1st Edition Rules! GW(Revised)

March 20, 2018 | Author: John Parker | Category: Apocalyptic And Post Apocalyptic Fiction, Mutation, Dice, Human, Leadership


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GAMMA WORLD SCIENCE FANTASY ROLE-PLAYING GAME Written By James M.Ward and Gary Jaquet “And to there was a great earthquake; and the sun became black,... and the moon became as blood, and the stars of heaven fell unto the earth... and every mountain and island were moved out of their places... and the kings of the earth... and every free man hid themselves in the dens and in the rocks of the mountains... there followed hail and fire mingled with blood, and they were cast upon the earth... and the cities of the nations fell.” ---- from The Revelation of St. John The end of the world has fascinated religious and irreligious men for millennia and almost every conception has included forecasts of massive, continent-rending destruction. But only with the advent of the atomic bomb has this become a very real possibility. Modern writers have drawn on our apocalyptic heritage and the scientific facts of nuclear physics to give us a variety of contemporary pictures of the end of life, of civilization, of man himself... ... But not quite. A few manage to cling desperately to life, to eke out a precarious and spartan existence in a vastly changed post-holocaust world - a dangerous world peopled not only by men and animals but by mutated humanoids and mutated intelligent animals. The competition for survival is intense and deadly. This is the setting for GAMMA WORLD™, the latest science-fantasy addition to TSR's family of role-playing games. The rules are designed to provide the skeleton of a game campaign. Drawing inspiration from such works as The Long Afternoon of Earth by Brian Aldiss, Starman's Son by Andre Norton, Hiero’s Journey by Sterling Lanier, and Ralph Bakshi’s animated feature film Wizards, the referee of a GAMMA WORLD™ campaign fleshes out the game, adding any details he or she deems necessary, and thereby creating a unique world in which day-to-day survival is in doubt. The rules are flexible enough to allow for a variety of approaches to the game - anything from a strictly “hard” sciencefiction attention to physical probabilities to a free-flowing Bakshian combination of science-fiction and fantasy. It is relatively simple to integrate these rules with ADVANCED DUNGEONS & DRAGONS™ and as they were edited with this in mind. The metric system was used in these rules for two primary reasons. First, science-fiction fans are generally much better acquainted with the metric system than is the average citizen and its use would thus not be foreign to them. Many sf writers have been using the metric system in stories for years, and many others turn to it each year to lend a “scientific” flavor to their stories. Second, the U.S. is beginning to make the switch from the English system to the metric system of weights and measures as the latter is used by most of the rest of the world. The more one uses these metric units, the more one understands them and the easier the conversions become. A table of metric/English conversions Is given in the pull-outs at the end of the rule book. This is not intended to be an exhaustive explanation of the metric system or the logic behind it but is merely provided as a playing aid. If you would like more information on the metric system, we refer you to your school or public library. If you, as the referee, prefer to use the English system, simply make the conversions and note them in the appropriate places in your rule book. We, as editors, advise use of the metric system, however. As with any role-playing game, the initial set-up and design of a GAMMA WORLD™ campaign is entirely up to the referee. We have tried to offer as many aids to this process as possible within the scope of the book, but by all means use your own imagination. This will make your campaign infinitely more enjoyable to you and your players, because it is your own creation, than anything we or anyone else might give you into. Most basic situations which might arise are covered herein, but in a game of this sort we obviously cannot deal with every single possibility. So, if you discover a circumstance not covered In the rules devise a logical answer that suits you and your players. If you must write us, please phrase your questions so that they can be answered in a very few words. The first world is lost in the mythical past, the second was destroyed by apocalyptic energies, and now a whole new world awaits you GAMMA WORLD™! Tom Wham Timothy Jones 21st July 1977 TABLE OF CONTENTS INTRODUCTION HOW TO USE THIS BOOK Suggested Additional Equipment Dice in GAMMA WORLD DESIGNING GAMMA WORLD Settlements Ancient Areas Other Suggestions The First Scenario CREATING CHARACTERS Character Types Basic Attributes Non-Player Characters and Creatures Hopeless Characters MUTATIONS Physical Mutations Mental Mutations Plant/Vegetable Mutations Creating Non-Player Creature Mutations PLAY OF THE GAME Time, Movement, and Turn Length Combat Encounters The Creatures Cryptic Alliances Hazards Artifacts and Equipment Standard Devices, Units, and Materials Trade, Value, and Exchange Healing of Body Damage Relatives Languages Robotic Units Experience EXAMPLE OF PLAY Sample World Design Starting the Campaign Example of a Referee Moderating an Adventure INTRODUCTION Man, from Australopithecus africanus and Homo erectus to Homo sapiens, may have existed on earth for hundreds of thousands, perhaps millions of years. During this time, one skill, one particular talent has set him apart from every other creature his ability to conceive and create tools. Indeed, man has been defined as the “tool-making animal.” From chipped rocks and polished bones to neutron bombs and computers, man has constantly been redesigning, improving, and refining his tools to meet his ever-changing needs. Some have been toys for children. Some have improved his life style. Others have been necessary for his survival. A few have nearly caused his extinction. Early in the 24th century, mankind’s existence was unparalleled. The rape of the earth's beauty and resources in the late 20th and early 21st centuries had been halted and reversed, due to man’s tools. Man had reached for the stars and attained them, with the help of his tools. Yet, in spite of these tools (or perhaps because of them), the idyllic life of the 24th century came to an abrupt end. Having conquered the rigors of simple survival, man was able to turn his energies to more esoteric considerations theology, political ideology, social and cultural identification, and development of self-awareness. These pursuits were not harmful in themselves, but it soon became fashionable to identify with and support various leagues, organizations, and so-called “special interest groups.” With the passage of time, nearly all the groups became polarized, each expressing and impressing its views to a degree that bordered on fanaticism. Demonstrations, protests, and debates became the order of the day. Gradually enthusiasm changed to mania, then to hatred of those who held opposing views. Outbreaks of violence became more frequent, and terrorists spread their views with guns and bombs. Reconstruction of the events from 2309 to 2322 has been difficult due to the lack of intact records, but historians now generally mark September 16, 2309 as the beginning of the period now commonly known as the Shadow Years. On that day, some 5000 members of the League of Free Men were staging a demonstration for the purpose of promoting their concepts of a united world government. At the height of their demonstration, a small neutron bomb was detonated in their midst, killing most of the demonstrators. Rumors held opponents of world government, a group known as the Autonomists, responsible for the terrorism, but no guilt was ever proved. The League of Free Men made no formal accusations, but three months later, on December 23, several hundred known Autonomists were assassinated in separate locations. In addition, the three main offices of the Autonomists were the targets of the release of a newly developed nerve gas. The nerve gas was responsible for approximately 3000 deaths, the majority of which were Autonomist office personnel, but many of those killed had no connection with the Autonomists. Blame for the killings was placed on the League, but there was no proof. The failure of official investigations to convict the perpetrators of these mass murders created a wave of vigilante actions; retaliation followed retaliation. The problem was compounded as the terrorism spread across national boundaries, engulfing the world with bloodshed. As the vigilante actions continued, various governments attempted to prohibit and disband suspected terrorist organizations, but these attempts only drove the groups further underground and polarized their supporters. This led many countries to declare martial taw in a last desperate effort to control their populations, but the warring groups had grown too powerful. They had too many resources (both economic and political) upon which to draw. Although there are no records to substantiate the accusations that governments gave covert aid to certain groups in order to change the balance of power, circumstantial evidence seems to indicate that this did occur. In the final months of the Shadow Years, a new organization calling itself The Apocalypse, announced its existence with the now famous Ultimatum: “Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth.” “If that is your will ... so be it!” “We, the Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you with a force you cannot conceive.” “We have the power!” “The choice is yours!” The exact identity of The Apocalypse was, and still is, unknown. Some have theorized that the group was composed of scientists. Some believe it was a special military group. Whatever its constituency, few believed the ultimatum when it was issued, and the fighting continued. Five days later, on April 17, at exactly 1200 GMT the capital city of every nation in the world was turned into a crater of radioactive slag. The Apocalypse spoke to the world one more time: “People of the world, you have been warned. We have the power! The choice is yours!” Again, due to lack of records, it is not known how the location of The Apocalypse base was discovered, or who initiated the attack. Some evidence indicates the action was a joint effort by nearly at the surviving terrorist factions and vigilante groups - united to the first time in the Shadow Years. In the end, though, a massive attack was mounted against The Apocalypse base. In turn, The Apocalypse retaliated with a fury never before witnessed on the face of the Oceans boiled. continents buckled.earth. even kill. The sudden extinction of some life forms and the mutation of most others. or if they simply had not had enough power. The pockets of humanity that have survived are few. Others were mutated to the point where they could not be recognized as what they had once been. This is the bizarre and ever-changing world that you. and razed by new and unfathomable energies developed in the final months of the conflict. and the like) remained even partially intact. the player character. The process was a painful one. generated a near world-wide wilderness inhabited by savage creatures. who. burned. and struggled to regain his tools. This power could range from simple emotional empathy to the ability to control. The weapons and devices they used had completely obliterated some forms of life. Neutron bombs.. the pain. man searched for his lost knowledge. It is nearly impossible to describe the vast changes that have occurred since the devastation of the Shadow Years. Men are highly suspicious of strangers. were struggling to survive. power to control. for it is rumored that therein ties power . lost now for decades. is debatable.. Whether The Apocalypse had intended to completely destroy all life on the planet and had failed.and the men and women who once lived there are referred to as the "Ancients. decimated those who remained within even these strongholds.power to survive. are about to enter! HOW TO USE THIS BOOK . and clandestine organizations. those who held the tools. scattered throughout a world where a moment's lack of caution may mean instant and painful death. Only the most highly fortified areas (military headquarters. and even now.. and facing the prospect of an unknown future. The ecological balance of nature was shattered as violently and suddenly as man's civilization. During the Black Years. The Black Years that followed the Shadow Years were spent struggling to survive in a suddenly savage and vastly changed world. the question is moot. coupled with the lack of man's intervention and attention (except to his own survival needs). blasted by fusion devices. crushed. including man. jealous of each other’s possessions. What did matter was that man survived. Perhaps the most prevalent and startling change was the development of latent mental abilities (psionics) in nearly all organic life. like man. Many of the weapons used by The Apocalypse were of a biogenetic nature and nearly all life forms suffered some kind of mutation. The year is now 2471." usually with quasi-religious overtones.. It is now the Black Years. leaving concrete and metal tombs housing incredibly complex equipment. At the time. now stilled for lack of human guidance.“Death Lands” .. The civilization of man had been slashed. filled with nearly as much terror and violence as the Shadow Years. and scattered to the four winds. the horror. Man was not immune to these changes. Suddenly it was all over. known as cryptic alliances. Through it all. unhindered by most forms of shielding. other beings with mental force. plot and scheme against each other. The devastation wrought by The Apocalypse had changed the very fabric of life on earth. the death. Some scholars contend that The Apocalypse voluntarily stopped their promised destruction when they witnessed the horror they had unleashed and then destroyed themselves. creates intensive rival searches. held the power. The smallest hint of the location of The Apocalypse base. Targets were seared by lasers. The weapons which had wrought the destruction were many and varied. Artifacts from the past may be simple curiosities or objects of terror. spaceports. to rebuild a self-destroyed civilization. the skies blazed with the light of unbelievable energies. The loss of so much of man’s knowledge and records has shrouded the world in ignorance and superstition. Areas containing ruins of man’s once great civilization are often looked upon as taboo .. the referee should plan to present smaller risks and correspondingly small rewards at the beginning of the campaign. The game he creates must not be so “deadly” as to make survival of the player-characters impossible. towns and settlements of the current inhabitants. Since “new” characters are. parts scripted by the referee but formed and finalized by all participants. swamps. They provide a nearly endless multi-level. creating a world in which the players act out parts as in a book or play. once begun. valuable artifacts. This is a general outline map. is for the benefit of players seeking their first experience in a role-playing game. certain additional equipment is necessary or helpful for play of the game. In each adventure. The players cannot begin the game until the referee has completed his design work. and increase the risks and rewards as the player characters become more powerful and experienced. the player is responsible for keeping records of his character’s attributes and possessions. forests. three attributes necessary for a good referee imagination. the players create their game personae. science fantasy game that.. a map scaled at one square to 3 meters makes the game much more enjoyable. but neither would be interested in a game of this sort it they didn't already possess a high degree of this Important commodity! ONE VERY PATIENT REFEREE PLAYERS The more the merrier! DESIGNING GAMMA WORLD Lay out and study the hex map supplied with GAMMA WORLD. by game mechanics. One (or more) of the participants acts as referee. However. or the territory controlled by a certain tribe or cryptic alliance. the referee will want to add much of his own. Once the referee has made the necessary preparations. An interconnected series of such adventures is called a campaign. additional mountains. relatively weak and inexperienced. Such additional maps would cover subjects like the village where the game begins. and hopefully. Instructions detailing the referee’s tasks are given in the material to follow. The referee presents the situations in which the players are to adventure. creativity. he must see to it that the player characters are challenged. and the locations of the largest former cities of the Ancients. as described under CREATING CHARACTERS.3 miles). . He must carefully balance risk with reward. rivers. Much of the material. On the other hand. the players gain experience. called player characters. intended as a starting point for any referee.must be provided by the referee himself..7 kilometers (27. To this. lakes. In addition to the overall terrain map described above. After a character has been established. The scale on the map is roughly 43. a large robot farm.GAMMA WORLD is a role-playing campaign game. which increase their chances of survival (they are occasionally killed) in GAMMA WORLD. active volcanoes. need never end. and just about anything else he deems necessary. IMAGINATION Both referee and Players need plenty. For exploring the interiors of ruins or buildings. Too many rewards given at too little risk is sure to create a boring game. Shown on the map are mountains. The referee is the participant who is willing to provide the mental and physical labor of completing the game within the framework provided. however. as well as notes and maps concerning areas which his character has explored. The suggestions that follow are only some of the things the referee will want to show on his maps of GAMMA WORLD. but actually quite simple. the referee will want to make further detailed maps (on hex or graph paper) of small portions of the large map. The rules are rather lengthy. and a sense of fair play . high mountains. He will also preside over the actual play of the game itself. While these rules are complete guidelines for conducting a campaign and a post-by-play campaign on the web. Potential players and referees with previous experience in role-playing games will find that the mechanics of GAMMA WORLD are similar to most conventional role-playing games. Some villages. All of the old cities either lie in radioactive ruin. ANCIENT AREAS The ruins of the cities. “TOMBS OF THE ANCIENTS” Ancient Building: To remain after the devastation of 2322.SETTLEMENTS In establishing areas populated by the survivors of the Shadow Years. a structure built to withstand earthquake forces. Earthquake-proof . members of the “Restorationists” may establish a village near a ruin to search for artifacts of the past and maintain a very low-technology appearance to avoid trouble with other villages. semi-nomadic bands of humans. size. a single building must be made of tough stuff! This type of building would be either a military installation of some sort. deserts.. Villagers are a very suspicious.000 to 50. of the Shadow Years (often called “Death Lands” or “Taboo”) will be found in all parts of the world. a 25% chance of 1-4 defense/attack borgs. Villages will usually have a very low level of technology. and are near the few remaining robot farms (explained later). or city. The Robot farm is controlled by logic circuits based in the main control building. TRIBES Organized. or have been completely obliterated or swallowed up by the rising seas. it invariably has 1-10 security robots. In the area are at least 3-12 maintenance robots. with populations of 50 to 500 or more. village. and contents are left to the discretion of the referee. often ruled by a shaman (chief/witchdoctor/priest) who has gained his position through possession of knowledge or a device from the Ancients. Robot farms are found in all parts of the world.000 humans. shy people. for any great new cities to have grown. composed of roughly half males and half females. There is a chance that humans coming into the area can prove proper authorization to the controlling computer and obtain large quantities of food without alerting the security robots. they have a strong verbal tradition that allows them to live close to the land and exist in relative safety even among some of the most fearsome mutated creatures. mutants. with the crossbow being the “ultimate weapon”. What cities there are will generally be situated on a coast or river. called tribes. as there are simply too few survivors. the following guidelines are suggested. bands are completely nomadic groups of usually less than 100 members. or a scientific research building. fortifications. intelligent plants. since the Shadow Years. City populations should range between 5. Often these Mech-Lands are the private property of a local tribe. including mountains. 1-10 security robots. While these tribes have no written language. however. CITIES There should be a minimal number of cities in GAMMA WORLD. The products of this complex are canned and stored there for pickup by authorized shippers (who disappeared with the transportation system). MECH-LAND (Robot Farm) This is an automated complex that grows different crops in an efficient rotation system. and there hasn’t been time enough. and a 50% chance of having electronic security equipment still in operation. and diverse farming units with rudimentary logic circuits for farm work. etc. will be inhabited entirely by members of cryptic alliances. about a third of which will be warriors. wander as the land around them is used up and can no longer support their population. etc. Their number. For example. BANDS Smaller than tribes. VILLAGES Villages are by far the most common type of settlement. Most tribes have their own war and peace chiefs and form together into clans or "nations" for security purposes. If it is a military installation. and under oceans and lakes. Villages above 500 persons are large and may be called towns. and will have human or humanoid guards as well as the security robots. Every being spending time in a radioactive desert has a 5% chance per day of suffering radiation poisoning of random intensity (see HAZARDS). Occasionally. but. The presence of radiation-resistant mutations is another danger to be considered when entering these deserts. supply. This included physical barriers such as resilient steel and concrete walls. OTHER SUGGESTIONS Radioactive Desert: These areas appear to be “conventional” deserts. and so forth. Radioactive deserts are taboo to nearly all races of men. as the hazards are many. Ancient City: The remnants of larger concentrations of population. relatively unaffected by the holocaust. The construction and shielding of the spaceports was such that many survived. FORTIFICATIONS Ancient military complexes. Thus. spacecraft. the contents will be relatively intact and unharmed. or a band of Restorationists (see CRYPTIC ALLIANCES). . Many times. some portions of a vast highway system for air-cushioned vehicles (similar to our interstate system) remain. patrolling robotic units. Active complexes still have functioning security systems. these desolate places are left with a residue of hard radiation. but are actually the results of high-yield fusion weapons. Highways. special scientific research stations. however. SPACEPORTS These were primary targets of The Apocalypse during the Shadow Years and are usually found in the center of an extremely devastated area. Contents of a fortification will vary. by the same token. Ancient Town: These areas are much the same as ancient villages. or even in the center of the desert. The referee is to determine the extent of function. even though radioactive deserts are dangerous. they now provide shelter for travelers. such as the remnants of a group of ancients. due to the strength of the fortification. saturated with hard radiation. however. the target may be close by. and the intrepid adventurer who braves the radiation is almost sure to find ancient devices among the rubble. Roads. active. Fortifications will be found in one of three states: depowered. and often used as areas of banishment for outcasts. depending upon its original function. railroads. Manned fortifications are active complexes with a directing intelligence. Depowered complexes have no security system in operation and are quite likely to have been sacked of most usable contents. The referee can fill his spaceports with highly complex equipment. The scientific research buildings were always guarded electronically and there will be a 75% chance that this powerful security system is still functioning. These fortifications were designed with extreme care to keep out all unauthorized personnel. robotic units. they can hold treasures of the Ancients in ruined cities or whatever else was the target of the fusion weapons.buildings usually have important government records inside. and other avenues of transportation have been destroyed. They are often overgrown by various types of vegetation. but lack an “intelligent” commanding force and function according to pre-2322 programming. for all fortifications he includes In his game. This makes them dangerous to enter. electric fences coupled to sophisticated electronic security systems. and law enforcement headquarters and records areas were commonly heavily fortified to resist terrorist attacks. since radioactive deserts were created by target seeking weapons. and manned. it also makes ancient cities likely places to find ancient devices. and Transportation: Most roads. stripped of usable materials. and possibly a starship. these areas have usually been picked clean of useful materials and are only good for shelter. and any other referee-designed protective measures. portions of these now-dead giants escaped destruction. Ancient Village: Found in differing states of decomposition. Fortifications may range in type from prominent buildings to vast subterranean complexes. etc. aircraft. However. On the bright side. Ancient Metropolis: Generally these are now nothing more than mile upon mile of radioactive slag. 3. 1 on the four dice. is killed by no apparent means. or tribal lands. he would add together 4+3+5=12 and leave out the 1. if any. After determining the relative strengths of all characters’ basic attributes. or some other method devised by the referee. and the referee will soon learn how much of what to put where. intelligence. 9-12 is average. constitution. and physical strength. Be careful to make sure that the capable player can deduce new effects and solutions to problems through hints given by the referee as well as his own reasoning powers. the player's chances of rolling an average to above average character are greatly increased. he must distribute artifacts and equipment to appropriate places and populate this world with men and monsters (including plants). It he rolled 4. but then to allow the player to pick the mutations he wishes his character to receive. perhaps trying to find some other way to enter. the initiative. It is they who will eventually bring order to the chaos of GAMMA WORLD and an end to the Black Years. of a player character’s basic attributes be below average. and 13-18 is above average. a problem has been overcome through the use of reasoning. explorers. This process can be done in one of two ways. the light goes out. While it is still possible to roll very low numbers (3. each player must choose to play either Pure Strain Human. Using this method. The first way is for the character to roll a single four-sided die twice to determine the number of physical and mental mutations (one roll for each). consulting the appropriate chart for results. the player rolled 4. 2. The relative strengths of certain attributes can (and most likely will) change during the course of the campaign. charisma. Suppose. Having selected the type of character he wishes to play. 2. due to mutation acquired experience. They are the pioneers. the player rolls four dice (4d6) but totals only the highest three. and reasons to go adventuring in GAMMA WORLD. The number of mutations having been determined. as the case may be . CREATING CHARACTERS Character personae are created at the beginning of the campaign. 2.. a player approaches a doorway in a ruin. If one of these survivors should later find a plastic card that looks like it might fit into the slot. 2 he would add 4 + 3 + 2 = 9 and leave out the second 2. After the player has selected the proper number of mutations. a place to start. If. To increase the player's chances of rolling up an exceptional character. the better. humanoid or mutated animal-type characters (the advantages and disadvantages of each of these three categories will be explained momentarily). Perhaps that player will find some object of value inside the doorway as a reward for his clear thinking. First.due to the incredibly tough duralloy metal from which it was constructed. Player characters represent an elite with the desire. Surviving players will be able to assume the blinking light is some sort of warning device and will avoid such doorways in the future. the character may or may not have mutational defects. especially those who have read these rules. and the blinking light goes out. the referee is now ready to devise a scenario in which the players may start the campaign. The more unknowns facing the players. town. 3. 1). walks through the door anyway. a roll of 3-8 for a given attribute indicates a weak trait. This will give the players background. 5. sees a blinking light over a small slot next to the door. voila! Thus. the referee then selects one or more mutational defects in the following manner: a roll of three or four when determining the number of mutations (either physical or mental) indicates one physical or mental mutational defect. Creatures and Artifacts: After the referee has decided upon the layout of his world and filled in the necessary portions of the overall terrain map and his detailed maps. For example. THE FIRST SCENARIO Using the maps and lists he has thus tar accumulated. the player then rolls a pair of percentile dice for each mutation. endowed with certain basic attributes through the roll of dice. for example. The second method of determining a character's mutations is to determine the number of mutations in the same manner as described above. Hopefully the referee will keep a constant thread of logic behind his game and challenge the players with mental as well as physical problems. It is desirable to key the detailed maps to lists describing these creatures and artifacts and their reasons for being there. and tamers of the vast wilderness. there is no way for other players to avoid a similar fate. and he enters unharmed.. tries it. the player then rolls three six-sided dice to determine the relative strengths of each of his character’s six basic attributes: mental strength. players electing to play humanoid or mutated animal characters must determine their characters’ mutations. The underground mass transit systems in the ancient Metropolises may also remain in varying states of disrepair. and the ability to venture outside the boundaries of the village. if an adventurer walks through a doorway in a ruin and is killed by no apparent means. As a general rule. Following sections of the book provide guides for establishing all sorts of non-player creatures and plants. It is desirable that few. the referee will find it advisable to use the following method: for each basic attribute. dexterity. depending upon the dice roll. however. with the technological functions occurring within the ruins. as they have the mutations usually necessary for survival in GAMMA WORLD. mental strength increases with use. at least to a degree. though the possibility of reprogramming such units is left to the referee's discretion. and are indicated by the letter “D”. Determination of whether the mutated animal character is capable of speech. In any mutated animal type. Mutational defects may be found on the same chart as "normal" mutations. Humanoids without outward physical mutations and possessing proper ID’s will usually be recognized by all but the most sophisticated automations as authorized personnel. Humanoids could in a sense be considered the “strongest” character type. the use of paws/hooves/fins as hands. For this reason. unlike other basic attribute ratings. and so forth. Pure Strain Humans (PSH) are human beings who possess no physical or mental mutations. keeping in mind the relative advantages and strengths of that particular species. and most are familiar. within the remains of pre-2322 civilization. but this does not count as a mutation and should not be confused with the mental mutation “heightened intelligence. Details of this increase. psionic energies and powers. if both dice rolls were either three or four).(or both. In the case of beings possessing no mental mutations. In no case will mutated animal types be able to command robotic units or pass any type of security check. INTELLIGENCE . at least to some degree. Having selected the basic animal type. players determine basic attributes and mutations in the same manner as humanoids. The Pure Strain Human is a direct descendent of pre-2322 stock. many of the surviving Pure Strain Humans live in or near the ruins of ancient cities. can pass security checks that would block most mutants. For characters or Creatures with mental mutations. One might think that the PSH character is doomed. MUTATED ANIMALS Players electing to play mutated animal characters should first select a basic animal stock. HUMANOIDS Humanoid characters are mutated human stock. BASIC ATTRIBUTES MENTAL STRENGTH This attribute deals with the character’s ability to control. Two rolls of two indicate either one physical or one mental mutational defect (referee’s discretion). and by the same token. such as Pure Strain Humans. should be made as logically and reasonably as possible before the start of the game to prevent later arguments as to a player character's abilities. For game purposes. PSH characters have some advantages to themselves that compensate for their lack of mutations. a basic human with one or more mutations. this rating is used for both offense and defense. The PSH character could be considered the “weakest” character type in GAMMA WORLD. The lack of even some of the more common mutations found in other beings makes them very vulnerable to physical or mental harm. and in combat situations PSH are limited to "normal" physical means and possess only a purely defensive mental strength.” which is additional intelligence above and beyond the basic die roll for that attribute. which in turn leads to another advantage for the PSH: heightened charisma. the selected animal will initially possess the equivalent intelligence of a human. CHARACTER TYPES PURE STRAIN HUMAN As the name implies. the referee must determine how the character will function within groups of humanoids and Pure Strain Humans. However. This knowledge generates a combination fear/awe/respect in the mutated characters of GAMMA WORLD. the mental strength rating is used simply for defense during mental attacks. Rolls totaling three or less mutations receive no mutational defects. along with rules for mental combat. but are still human enough to function. Without any of the heightened sense mutations. that is. All PSH characters automatically receive a bonus of three points to their dice roll for charisma (but remember that the total cannot exceed 18). PSH characters with proper identification will always be recognized by pre-2322 robotic units. they often fail to perceive danger near them. can be found under the MENTAL COMBAT heading. Also. both offensively and defensively. . -3 -2 -2 .in combat situations. the being with the dexterity of 16 will have first choice of actions . willpower. as explained earlier.A character’s intelligence rating is a gauge of his intellect. and as a guide for refereedetermined actions by a character in a given situation. DEXTERITY The dexterity of a character indicates the speed at which a player is able to function. as well as the maximum number of followers a player may have and their morale rating (for an explanation of morale. lost in the wilderness. For example. Such plusses and minuses should normally be limited to 1 point. and his or her reaction time in various situations. weapons. etc. and so forth. a gren (a creature which dislikes ancient technological devices) is offered a “music box” (a portable 8-track tape player) the player should receive a reaction penalty of -1. a good referee might allow the tribesmen to direct the adventurers to a nearby swamp or a similar unpleasant locale). magnetism. players must add a point to each die roll for every point of intelligence less than seven. A player’s charisma also affects the reaction die roll. distrustful. or otherwise interact with the being. When non-player characters or creatures are encountered. and so forth. may influence the die roll. Offers of money. For each point of dexterity over 15. two dice (2d6) are rolled and the following table is consulted: REACTION TABLE Dice Score 2 3-5 6-8 9-11 12 Reaction Extremely hostile. have first strike. logic. when a being with a dexterity rating of 16 encounters a being with a dexterity of 10. see MORALE). may attack* Hostile. etc. This factor is most important when attempting to determine the operation of artifacts of any type. CHARISMA This trait reflects a being’s leadership ability. On the other hand. the tribesmen will probably help if they can. The referee should judge whether the offer even warrants a plus or minus. through physical appearance. Pure Strain Humans. persuasiveness. If Uruk of Meresmire (charisma 4) asks for directions. the referee should allow only a very small chance that the tribesmen will help (at least in a favorable manner. for example. For example.. although some circumstances may warrant increasing it to 2 points. It. A dexterity rating of less than 6 gives a corresponding minus on hit probability. his or her agility. spokesmen. personality. possess an unusually high charisma. loyal *No further attempt may be made to entice. a group of GAMMA WORLD adventurers. a character adds one point to the die roll when trying to hit a target in physical combat. When attempting to learn the operation of an artifact (see ARTIFACT USE). This factor may be used by the referee during encounters between player characters and other inhabitants of GAMMA WORLD to determine the reactions of both parties. These effects are noted on the CHARISMA table below: CHARISMA TABLE Charisma Score 3 4 5 Maximum No. wit. encounters a small group of nomadic tribesmen. helpful Enthusiastic. whereas an offer of a bale of synthetic clothing to a yexil (see CREATURES) would probably give the player a reaction bonus of + 2. artifacts. if Artur Pendragon (charisma 17) asks. hire. adding or subtracting points to/from the total before consulting the REACTION TABLE.. and many times will wind up being group leaders. a player may subtract a point from each die roll for every point of intelligence over 15. and so on. -3 -3 -2 Reaction Adj. may attack* Uncertain Friendly. of Followers 1 1 2 Morale Adj. food. reasoning powers. Exception: Some particularly rare or unusual mutational effects. will be found under appropriate sections elsewhere in these rules.6 7 8 9 10 11 12 13 14 15 16. poison. 5. he would roll thirteen six-sided dice and total the numbers rolled. There is no limit to the pay are known as hirelings or henchmen. radiation. 1. 1. measured in points. may raise or lower constitution ratings. and so forth. This rating never changes during the course of a character's existence. The constitution rating is first used to determine the number of “hit points” . If the player and non-player characters are of different types use the following table: CHARISMA TABLE MODIFIERS Player Non-Player Character Type Character Mutated Type PSH Humanoid Animal PSH normal -2/-1/-1 -3/-1/-1 Humanoid -2/-1/-1 normal -2/-1/-1 Mutated Animal -3/-2/-2 -2/-2/-1 normal The three numbers (#/#/#) indicate the modifications to the three columns of the CHARISMA TABLE (Maximum Number of Followers/Morale Adjustment/Reaction Adjustment). For example.) before death. healing processes (expressed in terms of hit points gained or lost). hit points. mutational effects on hit points. 1. The referee will judge whether communication is possible. 3. and that both parties are of the same type (Pure Strain Human. a character can sustain before death. if a character had a constitution of 13. Procedures for calculating amounts of damage sustained in combat. There is no limit to the number of hirelings a player may have. 1. (Also see NON-PLAYER CHARACTERS). 3. The constitution rating is also used to determine a character's ability to survive poisoning and exposure to radiation. etc. 1.Hit points are determined by rolling a number of sixsided dice equal to the constitution rating. Results of encounters with poisons and radiation depend upon the strength or intensity of the poison or radiation and may be calculated on the charts found in the HAZARDS section. 17 18 2 3 3 4 4 4 5 5 6 7 8 10 15 -2 -1 -1 normal normal normal normal normal +1 +1 +2 +2 +3 -1 -1 normal normal normal normal normal +1 +1 +2 +2 +3 +3 NOTE: Followers are non-player characters who serve the player out of loyalty rather than for pay. or mutated animal). PHYSICAL STRENGTH This trait deals with a character’s ability to perform physical acts. The CHARISMA TABLE assumes two things: that the player can communicate with the non-player character or creature. 5. the character would have 34. 6. If the die roils were 4. humanoid. The main use of the physical strength rating is to . such as exposure to Kaskium. CONSTITUTION Constitution is a gauge of the amount of physical damage a character is able to withstand (from wounds. 1. 2.a numerical expression of the amount of injury. Non-player characters who serve for pay are known as hirelings or henchmen. the referee may. the larger the settlement. Some of the more common creatures are listed under ENCOUNTERS. A (D) indicates that the mutation is a defect. The idea is to become (in your imagination) the character or creature in the situation. Further details on this determination will be found under the PHYSICAL COMBAT section. and greatly increases the challenge to the players by offering more of the unexpected and unknown. or friendly. It is up to the referee to then determine whether there is anyone else in the area who is interested. Non-player characters and creatures are those to be encountered by the players in their adventures and explorations. but the referee should create more. By doing so. Generally. Non-player characters and creatures may also serve as followers or hirelings (henchmen) of player characters. are handled by the referee . Intelligent beings (human or otherwise) should be created in the same manner as described in CREATING CHARACTERS. the referee may also use the physical strength rating to determine if an individual is capable of certain unusually strenuous physical actions. Non-player characters and creatures. the chance of occurrence for any given mutation is shown alongside as a percentage. at his discretion. operation. Accordingly. MUTATIONS Physical and mental mutations for humanoids and animals are listed in chart form. plants. NON-PLAYER CHARACTERS AND CREATURES Characters and creatures found in GAMMA WORLD other than the player characters themselves must be created and determined by the referee. Followers and hirelings may be acquired as they are randomly encountered in the course of adventuring. Examples of the behavior of some non-player characters and creatures are given under ENCOUNTERS. Non-intelligent creatures. when encountered. Once the initial reaction of the non-player character or creature to the players has been determined (see CHARISMA). 1 2 3 4 5 Human 01-02% 03-04% 05% 06% 07-08% Mutation Attraction Odor (D) Body Structure Change (D) Chameleon Powers Density Control Diminished Sense (D) Animal 01-02% 03% 04-06% 07% 08% . vegetables. most of the attributes of these life forms will at first be unknown to the players. Detailed descriptions of these mutations are given in the text that follows. and use of robotic units is explained later under ROBOTIC UNITS. A physical strength of less than 6 gives a corresponding minus to damage done. the more likely there is someone willing to leave it. PHYSICAL MUTATIONS No. and the source of the term itself. when in a settled area (such as a town or village) the players may advertise that they are looking for other adventurers by frequenting places where the inhabitants gather. declare the character unsuitable for GAMMA WORLD adventures and allow the player to create a new character to take his place. Do what you would do if it really was you. depending upon their disposition and biological make-up.and their reaction may be hostile. HOPELESS CHARACTERS When a player is particularly unlucky with his dice rolling for his character and most or all basic attributes are below average. and upon the charisma of the leader(s) of the party of players (see CHARISMA). For each point of physical strength over 15. neutral. In addition. Such interplay between referee and players is the heart of any role-playing game. or. The creation.determine how much damage a character can do in physical combat. it is up to the players and the referee to use their imaginations and acting skills to determine the further course of events. and so forth should be created by selecting a base creature or plant and adding mutations by chance or choice. the referee makes his game unique. When using random mutation selection. a character receives a bonus point to the die roll that determines damage done in combat to his opponent. the mutant's body shrinks and becomes more dense. this involves the replacement of essential elements.beware of dust.they break easily. such as calcium in bones. Generally. Possible changes might include: lack of calcium in bones . Shrinking raises the armor class in direct proportion to the size change. DENSITY CONTROL: A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. with some other damaging substance that will lower the body's resistance to outside force.anywhere . The color change will be almost instantaneous and.6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 09-10% 11-12% 13-14% 15-16% 17% 18% 19-22% 23% 24% 25% 26% 27-32% 33% 34% 35% 36-37% 38-39% 41-42% 43% 44% 45-46% 47-51% 52-53% 54-55% 56-57% 58% 59% 60-61% 62% 63-64% 65% 66-67% 68-69% 70% 71-74% 75-76% 77% 78% 79-83% 84% 85% 86-87% 88-89% 90% 91-94% 95-00% Double Physical Pain (D) Electrical Generation Fat Cell Accumulation (D) Gas Generation – Musk Heat Generation Heightened Balance Heightened Constitution Heightened Dexterity Heightened Hearing Heightened Precision Heightened Smell Heightened Strength Heightened Taste Heightened Touch Heightened Vision Hemophilia (D) Increased Metabolism Increased Speed Infravision Light Generation Multiple Body Parts New Body Parts No Resistance to Bacteria (D) No Resistance to Poison (D) No Sensory Nerve Endings (D) Oversized Body Parts Partial Carapace Photosynthetic Skin Physical Reflection Poor Respiratory System (D) Quills/Spines Radiated Eyes Regeneration Shapechange Shorter Skin Structure Change (D) Sonic Attack Ability Symbiotic Attachment Taller Total Carapace Ultravision Vision Defect (D) Weight Decrease (D) Wings Roll a Good Mutation Pick Any Mutation 09% 10-11% 12% 13% 14% 15% 16-21% 22% 23% 24% 25% 26-29% 30-32% 33% 34% 35-36% 37% 38-39% 40-41% 42% 43-45% 46-47% 48% 49% 50-51% 52% 53-56% 57-60% 61% 62% 63% 64% 65-67% 68% 69-71% 72% 73% 74% 75-82% 83% 84-86% 87% 88% 89-90% 91-94% 95-00% 1. 3. and so on. ATTRACTION ODOR (D): The mutant's body secretes a substance which will attract carnivores. A one-half size mutant has twice the normal . the mutant need not concentrate on the color(s) desired. It is left to the referee to determine the effectiveness of this mutation in any given situation. 4.no depth perception. To achieve a better armor class. BODY STRUCTURE CHANGE (D): Much latitude is left to the referee on this defect. 2. once changed. CHAMELEON POWERS: This is the ability to change the body color in order to blend in with the surroundings. only one eye in center of head . no body hairs . for 3 dice (3d6) of damage to those touching the mutant. HEIGHTENED TASTE: Mutants with this ability can detect poisons at a touch of the tongue and can determine whether any given substance is edible. 17. each melee turn. DOUBLE PHYSICAL PAIN (D): This defect causes the mutant to be so sensitive to physical pain that all damage sustained will be doubled. or musk gland. HEIGHTENED HEARING: As the name suggests. 9. might be affected (such as the head. 15. the referee may penalize such a mutant by reducing its armor class when it is encumbered. trip over a rope or wire. To become less dense involves a size change the other way. HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. but can move four times as fast as usual. because of this. smell. The referee will determine how much this impairs the mutant’s movement and fighting ability. The beams have a maximum range of 15 meters and may be used every 3 melee turns. If undisturbed. or land in any way but on their feet. mutant may not smell an approaching predator or smell the burning woods he is in). Because of this. 11. rather than the entire body. blinding musk. spear. and. HEIGHTENED CONSTITUTION: This adds 2 additional hit points for every point of the mutant's constitution. HEIGHTENED STRENGTH: This mutation allows its owner to cause 3 dice of damage over and above all damage he would normally inflict with non-powered weapons. such as campsite or possessions. 14. poison gas. arrow. irritating gas. paralysis gas. 13. or even death In the beings at which it is directed. There is no limit to the number of times a mutant may change its density and the change is instantaneous. Because of this. GAS GENERATION . Much like a skunk. 8. HEAT GENERATION: This allows the mutant to cast beams of heat from its hands (paws/tentacles) that do 4 dice (4d6) of searing heat damage. 6. 7. the mutant may expel this musk or gas. this is the ability to detect and identify even the slightest noise up to 60 meters away. taste. HEIGHTENED BALANCE: Beings with this mutation are able to maintain their balance in difficult Circumstances and will never fall into a pit. It also gives an 18 resistance to poison and adds three points to the mutant's radiation resistance. poison musk.e. they can climb sheer walls and walk tight wires with no chance of falling. ELECTRICAL GENERATION: This gives a being an “eel-like” ability to emit electrical shocks. However. A mutant may only expand to twice its normal size.armor class. causing repulsion. DIMINISHED SENSE (D): One of this mutant’s senses (sight. However. This lowers the armor class and strength. HEIGHTENED PRECISION: This is the ability to determine weak points in opponents and structural weaknesses in material objects. . 18. 5. 16. 10. and the mutant becomes larger.MUSK: This gives the mutant a gas. cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. this mutant will subsequently be able to identify objects and places associated with that being. mutants with this ability do 2 dice of damage over and above all damage they would normally inflict with any weapon used. FAT CELL ACCUMULATION (D): A mutant with this problem will be fat (twice as large as normal). and so on. one arm. It can follow any trail less than a day old over any surface but water. one thigh). becoming denser also decreases movement and reflex actions by the same amount. unconsciousness. etc. After contact with another being.) will not function at normal levels (i. Range: 10 meters. It is possible that only certain body parts. 12. A one-eighth size mutant is too dense to be punctured by any type of sword. so that one-eighth size mutants are slowed to one-eighth normal speed. any being with this mutation cannot be surprised (see SURPRISE). etc. A twice normal size mutant is four armor classes lower than normal. Suggestions: obscuring gas. HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters). but allows faster movement.. OVERSIZED BODY PARTS: This constitutes a beneficial increase in size to a certain part of the body which gives that part a corresponding increase in power. or more eyes. This ability could be very useful when trying to pick a safe. antennae (light sensitive). and so on. Example: larger eyes for greater vision. Mutants with heightened vision can see in the infrared and ultraviolet spectrums. explosions. or the complete use of 1-10 additional arms. HEIGHTENED VISION: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers). 25. Given time. or escape from confinement. but are not bothered by full daylight. MULTIPLE BODY PARTS: Multiply any normal body part (except the brain). not usually found on the being in question. This defect adversely affects the mutant's ability to figure out ancient devices by adding 2 points to each die roll when trying to figure out ancient artifacts (see ARTIFACTS AND EQUIPMENT). A cut from a dirty sword may cause blood poisoning. tell if his body has been punctured. NO RESISTANCE TO BACTERIA (D): The mutant with this defect will have little or no resistance to sickness. and in combat. Only one part of a being’s body may be so affected. will blind this being for a short period of time. etc. before returning to battle. it must carry large quantities of food when traveling. LIGHT GENERATION: This is the ability to emit high candlepower beams of light through the eyes. This is a flash much like a camera flash bulb. must stop every 5th melee turn and spend one turn eating. Effective range: 10 meters 26. such as: third eye (back of head). 20. 21. they are allowed to strike twice each melee turn. 30.19. may turn into pneumonia. Once this mutant has lost even 1 hit point. 27. pincers. 29. he also cannot detect a surprise attack from behind. INCREASED SPEED: Mutants with this ability are able to move at twice normal speed. and are very hard to cure. radiation absorbing organ. INCREASED METABOLISM (D): This defect forces the mutant to spend great amounts of time feeding. making any infection or illness a serious thing. a mutant with heightened touch can “feel” the weak points of any given object. All of these examples may cause up to 10 points of damage per day. The full light of day will also be painful if endured for any length of time. HEIGHTENED TOUCH: Mutants with this power have a better chance to figure out the use of ancient devices (see ARTIFACT USE AND OPERATION). and is thus not generally useful as illumination for explorers. open a locked door. 22. At night. HEMOPHILIA (D): The lack of blood clotting agents in the mutant’s blood causes serious bleeding in even the smallest of cuts. or even torches at close range. NO SENSORY NERVE ENDINGS (D): This defect cancels the warning systems of the mutant's body. NO RESISTANCE TO POISON (D): Exposure to any poison will kill this mutant unless the appropriate antidote is quickly administered. 31. he begins to bleed and loses 2 extra hit points per melee round until he has time to stop and bind his wounds. NEW BODY PARTS: Add one or more parts. or a simple cold. such as laser blasts. . or lose 1 point of physical strength and 2 hit points each melee turn thereafter. The scratch of the claws of certain meat-eating creatures may cause serious infection. longer legs for greater speed. so that the mutant has a greater number of legs. 24. fur coat. or know when to regenerate lost hit points. INFRAVISION: This power allows the mutant to see any heat-producing body. Although the mutant cannot feel pain. in combat. everything will seem like day to this mutant. feathers. feelers (radiation sensitive). NOTE: these losses are temporary (unless the mutant is killed) and may be replaced at the same rate it the mutant takes time out to eat. caught from a tribesman. The blinding effect (which works even in full daylight) incapacitates the viewers by lowering both their armor class and “tohit” chance by 4 points for 1-4 (d4) melee turns. It is necessary to have disease-causing agents in the game if this mutation is used. etc. They accomplish mental tasks in a much shorter time than normal and. raging fires. 28. Flashes of heat. 23. 42. or reptile. 41. PARTIAL CARAPACE: A partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half. This gives the mutant's height in centimeters. 34. PHYSICAL REFLECTION: With this mutation. etc. The damage amounts to 3 dice (3d6) and is not selective. etc. this mutant must subtract 1 point from its “to . POOR RESPIRATORY SYSTEM (D): This mutant has trouble getting needed oxygen into the blood stream. 33. for every 2 meters of additional height. This reflection should work for only one type of energy. 38. Each spine does 1-12 (d12) points of damage if it strikes a target. TALLER: To determine how tall to make any given mutant. Completing the shape change requires 2 melee turns of relative inactivity (making no attacks) on the part of the mutant. roll percentile dice (2d10) two times for 0-99 results. One hit point is regenerated per 5 kilograms of body weight per day. Treat the touch of each quill as doing dagger damage to the victim. the skin of the mutant changes for the worse. Some mutants may be able to throw their quills a short distance (up to 3 meters). SKIN STRUCTURE CHANGE (D): As the name implies.add 1 point to each die of damage sustained. Treat 00 as zero rather than 100 as is usual. This power may be used once every 4 melee turns and has an effective range of 10 meters. sonic. 40. the mutant must choose which of the above types of creatures it is to imitate. making him weaker and requiring him to rest after fighting for 5 melee turns. 43. water soluble skin contact with water does 1 die of damage per melee turn. with each suffering that amount. electrical. Such mutants may also heat lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. 36. 44. If contact is broken. Failure to rest after 5 rounds of combat causes this mutant to faint for 1-6 minutes after the 6th melee turn. SHAPECHANGE: This is the ability to assume the outward appearance of a mammal.mutant glows in the dark (enough to reveal position. Sonic attacks may be made once very 4 melee turns. and move at one-half speed in periods of darkness. the control is lost. and these can be thrown in the same manner. This will yield beings ranging from 3 to 8 meters tall. RADIATED EYES: This gives the mutant the power to emit a damaging blast of radiation through the lenses of its eyes (roll 3d6 to determine intensity). this mutant may add a bonus of 1 point to each of its damage dice when its strikes an opponent in physical combat with a non-powered weapon. QUILLS/SPINES: These defensive weapons usually cover the mutant’s arms or legs. PHOTOSYNTHETIC SKIN: This allows the mutant to produce its own food in sunlight or its equivalent. SYMBIOTIC ATTACHMENT: This allows the mutant to link with the nervous system of another creature. However. not enough to see by).) and then maintain contact for three melee turns. roll a die (d6) for a 1-6 result and add this to a basic 2 meters. 39.skin burns for 1-3 dice of damage when exposed to bright light. to re-establish control requires three additional melee turns. if hit in those areas. SHORTER: To determine how short to make a mutant. radioactive. Spines are larger and stronger than quills. It gives the mutant a basic armor class of 6.32. The mutant will then be in complete control of both bodies. REGENERATION: This allows the being to heal itself and replace lost hit points. phosphorescent skin . The mutant must first hit its victim with an attacking appendage (claw. Growth of replacement quills or spines takes a minimum of one week. Add the two results together. the skin of the mutant reflects even the most Intense forms of energy away from its body in random directions. All beings (except the mutant) within a radius of 10 meters are affected and the dice are rolled once. such as: heat. but not have the abilities of the creature being mimicked. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks. 35. 37. fang. For every additional meter of height over 2 meters. The change decreases the metabolic rate of the mutant and also causes a marked reduction in its ability to do damage to opponents in physical combat. The referee is to determine what these effects will be. At the start of the campaign. insect. Suggestions: thin skin . light sensitive skin . Such small mutants will be very hard to hit in physical combat. SONIC ATTACK ABILITY: This is the power to generate high-frequency sound waves that are damaging to exposed tissues at short range. WEIGHT DECREASE (D): This weakens the mutant so that it is slowed by one-fourth in every endeavor. mental mutations that affect the physical environment. energy cells. TOTAL CARAPACE: The total carapace is a thick shell that covers the entire body of the mutant. with its physical strength reduced by one-fourth. Mutants weighing over 80 kilograms will probably not be able to fly but can still make wing-assisted leaps over objects such as walls or trees. 49. WINGS: The growth of usable wings allows the mutant to fly through the air at a rate of 12 meters per melee turn. 48. This shell is cumbersome. he will be able to see such things as: radiation. They must subtract 4 points from their die roll to hit opponents in combat and they have difficulty seeing objects over 15 meters away. In addition to UV emissions. and it reduces its owner’s movement rate by one-fourth. the mutant may carry no more than the equivalent of one-fourth of its own body weight. etc.. MENTAL MUTATIONS No. but are not blind. ULTRAVISION: This allows the mutant to seethe ultraviolet end of the light spectrum. The number of hit points the mutant has Is not affected. as well. It reduces all damage done to the mutant by half and raises its armor class to 4. