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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, lcForeward 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 WORLDan
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
3Ovethead, 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
Introductionit. 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 5work,” 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: IntroductionBones 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 3from 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 GenerationFa
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 GenerationBase 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 Generationbot 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