many
character's abilities. In no case will mutated times will wind up being group leaders,
animal types be able to command robotic units spokesmen, and so on. This factor may be used
or pass any type of security check, though the by the referee during encounters between
possibility of reprogramming such units is left player characters and other inhabitants of
to the referee's discretion. GAMMA WORLD to determine the reactions of
both parties. For example, a group of GAMMA
BASIC ATTRIBUTES WORLD adventurers, lost in the wilderness,
MENTAL STRENGTH encounters a small group of nomadic
tribesmen. If Uruk of Meresmire (charisma 4)
This attribute deals with the character’s ability asks for directions, the referee should allow
to control, both offensively and defensively, only a very small chance that the tribesmen
psionic energies and powers. In the case of will help (at least in a favorable manner... a
beings possessing no mental mutations, such good referee might allow the tribesmen to
as Pure Strain Humans, the mental strength direct the adventurers to a nearby swamp or a
rating is used simply for defense during mental similar unpleasant locale). On the other hand, if
attacks. For characters or Creatures with Artur Pendragon (charisma 17) asks, the
mental mutations, this rating is used for both tribesmen will probably help if they can. When
offense and defense. Also, unlike other basic non-player characters or creatures are
attribute ratings, mental strength increases encountered, two dice (2d6) are rolled and the
with use. Details of this increase, along with following table is consulted:
rules for mental combat, can be found under
the MENTAL COMBAT heading. REACTION TABLE
INTELLIGENCE Dice Score Reaction
2 Extremely hostile, may
A character’s intelligence rating is a gauge of attack*
his intellect, wit, logic, reasoning powers, and 3-5 Hostile, distrustful, may
so forth. This factor is most important when attack*
attempting to determine the operation of 6-8 Uncertain
artifacts of any type, and as a guide for 9-11 Friendly, helpful
referee-determined actions by a character in a 12 Enthusiastic, loyal
given situation. When attempting to learn the
operation of an artifact (see ARTIFACT USE), a *No further attempt may be made to entice,
player may subtract a point from each die roll hire, or otherwise interact with the being.
for every point of intelligence over 15; players
must add a point to each die roll for every point Offers of money, weapons, food, artifacts, etc.,
of intelligence less than seven. may influence the die roll, adding or
subtracting points to/from the total before
DEXTERITY consulting the REACTION TABLE. The referee
should judge whether the offer even warrants a
plus or minus. Such plusses and minuses
The dexterity of a character indicates the
should normally be limited to 1 point, although
speed at which a player is able to function, his
some circumstances may warrant increasing it
or her agility, and his or her reaction time in
to 2 points. It, for example, a gren (a creature
various situations. For example, when a being
which dislikes ancient technological devices) is
with a dexterity rating of 16 encounters a
offered a “music box” (a portable 8-track tape
being with a dexterity of 10, the being with the
player) the player should receive a reaction
dexterity of 16 will have first choice of actions -
penalty of -1; whereas an offer of a bale of characters are of different types use the
synthetic clothing to a yexil (see CREATURES) following table:
would probably give the player a reaction
bonus of + 2. CHARISMA TABLE MODIFIERS
Non-Player Character Type
A player’s charisma also affects the reaction Player
die roll, as well as the maximum number of Character
followers a player may have and their morale Mutated
rating (for an explanation of morale, see Type PSH Humanoid Animal
MORALE). These effects are noted on the PSH..............normal...........-2/-1/-1......-3/-1/-1
CHARISMA table below: Humanoid.....-2/-1/-1..........normal........-2/-1/-1
Mutated........-3/-2/-2.........-2/-2/-1.......normal
CHARISMA TABLE Animal
Charisma Maximum No. Morale The three numbers (#/#/#) indicate the
Reaction modifications to the three columns of the
Score of Followers Adjustment CHARISMA TABLE (Maximum Number of
Adjustment Followers/Morale Adjustment/Reaction
3....................1....................-3...................-3 Adjustment).
4....................1....................-3...................-2
5....................2....................-2...................-2 CONSTITUTION
6....................2....................-2...................-1
7....................3....................-1...................-1 Constitution is a gauge of the amount of
8....................3....................-1...............normal physical damage a character is able to
9....................4.................normal...........nor withstand (from wounds, poison, radiation,
mal etc.) before death. This rating never changes
10...................4.................normal...........nor during the course of a character's existence.
mal
11...................4.................normal...........nor Exception: Some particularly rare or unusual
mal mutational effects, such as exposure to
12...................5.................normal...........nor Kaskium, may raise or lower constitution
mal ratings.
13...................5.................normal................+1 The constitution rating is first used to
14...................6....................+1................... determine the number of “hit points” - a
+1 numerical expression of the amount of injury,
15...................7....................+1................... measured in points, a character can sustain
+2 before death- Hit points are determined by
16...................8....................+2................... rolling a number of six-sided dice equal to the
+2 constitution rating. For example, if a character
17...................10..................+2................... had a constitution of 13, he would roll thirteen
+3 six-sided dice and total the numbers rolled. If
18...................15..................+3................... the die roils were 4, 1, 1, 3, 6, 5, 1, 1, 2, 5, 1, 1,
+3 3, the character would have 34, hit points.
Procedures for calculating amounts of damage
NOTE: Followers are non-player characters sustained in combat, healing processes
who serve the player out of loyalty rather than (expressed in terms of hit points gained or
for pay. Non-player characters who serve for lost), mutational effects on hit points, and so
pay are known as hirelings or henchmen. There forth, will be found under appropriate sections
is no limit to the pay are known as hirelings or elsewhere in these rules.
henchmen. There is no limit to the number of
hirelings a player may have. (Also see NON- The constitution rating is also used to
PLAYER CHARACTERS). determine a character's ability to survive
poisoning and exposure to radiation. Results of
The CHARISMA TABLE assumes two things: that encounters with poisons and radiation depend
the player can communicate with the non- upon the strength or intensity of the poison or
player character or creature, and that both radiation and may be calculated on the charts
parties are of the same type (Pure Strain found in the HAZARDS section.
Human, humanoid, or mutated animal). The
referee will judge whether communication is PHYSICAL STRENGTH
possible. If the player and non-player
This trait deals with a character’s ability to Examples of the behavior of some non-player
perform physical acts. The main use of the characters and creatures are given under
physical strength rating is to determine how ENCOUNTERS.
much damage a character can do in physical
combat. For each point of physical strength Non-player characters and creatures may also
over 15, a character receives a bonus point to serve as followers or hirelings (henchmen) of
the die roll that determines damage done in player characters. Followers and hirelings may
combat to his opponent. A physical strength of be acquired as they are randomly encountered
less than 6 gives a corresponding minus to in the course of adventuring, or, when in a
damage done. Further details on this settled area (such as a town or village) the
determination will be found under the players may advertise that they are looking for
PHYSICAL COMBAT section. In addition, the other adventurers by frequenting places where
referee may also use the physical strength the inhabitants gather. It is up to the referee to
rating to determine if an individual is capable then determine whether there is anyone else in
of certain unusually strenuous physical actions. the area who is interested. Generally, the
larger the settlement, the more likely there is
NON-PLAYER CHARACTERS AND someone willing to leave it.
CREATURES
Once the initial reaction of the non-player
Characters and creatures found in GAMMA character or creature to the players has been
WORLD other than the player characters determined (see CHARISMA), it is up to the
themselves must be created and determined players and the referee to use their
by the referee. Some of the more common imaginations and acting skills to determine the
creatures are listed under ENCOUNTERS, but further course of events. The idea is to become
the referee should create more. By doing so, (in your imagination) the character or creature
the referee makes his game unique, and in the situation. Do what you would do if it
greatly increases the challenge to the players really was you. Such interplay between referee
by offering more of the unexpected and and players is the heart of any role-playing
unknown. game, and the source of the term itself.
Non-player characters and creatures are those HOPELESS CHARACTERS
to be encountered by the players in their
adventures and explorations. Accordingly, most When a player is particularly unlucky with his
of the attributes of these life forms will at first dice rolling for his character and most or all
be unknown to the players. Non-player basic attributes are below average, the referee
characters and creatures, when encountered, may, at his discretion, declare the character
are handled by the referee - and their reaction unsuitable for GAMMA WORLD adventures and
may be hostile, neutral, or friendly, depending allow the player to create a new character to
upon their disposition and biological make-up, take his place.
and upon the charisma of the leader(s) of the
party of players (see CHARISMA). MUTATIONS
Non-intelligent creatures, plants, vegetables, Physical and mental mutations for humanoids
and so forth should be created by selecting a and animals are listed in chart form. When
base creature or plant and adding mutations by using random mutation selection, the chance
chance or choice. The creation, operation, and of occurrence for any given mutation is shown
use of alongside as a percentage. Detailed
descriptions of these mutations are given in
robotic units is explained later under ROBOTIC the text that follows. A (D) indicates that the
UNITS. Intelligent beings (human or otherwise) mutation is a defect.
should be created in the same manner as
described in CREATING CHARACTERS.
PHYSICAL MUTATIONS
Nu. Human Mutation Animal
1 01-02%.......Attraction Odor (D)....................01-02%
2 03-04%.... .Body Structure Change (D).........03%
3.................05%...........Chameleonn Powers...................04-06%
4.................06%...........Density Control...........................07%
5..............07-08%.........Diminished Sense (D)..................08%
6..............09-10%.........Double Physical Pain (D).............09%
7..............11-12%.........Electrical Generation...................10-11%
8..............13-14%.........Fat Cell Accumulation (D)...........12%
9..............15%-16%......Gas Generation - Musk...............13%
10...............17%............Heat Generation..........................14%
11...............18%............Heightened Balance.....................15%
12............19-22%.........Heightened Constitution...............16-21%
13...............23%............Heightened Dexterity...................22%
14...............24%............Heightened Hearing.....................23%
15...............25%............Heightened Precision...................24%
16...............26%............Heightened Smell.........................25%
17............27-32%.........Heightened Strength.....................26-29%
18...............33%............Heightened Taste.........................30-32%
19...............34%............Heightened Touch........................33%
20...............35%............Heightened Vision........................34%
21............36-37%.........Hemophilia(D)..............................35-36%
22............38-39%.........Increased Metabolism...................37%
23............41-42%.........Increased Speed...........................38-39%
24..............43%.............Infravision.....................................40-41%
25..............44%.............Light Generation............................42%
26............45-46%..........Multiple Body Parts......................43-45%
27............47-51%..........New Body Parts...........................46-47%
28............52-53%..........No Resistance to Bacteria (D).......48%
29............54-55%..........No Resistince to Poison (D)...........49%
30............56-57%..........No Sensory Nerve Endings (D)......50-51%
31..............58%.............Oversized Body Parts.....................52%
32..............59%.............Partial Carapace.............................53-56%
33............60-61%.........Photosynthetic Skin..........................57-60%
34..............62%.............Physical Reflection...........................61%
35............63-64%..........Poor Respiratory System (D)...........62%
36..............65%.............Quills/Spines....................................63%
37............66-67%..........Radiated Eyes..................................64%
38............68-69%..........Regeneration....................................65-67%
39..............70%.............Shapechange....................................68%
40............71-74%..........Shorter............................................69-71%
41............75-76%..........Skin Structure Change (D)...............72%
42..............77%.............Sonic Attack Ability..........................73%
43..............78%.............Symbiotic Attachment.......................74%
44............79-83%.........Taller................................................75-82%
45..............84%.............Total Carapace.................................83%
46..............85%.............Ultravision.........................................84-86%
47............86-87%..........Vision Defect (D)..............................87%
48............88-89%..........Weight Decrease (D).........................88%
49..............90%..............Wings...............................................89-90%
50............91-94%...........Roll a Good Mutation (No Defects)..91-94%
51............95-99%...........Pick Any Mutation............................95-99%
52.............100%.............Create A Mutation..(ok’d by GM)....100%
center of head - no depth perception; and so
1. ATTRACTION ODOR (D): The mutant's on.
body secretes a substance which will attract
carnivores. 3. CHAMELEON POWERS: This is the ability
to change the body color in order to blend in
2. BODY STRUCTURE CHANGE (D): Much with the surroundings. The color change will be
latitude is left to the referee on this defect. almost instantaneous and, once changed, the
Generally, this involves the replacement of mutant need not concentrate on the color(s)
essential elements, such as calcium in bones, desired. It is left to the referee to determine the
with some other damaging substance that will effectiveness of this mutation in any given
lower the body's resistance to outside force. situation.
Possible changes might include: lack of calcium
in bones - they break easily; no body hairs - 4. DENSITY CONTROL: A mutant with this
anywhere - beware of dust; only one eye in ability can change the molecular structure of
his body to increase his armor class or move heat damage. The beams have a maximum
more rapidly. To achieve a better armor class, range of 15 meters and may be used every 3
the mutant's body shrinks and becomes more melee turns.
dense. Shrinking raises the armor class in
direct proportion to the size change. A one-half 11. HEIGHTENED BALANCE: Beings with this
size mutant has twice the normal armor class. mutation are able to maintain their balance in
A one-eighth size mutant is too dense to be difficult Circumstances and will never fall into a
punctured by any type of sword, spear, arrow, pit, trip over a rope or wire, or land in any way
etc. However, becoming more dense also but on their feet. If undisturbed, they can climb
decreases movement and reflex actions by the sheer walls and walk tightwires with no chance
same amount, so that one-eighth size mutants of falling.
are slowed to one-eighth normal speed.
12. HEIGHTENED CONSTITUTION: This adds
To become less dense involves a size change 2 additional hit points for every point of the
the other way, and the mutant becomes larger. mutant's constitution. It also gives an 18
This lowers the armor class and strength, but resistance to poison and adds three points to
allows faster movement. A twice normal size the mutant's radiation resistance.
mutant is four armor classes lower than
normal, but can move four times as fast as 13. HEIGHTENED DEXTERITY: Mutants with
usual. A mutant may only expand to twice its this ability are so agile in combat that their
normal size. There is no limit to the number of armor class is increased to 4. However, the
times a mutant may change its density and the referee may penalize such a mutant by
change is instantaneous. reducing its armor class when it is
encumbered.
5. DIMINISHED SENSE (D): One of this
mutant’s senses (sight, smell, taste, etc.) will 14. HEIGHTENED HEARING: As the name
not function at normal levels (i.e., mutant may suggests, this is the ability to detect and
not smell an approaching predator or smell the identify even the slightest noise up to 60
burning woods he is in). meters away. Because of this, any being with
this mutation cannot be surprised (see
6. DOUBLE PHYSICAL PAIN (D): This defect SURPRISE).
causes the mutant to be so sensitive to
physical pain that all damage sustained will be 15. HEIGHTENED PRECISION: This is the
doubled. ability to determine weak points in opponents
and structural weaknesses in material objects.
7. ELECTRICAL GENERATION: This gives a Because of this, mutants with this ability do 2
being an “eel-like” ability to emit electrical dice of damage over and above all damage
shocks, each melee turn, for 3 dice (3d6) of they would normally inflict with any weapon
damage to those touching the mutant. used.
8. FAT CELL ACCUMULATION (D): A mutant 16. HEIGHTENED SMELL: A mutant with
with this problem will be fat (twice as large as heightened smell is able to identify separate
normal). The referee will determine how much odors from a great distance (60 meters), and,
this impairs the mutant’s movement and because of this, cannot be ambushed (this is
fighting ability. It is possible that only certain different from being surprised) by non-plant
body parts, rather than the entire body, might creatures from upwind. It can follow any trail
be affected (such as the head, one arm, one less than a day old over any surface but water.
thigh). After contact with another being, this mutant
will subsequently be able to identify objects
9. GAS GENERATION - MUSK: This gives the and places associated with that being, such as
mutant a gas, or musk gland. Much like a campsite or possessions.
skunk, the mutant may expel this musk or gas,
causing repulsion, unconsciousness, or even 17. HEIGHTENED STRENGTH: This mutation
death In the beings at which it is directed. allows its owner to cause 3 dice of damage
Range: 10 meters. Suggestions: obscuring gas, over and above all damage he would normally
irritating gas, paralysis gas, poison gas, poison inflict with non-powered weapons.
musk, blinding musk, and so on.
18. HEIGHTENED TASTE: Mutants with this
10. HEAT GENERATION: This allows the ability can detect poisons at a touch of the
mutant to cast beams of heat from its hands tongue and can determine whether any given
(paws/tentacles) that do 4 dice (4d6) of searing substance is edible.
19. HEIGHTENED TOUCH: Mutants with this 26. MULTIPLE BODY PARTS: Multiply any
power have a better chance to figure out the normal body part (except the brain), so that
use of ancient devices (see ARTIFACT USE AND the mutant has a greater number of legs, or
OPERATION). Given time, a mutant with more eyes, or the complete use of 1-10
heightened touch can “feel” the weak points of additional arms, etc.
any given object. This ability could be very
useful when trying to pick a safe, open a locked 27. NEW BODY PARTS: Add one or more
door, or escape from confinement. parts, not usually found on the being in
question, such as: third eye (back of head),
20. HEIGHTENED VISION: This is the ability feelers (radiation sensitive), antennae (light
to see clearly and identify objects over long sensitive), pincers, fur coat, feathers, radiation
distances (up to 3 kilometers). Mutants with absorbing organ, and so on.
heightened vision can see in the infrared and
ultraviolet spectrums, but are not bothered by 28. NO RESISTANCE TO BACTERIA (D): The
full dlaylight. mutant with this defect will have little or no
resistance to sickness, making any infection or
21. HEMOPHILIA (D): The lack of blood illness a serious thing. It is necessary to have
clotting agents in the mutant’s blood causes disease-causing agents in the game if this
serious bleeding in even the smallest of cuts. mutation is used. A cut from a dirty sword may
Once this mutant has lost even 1 hit point, he cause blood poisoning. The scratch of the
begins to bleed and loses 2 extra hit points per claws of certain meat-eating creatures may
melee round until he has time to stop and bind cause serious infection, or a simple cold,
his wounds. caught from a tribesman, may turn into
pneumonia. All of these examples may cause
22. INCREASED METABOLISM (D): This up to 10 points of damage per day, and are
defect forces the mutant to spend great very hard to cure.
amounts of time feeding. it must carry large
quantities of food when traveling, and in 29. NO RESISTANCE TO POISON (D):
combat, must stop every 5th melee turn and Exposure to any poison will kill this mutant
spend one turn eating, before returning to unless the appropriate antidote is quickly
battle, or lose 1 point of physical strength and administered.
2 hit points each melee turn thereafter. NOTE:
these losses are temporary (unless the mutant 30. NO SENSORY NERVE ENDINGS (D): This
is killed) and may be replaced at the same rate defect cancels the warning systems of the
it the mutant takes time out to eat. mutant's body. Although the mutant cannot
feel pain, he also cannot detect a surprise
23. INCREASED SPEED: Mutants with this attack from behind, tell if his body has been
ability are able to move at twice normal speed. punctured, or know when to regenerate lost hit
They accomplish mental tasks in a much points. This defect adversely affects the
shorter time than normal and, in combat, they mutant's ability to figure out ancient devices
are allowed to strike twice each melee turn. by adding 2 points to each die roll when trying
to figure out ancient artifacts (see ARTIFACTS
24. INFRAVISION: This power allows the AND EQUIPMENT).
mutant to see any heat-producing body. At
night, everything will seem like day to this 31. OVERSIZED BODY PARTS: This
mutant. Flashes of heat, such as laser blasts, constitutes a beneficial increase in size to a
explosions, raging fires, or even torches at certain part of the body which gives that part a
close range, will blind this being for a short corresponding increase in power. Example:
period of time. The full light of day will also be larger eyes for greater vision, longer legs for
painful if endured for any length of time. greater speed, etc. Only one part of a being’s
body may be so affected.
25. LIGHT GENERATION: This is the ability to
emit high candlepower beams of light through 32. PARTIAL CARAPACE: A partial carapace is
the eyes. The blinding effect (which works even a thick shell covering the back and head that
in full daylight) incapacitates the viewers by will reduce the damage done to the body by
lowering both their armor class and “to-hit” one half, if hit in those areas. It gives the
chance by 4 points for 1-4 (d4) melee turns. mutant a basic armor class of 6.
This is a flash much like a camera flash bulb,
and is thus not generally useful as illumination 33. PHOTOSYNTHETIC SKIN: This allows the
for explorers. Effective range: 10 meters mutant to produce its own food in sunlight or
its equivalent. Such mutants may also heat lost together. This gives the mutant's height in
hit points four times as fast as normal if they centimeters. The change decreases the
spend most of their time basking in the sun metabolic rate of the mutant and also causes a
without moving. Mutants with photosynthetic marked reduction in its ability to do damage to
skin suffer 1 extra point per die of damage opponents in physical combat. Such small
from heat and cold attacks, and move at one- mutants will be very hard to hit in physical
half speed in periods of darkness. combat. The referee is to determine what these
effects will be.
34. PHYSICAL REFLECTION: With this
mutation, the skin of the mutant reflects even 41. SKIN STRUCTURE CHANGE (D): As the
the most Intense forms of energy away from its name implies, the skin of the mutant changes
body in random directions. This reflection for the worse. Suggestions: thin skin - add 1
should work for only one type of energy, such point to each die of damage sustained; water
as: heat, sonic, radioactive, electrical, etc. soluble skin contact with water does 1 die of
damage per melee turn; phosphorescent skin -
35. POOR RESPIRATORY SYSTEM (D): This mutant glows in the dark (enough to reveal
mutant has trouble getting needed oxygen into position, not enough to see by); light sensitive
the blood stream, making him weaker and skin - skin burns for 1-3 dice of damage when
requiring him to rest after fighting for 5 melee exposed to bright light.
turns. Failure to rest after 5 rounds of combat
causes this mutant to faint for 1-6 minutes 42. SONIC ATTACK ABILITY: This is the
after the 6th melee turn. power to generate high-frequency sound waves
that are damaging to exposed tissues at short
36. QUILLS/SPINES: These defensive range. The damage amounts to 3 dice (3d6)
weapons usually cover the mutant’s arms or and is not selective. All beings (except the
legs. Treat the touch of each quill as doing mutant) within a radius of 10 meters are
dagger damage to the victim. Some mutants affected and the dice are rolled once, with each
may be able to throw their quills a short suffering that amount. Sonic attacks may be
distance (up to 3 meters). Spines are larger made once very 4 melee turns.
and stronger than quills. Each spine does 1-12
(d12) points of damage if it strikes a target, 43. SYMBIOTIC ATTACHMENT: This allows
and these can be thrown in the same manner. the mutant to link with the nervous system of
Growth of replacement quills or spines takes a another creature. The mutant must first hit its
minimum of one week. victim with an attacking appendage (claw,
fang, etc.) and then maintain contact for three
37. RADIATED EYES: This gives the mutant melee turns. The mutant will then be in
the power to emit a damaging blast of complete control of both bodies. If contact is
radiation through the lenses of its eyes (roll broken, the control is lost; to re-establish
3d6 to determine intensity). This power may be control requires three additional melee turns.
used once every 4 melee turns and has an
effective range of 10 meters. 44. TALLER: To determine how tall to make
any given mutant, roll a die (d6) for a 1-6 result
38. REGENERATION: This allows the being to and add this to a basic 2 meters. This will yield
heal itself and replace lost hit points. One hit beings ranging from 3 to 8 meters tall. For
point is regenerated per 5 kilograms of body every additional meter of height over 2 meters,
weight per day. this mutant may add a bonus of 1 point to each
of its damage dice when its strikes an
39. SHAPECHANGE: This is the ability to opponent in physical combat with a non-
assume the outward appearance of a mammal, powered weapon. However, for every 2 meters
insect, or reptile, but. not have the abilities of of additional height, this mutant must subtract
the creature being mimicked. At the start of the 1 point from its “to hit” die roll when striking an
campaign, the mutant must choose which of opponent in physical combat. The number of
the above types of creatures it is to imitate. hit points the mutant has Is not affected.
Completing the shapechange requires 2 melee
turns of relative inactivity (making no attacks) 45. TOTAL CARAPACE: The total carapace is
on the part of the mutant. a thick shell that covers the entire body of the
mutant. It reduces all damage done to the
40. SHORTER: To determine how short to mutant by half and raises its armor class to 4.
make a mutant, roll percentile dice (2d10) two This shell is cumbersome, and it reduces its
times for 0-99 results. Treat 00 as zero rather owner’s movement rate by one-fourth.
than 100 as is usual. Add the two results
46. ULTRAVISION: This allows the mutant to 15............27-31%......Heightened Brain
seethe ultraviolet end of the light spectrum. In Talent..................26-28%
addition to UV emissions, he will be able to see 16............32-41%......Heightened
such things as: radiation, energy cells, mental Intelligence....................29-43%
mutations that affect the physical environment, 17............42-45%......Hostility Field
and the electrical workings of machines. (D)............................44%
18..............46%..........Illusion
47. VISION DEFECT (D): Mutants with this Generation...........................45%
defect suffer from one of the many possible 19..............47%..........Intution............................
eye problems such as myopia, astigmatism; ................46-49%
etc., but are not blind. They must subtract 4 20............48-52%......Life
points from their die roll to hit opponents in Leech.......................................50-52%
combat and they have difficulty seeing objects 21..............53%.........Light Wave
over 15 meters away. Manipulation..................53%
22..............54%.........Magnetic
48. WEIGHT DECREASE (D): This weakens Control.............................54%
the mutant so that it is slowed by one-fourth in 23..............55%.........Mass
every endeavor, with its physical strength Mind.......................................55%
reduced by one-fourth, as well. 24............56-58%......Mental
Blast.....................................56%
49. WINGS: The growth of usable wings allows 25..............59%.........Mental
the mutant to fly through the air at a rate of 12 Control..................................57%
meters per melee turn. When f lying, the 26..............60%.........Mental Control Over
mutant may carry no more than the equivalent Physical State...58%
of one-fourth of its own body weight. Mutants 27............61-62%......Mental Defenselessness
weighing over 80 kilograms will probably not (D)..............59-61%
be able to fly but can still make wing-assisted 28..............63%..........Mental Defense
leaps over objects such as walls or trees. Shield.......................62-66%
29..............64%..........Molecular
MENTAL MUTATIONS Disruption.........................67%
30............65-66%.......Molecular
Nu. Human Mutation Understanding..................68%
Animal 31............67-69%.......Mutiple Damage
1.................01%.......Absorption......................... (D).........................69-71%
.............01% 32..............70%...........Planar
2.................02%.......Anti-reflection Travel....................................72%
(D)...........................02% 33............71-73%.......Poor Dual Brain
3..............03-06%.....Complete Mental Block (D)..........................73-75%
(D)............03-04% 34...............74%.........Precognition.....................
4.................07%.......Cryokinesis........................ .................76%
.............05% 35...............75%.........Pyrokinesis......................
5.................08%.......Death Field ..................77%
Generation....................06% 36...............76%.........Radar/Sonar.....................
6..............09-10%.....De- .................78%
evolution...................................07-09% 37...............77%.........Reflection........................
7................11%........Density ..................79%
Control...............................10% 38...............78%.........Repulsion
8................12%........Directional Field..................................80%
Sense.............................11-13% 39...............79%.........Sound
9................13%........Dual Imitation..................................81%
Brain.......................................14% 40............80-
10..............14%........Empathy............................ 82%.......Telekinesis.........................................8
..............15% 2%
11...........15-18%......Epilepsy 41...............83%..........Telekinetic
(D)....................................16-18% Arm................................83%
12...........19-22%......Fear Impulse 42...............84%..........Telekinetic
(D).............................19-20% Flight...............................84%
13............23-25%.....Force Field 43...............85%..........Telepathy........................
Generation....................21-24% ..................85%
14..............26%.........Genius 44...............86%..........Teleportation...................
Capability............................25% ..................86%
45...............87%..........Thought it except that he can do nothing else for 1-20
Imitation...............................87% (d20) melee turns, as he will be lying on the
46..............85%...........Time Field ground, nearly unconscious.