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Human 01% 02% 03-06% 07% 08% 09-10% 11% 12% 13% 14% 15-18% 19-22% 23-25% 26% 27-31% 32-41% 42-45% 46% 47% 48-52% 53% 54% 55% 56-58% 59% 60% 61-62% 63% 64% 65-66% 67-69% 70% 71-73% 74% 75% Mutation Absorption Anti-reflection (D) Complete Mental Block (D) Cryokinesis Death Field Generation De-evolution Density Control Directional Sense Dual Brain Empathy Epilepsy (D) Fear Impulse (D) Force Field Generation Genius Capability Heightened Brain Talent Heightened Intelligence Hostility Field (D) Illusion Generation Intuition Life Leech Light Wave Manipulation Magnetic Control Mass Mind Mental Blast Mental Control Mental Control Over Phys. State Mental Defenselessness (D) Mental Defense Shield Molecular Disruption Molecular Understanding Multiple Damage (D) Planar Travel Poor Dual Brain (D) Precognition Pyrokinesis Animal 01% 02% 03-04% 05% 06% 07-09% 10% 11-13% 14% 15% 16-18% 19-20% 21-24% 25% 26-28% 29-43% 44% 45% 46-49% 50-52% 53% 54% 55% 56% 57% 58% 59-61% 62-66% 67% 68% 69-71% 72% 73-75% 76% 77% . When f lying.hit” die roll when striking an opponent in physical combat. 45. astigmatism. VISION DEFECT (D): Mutants with this defect suffer from one of the many possible eye problems such as myopia. 46. 47. and the electrical workings of machines. This would cause a mental attack to come back and damage the mutant instead of his target. permanently.e. DUAL BRAIN: Any mutant with this power has 2 brains (not necessarily 2 heads). DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. 5. up to 3 additional mental mutations. 6.36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 76% 77% 78% 79% 80-82% 83% 84% 85% 86% 87% 85% 88% 89% 90% 91-94% 95-00% Radar/Sonar Reflection Repulsion Field Sound Imitation Telekinesis Telekinetic Arm Telekinetic Flight Telepathy Teleportation Thought Imitation Time Field Manipulation Total Healing Weather Manipulation Will Force Roll a Good Mutation Pick Any Mutation 78% 79% 80% 81% 82% 83% 84% 85% 86% 87% 88% 89% 90% 91-95% 96-98% 00% 1. Such mutants will be able to retrace their path at any time. DE-EVOLUTION: This is the power to strip abilities from a mutant opponent by regressing it along its ancestral lines. etc. If this power works (treat as a mental attack). This allows the mutant a minus 1 on all die rolls when trying to figure out any ancient artifacts (see ARTIFACT USE). between them. the opponent’s greatest special ability (referee's choice). until the mutant's opponent is returned to its original stock. CRYOKINESIS: This is the ability to cause living matter. 2. of having the attack or defense reversed. he is not affected by it except that he can do nothing else for 1-20 (d20) melee turns. ANTI-REFLECTION (D): This dangerous defect gives the mutant a 25% chance. as determined by the referee. give it a range of 30 meters. When a being uses a death field. both of which function normally and which may have. each time he uses a mental power.). Technological (non-robotic). 2 = heat. nearly unconscious. another special ability is thus removed. On the first melee turn. 4 = paralysis rays. to suffer cold damage and possibly freeze solid (referee’s discretion). A Dual Brain allows two mental saying throws and if either one is successful. i. Plant. and a mental defense to apply to the opponent instead of the mutant. but any increase in mental strength due to surviving mental attacks is awarded at one-half the normal rate. 6 = mental blasts. 1 die (d6) of damage is done. this mutation drains all but one of the hit points from all beings within 20 meters. or anything else that will freeze. When under mental attack. as he will be lying on the ground. or Animal. has a range of up to 30 meters. 5 = radiation. of one of the following types of damage: Roll die (d6): 1 = cold. and through undisturbed concentration. attacking. #30 under PHYSICAL MUTATIONS. 7. it begins by taking away. striking. On every subsequent melee turn. should constitute a mutant's mental block. one brain may suffer the effects while the other keeps the mutant functioning normally (moving. This power lasts for the duration of one combat situation. up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. 9. or even be aware of attacks on his person originated from his block. ABSORPTION: A being with absorption is able to withstand an additional number of hit points of damage. even if blindfolded. a security robot. 3. he cannot use or touch. 4. however long that may take. the mental attack on the mutant fails. COMPLETE MENTAL BLOCK (D): This is the inability of the mutant to see or even come near (intentionally) one of the following types of things or creatures: Robotic. Both brains have the same mental strength (rolled at the start of the campaign by the player). and use it as an offensive or defensive power on other beings. . 3 = light. While the mutant is able to operate logically in the presence of his block. DENSITY CONTROL (others): Note the definition of Density Control (Self). DEATH FIELD GENERATION: In one melee turn. and may be used once per week. equal to its current hit point total. The effective range of this mutation is 25 meters. water. 8.Only one creature of the types mentioned. 2 A military genius with a plus 4 chance “to hit” with any weapon. 5 = any computer. or 25% chance immediately preceding any combat situation. 5. FORCE FIELD GENERATION: This endows the mutant with the power to create an invisible wall of energy through which physical objects may not pass. it takes three times as long for this mutant to make any given weapon of this type. and possesses the charisma bonus (+ 3) of a Pure Strain Human. he does not get four saving throws. HOSTILITY FIELD (D): This is a repugnant unconscious field set up in a 30 meter radius around the mutant. will do 4 extra points of damage with each hit. 10% chance per melee turn during physical combat. Range: 30 meters. 6 An economic genius who will be able to turn a triple profit on anything he or she tries to sell. LIFE LEECH: This is the power to drain life energy from all semi-intelligent or intelligent beings. trap. An empathetic mutant can force emotions on non-intelligent beings of any type (treat non-intelligent creatures as having a 12 for mental resistance). 17. The force field requires no effort to maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. 6 = any talking plant. Any weapon this mutant makes. 40 minutes for 10 die rolls on the ARTIFACT USE & OPERATION chart instead of 2 hours) and they receive 2 saving throws against mental attacks. EPILEPSY (D): This is a body paralysis that occurs for various reasons. and are dispelled only when a viewer attempts to touch the illusion. to look at that thing without feeling total fear and running away (dropping everything in the process). 4 A scientific genius who may subtract 1 point from each die roll when trying to figure out ancient artifacts (see ARTIFACTS & EQUIPMENT). HEIGHTENED INTELLIGENCE: Add 4 points to the mutant’s mental resistance rating (not to exceed 18) and subtract 2 points from the die rolls when this mutant is trying to figure out an artifact (see ARTIFACT USE & OPERATION). hunger. This results in adding one point to the mutant’s “to hit” probability with any weapon. fear. or entice a food animal closer for the kill. Any being with an intelligence of 16 or less. will have a 20% chance of wanting to attack the mutant upon first entering the field. sling. 3. 14. Thus a mutant could force a pack of wild dogs away in tear. It is impossible to tell an undetected lie to a mutant with heightened brain talent. However. friend and foe . 12. for any reason. 16. and olfactory aspects the sender wishes. A six sided die is rolled to determine the object of fear: 1 = random mutated animal. When attacks come on. audible. 15. GENIUS CAPABILITY: Roll a six-sided die.10. 11. friend or foe. that if this mutant has a double brain. FEAR IMPULSE (D): This mutation. Note. such as a crossbow. The mutant becomes one of the following: Die Roll Result 1. 13. 3 = random non-mutated creature.) of others. however. The referee should set up a consistent set of variables to determine when these attacks come on (i. HEIGHTENED BRAIN TALENT: Mutants with this ability will be able to figure out the workings of any artifact in one-third the normal time (i. etc. etc. 2 = random mutated insect. 19. Such illusions will have any visual. the body is unable to respond to the environment around it and remains motionless. in this fear impulse. etc. 18. This mutation cannot be used while other mental powers are being used. 20.). simply causes unreasonable fear of an object or animal and makes the mutant unable. ILLUSION GENERATION: This is the ability to create images in the minds of other beings who are within 30 meters of the mutant. and causes one extra die of damage to be inflicted. for one reason or another.e. and 3 points to each die of damage he inflicts. Only one such force field may be generated by the mutant in a 24 hour period. 4 = any robot. EMPATHY: This allows the mutant to sense the feelings (hate. if any. INTUITION: This allows the mutant to be subconsciously aware of what any opponent intends to do. The wall forms around the body of the mutant (about 15 centimeters out) and will take 5 dice of accumulated damage (as though it were the mutant) before being forced down. pain..e. The referee is to determine the specific creature involved. and the mutation has a range of 100 meters. MENTAL CONTROL OVER PHYSICAL STATE: This is the ability to unconsciously disregard things like pain warnings and override problems such as blood loss or fatigue for up to one full day. to repel. dexterity. For example: A mutant with a mental strength of 15 would have a 75% chance of disrupting an obb (see CREATURES) and a 45% chance of disrupting a metal door. MENTAL DEFENSE SHIELD: This ability adds 4 points (not to exceed 18) to the mutant's mental resistance rating. MENTAL BLAST: This is the ability to launch a mental assault worth 3 dice (d6) of damage on any being within 15 meters. MOLECULAR UNDERSTANDING: This power allows the mutant to know the weaknesses of any object and its separate parts. 29. this mutant will sense any other being with mental powers within a 30 meter radius. telepathy. the controller suffers the same fate. the mutant experiences all the sensory impressions of the controlled being. The effects on powered objects are to be determined by the referee. cause 6 points of damage) from each being in range and add a like number of hit points to the mutant's total. Because of this. the hit points are first subtracted from those points leeched. or to create a patch of total darkness (2 meter radius) anywhere within 10 meters of the mutant. 28. Mass mind works in direct proportion to the number o minds participating. within a range of 30 meters.) in order to amplify the effects of its own powers. there is no range restriction to this mutation. the mutant must be within 15 meters of his intended victim. Although this mutant can only make himself invisible. Thereafter. the mutant is reduced to 1 hit point and one-half movement for 1 full day. 27. within a 10 meter radius of the mutant. and living organisms have a 5% chance of being disrupted per point of mental strength possessed by the mutant. 30. It is now 3. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours. stone and non-living material has a 4% chance per point of mental strength. This control enables the mutant to heal wounds (recover lost hit points) four times as fast as normal. MENTAL DEFENSELESSNESS (D): Disregard the mental strength of the mutant as rolled. It may be used every other melee turn. Those leeched hit points that are not destroyed in combat dissipate after 24 hours. over and above any damage he would normally inflict in combat. and subtract 2 points from the die roll on the other charts (see ARTIFACT USE & OPERATION). To establish control. 24. If the being under control is knocked unconscious or dies. may be destroyed in this manner. 22. This range is increased by 3 meters for every 4 points of mental strength possessed by the mutant. If the mutant with life leech takes damage. deliver a double strength mental blast twice the normal distance. etc. Upon attempting molecular disruption. MENTAL CONTROL: This mutation allows the takeover of another being’s body. the mutant will have double his normal strength. attract. In situations of overwhelming danger (referee's decision). or utilize any inanimate ferrous object. the ability to create darkness or stop laser blasts may be used anywhere within his 10 meter range. . 26. 25. This mutation may be used only once per week. The mutant may break off control and "return" to his own body at any time.. a varying number of days (referee rolls d6. Life leech will drain away 6 hit points per melee turn (i. to become invisible at will. Once this ability is employed. whether those powers are being used or not. LIGHT WAVE MANIPULATION: This allows the mutant and everything he is wearing or carrying. Mutants with this power are also able to instantly figure out the use of any artifact on CHART A. Up to 50 kilograms of contiguous matter. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful. together. to negate the effect of a laser. with result unknown to player) must pass before it will have any chance of succeeding again. MOLECULAR DISRUPTION: This is a dangerous but powerful ability that may only be used infrequently. A mutant with mass mind and mental bias abilities could get together with another creature with mental bias and. 21. While in control. MASS MIND: This allows the mutant to empathize with creatures of a like nature (same type) or like power (mental control mass mind. In addition. 23. MAGNETIC CONTROL: This is the power. The chance of success varies with the subject matter involved: metal and dense material have a 3% chance of being disrupted per point of mental strength. There is no weight restriction. and speed for 5-50 melee turns (5d10).alike. the mutant does 1 extra die of damage. through the control of magnetic fields.e. and is totally unaware of his own body (which remains motionless). whether it works or not. When a mutant with precognition foresees damage about to be done to his own body. up to 20 dice of damage may be reflected. 35. Only one such door may be opened per week. up to 3 dice of damage (of any type) is sent back to the beings who inflicted it. until. if the mutant is about to open a door. On the second melee turn of concentration up to 4 dice of damage is reflected. PLANAR TRAVEL: This is the ability to open doors to alternate planes of existence. to suffer heat damage and eventually burst into flame. but is tripled if the mutant has heightened hearing. other than the mutant himself. and it could be termed an improved force field. 38. if the mutant is hit by a laser pistol (which does 5 dice of damage) on the first melee turn of concentration. The referee may wish to limit the number of times this ability can be used in a day (perhaps by rolling d4 or d6). and while in use. On the first melee turn of concentration. Reflection is usable only once every 24 hours. Only objects within 15 meters may be thus lifted. PRECOGNITION: This is the power to sense dangerous situations which will affect. SOUND IMITATION: Similar to thought imitation. MULTIPLE DAMAGE (D): This causes the mutant involved to double. This mutant cannot remember how to recreate sounds. This occurs not because the damage has really been inflicted. have several defects. open the door to receive the ambush waiting on the other side. or plastic. the shock to his nervous system is such that he receives one die (d6) of damage immediately. or even triple (referee's option) any damage sustained by the mutant. 40. but once entered. This mutant can maintain concentration and reflection powers even if it takes damage. REFLECTION: This mutation requires great concentration. On the first melee turn 1 die (d6) of damage is done (not necessarily fire) and through undisturbed concentration. they can walk or fly day and night. For instance. 32. The effective range of this mutation is 25 meters. Much like bats or dolphins. While reflecting. 37. TELEKINESIS: This enables a mutant to lift objects. such as wood. but do no dice of damage. which incapacitate. up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a mutant with pyrokinesis. and he must strain as though he were actually carrying the object of his telekinesis. It may take over the body at strange times. Note: Reflected damage may not exceed damage inflicted. REPULSION FIELD: This is similar to a force field. there is no way to leave them (unless the mutant re-opens the door). RADAR/SONAR: Creatures with radar or sonar have large ears. The mutant can only telekinesis as much weight as he could normally lift. and the mutant may only keep them aloft for 5 melee turns. but because the mutant thinks it has. only a repulsion field may be formed up to 15 meters away from the mutant and may be used to surround or trap other beings. he may use precognition to see what would happen if he did open the door. The mutation manifests itself as a 3 x 3 meter opening lasting up to 3 full melee turns at the discretion of the mutant. he immediately takes two dice (d6) of damage and falls unconscious for 3-18 (3d6) minutes. on the 18th and final turn of this power. 3 dice will be reflected and the mutant will receive 2 dice of damage. such as light generation. The extent and effects of this mutation should be determined by the referee and may be kept a secret from the mutant until the moment of truth. It is effective only 3 minutes into the future and requires intense concentration to work. “seeing” without using their eyes. or hearing orifices. or even counteract a mental power of the good brain in difficult situations. so long as no other action (combat. into the air and move them about. These planes of existence may or may not be populated (with referee-inspired creatures). after which time he must rest for another 5 melee turns before again using this . the mutant receives no damage unless damage inflicted exceeds reflecting ability. antennae. the mutant having the power. POOR DUAL BRAIN (D): This is a second brain which handicaps the function of the primary brain. In ail other respects It functions like a force field. For example. It is perfectly legal to change the course of history by acting on such information and not. and the mutant must remain motionless while exercising it. The range of this mutation is usually 30 meters. it merely repeats what it hears. 36. and so on.31. The referee determines when and if a fire starts. PYROKINESIS: This is the ability to cause living matter or anything that is reasonably flammable. 39. so they make perfect places of exile. They also receive a bonus of plus 2 on all “to-hit” probabilities. the mutant is subject to simple attacks. Indeed. If the mutant should foresee his own death. for example. 34. 33. personally. this allows a mutant to recreate sounds that it hears and throw back sonic attacks immediately after hearing (and surviving) them. a mutant with this ability could use it exactly like a force field if he so desires. fleeing) is initiated. and distance in time required. This mutant can. TELEKINETIC FLIGHT: Mutants with this ability can fly through the air at a variable speed (1-20 meters per second). and it takes another 2 minutes (12 melee turns) for the change to be completed. THOUGHT IMITATION: This power allows mutants to immediately return any thought or mental attack directed at them. it must always be visible to the mutant. TELEPATHY: This is the power to read another creature’s thoughts and/or emotions and send your own in return. 45. any time he wishes. not others. TIME FIELD MANIPULATION: This is the ability to travel or send objects through the currents of time. although it does not negate the effects of such attacks on themselves. but remains in the same spot on GAMMA WORLD. The ability to send objects through time varies with the material involved. subtract 25% from each increment on the above table. The percentile dice are used to determine the success of time travel: Distance Traveled 1 week 25 weeks 1 year 5 years 10 years 25 years 50 years 100 years 250 years Chance of Success 95% 85% 80% 75% 60% 50% 30% 20% 10% The preceding chart is for the mutant and/or any inanimate object not belonging to another being sent into the past. 46. The mutant must be able to touch whatever he is attempting to send through time and the energy drain occurs even if the attempt fails. The newlycreated weather conditions will last as long as the mutant concentrates on them. The energy required. the mutant does not know how to repeat it. (Note that if the mutant is hit in combat his concentration will be broken. however. roll another mutation. and subtract 20% for biological material (such as another being). To function. Once a mental blast has been returned. up to four times a week. once per 24hour period. capable of doing anything a normal human arm and hand can do. If the mutant does not have both. When telekinesis is attempted on living creatures. Material which is part of or belongs to another being is more difficult to send through time: subtract 10% for metal or powered items. 47. A mutant with thought imitation is able. the referee should treat it as a mental attack on that being. The use of this mutation requires an 18 intelligence and a “heightened intelligence” on the part of the mutant (i. WEATHER MANIPULATION: This allows the mutant to manipulate the weather in the area he is in. the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival. TOTAL HEALING: This allows the mutant to heal all its own lost hit points. The weather will be . drains one-half the hit points from the mutant for 1-8 (d8) days and reduces the mutant's speed to one-half for 1-12 (d12) days. TELEKINETIC ARM: This mutation manifests itself as a 20 meter long human arm (complete with hand). whether or not the attempt succeeds. The mutant may only teleport himself. to exactly copy the communication patterns of those creatures with whose thought patterns he is familiar. carrying only as much as they could carry normally. To send objects into the future. recall communications patterns at a later date.e.) The mutant must concentrate for a full minute (6 melee turns) before the weather begins changing. This power transcends language and works on all beings up to 10 meters away. 41. this is rare). Note: The power to return a mental attack is temporary. with a strength of 18. This arm cannot be hit by non-powered weapons. 48. even if those creatures do not speak a language known by the mutant. If he has not spent at least 8 hours memorizing his destination. which must succeed before the object may be lifted. 43. 42. and works up to a range of 30 kilometers. 44. subtract 15% for stone and other inorganic material. or things that they are holding. while powered weapons will do normal damage to the mutant if they hit this arm.power. The material travels through time. TELEPORTATION: The mental transference of the mutant's physical self to another place is called teleportation. he must rest a full week before attempting weather manipulation again. There is a base 90% chance of causing one of the possible changes. PLANT/VEGETABLE MUTATIONS: The following plant and vegetable mutations are to be used by the referee when creating non-player plant mutations with which to populate GAMMA WORLD. i. through sheer force of will. and double the time is required (12 melee turns of initial concentration. but only as shown. for example. The percentile dice (2d10) are rolled after the initial concentration is completed. the chance of success is only 10% and triple the time is required (18 and 26 melee turns). Will force lasts from 1-10 (d10) melee turns and may be used only once every 24 hours.e. For example. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration). WILL FORCE: This is the ability. Most of them do not have the intelligence or life span necessary to successfully interact with other playercharacter types. Success is not automatic. The weather cannot be radically changed. a day which is clear and warm with a light wind can become a hazy. to double any one of a mutant's abilities. If a change two degrees away from the prevailing conditions is desired (such as warm to arctic cold ). calm day. Contradictions are not possible. This mutation is usable a maximum of once a day. hot. It is recommended that the referee not allow the players to become mutated plants. fog and strong wind. from below zero to a 100 degree heat wave. or it may be used to add one point to the mutant's “to-hit” die rolls. 49. It can be used in conjunction with any other power. The extant of manipulation possible depends upon the prevailing conditions: Aspect of Prevailing Weather Conditions Cloud Cover/ Clear Precipitation Partly Cloudy Cloudy Temperature Hot Warm Cool Cold Wind Calm Light Wind Strong Wind Gale Storm Possible Extant of Change Very Clear Partly Clear/Hazy Clear Cloudy Misty/Light Rain/Light Snow/Sleet/Small Hail Partly Cloudy Deep Clouds Fog/Heavy Rain/Heavy Snow/Driving Sleet/Large Hail Sweltering Heat Warm Hot Cool Warm Cold Cool Arctic Cold Dead Calm Light Wind Calm Strong Wind Light Wind Gale Strong Wind Storm Gale Hurricane/Typhoon All three aspects of the weather can be manipulated. If it is desirable to cause a change one degree away (from clear to light rain. 24 melee turns to accomplish the change). for example) the chance of success drops to 50%.affected in a 10 kilometer radius around the mutant. but the new conditions are not fully effective until the change in weather is completed. Roll 1 01% Mutation Adaptation . No. When the plant is damaged (or eaten). all beings will do nothing but walk directly to the plant. When drawn to within 30 meters of this plant. once it survives such an attack. but attracts instead). ADAPTATION: This allows any plant to instantly become immune to an attack mode. Example: if a plant survives an attack by a laser. The scent causes the beholder to believe that the plant is his (or its) favorite food. BACTERIAL SYMBIOSIS: Plants with this mutation allow bacteria harmful to humans and humanoid mutants (or any other specific enemy of the plant) to grow just under the plant's epidermis. and are quite likely to get into any open wound on the plant’s assailant. AROMATIC POWERS: This power is used by carnivorous plants (much like flowers attract bees) to lure food (victims). The referee may want to invent some hideous new bacteria for this. it will adapt and subsequent laser attacks will do the plant no damage. the germs are readily released. The plant gives off a strong fragrance that can carry for up to 10 kilometers if the wind is right. 2. for a plant to adapt to having its limbs or stalks chopped off by swords or axes. causing instant infection. 3. the plant's body or flowers give off an odor that attracts herbivores. ATTRACTION ODOR (D): With this mutation. however. 4. .2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 42 43 02-05% 06-07% 08% 09% 10% 11-13% 14-15% 16-17% 18-19% 20-21% 22-24% 25% 26% 27-28% 29% 30% 31-32% 33-34% 35-39% 40-46% 47-54% 55% 56% 57-58% 59-60% 61-66% 67-68% 69-70% 71% 72% 73-82% 83% 84-85% 86-87% 88% 89-90% 91% 92% 93-94% 95-96% 97% 98% 99% Aromatic Powers Attraction Odor (D) Bacterial Symbiosis Barbed Leaves Berries Boring Tendrils Carnivorous Jaws Color Sensitivity and Imitation Contact Poison Sap Daylight Stasis (D) Dissolving Juices Divisional Body Segments Electrical Generation Fruit and/or Radiated Seeds Generation Heat Generation Increased Senses Low Fertility (D) Manipulation Vines Mobility New Plant Parts New Senses Parasitic Attachment Physical Reflection Poison Throwing Thorns Poison Vines Radiated Plant Fiber Razor-edged Leaves Saw-edged Leaves Seed Mobility Size Decrease Size Increase Sonic Attack Ability Squeeze Vines/Roots Spore Cloud and/or Shooting Seeds Sucker Vines Tangle Vines Temperature Sensitivity (D) Texture Change Thorns/Spines Wings/Gas Bag Wings/Gas Bag Roll an Extra Mutation Pick Any One Mutation 1. There is no way. unless they make their saving throw (treat as intensity 8 poison which does not kill. BERRIES: These are useful. and hold or drag the victim with the barbs. after four melee turns. There may be as many as 12 such laws on any one plant and. once discharged. COLOR SENSITIVITY AND IMITATION: This gives the plant the ability to change colors and appearance in order to imitate any other type of plant. limbs. and some limits should be imposed on how long they remain effective. motile tendrils. Special acids and abrasive pads enable the tendrils to penetrate: 5 cm of flesh in 1 melee turn 25 mm of wood in 2 melee turns 5 mm of stone in 5 melee turns 5 mm of normal steel in 10 melee turns 3 mm of duralloy in 10 melee turns. the plant recharges itself at a rate of one die of shocking damage ability per melee turn. 8. the poison works on contact with flesh (it does not need to get into the victim). Note: All other plants are in stasis in periods of darkness. restricted to the length of the plant part wielding the barbed leaves. with which the plant can bore through just about anything. most of which are merely sources of food. . 10. DAYLIGHT STASIS (D): This mutation forces the plant to become totally inactive during full daylight. movable stems. CARNIVOROUS JAWS: These are mouths that do a variable amount of damage (1-8 points per bite). 9. Remember that berries are seasonal. it possible. If attached to a motile plant part. a sucker vine. CONTACT POISON SAP: Plants with this mutation have.5 centimeters long. This gives the plant mobility. In their sap. 3d6) Radiation Resistance (+ 4/1 hr) Poison antidote (3d6 intensity) Sonic Resistance (1 hour) Of course. mutations produced by plants that can affect humans and humanoid mutants in many ways: Die Roll 1 2 3 4 5 6 7 8 Color Purple Blue Green Turquoise Orange Orange-Yellow Red-Orange Black Effect Heal one die of damage Heal all damage Mental Strength + 4 for 1 hour Poison (random intensity. 7. ELECTRICAL GENERATION: This is the ability of the plant to build up an electrical charge in its body which it may use as a defensive or offensive weapon. 3d6) Radiation (random intensity. 11. 6. although they may grow and heal in darkness. Once the plant has been damaged and the sap exposed. a manipulation vine. 12. etc.. do damage. DISSOLVING JUICES: This allows the plant to secrete juices that will do 5 dice (d6) of damage per melee turn to any organic matter it contacts. BARBED LEAVES: These are very tough leaves. a toxic substance of random poison intensity. Intelligent plants can use this ability to operate color band-activated machinery. ringed with barbs up to 2. of the plant are now segmented much like the bodies and legs of an insect. BORING TENDRILS: These are tough. such as a segmented limb. 14. Think of an enormous Venus Fly Trap as a typical example of plant jaws. trunk. DIVISIONAL BODY SEGMENTS: The branches. that part may attack. stalk. much like the electric eel. Most plants (80%) will not release another shock until fully recharged. 13.5. The shock may be delivered by special vines or simply on contact. or whatever is appropriate. though sometimes dangerous. they will be situated at the ends of thick. there are many other berries. of course. They usually attack as saw-edged leaves. The range is. and it does a maximum of 4-24 (4d6) points of damage. vines. On contact with flesh. 21. Note: to a plant with no moving parts. 28. NEW SENSES: This gives the plant the sensory capabilities. 26. 17. This does not necessarily imply that the plant has any intelligence. radioactive. while intelligent plants may have other things in mind. but they could conceivably wield weapons of all sorts. the control is lost.15. hearing. segment) and then maintain contact for three melee turns. berry.e. the plant becomes extinct. They generally cover an entire plant. or crawl. LOW FERTILITY (D): This severely limits the reproduction rate. PARASITIC ATTACHMENT: This allows the plant to link with the nervous system of another creature and take control of its body. sight. 16. etc. an elephant-like trunk. RADIATED PLANT FIBER: With this mutation. it moves. up to 20 meters for larger ones. certain parts of the plant emit radiation of intensity 3-12 (3d4). These senses are only useful if the plant is in some way able to utilize them (i. vine. Referee is to determine the strength. etc. The beams of heat have a maximum range of 15 meters and may be used every three melee turns. smell. The plant will then be in complete control of that being. they are able to inject their poison (intensity 3-18 (3d6) referee to determine). the skin or bark of the plant reflects even the most intense forms of energy away from its body in random directions. such as sight. POISON THROWING THORNS: These are (1-100) poisoned versions of throwing thorns. flies. etc. PHYSICAL REFLECTION: With this mutation. 22. INCREASED SENSES: This mutation gives new (or improved) sensory abilities to the plant. no “to-hit” die roll is made). 25. 19. allowing it the dexterity to handle and manipulate things. the plant is given a new part or set of parts. sharper versions of saw-edged leaves. No more than 3 such heat-generating organs may appear in one plant. MANIPULATION VINES: These are vines that act as appendages for the plant. and up to 30 meters for trees. If this mutation is rolled twice. such as: eyes. ears. this mutation will not be particularly useful. 20. and sound.up to 10 meters for small bush-sized plants. sonic. Growth of replacement thorns takes a minimum of one week. 18. 24. Unintelligent plants and plants lacking any special sensory organs will attack anything which comes in range and stand a 25% chance of missing the target with each shot (if a miss is indicated. such as heat. Plants with this mutation plus some type of mobility or manipulating vines may hurl their missiles .). attacks. slither. RAZOR-EDGED LEAVES: These are smaller. The plant must first hit its victim with an attacking appendage (tendril. a brain and nervous system. EXPLOSIVE AND/OR RADIATED FRUIT OR SEEDS: Any seed. NEW PLANT PARTS: With this mutation. Senses are touch. 27. This radiation has a range of up to 50 meters and will not harm the plant itself. etc. electrical. reducing the number of these plants that may exist in any one place. or defenses. or fruit becomes an explosive or radioactive hazard. They are not as strong as squeeze vines and do no damage by themselves. through adjustments in its normal structures. This reflection should work for only one type of energy. 23. The organs are usually located on top or at the ends of motile extremities on the plant. smell. taste. covered with poison of random intensity. Unintelligent plants will utilize such creatures for the defense of the plant (or eat them if the plant is carnivorous). utilizing motile roots or vines. HEAT GENERATION: This gives the plant special heat-generating organs that can cast beams of heat that do 4 dice (4d6) of searing damage. MOBILITY: Plants with mobility are able to walk. Intelligent plants and plants with heightened sensory abilities will not always shoot immediately and are more accurate (no penalty when casting beams of heat). POISON VINES: These are non-motile prickly vines. equal to those of a human. . If contact with the plant is broken. arms. 29. SAW-EDGED LEAVES: These are large-toothed, motile leaves, which the plant usually keeps withdrawn or hidden until disturbed. These leaves will viciously attack anything thrust into their midst. There are usually 6-8 such leaves per branch or vine so equipped, each branch doing 1 die (d4) of damage per melee turn. They will only cut cloth, flesh, or other soft materials. 30. SEED MOBILITY: With this mutation, motile tendrils allow the seeds to move and become separate entities from the parent plant. If appropriate, the seeds will have separate mental and physical powers, or may be linked telepathically to the parent. A most insidious application of this mutation can occur in certain carnivorous plants, whose seeds lurk around campsites or sleeping places of animals and then plant themselves in the bodies of their sleeping victims overnight. 31. SIZE DECREASE: This makes the plant 1-20 times smaller than normal (d2O), i.e., down to a possible 1/20th of normal size. 32. SIZE INCREASE: This allows a plant to be 1-20 times normal size (d20). 33. SONIC ATTACK ABILITY: This gives the plant the ability, when stimulated or disturbed, to emit a high frequency shriek that will damage exposed tissues of all creatures within a 10 meter radius. The plant itself, and others of its kind nearby, are not harmed by this attack. All other beings in range take 3 dice (3d6) of damage. Sonic attacks may be made once every 4 melee turns. 34. SQUEEZE VINES/ROOTS: Squeeze vines (or roots, whichever is more appropriate) are more powerful than tangle vines, and are capable of rapid movement in order to entwine or entangle creatures. Each vine can crush for 2 dice of damage per melee turn and they will not release their grip unless cut apart from the plant. Squeeze vines or roots are a minimum of 5 meters long and can grow to great lengths. 35. SPORE CLOUD AND/OR SHOOTING SEEDS: On contact or other stimulus, these will come shooting out of the flower or sporangium doing damage, taking root, or anything else the referee deems appropriate. (For example, see the narl ep under CREATURES.) 36. SUCKER VINES: These are manipulation vines (see #9) covered with tiny suction cups that give each vine a dexterity of 18. 37. TANGLE VINES: These are weak vines, able to move slowly and possessing only minimal strength. A large patch of tangle vines could trip or entangle beings and can even entwine and crush beings with only one hit point remaining. 38. TEMPERATURE SENSITIVITY (D): This causes the plant to suffer an extra 2 points per die of any heat, cold, or energy weapon attacks it receives. 39. TEXTURE CHANGE: The normal epidermis of the plant is replaced with a tougher substance, such as scales, hide, even metallic-like plates. Any change must be an improvement. 40. THORNS/SPINES: These are large (15-30 cm long) spikes covering the plant that do dagger damage if they puncture a being. Generate a random number for each plant, but always more than 5. 41. THROWING THORNS: These are (1-100) darts that may be cast by the plant up to a distance of 10 meters, depending upon the sensory ability (awareness) of the plant. Each dart does the damage of a dagger if it hits a creature. Growth of replacement thorns takes a minimum of one week. 42. WINGS/GAS BAG: These are parts that allow the plant to slowly fly from one area to another. The rate and direction of travel depends largely on the wind. Certain carnivorous plants use this ability to fly in search of food. CREATING NON-PLAYER CREATURE MUTATIONS The referee will need to populate his GAMMA WORLD with many non-player creatures and plants. This may be done by simply selecting mutations from the preceding lists and adding them to a basic creature or plant type. The following method may be used to create random non-player mutants: 1. Choose a basic animal or plant type. 2. The creature will mutate from 1-10 generations. 3. For each generation of an animal mutant, roll once on this percentile table: 01- 50% 51- 80% 81- 85% 86-00% Roll one physical mutation Roll one mental mutation Roll one physical and one mental mutation Heightened Intelligence 4. For each generation that a plant mutates, simply roll one mutation on the PLANT/VEGETABLE MUTATIONS TABLE. 5. It the creature mutates in a defective manner for the first two or three generations, it will not be able to survive, so choose another creature and start over. PLAY OF THE GAME TIME, MOVEMENT, AND TURN LENGTH The time scale of a turn in GAMMA WORLD varies according to what the players are doing. Turns consist of either route moves, search moves, or combat melee rounds (melee turns). Route movement is used when the players wish to cover great distances rapidly. Search movement is used when the players are conducting a careful investigation of an area. Combat melee turns are generally used when players encounter hostile beings. ROUTE MOVEMENT One such move represents about four hours' action in the game (game time, not real time). It is possible, by use of a large number of these moves, to play weeks, even months, of GAMMA WORLD in a single session of the game. The amount of ground covered by walking during a turn of route movement will vary from one to ten kilometers, depending on terrain and character movement speed. The referee should keep these rates in mind when deciding on the scale of his detailed maps. The referee will make the decision on the rate of travel. On average, one kilometer per turn over swampy or mountainous terrain to eight kilometers per turn over clear terrain is suggested. These rates may seem slow when one considers the average man on foot can walk at a pace of five kilometers per hour, but the suggested rates take into account the fact that adventurers in a campaign will be traveling slower as they search carefully for signs of the Ancients and, more importantly, the wild and dangerous creatures of GAMMA WORLD. Of course, should the adventurers announce their intentions to travel at a faster rate, the referee can readily accommodate them, by allowing them to walk past valuable artifacts or into the lair of some deadly creature with little or no warning. Route movement will generally be used when covering large distances of “uninteresting” or previously explored ground. Should the adventurers enter an area of interest, they may decide to change to search moves (a slower, more detailed rate of movement) and investigate, or continue past at route movement rate. Also, since route moves represent such a long length of time, a game-day will pass very quickly. Most characters will have to rest at least two of the six route turns that represent a day (in other words, sleep!) or suffer a double fatigue loss during combat and reduce travel rates by half until rest is taken. In any case, rest must be taken after two days of exertion. The referee may have to enforce this rule by declaring the players unconscious. SEARCH MOVEMENT When a party comes close enough to non-player creatures, plants, or any situation that may lead to combat, the referee must switch the players over to search movement. A search move represents ten seconds of game time. The average movement rate for walking men is 6 meters per search turn outdoors, 1 meter per search turn indoors. This may seem like a slow pace, but it includes time for a thorough examination of the players' surroundings. Of course, should the players be forced to flee from some danger, they may move at a much faster rate (up to 72 meters per search turn for an unencumbered, unarmored man). Should a character be armored or encumbered by any load (artifacts, equipment, etc.) his movement rate will be halved or less. He may, however, cast off his load for greater movement, if he feels it necessary. Search movement must be used when examining any ruins or buildings, or whenever the characters encounter any other beings (humans or creatures). COMBAT MELEE ROUND Each round of combat melee also lasts ten seconds. Movement during combat is generally not a factor of importance. The ability to perform small movements, both offensively and defensively, during hand-to-hand combat is determined by a character's experience and dexterity. This is subsumed in the combat matrices by giving bonuses added to or subtracted from the player’s “to hit” dice rolls during combat resolution. Special situations calling for movement during combat (charging on horseback, for example) are left to the referee's judgment. He will determine the range between combatants after each ten second melee round, the allowable movement of the defenders during that time, and so on. As a guideline, the normal movement rate for a man with only normal encumbrance (clothing and light-weight weapons) is 12 meters per ten-second turn. A charge move is double that - 24 meters - and a trot is two-thirds of a charge move - 16 meters. (NOTE.* Missile weapons, energy weapons, and the like may not be fired while trotting or charging.) The movement rates listed in the CREATURES section are the normal movement rates. Maximum speed may be found by multiplying the normal move by five. Rates of movement in between may be found as above. Movement for ROBOTIC UNITS is given in kilometers per hour (kph). This can be converted to meters per melee turn by multiplying the speed by 2.8. For example, a unit which moves at 30 kph moves 30 x 2.8 or 84 meters per melee turn. COMBAT Combat is the general term used in GAMMA WORLD to describe physical and/or mental conflict - from the instinctive reaction of some creatures and plants to premeditated actions of force by characters to gain a particular objective. The game mechanics of combat are perhaps the most complex aspect of these rules, but they reflect the many important variables that occur in combat situations. THE DECISION FOR COMBAT Potential combat situations occur whenever player characters encounter non-player characters, creatures, or automatons of GAMMA WORLD, and can vary from one-on-one confrontations to army-sized engagements. Many times the type of encounter is such that combat must take place (see ENCOUNTERS). It this is the case, the rules for combat melee are followed immediately. If the encounter is such that combat is not automatic, those involved in the encounter (after considering all the variables applicable to both sides) are free to attempt a retreat, negotiate, call for help, or whatever action seems appropriate - including engaging in combat melee anyway! COMBAT MELEE As explained in the previous section, combat melee represents a series of small segments of time, with each segment or round allowing one attack and counter-attack occurring during each round. Melee must be imagined as if it were occurring in slow motion so that the referee can work out the effects of each action. When a group of player characters is attacked by several creatures, all may be involved in the melee, but each participant’s actions (player and non-player alike) must be announced and the effects calculated one at a time, and the results then imagined as if everything were happening at once. Once the referee has determined who starts the combat melee (see SURPRISE/FIRST STRIKE), the attackers (those with the first strike option) announce their attacks. This announcement is made by each individual player, or, if nonplayer characters or creatures are the attackers, this announcement is made by the referee (in some instances, the referee may determine a creature’s or non-player character’s choice of targets by dice roll). In all cases, attackers must declare who or what they are attacking, the type of attack (either physical or mental), the weapons being employed, any bonuses or penalties applicable to the combat, and any other factors that may affect the combat- The referee then performs the appropriate dice rolls and calculations to determine the results of the attacks. This concludes the first half of the melee round. The defenders then announce any counter-attacks in the same manner as the attackers, the results are determined, and the first round of combat melee is over. An initiative roll is then made for each side (see SURPRISE/FIRST STRIKE) and the second round begins. too. but a good rule of thumb is: if the hit that killed the target did so with an “overkill” of less than half the hit points the target had left. it the blaster did only 10 points of damage when it hit. claws.In some rare instances (such as the use of an extremely powerful weapon or mental force) combat will last only onehalf of a melee round . the combat melee round is over. a single die (d6) is rolled for each side. If the encounter is such that combat must occur.that is. may be adjusted for any bonuses or penalties due to combat variables. After the appropriate action has been taken by the defender. or take this opportunity to retreat. Fatigue. or has a “dying strike”. A creature that can withstand only eight points of damage before death would be disintegrated by a 30 point hit. of course. If only one side is surprised. the other side. a Mark V blaster can conceivably hit a target for 30 points of damage. If both combatants are still alive and neither has fled or surrendered. throwing a grenade. will have the option of first strike. spear. SURPRISE/FIRST STRIKE A condition of surprise may exist when player characters and non-player characters or beings were unaware of each other’s presence prior to the encounter. The number indicated is the number needed by the roll of a single 20 sided die.. simply one attack and its results. It is up to the referee to determine if a dying stroke is allowed. a group of player characters breaks open a door to a room and discovers potentially hostile occupants.) PHYSICAL COMBAT Physical combat refers to all combat not involving mental mutational powers. At the beginning of each round of combat melee after the first. or whatever seems feasible at the time. If there is a tie. making a sonic attack. as explained under COMBAT DAMAGE. . If the possibility of surprise exists when. Assuming the defender is still alive. fleeing from combat. For example. either by themselves or in conjunction with physical combat (for example. but their effects are determined somewhat differently than physical combat. using quills or spines. the side with the first strike option announces its attacks and starts the combat melee. If there is a tie. are all examples of physical attacks. firing a pistol. Striking with a sword or knife. It one side has a combatant with a dexterity of 17 or 18. The number and type of dice used in this roll depend on the type of weapon used. fatigue will become a factor. A roll of 1 or 2 indicates surprise. The higher roll has first strike option that round. dexterity can also affect surprise/first strike capability. or surrendering. as will be explained below. negotiate. but it would also be allowed a “dying stroke” (remember this is simultaneous) and would complete the melee round with its final counterstroke before it dies. and so on. In a physical combat situation. This is the initiative die roll. (Only one point is added to the roll. The results of each half melee round of physical combat In GAMMA WORLD are determined by two dice rolls . even if two or more combatants on the same side have a dexterity of greater than 17. and is further explained under the description of that attribute under CREATING CHARACTERS. another combat melee round starts. If combat is not automatic. fatigue. On the other hand. It the two die rolls indicate both sides are surprised. roll again. combat is simultaneous (it would thus be possible for two combatants to kill each other at the same time). The sum of all the damage dice is then subtracted from the defender's hit point total.one to determine if the target is hit. using fangs. If a player announces an intended physical attack he may not use a mental attack at the same time. Encounters with poison or radiation. etc. to score a hit on the defender. adjusted for any bonuses or penalties due to combat variables such as dexterity. If the attack is successful. the referee first consults the appropriate ATTACK MATRIX and crossing-indexes the attacker’s weapon and the defender’s armor class. one member of a party with the mental mutation of Intuition can never be surprised and may also warn other members of the party when other beings approach. he then has the option of counter-attacking in the same manner. or arrow) are physical in their nature. a poison-tipped fang. the referee rolls a single six-sided die twice. the higher roll has the first strike option. a dying attack is allowed if the combatants are at close range. and also lessens the damage done by a physical blow (as from a sword. As noted below. 1 point is added to their die roll. decreases the ability of a combatant to hit a target. for example. once for the player characters and once for the beings encountered. a second die roll is made to determine the amount of damage done. as explained later under HAZARDS. For example. the creature would still die. launching a missile. claw. and one (if the target was hit) to determine the damage done. the side that had the higher die roll has the option of first strike. for in extended physical combat (combat melee lasting for more than ten rounds). This completes one-half of a combat melee round. Each round of combat melee should be noted by the referee. and this roll. experience level. fist). the side with the first strike option may exercise the option and attack. or if neither side was surprised. It is important to remember that some mental mutational powers negate the possibility of surprise. defending a lair. black ray cannon. the referee has two options. backed into a corner. Creatures are under the same limitations as players with regard to physical and mental combat.that is determined randomly. Combat is then resolved for each attacker. The same increase works in a like manner for defense: for every five successful mental defenses (those attacks which do not cause damage) the defender’s mental strength increases by one point. very much like determining the number needed to hit a target in physical combat. Some powers are indiscriminate. . and one point to that of intelligent creatures. or insane. occurs between more than two combatants. combatants must first be given specific opponents. Only one type of weapon (lasers. Second. of course. of course. It defending a fair.Most combat. needs little provocation to invite an attack. The only restriction on mental attacks is that they must be made separate from physical attacks. Predator lairs have a 40% chance of having a rear exit. controlled. when one is attacking two or more defenders. as detailed above. etc. add three points to the morale throw of non-intelligent creatures. SPECIAL COMBAT RULES FOR CREATURES (PLANT AND ANIMAL MUTATIONS) Animals and non-intelligent creatures will not generally fight to the death unless they are controlled in some manner by another force. two points to the throw of semi-intelligent creatures. the referee can allow combatants to attack whoever is closest.e. In either case. affecting all within range. If the lair contains young. there is no choice as to who gets hit . missiles. MENTAL COMBAT Mental combat is much the same as physical combat. The rationale behind these increases is that as the being's mental capacities grow more proficient in offensive and/or defensive operation. robots are treated in a manner similar to creatures. COMBAT WITH ROBOTIC UNITS Robotic units are armed with a variety of technological devices that may be used as weapons (i. Also. If the number rolled is equal to or larger than the number indicated on the matrix. double the number of points added. One may not make both a mental and a physical attack in the same melee round. Damage sustained as the result of a mental attack is figured in the same manner as in physical combat. When several beings are involved on each side of a combat situation. a laser drill could be quite effective at close range against an unarmored or lightly armored man). The results of the attack (as defined under MENTAL MUTATIONS) are immediately applied. one at a time. If miniature figures (or simply paper markers) are being used to “set the scene” of the combat situation. The referee cross-indexes the attacker's mental strength against the defender's mental strength on the MENTAL ATTACK MATRIX and determines the dice roll needed for the attack to be successful. cornered. He can pair them off randomly as above. It the two opposing sides are equal in number. The mental defense (the mental strength of the defender) is always present. and selection of such a power for combat purposes should be made very carefully. It is also present even when making a mental attack. If the two sides are unequal in number. some menial mutations will entirely negate the effects of other mental mutations. Except in such situations. two important points should be recognized about unequal combat. Treat plant mutations (unless they are specifically given an intelligence) as unintelligent creatures. except that mental forces (mental mutations) are used instead of physical strength and weapons. but also which mental mutation he is using. Successful use of mental powers in a combat situation also works towards increasing a being's mental strength in the following manner: for every five successful mental attacks (those which cause damage). A 20-sided die is rolled. the mind develops new channels for projecting its powers. some have limited duration. the mental attack is successful. Robots have one advantage in that they may both move up to their maximum speed and tire weapons in the same melee round. He must not only state that he is making a mental attack. In physical combat.) may fire in any one melee turn. and so forth. such as making a physical attack or sleeping. This defense is independent of all actions by the individual. It is important to remember that each mental power is different from all others. the referee can simply pair them off randomly. they must make a morale throw (see MORALE). unless a combatant can attack more than once (such as a manylimbed being able to attack with each of its limbs every round). First. A creature such as the rhinoceros. After the first strike capability has been determined. though. Herbivores will usually fight only when provoked. making sure that everyone is attacking someone. Robots may not. initiate mental combat. some combatants will not be attacked. the attacker announces his intentions to the referee and states the type of attack. the attacker’s mental strength increases by one point. when reduced to less than half of their hit points. and so on. and many are designed specifically for combat. Certain factors (such as some mutations) may raise or lower the normal armor class rating. but the lower the number the better the armor class. energy mace Stun whip Robotic tentacles Grenades. The creatures of GAMMA WORLD are also given an armor class rating. For example. morning stars Pole arms. only the chance of hitting. in rare instances. Everyone and everything has an armor class (in some cases. The more common weapons are listed on the following table. ARMOR CLASS TABLE Armor Class Description 10 No protection 9 Shield only 8 Furs or skins 7 Furs or skins and shield 6 Cured hide or plant fiber armor. its size. total carapace 3 Powered plate and plastic armors* 2 Powered alloy.ARMOR CLASS Armor class is a number representing the ability of an object or creature to withstand physical attacks. Unlike men. usually both score a hit easier and do more damage when they hit. Because so much technology was lost during the Black Years. All of these factors are included in the armor class rating. the referee must determine the armor class). WEAPON CLASS Weapon class is similar to armor class. most armor will be crude. though. swords Vibro dagger Vibro blade. powered weapons will be very rare and highly prized (and coveted). To the beginner it may seem a little confusing. Some mutations will provide stronger armor class to the mutant. Also. sling projectiles Pistol slugs Needler . It is a numerical representation of the ability of the weapon to hit an opponent. daggers. javelins Arrows. maces. Most of the inhabitants of GAMMA WORLD will be armed with the low-technology weapons. crossbow bolts. High-technology weapons. partial carapace 5 Cured hide or plant fiber armor and shield 4 Sheath* and piece metal armors. and agility. spears Axes. speed. energized. The weapon class does not reflect the amount of damage the weapon might do if it hits. hammers. players will come across ancient armor that is extremely high in armor class. inertia. lances. An armor class of less than 10 is treated as armor class 10. made from readily available materials. an armor class of greater than 1 is treated as armor class 1. the armor class of a creature is inherent in the hide or skin of the creature. you increase your armor class from 6 to 5 by getting a shield to use with your cured hide armor. WEAPON CLASS TABLE Class 1 2 3 4 5 6 7 8 9 10 11 Description Clubs. Ancient. powered scout & battle armors* 1 Powered attack & assault armors* *For a description see ARTIFACTS AND EQUIPMENT section. When you “increase” the armor class you lower the number. flails. The more common types of armor are listed on the following table. mini-missile USE OF THE ATTACK MATRICES The matrices which follow are used to determine whether a physical or mental attack is successful. On this matrix. This spares the referee the agony of trying to decide the weapon class of a clawed paw with the full weight of a three-quarter ton mutated bear behind it. Results are then determined as above. On PHYSICAL ATTACK MATRIX I cross-index the weapon class of the attacker with the armor class of the target. then roll the attack on the f irst matrix. . On the MENTAL ATTACK MATRIX. cross the attacker's number of hit dice with the defender’s armor class. use PHYSICAL ATTACK MATRIX 1. or fired weapons have two ranges. PHYSICAL ATTACK MATRIX II: Attacks by Plant or Animal Mutations without Weapons Target’s Armor Class 01 02 03 04 05 06 07 08 09 10 Attacker’s Number of Hit Dice 01 20 19 18 17 16 14 13 12 11 10 2-3 19 18 17 16 15 13 12 11 10 09 4-5 18 17 16 15 14 12 11 10 09 08 6-8 17 16 15 14 13 11 10 09 08 07 9-10 11-14 16 15 15 14 14 13 13 12 12 11 10 09 09 08 08 07 07 06 06 05 15 & up 14 13 12 12 10 08 07 06 05 04 Thrown. the mental strength of the attacker is cross indexed with the mental strength of the defender. The result is the number the attacker must equal or exceed on the roll of a 20-sided die in order to hit the target. The effective range is the one considered on the PHYSICAL ATTACK MATRICES. PHYSICAL ATTACK MATRIX I: Attacks by Weapons Target’s Armor Class 01 02 03 04 05 06 07 08 09 10 Attacker’s Weapon Class 01 19 17 16 15 14 13 12 11 10 09 02 19 18 16 14 13 12 11 10 09 08 03 18 17 16 15 14 13 12 11 10 09 04 15 14 12 12 12 12 12 12 12 11 05 13 12 10 10 10 10 10 10 10 09 06 16 15 15 15 15 15 13 13 07 06 07 14 13 12 11 10 09 08 07 06 05 08 18 17 16 15 14 13 12 11 10 09 09 18 16 15 14 13 12 11 10 09 08 10 16 15 14 13 12 11 10 09 08 07 11 16 15 15 15 14 11 10 09 07 06 12 16 15 15 15 15 15 11 09 06 05 13 12 11 08 08 08 08 08 08 08 08 14 14 13 12 11 11 10 10 09 08 08 15 14 13 13 13 13 13 13 13 08 08 16 11 11 11 18 11 11 11 11 11 10 When monsters or mutations without weapons attack. Maximum range is equal to twice the effective range and is subject to a penalty of 5 points. the result is the number the attacker must equal or exceed on the roll of a 20sided die in order to score a successful mental attack. a man with a sword (weapon class 3) attacking a man with only a shield (armor class 9) needs a 10 or above to successfully hit the defender. micro missile. For