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Gamma World using Alternity rules
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TSR11629Teaniry’
Science Fictic
 
Roleplaying Game
 
 
‘Campaign Setting
Andy Collins and Jeff Grubb
U.S., CANADA, EUROPEAN HEADQUARTERS
ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
Wizards of the Coast, Inc. PB. 2031
P.O. Box 707 2600 Berchem
Renton WA 98057-0707 ° Belgium
(Questions?) 1-800-324-6496 $32-10-28-32-77
620-T11629
Ace Doncews & Dnasons, ADD, AuEeny,AuAz1Ns Ext, DED, Gemwa Won, Sra*Dant, and the Wiss oF THE Coast logo ate registered trademarks
conned by Wizards ofthe Coat, Inc. DaneMaren and Meunorvoss ALP Gauna Kuso, GanaRAUBens are trademarks owned by Wizards of the Coast, Ine
All Wizards characters, character names, andthe distinctive likenesses thereof are trademarks owned by Wizards of the Coast nc.
Distributed tothe hobby, toy, and comic trade in the United States and Canad by regional distributors. Distributed in the United States to the book trade
ty St Martin's Press. Distributed in Conada tothe book trade by Fenn td. Distributed worldwide by Waards ofthe Coast, Inc. and regional distributors.
This material is protected under the copyright laws ofthe United States of Ametia. Any reproduction or unauthorized use of the material orartwark
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This product isa work of fiction. Any similarity to actual people, ganization, places, or events is purely coincidental.
©2000 Wizards ofthe Coast, Ine. lights reserved. Made in the U.S.A
 
Visit our website at wa. waged comCampaign Setting
Credits
 
ers: Andy Collins and Jeff Grubb
Editors: Michele Carter and Thomas M. Reid
Cover Artist: Monte M. Moore
Interior Artist: Raven Mimura
Cartographers: Rob Lazzoretti and Todd Gamble
Typographer: Nancy Walker
Creative Director: Richard Boker
Art Director: Paul Hanchette
Technical Advisor: William C. Collins, J.D.
Project Management: Larry Weiner and Josh Fischer
Production Manager: Chas DeLong
Playtesters: Tim Adams, Richard Baker, Jim Bishop, Patricia Brooks, Michele Carter, Robert (Bob) Crichton,
Tricia Crichton, Bryan Davis, Matthew DeBarger, Troy Ells, Robert N. Emerson, Ric Fitzgerald, Shannon Fiynn,
Timothy Guim, Lyle H. Hale, M. Brock Harris, William €. Herrmann, William ‘Bil’ Hezeltine, Tyler Hurst,
Brandon KcKee, Gwendolyn Kestrel, Jody Krout, Inhae Lee, Brian Lefferts, Scott Magner, Mark Metzner,
Tammy R. Overstreet, Roland Perry, jon Pickens, Sean Reynolds, David Salomone, Mike Selinker, Ed Stark,
Dan Thibadeau, Sandi Thibadeau, JD Wiker, Jennifer Clarke Wilkes, James Wyatt, Keith Zoltek
 
 
Based on the A.renuy® rules created by Bill Slavicsek and Richard Baker.
Based on the original Gans WoRto design by James M. Ward and Gary Jacquet, with additional design over the years
by David James Ritchie and Bruce Nesmith and contributions from too many people and sources to mentionINTRODUCTION
Wetcome To My (Gamma) Wortp
Peshaps the most daunting challenge in designing the Sth Edition
of such a beloved campaign setting was determining just exactly
lahat picture of Gans Wosto® to show, Should it be serious or
hhumoraus? Dark and gritty oF wild and wahoo?
Now, t have all fur previous editions of Gawwa WoR.o on my
game shelf (and 've even played three of them!), but! knew!
{couldn't make this decision alone, So | talked with lot of Gans
‘Wow fons, bath inside and outside the company, before starting
to work. As expected, opinions varied dramatically an what Gann
‘Wor should and shouldn't be: "Mad Max with mutants!” "Bunnies
with guns!” "Struggle for survival!” "ig monsters!” "More giant
chickens!" (OK, nobody actually seid that last one, but | had to
make sure you were paying attention.)
Opinions were equely split on what simply "had
from previous editions. For instance, for every rabid hoop fan,
‘there was another mho blanched atthe thought of humanoid, gun
toting rabbits. (To find out if they made the cut, check out Chapter
7: Creatures of Gamma Terra.)
In the end, we decided that it was our duty to put slightly dif-
{erent spin onthe familiar post-apocalyptic setting. The inclusion
‘of the Ascent game rules meant that we could design a Ganna
Wom that wos tough and hard-hitting, a world where survival was
‘echallenge and death-in the form of harible mutated monsttosi-
tiee-lurked around every corner. Most ofthe old Favorites ore still
here-though some have been upgraded to *this year’s model”
and o Few new faces show up os well
But enough ofthis. Is time to stcap on the armor, buckle on
the sword and laser pistol, and head to town, Who knows? You
might even get to shoot some hoops along the way.
 
robe included
 
 
Andy Collins
October 31, 1999
‘Aut My Gamma Wortps
Or, e's the End of the World as We Know It
(nd | feel fine).
 
Gvow Won has been one ofthe foundation stones of modern ole-
playing. One ofthe fst science-fiction RPGs, survived changing
times and multiple game systems but never lost its attraction. What you
holdin your hands is the most recent scion ofa grand old line
The Fst Gowns Wok. was not Game Won at al. Instead, it was @
slender SF game from TSR called Manoarvsis AunA™, released in
1975, had onthe heels of the eriginal Dceons & Daasws® game. Jim
‘ards vision of the gome was a big F "dungeon in space"-a starship
in which the inhabitants had fallen into savagery, andthe life on-
board had mutated into new shapes. It held aot of similarities to its
older sister, D&O, but was more compact, confined tothe environs of
‘the Starship Harden, Itwas a campaign setting at atime when the
idea of campaign settings was stillnen
 
        
    
   
The fist Gouna Womo game, by Jim Ward and Gary Jaquet, showed
Up thre years later, in 1978. It showed great similarities to the
earlier MA, but naw was spread on a global scale. Instead ofa single
starship, the canvas for the campaign was an entice apocalyptic
word. A civilization more advanced thon our own had fallen, and the
heits to that radioactive world were mutants, humans, and mutated
‘animals. The powers were unbalanced, and random, there was alot
‘of sudden death and saving throws, and we had a blast playing with
it fewas the first “wahoo,” anything goes kind of game, And those
DMs who didnot play looted al its technology for thei DED Games.
Dave Ritchie headlined the first revision of the game, in 1983,
bringing it up to date withthe leading edge of gaming atthe time.
We always called this the "Big Robot” edition from the clashing
machines on the cover. As a native of Pittsburgh, this version wos
“the” Guana Homo For many years, since Dave blew up my home-
town to create Pitz Buk. Interestingly, some ofthe buildings that
survived Dave's apocalypse have since been torn down in the “real
worl.” Even the future changes 05 we go along:
In 1986 we saw another change in Guns Wont, a5 the game
rules underwent their own gamma-inspited metamorphosis, under
Harald Johnson’ ever-watchful eye (this one was the "armored
cyber-badger” edition). Yet despite the change in systems, the
core of Guwet Hono remained tre te its postapacalyptic, radia
tion-fueled heart. It was not ORD, but something much stronger.
11992 there was anathe revision, this one piloted by Bruce
Nesmith, Here the box was shed in favor of a move easily handled
book, and another new tule system, containing elements eventual
ly shaved with Aueenny, was installed,
‘Gans WoKD even managed its own spin-offs, including 1992
armored battlesuie game called Guuns Kusits® and a goofy ver
sion called GunneRasoexs® (wll claim responsibility forthe sili
er elements of that one). GaunaRoens even got its own comic
line fora while. And Meanoreosis A. itself made a brief return
in 1994 as part of the Awazinc Eucn® Science Fiction engine.
‘Gana Wot has spawned ts own mutant progeny, and has
thrived aver the years, despite changes in systems ond advance-
aments in gaming in gener
‘hy has it survived? Part of it is because t's @ fun place to
‘edventurea haunting combination of the familiar and the
strange, Por of tis that in all versions of Gans WoRio have a
place for heroes with poners beyond the ken of the ordinary. And
part of i is that me have a fascination with the future, anda fer
vent hope that whatever comes, something we value will survive
‘the Black Yeas. And that something is the human spirit,
Now it's the year 2000, and Gauva Won. is ready fort. Shaped
by the careful hands of Andy Collins and using the flexible, power-
ful gaming engine tht is Assn, we have a Gausa Won. forthe
next millennium,
Orunti the next Cataclysm, whichever eames frst.
Jeff Grubb
November 1, 1999
  
 
(
  
siaubisa
TOPE eTPED Ce ene
 
 
TABLE OF CONTENTS
Designers’ Introduction
Welcome to My (Gamma) World (Andy Collins)
All My Gamma Worlds (Jeff Grubb)
Excerpt, The Shadow Age.
Chapter 1: Weleome to Gamma Terra
What's The Game About?
What Is Roleplaying?
Who Can Play?
How Do You Win?.
It’s Al About Fun
Key Concepts essen
What Do |Do First...
Where Can | Learn More?
Chapter 2: Hero Creation
What is a Hero?
The Hero Sheet
Step by Step
1 Develop a Hero Concept
2D Choose a Species...
Humans .
Androids
Dabbers.
Mutants
Sasquatch.
Sleeth ..
filling Out the Hera Sheet
Assign Ability Scores
Determining Ability Scores
Strength (STR)
Dexterity (DEX)
Constitution (CON).
intelligence (INT),
will (WIL).
Personality (PER).
Filling Out the Hero Sheet
4D Select Mutations
5D Pick a Profession
 
  
  
 
 
Combat Spec.
Diplomat 20
Free Agent 20
Tech Op. 20
4 Purchase Skills 20
Obtoining Skills 21
Filling Qut the Hero Sheet 21
Skil Points Spent and Stored 21
7D Choose attributes 22
Motivation 22
Moral Attitude 23
Character Traits 24
8D Complete the Hero Sheet oe 24
 
Hero's Name
Player's Name
Gender
Last Resorts
Setting
Gomemaster
Action Check:
Actions Per Round
Combat Movement Rates
Situation Die Steps.
Durability
Attack Forms
Weapons
Armor
Equipment,
Personal Data
Achievement Track...
You're Done! ...
Achievements...
The Point System,
Using Skill Points...
Achieverent Benefits
Chapter 3: Heroes In Action
Playing Gana Wort.
Campaigns, Adventures, and Scenes
Time .
Rolling Dice
The Control Die and Situation Dice
Situation Die Modifiers
Other Dice Rolling Rules
Action Rounds
Who Goes First?
Postponing an Action..
Assisting Actions
Two Actions at Once.
Combat...
Setting Up..
Surprise.
Combat Options...
Special Weapon Effects
Special Combat Conditions.
Combat with Style
Damage ...
Stun Damage
Wound Damage
Mortal Damage.
Fatigue Damage
Recovery
Armor
Last Resort Points
Effects of Last Resorts
Movement.
Combat Movement
Strategic MovementEncumbrance...
 
 
  
 
 
 
 
 
 
 
 
  
 
 
 
Vehicle Descriptions. eicemesoed dS
 
      
 
  
 
 
  
 
 
 
 
Climbing . Chapter 7: Creatures of Gamma Terra 115
Jumping... Android. 115
Detection Aitken Sa 116
The Awareness Check - Attercop a nT
Range of Vision Badder. . 118
Sound Bearcat. . 18
Encounter Skills Blaash . ug
Hazards. - Blood Bird 120
The Endurance Challenge 55 Butorz.. 120
Disease 55 Carin... 2
Drowning & Suffocation 56 Dabber... 2
Falling 56 Fleshin 2
Fire 57 Hawkaid. as
Poison.. 57 Hoop... a
Radiation 58 Kamodo nls
Temperature. 40 Mantid 126
Chapter 4: Mutations. 61 Menarl a.
Determining Mutations . 1 Orlen zh
Guided Randomization 61 Podog a —
Pure Randomization 62 Rakox w
Physical Mutations. 62 Sasquatch . fool
Physical Mutations Descriptions. 62 Skeeter coll ie
Mental Mutations . 68 Sleethaan. ui kd
Mental Mutations Descriptions... $8 Spiny anna 2 132
Drawbacks 75 Thought Master 133
Drawback Descriptions inTS Thunderbird 134
Chapter 5: Skills cD Yexil a 135
Broad vs. Specialty Skills. 79 Cryptic Alliances...
Skill Points 79 Followers of the Voice...
Cost of Skills 80 Iron Society...
Skill Scores 80 Knights of Genetic Purity
Skill Checks and Situation Dice :80 —_Radioactivists...
Single vs. Complex Skill Checks. :80_ Restorationists .
Character vs. Character 81 Chapter 8; The Land of Settle...
Trained or Untrained...... 81 Beyond Settle.
81 Area Descriptions.
83 Chapter 9: Adventures in Gamma WORD -
83 Part One: Young Heroes
  
Constitution Sills
Intelligence Skills
Will Skills
Personality Skills...
Chapter 6: Equipment.
Equipping a Starting Hero
Gamemaster Discretion
Starting Funds...
Ages of History
Weapons.
Melee Weapons...
 
 
 
Scene 1: The Badders of Blue -
Scene 2: ABridge Too Near
Scene 3: Blue Valley Ambush
Scene 4: Flies and Spiders
Scene §: Welcome to Redman.
Scene é: — Falsely Accused
Scene 7: Escape from Redman
Scene 8 Death on the Water:
Scene 9: ASafe Return
Aftermath .
Part Two: Storms of War... .
Scene 1: ASpy Among Us...
 
Ranged and Heavy Weapons
 
Armor Scene 2: The interrogation ..
Equipment. Scene 3: Council of War
Vehicles Scene 4: Knights in Shining ArmorTable of Contents
 
 
 
 
Scene §: Into the Ruins of Settle
Scene 6: Lowland Marshes.
Scene?: College of Dub
Scene 8: Across the Lake.
Scene 9: Council of War, Part Two
Scene 10: The Battle
Aftermath
Part Three: Return of the Ancients.
 
 
 
 
  
 
Scene 1: Rekindling the Fire
Scene 2: Into the Rainy Mountains
Scene 3:  Snowbound..
Scene 4; Out of the Mountains.
Scene 5: Battling the Dragon
Scene 6: Orlens of Yakmah
Scene 7: Investigating Usdoe Hanfer .
Scene 8: Ruins of Try City
Scene9: Bridge Guards...
Scene 10: Fortress of Wall.
Scene 11: Inside the Lab.
Scene 12: The Discovery
Aftermath
 
Gana Woruo Hero Sheet
Gawna Worto Skill Sheet .
Guide to Important Sidebars
Complete Hero Creation Process Summary
Alternative Heroes nn.
Nonhuman Abilities, Skills, and Characteristics
Resistance Modifiers
GM's Guide to Achievement Points.
Phases in the Action Round...
Surprise Modifiers.
Attacking with Two Weapons..
Point Blank
‘Ammo Expenditure
Scavenging. .
Gauna WoRto Holistic Medicine...
Medical Science Situation Modifiers...
Gamma Money
How to Read the Equipment Tables
Armor Shapes and Sizes.
Degrading Damage
Optional Rule: Upgrading Damage
Layering Armor
Damage to Armor
Shadow Age Materials
Figuring Out How It Works
Using Medical Equipment on Nonhumans
Cybernetic Equipment
Using Computers..
Other Cryptic Alliances
Your Own Private Gamua Wor.
  
 
 
 
 
 
166
168
168
169
170
170
173
174
114
116
a7
mT
WT
178
2179
179
180
182
186
188
189
190
2191
 
     
Tasve GW1
Tasve GW2
Tasve GW3:
Taste G4:
Taste GW:
Taste GWE
Taste G7:
Taste GWE
Taste G9
Taste G10:
Taste GWA
Taste G12:
Taste GIS:
Taste G14:
Taoue GWIS:
Trae G16:
Trove GIT:
Taaue GIB:
Tnave GLY:
Taaue GW20:
Taste GW21.
Tague GW22:
Tnaue GW23:
Taaue GW24:
Taaue GW25:
Taste GH26:
Taste G27.
Taste G28.
Tao G29.
Tasue G30.
Tao G3
Taos G32
Tasue G33:
Tao G34
Tosi G35:
Taoue G36:
Taste G37.
Tass G38.
Tass G39.
Taste GAO:
Taaue GW41
Taste GW2
Teste GW43
Taste Geld
Taaue GWAS
Taste Gh46
Teste Gd?
Teste Gelda
Taste G49.
Ding 1:
Ding 2:
  
 
  
Compiled Tables
ABUTY SCORE LIMTS .sccseeeesseeseeneseesee D8
RESISTANCE MODIFERS.e.cssceseenteneeeensses]
Free Broan Skius for HEROES 22
Heno Staari Skiut Pons. 22
Last Resoar Poin... 25
Acvions Pee Rovao. 25
(Comsat Movesent Rates| 26
Sent & Damas 27
‘Achrevenent Benefits 30
(Cone Mecuanic CHART 33
‘Sms ano Resistance Mooi. 36
‘Mopirens To UNARMED ano MELe® ATIACS ......40
(MoDIFERS TO RANGED ATTACKS .ssssees
TwaoW SMUATION MODIFIERS...
Accuracy ay RANGE
TeRaiN in Cobar.
Conant Movement Fes...
(OveRLano Trav.
Mouvreo Taavel
ENCUMBRANE
CCune Siruarion MoD IFRS.
ScavENGING RESUUTS.
Detection Mooi...
VISUAL DeTEcTIOn RANGES...
EncoUNTER Sku EFFECTS...
Impact Dawace
Fine DaMase
Posow
Raoiation
RaoisTiOn Eres.
Potent MUTATIONS...
uous ano Murarion
Murarion Por DisrreuTion
Murarion Rawoowizs
Physica Murano
Manat MUTATIONS...
Drawoacrs,
LATED ABIUTIES
Siruarioy Die Moose...
CConpuex Ski Crecxs
Base Sruamiow Dice.
Sku. Lst
Mexee WeaPoNs
Rawceo ano Heavy WetPons
Armor. .
Agmifact ExxMinaTion MODIFIERS. 101
 
 
 
  
Euirmenr 105
Compurens. - m1
Venues ietnseneselS
Scarer Diacran
ARTIFACT EXXMINATION|THE SHADOW AGE
The 2st century began with a sense of hope. Humanity
hhad survived the millennium. East and West had a tenta~
tive peace. While the horrors of war still flared up, the
superpowers themselves fought only in boardrooms and
trade negotiations. The threat of nuclear devastation
that had loomed so menacingly over the second half of
the previous century now seemed dated and foolish. The
world economy was flourishing as the concept of a "global
marketplace” took hold among the governments and
‘megacorporations. Prosperous nations turned from build
ing war machines to rebuilding infrastructures, We ruled
the Earth, and no problem seemed too great to solve.
No one knows exactly when the Invaders arrived, or
from where—or when—they came. They said that they had
been watching us, and that we were now “ready” for their
gifts. Many among us believed them—as | said, it was an
optimistic world—but there were those who didn’t trust
these friendly newcomers. Political persuasion didn’t
seem to matter—dissenting voices were heard from both
ends of the political spectrum.
Jadmit to being woefully naive. I saw the arrests, but
thought little of them. After al, these were dissidents,
‘malcontents, and potential terrorists who didn’t seem to
value the great advances in medicine, computer technol-
ogy, and ecological reform that the newcomers promised
us. Most of us believed that small sacrifices in personal
liberty were worth the trade. Naturally, there were some
ho felt strongly otherwise.
Just as none among us knew the Invaders’ origin, it
remains unknown who was responsible for what hap
pened next. It could have been just about anyone; after
all, there were still plenty of unaccounted-for nukes
smuggled out of the former Soviet Union. Still, the sight
of the Invaders’ mothership crashing into Central Park in
2 firestorm of mythic proportions won't soon be forgot-
ten, At least, not by anyone who survived the cataclysm
that followed.
But just because we didn’t know who was responsible
didn’t mean there wasn't plenty of blaming going on.
‘Americans blamed the Chinese, calling it the "frst step”
toward the next world war. The Chinese blamed the Jopan-
ese. The Japanese blamed Russian onticapitalist dissi~
 
   
dents. The Democrats blamed the fundamentalists. The
Republicans blamed the leftist ecofreaks. The CIA blamed
the Iragis. The rich blamed the poor.
Ultimately, it didn’t matter. The remaining Invader
ships disgorged thousands of armored troops with high-
tech weaponry. It was as if we had just poked an anthill,
‘and the soldiers poured out to defend their masters.
Thanks to the growing tide of disarmament, we were woe-
fully unprepared for an incursion of this magnitude, They
took over and declared martial faw in more than a dozen
citiesineluding London, Paris, Singapore, New Delhi,
Sydney, Houston, Seattle, Atlanta, and more—before
someone panicked and pushed the button. The rockets
flew, the bombs fell, and in a matter of hours we had
struck a decisive blow toward regaining our freedom.
But that wasn’t the end of it. Apparently, the Invaders
had brought some weapons oftheir own: gravitic weapons
that triggered fault lines, chemical weapons that poi-
soned the air and water, and biological weapons that
played havoc with the genetic structures of all life on
Earth, Most humans simply died. They were the lucky ones:
They didn’t have to watch civilization crumble as neither
Earth’s natives nor its new conquerors were strong enough
to restore order from the chaos. Instead, inthe years to
come more armies would march, more bombs would fall,
‘more cities would collapse, and more people would die.
But a few of us survived. As | pen these words, ten years
after the Cataclysm, | hope that they will prove useful to
those who come after me. |hope that we, as a people, can
remember who we once were, and who we can be again. |
hope that hope itself is not gone from the world in this
‘age of shadows, and that in the years to come, humanity
will ise again
 
Shadow Age, Author Unknown
 
LO achapter
: Welcome to Gamma Terra
‘The Ganva Worto® game is based in a dark future where humanity—and indeed, the Earth itself-struggles to survive.
But thanks to the devastation unleashed by the Cataelysm and the many changes wrought during the Shadow Age,
neither humanity nar Earth are quite the same. Strange mutations are common, and many animal species have
‘evolved to gain sentience and now walk alongside humans
Many years have passed since the Cataclysm, and the cities of the Ancients lie in grass-choked ruins. But treasures
beyond imagining stil lie hidden in these tombs of concrete, metal, and glass—treasures that might allow the bold
‘and opportunistic to pull themselves up from their primitive surroundings, or perhaps even regain the Ancients’ lofty
position of world domination
Itisa time or heroes, for those who'are strong of arm and heart and mind to tame the wild frontiers and bring
orderto the chaos. Will you be one of those heroes?
Wuat’s THE GAME ABOUT?
The Ganita Wonto game is « postapocalyptic setting for roleplaying adventures, using the Aureaury® rules system. Its a
campaign set na world aftera global holocaust, when the warld thatwe know today has been destroyed. New civi
lization; new races, and new heroes arise from its.ashes, The Atreuiry tiles required to play Gave Worwo are included
inthis book. No further purchases are necessary.
The Atty rules system is a roleplaying game system of modem action to far-future adventure. It is a ruleset that
allows players to enjoy heroic adventures in the worlds of science fiction, and in the case of Gama Horo, science fan-
tasy. The Star*Dnive? and DanksMATTER” campaign settings use the Arrenuny game rules as well, and heroes from one set
ting can be readily transplanted to another.
‘Aeawiy is also available as its own set of hardbound rulebooks—the Player's Handbook and the Gamemaster Guide.
The information within those nilebooks has been condensed for this campaign, concentrating on those elements that
are applicable for the postapocalypse world of Gana Wom. If you enjoy this edition of Gunns WoRiD, you might want to
check out the other worlds of Aueaiy.
Finally, Guna WoRip is a campaign with a jong and varied history. Its original incarnation is almost as old as role~
playing itself, and it has seen no less than four previous incarnations. This edition combines the best of those edi-
tions, bringing them into a new rules setting to create the definitive Gens Worto, « complete and dynamic
roleplaying game.
Wuat Is RouepLayine?
If you're familiae with other roleplaying games (such as the Atrewiry or Avancco DUNGEons & DRAGONS” gales), you might
want to ship ta themnext section, because we're about to provide a quick overview of what a roleplaying game is. If
You're new to the hobby, get ready to enter an exciting new world.
Remember when you Used to play Make Believe, when you pretended to be “Cops and Robbers” or "Cowboys and indi-
‘ans"? Fora few hourson a summer afternoon, you played the roe of a police officer, a cowboy, or some other hero from
{omic books or television. You created props and settings from your imagination, and you and your friends made up stories
that everyone contributed to. It was lots of fun, but it was also totaly free-form=there were novules to speak of, and
sometimes disagreements cropped up that ended a game before a ful story could be toldMake Believe has come a long way. It has matured
and developed into modern roleplaying games such as,
this one. In a roleplaying game, every player takes on
the role of an imaginary character. These player charac
ters are the heroes of the story. One member of the
group acts as the referee, or Gamemaster. This person
uses the rules of the game along with his judgment to
decide the outcome of every hero's actions, usually by
applying the results of dice rolls ar by gauging the
heroes’ reactions to specific situations.
The Gamemaster (GH) sets up the overall plot of each
story, also called an adventure. The GM's role includes cre~
ating the background, developing the characters who
make up the supporting cast and villains, planning key
events that propel the story forward, and establishing the
opening scene that gets the action moving. From that
point on, the Gamemaster acts much as the director of a
movie or the narrator in a novel, showing the heroes the
world around them and describing the action as it unfolds.
‘The Gamemaster is the person in charge of the game.
He gets it started and keeps it going. When a simple
 
  
  
 
game of Make Believe comes to a halt, it’s usually
because the players couldn’t agree on what just hap
pened or what was going to happen next. That disagree-
‘ment doesn't occur in a roleplaying game, because the
Gamemaster has the final say in any situation that isn’t
covered by the rules.
However, the Gamemaster doesn’t dictate everything
that happens. Unlike the characters in a novel or a
movie, the players’ heroes don’t just do what an author
decides they will do, The players take an active role,
describing how their heroes react to the events going on
‘around them,
When players, characters, plots, rules, and imagina~
tions get together, the resulting swirl of interaction and
participation is called roleplaying. Through roleplaying,
the group tells a story that’s started by the Gamemaster
‘and expanded on by the players—a group story. These
group stories can be more fun and rewarding than the
static stories found in books and on the big screen
because they're interactive. Everyone participates in
their creation,
 
 
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Who Can Play?
Anyone can play in Gata WoRto, though the recommended
starting age is 10. In addition to the Gamemaster, as few
1s one and as many as ten players can participate, but
{game sessions work best with groups of four to six players.
How Do You Win?
Roleplaying games aren't about winning and losing. The
goal of a roleplaying adventure is to create a group story.
Inthe Ganwa Worio setting, the Gamemaster doesn't try to
defeat the players’ heroes (although he will put chal-
lenges before them), and the players don't try to outdo
‘one another. Instead, they interact to advance the story
and to solve the problems or mysteries the Gamemaster
sets up at the beginning of each adventure.
Technically, a roleplaying game doesn’t have to end.
As long as the participants are enjoying themselves, the
game can continue over any number of playing sessions.
ach of the Gamemaster’s adventures can be a story in
itself, with no connection to other adventures. Or, the
adventures can be tied together in an ongoing story, which
is also referred to as a campaign. Ifa single episode of a
TV show is an adventure, then the entire run of episodes is
a campaign. During a campaign, characters grow and
change. The players’ heroes learn from their experiences
and become able to handle tougher challenges.
ifthe heroes achieve some sort of ultimate success
(defeating the archvillain and saving the world), that sue~
cess cauld mark the end ofthe current series of adven-
tures—but it isn't the end of the game ifyou don’t want it
tobe. IFeveryane in the group wants to keep playing, all
you have to dois start fresh with a new series of adven-
tures (and perhaps a group of newly created heroes, if you
want to try roleplaying a different kind of character)
It's All About Fun
[Above all, the Avteany rules are designed so that you can
have fun creating and playing adventures set in the
Wasted Earth of Gamma Terra. Don’t become caught up in
trying to play it exactly as it's written, if that gets in the
way of having a good time. This isn't a college textbook,
and there's no final exam waiting at the end of it. Take
what's presented here, adapt it, make it work for your
{group and your style of play. Have fun! That's what role-
playing is all about,
Key Concepts
Let's take a look at the key concepts behind the AireRNiTy
rules system. These concept include basic game mechan-
ies, fundamental character information, and a few spe-
cial terms that players need to know.
Hero: An imaginary character created by a player.
Rules for making your hero are found in Chapter 2: Hero
Creation.
© Gamemaster: The participant in the game who acts
as the maderator, narrating adventures and representing
other characters involved inthe adventures who aren't,
controlled by the players.
Supporting Cast: The aforementioned “other char-
acters" controlled by the Gamemaster, including the
heroes’ allies and enemies. It’s important to understand
that while the heroes are the stars of the show, members
of the supporting cast can be just as powerful.
Adventure: A group story created by the heroes
interacting with the supporting cast in a particular sce-
nario or setting. Every adventure is built around a
situation (typically a problem the heroes have to solve),
and it ends when the heroes have either succeed in
achieving their goal or failed to do so (in either case
often leading to new adventures). Chapter 9: Adventures
in Gunna WoRto contains three adventures for the GaN
WoRto game. If you're planning on playing Gamma WoRtD,
rather than being the Gamemaster, don’t read these
adventures! Doing so will just spoil the fun and surprise
of playing them.
D Profession: Every hero in the Gavna WoRLo game is
built around a profession. A profession is an general
classification under which skills are grouped. The differ-
ent professions—Combat Spec, Diplomat, Free Agent, and
Tech Op-also grant additional benefits and are described
in Chapter 2: Hero Creation.
D> Abilities: All characters (both heroes and support
ing cast) have six Abilities. These are Strength, Dexterity,
Constitution, Intelligence, Will, and Personality, and are
‘expressed by a number, known as the Ability Score. Chap-
ter 2: Hero Creation has mare information on Abilities.
D Skills: Skills are a measure of what your hero is
good at. Every Ability and profession has skills elated to
it, Ahero’s proficiency with o skill is expressed asa
number, known as a skill score. Skills are detailed in
Chapter 5: Sills.
Mutations: Also known as mutant powers or mutant
abilities, mutations are special inborn abilities of a hero
or supporting character, and may be unique or a result of
the characters’ species. These powers are fully described
in Chapter 4: Mutations.Actions: When a hero wants to use one of his or her
skills, mutant abilities, or other characteristics to
accomplish something, the hero attempts an action.
There are different types of actions, each involving the
use of different skills and characteristics. Rules on adju-
dicating the outcome of various actions are found in
Chapter 3: Heroes in Action.
P Dice: When the outcome of an action ins doubt, or
when the Gamemaster needs to measure a character's
degree of success, dice are rolled. The ALteRNTY rules
system uses two kinds of dice: a single control die and
situation dice of various sizes. The control die anda situ-
ation die are rolled together to determine the outcome of
tan action. The lower the roll, the better the chance that
the hero succeeds when attempting an action. Complete
information on how to use the dice is found in Chapter 3:
Heroes in Action.
What Do I Do First?
If you're new to roleplaying games, you might be wonder-
ing how things get started. Basically, it's pretty simple:
After you've created a hero and gotten together with the
rest of your group for your first adventure, your Game~
master presents a situation—maybe something like this:
You're passing through the traders’ quarter, and the
merchants are trying to entice you to buy their wares—
irradiated fruit from the hinterlands, bits of mangled
motherboards, bandoleers of bullets, and canisters of
petrol. Suddenly there is guafire from one side of the
plaza, and humans and mutants scatter as a large rab-
bitlike humanoid on a huge horse rides into view, fires a
pistol randomly into the crowd, and pulls a smoking
grenade from its belt!
or
You have been waiting for your contact for three days
on the rocky outcropping, swatting bugs and lying low.
 
On the third day you hear people approach, but it’s not
your contact. instead it’s the heavily armored form of a
Knight of Genetic Purity. He seems to be searching for
someone,
After setting the scene, the Gamemaster asks, "What.
do you want to do?” In game terms, doing something is
known as taking an action. You might know right away
what you hero's action will be, but don’t just call out an
‘answer. Wait for the Gamemaster to say it's your turn
Then answer as your hero would, explaining what your
hero is going to do.
What can heroes do? Almost anything! A hero can say
something, move, use a skill, use a piece of equipment,
use a mutant power, duck behind cover, or anything else
you can think of. The Gamemaster determines whether
your hero succeeds at what he tries to do, either by
assessing the situation and making a judgment, or by
calling for dice rolls.
After all the heroes have performed their actions and
the Gamemaster has had the members ofthe supporting
cast take their actions, the process starts again, Now the
situation is different from what it was when the scene
‘opened, and the next actions the heroes attempt might
also be different from what they just finished doing.
Where Can I Learn More?
The book you're holding has all the information you need
to play the Gane WoRto game. However, if you're inter-
ested in more complex rules for playing, or if you want to
play in other science fiction roleplaying genres (such as
‘Space opera or science horror), pick up a copy of the
Airenniy Player's Handbook (TSR02800). Gamemasters
who want more tips on running o campaign can purchase
the Gamemaster Guide (TSRO2801). These books, as well
4s other supplements and adventures for the ALeRity
science fiction roleplaying game, are available at local
hobby, game, and book stores as well as online at
www.wizards.com.
   