Manipulation.....................88%
47..............88%...........Total 6. DE-EVOLUTION: This is the power to strip
Healing......................................89% abilities from a mutant opponent by regressing
48..............89%...........Weather it along its ancestral lines. If this power works
Manipulation........................90% (treat as a mental attack), it begins by taking
49..............90%............Will away, permanently, the opponent’s greatest
Force.........................................91-95% special ability (referee's choice). On every
50............91-94%........Roll a Good Mutation (No subsequent melee turn, another special ability
Defects)...96-98% is thus removed, until the mutant's opponent is
51............95-99%........Pick Any returned to its original stock. This power lasts
Mutation.............................99% for the duration of one combat situation,
52.............100%..........Create A Mutation..(ok’d however long that may take, has a range of up
by GM).....100% to 30 meters, and may be used once per week.
1. ABSORPTION: A being with absorption is 7. DENSITY CONTROL (others): Note the
able to withstand an additional number of hit definition of Density Control (Self), #30 under
points of damage, equal to its current hit point PHYSICAL MUTATIONS, give it a range of 30
total, of one of the following types of damage: meters, and use it as an offensive or defensive
Roll die (d6): 1 = cold, 2 = heat, 3 = light, 4 = power on other beings.
paralysis rays, 5 = radiation, 6 = mental blasts.
8. DIRECTIONAL SENSE: This allows the
2. ANTI-REFLECTION (D): This dangerous mutant to know exactly where it is in relation
defect gives the mutant a 25% chance, each to where it has been. Such mutants will be able
time he uses a mental power, of having the to retrace their path at any time, even if
attack or defense reversed. This would cause a blindfolded.
mental attack to come back and damage the
mutant instead of his target, and a mental 9. DUAL BRAIN: Any mutant with this power
defense to apply to the opponent instead of the has 2 brains (not necessarily 2 heads), both of
mutant. which function normally and which may have,
between them, up to 3 additional mental
3. COMPLETE MENTAL BLOCK (D): This is mutations. This allows the mutant a minus 1 on
the inability of the mutant to see or even come all die rolls when trying to figure out any
near (intentionally) one of the following types ancient artifacts (see ARTIFACT USE). When
of things or creatures: Robotic, Technological under mental attack, one brain may suffer the
(non-robotic), Plant, or Animal. While the effects while the other keeps the mutant
mutant is able to operate logically in the functioning normally (moving, striking,
presence of his block, he cannot use or touch, attacking, etc.). A Dual Brain allows two mental
or even be aware of attacks on his person saying throws and if either one is successful,
originated from his block- Only one creature of the mental attack on the mutant fails. Both
the types mentioned, i.e. a security robot, as brains have the same mental strength (rolled
determined by the referee, should constitute a at the start of the campaign by the player), but
mutant's mental block. any increase in mental strength due to
surviving mental attacks is awarded at one-half
4. CRYOKINESIS: This is the ability to cause the normal rate.
living matter, water, or anything else that will
freeze, to suffer cold damage and possibly 10. EMPATHY: This allows the mutant to sense
freeze solid (referee’s discretion). On the first the feelings (hate, fear, hunger, pain, etc.) of
melee turn, 1 die (d6) of damage is done, and others. An empathetic mutant can force
through undisturbed concentration, up to 10 emotions on non-intelligent beings of any type
dice (10d6) of damage may be inflicted on the (treat non-intelligent creatures as having a 12
10th melee turn by a mutant with cryokinesis. for mental resistance). Thus a mutant could
The effective range of this mutation is 25 force a pack of wild dogs away in tear, or
meters. entice a food animal closer for the kill. Range:
30 meters.
5. DEATH FIELD GENERATION: In one melee
turn, this mutation drains all but one of the hit 11. EPILEPSY (D): This is a body paralysis
points from all beings within 20 meters. When that occurs for various reasons. When attacks
a being uses a death field, he is not affected by come on, the body is unable to respond to the
environment around it and remains motionless. she tries
The referee should set up a consistent set of to sell, and possesses the charisma
variables to determine when these attacks bonus
come on (i.e. 10% chance per melee turn (+ 3) of a Pure Strain Human.
during physical combat, or 25% chance
immediately preceding any combat situation, 15. HEIGHTENED BRAIN TALENT: Mutants
etc.). with this ability will be able to figure out the
workings of any artifact in one-third the normal
12. FEAR IMPULSE (D): This mutation, for time (i.e. 40 minutes for 10 die rolls on the
one reason or another, simply causes ARTIFACT USE & OPERATION chart instead of 2
unreasonable fear of an object or animal and hours) and they receive 2 saving throws
makes the mutant unable, for any reason, to against mental attacks. Note, however, that if
look at that thing without feeling total fear and this mutant has a double brain, he does not get
running away (dropping everything in the four saving throws. It is impossible to tell an
process). A six sided die is rolled to determine undetected lie to a mutant with heightened
the object of fear: 1 = random mutated animal, brain talent.
2 = random mutated insect, 3 = random non-
mutated creature, 4 = any robot, 5 = any 16. HEIGHTENED INTELLIGENCE: Add 4
computer, 6 = any talking plant. The referee is points to the mutant’s mental resistance rating
to determine the specific creature involved, if (not to exceed 18) and subtract 2 points from
any, in this fear impulse. the die rolls when this mutant is trying to figure
out an artifact (see ARTIFACT USE &
13. FORCE FIELD GENERATION: This endows OPERATION).
the mutant with the power to create an
invisible wall of energy through which physical 17. HOSTILITY FIELD (D): This is a repugnant
objects may not pass. The wall forms around unconscious field set up in a 30 meter radius
the body of the mutant (about 15 centimeters around the mutant. Any being with an
out) and will take 5 dice of accumulated intelligence of 16 or less, friend or foe, will
damage (as though it were the mutant) before have a 20% chance of wanting to attack the
being forced down. The force field requires no mutant upon first entering the field.
effort to maintain once it is established and will
last up to one hour (unless it is driven down by 18. ILLUSION GENERATION: This is the
damage) before it dissipates. Only one such ability to create images in the minds of other
force field may be generated by the mutant in beings who are within 30 meters of the mutant.
a 24 hour period. Such illusions will have any visual, audible, and
olfactory aspects the sender wishes, and are
14. GENIUS CAPABILITY: Roll a six-sided die. dispelled only when a viewer attempts to touch
The mutant becomes one of the following: the illusion.
DIE ROLL RESULT 19. INTUITION: This allows the mutant to be
subconsciously aware of what any opponent
1, 2 A military genius with a plus 4 chance intends to do. This results in adding one point
“to hit” with any weapon, and causes to the mutant’s “to hit” probability with any
one extra die of damage to be weapon, and 3 points to each die of damage he
inflicted. inflicts. This mutation cannot be used while
other mental powers are being used.
3, 4 A scientific genius who may subtract 1
point from each die roll when trying to 20. LIFE LEECH: This is the power to drain life
figure out ancient artifacts (see energy from all semi-intelligent or intelligent
ARTIFACTS & EQUIPMENT). Any beings, friend and foe alike, within a 10 meter
weapon this mutant makes, such as a radius of the mutant. This range is increased
crossbow, sling, trap, etc., will do 4 by 3 meters for every 4 points of mental
extra strength possessed by the mutant. Life leech
points of damage with each hit. will drain away 6 hit points per melee turn (i.e.,
However, cause 6 points of damage) from each being in
it takes three times as long for this range and add a like number of hit points to
mutant the mutant's total. If the mutant with life leech
to make any given weapon of this type. takes damage, the hit points are first
subtracted from those points leeched. Those
5, 6 An economic genius who will be able to leeched hit points that are not destroyed in
turn a triple profit on anything he or combat dissipate after 24 hours.
four times as fast as normal. In situations of
21. LIGHT WAVE MANIPULATION: This overwhelming danger (referee's decision), the
allows the mutant and everything he is wearing mutant will have double his normal strength,
or carrying, to become invisible at will, to dexterity, and speed for 5-50 melee turns
negate the effect of a laser, or to create a (5d10). This mutation may be used only once
patch of total darkness (2 meter radius) per week.
anywhere within 10 meters of the mutant.
Although this mutant can only make himself 27. MENTAL DEFENSELESSNESS (D):
invisible, the ability to create darkness or stop Disregard the mental strength of the mutant as
laser blasts may be used anywhere within his rolled. It is now 3.
10 meter range.
28. MENTAL DEFENSE SHIELD: This ability
22. MAGNETIC CONTROL: This is the power, adds 4 points (not to exceed 18) to the
through the control of magnetic fields, to repel, mutant's mental resistance rating. In addition,
attract, or utilize any inanimate ferrous object. this mutant will sense any other being with
The effects on powered objects are to be mental powers within a 30 meter radius,
determined by the referee. Treat any object to whether those powers are being used or not.
be controlled as having a mental resistance of
12 to determine whether control is successful. 29. MOLECULAR DISRUPTION: This is a
There is no weight restriction, and the mutation dangerous but powerful ability that may only
has a range of 100 meters. Magnetic control be used infrequently. Upon attempting
lasts up to 25 melee turns and may be used molecular disruption, whether it works or not,
once every 24 hours. the mutant is reduced to 1 hit point and one-
half movement for 1 full day. The chance of
23. MASS MIND: This allows the mutant to success varies with the subject matter
empathize with creatures of a like nature involved: metal and dense material have a 3%
(same type) or like power (mental control mass chance of being disrupted per point of mental
mind, telepathy, etc.) in order to amplify the strength, stone and non-living material has a
effects of its own powers. Mass mind works in 4% chance per point of mental strength, and
direct proportion to the number o minds living organisms have a 5% chance of being
participating. A mutant with mass mind and disrupted per point of mental strength
mental bias abilities could get together with possessed by the mutant. Up to 50 kilograms
another creature with mental bias and, of contiguous matter, within a range of 30
together, deliver a double strength mental meters, may be destroyed in this manner. For
blast twice the normal distance. example: A mutant with a mental strength of
15 would have a 75% chance of disrupting an
24. MENTAL BLAST: This is the ability to obb (see CREATURES) and a 45% chance of
launch a mental assault worth 3 dice (d6) of disrupting a metal door. Once this ability is
damage on any being within 15 meters. It may employed, a varying number of days (referee
be used every other melee turn. rolls d6, with result unknown to player) must
pass before it will have any chance of
25. MENTAL CONTROL: This mutation allows succeeding again.
the takeover of another being’s body. While in
control, the mutant experiences all the sensory 30. MOLECULAR UNDERSTANDING: This
impressions of the controlled being, and is power allows the mutant to know the
totally unaware of his own body (which remains weaknesses of any object and its separate
motionless). If the being under control is parts. Because of this, the mutant does 1 extra
knocked unconscious or dies, the controller die of damage, over and above any damage he
suffers the same fate. To establish control, the would normally inflict in combat. Mutants with
mutant must be within 15 meters of his this power are also able to instantly figure out
intended victim. Thereafter, there is no range the use of any artifact on CHART A, and
restriction to this mutation. The mutant may subtract 2 points from the die roll on the other
break off control and "return" to his own body charts (see ARTIFACT USE & OPERATION).
at any time.
31. MULTIPLE DAMAGE (D): This causes the
26. MENTAL CONTROL OVER PHYSICAL mutant involved to double, or even triple
STATE: This is the ability to unconsciously (referee's option) any damage sustained by the
disregard things like pain warnings and mutant. This occurs not because the damage
override problems such as blood loss or fatigue has really been inflicted, but because the
for up to one full day. This control enables the mutant thinks it has.
mutant to heal wounds (recover lost hit points)
32. PLANAR TRAVEL: This is the ability to plus 2 on all “to-hit” probabilities. The range of
open doors to alternate planes of existence. this mutation is usually 30 meters, but is
The mutation manifests itself as a 3 x 3 meter tripled if the mutant has heightened hearing.
opening lasting up to 3 full melee turns at the
discretion of the mutant. These planes of 37. REFLECTION: This mutation requires
existence may or may not be populated (with great concentration, and the mutant must
referee-inspired creatures), but once entered, remain motionless while exercising it. On the
there is no way to leave them (unless the first melee turn of concentration, up to 3 dice
mutant re-opens the door), so they make of damage (of any type) is sent back to the
perfect places of exile. Only one such door may beings who inflicted it. On the second melee
be opened per week. turn of concentration up to 4 dice of damage is
reflected, and so on, until, on the 18th and final
33. POOR DUAL BRAIN (D): This is a second turn of this power, up to 20 dice of damage
brain which handicaps the function of the may be reflected. Note: Reflected damage may
primary brain. It may take over the body at not exceed damage inflicted. Reflection is
strange times, have several defects, or even usable only once every 24 hours, and while in
counteract a mental power of the good brain in use, the mutant is subject to simple attacks,
difficult situations. The extent and effects of such as light generation, which incapacitate,
this mutation should be determined by the but do no dice of damage. This mutant can
referee and may be kept a secret from the maintain concentration and reflection powers
mutant until the moment of truth. even if it takes damage, so long as no other
action (combat, fleeing) is initiated. While
34. PRECOGNITION: This is the power to reflecting, the mutant receives no damage
sense dangerous situations which will affect, unless damage inflicted exceeds reflecting
personally, the mutant having the power. It is ability. For example, if the mutant is hit by a
effective only 3 minutes into the future and laser pistol (which does 5 dice of damage) on
requires intense concentration to work. For the first melee turn of concentration, 3 dice will
instance, if the mutant is about to open a door, be reflected and the mutant will receive 2 dice
he may use precognition to see what would of damage.
happen if he did open the door. It is perfectly
legal to change the course of history by acting 38. REPULSION FIELD: This is similar to a
on such information and not, for example, open force field, only a repulsion field may be
the door to receive the ambush waiting on the formed up to 15 meters away from the mutant
other side. When a mutant with precognition and may be used to surround or trap other
foresees damage about to be done to his own beings. In ail other respects It functions like a
body, the shock to his nervous system is such force field. Indeed, a mutant with this ability
that he receives one die (d6) of damage could use it exactly like a force field if he so
immediately. If the mutant should foresee his desires, and it could be termed an improved
own death, he immediately takes two dice (d6) force field.
of damage and falls unconscious for 3-18 (3d6)
minutes. The referee may wish to limit the 39. SOUND IMITATION: Similar to thought
number of times this ability can be used in a imitation, this allows a mutant to recreate
day (perhaps by rolling d4 or d6). sounds that it hears and throw back sonic
attacks immediately after hearing (and
35. PYROKINESIS: This is the ability to cause surviving) them. This mutant cannot remember
living matter or anything that is reasonably how to recreate sounds, it merely repeats what
flammable, such as wood, or plastic, to suffer It hears.
heat damage and eventually burst into flame.
On the first melee turn 1 die (d6) of damage is 40. TELEKINESIS: This enables a mutant to
done (not necessarily fire) and through lift objects, other than the mutant himself, into
undisturbed concentration, up to 10 dice (d6) the air and move them about. The mutant can
of damage may be inflicted on the 10th melee only telekinese as much weight as he could
turn by a mutant with pyrokinesis. The referee normally lift, and he must strain as though he
determines when and if a fire starts. The were actually carrying the object of his
effective range of this mutation is 25 meters. telekinesis. Only objects within 15 meters may
be thus lifted, and the mutant may only keep
36. RADAR/SONAR: Creatures with radar or them aloft for 5 melee turns, after which time
sonar have large ears, antennae, or hearing he must rest for another 5 melee turns before
orifices. Much like bats or dolphins, they can again using this power. When telekinesis is
walk or fly day and night, “seeing” without attempted on living creatures, or things that
using their eyes. They also receive a bonus of they are holding, the referee should treat it as
a mental attack on that being, which must whether or not the attempt succeeds, drains
succeed before the object may be lifted. one-half the hit points from the mutant for 1-8
(d8) days and reduces the mutant's speed to
41. TELEKINETIC ARM: This mutation one-half for 1-12 (d12) days. The percentile
manifests itself as a 20 meter long human arm dice are used to determine the success of time
(complete with hand), capable of doing travel:
anything a normal human arm and hand can
do, with a strength of 18. To function, it must DISTANCE TRAVELED PERCENT CHANCE
always be visible to the mutant. This arm IN TIME: OF SUCCESS:
cannot be hit by non-powered weapons, while 1 week.............................................1-95%
powered weapons will do normal damage to 25 weeks..........................................1-85%
the mutant if they hit this arm. 1 year...............................................1-80%
5 years..............................................1-75%
42. TELEKINETIC FLIGHT: Mutants with this 10 years............................................1-60%
ability can fly through the air at a variable 25 years............................................1-50%
speed (1-20 meters per second), carrying only 50 years............................................1-30%
as much as they could carry normally. 100 years..........................................1-20%
250 years..........................................1-10%
43. TELEPATHY: This is the power to read
another creature’s thoughts and/or emotions The preceding chart is for the mutant and/or
and send your own in return. This power any inanimate object not belonging to another
transcends language and works on all beings being sent into the past. Material which is part
up to 10 meters away. of or belongs to another being is more difficult
to send through time: subtract 10% for metal
44. TELEPORTATION: The mental or powered items, subtract 15% for stone and
transference of the mutant's physical self to other inorganic material, and subtract 20% for
another place is called teleportation, and works biological material (such as another being). To
up to a range of 30 kilometers, The mutant send objects into the future, subtract 25% from
may only teleport himself, not others. If he has each increment on the above table. The
not spent at least 8 hours memorizing his mutant must be able to touch whatever he is
destination, the mutant stands a 25% chance attempting to send through time and the
of sustaining 10 dice (d6) of damage upon energy drain occurs even if the attempt fails.
arrival.
47. TOTAL HEALING: This allows the mutant
45. THOUGHT IMITATION: This power allows to heal all its own lost hit points, up to four
mutants to immediately return any thought or times a week, once per 24-hour period.
mental attack directed at them, although it
does not negate the effects of such attacks on 48. WEATHER MANIPULATION: This allows
themselves. A mutant with thought imitation is the mutant to manipulate the weather in the
able, any time he wishes, to exactly copy the area he is in. The newly-created weather
communication patterns of those creatures conditions will last as long as the mutant
with whose thought patterns he is familiar, concentrates on them. (Note that if the mutant
even if those creatures do not speak a is hit in combat his concentration will be
language known by the mutant. Note: The broken.) The mutant must concentrate for a full
power to return a mental attack is temporary. minute (6 melee turns) before the weather
Once a mental blast has been returned, the begins changing, and it takes another 2
mutant does not know how to repeat it. This minutes (12 melee turns) for the change to be
mutant can, however, recall communications completed. The weather will be affected in a 10
patterns at a later date. kilometer radius around the mutant. The
weather cannot be radically changed, i.e. from
46. TIME FIELD MANIPULATION: This is the below zero to a 100 degree heatwave. The
ability to travel or send objects through the extent of manipulation possible depends upon
currents of time. The use of this mutation the prevailing conditions
requires an 18 intelligence and a “heightened
intelligence” on the part of the mutant (i.e. this All three aspects of the weather can be
is rare). If the mutant does not have both, roll manipulated. For example, a day which is clear
another mutation. The ability to send objects and warm with alight wind can become a hazy,
through time varies with the material involved, hot, calm day. Contradictions are not possible,
and distance in time required. The material fog and strong wind, for example.
travels through time, but remains in the same
spot on GAMMA WORLD. The energy required, Success is not automatic. There is a base 90%
chance of causing one of the possible changes. 16.............29%..........Heat Generation
If it is desirable to cause a change one degree 17.............30%..........Increased Senses
away (from clear to light rain, for example) the 18...........31-32%.......Low Fertility (D)
chance of success drops to 50%, and double 19...........33-34%.......Manipulation Vines
the time is required (12 melee turns of initial 20...........35-39%.......Mobility
concentration, 24 melee turns to accomplish 21...........40-46%.......New Plant Parts
the change). If a change two degrees away 22...........47-54%.......New Senses
form the prevailing conditions is desired (such 23.............55%...........Parasitic Attachment
as warm to arctic cold), the chance of success 24.............56%...........Physical Reflection
is only 10% and triple the time is required (18 25...........57-58%........Poison Throwing Thorns
and 36 melee turns). 26...........59-60%........Poison Vines
27...........61-66%........Radiated Plant Fiber
The percentile dice (2d10) are rolled after the 28...........67-68%........Razor-edged Leaves
initial concentration is completed, but the new 29...........69-70%........Saw-edged Leaves
conditions are not fully effective until the 30..............71%..........Seed Mobility
change in weather is completed. If the mutant 31..............72%..........Size Decrease
is unsuccessful in changing the weather (either 32...........73-82%........Size Increase
through failing the percentage roll or being 33..............83%..........Sonic Attack Ability
interrupted after the initial concentration), he 34............84-85%.......Squeeze Vines/Roots
must rest a full week before attempting 35............86-87%.......Spore Cloud and/or
weather manipulation again. This mutation is Shooting Seeds
usable a maximum of once per day. 36..............88%...........Sucker Vines
37.............89-90%......Tangle Vines
49. WILL FORCE: This is the ability, through 38...............91%..........Temperature Senitivity
sheer force of will, to double any one of a (D)
mutant's abilities. It can be used in conjunction 39...............92%..........Texture Change
with any other power, or it may be used to add 40.............93-94%.......Thorns/Spines
one point to the mutant's “to-hit” die rolls. Will 41.............95-96%.......Wings/Gas Bag
force lasts from 1-10 (d10) melee turns and 42...............97%...........Wings/Gas Bag
may be used only once every 24 hours. 42...............98%...........Roll An Extra Mutation
43...............99%...........Pick Any Mutation
PLANT/VEGETABLE MUTATIONS: 44.............100%...........Create A Mutation..(ok’d
by GM)
The following plant and vegetable mutations
are to be used by the referee when creating 1. ADAPTATION: This allows any plant to
non-player plant mutations with which to instantly become immune to an attack mode,
populate GAMMA WORLD. It is recommended once it survives such an attack. Example: if a
that the referee not allow the players to plant survives an attack by a laser, it will adapt
become mutated plants. Most of them do not and subsequent laser attacks will do the plant
have the intelligence or life span necessary to no damage. There is no way, however, for a
successfully interact with other player- plant to adapt to having its limbs or stalks
character types. chopped off by swords or axes.
Nu. Roll Mutation 2. AROMATIC POWERS: This power is used
1.................01%........Adaptation by carnivorous plants (much like flowers attract
2..............02-05%.....Aromatic Powers bees) to lure food (victims). The plant gives off
3..............06-07%.....Attraction Odor (D) a strong fragrance that can carry for up to 10
4.................08%........Bacterial Symbosis kilometers if the wind is right. The scent causes
5.................09%........Barbed Leaves the beholder to believe that the plant is his (or
6................10%.........Berries its) favorite food. When drawn to within 30
7.............11-13%.......Boring Tendrils meters of this plant, all beings will do nothing
8.............14-15%.......Carnivorous Jaws but walk directly to the plant, unless they make
9.............16-17%.......Color Sensitivity And their saving throw (treat as intensity 8 poison
Imitation which does not kill, but attracts instead).
10...........18-19%.......Contact Poison Sap
11...........20-21%.......Daylight Stasis (D) 3. ATTRACTION ODOR (D): With this
12...........22-24%.......Dissolving Juices mutation, the plant's body or flowers give off
13.............25%..........Divisional Body Segments an odor that attracts herbivores.
14.............26%..........Electrical Generation
15...........27-28%.......Fruit and/or Radiated 4. BACTERIAL SYMBIOSIS: Plants with this
Seeds Generation mutation allow bacteria harmful to humans and
humanoid mutants (or any other specific turns.
enemy of the plant) to grow just under the
plant's epidermis. When the plant is damaged 8. CARNIVOROUS JAWS: These are mouths
(or eaten), the germs are readily released, and that do a variable amount of damage (1-8
are quite likely to get into any open wound on points per bite). There may be as many as 12
the plant’s assailant, causing instant infection. such laws on any one plant and, it possible,
The referee may want to invent some hideous they will be situated at the ends of thick,
new bacteria for this. movable stems. Think of an enormous Venus
Fly Trap as a typical example of plant jaws.
5. BARBED LEAVES: These are very tough
leaves, ringed with barbs up to 2.5 centimeters 9. COLOR SENSITIVITY AND IMITATION:
long. They usually attack as saw-edged leaves. This gives the plant the ability to change colors
It attached to a motile plant part, such as a and appearance in order to imitate any other
segmented limb, a sucker vine, a manipulation type of plant. Intelligent plants can use this
vine, etc., that part may attack, do damage, ability to operate color band-activated
and hold or drag the victim with the barbs. The machinery.
range is, of course, restricted to the length of
the plant part wielding the barbed leaves. 10. CONTACT POISON SAP: Plants with this
mutation have, In their sap, a toxic substance
6. BERRIES: These are useful, though of random poison intensity. Once the plant has
sometimes dangerous, mutations produced by been damaged and the sap exposed, the
plants that can affect humans and humanoid poison works on contact with flesh (it does not
mutants in many ways: need to get into the victim).
Die 11. DAYLIGHT STASIS (D): This mutation
Roll Color Effect forces the plant to become totally inactive
1.............Purple..................Heal one die of during full daylight. Note: All other plants are in
damage stasis in periods of darkness, although they
2.............Blue.....................Heal all damage may grow and heal in darkness.
3.............Green...................Mental Strength + 4
for 1 hour 12. DISSOLVING JUICES: This allows the plant
4.............Turquoise.............Poison (random to secrete juices that will do 5 dice (d6) of
intensity, 3d6) damage per melee turn to any organic matter
5.............Orange.................Radiation (random it contacts.
intensity, 3d6)
6.............Orange-Yellow.....Radiation Resistance 13. DIVISIONAL BODY SEGMENTS: The
+ 4 for 1 hour branches, vines, limbs, trunk, stalk, or
7.............Red-Orange.........Poison antidote (for whatever is appropriate, of the plant are now
one specific segmented much like the bodies and legs of an
poison intensity insect. This gives the plant mobility.
only)
8.............Black...................Temporary Sonic 14. ELECTRICAL GENERATION: This is the
Resistance for 1 hour ability of the plant to build up an electrical
charge in its body which it may use as a
Of course, there are many other berries, most defensive or offensive weapon, much like the
of which are merely sources of food. electric eel. The shock may be delivered by
Remember that berries are seasonal, and some special vines or simply on contact, and it does
limits should be imposed on how long they a maximum of 4-24 (4d6) points of damage,
remain effective. Once discharged, the plant recharges itself at a
rate of one die of shocking damage ability per
7. BORING TENDRILS: These are tough, melee turn. Most plants (80%) will not release
motile tendrils, with which the plant can bore another shock until fully recharged, after four
through just about anything. Special acids and melee turns.
abrasive pads enable the tendrils to penetrate:
15. EXPLOSIVE AND/OR RADIATED FRUIT
5 cm of flesh in 1 melee turn OR SEEDS: Any seed, berry, or fruit becomes
25 mm of wood in 2 melee turns an explosive or radioactive hazard. Referee is
5 mm of stone in 5 melee turns to determine the strength. Plants with this
5 mm of normal steel in 10 melee mutation plus some type of mobility or
turns manipulating vines may hurl their missiles - up
3 mm of duralloy in 10 melee to 10 meters for small bush-sized plants, up to
20 meters for larger ones, and up to 30 meters plant to link with the nervous system of
for trees. another creature and take control of its body.