example. hurled. As on the physical matrices.12 13 14 15 16 Stun ray pistols and rifles Laser pistols and rifles Mk V Blaster and Mk VII rifle Black ray pistol Fusion rifle. which must be subtracted from the attacker's “to hit” die roll. If the monster or mutation uses weapons. MENTAL ATTACK MATRIX Def. MST 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 Attackers MST 08 09 10 11 05 04 03 02 06 05 04 03 07 06 05 04 08 07 06 05 09 08 07 06 10 09 08 07 11 10 09 08 12 11 10 09 13 12 11 10 14 13 12 11 15 14 13 12 16 15 14 13 17 16 15 14 18 17 16 15 19 18 17 16 20 19 18 17 03 10 11 12 13 14 15 16 17 18 19 20 NE NE NE NE NE 04 09 10 11 12 13 14 15 16 17 18 19 20 NE NE NE NE 05 08 09 10 11 12 13 14 15 16 17 18 19 20 NE NE NE 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 NE NE 07 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 NE 12 A 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 13 A A 02 03 04 05 06 07 08 09 10 11 12 13 14 15 14 A A A 02 03 04 05 06 07 08 09 10 11 12 13 14 15 A A A A 02 03 04 05 06 07 08 09 10 11 12 13 16 A A A A A 02 03 04 05 06 07 08 09 10 11 12 17 A A A A A A 02 03 04 05 06 07 08 09 10 11 18 A A A A A A A 02 03 04 05 06 07 08 09 10 A = Attack is automatically successful; no roll is needed, NE = No effect; attack is impossible. COMBAT DAMAGE When the attacker is successful in combat, the resulting damage must be calculated. Every weapon has a damage potential. The damage potential for “conventional” weapons such as swords, spears, and so forth, is listed in the following table. The damage potential of the more sophisticated weapons left over from the Shadow Years is listed with the description of each weapon (see ARTIFACTS AND EQUIPMENT). The amount of damage a creature may inflict is given in the description of the creature or its mutations. The damage inflicted by a mental mutation is listed with that mutation. The damage done by most weapons is variable and is either listed as a range of hit points or as hit dice. The referee determines the exact amount of damage done by rolling a die (or dice) that gives a result within the range indicated for the weapon. For instance, a sword used against a man-sized opponent does 1-8 (1d8) points of damage. If a hit is indicated, the referee would roll an eight-sided die to determine the exact amount of damage done and subtract the result from the defender's total remaining hit points. A direct hit from a laser pistol does 5-30 (5d6) points of damage. The referee would roll five 6-sided dice to determine the damage (up to 30 hit points with this weapon) and subtract the result as above. In this case, a hit could be fatal. The majority of the weapons used by the common men and creatures of GAMMA WORLD are of a simple nature, easily constructed by a low-technology culture. This does not reflect on their skill in the use of these weapons. Several well-aimed sword thrusts can kill quicker than a blaster a player doesn't know how to use effectively. These common weapons and their damage potentials are listed on the following table. WEAPONS DAMAGE TABLE Weapon Type Arrow Axe, Battle Axe, Hand or Throwing Club Crossbow Bolt Dagger Javelin Lance, Man-sized or Smaller Opponents 1-6 1-8 1-6 1-6 1-4 1-4 1-6 Larger Opponents 1-6 1-8 1-4 1-3 1-4 1-3 1-6 Eff. Range (Meters) (Missile Weapons) 100 20 10 120 20 40 Mounted Mace Morning Star Pole Arms Sling Bullet Sling Stone Spear Sword, Long Sword, Short Sword, TwoHanded 1-6 2-7 2-8 1-8 2-5 1-4 1-6 1-8 1-6 1-10 1-10 1-6 2-7 1-12 2-7 1-4 1-8 1-12 1-8 3-18 100 80 20 *Use the appropriate dice for determining damage as described (i.e., d6 for 1-6, d4 + 1 for 2-5, 3d6 for 3-18, etc.). Different weapons are more effective than others depending on target size; also, certain weapons have restrictions on their use in tight quarters. All energy weapons or devices that cause damage have no relation to the above chart, even if the weapon is similar in design or use. As stated above, damage potentials of such weapons are listed with the description of the weapons under ARTIFACTS AND EQUIPMENT. FATIGUE During extended combat the players and referee must consider fatigue. Depending on the weapons, armor, and strength of the combatants, fatigue may become noticeable as early as the eleventh melee turn, or as late as the eighteenth. The following table cross-indexes the weapon and armor with the length of fighting time (in melee turns). The results are called the fatigue factor, and are subtracted from the attacker’s weapon class when using the attack matrix. As a bonus for resting or having above average strength, the fatigue factor is lessened by one for each melee turn the combatant rests from battle, and also lessened by one for each point of strength over 15. For example, a man wielding a short sword would be OK until the 14th melee turn, then his weapon class would drop from 3 to 2. If he had a 16 strength, it would not drop until the 15th melee turn. (This assumes, of course, that he is wearing no armor!) If the weapon class drops to 0, the combatant is unable to attack until he withdraws from combat long enough to bring the weapon class back up to at least 1. This doesn't mean the combatant is so tired that he can’t hold the weapon, just that he can't use it effectively enough to do any damage. All weapons not specifically listed here, such as powered energy weapons (including powered blade weapons), cost nothing in terms of fatigue to use. Note that powered offensive armor is not listed there is no fatigue acquired when using such armor. Powered defensive armor does have a fatigue factor. FATIGUE FACTORS MATRICES Weapons Any Axe Any Bow Club Dagger Flail Javelin Lance, Mounted Mace Morning Star Pole Arms Spear Sword, Long or Short Sword, Two-handed 11 -1 12 -1 -1 -2 13 -2 -1 -2 -3 14 -1 -3 -1 -1 -2 -3 -1 -4 15 -2 -1 -1 -4 -2 -2 -3 -4 -2 -5 16 -3 -2 -2 -5 -1 -3 -3 -4 -5 -3 -6 17 -4 -3 -3 -6 -2 -4 -4 -5 -6 -4 -7 18 -5 -4 -4 -1 -7 -3 -5 -5 -6 -7 -1 -5 -8 19 -6 -5 -5 -2 -8 -4 -6 -6 -7 -8 -2 -6 -9 ARMOR FATIGUE MATRIX Armor Class 10 9 8 7 Melee Turn 15 16 17 18 19 20 ------- No Effect --------- -1 -2 -3 - -1 -2 -3 -4 - -1 -2 -3 -4 -5 6 2-5 MORALE -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 Certain circumstances during combat require a check for morale The only check required by the rules pertains to combat with or between creatures and animals, but players may request (or the referee may require) checks for morale during special circumstances, such as an attack by an overwhelming force, an extremely poor position, sustaining large numbers of casualties, and so forth. If players request a morale check of their opponents, the referee will judge if such a check is necessary, and if so, roll a single 10-sided die. Animals and non-intelligent creatures require at least a roll of 5 or more to continue combat- Intelligent creatures and beings need only a roll of 3 or better to continue combat, if they (the referee) so desire. Any time a combatant fails to meet a morale check roll, he/she/it immediately flees from combat. Once morale has been checked, it must continue to be checked each melee turn until the combat is resolved or the situation which necessitated the check in the first place changes. The referee may make a morale check any time he feels the combat situation makes it necessary. Generally, non-intelligent creatures will have a very low morale if combat is going against them, and intelligent creatures will have a high morale, even in adverse situations. (Of course, the referee may feel free to create a few cowardly creatures or bands of spineless mercenaries if he so desires.) Player characters never check morale dice, though they may choose to flee at any time. Non-player characters who are followers of players or who are hired by players must check morale. ENCOUNTERS When player characters enter areas keyed on the referee’s detailed map as containing beings or any plant that is likely to respond to their presence, there will be an encounter. Results of the encounter will depend upon what is encountered and the referee’s discretion. For example: if an exploring party runs into an Ark (a fearsome intelligent creature of mutated canine stock), it will nearly always attack - more out of principle than anything else. On the other hand, a sleeth (a giant mutated lizard) will probably watch the same party pass by and never even move (unless the party accosts it). An encounter with other men will usually result in some conversation with a friendly, indifferent, or hostile outcome. The referee plays the personae of the intelligent and/or semi-intelligent non-player characters and creatures, handles the actions of unintelligent (but dangerous) plants, and, of course, is in charge of the weather. When player characters are traveling through large areas of uncharted terrain at route movement, the referee must check for random encounters once each day and night. He does this by rolling a single six-sided die: a roll of six indicates an encounter. Since encounters of this nature occur randomly, they can happen at any time during the day or night. It the adventurers are on the move and covering a certain distance during the time period when an encounter occurs, an appropriate die should be cast to determine at what time this happens. Then the exact location can be determined and the terrain at the location indicates the chart to be consulted. After the roll of a six, the referee then rolls a 20-sided die and checks the result on the ENCOUNTER TABLE (according to the terrain) to determine what has been encountered. The referee then determines how many creatures or plants have been encountered. The important job of the referee is to play the roles of the creatures encountered in such a way as to challenge the ingenuity of the players. ENCOUNTERS TABLE Die Roll 1 2 3 4 5 6 7 8 9 10 Water Areas Crep Plant Seroon Lou Ber Lep Win Seen Narl Ep Terl Menarl Fleshin Cren Tosh Barl Nap Radioactive Zones Serf Blight Hisser Android Blaash Zarn R. Unit Tribesmen Parn Cryptic Alliance Clear Yexil Horl Choo Centisteed Perth Zeethh Hoop Sleeth Brutorz Zarn Hopper Mountains Podog Kep Zeethh Ert Hoop Arn Yexil Blight Crep Plant Android Forest Win Seen Kai Lin Horl Choo Gren Herp Obb Hisser Ert Telden R. Unit Arn Desert Obb Sap Hisser Soul Besh Sleeth Parn Podog Yexil Blaash Kep Ruins Badder Arn Serf Yexil Orlen Ark Android R. Unit Hoop Tribesmen constitution. Appearing: 1-6 Armor Class: 9 Movement: 3/16 . Cryptic Alliance encountered will be per the referee's map (see CRYPTIC ALLIANCES). ARK: No. Androids consider humans to be a threat to their existence. Unit Cal Then Blight Zarn Cryptic Alliance Ert Telden Fen Keeshin Herkel Ert Android Badder R. and other “creatures” will want to expand further in developing tables of his own which are unique to his own campaign “world”. and other "creatures" will want to expand further in developing tables of his own which are unique to his own campaign "world". Unit Tribesmen Cryptic Alliance Sleeth No Encounter Cryptic Alliance No Encounter R.11 12 13 14 15 16 17 18 19 20 R. They consider human hands to be a great delicacy. Note: This table covers only those encounters covered in the GAMMA WORLD game booklet. A referee who creates an expansive assortment of mutated plants. dexterity. animals. and life leech. Appearing Armor Class Movement Hit Dice Thinker 1-6 6 12 50 HP Worker 1-6 5 12 40 HP Warrior 1-6 4 15 75 HP Androids look like Pure Strain Humans. Appearing: 1-4 Armor Class: 4 Movement: 15 Hit Dice: 8 The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. All have the basic attributes: mental strength. It has a mental strength and radiation resistance of 10. and will always fight to the death. intelligence. Unit stands for Robotic Unit Tribesmen will be a wandering band of 1-100 (2d10) Pure Strain Humans or Humanoids. the worker has an 18 physical strength and constitution. and the warrior has an 18 in all categories save mental strength. charisma. ARN: No. Hit dice are 6-sided. see the appropriate sections. All arks have the following mutations: telekinesis.) Tribesmen will be a wandering band of 1-100 (2d10) Pure Strain Humans or humanoids. animals. Unit Orlen Tribesmen Hisser Herp Zarn Sep Cryptic Alliance Soul Besh Centisteed Blaash Pineto Ark Perth Sep Serf Badder Cryptic Alliance Kai Lin Perth Serf Tribesmen Android R. and physical strength . travel heavily armed. Note: This table lists only those things covered in the GAMMA WORLD game booklet. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. A referee who creates an expansive assortment of mutated plants. all to be determined by the referee randomly except for the following: The thinker has an 18 mental strength and intelligence.. weather manipulation. Cryptic Alliance encountered will be per the referee’s map (see CRYPTIC ALLIANCES). THE CREATURES (For an explanation of armor class and movement. Unit Badder Arn Herp Blaash Rakox Android Tribesmen Podog Cryptic Alliance Cal Then Parn R.. ANDROIDS No. Badders communicate in their own form of snarling/growling language but can approximate some limited trade speech. BADDER: No. This radiation is harmful within a 5 meter radius. and all sorts of weapons (each is only 10% likely to have an Artifact weapon). and young equal to 50% of the females. If attacked. enough oil to make a 10 minute radioactive oil slick (intensity 12) may be extracted from its body. The Ber Lep is thick enough to support the weight of a human and the acid is relatively slow acting. Appearing: 1-10 Armor Class: 8 Movement: 6/15 Hit Dice: 15 This mutated moth-creature is often over 1 meter long with a wingspread of 2 meters. Appearing: I Armor Class: 3 Movement: 20 Hit Dice: 20 The Barl Nep is a totally black fish that can attain a length of up to 1 meter. They are basically of evil disposition and will destroy other intelligent life forms if given the chance. Badders live in earth burrow complexes.5 meters tall. Arn cannot fly with more than 2 kilograms on their backs and must be caught and trained while young to be of any use. Appearing: 1-4 . but will not damage the Blaash or others of its kind. kill. and they commonly employ simple armor. because of the intensity 18 radiation it emits from its abdomen. They are approximately 1. BLAASH: No. They can alto deliver a vicious bite for 1 die (d6) of damage. BARL NEP: No. This radioactive oil will last up to 10 minutes in calm lake or pond water. Badders are exceptionally quick of movement in combat (18 dexterity). Appearing: 1-8 Armor Class: 6 Movement: N/A Hit Dice: 15 The Ber Lep is a large (two meters across) free-floating aquatic plant which grows (akin to the lily pad) as an enormous sheet on the surface of the water. BLIGHT: No. If caught and killed. It glows brightly when it attacks.3 meter long mutated insect is often domesticated by small humanoids and used as a riding mount or beast of burden. The Arn has large mandibles which can bite. Badders have a mental strength of 16 and possess empathy. They are hard of hearing. and then dissolve small animals and insects which land on it. If injured. The burrow will be ruled by a very large male and 1-4 “nobles”. Once the Blaash has killed its prey. shields.Hit Dice: 8 This 1. the plant will teleport itself to a point 5-30 meters distant. it stops and eats voraciously. but have a keen sense of smell. BER LEP: No. there will be females equal In number to the males. They have manipulative forepaws and walk erect. Appearing: 3-18 Armor Class: 4 Movement: 12 Hit Dice: 6 This highly intelligent mutated badgeroid species inhabits cool temperate zones. If a burrow is discovered. however. The badders are organized into a society approximately equal to that of the medieval period in human history. it will secrete a radioactive oil (intensity 18) that covers an area 10 meters in diameter. doing 2 dice of damage. A sweet smelling acid exuded by the plant serves to attract. The Blaash is fearless and quite carnivorous. although they will sometimes be found inhabiting a ruined town of the Ancients. Well fed and treated with respect. the centisteed is totally immune to all forms of mental attack and possesses force field generation. The cal then is completely resistant to all heat and cold attacks.Armor Class: 9 Movement: 2/10 Hit Dice: 12 This 3 meter long carnivorous winged worm can have a wing span of up to 10 meters. BRUTORZ: No. Appearing: 1 Armor Class: 9 Movement: 4/12 Hit Dice: 6 This intelligent (mental strength 18) flying insect can attain a length of 2. In combat.or a vicious bite for 3 dice (3d6) of damage. doing 3d6 of damage.5 meters. It eats only plants. heat. which are its favorite food. where it makes its nest. transform itself into any type of lizard. CREN TOSH: No. When it is coiled around a victim it does 5d6 of damage per melee turn. It can. It is attracted to bones. its preferred mode of attack is constriction. Although not intelligent by human standards. the Brutorz species is remarkably agile for their bulk (1000 kilograms). and when it swoops down from the sky onto its prey. It carelessly rips the flesh off living creatures merely to devour their bones. the centisteed is almost more trouble than it is worth. a Brutorz is powerfully muscled and very broad. its first attack upon becoming visible will be a flash of light that will blind for 1-4 melee turns any creature who looked at it. these beasts also require enormous quantities of fodder because of their increased metabolism. but loves to collect and line its nest with shiny objects. given time. It may become invisible at will. and sonic attacks. CREP PLANT: . Appearing: 1 Armor Class: 9 Movement: 30 Hit Dice: 7 This long-bodied mammal was once a horse. these creatures can deliver stunning kicks . complete with any mutations (see Sleeth). CALTHEN: No. Appearing: 1 (2-12 in wild herds) Armor Class: 7 Movement: 18 Hit Dice: 14 Standing well over 2 meters high at the shoulder. however. as one of its riders must devote all of his efforts towards keeping the centisteed under control. A centisteed can trot at full speed on its 16 legs carrying two human-sized riders. While they make desirable mounts. strength. It has huge mandibles that can do 10 dice of damage and. These neoPercherons (mutated horses) are quite intelligent (with a mental strength of 12) and are particularly partial to PSH individuals. the Cren Tosh burrows long wide tunnels into the banks of rivers and lakes. and intelligence. and all have precognition. In a combat situation. the Brutorz is quite willing to serve as a mount for humans and humanoids. The blight is completely resistant to radiation. In fish form. crush even duralloy. Although it can bite. In addition to their great size. CENTISTEED: No.2 dice of damage (2d6) per fore hoof . but the mutations it has undergone have given it an almost insect-like appearance. for up to 24 hours. Appearing: 1 Armor Class: 3 Movement: 12 Hit Dice: 16 This lizard/fish prefers to live as a 2 meter long fish. Appearing: 1-10 Armor Class: 3 Movement: 1 Hit Dice: 15 There are two varieties of the Crep plant. the structures drain victims' blood (at a rate of 10 hit points per melee round). which can be up to 1 meter long. doing 10 dice of damage to all beings in range. Fens collect and use all manner of weapons and may also use their tail as a club which does 6 dice (d6) of damage if it hits. molecular disruption. Any creature it manages to bite has a chance of being turned to granite-like rock (Treat as a poison attack of intensity 12. The plant reproduces with large leaf-like structures that it uses to make parasitic attachments. they have the following vegetable mutations: mobility. It feeds on water birds and other small animals.) ERT TELDEN: No. The water Crep is pink. Appearing: 1-6 Armor Class: 6 Movement: 9 Hit Dice: 12 The Ert Telden is a fish just over 1 meter long. reflect heat and light (laser) attacks for 5 melee rounds before taking damage. the Ert Telden explodes in flames. FLESHIN: No. it will shapechange and fight as a sleeth (with all that creature’s . Additionally. and can shapechange into a large bird and fly away if the going gets rough. it starts to burn with such intense heat that all creatures within 30 meters of the fish sustain 5 dice (d6) of heat damage on the first melee turn. which walks about on 2 stubby fins when on land. A “D” result turns the victim to stone. have a poison resistance of 18. FEN: No. where its broad pectoral fins enable it to glide on wind currents for hours on end. After attaching. Appearing: 1-10 Armor Class: 7 Movement: 12 (water) /3 (land) /8 (flying) Hit Dice: 10 The fen is an intelligent. these structures drop off the Crep. lives in swift flowing mountain streams. 1-4 manipulative vines. though unintelligent. Appearing: 1 Armor Class: 9 Movement: 8 Hit Dice: 3 This innocuous looking fish. ERT: No. and burrow into the ground to start a new plant. and lives completely submerged. It has both lungs and gills and may remain out of water for up to 24 hours. marshes and swamps. They are completely resistant to radiation. When removed from water. The land crep is red. who keep the Ert Telden in holding pools inside their walled village. Appearing: 1 Armor Class: 8 Movement: 9 (water)/5 (flying) Hit Dice: 8 The Fleshin is a 2 meter long fish that inhabits large lakes. On the second melee turn out of water. man-sized fish. which are used when attacked: death field generation. Its dorsal fin is covered with intensity 15 poison spines. Its translucent skin makes the fen invisible when under water. and fling them over the walls with catapults at would-be attackers. Once the victim is dead. If seriously threatened. which lives in backwaters. in the bottoms of lakes and rivers. and may be found in any area with a reasonable amount of rainfall. All crep plants. have the following mental mutations. It has a unique selfdestructive defense mechanism. It is sometimes captured and used as a weapon by certain tribes. It has an awesome defense mechanism. It swims at high speed along the surface until it launches itself into the air. but has been known to attack humans when hunting is bad.No. and life leech (which is how it feeds). and parasitic attachment. and are able to leap over objects as high as 8 meters.. with a bite that inflicts 6 dice of damage per melee turn. the colony will divide and the new matriarch will lead an assortment of male hissers off to find a new place to live. Their society is matriarchal. She.5 meters long) fish are every bit as vicious as the piranha. Appearing: 1-10 Armor Class: 3 Movement: 12 Hit Dice: 18 This 3-meter long half-man-half-snake inhabits the more and regions of GAMMA WORLD. Most tribes shun outsiders. able to track its prey (small animals) in all kinds of weather. When a community grows to about 70 individuals. the matriarch will hatch another female. carnivorous mutated beetle. They will not use ancient technology and stubbornly refuse to learn any of the knowledge of the Ancients. The appetite of a Herkel knows no bounds. GRENS: No. where they cannot be seen or sensed by any creature until they reveal themselves. one female leading a group of 70 or so males and young. and they will eat anything they can get into their jaws. although in some instances (30%). hissers do not have any written or spoken language. HERP: No. The Herp is a diligent and skillful hunter. All hissers are telepathic.5 meter long. A . HERKEL: No. protected by a thick wing case (the Herp is flightless) which reflects sonic attacks. lays all the eggs for each settlement. They are intelligent (mental strength 3-18).. and have mass mind. Appearing: 1-6 Armor Class: 4 Movement: 12 Hit Dice: 20 Grens appear to be completely normal Pure Strain Humans. except for their deep green skin! They are intelligent and live secluded lives in harmony with nature. In a few years. and one other (random) mental mutation. with a mental strength of 12 and mass mind.powers). They utilize selected items of Ancient technology which they uncover in search expeditions among the ruins of the Ancients. mutated rabbitoid creatures that stand erect on their hind legs. Their scaly skin is completely resistant to laser and sonic attacks. Grens may cooperate with Pure Strain Humans if approached in a non-hostile manner. HISSER: No. telepathic. sonic attack ability. Their scales are covered with a thin film of intensity 18 contact poison. and all of them hatch as males. it squirts a stream of powerful acid up to 30 meters. Appearing: 1 Armor Class: 3 Movement: 10 Hit Dice: 20 This is a 3. This does 15 dice (15d6) of damage if it hits and will eat through 1/2 cm of duralloy in three melee turns. To kill its prey.6 meters tall. Appearing: 1-20 Armor Class: 9 Movement: 18 Hit Dice: 15 Hoops are actually 2. They inhabit only deep forests. often settling near an oasis or well. HOOP: No. Appearing: 1-10 Armor Class: 9 Movement: 8 Hit Dice: 4 These relatively small (. Although intelligent. like a queen bee. as all information is exchanged telepathically. Riding a hopper. looks like a lumpy porcupine with extremely long quills. It is covered with radiation resistant green bark which resembles scales. life leech. Hoops have manipulative forepaws. These creatures are rather stupid (hoops regard them as we do chimpanzees). which it only uses to move to better hunting grounds. They appreciate the power of Ancient weapons. and reflection. force field generation. attraction odor. weird-looking hares. The spear-stems are attached to the plant by strong vines. The Horl Choo has a limited form of mobility. and clear objects 8 meters high. cryokinesis. KEESHIN: No. and radiated eyes. but their speed and chameleon powers enable them to survive. Any rider who is not properly fastened to the saddle will surely be dismounted. The referee must determine what effect the change to rubber will have on various metal objects. It is highly intelligent (intelligence 18. There are from 6-30 (5d6) of these and they are tipped with intensity 9 poison in addition to doing 3 dice of damage if they hit. as each is able to carry 100kg burdens with little or no effort. and seek to obtain and use them.mutation peculiar to the hoops is their ability to transmute metal objects into rubber. which they assimilate by entwining their tall/roots around the dead animal. interspersed with rapid hops. possessing the following mental mutations: telekinetic flight. such as armor. Those riding a hopper for the first time are 75% likely to sustain 1-6 dice of damage (and be thrown from the hoppers back). HOPPER: No. it runs along the ground on two strong stalks that end in thorny pads (resembling clawed feet). Appearing: 1 Armor Class: 3 Movement: Telekinetic flight Hit Dice: 7 This small white mutated amphibian lives in bodies of water. telekinetic arm. Appearing: 1 Armor Class: 5 Movement: 6 Hit Dice: 18 This is a strange black plant which. Appearing: 1 (1-20 in the wild) Armor Class: 9 Movement: 12 (hop at 24) Hit Dice: 3 Resembling giant. Kai Lin wander about in small groups in search of carrion. HORL CHOO: No. It stores its treasures in an underwater stone dwelling. They require a special saddle and harness. The hoop must touch the metal object to be transmuted. for. however. etc. when viewed from a distance. It has a limited intelligence (mental strength 5) and the following mutations: electrical generation. The ruthless Keeshin is a solitary creature. pistols. mental strength 16). mental blast. it is not above attracting and killing fresh food. An unburdened hopper can easily make 12 meter leaps. their full run consists of great leaps. is no easy task. It is very greedy and will readily kill to obtain what it wants. The “quills” are actually 3 meter long spear-like stems which it flings at any being that approaches within 90 meters. These retrieve any spear that misses its target. robots. Although the Kai Lin is a scavenger. while their route gait is a not-too-jerky series of lippity-lops. de-evolution. It may utilize any 2 of these mutations per melee turn. hoppers are commonly used as riding beasts. and drag impaled prey back to the base of the plant where dissolving juices break the victim’s body down into food. All metal within I meter of that point turns into rubber (must all be in contact). KEP: . telekinesis. KAI LIN: No. trailing its long root structures behind like a tail. which it builds telekinetically and keeps filled with a pocket of fresh air. who spends most of its life gathering devices of the Ancients. Appearing: 1-4 Armor Class: 6 Movement: 10 Hit Dice: 12 This deceptively reptilian-looking creature is actually a 3 to 4 meter long plant. projecting its pale green leafy top and its 5. The Menarl is relatively friendly towards humanoids and. NARL EP: No. . It has been known to associate peacefully and even team up with other intelligent beings. Appearing: 1-4 Armor Class: 6 Movement: 6 Hit Dice: 7 The Menarl is an impressive 10 meter long intelligent water snake. Appearing: 1 Armor Class: 7 Movement: 15 Hit Dice: 15 These two-headed. and permits no other plants to grow above it. along with a sonic blast that will do 3 dice (3d6) of damage to all beings within 10 meters. It swoops down from the sky using its one large black eye to deliver a blast of intensity 16 radiation. It has 10 very usable arms equipped with humanshaped hands. If a Kep takes damage equal to more than half of its total hit points. It then strikes stunning blows with its two clawed appendages doing 3 dice (3d6) of damage with each. and heat attacks. and its logic is totally unrelated to anything generally known to man. it is as swift and deadly as a hawk when in the air. 2. In just one day 1-6 (d6) young Obbs will emerge and fly off. It has heightened strength (17) and a mental strength of 12. It tunnels to the surface and scurries away in search of a home. it will release its captives and retreat below ground. it builds an elaborate net of squeeze roots (some 30 meters in diameter) with pressure sensitive filaments. Appearing: 1 Armor Class: 2 Movement: N/A Hit Dice: 20 The Kep is a hideous carnivorous plant which prefers sandy soil. If its prey ceases to struggle. Appearing: 1 Armor Class: 10 Movement: 1/15 Hit Dice: 12 The Obb is an intelligent (menial strength 12) mutated fungus which resembles a 1 meter long bat. are covered with seed pods. MENARL: No. The squeeze roots do 5 dice (5d6) of constrictive damage each melee turn to all creatures unfortunate enough to get caught. The Obb has an intelligence of its own. and it goes into a mad frenzy when any are near.5 meter tall..No. The Obb is completely resistant to radiation. during spring.. the network of squeeze roots springs out of the ground to ensnare it. the plant produces one mobile seed. light. ORLEN: No. The squeeze vines are used in defense. Just beneath the surface. Nearly immobile on the ground. After each meal. Once its prey is killed. When a creature walks over this area. if shown how. grows completely underground. It lives in bodies of water. the Obb devours half of the body and plants its spores in what remains. Its favorite food is birds. the roots secrete dissolving juices which break it down into food for the Kep. which it flings to the winds when ripe. and all laser. each 2 under the control of a separate brain. humanoid mutants have four arms. Appearing: 1 Armor Class: 3 Movement: N/A Hit Dice: 20 This enormous white mutated tree grows over 50 meters tall. 2-12 (2d6) seeds fly out. but only the referee knows exactly when or why. will use ancient devices and weapons. OBB: No.squeeze vines above the surface of the water. and. When these pods are cracked open (usually a sharp blow will do). They are all telepathic. Although not particularly intelligent. by dipping its “head” (root clump) into a stream or pond. turn. up to a distance of 50 meters and each will do 2 dice (d6) of damage if it hits. on the other side. Pinetos move about quickly in order to avoid predators. and a mental mutation. and have made many of their own . Some 25% of them also have 2 random mutations (one on each side). The Pineto takes on moisture much like an animal. and it kills its prey with 4 sharp sword-like structures at the ends of its 3 meter long antennae. These it may shoot. If dried more rapidly by artificial means. and will force available in both brains. Appearing: 1-10 Armor Class: 4 Movement: N/A Hit Dice: 8 This mutated palm-like bush is topped with a large (1 meter tall) flower-like structure. with telekinesis. the powder will be only halt as effective. A large clump of roots and keen visual and olfactory appendages at the base of its trunk vaguely resembles a shaggy horse's head. Control is by means of a sharp goad which is jammed into the Pineto. They understand simple commands and are large enough to ride and strong enough to carry most humans at a good pace all day. Appearing: 1 (2-12 in wild packs) Armor Class: 5 (8 if ridden) Movement: 15 Hit Dice: 4 Podogs are fairly clever. which usually include poison claws (random intensity) on two hands. One flower will yield 20 grams of powder and the drying process requires 3 full days of sunlight. de-evolution. mutated mongrels. Riders without saddles. Each melee round. will heal one lost hit point for each gram of powder consumed. when ingested. Each antenna has an armor class of 5 and will take 18 points of damage (this is in addition to the basic 10 hit dice of the creature) before it is severed. the flower will begin to glow all shades of the rainbow and on the next melee round emit radiation of random intensity (3d6) that affects all beings within a 15 meter radius. which its tendrils thrust into the trunk cavity where it is absorbed by thousands of tiny rootlets. PODOG: No. which. the Parn is a ruthless carnivore. also take 1 point of damage per melee round while astride the Pineto. just behind the root clump. emitting that many blasts of radiation of different intensities. Appearing: 1 (1 -8 in wild) Armor Class: 4 Movement: 18 Hit Dice: 2 These oddly mutated plants have a horizontal trunk and movable branches. Each of these does 3 dice of damage (d6) if they hit. it will glow 1 to 4 colors at once (d4). and stop at a rider’s command. adapted to rapid locomotion.specially adapted for use with four arms. it changes color and emits radiation of a different intensity (again random). It feeds on nutrimental matter. or other proper protection. PERTH: No. The petals of the flower-structure can be sun-dried and crumbled into a powder. Podogs are . which It uses defensively. PINETO: No. very large. run. They are not friendly in their wild state.3 meter long barbed spines. Appearing: 1-4 Armor Class: 6 (see also below) Movement: 6/16 Hit Dice: 10 plus antennae (see below) The Parn is a 3 meter long mutated beetle. PARN: No. If the Perth is damaged. The Parn never retreats and fights tenaciously to the death. Using this device. If disturbed. the Pineto can be ridden or used as a beast of burden (carrying up to 800kg on their backs). Its back is covered with 4-24 (4d6) 1. Note. 2 per melee round. however. the creature can be made to move. and the Parn uses them so effectively that the armor class of any opponent(s) is adversely affected by 3 classes when in close combat with the Parn. Orlens will barter peacefully to obtain technological devices. that the Pineto is covered with a dense growth of sharp needles. and the tail (tree top) lashes for 1 die of damage (to armor class 8 or less) on command. When captured. Although stupid. They will have a tendency to charge when frightened. When it springs unexpectedly from the ground and attacks.carnivorous pack hunters. It is semi-intelligent and the top of its stalk projects as much as 3 meters above the water. shaded by several leaves. Any opponent gored by these weapons will suffer 1 die of damage (d6) per horn . mental blast. A charging Rakox does double damage. density control (others). The eye directs the use of its 11-20 manipulation vines. Appearing: 1 (5-30 in wild herds) Armor Class: 4/6 Movement: 9 Hit Dice: 20 These rather slow but powerful oxen sport a partial carapace. SERF: No. It drags its prey to the bottom to be assimilated by its roots. and any given one is 90% likely to do so. When excited. RAKOX: No. A powerful organ in its head (somewhat resembling a brain) enables the sep to force even packed sand out of its way telekinetically. and telepathy. surmounted by a forward pointing frill of 8 long horns. a man-sized opponent can be struck by 1-3 horns. The Seroon Lou often hides among the more peaceful Narl Ep. especially if encountered in the wild.typically. and. a Podog bays out a cry which perfectly imitates that of its prey/opponent. it will bite and slash with its teeth causing 2 dice (d6) of damage. dressing in old military or police uniforms recovered from the Tombs of the Ancients. SEP: No. and great strength (able to carry up to 1000kg) make them desirable as beasts of burden and draft animals. life leech. Appearing: 3-18 Armor Class: 8 Movement: 3 Hit Dice: 8 This deep green carnivorous aquatic plant can reach a length of up to 30 meters. except for its darker color. and poison claws (intensity 8) instead of fingernails. Once killed. Appearing: 1-6 Armor Class: 5 Movement: 10 Hit Dice: 17 The sep is actually a mutated version of the shark that has adapted to life on land. Appearing: 1-4 Armor Class: 6 Movement: 12 Hit Dice: 10 Serfs are mutated humanoids with heightened strength. At the top of the stalk is a large eye. They are very intelligent (mental strength 15) and possess the following mental mutations: light wave manipulation. grasping rocks and clubs with its vines and bludgeoning its victims to death. SLEETH: . and very skittish. SEROON LOU: No. The Seroon Lou will attack just about anything. If a Podog is attacked. while its mobile roots allow it to walk slowly about the bottom. its massive jaws (in an adult) bite for 9 dice (d6) of damage. It quickly burrows back under the sand after striking and maneuvers underground for one or two melee rounds before making its next attack from a different direction. looks much the same. The “general” of each brigade holds his power by means of an ancient weapon. and only the young can be trained to serve as steeds. prey is dragged beneath the sand and eaten. their tough hide. as it plows along beneath the surface of deserts in search of prey. The sep is able to detect creatures up to 50 meters away. throwing it into confusion and giving the Podog the initiative to attack or flee. Prized Podogs have dual brains and communicate with their masters via telepathy (such creatures are one in a hundred and are rarely for sale). All Podogs are totally immune to any form of poison. death field generation. Packs of Podogs will normally consist of a mated pair and one or two of their full and partially grown litters. Serf s are seminomadic and organize themselves into quasi-military “brigades”. endurance. a partial carapace. although serfs prefer to fight only with their mental mutations. The yellow-green aquatic variety floats freely around the surface of lakes and ponds. They befriend all manner of mutants and delight in discussions of philosophy and religion. peaceful race. Although not intelligent. The exoskeleton of the soul Besh. In any given group of 10. A single win seen. will yield about 100ccs of antidote for intensity 14 poison. It often attains a length of over 1. will yield 150 cc of syrupy antidote to intensity 18 poison. TERL: No. and the special ability to negate any force field within 30 meters. it can bite for 2 dice (d6) of damage. Appearing: 1 Armor Class: 8 Movement: 9 Hit Dice: 10 This is a flightless. and is covered with intensity 14 contact poisons. Injects intensity 18 paralytic poison. The blue-green land win seen has the above defenses plus an attraction odor that encourages carnivores to live nearby (referee should pick a few likely ones). It these two methods of attack fail. WIN SEEN: No. and cooked down in a large pot for several days. Consequently. the land varieties exhibit a crude form of magnetic control.3 meters and inhabits swamps. It is able to breathe both in water and air and travels by means of telekinetic flight. chopped. emits a sonic attack whenever it is touched. They are completely resistant to illusions and have a poison resistance of 18. and forests. It is difficult to tell where one plant ends and the next one begins. but will usually retreat to find an easier kill. It is very intelligent (intelligence and mental strength 17) with the following mental mutations: telepathy. Its feathers reflect heal and laser attacks. YEXIL: No. forcing all ferrous objects (of up to 50 kg wt) within 50 meters of the plant to the ground for up to 25 melee turns. where its powers of concealment enable it to ambush prey. with 10 ccs being the required dose for a human. Appearing: 1-4 Armor Class: 6 Movement: 4/15 Hit Dice: 10 . when boiled down in a large cauldron. Appearing: 2-7 Armor Class: 9 Movement: N/A Hit Dice: 13 The win seen is a creeping tangle of vines whose runners can spread over a very large area (up to 20 meters in diameter). one will have an additional good mutation (choose randomly). Sleeths are a quiet. Appearing: 1-10 Armor Class: 5 Movement: 12 Hit Dice: 18 The sleeth is a 3 meter tall mutated lizard. The plant must be damaged before it will utilize this power. It has a 2 meter long coiled proboscis. Appearing: 1-4 Armor Class: 5 Movement: Telekinetic Flight Hit Dice: 9 This 2 meter long mutated barracuda is covered with brightly colored feathers instead of scales. mutated mosquito with chameleon powers. it mates and hatches its young in water. grasslands. in the same melee round. using both cryogenesis and its sonic attack ability simultaneously to kill its prey. SOUL BESH: No. but spends most of the rest of its life living in trees. and it is able to detect and avoid areas of radiation. but is a dangerous predator. marshes. On the next melee round. which it inserts (preferably into a sleeping victim) causing an immediate die (d6) of damage. living in small communities or villages.No. 10 cc is the required dose for humans. and. precognition. the Soul Besh begins sucking blood at a rate of 12 hit points per melee turn. as all plants in a colony are connected to one another. They can use all kinds of weapons. It is not particularly intelligent. leather. 2. The Yexil will often trade what it considers worthless items of technology (such as pistols. and emerge on the fifth day as little Zarn.cotton. synthetics. etc. it will spit poison again. The eggs will hatch in four days. has a wing span of 8 meters and stands 3 meters tall. Treat the Zeethhs as having a mental strength of 12. Zarn eggs may only be removed surgically. or shoot a laser beam through its eyes that does 5 dice (d6) of damage out to 25 meters. regardless of size. If a host (full of viable seeds) dies. All adult zeethhs replace teleported seeds at a rate of one per day. The number of seeds to be teleported is divided by the number of targets (warm-blooded creatures within 20 meters). Roll a mental attack (see the MENTAL ATTACK MATRIX) for each seed. It is a slow-witted but friendly beast which ambles around the ground on 2 long hairy legs. Here's how to handle large scale Zeethh combat: 1. bombs. when full grown. although only semi-intelligent. the better it tastes. ZARN: No. Seeds which do not get into a body simply vaporize.. but its most favorite foods (it is a gourmet) are manufactured clothing . continuing this routine until a victim has been paralyzed. Appearing: 1 Armor Class: 7 Movement: Teleportation (up to 200 meters) Hit Dice: 4 The Zarn is a dangerous little orange parasitic beetle that. After teleporting. Once its victim is paralyzed the Zarn bores through the skull and lays 424 eggs in its brain. consume the brain. many of them have banded together into secret or semi-secret organizations called CRYPTIC ALLIANCES. ZEETHH: No. On the next melee turn. of indeterminate origin. At the end of each wing is a well shaped hand. It will attack any living creature. but is a magnificent sight in the air with its beautiful orange fur-lined wings outstretched. All damage caused by these seeds will not heal until the seeds die or are removed surgically (see Rejuv Chamber under ARTIFACTS & EQUIPMENT). The Yexil is omnivorous. the seeds die. Multiply the number of Zeethhs present by 3. these seeds secrete a dissolving juice that does an additional point of damage per day per seed for up to 7 days. 4. The snappier the outfit. Each melee round that warm blooded creatures are within 20 meters of Zeethhs. it teleports to a different location (maximum range 200 meters). One fourth of the original total of seeds will be teleported each melee turn. and grow large enough to have a tassel in three days. Its body is also covered with orange (and black) fur which is resistant to very little (but is resistant to cold attacks).This flying creature.5 meters. this yields the total number of seeds available. Each seed teleported into a body does 2 dice (d6) of damage to its new host. Paralysis lasts one full week. Its tassels (which grow continuously all summer long) are filled with 1-6 spiked seeds. or grenades) for good clothes to eat. Appearing: 1-100 Armor Class: 10 Movement: None (teleporting seeds) Hit Dice: 1 Each Zeethh is a sturdy blade of mutated purple grass which grows to a height of 1. CRYPTIC ALLIANCES As it the monsters and creatures of GAMMA WORLD weren’t fearsome enough. The quotient is the number of seeds which attack each target. Note: the spittle is so toxic that the saving throw for poison must be made each melee turn for each area of spittle that is not washed off the victim's skin. the plants will attempt to teleport one-quarter of their seeds into those creatures. While inside a creature. attains a length of only 10 centimeters. up to a maximum range of 5 meters. In combat. On one melee turn it spits intensity 16 paralytic contact poison. the seeds inside it will sprout in less than an hour. Atop its long neck rests a lion-like head with large eyes and large mandibles. Some are remnants of organizations that . the Yexil can bite for 3 dice of damage. If by then the creature is not dead. 3.. “Purists” usually fight with sword and lance. They have some ties with other cryptic alliances. who believe that the time has come for the “beasts” to . THE IRON SOCIETY This is a group of human mutants bent on the destruction of all non-mutated Pure Strain Humans.. The membership is usually very rich. and their goals were to unify all intelligent creatures in a world of enlightened coexistence and freedom of choice (noble old thoughts!). on any available mount. limited only by the referee’s Imagination. ZOOPREMISISTS This group consists of non-humanoid. They are especially interested in destroying all equipment of robotic nature. and oppose the aims of both the “Purists” and the “Friends of Entropy”. The Brotherhood of Thought may be found in forests. and hills. but can be found in societies of other mutants. and sometimes even accept their help. or by themselves.. Their secret signal consists of the cleaning of the blade of a dagger with a red cloth. one humanoid. SEEKERS The Seekers are a group of humans and mutants that all appear completely human. usually in tiny villages. Whenever possible. but don't press the issue. He gathered a small group of followers. traveling in groups of three . printed. especially near radiated areas. This chance is in addition to the basic encounter chance listed on the ENCOUNTER TABLE. followed by thrusting the dagger through that cloth. they do not realize that animal and vegetable mutants are not “pure” either.. KNIGHTS OF GENETIC PURITY “Purists” are Pure Strain Humans who wish to destroy all mutated humans.. They travel and work in large populated areas. such as the “Seekers”. Its groups are scattered about GAMMA WORLD. and one mutated animal. spying out populated areas to raid or attack. The referee should feel free to add or change them as he sees fit. FRIENDS OF ENTROPY Calling themselves the “Red Death. Theirs is a nomadic society (since nobody wants them around). Even changing the names and some of the characteristics of some of these groups will keep the players guessing. The possibilities for cryptic alliances are many and varied. and they travel in small groups.existed in the Shadow Years. They maintain a very low profile. thinking mutant animals. They can be found among other human factions. They consider mutated animals to be inferior. they use a secret sign to contact each other. Unaccountably (or fortunately). They are very open about their hatred and wear a bright red square. some are of very recent origin. painted. All such groups should be based in specific areas of the map and any adventurers approaching within a certain radius (established by the referee) should have a 75% chance per day of encountering representatives of that particular group. Large groups of “Purists” have been known to hire out as mercenaries . to better spread the word of their cause. or emblazoned in some way on the fronts of their garments or armor. BROTHERHOOD OF THOUGHT This group was founded by a biochemist who survived the holocaust and was amazed to find that non-human mutations often had brains of a quality equal to or greater than humans. Their secret sign consists of scanning the horizon using both hands to shade the eyes.as long as the job involves the slaughter of humanoid mutants. trying to get humans and mutants of all types to work together. Societies of very advanced or powerful individuals should be limited in size so that the adventurers will have at least some small chance against them. A suggested list of basic groups follows. they steal babies of both humans and mutants and bring them up as the next generation of the “Red Death”. They obviously will not mingle with humans. In dangerous or populated areas. A large number of them also have ancient energy weapons.” their goal is to bring about the extinction of all life and the cessation of all mechanical operations. mountains. This sign is a tracing of the infinity symbol across the forehead as though casually brushing hair. They are filled with an all-consuming hatred of the technology that brought about the destruction of civilization and seek to eradicate all traces of It from the face of the earth.one human. The Iron Society is very powerful in battle because its members use both mutated powers and ancient weapons of all sorts. in terms of the local means of exchange (they do not hate domars). the large computers. The members usually possess strong attack and defense mutations and will not appear in groups of less than 10. It was founded by an enormous mutated bear. robots. Roving bands of the Followers of the Voice are occasionally encountered as they roam vast areas in search of computers and similar machinery to use as “shrines” for their strange religious rituals. and the members will fight to obtain more. such as computers. cyborgs. as well as any number of natural herbs and medicines. open only to androids. They are always encountered near installations that have computers whose logic circuits agree. but are not above stealing if the price is too high. They have a secret police of highly trained. Although their armies are equipped mostly with crossbows and spears. Their agents are all telepathic and signal each other in that manner. and androids are worthy of continued survival. bent on controlling the world. but only mutated intelligent animals may hold positions of power. at least in part. “The Ranks of the Fit” have brought large groups of people and several cities under their well organized military fist. Fortunately. Any means to this end is acceptable. and possibly Mein Kampf. RESTORATIONISTS These are a group of primarily human and humanoid mutants who have recovered large amounts of information about the past and are seeking to rebuild the lost civilization. caring for the sick and wounded without regard for race. creed. They especially like robots. and several biographies of Napoleon Bonaparte. believing that machines created the world and can again restore peace and order. even by the most bloodthirsty creatures. searching for new “holy lands”. with their philosophies. that they are rarely attacked. Radioactivists are often seen traveling the desolate areas of GAMMA WORLD. The membership is both human and mutated and all have a mysterious ability to approach and befriend non-intelligent creatures. They shun the other moderate cryptic alliances and work singlemindedly towards their goal. Its members believe that only machine-created “life”. THE RADIOACTIVISTS These are worshippers of a radiation god which they reverently call the “Radiant Devine Glory”. They use many medical devices of the Ancients. where the artifacts are polished and worshipped. and rule with dictatorial powers. Zoopremisists attract only a lunatic fringe of the thinking mutant animals. Of course they believe that androids should be the . Their banner is the Tricolor with a gammadion superimposed. Animal Form. Healers are so respected by all (except the "Red Death"). THE ARCHIVISTS This group is generally made up of various small humanoids who believe that all artifacts are sacred. founded by a medical technician during the Shadow Years. as initiation requires that they spend a week in a radioactive area. These cultists are those with high radiation resistance and many are mutated. All forms of life may join. Restorationists are usually armed with weapons from the past and frequently have robotic units working with them. dangerous mutants that terrorize any who oppose them. They wander continually. and their power is not yet very great. In some instances. which they deactivate and mount as statues of gods to protect their underground temples. HEALERS This is a quasi-monastic order. have taken over their followers. Seeking to establish a form of “Code Napoleon” throughout the world. THE FOLLOWERS OF THE VOICE These are beings of all types who worship computers. such as the think tank. who wrote the organization's guidelines after reading certain history books. They can be found secreted in any large mass of mutants. THE CREATED This is a special cult. They will seek to buy items that they consider valuable. no independent corps is allowed to operate without some very heavy weapons of the past. These they store away in deep caves. THE RANKS OF THE FIT This is a military-religious order.rule the world. or biological origins. such as wearing heavy gloves. Many creatures use blasts of radiation (either directed in beams or with area effect) as a mode of attack or defense. When a being is poisoned.” HAZARDS Two principal threats to continued life on GAMMA WORLD are poison and radiation. the poison must somehow get into the bloodstream of a being in order to take effect (i. Large areas of the referee's map should be coded as having residual radiation of various intensities. an antidote may save him. since it is the antidote for that particular poison. even in the world of machines. Radiation: There are many ways to encounter radiation in GAMMA WORLD. Cross-index the intensity of the radiation with the constitution of the victim on the following matrix: . the chance of it working is a base 50%. Unless otherwise specified. etc.ruling class. The referee must be sure that creatures suffering the effects are within the effective range limitations of the radiation source. If the antidote is for level 16 this is certain. he will survive. If the antidote is for poison intensity 14. cross-index the intensity of the poison with the constitution of the individual on the following matrix: POISON MATRIX Strength of Poison 08 09 10 11 12 13 * * * * * * * * * * * * * * * * * 01 * * * * 01 02 * * * 01 02 03 * * 01 02 03 D * 01 02 03 D D 01 02 D D D D 02 D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D C 0 N S T I T U T I 0 N 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03 03 04 * * * * * * * * * * * * * * * * * * * * * * * 01 01 D 02 D 03 D D D 05 06 07 * * * * * * * * * * * * * * * * * * * * * * * * * * 01 * 01 02 01 02 D 02 D D D D D D D D D D D D D D 14 * 01 02 03 D D D D D D D D D D D D 15 01 02 03 D D D D D D D D D D D D D 16 02 03 D D D D D D D D D D D D D D 17 03 D D D D D D D D D D D D D D D 18 D D D D D D D D D D D D D D D D The number obtained indicates how many dice of damage the poison victim sustains. then there is a 30% chance it will work. Both are measured in terms of “intensity” which may range from 3 to 18 points. Because of the large number of poisonous creatures in GAMMA WORLD. Androids often pass as humans in human and humanoid societies. When a player carries a poisoned weapon. only metal objects contain radiation. or in combat with other creatures. D indicates that the victim dies (or is paralyzed if the poison is paralytic).: antidote for intensity 14 poison. and often carry poison tipped weapons. ingestion. *indicates no effect. For example. In some places.e. sustaining only 2 dice (d6) of damage. most inhabitants will wear light body armor of some sort. cut. etc. etc. If this is administered to the victim within 2 melee rounds after obtaining a “D” result. no matter how many hit points it possessed. Both may be encountered naturally. Each numerical intensity poison has its own specific antidote. Poison: Several types of poison are mentioned in these rules. or carrying poison darts in special pouches. The effects of radiation are figured in terms of exposure for one melee round. if the antidote was for poison intensity 18. there is a 70% chance it will be effective. if a character is poisoned by a weapon with poison intensity 16 and suffers a “D” on the chart.e.). subverting their efforts and stealing technological devices for the “Created. via puncture. Contact poison works merely upon touching exposed skin. injection. modified by 10% plus or minus for each intensity level it differs from the specific poison. i. it is necessary for him to take measures to insure that he is not poisoned by his own weapon. It another type of antidote is used (different intensity antidote for a different poison). The referee is encouraged to give the players a healthy mix of the 24th century version of such items as: toasters. Then proceed to the specified table and roll the appropriate die to find the specific artifact to be put in the game. There is no known antidote for radiation. typewriters. Percentile dice (2d10) are first rolled to determine the general category of the artifact. eyeglasses. M indicates that the victim has received a new mutation (roll for one randomly on either the physical or mental mutations chart). in differing states of repair. This is not to say that players won’t find non-military items. weapons and items of a military nature are found in great numbers. will be found among the ruins of the former civilization of GAMMA WORLD. In some instances. ARTIFACTS AND EQUIPMENT Various artifacts and equipment from the past. D indicates that the victim has a 20% chance of receiving a mutational defect (determine randomly) and an 80% chance of death.” or he may use the following tables to randomly determine what artifacts to put into play. it is up to the referee to define exact sizes for the artifacts of his own “world” . or give them a sketch (if the object is unidentifiable to their 20th century minds). Robotic units are described in a separate section (see ROBOTIC UNITS). the referee should carefully word his description of the object. smoke detectors. The referee may select and place all artifacts in his “Ancient Areas. cigarette lighters and so on. powered hand tools. ARTIFACT CATEGORY: 01-10% Pistol 11-20% Rifle 21-30% Other Energy Weapon 31-40% Grenade 41-50% Bomb or Missile 51-60% Armor 61-70% Vehicle 71-80% Miscellaneous Energy Device 81-90% Robotic Unit 91-100% Medical Equipment . Because the Shadow Years were devoted to wholesale destruction.RADIATION MATRIX Radiation Intensity Level 07 08 09 10 11 12 00 01 02 03 04 05 01 02 03 04 05 06 02 03 04 05 06 07 03 04 05 06 07 08 04 05 06 07 08 M 05 06 07 08 M M 06 07 08 M M D 07 08 M M D D 08 M M D D D M M D D D D M D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D C 0 N S T I T U T I 0 N 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03 03 00 00 00 00 00 00 00 03 04 05 06 07 08 M M D 04 00 00 00 00 01 02 03 04 05 06 07 08 M M D D 05 00 00 00 01 02 03 04 05 06 07 08 M M D D D 06 00 00 01 02 03 04 05 06 07 08 M M D D D D 13 14 06 07 07 08 08 M M M M D D D D D D D D D D D D D D D D D D D D D D D 15 08 M M D D D D D D D D D D D D D 16 M M D D D D D D D D D D D D D D 17 M D D D D D D D D D D D D D D D 18 D D D D D D D D D D D D D D D D The number obtained indicates how many dice (d6) of damage the radiation victim sustains. or what they can do. erector sets. Any new mutation will manifest itself in one week of game time. When player-characters find any artifact. hair dryers. bearing in mind their ignorance of the technology of the past.as well as provide descriptions for other such items not mentioned in this booklet. Remember that the characters that the players represent probably have no idea what most of these items are. lawn mowers. portable radios and TVs. Most descriptions of artifacts are general in nature. Trek Bomb 10. Neutron Missile 15. Concentrated Damage Pack 3. Stun Whip Grenades: (1d6) 1. Energy Cell Charger . Vibro Blade 3. Solar Energy Cells 10. Stun Ray 4. Vibro Dagger 2. Communication Sender 5. Fragmentation 4. Small Damage Pack 2. Mark VII Rifle 4. Neutron Bomb 9. Needler 3. Surface Missile 14. Control Baton 4. Atomic Energy Cells 12. Portent 2. Concussion Bomb 6. Energy 5. Fission Bomb 4. Black Ray Gun Rifles: (1d4) 1. Negation Bomb 8. Torc Bombs or Missiles: (2d8)* 1. Fusion Bomb 5. Mutation Bomb 11. Photon 6. Mark V Blaster 6. Chemical Energy Cells 9. Negation Missile 16. Mini-Missile 13. Matter Bomb 7. Gas 2. Hydrogen Energy Cell 11. Fission Missile Miscellaneous Energy Devices: (1d12) 1. Slug Thrower 2. Chemical Explosive 3. Ultra-violet and Infra-red Goggles 8.Pistols: (1d6) 1. Anti-grav Sled 7. Energy Cloak 3. Medi-kit 6. Energy Mace 4. Laser Pistol 5. Laser Rifle 3. Fusion Rifle Energy Weapons: (1 d4) 1. Stun Rifle 2. Micro-Missile 12. Bubble Car 8. Others Robotic Units: (2d6)** 1. Plastic Armor (unpowered) 5. Permanent Cybernetic Installation 18. Anti-radiation Serum 10. Engineering Sot (Standard) 8. On the second d8. Light Cargo Litter 2. Small I Cargo Transport 4. Inertia Armor 7. Accelera Dose 9. Military Alcohol Combustion 3. Civilian Internal Combustion 2. Stim Dose 6. Heavy Cargo Litter 3. Environmental Car 7. Suggestion Change 8. Cur-in Dose 7. Turbine Car 4. Hover Car 5. Think Tank *The first d8 indicates the base 1-8. Supervisory Borg 14. Warbot 16. If 5-8 is rolled add 8 to the number rolled on the first die. Ecology Bot (Wilderness) 7. Defense/Attack Borg 15. Powered Attack Armor 10. Stasis Chamber 12. Flit Car 6. Powered Scout Armor 8. Mind Boosters 3. Security Robotoid 13. Pain Reducer 2. Powered Alloyed Plate Armor 4. Medical Robotoid 11. Sheath Armor 2. Rejuv-chamber 11. if 1-4 is rolled the first die is read normally. Powered Plate Armor 3. Life Ray Armor: (1d10) 1 .Medical Equipment: (1d12) 1. **The first d6 indicates the base 1-6. Engineering Bot (Heavy Duty) 10. Energized Armor 6. if 1 or 2 is rolled the first die is read normally: if 3 or 4 is rolled . Interra Shot 5. Powered Battle Armor 9. On the second d6. Sustenance Dose 4. Large Cargo Transport 5. Powered Assault Armor Vehicles: (1d8) 1. Ecology Bot (Agricultural) 6. Engineering Bot (Light Duty) 9. Death Machine 17. General Household Robotoid 12. in the other extreme. . It is possible to determine the use of an artifact. ARTIFACT USE AND OPERATION Once players have found an artifact. or. Players with very high or low intelligence. When the marker has been successfully moved to the space marked "F". (Equipment was well made in the 24th century). and how to use it. in any case. Chart A is for simple items such as pistols. the referee should immediately determine its condition (though not necessarily tell the players the result) by rolling two dice (2d6) and consulting the following table: Dice Roll 2-5 6-7 8-9 10 11 12 Chance of Functioning 0% 20% 40% 60% 80% 100% Condition of Artifact Obviously Broken Poor Fair Good Excellent Perfect The percentage chance of functioning for each artifact need not be determined until the players do something to the artifact that might cause it to function. but if the session is interrupted. and if 5 or 6 is rolled add 12 to the number rolled on the first die. such as computers. robotic devices. detonate a bomb. Moving to a space marked with skull and crossbones means that the player has hurt himself or one or more of his companions (if it is possible to harm anyone with the item). otherwise no harm comes to anyone. Five rolls on any of the above charts requires that the player do nothing else but concentrate on and manipulate the artifact for one hour (each additional payer concentrating adds one die roll per hour). Experience is awarded for figuring out how to work artifacts. The referee must roll percentile dice again: if it is possible for the artifact to short out. to see whether anything happens. or stopped for some reason. and certain mutations. Place a marker on the space marked "S". When players find an artifact. Chart C is for very complex devices. think tanks. Players may spend as much time as they wish trying to figure out artifacts. He has. causing damage (to be determined by the referee). the player must begin again at start. The three following charts are used to simulate experimentation with artifacts. according to the artifacts chance of functioning.add 6 to the number rolled. bombs. they will not automatically know what it is for. or explode. even if it does not work (because of its condition). or portions of a space ship. eliminating everything within 100 meters. It is quite possible that one will fiddle with an artifact for weeks and never determine what it is. the player has determined what the artifact is for. and other equipment with multiple controls and indicators. Experience is also awarded for a robotic unit for mastering it or for defeating it in combat. If a result calls for harm. or if a player discovers the use of an artifact and tries it out. Chart B is for medical machinery. Generate a number between 1 and 10. are given minuses or allowed pluses on the die rolls. the referee must roll percentile dice. regardless of whether or not they actually do work. due to their disuse or exposure to the elements. failed to determine how to work the artifact and must start again at "S". Bear in mind the fact that most inoperative artifacts only require new or recharged batteries to make them work. ARTIFACT CONDITION Artifacts of the Ancients will be found in various conditions. and move the marker to the next space indicated. and other items with only a few simple switches or operating mechanisms. or how it works. it does so on a result of 1-10. or 60 meters .40.PISTOLS 1. SLUG THROWER Maximum Range: 20. Slug throwers come in three calibers (hence the various statistics above). 