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Gamma World Fourth Edition

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693 views196 pages

Gamma World Fourth Edition

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Arthur França
Copyright
© © All Rights Reserved
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By Bruce Ee Nese & James M. Ward TSR Ine TSR. Led. POR 756 120 Church End Lake Genera Cherry Hinton WI53147 Cambridge CB1 313 USA United Kis ADVANGHD DUNGEONS 4 DRAGONS, ABAD FORGOT AENINS ol GANA WORLD RAVENLOFT al toe 13k og te ended TS, lc Foreward to the Fourth Edition In the dark ages of 1975 and 1976 (I know some of you weren't even born then—this hobby and this game have deep and ancient roots) the GAMMA WORLD® game came alive with the help of many people. In those far-off days you didn't design a game with hopes of great profits, you did a game because you thought it was a good idea. ‘Ac st, there were thousands ot fantasy players expertencing GAMMA WORLD games as part of their fantasy ‘campaigns. A short bout of fighting androids and robots instead of dragons and undead was a welcome change of pace. Eventually, the game began getting played for its own sake. Why? Because it was pure, gung-ho fun The «ypical player uf this game has developed unique syle Usat ufveu extends itelf into other gantes he or she plays. I'sa style with a “Surrender ot die!” premise behind it. It'sa style that says always check things out, believe ‘only halfof what you see, and always have a backup plan. The GAMMA WORLD game is definitely a “wahoo” experience. Bruce Nesmith and Julia Martin have done what I consider an excellent job in redeveloping the rules and campaign material. So, once more TSR launches a new version of the GAMMA WORLD experience. I hope to see you as we both adventure in and judge using this new set. know we can expect the unexpected ar every mirn, Senin like fin 0 James M. Ward Director, Creative Services, TSR, Ine. Special Thanks To ‘Jim Ward for inventing this wonderful game in the first place. E.A.U. RPGA Gaming Club on GEnie BBS Services for speedy playtesting, Credits Design: Bruce Nesmith and James M. Ward Contributors: Rich Baker, Tim Beach. David ““Zeb" Cook. Thomas Reid. Erie W. Haddock. Dale “Slade” Henson Editing: Julia Martin ‘Typesetting: Angelika Lokotz Production: Paul Hanchette, Sarah Feggestad Cover art: Erle Olsen Interior Black and White Wustrations: Larry Elmore, Newton Ewell, Mark Nelson Interior Color Mlustrations: Clyde Caldwell, Jeff Easley, Larry Elmore, Keith Parkinson Playtectings Jay Adan, Jacon Arnold; Rich Baker, Tim Beach, Robert Bellamy, David Carewsighs, William Connots, David “Zeb” Cook, Dale Donovan, Carl Ebbinghaus, Jay Fisher, Chris Flanagan, Darren Gideon, R. Alan Grimes, Dave Gross, Dale “Slade” Henson, Shaun Hornet, Christina Judkins, John Klar, Julia Martin, Colin McComb, Greg McElhatton, Mak Middleton, Jon Pickens, Thomas Reed, Thomas eid. Roger Reinsmith. David Sutherland II Robert Quillen Il, Skip Williams Random House and its affiliate companies have worldwide disribusion tights inthe book wade for Engl language produce of TSR, lc TDierhted the ha ond dein he lied Ring hy TOR ok Distibuted vo the toy and hobby wade by regional dbus ©1976, 1992 TSR, Ia, All Rights Reserved. Proved inthe United States of Americ, ISBN 1-36076-401 “Tis gume is protected under the copyright laws ofthe United States of America. Any reproduction ot aher unauthorized ute ofthe material ot artwork contained hee is prohibited without the expres wren permision of TS, Ine 2 GAMMA WORLD an Seite in ae Seige dhince SE cans Ee ac te i Eis hme teeta er Time ec oat ‘cn Ai Regulsng Gaia, Eilean Damage ‘Area Bet Weapon Mencal Avs © pared Conbat Effects of Dam Combat Modifies Since Damage Heth Hazard Poisons & Drugs Radiation amig Ung Arai ‘Aribce Complenty The Use Ariat Diagram Fiiee tamination Special Actions Stealth Remaining Unseen Perception Other Noncombat Actions “Ariibute Checks ‘Cite Shall Checks Robor Recognition ‘The Basics of lechnology Duraloy *. Force Fields ‘Tech Levels Common Equipment Camen afi Common Wespons and Armor ne Weapone Arar (Arif) Sights & Scopes fenades, Miss, Mieromiss and Smart Das vehicles Maneuveabis Bouipoas Taine and the ike Robots "The Making of «Robot (Clgsitication oo Tecomotion Gommunicaions & Sensois Manipulators Equipment Other Atebutes LD. Cards Coramon Robots Roker Pains Cape Aliances Cato Experience Poin Value Making Creatures & Monstes Create Listings Campaign ‘Common ficments of Meiiga {Common Elements of Sie Running 2 Campaign ‘The Maps Supporting Characters 169 TABLE OF CONTENTS 3 Ovethead, a rainbow of Bicketing colors dances across the night sky. The stars glow and flicker through the sutteal wash of reds. blues and greens. A close-knit triangle of ear mowre "pid across che sky. They'll be back again in an hout. The ‘uide stars, forever fixed in plac in che multihued heavens, can be located with only 2 minimal effort. ‘Warning, you shamble ott into the jumble of cloud towers amid the glow. With an