The plant must first hit its victim with an
16. HEAT GENERATION: This gives the plant attacking appendage (tendril, vine, segment)
special heat-generating organs that can cast and then maintain contact for three melee
beams of heat that do 4 dice (4d6) of searing turns. The plant will then be in complete
damage. The organs are usually located on top control of that being. Unintelligent plants will
or at the ends of motile extremities on the utilize such creatures for the defense of the
plant. The beams of heat have a maximum plant (or eat them if the plant is carnivorous),
range of 15 meters and may be used every while intelligent plants may have other things
three melee turns. Unintelligent plants and in mind. If contact with the plant is broken, the
plants lacking any special sensory organs will control is lost.
attack anything which comes in range and
stand a 25% chance of missing the target with 24. PHYSICAL REFLECTION: With this
each shot (if a miss is indicated, no “to-hit” die mutation, the skin or bark of the plant reflects
roll is made). Intelligent plants and plants with even the most intense forms of energy away
heightened sensory abilities will not always from its body in random directions. This
shoot immediately and are more accurate (no reflection should work for only one type of
penalty when casting beams of heat). No more energy, such as heat, sonic, radioactive,
than 3 such heat-generating organs may electrical, etc.
appear in one plant.
25. POISON THROWING THORNS: These are
17. INCREASED SENSES: This mutation gives (1-100) poisoned versions of throwing thorns,
new (or improved) sensory abilities to the covered with poison of random intensity.
plant, such as sight, hearing, smell, etc. These Growth of replacement thorns takes a
senses are only useful if the plant is in some minimum of one week.
way able to utilize them (i.e. it moves, flies,
attacks, etc.). 26. POISON VINES: These are non-motile
prickly vines. On contact with flesh, they are
18. LOW FERTILITY (D): This severely limits able to inject their poison (intensity 3-18 (3d6)
the reproduction rate, reducing the number of referee to determine).
these plants that may exist in any one place. If
this mutation Is rolled twice, the plant becomes 27. RADIATED PLANT FIBER: With this
extinct. mutation, certain parts of the plant emit
radiation of intensity 3-12 (3d4). This radiation
19. MANIPULATION VINES: These are vines has a range of up to 50 meters and will not
that act as appendages for the plant, allowing harm the plant itself.
it the dexterity to handle and manipulate
things. They are not as strong as squeeze vines 28. RAZOR-EDGED LEAVES: These are
and do no damage by themselves, but they smaller, sharper versions of saw-edged leaves.
could conceivably wield weapons of all sorts. They generally cover an entire plant.
20. MOBILITY: Plants with mobility are able to 29. SAW-EDGED LEAVES: These are large-
walk, slither, or crawl, utilizing motile roots or toothed, motile leaves, which the plant usually
vines. This does not necessarily imply that the keeps withdrawn or hidden until disturbed.
plant has any intelligence. These leaves will viciously attack anything
thrust into their midst. There are usually 6-8
21. NEW PLANT PARTS: With this mutation, such leaves per branch or vine so equipped,
the plant is given a new part or set of parts, each branch doing 1 die (d4) of damage per
such as: eyes, ears, arms, an elephant-like melee turn. They will only cut cloth, flesh, or
trunk, a brain and nervous system, etc. other soft materials.
22. NEW SENSES: This gives the plant the 30. SEED MOBILITY: With this mutation,
sensory capabilities, through adjustments in its motile tendrils allow the seeds to move and
normal structures, equal to those of a human. become separate entities from the parent
Note: to a plant with no moving parts, or plant. If appropriate, the seeds will have
defenses, this mutation will not be particularly separate mental and physical powers, or may
useful. Senses are touch, taste, smell, sight, be linked telepathically to the parent. A most
and sound. insidious application of this mutation can occur
in certain carnivorous plants, whose seeds lurk
23. PARASITIC ATTACHMENT: This allows the around campsites or sleeping places of animals
and then plant themselves in the bodies of cm long) spikes covering the plant that do
their sleeping victims overnight. dagger damage if they puncture a being.
Generate a random number for each plant, but
31. SIZE DECREASE: This makes the plant 1- always more than 5.
20 times smaller than normal (d2O), i.e., down
to a possible 1/20th of normal size. 41. THROWING THORNS: These are (1-100)
darts that may be cast by the plant up to a
32. SIZE INCREASE: This allows a plant to be distance of 10 meters, depending upon the
1-20 times normal size (d20). sensory ability (awareness) of the plant. Each
dart does the damage of a dagger if it hits a
33. SONIC ATTACK ABILITY: This gives the creature. Growth of replacement thorns takes a
plant the ability, when stimulated or disturbed, minimum of one week.
to emit a high frequency shriek that will
damage exposed tissues of all creatures within 42. WINGS/GAS BAG: These are parts that
a 10 meter radius. The plant itself, and others allow the plant to slowly fly from one area to
of its kind nearby, are not harmed by this another. The rate and direction of travel
attack. All other beings in range take 3 dice depends largely on the wind. Certain
(3d6) of damage. Sonic attacks may be made carnivorous plants use this ability to fly in
once every 4 melee turns. search of food.
34. SQUEEZE VINES/ROOTS: Squeeze vines CREATING NON-PLAYER CREATURE
(or roots, whichever is more appropriate) are MUTATIONS
more powerful than tangle vines, and are
capable of rapid movement in order to entwine The referee will need to populate his GAMMA
or entangle creatures. Each vine can crush for WORLD with many non-player creatures and
2 dice of damage per melee turn and they will plants. This may be done by simply selecting
not release their grip unless cut apart from the mutations from the preceding lists and adding
plant. Squeeze vines or roots are a minimum of them to a basic creature or plant type. The
5 meters long and can grow to great lengths. following method may be used to create
random non-player mutants:
35. SPORE CLOUD AND/OR SHOOTING
SEEDS: On contact or other stimulus, these 1. Choose a basic animal or plant type.
will come shooting out of the flower or
sporangium doing damage, taking root, or 2. The creature will mutate from 1-10
anything else the referee deems appropriate. generations.
(For example, see the narl ep under
CREATURES.) 3. For each generation of an animal mutant,
roll once on this percentile table:
36. SUCKER VINES: These are manipulation
vines (see #9) covered with tiny suction cups 01- 50%......Roll one physical mutation
that give each vine a dexterity of 18. 51- 80%......Roll one mental mutation
81- 85%......Roll one physical and one mental
37. TANGLE VINES: These are weak vines, mutation
able to move slowly and possessing only 86-100%.....Heightened Intelligence
minimal strength. A large patch of tanglevines
could trip or entangle beings and can even 4. For each generation that a plant mutates,
entwine and crush beings with only one hit simply roll one mutation on the
point remaining. PLANT/VEGETABLE MUTATIONS TABLE.
38. TEMPERATURE SENSITIVITY (D): This 5. It the creature mutates in a defective
causes the plant to suffer an extra 2 points per manner for the first two or three generations, it
die of any heat, cold, or energy weapon attacks will not be able to survive, so choose another
it receives. creature and start over.
39. TEXTURE CHANGE: The normal epidermis
of the plant is replaced with a tougher
PLAY OF THE GAME
substance, such as scales, hide, even metallic- TIME, MOVEMENT, AND TURN LENGTH
like plates. Any change must be an
improvement. The time scale of a turn in GAMMA WORLD
varies according to what the players are doing.
40. THORNS/SPINES: These are large (15-30 Turns consist of either route moves, search
moves, or combat melee rounds (melee turns).
Route movement is used when the players wish player creatures, plants, or any situation that
to cover great distances rapidly. Search may lead to combat, the referee must switch
movement is used when the players are the players over to search movement. A search
conducting a careful investigation of an area. move represents ten seconds of game time.
Combat melee turns are generally used when The average movement rate for walking men is
players encounter hostile beings. 6 meters per search turn outdoors, 1 meter per
search turn indoors. This may seem like a slow
ROUTE MOVEMENT pace, but it includes time for a thorough
examination of the players' surroundings. Of
One such move represents about four hours' course, should the players be forced to flee
action in the game (game time, not real time). from some danger, they may move at a much
It is possible, by use of a large number of these faster rate (up to 72 meters per search turn for
moves, to play weeks, even months, of GAMMA an unencumbered, unarmored man). Should a
WORLD in a single session of the game. The character be armored or encumbered by any
amount of ground covered by walking during a load (artifacts, equipment, etc.) his movement
turn of route movement will vary from one to rate will be halved or less. He may, however,
ten kilometers, depending on terrain and cast off his load for greater movement, if he
character movement speed. The referee should feels it necessary. Search movement must be
keep these rates in mind when deciding on the used when examining any ruins or buildings, or
scale of his detailed maps. The referee will whenever the characters encounter any other
make the decision on the rate of travel. On beings (humans or creatures).
average, one kilometer per turn over swampy
or mountainous terrain to eight kilometers per COMBAT MELEE ROUND
turn over clear terrain is suggested. These
rates may seem slow when one considers the Each round of combat melee also lasts ten
average man on foot can walk at a pace of five seconds. Movement during combat is generally
kilometers per hour, but the suggested rates not a factor of importance. The ability to
take into account the fact that adventurers in a perform small movements, both offensively
campaign will be traveling slower as they and defensively, during hand-to-hand combat
search carefully for signs of the Ancients and, is determined by a character's experience and
more importantly, the wild and dangerous dexterity. This is subsumed in the combat
creatures of GAMMA WORLD. Of course, should matrices by giving bonuses added to or
the adventurers announce their intentions to subtracted from the player’s “to hit” dice rolls
travel at a faster rate, the referee can readily during combat resolution. Special situations
accommodate them, by allowing them to walk calling for movement during combat (charging
past valuable artifacts or into the lair of some on horseback, for example) are left to the
deadly creature with little or no warning. referee's judgment. He will determine the
range between combatants after each ten
Route movement will generally be used when second melee round, the allowable movement
covering large distances of “uninteresting” or of the defenders during that time, and so on.
previously explored ground. Should the
adventurers enter an area of interest, they may As a guideline, the normal movement rate for a
decide to change to search moves (a slower, man with only normal encumbrance (clothing
more detailed rate of movement) and and light-weight weapons) is 12 meters per
investigate, or continue past at route ten-second turn. A charge move is double that -
movement rate. 24 meters - and a trot is two-thirds of a charge
move - 16 meters. (NOTE.* Missile weapons,
Also, since route moves represent such a long energy weapons, and the like may not be fired
length of time, a game-day will pass very while trotting or charging.) The movement
quickly. Most characters will have to rest at rates listed in the CREATURES section are the
least two of the six route turns that represent a normal movement rates. Maximum speed may
day (in other words, sleep!) or suffer a double be found by multiplying the normal move by
fatigue loss during combat and reduce travel five. Rates of movement in between may be
rates by half until rest is taken. In any case, found as above. Movement for ROBOTIC UNITS
rest must be taken after two days of exertion. is given in kilometers per hour (kph). This can
The referee may have to enforce this rule by be converted to meters per melee turn by
declaring the players unconscious. multiplying the speed by 2.8. For example, a
unit which moves at 30 kph moves 30 x 2.8 or
SEARCH MOVEMENT 84 meters per melee turn.
When a party comes close enough to non- COMBAT
affect the combat- The referee then performs
Combat is the general term used in GAMMA the appropriate dice rolls and calculations to
WORLD to describe physical and/or mental determine the results of the attacks. This
conflict - from the instinctive reaction of some concludes the first half of the melee round. The
creatures and plants to premeditated actions of defenders then announce any counter-attacks
force by characters to gain a particular in the same manner as the attackers, the
objective. The game mechanics of combat are results are determined, and the first round of
perhaps the most complex aspect of these combat melee is over. An initiative roll is then
rules, but they reflect the many important made for each side (see SURPRISE/FIRST
variables that occur in combat situations. STRIKE) and the second round begins.
THE DECISION FOR COMBAT In some rare instances (such as the use of an
extremely powerful weapon or mental force)
Potential combat situations occur whenever combat will last only one-half of a melee round
player characters encounter non-player - that is, simply one attack and its results. For
characters, creatures, or automatons of example, a Mark V blaster can conceivably hit
GAMMA WORLD, and can vary from one-on-one a target for 30 points of damage. A creature
confrontations to army-sized engagements. that can withstand only eight points of damage
Many times the type of encounter is such that before death would be disintegrated by a 30
combat must take place (see ENCOUNTERS). It point hit. On the other hand, it the blaster did
this is the case, the rules for combat melee are only 10 points of damage when it hit, the
followed immediately. If the encounter is such creature would still die, but it would also be
that combat is not automatic, those involved in allowed a “dying stroke” (remember this is
the encounter (after considering all the simultaneous) and would complete the melee
variables applicable to both sides) are free to round with its final counterstroke before it dies.
attempt a retreat, negotiate, call for help, or It is up to the referee to determine if a dying
whatever action seems appropriate - including stroke is allowed, but a good rule of thumb is: if
engaging in combat melee anyway! the hit that killed the target did so with an
“overkill” of less than half the hit points the
COMBAT MELEE target had left, a dying attack is allowed if the
combatants are at close range.
As explained in the previous section, combat
melee represents a series of small segments of Each round of combat melee should be noted
time, with each segment or round allowing one by the referee, for in extended physical combat
attack and counter-attack occurring during (combat melee lasting for more than ten
each round. Melee must be imagined as if it rounds), fatigue will become a factor. Fatigue,
were occurring in slow motion so that the as will be explained below, decreases the
referee can work out the effects of each action. ability of a combatant to hit a target, and also
When a group of player characters is attacked lessens the damage done by a physical blow
by several creatures, all may be involved in the (as from a sword, spear, fist).
melee, but each participant’s actions (player
and non-player alike) must be announced and SURPRISE/FIRST STRIKE
the effects calculated one at a time, and the
results then imagined as if everything were A condition of surprise may exist when player
happening at once. characters and non-player characters or beings
were unaware of each other’s presence prior to
Once the referee has determined who starts the encounter. If the possibility of surprise
the combat melee (see SURPRISE/FIRST exists when, for example, a group of player
STRIKE), the attackers (those with the first characters breaks open a door to a room and
strike option) announce their attacks. This discovers potentially hostile occupants, the
announcement is made by each individual referee rolls a single six-sided die twice, once
player, or, if non-player characters or creatures for the player characters and once for the
are the attackers, this announcement is made beings encountered. A roll of 1 or 2 indicates
by the referee (in some instances, the referee surprise. It the two die rolls indicate both sides
may determine a creature’s or non-player are surprised, or if neither side was surprised,
character’s choice of targets by dice roll). In all the side that had the higher die roll has the
cases, attackers must declare who or what option of first strike. If there is a tie, roll again;
they are attacking, the type of attack (either the higher roll has the first strike option. If only
physical or mental), the weapons being one side is surprised, the other side, of course,
employed, any bonuses or penalties applicable will have the option of first strike.
to the combat, and any other factors that may
If the encounter is such that combat must 20sided die, adjusted for any bonuses or
occur, the side with the first strike option penalties due to combat variables such as
announces its attacks and starts the combat dexterity, experience level, fatigue, etc., to
melee. If combat is not automatic, the side score a hit on the defender. If the attack is
with the first strike option may exercise the successful, a second die roll is made to
option and attack, or take this opportunity to determine the amount of damage done. The
retreat, negotiate, or whatever seems feasible number and type of dice used in this roll
at the time. depend on the type of weapon used, and this
roll, too, may be adjusted for any bonuses or
It is important to remember that some mental penalties due to combat variables. The sum of
mutational powers negate the possibility of all the damage dice is then subtracted from the
surprise. For example, one member of a party defender's hit point total, as explained under
with the mental mutation of Intuition can never COMBAT DAMAGE. This completes one-half of a
be surprised and may also warn other combat melee round. Assuming the defender is
members of the party when other beings still alive, or has a “dying strike”, he then has
approach. As noted below, dexterity can also the option of counter-attacking in the same
affect surprise/first strike capability, and is manner, fleeing from combat, or surrendering.
further explained under the description of that After the appropriate action has been taken by
attribute under CREATING CHARACTERS. the defender, the combat melee round is over.
If both combatants are still alive and neither
At the beginning of each round of combat has fled or surrendered, another combat melee
melee after the first, a single die (d6) is rolled round starts.
for each side. The higher roll has first strike
option that round. If there is a tie, combat is Most combat, of course, occurs between more
simultaneous (it would thus be possible for two than two combatants. When several beings are
combatants to kill each other at the same involved on each side of a combat situation,
time). This is the initiative die roll. It one side combatants must first be given specific
has a combatant with a dexterity of 17 or 18, 1 opponents. Combat is then resolved for each
point is added to their die roll. (Only one point attacker, one at a time, as detailed above. It
is added to the roll, even if two or more the two opposing sides are equal in number,
combatants on the same side have a dexterity the referee can simply pair them off randomly.
of greater than 17.) If the two sides are unequal in number, the
referee has two options. He can pair them off
PHYSICAL COMBAT randomly as above, making sure that everyone
is attacking someone. If miniature figures (or
Physical combat refers to all combat not simply paper markers) are being used to “set
involving mental mutational powers. Striking the scene” of the combat situation, the referee
with a sword or knife, firing a pistol, throwing a can allow combatants to attack whoever is
grenade, launching a missile, using quills or closest. In either case, two important points
spines, making a sonic attack, using fangs, should be recognized about unequal combat.
claws, and so on, are all examples of physical First, unless a combatant can attack more than
attacks. Encounters with poison or radiation, once (such as a many-limbed being able to
either by themselves or in conjunction with attack with each of its limbs every round),
physical combat (for example, a poison-tipped some combatants will not be attacked. Second,
fang, claw, or arrow) are physical in their when one is attacking two or more defenders,
nature, but their effects are determined there is no choice as to who gets hit - that is
somewhat differently than physical combat, as determined randomly.
explained later under HAZARDS. If a player
announces an intended physical attack he may MENTAL COMBAT
not use a mental attack at the same time.
Mental combat is much the same as physical
The results of each half melee round of combat, except that mental forces (mental
physical combat In GAMMA WORLD are mutations) are used instead of physical
determined by two dice rolls - one to determine strength and weapons. After the first strike
if the target is hit, and one (if the target was capability has been determined, the attacker
hit) to determine the damage done. In a announces his intentions to the referee and
physical combat situation, the referee first states the type of attack. He must not only
consults the appropriate ATTACK MATRIX and state that he is making a mental attack, but
crossing-indexes the attacker’s weapon and the also which mental mutation he is using. The
defender’s armor class. The number indicated referee cross-indexes the attacker's mental
is the number needed by the roll of a single strength against the defender's mental
strength on the MENTAL ATTACK MATRIX and the throw of semi-intelligent creatures, and one
determines the dice roll needed for the attack point to that of intelligent creatures. If the lair
to be successful, very much like determining contains young, double the number of points
the number needed to hit a target in physical added. Predator lairs have a 40% chance of
combat. A 20-sided die is rolled. If the number having a rear exit. Herbivores will usually fight
rolled is equal to or larger than the number only when provoked, cornered, controlled, or
indicated on the matrix, the mental attack is insane. A creature such as the rhinoceros,
successful. The results of the attack (as defined though, needs little provocation to invite an
under MENTAL MUTATIONS) are immediately attack. Treat plant mutations (unless they are
applied. specifically given an intelligence) as
unintelligent creatures. Creatures are under the
The mental defense (the mental strength of the same limitations as players with regard to
defender) is always present. This defense is physical and mental combat.
independent of all actions by the individual,
such as making a physical attack or sleeping. It COMBAT WITH ROBOTIC UNITS
is also present even when making a mental
attack. The only restriction on mental attacks is Robotic units are armed with a variety of
that they must be made separate from physical technological devices that may be used as
attacks. One may not make both a mental and weapons (i.e. a laser drill could be quite
a physical attack in the same melee round. effective at close range against an unarmored
Damage sustained as the result of a mental or lightly armored man), and many are
attack is figured in the same manner as in designed specifically for combat. In physical
physical combat. combat, robots are treated in a manner similar
to creatures. Robots have one advantage in
It is important to remember that each mental that they may both move up to their maximum
power is different from all others, and selection speed and tire weapons in the same melee
of such a power for combat purposes should be round. Only one type of weapon (lasers,
made very carefully. Some powers are missiles, black ray cannon, etc.) may fire in any
indiscriminate, affecting all within range, some one melee turn. Robots may not, of course,
have limited duration, and so forth. Also, some initiate mental combat.
menial mutations will entirely negate the
effects of other mental mutations. ARMOR CLASS
Successful use of mental powers in a combat Armor class is a number representing the
situation also works towards increasing a ability of an object or creature to withstand
being's mental strength in the following physical attacks. Everyone and everything has
manner: for every five successful mental an armor class (in some cases, the referee
attacks (those which cause damage), the must determine the armor class), Because so
attacker’s mental strength increases by one much technology was lost during the Black
point. The same increase works in a like Years, most armor will be crude, made from
manner for defense: for every five successful readily available materials. Some mutations
mental defenses (those attacks which do not will provide stronger armor class to the mutant.
cause damage) the defender’s mental strength Also, in rare instances, players will come across
increases by one point. The rationale behind ancient armor that is extremely high in armor
these increases is that as the being's mental class. The more common types of armor are
capacities grow more proficient in offensive listed on the following table.
and/or defensive operation, the mind develops
new channels for projecting its powers. ARMOR CLASS TABLE
SPECIAL COMBAT RULES FOR CREATURES Armor
(PLANT AND ANIMAL MUTATIONS) Class Description
10.........No protection
Animals and non-intelligent creatures will not 9...........Shield only
generally fight to the death unless they are 8...........Furs or skins
controlled in some manner by another force, 7...........Furs or skins and shield
backed into a corner, defending a lair, and so 6...........Cured hide or plant fiber armor, partial
on. Except in such situations, when reduced to carapace
less than half of their hit points, they must 5...........Cured hide or plant fiber armor and
make a morale throw (see MORALE). It shield
defending a fair, add three points to the morale 4...........Sheath* and piece metal armors, total
throw of non-intelligent creatures, two points to carapace
3...........Powered plate and plastic armors* 12..............Stun ray pistols and rifles
2...........Powered alloy, energized, inertia, 13..............Laser pistols and rifles
powered scout 14..............MkV Blaster and Mk VII rifle
& battle armors* 15..............Black ray pistol
1...........Powered attack & assault armors* 16..............Fusion rifle, micro missile, mini-
missile
*For a description see ARTIFACTS AND
EQUIPMENT section. USE OF THE ATTACK MATRICES
To the beginner it may seem a little confusing, The matrices which follow are used to
but the lower the number the better the armor determine whether a physical or mental attack
class, When you “increase” the armor class you is successful. On PHYSICAL ATTACK MATRIX I
lower the number. For example, you increase cross-index the weapon class of the attacker
your armor class from 6 to 5 by getting a shield with the armor class of the target. The result is
to use with your cured hide armor. the number the attacker must equal or exceed
on the roll of a 20-sided die in order to hit the
The creatures of GAMMA WORLD are also given target. For example, a man with a sword
an armor class rating. Unlike men, the armor (weapon class 3) attacking a man with only a
class of a creature is inherent in the hide or shield (armor class 9) needs a 10 or above to
skin of the creature, its size, speed, and agility. successfully hit the defender.
All of these factors are included in the armor
class rating. PHYSICAL ATTACK MATRIX I: Attacks by
Weapons
Certain factors (such as some mutations) may
raise or lower the normal armor class rating. An Target’s Attacker’s Weapon Class
armor class of less than 10 is treated as armor Armor
class 10; an armor class of greater than 1 is Class 1 2 3 4 5 6 7 8 9 10 11 12 13
treated as armor class 1. 14 15 16
1.........19.19.18.15.13.16.14.18.18.16.16.16.12
WEAPON CLASS .14.14.11
2.........17.18.17.14.12.15.13.17.16.15.15.15.11
Weapon class is similar to armor class. It is a .13.13.11
numerical representation of the ability of the 3.........16.16.16.12.10.15.12.16.15.14.15.15.08
weapon to hit an opponent. The weapon class .12.13.11
does not reflect the amount of damage the 4.........15.14.15.12.10.15.11.15.14.13.15.15.08
weapon might do if it hits, only the chance of .11.13.18
hitting. High-technology weapons, though, 5.........14.13.14.12.10.15.10.14.13.12.14.15.08
usually both score a hit easier and do more .11.13.11
damage when they hit. Most of the inhabitants 6.........13.12.13.12.10.15.09.13.12.11.11.15.08
of GAMMA WORLD will be armed with the low- .10.13.11
technology weapons. Ancient, powered 7.........12.11.12.12.10.13.08.12.11.10.10.11.08
weapons will be very rare and highly prized .10.13.11
(and coveted). The more common weapons are 8.........11.10.11.12.10.13.07.11.10.09.09.09.08
listed on the following table. .09.13.11
9.........10.09.10.12.10.07.06.10.09.08.07.06.08
WEAPON CLASS TABLE .08.08.11
10.......09.08.09.11.09.06.05.09.08.07.06.05.08
Class Description .08.08.10
1................Clubs, hammers, lances, maces,
spears When monsters or mutations without weapons
2................Axes, daggers, flails, morning stars attack, use PHYSICAL ATTACK MATRIX 11. On
3................Pole arms, swords this matrix, cross the attacker's number of hit
4................Vibro dagger dice with the defender’s armor class. Results
5................Vibro blade, energy mace are then determined as above. This spares the
6................Stun whip referee the agony of trying to decide the
7................Robotic tentacles weapon class of a clawed paw with the full
8................Grenades, javelins weight of a three-quarter ton mutated bear
9................Arrows, crossbow bolts, sling behind it. If the monster or mutation uses
projectiles weapons, then roll the attack on the f irst
10..............Pistol slugs matrix.
11..............Needier
PHYSICAL ATTACK MATRIX II: Attacks by .02..A..A..A..A
Plant or Animal Mutations Without 7.........14...13...12...11...10..09.08.07.06.05.04.
Weapons .03.02..A..A..A
8.........15...14...13...12...11..10.09.08.07.06.05.
Target’s Attacker’s Number of Hit .04.03.02..A..A
Dice 9.........16...15...14...13...12..11.10.09.08.07.06.
Armor ..05.04.03.02.A
Class 1 2-3 4-5 6-8 9-10 11-14 15 10.......17...16...15...14...13..12.11.10.09.08.07.
& up .06.05.04.03.02
1.............20.....19....18.....17......16.......15......... 11.......18...17...16...15...14..13.12.11.10.09.08.
14 .07.06.05.04.03
2.............19.....18....17.....16......15.......14......... 12.......19...18...17...16...15..14.13.12.11.10.09.
13 .08.07.06.05.04
3.............18.....17....16.....15......14.......13......... 13.......20...19...18...17...16..15.14.13.12.11.10.
12 .09.08.07.06.05
4.............17.....16....15.....14......13.......12......... 14.......NE..20...19...18...17..16.15.14.13.12.11..
12 10.09.08.07.06
5.............16.....15....14.....13......12.......11......... 15.......NE.NE...20...19...18..17.16.15.14.13.12..
10 11.10.09.08.07
6.............14.....13....12.....11......10.......09......... 16.......NE.NE..NE...20...19..18.17.16.15.14.13..
08 12.11.10.09.08
7.............13.....12....11.....10......09.......08......... 17.......NE.NE..NE..NE...20..19.18.17.16.15.14..1
07 3.12.11.10.09
8.............12.....11....10.....09......08.......07......... 18.......NE.NE..NE..NE...NE.20.19.18.17.16.15..1
06 4.13.12.11.10
9.............11.....10....09.....08......07.......06.........
05 A = Attack is automatically successful; no roll is
10...........10.....09....08.....07......06.......05......... needed, NE = No effect; attack is impossible.
04
COMBAT DAMAGE
Thrown, hurled, or fired weapons have two
ranges. The effective range is the one When the attacker is successful in combat, the
considered on the PHYSICAL ATTACK MATRICES. resulting damage must be calculated. Every
Maximum range is equal to twice the effective weapon has a damage potential. The damage
range and is subject to a penalty of 5 points, potential for “conventional” weapons such as
which must be subtracted from the attacker's swords, spears, and so forth, is listed in the
“to hit” die roll. following table. The damage potential of the
more sophisticated weapons left over from the
On the MENTAL ATTACK MATRIX, the mental Shadow Years is listed with the description of
strength of the attacker is cross indexed with each weapon (see ARTIFACTS AND
the mental strength of the defender. As on the EQUIPMENT). The amount of damage a
physical matrices, the result is the number the creature may inflict is given in the description
attacker must equal or exceed on the roll of a of the creature or its mutations. The damage
20-sided die in order to score a successful inflicted by a mental mutation is listed with
mental attack. that mutation.