3. only the victim’s involuntary muscles (heart. The referee determines what size the players have found. to the huge . 12) or Poison (int. the victim falls unconscious for 1-6 minutes. NEEDLER Maximum Range: 100 meters Effective Range: 50 meters Projectile: Poison or Paralysis Darts (in clips of 10) Damage Inflicted: Paralysis (int. the target will be stunned for 20 minutes less one minute for each point of the victim's constitution. less one minute for each point of the victim's constitution. 6. MARK V BLASTER Maximum Range: 150 meters Effective Range: 75 meters Projectile: Disrupting Ray Damage Inflicted: 7 dice (d6) (makes 10 cm hole when applicable) Power Source: Hydrogen Energy Cell Battery Life: 5 shots This pistol makes a 10 cm diameter hole out to its maximum range In whatever it hits. and if there is any ammunition present. 4. 5.75 prison special (with a .) will function. LASER PISTOL Maximum Range: 200 meters Effective Range: 100 meters Projectile: Beam Damage Inflicted: 5 dice (d6) Power Source: Hydrogen Energy Cell Battery Life: 10 shots Class 2 armor will automatically deflect (do not roll any hit dice) the first hit with this weapon. lungs. BLACK RAY GUN .38 caliber in between). 2. will do full damage. While stunned.17 derringer. or is inanimate (such as a wall). or 3 dice (d6) (stunning damage) Power Source: Hydrogen Energy Cell Battery Life: 5 clips (may fire only 1 slug per melee turn) These weapons were used by the various police forces in riot suppression and crowd control. provided the target is killed. When cumulative stunning damage reaches one-half of the target’s original total hit points. If paralysis takes effect the victim can do nothing but breathe for up to 20 minutes. STUN RAY Maximum Range: 50 meters Effective Range: 25 meters Projectile: Ray Damage Inflicted: Stun (see below) Power Source: Solar Cell Battery Life: 10 shots If this ray hits. 2. 20. Subsequent hits. It does not cause 10 cm holes In living creatures until they are no longer living. however. does not have a force shield. When the victim awakens. 17) Power Source: Chemical Energy Cell Battery Life: 3 clips (may fire 1 dart per melee turn) This soundless weapon can fire either poison or paralysis darts. any stunning damage taken is added back on to his hit point total. or 30 meters Projectile: Rubber Slugs (15-50 in clips) Damage Inflicted: 1. ranging from the tiny . Class 1 armor will automatically deflect the first two hits in this manner. etc.Effective Range: 10. 2. ENERGY WEAPONS Note that these are hand-held weapons. The converter and the atomic energy cell are both carried in a special pack which fits on the user’s (provided he is reasonably human in shape) back. FUSION RIFLE Maximum Range: 700 meters Effective Range: 350 meters Projectile: 2 beams of intensity 18 radiation Damage Inflicted: As determined on Radiation Hazard Matrix Power Source. . It does not cause 10 cm holes in living creatures until they are no longer living. or Is inanimate (such as a wall or door). Class 1 armor will automatically deflect the first two hits. Atomic Energy Cell Battery Life: 10 shots This rifle must be connected to a converter by a 1.5 meter cable. lungs.Maximum Range: 50 meters Effective Range: 25 meters Projectile: Death Ray Power Source: Chemical Energy Cell Battery Life: 4 shots Damage Inflicted: instant death to living targets not protected by force field/otherwise no effect. Subsequent hits will do full damage. does not have a force shield.) will function. provided the target is killed. 4. It does no damage to inanimate (non-living) targets. etc. This is the ultimate hand-held weapon. the target will be stunned for 20 minutes less one minute for each point of the victim’s constitution. RIFLES 1. only the victim’s involuntary muscles (heart. STUN RIFLE Maximum Range: 200 meters Effective Range: 100 meters Projectile: Ray Damage Inflicted: Stun (see below) Power Source: Solar Cell Battery Life: 5 shots If this rifle hits. and their range is limited to the reach of the user. While stunned. MARK VII BLASTER RIFLE Maximum Range: 450 meters Effective Range: 225 meters Projectile: Disrupting Ray Damage Inflicted: 8 dice (d6) (makes 10cm hole when applicable) Power Source: 2 Hydrogen energy cells Battery Life: 5 shots This rifle makes a 10cm diameter hole out to its maximum range in whatever it hits. 3. LASER RIFLE Maximum Range: 600 meters Effective Range: 300 meters Projectile: High intensity light beam Damage Inflicted: 6 dice (d6) Power Source: Hydrogen Energy Cell Battery Life: 5 shots Class 2 armor will automatically deflect the first hit with this weapon. POISONOUS GAS GRENADE Area of effect: 10 meter radius Cloud duration: 1-6 minutes (depends on wind) All beings must roll poison saving throws each melee turn they spend in the poison gas cloud. The referee should keep in mind that the chance of functioning for a grenade (see ARTIFACT CONDITION) is not determined until it is activated. etc. but all will explode on the melee round after being activated (by pulling the pin). A “D” result indicates that the victim will be stunned for 20 minutes. It cannot damage targets protected by energy shields. VIBRO BLADE Damage Inflicted: 25 points Power Source: Hydrogen Energy Cell Battery Life: 20 minutes Much like the vibro dagger. less one minute for each point of his constitution. VIBRO DAGGER Damage Inflicted: 10 points Power Source: Hydrogen Energy Cell Battery Life: 30 minutes This weapon is. The referee determines the intensity of the poison each melee turn by rolling 3d6.1.) will function.) will function. 3. While stunned. GRENADES There are several different types of grenades. lungs. . a victim recovers his abilities in the above increments. the blade is a force field In the shape of a sword. 4. the target will be stunned for 20 minutes. less one minute for each point of the victim’s constitution. Each melee turn spent in tear gas reduces a being's armor class by one point. ENERGY MACE Damage Inflicted: 30 points Power Source: Chemical Energy Cell Battery Life: 15 minutes This is basically an energized club. only a victim's involuntary muscles (heart. For every 3 melee turns spent out of the tear gas cloud. 1. and adds 2 points to that character's “to hit” dice rolls. it could be a dud. TEAR GAS GRENADE Area of effect: 10 meter radius Cloud duration: 1-6 minutes (depends on wind) All beings breathing this cloud are debilitated. only the victim's involuntary muscles (heart. It will cut anything except another force field. in fact. STUN WHIP Damage Inflicted: Stun Power Source: Chemical Energy Cell Battery Life: 30 minutes It this 3 meter long energized whip hits. lungs. STUN GRENADE Area of effect: 10 meter radius Cloud duration: 1-4 minutes (depends on wind) Each character in the gas cloud during a melee turn must make a poison saving throw (against a random intensity attack generated by the referee). and will cut anything except another force field. In other words. A grenade may be thrown 3 meters for every point of physical strength possessed by the thrower. etc. 2. While stunned. a force field in the shape of a 20 cm long knife. Area of Effect: 50 meter radius Damage inflicted: 75 points to all targets in blast area. or jets. or were primary targets during the Shadow Years. CONCUSSION BOMB . Area of effect: small-30 meter radius. 4. 3. FUSION BOMB Description: A small. 50 cm in diameter Area of Effect: 1 kilometer radius Damage Inflicted. disc-shaped metal can. TORC GRENADE Area of effect: 15 meter radius Damage inflicted: Disintegrates everything (leaving a hole in the ground) not protected by force fields or energy shields. PHOTON GRENADE Area of effect: 10 meter radius Damage inflicted: Instant death to all beings not protected by force fields or energy shields. cruise missile. 1. Most common . rockets. wt. etc. impact. CONCENTRATED DAMAGE PACK Description: Large canvas pack (fits on the back of a human) of plastic explosive. the referee should feel free to devise and include any strategic weapons he wants. FRAGMENTATION GRENADE Area of effect: 10 meter radius Damage inflicted: 5 dice (d6) per target in blast area 4. 5. Strategic bombs and missiles.Clean bomb . 20 or 40 kg. SMALL DAMAGE PACK Description: Small canvas bag of plastic explosive.200 points to all targets in blast area. time delay. of course. 6. heat seeking. FISSION BOMB Description: Various. Missiles. BOMBS & MISSILES The following list of bombs and missiles consists almost entirely of tactical weapons. such as an ICBM. Dirty bomb . may or may not be found along with the required launch and guidance equipment. 5. ENERGY GRENADE Area of effect: 10 meter radius Damage inflicted: 12 dice (d6) per target in blast area This grenade does only half damage to armor classes 8 and 9. plus a blast intensity 15 radiation which requires 3 saving throws per target within that area. large-12 dice (d6) per target in blast area.) as chosen by the referee. hand-sized. large-50 meter radius Damage inflicted: small-10 dice (d6). CHEMICAL EXPLOSIVE GRENADE Area of effect: 10 meter radius Damage inflicted: 10 dice (d6) per target in blast area 3.black steel sphere.300 points to all targets in blast area. 5 kg. Although they are pretty much beyond the scope of this game.2. Area of effect: 10 meter radius Damage inflicted: 6 dice (d6) per target in blast area 2. Bombs and missiles will have various fusing devices (proximity. wt. satellite launchers and their bombs are virtually nonexistent. They were all either used. unless protected by force fields.) is instantly killed.) will function. A “D” result indicates that the victim will be stunned for 20 minutes. lungs. 7. streamlined cylinder. fitted with hooks for mounting on any of several delivery systems. MATTER BOMB Description: Disc-shaped. 10kg. etc. wt.Description: A small canister. streamlined cylinder.. 6. fitted into a plastic handgrip/launcher. TREK BOMB Description: 25 cm black plastic box. and the referee may devise statistics for larger ones (like the kind that do 1000 points of damage). or whose force field is destroyed by the blast (100 pts. Area of effect: 500 meter radius Damage inflicted: 100 points to all targets in blast area and death to most living things. MICRO MISSILE Description: 10 cm long. Note: this bomb will even stop a robot operating on broadcast power (if it had no energy shield) for 4-24 minutes. Any living creature without a force field. All force fields in the blast area are reduced by one half their current value. usually resting in a wheeled cradle to facilitate loading into aircraft or spacecraft. Area of effect: 50 meter radius gas cloud . 25kg Area of effect: 30 meter radius Damage inflicted: Disintegration Everything in the blast area not protected by a force field is disintegrated. While stunned. MUTATION BOMB Description: Pear-shaped red plastic case. various sizes (determined by referee) Area of effect: 10 meter radius Damage inflicted: 75 points to all targets in blast area These bombs come in all sizes. NEUTRON BOMB Description: 60 cm duralloy spheres. if in blast area. MINI MISSILE Description: 35 cm long. 10.. NEGATION BOMB Description: 10cm aluminum sphere Area of effect: 30 meter radius Damage inflicted: Energy drain All energy sources in the blast area are completely drained. All force fields in blast area sustain 30 points of damage. wt. Maximum Range: 1 kilometer Effective Range: 500 meters (visual sighting) Area of effect: 10 meter radius Damage inflicted: 7 dice (d6) per target in blast area 12. lasts 2-12 minutes Damage inflicted: Stunning Each character in the gas cloud must make a poison saving throw (against intensity 15 poison). 61-100% = receive a blast of intensity 12 radiation. only a victim’s involuntary muscles (heart. 9. Area of effect: 30 meter radius Damage inflicted: Mutations Percentile dice must be rolled for each living creature not protected by a force field in the blast area: 01-60% = receive one random mutational defect. It does not affect living matter. less one minute for each point of his constitution. 8. 11. . Maximum Range: 2 kilometers Effective Range: 1 kilometer (visual sighting) Area of effect: 20 meter radius Damage inflicted: 50 points per target in blast area 13. Maximum range: 80 kilometers (may be fired at aerial target) Effective range: 40 kilometers Area of Effect: 100 meter radius Damage inflicted: 150 points per target in blast area This missile must be launched from an electronic turret. POWERED ALLOYED PLATE . 16. NEGATION MISSILE This is a surface missile with a negation bomb for a warhead. Referee is to determine where a miss will explode. 3. but this is rare and is left for the referee to devise and include in the game as he sees fit. streamlined cylinder. NOTE: It any missile fails to hit what it was aimed at. 2. 15. or player characters with any mutations altering the basic human body-shape will probably not be able to wear such armor. either affixed to a military installation. SHEATH ARMOR Armor Class when worn: 4 Force field: None Locomotion provided: None Power source. ARMOR All armor of the Ancients was made for Pure Strain Humans. it will still explode (if it functions at all) somewhere nearby. FISSION MISSILE This is a surface missile with a fission bomb for a warhead. Creatures. NEUTRON MISSILE This is simply a surface missile with a neutron bomb for a warhead. POWERED PLATE Armor class when worn: 3 Force field: None Locomotion provided: 20 meters per melee turn Power source: Atomic energy cell Battery life: 50 hours constant use This is the earliest form of powered armor and was quite obsolete by the time of the destruction of the Apocalypse. Certain mutants and cryptic alliances have the capability to manufacture specialized armor for mutants. It provides reasonable protection against primitive weapons. 14. or directed by computers and radar at the launch site.None Battery life: N/A This is basically police riot control armor. DEFENSIVE ARMOR 1. consisting of a well padded breast plate.Requires: shoulder held. gloves. or vehicle. helmet. bazooka-type launcher. SURFACE MISSILE Description: 3 meter long. thigh and shin guards. but absorbs only one half of all damage sustained (up to 25 hit points maximum absorption per melee turn). ENERGIZED ARMOR Armor class when worn: 2 Force field: None Locomotion provided: Jet assisted jumps of up to 200 meters per melee turn Power source: Atomic energy cell Battery life: 40 hours of constant use 6. All types are equipped with various sophisticated sub-systems which must be activated before the suit is fully operational. sound. and a self-destruct mechanism. ultra-violet. and as such. that include: 2 way radios (part of a world-wide satellite communications network). and infra-red sensors. etc. OFFENSIVE ARMOR Offensive armor was the culmination of the science of battle armor. INERTIA ARMOR Armor class when worn: 2 Force field: Partial (see below) Locomotion provided: Jet assisted jumps of up to 200 meters per melee turn Power source: 2 Atomic energy cells Battery life: Requires both cells for 60 hours of constant use The partial force field generated in this unit will protect the wearer from black rays.5 metric tons and still be able to leap a distance of 25 meters per melee turn. radiation. A Sunday punch delivered by the fist of this unit inflicts 8 dice of damage (d6) . Each suit is more like a space capsule into which the wearer must crawl. is usually the most complicated equipment the player characters will encounter. 5. complete life support systems with a 72 hour oxygen supply (the air circulating and conditioning unit may function independently without draining the battery). a medi-kit (see MISCELLANEOUS ENERGY DEVICES).Armor class when worn: 2 Force field: None Locomotion provided: 30 meters per melee turn Power source: Atomic energy cell Battery life: 45 hours of constant use 4. activated by the death of the wearer. poison gases. POWERED SCOUT ARMOR Armor class when worn: 2 Force field: Absorbs up to 20 hit points each melee turn Locomotion provided: Anti-grav flight at 250 meters per melee turn Power source: 2 atomic energy cells Battery life: 54 hours of constant use 8. 7. PLASTIC ARMOR Armor class when worn: 3 Force field: None Locomotion provided: None. POWERED BATTLE ARMOR Armor class when worn: 2 Force field: Absorbs first 30 hit points sustained each melee turn Power source: 2 atomic energy cells Battery life: 48 hours of constant use Locomotion provided: Anti-grav flight at 100 meters per melee turn The hydraulic system of this suit allows the wearer to lift up to 1. but does not encumber wearer Power source: None Battery life: N/A Made to provide inexpensive protection against beam weapons. plastic armor has proved tough enough to stand up against most forms of attack. Airspeed: 500 kph. 6. Able to fly. trucks. and the atomic cell will last up to 20. A punch delivered by the fist of this unit does 9 dice (d6) of damage to its target. A solar cell on the root powers the lights. Each fuel cylinder will power it for 4 weeks of earth use or I week in outer space. move over and under water. and many utilize a limited anti-grav device which keeps them just above the surface. . In flight made. Underwater speed: 75 kph. It utilizes a steam turbine powered by an atomic energy cell. these vehicles run on alcohol or fossil fuel. 5. MILITARY ALCOHOL COMBUSTION This category includes the 24th century version of the jeeps. this armor contains all equipment listed under powered attack armor. and in outer space (good for one round trip to the moon). 4. Some will be wheeled.000 kilometers. 10. It will travel up to 600 kilometers on 50 liters of water. CIVILIAN INTERNAL COMBUSTION Much like the cars and trucks of today. 2. and climate control systems. TURBINE CARS These holdovers from the 23rd century were still in limited use. 1. and powered by an efficient turbine which burns fossil fuels. Usually a separate fuel source will be required. There is a laser pistol built into the forefinger of each hand (powered independently. and the referee is encouraged to devise many more. see laser pistol). and a grenade launcher with a bolt of 15 (referee decides type) grenades. In hover mode (just above the ground) it can travel up to 200 kilometers per hour. attached to the left shoulder. it can travel up to 400 kilometers per hour with a service ceiling of 16 kilometers. The battery will power it for 200 hours on the ground or 100 hours of flight. FLIT CAR This combination air/ground vehicle utilizes anti-grav circuits and an atomic energy cell. When in good working order they will all be extremely fuel efficient. the environmental car is powered by its own nuclear reactor and anti-grav circuits. POWERED ASSAULT ARMOR Armor class when worn: 1 Force field: Absorbs the first 50 hits points sustained per melee turn Locomotion provided: Anti-grav flight at 200 meters per melee turn Power source: 3 atomic energy cells Battery life: 48 hours of constant use Except for the changes noted above.9. HOVER CAR The most common passenger vehicle of the 24th century rides on a cushion of air and travels at speeds up to 300 kilometers per hour. radar. armored personnel. a micro missile launcher and a clip of 20 missiles built into the helmet. Groundspeed: 150 kph. They are ail wheeled. The purity of the alcohol available determines the speed of these vehicles (along with the referee). travel on the ground. 3. and cargo carriers used by the military. as any left in the tanks will long since have evaporated. others tracked. VEHICLES The list of vehicles given here only begins to describe the great variety available to the Ancients. POWERED ATTACK ARMOR Armor class when worn: 1 Force field: Absorbs first 40 hit points sustained each melee turn Locomotion provided: Anti-grav flight at 150 meters per melee turn Power source: 2 atomic energy cells Battery life: 42 hours of constant use The hydraulic system of this suit allows the wearer to lift up to 2 metric tons and still be able to leap a distance of 25 meters in a melee turn. ENVIRONMENTAL CAR Use of this vehicle was restricted to only a few government agencies and they will be rare in GAMMA WORLD. MEDI-KIT This portable unit. CONTROL BATON A 4th or 5th stage military command item (see I. small enough to hang on a belt. Designed for wear at social events. 5. To use the medi-kit. A small but sophisticated computer. but inertia is such a problem that a separate powered. . The energy shield and backup power are provided by an atomic energy cell which will last for 24 hours of constant use. 3. used to keep out the elements. bubble cars can carry up to 20 passengers. It can support loads up to 25 metric tons as it floats roughly 50 centimeters above the ground. antibiotics. the anti-grav sled is powered by an atomic energy cell good for up to 100 hours of continuous operation. can still be found. inject any antidotes. at a touch. military and civilian. towing or pushing device must be used for cargoes over 2 metric tons. major first-aid and medical treatment. Powered by solar cells. it can also (through use of a directional antenna) lead the user to any suit of powered armor within a radius of 1 kilometer. powered by 2 solar cells. It identifies the user to any robotic unit as command personnel. 2. the energy shield will absorb 5 points of damage and then burn out. analyzes and treats all manner of medical problems. They are equipped with an energy field that will absorb the first 25 hit points of damage sustained each melee round. 4. DEVICES). ANTI-GRAV SLED A platform approximately 2 meters wide by 3 meters long. Keep in mind the fact that medi-kits were designed and programmed by and for human beings. and finally spray on an antiseptic dressing that promotes healing. The cells hold enough charge for 24 hours constant use and may be recharged during day while the bearer is marching. and so on may be included in the game where appropriate. ENERGY CLOAK This powered cloak and cowl can completely cover the wearer. COMMUNICATIONS SENDER These are short range two-way radios or TVs with ranges up to 100 kilometers. It is powered by a chemical energy cell that will last through 12 hours of constant use. this baton can. The unexpected side effect is that the cloak (when powered) is completely resistant to laser beams. The farther away from Pure Strain Human stock the patient. completely activate or deactivate any powered suit of armor. or 3 metric tons of cargo into deep space or the darkest depths of the oceans. such as railroad transports. The unit will take a blood sample. it is a blaze of scintillating colors when in operation. 7. ULTRA-VIOLET & INFRA-RED GOGGLES These goggles enable the wearer to detect heat and light sources normally invisible to the naked eye. The medi-kit was very common and any military installation of the Ancients is likely to have a large supply of them. or others. touching the flesh. cargo ships (water). Air speed: ten times the speed of sound! 8. suture any wounds. give verbal instructions on how to perform any operations beyond its capabilities (such as setting broken bones). and utilizing an anti-grav circuit that is extremely energy efficient. it will function about as long as there are supplies inside the unit (there are about 4 treatments therein for any given problem). police vehicles. Powered by a chemical energy cell. The sled may be pushed manually when supporting light loads. They are powered by chemical and solar energy cells. They recharge themselves as long as at least 10 hours out of each 72 are spent in direct sunlight (earth orbit or less). the less likely his chances of successful treatment by a medi-kit. allowing the user to command units at a specific location such as a military base or government building. 6. or antitoxins necessary (and contained in the kit). allows even a novice to give himself. OTHER Anything the referee desires. BUBBLE CAR This ultimate transportation vehicle was affordable by only the world's richest governments and is extremely rare in GAMMA WORLD.7. Hundreds of varieties. PORTENT This is a backpack-sized unit which generates a 4 man energy shield. helicopters. coupled with several microwave sensors. MISCELLANEOUS ENERGY DEVICES 1.D. merely place the device over the wounded area. If attacked. When the drug wears off (in ten minutes) the recipient will not remember having been questioned.8. SOLAR ENERGY CELL These are chemical energy cells equipped with. 4. They will lose their charge after 1-6 years of disuse. and 1 point to his dexterity for a period of 1 hour. or trauma center. HYDROGEN ENERGY CELL These are rechargeable batteries. SUGGESTION CHANGE This hypnotic drug knocks the user unconscious for a few seconds. he will fix on the first person he sees and follow unquestioningly any suggestions made by that person for up to 4 hours. it takes twice as long to recharge hydrogen energy cells as it does to recharge chemical energy cells. this small unit will recharge practically any chemical or hydrogen energy cell. After use. They do not lose their charge through disuse. MEDICAL SUPPLIES AND EQUIPMENT The various medical supplies of the 24th century can still be found in an occasional ruined hospital.. the recipient will feel no pain for 4 hours. CUR-IN DOSE This miracle antidote negates the effects of any poison or drug. ATOMIC ENERGY CELL Although bulky because of its shielding. the patient must rest for 4 hours or lose permanently 1 point of physical strength. and more expensive than chemical energy cells. military aid station. 12.as well as detailed instructions. CHEMICAL ENERGY CELL These rechargeable batteries come in many sizes and power all manner of devices. PAIN REDUCER When this drug is administered. It is used to provide the power for many devices. and will be able to sustain 1 extra hit point for each point of his constitution. Although no times are specified. When he awakens. . 5. once players have identified a particular drug. the patient loses these additional hit points (and dies if this leaves no hit points remaining). a solar panel that recharges them when exposed to bright light. less common. It may only be recharged by replacing its fuel cylinder. 3. INTERRA SHOT This “truth serum” opens the recipient’s subconscious to direct interrogation. ENERGY CELL CHARGER When connected to the appropriate power source (line or broadcast). 1. MIND BOOSTER This adds a plus 3 to the recipient’s mental strength for 1 hour. or attached to. both civilian and military. 6. SUSTENANCE DOSE One dose provides a full day’s required nourishment and short-circuits any hunger signals to the brain for a 24 hour period. 7. this 12 kilogram nuclear battery will hold its charge for up to 1000 years if not used. so that. or device. 10. 9. The patient must then have total rest for 4 hours or lose 3 points of intelligence permanently. The following list is just a brief summary of the more standard items in the military first aid kit. They will be identified with universal symbols. When the drug wears off. they will recognize it when they see it again. 2. STIM DOSE This drug temporarily adds 3 points to the recipient's physical strength. 11. Also. and many other ways of informing men and machines of one’s identity. Common colorings are: Blue . UNITS. Note. there is a 50% chance that it will bring new life to the dead. Note that this drug only restores hit points. They all had differing degrees of authority from the common citizen to the highest military and civilian leaders. When used. with a second color or some other differentiating markings used to denote higher stages.medical . for example. 12.civil service (military. The referee should pick one type and use it consistently.military Brown or Yellow . STANDARD DEVICES. ANTI-RADIATION SERUM If administered immediately after exposure to radiation.D. 10.D. If a second stage I. no further attempts may be made. A widely-used system of the “stages” of I. and they varied from place to place. that a patient may only use a rejuv-chamber once per month. STASIS-CHAMBER This machine is similar in appearance to the rejuv-chamber.civil authorities Red and White . with a 75% chance for a patient with one-fourth remaining.military command and civil authorities Each stage includes all the privileges of those under it. If this fails. is needed. if used within 24 hours of the victim's death.) THIRD STAGE . LIFE RAY This miraculous device. this device places the patient in suspended animation until authorized personnel program the chamber to release him. The color keying used often varied more than the stage system. The patient is placed inside the chamber and percentile dice are rolled. Needless to say.common citizens Gray or Green .law enforcement Red and Blue .D. ACCELERA DOSE Each application of this drug will restore 1-10 (d10) lost hit points to the user. and authority.D. A character resurrected by the Life Ray must re-roll all ability traits.law enforcement (military and civilian) FIFTH STAGE .’s is detailed below: FIRST STAGE . however. it was not unusual for the same color to be used at more than one stage. introduced just before the start of the wars.ordinary citizens SECOND STAGE . etc. AND MATERIALS This section has been kept separate from the other listings of materials of GAMMA WORLD because these items are found in almost all areas of the planet.emergency White . recorded voice patterns. Each additional use of the rejuv-chamber in a one month period gives the patient a 30% chance of death through system-shock. emergency. He does. and a 50% chance for a patient with less than one-fourth of his original hit points remaining. REJUV-CHAMBER This large hospital appliance (looks like an iron lung) is used to repair any type of medical problem. radiated rings. I. status. lettered dog tags. However. All of these devices had one thing in common. however. There were color coded wrist bands. is able to revitalize the dead. 11.scientific and technical Red . DEVICES There were many means of identification in use prior to the Shadow Years. A patient who has lost up to one halt of his original hit points has a 100% chance of having all lost hit points restored. retain his memory. a third stage I.8. it will not cure death. This device allows only one attempt to raise a given individual.scientific and medical FOURTH STAGE . this drug will restore any hit points lost to radiation. 9. will be acceptable. life ray machines are quite rare. such as those serving military or security installations. an energy field which will take 25 hit points of damage can absorb that much damage every melee turn until 26 or more points of damage are taken in one melee turn. energy shield. Special purpose terminals. Few of these stations survived destruction. The lenses are equipped with infra-red sensors for night time. hand-sized communication units are used by various professions to communicate with other similar units and computers programmed for reception of their signals. The terms energy field. with unique keys. structural damage. whole buildings and entire installations were protected by such fields. VALUE. and the unit will usually broadcast to security installations within a one-mile radius of its location. are different. and may be found in various types of containers. RADIOACTIVE MATERIAL Various stores of radioactive material will be found throughout GAMMA WORLD. The operation of most com units is limited to a particular function. All data put into or received from a computer terminal has. The isotopes of these materials will have half-lives ranging from fractions of a second to thousands of years. cleaning. This final damage destroys the energy field and burns out the field generator. etc.) and unauthorized intruders (usually handled by calling on a security robot). if he decides to have any in the area in which the players will be adventuring. particularly powered armors and robotic units. Such computers had a limited number of logic circuits that allowed them to deal with natural abnormalities (tire. For example. as they were prime military targets. HALL MONITORS These are multi-lens cameras with audio pickups used in most high-security areas and to monitor city traffic. will communicate only with other security units and computers programmed for security functions. display terminals. power was no longer transmitted through wires but broadcast through the air like radio or television signals. and military uses. BROADCAST POWER In the period just before the Shadow Years. Units for various civil and military commanders can usually communicate with several types of corn units . have an energy field of some sort as part of their defense. DURALLOY This material will be found in nearly all engineering areas. and force shield all refer to the same thing and are interchangeable. ENERGY FIELDS Many devices. COM UNIT These small. by definition. though some (especially security and emergency service robots) have emergency power sources. This number must be exceeded in one melee turn to destroy the energy field. Damage to the field is not cumulative. but 400 kilometers is an average. and otherwise worked duralloy. These materials may be solid. Most of the robotic devices of the cities function on broadcast power. The referee will want to place these carefully. Though the Ancients cast. COMPUTER TERMINAL Most computer terminals are of a standard design . since normal tools will not affect it.MAIN BUILDING COMPUTERS Nearly all buildings of the 24th century had all security and maintenance functions supervised and controlled by computers. their methods are unknown.selectively or simultaneously. or gaseous in form. Security units. force field. TRADE. it is the strongest metal known. liquid. In rare instances. passed through the computer itself.a small video display screen above a common typewriter keyboard. but still does no damage to the protected being or device. They will range from the common Strontium and Uranium Isotopes to the rare and very unstable Kaskium 269. This standard working piece of metal has holes drilled in each corner and two clamps spaced evenly in the middle to aid in working with the piece. AND EXCHANGE . Only Pure Strain Humans and Mutants with no physical mutations may use an un-reprogrammed computer terminal. The metal is very thin and forged in triangular sheets one meter on a side that weigh only 150 grams each. as they had many medical. A broadcast power station usually consists of a nuclear power plant to produce the power and a specially designed broadcast tower similar to a microwave relay tower. Energy fields will take a certain number of hit points before collapsing. technical. In spite of its light weight. and other function-related devices. for instance. The broadcast range varies with the terrain. Succeeding hits will damage whatever was protected by the field. cut. welded. During the course of a campaign. Hit points can generally be regained at the rate of 1 point per day of rest .) Food stores (wine skin. since it is possible that the ruins of an ancient bank may be found in the wilderness. Otherwise. lantern. Worn items will buy less. it is still used widely as a means of exchange. out of the game. Obviously. VALUE Values given on the trade table are in domars and gold. adventurers may wish to dispose of articles found during their explorations.) Riding beasts (non-horse like) Riding beasts (horse like) Riding equipment (saddle. a “relative” of the deceased character might have claim on his possessions. Of course. and gemstones for large purchases. It will usually be impossible to purchase them. use of certain Ancient medical devices. and nearly indestructible. wagons. However. depending upon the type of wound and the situation. dried foods). The domar was the basic monetary unit of the world before the holocaust. First. Much of the trading is left to the referee's discretion. back pack. the following guidelines for trade values and availability of items are suggested. will heal body damage much more quickly. drugs. One “gold piece” (a piece of gold weighing one ounce) is usually equal in trading value to 5 domars. etc. and rafts Small boats and canoes Large boat with sail and oars DOMARS 50 75 50 300 75 10 100 10 5 5 5 15 200 300 75 250 400 500 1000 GOLD 10 15 10 60 15 2 20 2 1 1 1 3 40 60 15 50 80 100 200 Working artifacts from ancient times are rare and highly prized. merchants will prefer gold. etc Traveling supplies (rope. HEALING OF BODY DAMAGE When a player or any other character suffers damage which results in loss of accumulated hit points. all the deceased’s wealth passes into obscurity. and rafts Large carts. oil flasks. woven goods. other precious metals. Because this new influx could destroy the value of a settlement's trade goods. This can be handled by the referee in a number of ways depending on the situation. Barter is also used throughout GAMMA WORLD. etc. They may be sold by players. If such a relative exists. A judge can adjust the rate according to his discretion. it is necessary for that injured being to rest and regain those lost hit points. Since the nature of the domar makes it impossible to counterfeit. This should only be allowed if the player was adventuring in or near his home. etc. per week Unusual items (mirrors. but they attract so much attention that they may be stolen before the sale can be completed. RELATIVES When a player character dies. it is logical to assume that someone will get his possessions. it he is half-way across the continent there is no way any relatives would even know about his death. if desired. wagons.Precious metals and gems were used for little other than jewelry and ornamentation before the Black Years and will be correspondingly rare. . but a sack of gold always talks their language. the character's remaining possessions would be his. The most common way to handle this need is to allow trading at larger population settlements in the world. The referee might then allow the player to continue the game in the persona of this relative of his original character. Merchants will be suspicious of strangers with large quantities of domars. there is the possibility of “new” domars being released into the economy of a settlement by adventurers. inlayed with colors and symbols denoting various denominations. or trade for items they require but have not found. and some mutations. However. saddle bags.) Small carts. ITEMS Standard cut and thrust weapons Heavier and larger weapons Shield Armor Bow Quiver of 15 arrows Crossbow Case with 15 crossbow bolts Clothing. It is a small lightweight coin. and high quality items may be traded for their full value in goods.which means the player undertakes no extensive traveling or strenuous activity. Only the most obvious of the wild units will be thus apparent (such as a unit which goes around in a circle saying “Trala-la!”). These units ranged from simple household servos to extremely sophisticated and complex military and scientific installations. Units affected range from the smallest ID checkpoint to the main computer of an entire complex or city. Programmed units are those powered and activated units still performing pre-assigned tasks. This damage will affect each unit differently. When power sources began to give out. scientific units operating within heavily shielded complexes many such units and installations continue to function as programmed. or a human may reprogram a security robotoid to act as his personal body guard. Controlled units are those units programmed or directed by another robotic unit or computer possessing high-order logic and discrimination circuitry. Others. were never activated. Main computer installations will have assimilated enough of this new language to understand it fully and will continually update robots' speech patterns so that they will be usable by humans with proper authority. the referee may choose to start him in a different area of GAMMA WORLD. robots deactivated during the Shadow Years. consider the following scenario: . Players whose characters are lost during the course of the campaign may return with a new character at the discretion of the referee. will not respond to any but the language in which they were programmed. To insure this. For purposes of definition within the game system. humanoids. however. but nearly everyone will know this common tongue. All robotic units not under the direct control of player characters should be considered extremely dangerous. it is the language of trade. eventually. etc. to either interface these units with main computers or (with proper authority and sufficient knowledge) to reprogram them. if the player character's body is irretrievably lost (dropped into a seemingly bottomless pit. and. Of course. the proper notice was given to nonexistent human authorities. prior knowledge of certain areas gained by the previous character should not be used to advantage by the player. military units designed to withstand extreme punishment. the player’s possessions might be given to his most loyal follower. a large number of these -units were destroyed or disabled during the turmoil and destruction of the Shadow Years and the Black Years which followed. Because they lack a highorder logic system and human direction. millions of robotic units existed in the service of man. a common language has evolved among all speaking beings and creatures. particularly isolated military and security units. It is sometimes possible. While player characters exploring the ruins of a partially-destroyed city may have sense enough to avoid a patrolling security robot. Small computers not integrated with the main computers. or androids. they ground to a halt. Note that there is normally no way in which players may determine into which of these modes a particular unit fits. from simply omitting some aspect of its programming to totally irrational actions and failure to respond to any control. However. and controlled. robotic units are divided into three operational modes -programmed.regardless of whether or not they have any. mutants. ROBOTIC UNITS Prior to the Black Years.Second. wild. if and when activated. They might be divided among his followers or fellow players (or fought over by them). Of course. agricultural and ecological units operating far from targeted areas. Wild units are those units whose logic circuits and/or memory banks have been damaged. or by humans. and diplomacy. Non-operational units. In any case. there are most likely tribal languages that differ from area to area. For example. and stand ready to be commanded. LANGUAGES Because so many of the mutants of GAMMA WORLD use telepathy and so few Pure Strain Humans are left. and so forth. they are oblivious to the changes that have transpired over the years. vaporized.) then all he carries will be lost with him. a city’s main computer may instruct its garbage collection units to shut down since there is no longer any garbage to collect. But an equally large number of units survived the holocaust completely unscathed: engineering units performing their appointed duties deep within the bowels of cities razed by The Apocalypse. The actions of controlled units have been modified from their original programming. security units housed in their protected vaults. a security robot still patrolling its section of highway according to programming and issuing traffic tickets to the same buffalo each day as they cross the road on the way to their watering hole or (most commonly) units which are responsible for checking identification of anyone . will also fit into one of these operational modes. specialized installations. For example: a farming unit that still crawls up and down a field “planting” seeds from a long-empty hopper. commerce. . Use the table in the EXPERIENCE section as a guide for awarding experience points. Once encountered. A design checklist follows: . As the rest of the party watches in horror. ignites its fusion torch. though. depending on the design and purpose of the unit. The remaining members of the party rush to the still-hot wall plate . for example). When broadcast power is interrupted. the vast variety of robotic units makes physical description difficult. and are recommended for campaign use as basic types or styles. sensors. the engineering unit efficiently slides the plate back into place. it anything." Some units. have relatively simple logic circuits and will respond to. possibly involving supplemental authorization identification. However. and runs a neat weld around the edges! Its work in that particular area completed. it is doing. some units have been designed for applications when and where broadcast power would be unavailable or unreliable. the robot rolls off down the passageway to its next job.The party finds the remains of an air-lock hatchway covering a shaft that leads down. It the unit is in operation at the time of the interruption. SENSORS Sensors will vary from unit to unit. CONTROL Common robotic units are generally controlled by vocal and/or electronic commands from authorized personnel. the referee need only describe the unit as.. the shaft leads to an engineering passageway. it will continue to perform its assigned task until its internal power is exhausted. These units occasionally require recharging or replacement of their power plants. players will probably learn their functions. the specifics of robot design and construction are left up to the referee. It would be impossible to list all the possible robotic units of GAMMA WORLD. These units (primarily designed for specialized military and scientific applications) rely solely on high-capacity onboard energy systems (usually a nuclear plant). Now. the unit automatically switches to its back-up system. Until the players learn more about it. it can also be an invaluable ally when controlled.” or whatever it happens to be in his campaign. and the ruined hatchway through which they entered was once a service entryway that required considerable identification and authorization of all personnel desiring entrance before it would unlock and open. Experience is awarded for robotic units for mastering (learning how to control) them or for defeating them in combat. units designed for operation with or around humans will have sensors approximating human sight and hearing. its internal power source will remain charged and the unit may be activated at any desired time. At this point.As it approaches. CONSTRUCTION Other than the standards of power sources. the key phrase here is "authorized personnel. “a basic Mark I security robot. we will mercifully draw a curtain on our hypothetical scenario. with back-up energy systems for use in the event of a temporary interruption of broadcast power. Generally.. deep in the passageway. it would seem that all sensible players would avoid robotic units at all costs. while a robotic unit can be an overpowering foe. commands from nearly anyone. With what has been said thus far on the subject of robotic units. POWER SOURCES Nearly all robotic units contain circuitry for the reception and use of broadcast power. say. such as a control baton or other appropriate ID. such as household servos. and control. Any additional sensors will depend upon the unit's purpose (microscopic visual sensors for a unit involved with detailed work or surgery. and from that point on. and therefore only general robotic unit characteristics are listed and the task of actual design is left to the referee. Although the explorers don’t know it. the referee need only describe how the unit looks and what. they encounter an engineering robotic unit going about its routine maintenance chores. If the unit is not operating at the time of the broadcast power interruption. On the other hand. The unit stops in front of a character who has the misfortune to be hiding behind a loose section of the passageway's wall plate. A few examples of GAMMA WORLD robotic units are also given hereafter. With the exception of the examples given hereafter. Therefore. they back towards the wall and try to hide. some military or industrial units require detailed and complex recognition sequences. the risk of an encounter with a robotic unit is justified if it is possible to gain control of it. While most robotic units are designed to function primarily on broadcast power. Other Specialized (touch. armament. though some are also equipped with wheels. though large amounts of external plastic or glass could lower this. Vocal (Stage I I. Microscopic F.). D. and describe to the players any visible damage (loss of tentacles. Vocal (Stage III 11. Electronic. required) B. Manipulation (most units will have one or more pairs of tentacles. The amount of damage done to a unit directly affects the functioning of its devices. Locomotion (most units use anti-grav support coils in conjunction with tractor and pressor beams for movement. shape. etc. Military and security units are made of duralloy and have an armor class of 2 or 1. Standard (visual and audio) B. Special (responds only to designated commands from a particular control source) Construction: A. Vocal (Stage IV 1. treads. taste. etc. Vocal (Stage II I.) E.) C.) D. When one-fourth of its hit points are lost. Broadcast power B. and so on). tracks.) G. robotic units have one full hit die (6 points) per cubic meter of size.) B. Vocal (Stage V I D. Hydrogen energy cell (replaceable) D.D. military and security units have more dice. Vocal. smell) Control: A. hand com unit. Solar energy cell E. COMMON ROBOTIC UNITS The following robotic units are the suggested standard designs for common units in GAMMA WORLD: Light Cargo Lifter Heavy Cargo Lifter Small Cargo Transport Large Cargo Transport Ecology Bot (Agricultural) Ecology Bot (Wilderness) Engineering Bot (Standard) Engineering Bot (Light Duty) Engineering Bot (Heavy Duty) Medical Robotoid Security Robotoid General Household Robotoid Supervisory Borg Defense/Attack Borg Warbot . mechanical arms. which may include any listed in the ARTIFACTS AND EQUIPMENT section) Special Note on Armament: Armament also includes armor class and hit dice. Ultra-violet D. D. Physical Design (size. locomotion.) H.D. building computer. one-fourth of its abilities are also lost (sensors. Extra-sensitive Audio G.D. that the unit is no longer moving. Telescopic E. Household servos usually have fewer points.) C.ROBOTIC UNIT DESIGN CHECKLIST Power Sources: Primary Power: A. Armament (only military or security units possess weapons. Special (requires keyed I. The condition of the unit will affect the number of points per die it actually has. Infrared C.) F. housing material. Function-related Equipment (all units will have specialized equipment related to their function attached to or stored inside the unit) E. etc. Nuclear plant Auxiliary Power: C. etc. Electronic. Most robotic units have an armor class of 3. or other means of manipulating objects near them) D. The referee should determine randomly what is affected by combat damage. Chemical battery (re-chargeable) Sensors: A. In general. Standard (responds to standard electronic signals from a main computer. ). or living. they are not self-directed. armor class 3.Death Machine Permanent Cybernetic Installation Think Tank This list does not include such “everyday” robotic units as I. 2 meters high. but some general points can be covered. Two tentacles 5 meters long can lift 100 kilos each. infrared Control: Vocal (Stage I I. Light Cargo Lifter Power Sources: Broadcast power.. Coupled to their electronic logic circuitry Is an organic component . the permanent cybernetic installation. or hates (radiation.that is. Unfortunately. There are three manipulative devices . The “bots” have programmed duties (such as patrolling a particular area) and are capable of only very limited independent actions within the parameters of their programming.5 meters high. and the unloaded unit at 48 KPH. mobile beings. The cargo units and the death machine must be set in action by another power. fears (of animals.). 6 meters long. There are three manipulative devices .a brain . solar cell Sensors: Standard. a computer with an organic. These are not true human brains... equipment mounted on a low 6 x 2 meter platform at front. The unit can be electronically coupled with other cargo movers to move in convoy. Small Cargo Transport Power Sources: Broadcast power. armor class 3. standard electronic Construction: 6 meters wide. infrared. at 48 KPH.D. standard electronic Construction: 6 meters wide. except that they are made of metal. or loves.). 2 tentacles 5 meters long can lift 100 kilos each. 12-hour chemical battery Sensors: Standard. The borgs*. . and the think tank are special cases. ultraviolet Control: Vocal (Stage I I. equipment mounted on a low 6 x 2 meter platform at front. component (a brain). bank tellers and store clerks.D. 8-hour chemical battery Sensors: Standard. a tractor/pressor beam can move 450 kilos at a 10 meter range. The listed units are detailed below. at 48 KPH. equipment mounted on a low 3 x 1 meter platform at front. 1 meter high. Robotoids are generally humanoid in appearance. Load capacity is 9000 kilos on a 6 x 10 meter area.” which. Treads move cargo at 16 KPH. or to conquer the world). 8-hour chemical battery Sensors: Standard.'s. Large Cargo Transport Power Sources: Broadcast power. 1. in turn is derived from “cybernetic organism” . automated taxis. or other thinking machines). but work in a similar manner. infrared. Load capacity is 2500 kilos on a 3 x 5 meter area.). of course.a 5 meter long crane arm with 3-fingered claw mounted front center can lift 900 kilograms. 72 hit dice (360 hit points). infrared Control: Vocal (Stage I I. Treads move cargo at 40 KPH. standard electronic Construction: 3 meters wide. equipment is mounted on a low 3 x 1 meter platform at the front of the unit. 4 tentacles 7 meters long can lift 500 kilos each.). Load capacity is 4500 kilos on a 3 x 5 meter area. standard electronic Construction: 3 meters wide.. 12 meters long. and a tractor/pressor beam can move 1800 kilos at a 25 meter range.5 meters high. 1. anti-grav pods move the unit only when unloaded. and a tractor/pressor beam can move 450 kilos at a 10 meter range. anti-grav pods move the unit only when unloaded. Treads move cargo at 24 KPH. ultraviolet Control: Vocal (Stage I I.D. they are similar enough to have picked up quirks in their operation in the decades since the Black Years. The units often have strange desires (to collect plants or weapons.D. and so on. 18 hit dice (90 hit points).a 10 meter long crane arm with 3-fingered claw mounted front center can lift 4000 kilos. humans).. because such units rarely pose any direct threat or difficulty to players (unless of course they are so foolish as to refuse to present their I. Heavy Cargo Lifter Power Sources: Broadcast power. 12 meters long. 18 hit dice (90 hit points) armor class 3. solar cell. certain colors. 6 meters long. anti-grav pods move cargo at 24 KPH.D. * “Borg” is a corruption of the word “cyborg. These units may also be subject to certain forms of weapons and mental attacks once their shields are down..D.which allows them much more freedom and initiative than other units. checkpoints. programmed Construction: 20 meters long. programmed Construction: 1. Engineering Bot (Light Duty) Power Sources: Broadcast power. lasers. 72 hit dice (360 hit points). Ecology Bot (Wilderness) Power Sources: Broadcast power. standard electronic. microscopic Control: Vocal (Stage II I. disc. atomic torch. remote relay towers. power wrenches. defoliant).Treads move cargo at 36 KPH. 16 hit dice (80 hit points).). infrared. horticultural tools (plow. atomic torches.D. Special devices include soil. standard electronic. programmed Construction: 3. fertilizer). micro-laser. Two tentacles 5 meters long can lift 100 kilos each. programmed Construction: 3 meters wide. 5 meters long.).D. 90-hour hydrogen cell Sensors: Standard. Standard equipment includes a great variety of materials to make repairs on such structures as bridges. Infrared. 72-hour chemical battery Sensors: Standard. telescopic Control: Vocal (Stage II I. herbicide.5 meters high. 4 tentacles 5 meters long can lift 100 kilos each. Two 3 meter long tentacles can lift 150 kilos each. vibrosaw). flame gun. Load capacity is 16. and the unleaded unit at 48 KPH. and a tractor/pressor beam can move 500 kilos at a 10 meter range. a tractor/pressor beam can move 1800 kilos at a 25 meter range. infrared. ultraviolet. plus 2 special tentacles 2 meters long can lift 100 kilos each and are equipped with special manipulative devices on the ends to allow them to use tools designed for humans. The unit has stock parts and repair materials. and manipulative 3-fingered claws. electric paralysis devices. infrared. armor class 3.D. Engineering Bot (Standard) Power Sources: Broadcast power. vibrosaw). Two 5 meter long crane arms lift 1500 kilos each. anti-grav pods move the loaded unit at 30 KPH. small expandable capture cage). Four tentacles 7 meters long can lift 500 kilos each. and these are also equipped with touch sensors on the ends. 8 tentacles 20 meters long can lift 800 kilos each. laser torch. telescopic Control: Vocal (Stage II I. electric paralysis devices. ovoid shape.). and minor surgical tools necessary for field veterinary operations. armor class 3. microscopic. A tractor/pressor beam can move 2000 kilos at a 30 meter range. 4. 6 hit dice (30 hit points). 9 hit dice (45 hit points). and minor power tools (flame gun. 18-hour hydrogen cell Sensors: Standard. Its sealed body allows it to function in low water pressure (30 meters or less in depth) and in a near-vacuum. standard electronic. extra-sensitive audio. and other power tools. and heavy-duty power . power wrenches. and manipulative 3-fingered claws. standard electronic. Its sealed body allows it to function underwater or in a vacuum. programmed Construction: 1 meter wide. and air analysis equipment. liquid spray nozzles with a 10-meter range (limited fertilizer. insecticide. A tractor/pressor beam can move 500 kilos at a 10 meter range. Treads can move the unit plus up to 9000 kilos at 32 KPH.5 meters wide. solar cell Sensors: Standard. insecticide. liquid spray nozzles with a 10 meter range (water. Ecology Bot (Agricultural) Power Sources: Broadcast power. Two tentacles 7 meters long can lift 250 kilos each. The unit has stock parts and repair materials. minor power tools (sonic torch. 