effort of willpower you float over the ‘gaping chasm of softrock and steel. Your large, webbed feet Paddle che aie slowly. Suddenly you detect 2 dim mind signal. Your ancennae ‘witch back and forth seeking the direction. Knights of Ge- sete Purity! Theit harted flows into your mind. pending against i like the surf. Quickly you unholster your weapons, all four arms moving in smooth harmony. Speaking aloud the tongue of the ancients, and drawing the cryptic symbols, on its metal skin, you awaken the sun bolt gun. Ifthe air currents stay srong you might make it across the chasm be- fore they ative. Centuries from now, approximately AD 2200 (al- though the exact date is unknown), the cataclysm rocked the Earth. For reasons long forgotten, nuclear bombs were dropped, insidious poisons released into the atmosphere and viruses of living death unleashed upon humanity. The devastation was unimaginable. The forces of destruction forever altered the face of our sgreen earth. Continents shifted, rivers changed course, sand ecosystems adapted of perished. Several centuries from the cataclysm, the earth is making a recovery. Pockets of civilization are forming, crawling out of hundreds of years of barbarism. The printing press and gunpowder have just been tein- vented. In this strange new world. heroes of epic proportion are needed to tame the wild frontiers and challenge the qa Chapter unknown. Such heroes have arisen from the new spe- cies of the planet: strangely altered humans, and intel- ligene, murared animals and plants, Indccd, humankind is no longer alone on earth. Intelligence is a common attribute among these new species. There is much work to he dane in thie devastated world. Not all the species on earth want to see the re- birth ofa peaceful, cooperative civilization. The carrins and hoops and serfs are all striving to conquer or re- make the earth in their own image. And, as if that weren't bad enough, leftover technology of the an- cients still walks the land. Robots and death machines pose as great a threat as any new animal species. The heroes of this time struggle to find and master the artifacts of the precataclysmic world. These myste- rious devices of meral and plastic hold great power. ‘They are the key to rebuilding civilization—or destroy- ing it About This Game The GAMMA WORTD® game ic a post holocauet ‘game, taking place centuries after the bomb, and other ‘nasty weapons, have been dropped. Civilization has been reduced to barbarism and is on the rise again, Mutagenic diseases have made one branch of humanity (Homo sapiens permutare) strangely susceptible to radiation. ‘Asa game, GAMMA WORLD is a unique opportu- nity for roleplaying. Many characters are not even re- ‘mately human, and most are unique creations. There is no racial history for them. There is a global history, but the overwhelming permutations of body shape have destroyed many of the old racial barriers The world around de chaiater is ous owifusure, ‘on our own Earth, but the character does not recognize Introduction it. One of the challenges of the GAMMA WORLD® is to roleplay a character that is forced to deal with events, and objects that are commonplace to the player, but alien tothe character. For example, the character might find an electric toaster. The player might guess what it is ight away, but the character would still be puzzling out its use and function. Reality Actually, lack of reality would have been a better title for this section. The GAMMA WORLD game is science fantasy, not science fiction. Although science is used as a basis for many things in the game, real world science is pretty much ignored. ‘Things happen in the GAMMA WORLD game that ate credited to science, but which we know to be false For example, exposure to radiation cannot make a per- son mutate on the spot. ‘hat person's children might be mutants, but even then the types of mutations given in this game are not possible, Cervainly the chance of any beneficial mutation is incredibly slim. A strictly “realistic” game about earth after the bomb has been dropped would not be a cheerful cam- paign, Therefore a suum Fauasy clesicnt las Leen in jected to liven things up. This fantasy element is not new to the fourth edition; it has always been there. However, hose that are not familiar with the GAMMA WORLD game deserve to know in advance that realism is strictly optional here. ‘There is an advantage to injecting fantasy into the GAMMA WORLD game. The phyers are going to roleplay characters that come from a primitive culture and explore the remains of our own world and its fu- ture. Itis almost impossible to roleplay a lack of know!