 
  
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nei ty1 > Devetop a Hero Concert
Ahero concept is a general idea of the hero you want to
create and play in the Gama WoRio campaign. A good
concept starts with a few descriptive tags and then
expands as much as you feel is necessary before you
move on to the next step. (Note that the hero sheet does
not have a place to write down a hero concept; instead,
the concept of your hero will ultimately be defined by a
collection of other entries on the hero sheet, such as
“Profession,” "Species,” and “Attributes.”
Start with a concept that revolves around what kind of
hero you want to play. Pick a character from your favorite
novel or movie to use as a basis, or start by deciding what
your hero is going to be good at. Do you want to play a
tough fighter-type or a stealthy agent, « respected
negotiator ora juryrigger with a solution for every prob-
lem? Forming a concept starts with answering the ques-
tion "What does my hero do?”
Another approach is to start with the question “What
is my hero lke?” This sort of concept builds on a person-
ality type instead of a job choice. Assign a descriptive
term to your hero, such as brave, cautious, curious, rash,
logical, aloof, or friendly.
You can also develop a concept by answering both
questions, so that you start with a brave warrior, a
cowardly sleeth, a stubborn healer, or a curious
sasquatch trader.
The goal is to generate a concept for a hero who’s both
fun and compelling to play. There's no strict formula for
this. Some players have their characters well formed in
theirminds right away, and those heroes’ concepts
emerge almost fully fleshed out. Others need to think
about it, asking questions such as “What does my hero do
to survive?” and "How does my hero behave?” The
answers form the basis of your hero concept.
2 Cuoose a SPECIES
Your Gamemaster will let you know if all heroes in his or
her Ginna WoRiD campaign must be human, ar if you ean
choose to make your hero a member of one of the nonhu-
man species—android, dabber, mutant, sieeth, or
sasquatch—that are part of the Gamma Wont game. If any
of the alien species are available, you may want to look
over the following information before deciding what
species your hero belongs to.
Beyond that, it's a good idea to be generally familiar
with the entire hero creation process before you "go
mutant,” because you'll need to be aware of the ways in
which alien heroes are different from human heroes in
game terms (see the "Nonhuman Abilities, Skills, and
Characteristics” sidebar below)
 
   
13
In addition, keep in mind as you read the descriptions
of the nonhuman species that some of them are better
suited for certain professions that make the best use of
their abilities. For instance, sasquatch heroes are good
candidates for character concepts that rely heavily on
physical skills. On the other hand, android heroes are
relatively better suited for concepts that emphasize
mental skills.
Humans
Humans—also called “pure strain humans” because of
their nonmutated state—are the genetic baseline of
Gamma Terra, They were the former masters of the world
inthe Ancient Age, now reduced to one of many sentient
races attempting to survive.
In appearance, pure strain humans look much ike
modern humans, in a variety of shapes, shades, and sizes,
though most are models of health. n a world with sentient
snakes and intelligent badgers, small variances in weight,
height, and skin color seem to be less important.
TORE aE |
Rovertarins
Inthe Gene Worio game, pure strain humans are con-
stantly reminded of the power of their ancestors. They are
surrounded by the ruins oftheir past, reminders of how
they have fallen as a race. Some swearto make anew
beginning among the rubble, avoiding the perceived
faults ofthe past. Others seek to reclaim their glory as
the greatest of the sentient races. Still others choose nei-
ther path, and seek only to survive the brave new world.
 
‘SPECIAL ABILITIES
Skill Bonus: Human heroes
begin the game with § more skill
points than the number indi-
cated on Table GW4: Hero
Starting Skill Points. Starting
human heroes may also learn
one more broad skill than is
indicated on that table.
Improved Durability:
Pure strain humans are
particularly durable and
healthy. Add +2 toa start-
ing human hero’s Stun and
Wound ratings. There is no
effect on the hero's Mortal
or Fatigue ratings.
D DNA Fingerprint: Mony
of the devices of the Shadow
Age will work only for humans,
and are equipped with DNA-locks that
determine the user's race before ieen
 
 
 
Complete Hero Creation Process Summary
1 Devo a Hero Concert
Begin by asking yourself some questions that will help
you define the srt of hero you want to create: What
kind of campaign is my Gamemaster running? What
does my hero do to survive in this twisted world? What
sort of personality does my hero have? The answers will
help you direct some of the choices you'll make during
the rest of this process.
2» Cuoose a Species
Any hero can be a human, but you may also be able to
roleplay one of the species unique to Gamma Terra—
android, dabber, mutant, sasquatch, or sleeth,
depending on the type of campaign setting your
Gamemaster uses.
3 b> Assion ABILITY Scores
Divide 60 points among the six Abilities—STR, DEX,
CON, INT, WIL, PER~and assign those Ability Scores to
your hero. Make sure to arrange them so that your hero
‘abides by the minimum/maximum figures for Ability
Seores forthe species af hero you create. The figures
‘re given in Taste GW: ABtiry Scone Ln.
4 > Stusct Mutations
Certain species have mutant abilities as listed in their
species description below. Mutants, and to some degree
sleeth, have additional, individual abilities, while dab-
bers, sasquatch, and sleeth have species mutations.
5 > Pick A Proression
Select a profession—Combat Spec, Diplomat, Free
Agent, or Tech Op-that logically encompasses your
hero's character concept. Each profession provides
special benefits to the heroes who belong to it.
6 > Purcuast Skitis
Your hero gets six free broad skill, which vary
depending on the hero's species. See Tass GAS: Fate
Brouo Skis FoR HEROES.
The number of additional broad skills your hero can
start with, and the number of points he receives to pur-
chase additional skills, depend on the hero's species
tnd intelligence score. Tae GH42: Suu List in Chapter
5: Skills contains complete information on how much
skills cost and what each one enables a hero to do.
7 > Cuoose ATTRIBUTES
Choose one motivation, one moral attitude, and up to
two character traits for your hero.
8 > Compuete Tue Hero Sueer
As you've gone through this process, you've jotted
down various entries on the hero sheet that describes,
your reation. Now’s the time to fill in the rest of the
blanks so that you can finish making your hero and get
him going on his first adventure.
 
 
 
 
 
4
allowing the device to function. The detectors study a
variety of factors, including a deep genetic scan. This is
explained mare fully in Chapter 6: Equipment.
Radiation Resistance: Humans native to this world
have a-2 step bonus to ros on TaBue GW29: RaoitioN in
Chapter 3: Heroes in Action. In addition, pure strain
humans do not mutate as a result of exposure to radia~
tion. However, they may still sicken and die of it.
D Starting Money: Human heroes begin with 2 « the
normal amount of starting cash. (See Chapter 6 to
determine.)
Androids
Androids appear, on first glance, as humanoids, and can
pass as a human or mutant. Upon closer examination, it
is clear that they are artificial life forms. Veins of cir=
cuitry weave through nonhuman flesh in spiderweb pat-
terns, forming beings that are part organic and part lost,
technology. Their bones are strengthened with flexible
metal rods, and their hair is a combination of organic
material and cable filaments.
The origins of the androids are unknown, even to the
androids themselves. Even the oldest
androids are unaware of their
creators or method of
origin,
ROLePLaNs
Androids consider them-
selves alive, os much as the
pure strain human or mutat-
ed buffalo, Others do not
share that opinion, and con-
sider androids tobe little
more than machines to be
ordered about, and if need be,
disassembled. Since no one
knows how to reassemble an
Aroids (they are self-repairing,
effectively the same as living
creatures’ natural healing),
this is akin to vivisection
Androids eannot operate
most modern weapons and tech.
nology that require DNA Fingerprints—whatever their
organic component, itis not suficiently human, How
ever, they can repair these items, as well as benefit from
the ability to communicate directly with ancient Als and
computers
Androids are rational and logical~they belive that every
problem has a solution, and the challenge les in finding
that solution They are not humarless, though theie humor
(and other emotions) may be exaggerated. An android mayAlternative Heroes
The Gana WoRLo game is designed primarily for use
with heroes native to the campaign world. However,
with the star-spanning (and dimension-hopping)
possibilities of the AvreRNiTy game, other campaign
styles are just as viable.
For instance, Airey characters designed for a
Tangents campaign (TSR11352) can travel from their
home dimension to Gamma Terra. Or, time-traveling
heroes from the Daak+Marrer campaign (TSR11433)
setting might visit this “alternative future.”
Depending on the core campaign, heroes may be
human, fraal,t'sa, or any other Arteewry species. Such
species won't be vulnerable to radiation-caused
mutations, and even humans won't have the proper
DNA Fingerprint to operate PL 6 and PL technology
(unless the Gamemaster decides otherwise).
If you're bringing heroes in from anather campaign
setting, be sure to note the minor differences between
the campaign settings, particularly in the area of skill
selection and cost. In the case of a conflict between
the Gunns WoRio rules and the rules specific to the
campaign setting you use, the Gamemaster should
arbitrate a fair and just solution.
 
 
   
 
 
 
decide that “now is the time for humor” (or “sorrow,” or
3") and fing himself or herself whole-heartedly into the
act, because is the rational thing to do
Androids as a group tend to be protective of humans,
though this is not universal. They often seek to help
pure strain humans, and do not usually attack them
unless the androids are threatened first. The reason for
this fondness is nested somewhere in their program-
ming, and the androids accept this as part of the
“rightness of the universe
 
‘SPECIAL ABILITIES
D Cybernetic Enhancements: Each android has an
implanted nanocomputer, cyberopties, and optic screen
(see Chapter é: Equipment). They need not spend the 10
skill pints normally required to learn how to operate the
nanccomputer. These devices also don’t count against the
android’s limitation on installed cybergear and don'tinflict
‘penalty on future installations of cybergear (see the
sidebar "Cybernetic Equipment” in Chapter 6: Equipment)
P Technological Understanding: Androids have a -1
step bonus to skill checks made to determine the func-
tion of any artifact. See Chapter 6: Equipment for more
information on how this skill check works.
Radiation Resistance: Androids do not mutate as @
result of exposure to radiation. However, they may still
sicken and die of it.
 
D Tech Access: Androids may use some items of PL
equipment despite the normal restriction listed under
“Hiuman,” above. See Chapter 6: Equipment for more
information. @
Dabbers
Dabbers area diminutive
(meter tall) race that
resembles bipedal ver-
sions of ancient raccoons,
They have broad, masked
faces, opposable thumbs,
‘and short, striped tails. Their
fur is mostly brown with
white and brown striations.
Dabbers are known for their
playful personalities and
their total disregard of
individual property rights.
Despite their small size,
they have powerful mental
abilities.
ROLEPLAYING
Dabbers see themselves as the
children of the new age, a better age, a more diverse and
 
Nonhuman Abilities, Skills,
and Characteristics
Every nonhuman species differs from pure strain
humans in a number of ways that have an immediate
effect on hero creation:
D Different limits on how low or high an Ability Score
can be, as outlined on Teue GH1: ABiuty SCORE Ln.
D> A different group of broad skills that the hero
gets for free. See Tabut GW3: Fret BroAo Skits Fon HeRocs.
D> A lower number of points than a starting pure
strain human hero receives to spend on purchasing
skills, and a lower maximum number of broad skills.
See "Special Abilities” under the pure strain human
entry, and refer to Taaue GW4: HERO StaRTING SkLL POINTS.
P in addition, more advanced devices (Progress
Level 6 and higher) only respond to the DNA finger-
print of pure strain humans and androids, and are not
usable by other species. See "Special Abilities” under
the pure strain human and android entries.
Before you make a commitment to create a nonhu-
‘man hero, examine those tables and sections to be
sure you understand what you're getting, and what
you're giving up, when you chose a species other than
 
 
 
 
pure strain human.
 
TORRE |pee
 
 
exciting age. Let humans and the rest mull over the past.
The future is now, and it should be the dabbers who are
best equipped to seize the day.
Dabbers are a genuinely curious species, interested in
everything and everyone. In world full of things to be scav-
cenged, the dabber feels right at home. To the dabbers,
‘anything that isnt nailed dawn can be scavenged, and
‘anything they can pry up isnot nailed down.
Dabbers respect other, larger races and are willing to
be tolerant of their attachment to things. They have a
friendly rivalry withthe sleeth
‘SpeciaL Annes
> Species Mutations: Dabbers as 0 species have the
&mpathie Scan and Telekinetic Hand mutations
> Individual Mutation: Each dabber has the choice of
ane ofthe following mutations: Photokinesis or lilusion
Generation or Kinetic Shield
Mutants.
Mutants (or mutated humans) are as diverse and indi-
vidual as pure strain humans. They include men with
scales and gills and women with wings, individuals with
amazing mental powers and great physical prowess
(though rarely both). They can range from I to 3 meters
in height. The only certainty about mutants is that
when you see one, you probably have
never seen one like it before
 
 
 
  
ROLEPLAYING
Mutants ore Humanity's
stepchildren, the dark sheep
of the Ancients’ family tree.
The old devices don’t work
for them, the robots of
the Ancients don't recog-
nize them, and to them
the buildings and vehicles
of that age seem uncom-
fortable and confining,
built for alien creatures.
Some choose to pass as
pure strain among their
human brethren, but
most mutants are proud
of who they are and what
they can do. Most human
and particularly multi-
species communities are
tolerant and even
encouraging of their
‘mutant kin, while others, such as the Knights of Genetic
Purity, seek to wipe out any mutants they encounter.
Mutants do not feel any responsibility to band togeth-
erin communities, since they are all diverse individuals.
AAs a result they can often be found with other species,
particularly within open-minded communities.
SheciaL ABmuTES
D Mutations: Mutants are blessed and cursed with a
variety of mutant abilities. Starting mutant characters
receive a number of mutation and drawback points, which
‘are used to determine mutations of different ranks. These
mutations are semirandam, and the player of a mutant
hera may be cursed with unwanted or inappropriate
powers. Chapter 4: Mutations has more on this topic.
 Morphic Genetics: Mutants are particularly likely to
receive additional mutations or drawbacks from expo~
sure to radiation (see “Radiation” in Chapter 3: Heroes
in Action).
  
   
  
Sasquatch
Huge (2.2 meters tall) and
lumbering, the typical
sasquatch weighs 180,
kilograms and every
pound seems to be
either muscle or hair.
Towering above most
other sentient races,
they present imposing,
threatening figures.
Their fur and long manes
range from blacks and
browns through shades of
gray to individuals with pure
white hair
Sasquatch are deadly oppo-
nents even when unarmed, as
their fingers end in huge, wicked
talons, Unfortunately for their foes,
sasquatch are rarely unarmed.
ROLEPLAYING
Sasquatch embrace life and death with a fearsome
tensity. They do not do things in half-measures; they
embrace concepts wholeheartedly, pursue foes relent-
\essly, and give their loyalty unflinchingly. Seemingly
born to combat, the sasquatch also enjoy debate and
conversation, bringing the same fiery passion to this,
‘rena as they do to the battlefield.
Sasquatch are fierce warriors and adhere to o code of
honor that they apply among themselves and toward
ther sentient species. Creatures smaller and weaker
than sasquatch should not be harmed, without good
reason. Ambush is considered dishonorable, without
i ie
on,
=agood reason. An opponent should be challenged to
combat and given a chance to surrender, unless there is a
good reason otherwise. The definition of "good reason” is,
cited as the cause for the sasquatch to enjoy debate as
well as conversation.
Sasquatch tend to think of the world as itis as its
“natural” state, and many see little productive value in
trying to change it. In particular, the technology of the
ancients seems to be beyond them, and they have a hard
time wrapping their brains around the concepts of higher
technology. In the end, this often leads to “sasquatch”
solutions to problems. Such solutions usually involve
shouting and expending a lot of brute force.
‘SPECIAL ABILITIES
Species Mutation: All sasquatch have the Improved
Natural Attack (clans) mutation.
Superior Durability: When determining @
sasquatch's durability rating, use the character's Consti-
tution score x 1.5 (rounding down fractions).
Suspicion of Technology: Sasquatch culture is prim-
itive even by Gamma Terra standards, and they are less
adept with Ancient technology. They receive a +2 step
penalty when using any device of Ancient or Shadow Age
technology.
Sleeth
Sleeth are 2-meter-tall bipedal lizards. They have an erect,
humanoid stance, muscular tail, long snouts, and dexter-
ous hands. Seer lizards (as the sleeth are often called)
range in eolor through a variety of greens. Sleeth grow
throughout their lifetimes, and the elder leaders oftheir
clans ean reach 3 meters in height. They are known both for
their thoughtful nature and their mental mutations
 
ROLEPLAYING
Seer lizards think of themselves as a dignified, refined,
and civilized people, and secretly believe in their three-
valved heart that they are more civilized than most of the
other species around them. However, they want to help
these species reach their level of understanding, and as
such sleeth may often be found in other communities as
diplomats, negotiators, and teachers.
Sleeth communities are organized in the manner of
Golden Age learning centers. The leader of a sleeth village
iscalled the dean, who rules with the aid of a faculty.
Respected sleeth go by the sobriquet professor, while lesser
ones are regarded as teachers and students. Asleeth away
from his native village is said to be on sabbatical
Seer lizards value truth and honesty, but have learned
that most other species are unable to handle the truth,
so decorum often overrides candor. Among friends, they
expect to be able to tell truths, even unpleasant ones,
 
and still be accepted.
Itis said that when
you are insulted by
asleeth, hes
either being very
friendly or very
hostile
Sleeth heroes
et along well with
other races, usu-
ally finding.
common ground,
Like the humans
they are civilized.
Like the mutants
they have their own
individual muta-
tions. Like the
androids they
appreciate logic.
And like the dabbers
okay, so the
sleeth don’t get along
well with everybody.
  
SheciaL ABILITIES
P Species Mutations: Sleeth as @ race have the fol~
lowing mutations: Battle Sense, Contact, Psychic Percep-
tion, and Rejuvenation.
P Personal Mutation: In addition to their species
mutations, sleeth have one additional random mental
mutation of Ordinary strength,
> Immunity to illusions: Sleeth are absolute literal~
ists, such that they are unaffected by illusions. Indeed,
visual and audio illusions do not even appear to the
sleeth.
Filling Out the Hero Sheet
After you've decide what species your hero belongs to,
‘ite that name in the appropriate place near the top of
the hero sheet. If your hero is © member of a nonhuman
species, move down to the "Game Data” box near the
bottom of the sheet and jot down your hero's special
abilities in the space provided. (Just the names of the
abilities wil do, asa reminder.)
3 > Assign Apiuity Scores
Every hero (and every other character in the campaign
setting) has six Abilities, Three of these~Strength, Dex-
terity, and Constitution-represent a hero's physical
nature, and the other three-Intelligence, Will, and
Personality—describe his or her mental makeup.
 
TOE RETee
  
  
 
In this step of the hero creation process, you will
assign a number to each Ability. The higher the Ability
Score, the more proficient a hero is when using that
Ability or when using skills associated with it.
Determining Ability Scores
To determine your hero's Ability Scores, you assign points
to each Ability. You have a total of 60 points to divide
among the six scores.
For human and mutant heroes, every Ability Score
must be assigned a value no lower than 4 and no higher
than 14, The minimums and maximums for nonhumans
often differ from this range. In creating a nonhuman
hero, you must abide by the ranges given for that
species on Taste GH: ABity Scone Lins.
Note that certain mutations may raise or lower your
hero's ability scores beyond the limits noted in this table.
That's okay; mutations tend to “break the rules” lke this,
Taste GWI: Asnuty Score Limits
Hero's Species ———— Ability Score ————
STR DEX CON INT WIL PER
Human 4-14 4-14 41d 4-14 41d 4-14
Android B14 4-14 6-14 7-15 6-12 4-12
Dabber 4-11 8-15 4-12 4-15 6-14 4-12,
 
Mutant 4-14 4-14 4-14 4-14 4-14 4-14
Sasquatch 9-16 412 B16 #13 412 4-12
Sleeth 4-14 4-12 5-14 5-15 6-16 7-16
Strength (STR)
Strength measures a hero's physical power. This score
serves as the basis forall Strength-based shills,
A high Strength score provides a bonus to the damage
a hero inflicts when making an unarmed attack, using a
melee weapon, or using a thrown weapon. (See Tasue GW8:
SrencTH & Damace.)
A hero's Strength resistance modifier (see Tas GW2
Resistance Moos) is applied to the action of an oppo
nent who tries to target @hero with a melee weapon or an
unarmed attack.
Strength, along with Dexterity, determines a hero's
combat movement rate. (See Tass GW7: Comaar MovemeNT
fares and the accompanying text.)
Also, a hero's Strength scare has a direct bearing on
how far he can throw objects; see Chapter 3: Heroes in
Action
Dexterity (DEX)
Dexterity indicates a hero's physical agility, coordina
tion, and reflexes. This score serves as the basis for all
Dexterity-based skills.
Dexterity, along with Intelligence, affects a hero's
action check score, (See “Action Check,” below.)
Dexterity, along with Strength, determines a hero's
combat movement rate. (See Taste GW7: Comaar Movenent
Rares and the accompanying text.)
Ahero's Dexterity resistance modifier (se Tae GH:
Resisance Mooiixs) is applied to the action of an oppo-
nent who tres to attack a hero with a heavy weapon or a
ranged weapon
Constitution (CON)
Constitution is an indication of a hero’s physical fitness
and general health. This score serves as the basis for all
Constitution-based skills.
Constitution, along with Will, determines the number
of actions a hero can perform in a round. (See Taste GN6:
‘Actions péR Rouno and the accompanying text.)
This score also indicates a hero's durability: A hero
can withstand a number of points of stun and wound
damage equal to his Constitution score, and a number of
points of mortal and fatigue damage equal to half his
Constitution score, rounded up.
Constitution doesn’t have a resistance modifier, as
most other Ability Scores do. Instead, Constitution is
used actively, allowing heroes to make feat checks and
skill checks to resist harmful effects.
Intelligence (INT)
Intelligence isan indicator of a hero's mental quickness
and learning ability. This score serves as the basis forall
Intelligence-based shill.
Intelligence i particularly important to every hero
because it determines the number of broad skills and
specialty skills he begins his career with, and how many
points he receives with which to purchase those skills.
(See Step 6, "Purchase Skills.”)
Intelligence, along with Dexterity, affects a hero's
action check score. (See “Action Check,” below.)
hero's intelligence resistance modifier (see Taste
GW2: Resistance MoDines) is applied to the action of an
‘opponent who tries to deceive or trick the hero (by using
the Deception skill or one ofits specialties, or an appli-
cable mutation).
Will (WIL)
Will measures a hero's mental fortitude and intuitive
capacity. This score serves as the basis forall Wll-
based skills
Will, along with Constitution, determines the number
of actions @ hero can perform in a round. (See Taste G6:
Acrios re Rouno and the accompanying text.)Resistance Modifiers
When your hero is the target of an attempt by another
character to harm or hinder him, one of your hero's
resistance modifiers may come into play.
Most Ability Scores have an automatic resistance
modifier of a certain amount. (See Taste GW2: Resis-
‘ance Mooiriens.) This modifier affects an opponent's
ability to succeed at what he is trying to do; for an
Ability Score of 11 or higher, it translates into a
penalty on the attempt.
A particular resistance modifiers applied only on
certain kinds of actions. For instance, if your hero has @
high Dexterity score, his Dexterity resistance modifier
‘makes it more difficult for someone using a ranged
weapon to hit him. (See Taste GW11: Skits & Resistance
Mooireas and the accompanying text in Chapter 3:
Heroes in Action.)
Resistance modifiers are always in effect unless
the situation (or the Gamemaster) dictates other-
wise. For example, a hero who's targeted by an energy
blast won't get the benefit of his Dexterity resistance
modifier if he's immobilized, orifhe's unaware that
he's about to be shot at.
When you've made your final decisions on assigning
Ability Scores, find your hero's resistance modifiers by
using Taste GW2: Resistance Mooiriees and enter them on
your hero sheet.
‘Table GW2: Resistance MODIFIERS
Ability Seore Resistance Modifier
 
Aorless -2 steps
56 -1step
7-10 0
Mle +l step
15-14 +2steps
15-16 +3 steps
7-18 +A steps
19 +S steps
 
 
 
Ahero’s Will resistance modifier (see Taste GW2: Resis~
"ance Mopifess) is applied to the action of an opponent.
who tries to use a mental attack against him or who tries
to employ certain Personality-based skills such as Enter-
tainment, Interaction, and Leadership. This resistance
modifier also helps a hero foil attempts to use the
Stealth skill against him.
Personality (PER)
Personality indicates a hero's social abilities and charis~
ima, This score serves as the basis forall Personality
based skills.
 
Personality determines how many last resort points a
hero starts play with, and how many he can have at any
time thereafter. (See Taste GWS: Last Reson Pow and the
accompanying text on "Last Resort Points” in Chapter 3:
Heroes in Action.)
Personality doesn’t have a resistance modifier, as
most other Ability Scores do. Instead, Personality is used
actively, perhaps in an attempt to befriend a would-be
enemy before that character can harm or hinder hero.
Filling Out the Hero Sheet
After you've decided what all of your hero's Ability Scores
are, write down the numbers in the “Score” column
Divide each score in half (rounding down if need be) and
write that number in the “Untrained” space. Find the
resistance modifier for each of your original scores on
Taste GH2: Resistance Mooiias and put that in the appro-
priate space beneath "Res, Mod.”
4 > Seuect Mutations
Most species on Gamma Terra have one or more muta~
tions. In the case of mutated humans, these mutations
are purely random, making each mutant a unique
individual. In other species—such as dabbers, sas~
quatch, and sleeth—mutations are largely or wholly
predetermined.
Methods for determining random mutations, as well as
descriptions of all mutations in the game, are found in
Chapter 4: Mutations.
5 PD Pick A PROFESSION
Heroes fall into four basic categories: Combat Spec,
Diplomat, Free Agent, and Tech Op. These professions are
explained below.
Each profession offers special benefits to its mem 4
bers. In most cases, you will need to refer back to the
descriptions of these benefits at some later point in the
hero creation process; for instance, your hero's action
check score increase is taken into account after the
action check score is determined.
When you've decided what profession your hero =
belongs to, write that information in the appropriate
space near the top of the hero sheet.
 
TOE ED
 
Combat Spec
Combat Specs rely on physical power and endurance to
supplement their training in battle techniques. These
warriors are walking arsenals who employ both salvaged
technology and their own bodies as weapons in the pur-
suit of their chosen profession, ‘Hero Creation
 
‘Combat Spec should have good scores in Strength,
Dexterity, and Constitution, since most of the profes
sion's skills rely on these ability scores.
‘Shectat Benerts
D Action Check Score Increase: 4 Combat Spec's
action check scare is increased by 3 points
P Situation Bonus: Choose one specialty skill from
amang those listed under these broad skills: Melee
Weapons, Heavy Weapons, Unarmed Attack, and Ranged
Weapons. That specialty sill's base situation die
improves from +d0 to ~d
Diplomat
Diplomats are negotiators, political figures, managers,
dealmakers, and any others who use interaction skills
and personal resolve to aecomplish their jobs. They
specialize in getting things done through bargaining,
discussion, and guile
‘ Diplomat should have a high Personality score,
along with average to above-average scores in the pre
ferred abilities of his or her “secondary profession” (see
“Special Benefits” below).
‘Spécial BENEFrIs
> Action Check Score Inerease: A Diplomat's action
check score is increased by I point.
D Contacts or Resources: A Diplomat starts with a
contact of the player's choice. This can be a high-rank-
ing town official, «friendly merchant, a grizaled town
guard, or just about anything else the player can think
of. As long as the hero doesn’t abuse the trust between
the two characters, he can count on the contact’s sup-
port (in the way of resources or information) as appro-
priate to the situation.
> Secondary Profession: All Diplomats have « knack
for learning other skills to fall back on when discussion
nd negotiation fall Select a second profession. Your
hero can purchase skills from that profession fr list
price -1 instead of list price. (See “Purchase Skills” for
‘more information.)
Free Agent
Free Agents are troubleshooters or Field operatives who
rely on agility, intuition, and their natural resolve to get
a job done, They may have tis toa specific community or
organization, but they work better alone or in small
sr0ups than they dos units in a large force.
Free agents should have high Dexterity and Will
scores, Intelligence and Personality can also be very
useful, depending on the hero's area of expertise
‘Speciat Benerris
Action Check Score Increase: h Free Agent's action
check score is increased by 2 points.
Resistance Banus: Choose one Ability and improve its
resistance modifier by 1 step. For example, ifyou choose
Will for your hero who has a Will score of 11, that Ability’
resistance modifier improves from +1 step to +2 steps.
D Last Resort Bonus: Free Agent heroes start play
with a number of last resort points based on their
Personality scores, but their maximum is increased by 1
Therefore, Free Agent hero with a PER score of 12 has a
maximum of 3 last resort points instead of 2. Also, a
Free Agent can spend 2 last resort points to alter an
action instead of the usual 1 point.
Tech Op
Tech Ops are operatives (or “ops" for short) accom-
plished inthe use of high-tech equipment, or specialists
trained to create of maintain high-tech equipment. They
rely on natutel genius, agility, and expert training, as well
as the benefits of thelr technological devices. Examples
of Tech Ops include technicians, scientists, and doctors.
Tech Ops need a high Intelligence above all else, since
the majority of their skill rely on that ability. & good
Dexterity core is also useful
 
Sorcial Benerts
D Action Check Score increase: A Tech Op's action
check score is increased by 1 point.
D Accelerated Learning: Everytime o Tech Op hero
reaches anew achievement level, he receives the usual
ruumber of sill points plus extra skill points depending
on the level he just reached
Level Extra
Attained Skill Points
2-5 1
6-10 2
N-15 3
16-20 4
2s 5
6 D> Purcuase SKILLS
This is the most time-consuming step in the hero cre~
ation process, and in many ways the most important
fone. As you go through this step, you will need to refer
often to Chapter 5: Skills, where you'll find full infor-
mation on how skills are used, what sorts of skills a
beginning hero can obtain, and how many points your
hero must pay to acquire a certain skill. This is also the
chapter where the skills are described, so you can read
about the benefits a skill provides before deciding
whether to acquire it for your hero.The character sheet has o selection of skills printed on
it. There are two kinds of skills, broad sills and specialty
skills. Specialty skills are always noted in italic type.
A character must possess a broad still to also have
any specialty skill associated with it. fa hero wants to
try something but doesn’t have the proper skill, he
must use his untrained score for the associated Abil
Broad skills have scores equal to their associated
Ability Scores. Each specialty skill has a rank (a number
representing a measure of improvement) which is added
to the broad shill score to get the score for the specialty
skill. The three numbers for each entry in the "Score”
column on the character sheet represent the full score
for the skill in question, half that score, and one-quarter
that score. This represents the numbers needed to
‘achieve Ordinary, Good, or Amazing successes.
© Example: A skill score of 12/6/3 means that a roll
of 12 or lower is an Ordinary success, 6 or lower a Good
success, and 3 or lower an Amazing success.
Obtaining Skills
All heroes receive six broad stills for free; these are list-
ced on Tas. GW: Free Broao Suis For HeRoes for each type
of hero, human or otherwise, you can create.
To determine how many points your hero receives to
purchase additional skills, find your hero’s Intelligence
score on Taate GWA: HeRo Staarins Sktt Points, This table
shows the number of skill points a starting hero is
allowed to spend and the maximum number of broad
skills a starting hero may purchase, based on his
Intelligence score. (He can purchase fewer broad skills
than the maximum number if desired. Free broad skills
don’t count against this maximum.)
Other rules concerning the purchase of skills for a
starting hero are as follows:
D Ahuman hero receives 5 more skill points than the
number given on Taste GHA, and is allowed to purchase
one more broad skill than the stated maximum.
D A hero must purchase o broad skill before he can
select any of the specialty skills related to it. (Free
broad skills are considered to have been purchased, so
a hero can select any of the specialty skills related to
them.)
D The purchase of a specialty skill gives @ hero a rank
of Lin that skill. fo determine a specialty skill score, add
the skill rank to the associated Ability Score (Ability
Score + skill rank = skill score)
DAs shown on Tasut GW42: Ski List in Chapter 5, every
skill has a profession code that identifies which profes-
sion(s) the skill is most closely related to, and defines
how many points a hero of a certain profession must pay
to purchase it. ive profession codes are used on the skill
list: one for each of the four basic professions, plus an
 
y.
 
Open category. Some sills have more than one profes-
sion code; for example, the Survival broad sills related
to both the Combat Spec and Free Agent professions
D> The cost of a skill in the Open category, ofa sill
that's not related to your hero's profession, is the
number shown on the skill list. This is referred to as
the list price.
D The cost of a skill that is related to your hero's pro-
fession is equal to 1 point less than the number shown on
the skill ist. Ths is referced to asthe list price -1
D A starting hero can purchase as many as three
ranks in a specialty skill, The cost for the second rank
is equol to the list price or the list price -1 plus the
skill’s current rank. So, the cost to purchase a second
rank in a skill is the rank 1 price (list price or list price
1) plus | (the skill's current rank). The cost to pur-
chase a third rank in a skills the rank 2 price plus 2
(the skills current rank)
D A beginning hero may choose to “cash in” one or
more of her free broad skills, receiving 3 more skill
points for each broad skill she chooses to forego.
(This "cashing in” may only be dane when creating
ahero.)
Filling Out the Hero Sheet
Initially, it's « good idea to use a separate sheet of
paper to jot down the skills you want to purchase and th
cost of each one, because you may find yourself chang
ing your mind a few times during this step.
When you're finished deciding everything, use the
back side of the hero sheet to record your hero's sll
scores and the rank he possesses in each specialty skill
hhe has acquired. (Note that the “Rank” column only
contains spaces to be filled in for specialty skills,
because broad skills don’t have ranks.)
The space inside brackets opposite each skill is meant
to hold three numbers. From left to right, these are:
D The hero's skill score. For a broad skill, this number
is equal to the associated Ability Score. For a specialty
skill, this number is the sum of the associated Ability
Score and the hero’s rank in that skill
D> The skill score divided by 2 (rounded down).
D> The skill score divided by 4 (rounded down).
Information on how these three numbers are used is
detailed at the beginning of Chapter 3: Heroes in Action.
Skill Points Spent and Stored
Two places are provided on the front of the hero sheet
for you to record the number of skill points you've
spent in creating or improving your hero, and the
number of skill points your hero has earned that
haven't yet been spent.
 