MENTAL ATTACK MATRIX The damage done by most weapons is variable
and is either listed as a range of hit points or as
Defender’s Attacker’s Mental hit dice. The referee determines the exact
Strength amount of damage done by rolling a die (or
Mental dice) that gives a result within the range
Strength indicated for the weapon. For instance, a sword
3 4 5 6 7 8 9 10 11 12 13 used against a man-sized opponent does 1-8
14 15 16 17 18 (1d8) points of damage. If a hit is indicated, the
3.........10...09...08...07...06..05.04.03.02..A..A... referee would roll an eight-sided die to
A..A..A..A..A determine the exact amount of damage done
4.........11...10...09...08...07..06.05.04.03.02..A.. and subtract the result from the defender's
.A..A..A..A..A total remaining hit points. A direct hit from a
5.........12...11...10...09...08..07.06.05.04.03.02. laser pistol does 5-30 (5d6) points of damage.
..A..A..A..A..A The referee would roll five 6-sided dice to
6.........13...12...11...10...09..08.07.06.05.04.03. determine the damage (up to 30 hit points with
this weapon) and subtract the result as above. quarters. All energy weapons or devices that
In this case, a hit could be fatal. cause damage have no relation to the above
chart, even if the weapon is similar in design or
The majority of the weapons used by the use. As stated above, damage potentials of
common men and creatures of GAMMA WORLD such weapons are listed with the description of
are of a simple nature, easily constructed by a the weapons under ARTIFACTS AND
low-technology culture. This does not reflect on EQUIPMENT.
their skill in the use of these weapons. Several
well-aimed sword thrusts can kill quicker than a FATIGUE
blaster a player doesn't know how to use
effectively. These common weapons and their During extended combat the players and
damage potentials are listed on the following referee must consider fatigue. Depending on
table. the weapons, armor, and strength of the
combatants, fatigue may become noticeable as
WEAPONS DAMAGE TABLE early as the eleventh melee turn, or as late as
the eighteenth. The following table cross-
Damage Potential indexes the weapon and armor with the length
of fighting time (in melee turns). The results
Man-sized are called the fatigue factor, and are
Weapon or Smaller Larger subtracted from the attacker’s weapon class
Effective Range in Meters when using the attack matrix. As a bonus for
Type Opponents Opponents resting or having above average strength, the
(Missile Weapons Only) fatigue factor is lessened by one for each
Arrow..................1-6............1- melee turn the combatant rests from battle,
6..........................100 and also lessened by one for each point of
Axe, Battle...........1-8............1-8 strength over 15. For example, a man wielding
Axe, Hand a short sword would be OK until the 14th melee
or Throwing..........1-6............1- turn, then his weapon class would drop from 3
4...........................20 to 2. If he had a 16 strength, it would not drop
Club.....................1-6............1- until the 15th melee turn. (This assumes, of
3...........................10 course, that he is wearing no armor!) If the
Crossbow weapon class drops to 0, the combatant is
Bolt......................1-4............1- unable to attack until he withdraws from
4...........................120 combat long enough to bring the weapon class
Dagger.................1-4............1- back up to at least 1. This doesn't mean the
3............................20 combatant is so tired that he can’t hold the
Javelin..................1-6............1- weapon, just that he can't use it effectively
6............................40 enough to do any damage. All weapons not
Lance, specifically listed here, such as powered
Mounted..............1-6............1-10 energy weapons (including powered blade
Mace...................2-7.............1-6 weapons), cost nothing in terms of fatigue to
Morning Star........2-8.............2-7 use. Note that powered offensive armor is not
Pole Arms............1-8............1-12 listed there is no fatigue acquired when using
Sling Bullet...........2-5.............2- such armor. Powered defensive armor does
7............................100 have a fatigue factor.
Sling Stone...........1-4.............1-
4.............................80 FATIGUE FACTORS MATRICES
Spear...................1-6.............1-
8.............................20 Weapons 11 12 13 14
Sword, Long........1-8............1-12 15 16 17 18 19
Sword, Short.......1-6..............1-8 Any Axe..............................................-1....-2...-
Sword, Two- 3....-4...-5...-6
handed.................1-10...........3-18 Any Bow.....................................................-1...-
2...-3....-4...-5
*Use the appropriate dice for determining Club............................................................-1...-
damage as described (i.e., d6 for 1-6, d4 + 1 2...-3....-4...-5
for 2-5, 3d6 for 3-18, etc.). Dagger................................................................
.............-1...-2
Different weapons are more effective than Flail........................................-1...-2....-3....-4...-
others depending on target size; also, certain 5...-6....-7...-8
weapons have restrictions on their use in tight Javelin................................................................-
1...-2...-3....-4 never check morale dice, though they may
Lance, Mounted....................................-1...-2...- choose to flee at any time. Non-player
3....-4...-5...-6 characters who are followers of players or who
Mace....................................................-1...-2...- are hired by players must check morale.
3....-4...-5....-6
Morning Star.................................-1....-2...-3....- ENCOUNTERS
4...-5...-.6...-7
Pole Arms..............................-1...-2....-3....-4...- When player characters enter areas keyed on
5....-6....-7...-8 the referee’s detailed map as containing beings
Spear.................................................................. or any plant that is likely to respond to their
..............-1...-2 presence, there will be an encounter. Results of
Sword, Long or Short...........................-1.....-2...- the encounter will depend upon what is
3....-4...-5...-6 encountered and the referee’s discretion. For
Sword, Two-handed........-1...-2...-3....-4.....-5....- example: if an exploring party runs into an Ark
6...-7...-8...-9 (a fearsome intelligent creature of mutated
canine stock), it will nearly always attack -
Armor Melee Turn more out of principle than anything else. On
Armor the other hand, a sleeth (a giant mutated
Class 15 16 17 18 19 20 lizard) will probably watch the same party pass
10.............................no effect....................... by and never even move (unless the party
9................................................-1....-2.....-3 accosts it). An encounter with other men will
8.....................................-1........-2...-3......-4 usually result in some conversation with a
7.............................-1.....-2.......-3....-4.....-5 friendly, indifferent, or hostile outcome. The
6.............................-1.....-2.......-3....-4.....-5 referee plays the personae of the Intelligent or
2-5.............-1.........-2.....-3.......-4....-5.....-6 semi-intelligent non-player characters and
creatures, handles the actions of unintelligent
MORALE (but dangerous) plants, and, of course, is in
charge of the weather.
Certain circumstances during combat require a
check for morale The only check required by When player characters are traveling through
the rules pertains to combat with or between large areas of uncharted terrain at route
creatures and animals, but players may movement, the referee must check for random
request (or the referee may require) checks for encounters once each day and night. He does
morale during special circumstances, such as this by rolling a single six-sided die: a roll of six
an attack by an overwhelming force, an indicates an encounter. Since encounters of
extremely poor position, sustaining large this nature occur randomly, they can happen at
numbers of casualties, and so forth. If players any time during the day or night. It the
request a morale check of their opponents, the adventurers are on the move and covering a
referee will judge if such a check is necessary, certain distance during the time period when
and if so, roll a single 10-sided die. Animals and an encounter occurs, an appropriate die should
non-intelligent creatures require at least a roll be cast to determine at what time this
of 5 or more to continue combat- Intelligent happens. Then the exact location can be
creatures and beings need only a roll of 3 or determined and the terrain at the location
better to continue combat, if they (the referee) indicates the chart to be consulted. After the
so desire. Any time a combatant fails to meet a roll of a six, the referee then rolls a 20-sided
morale check roll, he/she/it immediately flees die and checks the result on the ENCOUNTER
from combat. Once morale has been checked, TABLE (according to the terrain) to determine
it must continue to be checked each melee what has been encountered. The referee then
turn until the combat is resolved or the determines how many creatures or plants have
situation which necessitated the check in the been encountered.
first place changes. The referee may make a
morale check any time he feels the combat The important job of the referee is to play the
situation makes it necessary. roles of the creatures encountered in such a
way as to challenge the ingenuity of the
Generally, non-intelligent creatures will have a players.
very low morale if combat is going against
them, and intelligent creatures will have a high THE CREATURES
morale, even in adverse situations. (Of course,
the referee may feel free to create a few (For an explanation of armor class and
cowardly creatures or bands of spineless movement, see the appropriate sections. Hit
mercenaries if he so desires.) Player characters dice are 6-sided.) Tribesmen will be a
wandering band of 1-100 (2d10) Pure Strain This 1.3 meter long mutated insect is often
Humans or humanoids. Cryptic Alliance domesticated by small humanoids and used as
encountered will be per the referee’s map (see a riding mount or beast of burden. Arn cannot
CRYPTIC ALLIANCES). fly with more than 2 kilograms on their backs
and must be caught and trained while young to
Note: This table lists only those things covered be of any use. The arn has large mandibles
in the GAMMA WORLD game booklet. A referee which can bite, doing 2 dice of damage.
who creates an expansive assortment of
mutated plants, animals, and other “creatures” BADDER:
will want to expand further in developing tables No. Appearing: 3-18
of his own which are unique to his own Armor Class: 4
campaign “world”. Movement: 12
Hit Dice: 6
ANDROIDS: Thinker Worker
Warrior This highly intelligent mutated badgeroid
No. Appearing:...1-6...................1- species inhabits cool temperate zones. They
6..................1-6 are approximately 1.5 meters tall. The badders
Armor are organized into a society approximately
Class:.........6......................5......................4 equal to that of the medieval period in human
Movement:...........12....................12.................. history. They are basically of evil disposition
..15 and will destroy other intelligent life forms if
Hit Dice:............50 Hit..............40 given the chance. Badders live in earth burrow
Hit................75 Hit complexes, although they will sometimes be
.........................Points...............Points................ found inhabiting a ruined town of the Ancients.
Points They have manipulative forepaws and walk
erect. Badders are exceptionally quick of
Androids look like Pure Strain Humans. All have movement in combat (18 dexterity), and they
the basic attributes: mental strength, commonly employ simple armor, shields, and
intelligence, dexterity, charisma, constitution, all sorts of weapons (each is only 10% likely to
and physical strength ... all to be determined have an Artifact weapon). They can alto deliver
by the referee randomly except for the a vicious bite for 1 die (d6) of damage. Badders
following: The thinker has an 18 mental communicate in their own form of
strength and intelligence, the worker has an 18 snarling/growling language but can
physical strength and constitution, and the approximate some limited trade speech. They
warrior has an 18 in all categories save mental are hard of hearing, but have a keen sense of
strength. Androids consider humans to be a smell. Badders have a mental strength of 16
threat to their existence, travel heavily armed, and possess empathy. If a burrow is discovered,
and will always fight to the death. there will be females equal In number to the
males, and young equal to 50% of the females.
ARK: The burrow will be ruled by a very large male
No. Appearing: 1-4 and 1-4 “nobles”.
Armor Class: 4
Movement: 15 BARL NEP:
Hit Dice: 8 No. Appearing: I
Armor Class: 3
The intelligent dog man stands just short of 3 Movement: 20
meters tall and always walks on its well- Hit Dice: 20
developed hind legs. It has a mental strength
and radiation resistance of 10. All arks have The barl nep is a totally black fish that can
the following mutations: telekinesis, weather attain a length of up to 1 meter. If attacked, it
manipulation, and life leech. Arks fear large will secrete a radioactive oil (intensity 18) that
winged creatures and carry wicker shields and covers an area 10 meters in diameter. This
large clubs as weapons. They consider human radioactive oil will last up to 10 minutes in calm
hands to be a great delicacy. lake or pond water. If caught and killed, enough
oil to make a 10 minute radioactive oil slick
ARN: (intensity 12) may be extracted from its body.
No. Appearing: 1-6
Armor Class: 9 BER LEP:
Movement: 3/16 No. Appearing: 1-8
Hit Dice: 8 Armor Class: 6
Movement: N/A
Hit Dice: 15 is remarkably agile for their bulk (1000
kilograms), and all have precognition. In
The ber lep is a large (two meters across) free- combat, these creatures can deliver stunning
floating aquatic plant which grows (akin to the kicks - 2 dice of damage (2d6) per forehoof - or
lily pad) as an enormous sheet on the surface a vicious bite for 3 dice (3d6) of damage. Well
of the water. A sweet smelling acid exuded by fed and treated with respect, the Brutorz is
the plant serves to attract, kill, and then quite willing to serve as a mount for humans
dissolve small animals and insects which land and humanoids.
on it. The ber lep is thick enough to support the
weight of a human and the acid is relatively CALTHEN:
slow acting. If injured, however, the plant will No. Appearing: 1
teleport itself to a point 5-30 meters distant. Armor Class: 9
Movement: 4/12
BLAASH: Hit Dice: 6
No. Appearing: 1-10
Armor Class: 8 This intelligent (mental strength 18) flying
Movement: 6/15 insect can attain a length of 2.5 meters. It has
Hit Dice: 15 huge mandibles that can do 10 dice of damage
and, given time, crush even duralloy. It is
This mutated moth-creature is often over 1 attracted to bones, which are its favorite food.
meter long with a wingspread of 2 meters. The It carelessly rips the flesh off living creatures
blaash is fearless and quite carnivorous. it merely to devour their bones. The cal then is
glows brightly when it attacks, because of the completely resistant to all heat and cold
intensity 18 radiation it emits from its attacks.
abdomen. This radiation is harmful within a 5
meter radius, but will not damage the blaash or CENTISTEED:
others of its kind. Once the blaash has killed its No. Appearing: 1
prey, it stops and eats voraciously. Armor Class: 9
Movement: 30
BLIGHT: Hit Dice: 7
No. Appearing: 1-4
Armor Class: 9 This long-bodied mammal was once a horse,
Movement: 2/10 but the mutations it has undergone have given
Hit Dice: 12 it an almost insect-like appearance. A
centisteed can trot at full speed on its 16 legs
This 3 meter long carnivorous winged worm carrying two human-sized riders. Although not
can have a wing span of up to 10 meters. It intelligent by human standards, the centisteed
may become invisible at will, and when it is totally immune to all forms of mental attack
swoops down from the sky onto its prey, its and possesses force field generation. While
first attack upon becoming visible will be a they make desirable mounts, these beasts also
flash of light that will blind for 1-4 melee turns require enormous quantities of fodder because
any creature who looked at it. Although it can of their increased metabolism. In a combat
bite, doing 3d6 of damage, its preferred mode situation, the centisteed is almost more trouble
of attack is constriction. When it is coiled than it is worth, as one of its riders must
around a victim it does 5d6 of damage per devote all of his efforts towards keeping the
melee turn. The blight is completely resistant centisteed under control.
to radiation, heat, and sonic attacks.
CREN TOSH:
BRUTORZ: No. Appearing: 1
No. Appearing: 1 (2-12 in wild herds) Armor Class: 3
Armor Class: 7 Movement: 12
Movement: 18 Hit Dice: 16
Hit Dice: 14
This lizard/fish prefers to live as a 2 meter long
Standing well over 2 meters high at the fish. It can, however, transform itself into any
shoulder, a Brutorz is powerfully muscled and type of lizard, complete with any mutations
very broad. These neo-Percherons (mutated (see Sleeth), for up to 24 hours. In fish form,
horses) are quite intelligent (with a mental the cren tosh burrows long wide tunnels into
strength of 12) and are particularly partial to the banks of rivers and lakes, where it makes
PSH individuals. In addition to their great size, its nest. It eats only plants, but loves to collect
strength, and intelligence, the Brutorz species and line its nest with shiny objects.
would-be attackers.
CREP PLANT:
No. Appearing: 1-10 FEN:
Armor Class: 3 No. Appearing: 1-10
Movement: 1 Armor Class: 7
Hit Dice: 15 Movement: 12 (water) /3 (land) /8 (flying)
Hit Dice: 10
There are two varieties of the crep plant. The
water crep is pink, and lives completely The fen is an intelligent, man-sized fish, which
submerged, in the bottoms of lakes and rivers. walks about on 2 stubby fins when on land. It
The land crep is red, and may be found in any has both lungs and gills and may remain out of
area with a reasonable amount of rainfall. All water for up to 24 hours. Its translucent skin
crep plants, though unintelligent, have the makes the fen invisible when under water. Fens
following mental mutations, which are used collect and use all manner of weapons and may
when attacked: death field generation, also use their tail as a club which does 6 dice
molecular disruption, and life leech (which is (d6) of damage if it hits. They are completely
how it feeds). Additionally, they have the resistant to radiation, have a poison resistance
following vegetable mutations: mobility, 1-4 of 18, reflect heat and light (laser) attacks for 5
manipulative vines, and parasitic attachment. melee rounds before taking damage, and can
The plant reproduces with large leaf-like shapechange into a large bird and fly away if
structures that it uses to make parasitic the going gets rough.
attachments. After attaching, the structures
drain victims' blood (at a rate of 10 hit points FLESHIN:
per melee round). Once the victim is dead, No. Appearing: 1
these structures drop off the crep, and burrow Armor Class: 8
into the ground to start a new plant. Movement: 9 (water)/5 (flying)
Hit Dice: 8
ERT:
No. Appearing: 1 The fleshin is a 2 meter long fish that inhabits
Armor Class: 9 large lakes. It swims at high speed along the
Movement: 8 surface until it launches itself into the air,
Hit Dice: 3 where its broad pectoral fins enable it to glide
on wind currents for hours on end. It feeds on
This innocuous looking fish, which can be up to water birds and other small animals, but has
1 meter long, lives in swift flowing mountain been known to attack humans when hunting is
streams. It has an awesome defense bad. Its dorsal fin is covered with intensity 15
mechanism. Any creature it manages to bite poison spines. If seriously threatened, it will
has a chance of being turned to granite-like shapechange and fight as a sleeth (with all that
rock (Treat as a poison attack of intensity 12. A creature’s powers).
“D” result turns the victim to stone.)
GRENS:
ERT TELDEN: No. Appearing: 1-6
No. Appearing: 1-6 Armor Class: 4
Armor Class: 6 Movement: 12
Movement: 9 Hit Dice: 20
Hit Dice: 12
Grens appear to be completely normal Pure
The ert telden is a fish just over 1 meter long, Strain Humans... except for their deep green
which lives in backwaters, marshes and skin! They are intelligent and live secluded
swamps. It has a unique self-destructive lives in harmony with nature. They inhabit only
defense mechanism. When removed from deep forests, where they cannot be seen or
water, it starts to burn with such intense heat sensed by any creature until they reveal
that all creatures within 30 meters of the fish themselves. They will not use ancient
sustain 5 dice (d6) of heat damage on the first technology and stubbornly refuse to learn any
melee turn. On the second melee turn out of of the knowledge of the Ancients. Most tribes
water, the ert telden explodes in flames, doing shun outsiders, although in some Instances
10 dice of damage to all beings in range. It is (30%), grens may cooperate with Pure Strain
sometimes captured and used as a weapon by Humans if approached in a non-hostile manner.
certain tribes, who keep the ert telden in
holding pools inside their walled village, and HERKEL:
fling them over the walls with catapults at No. Appearing: 1-10
Armor Class: 9 Hit Dice: 15
Movement: 8
Hit Dice: 4 Hoops are actually 2.6 meters tall, mutated
rabbitoid creatures that stand erect on their
These relatively small (.5 meters long) fish are hind legs, and are able to leap over objects as
every bit as vicious as the piranha, with a bite high as 8 meters. They are intelligent (mental
that inflicts 6 dice of damage per melee turn. strength 3-18), telepathic, and have mass
Their scales are covered with a thin film of mind. A mutation peculiar to the hoops is their
intensity 18 contact poison. The appetite of a ability to transmute metal objects into rubber.
herkel knows no bounds, and they will eat The hoop must touch the metal object to be
anything they can get into their jaws. transmuted. All metal within I meter of that
point turns into rubber (must all be in contact).
HERP: Hoops have manipulative forepaws. They
No. Appearing: 1 appreciate the power of Ancient weapons, and
Armor Class: 3 seek to obtain and use them. The referee must
Movement: 10 determine what effect the change to rubber
Hit Dice: 20 will have on various metal objects, such as
armor, pistols, robots, etc.
This is a 3.5 meter long, carnivorous mutated
beetle, protected by a thick wing case (the HOPPER:
herp is flightless) which reflects sonic attacks. No. Appearing: 1 (1-20 in the wild)
To kill its prey, it squirts a stream of powerful Armor Class: 9
acid up to 30 meters. This does 15 dice (15d6) Movement: 12 (hop at 24)
of damage if it hits and will eat through 1/2 cm Hit Dice: 3
of duralloy in three melee turns. The herp is a
diligent and skillful hunter, able to track its Resembling giant, weird-looking hares, hoppers
prey (small animals) in all kinds of weather. are commonly used as riding beasts, as each is
able to carry 100kg burdens with little or no
HISSER: effort. Riding a hopper, however, is no easy
No. Appearing: 1-10 task. They require a special saddle and
Armor Class: 3 harness, for, while their route gait is a not-too-
Movement: 12 jerky series of lippity-lops, their full run consists
Hit Dice: 18 of great leaps, interspersed with rapid hops.
Any rider who is not properly fastened to the
This 3-meter long half-man-half-snake inhabits saddle will surely be dismounted. Those riding
the more and regions of GAMMA WORLD, often a hopper for the first time are 75% likely to
settling near an oasis or well. All hissers are sustain 1-6 dice of damage (and be thrown
telepathic, with a mental strength of 12 and from the hopper’s back). These creatures are
mass mind, sonic attack ability, and one other rather stupid (hoops regard them as we do
(random) mental mutation. Their scaly skin is chimpanzees), but their speed and chameleon
completely resistant to laser and sonic attacks. powers enable them to survive. An unburdened
Their society is matriarchal, one female leading hopper can easily make 12 meter leaps, and
a group of 70 or so males and young. She, like clear objects 8 meters high.
a queen bee, lays all the eggs for each
settlement, and all of them hatch as males. HORL CHOO:
When a community grows to about 70 No. Appearing: 1
individuals, the matriarch will hatch another Armor Class: 5
female. In a few years, the colony will divide Movement: 6
and the new matriarch will lead an assortment Hit Dice: 18
of male hissers off to find a new place to live.
Although intelligent, hissers do not have any This is a strange black plant which, when
written or spoken language, as all information viewed from a distance, looks like a lumpy
is exchanged telepathically. They utilize porcupine with extremely long quills. The
selected items of Ancient technology which “quills” are actually 3 meter long spear-like
they uncover in search expeditions among the stems which it flings at any being that
ruins of the Ancients. approaches within 90 meters. There are from 6-
30 (5d6) of these and they are tipped with
HOOP: intensity 9 poison in addition to doing 3 dice of
No. Appearing: 1-20 damage if they hit. The spear-stems are
Armor Class: 9 attached to the plant by strong vines. These
Movement: 18 retrieve any spear that misses its target, and
drag impaled prey back to the base of the plant 30 meters in diameter) with pressure sensitive
where dissolving juices break the victim’s body filaments. When a creature walks over this
down into food. The horl choo, has a limited area, the network of squeeze roots springs out
form of mobility, which it only uses to move to of the ground to ensnare it. The squeeze roots
better hunting grounds. do 5 dice (5d6) of constrictive damage each
melee turn to all creatures unfortunate enough
KAI LIN: to get caught. If a kep takes damage equal to
No. Appearing: 1-4 more than half of its total hit points, it will
Armor Class: 6 release its captives and retreat below ground.
Movement: 10 If its prey ceases to struggle, the roots secrete
Hit Dice: 12 dissolving juices which break it down into food
for the kep. After each meal, the plant
This deceptively reptilian-looking creature is produces one mobile seed. It tunnels to the
actually a 3 to 4 meter long plant. it runs along surface and scurries away in search of a home.
the ground on two strong stalks that end in
thorny pads (resembling clawed feet), trailing MENARL:
its long root structures behind like a tail. It is No. Appearing: 1-4
covered with radiation resistant green bark Armor Class: 6
which resembles scales. Although the kai lin is Movement: 6
a scavenger, it is not above attracting and Hit Dice: 7
killing fresh food. Kai lin wander about in small
groups in search of carrion, which they The menarl is an impressive 10 meter long
assimilate by entwining their tall/roots around intelligent water snake. It has 10 very usable
the dead animal. It has a limited intelligence arms equipped with human-shaped hands. It
(mental strength 5) and the following has heightened strength (17) and a mental
mutations: electrical generation, attraction strength of 12. Its favorite food is birds, and it
odor, and radiated eyes. goes into a mad frenzy when any are near. The
menarl is relatively friendly towards humanoids
KEESHIN: and, if shown how, will use ancient devices and
No. Appearing: 1 weapons.
Armor Class: 3
Movement: Telekinetic flight NARL EP:
Hit Dice: 7 No. Appearing: 1
Armor Class: 3
This small white mutated amphibian lives in Movement: N/A
bodies of water. It is highly intelligent Hit Dice: 20
(intelligence 18, mental strength 16),
possessing the following mental mutations: This enormous white mutated tree grows over
telekinetic flight, telekinesis, telekinetic arm, 50 meters tall. It lives in bodies of water,
force field generation, life leech, de-evolution, projecting its pale green leafy top and its 5-
mental blast, cryokinesis, and reflection. It may squeeze vines above the surface of the water.
utilize any 2 of these mutations per melee turn. The squeeze vines are used in defense, and,
The ruthless keeshin is a solitary creature, who during spring, are covered with seed pods,
spends most of its life gathering devices of the which it flings to the winds when ripe. When
Ancients. It is very greedy and will readily kill these pods are cracked open (usually a sharp
to obtain what it wants. It stores its treasures in blow will do), 2-12 (2d6) seeds fly out, along
an underwater stone dwelling, which it builds with a sonic blast that will do 3 dice (3d6) of
telekinetically and keeps filled with a pocket of damage to all beings within 10 meters.
fresh air.
OBB:
KEP: No. Appearing: 1
No. Appearing: 1 Armor Class: 10
Armor Class: 2 Movement: 1/15
Movement: N/A Hit Dice: 12
Hit Dice: 20
The obb is an intelligent (menial strength 12)
The kep is a hideous carnivorous plant which mutated fungus which resembles a 1 meter
prefers sandy soil, grows completely long bat. Nearly immobile on the ground, it is
underground, and permits no other plants to as swift and deadly as a hawk when in the air.
grow above it. Just beneath the surface, it It swoops down from the sky using its one large
builds an elaborate net of squeeze roots (some black eye to deliver a blast of intensity 16
radiation. It then strikes stunning blows with its PERTH:
two clawed appendages doing 3 dice (3d6) of No. Appearing: 1-10
damage with each. Once its prey is killed, the Armor Class: 4
obb devours half of the body and plants its Movement: N/A
spores in what remains. In just one day 1-6 Hit Dice: 8
(d6) young obbs will emerge and fly off. The
obb is completely resistant to radiation, and all This mutated palm-like bush is topped with a
laser, light, and heat attacks. It has been large (1 meter tall) flower-like structure. If
known to associate peacefully and even team disturbed, the flower will begin to glow all
up with other intelligent beings, but only the shades of the rainbow and on the next melee
referee knows exactly when or why. The obb round emit radiation of random intensity (3d6)
has an intelligence of its own, and its logic is that affects all beings within a 15 meter radius.
totally unrelated to anything generally known Each melee round, it changes color and emits
to man. radiation of a different intensity (again
random). If the perth is damaged, it will glow 1
ORLEN: to 4 colors at once (d4), emitting that many
No. Appearing: 1 blasts of radiation of different intensities. The
Armor Class: 7 petals of the flower-structure can be sun-dried
Movement: 15 and crumbled into a powder, which, when
Hit Dice: 15 ingested, will heal one lost hit point for each
gram of powder consumed. One flower will
These two-headed, 2.5 meter tall, humanoid yield 20 grams of powder and the drying
mutants have four arms... each 2 under the process requires 3 full days of sunlight. If dried
control of a separate brain. They are all more rapidly by artificial means, the powder
telepathic, with telekinesis, and will force will be only halt as effective.
available in both brains. Some 25% of them
also have 2 random mutations (one on each PINETO:
side), which usually include poison claws No. Appearing: 1 (1 -8 in wild)
(random intensity) on two hands, and a mental Armor Class: 4
mutation, de-evolution, on the other side. Movement: 18
Orlens will barter peacefully to obtain Hit Dice: 2
technological devices, and have made many of
their own - specially adapted for use with four These oddly mutated plants have a horizontal
arms. trunk and movable branches, adapted to rapid
locomotion. A large clump of roots, and keen
PARN: visual and olfactory appendages at the base of
No. Appearing: 1-4 its trunk vaguely resembles a shaggy horse's
Armor Class: 6 (see also below) head. It feeds on nutrimental matter, which its
Movement: 6/16 tendrils thrust into the trunk cavity where it is
Hit Dice: 10 plus antennae (see below) absorbed by thousands of tiny rootlets. The
pineto takes on moisture much like an animal,
The parn is a 3 meter long mutated beetle. Its by dipping its “head” (root clump) into a
back is covered with 4-24 (4d6) 1.3 meter long stream or pond. Pinetos move about quickly in
barbed spines, which It uses defensively. These order to avoid predators. When captured, the
it may shoot, 2 per melee round, up to a pineto can be ridden or used as a beast of
distance of 50 meters and each will do 2 dice burden (carrying up to 800kg on their backs).