- edge about this world because we live in the tel thing. By adding some fantasy, everything takes on a strange and magical feel. The Game Master can mystify the players with events and artifacts because they work dif- ferently than they do in the “real” world, My flnal advice is vo just play and lve fu. Dune ‘worry too much about reality and scientific principles —they don’t apply here anyway! If the players com- plain that “his isn't right, that's not how chings Chapter 1: Introduction 5 work,” you can just tell them that they're right. Things don’t work that way in the real world; however, that's hhow they work in the GAMMA WORLD® game. Entropy is Convenient Another fantasy element in the GAMMA WORLD game is that entropy only exists when we want it. In ther words, che nacural decay of matctials is ups tis possible for the characters to find a battery that is 500 years old and in perfect condition, or find a com- pletely corraded metal chair. Robots only break down if desited, cars still have tres, etc. The Game Master is encouraged to roll with this rule. The GAMMA WORLD game isn’t about scientific reality and acen- tate simulation, it's about having fun. If everything decayed over the centuries like it would have in real life, there would be nothing for the characters to find, and no fun to be had. Mood GAMMA WORLD can be played with two major moods: wild and wahoo, of serious. Game Masters will lave w devs ue the mood for their games prior to setting up their campaigns. Keep the players in mind when making this decision, because their characters and personalities do as much to establish mood as do a Game Master's storytelling. Wild and Wahoo ‘A wild and wahoo game of GAMMA WORLD is in- tended to be an exercise in fun, While all games should be played for fun, some roleplaving games are fun because of their less than serious mood. With a wild and wahoo game, emphasize the bizarre and grand silliness of a world where everyone has weird ‘mutations. Let the characters experience all kinds of situations and creatures. Throw in lots of artifacts from modern nes. Let the characters become overpowered—there is always a tougher robot around the next corner. ‘When the characters finaly figure them out, the play- ts will laugh over what they first thought of the arti- facts. Let the player characters explore the Sears Tower or the Washington Monument. Character develop- ment is minimal for wild and wahoo. Adventucee should be short and self-contained. Serious A serious game tries to establish a long-running campaign. Character development and background is important. Adventures should be all part of a grand scheme, leading up to some final confrontation, reso- lution of realization. Pick a few recurring villains and villain races of organizations, so that the PCs get to know, and hate, them well. Sutss the suangeniess of dhe envitoument. The arti- facts the PCs find should feel alien and never quite be deciphered. Don’t let them have very many powerful artifacts at one time. Few aspects of the world should be recognizable from current times (no St. Louis Arch ‘of Statue of Liberty). Strong roleplaying should be em- phasized aver peohlem calving or combat. ‘The cryptic alliances can be a great tool for this. Terminology Many terms of modern society ae alien to the player characters. If GAMMA WORLD characters see a jeep driving through a field, they won't call ita jeep. In fact they probably won't think of it as a gasoline-powered machine intended to get its driver from one place to another, Instead they might see this device a5 a steel horse with a person held captive in its belly. Below are some common terms used in the GAMMA WORLD game. These are by no means the only [urcigit terms used by those living in this strange world. How- ‘ever, this is a good representative list. Different soci- ‘ties might have slightly different terme for the came thing, and other commonly found remnants of the an- cients would also have been named by ordinary folk. ‘Try to use these words when describing scenes, speak ing as an NPC, or at other appropriate times. ‘Adamant: The ancients used a material they called daralloy for many of their artifacts. This supet-tough metal surpasses any other metal or plastic in resilience, hence the common name adamant, Altered Ones: This name refers to the general class cof mutated humans. Any human that has a single mu- tation is an Altered One, or one of the Altered. ‘Ancients: The people who lived before the cata- clysm ‘Artifacts: The generic terms for objects built before the cataclysm by the ancients. They ate considered to hold great power, and even the most worthless can be bought and sold for a handsome price. 6 Chapter 1: Introduction Bones of the Giants: The metal frame of an ancient building. Frequently all that is left by now. Cataclysm: Long ago (several centuties), the ancients fought 2 war with devastating machines of mass de- struction. This was the cataclysm. It is also known as, te Time of Troubles or the Time of Terror, and it cast the world into barbarism, from which it is only now beginning to tise out of. Cloud Towers: Thie name refere to any large build. ing, particularly skyscrapers, left standing from the time of the ancients. ‘The Curse/ Legacy: Radiation is something that can- not be seen. It is the invisible source of radiation sick- ness. Therefore, the inhabitants of Gamma Terra do not have a term for radiation, since they can’t see it They do, however, have