 
 
TOE ETaa ee)
 
 
It’s not necessary for you to immediately use every
skill point that your hero is entitled to spend. Be aware,
however, that you can only spend stored skill points
‘Tapte GW3: Free Broan Sxiuis ror HEROES
 
Hero's.
Species STR Dex
Human Athletics - Stamina
Mutant Athletics - Stamina
Survival
Android Athletics. - Stamina
Dabber Athletics Manipulation -
Stealth
Sasquatch Athletics - Stamina
Unarmed Attack
Sleeth - - Stamina
Table GW4: Hero StaRtiNG SxiLL Poms”
INT Skill Broad
Score Pts, Skills
4 15 2
5 20 2
6 25 3
r 30 3
8 35 4
9 40 4
10 45 iN
u 50 5
2 55 6
13 60 6
4 65 7
15 70 7
16 af 8
Ww 80 8
* Humans add 5 extra skill points and 1 extra broad skill
7 > Cxoose ATTRIBUTES
Roleplaying attributes help further define and develop a
hero, providing plenty of inspiration for good roleplaying.
Good roleplaying of these attributes should be a goal of
every Aurenwity player, and such play can even earn bonus:
achievement points from time to time (see "Achieve-
ments," below). The categories and types of attributes
are described below
 
between adventures; you can't decide to give your hero a
new skill while an adventure is going on
Wik PER
Knowiedge Animal Handling Interaction
Awareness
Knowledge Awareness ‘Interaction
Knowledge Awareness Interaction
Tech. Science
Knowledge Awareness—_‘Interaction
Knowledge Awareness—_‘Interaction
Knowledge Awareness Culture
Resolve Interaction
Motivation
Motivation is a hero's defining purpose, the reason he
does what he does. A hero may have any number of lesser
motivations, and other motivations will certainly develop
4 a campaign progresses, but every hero needs a pri-
‘mary motivation to build upon
Think of your hero's primary motivation as the purpose
he's dedicated his life to, or an incident in his past that
has shaped his outlook and behavior to this point. If you
can incorporate this motivation into the play of your
hero, the Gamemaster may award your hero bonus
achievement points at the end of an adventure.
Every hero should select a motivation during the cre~
ation process. There's no cost, but only one should be
chosen
Here are some basic motivations. This is not an exclu~
sive list, and the players may come up with their own
"reason for being.”
All for Love—The hero's actions are dictated by his or
her romance with another individual. That romance may
be mutual, or the hero’s love might be unacknowledged
or even spurned,
Can’t Get Enough—The hero's motivation is greed, per-
haps greed for its own sake, or greed to fund some higher
purpose,
Deeper Meaning—The hero is interested in root causes,
‘and comprehending that which is strange and unfamiliar,
whether it be another culture or the vagaries of human
nature.Discovery—The hero seeks some physical revelation,
‘an understanding of the Ancients or the modern world.
Find the Truth—Gamma Earth is filled with mysteries.
Who were the Ancients? How did they wipe themselves
cout? Who built the androids? Where do mutations come
from? The hero with this motivation desires to come to
grips with any one of these questions, or others.
Fun First—It’s the end of the world as we know it (and |
feel fine). Life is now, and it should be enjoyed
Helping Others—The strong have an obligation to pro-
tect, and the wise to teach. This hero feels that his or her
abilities should be used to help others with their struggle
against the worid.
Loose End—The hero has unfinished business, some
thing from out of his or her past that is still bothersome.
It could be a lost love, an old rival, or an ancient enemy,
at the player's option:
On a Mission—The hero has a specific goal in his or her
life. It should be a lofty goa! that is not easily attained,
such as avenging a village slain by hostile raiders, or dis~
covering a rumored artifact of the Ancients.
Personal Power-in the future, power is up for grabs,
and more than a few want to tear off a chunk for them-
selves. Like greed, a hero with this motivation may
desire power for its own sake, or for some supposedly
greater end
Staying Alive—Survival is a big concern for everyone in
the Gaus Worto campaign, but the hero with this moti~
vation may feel it more than most. The hero may be
hunted by a Cryptic Alliance, or is aware of some genetic
weakness within him that threatens his life.
Trust in Higher Power—There are greater forces in the
world than even the Ancients, and the hero with this
motivation puts his faith in one such power. This may be
4 remnant of the faiths held by the Ancients, or a new
faith, The individual with this motivation feels the need
both to discover more and to spread the good news.
among others.
Vengeance—Someone did this hero wrong, and that
someone is going to pay. A particular villain, a certain
place, or a tribe or nation was responsible for some great
pain in the hero’s past, and now the hero seeks payback.
Winning is Everything-Its tough when you're the best—
you have to keep proving yourself. The world is filled with
challenges, tests, and conflicts, and the only way the
hero can feel superior it to beat them at their own
yearn to Laorn—The greater los ofthe Gamma Ages
the loss of knowledge. The time of the Ancients was a
golden age, and itis the hero's duty and obligation to try
to recover the past and, if possible, to go further than
those great individuals and build a new, golden world.
 
 
 
Moral Attitude
Moral attitude reflects a hero's personal values—what he
believes and the way in which he tries to live his life. &
‘moral attitude isn’t (usually) a rigid code of conduct;
it's a benchmark for play. Because a hero represents a
person with free will, a moral attitude can sometimes be
bent or set aside as the situation demands. However, a
hero who never follows his moral attitude or blatantly
and constantly acts against it risks losing achievement
points that otherwise would have been earned during an
adventure. Conversely, incorporating this roleplaying
attribute into the play of your hero can earn you bonus
achievement points at the end of some adventures.
Every hero should select a moral attitude during the
character creation process. There's no cost, but only one
should be chosen.
Anti-Authority—An individual with this moral attitude
believes in freedom, and most of all freedom for himself
or herself. The power of the individual is supreme, and
the various forces of authority, be they cryptic alliances,
warlords, or village elders, had better think twice before
putting their demands on the hero.
‘Apathetie—The hero doesn't care. The world is at the
end ofits rope, so why really bother? The hero can be
indifferent, or cynical, or emotionless, but for the
moment it doesn’t really matter.
Conformist—The hero is a follower. it’s more important
to get along than to make waves. He's agreeable,
‘accommodating, and seeks to conform to the rules of his
group. The squeaky wheel gets the grease, but it’s also
the first one to be replaced.
Corrupt—This character has his own agenda which
others might consider unpleasant or even evil. He has
his own personal moral code, which the hero adheres
strictly to and often demands in others. This code often
is created to specifically bolster the hero's own posi- |
tion, wealth, or power, but the hero feels virtuous for “4
adhering to it
Despicable—The individual with this attitude has no
moral code, corrupt or otherwise. He or she is unpre-
dictable, random, and perhaps insane, determining
what is best on the situation of the moment. Allies are
to.used, friends are to be discarded, and those who
profess any sort of authority or higher purpose are to
be sneered at
Ethical—An ethical hero lives by generally recog-
nized principles of “good” and “right.” The hero strives
to embody that goodness, and connects that with
honesty and hard work. An ethical hero can be strict
tand demanding of others, or understanding and
encouraging
Gallant—In the old days the good guys wore white
power armor and rode cybersteeds with names like
CO CER PETeee
 
Silver and Flicka. The gallant hero believes in those
days, and the virtues they represent~protecting the
weak, smiting the foe, and doing it all with verve and
daring,
Honorable—The hero takes pride in the trust that oth
ers place in him or her, and strives to follow a code of
dignity and integrity. A promise given should be kept,
‘and a good turn given should be so returned. The honor-
able hero has little patience with those who work against
the common good, and none at all for those motivated
by their own base desires.
Just—in this dangerous world individuals must band
together in order to defend themselves, and for any
organization to survive there must be rules. The rules are
important and must be obeyed (whether they are good
rules or not). The just hero is fair and law-abiding, and
expects others to obey the law as well
Selfish—The selfish hero stands at the center of his
or her own little universe, and everything therein is
judged as to how it affects the hero. Such an individual
will always have their own personal “angle” in any deal,
and seek to come out the best. In other words, it's all
about ME
Unserupulous—An unscrupulous individual is ruthless
and unencumbered by the notions of conscience and
common goad. More so than a selfish individual, the
unscrupulous one will stop at nothing to attain his or her
goals, with little gard forthe ethies involved.
Virtwous—In these dark times, heroes should be
leaders by example, exuding moral excellence in their
word and deeds. Virtuous characters are courageous in
their convictions and unburdened by guilt as long as
they work for the good of others and by their moral
code
‘WorldlyThe worldly character is materialistic and
seeks out things that he or she can touch and control.
‘laser rifle is much better than a dream of a better
tomorrow. Mercenaries and merchants tend to be
worldly, in that they are concerned with the here and
now as opposed to greater concepts of morals and
ethics,
Character Traits
Character traits further define a hero's personality
through the use of descriptive labels. These labels are
meant to provide direction as to how the hero is role
played, notto limit a hero's actions. Incorporating a
hero's traits into play can earn bonus achievement
points at the end of some adventures.
Every hero may select up to two character traits dur~
ing the creation process. There's no cost for selecting
character traits. You can use the character traits to help
refine and support your moral attitude and motivation,
 
or offer some depth. Talk with your Gamemaster to see
how a Cowardly Gallant would work, ora Flippant char-
acter with the motivation of Vengeance. Some combina
tions work less well than others (Hateful, Corrupt, and
Helping Others, as one example). Some suggested traits
inelude the following
Aggressive Amora Calm
Cheerful Compassionate Confident
Courageous Cowardly Curious
Dependent Egotistical Energetic
Flippant Follower Foppish
Friendly Frivolous Generous,
Hateful Helpful Honest
Humble Humorless Humorous
Mlogieal Independent kind
Lary Leader Logical
Mysterious Ominous Optimistic
Passive Peaceful Pessimistic
Precise Quiet Rash
Religious Romantic Rude
Selfish Skeptical Suspicious
Talkative Thoughtless Trusting
8 > Compete THE HERO SHEET
The important decisionmaking is out of the way at this,
point, but your hero sheet still has a lot of places that
need to be filled in, Proceeding roughly fram top to bot-
tom and left to right, here are guidelines and instrue-
tions for the spaces that remain,
Hero's Name
What's ina name? In fiction, a character's name tells a
lot about the character and helps establish a mental
picture of him. For example, naming a hero "Snake”
makes you think of adjectives associated with such
creatures—quick, deadly, emotionless, slimy, sneaky,
untrustworthy, scary. Naming a hero “Wolf” has different
connotations—noble, hunter, wild, feral, swift
‘The name you apply to your hero might tell others
something about that character. However, your hera’s
name doesn’t have to be a descriptive term. A “normal”
‘name, handed down through generations from the Time of
the Ancients, is perfectly fine, if that's what you prefer.
Player's Name
Your name goes on this line, so that everyone knows who
this hero belongs to. You dan’t have to give this one
much thought, since you're probably stuck with the name
you were born with,Gender
Is your hero male or female? Write your chaice on this line.
Last Resorts
hero's Personality score dictates how many last resort
points he has at the start of his career, as shown on Taste
GINS: Last Reson Pow.
(On the table, the "Max" column gives the highest
umber of last resort points o character with a certain
Personality score can have at any time, This is also the
number of free last resort points that « hero begins with.
The “Cost” column lists the number of skill points a hero
can spend between adventures to buy a last resort point
to replace one he has used.
On the hero sheet, write the maximum number for your
hero in the space immediately following "Lost Resorts.”
The small boxes to the right are meant to indicate how
many last resort points your hero currently has available.
(Five boxes are provided, because it’s possible fora Free
Agent hero to have that many last resort points.)
Blacken any boxes that don’t apply, and put check marks
in the open boxes whenever your hero uses a last resort
point; use a pencil here, so you can erase a check mark
when a new last resort point is purchased. “Last Resort
Cost," of course, is where your hera’s cost number is
meant to go.
Basically, last resort points are used when a hero wants
to try to avoid a bad event or make it more likely that
something good for him will occur. See "Last Resort Points”
in Chapter 5: Heroes in Action for mare information
Taste GW5: Last Resort Powts
PER Max Cost
Torless 90 9 —
8-10 1 3
n-l2 2 2
13-14 3 1
15+ 4 1
Setting
The Gamemaster determines what setting your hero plays
in, The setting is Guta Woaio, though your Gamemaster
‘may want to put the campaign in the Settle area or in a
‘campaign of his own devising.
Gamemaster
Write in the name of the Gamemaster who runs the cam
paign your hero is a part of.
 
25
Action Check
Every situation a hero finds himself in is made up of
rounds (see Chapter 3: Heroes in Action for Full
details). The result of an action check determines
when o hero gets to act in a round. The higher a hero's
action check score, the greater his potential to act,
quickly.
To figure out your hero's action check score, follow
these steps:
D> Add your hero's Dexterity and Intelligence scores
cand divide by 2 (rounding down).
D> Add the action score increase for your hero's pro-
fession to the result. Tis is your hero's action check
score.
D on the hero sheet, write this number in the
“Ordinary” space beneath the words "Action Check
Score.” In the “Good” space, write the number divided by
2, and in the “Amazing” space, write the number divided
by 4 (rounding down in both cases). To the left of the
plus sign in the “Marginal” space, write the number
that’s 1 greater than your hero's action check score.
the space labeled "Die," write "+d0.”
What these numbers mean is covered in detail in
Chapter 3: Heroes in Action.
 
Actions per Round
hero's numberof actions per round is an indicator of
how often he can attempt to do different things in a
given period of time, To determine this number, add your
hero's Constitution and Will scores. Find the result on
Taste GW6: Actions Pex Round and write the number shown
inthe appropriate space on the hero sheet.
How to use this number is covered in detail in Chapter
3: Heroes in Action.
Table GW6: Actions PER ROUND
CON+WIL Actions per Round
#15
16-23
24-31
32+
 
Combat Movement Rates
When a hero is engaged in combat or in any other activity
when time is measured in rounds, he uses combat
‘movement to get around. There are seven different
modes of combat movement, as shown on Tasit GW7:
CCousar Movewexr RATE.
To determine your hero's movement rates, add his
Strength and Dexterity scores together and find the
appropriate line on the table. Enter those numbers into
 
=
cg
e
oo
eS
4
lo
itea ee
 
 
 
 
 
the appropriate spaces on the hero sheet. If your hero
doesn’t have the ability to fly, leave the “Glide” and “Fly”
spaces blank. If your hero does have the ability to fly
(such as from a mutation) see the applicable mutation.
‘Taatt GW7: Compat Movement Rares
SiR
+ DEX Sprint Run Walk
21 ‘ 4 2
ao 8 6 2
wn 6 2
12-13 pt 8 2
wis 4 10 4
wir 6 10 ‘
wy 8 2 4
wz 2 4
22-23 22 4 4
22 6 ‘
wt 6 ‘
28-29 38 18 6
30-31 30 20 8
3 x 2 8
Situation Die Steps
This section of the hero sheet doesn't have spaces that
need to be filled in. It's a graphic illustration of the pro
gression of situation die steps that makes up the founda-
tion of the basic Aunty game mechanic. How to use this
information is fully detailed in Chapter 3: Heroes in Action.
Durability
How tough is your hero? How much punishment can he
suffer before he falls unconscious? How much damage
does it take to kil him? These are important questions for
any hero.
‘hero can suffer Four types of damage during the course
cf an adventure: stun, wound, mortal, and fatigue. Al
damage is assessed in points, which are subtracted from
the number of points your character has availabe. (See
Chapter 3: Heroes in Action for full details on damage and
healing.) Also note that pure strain human and sasquatch
heroes differ slightly from the below descriptions; see their
entries earlier in tis chapter.
D Stun: § hero's number of stun points, also known as
his stun rating, is equal to his Constitution score. Write
that number in the space next to “Stun.” The boxes
beside this number are used to record damage suffered
during an adventure. See "How to Record Durability,”
above, and blacken the unneeded boxes on the stun line.
D> Wound: & hero's number of wound points (his
wound rating) is also equal to his Constitution score.
 
De
 
Easy
‘Swim
Combat movement is further detailed in Chapter 3:
Heroes in Action. Also see the descriptions of the swim
and flight specialty skills in Chapter 5: Skills for more
information on those modes of movement.
 
Fly
2
16
20
rz
28
32
36
40
44
48
52
56
60
64
 
Write that number in the space and blacken the un-
needed boxes.
P Mortal: 4 hero's number of mortal points (his mor-
tal rating) is equal to haf of his Constitution score
(rounded up). Write that number in the space next to
“Mortal” and blacken the unneeded boxes.
D Fatigue: ' hero's number of fatigue points (his
fatigue rating) is also equal to half of his Constitution
score (rounded up). Write that number in the space next
to “Fatigue” and blacken the unneeded boxes.
Attack Forms
This is the space that contains basic information on the
weapons your hero is carrying, as well as the figures
you'll use when your hero decides (or is forced) to make
an attack using only his fists.
The first line has been allocated to your hero's
“Unarmed” attack form, because all heroes have the
ability to make an attack without using a weapon. In
the “Score” column on the “Unarmed” line, write down
three numbers:
P If your hero has the Unarmed Attack broad skill and
either of the specialty skills related to it (braw! or power
martial arts), use this space to record your hero's scores
in the specialty kil, just as they are written on the back
side of the hero sheet.
DIF your hero has the Unarmed Attack broad skill but
doesn’t have either of the specialty skills, put his
Unarmed fttack scores in this space.P If yourhero has neither of those skis, put his
untrained Strength score here and finish the line as you
did earlier for skill scores.
Inthe "Base Die” column, write one of three entries
D if your hero has either of the Unarmed Attack spe~
cialty skills or the Aerobatics—defensive martial arts
specialty skill, "+d0” goes here
> If your hero is a Combat Spee with an Unarmed
Attack specialty skill, and he has chosen that skill to
receive his special situation bonus, "-d4” goes here.
D If neither of the above conditions is true, “+44”
goes here
The “Type” column contains the entry "L1/0." "LI"
stands for “low impact.” This fact is used in conjunction
with armor ratings (see below) to determine whether a
target's armor absorbs any of the damage that’s caused
by a successful attack, “O” stands for “Ordinary,” which
is a description of how effective the attack form is
against objects that have a certain amount of durability
(More information is given in Chapter 6: Equipment.)
To fill in the "Damage Rating” column, first refer to
‘Tate GW8: Srrenot# & Damace. Find the number that corre-
sponds to your hero's Strength score and keep it in mind.
Then write down one of three sets of figures:
D if your hero has the power martial arts specialty
skill, the base figures that go here are “dés,” "d6+2s,”
and "déw," reading from left to right. To these figures,
add or subtract the appropriate number from Taste GW:
Staeuars & Danae. For example, the damage rating for a
hero with a Strength score of 13 who has this specialty
Shill is d6+2s/d6+4s/d4+2w.
D> Ifhe doesn't have that specialty skill, the base fig-
ures are “dds,” "d4+ls," and “d4+252" Again, add or sub-
tract the appropriate number from Taste GHS to get your
hero's damage rating
if your hero has the Natural Attack mutation, the
base figures are "d6+2s,” “daw,” and “d+2w.” If your
hero has the Improved Natural Attack mutation, the
base figures are "dw" “dd2w," and "a¢m,” In both
cases, add or subtract the appropriate number from Taste
G8 to get your hero's damage rating,
  
‘Taste GW8: STRENGTH & DAMAGE
STRScore Damage Adjustment
+6 -I*
710 0
1-12 a
13-14 2
15-16 3
17-18 4
19+ 5
To a minimum of 1 point
 
Weapons
As part of the process of outfitting your hero, you will
most likely want to provide him with at least one
weapon. The rules for acquiring equipment and game
statistics for the various weapons available in Gamma
Terra appear in Chapter 6: Equipment. After examining
this information and obtaining a weapon, write the
name of the weapon in the “Attack Forms” column and
fill in the appropriate information for the item. If your
hero's weapan is one that uses ammunition, use the
line near the bottom of the “Game Data” box to keep
track of the number of clips, bullets, charges your
hero has.
Armor
Ina world where most of a hero's opponents are likely to
have weapons, it’s almost essential to wear some sort of
armor. Available types of armor and their benefits are
described in Chapter 6: Equipment. If your hero is outfit-
ted with armor, write the name of the armor here and fill
inthe "L,” “HI,” and "En” spaces with the appropriate
figures for that armor.
Equipment
In addition to weapons and armor (if he possesses such
things), your hera starts his career with some equipment
that enables him to do his job (or perhaps simply enable
him to stay alive). Full information on how your hero
acquires equipment is given in Chapter 6: Equipment,
along with descriptions of available gear. Use the appro-
priate space on the hero sheet to list the items that
belong to your hero
As your hero pursues his career, he will obtain more
equipment, and sooner or later you'll need a separate
sheet of paper to keep track ofall his stuf, In such a
case, this space on the hero sheet might best be used to
hold a list of only those items he has on his person at any
given time.
Personal Data
Space is provided inthis section for recording some briet
bits of personal information about your hero. The labels
here are more or less self-explanatory (ask your
Gamemaster if you need clarification).
Achievement Track
Your hero earns achievement points for every adventure he
porticipates in, This s where you keep track of how many
Achievement points he has earned, and what achievement
 
 
TOE ET |eon
 
 
level he has attained. Details about the Achievement:
Track ate provided under “Achievements,” below.
You'Re Done!
Now your hero sheet i filled out and your hero is ready
for the Guna Wonin game. As the game progresses, some
af the entries you've made will become obsolete, os your
hero improves or adds skills, changes equipment, or
develops new and colorful mutations. As a result of such
changes, you might want to fil outa fresh character
sheet every so often. You have permission to capy the
character sheet at the end ofthis book-use the photo-
copy instead of writing in the book
Now that you have your hero, it’s time to find out
what he or she ean do with all those abilities, skills, and
powers. Turn to Chapter 3: Heroes in Action, and prepare
to enter Gamma Terra
ACHIEVEMENTS
(One might think that just surviving the world is enough
Avoiding the mutant hordes, cryptic alliances, radiation
zones, and slavering monstrosities lurking in the wilder-
ness might be considered a victory, right? Nah. What's
really important is improving a hero's abilities as he or
she goes along,
This section contains information on improving your
hera’s ability to survive in Gamma Terra. If you've just
started playing, dan't worry about this information
except to look forward to the kinds of things your hero
can aspire to achieve
The Point System
At the conclusion of an adventure, the Gamemaster
wards achievement points. These are a measure of a
hero's (ond a player’) performance in the adventure
that just ended. A hero earns from 1 to 3 achievement
points for each adventure he completes. Good roleplay-
ing and other bonuses might inrease these points by 1
or? more. (The sidebar "A GM's Guide to Achievement
Points” has more information on the awarding of
achievement points.)
A hero's achievement level isan indication both of
the hero's overall performance and of his longevity. A
new achievement level is gained every time the hero
earns a certain number of achievement points. The
points earned are recorded on the achievement track
portion of the hero sheet, a portion of which looks
Tike this:
 
as a
28
ACHIEVEMENT TRACK
gaggoogga
Hero's Level 7
 
Asstarting hero circles the "1," indicating that he’s a
level 1 hero. The empty box above the “1” denotes the
hero's achievement goal: Counting from the left of the
track, this box represents the number of achievement
points he needs to earn before he can spend those points
to improve his skills or give himself some other benefit.
Achievement points are equivalent to skill points—every
achievement point earned by a hero represents one skill
point that can be spent at some later time. Points can
only be spent between adventures.
When a hero earns an achievement point, mark one
box on the achievement track. Be sure to use a pencil~
you'll be erasing and marking boxes on this track often
during a hero's career. When the box above the circled
number ("1” in this case) is marked, the hero receives a
riumber of skill pints equal to the number of boxes
marked. These points can be stored, used to improve
existing skill, or used to purchase new skills or abilities.
‘After that, erase the marks and the circle, then cir-
cle the next number in sequence. That number repre-
sents the achievement level the hero has just attained
The process of earning achievement points begins
again, and continues until the box over the new circled
number is marked.
Note: If a hero needs to mark off just one or two more
boxes to reach his achievement goal, he might wind up
earning more achievement points than he needs. In this
case, the excess achievement points are applied to the
hero's next achievement goal.
Using Skill Points
What do you do with the skill points you receive when’
your hero attains a new achievement level? You have
several options, as outlined below.
‘Store Skitt Pots
You can store skill points you receive so that you can
purchase an expensive skill or benefit at a later time.
Improve Skius
You can spend the skill points to improve one or more
of your hero's existing specialty skills. Note that you
can't improve a specialty skill more than one rank at a
time, even if you have enough skill points to buy two
ranks at once.Purcuase New Skits
You can spend the skill points to buy new broad or spe-
cialty skills for your hero. If you purchase a new specialty
skill, you must buy it at rank 1
Purcuase Last Resort PIs
You can purchase last resort points for your hero
between adventures if the following conditions are met:
D> Your hero has a Personality score of 8 or higher.
D Your hero currently has fewer last resort points
than his maximum.
Taste GW: Last Resost Pons earlier in this chapter
summarizes the number of last resort paints a hero is
entitled to and the cost of each last resort point.
PurcHAse ACHIEVEMENT BENEFITS
Achievement benefits are tied to a hero's achievement
level. They can only be purchased once a hero attains a
certain level. Achievement benefits are described below.
Achievement Benefits
Heroes get better in two ways. Fist, they show improve-
ment in skills by the skill ranks they've accumulated.
Second, they demonstrate overall experience by the
achievement level they've earned. In addition, as a
hero's level goes up, special achievement benefits
become available to him. These benefits provide a hero
with improvements or bonuses that affect areas of a
hero's persona other than his skills.
The costs for achievement benefits and when they can
be purchased depend on a hero's profession, as shown on
Taste GH9: Achivenenr Benees. “Cost” lists the purchase
price in skill pints for the benefit in question; “Level”
gives the achievement level the hero must reach before
he can purchase the benefit
‘Action Cueck Bonus
This benefit can be purchased once. It provides the hero
with a -1 step bonus when he makes action checks. So, a
hero with a +d0 action check madifier wha purchases this
benefit improves his modifier to -d4.
‘Action Cec INCREASE
This benefit can be purchased up to three times, start-
ing at the achievement level shown on Table G9. This
benefit increases a hero’s action check score by 1
point.
Extra Action
This benefit can be purchased once. It increases the
hero's actions per round by 1, to a maximum of 4
 
“ABILITY ScoRE INCREASE
This benefit can be purchased up to two times for each
of the six Abilities—but not if the purchase would raise
tan Ability Scare abave the hera’s species maximum.
The benefit becomes available for the first time when
a hero attains the level given on Table GW9 under “Ability
Score Increase #1,” and for the second time at the level
given under “Ability Score Increase #2.”
hen a hero purchases this benefit, he increases the
specified Ability Score by 1 point. Skill scores and other
characteristics associated with the Ability are also
increased.
‘Fatigue RATING INCREASE
This benefit can be purchased once. It increases a hero's
fatigue rating by 1 point.
 
AGM's Guipe to AcureveMent Ponts
The number of achievement points you award to
hheroes—and the time when you award them-is under
your control. It's up to you to decide just how quickly
heroes will advance in your campaign.
If you give out too few achievement points,
heroes will advance too slowly, and some players may
became bored. Ifyou give aut too many, heroes will
quickly become high-level heavyweights without
‘much of a story to justify their ascent in power. When
the game is too hard or too easy, the players become
dissatisfied. Here are some guidelines for what's
‘appropriate:
D 1 to 3 achievement points per adventure is fair
1s an award for each hero in the group; ifthe adven-
ture is long or especially dramatic, award 1 point per
two or three game sessions.
D> Award an individual bonus of 1 point if a player
depicts his hero's motivation, moral attitude, and
character traits particularly well
D> Award an individual bonus of 1 point if a hero
did something truly spectacular, noble, self-
sacrificing, or heroic.
While you are free to award achievement points
‘at any time during an adventure or game session,
you should wait until an adventure is completed
before allowing « hero to gain a level. A hero learn-
ing new skills or improving old ones needs training
‘or study time. Of course, if the hero spends a lot of
time in an extended interlude of travel or some
other long period of waiting, you can decide that
the hero’s free time is sufficient to allow
advancement.
 
Es
6
&
Go
eo
es
5
=‘Mortat RATING INCREASE Woun Raving INCREASE
This benefit can be purchased once. It increases ahero's This benefit can be purchased up to two times. It raises a
mortal rating by 1 point. hero's wound rating by 1 each time it's selected.
‘STUN RATING INCREASE ‘Acouine Contact
This benefit can be purchased up to three times. It This benefit can be purchased as many times as the
increases a hero's stun rating by 1 each time it’s Gamemaster allows. It provides a hero with some form of
selected. ‘new acquaintance who has knowledge or influence that
can be advantageous to the hero and his friends.
Taste GW9: Acuievement BENEFITS
 
= Combat Spec Diplomat Free Agent Tech Op
E) benefit Cost Level ~—=Cost-—=—sLevel ©=—= Cost. «Level © Cost «Level
Bes] ction Check Bonus 10 3rd 12 sth 10 ard 10 3rd
Pa] Action Check Increase 4 3rd 4 3rd 3 3rd 4 Bed
PA] Extra Action 6 oth 6 eth 5 4th 6 5th
FA Ability Score Increase #1
re) Strength 10 iid 15 eth 15 eth 15 5th
a Dexterity 15 sth 15 7th 10 ard 10 ied
| Constitution 10 rd 15 5th 15 5th 186 6th
oy Intelligence 15 6th 10 sth 15 ath 10 ied
= will 15 7th 10 ied 10 3rd 10 5th
Personality 10 ath 10 ied 10 sth 18 7th
Ability Score Increase #2
Strength 20 6th 30 5th 30 5th 30 12th
Dexterity 30 8th 30 10th 20 6th 20 6th
Constitution 20 oth 30 12th 30 ath 30 5th
f Intelligence 30 9th 20 8th 30 7th 20 6th
will 30 10th 20 6th 20 6th 20 ath
Personality 20 Tth 20 6th 20 ath 30 10th
Fatigue Rating Increase 4 ind 5 4th 10 3rd 10 4th
Mortal Rating Increase a ind 10 6th 20 sth 20 éth
> Stun Rating Increase 4 4th 4 4th 4 3rd 4 sth
Wound Rating Increase ‘ sth 7 Sth 7 ath 7 ath
Acquire Contact 5 ath 3 and 4 ied 5 athHeroes in Action
Great. You have your hero. Now what do you DO with him?
Ptayinc GAMMA WorLD
Atypical Gauwa WoRuo game session begins with the Gamemaster describing a scene or a situation. Sometimes the
description is all set up, with hintsof dangers and excitement to come. In these scenes, heroesiean make almost any’
decision as to what to do first. Other times the Gamemaster starts in the middle of the action, dropping heroes into a
scene where events are already rushing fast and furiously around them. In this case, heroes usually have to react to a
specific threat or problem before going in their own diections. Whichever method a Gamemaster uses ta begin a
game session (and a good Gamemaster mixes and matches these techniques tolkeep players on their toes), it all
Boils down tothe moment he says, “That's the situation. What do you do?”
The question "What do you do?" is the Gamemaster's way of calling the heroes to action, to let them know that it's
their turn to influence the group story in some clever, interesting, or unusual manner. Heroes in roleplaying games
perform actions that have meaning, advance the plot, and get things done. So, how do you answer the Gamemaster’s
question?
The quick response is: Any way you want to, Ahero can do almost anything you can imagine. Depending on the sit-
uation, it might be desirable to have your hero tally move, use a skill, operate o piece of equipment, use a special
ability, or do anything else you can think of that seems appropriate at the time. The imitations are the nature of
your hero and the situation, and your own imagination.
CAMPAIGNS, ADVENTURES, AND SCENES
The Gana Woaio game creates an imaginary world of Northwestern America after a great holocaust. The universe is
‘changed, and the old ways are gone forever. Within this book are the rules for running a game set in this world, plus
information on the Gaana Wont itselfcreatures, mutations, equipment, and a small adventure.
When the Gamemaster starts running one or more sessions of the game, he is.creating a campaign of Gaawa WoniD.
That campaign is a joint effort of the Gamemaster and the players of the game. It can be relatively short, running a
Single evening or aver several evenings, or open-ended. A campaign-can consist of the adventures presented in this
took, oF ones of the Gamemaster’s own devising. The Gta Horio campaign does not have to be set in the Old Pacific
Northwest-an industrious Gamemaster-can use the materials from this book to set up his or her own campaigns.
‘The character's actions within the campaign, the stories that they spell out, are adventures. Often adventures
consist of a single evening of play, though it may take several sessions to reach a particular goa! of an adventure.
Usually adventures have some sort of goal, determined by the players or offered by the Gamemaster, even ifthat goal
isno more than “Hey, let's go out and see if there’s any cool stuff in the ruins.”
The component parts of an adventure are its scenes. A scene isa particular set of actions in the larger adventure, like a
chapter in abook. A'scene iso distinct actin the adventure that has its own beginning and ending. A short adventure, for
‘example, might consist of three scenes. Longer adventures can be made up of as many scenes as necessary to reach the
conclusion.
Most scenes start by presenting the heroes with a situation that requires some sort of decision, What you deter~
‘mine that your hero decides affects the course of the story, sending it down one path instead of another possiblepath. In general terms, there are three types of scenes:
challenge, encounter, and combat.
Challenge scenes usually represent the heroes’ strug-
gle against their environment. Outracing a landslide,
jumping a ravine, defusing an ancient bomb, or under-
standing a dangerous artifact are all examples of chal-
lenge scenes. The player chooses for his hero to take cer-
tain actions, and often die rolls such as skill checks
determine whether they succeed or not.
Encounter scenes usually represent conversation and
nonviolent interaction with others. Talking to a merchant,
conning your way past an intelligent security checkpoint,
or getting information from a distraught dabber ina tavern
are all examples of encounter scenes. Often an encounter
sequence invalves no de rolls at all-only an exchange of
information as the players (through their heroes) ask
questions and the Gamemaster (through his or her non:
player characters) provides answers. Sometimes particular
skills such as bluff, bargain, or intimidate may require die
rolls, and the result of those die rolls may send the story in
‘one direction or another. See “Encounter Skis” later in
this chapter for mare on the way such skills are used.
Combat scenes are easy and direct. They represent
violent interaction with others. Fighting with a pack of
arks, turning a table over in a ballroom brawl, or smash-
ing security bot are all examples of combat scenes.
Combat uses various attack-based broad and specialty
skills including Heavy Weapons, Melee Weapons, Unarmed
Attack, Ancient Ranged Weapons, Ranged Weapons, and
‘Animal Handling, often against other characters (usually
members ofthe supporting cast). Combat scenes are the
most rigidly structured scenes in an adventure—nhen
lives are at stake, it's critical to know exactly when
everyone is performing actions and what the immediate
consequences of those actions are. See “Combat” in this
chapter for mare on how to run these scenes.
Any particular scene may include challenge,
encounter, or combat elements, and may swing from one
type of scene to another according to how the players.
Taken together, scenes make up an adventure and
adventures make up a campaign
 
Time
Time in the game, like everything else, is imaginary. I's
likely to take the GM and players 5 or 10 minutes to
resolve everything that happens ina single action round.
When you play out a scene in a roleplaying game, you're
watching everything in slow motion.
‘Tite AND ADVENTURES
Keeping track of days, weeks, and months is easy. Here
are a couple of measuring sticks for keeping track of
time in fast-moving situations.
Action rounds fit tactical situations such as com-
bt or fast-moving challenges. There are five action
rounds in a minute.
D Minutes are useful for noncombat searches in small
areas, challenges of moderate duration, and brief
encounter scenes,
P Hours are appropriate for strategic movement,
long challenges, or lengthy negotiations.
The Gamemaster can routinely switch time scales to
reflect the conditions surrounding the heroes. & long
overland march to an Ancient dig site might take hours;
searching the wreckage would be handled in minutes;
and any challenge or combat scenes involving the still
active Al and its automated defenses are resalved using
action rounds.
OF course, time isn’t always an important factor, and
in such cases exact precision is not required. For exam-
ple, you usually don’t need to know whether 35 or 36,
‘minutes have elapsed since the heroes entered the ruins.
Keep track of time when it's important, and ignore it
when it’s not a consideration in the story.
Routine Dice
The basic rule at the foundation of the AueRNiy game is
a simple one. Each hero has some important statistics,
including Ability Scores, skill scores, and an action
check score. When the Gamemaster wants to determine
if a hero can successfully accomplish an action ina
certain situation, or how well the hero is able to per-
form, he calls for a dice roll. Dice provide a method for
measuring a hero's success and for determining random
‘outcomes when success is not guaranteed. The player
ties to roll a number that’s equa! to or less than the
‘appropriate score. ifthe roll is higher than the hero's
score, the hero fails.
The Most Important Rule: Not every action requires
adie roll
The Gamemaster should only call for dice rolls in dra~
‘matic situations to determine the success of an action
whose outcome is in doubt, or when he or she needs to
judge the degree of an action’s success.
Ordinary activities don’t require dice rolls. But when
these actions go beyond the call of duty and lives hang
in the balance (or at least during dramatic situations),
dice should be rolled.
The Control Die and Situation Dice
The Alternity game uses two kinds of dice: a control die
‘and a situation die. Whenever the GM calls for a roll, the
player rolls one control die and one situation die. The
numbers that come up combine to indicate a success or
failure. In game terms this is making a check for thehero; in effect, “checking” to see how the dice roll com-
pared to the hero's score.
IF you're comparing the roll to your here's action
check score to see how soon he gets to attempt his next
action, the roll is an action check
D if your hero uses a shill (comparing the roll to his
shill score), this rol is a skill check.
P if you're checking against one of his Ability Scores,
the roll is a feat check.
In any case, you're looking to get as low a result as
possiblethe lower the roll, the better the chance that
‘your hero succeeds at what he’s trying to do.
D> The control die is always a 20-sided die (420).
> The situation die for ony particular check is one of
the following: a four-sided die (44), a six-sided die
(d6), an eight-sided die (48), a 12-sided die (d12), ora
20-sided die (420). There's also a.d0, a place-holder to
represent the situation dice in a case where success is
determined by only the all of the control die.
Further, the situation die on any check is designated
as either a plus or minus die. Aplus die, such as +44, is
bad for the roller, because it tends to produce a higher
result. Aminus die, such as -d6, is good because it tends
to produce a lower result.
Add or subtract the situation die from the control
die as instructed by the GM Ifthe result is equal to or
less than the score related to the hero's action, the
action succeeds. IF the result is greater than the score,
the action fails. The degrees of success are discussed
in the Following sections.
‘Twe Bast Srruation Die
So how do you know what situation die to use with the
control die? To determine that, you need to know the
hero's base chance of success. That starting point is,
called the base situation di.
 