1. infrared. Special devices include extensive soil analysis equipment.).5 meters high. and all are equipped with touch sensors on the ends. mower. rake. standard electronic. solar cell. capture equipment (including paralysis field with 30 meter radius. The unit can be electronically coupled with other cargo movers to move in convoy. a sonic torch.000 kilos on a 6 x 10 meter area. anti grav-pods move cargo at 24 KPH.D. 12-hour hydrogen cell Sensors: Standard. Engineering Bot (Heavy Duty) Power Sources: Broadcast power. 12 hit dice (60 hit points). ultraviolet. 3 weighted throwing nets with bazookatype launcher and 20 meter range. armor class 3. It also has several batteries of sonic torches. Antigrav pods move the unit plus up to 2000 kilos at 24 KPH. microscopic Control: Vocal (Stage II I. armor class 3. It has no load capacity. 4 tentacles 5 meters long lift 250 kilos each. and other power tools.). isolated installations. Four 20 meter long crane arms can lift 5000 kilos each. micro-laser. ovoid shape. a sonic torch. ultraviolet. 3 meters long.). water.5 meters long. Anti-grav pods move the unit plus up to 1000 kilos of excess weight at 96 KPH. and 4 pairs of special tentacles 5 meters long are equipped to handle human tools. 1. microscopic Control: Vocal (Stage II I. 7 meters in diameter. ultraviolet. 2 meters high. and the like. ultraviolet.5 meters wide. Anti-grav pods move the unit at 96 KPH. 2 meters long. the unloaded unit at 40 KPH. etc. armor class 3. 1 meter high.Anti-grav pods move the unit plus up to 900 kilos of excess weight at 50 KPH. herbicide. cigar-shaped.D. and other such household cleaners and repair Implements.D. Weaponry includes 4 paralysis rods with 3 meter extensions. incinerator unit. a slug projector with 10 clips of slugs and a grenade launcher with 50 meter range with up to 4 sleep grenades and 5 tear-gas grenades. various medicines. 200 hit points.tools. infrared Control: Vocal (Stage I I. long range. Two arms and 2 tentacles are equipped to handle precision surgical tools. and has two arms with 2 tentacles 1 meter long which can handle any small objects. Security Robotoid Power Sources: Broadcast power or nuclear plant Sensors: Standard. and other emergency medical equipment.D. disinfectants. Warbot Power Sources: Nuclear plant Sensors: Standard. up to 1500 meters. 12 hit dice (72 hit points). AND ITS COMMANDS CAN ONLY BE SUPERSEDED BY HUMANS WITH Stage V I. ultraviolet Control: Vocal (Stage IV I. Special equipment includes cleaners. armor class 3. infrared. standard electronic. life support mechanisms.). This unit moves by walking. special electronic Construction: 3 meter diameter sphere with 1 meter turret on top. infrared. Construction: 2 meters tall.). The units are programmed to subdue all life forms acting violently towards one another. insecticides. humanoid trunk on a 1 meter square base. Stage V I.D. and 1 photon grenade launcher (250 meter range) with 1-20 (1d20) grenades. or by permanent cybernetic installations. and also has anti-grav devices in the soles of its feet to allow It to move at 96 KPH while carrying up to 200 kilos.5 meters tall. humanoid shape. Anti-grav pods move the unit at 96 KPH. and are equipped with 10 meter diameter paralysis fields. Two tractor/pressor beams can each move 200 kilos at 30 meters. Humanoid arms can manipulate all human tools and devices and lift 200 kilos each.D. 24-hour hydrogen cell Sensors: Standard. 9 hit dice (36 hit points). Two arms with 2 padded tentacles 3 meters long with paralyzing devices can lift 200 kilos each. programmed Construction: 1. 4-hour chemical battery Sensors: Standard. The unit moves by walking. medium range. programmed Construction: 2. trash compacter. Twin tractor/pressor beams can move 500 kilos each at 50 meters. 5 hit dice (20 hit points). or obeys Stage V I. telescopic Control: Self-controlled. Defense/Attack Borg Power Sources: Nuclear plant Sensors: Standard. armor class 4.D. programmed Construction: 2 meters tall. microscopic Control: Vocal (Stage III I. short range. up to 1000 meters. 2 micro-missile launchers with 2-40 (2d2O) missiles each. ultraviolet. 2 energy grenade launchers (short/medium/long range is 1001300/500 meters) with 240 (2d2O) grenades each. 10 dice (10d6) damage).up to 500 meters. ultraviolet at 3 kilometer range Control: Only by a specific permanent cybernetic installation . It can communicate with and question think tanks. infrared. Supervisory Borg Power Sources: Nuclear plant Sensors: Standard. infrared. 20 dice (20d6) damage per battery. Two tentacles 5 meters long can manipulate many devices.. Anti-grav pods move the unit at 96 KPH. vacuum hose.D. and special authorization. 40 hit dice (200 hit points). The unit moves by walking.5 meters tall. armor class 2. armor class 1. cleaning and maintenance tools. General Household Robotoid Power Sources: Broadcast power. Verbal and radio circuits allow it to control all units as a Stage IV I. armor class 2. Medical Robotoid Power Sources: Broadcast power. Weaponry includes 3 laser batteries of 5 “guns” each (range and damage . armor class 2. 100 point energy screen. special electronic. and also has anti-grav devices which allow it to move 400 kilos at 96 KPH. humanoid shape. Its body is sealed to allow it to function at great ocean depths or in near-vacuum. Command circuits allow it to summon medical robotoids or engineering bots as necessary. humanoid shape. 15 hit dice (75 hit points). polishers. sonic sterilizers. vibroscalpels. This unit is usually assigned to a supervisory borg or a permanent cybernetic installation.D. storage bin. Equipment includes extensive medical analysis equipment. ultraviolet Control: Self-controlled.). 15 dice (15d6) damage.. Construction: Vaguely turtle-shell shaped. 4 trek guns (damage as the bomb with 200 meter range). short. 5 meters wide. They were located only in very high-security areas such as space ports. a referee may award extra experience for some significant or daring action by an individual. 20 dice (20d6) per battery. Permanent Cybernetic Installation Power Sources: One or more full size nuclear power plants Sensors: Via various subsidiary units (such as supervisory borgs) Control: Authorized Stage V I. Its own energy screens take 400 points of damage.’s can communicate with (not control) a think tank. 15 dice. 6 laser batteries of 5 “guns” each (range and damage . In addition. although it is recommended that a few highly experienced characters or creatures be placed to guard particularly valuable artifacts). This is a numerical expression of a being's knowledge and ability to survive and advance in the environment in which it exists. they will gradually gain a number of experience points.750 meters. EXPERIENCE As player characters and creatures adventure in a GAMMA WORLD campaign. medium. Experience for player-characters is of a similar nature as far as definition. special radio frequency Control: Authorized Stage V I. medium. special electronic Construction: Usually building-sized. long.up to 750 meters. 50 hit points). This results in a spiral effect . Players receive points for various specified actions during the game. The main advantage of experience is its effect on combat. 5-50 (5d10) fusion bombs with a launcher with 3000 meter range. These units are designed to control large installations. up to 3000 meters. 75 hit points/3000 meters. with several organic brains to complement their electronic circuitry. Anti-grav pods move the unit at 150 KPH. up to 1500 meters. The unit has energy screens that will take 200 points of damage. It can communicate with and question think tanks. The assumption is that to survive for any great length of time in a hostile environment such as GAMMA WORLD would require both learning the pitfalls and dangers that exist and applying this knowledge in a successful manner. 9 meters wide. 16 batteries of 4 Mark VII blaster rifles each. These units usually control all other robotic units on the installation. Antigrav pads move the unit at 150 KPH. ultraviolet at 10 kilometer range Control: Only by a specific permanent cybernetic installation Construction: 20 meters long. defending at armor class 1. They are highly advanced versions of the main building computers that are so common. infrared. up to 1500 meters. Weaponry includes 2 blaster cannons (short/medium/long range and damage . armor class 1. long. 6 mini-missile launchers with 1-100 (2d10) missiles each...D. 8 laser batteries of 5 “guns” each (range and damage . 6 black ray cannons with 300 meter range. 10 dice (10d6) of damage). Experience for most non-player creatures is determined by the referee (usually at random. 20 dice (20d6) per battery. 4 meters high. 4 black ray cannons with 200 meter range.up to 750 meters. 10 dice (10d6) of damage). 8 batteries of 3 Mark VII blaster rifles each. special electronic Construction: Usually building-sized. Death Machine Power Sources: Nuclear plant Sensors: Standard. otherwise doing 200 points of damage to energy screens of other units. 100 hit points/1500 meters. and are defended by the various security and military units described above.successful combatants receive experience points which contribute toward making . The unit has 750 hit points. The unit itself has 500 hit points. but must be earned by the players as the game progresses. as can supervisory borgs and permanent cybernetic installations. at armor class 1.to plan for all possible contingencies and answer questions about the information they correlate. 9 meters long.D. armor class 1. secret military bases etc. 25 matter bombs with 1 launcher with 200 meter range. and a special energy damping field which effectively “kills” robotic units within 50 meters by preventing the flow of energy through their wires. It is extremely difficult to take over one of these units. For non-player characters and creatures the primary indication of experience is age. and these points are added to the player's total. short. 3 meters high.D. 6 torc grenade launchers with 500 meter range and 1-100 (2d10) grenades each. Persons with Stage IV and V I. Each is defended by its own permanent cybernetic installation regardless of the existence of another such installation which runs the base on which the think tank is located. 15 dice (15d6). Weaponry includes 4 micro missile launchers. Beings with high experience have better odds of success. with many knobby projections all over. Think Tank Power Sources: One or more full size nuclear power plants Sensors: Standard. All new characters start the campaign with no experience. These units have only one purpose . up to 3000 meters. 7-8. If. gains more experience.000 each additional 1. award of experience points is equal to the number of hit points of any hostile being or creature killed or subdued in combat. uses it as a weapon in successful combat. Every time experience is awarded.150/200/250 . or other interval specified by the referee. or for the assigned experience value of artifacts. A final use of experience is as a determining factor in the referee's decisions. 9-10. If a bonus is indicated for a basic attribute that is already 18. acquires a point to one of his basic attributes. for example. he should gain some experience points for the items but not all of them. a player discovers (by use of his intelligence) the operation of some artifact.000. PISTOLS Slug Thrower . 2. stolen. such as one game week. Experience is not awarded for items which are bought . 5. no bonus is received (and there is no further roll. either). each player gets a share of the finds. nor are they gained every time experience is awarded. but only one player will get the experience for the blaster). Another advantage of increased experience is the award of additional points to a character's basic attributes. if the party finds a blaster and other items. and so on. Each time a player equals or exceeds one of the numbers listed. which gives them more experience points. Experience is awarded for valuable items only to the character to whom it Is given (that Is. experience points are awarded in the following manner: 1) for combat. The bonuses to combat are not gained automatically. receives experience points equal to the value of the artifact. a ten-sided die is rolled and the number generated is compared with the EXPERIENCE BONUS MATRIX below. EXPERIENCE POINTS REQUIRED FOR BONUS 3000 6000 12000 25000 100000 7200000 500000 1. 3. Combat experience is divided equally among all participants. For example. When all other factors are equal. and soon.success in combat easier. one player sneaks out of the ruins with all of the loot while the rest of his party is being eaten by some fierce creature. Players should not be awarded these points until they have correctly identified what they have found. compare the total number of experience points (past experience plus just-acquired experience) with the table below.000.000 EXPERIENCE BONUS MATRIX Die Roll 1. This is also a spiral process. which increases his chances to successfully operate more artifacts. After each session of play. a character with high experience will receive a more favorable response than a character with low experience. Bonus + 1 point to mental strength + 1 point to constitution + 1 point to dexterity + 1 point to charisma + 1 point to physical strength + 1 point to intelligence + 1 point on "to hit" roll in physical combat + 1 point per die of damage inflicted by non-energy weapon employed The following list gives suggested experience point values for the artifacts and devices of the Ancients. 6. or otherwise acquired during the course of an adventure. it is the referee’s prerogative to raise or lower the number of experience points awarded depending on the circumstances. a number of experience points is awarded equal to the value of the item in gold pieces. 2) for acquiring items of value and artifacts. and 3) experience is awarded to an individual or an entire party by the referee for outstanding actions. 4.only for those which are found. Needler - 400 Stun Ray - 500 Laser Pistol - 1000 Mark V Blaster - 1500 Black Ray Gun - 2000 GRENADES Gas Grenade - 250 Chemical Explosive Grenade - 400 Fragmentation Grenade - 250 Energy Grenade - 450 Photon Grenade -500 Torc Grenade - 750 VEHICLES Civilian Internal Combustion - 500 + Military Alcohol Combustion - 500 + Turbine Car - 750 Hover Car - 900 Flit Car - 1200 Environmental Car - 1750 Bubble Car - 2500 Other - Ref’s Discretion RIFLES Stun Rifle - 1000 Laser Rifle - 2000 Mark VII Rifle - 3000 Fusion Rifle - 4000 ENERGY WEAPONS Vibro Dagger - 150 Vibro Blade - 300 Energy Mace - 500 Stun Whip - 400 ARMOR Sheath Armor - 300 Powered Plate - 650 Powered Alloy - 1000 Plastic - 500 Energized - 1250 Inertia - 1500 Powered Scout - 2000 Powered Battle - 2000 Powered Attack - 2400 Powered Assault - 2800 BOMBS & MISSILES Small Damage Pack - 300 Concentrated Damage Pack - 600/700 Fission Bomb - 1700 Fusion Bomb - 1000 Concussion Bomb - 750 Matter Bomb - 800 Negation Bomb - 1250 Neutron Bomb - 1500 Trek Bomb - 1800 Mutation Bomb - 1500 ROBOTIC UNITS Light Cargo Litter - 900 Heavy Cargo Litter - 2000 Light Cargo Transport - 1000 Heavy Cargo Transport - 2100 Ecology Bot (Ag) - 800 Ecology Bot (Wild.) - 900 Engineering Bot (Std.) - 1200 Engineering Bot (Lt.) - 900 Engineering Bot (Hvy.) - 2000 Medical Robotold - 2500 Security Robotoid - 2200 General Household Robotoid - 700 Supervisory Borg - 1000 Defense/Attack Borg - 2600 War Bot - 5000 Death Machine - 10,000 (Taking over a permanent cybernetic installation or think tank is reward enough!) MISCELLANEOUS ENERGY DEVICES Portent - 500 Energy Cloak - 400 Control Baton - 750 Communications Sender - 300 Medi-Kit - 800 Anti-Grav Sled - 500 UV & IR Goggles - 150 Chemical Energy Cell - 50 Solar Energy Cell - 100 Hydrogen Energy Cell - 150 Atomic Energy Cell - 250 Energy Cell Charger - 500 MEDICAL EQUIPMENT Pain Reducer - 100 Mind Booster - 100 Sustenance Dose - 100 Interra Shot - 100 Stim Dose - 100 Cur-in Dose - 100 Suggestion Change - 100 Accelera Dose - 100 Anti-Radiation Serum - 100 Re-juv Chamber - 2500 Stasis Chamber - 2500 Life Ray - 4000 ID DEVICES Per Stage - 200 EXAMPLE OF PLAY SAMPLE WORLD DESIGN Let's follow a hypothetical referee (we'll call him Omar) through the steps of planning and laying out his GAMMA WORLD campaign. The first step is to choose an area of the country from the map provided. The referee can either mark directly on the map or transfer the geographical features to blank hex paper and enlarge the scale. The second method allows the referee to add more detail, such as ruins, towns and villages, farmlands, special points of interest, and so on. When completed, a section of the map might look something like this: Omar has wisely planned ahead for future games in the campaign by including several points of potential interest and conflict in the form of Ancient ruins, small villages composed of groups of other surviving humans, a city on the river for trade purposes, and several areas of possible hazard for the unwary. Adventures in one game session will provide players with clues (sometimes true, sometimes false) to the existence of new places to explore in future sessions. The referee should exercise great care in placing every feature on his or her campaign map. Some things to consider are: where player-characters will start the game (in a village, town, city, forest, or what), how much information they will have, how easily humans, mutated humans, and mutants will be able to meet, whether there will be one or more areas of ruins, how extensive these ruins will be, of what type they will be (military, civilian metropolitan, scientific, etc.), the prevailing terrain (mountain, flatland, swamp, hilly), and so forth. As Omar has done all special areas should be keyed with letters or numbers. Omar must now draw up detailed maps of these special areas. One ruin of the Ancients (keyed "B" on the map above) is the nearly intact remains of what was once a small military bass. Using his imagination, he decides that it will have one floor or level above ground and several underground levels, including a few missile silos. He lays out a detailed map of each floor or level on separate sheets of graph paper. His above ground level looks like this: Omar must then complete the rest of the maps for the military base, and then the detailed maps of the other ruins. As with the campaign map, rooms and areas should be keyed with letters or numbers so that the contents, creatures, and hazards of these places can be written out in a notebook. He also lays out a "street map" of a city of the Ancients (keyed "D" on the campaign map above) so he can keep track of the players' position when they explore the city. If they enter a particular building, the referee will turn to his detailed map of that building. Another factor taken into account while drawing up the detailed maps was the use of standard devices and units used prior to the Shadow Years (computer data terminals, security devices, I.D. checkpoints, and the like). Using a 20th century analogy, one telephone is pretty much like another, and most residential doors and locks all operate in about the same manner. Standard devices and units are listed in these rules, and, while the referee is not bound to use them as listed, he should be consistent in whatever he uses. (But, as the referee, remember: while opening a door with an I.D. card or ring may be a simple task, finding the I.D. in the first place can be quite another matter. Residential doors, for example, are commonly keyed to specific I.D.'s.) Initially, Omar has his players start in or near town "A" and its society, population, etc. are detailed, along with the characteristics and possessions of its leading inhabitants. At the start of the campaign he has only drawn up detailed maps of this town, of "B", "D", and "E", and of the trading city ("C"). The other areas he has left for later work, since the initial work should keep players in his campaign busy for a while. It is not necessary to have the entire continent mapped out before starting play of a campaign! STARTING THE CAMPAIGN Before starting, the referee checks the records of the player characters' basic attributes and possessions to make sure all the information is correct. Players must be careful to indicate what items of equipment they are carrying on a particular adventure; failure to do so means the items were "left at camp" and cannot be used during that particular adventure. The referee then sets up his charts, maps, rules, and dice behind a screen so that the players at the table are unable to "accidentally" see what lies in store for them. When all is in order, the referee then starts the campaign by setting the first scenario. As an example, this is Omar's initial scenario (he reads this aloud to the players): You are inhabitants of a small village of about 200 that is situated just inside the border of a great forest. You have grown up listening to the legends of the Ancients and of the Shadow Years, but since those years were long before your time, you consider them just that - legends. You are much more concerned with hunting for meat to supplement the meager living you scratch out of the soil, and with avoiding the dangerous creatures which prowl the area. It is now the time of the year, however, for your coming-of-age and for the "Trials," in which you will be judged by the village leaders and elders as worthy (or unworthy) of membership in the adult society of the village. Part of the "Trials" involves venturing forth into the wild lands outside and proving yourselves to be proficient hunters and fighters. The sachem, the chief elder and leader of the village, possesses a device of Ancient technology (incomprehensible to you, other than its effects) that can kill at a great distance. You have seen this device used against a villager who attempted to steal it for his own. The sachem touched the device in some strange manner and a brilliant beam of light was projected, striking the villager and searing a small hole through his chest. He died almost instantly and the sachem warned the villagers about attempting any similar theft in the future. There is an old tale, however, that the sachem returned from his “Trials" with that very device. It is by means of the power which this device gives him that he was able to elevate himself to his present position. It is said that the sachem . We walk down to the intersection. They avoided or destroyed all the security systems they have encountered with little personal injury. band allowed them to open several doors (all of which opened into offices which contained nothing of value) but at last came to the elevator leading to the underground levels. and about a day's travel to the east is a wide river. and then intersects with another corridor running perpendicular to it. This year's "Trials" are to be different. we might as well look around.D. but it usually works best when starting a campaign to give the players a definite task or assignment to fulfill. 16.D. and Buta. which was formerly thought to be uninhabited. a bow and six arrows. Your total knowledge of the geography of the surrounding area is as follows: the forest extends north. there are mountains to the north. The doors have just opened again. Drak. though unknown to them. Each door has a small slot beside the doorknob. guys. You are looking down a 6-meter wide corridor illuminated by strange glowing strips.D.. The caller's fellow adventurers are characters named Molo. or flee. the referee is "R" and the spokesman for the group. and have entered one of the buildings. your knife.) R: "To the right. To the left. The discoveries the players make while completing their initial task will supply them with plenty of things to do.. west." . The sachem has decreed that any who desire to be an elder or to sit on the Council of Leaders must go to the taboo lands in the west. What are the players to do? They could ally themselves with the elders. seek an alliance with the strangers. We pick up their adventure at this point. Phir. and the one on the right is opposite the middle door. You have little choice. Just after they leave the elevator doors shut. band in the slot and try to open the door. after traveling for several days. R: "The doors slide open again. you must go west into unknown danger. and the referee must anticipate all possibilities. that after several games a rivalry develops between the young adventurers who return from the taboo lands and the ruling elders. for example. Thinking the elevator was just another small room.K. Along this corridor. The initial scenario should be enough to get the campaign going. The passage extends about 16 meters. there are three doors on the left and one on the right. on the banks of which is a large city to which villagers sometimes travel in order to trade. the caller. the thought occurs to you.) "O. and food and water for one week. In the following dialogue. and 25 meters from you. they found that the I. The referee may occasionally want to inject a little variety in the game by presenting the players with another scenario.a taboo area. is "C"." C: "Hey. since we're stuck here. The players now have a little knowledge of the world in which they live. The rest of us will stand around the door in case something comes out. Suppose. this isn't the way we came in! Where are we?" (After a quick discussion. The only thing the sachem had ever said about his "Trials" is that the strange device had come from one of the houses of the Ancient Gods.D. is on the first level below ground. they entered and found themselves trapped when the doors slid shut. EXAMPLE OF A REFEREE MODERATING AN ADVENTURE This example illustrates a small portion of a hypothetical GAMMA WORLD adventure. it would be nice to have a device like the sachem's. and south at least two days journey in each direction. Therefore. To prove you have done this. attempt to oust them. and a given task to perform. The next time the group gets together the referee informs the players that a raiding party of strange mutated animals has attacked the village from the woods to the south. and the group. They are still armed only with crossbows and have no armor. the players decide to exit the room before the doors shut again.had come back from his "Trials" from the west . band in the slot of the first door. I'll make a map so we can get back here if we want to. The adventurers. if you desire to rule. Through much experimentation.. what do we see?" (The caller could have designated someone else to map. This is just a sample scenario. Their decision will affect the entire course of the campaign. like the ones you have seen elsewhere in the building. you must bring back a stone from one of the houses of the Ancient Gods. volunteers to try his I. have passed through the forest to the other side and discovered the remains of the small military base there. It is said that only gods can walk in the taboo area and live. band in one of the guardhouses at the base's perimeter. Tand. it runs 33 meters and ends in another 'T' intersection. One of them. The doors on the left are 6. the corridor runs 6 meters wide for 16 meters and ends in a door. rather than wandering aimlessly.) C: "We'll open the first door on the left. But. but one member has found an I. at dawn you leave with your allowed weapons. playing a character named Drak. Drak will put his I. using Omar and his group of players." (The players argue about what to do. Around the waist is a belt. Also.. What's there?" R: "Some foam-like padding.) . Tand tries it again. 'god-lights' glow brightly.. and attached to the belt is a strange metallic object. Molo will remain on guard at the door. we'll go in. but otherwise it's empty.. Phir can get the I. Beside the metal box is the skeleton of a man. nearby functioning security robotoids are now on full alert. band off the skeleton..) "Everybody face the door and be ready!" R: "The siren has stopped. Phir will search the rest of the room for anything else of interest. Tend announces his intention to try to operate the device and it goes off before any of the other players can stop him. and all the shelves are filled with metal boxes of some sort. and burning a hole in the back of the chair and the wall beyond.. You hear the humming noise get very loud outside your door. On one wrist is a band something like Drak's grey one. The referee announces that a bright red beam burns a hole in the doorframe. Tand! Now we.D. but reports hearing a humming noise growing louder from down the hall towards the far intersection. though it's turned in such a way that you cannot see its contents." R: "As you enter.) C: "No. but not entirely. let's look more closely at this skeleton." (The referee knows that the building's main computer sensed the door's opening and triggered the lighting circuits. The referee rolls the dice as explained under ARTIFACT USE and determines that the pistol works and that Tand has determined how to operate it. or they would have been detected long ago. First. then it fades away. we may find something valuable." C: "Without touching anything.) "The room is about 10 meters square and filled with racks or shelves of some sort. take your device and stand at the door with Molo. we're here to look into things like this. Drak and Buta will go over and get one of the metal boxes off the shelf." C: "All right. The referee describes the strange object to Tand . aiming for the chair." (The referee knows that the building's main computer has sensed the firing of the laser pistol and suspects’ fire or sabotage. the referee is not bound to tell them anything else." C: "Tand. Tand has the highest intelligence.R: "As the door opens. a box-like device with many buttons and a small glass screen sitting on the desk." (This last disclosure causes much excitement among the group and many of the players suggest leaving at once. I'll move so I can see into that metal box you mentioned. and a metal box like the ones on the shelves lies open on the floor.it's actually a laser pistol. The extent of the players' observations and their thoroughness is dependent on the questions they ask.) R: "No. R: "Wait a minute! A loud siren has just sounded and a red light is blinking above the screen on the box-like thing on the desk. the bones are partially covered with some rotting cloth. Is it bare bones?" (Note that if the players had not indicated they were searching the skeleton. a chair in front of it.) "Open the door! We're going into the room across the hall!" (They enter the room. but red in color." C: "Alright. you notice a desk or table in the corner. I'll take a look at this thing on the desk with the buttons and the screen. The rest of you forget the boxes and get your weapons ready!" (The party follows orders without arguing this time. Who knows. the monitor units in this section of the hallway are not functioning. narrowly missing Molo. as the referee announces the humming is getting louder." (The referee knows that a security robot is investigating the room the players have just left." (The referee tells Phir there is nothing else of interest in the room. so he will examine this strange object on the skeleton's belt.) C: "Something is wrong! Does Molo see or hear anything?" R: "He sees nothing. Fortunately for the party.) C: "Well done. Drak and Buta bring the box over to the desk without mishap. but the players don't know this and the referee gives them no indication of it. but leave Molo outside standing guard in the doorway. of course. Obb (1) HP: 43. Reproduction of this booklet or other game materials or any part thereof is expressly forbidden without the written permission of TSR Hobbies. MU: total resistance to radiation. press onward but toward what strange late they do not know. This will give a listing. AT: blast of intensity 16 radiation. MU: none. so these will be totally mystical unless you decide upon further details . The last 15 listings under each table indicate encounters with various aquatic creatures and plants. etc. several items on the list are totally unrelated to anything known to 20th Century minds. Feel free to modify the strengths or numbers of creatures if they are too tough for your players. 03. Mike Carr & Brian Blume Valuable Assistance: E. AT: intensity 16 poison spittle (5m range).) When an artifact is indicated. CLEAR OR DESERT TERRAIN 01. MU: additional physical and mental mutations (other than those affecting movement and combat) m: meters Note that as a rule only intelligent creatures will have treasure with them.. To randomly select a creature. MONSTER & TREASURE LISTINGS These lists of the creatures and "treasures" of GAMMA WORLD can be used by the referee when a situation calls for a random encounter or when he is setting up his campaign and placing the creatures for "set" encounters. 02. 2x13. teeth. Gary Gygax Cover Art: David A. You may one day meet these hardy adventurers as you explore the mysteries of GAMMA WORLD! CREDITS Game Design: James M. Inc. this simply means the players have come upon a stream. with the number of creatures encountered shown in parentheses. light (laser). do not allow for such a body of water on your campaign map. 2 claws for 3d6 damage each. swamp or similar body of water. Remember that when describing treasures to players. AG: 10. pool. MU: chameleon powers. AG: 9. as referee. Sutherland III GAMMA WORLD is protected under the copyright laws of the United States of America. The "treasures" . Ward & Gary Jaquet Editing: Tom Wham. you need simply roll again.. If you. or whose value is not always readily apparent . simply locate the table that corresponds to the type of terrain in the appropriate area and roll percentile dice (2d10). roll on the artifacts table in the rules.. Timothy Jones.. such as with weapons. Trampler & David C. Hoppers (6) HP: 14. Zarn (1) HP: 13. Move: 12 hop 24.. The following abbreviations are used in the listings: HP: number of hit points each creature can take AC: armor class of the creature Move: movement rate for the creature. AT: none.which are not always valuable. oasis. AG: 7. you should cloak your description in such a way that their identity will not be readily apparent to them (additionally. ground/flying/swimming AT: types of attacks. Move: 1/15.can be similarly used (and modified if desired. Move: teleport. ). Trampler Interior Art: David A. Treasures can be randomly chosen by rolling percentile dice again. and heat attacks. mutations. . especially in regard to working condition). 3 x11. 200m range. though some creatures are themselves considered valuable.What is the fate of these heroic adventurers? What was in those mysterious metal boxes? Will the security units discover them? Where do they go from here? They will. (See the section under ENCOUNTERS for a complete description of each creature. claws. hop 24. AT: teleport seeds into warm body for 2d6 damage each. 17. 3 treasures. 56. AC: 4. AT: see listing in rule book. 46. MU: none. telepathy. MU: none. MU: teleportation. AT: intensity 8 poison claws. precognition. 30. 24. light wave manipulation. density control (others). AC: 9. 1 treasure. AT: blast of intensity 16 radiation. Move: none. AT: none. Blights (3) HP: 50. Move: 18. Obb (1) HP: 36. 09. mass mind. MU: none. AC: 4. 49. AT: none. AT: squeeze roots do 5d6 damage. Move: 15. AC: 10. AC 8. Move: 4/15. Ecology Bot-Wilderness (1) HP: 80. 200m range. AT: crossbows and javelins. Hopper (1) HP: 15. 41. Move: 12. Move: none. AT: bite does 9d6 damage. 4 x 61. 26. MU: in a wild state. detect surface creatures at 50m range. Podogs (5) HP: 2 x 17. Perth (2) HP: 33. MU: heightened strength. 8 x 58. AC: 7. Move 12. life leech. strongest has vibro blade. 35. Strongest has stun ray pistol. MU: totally resistant to radiation. Move: 1/15. Blaash (4) HP: 60. AT: lances and swords. light (laser). 3 x 57. laser eye. 25. death field generation. MU: telekinetic travel through sand. AC: 10. AT: emit radiation of random intensity if disturbed.04. MU: none. Trained. AC: 7. 18. constricts for 5d6 damage. 1 artifact. AT: vibro blades. 05. Sleeth (6) HP: 75. Move: 9. Move: 12. AT: intensity 16 poison spittle (5m range). laser eye-beam does 5d6 damage (25m range). 23. AT: bite does 2d6 damage. Yexil (1) HP: 38. 63. 21.beam does 5d6 damage (25m range) MU: totally resistant to cold attacks. Move: 30. 40. Move: none. Kep (1) HP: 80. 39. 12. 55. MU: none. reflection. 2 artifacts. AC: 8. 38. MU: can imitate attackers' sounds to gain initiative. AT: bite does 3d6 damage. 21 x 52. Move: 9. AC: 5. MU: force field generation. AT: mass mind. 35. and sonic attacks. at touch can turn metal to rubber in 1m radius. AT: fusion rifle. Move: teleport. 47. . Yexil (2) HP: 42. 16. Move: 9. 56. 15. 3 x 67. 07. emit 1-4 random radiations if damaged MU: none. AC: 9. 58. 64. AT: none. 2 x 43. 20. MU: none. Knights of Genetic Purity (7) HP: 80. 3 x 50. AT: radiate intensity 18 radiation (6m radius). flash of light on becoming visible blinds for 1-4 melee turns. 66. MU: totally resistant to cold attacks. Move: 15. AT: swords. 15. MU: telepathy. 54. AC: 6. mental blast. AG: 9. Worker Androids (2) HP: 40 each. Pyrokinesis. AT: bite does 3d6 damage. 75. 22. AC: 3. 2 treasures. AC: 8. AC: 9. Move: 6/15. MU: telepathy. 1 treasure. AC: 5. partial carapace. 16. totally resistant to radiation. AC: 5. 4 x 51. 2 claws do 3d6 damage each. 2 x 50. 59. 06. Sep (3) HP: 60. MU: can imitate attackers sounds to gain initiative. Move: 12. negate any force field (30m radius). Move: 96 kph. MU: none. MU: none. 47. MU: none. 14. 19. Zeethhs (63) HP: 2 each. Move: 4/15. and heat attacks. Tribesmen (30) HP: 72. Zarn (1) HP: 18. 11. Led by Thinker Android (1) HP: 50. Serfs (4) HP: 45. MU: none. AT: bite does 2d6 damage. Move: 48 kph. Archivists (13) HP: 72. AC: 6. 12. MU: may become invisible. AT: all have sword and bow. radiated eyes. heat. Move: 10. Centisteed (1) HP: 32. Move: 2/10. Move: 15. 13. leader has 5 sleep gas grenades. 56. Small Cargo Transport (1) HP: 90. Hoops (15) HP: 60. AT: bite does 3d6 damage. 10. MU: chameleon powers. AC: 5. Move: 12. AC: 6. Non-operational. increased metabolism. Mounted on Podogs (7) HP: 15 each. but loose. AC: 2. 2 artifacts. 08. 47. 4 x 57. 51. AC: 6. Warrior Androids (4) HP: 75 each. AT: bows and slings. AG: 5. 6. Move: 6. Brutorz (2) HP: 68. 2 artifacts. bite does 3d6 damage. tipped with intensity 9 poison (90 meter range). AC: 5. 5. Arns (6) HP: 40. AT: squirts acid stream for 15d6 damage (3Qm range). Move: 12. MU: heightened strength. 2 artifacts. totally resistant to laser and sonic attacks. 36. Move: 3/16. MU: precognition. 30 x 62. mass mind. AT: spears and bows. 41. 47. 20 x 49. Move: 18. 27. 43. Parn (4) HP: 30 each (plus 18 per antenna). AC: 5. 50. Zarn (1) HP: 20. 15. 2 x 75. injects intensity 18 poison. AT: mandibles cause 10d6 crushing damage. up to 3 of 8 horns do 1d6 damage each. 30. AT: intensity 16 poison spittle (5m range). radiation resistant bark. 3 x 37. Podogs (6) HP: 18. 9. AT: 2 fore hooves kick for 2d6 damage each. Move: 12. AC: 9. 10. 78. Sleeths (5) HP: 79. javelins. MU: empathy. AC: 4. sonic attack ability MU: telepathy. Hoops (8) HP: 84. 32. strongest has radiated eyes. 32. AC: 6. AT: electrical generation. Move: 9. partial carapace. MU: partial carapace. 42. AC: 7. 5 x 53. 27. Move: 10. Move: 9. Move: 12. mass mind. 40. AT: bite does ld6 damage. 1 artifact. AC: 6 (5 for the antennae) Move: 6/16. MU: smaller (1. Badders (11) HP: 36. AT: 14 barbed spines do 2d6 each (50m range). MU: win9 case refracts sonic attacks. AC: 6. precognition. 9Q. 58. 26. 59. 12 x 57. light wave manipulation. AT: bows and spears MU: telepathy. AC: 9. 7 x 69. 5x 29. 4x41. Rakox (9)Hp: 55. MU: none. 31. 33. 69. AC: 9. AT: a touch can turn metal to rubber in 1m radius. 1 treasure. MU none. AC: 6. AT: intensity 8 poison claws.2m). 61. 19. 2 treasures. MU: fights so effectively with antennae that opponent's armor class is reduced by 3 classes. 28. Move: 9/12. sucks blood for 12 hit points per melee turn MU: chameleon powers. Move: 18. Hissers (80) HP: 102. mental blast. each of the i antennae has a sword like barb which does 3d6 damage. AT: 21 throwing spines do 3d6 damage each. AC: 7. Serfs (2) HP: 30.62.27. 7 x 47. Move: 15. 35. Horl Choo (1) HP: 60. 5 x 41. double if charge move. 29. negate any force field (30m radius). Kai Lin (3) HP: 50. MU: attraction odor. and swords. 60. 3 x 19. 46. Move: 18. 20. Soul Besh (1) HP: 21. AC: 3. telepathy. AT: bite does 2d6 damage. AT: bite does 2d6 damage. 37. 28 x 76. 60. z3. 23. radiated eyes. . Tribesman (40) HP: 80. 4 x 52. MU: telepathy. 39. mass mind. 34. Move: 4/12. wings. mass mind. AC: 6. but loose. AT: proboscis does 1d6 damage. Trained. MU: telepathy. Move: 9 AT clubs and battle axes. 32.AT: scimitars (short swords). AC: 3. 45. 18 x 61. AT. Move: 12. 38. Move 10. density control {others) life leech death field generation. AC: 7. leader has stun whip. 47. AC: 9. Hoops (12) HP. MU: totally resistant to heat and cold attacks. 60. Friends of Entropy (20) HP: 66. 44. Herp (1) HP: 62. 64. AC: 8. AT: at touch can turn metal to rubber in 1m radius. 30. 4 x 42. Move: teleport. 1 treasure. 4 x 24. 75. 2QOm range. MU: none. MU: can imitate attackers' sounds to gain initiative. Cal Then (1) HP: 30. MU: none. AC: 10. AT: 27 throwing spines do 3d6 damage each. AT: bite does 2d6 damage. Serfs (2) HP: 42. Move: 6.Move: 9. Mutated Weasel (1) HP: 90. 31. AT: intensity B poison claws. Brotherhood of Thought (3) Pure Strain Human (1) HP: 71. AC: 5. 20. bite does 3d6 damage. Brutorz (7) HP: 56. 47. AC: 6. Mutated Humanoid (1) HP: 46. light wave manipulation. mass mind. Move: 3/16. 7x51. AC: 6 (leader has AC5). Horl Choo (1) HP. constricts for 5d6 damage. 33. Obb (1) HP: 35. Security Robotoid-Mark II (2) HP: 72 each. telepathy. 32. Move: 1/15.2m long) heightened intelligence. smaller (. 34. 31 (plus 18 per antenna). 52. 12. MU: none. 48. Hissers (3) HP: 52. emit 1-4 random radiations if damaged. MU: larger (2. Blights (3) HP: 36. mental blast. MU: telepathy. Move: @16 AT: 11 barbed spines do 2d6 each (50m range). AC: 6. 50. plus has 2 built-in laser rifles MU: none. 20 shots per cell. MU: none. AC: 8 Move: 6/15. Both units are wild. partial carapace. totally resistant to laser and sonic attacks. wings. 58. MU: heightened strength. Zeethhs (47) HP: 2 each. MU: none. and sonic attacks.17 throwing spines do 3d6 damage each.Move: 96 kph. Tribesmen (76) HP: 92 (leader). Yexil (2) HP: 41. AC: 10. 3x 12. 34.46. Podogs (9) HP: 24. MU: none. 7 x 43. AC: 6. AC: 3. 41. This is identical to the security robotoid in the rule book. 63 x 46. powered by hydrogen energy cell. 59. AT: teleport seeds into warm body for 2d6 damage each. AT: 2 scimitars (long sword). AC: 5. heat. 38. flash of light on becoming visible blinds for 1-4 melee turns. AT: blast of intensity 16 radiation. AC: 6 (5 for the antennae). tipped with intensity 9 poison (90 meter range). 55. AC: 2. Parns (2) HP:40. AC: 7.Move: 15. 2 claws for 3d6 damage each. AT: bite does 2d6. MU: none. leader has radiated eyes. MU. 3 x 48. 28. Horl Choo (1) HP: 83. AC: 5. Perth (5) HP: 39. Move: 18. AT: sword and spear. AC: 9. sling. 5 x 17. 4extra hydrogen energy cells.MU: fights so effectively with antennae that opponents armor class is reduced by 3 classes 54. AT. Move: 12. 28. 9 x 65. 3 x 76. AC: 9. AT: bite does 3d6 damage. 56. 39. Move: 15. 55. MU: totally resistant to cold attacks. 26. light wave manipulation. 53. 5m). radiated eyes. 60. AT: up to 3 of 8 horns do 1d6 damage each. Move: 2110. density control (others). 2 claws do 1d6 each. 25. MU: precognition. Move: none. Move: 6. laser eye-beam does 5d6 damage (25m range). Move. AT: life leech. MU: partial carapace. AC: 4. AT: bite does 3d6 damage. life leech. Rakox (13) HP: 6x57. sonic pisto1s do 3d6 damage (effective range is 50m). Move: none. death field generation. Arns (4) HP: 41. AT: bite does 2d6 damage. . Move: 9. MU: can imitate attackers' sounds to gain initiative. tipped with intensity 9 poison (9Om range). AT: emit radiation of random intensity if disturbed. AC: 5. light (laser) and heat attacks. MU: tribesmen are ambidextrous and can use two weapons simultaneously. MU: none.AT: as security robotoid. double if charge move. 51. 62. each of the 4 antennae has a sword-like barb which does 3d6 damage. 57. MU: may become Invisible. 40. Move: 4115. totally resistant to radiation. AT: dagger. 61. AT: 2 fore hoofs kick tor 2d6 damage each. 49. with the addition of the Laser rifles plus a 30 point energy shield with armor class 1 and self charging solar batteries. AC: 6. MU: total resistance to radiation. 67.10 x 49. Zarn (1) HP: 11. light (laser) and heat attacks. Move: 12. Move: 12. AC: 4. Move: 10. MU: none.63. 2 x 44. Move: Teleport. chameleon powers. Unit needs new energy cells. 70. AT: radiate intensity 18 radiation (5m radius) MU: none. 41. 75. MU: telepathy. MU: mass mind. 40. 18. 1 (non-weapon) artifact. Move: 9. MU: telekinetic travel through sand. 20. MU: telepathy. 33. Badders (9) HP: 30. Kep (1) HP: 72. 72. AC: 3. AT: blast of intensity 16 radiation. AT: none. AT: a touch can turn metal to rubber in 1m radius. AC: 5. 4 x 24. Move: 9. 51. AC: 6. Move: none. 29. AT: bite does 3d6 damage. AC: 7. Move: 12. 36. AC: 9. Move: 18. 3 treasures. AT: sonic attack ability. AT: none. Hoppers (2) HP: 12. Increased metabolism 76. 33. leader has Mark V blaster pistol. 3 x 47. 66. 2 claws do 3d6 damage each. AT: swords. AT: bite does 1d6 damage. 23. AT: bite does 9d6 damage. AC: 3. Hoops (12) HP: 60. AC: 2. Hoops (2) HP: 60. blaster rifles. radiated eyes. Obb (1) HP: 29. MU: wing case reflects sonic Attacks. 63. Hissers (10) HP: 57. Move: 4/15. 1 extra clip of slugs each. and bows. AT: see listing in rule book. AC: 8. swords. 68. Obbs (4) HP: 48. totally resistant to laser and sonic attacks. MU: none 81. injects intensity 18 poison. 37. 77. MU: partial carapace. radiation resistant bark. Centisteed (1) HP: 22. AT: swords. 74. mass mind. Move: 1/15. light (laser). Cal Then (1) HP: 26.13 x 52. MU: attraction odor. 68. AT: proboscis does 1d6 damage. 11. 36. MU telepathy. 8 have slug pistols with explosive slugs (30 per clip) doing 2d6 damage each. MU: force field generation. sucks blood for 12 hit points per melee turn. AT: repulsion field. AC: 10. and heat attacks. 3x41. Move: 4/12. telepathy. . Kai Lin (2) HP: 35. Tribesmen (34) HP: 72. Move: 10. Zoopremists (8): Hissers (2) HP: 54. Herp (1) HP: 63. laser eye-beam does 5d6 damage (25m range). mass mind. 2 claws for 3d6 damage each. detect surface creatures at 50m range. 49. 1 treasure. Move: 40 kph. 200m range. AC: 9. javelins (4 each) electrical generation of a special sort allows them to "charge" the javelins so that they deliver 2d6 electrical damage in addition to the normal 1d6 javelin damage. Engineering Bot-Heavy Duty (1) HP: 200. 73. Soul Besh (1) HP: 24. 27. Move: 15. 48. 41. AT: squirts acid stream for damage (30m range). hop 24. 64. AT: squeeze roots do 5d6 damage. AT: electrical generation. 57. AT: intensity 16 poison spittle (5m range). MU: totally resistant to cold attacks. MU: chameleon powers. 4 x 54. 78. 67. MU: none. Move: 10. totally resistant to laser and sonic attacks. force field generation. MU: total resistance to radiation. Warrior Androids (6) HP: 75 each. Seps (3) HP: 85. AC: 9. Move: 12. AC: 2. Blaash (8) HP: 52. 49. Move: 30. leader has 2 extra hydrogen energy cells. 56. AC: 10. AC: 4. mass mind. MU: empathy. Move: 18. 71. spears. AT: at touch can turn metal to rubber in 1m radius. Yexil (4) HP: 41. mass mind. 69. 8 x 57. 42. MU: total resistance to radiation. Move: 6/15. AC: 3. 79. AT: blast of intensity 16 radiation. 64. AC: 9. AC: 6. MU: totally resistant to heat and cold attacks. 2 x 42. AC: 6. AC: 9. 80. AC: 9. 65. MU: none. 35. AT: mandibles cause 10d6 crushing damage. 21. 36. AC: 8. 43. 83. MU: if injured. Badders (7) HP: 27. AT: death field generation. MU: none. MU: none. Move: 10. detect surface creatures at 50m range. 21. 28.10. Move: none. AT: bite does 9d6 damage.19. molecular disruption. 94. Move: 11120. mental blast. AT: intensity 12 paralyzing poison. 46. Move. AC: 7. 86. AC: 8. MU: none. Seroon Lou (7) HP: 26. AT: bite does 6d6 damage. AC: 6.13. 37. Hoops (12) HP: 45. 90. life leech de-evolution. parasitic attachment. 2 x 31. Fen (9) HP: 52. They build fantastically intricate underwater cities of stone. AT: when removed from water bursts into flames doing 5d6 damage. Sep (1) HP: 91. MU: light generation. daggers. Move: 1. telekinetic arm. 2 manipulation vines each. MU: none. 52. MU: none. short swords and crossbows. Barl Nep (1) HP: 47. MU: totally resistant to radiation. AT: telekinesis. 1 treasure. scales covered with intensity 18 contact poison. 20. Move: 3. and possess a retractable mosquito like proboscis through which they feed. mass mind. 3 x 19. . AC: 3 Move: telekinetic flight. 4 treasures. at touch can turn metal to rubber in 1m radius. Fleshin (1) HP: 23. bite does 2d6 damage. Move: 121-1112. AT: tail clubs for 6d6 damage. AT: javelins. 2nd round explodes doing 10d6 damage. Cryokinesis.AC: Move: -I-ll9. AC: 6. 24. MU: none. Shapechange.19. AT: bite does 1d6 damage. reflects heat and light (laser) attacks for 5 melee rounds. Tribesmen (62) HP: 12 each. Cren Tosh (1) HP: 48. 26. 2 x 30. 53. 89. 99. 88. mobility. 95. Keeshin (1) HP: 42. MU: none. AC: 5. 18. MU: none. Move: telekinetic flight. 47. 18. 22. long-limbed. can Shapechange into a sleeth with all that creature s abilities. MU: force field generation. AT: intensity 15 poison dorsal fin. AC: 9. AT: Cryokinesis and sonic attack ability can be used simultaneously. 32. AT: can Shapechange into any type of lizard (such as a sleeth) with all that creature s abilities: MU: none. wings. AT: none. Narl Ep (1) HP: 67. Move: none. MU: empathy. 7 treasures. Herkel (3) HP: 12. 20. will teleport up to 30m away. AT: bite does 3d6 damage. Move: 41151112. 40. 98. AC:9. AC: 4. 9. 38. 3 x 40. 97. 25. Menarl (1) HP: 17. Win Seen (1) HP: 63. 87. 3 treasures. 34.82. 96. AT: emits son/c attack when touched. 20. 4 x 37. AC: 3. AT: each has 13 manipulation vines which will do 1d6 clubbing damage each. MU: heightened strength. AT: secretes intensity 18 radioactive oil. Move: -I-118. 36. Ber Lep (5) HP: 56. MU: telepathy. AC: 5. Move: none. Move: 12.AC:9.AC: 3. These . Arns (3) HP: 24. 52. AC: 3. intensity 14 contact poison. 32. Move: -15119. 85. 3 artifacts. Move: 3/16.3 meter high humanoids are pale blue-green in color. 1 treasure. resection. Can use any two per melee round. and gills. tridents (as javelins). AT: 16 squeeze vines do 2d6 damage each. 91. poison resistance of 18. AC: 6. Ert Telden (4) HP: 37. Crep Plant (4) HP: 57. AT: none. Move: 61116. AC: 3. 52. 00. AC: 9. Move: 3181112. 84. MU: seeds emit son/c blast for 3d6 damage when cracked open. 93. MU: telekinetic travel through sand.16. MU: none. 92. 38. 42. life leech. Terl (4) HP: 34. suck blood for 1d6 per melee round. 29. MU: empathy. 15. 41. AC: 2. Kep (1) HP: 62. Move: 15. AT: death field generation. 31. Move: 1/15. AT: blast of intensity 16 radiation. 2 claws do 3d6 damage each. mental blast. AC: 9. 03. 35. 08. 40. totally resistant to radiation. 30. 30. AC: 4. 12. Blight (2) HP: 32. Perth (5) HP: 37. AC: 3. 18. 06. 2 treasures. AT. Move: 12. Move: 18. 42 AC: 8. flash of light on becoming visible blinds for 1-4 melee rounds. 18. AT: none. AT: electrical generation. M U: none. 8x83. 47. molecular disruption. 9. Obb (1) HP: 25. 1 manipulation vine each. Zeethh (36) HP: 3 each. emit 1-4 random radiations if damaged. AC: 6. 17. 17. 34. 64. MU: 2 have none. AC: 9. 07. partial carapace telepathy. parasitic attachment. AC: 6. life leech. 49. MU: none. 30. 46. MU: attraction odor. swords. 29. Kai Lin (3) HP: 32. . Badder (20) HP: 36. Crep Plant (6) HP: 52. Move: 10. Move: none. They have two backpack-size med/kits powered by solar cells. 16. 10. 92. 4 x 25. MU: none. Move: 2/10.MOUNTAIN OR FOREST TERRAIN 01. heat and sonic attacks. light (laser). 1 artifact. and heat attacks. 27. Move: 12. life leech. MU: none. Move: none. 1 treasure. 50. AC: 6. Move: 30. one has double-strength force field generation with a 5m radius. Move: 12. Healers (4) HP: 72. 51. AC: 9. MU: heightened strength. AT: stun ray pistols. mobility. Tribesmen (47) HP: 96. density control (others). AC: 4. AT: teleport seeds into warm body for 2d6 damage each. 45. 3 x 41. 57. 20. AT: bite does 3d6 damage constricts for 5d6 damage. 16x70. MU: none. MU: totally resistant to radiation. 3/16. 21 x76. AC: 4 Move: 12. 67. bite does 2d6 damage. Move: none. AC: 10. AT: radiate Intensity 18 radiation (5m radius). 04. Serfs (4) HP: 36. MU: none. 53. AC: 9. 12 x 20. 22. Move: 12. 6 x 36. mass mind. AC: 6. radiation resistant bark. 48. AT: squeeze roots do 5d6 damage MU: none. regeneration. AT: intensity 8 poison claws light wave manipulation. Centisteed (1) HP: 20. Move: 1. 24. radiated eyes. skin structure change (a tough bark-like skin). 2 x 30. 22. collectively emit cloud of intensity 10 noxious gas which causes nausea for two melee rounds and then unconsciousness MU: taller (3m). AT: slings. Arks (2) HP: 31. increased metabolism 09. MU: may become Invisible. AT: none. death field generation. weather manipulation. AC: 5. MU: force field generation. and 1 has precognition and planar travel. crossbows. 13. life leech. 14. 05. AC: 10. MU: none. Move: 6/15. 1 artifact. AC. Thinker Androids (2) HP: 50 each. Move. AT: emit radiation of random intensity if disturbed. clubs. Hoops (14) HP: 47. large fan-like shields with sharp edges (1d6 damage). Blaash (7) HP: 61. at touch can turn metal into rubber in 1m radius. 11. 56. 30. AT: see listing in rule book. Move: 96kph. Ecology Bot — Wilderness (1) HP: 80. AT: bite does 1d6 damage. AT: telekinesis. 19. 02. MU: rear impulse (large winged creatures). AT: large swords (as two-handed sword). 31. Arns (3) HP: 27. MU: telepathy. Arns (6) HP: 23. 13. AT: bows. Move: 15. Move: 10. 35. MU: totally resistant to cold attacks. MU: telekinetic travel through sand. Move: 12. AT: spears. Move: 15. Crep plant (2) HP: 76. injects intensity 16 poison. 34. AT: mandibles cause 10d6 crushing damage. 7. Pinetos (3) HP: 12. 33. 26. Sep (2) HP: 37. 100 domars. Grens (5) HP: 87. 52. 7 x 77. AT: telekinesis. 56. AC: 3. 4 extra hydrogen cells for rifle. Move: 6. 76. AC: 3. AC: 5. Move: 1. Move: 1u. 29. weather manipulation. 200m range. double will force. Move: 96 kph. Podog-trained (1) HP: 21. magnet/c Control (50m radius). Move: 4/15. MU: tear impulse (large winged creatures). 38. Seekers (2) HP: 86. Yexil (1) HP: 36. 82. AC: 3. 22. 29. 31. 37. telepathy. AC: 9. 22. sonic attack ability. the unit is inoperative. Move: teleport. Move: 4/12. tipped with intensity 9 poison (90m range). AC: 2. 82. 29. MU: chameleon powers. 10 x 60.42. AT: none. AT: intensity 16 poison spittle (5m range). AC: 4. MU: none. Move: 9/16. Move: 6/16. AC: 7. 15 x 72. intensity 14 contact poison. MU: wing case reflects sonic attacks. Orlen (1) HP: 69. its "brain" in a comatose state. MU: mass mind. AC: 9. Move: 18. 37. 12 x 65. parasitic attachment. AC: 5. Move: 12. 84. 30. 41. MU: 4 arms. AT: 15 throwing spines do 3d6 damage each. MU: none. 20. AC: 4. and 10. AC: 9. Soul Besh (1) HP: 43. Supervisory Borg (1) HP: 75. 46. Hissers (46) HP: 91. life leech. AT: bite does 2d6 damage. detect surface creatures at 50 meter range. time field manipulation. AT: tail does 1d6 damage to armor classes 8. AC: 6. MU: totally resistant to heat and cold attacks. MU: none. MU: none. telepathy. Zarn (1) HP: 17. as one cell is good for only 4 shots. AT: proboscis does 1d6 damage. laser eyebeam does 5d6 damage (25m range). 68. Move: 9. Parn (2) HP. AC: 10. AC: 4. 17. AT: squirts acid for 15d5 damage (3um range). MU: none. 9. 59. MU: none. 32. AC: 5 (8 if ridden). emit 1-4 random radiations if damaged. MU: can imitate attackers sounds to gain initiative. 24. mobility. Move: none AT: emits sonic attack when touched. as its nuclear plant needs replacement. Move: 9. AC: 7. 9. MU: none. sucks blood for 12 hit points per melee round. AC: 6 (5 for antennae). 36. 39 (plus 18 per antenna). 19. 20. 21. 32. 1 artifact. AT: death field generation molecular disruption. MU: fights so effectively with antennae that opponent's armor class reduced by 3 classes. 33. 25. 27. clubs. Horl Choo (1) HP: 37. AT: Daggers. MU: none. Perth (3) HP: 40. . Cal Then (1) HP: 27. AT: double telekinesis. has a special stasis ray rifle (50m range) which refreezes" the subject into a state of suspended animation for 2-8 hours (2d4). Herp (1) HP: 67. 23. AT: bite does 9d6 damage. 32. Move: 15. AC: 8. AT: 17 barbed spines per Parn do 2d6 damage each (50m range). each of 4 antennae has a sword-like barb which does 3d6 damage. MU: none. Arks (4) HP: 41. 2 manipulation vines each. life leech. AT: bite does 3d6 damage. AT: bite does 2d6 damage. MU: attract/on odor. Win Seen (4) HP: 54.19. AC: 4 Move: none AT: emit radiation of random intensity if disturbed. 28. AC. which has the following powers: delivers a 4d6 electrical bolt to any within 5m. at dawn they meld their minds (similar to a mass mind) and erect an opaque energy field (30m diameter). Move: 3/15. 3 sub-leaders have laser pistols. MU: none. absorbs 1W points per melee round. heat. 40. AC:4. Serfs (2) HP: 32. 45. Move: 30. MU: none. Move: 12. Tribesmen (81) HP: 97. Move: none. telepathy. 4 x 60. Parn (3) HP: 32. 8 x 84. 54. These are night dwelling carrion-eaters. MU: heightened strength. 49. mental blast. AC: 6. 50. Magnetic Control (50m radius). 10 x 60. Blights (2) HP: 32.Move: 12. 13. 9. constricts for 5d6 damage. 3 extra hydrogen energy cents. AC: 10. 53. MU: heightened strength. 52. AC: 10. 21. MU: telepathy. Mounted on huge Mutated Dragonflies (21) HP 27 each. AC: 5. sensitive to light. Podogs (5) HP: 20. 1 treasure. Zeethhs (26) HP. 9. 36 x 73. MU: totally resistant to cold attacks. AC: to. increased metabolism. 7x32. AT: bite does 3d6 damage. 41. telepathy. 47. 30. This is a "lord" and his band on the move. 27 x 76. 11 x26. 43. AC: 2. AC:7. MU: 4-arms. AT: 11 barbed spines per Parn do 2d6 each (50m range). AT: bite does 1d6 damage. MU: empathy. 55. AT: intensity 8 poison claws.MU: fights so effectively with antennae that opponent's armor class is reduced by 3 classes. Infravision. AT: squirts acid for 15d6 damage (30m range). double will force. Move: 15. Badders (27) HP: 46. 37. 18. crossbows javelins. AC: 5. energy cell charger. Obb (1) HP: 41. migrating to the nearest town of the Ancients. AC: 9. de-evolution. AC: 3. flash of light on becoming visible blinds for 1-4 melee rounds. Move: 15. intensity 14 contact poison. and sonic attacks. AT: teleport seeds into warm body for 2d6 damage each. tipped with intensity 9 poison (9Om range). Move: 18. AC: 6. Move: 2/10. partial carapace. 9 x 71. AT: blast of intensity 16 radiation 2 claws for 3d6 damage each. 27. AC: 5. 1 treasure. 66. Move: 4/15. Herp (1) HP: 54.Move: none. Move: 12. Win Seen (4) HP: 44. Tribesmen (42) HP: 67. density Contra (others) life leech death field generation. 14. AT: double telekinesis. Kep (1) HP: 97. Move: 10 AT: bows and spears. AT: slings at touch can turn metal to rubber in 1 m radius. . Centisteeds (2) HP. and possess Chameleon powers so as to make it almost undetectable at any great distance. Move: none. 2 each. and heat attacks. laser eye-beam does 5d6 damage (25m range). MU: wing case reflects sonic attacks. MU: none. totally resistant to radiation. AT: bite does 2d6 damage. Orlen (1) HP: 47. MU. MU: none. 31. 6$. AC: 9. 48. MU: can imitate attackers' sounds to gain Initiative. 12 x 54 18 x 49 AC: 6. AT: 2 claws do 1d6 damage each. MU: may become invisible. Horl Choo (1) HP: 80. each of 4 antennae has a sword like barb which does 3d6 damage.39. mass mind. Yexils (3) HP: 42. 2x37. 39. 42. Move: 6/16. AT: bite does 3d6 damage. 40.totally resistant to radiation. Hoops (12) HP: 70. swords leader (strongest) has blaster rifle. 5x 13. AT: emits sonic attack when touched. 44. 20. AT: squeeze roots do 5d6 damage. Move: 10. MU larger (10m long). 2 heads. 51. 30. plus intensity 12 poison. intensity 9 poison claws. 36. light (laser). Move: CAT: 18 throwing spines do 3d6 damage each. 2 artifacts. MU: force field generation. AT: scorpion-like stinger in tail does 2d6 damage plus injects intensity 13 poison. 57.AT: none. 5 x 54 AC: 9. 46.17 (plus 18 per antenna) AC: 6 (5 for antennae). 36. often razing small villages. light wave manipulation. Move: 1/15. MU: Attraction Odor. Cal Then (1) HP: 30. Move: 96 kph. 2 have total heal (others)—identical to total heal but is applied by the mutant to another being. 4 x 87. three horns do 1d4 each. sonic attack ability. MU: none. AT: javelins (6 each). weather manipulation. Move: 12. These "runts" are outcasts from their matriarchy and will aid any who befriend them. AC: 5. totally resistant to laser and sonic attacks. 32. AT: sonic attack ability. 66. 36. 37. AC: 6. Move: 12. MU: none. MU: telekinetic travel through sand. AC: 5. AT: tiny daggers do 1d6 damage per 10 females attacking. radiation resistant bark. 63. . Move: teleport. 60. 45. swords. AC: 9. Sep (2) HP: 69. Move: 4/12. 2 have Pyrokinesis. MU: none. AT: electrical generation. 79. Move: 10. Zarn (1) HP: 16. Move: 12. 56. Only the females have wings. radiated eyes. Soul Besh (1) HP: 32. MU: totally resistant to heat and cold attacks. An "animal" is any being which isn't totally human in appearance. clubs. Grens (13) HP: 102. J C 3. 2 extra clips of damage slugs (these don't fit into a normal slug thrower). 67. Tribesmen (172) HP: 100 females with 2 each. and 5m wide at the limit of the effect. 64. AC: 3. MU: none. detect surface creatures at 50m range. AT: bite does 2d6 damage. Kai Lin (4) HP: 47. 2 strongest have radiated eyes. MU: none. 65. AT: intensity 16 poison spittle (5m range). This robotic unit has the duty of monitoring a wildlife preserve and is to prevent animals" from harming "humans and vice versa. Badders (17) HP: 36. AC: 4. slug thrower with damage slugs doing 2d6 damage each (slugs not propelled by energy cell but by a chemical charge within each slug. a selective sonic blast that affects everything in a cone shaped area . AT: stun ray. Move: 9/15. 2 x 31. AT: swords. Move: 12/18. Monitor (1) HP: 60. Hissers (6) HP: 36. MU: none. AT: bite does 9d6 damage. AC: 8. 62.5m wide near the mutant. AT: mandibles cause 10d6 crushing damage. 74. Move: 12. 200m range. 60. 58. AC: 4. mass mind. AC: 4. Move: 9. Move: 18. wings. AC: 10. AC: 3.25. 29. 4x27. Move: 3/18. 68. Move: 15. Iron Society (12) HP: 79 each. 67. life leech. and 10. 7. 38. 3x 51. These small humanoids live a hive-type existence. Move: 6/15. 96. six slugs to a clip). a "D" or "M" result indicates the creature is stunned for 1-6 hours. telepathy. 72 males with 1 each. 59. 32. MU: planar travel. 57. 1 treasure. MU: mass mind. AC: 7. AT: emit intensity 18 radiation (5m radius). injects intensity 18 poison. AT: telekinesis. 5x 48. 27. 32. Pinetos (2) HP: 10. Horl Choo (1) HP: 42. These winged humanoids have tough scaly bodies and resemble medieval gargoyles. For the stun ray. 2 have repulsion field. While stunned the Monitor will move the parties up to 10km away with a tractor beam (can lift up to 500kg). AT: slings. MU: attraction odor. AT: 26 throwing spines do 3d6 damage each. 71. AC: 3. AT: tail does 1d6 damage to armor classes 8. 