one for the resulting illness. Ic is called the Legacy, or the Curse. People do know that the Legacy is the result ofthe great weapons of destruc- tion used by the ancients The Glow: The light shed by radioactive areas at night is called the glow. Unfortunately for the charac- ter, it also refers w the light produced by light bulbs, ‘To the inhabitants of Gamma Terra, there is litle dif- ference between a rock that glows and a piece of metal snd glaso that glows Green Folk: All intelligent, mutated plants are re- ferred to as the green folk. Lightning: This is obviously a common term for the electrical discharge of a storm. However, the inhabi- tants of Gamma Terra believe, correctly, that the an- cients were able to enslave this force to do their bidding. Therefore, all electricity is called lightning. Live Metal: Most self-powered machinery is called live metal. In particular, robots and vehicles are given this name. It refers to the appearance of lite in a metal object. The machine moves, walks, talks, etc., so therefore it must be alive. ‘New Animals: This isa verm for mutated anal characters. Any animal that is obviously intelligent is a new animal. ‘Nogisin: Plastic is probably the most perplexing. material lef behind by the ancients. It bears no resem- blance to any other naturally occurring material. It has some of the attributes of wood, ceramic and resin. Most notably, itis a material with no grain ‘Sky Chariot: A common term for airplane or any other flying craft. Roaring condor is another term used, emphasizing the noise of the engines. Chapter 1: Softrock: Conerete crumbles and deteriorates much faster than natural stone, hence the term softrock, ‘Sun Bolt: This fs the tame coined for bless uf cue ergy. Usually it refers to visible beams, such as those produced by plasma guns, conversion beamers and the like. Strangely, laser beame are rarely given this name, probably because the beam itself is invisible. ‘True Men: These are the descendents of the an- cients, alea known as pure strain humans. Theit bodies and minds are sturdier than those of the Altered, but they lack the advantages of powerful mutations. You've Done This Before This rule book assumes that the reader understands the basic concepts of roleplaying. Nowhere will you find a set of instructions for how to roleplay a characte. This does not mean that you have to be a roleplaying guru, If you know what a “character” is, know how 0 roll dice, and want to have some fun with a roleplaying ‘game, then you are ready for this rule book. Oh yeah— bring your imagination! A character in the GAMMA WORLD® game is a wild and wondrous thing. As in most roleplaying games, the character represents the player in the game. Unlike most roleplaying games, characters can be wild- ly different from each other in the GAMMA WORLD game. Rarely are two characters ever alike. Your charac- ter starts out with powers and abilities that make him a force to be reckoned with, even in the deadly environ- ‘ment of post-holocaust Earth. Creating a character in wolves deciding its geawyype (tae), attsibutcs, genetic mutations (if any), character class, class skill, derived attributes, cryptic alliance (if any) and starting equip- Chereoter Generation Process 1. Pick a genotype 2. Roll the seven attributes 3. Roll the mutations (if any) 4. Pick a character class 5. Distribute class skill points 6. Calculate the derived attributes 7. Pick a cryptic alliance (if any) 8, Determine starting equipment There is a small chance that the character a player gets is hopelees—in ather warde, completely nnplay. able. The character generation system works very hard to avoid this resule, but ican still happen. If he Game Master agrees that the character is hopeless, then the player can throw it out and start again. A note to the Game Master: Be very stingy with the players. If there is any redeeming feature to the character at all, make the player use it. Roleplaying is not about having the most powerful character. Sometimes characters that have problems are the most fun to roleplay. Genotypes ‘The first thing a player must decide about his char- actet is its genotype. This is the equivalent of character race in other games. There are four basic genotypes in the GAMMA WORLD game: pure strain human, al- tered human, mutated animal, and sentient plants. Each has its own special advantages and disadvantages. Pure Strain Humene * +3 to Constitution, Intelligence and Charisma rolls # +2 honus with the Use Artifacts ability, ‘+ +2 bonus to Health against radiation hazards © Base walking speed of 12; base speed of 3 swim- ming. ‘An excerpt from Histories of Gamma Tera writen by Seab-lah, sleeth historian: Pure strain humans are the self'named ultimate survivors of the cxtaclysm. Whether this is true or not, they are the descendents of the hardiet of ancient homo sepiens. Tue men, as they cal themselves, rately have any physical de- fects, Even such simple things as nearsightedness and crook- ced teeth have been neatly climinated from their genetic [pool They have an