  
D For asl check involving o broad sill, or fora
feat check, the base situation die is d4—roll the control
die and the situation die, adding the results together.
For a skill check involving a specialty skill, or for an
action check, the base situation die is +d0—just rol the
situation die.
IF the Gamemaster tells you to apply a bonus or a
penalty to the hero's situation die, start at the base
location and move the proper number or steps in the
right direction to find which type of die to roll (see the
next section).
Situation Die Modifiers
Because every action in every situation is different, the
game system uses a sliding scale to determine which sit-
uation die you roll with the control die. This scale uses
steps, as shown on “Situation Die Steps” below Taste
GIO: Core Mecuanic Chast. The steps are also printed on
your hero sheet. Here's how to read the chart
The arrow pointing down shows that you count steps in
that direction when the Gamemaster gives you a
“Penalty” modifier. Remember, penalties are positive
numbers (+1 step, for example).
The arrow pointing up shows that you count “steps” in
that direction when the Gamemaster gives you a "Bonus”
modifier. Remember, bonuses are negative numbers (-2
steps, for example)
All of the possible situation dice are displayed in order
‘on the chart, ranging from +3d20 (an extremely high
penalty) to -420 (a very favorable bonus). Each line on
the chart represents a step. As you identify the factors
that affect your hero's ability to succeed in a certain
action, you move up and down along the steps as the situ-
ation modifiers direct you until you determine the actual
situation die to all.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Twit GW1O: Cort Mechanic CHART
Control Die + Modifier Difficulty Average Situation Die Level Average Roll
420+3d20 Nearly Impossible a5 sT steps 2
202420 Gorgantuan a 6 steps as
20-420 Grueling 105 +5 steps a.
a2adedi2 Formidable 65 +4 steps uv
20-d8 Challenging 45 +3:steps 15
20+d6 Hard 35 +2steps M4
a20ed4 Tough 25 slstep 1B
20-d0 Average 0 None 105
d20-d4 Easy -25 =1step a
d20-d6 Very Easy 35 -2 steps 7
d20-a8 Extremely Easy 45 3 steps 6
d20-dl2 Cakewalk -65 ~4 steps 4
20-420 No Sweat =10.5 5 steps o
SITUATION ou TEP SALE
ww [0 [ oo | oe | oe [ aa [ oz | ea0 | zen =
ary
33
 
TO EyCae
 
 
 
  
How do you do this? Start by Finding the base situation
die forthe action your hero is attempting. Then count the
steps for each situation modifier, either in the “penalty” or
“bonus” direction, that the Gamemaster assigns to the
action, Where you end up indicates the situation die you
need to roll to attempt the action. For instance, if your
hero's base situation die for an action is «d4, then a -2
step situation bonus moves the situation die down two
steps to -d4.
Much more detail about the different types of situa
tion modifiers is contained within the next Few pages. By
the time you finish reading about the types of actions a
hero can attempt, you should have a clear picture of how
to handle any situation that may arise during the game.
The average roll shows the median result of each par-
ticular combination of dice. f you consider that a tal-
ented hero has a skill score of 14 to 18, you can get a
{00d idea of the odds of success.
The Gamemaster can use the core mechanic in one of
‘mo distinct ways: either eyeballing itor Figuring the odds.
EVEBALLING
The core mechanic is the basic Ganwa WoRio mechanic for
task resolution. It's that simple. Whenever a player
attempts a task, the GM assigns a situation die that
seems appropriate to the situation. Use the definitions
of each difficulty level as a guideline. For example, a
Grueling action has a +420 situation die, an Average
action has a +d0, and a Cakewalk has a ~d12. It’s noth-
ing more than a gut reaction on the Gamemaster's part,
and that’s often enough to handle most situations.
&yeballing allows the GM to keep the flow of the adven-
ture rolling.
‘Figure 1He Oops
The other method, Figuring the odds, is alittle more pre-
cise. Instead of arbitrarily assigning a difficulty level,
the Gamemaster applies individual step modifiers, con-
sidering each condition that applies. It's not as fluid or
off-the-cuff as the first method, but it’s alittle more
‘accurate and realistic. In time, this method can be
almost as fast.
Start with a base situation die. A feat check, an
untrained skill check, and a broad skill check have a +d4
base situation die. A specialty skill check uses 0 +d0
base situation die
The base situation die is just that: a base. From this
starting point, you'll count bonuses or penalties to
reflect the exact situation. Specific actions and situa
tions may impose, for example, a +1, +2, or +3 step
penalty. Others may apply a -1, -2, or ~3 step bonus.
Bonuses and penalties larger than this are rare.
Firing a pistol at short range gives a -1 step bonus, so
the hero's roll goes from 420+d0 (Average) to d20-d4
(Easy). The target's resistance modifier may make the
shot tougher; if the hero's shooting at a villain with a +2
resistance modifier, now the player must roll the d20 and
add d4. The Gamemaster can take into account any
additional modifiers he wishes. The room is pitch black?
Add another +5 steps. The hero's firing an accurate laser
pistol? Take a -1 step bonus.
Most Gamemasters use a combination of figuring the
odds and eyeballing. In scenes involving combat, preci-
sion is more important. In other scenes, especially during
intense roleplaying, game mechanics can be minimized by
a Gamemaster who eyeballs the situation and moves on.
Other Dice Rolling Rules
In addition to the basic rules covering the use of the
control die and the situation die, there are a few more
rules to keep in mind when playing Gams Worto:
D> Sometimes the degree of success is important to
the task-the better you do, the greater the payoff (even
if it’s only that you look real coo! doing it).
D> There are cases where the heroes cannot fail utter
ly (it may just take ther a while to succeed). These are
Marginal successes.
D when you rol dice, some results indicate automat
ic success or automatic failure, regardless of the com-
bined result of the contral die and the situation die
D it’s possible to have a situation die that goes
beyond the extremes at either end ofthe situation die
steps scale.
Decrees oF Success
Every dice roll has one of five possible results: Critical
Failure, Failure, Ordinary success, Good success, or
Amazing success. The lower the roll, the greater the
degree of success the hero achieves.
The three numbers associated with every skill score
‘and action check score (the base score and two smaller
sumbers) represent the dividing points between the
degrees of success. The degree of success on a skill
check or feat check is almost as important as whether
the check is simply a success ora failure.
Regardless of the result of the situation die, a rall of
20 on the control die produces a Critical Failure. This
means that bad luck has befallen the hero, and no mat-
ter how high his skill score or Ability Score is, this action
doesn’t succeed. (See “Critical Failure and the Bad Luck
Rule,” below.)
Aresult greater than the score is a Failure; equal to or
less than the skill seore is an Ordinary success; equal to
or less than one-half the hero’s skill score (rounded
down) is a Good success; and a result equal to or less
than one-quarter of the hero's skill score produces an
Amazing success.MareINal Success
Inmany game situations, a hero doesn’t have a chance
to fail outright. When this is the case, a Marginal success
is possible. The heroes will eventually succeed in opening
a stuck door, for example
When do Marginal successes come into play? They
shouldn't be used in combat scenes ar important chal:
lenge scenes. Even using a noncombative skill such as,
computer operation becomes difficult for a hero when
bullets are fying.
Marginal successes shouldn't be used for resolving
an all-or-nothing situation such as jumping a chasm.
There's no chance of anything other than failure or
‘Automaric Success
No matter the odds, a hero usually has chance to
succeed at an action. Therefore, in most situations, if
a 1 comes up on the control die, the hero succeeds,
Even if the combined result of the control die and the
situation die would normally indicate a Failure, the 1
on the control die turns « Failure result into an
Ordinary success.
The Gamemaster always has the option to declare a
situation too difficult to allow an automatic success.
Fa hero attempts an action with a situation die of
+420 or higher, the automatic success rule doesn’t apply.
Remember, not every action requires the roll of dice.
When something is so easy or routine that it doesn’t
require a skill check, then that’s considered an auto-
matic success, too.
‘Crrmicat FAILURE AND THE Bap Luck Rutt
Sometimes, no matter how skilled a hero is, things
don’t work out. There's always a chance for an action
to fail or for something negative to occur whenever a
hero tries to do something beyond the scope of the
routine. In the AvreRuiTy game, this possibility is repre-
sented by the “bad luck” rule: When a player rolls for
his hero and the control die comes up 20, something
bad happens.
When this occurs on an attempted action that can be
failed, the 20 indicates a Critical Failure result. This
means that the attempt fails in the worst possible man-
‘era gun jams, a key breaks, a friend wanders into a
hero's hail of bullets, a computer program freezes, and
so forth.
If Failure result can’t happen on this attempt, then
the 20 indicates bad luck. The attempt succeeds, but it’s
tainted by something negative. This negative conse
quence doesn’t have to occur immediately, but cn inci
 
 
dent of bad luck should come into play in the near future
and be at least indirectly associated with the action that
spawned it.
 
The mishap should be connected with the task the
hero was attempting. The Critical Failure shouldn't nec
essarily couse damage to any character, but it could
result in the possibility of damage. If the hero was
hanging on a rope that suddenly breaks, he should get a
Dexterity feat check or Athleties-climb sill check to
catch himself before he falls into the rocky gorge. Ifa
hero's errant shot endangers a comrade, the unintended
target can make a Dexterity feat check to dodge the
attack.
Making the "bad luck” rule work requires a bit of
roleplaying on the part of players. You know that a con-
trol die roll of 20 indicates that bad luck is on the hori~
zon, but your hero doesn't. Until the incident of bad
luck has passed, you need to raleplay your hero with
‘out making decisions for him based on knowledge he
doesn’t have.
In certain situations, the Gamemaster can decide to
roll the dice in secret to determine degrees of success,
so that iF « 20 does come up, the players don’t know it.
‘BEYOND THE EXTREMES
In most cases, heroes roll situation dice that fall
between the two extremes of -d20 and +3420. What hap-
pens when modifiers build up that take the situation die
beyond these extremes?
On the bonus side, a -d20 situation die should help
most heroes succeed at the task at hand, and that's the
most favorable situation die a Gamemaster should allow.
When a situation die bonus becomes greater than ~d20,
don't roll the dice; the hero simply succeeds. You should
rall the dice in any event when the exact degree of suc-
cess—Amazing, Good, or Ordinary—might make a differ-
ence. Attack rolls and similar combat actions are an
example. In such @ case, the situation die never gets
better than -d20,
At the other extreme, modifiers that push a situation
die beyond +3420 indicate that the task at hand is get-
ting about as close to impossible as it can get—but for a
hero, no action that can be resolved by a dice roll is
‘automatically impossible. So, for every penalty step
beyond this, another +420 is added. It’s conceivable for
‘a character to have to roll a control die plus a penalty of
+4d20 or more to accomplish a really difficult task.
AResistANce MODIFIERS AND THE CoRE MECHANIC
When a character attempts an action that affects
nother hero, a standard modifier applies: the resist-
‘ance modifier. This number represents innate resistance
to.a specific form of attack. Resistance modifiers are
based on Ability Scores. Different skills use different
resistance modifiers, as shown on Tasue GWL1: Skis &
Resistance MODInERS.
 
   
TOE ey5
4
a
o|
°
cS
=|
   
 
‘Taste GWit: Skitis & ResistaNce MODIFIERS.
   
‘Acting Hero's Skill Resisting Abi
Deception Intelligence
Entertainment Intelligence or Will
Heavy Weapons Dexterity
Interaction will
Leadership will
Melee Weapons Strength
Ancient Ranged Weapons Dexterity
Ranged Weapons Dexterity
Stealth will
Unarmed Attack Strength
Action Rounps
When it’s important to know who is doing what and when,
scenes are broken into action rounds. The goal of these
rules is not to present an utterly realistic simulation oF
heroes in action-it's to provide a tool that you can use
to see how a scene turns out.
Not every scene needs action rounds; ifthe heroes are
questioning a contact or trying to bribe their way past a
gate guard, there's no need to keep track of events
round by round
When should the GM call for action checks and treat
the scene as a tactical situation? The moment one char-
acter involved in the scene starts to do something that
someone else would vigorously oppase—such as running
‘away, pulling out a gun, or setting a bomb—you should
call for action checks to see which ofthe characters
involved in the scene gets the drop on the others.
The fist step in sorting out a scene is determining the
‘order in which heroes, villains, and other characters act.
Every character involved, hero or villain, can take at
least one action during the course of an action round.
Depending on a character's speed, luck, and situation,
hhe may be able to take several actions during a round
‘An action round is broken into four phases: Amazing,
Good, Ordinary, and Marginal. Anything that occurs in
the Amazing phase takes place before events in the Good
phase, Good phase events take place before Ordinary
phase events, and Ordinary events happen before
Marginal events
The action check (a 20 roll) determines in which of
the four phases a character can act. The degree of
success that a hero or villain achieves on his action
check corresponds to the phase in which the character
can take his or her first action of the round. The chat
acter can act in this phase, or decide to wait until a
later phase
‘A character can act in a number of phases equal to his
actions per round. But if an action check result indicates
that the hero can’t act until the Marginal phase, then he
can only act once in the round (in the Marginal phase).
 
© Example: Your hero has an action check score of 11
cand two actions per round. At the beginning of the
round, the Gamemaster calls for action checks. If you
rall a 5 (a Good success fora score of 11), the earliest
phase in which the hero can act is the Good phase. Since
he has two actions, he can act once in the Good phase
and once in the Ordinary phase, or he can save his sec
cond action for the Marginal phase.
if you rll a 13 (a Marginal result), you can't act until,
the Marginal phase (the last phase of the round). In this
case he can only act once, losing his second action
because he didn’t react quickly enough
Who Goes First?
When two characters act in the same phase, they're
assumed to be acting simultaneously. So, the effects of
any action—such as damage—aren’t applied until the end
of the phase.
If t's absolutely necessary to know who acts first in a
phase, characters who haven't taken any actions in the
round act before characters who have taken one or more
actions. Characters who achieve the same degree of suc-
cess act im the order of their action check scores, highest
score first. Finally, a character who achieves a Critical
Failure result on his action check takes his action las in
‘the Marginal phase.
No Action Cuecx?
Every character involved in a fight is entitled to an action
check each round, but at times a character might not be
able to make a check. Unconscious characters don’t make
action checks, although they may be able to roll each
round to try to wake up. Characters who are hopelessly
‘trapped or restrained might not be allowed action checks.
Finally, heroes who choose to use all-out movement forfeit,
‘the ability to make action checks until the round after they
decide to stop.
ACTION CHECKS AND THE SuPPORTING Cast
In busy combat scene filled with heroes and supporting
cast members, it can be difficult to keep track of action
checks for everyone. Instead of rolling for every support-
ing cast member, the GM can try one of these options.
Use the supporting cast member's reaction score
This gives the phase during which the character or crea
ture first acts (its automatic action check result) and
the number of actions it can take in a round. The reac-
tion score is derived from the character's action check
score: a score of 10 or less has a base reaction score of
Marginal, 11-15 is Ordinary, and 16 or above is Good,
(Amazing is reserved for the most powerful, fastest, and
‘most dangerous opponents.) This method is quick, but
can become predictable for players.D Select a single member ofthe supporting cast dur
ing the scene (either a leader or simply a representative
member of the group). Roll a single action check for the
entire group using this individual's action check score.
This method is less predictable, but can lead to some
unusual events (such as an entire group of thugs acting
in the Amazing phase)
Postponing an Action
A character is not required to take an action in the phase
that he is able to. Often a character may want to wait to
see another character's action, and be able to react
‘accordingly. There is no bonus or penalty, but actions
that are not “spent” during the round are lost.
Another way to postpone an action is to do nothing in
the round except make at least an Ordinary action
check. By sacrificing all actions of this round, the hero
is guaranteed to act in the Amazing phase of the next
round, even ahead of those who rolled an Amazing
action check
Assisting Actions
Sometimes two heads are better than one (even if you're
not an orlens). One hero may want to assist another in
performing an action. If the Gamemaster agrees that
the task is one that would benefit from such assistance,
the characters may combine their actions into a single
skill check.
ne hero will be the lead character in an assisted
action, usually the one with the best score (though cir-
cumstances may dictate otherwise). All the helpers make
skill checks, and the results of those checks provide
bonuses or penalties to the lead character's skill check
as follows:
Critical Failure
Failure
Ordinary Success
Good Success
Amazing Success
+2 step penalty
+1 step penalty
=1 step bonus
-2 step bonus
~B step bonus
Only trained characters (those with at least the broad
skin the skill being checked) may assist an action. &
trained character may assist an untrained character
(only the dabber can reach the bomb, so the sleeth bomb
expert shouts advice down the burrow to him)
Two Actions at Once
Generally, « character can only perform one action in 0
single phase. However, the Gamemaster may rule thot @
heto may perform two related actions in the same phase.
 
 
PHASES IN THE AcTiON ROUND
Each action round lasts about 12 seconds. Each of
the four phases of the round takes up about 3 sec-
onds. Here's a short description of things that « hero
could do in a single phase:
D> Attempt an unarmed or melee attack
D Make a single-shot, burst, or autofire attack
with a ranged weapon.
Throw a grenade or other thrown weapon,
D> Attempt an athletic or acrobatic feat (such as
jump, climb, or daredevil).
P Use Stealth to set up a sneak attack,
D> Attempt to use any encounter skill that could
reasonably be pulled off with a few words of dialogue.
D Use a mutation or cybernetic enhancement
P Draw or change weapons.
Open a door with caution, or barge through
recklessly and attack.
P Get into or out of a vehicle.
D Find and ready an object or device not carried
in the character's hands.
D Sprint, fly, or swim.
D> Use medical skills to aid an injured character.
 
 
 
In such a case, the primary action (player's choice as to
which is more important) receives a #2 step penalty,
wile the secondary action receives a +4 step penalty
Separate action checks are rolled ta resolve each
attempt. Other modifiers still apply.
Some examples of doing two things at once include:
D> Attacking with a weapon in each hand.
D Attacking while performing some other stunt, like
leaping through a window.
D Balancing on a precarious perch while attacking
Dragging a wounded character to safety with both
stealth while stanching the flow of blood.
ComBat
Many heroes live for that noble moment when the oppor
tunity arises to face the evil villain in atrial by combat.
Heroes brawl with ruffians in sleazy bars, shoot it out with
armed guards in secret bases, and blast their way through
hordes of mutated monstrosities combat is one of the
most exciting and spectacular features of heroic fiction.
On the other hand, you may ask yourself why the game
should include combat at all. It's your game, after all,
‘and if you want to stress roleplaying and cooperation
over confrontation, you should do that.
Before you make that decision, you should consider a
few reasons for including combat in the game. Fits, it
gives the players a way to directly confront and defeat
TOE SED |Pe ag
 
 
the bad guys. Blowing an iredeemable mutant threat
into smoking ashes with a righteous fury isa clear way to
get to the bottom of things. Maybe t's « simplification,
But that's okay. Combat carries the threat of injury oF
death, giving a vicarious thrill to the player whose hero
defies danger and lives to tell the tale. Consciously or
subconsciously, players want to be as courageous and
valorous asthe heroes they create
The Gomemaster's job inthe course of a combat scene
is to decide what the opposition does. wll they surender
meekly, or defy the heroes with guns blazing? Can they
flee to fight another doy, or will they stand their ground?
What else might be going on to complicate the situa~
tion-damage tothe local area, weather or natural phe-
nomena, the arrival of other characters?
Above all, ke a combat scene moving. Don't let it
bog down into bouts of rolling dice. Encourage the play-
ers to try to find an edge by having theirheroes maneu
ver for position, use technical sist juryrig weapons or
defenses, or trick their opponents. Use active descrip
tions and keep the players aware of what's going on
around their characters
  
 
 
Setting Up
When the heroes become embroiled in a combat scene,
it's your job to run the opposition. You make the tactical
decisions for the villains, roll any attacks they direct at
the heroes, and keep track of the damage each villain or
creature suffers ot the hands of the heroes.
Because you'll need to know the combat-oriented
abilities, skills, and equipment ofthe villains, prepara-
tion is @ key ingredient in setting up a fight. You should
also give thought to the type of fight, the surroundings,
the likelihood of reinforcements or hazards affecting the
course ofthe battle, and other such details. Fighting on
top of a moving train is coo!—but what are the chances of
knocking someone off the side? You'll present a much
more interesting and exciting combat scene if you don't
have to stop and look things up. Don't hesitate to eyeball
the situation and improvise.
‘Tue Compar Scate
Weapon ranges, areas of effect, and combat movement
are expressed in meters. A typical combat scene mightinvolve a hero engaged ina shootout with a villain at a
range of 10 meters. By specifying a range, you know how
‘quickly characters can close for hand-to-hand combat,
whether they're caught in the area of effect from a heavy
weapon, and what range modifiers apply for thelr weapons.
 
Surprise
The effect of surprise may allow one side to win a free
phase of actions for attack, retreat, or even a quick sur-
render. Naturally, if there's no physical threat to the
heroes, or a threat that can’t possibly sneak up on them,
then there's na reason to see if anyone was surprised—
just proceed to the first action round or open the
encounter normally.
Tit Surprise CHECK
The defense against surprise isthe Awareness skil. The
specialty skills of intuition and perception reflect the
hero's ability to detect danger before it strikes.
Perception is the appropriate specialty skll when
the character has a chance to observe or notice the
enemy. Hidden traps and ambushes require perception
checks. Intuition represents an ability to sense danger
when no obvious signs are evident. Enemies using
decoys, and misdirection and unexpected attacks call
for intuition checks.
Every character who stands a chance of being sur-
prised at the beginning of a scene must make an
Awareness check. It's best if you roll these checks for
both heroes and villain. It ruins much of the suspense
of a scene if the players know their heroes are about to
be surprised.
The GM can always decide that the heroes are sur-
prised without the need for a roll. Maybe they were dis~
tracted, or maybe they weren't paying attention
‘Surprise Cueck MODIFIERS
The subject’s Awareness check may be modified to
reflect the quality of the surprise attempt=the skill
with which the surprise was set up. It can also be
affected by the conditions at the time. An ambush
expert with favorable terrain could conceivably set up
an attack that inflicts a +5 or +6 step penalty on the
heroes’ Awareness checks to detect it. See the
"Surprise Modifiers” sidebar fora ist of factors that
may affect a surprise check
Bun MeeTiNes
When two groups blunder into each other, ar one group
barges into a room without knowing what might be
waiting for them, it’s a blind meeting. Characters from
both sides make Awareness checks with the standard
modifiers. The group in motion suffers a penalty for
 
terrain, if any; if both groups are moving, there is no
terrain adjustment.
Errects oF Surprise
At the beginning of a combat scene in which at least one
character or creature is surprised, a special procedure is
added to the combat sequence: the surprise phase. It
takes place before any action checks are made. A sur-
prised character cannot do anything in the surprise
phase, Any character who avoided surprise is permitted
to take an action.
For example, the heroes set up an ambush for two
badder sentries patrolling the ruins of an Ancient base
The badders both fail their Awareness checks to ovoid
surprise. The heroes open fire in the surprise phase,
starting the ambush. Afterall unsurprised characters
have taken their actions, the surprise phase ends, and
it's time for the first action check of the scene. In the
following round, the surprised guards can act whenever
their action checks dictate—if they survived.
Combat Options
Heroes and villains have more options than just stand-
ing still and blasting away with their weapons. The best
 
‘Surerist MopiFiers
Stealth skill check
Critical Failure .
  
    
2
2
No cover. a
Light cover a
Medium cover. a
Heavy cover . 3
Mlumination
“Amazing (bright sunlight)
Good (well-lit room). ...
‘Ordinary (average day)
Hmgial lousy doy)
Slight (twilight)... <0.
Moderate...
Sxtreme
Numbers
One attacker...
Few attackers (1-3)
Several attackers (4~6) .
Multiple attackers (7+)
 
 
 
 
  
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cD
5
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defense against getting shot is placing something large
and sturdy between you and the enemy. Heroes can
enjoy any advantage of position they can find
Naturally, a hero has to have an action available in
order to movea hero with a Marginal action check can’t
move a meter until the Marginal phase comes up. In one
phase a hero can, for example:
D Valk a number of meters equal to his walk rating,
with no penalty to other actions.
Run at his listed rate, suffering a +2 step penalty
to any other actions he attempts
D Sprint at his listed rate, with a +3 step penalty to
‘ny other actions he attempts
P Swim or engage in all-out movement at his listed
rate but take no other actions while moving
The Gamemaster should be generous with movement.
For example, if a hero has to stretch | extra meter to
reach the protective cover of a rock pile, it’s not a big
deal to let him reach it. Even in combat, the game is,
bout fun and roleplaying, not computation of dis-
tances, Exact precision isn’t necessary.
ATTACKING
An attack uses one of the following broad or specialty
skis: Athleties—throw, Heavy Weapons, Melee Weapons,
Unarmed Attack, Acrobatics-defensive martial ats,
Ranged Weapons, or Ancient Ranged Weapons. To deter-
imine what situation die to use for an attack
D Find the base situation die for the attack skill being
used. fa specialty sill is used, the base situation de is,
+40; if a broad skills used, the base situation dieis «4,
Add ony penalties for damage the attacker has
received
D Apply the target's resistance modifier.
D Apply modifiers for the target’s range and cover
D Account for special defensive devices or tactics,
such as a force field or dodging
P Account for offensive tactics, position, advan-
tage, or devices, such as aiming, accuracy of the
weapon, or stealth.
That may seem like along list of things to take into
account, but it’s unusual for more than two or three of
these circumstances to be in play. In many cases, the
defender might add +2 or +3 steps to the attack, while
the attacker's advantages counter this by -3 or ~4 steps
You only need to determine the net modifier to the roll
and apply it to the base situation die
 
CharGe
common tactic for entering a hand-to-hand fight is a
charge. A charging hero ignores the penalties associated
with attacking while running and gains a -2 step bonus
to his skill check. On the downside, his opponents gain a
-2 step bonus to strike him during his heroic dash. Once
 
Taste GW12: Mopiriers To UNARMED AMD MELEE ATTACKS
 
Situation Modif
Attacker...
Makes rear attack 2
Makes flank attack -
Is off-balance 2
On higher ground =
Is prone 2
Is running 2
Is sprinting 8
Is wounded varies
Defender.
Is prone 2
Is sitting/kneeling =
Resistance modifier varies
Parries or dodges varies
Mlumination
Twilight/poor visibility a
Moonlight 2
Total darkness 8
a characteris engaged in melee combat with the enemy,
it’s impossible to charge again until the hero is free and
clear of the fight:
‘Sweax ATTACK
Ifa hero succeeds in using the Stealth—sneak skill to
move adjacent to an opponent (or to get within short
range, if the hero is using a ranged weapon), she can
make an attack in the same phase that the successful
sneak took place. The hero receives a situation die bonus
to that attack, since she has surprised her opponent. The
bonus is determined by the level of success achieved in
the sneak skill check: Ordinary, -1 step; Good, -2 steps;
Amazing, ~8 steps.
OverroweRiNé
Sometimes, the best move is to grab and restrain the
enemy. To overpower, a hero makes an attack skill check
with a +1 step penalty
Each ally who joins in an overpower attempt in the
same phase provides a -1 step bonus to the hero's skill
check. For example, ia trio of thugs are trying to take
down a hero, the attack roll is based on the toughest
thug’s Unarmed Attack-brawl score with a +1 step penal-
ty, but the other two thugs move that to a -1 step bonus,
The GM can choose to set « realistic limit on the
number of attackers who can surround a single target,
given limitations of space and the size of the target
and his attackers.
If the overpower attack is successful, the attacker or
attackers have a hold on the target equal to the degree‘Taste GWI3: Mopiriers FoR RANGED ATTACKS
Situation Modifier
Attacker
Makes rear attack 2
Males flank attack -1
Is off-balance 2
On higher ground -1
Is prone 2
Is running 2
Is sprinting 3
Is wounded varies
Target
Is prone 2
Is sitting/kneeling “l
Resistance modifier varies
Dodges varies
Cover
Light al
Medium 2
Heavy 3
Illumination
Twilight/poor visibility al
Moonlight 2
Total darkness 3
Weapons Mode
Fire 0
Burst -1
Autofire 102/53
Bow, Crossbow, or Sling
Short range 1
Medium range +
Long range 2
Pistol or SMG
Short range 4
Medium range a
Long range 3
Rifle or Heavy Weapon
Within melee range +
Short range -1
Medium range 0
Long range a
Heavy Weapons (direct)
Within melee range “4
Short range 2
Medium range 2
Long range 0
of success of the attack, The held character suffers a +1,
+2, or #3 step penalty to skill checks while held, For
‘example, a Good attack result indicates a Good hold—
the held character has a +2 step penalty to all actions.
 
 
Artackine wir Two WEaPons
A character can arm his~ or herself with two
weapons, so long as each weapon is an object that
can be wielded with one hand. These weapons can be
of any type.
Ifa character tries to attack with both weapons at
the same time, the penalties described earlier in “Two
Actions at Once” apply to the attempt. Any attack a
character makes with the weapon in his off hand (the
one he normally doesn’t use) receives a +4 step
penalty, and any attack with the weapon in his skilled
hand receives a +2 step penalty
Attacks with two weapons are considered
simultaneous—that is, they both occur in the same
phase.
 