(d6) of damage if it hits. Although not Control is by means of a sharp goad which is
particularly intelligent, the parn is a ruthless jammed into the pineto, just behind the root
carnivore, and it kills its prey with 4 sharp clump. Using this device, the creature can be
sword-like structures at the ends of its 3 meter made to move, run, turn, and stop at a rider’s
long antennae. Each of these does 3 dice of command. Note, however, that the pineto is
damage (d6) if they hit, and the parn uses covered with a dense growth of sharp needles,
them so effectively that the armor class of any and the tail (tree top) lashes for 1 die of
opponent(s) is adversely affected by 3 classes damage (to armor class 8 or less) on
when in close combat with the parn. Each command. Riders without saddles, or other
antenna has an armor class of 5 and will take proper protection, also take 1 point of damage
18 points of damage (this is in addition to the per melee round while astride the pineto.
basic 10 hit dice of the creature) before it is
severed. The parn never retreats and fights PODOG:
tenaciously to the death. No. Appearing: 1 (2-12 in wild packs)
Armor Class: 5 (8 if ridden)
Movement: 15 under the sand after striking and maneuvers
Hit Dice: 4 underground for one or two melee rounds
before making its next attack from a different
Podogs are fairly clever, very large, mutated direction. Once killed, prey is dragged beneath
mongrels. They understand simple commands the sand and eaten.
and are large enough to ride and strong
enough to carry most humans at a good pace SERF:
all day. They are not friendly in their wild state. No. Appearing: 1-4
Podogs are carnivorous pack hunters, and only Armor Class: 6
the young can be trained to serve as steeds. If Movement: 12
a podog is attacked, it will bite and slash with Hit Dice: 10
its teeth causing 2 dice (d6) of damage. All
podogs are totally immune to any form of Serfs are mutated humanoids with heightened
poison. Prized podogs have dual brains and strength, a partial carapace, and poison claws
communicate with their masters via telepathy (intensity 8) instead of fingernails. They are
(such creatures are one in a hundred and are very intelligent (mental strength 15) and
rarely for sale). When excited, a podog bays possess the following mental mutations: light
out a cry which perfectly imitates that of its wave manipulation, density control (others),
prey/opponent, throwing it into confusion and life leech, death field generation, mental blast,
giving the podog the initiative to attack or flee. and telepathy. Serf s are semi-nomadic and
Packs of podogs will normally consist of a organize themselves into quasi-military
mated pair and one or two of their full and “brigades”, dressing in old military or police
partially grown litters. uniforms recovered from the Tombs of the
Ancients. The “general” of each brigade holds
RAKOX: his power by means of an ancient weapon,
No. Appearing: 1 (5-30 in wild herds) although serfs prefer to fight only with their
Armor Class: 4/6 mental mutations, and any given one is 90%
Movement: 9 likely to do so.
Hit Dice: 20
SEROON LOU:
These rather slow but powerful oxen sport a No. Appearing: 3-18
partial carapace, surmounted by a forward Armor Class: 8
pointing frill of 8 long horns. Any opponent Movement: 3
gored by these weapons will suffer 1 die of Hit Dice: 8
damage (d6) per horn - typically, a man-sized
opponent can be struck by 1-3 horns. They will This deep green carnivorous aquatic plant can
have a tendency to charge when frightened, reach a length of up to 30 meters. It is semi-
especially if encountered in the wild. A intelligent and the top of its stalk projects as
charging rakox does double damage. Although much as 3 meters above the water, while its
stupid, and very skittish, their tough hide, mobile roots allow it to walk slowly about the
endurance, and great strength (able to carry up bottom. At the top of the stalk is a large eye,
to 1000kg) make them desirable as beasts of shaded by several leaves. The eye directs the
burden and draft animals. use of its 11-20 manipulation vines. The seroon
lou will attack just about anything, grasping
SEP: rocks and clubs with its vines and bludgeoning
No. Appearing: 1-6 its victims to death. It drags its prey to the
Armor Class: 5 bottom to be assimilated by its roots. The
Movement: 10 seroon lou often hides among the more
Hit Dice: 17 peaceful narl ep, and, except for its darker
color, looks much the same.
The sep is actually a mutated version of the
shark that has adapted to life on land. A SLEETH:
powerful organ in its head (somewhat No, Appearing: 1-10
resembling a brain) enables the sep to force Armor Class: 5
even packed sand out of its way telekinetically, Movement: 12
as it plows along beneath the surface of Hit Dice: 18
deserts in search of prey. The sep is able to
detect creatures up to 50 meters away. When it The sleeth is a 3 meter tall mutated lizard. It is
springs unexpectedly from the ground and very intelligent (intelligence and mental
attacks, its massive jaws (in an adult) bite for 9 strength 17) with the following mental
dice (d6) of damage. It quickly burrows back mutations: telepathy, precognition, and the
special ability to negate any force field within
30 meters. They are completely resistant to The win seen is a creeping tangle of vines
illusions and have a poison resistance of 18. In whose runners can spread over a very large
any given group of 10, one will have an area (up to 20 meters in diameter). It is difficult
additional good mutation (choose randomly). to tell where one plant ends and the next one
Sleeths are a quiet, peaceful race, living in begins, as all plants in a colony are connected
small communities or villages. They befriend all to one another. The yellow-green aquatic
manner of mutants and delight in discussions variety floats freely around the surface of lakes
of philosophy and religion. They can use all and ponds, emits a sonic attack whenever it is
kinds of weapons. touched, and is covered with intensity 14
contact poison. The blue-green land win seen
SOUL BESH: has the above defenses plus an attraction odor
No. Appearing: 1 that encourages carnivores to live nearby
Armor Class: 8 (referee should pick a few likely ones).
Movement: 9 Although not intelligent, the land variety
Hit Dice: 10 exhibits a crude form of magnetic control,
forcing all ferrous objects (of up to 50 kg wt)
This is a flightless, mutated mosquito with within 50 meters of the plant to the ground for
chameleon powers. It often attains a length of up to 25 melee turns. The plant must be
over 1.3 meters and inhabits swamps, damaged before it will utilize this power. A
marshes, grasslands, and forests, where its single win seen, chopped, and cooked down in
powers of concealment enable it to ambush a large pot for several days, will yield about
prey. It has a 2 meter long coiled proboscis, 100ccs of antidote for intensity 14 poison, with
which it inserts (preferably into a sleeping 10 ccs being the required dose for a human.
victim) causing an immediate die (d6) of
damage, and, in the same melee round, Injects YEXIL:
intensity 18 paralytic poison. On the next No. Appearing: 1-4
melee round, the soul besh begins sucking Armor Class: 6
blood at a rate of 12 hit points per melee turn. Movement: 4/15
The exoskeleton of the soul besh, when boiled Hit Dice: 10
down in a large cauldron, will yield 150 cc of
syrupy antidote to intensity 18 poison. 10 cc is This flying creature, of indeterminate origin,
the required dose for humans. has a wing span of 8 meters and stands 3
meters tall. It is a slow-witted but friendly beast
TERL: which ambles around the ground on 2 long
No. Appearing: 1-4 hairy legs, but is a magnificent sight in the air
Armor Class: 5 with its beautiful orange fur-lined wings
Movement: Telekinetic Flight outstretched. At the end of each wing is a well
Hit Dice: 9 shaped hand. Atop its long neck rests a lion-like
head with large eyes and large mandibles. In
This 2 meter long mutated barracuda is combat, the yexil can bite for 3 dice of
covered with brightly colored feathers instead damage, or shoot a laser beam through its
of scales. Consequently, it mates and hatches eyes that does 5 dice (d6) of damage out to 25
its young in water, but spends most of the rest meters. Its body is also covered with orange
of its life living in trees. It is able to breathe (and black) fur which is resistant to very little
both in water and air and travels by means of (but is resistant to cold attacks). The yexil is
telekinetic flight. It is not particularly omnivorous, but its most favorite foods (it is a
intelligent, but is a dangerous predator, using gourmet) are manufactured clothing - cotton,
both cryogenesis and its sonic attack ability synthetics, leather, etc. The snappier the outfit,
simultaneously to kill its prey. It these two the better it tastes. The yexil will often trade
methods of attack fail, it can bite for 2 dice what it considers worthless items of technology
(d6) of damage, but will usually retreat to find (such as pistols, bombs, or grenades) for good
an easier kill. Its feathers reflect heal and laser clothes to eat.
attacks, and it is able to detect and avoid areas
of radiation. ZARN:
No. Appearing: 1
WIN SEEN: Armor Class: 7
No. Appearing: 2-7 Movement: Teleportation (up to 200 meters)
Armor Class: 9 Hit Dice: 4
Movement: N/A
Hit Dice: 13 The zarn is a dangerous little orange parasitic
beetle that, when full grown, attains a length of until the seeds die or are removed surgically
only 10 centimeters. It will attack any living (see Rejuv Chamber under ARTIFACTS &
creature, regardless of size. On one melee turn EQUIPMENT). If a host (full of viable seeds)
it spits intensity 16 paralytic contact poison, up dies, the seeds inside it will sprout in less than
to a maximum range of 5 meters. On the next an hour, and grow large enough to have a
melee turn, although only semi-intelligent, it tassel in three days. All adult zeethhs replace
teleports to a different location (maximum teleported seeds at a rate of one per day.
range 200 meters). After teleporting, it will spit
poison again, continuing this routine until a CRYPTIC ALLIANCES
victim has been paralyzed. Note: the spittle is
so toxic that the saving throw for poison must As it the monsters and creatures of GAMMA
be made each melee turn for each area of WORLD weren’t fearsome enough, many of
spittle that is not washed off the victim's skin. them have banded together into secret or
Once its victim is paralyzed the zarn bores semi-secret organizations called CRYPTIC
through the skull and lays 4-24 eggs in its ALLIANCES. Some are remnants of
brain. Paralysis lasts one full week. The eggs organizations that existed in the Shadow
will hatch in four days, consume the brain, and Years... some are of very recent origin. All such
emerge on the fifth day as little zarn. Zarn groups should be based in specific areas of the
eggs may only be removed surgically. map and any adventurers approaching within a
certain radius (established by the referee)
ZEETHH: should have a 75% chance per day of
No. Appearing: 1-100 encountering representatives of that particular
Armor Class: 10 group. This chance is in addition to the basic
Movement: None (teleporting seeds) encounter chance listed on the ENCOUNTER
Hit Dice: 1 TABLE. Societies of very advanced or powerful
individuals should be limited in size so that the
Each Zeethh is a sturdy blade of mutated adventurers will have at least some small
purple grass which grows to a height of 1.5 chance against them. The possibilities for
meters. Its tassles (which grow continuously all cryptic alliances are many and varied, limited
summer long) are filled with 1-6 spiked seeds. only by the referee’s Imagination. A suggested
Each melee round that warm blooded creatures list of basic groups follows. The referee should
are within 20 meters of zeethhs, the plants will feel free to add or change them as he sees fit.
attempt to teleport one-quarter of their seeds Even changing the names and some of the
into those creatures. Here's how to handle characteristics of some of these groups will
large scale zeethh combat: keep the players guessing ...
1. Multiply the number of zeethhs present by BROTHERHOOD OF THOUGHT
3... this yields the total number of seeds
available. This group was founded by a biochemist who
survived the holocaust and was amazed to find
2. One fourth of the original total of seeds will that non-human mutations often had brains of
be teleported each melee turn. a quality equal to or greater than humans. He
gathered a small group of followers, and their
3. The number of seeds to be teleported is goals were to unify all intelligent creatures in a
divided by the number of targets (warm- world of enlightened coexistence and freedom
blooded creatures within 20 meters). The of choice (noble old thoughts!). They have
quotient is the number of seeds which attack some ties with other cryptic alliances, such as
each target. the “Seekers”, and oppose the aims of both the
“Purists” and the “Friends of Entropy”. The
4. Treat the zeethhs as having a mental Brotherhood of Thought may be found in
strength of 12. Roll a mental attack (see the forests, mountains, and hills, usually in tiny
MENTAL ATTACK MATRIX) for each seed. villages. They maintain a very low profile,
traveling in groups of three - one human, one
Seeds which do not get into a body simply humanoid, and one mutated animal, to better
vaporize. Each seed teleported into a body spread the word of their cause. In dangerous or
does 2 dice (d6) of damage to its new host. populated areas, they use a secret sign to
While inside a creature, these seeds secrete a contact each other. This sign is a tracing of the
dissolving juice that does an additional point of infinity symbol across the forehead as though
damage per day per seed for up to 7 days. If by casually brushing hair.
then the creature is not dead, the seeds die. All
damage caused by these seeds will not heal SEEKERS
powers and ancient weapons of all sorts. They
The Seekers are a group of humans and obviously will not mingle with humans, but can
mutants that all appear completely human. be found in societies of other mutants.
They travel and work in large populated areas,
trying to get humans and mutants of all types ZOOPREMISISTS
to work together. They consider mutated
animals to be inferior, but don't press the This group consists of non-humanoid, thinking
issue, and sometimes even accept their help. mutant animals, who believe that the time has
They are filled with an all-consuming hatred of come for the “beasts” to rule the world. They
the technology that brought about the have a secret police of highly trained,
destruction of civilization and seek to eradicate dangerous mutants that terrorize any who
all traces of It from the face of the earth. They oppose them. Fortunately, Zoopremisists
can be found among other human factions, or attract only a lunatic fringe of the thinking
by themselves. The membership is usually very mutant animals, and their power is not yet very
rich, in terms of the local means of exchange great. They can be found secreted in any large
(they do not hate domars). Their secret sign mass of mutants. Their agents are all
consists of scanning the horizon using both telepathic and signal each other in that
hands to shade the eyes. manner.
KNIGHTS OF GENETIC PURITY HEALERS
“Purists” are Pure Strain Humans who wish to This is a quasi-monastic order, founded by a
destroy all mutated humans. Unaccountably (or medical technician during the Shadow Years.
fortunately), they do not realize that animal They wander continually, caring for the sick
and vegetable mutants are not “pure” either. and wounded without regard for race, creed, or
“Purists” usually fight with sword and lance, on biological origins. The membership is both
any available mount. A large number of them human and mutated and all have a mysterious
also have ancient energy weapons. They are ability to approach and befriend non-intelligent
very open about their hatred and wear a bright creatures. They use many medical devices of
red square, printed, painted, or emblazoned in the Ancients, as well as any number of natural
some way on the fronts of their garments or herbs and medicines. Healers are so respected
armor. Large groups of “Purists” have been by all (except the "Red Death"), that they are
known to hire out as mercenaries - as long as rarely attacked, even by the most bloodthirsty
the job involves the slaughter of humanoid creatures.
mutants.
RESTORATIONISTS
FRIENDS OF ENTROPY
These are a group of primarily human and
Calling themselves the “Red Death,” their goal humanoid mutants who have recovered large
is to bring about the extinction of all life and amounts of information about the past and are
the cessation of all mechanical operations. seeking to rebuild the lost civilization.
They are especially interested in destroying all Restorationists are usually armed with weapons
equipment of robotic nature. Theirs is a from the past and frequently have robotic units
nomadic society (since nobody wants them working with them. They shun the other
around), and they travel in small groups, moderate cryptic alliances and work single-
spying out populated areas to raid or attack. mindedly towards their goal.
Whenever possible, they steal babies of both
humans and mutants and bring them up as the THE FOLLOWERS OF THE VOICE
next generation of the “Red Death”. Their
secret signal consists of the cleaning of the These are beings of all types who worship
blade of a dagger with a red cloth, followed by computers, believing that machines created
thrusting the dagger through that cloth. the world and can again restore peace and
order. They are always encountered near
THE IRON SOCIETY installations that have computers whose logic
circuits agree, at least in part, with their
This is a group of human mutants bent on the philosophies. In some instances, the large
destruction of all non-mutated Pure Strain computers, such as the think tank, have taken
Humans. Its groups are scattered about over their followers, and rule with dictatorial
GAMMA WORLD, especially near radiated powers. Roving bands of the Followers of the
areas. The Iron Society is very powerful in Voice are occasionally encountered as they
battle because its members use both mutated roam vast areas in search of computers and
similar machinery to use as “shrines” for their humanoid societies, subverting their efforts
strange religious rituals. and stealing technological devices for the
“Created.”
THE RANKS OF THE FIT
HAZARDS
This is a military-religious order, bent on
controlling the world. Any means to this end is Two principal threats to continued life on
acceptable. It was founded by an enormous GAMMA WORLD are poison and radiation. Both
mutated bear, who wrote the organization's may be encountered naturally, or in combat
guidelines after reading certain history books, with other creatures. Both are measured in
and possibly Mein Kampf, Animal Form, and terms of “intensity” which may range from 3 to
several biographies of Napoleon Bonaparte. All 18 points.
forms of life may join, but only mutated
intelligent animals may hold positions of power. Poison: Several types of poison are mentioned
Seeking to establish a form of “Code Napoleon” in these rules. Unless otherwise specified, the
throughout the world, “The Ranks of the Fit” poison must somehow get into the bloodstream
have brought large groups of people and of a being in order to take effect (i.e. via
several cities under their well organized puncture, cut, injection, ingestion, etc.).
military fist. Although their armies are Contact poison works merely upon touching
equipped mostly with crossbows and spears, exposed skin. When a being is poisoned, cross-
no independent corps is allowed to operate index the intensity of the poison with the
without some very heavy weapons of the past, constitution of the individual on the following
and the members will fight to obtain more. matrix:
Their banner is the Tricolor with a gammadion
superimposed. POISON MATRIX
THE ARCHIVISTS Strength of Poison
3 4 5 6 7 8 9 10 11 12
This group is generally made up of various 13 14 15 16 17 18
small humanoids who believe that all artifacts 18 * * * * * * * * * * * *
are sacred. These they store away in deep 1 2 3 D
caves, where the artifacts are polished and 17 * * * * * * * * * * * 1
worshipped. The members usually possess 2 3 D D
strong attack and defense mutations and will C 16 * * * * * * * * * * 1 2
not appear in groups of less than 10. They will 3 D D D
seek to buy items that they consider valuable, 0 15 * * * * * * * * * 1 2
but are not above stealing if the price is too 3 D D D D
high. They especially like robots, which they N 14 * * * * * * * * 1 2 3
deactivate and mount as statues of gods to D D D D D
protect their underground temples. S 13 * * * * * * * 1 2 3 D
D D D D D
THE RADIOACTIVISTS T 12 * * * * * * 1 2 3 D D
D D D D D
These are worshippers of a radiation god which I 11 * * * * * 1 2 D D D D
they reverently call the “Radiant Devine Glory”. D D D D D
These cultists are those with high radiation T 10 * * * * 1 2 D D D D D
resistance and many are mutated, as initiation D D D D D
requires that they spend a week in a U 9 * * * 1 2 D D D D D D
radioactive area. Radioactivists are often seen D D D D D
traveling the desolate areas of GAMMA WORLD, T 8 * * 1 2 D D D D D D D
searching for new “holy lands”. D D D D D
I 7 * 1 2 D D D D D D D D
THE CREATED D D D D D
0 6 1 D D D D D D D D D D
This is a special cult, open only to androids. Its D D D D D
members believe that only machine-created N 5 2 D D D D D D D D D D
“life”, such as computers, cyborgs, robots, and D D D D D
androids are worthy of continued survival. Of 4 3 D D D D D D D D D D
course they believe that androids should be the D D D D D
ruling class, even in the world of machines. 3 D D D D D D D D D D D
Androids often pass as humans in human and D D D D D
7 8 M M D
The number obtained indicates how many dice 17 0 0 0 0 1 2 3 4 5 6 7
of damage the poison victim sustains. 8 M M D D
*indicates no effect. D indicates that the victim C 16 0 0 0 1 2 3 4 5 6 7 8
dies (or is paralyzed if the poison is paralytic), M M D D D
no matter how many hit points it possessed. 0 15 0 0 1 2 3 4 5 6 7 8 M
M D D D D
Each numerical intensity poison has its N 14 0 1 2 3 4 5 6 7 8 M M
own specific antidote, i.e.: antidote for intensity D D D D D
14 poison, etc. If this is administered to the S 13 1 2 3 4 5 6 7 8 M M D
victim within 2 melee rounds after obtaining a D D D D D
“D” result, he will survive, sustaining only 2 T 12 2 3 4 5 6 7 8 M M D D
dice (d6) of damage. It another type of D D D D D
antidote is used (different intensity antidote for I 11 3 4 5 6 7 8 M M D D D
a different poison), the chance of it working is a D D D D D
base 50%, modified by 10% plus or minus for T 10 4 5 6 7 8 M M D D D D
each intensity level it differs from the specific D D D D D
poison. For example, if a character is poisoned U 9 5 6 7 8 M M D D D D D
by a weapon with poison intensity 16 and D D D D D
suffers a “D” on the chart, an antidote may T 8 6 7 8 M M D D D D D D
save him. If the antidote is for level 16 this is D D D D D
certain, since it is the antidote for that I 7 7 8 M M D D D D D D D
particular poison. If the antidote is for poison D D D D D
intensity 14, then there is a 30% chance it will 0 6 8 MM D D D D D D D D
work; if the antidote was for poison intensity D D D D D
18, there is a 70% chance it will be effective. N 5 MM D D D D D D D D D
D D D D D
Because of the large number of poisonous 4 M D D D D D D D D D D
creatures in GAMMA WORLD, most inhabitants D D D D D
will wear light body armor of some sort, and 3 D D D D D D D D D D D
often carry poison tipped weapons. When a D D D D D
player carries a poisoned weapon, it is
necessary for him to take measures to insure The number obtained indicates how many dice
that he is not poisoned by his own weapon, (d6) of damage the radiation victim sustains. M
such as wearing heavy gloves, or carrying indicates that the victim has received a new
poison darts in special pouches, etc. mutation (roll for one randomly on either the
physical or mental mutations chart). D
Radiation: There are many ways to encounter indicates that the victim has a 20% chance of
radiation in GAMMA WORLD. Large areas of the receiving a mutational defect (determine
referee's map should be coded as having randomly) and an 80% chance of death. Any
residual radiation of various intensities. In new mutation will manifest itself in one week of
some places, only metal objects contain game time. There is no known antidote for
radiation. Many creatures use blasts of radiation.
radiation (either directed in beams or with area
effect) as a mode of attack or defense. The ARTIFACTS AND EQUIPMENT
effects of radiation are figured in terms of
exposure for one melee round. The referee Various artifacts and equipment from the past,
must be sure that creatures suffering the in differing states of repair, will be found
effects are within the effective range among the ruins of the former civilization of
limitations of the radiation source. Cross-index GAMMA WORLD. Because the Shadow Years
the intensity of the radiation with the were devoted to wholesale destruction,
constitution of the victim on the following weapons and items of a military nature are
matrix: found in great numbers. This is not to say that
players won’t find non-military items. The
RADIATION MATRIX referee is encouraged to give the players a
healthy mix of the 24th century version of such
Radiation Intensity items as: toasters, typewriters, lawn mowers,
Level powered hand tools, erector sets, portable
3 4 5 6 7 8 9 10 11 12 radios and TVs, smoke detectors, hair dryers,
13 14 15 16 17 18 eyeglasses, cigarette lighters and so on.