incolemace of defects among cheis own kind, although they are sympathetic tothe plight of altered ‘humans and the animal races True men tend to havea high resistance to disease, poison, radiation and other bodily ils. They cannot be mutated by ‘radiation like we can be. Among chet many societies, inell- ‘gence is usualy the most valued tat. Through natural selec- tion and education, true men tend to have more intellectual capac than the other peneypes excepting, of coun, che leet 8 Chapter 2: Character Genera’ Whar the true men do not seem to realize is that che time of their dominance on Earch is drawing to 2 close. This is the age ofthe new 14.e9, The wc usc drcuelves have renamed this planet Gamma Terra, which means final home in the language of the ancients, 2s this world will indeed be theit species’ final home Altered Humans * Physical and mental mutations. ‘* =2 penalty to the Robot Recognition. * Base walking speed of 12; base speed of 3 swim- ‘An excerpt from Histories of Gamma Terra written by Stah-lah, sleth historian: ‘Altered humans are the direct descendants of true men. We call them the unlucky ones. Each catties extraotdinary ‘mutations, such as che power of telekinesis or multiple arms, that distinguish them from the original pure strain human stock. The first generation of unlucky ones mostly carted defective mutations. Generations of living in our v- ‘lent world quickly reduced their numbers. Mast muta- tions in adults are advantageous, but not all. Half of the altered humans’ hatchlings are unable to survive mote than 1 couple of years. “As this age of new races matures, the unlucky ones may sabilize theit genetic structure and become the new domi- rant race, replacing true men. To do that, they will have to ‘make peace with the new species of animals and plan, suc as the sleeth, chat would claim a share of Gamma Terra for themselves. Mutated Animals ‘Physical and mental mutations. = 72 bonus to Stealth. * ~6 penalty to Robot Recognition. * Retain some natural abilities from animal heritage, ‘* Bonus physical mutation if no humanoid traits eak- cn (see rules below). * Base speeds are derived from the basic animal stock (600 Rose Animal Stork Tit) ‘An excerpt from Historics of Gamma Teera written by Seab-lah,sleeth historian: ‘Homo sapiens’ genetic structure was not the only one tamm- peted with in che cataclysm. Many new species of animals ‘have sppeared on Gamma Tera since the Time of Terror ‘Animals common to the age of the ancients have muted into sentient creatures, capable of reasoning and communi- cation, Like altered humans, they are also blessed and cursed with cxceaondinary enutarions. Some animale muated into new, stable species. The sleet, cattin and badder races are ‘examples of these stable races. Most members of the such aces have similar genetic tits, but occasionally an individ- ual will have significant mutations. The rest ofthe thinking animals are mutated true animals, unique crearures carrying the basic genes of theit animal an- cestors, We cll them ene misfits. they belong to no particu lar race or stable species. They are frequently the mutated product ofa union of nonsentient animals, A few are born of ‘mists parents, both from the came animal stock. Many mis. fits become wandering adventurers. They have no people, tribe or clan that they can claim as their own. If this genotype is chosen by the player, he must also pick a base animal stock for his character. This can be ‘ny animal found on the face of Earth today (not in the GAMMA WORLD® game, but in the real world), If the animal is unfamiliar to the Game Master, the play- ‘er must aso provide some background information. A photocopied encyclopedia entry is a good resource The Game Master must then determine the game ef- fects of the animal's natural abilities. A list of common animals and their game attributes can be found on pages 12-13. The player cannot opt to be a member of an existing species of mutated animals. For example, a player could not choose to be a sleeth or a hoop (a mutated reptile and a mutated rabbit, desctibed in the Crea- tures chaprer). However, hie could choose w Inave his character be a mutated alligator ot a mutated rabbit. There is more to being a sleeth or a hoop than just be- ing a mutated, sentient member of that animal geno type, though. ‘Once the character is generated, the Game Master ay choose to have him he a member of a new. stable animal race. In that case, his parents are like him, with the same mutations and genetal physical appear- ance. There is at least one village of moderate size somewhere that is predominantly populated with that race. ‘Adjusting Mutated Animals: The basic animal stock chosen by the character is assumed to be intelligent but otherwise exactly like its ancestors. Ifthe base ani ‘al stock is under a meter in height, the character au tomatically becomes 2 meter tall. This is measured Chapter 2: Character Generation 3 from head to foot (tail not included), regardless of how the animal is built. Some adjustment might have to be made to the