 
 
Once a target is held, the attacker or attackers have a
few choices af what to do next.
D Improve the Hold: The holding character can attempt
to get a better holdin later phases, but he risks losing his
hold altogether with a failed attack. An improved hald
result in an increased penalty to the target, as noted
above.
D> bums Rush: With a second overpower attack, a
held character can be dragged, pushed into a cell, or
generally moved from where he stands.
D Maul: A held character can be strangled or struck
with @ normal skill check for normal unarmed damage; if
the attack fails, the hold is lst.
D Takedown: & second successful overpower attack
maintains the hold and puts the held character on the
ground, where he'll also have penalties for being prone
(+2 step penalty to his attacks; -2 step bonus to
attackers). Characters with the defensive martial arts
skill ean attempt a takedown without first gaining
a hold.
D Pin: & held character on the ground can be
pinned with a third overpower attack. These three
overpower attacks must be made in consecutive phas-
es in which the attacker can act. A pinned character
can’t get free until the attacker or attackers choose
to allow it.
In order to break a hold, the victim must make a skill
check using Unarmed Attack-brawl or power martial
arts, or Acrobatics-defensive martial arts ot « feat
ccheck using Strength or Dexterity. IF successful, the hero
escapes the hold; on an Amazing success, the hero can
immediately act in the same phase.
‘BuocKing
‘A character with rank 2 or higher in Acrobatics~defensive
‘martial arts can attempt a block. Blocking requires the
character to make an Acrobatics-defensive martial arts
 
ES
3
lo
es
0
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a
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5
=Pe eC
 
 
 
skill check and compare his result to the attacker's
result. The blocking character must achieve a degree of
suecess equal to or better than the attacker's degree of
success. Ifthe attacker achieves a worse result, no dam-
‘ge is inflicted by the attack
‘A character can only block in a phase when he has an
action available; « character who achieves a Good action
check result can’t attempt to block an attack directed
‘against him in the Amazing phase. Only one attack is
countered, and no other actions can be attempted in the
‘same phase in which a character attempts to block,
When a character reaches rank 4 in defensive martial
arts, he can attempt a reaction block whenever an
unarmed attack is directed against him. The block
attempt uses up the character's next available action
For example, a hero who achieves an Ordinary action
check result and has two actions per round could
attempt to block attacks directed against him in the
‘Amazing and Good phases. Ifa hero who attempts to
block an attack has no actions remaining in the current
round, he can still make the attempt. As a result, he
loses his first available action in the next round. After
this point, no further blocks can be attempted.
Doveins
A hero may attempt to tumble, rll, duck, dive or other
wise get out ofthe way on an attack. One skill check
(cequiring an action) is made atthe beginning of the
first phase in which the hero can act. The result ofthat
check is applied in that phase and all other phases of
that round. Any other actions taken by the hero that
round receive a +l step penalty as the hero is concen-
trating on other matters.
When using a dodge, the hero gains the following
adjustments to the hero's Strength or Dexterity resist-
tance modifier (as applicable in the combat), depending
cn the suecess ofthe dodge skill check
Grtical Failure -2 steps
Failure None
Ordinary +Istep
Good +2 steps
Amazing +3 steps
Dodging cannot be combined with parrying.
PaRRYING
Melee weapons prove their value through parrying. A
character with a melee weapon or a shield can attempt
to parry a Melee Weapons or Unarmed Attack skill used.
‘ogainst him (not a ranged attack).
When parrying with o weapon such as a sword or a
club, a character makes a Melee Weapons skill check
using the appropriate specialty skill for the weapon
being used to parry. When parrying with a shield, a
‘character makes an Armor Operation-combat armor skill
 
    
   
   
Pow BLAKK
You may allow characters to receive a bonus to
‘attacks from extremely close range. Point-blank
shots occur at a range of less than 1 meter. Pistols,
rifles, SMGs, and heavy weapons (direct fire) receive
‘a3 step bonus for shooting at this range.
  
 
check. A character who is untrained or has just the broad
skill can attempt to parry, but thase with ranks in an
‘appropriate specialty skill have a better chance of suc~
cessfully parrying an attack
Compare the check result of the parrying character to
the attacker's result. The parrying character must
achieve a success that’s equal to or greater than the
attacker's success. If the attacker gets a worse result,
then no damage is inflicted by the attack
‘A character can only party in a phase when he has an
action available; a character who achieves a Good action
check result can’t attempt to parry an attack directed
against him in the Amazing phase. Only one attack is
deflected, and no other actions can be attempted in the
same phase in which a character attempts to parry.
‘When a character reaches rank 4 in a Melee Weapons
specialty skill, he can attempt a reaction parry whenever
a melee attack or unarmed attack is used against him
(assuming the defending hero is wielding a weapon
appropriate to that specialty skill). The parry attempt
uses up the character's next available action. For exam~
ple, a hero who achieves an Ordinary action check result
and has two actions per round could attempt to parry
attacks directed against him in the Amazing and Good
phases, but then he'd have no actions remaining for the
Ordinary and Marginal phases. If a hero who attempts to
parry an attack has no actions remaining in the current
round, he can still make the attempt. As a result, he
loses his first available action in the next round. After
this point, no further parries can be attempted.
‘A character can use his off-hand weapon or a shield
to parry; apply the normal penalties associated with
using two weapons at the same time (+2/+4). The char-
acter uses the parry rules described above, though he
‘can make an attack in the same phase in which he par-
ries. Ifa character using two weapons or a weapon and a
shield makes a reaction parry, he must wait until the
phase indicated by his action check comes up to actually
make his attack, though both shill checks receive the
‘appropriate two-weapon penalties.
Characters with large ranged weapons and the
‘appropriate ranks of Melee Neapons~Bludgeon or
biade skill can attempt a parry in times of
desperation. Since most rifles aren't intended for
close-quarters combat, it’s reasonable to apply a +
step penalty to the attemptSpecial Weapon Effects
Some weapons, such as machine gun, explosives, and
thrown weapons, have effects beyond those applicable
to other weapons.
‘Automatic Wearons
Some ranged weapons have the ability to fire in burst or
autofire mode. A burst is treated like a normal ranged
attack, except that the firing character gains a -1 step
bonus to his skill check to reflect the greater likelihood.
of hitting his target. The disadvantage is that the
weapon uses ammo faster.
Autofire, on the other hand, can be spectacular. Using
a single control die, the hero makes three attacks using
three situation dice, The first attack is at a +1 step
penalty, the second at a +2 step penalty, and the third at
a +3 step penalty. Autofire may strike three different tar-
gets, or hammer one opponent for as many as three hits.
Each hit in an autofire attack is treated separately for
the purpose of determining damage. Don’t add the dam-
age together before making armor rolls.
A common tactic with autofire is hitting several ene:
mies at once. The targets must be within 6 meters of
each other, and the firing character must have a clear
line of sight on each. The attacker always computes the
situation die of the first shot on the most difficult target,
he's firing at, and then adds the penalties for the second
and third shot from there. In ather words, if a hero
 
 
 
 
   
   
 
‘Aveo ExpenDiTure
Players should keep track of how much ammo their
heroes use up. Normal fire expends a single round for
‘each attack; burst fire expends one burst, or three
rounds; and autofire three bursts, or nine rounds,
‘every phase. All firearms have a clip size as noted in
‘Chapter 6: Equipment. For example, an 1mm charge
fife holds enough ammunition for 30 single shots or
10 bursts before its magazine is emptied.
When a clip or charge cartridge is emptied, it takes
one action for the hero to replace it. Optionally, the
hero can change a clip and shoot in the same phase
at a +2 step penalty. Characters who have achieved
rank 3 in Ancient Ranged Weapons-SMG can change a
clip and fire a submachine gun in the same round
without penalty.
Revolvers don’t have clips—each bullet must be
loaded by hand. Reloading the weapon requires a
phase, and no shots are allowed.
Finally, some weapons, such as flintlocks and
crossbows, must be reloaded after every shot.
Reloading a crossbow requires one action, while
reloading aflintlock requires two actions.
 
 
 
 
shoots at one target with a +4 resistance modifier and
another with a +1 resistance modifier, he has to base the
burst on the hard-to-hit guy (first shot at a +5 step
penalty) and roll the second and third shots accordingly
(at a +6 anda +7 step penalty, respectively).
Heroes who have achieved rank 6 in Ancient Ranged
Weapons—rfle or SM6 reduce autofire penalties to
0/+1/+2. A hero with rank 9 in SMG can expend a fourth
burst to gain one additional attack (at a +3 step penalty),
   
 
 
Anen-Errect ATTACKS
Another special type of ranged attack is the area-effect
attack. Weapons that deliver explosive warheads don't
damage only the point of impact, but can also injure
creatures in the general vicinity.
When a character attacks with an area-effect
weapon, he first chooses an aiming point. This can be
aan enemy, oF a point on the ground. If the hero aims
at a character, the target's resistance modifier
applies. IF he lobs the attack at a point on the ground,
no resistance modifier applies. Aiming at the ground
has the disadvantage that targets may move out of
the area of effect during the phase.
The result of the skill check determines how close to
this aiming point the weapon lands or strikes—ground
zero for the area-effect attack
Most area-effect weapons miss by a distance deter-
mined by the range and the attack roll indicated on Taste
GGWIS: ACCURACY 8y RANGE. For example, a hero who throws
a grenade at medium range and gets an Ordinary
 
TOE eyae ae
 
 
 
 
 
success still misses his target by 2 meters. Usually, the
‘exact fall of the weapon is a random result determined
by use of the scatter diagram.
Under unusual circumstances the Gamemaster can
select the impact point of the weapon. For instance, if a
hero is trying to throw a grenade into the narrow firing
slit of a reinforced bunker, you might decide that any
miss bounces off the bunker’s face and blows up just
‘outside. Firing a guided missile into a forest is likely to
result in the destruction of a tree, not the target
‘Once you've determined how far from the target the
weapon lands, and in what direction, you can see if any
other characters or objects beside the actual aiming
point might be affected by the attack.
The damage caused by an area-effect weapon is
determined by the specific weapon and the distance from
the detonation point. Therefore, all area-effect weapons
have a damage rating graded on the number of meters
they mis by. For example, the fragmentation grenade
inflicts Amazing damage (d6+2n) to any target within 2
meters, Good damage (d4+2u) to any target within 6
meters, and Ordinary damage (d4w) to any target within
10 meters ofits detonation point. This damage is not
cumulative; only the highest damage value is applied.
Any character caught within the blast of an area
effect weapon may attempt an Acrobatics-dodge skill
check to dive behind cover or throw himself flat when the
weapon goes off. If the hero succeeds, lessen the dam-
age by one category—Amazing to Good, Good to
Ordinary, or Ordinary to none. Like any dodge, hitting the
deck costs an action.
Tuown Wearoxs
How far a hero can throw an abject depends on his,
Strength score. Short range is equal to the hero's
Strength score in meters; medium range is STR x 2
meters; and long range is STR x 4 meters, These dis-
tances apply for throwing small, ight objects, such as
balls, grenades, rocks, oF similar items. Objects that are
significantly larger or heavier can’t be thrown as far.
‘Weapons designed to be thrown include knives, dag-
gers, spears, hand axes, javelins, and shuriken.
(Descriptions of these weapons can be found in Chapter
& Equipment.) In addition, heroes might try to hur
bolls, ball-sized rocks, bricks, or even empty guns ot
opponents. Damage adjustments for Strength apply to
any attack made witha thrown weapon.
Traut GW14: Throw Srarion Moo\ias summarizes the
difficulty of using a thrown weapon based on the type
of object and the range of the target. As shown on that,
table, a hero actually gets a situation die bonus when
trying to hita target at short range with an object that
is designed to be thrown, Objects that are small and
relatively light (weighing up to 3 kg) but aren't
 
designed for throwing cause the hero to receive a
penalty, even at short range. For heavy objects (weigh
ing more than 3 kg but no more than one-half of a
character's Strength score in kilograms, rounded
down), the penalty is +4 steps, and no heavy object
can be tossed beyond short range.
‘Taste GW14: Turow Situation MopiFtERs
Type of Object s ” L
Designed for Throwing 4 4 2
Not for throwing 4 2 3
Heavy 4 No No
Grewanes
Grenades need to be treated a little differently from
other thrown objects due to their explosive radius. In
other words, you need to know exactly where a grenade
lands, since it doesn’t have to hit its target to inflict
damage. There are two types of grenades in the ALreRNIY
ame system: standard and gun-launched grenades.
{Ehcpter& Equipment hos descriptions and statistics for
all available grenades.)
Standard grenades are any of the normal fragmen:
tation, concussion, or energy grenades that are manu:
ally tossed at a target. A hero can toss a standard
grenade a distance equal to his normal throwing dis
tance, using his Athleties—throw skill. Treat a grenade
as an object designed to be thrawn for purposes of
determining situation modifiers. Cover modifiers are
applied to the throw situation die if such cover pro~
tects from the blast.
Gun-lounched grenades are fired out of grenade
launchers. This requires the use of the Heavy
Weapons—indirect fire shill. Ranges depend on the
grenade launcher being used.
Refer to Tabue GALS: Accunécy ay RaNGé to determine how
far a grenade lands from its intended target. Use the
scatter diagram above to determine where it lands.
Taste GWI5: Accuracy By RANGE
 
 
stance from Target
Result Short Medium Long
CF 4m Bm lem
F 2m 4m 6m
0 on target 2m 4m
6 on target on target 2m
A always on target
Special Combat Conditions
Fighting in chest-deep water is a lot different from fight-
ing in a boxing ring. Heroes routinely find the strangest
places to get into combat, with numerous hazards,
restricted spaces, and lousy footing hindering them.Poor TeRRAIM
Heroes are efficient all-terrain vehicles, able to scale
490° slopes, swim wide rivers, and leap from boulder to
boulder in a jumbled rackfall. Even so, terrain conditions
can slow even the most determined athlete
Varied terrain (sand, light forest, or jungle) reduces
a character's movement rates—sprint, run, or walkby
50%. A hero with a sprint of 20 could only sprint at a
rate of 10 meters per ection in Varied terrain. Rugged
terrain reduces movement even more. See Test: GWI6:
Tenaain wm Comsat.
Taste GWI6: Terrain in ComBar
Movement
Terrain Effect Examples
Smooth None firm sand, eatth, light brush,
open farmland
Varied 1/2o1mal knee-deep water, loose sand,
overgrowth, moving uphil, rubble
Rugged 1/4normal waist-deep water, deep snow or
mud, thick overgrowth and brias,
moving up steep slopes
Loire Visieiury
You can’t shoot at something you con't see. On a moonless,
night, « human ean make out large objects such as houses
and trees at 50 meters owoy. With abit of light, visibility
can extend to a kilometer under such circumstances. Total
darkness, on the other hand, features @ cloudy, moonless,
night with rain or blowing snow, or an interior room with no
lights on. Penalties for imited visibility in combat are
shown on Tove 13: Moons FoR Ranseo ATACKS.
Combat With Style
The basics of the combat system are easy, but advanced
players may want more choices for special situations,
The Gamemaster has complete discretion over whether or
‘ot any special tactics can be used.
‘AIAING
A character making an attack with a ranged weapon of @
direct fire heavy weapon can spend an action aiming to
increase his chance of success. This provides a -1 step
bonus to his next attack, provided he makes the attack
in the next phase in which he is entitled to act.
For example, a hero who gets two actions per round
makes a Good action check. He uses one action in the
Good phase to aim at his target. In the Ordinary phase,
he uses his second action to make the ranged attack,
with a -1 step bonus for aiming.
If the hero spends the Marginal phase aiming, the -1
step bonus is applied in the next phase in which the hero
can act (depending on the action check he makes in the
 
next round). OF course ifthe target moves out of sight
before the hero can act, the aiming bonus is lost.
Its not possible to aim when using burst or autofire
modes.
Catteo Snor
hero who wants to hit a very precise target can declare
a called shot before he makes his skill check, adding 0
+4 step penalty. Called shots can be used for a variety of
special purposes, detailed below. It's nat possible to use
burst or autofire with a called shot
D Disorm: A called shot can strike a weapon out of an
opponent's hand in melee combat or in ranged combat.
Ifthe shot is successful, the target is disormed but suf-
fers no damage. Usually, a disarmed character can
retrieve his weapon with his next action
P Dead-Eye Shot: A called shot can place a shot ora
melee strike exactly where it hurts the most. The dead-eye
shot automatically increases the degree of success by one
grade, fit its: An Ordinary success becomes Good, and
‘Good becomes Amazing. Amazing results are unaffected,
‘and a miss is stil a miss. Dead-eye shots are particularly
useful for getting solid hits on heavily armored enemies.
D Style Shot: A called shot can strike an opponent
with an attack that inflicts no damage except humilia~
tion, Itsinges clothing with a laser beam, cuts hair with
a sword, removes a button from a suit, or performs some
ather obnoxious display of superiority. Usualy ths gets
people mad~or scared. A Failure on a style shot embar-
asses the attacker instead, without doing physical
damage to anyone
P Trick Shot: The hero attempts some outlandish
feat of marksmanship, lke severing a rope at 100
meters, throwing a knife to knock a car into gear, or any
similar feat, Ifthe shot is really ludicrous, increase the
penalty to +6 steps or more
TO ae |
 
‘SuPpRESSIVE FIRE 4
Suppressive fire is intended to force the enemy to keep
his head down and ruin any shots he's taking, It's espe~
cially useful for protecting an ally who's trying to cross,
‘open ground. When a character declares that he's using
suppressive fire, he makes a normal skill check, but
instead of inflicting damage, the result of the check
inflicts a +1, +2, or +3 step penalty to any ranged
attacks that the target makes during this phase.
Suppressive fire with an automatic weapon is particu~
larly effective, since the character laying down the cov-
ering fire can affect the attacks of up to three enemy
characters.
The effects of suppressive fire aren't cumulative, The
enemy's skill check is only affected by the best sup-
pressive fire result used against him, not the sum of all
suppressive fireBe represents injuries thar cause lasting hrm to the body,
 
  
 
 
hs
Suppressive fire has a different effect on targets that
‘aren't aware of, or don’t care about, the threat. Many
animals won't be deterred unless they are injured, and
‘an enemy in a superior position (such as inside a body
tank) is unlikely to keep his head down because some-
one’s shooting at him with a pistol. For targets such as
these who opt to ignore suppressive fire, normal damage
is rolled for the result indicated.
DAMAGE
Damage represents injury to an object (such as a char-
‘acter’s body) from an attack or some other occurrence
that weakens the object. The four types of damage are
stun damage, wound damage, mortal damage, and
fatigue damage.
Most forms of attack (weapons, fists, grenade explo-
sions, and so forth) have damage ratings, indicating
that they are capable of inflicting three possible degrees
of damage: Ordinary, Good, or Amazing. The degree of
damage is usually tied to the degree of success the
attacker achieves on his skill check
For example, a weapon has this damage rating,
d4s/d4w/d4m. ifthe check for the attack results in an
Amazing success, the third part of the rating (44m) is
used. Ifthe result is Ordinary, then only the first part of
the rating (d4s) applies
Stun Damage
Stun damage isthe lightest type of damage a hero can
sustain. It represents bumps and bruises and mild abra-
sions that can rattle a character but don’t result in last
ing injuries. For every point of stun damage your hero
receives, mark off one box on the stun rating line of your
hero sheet.
‘Kwockout
If all of your hero's stun boxes are marked off, he is
immediately knocked out. Your hero is unconscious and
‘can’t perform any actions until he regains consciousness.
Heavy Stun
After al of a hero's stun boxes have been marked off,
‘additional stun damage becomes wound damage. For
every 2 additional points of stun damage a knocked-out
hero suffers in a single attack, he or she suffers 1 point
‘of wound damage (disregard the leftover point of stun
damage, if applicable).
Wound Damage
Wound damage is more serious than stun damage. It
  
 
‘such as severe lacerations and broken bones. (Note,
however, that the system doesn’t take into account the
effects of diferent types of wound damage.) For every
point of wound damage your hero receives, mark off one
box on the wound rating line of your hero sheet
Seoowoaky DAMAGE
Damage that inflicts wounds also results in secondary
stun damage. For every 2 points of wound damage a hero
suffers in a single attack, he also suffers 1 point of stun
damage (disregard the leftover point of wound damage,
if applicable).
‘Kwockout
If all of your hero's wound boxes are marked off, he is.
knocked out. Your hero is unconscious and can’t perform
«ny actions until he regains consciousness.
Heavy Wouno
After all of a hero's wound boxes have been marked off,
additional wounds are applied as mortal damage. For
every 2 additional points of wound damage suffered in a
single attack by a hero with no remaining wound boxes,
he or she suffers 1 point of mortal damage (disregard
the leftover point of wound damage, if applicable).
Mortal Damage
Mortal damage is the most severe form of trauma a body
can endure. It represents such injuries as a severed
artery or the rupture of o major organ (although the
game system does not distinguish between the effects of
different types of mortal damage). For every point of
mortal damage your hero receives, mark off one box on
the mortal rating line of your hero sheet.
‘Seconpart DAMAGE
For every 2 points of mortal damage a hero suffers ina
single attack, he also takes 1 point of wound damage
and 1 point of stun damage (disregard the leftover point
‘of mortal damage, if applicable). This wound damage
does not also cause secondary stun damage, as.
described in the "Wound Damage” section.
Dazeo
Mortal damage takes a toll on a hero immediately. For
every point of mortal damage your hero suffers, he
receives a +1 step penalty to all subsequent actions he
‘attempts. (This penalty is cumulative—o penalty of +2
steps for 2 points of mortal damage, and so forth.)
Dying ano DeaTH
A character who suffers any amount of mortal damage is,
considered to be dying. At the end of any scene in whicha character has suffered mortal damage, the mortally
wounded character must make a Stamina-endurance
check. The result of this check determines ifthe victim's
condition worsens: On a Critical Failure result, he or she
suffers 2 additional points of mortal damage; on a
Failure, the character suffers 1 additional point of mor-
tal damage; on any success result, the vietim’s condition
remains unchanged.
Until the victim receives medical treatment, he or she
‘must make a new Stamina-endurance check every hour,
with effects as described above. Ifthe victim is helped
by the application of Knowledge-first aid or Medical
Science-treatment, the interval between Stamina—
endurance checks is increased from one per hour to one
per day
IFall of a victim's mortal boxes are marked off, the
character dies.
Fatigue Damage
Fatigue damage represents the exhaustion « hero suffers
due to extreme exertion. This may consist of hours of
hiking, heavy labor or exercise over an extended period
of time (10 minutes +), use of a mutation, or suffering
wound or mortal damage in a scene (even if the damage
was healed during the course of that scene).
When a hero engages in fatigue-causing activity, he
must make a Stamina-endurance check. On a Critical
Failure, he suffers 2 points of fatigue damage; a Failure
indicates he suffers I point of fatigue damage. Any
success means that no fatigue damage occurs as a
result of the activity.
The fatigue check is made immediately after the activ-
ity, oF once per hour of activity. Every check ofa continu
ous activity after the first receives a cumulative +1 step
penalty, in addition to any other penalties or bonuses
 
Daze
Fatigue damage takes a toll on a hero immediately. For
every fatigue box marked, a character receives a +1 step
penalty to all subsequent actions he attempts
Kvockour
When all of a hero’s fatigue boxes are marked off, he or
she must immediately make a successful Resolve-physi-
cal resolve skill check to avoid falling unconscious due
to exhaustion (Characters without this skill use their
untrained Will score). If the check succeeds, the hero
may continue to engage in activity until the next fatigue
check. But the next time the hero suffers any fatigue
damage, the hera is knocked out and cannot perform any
actions until he or she regains consciousness.
 
Recovery
How your hero recovers from damage depends on his
condition (conscious or knocked out) and the type of
damage the character has suffered.
‘Stun Recovery
All stun damage is fleeting. It disappears at the end of @
scene, regardless of how much stun damage a character
has suffered.
A conscious character with stun damage can be
healed during a scene by the use of Knowledge-first aid,
Medical Science-treatment, or some other form of med~
ical treatment. A successful first aid or treatment skill
check restores 2, 3, or4 stun points, depending on the
degree of success.
‘Ahero who is knocked out (all stun boxes filled) can
be revived by medical aid or may be able to recover nat-
urally. A successful first aid or treatment skill check
restores 1, 2, or 3 stun points to an unconscious charac~
ter, depending on the degree of success.
Without access to a healer, the character remains
unconscious for the remainder of the round in which he
or she was knocked out and all of the next round.
Starting in the round after that, when all conscious
characters are making action checks, an unconscious f
character begins making Resolve-physical resolve
checks. On a Critical Failure or a Failure result, the char-
acter stays unconscious. On an Ordinary success, the
character regains 2 stun points; on a Good success, the
character gets back 4 stun points; on an Amazing suc
cess, the hero recovers 6 stun points (but can't recover
more than his or her maximum number of stun points)
On any success, the character becomes conscious but
can't attempt any other actions in the upcoming round,
=
>
e
es
0
=
ca
a
5
—
 
Wouno Recoverr
Wound damage doesn't go away by itself. It affects a ‘
character until that character receives medical aid or
until the character rests long enough to heal the damage
naturally (see "Natural Healing,” below).
The Knowledge-first aid or Medical Science-treat-
ment skill, along with a first aid kit or trauma pack, can
restore lost wound points with a successful complex sill 7
check. The task is one of Good complexity with afirst aid
kit, or Ordinary if a trauma pack is used. On a Critical
Failure, the hero suffers 1 wound point instead of being
healed. Otherwise, a successful check heals 1 wound if a
first aid kit was used, or 2 wounds with a trauma pack.
Any wounds that remain after a use of either skill must
be healed naturally or via Medical Science-surgery (see
Mortal Recovery, below).
Ifa characteris unconscious because all wound
boxes have been marked off, the character can’t regain ».\y iaHeroes in Action
 
  
consciousness until at least 1 point of that wound
damage is healed.
Mortat Recovery
Not even a long rest can help a character who has suf-
fered mortal damage-in fact, esting without being
treated eventually causes the hero's condition to
Mortal damage can only be repaired through the use
of the Medical Science-surgery skill A dying character
(one who has atleast 1 point of mortal damage) remains
in that condition until the damage is repaired or until
the character dies,
Surgery requires a complex sill check with one check
made per hour of the procedure. For every success
achieved, the injured hero recavers 2 wound paints ond 1
mortal paint. (A patient with § or more points of mortal
damage is completely healed ifthe surgeon achieves 10
successes during a single surgical procedure.) A Critical
Failure ends the skill check and inflicts 1 point of mortal
damage to the patient. Remember to apply the modifiers
for the condition of the surroundings to the complex skill
check; most environments in Ganws Won incur Moderate
ar Slight penalties, and situations better than Ordinary
are rare in the extreme.
Fanoue Recovery
Fatigue damage can only be recovered by rest~sleeping,
sitting quietly, and not moving about. The amount of
damage recovered is tied to the result ofa character's
Resolve-physical resolve shill check. On a Marginal,
Ordinary, Good, or Amazing success, the hero recovers 1,
2, 3, ord fatigue points, respectively. Ona Critical
Failure, no fatigue points are recovered.
The Gamemaster may, at his or her option, chose to
restore all lost Fatigue points after a day's rest ora dra~
‘matic interlude of sufficient time
‘Knockout Recover’
Ifa hero is knocked out from stun damage, he remains
unconscious for the rest of the round in which he was
knocked out and all ofthe following round. At the start
of the round after that, he recovers I stun point and
awakens
lf the character was knocked out from wound dam-
age, he can’t awaken until at least 1 point of his would
damage is healed.
Natural Heating
A character who has suffered damage may have to heal
naturally due to a lack of medical assistance or because
‘medical science has done all it can for the patient.
Natura! healing of stun damage occurs automati~
cally and (more or less) immediately; at the end of a
48
scene, all stun damage disappears, and characters
who were knocked out because of stun damage regain
consciousness
In the case of wounds, a character naturally recovers
a certain number of wound boxes according to the
result of a Resolve-physical resolve check. & check is
made once per week (at the end of the week), with
‘these results applying: Critical Failure, patient some
how aggravates his or her condition and suffers 1 addi
tional wound; Marginal, character recovers 1 wound
box; Ordinary, character recovers 2 wound boxes; Good,
character recovers 3 wound boxes; Amazing, character
recovers 4 wound boxes. A character without the
Resolve broad skill makes an untrained Will check with
a +d4 situation die,
Mortal damage can’t be healed naturally; only the
application of the Medical Science-surgery sill can
repair mortal damage.
During natural healing, all checks ore considered to
bbe made while the character engages in minimal activ
ty. Ifthe character confines himself to a hospital bed
or otherwise remains in a state of total rest for the
period, the check receives a -2 step bonus. If the char
‘acter engages in normal activity, the check receives a
#2 step penalty
Armor
In simplest terms, armor protects its wearer from dam-
age that he would have otherwise suffered as the result
of a successful attack or some other damage-causing
event (such as « fall).
Every type of armor is rated for its ability to protect
its wearer from the three kinds of damage: low impact
(U), high impact (HI), and energy (En). When a charac-
ters hit by a damage-causing event, the amount of
damage his armor absorbs is determined by rolling the
appropriate die and adding or subtracting a constant (if
applicable). The result is the amount of primary damage
that did not get through to affect the character.
It's important to remember that armor does not pro-
vide protection against secondary damage—which
means that even if a character is protected from all of
the primary damage directed at him during an attack,
he may still be worn down by an accumulation of sec
ondary damage
Many types of armor are so cumbersome that they
hinder their wearer, which is reflected by a penalty to the
wearer's action check. A character who has the Armor
Operation broad skill (and perhaps also one or bath of
its specialty skills) can lessen or eliminate this penalty.
See the skill descriptions in Chapter 5: Skills.
Characteristics of the various types of armor in Gania
Wont are given in Chapter 6: EquipmentFirepower & TouGHNEss
Firepower and toughness present a means to compare
the damage resistance of large and armored targets with
the damaging capability of powerful weaponry.
Chapter 6: Equipment has rules on downgrading and.
upgrading damage based on the firepower of a weapon
and the toughness of a target.
Last Resort Points
When a hero faces extreme danger, when great injury or
even death seem inevitable, or when a hero just has to
pull a miracle out of thin air in order to save the day, he
may have the opportunity to use a last resort point.
Like shill points, last resort points can be stored and
spent. The rules for how many last resort points a char-
acter ean have appear in Chapter 2: Hero Creation
Effects of Last Resorts
Alast resort point can be spent to alter the result of any
shill or action check, changing the degree of success by
tone grade. A hero who wants to improve his success can
spend a point to change a Good result into an Amazing
result, oF a hero who wants to hinder an opponent can
change the opponent's Good result into an Ordinary resutt.
utes FoR Usin6 Last ResoRTs
D Only one last resort point can be spent to alter a
skill check or action check. (Members of the Free Agent
profession can spend two points to alter the degree of
success by two grades, # they so‘chioose:)
D Lost resorts can’t be used to offset each other.
Once a ast resort is declared on an action, no other last
resorts can be used on that action,
P The use of last resort points is declared in order,
starting with the character who got the best action check.
Inthe case ofa tie, use die ros to see who goes first.
P The use of a last resort point must be declared
after dice are rolled but before any results are applied.
for example, ifa villain rolls an Amazing attack, the hero
must declare his last resort use to change it to a Good
result before the villain calculates damage.
D Only « character directly involved in an action can
spend a last resort point on that action. For example, @
heto can spend a last resort to alter his own skill or
action check, or to alter a skill check whose result
directly affects him.
D Last resorts can't be used to accomplish what
vould otherwise be impossible. Ifthe Gamemaster
determines that there's no way to succeed at a particu-
lar action, then a last resort can’t be used to turn 0
Failure into an Ordinary success.
D A lastresort spent on a Critical Failure alters the
 
4g
outcome toa Failure. Bad luck is averted, but the action
stil doesn’t succeed. (A Free Agent, able to spend two
last resort paints at once, can change a Critical Foilure
into an Ordinary sucess.)
D Last resort points can be purchased with stored
skill pints. A hero can buy last resort points between
adventures, up to the character's maximum,
MOVEMENT
Heroes get around, even in the wreckage of the old
Knighted States. They visit widespread towns and villages.
They explore numerous Pre-evastation sites. And they are
always on hand to strike against any villain that threatens
their world. This is a brief discussion about getting there.
Combat Movement
Ine combat scene, mast characters move by walking or
running. Ifa character has the ability to fy (either
naturally o artificially), that option might be avail-
able. Ifthe scene takes place in water, a character
might have to swim to move around. In some cases, a
character might try to sprint.
Combat movement (as opposed to all-out movement,
described below) works essentially like any other action
During a ound, whenever a character has an available
‘action, he can move for a single phase at his listed rate.
However, it's also possible for him to move and perform
‘some other action in the same phase. That additional
action usualy receives a situation die penalty, as shown
cn Taste GH1T: Comsat Moveneu Eres. Note that a char
acter who is using his swim mavement rate can't move
and attempt another action in the same phase, and a
character who moves at a walk can perform another
action mith no penalty.
The movement rates For easy swim and glide are pro-
vided for those times when a hero is in water or airborne
and simply wants to travel without covering distance as
quickly as possible.
The speed of one's characteris determined when gen-
erating the character, on Taste G7: Cowes Movenext Ries
in Chapter 2: Hero Creation
TOE Ey
 
 
Taste GWI7: Comeat Movement Errects
Type of Move Restrictions & Penalties
All-out No actions
Sprint +3 steps
Run +2 steps
Walk No penalty
Easy swim +2 steps
Swimm No actions
Glide +lstep
Fly +2 steps ”Heroes in Action
 
 
 
 
‘Au-Out Movewenr
A character in combat can just concentrate on getting
someplace, whether closing the gap with a foe or running
‘away from a hideously mutated creature. A character
using all-out movement can move in every phase by any
mode he is capable of. However, the hero can make no
other actions in that round. A hero may choose to per-
form an action earlier in the phase, then switch to all-
cout movement, but cannot take any actions afterward
until the next round
Strategic Movement
Strategic movement occurs when the characters are get-
ting from here to there, and are concentrating on cover-
ing distance. Other types of scenes may occur while
‘moving along, in the form of fellow-travelers on the
road, ambushes, creature attacks, and other unexpected
‘occurrences, but the basics of strategic movement is to
provide a rough time frame for the story.
‘WALKING.
Walking is the most common way of getting around in the
‘Gama WomtD. With the thick overgrowth, the rubble of
 
fallen civilizations, and the precarious nature of any
trails between civilizations, hiking is often the easiest
method of getting from point A to B
The speed of a march determines how often a hero
must make a Stamina-endurance check to avoid fatigue
damage. Taaus GWI8: OveRtano Trav shows the distances
that may be covered and the requirements for Fatigue
checks for each mode of travel For characters with the
Movement broad skill, the frequency is reduced by 1 hour
per category. The results of the fatigue check is detailed
in the "Fatigue Damage.” Section.
The nature of the terrain and situation may affect the
Stamina-endurance checks. Smooth terrain, such as
plains, farmland, scrubland, rocky desert, and trails have
no effect. Varied terrain, including dunes, hill, light veg
‘tation overgrown trails, and most rubble applies a +2
penalty to the skill check, Rough terrain, including thick
vegetation, swamps, heavy rubble, mountains, and snow
applies a +3 step penalty. The Movement-trailblazing
skill can reduce or negate these effects. Finally, dark
ness, inclement weather, and ice or dampness may add
‘an additional +1 step penalty, cumulative
Aso rule of thumb, a typical hero with the Movement
broad skill can hike 1012 hours maximum (usually in
daylight) in clear terrain before exhaustion sets in
‘Taaut GWI8: OveRLAND TraveL
Mode of Kilometers irs per
Travel Fatigue Check
Stroll 3
March 2
Forced March 1
 
‘Mounreo Traver
Mounts offer several advantages to walking-they are
often faster, they save their riders from fatigue, and
they carry more gear. Inthe Gana Womio, mounts can
take a number of forms, but mast adhere to Taste GW19:
Mounreo Travel. Assume that most common mounts of the
Gunwa Wor. have the Stamina-endurance skill
Taste GWI9: Mounted TraveL
Mount Quality ———Kilometers/Hour ——
[Constitution] Stroll March Forced March
Marginal [CON 10] 3 $ 8
Ordinary [CON 12] 4 6 10
Good [CON] 4 8 2
Amazing [CON16] 4 10 4
Vewicuvar TRavEL
Experienced or fortunate adventurers may have access
to artificial mounts—relics of the Ancients that have
been carefully preserved, lovingly rebuilt, or desperately
juryrigged together. The details of these pieces of‘equipment may be found in Chapter 6: Equipment,
including their speeds.
Encumbrance
While it might seem like a good idea for your character to
be able to carry everything from a black sphere gun to a
portable workshop, most people can't put up with such a
huge load for long. If your Gamemaster chooses to
enforce a more realistie game, she may require you to
keep track of your character's encumbrance-the total
weight of all gear at one time
Keeping track of encumbrance isn't always necessary.
| your character owns a bubble car, its reasonable to
assume that he leaves a lot of his personal possessions
stowed in the trunk and only retrieves items as he needs
them. On the other hand, if your character has just been
abandoned in the midst of the Settle rubble and has to
hike out, it's quite reasonable for the Gamemaster to ask
you to decide which items your character wants to take
Errects oF ENCUMBRANCE
Any character can carry a load equal to twice his
Strength score in kilograms without feeling any adverse
affects, For example, a human with a Strength of 10 can
carry 20 kg worth of equipment without losing a step.
‘A character toting equipment that weighs more than
twice his Strength score in kilograms suffers penalties;
see TasLe GW20: Encumarance. The reduction in movement
rate applies both to combat movement and overland
movement. The penalty applies to all actions related to
Strength- and Dexterity-based skils, as well as the char-
acters Strength and Dexterity resistance modifiers. (For
cample, a character with a +1 step Dexterity resistance
modifier whois laaded down with gear weighing five times
his Steength score has his resistance modifier ceduced to
=I for as lang ashe remains encumbered.)
Although it's possible for «hero to lift more weight
than sx times his Strength score in kilograms, STR x 6 is
the limit that a character can carry while stil retaining
the ability to move at an appreciable speed
 