18 0 0 0 0 0 1 2 3 4 5 6 Remember that the characters that the players
represent probably have no idea what most of 1. Gas
these items are, or what they can do. When 2. Chemical Explosive
player-characters find any artifact, the referee 3. Fragmentation
should carefully word his description of the 4. Energy
object, or give them a sketch (if the object is 5. Photon
unidentifiable to their 20th century minds), 6. Torc
bearing in mind their ignorance of the
technology of the past. Bombs or Missiles: (2d8)*
1. Small Damage Pack
The referee may select and place all artifacts in 2. Concentrated Damage Pack
his “Ancient Areas,” or he may use the 3. Fission Bomb
following tables to randomly determine what 4. Fusion Bomb
artifacts to put into play. Percentile dice (2d10) 5. Concussion Bomb
are first rolled to determine the general 6. Matter Bomb
category of the artifact. Then proceed to the 7. Negation Bomb
specified table and roll the appropriate die to 8. Neutron Bomb
find the specific artifact to be put in the game. 9. Trek Bomb
Robotic units are described in a separate 10. Mutation Bomb
section (see ROBOTIC UNITS). 11. Micro-Missile
12. Mini-Missile
Most descriptions of artifacts are general in 13. Surface Missile
nature. In some instances, it is up to the 14. Neutron Missile
referee to define exact sizes for the artifacts of 15. Negation Missile
his own “world” - as well as provide 16. Fission Missile
descriptions for other such items not
mentioned in this booklet. Miscellaneous Energy Devices: (1d12)
1. Portent
ARTIFACT 2. Energy Cloak
CATEGORY: 3. Control Baton
01-10% Pistol 4. Communication Sender
11-20% Rifle 5. Medi-kit
21-30% Other Energy Weapon 6. Anti-grav Sled
31-40% Grenade 7. Ultra-violet and Infra-red Goggles
41-50% Bomb or Missile 8. Chemical Energy Cells
51-60% Armor 9. Solar Energy Cells
61-70% Vehicle 10. Hydrogen Energy Cell
71-80% Miscellaneous Energy Device 11. Atomic Energy Cells
81-90% Robotic Unit 12. Energy Cell Charger
91-100% Medical Equipment
Medical Equipment: (1d12)
Pistols: (1d6) 1. Pain Reducer
1. Slug Thrower 2. Mind Boosters
2. Needler 3. Sustenance Dose
3. Stun Ray 4. Interra Shot
4. Laser Pistol 5. Stim Dose
5. Mark V Blaster 6. Cur-in Dose
6. Black Ray Gun 7. Suggestion Change
8. Accelera Dose
Rifles: (1d4) 9. Anti-radiation Serum
1. Stun Rifle 10. Rejuv-chamber
2. Laser Rifle 11. Stasis Chamber
3. Mark VII Rifle 12. Life Ray
4. Fusion Rifle
Armor: (1d10)
Energy Weapons: (1 d4) 1 . Sheath Armor
1. Vibro Dagger 2. Powered Plate Armor
2. Vibro Blade 3. Powered Alloyed Plate Armor
3. Energy Mace 4. Plastic Armor (unpowered)
4. Stun Whip 5. Energized Armor
6. Inertia Armor
Grenades: (1d6) 7. Powered Scout Armor
8. Powered Battle Armor 10...................Good....................................60%
9. Powered Attack Armor 11...................Excellent...............................80%
10. Powered Assault Armor 12...................Perfect.................................100
%
Vehicles: (1d8)
1. Civilian Internal Combustion The percentage chance of functioning for each
2. Military Alcohol Combustion artifact need not be determined until the
3. Turbine Car players do something to the artifact that might
4. Hover Car cause it to function.
5. Flit Car
6. Environmental Car ARTIFACT USE AND OPERATION: Once players
7. Bubble Car have found an artifact, they will not
8. Others automatically know what it is for, or how it
works. It is quite possible that one will fiddle
Robotic Units: (2d6)** with an artifact for weeks and never determine
1. Light Cargo Litter what it is, or, in the other extreme, detonate a
2. Heavy Cargo Litter bomb, eliminating everything within 100
3. Small I Cargo Transport meters. The three following charts are used to
4. Large Cargo Transport simulate experimentation with artifacts.
5. Ecology Bot (Agricultural)
6. Ecology Bot (Wilderness) Bear in mind the fact that most inoperative
7. Engineering Sot (Standard) artifacts only require new or recharged
8. Engineering Bot (Light Duty) batteries to make them work. (Equipment was
9. Engineering Bot (Heavy Duty) well made in the 24th century). Experience is
10. Medical Robotoid awarded for figuring out how to work artifacts,
11. General Household Robotoid regardless of whether or not they actually do
12. Security Robotoid work. Experience is also awarded for a robotic
13. Supervisory Borg unit for mastering it or for defeating it in
14. Defense/Attack Borg combat.
15. Warbot
16. Death Machine PISTOLS
17. Permanent Cybernetic Installation
18. Think Tank 1. SLUG THROWER
Maximum Range: 20,40, or 60 meters
*The first d8 indicates the base 1-8. On the Effective Range: 10, 20, or 30 meters
second d8, if 1-4 is rolled the first die is read Projectile: Rubber Slugs (15-50 in clips)
normally; If 5-8 is rolled add 8 to the number Damage Inflicted: 1, 2, or 3 dice (d6) (stunning
rolled on the first die. damage)
Power Source: Hydrogen Energy Cell Battery
**The first d6 indicates the base 1-6. On the Life: 5 clips (may fire only 1 slug per melee
second d6, if 1 or 2 is rolled the first die is read turn)
normally: if 3 or 4 is rolled add 6 to the number
rolled; and if 5 or 6 is rolled add 12 to the These weapons were used by the various
number rolled on the first die. police forces in riot suppression and crowd
control. When cumulative stunning damage
ARTIFACT CONDITION: Artifacts of the Ancients reaches one-half of the target’s original total
will be found in various conditions, due to their hit points, the victim falls unconscious for 1-6
disuse or exposure to the elements. When minutes. When the victim awakens, any
players find an artifact, the referee should stunning damage taken is added back on to his
immediately determine its condition (though hit point total.
not necessarily tell the players the result) by
rolling two dice (2d6) and consulting the Slug throwers come in three calibers (hence
following table: the various statistics above), ranging from the
tiny .17 derringer, to the huge .75 prison
Ch special (with a .38 caliber in between). The
ance of referee determines what size the players have
Die Roll Condition of Artifact found, and if there is any ammunition present.
Functioning
2-5..................Obviously Broken.................0% 2. NEEDLER
6-7..................Poor.....................................20% Maximum Range: 100 meters
8-9..................Fair......................................40% Effective Range: 50 meters
Projectile: Poison or Paralysis Darts (in clips of Power Source: Chemical Energy Cell Battery
10) Life: 4 shots
Damage Inflicted: Paralysis (int. 12) or Poison Damage Inflicted: instant death to living
(int. 17) targets not protected by force field/otherwise
Power Source: Chemical Energy Cell Battery no effect. This is the ultimate hand-held
Life: 3 clips (may fire 1 dart per melee turn) weapon. It does no damage to inanimate (non-
living) targets.
This soundless weapon can fire either poison or
paralysis darts. If paralysis takes effect the RIFLES
victim can do nothing but breathe for up to 20
minutes, less one minute for each point of the 1. STUN RIFLE
victim's constitution. Maximum Range: 200 meters
Effective Range: 100 meters
3. STUN RAY Projectile: Ray
Maximum Range: 50 meters Damage Inflicted: Stun (see below)
Effective Range: 25 meters Power Source: Solar Cell
Projectile: Ray Battery Life: 5 shots
Damage Inflicted: Stun (see below)
Power Source: Solar Cell If this rifle hits, the target will be stunned for
Battery Life: 10 shots 20 minutes less one minute for each point of
the victim’s constitution. While stunned, only
If this ray hits, the target will be stunned for 20 the victim’s involuntary muscles (heart, lungs,
minutes less one minute for each point of the etc.) will function.
victim's constitution. While stunned, only the
victim’s involuntary muscles (heart, lungs, etc.) 2. LASER RIFLE
will function. Maximum Range: 600 meters
Effective Range: 300 meters
4. LASER PISTOL Projectile: High intensity light beam
Maximum Range: 200 meters Damage Inflicted: 6 dice (d6)
Effective Range: 100 meters Power Source: Hydrogen Energy Cell
Projectile: Beam Battery Life: 5 shots
Damage Inflicted: 5 dice (d6)
Power Source: Hydrogen Energy Cell Class 2 armor will automatically deflect the first
Battery Life: 10 shots hit with this weapon. Class 1 armor will
automatically deflect the first two hits.
Class 2 armor will automatically deflect (do not Subsequent hits will do full damage.
roll any hit dice) the first hit with this weapon.
Class 1 armor will automatically deflect the first 3. MARK VII BLASTER RIFLE
two hits in this manner. Subsequent hits, Maximum Range: 450 meters
however, will do full damage. Effective Range: 225 meters
Projectile: Disrupting Ray
5. MARK V BLASTER Damage Inflicted: 8 dice (d6) (makes 10cm
Maximum Range: 150 meters hole when applicable)
Effective Range: 75 meters Power Source: 2 Hydrogen energy cells
Projectile: Disrupting Ray Battery Life: 5 shots
Damage Inflicted: 7 dice (d6) (makes 10 cm
hole when applicable) This rifle makes a 10cm diameter hole out to
Power Source: Hydrogen Energy Cell its maximum range in whatever it hits,
Battery Life: 5 shots provided the target is killed, does not have a
force shield, or Is inanimate (such as a wall or
This pistol makes a 10 cm diameter hole out to door). It does not cause 10 cm holes in living
its maximum range In whatever it hits, creatures until they are no longer living.
provided the target is killed, does not have a
force shield, or is inanimate (such as a wall). It 4. FUSION RIFLE
does not cause 10 cm holes In living creatures Maximum Range: 700 meters
until they are no longer living. Effective Range: 350 meters
Projectile: 2 beams of intensity 18 radiation
6. BLACK RAY GUN Damage Inflicted: As determined on Radiation
Maximum Range: 50 meters Hazard Matrix
Effective Range: 25 meters Power Source; Atomic Energy Cell
Projectile: Death Ray Battery Life: 10 shots
This rifle must be connected to a converter by 1. TEAR GAS GRENADE
a 1.5 meter cable. The converter and the Area of effect: 10 meter radius
atomic energy cell are both carried in a special Cloud duration: 1-6 minutes (depends on wind)
pack which fits on the user’s (provided he is
reasonably human in shape) back. All beings breathing this cloud are debilitated.
Each melee turn spent in tear gas reduces a
ENERGY WEAPONS being's armor class by one point, and adds 2
points to that character's “to hit” dice rolls. For
Note that these are hand-held weapons, and every 3 melee turns spent out of the tear gas
their range is limited to the reach of the user. cloud, a victim recovers his abilities in the
above increments.
1. VIBRO DAGGER
Damage Inflicted: 10 points STUN GRENADE
Power Source: Hydrogen Energy Cell Area of effect: 10 meter radius
Battery Life: 30 minutes Cloud duration: 1-4 minutes (depends on wind)
This weapon is, in fact, a force field in the Each character in the gas cloud during a melee
shape of a 20 cm long knife. It will cut anything turn must make a poison saving throw (against
except another force field. a random intensity attack generated by the
referee). A “D” result indicates that the victim
2. VIBRO BLADE will be stunned for 20 minutes, less one minute
Damage Inflicted: 25 points for each point of his constitution. While
Power Source: stunned, only a victim's involuntary muscles
Hydrogen Energy Cell Battery Life: 20 minutes (heart, lungs, etc.) will function.
Much like the vibro dagger, the blade is a force POISONOUS GAS GRENADE
field In the shape of a sword, and will cut Area of effect: 10 meter radius
anything except another force field. Cloud duration: 1-6 minutes (depends on wind)
3. ENERGY MACE All beings must roll poison saving throws each
Damage Inflicted: 30 points melee turn they spend in the poison gas cloud.
Power Source: Chemical Energy Cell Battery The referee determines the intensity of the
Life: 15 minutes poison each melee turn by rolling 3d6.
This is basically an energized club. It cannot 2. CHEMICAL EXPLOSIVE GRENADE
damage targets protected by energy shields. Area of effect: 10 meter radius
Damage inflicted: 10 dice (d6) per target in
4. STUN WHIP blast area
Damage Inflicted: Stun
Power Source: Chemical Energy Cell Battery 3. FRAGMENTATION GRENADE
Life: 30 minutes Area of effect. 10 meter radius
Damage inflicted: 5 dice (d6) per target in blast
It this 3 meter long energized whip hits, the area
target will be stunned for 20 minutes, less one
minute for each point of the victim’s 4. ENERGY GRENADE
constitution. While stunned, only the victim's Area of effect: 10 meter radius
involuntary muscles (heart, lungs, etc.) will Damage inflicted: 12 dice (d6) per target in
function. blast area
GRENADES This grenade does only half damage to armor
classes 8 and 9.
There are several different types of grenades,
but all will explode on the melee round after 5. PHOTON GRENADE
being activated (by pulling the pin). A grenade Area of effect: 10 meter radius
may be thrown 3 meters for every point of Damage inflicted: Instant death to all beings
physical strength possessed by the thrower. not protected by force fields or energy shields.
The referee should keep in mind that the
chance of functioning for a grenade (see 6. TORC GRENADE
ARTIFACT CONDITION) is not determined until it Area of effect: 15 meter radius
is activated. In other words, it could be a dud. Damage inflicted: Disintegrates everything
(leaving a hole in the ground) not protected by Area of effect: 50 meter radius gas cloud ...
force fields or energy shields. lasts 2-12 minutes
Damage inflicted: Stunning
BOMBS & MISSILES
Each character in the gas cloud must make a
The following list of bombs and missiles poison saving throw (against intensity 15
consists almost entirely of tactical weapons. poison). A “D” result indicates that the victim
Strategic bombs and missiles, such as an ICBM, will be stunned for 20 minutes, less one minute
cruise missile, or jets, rockets, satellite for each point of his constitution. While
launchers and their bombs are virtually stunned, only a victim’s involuntary muscles
nonexistent. They were all either used, or were (heart, lungs, etc.) will function.
primary targets during the Shadow Years.
Although they are pretty much beyond the 6. MATTER BOMB
scope of this game, the referee should feel free Description: Disc-shaped, various sizes
to devise and include any strategic weapons he (determined by referee)
wants. Area of effect: 10 meter radius
Damage inflicted: 75 points to all targets in
Bombs and missiles will have various fusing blast area
devices (proximity, impact, heat seeking, time
delay, etc.) as chosen by the referee. Missiles, These bombs come in all sizes, and the referee
of course, may or may not be found along with may devise statistics for larger ones (like the
the required launch and guidance equipment. kind that do 1000 points of damage).
1. SMALL DAMAGE PACK 7. NEGATION BOMB
Description: Small canvas bag of plastic Description: 10cm aluminum sphere
explosive, wt. 5 kg. Area of effect: 30 meter radius
Area of effect: 10 meter radius Damage inflicted: Energy drain
Damage inflicted: 6 dice (d6) per target in blast
area All energy sources in the blast area are
completely drained, unless protected by force
2. CONCENTRATED DAMAGE PACK fields. All force fields in the blast area are
Description: Large canvas pack (fits on the reduced by one half their current value. Note:
back of a human) of plastic explosive, wt. 20 or this bomb will even stop a robot operating on
40 kg. broadcast power (if it had no energy shield) for
Area of effect: small-30 meter radius, large-50 4-24 minutes. It does not affect living matter.
meter radius
Damage inflicted: small-10 dice (d6), large-12 8. NEUTRON BOMB
dice (d6) per target in blast area. Description: 60 cm duralloy spheres, usually
resting in a wheeled cradle to facilitate loading
3. FISSION BOMB into aircraft or spacecraft.
Description: Various. Most common - black Area of effect: 500 meter radius
steel sphere, 50 cm in diameter Damage inflicted: 100 points to all targets in
Area of Effect: 1 kilometer radius blast area and death to most living things.
Damage Inflicted- Clean bomb - 200 points to Any living creature without a force field, or
all targets in blast area. Dirty bomb - 300 whose force field is destroyed by the blast (100
points to all targets in blast area, plus a blast pts.) is instantly killed, if in blast area.
intensity 15 radiation which requires 3 saving
throws per target within that area. 9. TREK BOMB
Description: 25 cm black plastic box, wt. 25kg
4. FUSION BOMB Area of effect: 30 meter radius
Description: A small, hand-sized, disc-shaped Damage inflicted: Disintegration
metal can.
Area of Effect: 50 meter radius Everything in the blast area not protected by a
Damage inflicted: 75 points to all targets in force field is disintegrated. All force fields in
blast area. blast area sustain 30 points of damage.
5. CONCUSSION BOMB 10. MUTATION BOMB
Description: A small canister, fitted with hooks Description: Pear-shaped red plastic case, wt.
for mounting on any of several delivery 10kg.
systems. Area of effect: 30 meter radius
Damage inflicted: Mutations Strain Humans. Creatures, or player characters
with any mutations altering the basic human
Percentile dice must be rolled for each living body-shape will probably not be able to wear
creature not protected by a force field in the such armor. Certain mutants and cryptic
blast area: 01-60% = receive one random alliances have the capability to manufacture
mutational defect, 61-100% = receive a blast specialized armor for mutants, but this is rare
of intensity 12 radiation. and is left for the referee to devise and include
in the game as he sees fit.
11. MICRO MISSILE
Description: 10 cm long, streamlined cylinder, DEFENSIVE ARMOR
fitted into a plastic handgrip/launcher.
Maximum Range: 1 kilometer 1. SHEATH ARMOR
Effective Range: 500 meters (visual sighting) Armor Class when worn: 4
Area of effect: 10 meter radius Force field: None
Damage inflicted: 7 dice (d6) per target in blast Locomotion provided: None
area Power source- None
Battery life: N/A
12. MINI MISSILE
Description: 35 cm long, streamlined cylinder. This is basically police riot control armor,
Requires: shoulder held, bazooka-type consisting of a well padded breast plate,
launcher. helmet, gloves, thigh and shin guards. It
Maximum Range: 2 kilometers provides reasonable protection against
Effective Range: 1 kilometer (visual sighting) primitive weapons.
Area of effect: 20 meter radius
Damage inflicted: 50 points per target in blast 2. POWERED PLATE
area Armor class when worn: 3
Force field: None
13. SURFACE MISSILE Locomotion provided: 20 meters per melee
Description: 3 meter long, streamlined cylinder. turn
Maximum range: 80 kilometers (may be fired Power source: Atomic energy cell
at aerial target) Battery life: 50 hours constant use
Effective range: 40 kilometers
Area of Effect: 100 meter radius This is the earliest form of powered armor and
Damage inflicted: 150 points per target in blast was quite obsolete by the time of the
area destruction of the Apocalypse.
This missile must be launched from an 3. POWERED ALLOYED PLATE
electronic turret, either affixed to a military Armor class when worn: 2
installation, or vehicle, and directed by Force field: None
computers and radar at the launch site. Locomotion provided: 30 meters per melee
turn
14. NEUTRON MISSILE Power source: Atomic energy cell
This is simply a surface missile with a neutron Battery life: 45 hours of constant use
bomb for a warhead.
4. PLASTIC ARMOR
15. NEGATION MISSILE Armor class when worn: 3
This is a surface missile with a negation bomb Force field: None
for a warhead. Locomotion provided: None, but does not
encumber wearer
16. FISSION MISSILE Power source: None
This is a surface missile with a fission bomb for Battery life: N/A
a warhead.
Made to provide inexpensive protection against
NOTE: It any missile fails to hit what it was beam weapons, plastic armor has proved tough
aimed at, it will still explode (if it functions at enough to stand up against most forms of
all) somewhere nearby. Referee is to determine attack.
where a miss will explode.
5. ENERGIZED ARMOR
ARMOR Armor class when worn: 2
Force field: None
All armor of the Ancients was made for Pure Locomotion provided: Jet assisted jumps of up
to 200 meters per melee turn turn. A sunday punch delivered by the fist of
Power source: Atomic energy cell this unit inflicts 8 dice of damage (d6)
Battery life: 40 hours of constant use
9. POWERED ATTACK ARMOR
6. INERTIA ARMOR Armor class when worn: 1
Armor class when worn: 2 Force field: Absorbs first 40 hit points sustained
Force field: Partial (see below) each melee turn
Locomotion provided: Jet assisted jumps of up Locomotion provided: Anti-grav flight at 150
to 200 meters per melee turn meters per melee turn
Power source: 2 Atomic energy cells Power source: 2 atomic energy cells
Battery life: Requires both cells for 60 hours of Battery life: 42 hours of constant use
constant use
The hydraulic system of this suit allows the
The partial force field generated in this unit will wearer to lift up to 2 metric tons and still be
protect the wearer from black rays, radiation, able to leap a distance of 25 meters in a melee
poison gases, etc. but absorbs only one half of turn. There is a laser pistol built into the
all damage sustained (up to 25 hit points forefinger of each hand (powered
maximum absorption per melee turn). independently, see laser pistol), a micro missile
launcher and a clip of 20 missiles built into the
OFFENSIVE ARMOR helmet, and a grenade launcher with a bolt of
15 (referee decides type) grenades, attached
Offensive armor was the culmination of the to the left shoulder. A punch delivered by the
science of battle armor, and as such, is usually fist of this unit does 9 dice (d6) of damage to
the most complicated equipment the player its target.
characters will encounter. Each suit is more like
a space capsule into which the wearer must 10. POWERED ASSAULT ARMOR
crawl. All types are equipped with various Armor class when worn. 1
sophisticated sub-systems which must be Force field: Absorbs the first 50 hits points
activated before the suit is fully operational, sustained per melee turn
that include: 2 way radios (part of a world-wide Locomotion provided: Anti-grav flight at 200
satellite communications network); complete meters per melee turn
life support systems with a 72 hour oxygen Power source: 3 atomic energy cells
supply (the air circulating and conditioning unit Battery life: 48 hours of constant use
may function independently without draining
the battery); a medi-kit (see MISCELLANEOUS Except for the changes noted above, this armor
ENERGY DEVICES); sound, ultra-violet, and contains all equipment listed under powered
infra-red sensors; and a self-destruct attack armor.
mechanism, activated by the death of the
wearer. VEHICLES
7. POWERED SCOUT ARMOR The list of vehicles given here only begins to
Armor class when worn: 2 describe the great variety available to the
Force field: Absorbs up to 20 hit points each Ancients, and the referee is encouraged to
melee turn devise many more.
Locomotion provided: Anti-grav flight at 250
meters per melee turn 1. CIVILIAN INTERNAL COMBUSTION
Power source: 2 atomic energy cells Much like the cars and trucks of today, these
Battery life: 54 hours of constant use vehicles run on alcohol or fossil fuel. When in
good working order they will all be extremely
8. POWERED BATTLE ARMOR fuel efficient. Usually a separate fuel source will
Armor class when worn: 2 be required, as any left in the tanks will long
Force field: Absorbs first 30 hit points sustained since have evaporated.
each melee turn
Power source: 2 atomic energy cells 2. MILITARY ALCOHOL COMBUSTION
Battery life: 48 hours of constant use This category includes the 24th century version
Locomotion provided: Anti-grav flight at 100 of the jeeps, trucks, armored personnel, and
meters per melee turn cargo carriers used by the military. Some will
be wheeled, others tracked, and many utilize a
The hydraulic system of this suit allows the limited anti-grav device which keeps them just
wearer to lift up to 1.5 metric tons and still be above the surface. The purity of the alcohol
able to leap a distance of 25 meters per melee available determines the speed of these
vehicles (along with the referee). 8. OTHER
Anything the referee desires, such as railroad
3. TURBINE CARS transports, cargo ships (water), helicopters,
These holdovers from the 23rd century were police vehicles, and so on may be included in
still in limited use. They are ail wheeled, and the game where appropriate.
powered by an efficient turbine which burns
fossil fuels. A solar cell on the root powers the MISCELLANEOUS ENERGY DEVICES
lights, radar, and climate control systems.
1. PORTENT
4. HOVER CAR This is a backpack-sized unit which generates a
The most common passenger vehicle of the 4 man energy shield, used to keep out the
24th century rides on a cushion of air and elements, powered by 2 solar cells. The cells
travels at speeds up to 300 kilometers per hold enough charge for 24 hours constant use
hour. It utilizes a steam turbine powered by an and may be recharged during day while the
atomic energy cell. It will travel up to 600 bearer is marching. If attacked, the energy
kilometers on 50 liters of water, and the atomic shield will absorb 5 points of damage and then
cell will last up to 20,000 kilometers. burn out.
5. FLIT CAR 2. ENERGY CLOAK
This combination air/ground vehicle utilizes This powered cloak and cowl can completely
anti-grav circuits and an atomic energy cell. In cover the wearer. Designed for wear at social
hover mode (just above the ground) it can events, it is a blaze of scintillating colors when
travel up to 200 kilometers per hour. In flight in operation. The unexpected side effect is that
made, it can travel up to 400 kilometers per the cloak (when powered) is completely
hour with a service ceiling of 16 kilometers. resistant to laser beams. It is powered by a
The battery will power it for 200 hours on the chemical energy cell that will last through 12
ground or 100 hours of flight. hours of constant use.
6. ENVIRONMENTAL CAR 3. CONTROL BATON
Use of this vehicle was restricted to only a few A 4th or 5th stage military command item (see
government agencies and they will be rare in I.D. DEVICES), this baton can, at a touch,
GAMMA WORLD. Able to fly, travel on the completely activate or deactivate any powered
ground, move over and under water, and in suit of armor. it can also (through use of a
outer space (good for one round trip to the directional antenna) lead the user to any suit of
moon), the environmental car is powered by its powered armor within a radius of 1 kilometer. It
own nuclear reactor and anti-grav circuits. identifies the user to any robotic unit as
Each fuel cylinder will power it for 4 weeks of command personnel, allowing the user to
earth use or I week in outer space. Airspeed: command units at a specific location such as a
500 kph; Groundspeed: 150 kph, Underwater military base or government building.
speed: 75 kph.
4. COMMUNICATIONS SENDER
7. BUBBLE CAR These are short range two-way radios or TVs
This ultimate transportation vehicle was with ranges up to 100 kilometers. They are
affordable by only the world's richest powered by chemical and solar energy cells.
governments and is extremely rare in GAMMA Hundreds of varieties, military and civilian, can
WORLD. Powered by solar cells, and utilizing an still be found.
anti-grav circuit that is extremely energy
efficient, bubble cars can carry up to 20 5. MEDI-KIT
passengers, or 3 metric tons of cargo into deep This portable unit, small enough to hang on a
space or the darkest depths of the oceans. belt, allows even a novice to give himself, or
They recharge themselves as long as at least others, major first-aid and medical treatment. A
10 hours out of each 72 are spent in direct small but sophisticated computer, coupled with
sunlight (earth orbit or less). They are several microwave sensors, analyzes and
equipped with an energy field that will absorb treats all manner of medical problems. To use
the first 25 hit points of damage sustained the medi-kit, merely place the device over the
each melee round. The energy shield and wounded area, touching the flesh. The unit will
backup power are provided by an atomic take a blood sample, inject any antidotes,
energy cell which will last for 24 hours of antibiotics, or antitoxins necessary (and
constant use. Air speed: ten times the speed of contained in the kit), suture any wounds, give
sound! verbal instructions on how to perform any
operations beyond its capabilities (such as
setting broken bones), and finally spray on an recharge practically any chemical or hydrogen
antiseptic dressing that promotes healing. energy cell. Although no times are specified, it
takes twice as long to recharge hydrogen
Powered by a chemical energy cell, it will energy cells as it does to recharge chemical
function about as long as there are supplies energy cells.
inside the unit (there are about 4 treatments
therein for any given problem). The medi-kit MEDICAL SUPPLIES AND EQUIPMENT
was very common and any military installation
of the Ancients is likely to have a large supply The various medical supplies of the 24th
of them. century can still be found in an occasional
ruined hospital, military aid station, or trauma
Keep in mind the fact that medi-kits were center. The following list is just a brief
designed and programmed by and for human summary of the more standard items in the
beings. The farther away from Pure Strain military first aid kit. They will be identified with
Human stock the patient, the less likely his universal symbols,- as well as detailed
chances of successful treatment by a medi-kit. instructions, so that, once players have
identified a particular drug, or device, they will
6. ANTI-GRAV SLED recognize it when they see it again.
A platform approximately 2 meters wide by 3
meters long, the anti-grav sled is powered by 1. PAIN REDUCER
an atomic energy cell good for up to 100 hours When this drug is administered, the recipient
of continuous operation. It can support loads will feel no pain for 4 hours, and will be able to
up to 25 metric tons as it floats roughly 50 sustain 1 extra hit point for each point of his
centimeters above the ground. The sled may constitution. When the drug wears off, the
be pushed manually when supporting light patient loses these additional hit points (and
loads, but inertia is such a problem that a dies if this leaves no hit points remaining).
separate powered, towing or pushing device
must be used for cargoes over 2 metric tons. 2. MIND BOOSTER
This adds a plus 3 to the recipient’s mental
7. ULTRA-VIOLET & INFRA-RED GOGGLES strength for 1 hour. The patient must then have
These goggles enable the wearer to detect total rest for 4 hours or lose 3 points of
heat and light sources normally invisible to the intelligence permanently.
naked eye.
3. SUSTENANCE DOSE
8. CHEMICAL ENERGY CELL One dose provides a full day’s required
These rechargeable batteries come in many nourishment and short-circuits any hunger
sizes and power all manner of devices. They signals to the brain for a 24 hour period.
will lose their charge after 1-6 years of disuse.
4. INTERRA SHOT
9. SOLAR ENERGY CELL This “truth serum” opens the recipient’s
These are chemical energy cells equipped with, subconscious to direct interrogation. When the
or attached to, a solar panel that recharges drug wears off (in ten minutes) the recipient
them when exposed to bright light. will not remember having been questioned.
10. HYDROGEN ENERGY CELL 5. STIM DOSE
These are rechargeable batteries, less This drug temporarily adds 3 points to the
common, and more expensive than chemical recipient's physical strength, and 1 point to his
energy cells. They do not lose their charge dexterity for a period of 1 hour. After use, the
through disuse. patient must rest for 4 hours or lose
permanently 1 point of physical strength.