one meter measurement. A meter-long snake is actually quite small. Therefore, a mutated snake might be several meters long and only be able to comfortably rear up with its head about a mictet off the ground. ‘The base animal most likely can’t talk of use tools Afier the player hat determined how many physical and mental mutations his mutated animal has, he can choose to remedy these problems. He may take any of all of these humanoid traits. However, if he does nor take any humanoid traits, he gets a special bonus of one extra physical mutation, Mutated animals who do ‘not take any optional humanoid characteristics suffer a ~8 to the Robot Recognition characteristic rather than 4-6. If the character takes even a single one of the follow ing humanoid traits, he does not get the bonus physi- cal mutation. The character may get one or more of the humanoid characteristics through his normal mutation rolls. This docs not count against his getting the bonus mutation. If he opts for humanoid traits, he can choose to be able to talk, Hie voice ie clearly not human and sounds somewhat like the noise that animal makes. A wolf growls while speaking, while a snake hisses and uses lot of sibilant ‘The animal character can optionally become bipedal (or have a walking upright stance). This means that he walks erect on two legs (assuming that he has lees at all), rather than on all fouts. Insectoid animals would gain the ability to walk on fours and rear up comfort- ably with their first rwo limbs, if they cannot already. If an anumal's size has been adjusted, he should be a me- ter and a half tall if bipedal; that is, he should have a cone meter body, plus the length of his legs (about a half meter) The mutated animal has the additional option to somehow be able to manipulate tools and objects as ‘well asa typical human. In many cases this means paws becoming like hands. The claws and fur on them ‘would remain, though. For some animals it might be the tal or mouth or trunk that is able to use tools. The animal docs aoe grow ucw limbs w gain this ability. It should change a little as possible to allow the character to manipulate objects. Fase Animal Stock: Each animal type described on the following pages has three primary values associated with it: Physical Strength (PS), Dexterity (DX), and Constitution (CN). These numhers are added to 3 74 roll to get the final value of Physical Strength, Dexteri- ty and Constitution for the character. For NPCS, if you want an animal with average atcributes, merely add 5 to the number rather than rolling 244, ‘Mutated animals must start a minimum of one me- ter tall (or long). This means that the species may have to be artificially enlarged before rolling tor mu- tations. Ifthe size change (smaller) mutation is subse- quently rolled, then 2 mutant animal can begin the game smaller duet drat. Obviously creature like 2 squirrel will be much stronger if it is a meter tall than if it is normal size for its species. Values in the Base Animal Stock List on the following pages indicatc the PS, DX and CN for animals enlarged to be a meter tall. If the base animal stock is normally over a meter tall (like elephants), the mutated animal will never exceed three meters in height (walking upright), in- cluding theit legs. Very tall animals can, of course, roll the size change (larger) mutation, which would increase this. In addition, cach animal has base numbers for speed, number of unarmed attacks and unarmed dam- ‘age. Animals walking on two legs, when that species normally does not, have two-thirds of theit normal base speed. Speed measures how many meters per twund the ieature moves when walking. Humans have a base speed of 12. In all cases, speed is modified by DX, just as itis for humans. Several animals have spe- cial ‘abilities such as flying (which means they have wings, as is normal for their species), or restrictions such as poor vision. These are also described below. Any ahility deertihed 2¢ heing the came ac a mutation does not improve as the character advances in level. 10 Chapter 2: Character Generation Fa 7a) Base Animal Stock List Lint of Abbreviations geal Seagrh IM helene x Dewesiy UH these Auigeter PSUS, DKON IZ yl sap tac UY careage at a CVIAC, Bice dur 2a damage. Natutal AC ul B belece DX sondsfiers. Kase speed 15 [1 hapetal n mates PSS, DR 6, ONS. ‘Clawivhiwibite 11d 1d2 for damage. Li ital crmpsce atl nit vires the muataiio's. Base speed of 128 bipedal Beccer Pea.DX 185 ‘Wo dha annie Foe 162906 Dua age Base speed ol 8 (6 bipedal). Hat ‘in vies as rhe mutatis. Cau har rsrata speed of 1 melee per auinute PS). DX TON Bite Je 145) damage. Eling base speed of 18, walle 9405 bipedal, Ths so0ah ihiower Hearing stn! i anvwdsied sight (1a) the reatalens PETE UN TONS (Chior ula ice aycack tor Ada ul ay damage. Have speed of 15 (18 bi ped). Fh heyhecnerd seit ae eke tusk actck foe ify etargeng, #2 THAC aul 145 #2, Base speed of 17 (17 biped But PSIG, DX 5. atiearack foe (dé ifeleging | ¢7 THAC ad 1d542 damage Bast speed of WiC) bipedal) thre for i waanage, Cas samsve