 
    
 
   
  
 
 
   
 
   
Taote GW20: ENCUMBRANCE
Load Move Penalty
STR? 100% a
STR 75% +1 steps
STR«S 50% +2steps
STR 25% 3 steps
Climbing
Climbing involves the scaling of vertical and near-
vertical surfaces, and is affected by the Athletics-climb
specialty skill. Climb modifiers affect the level of
 
success of a particular climb. In general, a Critical fail-
ure results in a fall (if possible), a Marginal results in no
progress for the round, an Ordinary result 1 meter trav-
led, a Good result 2 meters, and an Amazing result 3
meters. Modifiers to the situation are provided below:
Taste GW2t: Cure Srruation MooiFiers
Sheer surface 8
Iey or slippery surface 2
Darkness +l
Wet Surface +1
Surface with some hand- or footholds. © =I
Surface with many hand-or footholds 2
Minimal Climbing Gear “1
Partial Climbing Gear 2
Fall Climbing Gear 3
Jumping
Jumping involving leaping or springing across obstacles,
orupward. There are three types of jumping: a standing
jump (a horizontal jump from in place), a unning jump
(requiring about 4 meters of running room), or a vertical
leap (straight up). The Athletics—jump skill aids in jump-
ing.
TOE Sy
 
Standing Running Vertical
Jump Jump Leap
Ordinary 1 2 1
Good 2 4 15
Amazing 3 ‘ 2
(all values in meters)
DETECTION
The heroes react to threats they perceive in the world
‘around them. This section provides information to help
the Gamemaster determine exactly what they see, hear, 4
smell, and detect. A group of characters with an advan-
tage in firepower might be picked off if they find them~
selves in a position where they can’t see an enemy who
can see them just fine
The Awareness Check
The measuring stick for whether a hero can see, heat, or
spot something is the Awareness check. Awareness-per-
ception is the proper skill check when it’s possible for a
character to notice something by sight or sound.
Awareness—intuition represents the ability to sense dan-
{ger when no signs are available to the five senses.
Finally if @ hero undertakes a conscious and thorough
search for a hidden creature or object, Investigate—
search is used instead of Awareness.Heroes in Action
 
 
 
Many factors can modify @ hero's chance to spot some-
thing. How far away isthe object? What time of day is it?
What kind of ground covers available? How big is the
object or creature? How well camouflaged is it? See Tae
‘GH28: Derecnow Mores. Choose a condition from each
column and add the modifiers together to produce the
total modifier.
These broad categories can be modified to reflect a
hero's chance to detect events or objects using other
senses. For example, a sound might be described in
terms of size (how loud it is), distance, and how much it
stands out from the background noise that surrounds it.
Range of Vision
Humans (and most of the other player character
species) are visual creatures, relying on eyesight as their
primary source of gathering information. Heroes have a
number of devices available that can augment their
Vision, including binoculars, imaging goggles, and
infrared goggles
Most encounter scenes or combat scenes begin when
the heroes spat their potential adversaries. They may be
within weapons range or may have to close the distance.
As a rough measure of the distance at which someone or
something might be spotted, classify the prevailing visi-
bility and illumination as Amazing (Full sunlight in open
country), Good (a brightly lit room), Ordinary (an aver-
age day or moderately lit room), Marginal (a cloudy
day), Slight (light rain or twilight), Moderate (moonlight
or fog), or Extreme (total darkness). Taste GH24: VisuAL
Dereciow Rens lists the distances at which a person, a
vehicle, and a terrain feature can be seen in certain con-
ditions of visibility.
The ranges on Table G2 are approximations. Use
common sense to take into account local conditions. For
example, the heroes might be standing only 500 meters
from the ocean, but if there’s a sand dune between them
and the beach, they won't see any water.
Sound
Like illumination, sound can be rated Marginal,
Ordinary, Good, or Amazing. Marginal noises are at the
volume of a whisper, and Awareness checks suffer a +2
step penalty. Ordinary sound is equivalent to a conver-
sation at normal volume; no penalty is applied. Good
sound includes screams, car backfires, and the like;
Awareness checks receive a -2 step bonus. Prolonged
exposure is annoying but not harmful. Amazing sounds
are deafening, at or above 100 decibels. Characters
forced to endure prolonged exposure to Amazing sound
may need to make Stamina-endurance skill checks to
avoid stun damage
 
 
 
Scavenging
Though this term has a bad connotation in our modern
society, it’s a staple of Gamma World existence. Loot-
ing the ruins of the Ancients is a reasonable (and
profitable) undertaking, and it’ likely that the
heroes will resort to it with some frequency.
For that reason, the Tasue GH22: Scaveycine Resus is
designed to let the Gamemaster determine quickly
‘and easily what kinds of loot the heroes find on such
‘search. In general, an Investigate-search skill
check is used to determine the number of items found
(and thus the number of rolls made on Table GN22):,
‘an Ordinary success finds one item, Good two, and
Amazing three. The interval between checks depends
‘on the Gamemaster’s opinion of the concentration of
treasures in the areaanything from one check per 10
minutes to one check per hour is reasonable. The
Street Smart-ruins knowledge skill can be used to
‘assist the search skill check—an Ordinary, Good, or
Amazing result grants a -1, -2, or—3 step bonus to
the search check. A Critical Failure on the search
check generally indicates an unwanted result—the
searchers encounter dangerous creatures, meet hos-
tile treasure seekers, or suffer a mishap (such as a
collapsing floor.
Obviously, these tables can’t possibly encompass
all the variety of items that heroes might find in
their search—they’re only intended to give the
Gamemaster some help when he needs to determine
quickly what is found. A simple look around the GM's
home, school, or workplace could easily produce
several dozen additional items appropriate for
inclusion.
‘These tables should not replace the Gamemaster's
‘own discretion and common sense. Ifa rll produces
«an item that doesn’t make sense (given the area or
‘building the heroes are searching), feel free to reroll
or choose a specific item. Particularly valuable or rare
items (especially Shadow Age equipment) should
always be placed specifically by the Gamemaster,
rather than randomly discovered by the heroes. In
‘addition, the Gamemaster can roll a few times on the
Trinket or Small list to spice up the possessions of
viduals encountered by the heroes in the wild.
After all, not all of the Ancients’ creations are still
moldering away in ruined buildings!
To obtain a result on Table GW22, first roll dé to
determine the subtable used (or select a subtable
based on the area being searched): 1~2=Trinket,
$-4sSmall, 5=Medium, 6=Large. Then roll a 420 along
with a dé to figure out which item is found.Hero nA
Taste GW22: Scavenain Resuuts
dz) Trinket Small 4 20 ediam Large
2 1 Action Figure Adjustable wench 12 1 Birmottress ‘Arplane propelor
2 Ballpoint pen Baseball bat 2 Baby stoler Atte Cistmas ree
3 Barometer Baseball cap 3 Backpackwithframe ‘Bed frame
4 Baseball Baseball glove 4 Basketball hoop Bicycle 1-speed
5 Gotteres (44) fathtoom scale 5 Beachumbrela Car
6 Blank computer disk Bicycle pump Bicycle, he’s Cash ister
7 Boxofthumbtacks Bike helmet 1 Blender Chaie
8 Brass nameplate Bike lock (wth hey) % —Boxofscrensandnalls Coffe table
9 Camed food Binoculars 9 Briefease Desk
10 CO, musie Blow dryer 10 Carmatfler Drum set
11 Ceramic mug Box of matches 11 Caseataropened acon figures File cabinet
12 Gireuitboord Boel of emmunition 12 Ceiling fon Fish tank
33 Combination ock —_Bulhorn 13 Coin collection Floor amp
14 Computer mouse Con of motor ol 44 Computer CPU Forklt
15 Costumejenelry Canteen, empty 15 Computer monitor Gos-ponered berbecue
16 Dog whistle Computer keyboard 16 Cooler Golfeart
37 Doorknob {Cowboy hat XT Crutches, pair Grandfather cock
18 ducttape uring ron 18 DvD play Gumball machine
19 Earting Electric 889 coal starter 19 Endtable Helium tank
20 Electric razor Electric earving hte 20° Faxmachine Hospital gurney
54 1 Electric toothbrush Extension cord B41 Fieextinguisher Human skeleton
2 Empty spray bottle ‘First oid it 2 Fishing rod Jackhanmer
3 Engraved bele buckle Flashlight 3 Fve-dise 0 ployer Kitehen sink
4 Filmcan (ith film) Four sifter 4 Folding metal chair Kitehen table
5 Garage door opener Forti 5 "Footbal shoulder pads Loserprinter
& Headphones Foreign lang. dctionory 6 Footstool {ann mower
7 Hearing cid Garden water sprinkler 7 Fromes pointing Mattress
8 Instant glue Halloneen costume 3 Globe Microwave oven
9 Joybuzer Handheld vdeo game 9 Golfbog (withclubs) ——_Matareyele
10 keys High heeled shoes 10 {nflatable beach ball fice char
1 Locket Kaleidoscope AL Inflatable raft Photocopier
12 Manual can opener Label maker 12 Lawngnome Prana
1 Miercassete recorder Metal cheese slicer 13 Musica instrument Pinball machine
14 Military medal Notebook computer 14 ylonrope (Sim oil) Pool table
1S Multipurpose knife Paintball un 15 Paper shredder Portable generator
16 hailfile Pair of jeans 16 Plastic houseplant, large Powerboat
AT Pack of trading cards Paperback novel 17 Pogo stick Reciing chair
18 Paalck (no key) Pork 8 Political compaign sign Refrigerator
19 Pager Personal CD player 19 Portable heater Riding lawn mower
20 Pharm. Anesthetic Personal radio 20 fle, hunting Rototiller
$6 1 Pharm. Antibiotic “Pistol, S2 revolvers S-L_‘Rollofcarpet Rouboat
2 Pharm. Antivenam Pistol, 38 revolver 2 Scuba geat Safe w/combination lock
3 Pharm. Sedative Pistol, 44 magnum 3 Shotgun, 12 gauge Sailboat
4 Phaim., Stimulant Pistol 4 revolver 4 Shomer curtain Shopping crt
5 Pocket coleulator ‘Pista, mm 5 Skipoles, pair Skis, pair
& Pocket cellphone Pistol, starter’ & Sledgehammer Sofa
7 Road flare Plastic sword 7 Sieeping bag Sports utility vehicle
4B Sereudeiver Price tog gun 4 Stereo spear Stuffed animal head
9 Smallmachine parts Radar gun 9 Street sign Tobie saw
10 Spork plug fleam of paper 10 Suitcase Television
11 Stpier Running shoes 11 Toble omp Toilet
12 Steak knife Sports trophy 12 Tockiebox Tractor trailer
15 Stopwatch Suir gun 13 Tent Truck
14 Sunglasses Street map Mo Tie Upright video game
15 Swim gogees Sweatshit 18 Toy rain set Vacuum cleaner
16 Wremote control T-shirt 16 Trading card collection Vending machine
17 Wallthermometer Talking dol 11 Weycle Water cooler
18 Watch Toolkit 18 Typewriter Wheelbarrow
19 Wedding ting Toy space un 19 Videorecorder iheetehair
20 Wind-up toy Toy tuted animal 20 Wetsuit Wood stove
as ig
53
   
 
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=Heroes in Action
 
 
Taate GW23: Derection MopiFiers
Size Distance Background
Tiny Very far Camouflaged
Small For Obscured
Average Medium Indistinet
Large Close Contrasting
Huge Very close Clashing
‘Taste GW24: Visual DerecTion RANGES
Visibiti Individual Vehicle
Amazing 2000 m 10km
Good 1000 m Skm
Ordinary 500m 2500 m
Marginal 100m 500m
Slight 50m 200 m
Moderate 20m 50m
Extreme 2m 5m
ENCOUNTER SKILLS
Most of the skills associated with Personality, as well as
4 few tied to Intelligence or Will, also belong to enother
special category known as encounter skills.
An encounter skill is one for which the outcome of a
Skill heck depends in part on the attitude of ane char-
acter or group (the target) toward the character using
the skill, Encounter skills are typically used during
encounter scenes (as described earlier in this chapter),
but they can come into play at any time.
‘target that a hero is interacting with for the first
time starts with one of three possible attitudes toward
the hero: Hostile, Neutra, or Friendly. (To randomly
determine, the hero makes a Personality Feat check when
first meeting the target. On a Failure, the target begins
with a Hostile attitude; an Ordinary result indicates a
Neutral attitude, while a Good or Amazing result indi-
cates a Friendly starting attitude.) The starting attitude
applies a modifier to the encounter skill check as indi-
cated on Taste GH25: Evcouvren Sku FES.
The hero's encounter skill check, when cross~
indexed with the target's starting attitude on Table
GW25, indicates the target's new attitude. In all cases,
4 Critical Failure results in an immediate end to the
interaction—the target becomes beligerent or decides
to leave, and nothing the hero does at this time makes
any difference.
The attitude categories are generally defined as follows:
Combative: The target believes that he is under attack
or that an attack is imminent and responds accordingly
(Fight or Flight, as appropriate to the situation).
Hostile: The target is inclined to take action to count
erthe hero, but avoids direct confrontation unless he's
prepared or thinks it's the best option.
 
 
 
Light Modifier
Total darkness +3 step penalty
Moonlight +1 step penalty
Twilight None
Daylight =I step bonus
Bright sun ~3 step bonus
Terrain Feature
100 km
50km
25km
5km
2km
500m
10m
Neutral: The target responds as he is normally
inclined to do, neither liking nor disliking the hero, giv-
ing no undue breaks to nor trying to toke undue advan-
tage of the hero.
Friendly: The target is inclined to take action to help
the hero, as long as this action doesn’t inconvenience
him or place him at risk.
Charmed: The target is completely swayed to the
hero's point of view.
Fanatie: The target is so won over by the hero that he
does almost anything the hero asks, remaining loyal until
the hero does something to change this condition,
Whenever possible, a scene involving the use of
encounter skills should be roleplayed (by players repre-
senting their heroes, and by the Gamemaster represent
ing members of the supporting cast), so that dice ralls
aren't the only arbiters of success.
  
 
 
Tame GW25: Encounter Skm Errects
Skill Check ©———Target's Starting Attitude
Result Hostile Neutral Friendly Charmed.
Failure Combative Hostile Neutral Friendly
Ordinary Hostile Neutral Friendly Charmed
Good Neutral Friendly Charmed Fanatic
‘Amazing friendly Charmed Fanatic Fanatic
Attitude
Modifiers: Encounter include
Combative +3 steps Law (INT)
Hostile +2steps Street Smart (WIL)
Neutral = 0 Culture (PER)
Friendly -1 steps Deception (PER) (brite, bluff only)
Charmed -2steps Entertainment (PER)
Fanatic -3 steps Interaction (PER)
Leadership (PER)HAZARDS
The previous sections of this chapter have concentrat-
ed on what your hero can do to the world around you.
This section deals with what the world can do to your
hero. This includes the dangers of exposure, Falling,
and drowning, as well as more esoteric risks such as
radiation.
The Endurance Challenge
Anytime a hero faces the threat of freezing, heat
exhaustion, suffocation, drowning, or death by the
forces of nature, have the player make Stamina
endurance checks for his hero. This is a special kind of
challenge that comes into play anytime a hero is trying
to hold up against something that can exhaust or kill
him overtime.
There are two basic kinds of endurance challenges:
the exposure challenge and the exhaustion challenge.
‘Exposure CHALLENGE
This first challenge deals with forces that inflict direct
harm to a hero—such as extremes of heat or cold, or mildly
totic atmospheres. For these challenges, a Stamina—
endurance check determines how many points of stun
damage the hero suffers while exposed.
Endurance Check Result
Gritical Failure 4 stun points
Failure 3 stun points
Ordinary 2 stun points
Good 1 stun point
Amazing no damage
The interval between checks depends on the severity of
the environment and the degree of exhaustion. These
intervals can occuras frequently as once per phase, or
as slow as once per hour. Some exposure checks may
impose a cumulative step penalty. In this case, the first
exposure check suffers a +1 step penalty, the second
check suffers a +2 step penalty, the third a +3 step
penalty, and so on.
Once a character runs out of stun points, he begins to
take wound damage at the same rate he suffered stun
damage. Treat these wounds just like normal injuries
You may choose to allow a hera who loses all of his stun
points to remain conscious~provided he makes a suc~
cessful Resolve-physical resolve check for each time
interval
hen a hero runs out of wound points, he collapses
and begins to die. Dying characters must make a
Stamina-endurance check as per “Damage” earlier in
this damage.
 
      
‘EXHAUSTION CHALLENGE
Other challenges test how well heroes fight against
exhaustion. Some environments, such as the overly thick
and muggy atmosphere of a toxic swamp, require « hero
to make Stamina—endurance checks as though partici~
pating in a forced march or heavy labor. The result of the
check determines any fatigue damage inflicted by the
hero's strenuous efforts: Critical Failure, 2 points of
fatigue damage; Failure, 1 point of fatigue damage; any
success, no damage.
The interval between checks depends on the severity
of the environment and the degree of exhaustion. Such
intervals may occur as frequently as once per phase, or
as slow as once per hour.
Once a character runs out of fatigue points, he col-
lapses in a state of utter exhaustion. He's conscious, but
his body simply won't take more abuse. ifthe hero
attempts to forge on, heedless of his body's limits, he
must first deal with the hefty penalty from the accumu~
lation of fatigue points. In addition, the character suf-
fers stun damage at the same rate he suffered fatigue
damage while taxing his body in such o way. Don't forget
that penalties for fatigue—+! per point—apply to both
Stamina and Resolve skill checks.
TOES BET |
Recovery f
Heroes can’t recover stun points lost to environmental
‘exposure until they remove themselves from the danger-
‘ous environment. Similarly, heroes only recover fatigue
points when they rest. At your discretion, you can allow a
hero to recover all of his lost stun points when he
escapes the damaging situation, or he automatically
recovers at the end of the scene.
Disease
Mutations in the Gauna Woo extend all the way down to j
viruses and germs, and new strains are emerging from 4
the rubble al the time. For the most part, natives of
Gana Won (wel, surviving natives) have some natural
resistance to these bugs, but there is always a chance
‘that the heroes may stumble upon some cache of Ancient
bioplague or confront a rabid mutant.
When a hero is exposed to a disease, make a
 
Constitution feat check, with the following results: .
Check Result Effect
Critical Failure Terminally Ii y
Foilure Extremely Il
Ordinary ii
Good No Effect
Amazing No Effect
Diseases have their own strength ar virulence, and
this may modify the roll:Se a
 
 
 
Strength Modifier
Marginal =I step bonus
Ordinary no modifier
Good +1 step penalty
Amazing +3 step penalty
Diseases also have an incubation period. During the
incubation period the disease is detectable and treat-
able with the Medicine-treatment skill, without ill effect
to the individual.
Incubation Onset
Marginal 1d6 weeks
Ordinary 24 days
Good 1d4 days
Amazing 3d4 hours
Disease Errects
If the disease is not caught and treated, the victim suf-
fers the effects of the sickness
Ill characters suffer a +2 step penalty to all actions. Each
day, the character must attempt a Constitution fear check:
Critical Failure or Failure, worsen to extremely ill; ordinary,
rno change; Good or Amazing, the character recovers.
Extremely Ili characters are almost completely inca~
pacitated, Such a character may attempt a
Resolve-physical resolve check to move around, but all
actions are at a +3 step penalty. Each day the character
must make a Constitution feat check: Critical Failure or
Failure, worsen to terminally ill; Ordinary; no change,
Good, improve to ill; Amazing, complete recovery
Terminally ili characters are almost comatose, and.
must attempt a Resolve-physical resolve check even to
speak. Every six hours, the character must attempt a
Constitution fear check: Critical Failure, suffer 2 points
of mortal damage; Failure, suffer 1 point of mortal
damage; Ordinary, na change, Good or Amazing, improve
to Extremely Ill. When the hero sustains mortal damage,
the hero must make a Stamina-endurance check as if
suffering mortal damage in combat.
Drowning & Suffocation
A character robbed of breathable air (whether by sub-
mersion in liquid or an unbreathable atmosphere or by
strangulation) can hold his breath for at least a number
‘of rounds equal to one-half of his Constitution seore
(round down). (If the character didn’t get a chance to
take a breath, he has only one round of breath remain-
ing.) If he tries to keep holding his breath longer than
that, he must make a Stamina~endurance check at the
start of every subsequent round, with @ cumulative +1
step penalty on each check after the first one. On a
Critical Failure result, he suffers 4 points of stun
damage, on a Failure result 3 points, on an Ordinary suc~
 
 
Gamma Wort Houstic MEDICINE
Healers, medics, and others trained in the arts of
medicine are uncommon on Gamma Terra, ond the
tools of their trade, in particular medicine, are very
rare. One common method of dealing with unknown
plagues isto cart the afflicted individuals into a
known radiation site and abandon them. Those
involved either walk out or are eventually eaten by
creatures that live among the ruins.
Diseased individuals in « radiation area make a
Constitution feat check in addition to all other checks
for the radiation. If the result of the feat check is
higher than the strength of the disease, then the dis-
‘ease is cured (and fades within d4 hours). OF course,
the hero must still survive the rest of the effects of
the radiation. Ilinesses created by radiation cannot
be cured by radiation.
 
 
 
 
cess 2 points, and on a Good success 1 point.
If he gets o Failure ora Critical Failure result ona
Stamina-endurance check, or if he loses all his stun points,
he is unconscious and in danger of drowning or being stran-
gled. He makes a Stamina-endurance check in every round
thereafter, marking off wound points afterall his stun
points are gone and then marking off mortal points when all
his wound points are used up. If he isn’t rescued before his
last mortal point is lost, the character dies.
‘Table GW26: IMpact DAMAGE
 
Cheek ——4
Result & Ss T
Critical Failure dow d6e2w dbs2m d8vém_ dl2+8m
Failure daw d4s2n dde2m d8e2m d12+6m
Ordinary dés_— dd del d6s2m_ diem
Good d4s d4+2s d8+2w d4+2m dé+4m
Amazing — 4-25 dév2u dBedw d12s6u
Falling
Heroes have a habit of getting to very high places, engaging
in some kind of breathtaking fight scene, and then falling
off. This usualy results in a miraculous rescue or a plunge
tothe ground below. As the old saying goes, "It isnt the fall
that gets you, but the sudden stop at the end.”
If a hero winds up falling from a high place, he suffers
damage when he hits the ground or some other hard
object, as described below. The hero also takes damage
when something relatively large (like o skycar) hits the
hero. Thisis called impact damage.
When a falling hero finally hits bottom, his player
makes an Acrobatics-fall skill check (or a Dexterity
feat check, if he doesn’t have the fall specialty sill.
Damage, as shown on Table GH26: Inpact Denace, isdetermined by the result of the shill check or feat check
and the distance fallen:
D> Ex refers to an extremely short fall (a distance of
less than 3 meters) or a collision with vehicle (or
other large abject) traveling no more than 20 kilome-
ters per hour.
Sis for a short fall (3 to 10 meters), or the equiva
lent of a colision with o vehicle traveling 21 to 60 kph
Mis for a medium fall (11 to 30 meters) ora coli-
sion with a vehicle traveling 61 to 120 kph.
P Lis fora long fall (31 to 60 meters) ora collision
with vehicle traveling 121 to 300 kph.
D> Tis fora fallin which the vietim’s body approaches
terminal velocity (a distance of 61 meters or greater), or
a collision with a vehicle traveling at more than 300 kph.
(On the table, cross-reference the success achieved
with the proper category to determine what kind of dam
‘age the victim suffers
The Gamemaster can apply other modifiers based on
the situation and the actions of the characters, as well
ag on the substance fallen upon (spikes, rocks)
Fire
As c keystone of civilization, fire is invaluable to survival
in Ghusk Hono, Unfortunately, it also has the capability
of inflicting extraordinary damage an the ineautious
Ifa hero is neara fire he can suffer stun damage from
heat and smoke inhalation. A character exposed to
direct flame can suffer severe wound damage. In either
case, the character mist make a Constitution eat check
during each round of exposure and compare the result to
TWoie G27; Fine Dance to determine the extent of the
injury. The Gamemaster may add bonuses or penalties to
the check as appropriate
‘A burning character can spend an action to drop to the
ground or take similar measures to extinguish the fre. In
this case, any successful result on the Constitution feat
check indicates that the fire has been extinguished.
‘Taste GW27: Fine Damace
CON Feat
Check Result Heat/smoke Flame
Gitical Failure 2d6s* 3d6w
Failure 2dbs 2d6w
Ordinary és dow
Good ds dés
Amazing nodamage no damage**
“Treat as on fire in following rounds.
**if a character has caught fire, this result indicates the
fires extinguished.
 
 
Poison
One of the most common and deadly hazards heroes face
is the threat of poison. Many living creatures manufac-
ture deadly compounds for immobilizing prey or for self
defense. Humans and other madern races often use poi~
son in hunting and pest-removal. And the Ancients
excelled at the art of creating a plethora of toxic sub-
stances. Poisons are described by type and vector.
Poison Tree
Regardless of the origin ofthe toxin, poisons have one of
sixbasic effects.
Hemotoxins attack the blood, causing unacceptable
thinning, clotting, or interfering withthe blood’s ability
to carty oxygen. An average hemotoxin has an onset time
of 10 minutes and an attack duration of 4 hours.
Neurotoxins interfere with the chemical signals ofthe
nervous system, causing the victim's body to shut down.
An average neurotoxin has an anset time of | minute and
‘an attack duration of 10 minutes.
Necrotoxins Kill or dissolve living tissue in the vicinity
of the injury. An average necratoxin has an onset time of,
Thour and on attack duration of 12 hours
Caustic agents destroy vulnerable tissues through
chemical burns, and can kill inhaled. An average
caustic has an onset time of 5 minutes and a duration
of 4 hours
Paralytic venoms immobilize the victim for some peri-
od of time. An average venom has an onset time of 1
minute and a duration that depends on the vietim’s
Constitution feat check result.
Finally, iritants can briefly incapacitate a person by
inducing nausea, coughing and sneezing, or other
unpleasant symptoms. An average irritant has an onset
time of I round and a duration of 10 minutes after expo-
sure has ended.
Porson Vectors
Poison can be delivered by several different mechanisms
Insinvative poison is injected into the bloodstream by
fangs, stingers, or envenomed weapons. In order to poi
son a character with an insinuative venom, a successful
attack that inflicts at least 1 point of primary damage—
after any armor roll—is required.
Inhaled poisons are gas, dust, or aerosol mixtures
that affect any creature that breathes them in. Each
round in which the character remeins in an orea contain
ing a poison gas, he must attempt a Constitution feat
check until he either becomes poisoned or leaves the
area. A gas mask, respirator, or sealed suit of armor pro-
tects against inhaled poisons. Ifa hero knows there's
poison in the air or anticipates the attack, he is allowed
ta hold his breath to avoid taking n poison gas,
 
TOE EyPS re ao
 
 
Table GW28: Poison
 
 
CON Feat Hem Neuro- Neero-
Check Result tox toxin toxin
Critical Failure dam 61m dam
Failure dm ddim daw
Ordinary déelw d8+lw dow
Good daw dés1w daw
Amazing 6s doels ds
Contact poisons inflict their damage by making con-
tact with the victim's skin and are most often used in
combat. The poisoner needs a successful attack roll
Any hit, regardless of the damage inflicted, brings the
venom in contact with the target's skin and allows it to
do its work. These can be either gases, liquids, or pow-
ders, The hero requires 0 completely sealed suit with a
filter mask or independent breathing device to be safe,
IFa contact poison is smeared onto a weapon, treat it
like an insinuative attack
Ingestive poisons must be consumed. As long as the
hero doesn't eat or drink such a substance, it has no
effect.
Poisons may vary in lethality depending on how the
victim is exposed. For example, mustard gas is powerful
ifinhaled, but fairly weak if contacts the vector.
Poison EFFECTS
When a character is poisoned by insinuative, inhaled, or
contact poisons, the effects are felt almost immediate-
ly. Ingestive poisons may not be noticed for several
hours. During the onset time, the victim feels progres-
sively worse. The exact symptoms depend on the poison
involved, but nausea, seizures, blindness, numbness,
paralysis, bleeding, elevated heart rate, and difficulty in
breathing are all possible
At the end of the onset time, the poison runs its
course over the duration of attack. Roll the damage and
divide its effects over the duration. This is when the vie
tim actually suffers any damage the poison inflicts.
When the attack ends, the hero suffers no more damage.
Heroes with the Medical Science-treatment skill can
attempt to aid poisoned characters. In the absence of
a specific antidote, the treatment check provides a -1,
-2, or 3 step bonus to the victim’s Constitution feat
check, which may be rerolled after medical attention. If
the medic has the specific antidote at hand, the vietim
may shift the result of his Constitution feat check by
two grades. For example, a Critical Failure result
becomes an Ordinary success.
At the end of onset time, the vietim begins to suffers
the listed damage or the listed penalty to all actions, or
is paralyzed for the listed duration.
 
 
Caustie
Agent Irritant
dévlm 4 days +3 step penalty
3d4w 644 hours +2 step penalty
2ddw 4 hours +1 step penalty
daw +1 step penalty no effect
none no effect no effect
Radiation
One of the well known and common hazards of the Gamma
Wom future is radiation. OF all the ways to die, radia~
tion poisoning probably evokes the greatest terror. It's
silent, undetectable, and potentially lethal; even if a
hero survives the initial exposure, the long-term health
effects are devastating. On the other hand, it may grant
the hero new abilities
Radiation is everywhere in Gamma Terra, the last
legacy of the ancients, In mast areas i is at the Low
ranking, and the natives of Guwws Wor.o have adapted to
it. For game purposes, only the immediate and near-
immediate effects of radiation appear below.
Radiation exposure has a lot in common with battling
through a serious illness: The victim may become mildly
ill and pull through ina few days, he could become seri-
‘ously ill and require weeks to get better, or he could
become terminally ill from radiation sickness. The longer
and more intense the exposure, the more likely it is that
the hapless character won't survive
Heroes use Constitution feat checks to resist radia~
tion, Test: GH2: RaDumion shows the penalties and fre-
quency for making Constitution feat checks at each
radiation level. (These modifiers apply to rolls made on
Tables 30-82.) The results of the Constitution feat check
are then defined on Taste G30: RADIATION Erfcrs
Radiation may cause a character to become ill, extreme-
Iyill or terminally ill, These effects of radiation sickness
use the rules presented under "Disease" in the previous
section. Note that pure strain humans make Constitution
feat checks to resist radiation with a -2 step bonus.
Characters affected by radiation sickness don't succumb
immediately. The onset time describes haw long it takes the
victim to reach each stoge of sickness. For exomple, a hero
who rolls a Failure on his Constitution feat check becomes,
illafterL hour, and extremely ill after 3 hours.
Radiation is measured in by the ancient units of rems,
‘a unit of measurement that's equivalent to the biologi
cal effect of one roentgen of X-ray of gamma-ray expo-
sure. In Auresuity, radiation levels are rated from RO (no.
radiation) to RS (Iethal radiation).RO: Zero RADIATION
Environments with zero radiation, like those with zero
gravity, are rare and usually artificial. Controlled and
shielded laboratories are the most common sources of
zero radiation environments.
Natives of Gamma Terra don’t need to make endur-
ance checks in RO environments. If anything, they feel
alittle uncomfortable, but are unable to determine
why.
: Low RADIATION
Low radiation is common to terrestrial planets with a
magnetic field. This field shields €arth—and perhaps
similar planets—fram the worst of stellar radiation.
Other minor sources of radiation include heavy metals in
the soil and artificial sources. Low radiation doesn't
exceed 10 rems over a year.
Low radiation presents no immediate threat. Heroes
and supporting cast members don't need to make
Constitution feat checks and can't contract radiation
sickness. Ris the status of most of the civilized areas
af the Gama Wor.
 
2: Monerate RADIATION
Noderate radiation is found in most ruins and causes
harm to unprotected characters. It doesn't exceed 20
rems over a single week. Short exposure to the irradiated
environment can minimize damage. Heroes must make a
Constitution feat check for every full week spent in this
environment.
‘An enviro-suit provides shielding to defend against
moderate radiation. Protected characters aren't required
tomake Constitution feat checks. The best defense
against Moderate radiation is to not spend a lat of time
around it.
RS: Hit RADIATION
high radiation can be found near the center of ancient
tities and is best noted for its soft greenish-white glow.
High radiation doesn’t exceed 100 rems in a single day.
Heroes must make Constitution feat checks for each day
(or portion thereof) spent in the environment.
Soft enviro-suits cannot fully protect against high radi~
ation, but allow the equipped hero to make checks as ifn
an RZ environment. Hard enviro-armor offer complete
protection.
Rd: Exrkewe RADIATION
{Extreme radiation occurs in particular sites ofthe Gama
Woruo-usually the softly glowing, glassy ground zero of
‘eaplosion deserts, Extreme radiation doesn’t exceed 500
tems ina single hour. Heroes must make Constitution Feat
checks for every hour (or portion thereof) spent in this
environment.
 