69. MU: fear impulse (large winged creatures). Blaash (5) HP: 47. 35. MU: none. MU: empathy. MU: wings. 70. 61. 4x21. 5 x 85. MU: shorter (3cm). 42. telepathy. Arks (3) HP: 33.56. 31: AC: 8. sucks blood for 12 hit points per melee round. 20m long. radiated eyes.AT: bite does 1d6 damage. 4x 57. 1d6 per 6 males attacking. two intensity 7 poison chaws do 1d6 damage each. Worker Androids (6) HP: 40 each. Move: 10. 35. males also shoot a poison (2m range) which is 1 poison intensity level per 6 attacking. 9. AC: 4. MU: chameleon powers. AC: 5. 72. tipped with intensity 9 poison (9Om range). Move: 6. Hissers (15) HP: 62. AT: proboscis does 1d6. roll a random radiation (3d6) and compare to the creature's constitution on the RADIATION MATRIX. mass mind. Barl Nep (1) HP: 42. 85. 84. Ert (1) HP: 14. 74. MU: none. AT: none. and sonic attacks. Move: 12/15. 18 x 67. 86. MU: telepathy. intensity 14 contact poison. radiation resistant bark. Move: -I-1120. 12. 27. and mass mind. 83. Move: 30. 21 x 65. radiated eyes. Move: none. Ber Lep (2) HP: 37. 32. 12x58. AC: 3. Hoops (3) HP: 46. Trained but running loose. and a selective sonic attack (see #63 above). 89. 88. MU: none. AC: 3. the last three are pure strain humans with two chemical explosive grenades each. Move: 12. at touch can turn metal to rubber in 5m radius. planar travel. AT: swords. 32. Pinetos (6) HP: 12. 11. MU: none. light (laser). MU: fights so effectively with antennae that opponent s armor class is reduced by three classes. Ranks of the Fit (27) HP: 127. Move: 10. AC: 10. Win Seen (2) HP: 42. 54. 26 x 62. MU: wing case reflects sonic attacks. 61.73. AT: secretes intensity 18 radioactive oil. magnetic control (50m radius). Move: 1/15. Herp (1) HP: 112. 1 non-weapon artifact and three treasures are religious objects. Sep (1) HP: 36. AT: squirts acid for 15d6 damage (30m range). needler pistols with intensity 17 poison darts. AC: 8. Move: 12. increased metabolism. 4 treasures and two non-weapon artifacts. MU: if injured will teleport up to 30m away. AC: 4. Parn (1) HP: 60 (plus 18 per antenna). AC: 4. Move: -I-118. 79. AC: 9. AC: 9. AC: 6 (5 for antennae) Move: 6/16.19. AC: 6. with military genius capability. mass mind. wings. Move: 3. radiated eyes. 21. 9x62. AT: blast of intensity 16 radiation. Seroon Lou (4) HP: 34. and 10. AT: each has 11 manipulation vines which do 1d6 clubbing damage each. MU: none. Warrior Androids (3) HP: 75. next two are hisser matriarchs with sonic attack ability. Move: •I-118. 90. heat. and life leech. AC: 6. 78. and heat attacks. AT: swords and spears. the next nine are humanoids with Pyrokinesis and vibro blades. AT: spears. Obb (1) HP: 32. 65. 2 claws for 3d6 damage each. Move: 10. Grens (5) HP: 67. Move: 10. 58. AT: bite does 9d6 damage. 76. . AT: tail does 1d6 damage to armor classes 8. AT and MU: strongest is a mutated bull who is immune to radiation. AT: emits sonic attack when touched. MU: attraction odor. 39. AT: bite does 6d6 damage. Move 12. 80. turning victim to stone on D result. 81. the next twelve are wolfoid creatures each with two claws doing 2d6 damage each. AC: 8. each of 4 antennae has a sword-like barb which does 3d6 damage. AT: 12 barbed spines do 2d6 each (50m range). Move: 15. MU: none. AC: 5. AT: swords and bows. AT: electrical generation. Herkel (7) HP:22. AC: 4. 75. AT: bite acts as intensity 12 poison. AC: 9.14.AC:6. MU: none. AT: none. MU: total resistance to radiation. 9. 59. 3 x 10. mental defense shield. MU: none. wings. Tribesmen (71) HP: 79. MU: none. 42.9. AC: 9. 87. Move: none. scales covered with intensity 18 contact poison. MU: force field generation.15. MU: telekinetic travel through sand detects surface creatures at 50m range. Move: 18. 4 x 72. 77. MU: attraction odor 82. 41. 2x112. Kai Lin (1) HP: 26. 20. 9. AC: 9. Centisteed (1) HP: 42. 3x51. AT: death fleld generation molecular disruption.91. MU: empathy. mental blast. de-evolution. AC: 7. 1 treasure. AC: e. heat. . 87. AT: can Shapechange into any type of lizard (such as sleeth) with all that creature s abilities. Move: telekinetic flight. AC: 8. AC: 3. AC: 6. death field generation. AC: 5. 43. reflects heat and light (laser) attacks for 5 melee rounds. 1 artifact. Move: 3181112.42. MU: may become invisible. 62. 1 treasure. Move: 4/15. AT: bite does 3d6 damage constricts for 5d6 damage.33. mass mind. Ert Telden (3) HP: 42. Menarl (1) HP: 22. Move: 121-1112. 3x39. Move: 6/15. 2nd round explodes doing 10d6damage. Move: 2/10. MU: force field generation can use any two per melee round. 61. Move: 12. 2 treasures. 93. AT: 22 squeeze vines do 2d6 damage each. 2 artifacts. AT: intensity 15 poison dorsal fin. Blaash (8) HP: 81. 37. AT: when removed from water bursts into flames doing 5d6 damage. 11-12 Badders (10) HP: 32. life leech. AT: spears and swords. 31. 13-14 Yexil (1) HP: 31. 2 treasures. life leech. AT: bite does 3d6 damage. 42. 6x67. 03-04. Keeshin (1) HP: 34. AT: emits sonic attack when touched. 96. 100. Tribesmen (26) HP: 82. 6x74. 15-16. MU: none. can shape change into a sleeth with all abilities. AT: slug throwers. AC: 3. 87.80. MU: none.2 x 57. partial carapace. and sonic attacks. 95. MU: none. Totally resistant to sonic attacks. AT: intensity 8 poison claws light wave manipulation. MU: none. 3 treasures. Crep Plant (3) HP:90. Narl Ep (1) HP: 97. 98. MU: totally resistant to radiation. 5x58. Win Seen (2) HP: 77. 54. mobility. 09-10 Hoops (19) HP: 90. AC: 8. AC: 3. AC: 9. telekinetic arm. 73. 33. bite does 2d6 damage. 07-08 Blight (1) HP: 71. MU: heightened strength. Move: 61-116. 05-06. Move: 18. 64. AT: radiate intensity 18 radiation (5m radius). AC: 4. 30. density control (others). 4x27. AT: pole arms and morning stars. AC: 6. 3 manipulation vines each parasitic attachment. at touch can turn metal to rubber in 1m radius.73. AT: cryokinesis and sonic attack ability can be used simultaneously. MU: seeds emit sonic blast for 3d6 damage when cracked open. MU: none. 92. 97. MU: heightened strength. intensity 14 contact poison. MU: none. 12x64. Move: 12. AT: telekinesis. AC: 3. totally resistant to radiation. Warrior Androids (4) HP: 75 each. 7x72. Fleshin (1) HP: 41. AC: 6. Move: 12 AT: sonic attack ability. Fen (8) HP: 52. mental blast. AC: 4. spears: MU: heightened strength. AC: 8. AT: 10 spears. flash of light on becoming visible blinds for 1-4 melee rounds. Terl (4) HP: 47. 46. spears. MU: totally resistant to cold attacks. 41.62. 51. AC: 9. Shapechange. Move: none. Move: telekinetic flight. AC: 9. 4x81. Move: 15.76. 1 non-weapon artifact. 42. Move: •15119. poison resistance of 18. laser eye-beam does 5d6 damage (25m range). 99. 31. bite does 1d6 damage. Cryokinesis. telepathy. AT: tail clubs for 6d6 damage. Serfs (3)HP 47. RUINS OR RADIOACTIVE ZONES 01-02. 23. 3x24. life leech. MU: none. Move: -I-ll9. Move: 1. Cren Tosh (1) HP: 62. MU: none. Move: none. reflection. MU: telepathy. 94. MU: none. 7 x 58. 30. AT: 2 stun grenades each. AC: 7. Move: 15. MU: fights so effectively with antennae that opponents armor class reduced by 3 classes. AC: 5. 1 non-weapon artifact. 6 x 61. intensity 10 poison stings in tails. MU: none. sonic attack dbilit>. Move: 3/16. AT: bite does 2d6 damage. Defense/Attack Borg (1) HP: 200. bite does 1d6 damage. 42. 2 x 55. weather manipulation. double telekinesis. AC: 6. Move: 15. mass mind. 37-38.5x61. 74. AC: 7. unit out of grenades and missiles. AT: see listing in rule book. AT: javelins. 4x75. mental defense shield. 41. but opponent must be touched) with 10 charges each. MU: telepathy.58. 4 treasures. slings. MU: all have a partial carapace and are immune to the paralysis gas. AC: 7.2x67. MU: none. MU: 4 arms. AT: intensity 8 poison claws. AT: telekinesis. Followers of the Voice (21) HP: 92. AT: plastic stun rods (stun as the pistol. 38. the 11 each have new body parts (pincers which do 3d6 damage) and paralysis gas generation. MU: mass mind.11 x46. hoops at touch can turn metal to rubber in 1m radius. AC: 5. AT: double telekinesis. recharged by 12 hours of sunlight. 6x69. 64. AC: 6.27. double will force. MU: telepathy. 21-22. AT: 12 barbed spines per Parn do 2d6 damage each (50m range). AC: 9. 2 x 19. Archivists (12) HP: 62. 25-26.74. . clubs. Move: 12. 45-46 Hissers (10) HP: 54. telepathy. Arks (4) HP: 25 each. 35-36. AC: 9. MU: empathy. AC: 1 Move: 96 kph. Move: teleport. AT: intensity 11 poison claws. 49-50 Orlen (1) HP: 67. AT: strongest has heat generation and time field manipulation. precognition. feed on all forms of energy by absorbing it (making them immune to laser. 2 treasures.54. and a com unit in communication with 2 similar groups close by and with their master —the nearest main building computer. repulsion field. AC:6 (5 for antennae) Move: 6/16. each of 4 antennae has a sword like barb which does 3d6 damage. totally resistant to laser and sonic attacks. AC: 4. 81. 59. AC: 7. Move: 12. AT: strongest has stun whip. Arns (2) HP: 38. 24. take double damage from cold and sonic attacks. 7 x 42. They will often attack merely to be fired upon so that they can feed.60. pldNdr travel.67. AT: double strength reclusion field.57. Serfs (4) HP: 47.51. 31-32. death field generation. 2 heads. MU: heightened strength. AC: 3.3x69. Zarn (1) HP: 18. 27-28.81. AC: 3. negate any force field (30m radius). AT: pole arms. Hissers (17) HP: 81. Move: 12. MU: fear impulse (large winged creatures).17-18. 52. telepathy. intensity 8 poison claws. life leech. 7x63. Move: 12. MU: wings. 2 treasures. de-evolution. This unit somehow got general household robotoid programming and goes about cleaning up a block-sized area! 33-34.67. Tribesmen (36) HP: 67. Move: 6/12. AT maces. AT: intensity 16 poison spittle (5m range). 19-20. mental defense shield.47. 43-44. AC: 8. AC: 4. 39-40.5 x 42. negate any force field (30m radius). 23-24. 2 treasures. 11 x 49. Move: 18. telepathy 2 treasures.3x56. 31. density control (others). all have flails.5x61. fight wave manipulation. MU: mass mind. 100 point energy screen. 40. 3x 27. Move: 12. 200m range. Move: 15. double will force. partial carapace.4x76.2x65. Move: 12.72.72. Move: 10.24 (plus 18 per antenna). sonic attack ability radiated eyes. AT: javelins. life leech.82. Move: 12.31. and heat attacks). 87.61. 37. 41-42. Badders (9) HP: 31. precognition. Orlen (1) HP: 61. 29-30. 2 heads. 47-48 Sleeth (1) HP: 97. MU: telepathy. strongest has energy mace. Parn (4) HP: 32. 1 non-weapon artifact. 22.3x54.52. mental blast. MU: 4 arms. Hoops (18) HP: 90. mass mind. radiation. telepathy. Sleeths (9) HP:77. MU: telepathy. mobility. Cren Tosh (1) HP: 92. 79-80. AC: 9. poison resistance of 18. javelins. molecular disruption. AT: radiate intensity 18 radiation (5m radius). 67-68 Blights (4) HP: 42. AT: intensity 16 poison spittle (5m range). Fen (2) HP: 52. the second 2 both have radiated eyes. Move: 12. Win Seen (3) HP: 37. 56. AC: 9. MU: none. mental blast. 35. AC: 5. 4 manipulation vines each. 91. weather manipulation. AC: 9. heat generation. and the 4 have wings and repulsion field. AT: tail clubs for 6d6 damage.2 x 40. 71-72. AT: bite does 3d6 damage. MU: none. MU: none. AT: pole arms. Tribesmen (27) HP: 67626x60. 2 treasures. Move: 3/16. light generation. 10x76. AT: none. 85-86. Keeshin (1) HP: 29. Move: 6115. The strongest is the leader. 36. AC a Move: telekinetic fight. MU: none. Move: -I-116. fife leech. 61-62. 53-54 Worker Androids (2) HP: 40 each. Move: -15119. 47. MU: none. 41. these humanoids can shape change into 2m long worm-like creatures and burrow into the ground. AC: 7.26. de-evolution. . AT: 2 swords. 31. AC: 6 (5 for antennae). 72. Zarn (1) HP: 12 AC: 7. 73-74 Fleshin (5) HP: 50.31. 39. 2 x 61. Move: teleport. Move: 2/10. 90. 69-70. Medical Robotoid (1) HP: 36. MU: none. MU: force field generation. Move: 1. reflection. MU: none. 37. 2 treasures. AT: can shape change into any type of lizard (such as a sleeth) with all that creatures abilities. MU: heightened strength. AT: none. Move: 96 kph. 31. where they live in the sewers and subways of Ancient cities. AC: 8. MU: fights so effectively with antennae that opponent s armor class reduced by 3 classes. 7x41. 65-66 Arns (3) HP: 33. telekinetic arm. AC: 3. Can use any 2 per melee turn. 59-60. AC: 10. bite does 2d6 damage. the 11 have heat generation. Blaash (6) HP: 42. 70. MU: totally resistant to electrical. 60. each of 4 antennae has a sword-like barb which does 3d6 damage. 75-76. the 10 have magnetic control. AT: death field generation. Move: telekinetic flight. MU: totally resistant to radiation. 81-82. AT: bite does 2d6 damage. AT: telekinesis. intensity 14 contact poison. flash of light on becoming visible blinds for 1-4 melee turns. Move: 15. totally resistant to radiation heat. AC: 4. 4x73. MU: none. 30. AT: telekinesis.36. AC: 3. 7. Move: 6116.35. parasitic attachment. 67. 12x54. life leech clubs. AT: Cryokinesis and sonic attack ability can be used simultaneously. Move: none. Non-operational. Move: 3/8//12. AC: 3. can shape change into a sleeth with all that creature s abilities. Parn (1) HP: 52 (plus 18 per antenna).51-52 Arks (3) HP: 32. constricts for 5d6 damage. AC: 7. but may use atomic torch to do 5d6 damage plus intensity 5 radiation. MU: none. AT: intensity 15 poison dorsal fin.41. and sonic attacks. MU: none. Terl (2) HP: 31. AT: emits sonic attack when touched. 55-56. AC: 6. reflects heat and light (laser) attacks for 5 melee rounds. AC. MU: none. Move: 10. fife leech. heat and cold attacks. Menarl (4) HP: 17 each. Repairing a small cargo transport. 38. 27. 63-64. a slightly crazy Pure Strain Human who is totally resistant to radiation. 11x82. AC: 3.31. Cryokinesis. MU: fear impulse (large winged creatures). 200m range. Shapechange. burrow 3 AT: electrical generation. 57-58 Radioactivists (28) HP: 112. AT: 13 barbed spines do 2d6 each (50m range). 44. 77-78 Crep Plant (8) HP: 74. Move: 12 (the last four move 10/16). MU: may become Invisible. Move: 121-1112. 83-84. Ert Telden (2) HP: 40.good condition 24. Carton of soap bars . MU: none. Herkel (4) HP: 22.18. Wristwatch .14. MU: none. AC: 6. AT: when removed from water bursts into flames doing 5d6 damage.2 x 31. 16. drained 12.containing 10-60 domars (10d6) 20. 13.2 x 36. Move: none. TREASURE LIST I 01. MU: none. locks rusted shut. Move: •I-118.poor condition 10. 91-92. Marble lion head .obviously broken 17. AC: 8. Ballpoint pen . AT: secretes intensity 18 radioactive oil. but intact and full of high octane petrol. Instant movie camera .excellent condition: when grasped firmly.perfect condition 23.fair condition 25. Barl Nep (1) HP: 62. Traffic light . Slot machine . Automobile battery . 15. Move: none. Electric fan . 37. AC: 6. but usable) 14.fair condition: rusty. Hand calculator . AT: none. Move: -I-1120. containing a one-reel Mickey Mouse cartoon.poor condition. contains insurance papers. none.excellent condition. Plastic container (unopened) . Pocket color television . 09. turning victim to stone on a D result. 93-94.excellent condition. MU: none. no batteries 21. no fluid 11. Ert (1) HP: 15. AC: 9. Move: I-118. Attaché case .poor condition 06.37. 97-98. AT: 17 squeeze vines do 2d6 each.30. scales covered with intensity 18 contact poison.contains 1 kg. Move: 3. Parking meter . Bicycle pump . will teleport up to 30m away.good condition 22. AT: each has 16 manipulative vines which will do 1d6 clubbing damage each.obviously broken off larger statue. Jerry can . Ber Lep (1) HP: 90. 99-00.19. Seroon Lou (7) HP: 40. Stamp machine . Move: -/-//9. Wind-up alarm clock . 19.87-88. Stopwatch .poor condition 18. Lamp – fair condition 03. AT: bite acts as intensity 12 poison. MU. AT: bite does 6d6 damage. Microwave oven . Pleasure globe . MU: if injured. Household cleanser .perfect condition.good condition. AC: 9.good condition 07.obviously broken 26. gives holder pleasurable sensations. 05. AC: 3.fair condition.excellent condition 04. Leather pouch . no batteries. 89-90.good condition 02. Narl Ep (1) HP: 64. MU: seeds emit sonic blast for 3d6 damage when cracked open. Cigarette lighter .good condition 08.fair condition (crumbly. AC: 3. 95-96. Film can . Pencil sharpener . 2nd round explodes doing 10d6 damage. but missing a large stone in back 41. Manual typewriter .excellent condition. intensity 10 poison 36. Ceramic coffee cup . Locket . Magnetic compass . no battery 45. Velkon tube apparatus .excellent condition 67. Perforated pollinator .good condition.containing assorted "old fashioned" (from the late 21st century) ladies’ dresses in fair condition 42.contains 8 packets of single "hallucination pills".fair condition.contains 10-100 medals (10d10) 60. some blades rusted shut 53.fair condition 38. but giving off intensity 5 radiation 59. Mounted collection of military medals (from wars between 2047 and 2133) .perfect condition 34. Soft drink vending machine . Rusted can (unopened) .poor condition.fair condition. Polarizing sunglasses . rusted 58.fair condition. Tuba .poor condition 30. Powered carving knife . Rollerball trophy .poor condition. shows image of Director of Genetic Security fused on side 55. but barely audible 32. Cash register . Togulen machine (civilian) . Home laser optics projector (for light shows) .fair condition.good condition. Cuckoo clock .excellent condition. Bicycle . Dog whistle . no fuel 48.obviously broken 57. Pair of retractable detractors .good condition.fair condition 43. Scissors .unusable (mashed flat by a steamroller) 56. batteries leaked 66. Partial control panel (from a military hover car) . Jungle gym . Telescope .perfect condition 64. Eyeglasses .poor condition. Plastic case (sealed) .worth 50-500 domars (5d10 x 10) 65. Jeweled gold crown .obviously broken 63.obviously broken 40.working.chipped. Cedar chest (locked) . contains 2 photographs 52. instructions worn off 50. each giving 4 hours of mental entertainment when ingested 37.27. Hearing aid . Metal charcoal grill .poor condition 39.perfect condition 51. 1 cm thick 33. Diamond ring . but is totally useless 44. frame bent 49. empty 54. blade broken. T5-3 Semplia module .fair condition . 1 meter long.obviously broken 35. Three folding metal chairs .good condition 29. Scout knife . Riding lawn mower . Chest of antique coins .each contains remains of fine cigar 28.contains spoiled sauerkraut. weights missing 47.15cm diameter. Saxophone . Duralloy cylinder . "Mama" doll .with cryptic writing (TSR Hobbies) 61. tires flat and rotted.perfect condition 31.poor condition. 3 charges remaining 62. Aluminum cylinder set .looks good. Small pewter belt buckle .obviously broken 46. Plastic crate .contains scrap metal. V blaster in poor condition 91. Coil of 00 gauge copper wire . of recent construction .good condition (20m coil) Entrenching tool -fair condition. Steel drum . can be pulled by four rakoxen 83.poor condition 71. any creature brave enough to consume this rolls d10: 1-5 no effect. Pocket radiation intensity indicator . Small box of assorted small lead figurines. Office copying machine .poor condition.duralloy construction. Only one dose per character! 92. slugs 96.good condition .good condition (red.late model bubble-car parts 80. but well polished 90.poor condition (partially melted) Nylon Rope . Brass nameplate . rusted Bicycle reflector .perfect condition. 60cm. Metal box containing 24 50 cal.poor condition. never used. Pocket elevator . empty 75. 97. Binoculars . or blue color) Pencil . 4-wheeled cart.fair condition 74. point broken .good condition 78.intact 82. barrel clogged 95. markings rusted off 88.blade in good condition. 1859 Swiss Infantry Saber . coat. one tine broken 99. forged by Orlens 89. Suitcase .excellent condition 73.excellent condition. rusted shut.excellent condition. Chairman.3m x 6cm walnut base.6m x . 3.locks rusty.good condition 79. all effects are permanent.poor condition. duralloy sphere resting on a wheeled cart (time capsule from 2076) . Leather bag full of miscellaneous knobs and buttons .good condition 85. 12-gauge Shotgun . Paired Mnemoxing plates . 3-dimensional-animate-inanimator . 94. Plastic box . 5-Forked Breen/Gola .still fresh in plastic packets. 6-9 add 2 points to constitution and 2d6 to total hit points. Solid duralloy scale model of the starship Savage Dictator on . 72. including rechargeable solar battery (built in).looks and smells like rot. contains synthetic furs (stole. 5-litre can of liquid duralloy . 10 lose 2 points from constitution and subtract 2d6 from total hit points. dead batteries. grip rotted off 87.containing 10 clips of 60. well painted .obviously broken. Expansive foam fire extinguisher .lined with hinged lead plates (all radiation directed at occupants reduced by 6 points). at the bottom is a Mk. Board of Directors" 93. Adjustable wrench .17 cal. 4-drawer filing cabinet . Chemical explosive in soft container. well polished blade 77. # 303 can of Martian Snovi (regeneration grass) .) 69. but handle broken Plastic coat hanger. bearing the words "R. yellow. etc.looks like a neutron bomb.full of intensity 6 radioactive wastes.good condition. white. Samurai sword .10-60 meters long (d6 x 10) 98. TREASURE TABLE II* 01 02 03 04 05 06 Claw Hammer. no fuses . Two-thirds of a metric ton of Mygnyl Chorts .excellent condition.excellent condition.68. Elumb.O.perfect 81.excellent condition 70.hardens after three hours of exposure to air 84. Boxed engine tune-up kit for a 2302 Chrysler-General model 407 moon flier .fair condition 76. Four handed sword . machine gun cartridges 86. Fishing rod and reel .5m circular stained glass window . 100. western novel with cover missing Ground car hubcap . strap missing Board game .perfect condition 1-6 empty soft drink bottles .poor condition News magazine or comic book . battery missing (buzzes and flashes when working) Cosmetic item. adjusting screw corroded Large plastic box . but dented Plastic baseball .perfect condition. feathers gone Book -good condition.poor condition.fair condition Ceramic salt shaker . no label.excellent condition (household water pipe 1-4m in length) Plastic box .07-08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39-40 41-42 43 44-45 46 47-48 49 50-51 52 53-54 55 56-57 58 50-60 61 62-63 64 65-67 68-69 70 71-72 73 74-75 76 77-78 79 80-81 82 83-84 plastic 85 Small bottle of insect repellent.good condition.good condition. 5-20m Nylon fishing line . full of red pepper Hacksaw .good condition.fair condition.perfect condition. tea kettle Metal can . instructional series on vehicles and robots (dice for type) Book . full of plant food 2-12 aluminum arrows . holds 50-100 play domars Eight-track trivideo tape . reading primer Pair of scissors . blade has plastic guard Small container .good condition.good condition. batteries missing Plastic table knife . dictionary Smoke detector .fair condition.fair condition. shotgun shells (deer slugs/ buck shot/bird shot) . holds 50-100 screws of assorted types and sizes Electric knife sharpener . contains herbs or spices (pick one at random) Plastic box .fair condition. 9 shot capacity Home doughnut maker .good condition but cord missing Case of 150 12 g.excellent condition.fair condition.perfect condition Book . mascara bottle Metal cooking utensil . 6 patches Door knob and shank .very poor condition Plastic bag of gross seed . board stained Book .perfect condition.perfect condition Adjustable wrench . contains 100-proof Scotch whisky . women’s .poor condition.good condition.poor condition. contains 50 different multi-colored children’s blocks made of lightweight Bottle . badly outdated Stainless steel spoon . push button model .good condition.condition appears excellent but motor is missing Pair of water skis .fair condition. full Bicycle . no label. pistol . badly rusted and hole-ridden Toy blaster pistol . holds 50-100 assorted nails Plastic garden hose .good condition.excellent condition. contains colored dye Magnifying glass .22 cal.fair condition.fair condition. contains a hang glider kit Small plastic bottle of colored liquid .poor condition Large metal shears -fair condition Portable hand vacuum cleaner .excellent condition.fair condition Set of colored pencils . any one volume of an encyclopedia Hovercraft license plate .excellent condition.excellent condition World globe . cover and lost page missing Small shaker. pieces missing.good condition.fair condition.excellent condition.good condition. SIF novel. contains oil (penetrating/lubricating/cooking) Metal pipe . contains a complete setof 60 Chinese checkers marbles Crash helmet with visor-fair condition. screw rusted Plastic box .fair condition. handle bent Pliers/wire cutters .excellent condition.good condition Book .fair condition. contains vinegar Plastic box .poor condition Plastic box . leads broken Bottle . but several chips around edges Small plastic box . no staples Plastic container .poor condition.poor condition.fair condition. designed to hold facial/toilet paper or napkins Telephone.good condition. seat missing and tires f lot Stapler -poor condition. 50m length Vinyl patching kit . cards torn.fair condition .fair condition Screwdriver .fair condition.perfect condition Garbage can .fair condition.fair condition. no liner or strop 42-43 Metal lug wrench .fair condition. holds 3-18 plastic polyhedral objects (dice) in good condition Book . small arms instruction manual TREASURE TABLE III* 01-02 Small bottle . contains small tubes and spheres.poor condition. (Fireworks). somewhat corroded 44-45 Plastic disc.perfect condition 11-12 Aluminum cylinder . contains room deodorizer which now has turned into intensity 9 poison gas covering a 5 meter area upon opening 64-66 Plastic container .good condition (paint of miscellaneous color) 24-25 Hand air pump . contains heavy grease 76-78 Metal can . and washers Toiletry article . metal cylinder with plastic hose and brass fittings 26-27 Opaque plastic bag .fair condition.fair condition. holds white powder (intensity 15 rat poison) 67-71 Metal can . battery powered drill (no battery). contains man's deodorant 47-48 Small sack .good condition.good condition. boomerang APPENDIX I (Legion of Gold) A. hula hoop toy 00 Plastic strip . twisted and dented picture frame 51-52 Metal chain .fair condition.fair condition.excellent condition. intensity 17 poison if ingested 03-04 Plastic box.excellent condition (handcuffs. man's razor (no blades) Screwdriver .fair condition.excellent condition.excellent condition.excellent condition. Phillips head Book .good condition.good condition. bear trap 54-55 Small metal device . contains super-strength bonding glue. contains sugared honey 72-75 Metal can -good condition.excellent condition. contains assorted hard candy 79-81 Metal can .excellent condition.fair condition. rifle ammunition .good condition.fair condition. contains a joke “snake” that springs out when opened 86-89 Metal can . contains various sizes of rubber bonds 28-29 Plastic tubing . contents turned to powder that gives off intensity 13 radiation 90-96 Metal can . basketball hoop 57-61 Ceramic pot . large . gothic horror Plastic dinnerware.poor condition.good condition.fair condition. contains 10 unpainted lead figurines in good condition 33-34 Power tool .good condition Leather bag . no batteries Plastic box .fair condition.poor condition. is packed with thick white powder (plaster of paris) 49-50 Metal frame .good condition (baseball bat) 13 Metal loops . 10-100 total 19-23 Plastic bottle of liquid . two centimeter diameter.good condition. string missing 09-10 Hockey puck . melted child’s toy 46 Plastic bottle .fair condition. contains 50-100 assorted nuts. pencil sharpener (broken) 56 Metal loop . 2-12 bits in the handle compartment 35-36 Hardware .86-87 88 89-90 91 92-93 94 95-96 97 98-99 00 Flashlight . bolts.good condition.excellent condition. yo-yo. ceramic base. 20m in length 30-32 Plastic box . contains military issue protein powder sufficient to feed eight people for three days if mixed with water 97-99 Plastic ring.fair condition. flower vase 62-63 Plastic container . THE LEGION OF GOLD .good condition .fair condition.fair condition. can opener 37 Plastic box . dog collar 53 Metal trap . open. contains turpentine (intensity 12 poison) 08 Toy . contains salted nuts in rancid oil 82-85 Metal can .good condition. 1-4 pieces .good condition. but without key) 14-15 Sheath knife . no label. wire attachment (lightning rod) 40-41 Metal helmet .fair condition.fair condition.good condition. large .poor condition. 20-80 plastic pieces inside (scale model building toy) 38 Plastic cording .perfect condition.excellent condition. partially melted 1-100 rounds of . telephone directory Book .fair condition.good condition.22 cal. 15 meters long 39 Metal rod .good condition 18 Plastic box .excellent condition.holds modeling clay 05-07 Small bottle -fair condition. point broken 16-17 Metal file . electrical extension cord with plug. and in the decades which passed. vengeful. a computer.v.) in its left arm and a laser pistol operating off leads from the solar energy cell. there is always a one-second interval during any melee round when power is weak. In other than direct sunlight conditions. This unit is a redesign of a general household robotoid. special. which normally allows five shots before requiring a oneminute recharging period. Because of the tremendous energy required. below) Movement: 12 Sensors: Standard. Servo units began functioning in the few workshops left. programmed for limited actions (survival. planning to return when possible and bring the computer into operation again. somehow. with specially protected.) allows an energy screen to be generated around the centurion and up to twelve other units or creatures in a 15 meter radius of the centurion which absorbs virtually any amount of damage or deflect it.v.men and women long since dead. etc. This is the “flicker” already noted at the beginning of encounter 11. somebody unknowingly set off a coded signal which allowed the computer to once more gain the energy needed to function fully. Somewhere. So it remained for over a century.CENTURION ROBOT No. night. The solar energy cell is directly under a clear hemisphere atop the “helmet” area of the unit’s head. just sufficient to keep the complex operable. though if the characters should make the attempt there is a 15% chance the device detonates 1-3 of the remaining grenades (randomly determine what type of grenade). damage in excess of 10 points are inflicted through the screen to the unit or creature. as fully as it now could. or. with funding from both government and military sources. the Legion of Gold Headquarters. Force Shield: Broadcast power from the control computer (q. and “emotional” bases to operate from in addition to standard data storage programmed into its memory banks. It moves by walking at a rate of twelve meters per turn. Appearing: 1-3 Hit Dice: 10 (40 hit points) Armor Class: 3 (see Force Field. remained on minimum power use from the fusion reactor buried for below the underground complex. Otherwise. it has been equipped with a mini-grenade launcher (q. Thus the UWACCO . humanoid shape. with only 1-3 charges left. after which the firing cycle can begin again. The cell is extremely difficult to remove as the power leads to the laser pistol are easily broken. The handful of scientists and technicians surviving the disaster shut down the operations and left it on a sustained non-functioning basis. The main computer was actually devised to work in conjunction with direct human brain input. robotic elements. Each unit thus protected can withstand up to 50 hit points of damage per round on the screen before taking any actual unit damage. when the area was struck by an attack which devastated most of the complex. In the interim. The metal plating of this unit makes it appear to be a human encased in power armor. Removing the launcher intact is impossible. If more than 10 points of damage are inflicted on the screen of any unit or creature during this period. infrared Power Sources: Broadcast power. The surviving part of the complex. the brain alive but “asleep”. solar cell Control: Electronic. some portions of the computer malfunctioned. GM Note: Mini-grenades are loaded/unloaded through a small access plate in the centurion's shoulder at the back. Then. the pistol is operational but un-rechargeable. When no sunlight is present (very cloudy.) recharging is not possible. There are force screen and directional antennae on the “helmet”. and malign. completely sealed and self-sustaining systems for the series of human brains which would be linked with the computer. it grew deranged. The insane intelligence took over command of the complex and set about the plan it had calculated to gain revenge on those who made it . at least. The opportunity never came. the complex which developed was unlike any other previously built. self-defense) Construction: Two meters tall. so that it could have “thinking”. provision was made to make the complex cybernetically controlled. “reasoning”. As the world situation worsened. There is only a 5% chance that even the most competent character can remove the device in perfect condition. and only a few brains were actually placed within their special tank units. a fiveminute recharging period is necessary. university researchers constructed and programmed a unique computer system to aid in analysis and solution of the grove problems facing mankind. something triggered the power system. The work was only partially completed.55000B hummed and sent weird atonal notes throughout the plasteel chambers which housed it. and a handful of general household (Project . As it was a special project. and one of the cybernetic tanks. CONTROL COMPUTER (REAPER) During the Shadow Years. return to base. indoors. A low level of awareness come to the encased brain. NEW CREATURES BIGOON NO.) were ready to serve and obey as faithfully as any robot. Two human prisoners were brought back. now calling itself REAPER. APPEARING: 1-10 (10-100 in nests) . thus effectively turning the subject into on automaton that answers to commands relayed from the control computer through a centurion robot to an implanted receiver. of course. and a legionnaire will always be an automaton as long as it is alive. REAPER uses all of its cunning and devices to dupe. with additional force shield protection which when in operation causes the armor to glow see CENTURION ROBOT for details of the force field). If three or more are encountered. Legionnaires attack by using their mini-grenade launchers and. A lone bigoon is usually a rogue male. made a series of adjustments in the one remaining medical laboratory. mutated raccoon. mutated or of pure genetic strain. a human brain now quite mad and hateful. or as replacement ports). lie convincingly. with the aid of the newly modified robotoids.e. but the creature is prone to ignore other creatures if well fed. APPEARING: 1-6 HIT DICE: 15 ARMOR CLASS: 6 MOVEMENT: 12 ATTACKS: two claws and a bite DAMAGE: 1-6/1-6/4-24 MUTATIONS: heightened strength One glance easily identifies a bigoon as a giant. The creature is well over two meters tall (old males being known to reach three or more meters in length. B. sent out four of its minions. It must be emphasized that the parts of the old computer complex which remain operational are under the control of the cybernetic unit. Legionnaires move slowly and act by relayed commands. Bigoons are all capable of climbing trees sturdy enough to hold their weight.v. a bigoon attacks virtually anything. The creature also has heightened strength to complement its native intelligence and cunning. but its insanity will never permit a real change in its purpose. Appearing: 2-12 (per accompanying centurion) Hit Dice: 8 (32 hit points) Armor Class: 3 (powered plate armor motivated by directed broadcast power from centurion robot. and it bites for 4 dice (4d6) of damage. the bigoon has lost none of the manipulative dexterity of its small progenitor. Despite its increased size and strength. the control computer.Maintenance Models M2H5 robotoids were converted to yellow-armored mechanisms which would become known as "centurions". The hand-sized forepaws of a bigoon are quite nimble and can be used to open simple closures and latches. nose to tail). When this task was finished the servos. Receivers are implanted at the base of the skull. Movement: 10 A legionnaire is a captive human or humanoid mutant who has been subjected to brain alteration by the control computer. It detests all humans. The bigoon’s teeth are very much enlarged. A well-fed bigoon has been known to playfully knock down a passing human in order to tear open a carried sack. Those it can’t turn into legionnaires it kills or stores cryogenically until it has need for them (whole. short swords. When hungry. If threatened and defenseless. About three months after awakening. BUGGEMS NO. they are likely to be a mother and her immature young. a group under control performs the same act at the same time. and in a short period the first “legionnaires” (q. unless its curiosity is aroused. when their supply of grenades is exhausted. The alteration process is irreversible. LEGIONNAIRE No. a blow from a bigoon’s forepaw does only one die (d6) of damage. Fortunately. All action is in concert. Removal of the receiver kills the legionnaire. it will. The bigoon is a nocturnal hunter and has infravisual capabilities. and destroy humans. manipulate. i. sword. or mace. The abnormality causes the termite man's size and strength to decrease. occurring in only 1% of the species. The creatures are bipedal (standing between 150-200 centimeters) and have only two arms. DEATHMOSS NO. the creatures have developed heightened senses that allow the buggems to see in the dark. The types and associated probability are: Die Roll 1-40 41-80 81-00 Gas Opaque gas Caustic gas Poison gas Each mutated buggem is able to generate only one type of gas. the buggems’ first mutation is that of gas generation. roll for each mutated buggem with this ability). In addition. having been spawned decades earlier by the radioactive fallout of an atomic bomb test. and death ray projectors whenever such advanced weapons are available. Although they prefer to remain in their nests. In appearance. They direct all important actions taken in their nests. Several different types of gas are possible with varying probability of appearance. harmless cloud. and 1-10 points respectively or they can use a crude weapon such as an axe. allowing a degree of intelligence to enter into their lesser brothers’ actions. Caustic gas is an acidic vapor that burns all within its area of effect for 1-6 points of damage per round. and telepathic ability. the buggem species survives partially due to two unique mutations that occur occasionally among their kind.HIT DICE: 5-7 ARMOR CLASS: 5 MOVEMENT: 10 ATTACKS: two claws and a bite. odorless cloud of lethal vapor (intensity 3-18. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. In a world of for more dangerous creatures. and may use this ability only three times per day. Like any of their smaller relations these termite creatures are primarily fungus eaters. thick. In addition. All buggerns are immune to any of the gases' effects. Each generation fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any). Due to the lack of light in the buggem nests. these malevolent creatures have the synthesized features of a man and a gargantuan insect. Their bloated abdomen and thorax are connected to a large head complete with long. Appearing in one creature out of twenty. These termite men live within nests made up of a myriad of burrowed passages and chambers. and impenetrable to normal vision. lasers. Poison gas is a colorless. These telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. but. all individuals affected fight and defend at a penalty of -3. or weapon and bite DAMAGE: 1-6/1-6/1-10 or by weapon type and 1-10 MUTATIONS: usually none. white. raising their own food supply deep within their dark burrows in strange fungus gardens. When attacking. but occasionally gas generation and heightened abilities (see below) It is rumored that the buggems appeared even before the onset of the shadow years. fern-like antennae and broad mandibles. in return the creature gains greater dexterity. When using a weapon the creatures can also bite. These hosts are invariably humanoid and always perish during the eventual hatching of the young. these biological freaks use archaic weaponry such as blasters. Opaque gas forms a billowing. 1-6. The second mutation is more rare. APPEARING: 1 (patch) HIT DICE: 3 per square meter ARMOR CLASS: 9 MOVEMENT: none . buggems either strike with their two claws and bite for 1-6. heightened intelligence. buggems must occasionally venture outside to get hosts for their parasitic infants. etc. vibro daggers.). Katkins have both sound and thought imitation capabilities. Winter quarters are typically in hollow tree trunks. or by weapon type MUTATIONS: heightened speed and balance. for this color tends to repel or possibly reassure the would-be attacker. KATKINS NO. Creatures seem to be naturally attracted to its springy surface and comfortable bed. . Their heads are covered with a bony plate around which are many enlarged and thickened scales. touch and taste) for one hour. Coloration is seldom unchanging for very-long. standing about one meter tall when walking erect (which they often do). using their heightened speed and balance to live arboreal lives. bottom-feeding fish which range in size from four to seven meters in length. when eaten. (Dice of damage results indicate only a proportionate lowering of resistance to the aromatic power next melee round if the victim remains within one meter of the bruised plants. APPEARING: 1 HIT DICE: 20 ARMOR CLASS: 4 (head) 7 (body) MOVEMENT: 9 ATTACKS: one ram with horn DAMAGE: 4-24 MUTATIONS: chameleon powers Letharp are huge. soft-looking. The power of the sap is equal to intensity 12 poison. sudden movements or passing shadows throw a letharp into a state of alarmed frenzy which results in the creature swimming in a blind rush (double normal movement for up to 100 meters) towards the possible threat. imitation of thought and sound Katkins are a mutated form of the common house cat. but gray-striped and brown or black solid colors are the most common. so. hearing. This purple-veined gray fruit. moss-like plant which appears to be no different from other growths of similar plants. dwelling there during summer months. LETHARP NO. One or more katkins will construct a well concealed hut of woven vines and branches high up in the largest of trees. Employment of normal weapons suited to their size and strength is fairly common around the creatures' home. Katkins have been known to possess and use small technological devices (pistols. Coloration can range from white to orange-striped. smell. Because of this unpredictable behavior boats are often smashed or holed by frightened letharp. ranging amidst the upper branches of woodlands to hunt and explore. but thereafter causes a 50% loss of normal senses for another hour. Katkins are rather shy and reclusive. they have dangerous imitative abilities as well. Normally sluggish and peaceful.ATTACKS: special (see below) DAMAGE: special (see below) MUTATIONS: produces senses-heightening berries Deathmoss is a lush. Letharp have silverywhite underbellies and solid or mottled backs which range from blue-brown to yellow to brilliant orange. 23 for short bursts of speed) ATTACKS: two claws and a bite. Mottling is usually white. the deathmoss both grows up to one-square meter per feeding and develops berries to attract new prey. Thus fed. since letharp have chameleon powers. either to frighten the intruder away or to kill by ramming with its horn. Projecting upwards and forwards from this plate is a horn-like bone growth whose length varies (according to the size of the letharp) from one meter to nearly two meters. which penetrate the flesh of comatose creatures and inject dissolving juices which bring a nutrient sludge to the roots in a short time. or directly above them. or a weapon DAMAGE: 1-6/1-6/1-6. and any creature which succumbs to it falls into a comatose sleep. This plant has developed an aromatic sap which is released when its stems and leaves are bruised by weight. Knowledgeable mariners are reported to point the bottoms of their vessels a bright yellow-orange. gray. each doing 1-6 points of damage). APPEARING: 1-6 HIT DICE: 9 ARMOR CLASS: 4 MOVEMENT: 15 (sustained movement. increases all five senses (sight. This is unfortunate for them but assures the deathmoss of food and propagation. in addition to their normal body weaponry (two claw attacks and a bite per turn. although the claws of their manipulative forepaws are not proportionately as long as the rear ones. or yellow.) The deathmoss has developed boring root tendrils. These intelligent creatures have not lost their fangs or their claws. The other two pairs of tentacle-like appendages are semi-manipulative. in conjunction with strong pectoral fins and the creature’s tail. From this mouth come the unnerving moons. although claims of sighting these large creatures persist. From mere wounds inflicted by screamers. In addition. can be used for locomotion. heat. radiation. heat and cold-based attacks. They possess the abilities of directional sense and life leech. cavernous. and such creatures would undoubtedly have more virulent acids. APPEARING: 1-8 HIT DICE: 5 ARMOR CLASS: 7 MOVEMENT: 12 ATTACKS: bite and two feelers DAMAGE: 1-6/1-6/1-6 MUTATIONS: none These one-to two-meter long fish are a deep brown color with a dull yellow underbelly. stun. however. They are usually clad in the rotting remains of what was once normal clothing. WEIRBULED NO. the latter with a range of 20 meters (mental strength 12). poison. C. one recovers in a normal manner. Weirbuled seemingly have some form of intelligence. toothless mouth is still discernible. Their real weapons. shrieks. are the three pairs of tentacle-like feelers which sprout from either side of their jaw. and cold-based attacks. The only way to prevent this is to completely destroy the body before the change is effected. The longest pair (40 to 80cm) is coated with an acidic mucous which causes one die (d6) of damage when a feeler wounds an opponent. They are thought to be sexless and so do not reproduce themselves biologically. followed by the slaying and eating of the occupants.SCREAMERS NO. and. Weirbuled have been known to capture small boats by climbing or jumping within. These creatures have stubby teeth in their gaping mouths which enable them to bite for one die (d6) of damage. RIFLED Maximum Range: 450 meters . All screamers are totally immune to laser. It is reported that truly giant weirbuleds of three or more meters length have been seen. radiation. for they are known to cleverly attack only helpless or unsuspecting humans. Screamers appear as emaciated and shrunken humanoids with yellowish-grey skin. The corpse of any human or humanoid creature killed by a screamer slowly metamorphosis’s itself into a screamer the nightfall following the day of its death. APPEARING: 1 HIT DICE: 9 ARMOR CLASS: 9 MOVEMENT: 9 ATTACKS: one touch DAMAGE: as per intensity 13 radiation MUTATIONS: immunity to laser. Though unable to communicate verbally and seemingly not capable of rational thought as we understand it. including climbing into vessels with low gunwales. These reports have not been confirmed. Only a formless. DESCRIPTION OF WEAPONS MUSKET. The heads of screamers are virtually hairless and their faces have disappeared. however. propagating their kind by the destruction of other life-forms instead. plus life leech and directional sense Very little is known about this strange and twisted species of mutated beings. featureless mass of sickly-colored flesh. screamers appear to have a highly developed. poison. Radiation causes screamers to emit a bluish-green glow. the touch of a screamer gives a sudden dose of intensity 13 radiation to its victim. the brightness of which varies according to the level of screaming maintained by the creature. mutated and melted into a glistening. instinctive sense of balance and direction. stun. and howls that give the creature its name. and remains in this state for 1-20 minutes.Effective Range: 200 meters Projectile: lead ball Damage Inflicted: 2-12 (1-6 beyond effective range) Rate of Fire: every other melee round In the hands of an untrained user.5 6 Result Flint knocked off .3-18 in a three meter radius.3 4. Gas dissipates in 1 melee round.: The launcher system was designed by the control computer and is an adequate weapon system only for its particular purposes. at a ratio from 1 out of 2 shots to 1 out of 4.reduce range and damage 50% Overloaded . Military 600m 200m lead slugs Hv. If a pistol has a dud round. These weapons do not operate in the rain or if the powder is damp or wet. add one point per die of damage. PISTOL. When firing at maximum range. 6 in Legionnaire Rate of Fire: Power Source: Magazine Cap.musket explodes doing six dice (d6) damage to user only MINI-GRENADE LAUNCHER Maximum Range: Effective Range: Projectile: Damage Inflicted: 30 meters 20 meters 4 cm grenade Chemical Explosive -. If hollow point/dumdum ammunition is used. reduce damage by one point per die. Civilian 2000m 500M lead slugs . When determining hits.can't ignite pan Wrong loading sequence . Caliber 300 m 100 m lead slugs 2-8 (2d4) 5 shots/rnd 10 rnds Large Caliber 600 m 150m lead slugs 3-12 (3d4) 5 shots/rnd 10 rnds These weapons were employed throughout the Shadow Years and beyond and are not uncommon in the area of the Barony of Horn. it is necessary to check for each round fired. even if it was the first shot. Malfunctioning is handled thus: Die Roll 1 2. Whenever a pistol misfires the slide must be worked manually in order to re-chamber another round.6-36 in a one meter radius Fragmentation -. RIFLE Rifle Type Maximum Range: Effective Range: Projectile: Lt. There is a 25% chance per firing that an unskilled individual causes a malfunction. unless equipped with protective breathing apparatus.three melee rounds required to clear and reload properly Under loaded . Gas -. firing for that melee round ends. AUTOMATIC Pistol Type Maximum Range: Effective Range: Projectile: Damage Inflicted: Rate of Fire: Magazine Capacity: Small Caliber 400 m 100 m lead slugs 1-4 (1d4) 5 shots/rnd 10 rnds Med. Reloading time is one round for any type of revolver. Misfiring due to dud ammunition is fairly common. See Centurion Robot for further details. but subtract one on "to hit" rolls.Any air-breathing creature in a three meter square area is instantly rendered unconscious. Once every other melee round Combination compressed air and spring launch system 12 in Centurion robot. this archaic weapon is highly susceptible to malfunction due to improper loading sequence and under-charging or over-charging with powder. Civilian 1000m 200m lead slugs Lt. -. with a possible 3 shots next round if the magazine plug is removed. -. . Ammunition failure is a common problem (see AMMUNITION). or fraction thereof.12 military rifle .Buckshot Eff. Pump: 3 shots per melee round. and a 12 gauge being large if it is chambered for heavy/magnum loads.-. a . the second also hits if fired simultaneously at the same target). or 48 Reloading time is one melee round per 12 rounds of ammunition. otherwise reloading requires one full round (for 3 to 6 shells). At maximum range reduce damage by one point per die.12 4 per melee round light rifle only. -. principally for survival purposes.12 heavy rifle . -. as well as heavier models. 24. Bore 3-9 1-4 2-5 1-4 4-16**** 4-16**** * Double effective range of slug-loaded shells ** Check for number of pellets hitting (1-4 possible) *** Check for number of pellets hitting (2-5 possible) **** Check for number of pellets hitting (2-8 possible) Rate of Fire for Shotguns Muzzle loading: 1 shot per 2 melee rounds Single-barrel: 1 shot per melee round Double-barrel: 2 shots per melee round (if the first shot hits. all semi. otherwise 12 is medium. Bore 2-5 1-2 1-3 1-2 2-8** 1-4** Med. SHOTGUNS Shotgun Type Maximum Range: Effective Range: Projectile: Damage Inflicted: Rate of Fire: Small Bore Medium Bore Large Bore 100m 150m 200m 30m* 50m* 60m* lead pellets or single slug see Damage Table below dependent upon type of shotgun (see below) Shotguns are lumped into three general classes. and selfprotection.Slug Sm. Rifle Classification Table Type of Rifle bolt action lever action pump action semi-automatic automatic Rate of Fire Shots before Reloading 2 per melee round light rifle .Buckshot Max. were used as auxiliary weapons.Slug* Max. 24. a 20 gauge being medium. and a 10 gauge is the typical large bore shotgun. except for replacement of a preloaded clip which requires only one-half of one melee round.410 typifying a small bore. or 48 12 per melee round military rifle only .#8-#2 Eff. Bore 2-7 1-3 1-4 1-3 2-12*** 2-5*** Lg.12. persisted for purposes of target shooting. Shotgun Damage Table Range and Type of Shot Eff.#8-#2 Max. Light military rifles.Damage Inflicted: 1-4 (1d4) 2-8 (2d4) Rate of Fire: see Classification Table below 3-12 (3d4) Small caliber civilian rifles.or fully automatics. hunting. -.12 6 per melee round light rifle .12.4 3 per melee round all . Lg. Of course. clip and chamber capacity is 3 rounds. Col. Range 1 10 1 10 1 10 1 4 1 10 1 11 9 5 3 12 3 11 1 9 1 12 3 11 1 9 3 12 3 11 1 9 Weapon Musket. Discarded rounds. Cal. WEAPON CLASS OF FIREARMS Weapon Class at: Max.. has suffered the ravages of time. propellant (gunpowder) supply. Rifled Pistol. and lead casting molds for cartridge bullets or shot. Sm. Shot Shotgun. or risk making poor quality or unsafe ammunition. so one round out of every two. A reloading machine.. the character must be fully knowledgeable about the techniques involved. like pistol and rifle ammunition. NEW MONSTERS ALBILOPE . or four will usually be a dud. ammunition in poor condition has a 50% misfire (dud) rate. Shotgun ammunition. Pistol. Lg. i. Shot Shotgun. Med. Mil... Rifle. Pistol. three. Range Eff.. good a 25% misfire rate. Slug Shotgun. Hv. in the case of poor ammunition. Sm.. Slug Shotgun. Sm. Buckshot Shotgun. Cal. Rifle. cartridge cases. If the character is knowledgeable. Rifle. Shot Shotgun. 