in bot diy eomeioneewice a ong as nor fol ysing Tal 35 souls water. Base speed af 1 (11 bipedal} BS DX WEN ‘No maul alvack Hys chameleoa power ag) seyeueration ions Hae speed of 12 @ eda) Chetek PSIS. DX 10.68 smidhwibiee foe 14d 1d eeege, Dad spec of 29 25 bo for 2 runes 2b uctealeee «ase speed of 24 (Ue bipedal), Must 225 lat eningies befne marie top sped Hiavleeghiened sition veie oration, couger FOIE DY CN IE ‘laa felsettvie for 148 LUG Ud damage Leap 3 meter. Kase speed of LUE{TE bipedal). Hay feyghtened ea ing, beghieed sell aad iighe won ssthe mualitns Eras “wo pices for tei Ld dae, Able to breathe xarer pick salt er leaky. Bags speed oF ta (Gan wer) Shstouacvapaccas ee wtation. Has ra walking opt posi P52, DI 18, CN ncles for 144 damage, +2 THAC and Ide! damage laa vhaige, Has heightened hresring as the murarign Te specd of 20 (14 peda. Tei ua ous Cat pace in water aca speed 3. Iesimune no che ching effevrs of cold svater, Flue wirg, bux Hicea «speed of 8, Walks aca base speed of 5 16 in bi bodal uetaaid Loeny PETE, DX 4. CN 16 asks for 245 darmage: if chatgiug, 36 daaenge. Base speed of (12 Is. pedal. Ths x picheuile Wonk with DS 7, DK 1. CNS. Bite tot lek duergge, Base speed of 1Wil2 bipedal. [lus Reighioned sell Iretgheoned heating and aighe visions Ube vations Frog P87. DX 4, CNG Can feay 12 sorters forward 5 eaters high. Can breathe watce, Bane speed of 15 (10 bipeela, swuras 12 PS16. DX 10, EN 1 Bite for 16 danrage. Chebing a cemnpes at: ane difficulty ever easier hay normal. Can suing fen gop to sip wea apeud uf 6, 2 bom Toe Re hot Heeogedina. Base spexe of 15 een eaking ono Geassrappen PST DNC «2 Ewiskeleon has base AC a 1 Kas ahiple tabs igus che tavsaten Buse walking speed of 4 {even if walk fag upeylsy;jomps 15 meter 7 veh co agg tre ar unipang ann Haw B93. DX U4. CNS Chwieawi bie for Lagsadetdt slomage thas wings, bat with 4 rang Dase eed of $0, Walking base speed Steven walling ue) Maio (ned erin ox the rutaten, OK LAC 1 Kickikick fuk 146/146 danmage Base speed af 25 (16 Ispedall) PSTD G1, (NG Gia jump 15 e1eter: torwatd and § neiers up. Base sperd of 15, even if walking upright Monkey PS10. DX U4. CNS. Wee for Ld darvape. Clenbing at empis auc ive ificuly levee emer thao normal, CAA swig from gD Ui peipat a speed of 6. + Ubon for Re 12 Chamene BH Character Generation Base Animal Stook List Liat of Abbreviations 2S. Physical Suength IN neligece GX Comin SN Sloe MS Men Srength Aligator PS15, DX 3, CN 12 Tal slap for 1d8 damage at a ~2 THAC. Bite for 2d6 damage. Natural AC uf 15 before DX modilies, Base speed of 15 (10 bipedal), 8 in water. Armadilo Claw iclaw/bite 1d3/1d3/1d2 for damage. Has total carapace and night vision as the mutations. Base speed of 12 (8 bipedal). Badger PS, DX 7, CNG “Tu claw acaths for 16/106 da age. Base speed of 8 (6 bipedal). Has nighe vision asthe mutation, Can bur tow ata speed of 1 meter per minute Bee PS 2, DX 7, CN4 Bite for ‘1d4 damage. Flying base speed uf 10, walking 4 (biped Has sonar, heightened hearing and di- ‘minished sight (D) as the mutations Boor PS16, DX 7, CN 13 Claw claw bite atack for 1d8/148/ 1d6 damage. Base speed of 15 (10 bi pedal). Has heightened Smell as (Me Boer FST, DX 2, CIID “Task atack for 1d6; if chaeging, +2 THAC and 146+2. Base speed of 17 (11 bipedal). aul PS 16, DX 3, CN 14 Horn attack for 146; if charging, +2 vmiac and ado 2 damage. "base speed of 16 (11 bipedal). Comet PS14, DX 3, CN 13 ite Gor tds dana. Can suivve i hho, dey conditions ewice as long as not ‘mai using half as much water, Base speed of 16 (11 bipedal) ‘Chameleon PS 3, DX 10, CN5 INO natural aetack, Has chameleon power and regewerasion sgeation, Base speed of 12 (8 bipedal). DX 10, CN 8 Clawiclaw/bite for 184/144) 1a6 damage, Base speed of 36 (24 bipedal) for 2 rounds and thereafter a base speed of 24 (19 bipedal) Must fest for To minutes before regaining top speed. as heightened vision as the mueation, S15, DX 13, CN 1 Clawiclaw/bite for 1d6/1d6/1d6 damage, Leap 3 meres. Base speed of 1s (12 bipedal). Has heightened hear: ing eighrened smell an gh sion PS8, DX 4, CNG “Two pincers for 148/148 damage. Able 10 breathe water (pick sale or ‘eshy, base speed of 10 (in water) Has otal carapace asthe mutation. Has tng walking uptight position, PS 12, DX 14, CN9 ‘Antlers for 1d4 damage, +2 THAC and 146+1 damage in'2 charge. Has heightened heanng 26 the mutation Base speed of 20 (14 bipedal) Buck Can paddle in water ata speed of 3 Immune to the chilling effects of cold water, Has wings, but flies ata speed of TB. Walks sea base speed of 5 (6 in Bie pedal humanoid form), Elephant PSTE-DX 4, CN 16 “Tasks for 246 damage; if charging 346 damage. Base speed of 18 (12 bic pedal). Has'a prehensile trunk with half the animal's PS. Has heightened ‘hearing 2s the mutation, Fox PS7, DX 11, CNS Bite for 1d6 damage. Base speed of 19 (12 Uijadal. Has gnc rl heightened heating and night vision as the mutations Free P87, DX 4, CNG ‘Can leap’ 12 meters forward and 5 seers high. Can breathe water. Base speed of 15 (10 bipedal), smut a 12 Goria PS 16, DX 10, CN it ise