11. ATOMIC ENERGY CELL
Although bulky because of its shielding, this 12 6. CUR-IN DOSE
kilogram nuclear battery will hold its charge for This miracle antidote negates the effects of
up to 1000 years if not used. It is used to any poison or drug.
provide the power for many devices, both
civilian and military. It may only be recharged 7. SUGGESTION CHANGE
by replacing its fuel cylinder. This hypnotic drug knocks the user
unconscious for a few seconds. When he
12. ENERGY CELL CHARGER awakens, he will fix on the first person he sees
When connected to the appropriate power and follow unquestioningly any suggestions
source (line or broadcast), this small unit will made by that person for up to 4 hours.
from place to place. The referee should pick
8. ACCELERA DOSE one type and use it consistently. There were
Each application of this drug will restore 1-10 color coded wrist bands, lettered dog tags,
(d10) lost hit points to the user. radiated rings, recorded voice patterns, and
many other ways of informing men and
9. ANTI-RADIATION SERUM machines of one’s identity, status, and
If administered immediately after exposure to authority. All of these devices had one thing in
radiation, this drug will restore any hit points common. They all had differing degrees of
lost to radiation. Note that this drug only authority from the common citizen to the
restores hit points; it will not cure death. highest military and civilian leaders. A widely-
used system of the “stages” of I.D.’s is detailed
10. REJUV-CHAMBER below:
This large hospital appliance (looks like an iron
lung) is used to repair any type of medical FIRST STAGE - ordinary citizens
problem. The patient is placed inside the SECOND STAGE - civil service (military,
chamber and percentile dice are rolled. A emergency, etc.)
patient who has lost up to one halt of his THIRD STAGE - scientific and medical
original hit points has a 100% chance of having FOURTH STAGE - law enforcement (military
all lost hit points restored, with a 75% chance and civilian)
for a patient with one-fourth remaining, and a FIFTH STAGE - military command and civil
50% chance for a patient with less than one- authorities
fourth of his original hit points remaining. Note,
however, that a patient may only use a rejuv- Each stage includes all the privileges of those
chamber once per month. Each additional use under it. If a second stage I.D. is needed, for
of the rejuv-chamber in a one month period example, a third stage I.D. will be acceptable.
gives the patient a 30% chance of death
through system-shock. The color keying used often varied more than
the stage system. Also, it was not unusual for
11. STASIS-CHAMBER the same color to be used at more than one
This machine is similar in appearance to the stage, with a second color or some other
rejuv-chamber. However, this device places the differentiating markings used to denote higher
patient in suspended animation until stages. Common colorings are:
authorized personnel program the chamber to
release him. Blue - military
Brown or Yellow - common citizens
12. LIFE RAY Gray or Green - scientific and technical
This miraculous device, introduced just before Red - law enforcement
the start of the wars, is able to revitalize the Red and Blue - civil authorities
dead. When used, there is a 50% chance that it Red and White - emergency
will bring new life to the dead, if used within 24 White - medical
hours of the victim's death. This device allows
only one attempt to raise a given individual. If MAIN BUILDING COMPUTERS
this fails, no further attempts may be made. A Nearly all buildings of the 24th century had all
character resurrected by the Life Ray must security and maintenance functions supervised
reroll all ability traits. He does, however, retain and controlled by computers. Such computers
his memory. had a limited number of logic circuits that
allowed them to deal with natural
Needless to say, life ray machines are quite abnormalities (tire, structural damage,
rare. cleaning, etc.) and unauthorized intruders
(usually handled by calling on a security robot).
STANDARD DEVICES, UNITS, AND
MATERIALS HALL MONITORS
These are multi-lens cameras with audio
This section has been kept separate from the pickups used in most high-security areas and
other listings of materials of GAMMA WORLD to monitor city traffic. The lenses are equipped
because these items are found in almost all with infra-red sensors for night time, and the
areas of the planet. unit will usually broadcast to security
installations within a one-mile radius of its
I.D. DEVICES location.
There were many means of identification in use
prior to the Shadow Years, and they varied COM UNIT
These small, hand-sized communication units power sources. A broadcast power station
are used by various professions to usually consists of a nuclear power plant to
communicate with other similar units and produce the power and a specially designed
computers programmed for reception of their broadcast tower similar to a micro-wave relay
signals. The operation of most com units is tower. The broadcast range varies with the
limited to a particular function. Security units, terrain, but 400 kilometers is an average. Few
for instance, will communicate only with other of these stations survived destruction, as they
security units and computers programmed for were prime military targets. The referee will
security functions. Units for various civil and want to place these carefully, if he decides to
military commanders can usually communicate have any in the area in which the players will
with several types of corn units - selectively or be adventuring.
simultaneously.
ENERGY FIELDS
COMPUTER TERMINAL Many devices, particularly powered armors and
Most computer terminals are of a standard robotic units, have an energy field of some sort
design - a small video display screen above a as part of their defense. The terms energy
common typewriter keyboard. Special purpose field, energy shield, force field, and force shield
terminals, such as those serving military or all refer to the same thing and are
security installations, are different, with unique interchangeable. Energy fields will take a
keys, display terminals, and other function- certain number of hit points before collapsing.
related devices. All data put into or received This number must be exceeded in one melee
from a computer terminal has, by definition, turn to destroy the energy field. Damage to the
passed through the computer itself. Only Pure field is not cumulative. For example, an energy
Strain Humans and Mutants with no physical field which will take 25 hit points of damage
mutations may use an unreprogrammed can absorb that much damage every melee
computer terminal. turn until 26 or more points of damage are
taken in one melee turn. This final damage
RADIOACTIVE MATERIAL destroys the energy field and burns out the
Various stores of radioactive material will be field generator, but still does no damage to the
found throughout GAMMA WORLD, as they had protected being or device. Succeeding hits will
many medical, technical, and military uses. damage whatever was protected by the field.
These materials may be solid, liquid, or In rare instances, whole buildings and entire
gaseous in form, and may be found in various installations were protected by such fields.
types of containers. The isotopes of these
materials will have half-lives ranging from TRADE, VALUE, AND EXCHANGE
fractions of a second to thousands of years.
They will range from the common Strontium During the course of a campaign, adventurers
and Uranium Isotopes to the rare and very may wish to dispose of articles found during
unstable Kaskium 269. their explorations, or trade for items they
require but have not found. The most common
DURALLOY way to handle this need is to allow trading at
This material will be found in nearly all larger population settlements in the world.
engineering areas. The metal is very thin and Much of the trading is left to the referee's
forged in triangular sheets one meter on a side discretion. However, the following guidelines
that weigh only 150 grams each. This standard for trade values and availability of items are
working piece of metal has holes drilled in each suggested.
corner and two clamps spaced evenly in the
middle to aid in working with the piece, since ITEMS
normal tools will not affect it. In spite of its light DOMARS GOLD
weight, it is the strongest metal known. Though Standard cut and thrust
the Ancients cast, cut, welded, and otherwise weapons.........................50................10
worked duralloy, their methods are unknown. Heavier and larger
weapons................................75................15
BROADCAST POWER Shield.................................................................
In the period just before the Shadow Years, 50................10
power was no longer transmitted through wires Armor...............................................................3
but broadcast through the air like radio or 00................60
television signals. Most of the robotic devices Bow...................................................................7
of the cities function on broadcast power, 5................15
though some (especially security and Quiver of 15
emergency service robots) have emergency arrows............................................10.................
2 strangers with large quantities of domars, but a
Crossbow.........................................................1 sack of gold always talks their language-
00................20 Precious metals and gems were used for little
Case with 15 crossbow other than jewelry and ornamentation before
bolts...............................10.................2 the Black Years and will be correspondingly
Clothing, back pack, woven goods, rare. One “gold piece” (a piece of gold
etc.................5..................1 weighing one ounce) is usually equal in trading
Traveling supplies (rope, lantern, value to 5 domars.
etc.)....................5..................1
Special food stores (wine skin, dried foods), HEALING OF BODY DAMAGE
per When a player or any other character suffers
week..............................................................5... damage which results in loss of accumulated
................1 hit points, it is necessary for that injured being
Unusual items (mirrors, oil flasks, to rest and regain those lost hit points. Hit
etc.)..................15..................3 points can generally be regained at the rate of
Riding beasts (non- 1 point per day of rest - which means the
horselike)..............................200................40 player undertakes no extensive traveling or
Riding beasts strenuous activity. A judge can adjust the rate
(horselike).....................................300............... according to his discretion, if desired,
.60 depending upon the type of wound and the
Riding equipment (saddle, saddle bags, situation. Of course, use of certain Ancient
etc.).........75.................15 medical devices, drugs, and some mutations,
Small carts, wagons, and will heal body damage much more quickly.
rafts.............................250.................50
Large carts, wagons, and RELATIVES
rafts.............................400.................80 When a player character dies, it is logical to
Small boats and assume that someone will get his possessions.
canoes.......................................500...............10 This can be handled by the referee in a number
0 of ways depending on the situation. First, a
Large boat with sail and “relative” of the deceased character might
oars.............................1000...............200 have claim on his possessions. If such a
relative exists, the character's remaining
Working artifacts from ancient times are rare possessions would be his. The referee might
and highly prized. It will usually be impossible then allow the player to continue the game in
to purchase them. They may be sold by the persona of this relative of his original
players, but they attract so much attention that character. This should only be allowed if the
they may be stolen before the sale can be player was adventuring in or near his home.
completed. Otherwise, all the deceased’s wealth passes
into obscurity, out of the game. Obviously, it he
Barter is also used throughout GAMMA WORLD, is half-way across the continent there is no way
and high quality items may be traded for their any relatives would even know about his death.
full value in goods. Worn items will buy less.
Second, the player’s possessions might be
VALUE given to his most loyal follower. They might be
Values given on the trade table are in domars divided among his followers or fellow players
and gold. The domar was the basic monetary (or fought over by them). In any case, if the
unit of the world before the holocaust. It is a player character's body is irretrievably lost
small lightweight coin, inlayed with colors and (dropped into a seemingly bottomless pit,
symbols denoting various denominations, and vaporized, etc.) then all he carries will be lost
nearly indestructible. Since the nature of the with him.
domar makes it impossible to counterfeit, it is
still used widely as a means of exchange. Players whose characters are lost during the
However, since it is possible that the ruins of course of the campaign may return with a new
an ancient bank may be found in the character at the discretion of the referee.
wilderness, there is the possibility of “new” However, prior knowledge of certain areas
domars being released into the economy of a gained by the previous character should not be
settlement by adventurers. Because this new used to advantage by the player. To insure this,
influx could destroy the value of a settlement's the referee may choose to start him in a
trade goods, merchants will prefer gold, other different area of GAMMA WORLD.
precious metals, and gemstones for large
purchases. Merchants will be suspicious of LANGUAGES
Because so many of the mutants of GAMMA Only the most obvious of the wild units will be
WORLD use telepathy, and so few Pure Strain thus apparent (such as a unit which goes
Humans are left, a common language has around in a circle saying “Tra-la-la!”).
evolved among all speaking beings and
creatures. Of course, there are most likely Programmed units are those powered and
tribal languages that differ from area to area, activated units still performing pre-assigned
but nearly everyone will know this common tasks. Because they lack a high-order logic
tongue; it is the language of trade, commerce, system and human direction, they are oblivious
and diplomacy. to the changes that have transpired over the
years. For example: a farming unit that still
Main computer installations will have crawls up and down a field “planting” seeds
assimilated enough of this new language to from a long-empty hopper, a security robot still
understand it fully and will continually update patrolling its section of highway according to
robots' speech patterns so that they will be programming and issuing traffic tickets to the
usable by humans with proper authority. Small same buffalo each day as they cross the road
computers not integrated with the main on the way to their watering hole or (most
computers, specialized installations, robots commonly) units which are responsible for
deactivated during the Shadow Years, and so checking identification of anyone - regardless
forth, will not respond to any but the language of whether or not they have any.
in which they were programmed. It is
sometimes possible, however, to either Wild units are those units whose logic circuits
interface these units with main computers or and/or memory banks have been damaged.
(with proper authority and sufficient This damage will affect each unit differently,
knowledge) to reprogram them. from simply omitting some aspect of its
programming to totally irrational actions and
ROBOTIC UNITS failure to respond to any control. Units affected
Prior to the Black Years, millions of robotic units range from the smallest ID checkpoint to the
existed in the service of man. These units main computer of an entire complex or city.
ranged from simple household servos to
extremely sophisticated and complex military Controlled units are those units programmed or
and scientific installations. Of course, a large directed by another robotic unit or computer
number of these -units were destroyed or possessing high-order logic and discrimination
disabled during the turmoil and destruction of circuitry, or by humans, humanoids, mutants,
the Shadow Years and the Black Years which or androids. The actions of controlled units
followed. But an equally large number of units have been modified from their original
survived the holocaust completely unscathed: programming. For example, a city’s main
engineering units performing their appointed computer may instruct its garbage collection
duties deep within the bowels of cities razed by units to shut down since there is no longer any
The Apocalypse, agricultural and ecological garbage to collect, or a human may reprogram
units operating far from targeted areas, a security robotoid to act as his personal body
security units housed in their protected vaults, guard.
military units designed to withstand extreme
punishment, scientific units operating within All robotic units not under the direct control of
heavily shielded complexes - many such units player characters should be considered
and installations continue to function as extremely dangerous. While player characters
programmed. When power sources began to exploring the ruins of a partially-destroyed city
give out, the proper notice was given to may have sense enough to avoid a patrolling
nonexistent human authorities, and, security robot, consider the following scenario:
eventually, they ground to a halt. Others,
particularly isolated military and security units, The party finds the remains of an air-lock
were never activated, and stand ready to be hatchway covering a shaft that leads down.
commanded. Although the explorers don’t know it, the shaft
leads to an engineering passageway, and the
For purposes of definition within the game ruined hatchway through which they entered
system, robotic units are divided into three was once a service entryway that required
operational modes -programmed, wild, and considerable identification and authorization of
controlled. Non-operational units, if and when all personnel desiring entrance before it would
activated, will also fit into one of these unlock and open. Now, deep in the
operational modes. Note that there is normally passageway, they encounter an engineering
no way in which players may determine into robotic unit going about its routine
which of these modes a particular unit fits. maintenance chores- As it approaches, they
back towards the wall and try to hide. The unit
stops in front of a character who has the While most robotic units are designed to
misfortune to be hiding behind a loose section function primarily on broadcast power, some
of the passageway's wall plate. As the rest of units have been designed for applications
the party watches in horror, the engineering when and where broadcast power would be
unit efficiently slides the plate back into place, unavailable or unreliable. These units (primarily
ignites its fusion torch, and runs a neat weld designed for specialized military and scientific
around the edges! Its work in that particular applications) rely solely on high-capacity
area completed, the robot rolls off down the onboard energy systems (usually a nuclear
passageway to its next job. The remaining plant). These units occasionally require
members of the party rush to the still-hot wall recharging or replacement of their power
plate .... At this point, we will mercifully draw a plants.
curtain on our hypothetical scenario.
SENSORS
With what has been said thus far on the subject Sensors will vary from unit to unit, depending
of robotic units, it would seem that all sensible on the design and purpose of the unit.
players would avoid robotic units at all costs. Generally, units designed for operation with or
However, while a robotic unit can be an around humans will have sensors
overpowering foe, it can also be an invaluable approximating human sight and hearing. Any
ally when controlled. Therefore, the risk of an additional sensors will depend upon the unit's
encounter with a robotic unit is justified if it is purpose (microscopic visual sensors for a unit
possible to gain control of it. involved with detailed work or surgery, for
example).
It would be impossible to list all the possible
robotic units of CONTROL
Common robotic units are generally controlled
GAMMA WORLD, and therefore only general by vocal and/or electronic commands from
robotic unit characteristics are listed and the authorized personnel. the key phrase here is
task of actual design is left to the referee. A "authorized personnel." Some units, such as
few examples of GAMMA WORLD robotic units household servos, have relatively simple logic
are also given hereafter, and are recommended circuits and will respond to, commands from
for campaign use as basic types or styles. Once nearly anyone. On the other hand, some
encountered, players will probably learn their military or industrial units require detailed and
functions, and from that point on, the referee complex recognition sequences, possibly
need only describe the unit as, say, “a basic involving supplemental authorization
Mark I security robot,” or whatever it happens identification, such as a control baton or other
to be in his campaign. Until the players learn appropriate ID.
more about it, though, the referee need only
describe how the unit looks and what, it CONSTRUCTION
anything, it is doing. Other than the standards of power sources,
sensors, and control, the vast variety of robotic
Experience is awarded for robotic units for units makes physical description difficult. With
mastering (learning how to control) them or for the exception of the examples given hereafter,
defeating them in combat. Use the table in the the specifics of robot design and construction
EXPERIENCE section as a guide for awarding are left up to the referee. A design checklist
experience points. follows:
POWER SOURCES ROBOTIC UNIT DESIGN CHECKLIST
Nearly all robotic units contain circuitry for the Power Sources: Primary Power: A.
reception and use of broadcast power, with Broadcast power
back-up energy systems for use in the event of B.
a temporary interruption of broadcast power. Nuclear plant
When broadcast power is interrupted, the unit Auxiliary Power: C.
automatically switches to its back-up system. It Hydrogen energy cell
the unit is in operation at the time of the (re
interruption, it will continue to perform its placeable)
assigned task until its internal power is D.
exhausted. If the unit is not operating at the Solar energy cell
time of the broadcast power interruption, its E.
internal power source will remain charged and Chemical battery (re-
the unit may be activated at any desired time. ch
argeable)
Sensors: A. Standard (visual and Special Note on Armament: Armament also
audio) includes armor class and hit dice. Most robotic
B. Infrared units have an armor class of 3, though large
C. Ultra-violet amounts of external plastic or glass could lower
D. Telescopic this. Military and security units are made of
E. Microscopic duralloy and have an armor class of 2 or 1. In
F. Extra-sensitive Audio general, robotic units have one full hit die (6
G. Other Specialized points) per cubic meter of size. Household
(touch, taste, smell) servos usually have fewer points, military and
Control: A. Vocal (Stage I I.D. security units have more dice. The condition of
required) the unit will affect the number of points per die
B. Vocal (Stage II I.D.) it actually has. The amount of damage done to
C. Vocal (Stage III 11. D.) a unit directly affects the functioning of its
D. Vocal (Stage IV 1. D.) devices. When one-fourth of its hit points are
E. Vocal (Stage V I D.) lost, one-fourth of its abilities are also lost
F. Vocal, Special (requires (sensors, locomotion, armament, etc.). The
keyed I.D.) referee should determine randomly what is
G. Electronic, Standard affected by combat damage, and describe to
(responds to standard the players any visible damage (loss of
electronic signals from a tentacles, that the unit is no longer moving,
main computer, and so on).
building computer, hand
com unit, etc.) COMMON ROBOTIC UNITS
H. Electronic, Special The following robotic units are the suggested
(responds only to desig- standard designs for common units in GAMMA
nated commands from a WORLD:
particular control
source) Light Cargo Lifter
Construction: A. Physical Design (size, Heavy Cargo Lifter
shape, housing Small Cargo Transport
material, etc.) Large Cargo Transport
B. Locomotion (most units Ecology Bot (Agricultural)
use anti-grav sup- Ecology Bot (Wilderness)
port coils in conjunction Engineering Bot (Standard)
with tractor and Engineering Bot (Light Duty)
pressor beams for Engineering Bot (Heavy Duty)
movement, though Medical Robotoid
some are also equipped Security Robotoid
with wheels, General Household Robotoid
treads, tracks, etc.) Supervisory Borg
C. Manipulation (most units Defense/Attack Borg
will have one or Warbot
more pairs of tentacles, Death Machine
mechanical arms, Permanent Cybernetic Installation
or other means of Think Tank
manipulating objects
near them) This list does not include such “everyday”
D. Function-related robotic units as I.D. checkpoints, bank tellers
Equipment (all units will and store clerks, automated taxis, and so on,
have specialized because such units rarely pose any direct
equipment related to their threat or difficulty to players (unless of course
function attached to or they are so foolish as to refuse to present their
stored inside the unit) I.D.'s....).
E. Armament (only military
or security units The listed units are detailed below, but some
possess weapons, which general points can be covered. The cargo units
may include any and the death machine must be set in action
listed in the ARTIFACTS by another power; they are not self-directed.
AND EQUIPMENT The “bots” have programmed duties (such as
section) patrolling a particular area) and are capable of
only very limited independent actions within
the parameters of their programming. * “Borg” is a corruption of the word “cyborg,”
Robotoids are generally humanoid in which, in turn is derived from “cybernetic
appearance, except that they are made of organism” - that is, a computer with an
metal, of course. organic, or living, component (a brain).
The borgs*, the permanent cybernetic Small Cargo Transport
installation, and the think tank are special Power Sources: Broadcast power, solar cell
cases. Coupled to their electronic logic circuitry Sensors: Standard, infrared, ultraviolet
Is an organic component - a brain - which Control: Vocal (Stage I I.D.), standard electronic
allows them much more freedom and initiative Construction: 3 meters wide, 6 meters long, 1.5
than other units. These are not true human meters high; equipment mounted on a low 3 x
brains, but work in a similar manner. 1 meter platform at front. Treads move cargo at
Unfortunately, they are similar enough to have 40 KPH; anti-grav pods move cargo at 24 KPH,
picked up quirks in their operation in the and the unloaded unit at 48 KPH. Two tentacles
decades since the Black Years. The units often 5 meters long can lift 100 kilos each; a
have strange desires (to collect plants or tractor/pressor beam can move 450 kilos at a
weapons, or to conquer the world), fears (of 10 meter range. The unit can be electronically
animals, certain colors, or other thinking coupled with other cargo movers to move in
machines), or hates (radiation, mobile beings, convoy. Load capacity is 4500 kilos on a 3 x 5
humans), or loves.... These units may also be meter area. 18 hit dice (90 hit points), armor
subject to certain forms of weapons and mental class 3.
attacks once their shields are down.
Large Cargo Transport
Light Cargo Lifter Power Sources: Broadcast power, solar cell, 8-
Power Sources: Broadcast power, 12-hour hour chemical battery
chemical battery Sensors: Standard, infrared, ultraviolet
Sensors: Standard, infrared Control: Vocal (Stage I I.D.), standard electronic
Control: Vocal (Stage I I.D.), standard electronic Construction: 6 meters wide, 12 meters long, 2
Construction: 3 meters wide, 6 meters long, 1 meters high; equipment mounted on a low 6 x
meter high; equipment is mounted on a low 3 x 2 meter platform at front. Treads move cargo at
1 meter platform at the front of the unit. Treads 36 KPH; anti grav-pods move cargo at 24 KPH,
move cargo at 24 KPH; anti-grav pods move and the unleaded unit at 48 KPH. Four
the unit only when unloaded, at 48 KPH, There tentacles 7 meters long can lift 500 kilos each;
are three manipulative devices - a 5 meter long a tractor/pressor beam can move 1800 kilos at
crane arm with 3-fingered claw mounted front a 25 meter range. The unit can be
center can lift 900 kilograms, 2 tentacles 5 electronically coupled with other cargo movers
meters long can lift 100 kilos each, and a to move in convoy. Load capacity is 16,000
tractor/pressor beam can move 450 kilos at a kilos on a 6 x 10 meter area. 72 hit dice (360
10 meter range. Load capacity is 2500 kilos on hit points), armor class 3.
a 3 x 5 meter area. 18 hit dice (90 hit points)
armor class 3. Ecology Bot (Agricultural)
Power Sources: Broadcast power, solar cell, 72-
Heavy Cargo Lifter hour chemical battery
Power Sources: Broadcast power, 8-hour Sensors: Standard, infrared, ultraviolet,
chemical battery microscopic
Sensors: Standard, infrared Control: Vocal (Stage II I.D.), standard
Control: Vocal (Stage I I.D.), standard electronic electronic, programmed
Construction: 6 meters wide, 12 meters long, Construction: 3 meters wide, 4.5 meters long,
1.5 meters high; equipment mounted on a low 1.5 meters high; ovoid shape- Anti-grav pods
6 x 2 meter platform at front. Treads move move the unit plus up to 900 kilos of excess
cargo at 16 KPH; anti-grav pods move the unit weight at 50 KPH. Two tentacles 5 meters long
only when unloaded, at 48 KPH. There are can lift 100 kilos each, and these are also
three manipulative devices - a 10 meter long equipped with touch sensors on the ends,
crane arm with 3-fingered claw mounted front electric paralysis devices, and manipulative 3-
center can lift 4000 kilos, 4 tentacles 7 meters fingered claws. Special devices include
long can lift 500 kilos each, and a extensive soil analysis equipment, horticultural
tractor/pressor beam can move 1800 kilos at a tools (plow, disc, rake, mower, etc.), liquid
25 meter range. Load capacity is 9000 kilos on spray nozzles with a 10 meter range (water,
a 6 x 10 meter area. 72 hit dice (360 hit herbicide, insecticide, fertilizer), and minor
points), armor class 3. power tools (flame gun, vibrosaw). 12 hit dice
(60 hit points), armor class 3. and are equipped with special manipulative
devices on the ends to allow them to use tools
Ecology Bot (Wilderness) designed for humans. A tractor/pressor beam
Power Sources: Broadcast power, solar cell can move 500 kilos at a 10 meter range. The
Sensors: Standard, Infrared, ultraviolet, unit has stock parts and repair materials, a
microscopic, extra-sensitive audio, telescopic sonic torch, micro-laser, power wrenches, and
Control: Vocal (Stage II I.D.), standard other power tools. Its sealed body allows it to
electronic, programmed function in low water pressure (30 meters or
Construction: 3.5 meters wide, 5 meters long, less in depth) and in a near-vacuum. 6 hit dice
1.5 meters high; ovoid shape. Anti-grav pods (30 hit points), armor class 3.
move the unit plus up to 1000 kilos of excess
weight at 96 KPH. Two tentacles 7 meters long Engineering Bot (Heavy Duty)
can lift 250 kilos each. 4 tentacles 5 meters Power Sources: Broadcast power, 90-hour
long can lift 100 kilos each, and all are hydrogen cell
equipped with touch sensors on the ends, Sensors: Standard, infrared, ultraviolet,
electric paralysis devices, and manipulative 3- telescopic
fingered claws. Special devices include soil, Control: Vocal (Stage II I.D.), standard
water, and air analysis equipment, liquid spray electronic, programmed
nozzles with a 10-meter range (limited Construction: 20 meters long, 7 meters in
fertilizer, herbicide, insecticide, defoliant), diameter, cigar-shaped. Treads can move the
minor power tools (sonic torch, laser torch, unit plus up to 9000 kilos at 32 KPH; anti-grav
flame gun, vibrosaw), capture equipment pods move the loaded unit at 30 KPH, the
(including paralysis field with 30 meter radius, unloaded unit at 40 KPH. Four 20 meter long
3 weighted throwing nets with bazooka-type crane arms can lift 5000 kilos each, 8 tentacles
launcher and 20 meter range, small 20 meters long can lift 800 kilos each, and 4
expandable capture cage), and minor surgical pairs of special tentacles 5 meters long are
tools necessary for field veterinary operations. equipped to handle human tools. A
16 hit dice (80 hit points), armor class 3. tractor/pressor beam can move 2000 kilos at a
30 meter range. Standard equipment includes
Engineering Bot (Standard) a great variety of materials to make repairs on
Power Sources: Broadcast power, 12-hour such structures as bridges, remote relay
hydrogen cell towers, isolated installations, and the like. It
Sensors: Standard, infrared, ultraviolet, also has several batteries of sonic torches,
microscopic lasers, atomic torches, and heavy-duty power
Control: Vocal (Stage II I.D.), standard tools. Its body is sealed to allow it to function
electronic, programmed at great ocean depths or in near-vacuum. 40
Construction: 1.5 meters wide, 3 meters long, 2 hit dice (200 hit points), armor class 2.
meters high. Antigrav pods move the unit plus
up to 2000 kilos at 24 KPH. Two 5 meter long Medical Robotoid
crane arms lift 1500 kilos each, 4 tentacles 5 Power Sources: Broadcast power, 24-hour
meters long lift 250 kilos each, and a hydrogen cell
tractor/pressor beam can move 500 kilos at a Sensors: Standard, microscopic
10 meter range. The unit has stock parts and Control: Vocal (Stage III I.D.), standard
repair materials, a sonic torch, micro-laser, electronic, programmed
atomic torch, power wrenches, and other Construction: 2 meters tall, humanoid shape.
power tools. Its sealed body allows it to The unit moves by walking, and also has anti-
function underwater or in a vacuum. 9 hit dice grav devices in the soles of its feet to allow It
(45 hit points), armor class 3. to move at 96 KPH while carrying up to 200
kilos. Two arms and 2 tentacles are equipped to
Engineering Bot (Light Duty) handle precision surgical tools. Equipment
Power Sources: Broadcast power, 18-hour includes extensive medical analysis equipment,
hydrogen cell vibroscalpels, sonic sterilizers, various
Sensors: Standard, infrared, ultraviolet, medicines, life support mechanisms, and other
microscopic emergency medical equipment. 9 hit dice (36
Control: Vocal (Stage II I.D.), standard hit points), armor class 3.
electronic, programmed
Construction: 1 meter wide, 2 meters long, 1 Security Robotoid
meter high. Anti-grav pods move the unit at 96 Power Sources: Broadcast power or nuclear
KPH; It has no load capacity. Two 3 meter long plant Sensors: Standard, infrared, ultraviolet
tentacles can lift 150 kilos each, plus 2 special Control: Vocal (Stage IV I.D.), special electronic,
tentacles 2 meters long can lift 100 kilos each programmed
Construction: 2.5 meters tall, humanoid shape. tractor/pressor beams can move 500 kilos each
The unit moves by walking, and also has anti- at 50 meters. This unit is usually assigned to a
grav devices which allow it to move 400 kilos supervisory borg or a permanent cybernetic
at 96 KPH. Two arms with 2 padded tentacles 3 installation. Weaponry includes 3 laser
meters long with paralyzing devices can lift batteries of 5 “guns” each (range and damage
200 kilos each. Two tractor/pressor beams can - up to 500 meters, short range, 20 dice (20d6)
each move 200 kilos at 30 meters. Weaponry damage per battery; up to 1000 meters,
includes 4 paralysis rods with 3 meter medium range, 15 dice (15d6) damage; up to
extensions, a slug projector with 10 clips of 1500 meters, long range, 10 dice (10d6)
slugs and a grenade launcher with 50 meter damage), 2 energy grenade launchers
range with up to 4 sleep grenades and 5 tear- (short/medium/long range is 1001300/500
gas grenades, The units are programmed to meters) with 240 (2d2O) grenades each, 2
subdue all life forms acting violently towards micro-missile launchers with 2-40 (2d2O)
one another. Command circuits allow it to missiles each, and 1 photon grenade launcher
summon medical robotoids or engineering bots (250 meter range) with 1-20 (1d20) grenades.
as necessary. 12 hit dice (72 hit points), armor 200 hit points, 100 point energy screen, armor
class 2. class 1.