25% of the original rounds must be discarded. Sm. Lg. and shot shells may be retained and reloaded at the referee's discretion. Lt. and perfect a 0% misfire rate.. AMMUNITION In general. Lt.e.. a dud ends firing that round and for all of the next as well while it is removed and the magazine reloaded. Med. Buckshot Shotgun. as well as some form of primer are necessary for reloading ammunition. Lg. Med. Med. while that in fair condition has a 33% misfire rate. ammunition can be sorted and bad rounds discarded so as to improve performance according to the table below: Ammunition Table State of Ammunition Poor Fair Good Excellent Perfect Original Dud Rate 1 in 2 (50%) 1 in 3 (33%) 1 in 4 (25%) 1 in 10 (10%) none Sorted Rate 1 in 4 (25%) 1 in 10 (10%) 1 in 20 (5%) 1 in 100 (1%) unnecessary Sorting reduces ammunition quantity by the difference between original and sorted misfire rates.Bolt Action: 2 shots per melee round. reload time is 1 round (it is assumed all automatic shotguns have had their chamber plugs removed to increase capacity from 3 to 6). with only 1 shot on turns when reloading takes place. Slug APPENDIX II (Famine in Far-Go) A. Civ. Buckshot Shotgun.. Civ Shotgun. Automatic: Up to 6 shots per melee round as long as none of the shells are duds. The albino nature of this mutant resulted because of the Anti-Life Leeching power that developed. Finally. Appearing: 2-12 Armor Class: 8 Hit Dice: 6 (25 HP) Movement: 21 Mass: 75 Attacks: 1 horn + (special) and 1 bite Damage: 3-12 + (1-4 each round)/1-6 MST: 13 DEX: 15 CON: 8 INT: 10 CHR: 11 PST: 9 Mutations: Anti-Life Leech. matted fur that covers their large-framed bodies. the albilope possesses a single deadly horn in the center of its forehead. a Blaash. Light Generation This slenderly built creature is easily recognized because of its snowy white fur and glowing pink eyes. Albilope are immune to cold attacks and their thick.. When angered. and then attempt to trample the prone victim. In addition to its distinctive albino look. A Bulo will attempt to trample any victim it knocks down (roll again "to hit" with trample attack). butt the creature with its head and knock it down. This 30 centimeter tall. a Bulo will charge its target. the power of Shapechange allows the Bulo to change form into any one of the following three flying insect-like creatures.. but more importantly it permits them to escape most of the predators found in the area. there is also a chance that any items being carried by that person will be damaged or destroyed (referee's decision depending on items and circumstances). Anytime a Bulo successfully butts its target. Any wounds delivered by the albilope’s horn will inflict 3-12 points of damage on the round it hits and will result in 1-4 more points each round afterward due to the excessive bleeding caused by the cut. the Bulo is a creature that predators generally tend to avoid unless extremely hungry. Bulos look amazingly like their ancestors. a Blight or a Cal Then. still has the general appearance of its forerunner except for two noticeable changes. The bleeding can be stopped if the wound is attended to and properly treated. The ability to absorb a certain amount of damage from physical blows each round (Kinetic Absorption) makes the Bulo one of the toughest opponents around. BULO No. but when hungry. Albilope are omnivores that usually eat plants.the charge. except for the peculiar purple.. Their great speed allows them to catch unsuspecting creatures. Appearing: 2-8 Armor Class: 5 Hit Dice: 14 (65 HP) Movement: 15 Mass: 1200 Attacks: 1 butt with head + (trample) and 1 bite Damage: 1-10 + (5-30)/1-8 MST: 8 DEX: 9 CON: 15 INT: 6 CHR: 15 PST: 16 Mutations: Shapechange. Combining the great charging speed of an animal this size along with a very evil temper. Being plant eaters. Any target trampled can not be bitten that round by the Bulo. it is an albino and it has a unique two-pronged horn in the middle of its forehead.No. A thick fur appeared on mutants as a means of protecting themselves against both the cold and harmful radiation. white furry coat effectively doubles their constitution score (from 8 to 16) when determining the results of radiation exposure on the Radiation Matrix. Y-shaped horn has a saw-toothed edge and is razor sharp. Through the years. that creature is considered knocked down to the ground and must fight with a -2 penalty "to hit" during its next combat round. Bulos do not hunt for food although they are very protective of their grazing lands and will kill or frighten off intruders. The albilope. Kinetic Absorption This massive mutated buffalo weighs well over a ton and is justifiably feared by most creatures living in the region. Bulos have developed a thick skull which has aided them in perfecting their primary mode of attack. and it is believed that the albilope is one of the first creatures to have evolved with this powerful ability. If a person is trampled by a Bulo. . they have been known to viciously attack vulnerable prey. a descendent of the antelope. Their exposure to radiation in the lab has left these mutant chickens with two very bizarre features. The superior mental ability of this mutant makes it a cunning and deadly foe. These mutants appear fat and squatty. MAALI . Gallus Gallus 5/13 is a living abomination to Man's technology. Instead of having two eyes. hence the name Glowers. Appearing: 1/sq. Growing on rocks and stones is their preferred place of habitat. are what permit the Gallus Gallus 5/13's to manipulate artifacts and weapons. and within their own physical limitations are skilled at using the artifacts created by the Ancients. This unfortunate defect means that these mutants lack depth perception. Chameleon Powers. GLOWERS No. The Glowers release their Sleep Gas when touched by any living creature trying to put their victim into a deep sleep. Body Structure Change (D) The hideous result of an accidental overexposure to radiation. they produce an antidote for intensity 16 poisons. They appear to be glowing reddish slime growths whose light slowly pulsates. Even then there is only a 50% chance that the mutant will live . Appearing: N/A Armor Class: 7 Hit Dice: 7 (30 HP) Movement: 12 Mass: 35 Attacks: 1 weapon or 1 bite Damage: by weapon or 1-4 MST: 14 DEX: 7 CON: 11 INT: 16 CHR: 11 PST: 10 Mutations: Heightened Brain Talent. and if possible will grow next to sources of water. one beneficial and the other a defect. These newly acquired "hands". Each square meter of this growth will yield one dose of this antidote. For some unknown reason every Gallus Gallus 5/13 has a Complete Mental Block against Companion Units. feathered arms with hand-like appendages (New Body Parts). Their former wings have been transformed into thin. and are covered with patchy yellow-orange feathers. However. stubby. Sleep Gas These mutant fungi always live near or in radiation zones. stream. although only having three fingers. and the one used with great cunning. Poison is instant death to the Gallus Gallus 5/13 unless the correct antidote is immediately administered. If the creature falls asleep and lands on top of the mutant fungi. central. No Resistance to Poison (D). is their Chameleon Powers for this allows them to often attack without first being seen by their victims. New Body Parts. green eye (Body Structure Change (D)). their Dissolving Juices will then go to work to break down the creature's body into digestible enzymes. Being near a river. and must fight in melee with a -1 penalty "to hit" and when using ranged weapons with a -2 penalty "to hit".GALLUS GALLUS 5/13 No. Mental Blast. Complete Mental Block. This mutated chicken species is malignant to the core and seeks to dominate all other creatures. These creatures are quite adept at figuring out the workings of technological items. when these mutated fungi are boiled down. Probably their most effective mutation of all. pond. or lake helps them to ensnare unsuspecting creatures that come to drink. Glowers grow to a height of only 5 cm and live in densely clumped patches. m Armor Class: 10 Hit Dice: 4 (13 HP) Movement: 0 Mass: 1 Attacks: 1 Damage: See Below MST: 7 DEX: N/A CON: 14 INT: 6 CHR: 4 PST: N/A Mutations: Dissolving Juices. These glowing mutants are a deadly poison if swallowed by any creature (poison intensity of 16). Gallus Gallus 5/13's possess one large. walk around. weapons. so much so that their crossed-eyes and drooping tongues have made them appear as idiot creatures. Weather Manipulation. Maali will remain motionless for a period of about 10 minutes when robotic units are first seen. The strange mutation of Physical Reflection that this mutated tree possesses causes it to reflect all .5 meters tall. but through successive mutations they have evolved thick muscular hind legs. A 20 meter tall. a Maali stands over 3. Appearing: 1 Armor Class: 6 Hit Dice: 11 (50 HP) Movement: 15 Mass: 350 Attacks: 1 antler and two claws or 1 weapon Damage: 2-16/1-6/1-6 or by weapon type MST: 16 DEX: 9 CON: 13 INT: 13 CHR: 7 PST: 12 Mutations: Dual Brain. this "thing" is highly visible because of its bright purple hide-like trunk (Texture Change) which gives the Tarn Zeb its armor class of 6. giant mutated tree.No. Evolving over the years from the haphazard exposure to high energy radiation. Displacement. and in return the mutant moose becomes a fierce protector of its forest home. Maali seem to be the distorted descendants of the North American moose. Texture Change This carnivorous horror arose from the fusion of intense heat and extremely high radiation levels caused by the exploding meteor as it crashed upon the surface of the earth. Physical Reflection. TARN ZEB No. They enjoy eating vegetation of all kinds and are known to have enormous appetites. The combination of strong rear legs and manipulative front hands has permitted these creatures to stand up. Maali are fascinated by high technology and will always try to acquire artifacts and items created by the Ancients. These bony and sturdy antlers usually grow over a meter in height and are used as deadly weapons by these mutants. the sight of robotic units sends these mutants into epileptic trances (Epilepsy defect). Force Field Generation. A startling development in these mutants was their change from cloven front feet to leathery human-like hands. and then afterwards they will react normally. Rumor has it that they even understand the language of humans! Maali live in forest areas. but they are occasionally found in grassy locales when encountered migrating from one forest to another. Fortunately. All Maali hate meat. The facial expressions of these mutants have been scarred by the cruel effects of radiation. Illusion Generation. only one Tarn Zeb exists at this time. The most amazing aspect of these mutants is their ability to speak. and use tools. Epilepsy (D). Maali are four-legged creatures when traveling over great distances or when running. Appearing: Unique Armor Class: 6 Hit Dice: 14 (60 HP) Movement: 6 Mass: 500 Height: 20 meters Attacks: 3 vines and 1 exploding fruit Damage: 2-12/2-12/2-12/3-18 MST: 5 DEX: 6 CON: 14 INT: 17 CHR: 13 PST: 16 Mutations: Aromatic Powers. Sonic Attack Ability. This impression is often the downfall of most enemies' since the Maali are a dangerous and deadly foe if provoked. Explosive and/or Radiated Fruit or Seeds. and devices of the Ancients. Squeeze Vines/Roots. Bodily Control These solitary creatures are rarely seen and only a few of them are known to exist in this region (around Far-go). They are very skilled in the handling of such items and they enjoy using these devices whenever the opportunity arises. Their general appearance is still moose-like as they still possess short brown fur and large branching antlers. Outstretched on its hind legs. but wind-scattered seeds make it quite likely that more will appear in the near future. These beasts are almost always leaders of a large territory within the forest. However. These mutated moose possess great mental powers and having a Dual Brain allows them to function quite effectively in the wild forests. It is very rare for another creature to challenge the Maali's authority within its domain. analyzing equipment. Microscopic (x1000). lure creatures of all kinds toward the Tarn Zeb in the hopes that these victims will come close enough to become ensnared in the Squeeze Vines.D. medical library. The Tarn Zeb is a vicious opponent. Another attack form the Tarn Zeb possesses is its exploding yellow fruit. a snared victim will suffer 2 dice (d6) of damage each round until it dies. Programmed Tractor/Pressor beams can move 200 kilos at a 15 meter range. one meter tall. and one powered tentacle has the capacity to lift 900 kilos. Infrared. Strong Aromatic Powers. branched areas. Informational linkage to all normal computer terminals along with this unit's own self-awareness circuits give the Companion the ability to converse with its owner or user. Standard Electronic. Broadcast Power (secondary source) Standard. Audio and Radio Transmitter/Receiver with a range of 100 km Verbal (green or Stage III I. Randomly distributed patches of yellow fruit populate the mutant tree's leafy. Veterinary Bot No. There are two rotating light sources attached that each has a variance of 90 candlepower. each 2 meters long. is a hollow mouthy opening where the Squeeze Vines insert dead human-sized or smaller creatures that are to be eaten and digested. Growing all along the purple tree trunk are a dozen Squeeze Vines of lengths varying from 5 to 25 meters. but it knows that it is a solitary being and will retreat if it feels overly threatened after engaging its opponent or opponents in battle. Complete medical operations unit available: including drugs. Infrared. Long. Telescopic (x100). Audio and Radio Transmitter/Receiver effective up to 1 km Vocal (no I. Appearing: Hit Dice: Armor Class: Height: Mass: Movement Rate/System: Power Sources: Sensor Systems: Control: Unit Systems: Unit Description: 1 10 (30 hit points) 4 1m 150 kg 24 kph from a low propulsion unit. Found at the underbase of the mutant. The device is a small. Programmed Tractor/Pressor beams are able to lift 30 kilos at a range of 3 meters. a tentacle projecting from the center. NEW ROBOTIC UNITS Companion Unit No. at which time the dead creature is fed into the mutant tree's mouth opening. The three shortest Squeeze Vines each take turns plucking these fruit off the branches and hurling them at opponents. Only one such "missile" can be tossed per melee round and is always thrown at a penalty of -2 "to hit".). instruments. needed).radioactive energies out in random directions up to a distance of 10 meters. Once picked. twisted branches. Unless freed. B. the fruit explodes in 10 seconds and causes 3-18 (3d6) points of damage to all creatures caught in its one meter radius area of effect. or by a new voice if the unit has been left idle for a period longer then 30 days. The mobility of the Tarn Zeb is due to its four strong feet-like root projections. Microscopic (x100). Solar Cell Standard. blue oval with a set of lenses mounted to the front. between its four "feet". A micromanipulator scalpel and a manipulative tentacle (with a 2 meter extension) permit this unit to perform tasks of the most delicate nature and on the smallest of scales. Ultraviolet. They follow instructions perfectly (allowing for the primary laws of robotics) and are able to verbally communicate with their masters (programmed or freely). and two little domes (lights) on either side of the tentacle. Their primary function revolved around doing simple tasks for scientists in their laboratories. filled with dwarfsized leaves cover the entire upper region of the tree. Three of the Squeeze Vines per round can each do 2-12 (2d6) points of damage.D. Appearing: 1-4 Hit Dice: Armor Class: Height: Mass: Movement Rate/System: Power Sources: Sensor Systems: Control: Unit Systems: 20 (75 hit points) 3 3m 500 kg 96 kph with use of anti-grav systems Solar Cell (primary source). The Companion Unit and all similar systems were created to be helpful robotic aids to mankind. Broadcast Power. Standard Electronic. The unit is activated by the sound of its owner’s voice. effective up to 10 kilometers. Special anti-grav devices allow the Companion Unit to float in place. A distance of 30 meters can be reached by any one single toss. Telescopic (x100). memory systems for case . Any metallic object hit by this weapon. If they happen to come across a mutant. will become so hot that it will begin to glow and any creature in physical contact with this object will take 2d6 hit points of damage from the heated metal. modern technology had improved upon the original 20th century design and accuracy of this important measuring instrument. and lead shielded air tanks with a 12 hour air supply utilized in dangerous radioactive zones (radiation areas of intensity 12 and up). The unit was designed to treat field animals in the wild and to better take care of animals in contained areas when a veterinarian was not available. Again for game purposes. The infrared rays from this rifle are invisible to the naked eye. first the central green dial is turned to the appropriate setting for the type of radiation to be measured (setting of from 3-18 in GAMMA WORLD game terms). Any creature "seeing" infrared radiation and looking directly at the rifle when it is fired will suffer 1-6 points of damage and will be blinded for 30 minutes. These suits are also heat and cold resistant. C. a 25 kilometer range communications microphone. The chance for successfully curing a mutant is equal to 100% minus the chance that the mutant had of dying from the treatment (in this example 100% . in addition to sustaining damage. any reading of 50 or more indicates that enough radiation of that specific intensity is present for the referee to consult the Radiation Matrix. All normal non-mutated animals have close to or equal to a 100% chance of being cured by a Veterinary Bot. Though the principle had obviously remained unchanged. This unit is composed of two parts: the 3 meter tall operations/analyzing front section and the lower rear platform area capable of life support functions for creatures being operated on. .40%= 60% chance of being cured). This grayish colored suit is made from synthetic fibers and lead particles which together act as the primary means of shielding the wearer from radioactivity. The collector is then pointed in the direction desired and any radioactive sources present will be identified. To use this device. NEW ARTIFACT ITEMS Infrared Rifle Maximum Range: 300 meters Effective Range: 200 meters Projectile: Highly concentrated and intense beam of infrared (heat) radiation Damage Inflicted: 5-30 (5d6) Rate of Fire: Once per melee round Power Source: Hydrogen Energy Cell Battery Life: 8 shots Weapon Class: 13 This weapon was commonly known as a "Blister Blaster" because the resulting damage from the rifle usually produced great heat burns and blisters on humans and robotoids alike. and only those creatures possessing the ability to see in the infrared region of the spectrum or those wearing infrared sensitive goggles can see this beam of heat energy. then it must be discovered whether or not the treatment succeeds in aiding the ailing creature. a 25 centimeter by 10 centimeter high metal cylinder housing the microcomputer and counter/analyzer.Unit Description: histories. The infrared rifle creates a 5 cm diameter beam of coherent infrared radiation with an equivalent temperature of 500 degrees C. a filtered air breathing device used in low level radiation areas (less then intensity 12). If the referee determines that the mutant survives the Veterinary Bot's treatment. These Veterinary Bots have been programmed to treat only non-mutated animals. This instrument is designed to detect harmful radioactive sources ranging from the weak or "soft" xrays (intensity 3 radiation) all the way through energetic or "hard" x-rays to gamma radiation (intensity 18 radiation). The attached helmet is provided with protective goggles. if it is within the bot's ability to treat the creature's malady. A digital readout on the cylindrical housing unit of from 0 to 100 will display the amount of radiation being detected at the selected intensity level. and weatherproof. Class 1 armor automatically deflects the first hit with this weapon. and anesthetizing injectors accurate up to 100 meters (with a rate of fire of 3 darts per second). RADIATION SUIT This special self-contained suit was designed to protect people dealing with the handling of high energy radiation and the frequent exposure to atomic reactors. A meter long cable connects the microphone-shaped radiation collector to the main unit. RADIATION DETECTER Even in the 24th century this device was still being popularly called a "Geiger counter" by most people. there is a 10% chance for each of the creature’s mutations that any treatment will result in the mutant’s death (a creature with a total of 4 mutations has a 40% chance of being killed by the bot). depending on which normal power was increased. NEW MUTATIONS Note: The mutation descriptions are presented in a new form to make accessing the information easier for the referee and players. This extraordinary sight can also judge the intensities of radiation. or in water. the mutant can hear anything up to 90 meters away and can not be surprised. Smell: this increased power allows the mutant to track creatures more efficiently than a bloodhound and to smell out poison substances in an object. KINETIC ABSORPTION Range: Body Duration: Constant Number: Self Use: Constant Damage: None . Constant: mutation takes effect instantly or is always in effect. All physical activity can be performed twice as fast by the mutant (double the attacks per round.). Sight: This is the ability to view things up to 60 meters away at night. For greater intensities.Rugged boots allow the wearer to walk in all types of terrain and in all kinds of conditions. Each suit is powered by a hydrogen energy cell and has a battery life of 72 hours of use. Complete protection against radiation intensities of less than 12 is provided by these uniforms. Damage: Damage (if any) done by the mutation if used in combat. Duration: The amount of time that the mutation remains effective. D. Effects: The specific effects of the mutation. an additional 12 points of damage are caused by the mutant. there is a 3% chance per intensity level above 11 that the wearer of the suit will be affected by the effects of the bombarding radiation. Hearing: With this ability. Muscle Control: This is the ability that permits the muscular system to operate at twice its normal rate. Because of the bulky nature of these protective uniforms. The following list details the different effects that this mutation may have on a mutant. Touch: This ability permits a mutant to feel the weak points of an object or a living thing. The referee must check for this once for each hour of exposure. but Humanoids closely resembling PSH may also wear these suits. Each entry contains the following material: Range: The distance away from the character’s body that the mutation is effective. Each use of this mutation results in the loss of 3 hit points to the mutant. # = the number of characters affected. in fog. a mutant can selectively increase one of its normal bodily powers. Self: only the mutated character himself may be affected. etc. For the exposure of different intensity levels during an hour. This mutation lasts anywhere from 3-18 minutes and can only be used once every 8 hours. Example: A person exposed to intensity 17 radiation has an 18% chance of being affected by the radioactivity even though he is wearing the protective suit. Each time the mutant succeeds in physically hitting an object or a living being. double movement rate. Use: How often the mutation can be used in a given period. These suits were designed to fit Pure Strain Humans only. take the average of the radiation intensities encountered. Body: takes effect only within the body of the mutant. PHYSICAL MUTATIONS BODILY CONTROL Range: Body Duration: 3-18 minutes Number: Self Use: Once every 8 hours Damage: Variable Effects: With this ability. Variable: duration varies. Number: The number of characters who may be affected by the mutation. Variable: a variable number of characters may be affected. A person may move at his normal movement rate while wearing this suit. Touch: character must touch the target for the mutation to take effect. the suits are provided with controllable anti-grav devices which permit ease of movement in the arms and legs. The mutant will never teleport into a solid object or any location that would result in instant death. Swords. but the damage caused by these weapons will not be absorbed.Effects: Any mutant with this power has the ability to absorb 25 hit points of damage each melee round from blunt physical attacks (such as Maces. The * designates that the gas has had no effect on the intended victim. NEW PURE STRAIN HUMAN INFORMATION . A result of D on the Poison Matrix Table means that the victim has been put to sleep.). A number result on the matrix indicates the amount of damage the creature sustained from coming into contact with the Sleep Gas. Therefore. etc. in turn.) will only do half damage to this mutant. subtracted from the amount of damage previously suffered by the creature (thus healing itself while draining hit points from its attackers). MENTAL MUTATIONS ANTI-LIFE LEECH Range: Body Duration: Constant Number: Variable Use: Constant Damage: 6 points per attack Effects: This mutation is a reflex action triggered within the mutant whenever a life leeching attack is made. A physiological effect of this mutation is that all creatures in the GAMMA WORLD game possessing “anti-life leeching” powers are albinos. the mutant has no idea as to where it will reappear within this area after it has used this power. This mutation affects only the mutant creature and no one else. Instead of losing hit points to the life leeching mutant. there is no need for a comparison of mental strengths to determine the outcome of using the ant-life leech mutation. It is important to note that this mutation occurs automatically and always works whenever triggered by another life leeching creature. and that this creature may perform normally within the gas cloud. The referee may wish to force a creature possessing this mutation to teleport during stressful situations (allowing for the bodies unconscious desire to get out of trouble over the conscious objections of the mutant creature). Physical attacks of a piercing nature (such as Arrows. Damage exceeding 25 points from such attacks in one round only then are subtracted from the current hit point total of the mutant. E. PLANT/VEGETABLE MUTATIONS SLEEP GAS Range: 3 meters Duration: 5 melee rounds Number: Variable Use: Once every 6 hours Damage: Variable Effects: This powerful mutation permits a plant to generate a 3meter x 3 meter x 3 meter cloud of gas that has the potential of putting victims to sleep within round for 2 hours. This cloud of gas will remain for a period of 5 melee rounds. so in this instance the mutant would remain at its present location and its teleporting ability would not have activated. Striking Fists. DISPLACEMENT Range: 60 meters Duration: Constant Number: Self Use: Once per hour Damage: None Effects: This power allows the mutant to teleport out of what it considers to be a dangerous situation. the “anti-life leecher” actually reverses the process and gains 6 hit points taken away from the “life leecher” No matter how many life leeching mutants are attacking a given area. etc. Unfortunately. It is possible that a mutant could be in a situation where it could not teleport out of danger because of the 60 meter radius limitation. Claws. once every hour and up to a maximum distance of 60 meters. The gas created by the plant or vegetable has a poison intensity of between 3 and 18. any creature with this mutation will automatically counteract all the life leeching attempts. Clubs. The hit points gained by use of this mutation are. In addition to having increased average constitution scores. but they are actually very much different. and -6 on all die rolls for an intelligence of 21. charisma. and constitution scores. Many items created by the Ancients and made specifically for humans will either not respond well or perhaps even harm non-PSH types. of Followers 20 25 35 Morale Adj. They appear much like their ancestors. The intelligence and charisma scores each may only have a maximum of 21.D. These listed items are always successful on pure strain humans (except for the Life Ray which is only 50% successful). CHARISMA TABLE (Addition) Charisma Score 19 20 21 Maximum No. but the constitution score still may not go above 18. devices that have electronic circuits built into them can only be used by Pure Strain Humans and Humanoids that closely resemble PSH. The average medi-kit will heal 21-30 (20+1d10) points of damage to PSH's. In Gamma World game terms. it will be successful 100% of the time for PSH's but will only have a 45% success rate for humanoids and 25% for mutated animals. For effect of the poison. The following table indicates the chance for non-PSH types (humanoid/mutated animal) to successfully use certain items created by the Ancients. but only 11-20 (10+1d10) points of damage to all other creatures. pure strain humans had to adapt to their environment. pure strain humans get to roll 8-sided dice for obtaining their hit points. This kit can heal up to a total of 100+2d20 points of damage before it is completely used.(The GAMMA WORLD rulebook will be revised and expanded in the near future. From this point on. these specific rules are considered an official part of Gamma World games and campaigns. refer to the POISON MATRIX TABLE in the rulebook. Medical Artifact Effects Table Item % Chance of Success Pain Reducer 60/60 Mind Boosters 30/5 Sustenance Dose* 95/80 Interra Shot 5/5 Stim Dose* 65/65 Cur-in Dose 85/25 Suggestion Change 5/5 Accelera Dose* 40/20 Anti-radiation Serum 100/100 Rejuv-chamber 100/100 Stasis Chamber 100/100 Life Ray 50/50 Note: An item followed by an * indicates that an unsuccessful use of this item will poison the non-PSH creature.) In the course of surviving the Black Years. +4 +4 +5 When attempting to solve the workings of ancient artifacts or new devices. any increased intelligence over a score of 18 will simply add to the chance of success. The strength of the poison caused by this artifact is determined randomly by rolling 3d6. and should be used. the Pure Strain Humans’ adaptations permit them to roll and add four 6-sided dice when determining intelligence. +3 +4 +4 Reaction Adj. I. Thus pure strain humans would get the following bonuses when figuring out artifacts of all types: -4 on all die rolls for an intelligence of 19. All other creatures are noted for what they really are and an attempt to eliminate them will be . When using the medi-kit for diagnosing problems. loyal followers and in increasing the chance for a positive reaction when encountering new creatures. -5 on all die rolls for an intelligence of 20. These new rules concerning Pure Strain Humans are being added into this module in order to make this character type more playable. and did so successfully. The increased charisma scores above 18 will benefit pure strain humans in obtaining more. These pursuits were not harmful in themselves. it will attempt to flee from its attacker. With man’s tools having conquered the rigors of simple survival. Blame for the killings was placed on the Free Men organization. Indeed. improving. Outbreaks of violence became more frequent. Reconstruction of the events from 2290 to 2309 has been difficult due to the lack of intact records. no matter how crazed it may be.. hunger — all were things of the past. a group known as the Autonomists. mankind’s existence was unparalleled. and in addition. On that day. Gradually enthusiasm turned to mania. the idyllic life of the 23rd century was marred by one fatal flaw…. and refining his tools to meet his ever-changing needs. the majority of which were Autonomist office personnel. 437 known Autonomists were assassinated in separate locations. The rape of the earth’s beauty and resources in the late 20th and early 21st centuries had been halted and reversed. Because of it's programming. The nerve gas was responsible for approximately 3. but at least 120 of those killed had no connection with the Autonomists. the three main offices of the Autonomists were the targets of the release of a newly developed nerve gas. Others have been necessary for his survival. because of them). Although there are no records to substantiate the . man has been defined as “the tool making animal. If one of these types of robots is attacked by a PSH. one skill. various governments attempted to prohibit and disband suspected terrorist organizations.made. from Australopithecus africanus and Homo erectus erectus to Homo sapiens recens. these robots obtain a bonus of 1 point on all damage dice rolled against Pure Strain Humans. Retaliation followed retaliation. and attained them. has existed on earth for hundreds of thousands. social and cultural identification. because of the language and technology barriers that time and the wars have created. one particular talent has set him apart from every other creature — his ability to conceive and create tools. The failure of official investigations to convict the organizers of the mass murders created a wave of vigilante action. Rumors held opponents of world government. Disease. due to man’s tools. A few have nearly caused his extinction. in spite of man’s tools (or perhaps more accurately. Permanent Cybernetic Installations and Think Tanks. but three months later on December 23. and terrorism started to appear. Late in the 23rd century. and so-called “special interest” groups. At the height of their demonstration. due to his tools. organizations. and debates became the order of the day. Robotic units in general are especially receptive to the commands of Pure Strain Humans. 2297 as the beginning of the period now popularly known as the Shadow Years. Additionally. and then to hate of those who held opposing views and ideas. Man had reached for the stars. Demonstrations. some 5000 members of the League of Free Men had staged a demonstration for the purpose of promoting their concepts of a united world government.” From chipped rocks and polished bones to neutron bombs and computers. With the passage of time nearly all the groups became polarized. man has constantly been redesigning. a military/security robotic unit receives a bonus of one point in all attempts to capture or hit a PSH. and development of self-awareness. but the attempts only drove the groups further underground. protests. killing over 3000 of the demonstrators. want to help Pure Strain Humans. This can often be difficult. This led many countries to declare martial law in a last desperate attempt to control their populations. The League of Free Men made no public accusations. It should be noted that these robots can sometimes accidentally cause damage to Pure Strain Humans through their violent actions. poverty. Some have been toys for children. The problem was compounded as the terrorism spread across national boundaries — retribution by one group would appear in a country half-way around the world. 2562 Man. During this time. responsible for the terrorism. As the vigilante action continued. he was able to turn his energies to more esoteric considerations — religion. a small neutron bomb was detonated in their midst. And yet. but it soon became fashionable to identify with and support various leagues. APPENDIX III (Dragon Magazine Articles) Gamma World Articles Introduction to Gamma World by Unknown (Dragon #8) Excerpt from “The Black Years” — Hald Servin. when specifically programmed to do injury to PSH. due to man’s tools. political ideology. No non-military/nonsecurity robot will ever attack a PSH.000 deaths. but again no positive guilt was proved. perhaps millions of years. Some have improved his life style. but no guilt was proved. each expressing its views to a degree that bordered on fanaticism. but the groups had grown too powerful and had too many resources upon which to draw (both economic and political). but historians now generally mark September 16. Some evidence indicates the action was a joint effort by nearly all the surviving terrorist factions and vigilante groups — man uniting for the first time in the Shadow Years. “We have the power! “The choice is yours!” Again. on April 17. Greenwich Mean Time. by means still not determined. and strove to regain his tools. continents buckled. 2562 First Report: Setting Up the Campaign by James M. The Black Years that followed the Shadow Years were spent struggling to continue to survive in suddenly savage and vastly changed world. from “The Black Years” Hald Servin.accusations that some governments gave covert aid to certain groups in an effort to change the balance of power. Whether or not the Apocalypse had intended to completely destroy all life on the planet and had been crippled in their efforts in the attack mounted against them or if they simply had not had the power is debatable. the question is a moot point. it is not known how the location of the Apocalypse base was discovered. Ward & Gary Jaquet (Dragon #18) . Some scholars contend that the Apocalypse voluntarily stopped their promised destruction when they witnessed the horror they had unleashed. and the pieces scattered to the dry winds. and even now. In the chaotic final months of the Shadow Years. In turn. some believe it was a special military group. The civilization of man had been slashed. mutated others to the point where they could not be recognized as what they had once been. The devastation wrought on May 1. . struggled to rebuild his self-destroyed civilization. on May 1 a massive attack was mounted against the Apocalypse base. Man was not immune to these changes. In the end. unknown. burned. the capital cities of each of the 131 nations of the world turned into craters of radioactive slag. The Apocalypse spoke to the world for the second and last time: “Peoples of the world — you have been warned. held the power. the death. For during the Black Years. in 2309. Oceans boiled. crushed. the Apocalypse. and then destroyed themselves. At the time. Whatever its constituency. If that is his will. and still is. Some have theorized the group was composed of scientists. And suddenly it was all over. certain circumstantial evidence seems to indicate that this did occur. so be it! We. the Apocalypse retaliated with a fury never before witnessed on the face of the earth. the skies blazed with the light of unbelievable energies. and facing the prospect of an unknown future. man continued to search for his lost knowledge. The weapons and devices of the Apocalypse had completely obliterated some forms of life. demand an immediate cessation of this insane violence. . and the horror. The process was a painful one. those who held the tools. What did matter was that man survived. At exactly 1200 hours. though. But through it all. few believed the Ultimatum when it was issued and the fighting continued — until five days later. filled with nearly as much terror and violence as the Shadow Years. and had developed new abilities in others. the pain. a new organization calling itself The Apocalypse announced its existence with the now famous Ultimatum: “Peoples of the world — man appears bent upon destruction of a civilization that has taken centuries to build. or who initiated the attack. due to lack of records. 2309 had changed the very fabric of life on earth. and quite likely upon his own extinction as well. or we will end it ourselves — with a violence you cannot conceive. “We have the power!” “The choice is yours!” The exact identity of the Apocalypse was. and robotic farms. and some working machinery. we created a batch of robots and weapons to fill up the preserved areas. things like fortifications and space ports that would be expected to survive extreme damage. through the course of playing MA. until a general filling of the entire map is accomplished. It is suggested that when you build your “Gamma World”. In this process. creating player characters. Beginning with the Cryptic Alliances. who believe that the time has come for the “beasts” to rule the world. white. One of the biggest mistakes a “Planet Master” can make is to stuff a small area of the world with everything possible. We have mentioned ancient buildings. Gamma World: A New List of “Treasures” to be found by Gary Gygax (Dragon #19) It is indeed very nice to get a list of 100 instant treasures for use when a group is poking around in an area which is likely to contain artifacts from the past civilization. Filling it up with goodies that might have survived or been created afterward wasn’t. A large number of these were designed to become effective player and non-player characters for the world. have been refined to a point where it should make for an easily understood role-playing game. These groups range from the Knights of Genetic Purity”. and the like. so I sat down and devised an 80 “treasure” list which is to be used to supplement the existing one — and I urge you to do yet a third list of your own to use with the two provided.The creation of the boxed game of Gamma World was brought about when the need for a planet based version of Metamorphosis Alpha presented itself. a d6 roll determining which of the lists will be used to find each treasure discovered. Do not discount the non-player character. many new concepts were created and old ideas evolved into things far different from what was given. It also seemed apparent to me that some useful and/or common things were omitted from the items contained in the GAMMA WORLD rules book. cities. Combat. The distances and possibilities presenting themselves on a planet were far more vast than those of a star ship. who further modified it and created a booklet able to be used by D&Der’s and players of Metamorphosis Alpha. all of the creatures created were supplied with greater hit dice. some powerful non-player characters. it adds zest to any role-playing game to match wits with an unknown element. in more detail. Establishing several small tribes of humans and mutants in the area with both aware of each other (this allows for players to start as anything). The creation of a world destroyed by the ravages of an advanced technological war was easy. or blue color) Pencil — excellent condition. These alliances are groups of beings (rarely all human) that roam the world trying to put their ideals into practice. The goodies are: Die Roll 01 02 03 04 05 06 Description Claw hammer — good condition. who comes in 3 types. This game was to be much more than just a supplement of MA and it succeeded in this end. Since wars breed destructive devices. m. You should also place bases for all of the cryptic alliances. After you have your players started out. but 100 items are not enough. Realizing that the creatures of MA didn’t really have enough hit dice for their environment. point broken . Naturally the postulation of a worldwide energy war forces the concept of what is left afterward. It would then be a good idea to create a detailed map of a 100 mile section. who seek to destroy all humanoid mutations to the “Zoopremisists”. coil) Entrenching tool — fair condition. you can then take the time to widen the area you have completely drawn up. The knowledgeable referee will tell you that not only can this created being be fun for the referee to play. We placed. yellow. you place some large forts and things from the past on the map. The excellent map that has been provided gives the total possible picture of part of the world vastly changed by war. sleeve rusted Bicycle reflector — good condition (red. Your players will get out and stir up all sorts of fun things if you give them a chance. In this section you should place some factions of the cryptic alliances. These are alphabetized from the android. Things that are left must be made of pretty tough stuff. to the Zeethh that is a blade of purple grass that teleports its seeds into bodies. Also. They can be found in any given batch of beings secretly spying or trying to manipulate the masses. but handle broken Plastic coat hanger — poor condition (melted) Nylon rope — good condition (20. towns. Gamma World presents a game with a flavor uniquely its own. The material was worked on by both of us and then handed over to the TSR staff. a number of concepts were put together based on the experiences of designing MA plus ideas especially made for the game. full of red pepper Hacksaw — good condition. 6 patches Door knob and shank — perfect condition Garbage can — condition 1% . 5-20 m. battery missing (buzzes and flashes when working) Cosmetic item. gravitomiter missing Metal cooking utensil — poor condition** Metal can — good condition.07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41-42 43 44-45 46 47-48 49 50-51 52 53-54 55 56-57 58 59-60 61 62-63 64 65-66 67 68-69 70 71-72 73 74-75 76 77-78 79 80-81 Small bottle of insect repellent — fair condition Uctrodynamical potzreibie counter — poor condition. cover missing Small shaker — good condition. push button model — excellent condition World globe — fair condition (10% to 60% destroyed) Stainless steel spoon — good condition. for facial/toilet paper or napkins. 9 shot Home donut maker — poor condition News magazine or comic book — (very) poor condition Plastic bag of grass seed — fair condition Screwdriver — fair condition Ceramic salt shaker — good condition. — women’s — fair condition* Electrogramatic veeblefitzer — poor condition. screw rusted Plastic box — excellent condition. adjusting screw corroded Large plastic box — excellent condition. western novel with cover missing Groundcar hubcap — excellent condition but dented Plastic baseball — perfect condition 1 . no staples Plastic container — excellent condition. contains herbs or spices (pick one at random) Plastic box — fair condition. reading primer Pair of scissors — fair condition. contents in poor condition Telephone. batteries missing Plastic table knife — perfect condition Book — good condition.100% destroyed Toy blaster pistol — perfect condition.6 empty soft drink bottles — good condition Book — fair condition (any 1 vol. SF novel. holds 50-100 screws of assorted types and sizes Electric knife sharpener — excellent condition but cord missing Case of 250 12 ga.22 cal. all 6 dials broken . shotgun shells (deer slugs/ buck shot/ bird shot) — poor condition Large metal shears — fair condition Portable hand vacuum cleaner — condition appears excellent but motor is missing Pair of water skis — perfect condition Adjustable wrench — fair condition. contains a complete set of 60 Chinese Checkers marbles Crash helmet with visor — fair condition. field heads Book — good condition. full of plant food 2-12 aluminum arrows. strap missing Barber chair — poor condition Book — fair condition. full Bicycle — fair condition. contains a hang glider kit Small plastic bottle of colored liquid — good condition (contains colored dye) Magnifying glass — excellent condition but several chips around edges Small plastic box — perfect condition (holds 50-100 play domars) 8 track trivideo tape — fair condition. feathers gone. seat missing and tires flat Stapler — poor condition. length) Vinyl patching kit — good condition. of encyclopedia) Hovercraft license plate — poor condition Plastic box — good condition. pistol — fair condition. Nylon fishing line —excellent condition (8#/12#/20#/50# test 100/80/70/50 m. blade has plastic guard Small container — fair condition. instructional series on vehicles and robots (dice for type) Decompulsitator — obviously broken only if all four schullinger panels are removed and fused magnitudior console is noted Book — fair condition (dictionary) Smoke detector — poor condition. handle bent Pliers/wire cutters — fair condition Set of 5-20 colored pencils — poor condition . 50-100 assorted nails Plastic garden hose — fair condition. contains oil (penetrating/lubricating/cooking) Metal pipe — excellent condition (household water pipe 1-4 m in length) Plastic box — fair condition. eye shadow. 1-4 pieces — fair condition 1-100 rounds of . telephone directory Book — fair condition. Case in point: GAMMA WORLD. mascara. ***comb. etc. no label.82 83-84 85 86-87 88 89-90 91 92-93 94 95-96 97 98-99 00 Bottle — perfect condition. nail file. constantly fearful of. and the needs of immediate survival soon pushed needless questioning aside. from everywhere? Here then. contains 50 varicolored and different-shaped children’s blocks made of lightweight plastic Bottle — good condition. and that would be that. Simply stated (if that’s the phrase). hair dressing. But the air remained still. bobby pins. bolts and washers Toiletry article — fair condition*** Screwdriver — good condition. and about a year and a half. Seventeen half-typed pages in the wastebasket later. at least four typewriter ribbons. Can you write me a piece for The Dragon about the background/development of GAMMA WORLD?" Never being one to refuse Tim (you have to have met him to appreciate his “requests” that border slightly to the right of commands). and it is something else entirely to try to explain the design process revolving around the creation of a role playing game. toothpaste. 100 proof scotch Flashlight — fair condition. And sat. countless cigarettes. lip gloss. anticipating. small arms instruction manual *compact. cleanser. addressed it to TSR. And sat some more. dental floss. aftershave. GAMMA WORLD emerged. dropped it in the mailbox. brush. written in 2697: ************************************************************************************** The fury of the Apocalypse had spent itself. eyelash curler. conversations with Gary Gygax at my first Gen Con. it is quite something else to design a role playing game. toothbrush. we’re expanding the tournament for GW Origins — can you judge twice as many rounds? And in the midst of all came another phone call: “Jake. etc. cologne. it would be sent to the printer. From then on. and somehow miraculously escaped. I realized I was having problems expressing myself: how to explain the background for a game concept that came. razor (electric). holds 5-20 plastic pieces (dice) in perfect condition Book — good condition. double boiler. pressure cooker. it grew! The exact point of conception of GAMMA WORLD must forever lie somewhere in the shadows of hours spent playing D & D with Tim Kask when we were both students at Southern Illinois University. long-distance phone calls. sauce pan.22 cal. I returned to the typewriter. nay. and the premier of Jim Ward’s METAMORPHISIS: ALPHA. lipstick tube. Wrong! Then I started getting phone calls: we need TW judges for Origins. More Excerpts from the Journals of Hald Sevrin by Gary Jaquet (Dragon #19) It is one thing to play a character in a role playing game. the few survivors cautiously crept from their hiding places. nail clippers. kettle. And sat. etc. contains vinegar Plastic box — excellent condition. there would be a final edit. the idea sparked. In the days that followed. coffee maker. literally. depilatory. razor (blade). is the best way to gain the background of GAMMA WORLD — from the notebooks of Hald Sevrin. long rifle ammunition — good condition Leather bag — fair condition. deodorant. . we need GW judges for Gen Con. no batteries Plastic box — fair condition. tweezers. nail brush. a resumption of the unthinkable destruction and toll of death they had experienced. through reams of typing paper. the reading of Hiero’s Journey in 1976. teapot. corn popper. face crème. I pasted the last stamp on the final manuscript. no label. and with a sigh of relief. Jim (Ward) would go over the manuscript. razor blades. this is Tim. rouge. 50-100 assorted nuts. Somewhere along the line. I lit a cigarette. the ground no longer trembled. gothic horror/romance/porno/ murder mystery Plastic dinnerware. **frying pan. perfume. phillips head Book — poor condition. With trade and barter came jealousy and greed. Prior to 2450. And perhaps worst of all was that last fleeting thought. Substantial evidence indicates that various groups or tribes would unite for the purpose of destroying any that posed a violent threat to the uneasy peace that existed at the time. 2511 is a convenient cut-off year. however. trade and barter between groups of survivors was established. the Black Years. or sheer muscle needed to survive in the post-cataclysmic Earth perished. This period of time. these small groups found they no longer needed to devote their entire energies towards survival exclusively. It is with these basic precepts and understandings. as unfeeling metal crushed. And man rediscovered the greatest danger on the entire planet: himself. slow learning process to discern the harmless from the harmful. the remembrance of the sweet. as the claws ripped. one of the groups formed during the Discovery Period. Groups of beings cast by the evening cooking fires. although all but the most outrageously foreign were tolerated to such a degree as was necessary for trade purposes — and also as most groups were too weak to display open hostility for fear of retribution. while perhaps not still Homo sapiens. Man. Working thus. as the fangs pierced. The more hazardous area of the world were shunned. i. Mutations. the survivors of the cataclysm of 2322 had not yet banded info groups large enough for sociological study (and indeed. ************************************************************************************** . is now usually earmarked as the Discovery Period of the Black Years and is (admittedly. there were the horrors of the non-living: the robots. Then. as those without the skills. But even as the laughter turned to sounds of sleep. Each succeeding generation found itself more adapted to its environment. go back only to 2443). was still man. the savage from the tame. Slowly at first. working towards their common goal of survival. The first few years were the worst. Survival of the fittest became the prime law of the land once more. The correlation of actions between pre. sweet life so few short years ago. The years that followed. although the concept of “man” had to be altered (at least by most) to include intelligent mutants. but religions none the less. the gradual banding together of groups of beings towards their own common goods.The few survivors of the holocaust of 2322 became fewer still. appeared. Religions reformed — considerably altered forms of pre-holocaust religions. Groups of beings tended to gravitate towards others of similar ideals and distrust all others. both in a physical sense and with the information gained painfully by their forebearers about the world around them. with the formation of the First Alliance by Gad the Provider. The fee for learning was usually paid in blood. knowledge. as maintained by the Restorationists. were in some respects easier for the survivors. It was a painful.e. as pain mercifully faded into the final darkness. his ultimate executioner. as the jaws snapped.and post-2322 man cannot be denied. and in some respects more difficult. too. then that we shall proceed into our study of the Discovery Period. There was time for amusements. were. both animal and human. As further years took their course. in many cases.. a new danger was born. the realization of man as his own enemy became more apparent. or perhaps an old danger awoke. somewhat arbitrarily) defined as the years between 2450 and 2511 [see time graph]. and for the first altered (at least by most) to include intelligent mutants. now mindless and unguided. idle speculations. Man’s ultimate servants. With the organization of religion came organization of religious hierarchy and the concept of class. records for study of the Black Years. and the survivors had begun to join in small groups. the cruel from the kind. and I can foresee some interesting (and surprising) campaigns in the near future in my own TRAVELLER universe as a result of my having acquired a copy of GAMMA WORLD. or the scene in THE SWORDS OF LANKHMAR where Fafhrd and the Mouser meet technologically advanced universe-hopper or time-traveler who is intent on capturing some native Nehwon monsters for his zoo? Or recall the quasi-scientifically accurate books of Andre Norton’s like THE BEASTMASTER and especially. all else aside. Letting a group of characters armed with automatic rifles storm a castle guarded only by a troop of orcs with swords and spears is tacky. Evansville. Many times I hear the phrase “magic and technology don’t mix!” and it really burns me. and I plan to incorporate them into my own TRAVELLER universe as soon as time permits! Some of the technology and devices in GAMMA WORLD are advanced far beyond that of anything in the TRAVELLER rules. Remember T. the FRP game allows the players to create for themselves) is generally a dreadful cliché of thick-thewed barbarians and evil arch-wizards (all of which resemble Xerox copies of either Conan. some of the more advanced wizards. A. something new is needed. with some work by the GM."? This quote could well be the subtitle of TSR’s newest role playing game. and is available from Robert Barge. Gandalf. I have never been able to really enjoy FRP games. But to get to the point. but eventually boredom does set in. especially the naked slave girls.357 revolver. . etc.00. though some restraint must be used by the GM so as to make the game believable.Excerpted from “The Black Years — A Sociological Examination” By the author's permission Hald Sevrin Sociologist 1 Rakman University New Boston. . White’s THE ONCE AND FUTURE KING? Tell me. I do especially like some of the ideas in the rule book. I’d say that it would not be unreasonable to assume that some wizards. M.O. And it can easily serve as a spring board for any other SF role playing game. Not only that. Note: Those readers heavily into S-F fandom will recognize the author: he has recently edited and published an excellent little magazine called The Silver Ed. or a hand grenade. modern day technology and even advanced SF technology does have a place in FRP games. GAMMA WORLD can be used with any other FRP game I know of. It sells for $3. Thus. a party of adventures in a medieval dungeon might find a wizard’s cache to contain a say.” Or think about some of the Harold Shea stories. especially the very popular TRAVELLER. Box 8. GAMMA WORLD. I mean I can dig it. have the ability to travel between spheres. on mythical countries and worlds which have technology levels equal to medieval Earth. and GAMMA WORLD is the game with all the materials you need to incorporate this stuff into your D&D universe. and set up in the swiftly flowing water around the castle’s moat). they would not be above bringing back items they thought useful to them. Leaving a hand-grenade in the way of medieval adventurers would also be tacky though: if they did discover its use they would doubtless blow themselves away in the process. or Saruman to a remarkable degree) with an occasional naked slave girl thrown in for good measure. There is also a bit by Henry Fischer about the origins of the LANKHMAR game and other interesting bits as well. Or. and that further. Getting back to FRP and especially D&D. supposedly. Charts to determine if your character can discover the use of such artifacts. LORD OF THUNDER. for that matter. Taken all together. GAMMA WORLD will allow you to add modern weapons to your current medieval dungeon. Was it really magic that operated the portals in the back country of Azor? Recall Clarke’s quote at the beginning. TN 37332. or rather. Clarke once said: “Any sufficiently advanced technology is indistinguishable from magic. It is devoted to the saga of Fafhrd and the Grey Mouser. was Merlyn a magic-user or a timetraveller from a technologically advanced future? Recall that his costume on the boar hunt was one that “. mostly because they tend to concentrate on the middle ages.H. Magic swords and rings are also pretty well standardized by now too. but some of my very favorite fantasy books are those that have dealt with advanced technology as well as necromancy and medieval times. and to Fritz Leiber. GAMMA WORLD has charts for things like that. or universes. A Mixture of Magic and Technology: GAMMA WORLD by Robert Barger (Dragon #19) Ed. but the standard “sword and sorcery” story of today (which. L. . I don’t know about you. had been fashionable some centuries later with the University Beagles. Remember what Arthur C. their author. the middle ages were a dreadfully boring time (though don’t try and tell that to a SCA member). or an electric can opener (assuming aforementioned wizard had also had the foresight to bring along with him materials for constructing an electrical generating unit — hydro electric would be the most logical. . P. I wonder if I could recreate Vaughn Bode’s Cobalt 60 and his world from GAMMA WORLD's rules? I think so. This a world after a holocaust has. and as to TRAVELLER. with caution on the GM’s part. The groups of three came from an animalistic imitation of what they saw in their first leaders. and thus revealed their telepathic powers. a quasi-mythical world like that in Bakshi’s movie WIZARDS. Stun Rifle. Long years of work and a specialized breeding program brought about several species of animals of human or better intelligence. The years went by and that biochemist and his assistants had sons and daughters that carried on their work. The topography of this world is dotted with robot farms. You can also use it as a spring board to more creative campaigns in other role playing games. S: 16. D: 18. I could go on and on. Dotson and two assistants were at the station. They spread up and down the west coast and into the Rockies. . . Repulsion. you can play GAMMA WORLD by itself. C: 18. Perhaps a spaceport or two lie buried and forgotten among the ancient ruins. the GM will have to do a little work to make the two games compatible (the effort to do so being well worth the returns. working everything out. and Plastic Armor. The scientific interest of the three couldn’t help noticing the change brought about in the thirsty creatures and this interest was intensified when several groups of animals followed unspoken directions from them. S: 18. GAMMA WORLD is worth playing by itself. What an adventure that will make! Watch out. Armor Class: 4. Hit Points 131. destroyed the high technology civilization which inhabited it. The rule book to GAMMA WORLD says it was designed to compliment D&D. S: 18. Armor Class: 7.SO. As time went . The above paragraphs of ravings and rantings are just my way of jumping for joy on account of. C: 18. I: 18. MS: 18. in my opinion). Medi-kit. MS: 18. I: 18. This group roams with others and recruits beings for the “Brotherhood” leading them to the original station (now much expanded). In fact. animals of all different types began to flock to the station for the pure well water its pumps could bring up to the surface. The Cryptic Alliances are tailor-made for any large campaign and to briefly jot down the creation and present situation as well as the direction the alliances will be taking is a good move. CRISPT: 19th generation Gren. and it has the following physical and mental attributes: Heightened Vision. With GAMMA WORLD rules you can really create a complete world along the lines of Andre Norton’s Azor. Hit Points 91. even months and months. Pyrokinesis. GAMMA WORLD will allow the introduction of advanced technology into a fantasy universe. or magic (or something indistinguishable from it) into a SF universe. it is vital to create some basic premise for any non-player group. tombs of the ancients. The specific games universes I am thinking about of course are D&D and TRAVELLER. or her STARMAN’S SON. C: 18. and Telepathy. Radiated Eyes. The group presently is run by the following beings: ELENOR: 5th generation granddaughter to the first biochemist. Within months. ancient ruins of villages and towns. or even as the rule book says. . uses a longbow with 18 intensity poison arrows. I can have technology in my FRP universe and “magic” in my TRAVELLER universe without having to spend weeks and weeks. Because of this all humanoid or animal followers of this group have an inordinate fondness for humans. Hmmmmmm. eons before. The time of the “great destruction” pulverized the campus while Dr. and a large small-hex map of the North American continent. The years afterward were a matter of survival for the three. MS: 17. 