 
Enviro-suits and enviro-armor provide limited protec~
tion against extreme radiation; equipped heroes make
Constitution checks as if in an AS or R2 environment,
RS: LeTHAL RADIATION
Lethal radiation is usually obvious—glowing a sickly green
both day and night. Open and operating nuclear reactors
have lethal radiation. Lethal radiation includes radiation
‘over $00 rems/hour, Heroes must make Constitution feat
checks every minute spent in this environment.
Enviro-suits allow the wearer to make checks as if
in an Ré environment; enviro-armor, as if in an R3 envi~
ronment. The Gamemaster may rule that particular
domes and force fields may negate the effects of such
radiation.
Tue Gamma Races axo Murarions
In addition to potential illness, radiation can have a dra-
matic effect on the unstable genetic physiques of many
Gaus Wort species. Whenever a Constitution feat check to
resist radiation is called for, the hero must also make a
Constitution feat check and compare the result to Taste 31:
Pores Mutations. Mutant characters have a+1 step penalty
to this feat check (meaning that mutations are mare likely
to occur), while the other mutated humanoid species of
Grats Worto—such as dabbers, sasquatch, and sleeth—have
4-2 step bonus. Pure strain human and android characters
cannot be mutated and need not make this check
{fa possible mutation is indicated, the hero must
make an additional Constitution feat check and compare
the result to Taaue GW32: RADIATION aNO MuranioN to deter-
mine the type and strength of the mutation (or draw-
back). Such mutations or drawbacks manifest over the
time frame indicated by Table 31.
Table GW29: RADIATION
  
Radiation CON Feat
Level Check Modifier
RO no checks
RL no checks
Re 1 step bonus
RS no modifier
Ra +1 step penalty
RS +3 step penalty Vminute
Taste GW30: RADIATION Erfects
CON Feat Check Effects Onset
Critical Failure Terminally ll 10/20/30 minutes
Failure Extremely il V/Shours
Ordinary tt hours
Good None -
Amazing None -
TOE EyOe ag
 
   
  
 
Taste GW31: PoreNTiaL MUTATIONS
CON Feat Check Possible Mutation? _——Onset
Critical Failure Yes** 10d6 minutes
Failure Yes 24 hours
Ordinary No -
Good No =
Amazing No
**hpply a2 step penalty to the roll on Tate GH
AOATION AND MUTATION.
Table GW32: RADIATION AND MUTATION
CON Feat
Check Mutational Changes
Gitical
Failure Random Good-rank mutation drawback
Failure Random Ordinary-rank mutation drawback
Ordinary No mutation
Good Random Ordinary-rank advantageous mutation
Amazing Random Good-rank advantageous mutation
Temperature
Temperatures from -50° C (-58° F) to 50°C (125° F) are
not unusual in extreme areas. Neither of these extremes
is immediately lethal to an unprotected human—
although the colder extremes can incapacitate a person
ina matter of minutes. In certain rare situations, tem-
peratures may range from « hair above absolute zero
(275° C) to several thousand degrees. Temperature
hazards are rated from HO (coldest) to H5 (hottest).
‘HO: Assowwre Zero
Environments this cold (-200° Cand below) have almost
no atmasphere—most gaseous elements and compounds
condense into rain or snow. Hence, independent supplies
of oxygen are needed for survival. The outer planets and
moons of Earth's solar system have surface temperatures
near absolute zero, This situation may exist in certain
Ancient fab conditions.
Exposed characters without protection must make
exposure checks every phase. Enviro-suits provide only
partial protection; they reduce the check frequency to
‘once every hour. Enviro-armor, given its ability to pro-
vide heat, offers complete protection.
He: Fricio
Temperatures of lower than ~50° C (-58° F) fall into this
category. Temperatures this extreme do not occur com-
manly on €arth, but polar regions might get this col.
Characters require breathing apparatus, since their lungs
freeze upon exposure
Exposed characters without protection must make
exposure checks every round. With extremely heavy, bun-
dled clothing or a makeshift shelter, the frequency of the
exposure checks drops to once every hour. Enviro-suits
provide complete protection.
 
 
H2: Tear
Temperate environments fil the range between -50° ¢
(-58° F) and 50° (125° F). Generally, no checks are
required for survival ina temperate environment, at
least in the short term.
At both their hot and cold extremes, these environ—
ments pose no threat to humans. However, without prop-
er supplies of water, clothing, and shelter, prolonged
contact with these extremes requires exposure checks
ance every hour or day. In extreme hot or cold, heroes
undergoing forced marches or heavy exertion may suffer
a1 or«2 step penclty to their exhaustion checks.
HS: Toru
Unprotected heroes can no better tolerate torrid condi~
tions than frigid ones. Torid environments include areas in
the 50°C (125° F) range and foreign environments with
temperatures near the baling pont of water. Temperatures
up to about 100°C are tolerable fora very shot time
Heroes caught near fire or inthe vicinity of volcanic
axtivity ight be exposed to temperatures like this.
Unprotected characters make exposure checks once
every minute, Enviro-suts and specialized firefighting
gear can provide partial protection, reducing the fre~
quency of exposure checks to once every 10 minutes.
Thanks to its temperature control units, enviro-armor
provides complete protection.
H4: Super Torro
Temperatures over the boiling point of water, from 100° C
to 500° C, demand extreme precautions. Super torrid envi
ronments are likely to occur only in Ancient Laboratories,
or in the midst of volcanic eruptions or hot conflagrations.
Unprotected characters make exposure checks once
every phase. Enviro-suits and specialized firefighting
gear provide only minimal protection, reducing the fre-
quency of checks to once every minute. Characters in
enviro-armor make exposure checks once every 10 min-
utes. Vehicles and tailored habitat domes are the only
source of permanent and lasting protection
 
HS: INFERNO
Heroes caught near a sun must deal with this type of
environment. Temperatures may range from $00° C up to
1000 Cand higher. In addition to some form of protec
tion from the heat, independent breathing apparatus is
absolutely necessary; the airs too hot to breathe. Short
‘ofa starship or a teleporter, itis unlikely that heroes of
‘Gena Wor. will experience a full HS condition.
Only shielded vehicles or specialized habitat domes
offer total safety against inferno environments
Unprotected characters must make exposure checks
‘once every phase with a cumulative +1 step penalty.
Even enviro-armor can’t offer protection against infer-
no temperatures.
SOit See tions the erin iptotesses), and drawbacks (general-
inig=nbich measures both the potency of the
ow extensively it varies th i ry mutations are law-powered alterations or minor
hat don’t result in substantial p Good mutations are mid-powered alterations or
nts that push the body.to its maximum poter ee rire indetectabl alterations
EAM EP ot tremendous poner. Drawbacks
‘Pern Astana or Activated) and a related
on's. irre manent mutations are always in
sdrawbacks ond same physical or mental muta-
jecttdtherightienditions. He doesnot need to
miltation, For example, Improved
c
oft tion (Ordinory, Good, and Amazing versions),
m(omshoerctnia dthelmrove (mtzng)verson.
2 a
eee rete tule.
= rd to the species itself. Such species
‘rom individual to individual,
dividual represents
unique comExample: & player could choose to place 4 of his
‘mutant’ points into physical mutations, designating
them as tao Ordinary mutations and one Good mutation,
and the remaining 3 points os one Ordinary and one Good
mental mutation. Then he might decide to distribute his
4 points of drawbacks as two Ordinary and one Good
drawback. Another player might decide to spend the 7
points on an Ordinary, a Good, and an Amazing mental
mutation and place all 4 points of drawbacks into a sin-
gle Amazing dranback
Pure Randomization
IF you choose this method, first roll d8 and compare the
result to Taste GH3S: Mursrion Poikt DISTRIBUTION. The number in
the row marked "P” is how many mutation points of physi~
cal mutations the hero has, while the number in the °M” row
notes the number of mental mutation points he has.
Now find the number of Physical mutation points on
Tate G34: Mutarion RaxoomzeR and roll the indicated die.
This tells you the specific power level of each of the
hero's physical mutations. Then, do the same for his
mental mutations.
Finally, roll 420 on the appropriate column of Taste
GW35: Physica MUTATIONS or Taate G34: Mewrat MuraTions, oF
12 on the appropriate column of Taste GW37: Dawsacks
to determine the exact mutations and drawbacks pos
sessed by the hero,
 
‘Taste GW33: Mutation Pot DistaieuTiON
ei 2 3 4 5 6 7 8
ep 1 2 3 4 5 6 7 OD
M6 5 4 3 2 1 0 7
Table GW34: Mutation RANDOMIZER
“Points Die Roll Distribution
O(a) any none
1 (any re 10
2 (any) odd 20
even 16
3 (any) odd 30
even 10,16
4 (48) 12 20,16
4 26
5-6 1A
3) 12 30,16
ray 10,26
56 10,18
6 (d6) 4 20,26
M4 20,18
56 16,14
1 (46) 12 30,26
rm 30,18
5
 
62
‘DupLicaTeD MUTATIONS
‘Amutant can't have more than one of the same mutation
(ineluding those mutations that have versions at multiple
power levels). Ifthe same mutation is rolled a second time
(ora lomer- or higher-powered version of the same muta~
tion i tolled), distegord the second result and roll again.
PHYSICAL MUTATIONS
As their name suggests, physical mutations alter a
mutant's physical form—onything from granting gills or
wings to allowing control over the hero's biological
processes.
Toucu-Deuvene> Murarions
Some physical mutations note that their damage can be
conveyed by a touch. Ifthe mutant simply wants to
touch an unwilling target (say, as opposed to striking
with punch), he receives a =I step bonus to the
Unarmed Attack skill check
Physical Mutation Descriptions
‘Aci Touct
Good, Activated, CON
Once per day the mutant can secrete a corrosive sub-
stance from his fingertips that lasts for 1 round (4 phas-
¢s). The mutation is activated on demand and does not
require an action. Any target struck by the acid secretion
suffers damage based on a Constitution feat check made
by the mutant: Marginal, d4s; Ordinary, d4w; Good,
d4+2n; Amazing, dé+2w (En/0). Note that this damage is
in addition to any incurred by the attack. On a Critical
Failure, the mutant suffers d4w instead.
Bioruytam ConTRoL
Ordinary, Permanent, WIL
The mutant is more capable of fighting off adverse phys~
ical effects. He gains a -1 step bonus to Stamina or
Resolve-physical resolve skill checks.
(ChaMELEON FLesH
‘Amazing, Activated, CON
The mutant ean alter his skin color and texture to blend.
into the background. One full round of concentration is
required (any other actions during this round suffer a +2
step penalty). Once complete, opponents suffer a +1 to
+4 step penalty to attempts to spot or target the mutant
(including Awareness-perception, Investigate-search,
and any Ranged Weapons skill), depending on visibility
and background. Ifthe mutant moves or is more than
half-covered by clothing (which doesn’t blend), reduce
the penalty by I step.Demat REIroRcEMENT/ARMOR/PLATING
Ordinary/Good/Amazing, Permanent, CON
This encompasses three varieties of natural armor. A
mutant with Dermal Reinforcement has layers of tough
tissue just beneath his skin that grant armor of dé
(U), d4 (HI), d4-1 (En). These tissue layers are unde-
tectable to the eye or touch
‘A mutant with Dermal Armor has tough organic plates
just beneath his skin (obvious to the touch, but not visi-
je) that grant armor of déel (LI), d4+1 (Hi), d4 (En).
With Dermal Plating, the mutant has large sections of
chitinous plating growing over his skin (which may
appear reptilian, insectoid, or crustacean, at the play
ers whim). This grants armor of dé? (Li), d6+1 (H!),
d6+1 (En), but also reduces the mutant’s Dexterity by
point
If this mutation is used in conjunction with actual
armor, the character rolls for each type and uses the
more favorable result.
Duxt Beam
Amazing, Automatic, INT
The mutant has a secondary brain located inthe head or
torso atthe players choice. The hero's mental mutations
are confined to the primary brain, though the second
brain has 2 additional mental mutation points. Should
the hero's primary brain be affected by an empathic or
telepathic power, the secondary brain automatically
takes overall bodily functions (though any mental
rutations controlled by the primary Brain will be
  
Table GW35: PuysicaL MUTATIONS.
   
    
 
unavailable).
The secondary
brain (which
othermise
remains dormant)
has the same
Intelligence, Will,
and Personality
scores, as well as all
skill ranks possessed by
the primary brain
 
Euscrnic Aura
Good, Activated, WIL
This mutation gives a hero
special capacitorlike organs in
his nervous system that produce an electrical field.
When activated, the mutant can inflict extra damage in
420° Ordinary Good Amazing
1 Biorhythm Control Acid Touch Chameleon Flesh
2 Dermal Reinforcement Dermal Armor Dermal Plating
i Environmental Adaptation Electric Aura Dual Brain
4 Gills Enhanced Durability Energy Absorption ‘4
5 Improved Durability Enhanced Healing Energy Metamorphosis
6 Improved Healing Enhanced Immunity Energy Reflection
7 Improved Immunity Enhanced Metabolism Hyper Durability
8 Improved Metabolism Enhanced Physical Ability Hyper Healing
9 Improved Physical Ability Enhanced Reflexes Hyper Immunity
10 Improved Reflexes Enhanced Senses Hyper Metabolism >
n Improved Senses, Extra Body Parts Hyper Physical Ability
12 Increased Balance Gliding Hyper Reflexes
13 Increased Speed Increased Precision Hyper Senses
4 Night Vision Metamorphosis Natural Attack, improved
15, Oversized Limbs Natural Attack Photogeneration
16 Pheromones New Body Parts Photosynthetic Skin
W Radiation Tolerance Redundant Vital Organs Poison Attack
18 Sonar Rejuvenation Radiating Eyes
9 Toxin Tolerance Size Change Skeletal Enhancement
20 Vascular Control Thermal Vision Wingsunarmed combat or when wielding a metallic (ferrous)
weapon. This damage is based on the result ofa Will Feat
check made by the mutant: Marginal, d4s; Ordinary,
d4+2s; Good, d8+2s; Amazing, d4elw (En/0). Note that
this damage isin addition to any incurred by the attack.
Each activation lasts for 2 full rounds (8 phases), after
which the mutant suffers I point of fatigue damage. This
power will also short out most electronic equipment,
including any worn by the mutant while itis active.
Evexsr Aasorerion
Amazing, hutomatic, CON
This power allons the mutant to act as something like @
lightning rod” for energy attacks. Any time the mutant
is struck by an energy (En) attack, subtract 2d from the
primary damage inflicted, Secondary damage is caleu-
lated using tis reduced result
Everer METAMORPHOSIS
Amazing, Automatic, CON
The mutant uses incoming energy damage to heal. This
mutation negates d4+1 points of primary damage from
any energy (En) attack and immediately restores an
equal number of lost stun, wound, or mortal points (the
type of damage restored is the same as the type of pri-
mary damage coming in). Extra points of healing are
converted from mortal to wound to stun (4:2:1). Any
excess damage not negated is then applied (roll armor
effects normally).
© Example: 4 mutant with this power has 4s and éw
remaining (from 8 each) when he is hit for Sw from an
energy attack. Rolling d4+1 for the mutation, the player
gets a total of 3. Thus, the mutant first heals his two lost
points of wound damage, then the remaining point of
wound healing is converted into 2s of healing. Next, the
leftover 2w of damage is applied as normal. Assuming
the mutant wears no armor, he'll suffer 2w of primary
damage and Is of secondary damage. After the attack,
the mutant is still down 2w but has a net gain of Is.
Enerey REFLECTION
Amazing, Automatic, CON
Similar to Energy Absorption, this mutation allows @ hero
toneutralize dé! points of primary damage from any
energy (En) attack, Secondary damage is calculated using
the reduced result. In addition, the neutralized damage is
reflected back at the attacker, automatically hitting. If
the mutant is wearing armor, energy can be neutrlized but
not reflected.
ENVIRONMENTAL ADAPTATION
Ordinary, Permanent, CON
Changes in the mutant’s physiology make him comfort:
able in an inhospitable environment. The player may
64
choose one of the following adaptations: hot climate,
arid climate, cold climate, or thin atmosphere. The
mutant can function comfortably in the selected cli-
mate as long as conditions stay within that within
which a human could survive. Any penalties associated
with functioning in the selected environment are
reduced by 2 steps.
Extra Bopy Paats
Good, Permanent, CON
The mutant has double the normal number of o specific
body part. Roll dé to determine the body part: I=arms,
2slegs, S=eyes, 4=e0rs, S=mouth, 6=player’s choice or
other. In most cases, these body parts will be found at
useful locations (arms attached to the torso, eyes in the
head, and so forth).
‘An extra pair of arms allows the hero to take an addi-
tional action at no penalty to either action, but only if
both actions are essentially identical (Firing similar guns
or swinging similar weapons at the same target, for
instance). An extra pair of legs increases the hero's
sprint, run, walk, easy swim, and swim movement rates by
25%. A second pair of eyes or ears grants the hero a -2
step bonus to Awareness-perception and similar skill
checks relying on that sense. An extra mouth allows a
hero to talk and eat at the same time, or to perform two
bite attacks on the same target (assuming the hero's bite
inflicts any damage).
Other versions of this mutation should be adjudicated
by the Gamemaster. For instance, having ten fingers on
each hand might grant a bonus to Manipulation skill
checks, while having an extra pair of wings (for those
heroes who already have wings via a mutation) could
increase the hero's fly movement rate.
Giuis
Ordinary, Permanent, CON
The mutant has gills which allow him to breathe water as,
easily as ait. The mutant’s body is also somewhat better
adapted to movement through water; increase swim and
easy shim movement rates by 50%
  
Guoixe
Good, Permanent, DEX
The mutant has larg flaps of skin (like fying squirrel)
or other body parts that allow him to use the glide move-
ment rate, The hero is incapable of gaining altitude with-
out a substantial updraft. The mutant’s body is also
somewhat lighter than normal; he permanently loses 1
point of Constitution,
IMproveo/EWHANcED/HyPER DURABILITY
Ordinary/Good/Amazing, Permanent, CON
This description includes three separate mutations.Improved Durability increases the mutant's stun rating
by 3 points, Enhanced Durability increases the mutant's
wound rating by 3 points, and Hyper Durability increases
the mutant’s mortal rating by 3 points. In the case of
Enhanced and Hyper Durability, this comes with slight or
substantial alterations in body form (such as thicker
hide or inereased bulk) which can be spotted by an
Awareness-perception check (with a -1 or -2 step bonus,
respectively).
Ivpeovco/Exuanceo/Hrtr HEALNS
Ordinary/Good/Amazing, Activated, CON
This description includes three separate mutations. In
each case, the mutation may be consciously activated
once per day, requiring a full und. (Ifthe mutant is
rendered unconscious, the mutation automatically acti
vates if it has nat yet been used in that 24-hour period.)
The mutant then makes a Resolve-physical resolve skill
check. With Improved Healing, the mutant recovers
1s/25/3 & Iw (Ordinary, Good, or Amazing success)
Enhanced Healing restores 25/38 & lw/4s, 2w, & Im,
while Hyper Healing restores 3s & lw/4s & 2w/4s, 3m, &
Im, Inaddition, when activated Enhanced and Hyper
Healing grant a’-1 or -2 step bonus (respectively) to
Stamina-endurance skill checks elated to mortal dam-
age for one hour.
Isproven/ENHANCED/HYPER IMMUNITY
Ordinary/Good/Amazing, Permanent, CON
‘This description includes three separate mutations. A
mutant with Improved Immunity gains a ~2 step bonus to
Constitution feat checks to counter the effects of dis-
ease, infection, or biological agents. When being treated
to heal damage from these causes, the hero providing
the treatment receives a2 step bonus. Enhanced
Immunity increases these to a -3 step bonus, while Hyper
Immunity increases them to a ~4 step bonus.
 
   
  
  
 
 
 
 
 
 
 
 
 
 
 
 
   
IpRoveo/ENHANCED/HYPER METABOLISM
Ordinary/Good/Amazing, Activated, CON
The mutant can boost metabolic rate to grant bursts of
strength and speed. When boosted, the hero receives a
1, -2, or -3 step bonus (for the Improved, Enhanced, or
Hyper version) to the following sill checks: Athletics,
Nelee Weapons, Unarmed Attack, Rerobatics, and
Novement. He also gains @ 1-, 2-, or 3-point increase to
any damage inflicted by a successful Unarmed Attack or
Nelee Weapons skill check. In addition, Hyper
NNetabolism grants a -1 step bonus to the mutant's
action check
ach adrenaline boost lasts for d4+1, d6+1, or
46+2 rounds; at the end of this time, the hero suffers
fatigue damage (1 point, d4+1 points, or 44+2 points,
respectively)
  
IoMProveD/ENWANCED/HYPER PHYSICAL ABILITY ScoRE
Ordinary/Goad/Amazing, Permanent, STR/DEX/CON
When this mutation appears, the player rolls dé to
determine which ability score is increased: 1-2,
Strength; 34, Dexterity; 5-8, Constitution. The
Improved version of this mutation increases the ability
score by I point, the Enhanced versian by 2 points, and
the Hyper version by 3 points
 
Ietproven/ENHANCED/HYPER REFLEXES
Ordinary/Good/Amazing, Permanent, DEX
The mutant gains a -1, 2, or ~3 step bonus (for the
Improved, Enhanced, or Hyper version) to her action check
Improven/ENWAaNceD/HyPeR Senses
Ordinary/Goad/Amazing, Permanent, WiL
The mutant gains « -1, -2, or -3 step bonus (For the
Improved, Enhanced or Hyper version) to Awareness—
perception checks or Investigate skill checks in which
touch, taste, smell, sight, or hearing play a part
Increased BALANCE
Ordinary, Permanent, DEX
The mutant’s improved equilibrium grants her a -2 step
bonus to Acrobatics skill checks.
 
Increase Precision
Good, Permanent, DEX
The mutant gains a -1 step bonus to hit with any attack
(melee or ranged), and any penalty for ronge is
decreased by | step.
Increase Speen
Ordinary, Permanent/Activated, CON
The mutant’s movement rates increase by 25%. In addi-
tion, he may trigger a burst of speed that doubles his
movement rate for one minute (5 rounds). This inflicts 1.
point of fatigue damage. 4
MeramonPuosis
Good, Activated, CON
The mutant can reshape his bodily features to match any
being he has viewed. The mutant doesn’t actually gain or
lose mass, so he can’t change his apparent size by more
than a few centimeters. When used as a disguise, those
attempting to see through it suffer a +4 step penalty to
Awareness-perception skill checks. The mutant may keep
the new form indefinitely, though he returns to normal if
he falls asleep, is rendered unconscious, or is killed
Natural ATTACK/IMPROVED
Good/Amazing, Permanent, STR
The mutant gains a natural attack form, such as claws,
fangs, spikes, or horns. Replace the hera’s normalunarmed damage with d6~2s/d4w/d4s2w (LI), or
d4n/d4+2w/d4m (L) for the Improved version. Ifthe
slayer chooses to make the natural weapon retractable,
reduce damage figures by 2 (to a minimum of l point).
New Boor Paris
Good, Permanent, CON
The mutant has one or more body parts nat nérmally
found on hs species. The specific body part(s) are up to
the player (with Gamemaster approval); examples
include a pair of tentacles, « trunk, a prehensile tail,
marsupial pouch, or a set of antennae. The player is
encouraged to be creative in his choice. The specific
effect ofthis mutation will vary widely depending on the
body part selected. In most cases it should result in a
minor added ability, a-1 step bonus to a broad skill, a -
2 step bonus to a specialty skill, or a minor improvement
to an existing ability. For instance, a prehensile tail
might let the hero take an additional action (at the nor-
mal penalties) while stil having a free hand, while a pair
of antennae might grant a -1 step bonus to Awareness
skill checks.
Note that this mutation may not duplicate the effects
of any Amazing-quality mutation (such as Flight),
though it may be similar to Ordinary or Good mutations.
Nici Vision
Ordinary, Permanent, WIL
The mutant has eyes that are extraordinarily sensitive to
ambient light (like a cat's), which reduces obscurity
penalties she would otherwise suffer by 2 steps. This
‘mutation provides no help in total darkness.
Oversizeo Lins
Ordinary, Permanent, CON
The mutant’s arms or legs (player's choice) are 150%
their normal length. Longer arms allow for greater reach,
while longer legs add 25% to sprint, run, and walk move~
ment rates.
Purzonones
Ordinary, Activated, WIL
The mutant can release pheromones that sap the
willpower of creatures within 10 meters, Each creature
that can be affected (see below) must make a
Resolve-mental resolve skill check to determine the
effect: Critical Failure, reduce intelligence and Will
resistance modifiers by 5; Failure, reduce by 3; Ordinary,
reduce by 2; Good, reduce by 1; Amazing, no effect. The
effects last for as lang as the mutant maintains the
pheromones and remains within 10 meters of the affect
ed creature. Note that while this mutation is active,
creatures tracking the mutant by scent goin a -2 step
bonus to Investigate-track skill checks.
Pheromones are only effective on creatures of the
same general type as the mutant (mammalian, reptilian,
avian, and so forth). Thus, the pheromones of a mutated
human would have no effect on a sleeth, but would.
affect « human, sasquatch, or hoop.
PHOTOGENERATION
Amazing, Activated, WIL
The mutant can generate light from his body. Whenever
desired, the mutant can cause his body to glow, provid-
ing light equivalent to daylight in a 5-meter radius.
Alternatively, he can generate a tremendously bright
light. This flash forces everyone within 10 meters who is
facing the mutant to make a Constitution feat check,
the results of which indicate the duration of blindness:
Critical Failure, d4 hours; Failure, d& minutes; Ordinary,
dé rounds; Good, d4 rounds; Amazing, no blindness.
After this flash, the mutant cannot generate light (nor-
mal or bright) for 4 hours.
Puorosvwrueric Skin
Amazing, Automatic, CON
The mutant does not need to eat if he spends at least
three hours each day in bright sunlight (or twice that in
dim sunlight). In addition, the mutant gains a -2 step
bonus to Resolve-physical resolve skill checks made to
heal damage if he spends the time resting in bright sun-
light, Unfortunately, the mutant suffers 150% normal
damage from light-based attacks (such as lasers) due
to the oversensitivity of his skin
Poiso ATTACK
Amazing, Activated, STR
‘The mutant has the ability to produce a toxin, as well as
a method of delivering the poison to a victim. Roll d4 to
determine the type of poison and delivery system: 1,
hemotoxin (insinuative); 2, neurotoxin (insinuative or
inhaled, player's choice); 3, irritant (inhaled); 4, play-
er’s choice. (See the guidelines under “Poison” in
Chapter 3.)
‘An insinuative delivery system injects the poison
directly into the target’s bloodstream through the use of
a natural weapon, such as Fangs, claws, or a stinger (the
hero must have the Natural Attack or Improved Natural
Attack mutation, or @ similar natural ability, to have this
delivery system). A successful Unarmed Attack-braw!
sill check is required to deliver this poison.
Inhaled poisons are delivered via a sharp exhalation
of breath or a burst of gas released from an internal
bladder. The spray affects all targets within 4 meters in
the direction the mutant is facing, and the poison
remains airborne for | round after it’s released,
The mutant may only have a single dose of poison
‘available at any given time. Every hour after using thismutation, the hero may make a Resolve-physical resolve
skill check to produce a new dose (+2 step penalty if the
mutant produces hemotoxin, +l step penalty if neuro
toxin, no penalty if irritant)
Rapiatng Eves
Amazing, Activated, WIL
The mutant can project dangerous radiation from his
eyes, affecting all targets in a cone-shaped area 10
meters long and § meters wide at its base. Each target
inthis area must make a Constitution feat check with
the following results: Critical Failure, Terminally ill
(10/20/30 minutes); Failure, Extremely ill (1/3 hours);
Ordinary tl (6 hours); Good, Il (12 hours); Amazing, No
effect. The mutant must also make this Constitution
feat check, though he gains a -3 step bonus
RADIATION TOLERANCE
Ordinary, Permanent, CON
The mutant has a -3 step bonus to Constitution feat
checks for purposes of resisting radiation.
Repunpant ViTAL ORGANS
Good, Permanent, CON
This mutation protects a character's vital life sys-
tems-cardiovascular, respiratory, nervous, and diges~
tive-by providing backup organs that can function and
maintain life if the primary systems are damaged. All
mortal damage inflicted on the mutant is reduced by
half (though the mutant suffers secondary damage
based on the full amount), and the mutant gains a -3
step bonus to Stamina—endurance skill checks related
to mortal damage.
REJUVENATION
Good, Activation, WiL
The mutant can consciously restore lost stun or fatigue
points. Once per hour, he may make a Resolve-physical
resolve skill check, the result of which provides 2, 4, or 6
“ejuvenation points” (For an Ordinary, Good, or Amazing
success). It costs 2 rejuvenation points to restore a lost
fatigue point or I point to restore a lost stun point; the
hero can "mix and match” to restore both fatigue and
stun points if desired. Excess rejuvenation points are
lost. Note that this healing isin addition to any normally
afforded the hero by the passage of time.
‘Size CHANGE
Good, Permanent, STR or DEX
The mutant’s body has been permanently increased (a
STR-based mutation) or decreased (OEX-based) in
height (roll d4: 1-2 increased, 34 decreased) by 50%.
Note that because mass increases or decreases by the
cube of the change in height, a larger hero weighs just
 
‘over 3 times normal while a smaller hero weighs only
‘one-eighth normal
Larger heroes gain 50% to movement rates, gain 1
point to Strength, and subtract 1 point from Dexterity.
Smaller heroes reduce their movement rates by 50%,
lose 1 point from Strength, and add I point to
Dexterity
Heroes with this mutation may be incapable of
using or wearing normal-sized equipment, and may
encounter other difficulties at the Gamemaster’s
option.
SeetaL ENHANCEMENT
Amazing, Permanent, CON
The mutants skeleton is fr stronger than normal
Unarmed attacks, blunt attacks, and falls inflict only
halF damage (both primary and secondary). The mutant
inflicts +2 damage in unarmed combat, and permanently
gains +1 to his Constitution.
‘SoMAR
Ordinary, Permanent, WIL
The mutant can “see” by emitting high-pitched squeaks
and listening to them reflect off surfaces (like a bat).
This negates all but 1 step of penalty due to darkness or
poor visibility, though fine or two-dimensional details
(such as writing) cannot be determined. The range ofthe
sonar is limited to 100 meters
THERMAL Vision
Good, Permanent, WIL
The mutant can see into the infrared spectrum, spotting,
objects by the heat they radiate. As long as objects and
other characters aren't the same temperature as the
surrounding area, the hero receives a -3 step reduction
to penalties relating to obscured situations, including
total darkness.
Toxin ToveRaNce
Ordinary, Permanent, CON
The mutant's body can process toxic substances with
great efficiency, reducing their effects. He gains a -2
step bonus to Constitution feat checks made to resist
poisons or drugs
‘Vascutar ConTrot
Ordinary, Permanent, WIL
The majar blood vessels in the mutant’s body can limit,
blood loss due to injury by constricting and then
rerouting blood around damaged areas. This reduces
primary mortal damage suffered by I point (but does
not affect secondary damage), and provides a -1 step
bonus to Stamina-endurance skill checks related to
mortal damage.Amazing, Permanent, DEX
The mutant has large wings (feathered, gossamer, bat,
or whatever the player desires). This allows her to use
the fly and glide movement rates. By purchasing ranks
in the Aerobatics-flight skill, she can improve her abil
ity to move through the air. Without this skill, the
success of any attempt to fly is determined by an
untrained skill check (one-half Dexterity with a +1
step penalty).
The mutants body is also light-framed, with hollow
bones and efficient musculature; she permanently loses
point from her Strength score and 2 points from her
Constitution score, while adding 1 point to her Dexterity
score. The mutant’s wingspan is about 6 meters, so it's
neatly impossible to conceal her wings
MENTAL MUTATIONS
In their descriptions, many mental mutations are classi-
fied as empathic, telekinetic, or telepathic. Tis is sig
nificant because certain defensive mutations provide
protection against one of these types of powers.
The following mutations are considered empathic:
Empathic Blast, Empathic Burst, Empathic Scan, and
Empathic Symbiosis.
The following mutations are considered telekinetic
Cryokinesis, Fight, Levitation, Photokinesis, Pyrokinesis,
Telekinesis, Telekinetic Blast, and Telekinetic Hand.
The following mutations are considered telepathic:
Confusion, Contact, Fatigue Generation, Illusion
Generation, Induce Phobia, Invisibility (Improved),
Mental Domination, Mental Paralysis, Mindwipe,
Suggestion, Telepathic Blast, Telepathic Scan, and
Translation.
Mental Mutation Descriptions
Bare Sewse/IMPRoveD
Ordinary/Good, Permanent, INT
The mutant has an intuitive sense of combat that grants
him a -1 step bonus to action checks (-2 step bonus for
Improved version).
‘CLArRAUDIENCE
Good, Activated, INT
The hero can project her mind to a selected location (up
to 1 kilometer away) and hear sounds as if she were
there. Each use of this mutation lasts § rounds (1
minute). If the mutant uses this power a second time
before an hour has passed, she suffers 1 point of fatigue
damage.
 
CuaIRVOWANCE
Good, Activated, INT
The mutant can project his mind to a selected loca-
tion (up to 1 kilometer away) and see as if he were
there. Each use of this mutation lasts 5 rounds (1
minute). If the mutant uses this power a second time
before an hour has passed, he suffers 1 point of
fatigue damage.
Conrusion
Ordinary, Activated, PER
The mutant can telepathically confuse the mental
processes of a single visible target within 30 meters.
The target suffers a +1 step penalty to all actions, and
may attempt a Resolve-mental resolve skill check to
resist further effects; failure indicates the target acts
as indicated by the roll of a dé: 1 = stands still; 2 =
wonders away; 3 = attacks nearest creature; 4
attacks nearest inanimate object; 5 = repeats last
action taken; 6 = performs nonsensical noncombat
action such as hopping up and down or giggling uncon-
trollably. This power can be used once per round, and.
its effects last for § rounds (1 minute).
 