General Household Robotoid Warbot
Power Sources: Broadcast power, 4-hour Power Sources: Nuclear plant
chemical battery Sensors: Standard, infrared Sensors: Standard, infrared, ultraviolet at 3
Control: Vocal (Stage I I.D.), programmed kilometer range
Construction: 1.5 meters tall, humanoid shape. Control: Only by a specific permanent
This unit moves by walking, and has two arms cybernetic installation
with 2 tentacles 1 meter long which can handle Construction: Vaguely turtle-shell shaped; 9
any small objects. Special equipment includes meters long, 5 meters wide, 3 meters high.
cleaners, polishers, insecticides, disinfectants, Anti-grav pods move the unit at 150 KPH,
cleaning and maintenance tools, storage bin, Weaponry includes 4 micro missile launchers, 6
trash compacter, incinerator unit, vacuum torc grenade launchers with 500 meter range
hose, and other such household cleaners and and 1-100 (2d10) grenades each, 4 black ray
repair Implements. 5 hit dice (20 hit points), cannons with 200 meter range, 8 batteries of 3
armor class 4. Mark VII blaster rifles each, 25 matter bombs
with 1 launcher with 200 meter range, 6 laser
Supervisory Borg batteries of 5 “guns” each (range and damage
Power Sources: Nuclear plant - up to 750 meters, short, 20 dice (20d6) per
Sensors: Standard, infrared, ultraviolet battery; up to 1500 meters, medium, 15 dice
Control: Self-controlled, or obeys Stage V I.D. (15d6); up to 3000 meters, long, 10 dice
Construction: 2 meters tall, humanoid trunk on (10d6) of damage). The unit has energy
a 1 meter square base. Anti-grav pods move screens that will take 200 points of damage,
the unit at 96 KPH. Humanoid arms can defending at armor class 1. The unit itself has
manipulate all human tools and devices and lift 500 hit points, armor class 1.
200 kilos each. Verbal and radio circuits allow it
to control all units as a Stage IV I.D., AND ITS Death Machine
COMMANDS CAN ONLY BE SUPERSEDED BY Power Sources: Nuclear plant
HUMANS WITH Stage V I.D. and special Sensors: Standard, infrared, ultraviolet at 10
authorization, or by permanent cybernetic kilometer range Control: Only by a specific
installations. It can communicate with and permanent cybernetic installation Construction:
question think tanks. 15 hit dice (75 hit points), 20 meters long, 9 meters wide, 4 meters high,
armor class 2. with many knobby projections all over. Anti-
grav pads move the unit at 150 KPH. Weaponry
Defense/Attack Borg includes 2 blaster cannons (short/medium/long
Power Sources: Nuclear plant range and damage - 750 meters, 100 hit
Sensors: Standard, infrared, ultraviolet, points/1500 meters, 75 hit points/3000 meters,
telescopic 50 hit points), 6 black ray cannons with 300
Control: Self-controlled, Stage V I.D., special meter range, 16 batteries of 4 Mark VII blaster
electronic rifles each, 4 trek guns (damage as the bomb
Construction: 3 meter diameter sphere with 1 with 200 meter range), 8 laser batteries of 5
meter turret on top. Anti-grav pods move the “guns” each (range and damage - up to 750
unit at 96 KPH. Two tentacles 5 meters long can meters, short, 20 dice (20d6) per battery; up to
manipulate many devices, and are equipped 1500 meters, medium, 15 dice; up to 3000
with 10 meter diameter paralysis fields. Twin meters, long, 10 dice (10d6) of damage), 6
mini-missile launchers with 1-100 (2d10) indication of experience is age. The assumption
missiles each, 5-50 (5d10) fusion bombs with a is that to survive for any great length of time in
launcher with 3000 meter range, and a special a hostile environment such as GAMMA WORLD
energy damping field which effectively “kills” would require both learning the pitfalls and
robotic units within 50 meters by preventing dangers that exist and applying this knowledge
the flow of energy through their wires, in a successful manner. Experience for most
otherwise doing 200 points of damage to non-player creatures is determined by the
energy screens of other units. Its own energy referee (usually at random, although it is
screens take 400 points of damage, at armor recommended that a few highly experienced
class 1. The unit has 750 hit points, armor class characters or creatures be placed to guard
1. particularly valuable artifacts).
Permanent Cybernetic Installation Experience for player-characters is of a similar
Power Sources: One or more full size nuclear nature as far as definition, but must be earned
power plants by the players as the game progresses. All new
Sensors: Via various subsidiary units (such as characters start the campaign with no
supervisory borgs) experience. Players receive points for various
Control: Authorized Stage V I.D., special specified actions during the game, and these
electronic points are added to the player's total. In
Construction: Usually building-sized. These addition, a referee may award extra experience
units are designed to control large installations. for some significant or daring action by an
They are highly advanced versions of the main individual.
building computers that are so common, with
several organic brains to complement their The main advantage of experience is its effect
electronic circuitry. These units usually control on combat. Beings with high experience have
all other robotic units on the installation, and better odds of success. This results in a spiral
are defended by the various security and effect - successful combatants receive
military units described above. It is extremely experience points which contribute toward
difficult to take over one of these units. It can making success in combat easier, which gives
communicate with and question think tanks. them more experience points, and so on.
Think Tank Another advantage of increased experience is
Power Sources: One or more full size nuclear the award of additional points to a character's
power plants basic attributes. This is also a spiral process.
Sensors: Standard, special radio frequency For example, a player discovers (by use of his
Control: Authorized Stage V I.D., special intelligence) the operation of some artifact,
electronic receives experience points equal to the value
Construction: Usually building-sized. These of the artifact, uses it as a weapon in
units have only one purpose - to plan for all successful combat, gains more experience,
possible contingencies and answer questions acquires a point to one of his basic attributes,
about the information they correlate. They which increases his chances to successfully
were located only in very high-security areas operate more artifacts, and soon.
such as space ports, secret military bases etc.
Each is defended by its own permanent A final use of experience is as a determining
cybernetic installation regardless of the factor in the referee's decisions. When all other
existence of another such installation which factors are equal, a character with high
runs the base on which the think tank is experience will receive a more favorable
located. Persons with Stage IV and V I.D.’s can response than a character with low experience.
communicate with (not control) a think tank, as
can supervisory borgs and permanent After each session of play, or other interval
cybernetic installations. specified by the referee, such as one game
week, experience points are awarded in the
EXPERIENCE following manner: 1) for combat, award of
experience points is equal to the number of hit
As player characters and creatures adventure points of any hostile being or creature killed or
in a GAMMA WORLD campaign, they will subdued in combat, 2) for acquiring items of
gradually gain a number of experience points. value and artifacts, a number of experience
This is a numerical expression of a being's points is awarded equal to the value of the
knowledge and ability to survive and advance item in gold pieces, or for the assigned
in the environment in which it exists. For non- experience
player characters and creatures the primary
value of artifacts, and 3) experience is awarded inflicted by non.
to an individual or an entire party by the energy weapon employed
referee for outstanding actions. Combat
experience is divided equally among all The following list gives suggested experience
participants. Experience is awarded for point values for the artifacts and devices of the
valuable items only to the character to whom it Ancients. Players should not be awarded these
Is given (that Is, if the party finds a blaster and points until they have correctly identified what
other items, each player gets a share of the they have found.
finds, but only one player will get the
experience for the blaster). Experience is not PISTOLS
awarded for items which are bought - only for Slug Thrower - 150/200/250
those which are found, stolen, or otherwise Needler - 400
acquired during the course of an adventure. it Stun Ray - 500
is the referee’s prerogative to raise or lower Laser Pistol - 1000
the number of experience points awarded Mark V Blaster - 1500
depending on the circumstances. If, for Black Ray Gun - 2000
example, one player sneaks out of the ruins
with all of the loot while the rest of his party is GRENADES
being eaten by some fierce creature, he should Gas Grenade - 250
gain some experience points for the items but Chemical Explosive Grenade - 400
not all of them. Fragmentation Grenade - 250
Energy Grenade - 450
The bonuses to combat are not gained Photon Grenade -500
automatically, nor are they gained every time Torc Grenade - 750
experience is awarded. Every time experience
is awarded, compare the total number of VEHICLES
experience points (past experience plus just- Civilian Internal Combustion - 500 +
acquired experience) with the table below. Military Alcohol Combustion - 500 +
Each time a player equals or exceeds one of Turbine Car - 750
the numbers listed, a ten-sided die is rolled and Hover Car - 900
the number generated is compared with the Flit Car - 1200
EXPERIENCE BONUS MATRIX below. Environmental Car - 1750
Bubble Car - 2500
If a bonus is indicated for a basic attribute that Other - Ref’s Discretion
is already 18, no bonus is received (and there
is no further roll, either). RIFLES
Stun Rifle - 1000
EXPERIENCE POINTS REQUIRED Laser Rifle - 2000
FOR BONUS Mark VII Rifle - 3000
3000 Fusion Rifle - 4000
6000
12000 ENERGY WEAPONS
25000 Vibro Dagger - 150
50000 Vibro Blade - 300
100000 Energy Mace - 500
7200000 Stun Whip - 400
500000
1,000,000 each additional 1,000,000 ARMOR
Sheath Armor - 300
EXPERIENCE BONUS MATRIX Powered Plate - 650
Powered Alloy - 1000
Die Roll (d10) Bonus Plastic - 500
1. + 1 point to mental strength Energized - 1250
2. + 1 point to constitution Inertia - 1500
3. + 1 point to dexterity Powered Scout - 2000
4. + 1 point to charisma Powered Battle - 2000
5. + 1 point to physical strength Powered Attack - 2400
6. + 1 point to intelligence Powered Assault - 2800
7-8. + 1 point on "to hit" roll in
physical combat BOMBS & MISSILES
9-10. + 1 point per die of damage Small Damage Pack - 300
Concentrated Damage Pack - 600/700 EXAMPLE OF PLAY
Fission Bomb - 1700
Fusion Bomb - 1000 SAMPLE WORLD DESIGN
Concussion Bomb - 750
Matter Bomb - 800 Let’s follow a hypothetical referee (we’ll call
Negation Bomb - 1250 him Jonn Dukas) through the steps of planning
Neutron Bomb - 1500 and laying out his GAMMA WORLD campaign.
Trek Bomb - 1800 The first step is to choose an area of the
Mutation Bomb - 1500 country from the map provided. The referee
can either mark directly on the map or transfer
ROBOTIC UNITS the geographical features to blank hex paper
Light Cargo Litter - 900 and enlarge the scale. The second method
Heavy Cargo Litter - 2000 allows the referee to add more detail, such as
Light Cargo Transport - 1000 ruins, towns and villages, farmlands, special
Heavy Cargo Transport - 2100 points of interest, and so on. When completed,
Ecology Bot (Ag) - 800 a section of the map might look something like
Ecology Bot (Wild.) - 900 this:
Engineering Bot (Std.) - 1200
Engineering Bot (Lt.) - 900 Jonn Dukas has wisely planned ahead for future
Engineering Bot (Hvy.) - 2000 games in the campaign by including several
Medical Robotold - 2500 points of potential interest and conflict in the
Security Robotoid - 2200 form of Ancient ruins, small villages composed
General Household Robotoid - 700 of groups of other surviving humans, a city on
Supervisory Borg - 1000 the river for trade purposes, and several areas
Defense/Attack Borg - 2600 of possible hazard for the unwary. Adventures
War Bot - 5000 in one game session will provide players with
Death Machine - 10,000 (Taking over a clues (sometimes true, sometimes false) to the
permanent cybernetic installation or think tank existence of new places to explore in future
is reward enough!) sessions.
MISCELLANEOUS ENERGY DEVICES The referee should exercise great care in
Portent - 500 placing every feature on his or her campaign
Energy Cloak - 400 map. Some things to consider are: where
Control Baton - 750 player-characters will start the game (in a
Communications Sender - 300 village, town, city, forest, or what), how much
Medi-Kit - 800 information they will have, how easily humans,
Anti-Grav Sled - 500 mutated humans, and mutants will be able to
UV & IR Goggles - 150 meet, whether there will be one or more areas
Chemical Energy Cell - 50 of ruins, how extensive these ruins will be, of
Solar Energy Cell - 100 what type they will be (military, civilian
Hydrogen Energy Cell - 150 metropolitan, scientific, etc.), the prevailing
Atomic Energy Cell - 250 terrain (mountain, flatland, swamp, hilly), and
Energy Cell Charger - 500 so forth. As Jonn Dukas has done, all special
areas should be keyed with letters or numbers.
MEDICAL EQUIPMENT
Pain Reducer - 100 Jonn must now draw up detailed maps of these
Mind Booster - 100 special areas. One ruin of the Ancients (keyed
Sustenance Dose - 100 “B” on the map above) is the nearly intact
Interra Shot - 100 remains of what was once a small military
Stim Dose - 100 base. Using his imagination, he decides that it
Cur-in Dose - 100 will have one floor or level above ground and
Suggestion Change - 100 several underground levels, including a few
Accelera Dose - 100 missile silos. He lays out a detailed map of
Anti-Radiation Serum - 100 each floor or level on separate sheets of graph
Re-juv Chamber - 2500 paper. His above ground level looks like this:
Stasis Chamber - 2500
Life Ray - 4000 Jonn must then complete the rest of the maps
for the military base, and then the detailed
ID DEVICES maps of the other ruins. As with the campaign
Per Stage - 200 map, rooms and areas should be keyed with
letters or numbers so that the contents,
creatures, and hazards of these places can be legends of the Ancients and of the Shadow
written out in a notebook. He also lays out a Years, but since those years were long before
“street map” of a city of the Ancients (keyed your time, you consider them just that -
“D” on the campaign map above) so he can legends. You are much more concerned with
keep track of the players' position when they hunting for meat to supplement the meager
explore the city. It they enter a particular living you scratch out of the soil, and with
building, the referee will turn to his detailed avoiding the dangerous creatures which prowl
map of that building. the area. It is now the time of the year,
however, for your coming-of-age and for the
Another factor taken into account while “Trials,” in which you will be judged by the
drawing up the detailed maps was the use of village leaders and elders as worthy (or
standard devices and units used prior to the unworthy) of membership in the adult society
Shadow Years (computer data terminals, of the village. Part of the “Trials” involves
security devices, I.D. checkpoints, and the like). venturing forth into the wild lands outside and
Using a 20th century analogy, one telephone is proving yourselves to be proficient hunters and
pretty much like another, and most residential fighters.
doors and locks all operate in about the same
manner. Standard devices and units are listed The sachem, the chief elder and leader of the
in these rules, and, while the referee is not village, possesses a device of Ancient
bound to use them as listed, he should be technology (incomprehensible to you, other
consistent in whatever he uses. (But, as the than its effects) that can kill at a great
referee, remember: while opening a door with distance. You have seen this device used
an I.D. card or ring may be a simple task, against a villager who attempted to steal it for
finding the I.D. in the first place can be quite his own. The sachem touched the device in
another matter. Residential doors, for example, some strange manner and a brilliant beam of
are commonly keyed to specific I.D.’s.) light was projected, striking the villager and
searing a small hole through his chest. He died
Initially, Jonn Dukas has his players start in or almost instantly and the sachem warned the
near town “A” and its society, population, etc. villagers about attempting any similar theft in
are detailed, along with the characteristics and the future.
possessions of its leading inhabitants. At the
start of the campaign he has only drawn up There is an old tale, however, that the sachem
detailed maps of this town, of “B”, “D”, and returned from his own “Trials” with that very
“E”, and of the trading city (“C”). The other device. It is by means of the power which this
areas he has left for later work, since the initial device gives him that he was able to elevate
work should keep players in his campaign busy himself to his present position. It is said that
for a while. It is not necessary to have the the sachem had come back from his “Trials”
entire continent mapped out before starting from the west - a taboo area. It is said that only
play of a campaign! gods can walk in the taboo area and live. The
only thing the sachem had ever said about his
STARTING THE CAMPAIGN “Trials” is that the strange device had come
Before starting, the referee checks the records from one of the houses of the Ancient Gods.
of the player characters’ basic attributes and
possessions to make sure all the information is This year’s “Trials” are to be different. The
correct. Players must be careful to indicate sachem has decreed that any who desire to be
what items of equipment they are carrying on a an elder or to sit on the Council of Leaders
particular adventure; failure to do so means must go to the taboo lands in the west To prove
the items were “left at camp” and cannot be you have done this, you must bring back a
used during that particular adventure. The stone from one of the houses of the Ancient
referee then sets up his charts, maps, rules, Gods.
and dice behind a screen so that the players at
the table are unable to “accidentally” see what Therefore, at dawn you leave with your allowed
ties in store for them. When all is in order, the weapons, a bow and six arrows, your knife, and
referee then starts the campaign by setting the food and water for one week. You have little
first scenario. As an example, this is Jonn’s choice; if you desire to rule, you must go west
initial scenario (he reads this aloud to the into unknown danger. But, the thought occurs
players): to you, it would be nice to have a device like
the sachem's....
[[You are inhabitants of a small village of about
200 that is situated just inside the border of a Your total knowledge of the geography of the
great forest. You have grown up listening to the surrounding area is as follows: the forest
extends north, west, and south at least two point. In the following dialogue, the referee is
days' journey in each direction, there are “R” and the spokesman for the group, the
mountains to the north, and about a day's caller, is “C”. The caller’s fellow adventurers
travel to the east is a wide river, on the banks are characters named Howie, Leghorn, Jonn,
of which is a large city to which villagers Lamia, and Brimstone.
sometimes travel in order to trade.]]
R: “The doors slide open again. You are
This is just a sample scenario, but it usually looking down a 6-meter wide corridor
works best when starting a campaign to give illuminated by strange glowing strips. The
the players a definite task or assignment to passage extends about 16 meters, then
fulfill. The players now have a little knowledge intersects with another corridor running
of the world in which they live, and a given perpendicular to it.”
task to perform, rather than wandering
aimlessly. The initial scenario should be enough C: “Hey, guys, this isn't the way we came
to get the campaign going. The discoveries the in! Where are we?” (After a quick discussion,
players make while completing their initial task the players decide to exit the room before the
will supply them with plenty of things to do. doors shut again. Just after they leave the
The referee may occasionally want to inject a elevator doors shut.) “O.K., since we're stuck
little variety in the game by presenting the here, we might as well look around. I'll make a
players with another scenario. Suppose, for map so we can get back here if we want to. We
example, that after several games a rivalry walk down to the intersection, what do we
develops between the young adventurers who see?” (The caller could have designated
return from the taboo lands and the ruling someone else to map.)
elders. The next time the group gets together
the referee informs the players that a raiding R: “To the right, the corridor runs 6 meters
party of strange mutated animals has attacked wide for 16 meters and ends in a door. To the
the village from the woods to the south, which left, it runs 33 meters and ends in another “T”
were formerly thought to be uninhabited. What intersection. Along this corridor, there are three
are the players to do? They could ally doors on the left and one on the right. The
themselves with the elders, attempt to oust doors on the left are 6, 16, and 25 meters from
them, seek an alliance with the strangers, or you, and the one on the right is opposite the
flee. Their decision will affect the entire course middle door. Each door has a small slot beside
of the campaign, and the referee must the doorknob, like the ones you have seen
anticipate all possibilities. elsewhere in the building.” (The players argue
about what to do. One of them, playing a
EXAMPLE OF A REFEREE MODERATING AN character named Leghorn, volunteers to try his
ADVENTURE I.D. band In the slot of the first door.)
This example illustrates a small portion of a
hypothetical GAMMA WORLD adventure, using C: “We’ll open the first door on the left.
Jonn Dukas and his group of players. The Leghorn will put his I.D. band in the slot and try
adventurers, after traveling for several days, to open the door. The rest of us will stand
have passed through the forest to the other around the door in case something comes out.”
side and discovered the remains of the small
military base there. They avoided or destroyed R: “As the door opens, ëgod-lights’ glow
all the security systems they have encountered brightly.” (The referee knows that the building’s
with little personal injury, and have entered main computer sensed the door’s opening and
one of the buildings. They are still armed only triggered the lighting circuits, but the players
with crossbows and have no armor, but one don’t know this and the referee gives them no
member has found an I.D. band in one of the indication of it.) “The room is about 10 meters
guardhouses at the base's perimeter. Through square and filled with racks or shelves of some
much experimentation, they found that the I.D. sort, and all the shelves are filled with metal
band allowed them to open several doors (all of boxes of some sort.”
which opened into offices which contained
nothing of value) but at last came to the C: “All right, we'll go in, but leave Howie
elevator leading to the underground levels. outside standing guard in the doorway.”
Thinking the elevator was just another small
room, they entered and found themselves R: “As you enter, you notice a desk or
trapped when the doors slid shut. The doors table in the corner, a chair in front of it, a box-
have just opened again, and the group, though like device with many buttons and a small
unknown to them, is on the first level Wow glass screen sitting on the desk, and a metal
ground. We pick up their adventure at this box like the ones on the shelves lies open on
the floor, though it’s turned in such a way that referee knows that the building’s main
you cannot see its contents. Beside the metal computer has sensed the firing of the laser
box is the skeleton of a man.” (This last pistol and suspects fire or sabotage.)
disclosure causes much excitement among the
group and many of the players suggest leaving C: “Something is wrong! Does Howie see
at once.) or hear anything?”
C: “No, we’re here to look into things like R: “He sees nothing, but reports hearing a
this. Who knows, we may find something humming noise growing louder from down the
valuable. First, let's look more closely at this hall towards the far intersection.”
skeleton. Is it bare bones?” (Note that if the
players had not indicated they were searching C: “Lamia, take your device and stand at
the skeleton, the referee is not bound to tell the door with Howie. Jonn can get the I.D. band
them anything else. The extent of the players’ off the skeleton. The rest of you forget the
observations and their thoroughness is boxes and get your weapons ready!” (The
dependent on the questions they ask.) party follows orders without arguing this time,
as the referee announces the humming is
R: “No, the bones are partially covered getting louder.) “Open the door! We’re going
with some rotting cloth. Around the waist is a into the room across the hall!” (They enter the
belt, and attached to the belt is a strange room.) “Everybody face the door and be
metallic object. On one wrist is a band ready!”
something like Leghorn’s grey one, but red in
color.” R: “The siren has stopped. You hear the
humming noise get very loud outside your
C: “Without touching anything, I’ll move door, then it fades away, but not entirely.” (The
so I can see into that metal box you referee knows that a security robot is
mentioned. What’s there?” investigating the room the players have just
left. Also, nearby functioning security robotoids
R: “Some foam-like padding, but are now on full alert. Fortunately for the party,
otherwise it's empty.” the monitor units in this section of the hallway
are not functioning, or they would have been
C: “Alright, Leghorn and Brimstone will go detected long ago.)
over and get one of the metal boxes off the
shelf. Jonn will search the rest of the room for What is the fate of these heroic adventurers?
anything else of interest. Lamia has the highest What was in those mysterious metal boxes?
intelligence, so he will examine this strange Will the security units discover them? Where do
object on the skeleton’s belt. Howie will remain they go from here? They will, of course, press
on guard at the door. I'll take a look at this onward but toward what strange late they do
thing on the desk with the buttons and the not know.... You may one day meet these hardy
screen.” (The referee tells Jonn there is nothing adventurers as you explore the mysteries of
else of interest in the room. Leghorn and GAMMA WORLD!
Brimstone bring the box over to the desk
without mishap. The referee describes the CREDITS
strange object to Lamia - it’s actually a laser Game Design: James M. Ward & Gary Jaquet
pistol. Lamia announces his intention to try to Editing: Tom Wham, Timothy Jones, Mike Carr &
operate the device and it goes off before any of Brian Blume
the other players can stop him. The referee Valuable Assistance: E. Gary Gygax
rolls the dice as explained under ARTIFACT USE Cover Art: David A. Trampler
and determines that the pistol works and that Interior Art: David A. Trampler & David C.
Lamia has determined how to operate it. The Sutherland III
referee announces that a bright red beam Play-By-Post Play Testers: Gammaworld_Gm,
burns a hole in the door-frame, narrowly Jonn, Lamia, Howie, Brimstone, Leghorn,
missing Howie. Lamia tries it again, aiming for Kicker, Jake, K-11, Frieda, Geo, Gallus, Myc,
the chair, and burning a hole in the back of the Liska, Xeva, Ormahzd, Freya, Wardog, Marcus,
chair and the wall beyond.) Stramagix, Doc Templeton, Two-Ducks Hardy,
and many others.
C: “Well done, Lamia! Now we....”
GAMMA WORLD is protected under the
R: “Wait a minute! A loud siren has just copyright laws of the United States of America.
sounded and a red light is blinking above the Reproduction of this booklet or other game
screen on the box-like thing on the desk.” (The materials or any part thereof is expressly
forbidden without the written permission of
TSR Hobbies, Inc.
[This is the condensed version of 1st
edition Gamma Worldô rules was
scanned directly from the rule book
by Gammaworld_Gm. He’s the most
foul, cruel, and bad-tempered GM you
ever set eyes on {subtext reads:
takes bribes and flattery gracefully}.
Also to all my faithful players at the
Gamma World Club
(http://clubs.yahoo.com/clubs/agamm
aworldroleplayingclub), you know
who you are... “May we glow in the
sun!”]