for 106 dauage Chonbing a tempts are one difficuty lever easier than notmal. Can swing from grip 10 [pip 2 speed of 6. +2 bonus for Ro- bot Revognition. Base speed of 13, even if walking upright Greeshopper PS7, DXG, CN G Exoskeleton has base AC of 14. Has multiple limbs (legs) a5 the mutation Base walking speed of 6 (even if walk Ing upright); jumps 1> meters (/ vers: cally). Wings assist in jumping ability. Hawk 39,419, CN ‘Claw/claw/bite for 146/146/1d4 damage. Has wings, but with a flying base speed of 30. Walking base speed i 2-4 (even if waking upieh). Hee Horse PS th, OX 10, CN LL Kick/kick for 146/146 damage. Base speed of 24 (16 bipedal) PS7, DX 11, CN6 ‘Can jump 13 meters forward and 3 meters up. Base speed of 15, even if walking uprighe. Monkey PS 19, DX 14, CNS ‘ite for 1d) damage. Ciimbing at tempts are two difficulty levels easier than normal. Can swing from grip to stip ata speed of 6, +1 bonus for Ro 12 Chapter 2: Character Generation bot Recognition. Base speed of 12, of 10(7 bipedally), against being knocked dow. Climb. even if walking upright ing attempts are one difficulty level netecor on easier than notmal. Base specd of 12 Monguite PS16, DX 2, CN 14 (even if walking uprigh) P55, DX 7, CN Hoin does 14641 damage, wich a Bice for 1d4, drain | point of blood +2 THAC and 2d6-+2 damage on Squirrel, Flying pet iouinl auvaccally Anesthetic on charge. Heightened smell and dumin- PSG, DX 1, CN 4 probosis doesn't disturb sleeping ve. ished sight (D) 25 the mutations. Base Has air sail as the mutation : but tims. Needs 6 points of blood for food speed of 18 (12 bipedaly). Natural AC glides ata speed of 2. Base speed of 9 and water/day Has multiple limbs of 12 before DX modifies (Ghivedally) Bice for 3 damape. +8 itegs) and wings a8 the mutations Sonus foe climbing (fie speed 12) Base speed of 6 (even ea Lon (Seal) if walking upright). PS6, DX 11, CNS Termite Bite foe idd damage. Base speed of 3 PSG, DX 6, CN6 otopue (7 bipedally) swims at 10. Can hold Bite for 1d damage. Exoskeleton P87, DX 10, CN? breath for 12 rounds. Heightened has base AC of 14. Mulople limbs Assumed t0 be aland-dwelling, a. smell (underwater ony) as the muta: legsa the mutation. Base speed of 10 breathing creature, has il, chame. tion {even if walking wpeighe) Boros at Teon power. and male linbs arms speed 3 though cath and wood and legs) mutations. Base speed is 8 Shark (even if walking upright), swims at 6. P58, DX 7, CN 10 Tiger Climbing smooth sirarec wane fh. Assumed 0. be adapted for land PST6 DX 11. CN Caly level eater than normal (suction dwelling Bice for idl damage AC 13. Claw/claw/bie for 1d8/1d8/1d10 up) naturally Gill and heightened smell damage. Has. heightened smell and (underwater only) as the mutations. night vision as the. mutations. Base Ostrich Base speed 7 (walking upright); swims speed 16 (11 bipedally). Swims a4 PS12. DX 6, CN 10 at 10.3% chance each round of com Kick for 1d6 damage. Base speed of bat of entering. bloodlust: when in Turtle 16,cvenifwalking upright. Hasvestig- bloodlust must atack ‘with bie until PS, DX 2, CN6 Inl'wings hich ate purslyemementel end of Buel “etal carapace asthe musation, Can and donot allow fight swim at 4 speed of 6. Can hold i Shoop, Bighorn breath for five minutes. Base speed of 6 Orter PSTI, DX 14, CN 9 (bipedal) P89, DX 19. CNS Head bute for 146-41 damage, +2 Bite for 1d6 damage, Base speed of 9 THAC and 1d6+3 damage if ina Wasp (6 bipedal), swims at 6, Immune to charge. Can survive in cold, dry condi. P56, DX.9, CN the chilling efece of cold water. tions twice as Tong as normal, Base Sting for 146 damage. plus poison spade 14 bipeally), Twenty be Sal 1, Eaten hs oreupine ‘AC of U4. Has multe limbs (legs) as $5, DX 6, CN 4 Skunk the mutation. Base speed of 8 (even if Bite for ‘Id damage. Has quills PS5, DX 4, CN4 walking upright). Climbing. attempts (ese'e be hrown) thas de 140 38 “Blac for U3 Gamage. Gangeuciasions eon sifcaty level ene a8 No frabbed. Base speed 9(6bipedlly)._(bad-smeling musk) and right vision mal. Has wings, with a ilving base . 4s the mutations. Base speed of 10(7 speed of 21 raving Mantia bipedal Perpen CN came Worse! Claw claw for Id8/1d8damage. +2 Sake PSS, DX 12. CN bonusto Remain Unseen in green veg- S13, DX 11, CNA Bite for 1d6 damage. Has night vi ctacion. Has multiple limbs (legs) & Bie for 1d6+1 damage plus poison sion asthe mutation. Base speed of 14 ciimaatnn. Exskelewn tea base AC testy 16). Has infavision ws the (9 bipedal) Of Bae seed of 12 (een walking mutation Bae speed 12 Has no ‘prighy) “walking upright” position ot epee Pe PS9, DX 12, CN Raccoon Spicer Bice for id points of damage. Has P86, DX 10, CN6 PS7, DX 8, CN7 heightened smell and heightened hear Bite docs Idd damage, Has night vi- Bite for id4 damage, plus poison, _ing'as the mutation, Base speed of 17, sion asthe mutation. Paws are able to Intensity is 1d6+1. Multiple limbs (11 bipedally) ‘manipulate tools naturally. Base speed "arms" and legs) gwve it +3 DX — Chapter 2: Craracter Generation 13

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