Contact.
Ordinary, Activated, PER
The mutant can send and receive thoughts to and from
another character within 1 kilometer, as ifthe two
were standing next to one another having a conversa.
tion, Note that this does not allow the mutant to read
another's thoughts (unless those thoughts are specifi-
cally sent to the mutant by a willing target). Since the
communication is on a telepathic level, the individuals
need not share a language.
If desired, the mutant can instead create a mental
link between any number of characters within 10 meters
of him. This allows all individuals to communicate with
each other telepathically as noted above (though itis
impossible to “filter out” any of the conversation, thus,
all characters hear all sent thoughts as if they stood
together in a room),
 
Crvoxinesis:
Amazing, Activated, WL
The mutant can telekineticaly slow the movement of
molecules in an object or even air to decrease its tem-
perature. This mutation requires one full phase of con-
centration before it takes effect. When used on a tar-
get, the victim must make a Constitution feat check,
the result of which indicates the damage suffered
Critical Failure: the target suffers déw and is rendered
unconscious for dé rounds; Failure: d6+2s; Ordinary:
44s; Good: d4-2s; Amazing: no effect. Alternatively,
the mutant can coo! a 5-meter-radius area, which
i 6
Mage 3,
pa
eS RR er.Taste GW36: MENTAL MUTATIONS:
420 Ordinary Good ‘Amazing
1 Battle Sense Battle Sense, improved Gryokinesis
2 Confusion Cloiraudience Death Field Generation
3 Contact Clairvoyance Empathic Symbiosis
4 Danger Sense Duality Flight
5 Directional Sense Empathic Burst Hyper Mental Ability
‘ Empathic Blast Empathic Reflection Life Leech
? Empathic Sean Enhanced Mental Ability Magnetic Control
8 Empathic Shield Fatigue Generation Mental Domination
9 Improved Mental Ability Illusion Generation Mental Paralysis
0 lnvisibility Induce Phobia Mindwipe
u Life Detection Invisibility, improved Precognition
2 Mental Enhancement Kinetic Shield Psychic Projection
5 Mind Over Body Levitation Paychic Void
4 Natural Learner Mental Enhancement, improved Psychometry
15 Photographic Memory Photokinesis Pyrokinesis
1 Psychic Perception Posteognition Telekinetic Blast
v Quick Thinking Suggestion Telekinetic Hand
18 Telekinesis Telepathic Blast Telekinetic Reflection
Vv Telepathic Resistance Telepathic Sean Telepathic Reflection
a0 Translation Telepathic Shield Transfusion
inflicts the same damage to all targets within the
area, but grants a -2 step bonus to the Constitution
feat check. In either case, the range is 30 meters and
the mutation can be used once per hour.
Danger SENSE
Ordinary, Permanent, WIL
The mutant's heightened intuitive powers grant a ~2 step
bonus to Awarenessintuition skill checks.
DeaTi Frewo GENERATION
Amazing, Activated, WIL
when the mutant uses this power, all ving creatures
(including the mutant) within 20 meters must make a
Resolve-physical resolve skill check. Ifit succeeds, the
creature suffers dds. If it fails, the creature suffers
2d4w (no secondary damage is inflicted). Armor does
not protect against this damage, as it represents a
gure oss of life force. Those damaged by this mutation
may make a physical resolve skill check each hour; any
success indicates that all damage suffered by Death
Field Generation disappears. This power may be used
anly once per week.
Directional Sense
Ordinary, Permanent, INT
‘The mutant has an instinctive sense of direction and is
‘almost incapable of becoming last. She gains a -3 step
bonus to any Navigation skill checks.
Ce ff k
tee
    
 
 
Duaury
Good, Permanent, WiL
The mutant can perform two related actions (such as
attacking with a weapon in each hand) at no penalty,
and can perform two unrelated actions (such a firing a
gun while picking a lock) with no penalty tothe First
action and a +2 step penalty to the second. The mutant
is also considered to be ambidextrous and can use a
weapon in either hand normally.
Emearuic BLAST
Ordinary, Activated, PER
The mutant can implant a strong emotion in the mind of
a single visible target within 30 meters. Typical emotions 4
(and their effects) are as follows:
Courage: -2 step bonus to Resolve skill checks
Fear: +2 step penalty to Resolve skill checks
Love: -2to target's Intelligence and Will resistance
modifiers >
Hatred: +2 to target's Intelligence and Will modifiers
Anger: #1 step penalty to all actions
Happiness: -1 step bonus to all actions .
An unwilling target is allowed a Resolve-mental
resolve skill check to resist the effects of Empathic
Blast. The mutant cannot affect himself with this muta:
tion, The effects last for 1 minute (5 rounds), and the
power can be used once per round.Exparuic Burst
Good, Activated, PER
This duplicates the effects of Empathic Blast except that it
affects déel targets within 30 meters of the mutant. The
player may select which targets are affected by this muta~
tion; al targets are allowed a Resolve-mental resolve skill
check to resist. The mutant cannot affect himself with this
mutation. It may be used once per minute.
Ematiic REFLECTION
Good, Automatic, WIL
The mutant automatically reflects empathic attacks
made against him. The user of the empathic power is
affected as if the target had used the power on her.
Empathic scans made against the mutant read the scan-
ning character's emotions instead.
Empariic Scan
Ordinary, Activated, INT
The hero can “read!” the surface emotions of another
character within sight. In addition to the obvious advan-
tages this grants, the mutant also gains a -1 step bonus
when using encounter skills against that target. The
mutant can scan one target per round.
Ewariic SHIELD
Ordinary, Permanent, WL
The mutant gains +1 to his Intelligence and Will resist~
ance modifiers and a -1 step bonus to Resolve shill
checks. He is immune to empathic scans.
-Empatiic SyMiosis
Amazing, Activated, PER
This powerful mutation allows the hero to form a long-
lasting empathic link with another character. This sym-
biosis permanently connects the emotional states of the
two creatures. What one feels, the other also feels.
(though at a lesser intensity). The sharing of emotions is
automatic and instantaneous; thus, each individual
always knows the emotional state of the other, but is
never overwhelmed by it. Consciously withholding feel-
ings from a linked individual requires Will feat check
every round.
In addition, the Intelligence and Will resistance modi-
fiers of each individual in the symbiosis become equal to
the sum of all inked individuals. Thus, if three individu-
als with intelligence 11 (+1 INT resistance modifier) were
empathically linked, they would each have a new
Intelligence resistance modifier of +3 (the sum of the
Intelligence resistance modifiers of all individuals).
To create this empathic link, the mutant must make a
Personality feat check. IF used on a unwilling target,
‘apply the target's Will resistance modifier to the feat
ccheck. However, if used on a willing target, apply the
 
reverse ofthe Will resistance modifier (a stronger Will in-
creases, rather than decreases, the chance of success).
In addition, apply a +1 step penalty for each individual
already empathically linked to the mutant. Ifthe feat
check fails, the mutant can never again attempt to use
Empathic Symbiosis on that target.
‘An Empathie Symbiosis shouldn't be entered into
light, but only with individuals who are trusted by the
mutant. The Gamemaster should reinforce the loss of
privacy ereated by this mutation, as well as the incredi-
bly strong emotional bond it forges.
FATIGUE GENERATION
Good, Activated, WIL
The mutant can induce fatigue in a visible target within
30 meters. This inflicts 1 point of fatigue damage to the
target, but the mutant also suffers 1 point of stun dam-
tage. The power can be used once per round.
Fueut
Amazing, Activated, WIL
The mutant can telekinetically fly at her fly movement
rate. She may carry up to 10 kg per point of Will while
flying. The mutant suffers a +2 step penalty to any
actions taken while flying (except when hovering). Each
minute of continuous flight after the frst forces the
mutant to make a Will eat check or suffer I point of
fatigue damage. If the mutant runs out of fatigue points
while flying, she immediately drops to the ground (suf-
fering impact damage)
Tuwusion GeneRaTion
Good, Activated, PER
The mutant can telepathically implant an illusion in the
mind of a visible target within 30 meters. The illusion has
‘no substance, so it can fool only the eyes and ears. A
successful Awareness—intuition skill check (at a +1 step
penalty) will allow the target to “see through” the illu-
sion. Maintaining the illusion requires some concentra~
tion on the part of the mutant; she suffers a +1 step
penalty to all other actions while doing so. Each minute
(5 rounds) or fraction thereof after the first minute that
the illusion is maintained costs the mutant 1 point of
fatigue damage.
Improveo/EnWaNceD/HyPeR MENTAL ABILITY SCORE
Ordinary/Good/Amazing, Permanent, INT/WIL/PER
When rolled or selected, the player should roll d6 to
determine which Ability Score is increased: 1-2,
Intelligence; 3-4, Wil; 5~6, Personality. The Improved
version of this mutation increases the Ability Score by 1
point, the Enhanced version by 2 points, and the Hyper
version by 3 points.Inpuce PHOBIA
Good, Activated, PER
The mutant can telepathically induce a severe phobia in a
visible target within 30 meters. This can be anything the
mutant desires, from birds to people to guns to open
spaces. Assuming that the object of the phobia is present,
the target must immediately make a Will feat check; failure
indicates that he freezes or flees the scene, as appropriate.
Even if the target succeeds, he suffers a +1 step penalty to
all actions while the object of his phobia is present. This
mutation may be used once per hour, but only once per day
an any given target. Its effects last for 10 minutes
Invisienuty/ImMPRovED
Ordinary/Good, Activated, PER
The mutant can implant a limited form of telepathic illu~
sion that prevents a single visible target within 30 meters
from perceiving his presence. The mutant simply doesn’t
register to the target's senses, though an Awareness—
intuition skill check (with a +1 step penalty) may note
that something is amiss.
The Improved version ofthis mutation allows the
mutant to affect up to six targets, or to mask up to six
individuals from a single target. All targets to be affect-
ed, or all individuals to be masked, must be within 10
meters ofall other targets or individuals
The invisibility created by either version of this muta-
tion lasts for 5 rounds (1 minute), and may be used once
per hour.
Kenic Suveuo
Good, Activated, WIL
The mutant can create an invisible barrier that protects
him from physical attacks. Damage from Li attacks is
reduced by 2 points, while damage from HI attacks is
reduced by 1 point (before checking armor). The mutant
can use this power once per hour, and each use lasts §
rounds (1 minute).
Levitation
Good, Activated, WIL
The mutant can telekineticaly levitate herself (plus 10 kg
per point of Will) into the air at a rate of 2 meters per
phase. This mutation allows only vertical movement; the
mutant cannot move horizontally (except by pushing off of
bjects, which grants horizontal movement ata rate of 1
meter per phase). The mutant can ascend, descend, or
hover at will while the mutation is active. The hero suffers
al step penalty to any action while levitating (except
when hovering). Each round of continuous levitation after
the first forces the mutant to make a hill eat check or
suffer 1 point of fatigue damage. If the mutant runs out of
fatigue points while levitating, she immediately drops to
the ground (suffering impact damage),
 
(Ure Detection
Ordinary, Activated, INT
When this mutation is activated, the character can
detect al living creatures in a 30-meter radius. If
desired, the player may narrow the criteria to detect only
‘a specific type of creature (such as mammals, reptiles,
sentient beings) ora specific species (such as humans,
sieeth, or sasquatch). This mutation may be used once
per hour and lasts for 1 round.
   
  
 
‘Lire Leecu
Amazing, Activated, WIL
When life leech is activated, the mutant drains d4 stun
points from all animals within 10 meters. These points
‘re added to the mutant’s stun rating (though it cannot
exceed 3x the mutant’s normal maximum stun rating)
Stun damage inflicted on the mutant is taken from the
extra stun points first, which otherwise fade after 4
hours. Note that wound or mortal points cannot be
drained with this power.
The mutant may use this power once per hour at no risk
to himself. However, each additional activation in the
same hour inflicts 1 point of Fatigue damage to the
mutant,
 
Masnenic Controt i
Amazing, Activated, WIL
This mutation allows the hero to control lines of magnet-
ie force. Ths is similar to Telekinesis, although the
mutant can move only iron, steel, or other ferrous
‘objects within 30 meters of himself. The mutant can
‘move objects up to 200 kg at a rate of 4 meters per
phase in any direction. For every additional 50 kg oF
‘mass, the movement rate decreases by one-half meter
Any other actions taken while the mutant is using this
power suffer a +2 step penalty
This power can also damage electronic equipment. 1]
When used in such a manner, a successful Will feat check 4
by the mutant disables the device unti it can be
repaired,
The mutant can use this power for up to $ rounds (1
minute) without tiring. However, after this period the
‘mutant must rest the mutation for one hour or he suf-
fers 1 point of fatigue damage for each additional a
round of use. ‘
‘Mental DoMiNAriON
‘Amazing, Activated, PER
The mutant can telepathically take control of another 7
being’s mind and command the target to do her bidding. 2
The result of a Personality feat check by the mutant
applies a +1, +2, or +3 step penalty to the target's
Resolve~mental resolve skill check made to resist the 4
effect. The target must be within sight when thedomination attempt is made, but can be commanded at
any range after that. The duration of the domination is L
hour. Any commands specifically against the target's
nature grant a new mental resolve skill check to break
free (with the same penalty that was applied to the orig
inal check).
This mutation is physically tiring to the hero using it
When the effect ends, she suffers I point of fatigue
damage. Only one target can be dominated at atime.
(MENTAL ENHANCEMENT/IMPROVED
Ordinary/Good, Permanent, WIL
The mutant's mental mutations are mare powerful than
normal. if the mutation requires a skill or feat check to
use, the mutant gains a -1 step bonus; if it forces a tar
get to make a skill or feat check to resist, that check
suffers a +1 step penalty. If neither of these apply, men
tal enhancement has no effect on that mutation.
Improved Mental Enhancement increases the bonus or
penalty to 2 steps.
MENTAL PaRaQrsis
Amazing, Activated, PER
The mutant can telepathically paralyze a target's motor
control, causing him to drop to the ground like a puppet
whose strings have been cut, The target (who must be
visible and within 30 meters) is allowed a Resolve-men-
tal resolve skill check to resist; otherwise, she is inca-
pable of movement for d41 rounds. Of course, mental
mutations and other abilities which don't rely on move~
ment may be used while under the effect of this muta~
tion, The mutant may use this power once per hour.
‘Mivo Over Boor
Ordinary, Activated, PER
The mutant can consciously override his own body's
physiological response to fatigue or injury. Once per
hour, the hero may make a Will feat check. On an
Ordinary result, he can ignore 1 step of penalties result-
ing from fatigue or mortal damage. A Good result allows
him to ignore 2 steps of penalties, while an Amazing
result lets him ignore 3 steps of penalties. The duration
of the effect lasts for one hour (but may be extended by
another activation of the mutation). Note that this
mutation can only negate penalties, never grant a
bonus
Mixpwirt
Amazing, Activated, PER
‘The mutant can telepathically erase a portion of a tar-
get's memory. The target must be visible and within 30,
meters, and she gets a Resolve~mental resolve skill
check to resist. Failure indicates that the mutant can
erase up to 1 hour of the target's memory. This action
72
GS
4
‘may be repeated to erase larger portions; however, each
additional attempt by the mutant against the same tar-
get grants the target a cumulative -1 step bonus to
resist, and any successful mental resolve skill check
negates all memory erasure by the mutant,
NATURAL LEARNER
Ordinary, Automatic, INT
When this mutation is rolled, the player must select an
Ability Score. When learning a skill or increasing the rank
of any skill based on that score, the hera may attempt
an Intelligence feat check. If successful, the skill point
cost for that skill or skill rank is decreased by one point.
This reduction is cumulative with profession dis-
counts, but not with any reduction gained from the Teach
skill. The cost of any skill or skill rank can’t be reduced
below 1 point
The player must commit to purchasing the skill before
attempting the feat check, and the hero must have
sufficient skill points available to purchase the skill even
if the feat check fails.
Puotocraruic Memory
Ordinary, Permanent, INT
The mutant has a flawless memory, remembering every-
thing she has ever experienced.
PHOTOKINESIS
Good, Activated, WIL
The mutant can telekineticaly excite the molecules in an
object so that they give off illumination. After one phase
of concentration, the abject begins to glow, illuminating
a 5-meter-radius area with light equivalent to normal
daylight, The effect lasts for I minute (5 rounds) and
may be used once per hour
Posicosurrion
Good, Activated, WiL
The mutant can “see” flashes of events that occurred in
an area in the past. The result of an Awareness-intuition
feat check by the mutant indicates the clarity of the
sight: Ordinary, the hero senses general emotions left in
the area; Good, she also receives brief flashes of events
that may or may not make sense to her; Amazing, she
experiences a brief encounter as if she were at the scene
hen the events occurred.
With Posteognition, the mutant generally taps into the
‘most significant or emotional event of an area, though
this mutation only rarely allows sight beyond one day per
point of the mutant’s Will. This mutation may be used
only once per day, and only one success is allowed in any
given area (thus, if the mutant gets an Ordinary success,
she can’t come back the next day to try for a better
success).
 
 
aPrEcoGHITiON
Amazing, Automatic/Activated, WIL
With this mutation, the character can receive impressions
about possible future events. A mutant usually doesn’t
consciously employ this mutation Instead, the
Gamemaster can call for the mutant to make an
Awareness—intuition skill check when a precognitive lash
might occur. On an Ordinary success, the mutant per-
ceives vague images of a future event. On a Good suc-
cess, she receives brief flashes of coming events that may
‘or may not make sense to her. On an Amazing success,
she actually experiences a brief encounter as though she
isat the scene when the events transpire.
Precognition generally allows a mutant to see events
up to one day in the future per point of Will, though the
Gamemaster can adjust this for story purposes.
Forcing a precognitive flash applies a +3 step penalty
to the skill check and costs the hero I point of fatigue
damage. Furthermore, regardless of the success of the
sttempt the power is “exhausted” and can't be used for
246 days.
Psvcwic PERCEPTION
Ordinary, Automatic, INT
The mutant automatically detects the activation of any
mental mutation within 100 meters, and may make an
Awareness-intuition skill check to determine the source.
ife character with an inactive or permanent mental
‘mutation mental mutation passes within 30 meters of
the mutant, the Gamemaster may make a secret
Awareness-intuition skill heck to see ifthe hero detects
the character.
Psyciic PROJECTION
Amazing, Retivated, INT
The mutant can project his consciousness to any point
within L Kilometer This psychic projection is invisible and
an travel at the speed of thought, penetrating ony bar-
‘erat wil, The mutant’ consciousness can perceive its
tnvironment as ifthe mutant were there (though he
can't employ any physical or mental mutations through
this ghostly presence). While projecting, the mutant’s
body lies insensate and helpless. This mutation is physi-
cally taxing; for every minute (or fraction thereof) that
the mutant psychically projects, he suffers 1 point of
fatigue damage.
Psrcac Voro
Amazing, Permanent, WIL
‘The mutant’s mind is completely undetectable by
empathic or telepathic scans, registering as only a blank
slate. He is immune to empathic and telepathic attacks.
Mutations that contact the character's mind, such as
Contact or Translation, fail to function on him.
 
PsycHomerrY
Amaring, Activated, INT
The mutant can read psychic impressions from inani-
mate objects. The mutant must touch or wear the
object to gain insight into who has used it and in what
context. What the hero senses depends on the result of
an Intelligence feat check. On an Ordinary success, the
mutant receives simple emotions associated with the
object. A Good success allows the mutant to see simple
images associated with the object. On an Amazing suc~
cess, the mutant experiences a brief encounter as if
she were the person using the object or its owner.
Generally, psychic residues of this nature last fora few
hours, though residues related to particularly emo-
tional events (such as a murder) may last for days or
weeks, at the Gamemaster’s discretion
This power may be used only once on any given object,
and only ance per day at any rate. The Gamemaster can
automatically activate this skill to provide a clue or oth~
emvise direct a story.
PrroxiNesis
Amazing, Activated, WiL
The mutant can telekinetically excite the molecules of an
object or the air to increase its temperature. This muta
tion requires one full phase of concentration before it
takes effect. When used on a living target, the victim
must make a Constitution feat check, the result of which
indicates the damage suffered: Critical Failure, the tar-
get suffers déw and ignites, suffering equal damage each
round until the fire is extinguished; Failure, d6w;
Ordinary, d4s; Good, dé-2s; Amazing, no effect.
Alternatively, the mutant can heat up a 5-meter-radius
area, which inflicts the same damage to all targets in the
area but grants o -2 step bonus to the Constitution feat
check. In either case, the range is 30 meters and the
mutation can be used once per hour.
Quick THinking
Ordinary, Permanent, INT
The hero's mind works more quickly than others. This
results in a -1 step bonus to all Intelligence-based skill
checks,
‘Sussestio
Good, Activated, PER
The mutant can telepathically implant a suggestion inthe
mind ofa visible target within 30 meters that the target
believes tobe its own. The target may make a
Resolve-mental resolve sill check to resist, the result of
which determines the duration ofthe suggestion: Critical
Failure, $hours; Failure, 1 hour; Ordinary, 1 round; Good
ot Amazing, no effect. A reasonable suggestion incurs @ +1
of +2 step penalty to the mental resolve skill check, while«suggestion of something opposed to the target's nature
grants a -1 to -3 step bonus, Most targets will not realize
aftermard that the idea was not their own, although the
Gamemaster could allow a Will feat check to recognize
that fact.
Suggestion may be used once per 10 minutes.
Teuexnesis
Ordinary, Activated, WIL
The mutant can move objects using only her mind. She
can lift up to 100 kg at a rate of 1 meter per phase or
push up to 200 kg at 2 meters per phase. Normal impact
damage rules apply to an object dropped from a height
ora target struck by « moving object. A mutant cannot
use this power on herself
TRLEKINETIC BLAST
Amazing, Activated, WIL
Once per round, the mutant can unleash a blast of pure
telekinetic force, inflicting d6+2s (LI) to a single visible
target within 10 meters
Teuexweric HAND
Amazing, Activated, WIL
The mutant can manipulate small objects ata distance of
30 meters using only her mind. Tis allows her to wield a
weapan, fire a gun, push a button, pick a lock, disarm a
bomb, or perform any similar action (though the attempt
suffers a +1 step penalty). The hero uses her normal skill
rank for such an action, but the skill score is determined
by adding the rank to her Will, rather than the normal
ability used by the sill. Thus, if a mutant with Dexterity
12, Will 10, and rank 4 in Manipulation-lackpick attempt
ed to pick alock telekinetically, the skill score would be
14 (10+4) rather than 16 (12+4). Normal penalties apply
for attempting multiple actions simultaneously. This
power can be maintained for up to 1 minute (§ rounds). A
second use ofthis mutation before 1 hour has passed
inflicts 1 point of fatigue damage to the mutant.
Teuexinetic REFLECTION
Amazing, Automatic, WIL
The mutant automatically reflects any telekinetic
attacks made against him (such as Telekinesis or
Telekinetic blast). The user of such a power is affected
as ifthe protected mutant had initiated the power
against her.
Teveparuic Buast
Good, Activated, PER
The mutant can direct a powerful blast of mental energy
into the mind of a visible target within 30 meters. The blast
inflicts d4vls, and armor provides no protection. The
[power may be used once per round.
 
TeaepaTiic REFLECTION
Amazing, Automatic, WIL
The mutant is immune to and automatically reflects any
telepathic attack made against him (including Confusion,
Telepathic Blast, Telepathic Suggestion, Mental
Domination, Mental Paralysis, and Mindwipe). The user of
such a power is affected as ifthe protected mutant had
initiated the power against her. Telepathic powers that
don't represent an attack (such as Illusion Generation,
Translation, Telepathic Contact, Telepathic Invisibility,
and Telepathic Sean) simply fail to function against the
mutant
Texaruc Resistance
Ordinary, Permanent, HL
The mutant hasan innate resistance to telepathic pow-
ers (including Confusion, Illusion Generation, Telepathic
Blast, Telepathic Invisibility, Telepathie Scan, Telepathic
Suggestion, Mental Domination, Mental Paralysis, and
Mindwipe). He gains a -1 step bonus on any skill or feat
check made to resist such abilities.
Tearpatiic Scan
Good, Activated, PER
The mutant can telepathically read the surface thoughts
of avisible target. Each use of this ability lasts 1 round
(phases). The mutant may use this power once per hour
at no risk to himself; however, each additional use (or
Gash cdiditional round sean leewten ded) ctiuses 1 paint
of fatigue damage to the mutant.
‘TevePariic SHIELD
Good, Activated, WiL
The mutant can render himself immune to telepathic
powers, as noted under "Mental Mutations,” above. The
mutation can be activated ance per hour and lasts for 10
minutes.
TRANSFUSION
Amazing, Activated, WIL
The mutant can transfer his life force to another by
touch. This mutation requires a successful
Resolve-physical resolve sill check, the success of
‘which indicates the maximum amount of wound or mor-
tal points the mutant transfers to the target: Critical
Failure, the mutant suffers lw but heals no damage in
the target; Failure, no effect; Ordinary, IW; Good, 24;
Amazing, 3w or Im. The mutant may use this ability
once per raund
‘TRANSLATION
Ordinary, Permanent, INT
The mutant’s brain automatically translates the spoken
words of any sentient creature. The mutant can alsochoose to have her brain translate words before she
speaks them, allowing such creatures to understand her
Note that the mutant technically doesn’t know any
extra languages-she couldn't speak an unknown lan-
fuoge unless she was actually communicating with a
speaker of that language—nor can the mutant translate
written or audio-recorded documents. The mutation
grants no ability to communicate with nonsentient ani-
mmals or plants.
Since this mutation relies on a low-level telepathic
ability, it is blocked by the Telepathie Shield and
Telepathic Reflection mutations.
DRAWBACKS
Unfortunately, the great power afforded by mutations
doesn’t come for free. As stated earlier, every mutant
has 4 points of drawbacks. The poner of these draw-
backs can be assigned randomly or by choice, using the
same rules noted above for selecting mutations
Simply replace any reference to a Ordinary, Good, or
Amazing mutation with a Slight, Moderate, or Extreme
dranback
Slight drawbacks aren't readily apparent to the
casual observer, but manifest in weaknesses that can
hinder a mutant in some situations. Moderate draw-
backs often have a visible sign of their presence and
can greatly hinder a mutant in certain situations.
Extreme drawbacks have a clearly visible appearance
or severe effect on the mutant’s capability to act
unhindered,
As with mutations, a mutant can't have more than
one version of the same drawback. Ifthe same drawback
is rolled twice, or a lower- or higher-ponered version of
the same drawback is rolled, disregard the second roll
and roll again.
 
Taste GW37: Drawsacks
12 Slight
1 Attraction Odor
Diminished Senses, slight
Moderate
Diminished Senses, moderate
Environmental Sensitivity, moderate
Drawback Descriptions
Below are descriptions of the various drawbacks. Note
that in many cases, multiple versions of the same draw-
back (such as Slight, Moderate, or Extreme cases of the
drawback) are listed together.
‘ArTRACTION ODOR
Slight, Permanent, CON
The mutant emits a musky scent that tends to attract
predators. Those tracking the mutant by scent gain a -3
step bonus to Investigate-track skill checks. The
Gamemaster should also increase the likelihood of pred-
tors stalking and attacking the mutant.
DiministeD Sexses
Slight/Moderate/Extreme, Permanent, WIL
The mutant is less perceptive than normal. This results in
a +l, #2, or +3 step penalty to Awareness-perception
and investigate-search or track skill checks (For the
Slight, Maderate, ar Extreme version of this drawbach),
as well as to any other skill checks that rely on sensory
input. The mutant also has a +1, +2, or +3 step penalty to
any attack at long range.
Deapty IMMUNITY
Extreme, Automatic, CON
The mutant’s immune system works to attack organisms
outside the mutant’ body. Once per day, the mutant
makes a Constitution feat check with a -2 step bonus.
The result determines the potency of the infectious dis
ease the mutant produces that day: Critical Failure, the
disease affects only the mutant himself, inflicting a +2
step bonus to all actions for 24 hours; Failure, potential
victims receive a -1 step bonus to Constitution feat
checks to resist the disease; Ordinary, «1 step penalty to
the victim’s check; Good, +2 step penalty; Amazing, +3
step penalty.
Extreme
Deadly Immunity
Diminished Senses, extreme
Environmental Sensitivity, slight Fadeout Environmental Sensitivity, extreme
Light Sensitivity Hostility Field Physical Change, Major
Photodependent Poor Dual Brain
Reduced Ability Score, slight
Sound Sensitivity
Temporary Weakness, slight
Thermal Intolerance
10 Toxin Intolerance
LL Weak immunity
1
Reduced Ability
Severe Phobia
2
5
4
5 Radiation Sensitivity
‘
1
8
4 Slow Reflexes
2 Weak Metabolism, slight
 
Physical Change, Minor
Susceptible to Damage
Temporary Weakness, moderate
Weak Metabolism, moderate
Poor Memory
Reduced Ability Score, Extreme
Seizures
Susceptible to Damage, Highly
Temporary Weakness, extreme
Weak Metabolism, extreme
Wild Mutation
Score, moderate
 
ce SOME‘At some point during the day (determined by the
Gamemaster) and lasting for dé hours, the mutant
becomes contagious. During that period, the mutant’s
body changes grotesquely, developing boils, oozing pus,
and becoming generally disgusting to look at. Anyone
who comes within 2 meters of the mutant during this
time must make a Constitution feat check to resist the
disease (with the modifier noted above)
The disease takes 24 hours to take effect in a victim,
after which the victim suffers a +2 step penalty to all
actions for 24 hours, At the start ofthe third day (and
each suceessive day until the illness breaks), the victim
makes a Constitution feat check to determine any fur-
ther effects: Critical Failure, increase penalty by 1 step;
Failure, no change; Ordinary or better, the illness ends
and the victim is back to normal
EwvinonMeNTAL SENSITIVITY
Slight/Moderate/Extreme, Permanent, CON
Select one ofthe following environments: hot, cold, wet,
arid In that particular environment, the mutant oper-
‘ates with a +2, +3, or +4 step penalty to all actions (for
the slight, moderate, or extreme version ofthis draw-
back). This penalty is cumulative with any other penal-
ties that may apply.
Faoeour
Moderate, Automatic, WIL
The mutant has a tendency to fall unconscious during
times of high stress. On the first round of any combat or
other high-stress situation, the mutant must make a
Resolve-physical resolve skill check (with a 2 step
bonus) or lose all remaining stun points. Normal rules for
recovering from loss of stun points apply.
Hosmury Frew
Moderate, Permanent, PER
The mutant constantly projects a telepathic field
that makes everyone within 30 meters irritable and
quarrelsome. This inflicts a +3 step penalty to any
Personality-based skill checks (or other encounter skill
checks) made against such targets. In addition, these
targets! inital attitudes are automatically Hostile.
Those aware of the drawback and who have spent at
least a week in the mutant’s company are immune to
its effects.
cut Sevsinviry
Slight, Permanent, CON
The mutant’s eyes are abnormally sensitive to light. In
narmal daylight, the mutant suffers a +1 step penalty to
any action. In a well-lit oom or bright sunlight, the
penalty increases to +2 steps, ar to +3 steps if silhouet-
ted ina spotlight or other high-intensity beam.
Protective goggles can reduce this penalty by one step
(but never below a +1 step penalty).
PuorooereNoENT
Moderate, Permanent, CON
The mutant requires constant light to remain conscious.
Each hour spent in darkness inflicts 1 point of Fatigue
damage (which is restored by 30 minutes exposure to
light, or § minutes in bright sunlight).
Puysicat. CHANGE (MINOR/MAJOR)
Moderate/Extreme, Permanent, CON
With the minor version of this drawback, the mutant
hhas an obvious though minor physical alteration that
marks him as not quite human. Examples include
strange skin color, strange eye color or shape, strange
skin texture, tapered ears, webbed fingers, and so
forth. This change inflicts a +2 step penalty to all
Personality-based skill checks, as well as any other
skill check made to interact with those who might find
such deformities distasteful
With the major version, the mutant has an obvious,
major physical alteration that marks him as distinctly
different from humans. Examples include rocky skin,
feathers, fur, a beak instead of a mouth, flipperlike
arms, or @ tail. This inflicts a +4 step penalty to the
skill checks noted above.
This drawback cannot grant the hero any physical
benefit. For instance, scaly skin cannot act as armor,
and large ears grant no Awareness-perception skill
check bonus.
Pook DuAL Bra
Extreme, Automatic, INT
The mutant has a secondary brain and an alternate
personality controlling it. On the first round of any
combat or other high-stress situation, the mutant must
make a successful Resolve-mental resolve skill check
(with a -3 step bonus) or the secondary brain takes
control. The personality of the second brain hates the
dominant personality (but not necessarily any of the
rmutant's allies). An hour after the stressful period has
ended, the dominant brain regains control of the
rmutant’s body.
The secondaty brain has 2 points of mental muta-
tions, and any mental mutations controlled by the pri~
‘mary brain cannot be used while the secondary brain is
in control. The secondary brain has full access to the
hero's skills and has the same Ability Scores as the pri-
mary brain
This mutation is only allowed if the player agrees to
roleplay the second personality. Let the player deter-
rine the personality of his hero's alter ego, within
reasonPoor MeMorY
xtreme, Automatic, WIL
In times of stress, the mutant has a tendency to forget
recent events. On the frst round of any combat or other
high-stress situation, the mutant must make a
Resolve-mental resolve skill check (with a -2 step
bonus). The result ofthe skill check indicates the lost
memory: Critical Failure, 24 hours; Failure, 4 hours;
Ordinary, 10 minutes; Good or Amazing, no effect. If
memory loss occurs, the hero is automatically confused
for full round as he takes stock of his current situation.
RADIATION SENSITIVITY
Slight, Permanent, CON
‘The mutant’s body has a significantly lower tolerance for
harmful radiation. She suffers a +2 step penalty to Consti-
tution feat checks made to resist the effects of radiation.
Repuceo ABiuTy Score
Slight/Moderate/Extreme, Permanent, any
One of the mutant’ ability scores is reduced by 1,2, or 3
point (For the Slight, Moderate, or Extreme version of the
drawback). Determine which ability score is linked to the
majority of the hero's mutations, then consult Taste
M38: Retareo Anis to Find the ability to be reduced.
‘Tabi GW38: RewareD ABILITIES
Mutation Ability Reduce This Score
STR INT
DEX sR
CON DEX
INT PER
wit con
PER wit
‘Suizures
Extreme, Automatic, WIL
On the first round of any combat or other high-stress sit-
uation, the mutant must make a Resolve-physical
resolve skill check (with a -2 step bonus). The result of
the skill check indicates the duration of the seizure.
Gritial Failure, 2d4 rounds; Failure, 144 rounds;
Ordinary, 1 round; Good or Amazing, no effect. During a
seizure the muscles of the character's body spasm and
twitch uncontrollably, causing him to fall to the ground
helpless. The mutant remembers nothing that occurs
during the seizure
Severe PHOBIA
Moderate, Automatic, WIL
The mutant has an overwhelming fear of something that
isrelatively common in the campaign. Examples include
birds (or birdlike creatures), snakes (or snakelike crea=
tures), moving vehicles, enclosed spaces, heights, and
 
so forth, Whenever confronted with the object (or situa~
tion) of his phobia, the mutant must make a Will feat
check; failure indicates that he freezes or flees the
scene, as appropriate. Even ifthe mutant succeeds, he
suffers a +1 step penalty to all actions while the object
of his phobia is present.
Stow Rertexes
Moderate, Permanent, DEX
‘The mutant’s decreased natural reflexes inflict @ +1 step
penalty to her action checks.
Sour Seasmvy
Slight, Permanent, CON
The mutant’s ears are abnormally sensitive to sound
Normal background noise inflicts a +1 step penalty to
the mutont’s actions, loud conversations or similar noise
inflicts a +2 step penalty, while siren, explosions, or
ather extremely loud noises inflict a +3 step penalty
Protective earplugs can reduce the penalty by one step
(but never below a +1 step penalty).
Suscerrise 10 Damace/Hicntr
Moderate/Extreme, Permanent, CON
Select a type of damage by rolling dé: 1-3 LI; 4-5 Hl; 6
En. Whenever the mutant is hit by that type of damage,
increase the primary damage by 1 point (or by 3 points
for the Highly Susceptible version). Secondary damage is
‘not affected by this drawback
Teeporary WEAKNESS (SLIGHT/MODERATE/EXTREME)
Automatic, ony
Whenever the mutant uses any mutation, he suffers a
temporary loss of 2, 3, or 4 points (For the Slight,
Moderate, or Extreme version of the drawback) from
the ability noted on Taste GW3B: Retareo ABiumits. For
‘example, ifthe mutant uses Telekinesis (a Will-based
mutation), his Constitution would be reduced. This loss
lasts dé, 244, or 2d6 hours (depending on the severity
of the drawback). Mutations which are not consciously
activated but function only in specific circumstances
(such as Energy Reflection) inflict the loss each time
they function. Mutations which have no activation
(such as Dermal Plating) do not activate this draw-
back, IF the mutant has no activated mutations, reall
this drawback
THERMAL INTOLERANCE
Slight, Permanent, CON
The mutant has a poor temperature-regulating system,
suffering o +2 step penalty to Stamina or Survival skill
checks made in hot or cold conditions.