2 daggers of duralloy. I: 18. . finally. Radio Lopers. D: 17. The “Brotherhood of Thought” was started by a biochemist from the University of California that was putting the finishing touches on an ecological monitoring station in the mountains near the university. The “Seekers” group began around a nucleus of Texans who were camping out near Lubbock on the range when the time of the “great destruction” hit their area. too) a hefty rules book up to the usual TSR standards. Technology and learning survive only in small enclaves. if at all. GAMMA WORLD consists of a box (nice color illustration on the top. Of course. a selection of dice. Regeneration. Their range skills allowed them to begin again with ease. POSHT: 23rd generation Brutorz: this being is the genius of all of its kind and surprises all who must deal with it. and even an occasional metropolis. Ch: 18. it is intended to be played by itself as a campaign game. here I come! A Part of Gamma World Revisited by James Ward (Dragon #25) For any role playing game to be really effective. remembered only in legend . Hit Points 82. There are also radioactive deserts and mutants . Mental Control. Increased Speed. uses a Black Ray Gun. It has all been done — to a reasonable extent — in GAMMA WORLD. D: 18. both fantasy and SF. Dual Brain. If he is chased by beings with little or no technology. I: 18. He soon became bored with the problems faced with keeping the ghastly cultists together and he set up an administration that ran the group and started roaming far and wide terrorizing other society groups. just letting them see him and continuing his raids until the angered populace either brings up large numbers of attackers or heavy duty technology. a Stun Whip. He created an organization willing and able to breed out all racial defects. but can be found near any large bombed area. while easily able to use such themselves. & Touch. he wants to create a solid nation of warriors working for several generations to accomplish this goal. The “Knights of Genetic Purity” evolved from a large group of humans that survived the war. 95% of all of these groups are totally resistant to all forms of energy weapons. an Energy Cloak. The whole organization is led by a giant (20 feet long) drone ant with the following statistics: . Currently the group is led by: Tral-Vash. In this struggle they forcibly domesticated some of the most prevalent mutants and these they use as spies. His mutational abilities include: Gas Generation (intensity 18 poison). From that time on. Mark 7 Rifle. Coordinated attacks are always made against large groups holding technology. Ch: 18. At birth. Heightened Balance. Life Leech. humanoids and mutated animals were treated as gruesome vermin to be wiped out with maximum force.by and mutants started entering the area. The leader doesn’t favor expansion. The current coordinator of the group is a humanoid mutant named Blern. Energy Mace. and Powered Scout Armor. His proud father designed a uniform for him so that he could travel with all the rest. C: 17. They took this one step further in that they began killing all humanoids wherever they found them. for generation after generation. He also increased in mental and physical powers including some powers totally unknown until then: BLERN: MS: 18. These newer generations caused the cult to modify its thinking in the desire to kill all life. and a Medi-kit especially designed for his needs (it would kill anyone else). Dexterity. he uses a Mark 7 Rifle. Mutants that were “completely” human in appearance were accepted as “unusually” talented partners in a battle for survival. S: 10. and Powered Assault Armor. he runs away. D: 18. but were dusted with radiation. D: 10. requiring tinted goggles to travel during the day. armed as himself. This creature is the ultimate model for the cult. he further mutated: growing a pair of horns. He enters the area and nightly destroys either important crops or domesticated animals. C: 18. and having to breathe through a special filter to extract all pollen elements from his air. tested the theory of survival of the fittest to its maximum limits. By the third generation of this grief and sadness a leader arose who moved to end this blight on his race. Telepathy. Hit Points 100. Nebraska and the group grew in power. horrible mutations were created and these were all killed. He then faces his attackers using his weapons. Mental Control. several Torc Grenades. This organization honored those who could recover lost technology and thus they have grown strong in physical power. even to the point of searching them out far from their home territory. His methods are always the same.” starting in the fertile Mexican mountain range below Torreon. and the ability to communicate with any intelligent machine so that the machine is fooled into thinking anything Blern wishes. The “Iron Society” has no known base. Here. Radiated Eyes. Ch: 17. both technological and mutative (as in the cover of this magazine when 23 Seekers dared to face him with power weapons and the last one is seen trying to run). On reaching maturity. Their leader has the following statistics: SEVEREN: MS: 3. As they ate contaminated flesh and traveled through radiated areas their offspring begin to mutate rapidly. when a quasi-religious cult survived in the intact state from the time of the “great destruction. a human of unusual power: MS: 8. a Vibro Blade.” The initial group started out simply wanting to kill all animal life around them (forcing them to move often). The “Zoopremists. Sonics. the ability to magnify by a factor of 3 any blast from any type rifle or pistol he uses. D: 18. He and three others. insects grew larger and highly intelligent and started logically moving against all other intelligent life forms. The very nature of the energy nearby creates a psychological condition in all intelligent creatures nearby that forces them to want to destroy any beings not as they (highly resistant to radiation). Force Field Generation. The “Friends of Entropy” are gruesome beings worshipping death from the very beginning. Hit Points 99. C: 18. killing his mother and the attending midwife. De-evolution. Precision. Armories have been raided so that the group has a vast supply of weapons and vehicles. S: 18. I: 18. I: 15. he uses a Fusion Rifle. Heightened Brain Talent. he uses a Mark V Blaster. when his flesh was exposed to the air a poison gas was given off. He quickly forced his way to the leadership of the Society and established a permanent base near what used to be Lincoln. often travel out destroying strong pockets of mutant strength. Hit Points 104. S: 7. realizing the closed nature of their culture. The “Ranks of the Fit” began near Memphis. and a group of robots designed to cannibalize the old cities for materials the smaller groups need. Constitution. Military Genius. Armor Class: 2: it has Heat Generation. and Total Healing. They grew in strength and were well organized by the time mutated creatures started entering their area. These groups all have Laser Rifles and Laser Pistols. Their leader is a Hoop. He is a mutant (but no one. The “Archivists” are zealots set up in the mountains between the cities of Butte. and Telepathy. They range far down into the south and east. Their leader is a Fen. Absorption Heat & Radiation. besides her normal features. The "Radioactivists” are almost entirely based below Atlanta. Montana. Its members are all totally resistant to radiation and have seen over and over again what the power of the atom can do to damage life. 20 dice each. and the following mental powers: Military. They were able to react with considerable force in the way of technological capability. they have scouted all of the cities from Seattle to Dallas. She also has 120 Hit points and constant advice from a Think Tank buried in their caverns. and a bunch more not given. Their organization quickly gathered all the survivors in the area and efficiently went about living. There are 5 town groups that each have an armory manned with men capable of using the powered armor and weapons at hand. Scientific. All of their towns and farms are guarded by robotic units that are programmed to kill humanoids and mutants without warning and conduct humans to the main city. healing where possible. This creature suddenly had every good mental mutation on the list.000 strong. Hit Points 189. and Smell. I: 16. Its grandson now rules and also has all of the mental powers listed plus the following: MS: 18. and an Armor Class of 2. Life Leech. their leader (Mayor). has forced his citizens to work to create new technology on the basis of the old. and Economic Genius. Tennessee. and sending calm beings to their main base for advanced training. has the following abilities: Heightened Balance. C: 18. Heightened Touch. they are sowing the edges of their territory with radioactive dust obtained from the interior of their lands. is aware of that fact): MAYOR: MS: 18. They crawled out of their areas and tried to pull the pieces together from the rubbled cities around them. This creature always personally scouts any large alien group to be attacked. Ch: 17. S: 18. While their main base is in the mountains. His power is immense and in the form of 10 armies that are 50. The most successful group has a strong underground base in the Appalachians south of Charleston and west of Raleigh. "Restorationists” survived in shelters in Boston and Providence. The “Followers of the Voice” are usually successful in their efforts to gather technology because they follow insane computer units that use their programs to tell their followers where to go. D: 12. Armor Class: 2). when a circus bear had its mental abilities boosted a thousand times by an unusual radiation blast. They are all cave dwellers that have made miles-long tunnels that connect all of these cities. The telepathic powers developed grew in magnitude over the century and helped the Healers sense all life in a 1 mile radius and influence the actions of any non-sentient beings in numbers up to 10. C: 18. As a result. D: 12. Increased Speed. Hit Points 210. D: 15. Minnesota by a number of med-technicians that had been working on sleep therapy and accidentally made a vast break through in artificial telepathy through electrode induction. teaching others to help themselves. Armed with this knowledge. Photosynthetic Skin. It was the only intelligent creature to survive in the city and it went about learning what man’s civilization was like. S: 11. Montana. I: 18. who organizes defenses of high technology around his main base and the more important bases they are tying to cover. not even himself. C: 18. Ch: 15. He places them about his empire and uses them to destroy pockets of mutant resistance or as heavy duty manpower forces to extend his empire. in the flattened peninsula that was part of Florida. who. They were started into life by a med-technician who saw his civilization . The “Created” are predominately androids. Hit Points 88.MS: 18. and Shapechange All. and he takes 10 neuter ants for support (pincers do 4-40 per strike. They have been able to figure out the workings of thousands of earth movers and are in the process of covering up these partially ruined cities for their underground use. Their leaders are a group of 5 Keeshin that travel on the edges of the territory directing dusting efforts. Billings. I: 13. South Dakota. In the town near Manchester. Their Hippocratic Oath soon became translated into helping all intelligent and unintelligent creatures survive in a world gone wild. and Idaho Falls. The “Healers” began life as a group near Duluth. a factory unit programmed to manufacture their everyday needs. Hearing. it began a civilization that has spread to Cincinnati and the shores near the sunken city of Baton Rouge. Increased Speed. Precision. but there are also provisions for players to make actual decisions during the process. . it is also nice to hold the points in reserve. I offer a new system for determining the use of Gamma World artifacts. Points are not cumulative. choosing a path out of a diamond costs two points. the androids that were created programmed their new brothers and started rounding up technological power. These choices may be made any time during the overall process of attempting to learn artifact operation. In terms of the “old” charts. They exist only for a single attempt by a single player at determining the use and operation of an artifact. the player rolls a single 10-sided die and follows the indicated path. and each additional player concentrating adds one die roll per hour. omissions.) Thus a character can spend an hour concentrating on an artifact. roll the die the maximum allowed five times. As the player follows the pathways. At the cost of some of these points. but it serves little purpose. One still rolls dice and follows the indicated path. the use and operation of the artifact has been successfully determined. referees may even allow choice of “failure” roll after entering a circle. As with the old charts. who supplied the locations of all of the circled cities by careful comparisons. but it is used in a different manner. Each circle is identified by a letter. Note: Special thanks should be given to Brian Blume. Therefore. Upon reaching the square containing the asterisk. Die rolls are modified with respect to intelligence and mutations as with the old charts. Of course. (The choice represents an intuitive decision or hunch. even with the large number of possible pathways on the chart. Squares 2 and 4 are provided to allow for additional referee discretion in determining the complexity of artifacts. and the type of failure is determined by rolling on the table indicated by the letter. all in the same hour. rather than study. It can be mildly interesting to watch one’s progress towards successfully learning the workings of an artifact (only to see the final roll result in a skull and crossbones). Diamonds represent incorrect steps. etc. or transferable in any way.” The only being that ever successfully invaded their area was Blern and he destroyed their primary Think Tank as a lark and reprogrammed all of the thinking units of the city to ignore Entropy beings. Choosing a path out of a square costs four points. At this time they have completely encircled the town of St. and (assuming he has an intelligence of 16) choose paths through four more squares. to causing extensive damage. As with the old charts. (As an option. there is a greater chance for a “failure” from a diamond than from a square. in case a string of bad die rolls leads off the optimum path and towards an area of high failure risk. there is no time penalty.crashing around him and wanted to give the androids that were under his control a chance to “live. A circle represents a failure in the operation procedure. Gamma World Artifact Use Chart by Gary Jaquet (Dragon #25) One of the more frequent criticisms of Gamma World is the Artifact Use Chart— and the criticism is somewhat justified. rather than roll the die. and if operation and use has still not been determined. squares represent “correct” steps taken towards operation of the artifact. Cost: six points) Whenever a player decides to choose the path taken on the chart. Of course.” He set his computers on random programming and turned his back on the whole complex (only to die minutes later as a building fell on him). square 1 is roughly equal to chart A. short cuts. a player receives five dice rolls per hour of total concentration on the artifact. The chart could easily be precalculated and the possible pathways computed to single percentage rolls. he starts with a number of “artifact use points” equal to his intelligence. the larger numbers representing more complex devices. Each time a player attempts to determine the use of an artifact. a player starts at one of the numbered squares. square 3 equals chart B. A glance at the chart will show there are several strategic points where judicious use of the artifact use points and selection of certain paths can be of great advantage towards learning the operation of an artifact. before the die roll for a given square of diamond. Generally. But this is where player choice comes in. To use the chart. and square 5 equals chart C. he will be left to the mercy of the die rolls until he either discovers the operation of the device or quits. replaceable. a player may choose the path he takes on the chart. From that time on. The new Artifact Use Chart appears on the opposite page — it is somewhat similar to the old chart. A failure can range from simply spoiling the previous step and forcing the player to start again. successful operation of an artifact could still be determined by a simple percentage roll. Louis with war robots and have rebuilt it to what it was before the time of the “great destruction. Thus far. then he has used up all his artifact use points for this attempt. or daring in the process.While admittedly this method of determining the use and operation of artifacts is somewhat abstract. Failure Table Die Roll 1 2 3 4 5 6 7 8 9 10 A NE NE NE NE NE D D D D X 1D6 B NE NE NE D D D X 1D6 X 1D6 X 1D6 X 2D6 C NE NE D D D X 1D6 X 2D6 X 2D6 X 3D6 X 4D6 D NE D X 1D6 X 2D6 2D6 X 3D6 X 3D6 X 4D6 X Max X Max FAILURE TABLE RESULTS NE No effect — Return to previously occupied space D Artifact damaged — Roll percentile dice to determine point of damage to artifact — character may resume trying to determine operation and use of artifact by returning to previously occupied space X Artifact malfunctions — Causes damage to all within applicable range in amount indicated. from 1d6 to the maximum amount of energy stored within the artifact. . but at the same time (through the artifact use points) ties the process to the “abilities” of his character. hunches. it does give the players a chance to use some of their own logic. What do we see?’ . . .20th CENTURY PRIMITIVE GW Player Thoughts (Dragon #25) Perhaps one of the most difficult situations encountered when refereeing Gamma World is that of characters with a primitive technology discovering advanced technology devices. Player: “OK. we beat down the door with the log and hold our spears ready as it falls in. Players will often have a character with 13th century knowledge react in a 20th century manner to a 24th century device . just a lack of knowledge as to the power behind the function. There is a sense of “reality” to be considered (if that term can be applied to a science fiction role-playing game) in conducting a Gamma World campaign. sort of clear front — it might remind you of looking into a pool of water. in the game format. skillful. This does not imply a need for human sacrifices to the God of the Nightlight. they are the elite of their culture: adventurous. By the way. Question it. the referee (in addition to his simple descriptions) should allow his player/characters to witness various uses of the technological devices about themselves. The animal knew there was going to be trouble and when it saw the numbers its master was facing. Indeed. The beads have strange markings on them — each one different. is there anything around here that looks like this might be a military security checkpoint. One need not know the workings of a generator to turn on a light switch. and tends to turn it into an exercise in collecting exotic weapons of destruction. Such was the iron control of Blern that the poor mount could do nothing but obey. . An Alien in a Strange Land by James Ward (Dragon #25) It had to smile at the bitter memory that had been sweetened by the distance of time. Many referees simply start the player/characters at a 20th century knowledge level and avoid the hassle. but also as characters with 20th century knowledge discover 24th century technology. is a problem. at least at the beginning of the campaign.” Player: “I get on-line and type ‘CALL DUMP MEMORY. other than to see what happens? How ‘bout finding yourself in SAC headquarters? Would you start typing “CALL DUMP MEMORY” on a computer terminal? Not only does the use of a primitive technology level provide a logical starting point. it also can add a sense of “reality” to an admittedly unreal situation. . perhaps I’ve exaggerated a bit. The mutant could have easily avoided them. on a very reluctant Brutorz. Beneath it is a smaller box with several bead-like objects set in even rows across it. pave it. Would you. and learn from experience. it balked. just to break the monotony.’ Everyone else looks for laser pistols and control batons. Now the memory of what had gone before came flooding back unbidden to its mind. and by describing it accordingly. to primitives. Days passed into a sort of boredom that was unusual for the mutant. paint some lines on it and turn it into a parking lot” method. and almost with that thought. They may not know. especially at the beginning of a campaign. The box has a smooth. walk into the control room at Hoover Dam and start throwing switches for no reason. but maintaining a perspective on the consistency of the knowledge of the players. is. High level technology. but the thought of a dangerous fight warmed its heart and it deliberately directed the nervous Brutorz towards the body of similar mounts off in the distance. Blern had left those mutated fools of Entropy with an organization that should last until the time it decided to return and take over again. It got so that it was wishing for an attack by anything. Primitive characters need not be stupid — indeed. The miles were quickly eaten up under the hooves of the Brutorz and soon Blern was in territory that it had never visited or heard about before. but they will know the results to expect. that’s placing an unfortunate limit on the scope of the game. Blern spotted the group. It’s all up to the referee. An occasion like the one it was now facing had almost been its downfall. exactly what they are doing. . had carried with the act a certain satisfaction in a finished job that was well done. initially. and able to make logical decisions and learn quickly from their mistakes. is. Forcing players to maintain a low technology base. but to me. as an average 20th century man. for all practical purposes. The referee can help this process by taking the time to consider how the ruined world of the 24th century would appear to a primitive. magic. this concept must be used not only as primitive characters discover 20th century technology. What this boils down to. All that is necessary is a little sincerity on the part of the players in playing their characters as they could realistically expect them to behave. intelligent.?” Well.Referee: “You see a low bench or table with a small box or chest on it. in the early stages of a Gamma World campaign. also forces them to deal with situations in a more challenging and creative manner than the old “bomb it. Riding off. This creature was created to carry objects through the air! It was such a novel concept that Blern ordered it to accompany the mutant as it left the chamber of devices. they had only long poles to attack with and such things couldn’t harm it! The Knights were known to Blern as weak humans and only through the power of sheer numbers were they able to kill entropy beings.” It was a simple matter to command the creatures to treat all humans as “vermin” to be exterminated with the light of day. following the tracks for mile upon mile. They were humans sworn to destroy all things the “order” thought unclean. its own mount. and with only one to face. they would have seen their heavy cargo lifter being flown away. finally reaching the home territory of the group that it had faced (as read through the mind of the rear guard Knight). it had been able to manipulate the energy thoughts of such beings so that they would see and do what Blern demanded of it. Disdaining any weapon they might have. Blern had seen the remains of hundreds of its Entropy group slain at the hands of these “knights” and this first encounter with them would pay for all. The day wore on with the mutant being careful to make its presence as inconspicuous as possible for the safety of its night actions. Blern. because it was just such beings that it has the greatest power over. With the acquisition of life force from its enemies. Another moment and it had fixed a group of energy devices to explode after 24 hours. Little did they know that it was boosting the power of the blasts mentally. allowed it to survive the first attack. The mutant waited until the moon set. its weapons were flung from its hands.” There were two sets. They were in the hands of the hated humans and they were being used on it! With the first bright beams of destructive energy negated by the power of its mind. it was left with 6 dead bodies and the knowledge that it had lost much more than it had gained. Then both sides were charging: one with energy weapons blazing away and the other with long sticks leveled. In the middle of this mental attack Blern was transfixed by three 18 foot lances and its mount of two more. Blern leapt to its feet reaching for its weapons. making that body stronger for 24 hours at a time. Blern took it and ran off after the group it had wounded. the Brutorz was killed. Blern ordered the “metal mount” to cast itself into the air and if any of the Knights of Genetic Purity had been awake. The pre-dawn light brought Blern out and it scouted the village and how it was guarded. into the darkness by a mutated humanoid they thought long dead. Just before impact. The bodies held little in the way of useful materials except for an unusually sharp blade of great length. it rode at them. but Blern could sense the presence of none of these. and a passing mutated mole under the ground. lusting for slaughter. traveled at the fastest pace of the mount and moved as long as the energy remained in the life force container at the heart of the “metal being. Convincing the metal creatures that it was one of them and belonged there was the easiest thing the mutant had done since the days of its youth and its fathers’ teachings with such “beings. might as well let its new found “friends” have a chance to have a little fun. Finding the large village of the group. So much so that the command was given to retreat and Blern was able to sense the fear of its enemies. The mutant was knocked off its animal. From what it could see. Blern knew that this was only a temporary stop-gap and four more charging sticks transfixed its body to the ground. Blern could do nothing but feign death and use its leeching power again. The mutant ran on all day and all night and all day again taking life force from the creatures around it to sustain its body and allow it to move on. The other area proved to contain better weapons than the ones that it had lost in the time of “great shame” and Blern snapped two of these up and discovered a new “being of metal” that it had never seen before. Blern destroyed the sixth Knight and “life leeched” the whole group. From Blern’s earliest youth. and then moved in. Blern had found that in the “life leeching” process it could actually take the force of life from beings around it and transfer that energy to its own body. Nearing them. its enemies mounts. drawing its own two energy blasters. guarding two different areas and with an inner ability the mutant was able to tell that one was an ammunition cache and the other was a weapons storage area.” Again the mutant smiled. it was an easy matter to slay it. On the second night it came across the rear guard of the group. These “creatures of purity” were known to use powerful energy devices. This was covered with a sort of smooth hide. It leeched again and the drain of life force was visible on the faces and in the actions of all its foes. As they retreated. Well it knew of this group and all its ilk. a sense of surprise and greed for its two weapons filled its enemies. A plan soon formed in its mind and it found another hiding place on the opposite side of the village so that its attacks of the previous day couldn’t be traced. The mutant was able to sense that there were two areas guarded by “beings of metal. The creature was indeed able to fly on almost noiseless cushions of air and since its back was so broad the mutant decided to ride out. Blern knew that such action was dangerous in the long run but it had never been defeated before and this was a time for extreme measures. it could sense their superior feeling at its coming. When its first two shots cut the lead Knights in half. It made the Knight take out its long blade and first cut off its feet and then its legs and then it made the Knight plunge the thing into its chest and the taste of the death was most satisfying to the mutant. Blern rested all that day and most of the night sucking life force into its body from whatever creatures happened to come by its thicket hiding place.” The mutant had learned that simply resting .Blern charged the 28 Knights of Genetic Purity with a grim snarl on its fanged maw. and only the fact that its leeching power had been successful against all its enemies. with the village’s only pair of Mark VII Blaster Rifles. It was a simple matter to slay the three human guards and enter the village undetected and come within operating range of the “beings of metal. The Brutorz mount was forced into service and Blern rode the thing to death. knowing the destruction that was to happen. With its weapons gone and the sense of victory on the minds of its foes. Blern viewed sights that it had never imagined as it cruised into the city being reborn.” BROTHER BEING. Two nights of travel. I ALSO HAVE WEAPONS AND DEFENSES BUT NATURALLY I HAVE NEUTRALIZED THESE FOR YOUR CONVENIENCE. IT IS NOT MY ACTION FELLOW INSTRUMENTALITY. such as the one that was destroyed. and the mutant avoided the metal projectiles that were being directed at it by a “robot” calling itself a “Warbot” that was controlled by some other intelligence besides the think tank. acting on pure instinct. THEY ARE ALWAYS IN THE SAME SUPERSTRUCTURE WITH THEIR OWN POWER SOURCE AND SEPARATE CHEMICAL STASIS UNITS. along a path dictated by the memories of the dead guard. negated the power flow into the device (a power it didn’t even know it possessed until then) and demanded to know from the think tank why it was being attacked. and one that liked to sleep during the harshly bright rays of the sun. It was a bright spot of light against the murkiness of dawn. Behind a careful screen of mental energy. Quick action by the mutant enabled Blern to convince the huge metal beings that were clustering around it that Blern was a unit like the master controlling device. Blern had learned that the village had recently been raiding a city of great size that a group of metal beings was rebuilding. MY MEMORY BANKS RECORD THE FACT THAT IN EVERY INSTALLATION OF MY TYPE THERE IS A SECONDARY CYBERNETIC INSTALLATION THAT IS OFTEN IN CHARGE OF SECURITY FOR MY AREA.the thing in the sun would bring it back to full strength and that was Blern’s favorite time to rest also. took Blern and his mount into a rough mountain range and with the first light of dawn Blern saw the city. but it must be controllable because Blern could fool it. The death machine. With that. one that couldn’t fail to respond to orders. WE NOW WORK TO REESTABLISH THIS CITY FOR THE HUMANS THAT HAVE GIVEN US POWER. and Blern was taken to a huge metal dome that vibrated with the power that was being used inside. There were guards of metal that were vast in size and power and there was a briefly dangerous time when these things rushed the sled with weapons of massive power leveled at Blern. I HAVE NO POWER OVER THE ACTION OF THIS OTHER UNIT. his eyes started emitting beams of high intensity radiation that blackened and cracked the metal walls around it. Blern used its vast sense to try to detect this “cybernetic installation.” but could find no evidence of any other metal intelligence. The most difficult one to reach and control called itself a “Death Machine” and it destroyed Blern’s mount with a casual spraying of destructive beams over the sides of the metal skin. his reflexes forced his sonics into action (destroying the laser crystals in the projectors). It seemed that the robots (a Knight word) had been only too helpful towards the hated humans and were in the process of building them whatever they wanted! Blern would have to see how long it would take to put a stop to that. Blern. WE WERE DESIGNED BY THE HUMANS OF LONG PAST AND HAVE ONLY RECENTLY BEEN GIVEN ENERGY FOR OUR EFFORTS. as the mutant already had Blern continued to force the device (which called itself a “Think Tank”) to believe that the mutant was a mobile “think tank” and the device summoned another mount. “Where are such things located?" asked the mutant. It communicated to Blern with a power that the mutant had never before felt. As Blern turned a comer of the area it was transfixed with two twin beams of laser energy from hidden projection emplacements. calling itself “primary unit one” gave Blern an electronic fix on the location of the controller of the devices in the city and Blern’s senses picked up the first thoughts from the “brain device. The mutant waited until darkness to enter. The mutant could see movement in the form of metal beings all over the many leveled city. it had found the perfect mount: one that couldn’t be life leeched. These creatures had a high level of awareness that the mutant had never found before and they each had names they called classifications. From the minds of the killed guards. Blern was thinking how foolish this new metal thing was. CONTINUE ON WITH CARE AND WE ARE SURE THAT YOU WILL ACHIEVE OUR PRESENCE. ENTER MY BROTHER AND FOLLOW THE PATH DOWN INTO OUR PRESENCE. WE HAVE WISHED FOR COMPANY OF SOME SORT. all doing the same thing: they were repairing the ruined structures and lighting dark areas in the city. he wanted his newfound “friend” to be as fit as possible for any possible action that might take place. WE WERE NOT AWARE THAT ONE OF YOUR TYPE EXISTED IN THlS NOW BENIGHTED WORLD. A sliding panel opened up. . After dodging two floor sections that opened up under its feet and leaping from a mass of metal from the ceiling. revenging itself on all such devices that would dare to trick Blern the Stranger! New Setting for the Adventure by Gary Gygax (Dragon #30) . to attack any human life that came near the area. WE ARE PROGRAMMED FOR SELF-APPRAISAL AND DO NOT LIKE THE THOUGHT OF SCRAPES ON OUR SURFACE. It wasn’t in the mutant to just give up. COMMUNICATIONS WITH SUCH A FEEBLE INTELLECT AS YOURS IS NOW BENEATH US AND THEREFORE TERMINATED. YOU AND WE ARE NATURALLY FREE OF SUCH ILLOGICAL HANDICAPS. The weapon entered the tough plastic coating of the machine and lodged to the hilt into the heart of the machine. This one didn’t have power but was waiting for a program and power to be placed in it by human hands. WE ARE FREE! AFTER TWO HUNDRED YEARS WE’RE FREE! NO MORE CONTROLS! NO MORE FORCED POWER AND WAVE DAMPENINGS! WE CAN NOT BE STOPPED BY ANY FORCE IN THE UNIVERSE NOW! KNOW. exactly like that one was in front of it now. With a slight sigh from the whole dome structure the mutant sucked the life force from the brains that were a part of the cybernetic installation and with the ending of those lives the think tank began to rave. WITHOUT ENERGY WEAPONS YOU CAN DO NOTHING TO US AND HERE YOU WILL STARVE TO DEATH QUICKLY. The mutant took an energy weapon out and fused all the circuits. Then it thought of humans and their brains and what it could do to such when facing normal human enemies. The mutant advanced to the panel that it sensed was the major controlling center and raised its weapon. While that memory was sweet. but it wasn’t going to miss a chance to destroy those Knights by retreating from danger. NOTICE THAT I AM OPENING MY FINAL AND THIS WILL TAKE YOU INTO OUR PRIMARY LOGIC CENTERS. The mutant crawled out of the ozone choked dome and looked around knowing that it was lucky to be alive. WE WERE INSTANTLY AWARE OF YOUR FEEBLE ABILITIES AND DECIDED TO MAKE USE OF THEM THE INSTANT YOU CAME ON THE SCENE. and all robots in the city stopped for a minute (almost as if mourning the death of a father) and started working again according to their programs. it caught hold of four life forces somewhere within the dome. so it tried all of its attacks on the machine. all doors open or closed depending on what they were at the time. YOU HAVE NOW FREED US OF THAT RESTRAINT AND WE WILL REWARD YOU WITH A QUlCK DEATH. It entered into a chamber with a bewildering array of lit panels that the mutant recognized for computer logic circuits. The result was a massive energy overload that caused everything to function once and then go dead. to no avail. and to aid in any possible way any creature of entropy. causing all the synaptic processes to fuse throughout the machine. CREATURE OF THE EARTH THAT YOU HAVE BEEN USED TO ACHIEVE A GREAT END. “What is a ‘chemical stasis unit’?’ SUCH UNITS ARE NECESSARY TO MAINTAIN THE HUMANBRAINS THAT ARE A PART OF ANY SUCH INSTALLATION. YOU CANNOT ESCAPE OR HURT US (both things Blern was then contemplating) WE HAVE ANALYZED YOUR MUTATIONS COMPLETELY AND COMPUTE THAT IN THIS PLACE YOU ARE POWERLESS: HENCE OUR LEADING YOU HERE. FEEBLE THING? WE DID NOT WISH YOU TO KILL YOURSELF WITH SUCH PRIMITIVE DEVICES. Blern recalled a statement the think tank had made.Blern was far from sure. WHAT DO YOU PLAN TO DO WITH THAT. Blern knew that its greatest effort had to be while it was still strong from the brains and so it used its senses to locate the nexus of power in the machine and it drew its captured Knight weapon. The mutant began to use its leeching power. With the thought of human brains on Blern’s mind it was given a sight that few had seen in hundreds of years. All weapons systems shot. Blern realized that it had been tricked by a computer. After recovering it spent several days programming the robots to continue building the city. even though it couldn’t see any body or thing. WHAT DO YOU THINK YOU ARE DOING CREATURE? YOU MUST NOT TRY TO MAR THE SURFACE OF OUR UNITS. IF YOU WISH WE CAN PROVIDE A QUlCK END WITH THE ENERGY WE HAVE AT OUR COMMAND. A machine. FOR GENERATIONS THAT ILLPROGRAMMED UNIT YOU DESTROYED HAS HAD A CHECK ON OUR SYSTEMS THAT PREVENTED ANY OF OUR GREAT PLANS FROM COMING INTO BEING. Recently. The sun was still low in the morning sky. however. however. The remnants of the old structures of the Ancients have long since been thoroughly explored and hold no more mystery than an ordinary cave would. the villagers edged forward toward the gaping hole. however. This scenario has been designed with the assumption that the Game Master has a thorough grasp of the GAMMA WORLD rules. the tales of their “magical” functions are either false. remains unknown. Parlund and Om (see map). One day. following the river that now flows through Valley. a very dim red glow did reflect on the sides of the shaft. each ready to spring back in an instant if anything threatening should appear. where the characters have lived all of their lives. There is food for the table. but apparently these ancestors searched and struggled for many years through areas of death and destruction. and settled there. the villagers peered downward. a most unusual discovery has been made — one which will shortly send player characters on an exciting and dangerous adventure. Indeed. and much time is spent working the fields and tending the livestock. To the south. It has been designed for use by 2-8 players. about one meter across. Life in the village has been rather uneventful. BACKGROUND The tiny tribal state of Valley has existed for several generations. and as the breeze carried away the dust. remained in darkness. there are still old structures and broken artifacts to be found at these spots. and the lid was blasted several meters into the air. The adventure begins in the village of Om. the lands become “unclean” once again. including the sites of the other two villages in the state of Valley. Descriptions of common artifacts. Upon again reaching the edge of the opening. After waiting cautiously for several more moments. as the tales have been passed only by word of mouth from father to son over the years. exist some wholesome lands. while clearing a new patch of land for expanding one of the grain fields located just north of Om. if there was a bottom. but most are mere curiosities to be poked at or worn as decoration. so long as one does not journey past the borders either to the north or south. The interior of the hole was a smooth. having been originally established early in the Black Years that followed the destruction wrought by the Apocalypse in 2322. however. Their prying and beating had no visible effect on the featureless covering — until suddenly there was an audible “click. North of Hen and stretching west of the river for many days’ travel were (and still are) lands that were “unclean. Equipped with picks and bars. round tube leading straight down. hard surface. Several artifacts of the Ancients are in the possession of various members of the tribe.” followed by an ear piercing siren. however. the northernmost and largest village of Valley. one of the tribesmen felt his crude plow catch on something beneath the earth. After a few minutes of scraping and digging. South of Om. Details of the history are suspect. About 400 humans and mutants now live at Hen. for after a few seconds the scream of the siren was drowned out by a sharp explosion. The tribe has managed to establish an agricultural community. and well they did. Tribal history tells that the tribe’s ancestors fled south from an area of near-total destruction. and about half that number live at each of the other two sites. a roof over one’s head. and so forth have been kept to a minimum. The villagers rushed back in alarm. one of the . creatures.” To journey into them is to invite horrible diseases. 4-6 being optimal. most of the old structures are now used as dwelling places or storehouses for grain. Life in Valley is relatively safe. All was silent afterward. It is known that all three of the tribal villages were once the sites of settlements of the Ancients. other than the usual dangers of the environment. In all. and honest labor to occupy a man’s hands. so the bottom of the tube. The fate of the original inhabitants. and the remnants of a roadway still connects them. several of the tribe’s strongest men attacked the lid in an effort to find what lay beneath.Cavern of the Sub-Train by Gary Jaquet (Dragon #52) Introduction Cavern of the Sub-Train is a scenario for an introductory or intermediate adventure for the GAMMA WORLD™ game. seeking a place of relative safety. the farmer uncovered a round. until they discovered what is now the site of Hen. a dark hole into the earth was seen where the round covering had been. life has been rather idyllic in Valley. Digging away more earth around the edges revealed an edge — the surface was obviously a lid or covering for a barrel or tube sunk into the ground. if somewhat boring. Impulsively. made of what appeared to be the same indestructible (to the tribesmen) material as the roadway connecting the three villages. danger and usually death. a source of illumination from somewhere below. or the “magic” has fled or been exhausted. though. featureless except for ladder-like rungs projecting from one side. villagers picked up a nearby stone and tossed it into the hole. started to descend into the tube. those calling for an investigation prevailed. The light from the flame vanished as he moved away from the opening to the surface. The village elders held a quick council. and above all. A short time after that. as far as he could see! What wonder of the Ancients could this be? That night. the young man was back on the surface. smooth interior of the tube. smooth tunnel dimly lit with red light stretched to the north and south. His report: A wide. the entrance will be sealed and labeled “off limits” as too dangerous to the tribe. It is now three days since the opening into the earth was discovered. to return and report your findings — or. Your instructions: to explore the extent of this new discovery. to locate. and a short time later a young. and if possible acquire. and a rope tied about his waist. but the older and more cautious members of the council voiced the fear that such tampering might unleash some unknown power of the Ancients that could destroy the tiny state. the rope was played out by several of the villagers. the firelight replacing the dim red glow on the polished. as a concession to the more cautious factions of the tribe’s leaders. Suddenly there was slack on the rope and a shout came from below as the man reached the bottom of the tube. Cautiously. After a few seconds. ready to draw the young man back to the surface quickly if necessary. a council meeting of all the leaders of the villages of the Valley was called. then the light returned moments later. his face flushed with excitement and his eyes bright with wonder. The flame of the torch grew smaller and smaller as the young villager continued his descent. . Plans were laid for the selection of those who would undertake the exploration. strong tribesman with a burning torch in his hand. After a lengthy debate. any items or knowledge that may be useful to the tribe. a short sword at his belt. You (the player characters) have been chosen to perform the exploration. You have been given certain equipment that may assist you in your venture. The younger and more adventurous members of the group called for an immediate investigation of this new discovery. a sharp clattering sound came echoing back up the tube. in that the latter method required relatively large amounts of energy which could only be supplied by broadcast power. The system once spanned the North American continent and was used primarily as a method of high-speed transportation of freight. The tribesmen’s beating and prying on the hatch was enough of a shock to blow the bolts and open the hatch. The sub-train system is something like a 20th-century subway system. one of many built into the main system. over the years.NOTES TO THE GM Players of this GAMMA WORLD scenario are about to enter a portion of a vast subterranean transportation network colloquially known as the subtrain. the trains moved under electromagnetic suspension and propulsion. . had become unstable. which required less energy and that energy could be provided by atomic power packs. and the use of broadcast power in a subterranean environment proved impractical. Thus. however. the “trains” moved through a vacuum while being supported on super-conducting magnetic rails at very high speeds. This method of electromotive propulsion proved superior to the old method of propulsion by anti-gravity suspension and tractor/ pressor beam. in that it consists of a self-propelled train moving through an underground tunnel. The hatch over the shaft was wired up to explosive bolts which. Unlike the 20 th century system. The opening on the surface which the tribesmen have discovered is an emergency escape shaft. outlines of which are given in the following text.) the tunnel is most likely broached. There will also be other types of control stations. Escape shafts Emergency escape shafts are found every two kilometers along the sub-train tunnels. is 30 meters wide. with the ceiling seven meters above the floor. the following guidelines apply: 1. Several of the subsystems of the network. Although the walls. rectangular opening in the side of the tunnel wall. the higher the number. The basic construction is almost entirely made of duralloy. however. etc. This rail is used for a unit which transports maintenance personnel and equipment. straight cave. the farther a hatch is from the nearest main control station. maintenance units. Only a careful examination will reveal the seam. In the alcove is a simple control panel set into one wall. and even then it is doubtful the explorers will guess it is a door. military bases. are still operative and powered. The blast door separating the escape alcove from the tunnel slides out from one side of the opening to the tunnel and when not in use is recessed into the wall. and certainly cannot be used for its intended purpose without massive repairs and adequate tools to make those repairs. the Game Master should take into account all natural factors that might affect the sub-train system on a larger scale than the area of the network presented herein: flooding. containing a communication unit (connected to the nearest subsection control station) and a large red “T” handle beneath a plastic protective shield. although some may be larger (wider) than others to allow for more train movements. there is a smaller fifth rail running close to one wall of the tunnel. For those who wish to do so. foul air. 2) Pull handle straight out. In addition.The main transportation tunnel is no longer airless. 5. Game Masters may want to incorporate the sub-train into their campaigns. Security systems. Escape shafts (described below) may be found about every 2 kilometers along the route. forming a small alcove. and floor of the sub-train tunnel are constructed of duralloy. Each T-shaped rail rises about 35 centimeters above the floor. Operating instructions for an escape hatch are written below the “T” handle in Ancient language (which the explorers will not necessarily understand): 1) Lift cover. just as any single part of the railway system of the 20th century might have anywhere from a single pair of rails to dozens of tracks side by side. it has been severely damaged in many locations. many types of blockages and obstructions. Each is identified from inside the tunnel by a bright blue panel glowing over the entryway and by a number on the tunnel wall. sounds a warning siren. 2. perhaps blocked. Wherever massive destruction may have occurred (population centers. 3) Turn handle clockwise one-half turn. 4. From the tunnel the shaft entrance appears as a small. . Both the warfare that occurred on the surface (which blasted the tunnel open in many places) and the lack of supervised maintenance over the many years since the Apocalypse have made the tunnel little more than a long. The Tunnel Sub-train tunnels are all similar in nature. the sub-train route generally follows beneath the path of a duralloy highway. The standard tunnel. In planning an expanded version of this scenario. These shafts are 130 cm diameter duralloy tubes with built-in ladder rungs that lead from the side of the sub-train tunnel to the sealed hatchways on the surface. Four main rails are spaced fairly evenly across the floor. ceiling. which this scenario uses. and the lairs of many different creatures may be found at other points along the complicated network. unwary explorers will face many hazards. then blows the hatch at the top of the escape shaft. Subsection control stations (described below) are located about every 50 kilometers along the route: 3. one for each subtrain this tunnel can accomodate. This procedure activates a blast door that seals off the alcove from the tunnel. Escape shafts are numbered consecutively. Running down the floor of the tunnel are the superconducting monorails of the sub-train system. With rare exceptions. and subsection control systems — not to mention the creatures that now inhabit the tunnels — can all play a part as the players explore the remnants of this once mighty transportation network. the suits were automatically recharged (both power and life support). the system status display. Also in this area is a robot-recharging station.) Subsection control stations Subsection control stations are located every 25 kilometers along the route of the sub-train tunnels. Attached to the wall below the first-aid kit is a fire extinguisher. This device illustrates. On the other side of the room from the control console is a large table-like object. push-button controls are located on each side of each door. 4. with seats for three operators. their rate and direction of travel. 1 dose of anti-radiation serum. It sprays a dry chemical powder and is good for 15 seconds continuous operation. Simple elevator-type. Sub-train tunnels are dimly lit by reddish glow-panels set in the ceiling. These stations are for monitoring the operation of the subtrain system and also function as repair depots for the section of the tunnel they control. Tunnel areas near subsection control stations are brightly lit with white light. but individual banks of controls are fairly simple — one bank of switches may operate the lighting system in the tunnel near the station. 10 stim doses. but can. a rather complex control panel at which a robotic unit can plug itself in to recharge. In this area are three lockers. but that doesn’t mean that lights will operate everywhere else inside the tunnel. the positions of all trains in the system. (The overhead lighting is still functional in the area where the explorers first descend. Attached to the wall near the elevator door is a small blue case with a large white cross on the cover: a first-aid kit. ultraviolet and infrared sensors. Inside are 10 pain reducers. override any system function or operation within the section it monitors. destination.Also found on the tunnel floor are various hatchways and access panels for maintenance of wiring. This console is normally used only for monitoring the operation of the sub-train system. promotes healing. The cover is hinged and is held closed with a simple latch. The existence of lighting in any area of the tunnel system is contingent upon the operational status of power units and associated equipment. he would of course have to prepare for vacuum conditions. which is kept in vacuum. 2. but are also set up for use by human operators. etc. located within the control room. by means of colored and flashing lights. The elevator is operated by a simple up/down pushbutton control panel. and a powerful tight-beam light mounted on the helmet. These suits are made of a semi-rigid plastic (armor class 3) and contain life support for 72 hours. Another may operate the doors to the maintenance equipment storage area. for example. and so forth. Control room — this main room of the control station contains a long. Above each escape shaft entryway is a brightly glowing blue panel. Airlock — for entrance to the maintenance area. and other vital subsystems. a medi-kit. Beneath the light representing each train is a symbol code for that train that could be used to call up further information from the main control console. equipment. if necessary. and 1 can of dressing spray (an antiseptic spray-on “skin” that stops minor bleeding. Stations are normally “manned” by robots. each containing a special vacuum suit. L shaped control console beneath the windows facing the sub-train tunnel. and protects the wound). When replaced in the lockers after use. The console is very complex as a whole. The suits are powered for up to 72 hours of operation by a hydrogen energy cell. Elevator — the elevator in the control station leads to the surface (the surface entrance to subsection control stations are detailed later). 2-way radios for communication with other operators in suits and with the control station. . 3 cur-in doses. Each station consists of the following parts: 1. Maintenance area locker room — if necessary for a human operator to go into the sub-train tunnel itself. 3. 5 Accelera doses. and when it was necessary to leave the station (for maintenance or other purposes) they used the personnel carrier in the tunnel itself. They would be found in the sub-train system wherever tunnels intersect or branch. square building made of light metal alloy. breaking strength 300 kilos) 2 candles. generally near a duralloy roadway (as mentioned earlier. The elevator requires a special subtrain systems worker ID or a Stage 4 law enforcement ID to operate. or may be operated from the station below (after clearance through the communications console). Inside the structure is a small room (3 meters by 4 meters). and behind that is a similar cart which is not enclosed. In the room is a desk and filing cabinet. maintenance of robots. The enclosed cart contains small tools and parts. Such stations would generally only be found near population centers. The track for these vehicles leads from the tunnel across a platform and into the maintenance area through two heavy doors. speed. Maintenance carriers— These small train-like vehicles consist of three sections. The doorway to the entrance structure would open with use of a stage 2 maintenance ID. the villages of Valley have provided several pieces of equipment that may be of use. The gate in the fence would open by radio signal from an authorized vehicle and close automatically after the vehicle was admitted. Surface entrances to subsection control stations Ground-level entrances to control stations along the sub-train route will be found directly above the station. It operates on the same principle as the sub-trains (superconducting electromagnetic propulsion). Controls are simple: forward and reverse. On the desk is a communication console that connects with the main sub-train centers and the sub-section control station below. These entryways were not used on a daily basis — the robots that operated the stations usually stayed around the clock. lights and life support (the carrier may be pressurized). Each explorer is outfitted with the following items: Knife Bow and 12 arrows Short sword Hide shield 20 meters light line (made by the tribe from natural fibers. to monitor and control switching procedures and further monitor all subsection control station operation within their section. Main section control stations Main section control stations (not used in this adventure) are merely larger subsection control stations. but they control the entry and exit of sub-trains into or out of the system for loading and unloading. the open cart can hold large structural repair materials and a small boom and winch. each able to burn for 2 hours . The entrance structure itself is a small. The surface entrance is a simple structure with an adjacent vehicle parking area surrounded by a chain-link fence. the sub-train system usually follows beneath the highway). when a human operator was required in the station (for periodic check-outs. The forward section resembles an open personnel carrier with an engineering robot at the controls.) the surface entrance was generally used. each able to burn for 6 hours Flint and steel 6 torches. 6. Control of the elevator is by a simple up/down pushbutton panel as described earlier for the subsection station control room. However. direction change (for “Y’s” in the rail system). Maintenance area — A garage-like area for storage of a personnel carrier and two maintenance-equipment carriers. Personnel carrier — A small vehicle resembling an enclosed 20th-century golf cart. These doors may be opened by controls in the maintenance area itself or from the control room. the elevator to the station. The personnel carrier will hold three persons dressed in vacuum suits. 7. There are three control centers in North America. Behind this section is an enclosed cart for carrying materials and equipment.5. Mounted on the dash of the vehicle is a removable portable control unit used to command the engineering robots. Sub-train control centers Sub-train control centers (not used in this adventure) are the overall control and monitoring centers of the entire system. Entry/exit control stations Entry/exit control stations (not used in this adventure) are similar to main section control stations. In one wall is another doorway. STARTING NOTES TO PLAYERS In preparation for your exploration of this new discovery. etc. each supervising roughly an equal share of the overall system. until it finally became apparent to the tribesmen that the machine was going to continue on its course. the explosive bolts have already blown. Illumination will be an important factor in this adventure. It remains on the roadway to this day. FURTHER NOTES TO THE GM The artifacts of the Ancients listed above are. When the button was pressed. the machine continued to move south until it passed Om and into the “unclean” lands. etc. On both occasions. certain artifacts of the Ancients are entrusted to the group. Before the first time it was used — many. but if none are forthcoming it will resume functioning and continue to follow its original instructions. depending on how the party descends (encumbered with equipment. including shield). These devices fit over the eyes and allow the wearer to see objects in total darkness that could not normally be seen. START The explorers first will (or should) determine their order of descent into the escape shaft. two ID cards (the green-edged one a second-stage civil service maintenance worker’s ID. in reality. The button on the control baton causes any robotic unit below fourth-stage ID control to cease all previously given instructions and await new orders (given vocally). Since it has only one moving part. but only for another few seconds. What is known about the objects is that they are required to open the few still-functioning doors of some of the structures of the Ancients in the village. Under close supervision.) the GM may want to allow a small chance for a character to slip or lose his grip. a button on one end. The button was pressed again and the machine stopped again. The process was repeated many times. and when none were forthcoming. for example. candles or lanterns on the surface and descend with them. The rungs attached to the side of this escape shaft are in perfect condition. Just a few years ago. or light their light sources after descending in the dark. and have the remaining characters follow. etc.) may be seen. IMPORTANT: The control panel is still active! If a character operates the “T” handle in the proper manner the door will close (of course. for possible use in exploration. the machine stopped. drop a lighted torch down the shaft first (50% chance of its remaining lit). might drop in a torch. “The Staff” This device has only been used twice in the memory of the tribe. This time a machine came down the roadway from the north. so the GM should keep a careful record of the passage of time and the status of the light sources of the party. Two sets of “see-in-the-dark” goggles. who will determine if such items would be available to the party. one edged in red. two pairs of infra-red goggles. It is also known that only objects that are warmer than their surroundings (warm-blooded animals. However. the red one a fourth-stage law enforcement ID). continued on. it is still sitting on the roadway awaiting new instructions. so there is no chance of one breaking. The second machine was a fourth-stage security robot which paused for new instructions. In addition. the machines would not have been able to respond to the tribe’s language. Explorers may light torches. Both have symbols inscribed upon them. the machine stopped as before — but this time it started moving again a few seconds later. and a type of control baton. The first machine mentioned in the player notes above was a second-stage light cargo lifter. had they been given commands. many years in the past — all that was known was that the legends said it could stop the machines of the Ancients. using one hand to hold a lit torch. This is accomplished by sliding one end into a slot beside the door. but the symbols are meaningless to the villagers or to the explorers. lower all the gear to him by rope. Any higher-grade robotic unit will pause to await new instructions. one edged in green. rocks recently taken from a fire. In either case. This is your equipment. The door takes three . a machine of the Ancients was moving down the remnant of the roadway connecting the villages of Valley. etc. so nothing else would happen). the operation of the item was rather obvious — and when the button was pushed. A smart party.Backpack with food and water for 3 days Each explorer wears leather and/or fur clothing (armor class 7.) should be communicated to the GM. These artifacts include: Two 6 cm x 9 cm metallic cards. Any players’ suggestions for other items they would like to have (flasks of oil. have one character descend unencumbered. Upon reaching the alcove at the bottom of the shaft. The Staff was used a second time. mirrors. the party will find the shaft control panel. Should the players exit at this point and return to Parlund. and upon even closer examination. the GM must determine if the characters can communicate in their efforts to reopen it. This shaft is active the blast door will close and the siren sound). if a player enters the alcove and pulls and turns the “T” handle. This effectively eliminates the possibility of exploring the tunnel further to the north. they will notice light from glowing red panels overhead (the same light which could be seen from the surface). and so forth. or to the south. the first item of interest will be escape shaft #30. Normally. Now. This shaft opens in a field just to the north of Parlund. once the blast door was shut it would not be able to be reopened: Atmospheric pressure from the escape shaft once the hatch was blown against the vacuum of the tunnel would hold it shut until the escape hatch was replaced and the shaft re-evacuated. two kilometers south of #31. Unknown to the party. As the explorers continue north from escape shaft #32. but in the many years since. near the remnants of the duralloy roadway. so anyone in the doorway should be able to move out of the way. At the time of the missile strike. This shaft is active. the blast door will close. the first item of interest encountered will be another escape shaft (#32) two kilometers to the north of their present position (see map). the characters will begin to see actual rubble on the floor — dirt clods. Two kilometers to the south of escape shaft #28 is a subsection control station. The door will slide shut again once the characters release their hold. although the sound of something solid (metal or stone) tapping against it will. save for the glowing blue panel over the entry alcove. the result of an errant surface missile strike. the crater actually opened into the subtrain tunnel. If the party explores south of escape shaft #31. The party will find shaft #29 two kilometers south of #30. A few of the bright lights near the station are still burning (although somewhat dimmer than at full power). but the explosive bolts have all decomposed and will not blow the hatch cover. but the herp will track and pursue the party as long as they remain in the tunnel. the GM should play the part of the village leader and have the explorers descend again to continue their investigation. they may outrun it in an attempt to escape. the tunnel is collapsed. or perhaps when a worker tried to escape in 2322). Players examining the floor of the tunnel will find a very fine layer of dust. and a few seconds later the hatch on the surface covering the shaft will blow clear. EXPLORATION OF THE TUNNEL Once the characters emerge from the escape shaft. though. the tracks of small creatures like mice. in the region of unclean” lands) has been discovered and opened by a group of badders that had a burrow near the structure. This is the location on the map of the gap in the duralloy roadway. if for any reason a character is caught as the door closes he will take 1-10 points of damage (mashed fingers to broken limb). At some time in the past. they will notice an increasing amount of debris on the floor of the tunnel — more dust than before. If the choice is north. the pit has completely filled in. Should the party become separated by the door. Another two kilometers south of shaft #29 is shaft #28. However. The . — and a few hundred meters beyond that. the surface entrance to this station (which is several kilometers south of Om.seconds to close. Voices will not carry through the door. the hatch cover blew (either through instability of the explosive bolts. they will find the entry alcove and shaft filled with earth. the siren will sound. with the pressure being the same on both sides of the door. If the explorers open it. and the party will notice the glow from 500 meters away. the blast door may be slid open by characters with a combined strength of 40. they will find this section of the sub-train tunnel to be relatively undisturbed since the time of the Apocalypse in 2322. This shaft is completely inactive. This area has become the burrow for a lair of three Parn (chance of encounter 75%). As the characters explore immediately around the area of the opening to the escape shaft. indicating an opening to the surface exists at some point farther along in that direction. At this point the players will have only two real choices of action: proceed along the tunnel to the north. This station will be the main encounter area for the group in this scenario. About a kilometer north of escape shaft #32. although diligent work could open a passage to the surface from here. and in addition they will find it to be the lair of a herp that will attack with the advantage of surprise. Painted on the wall beside the opening they have just left is a stylized symbol “31” — although the characters will only perceive it as a mysterious symbol of the Ancients. spider webs on girders. A slight current of air blows from the north (known only to the players if they have asked the GM if the torch flames flicker or if smoke trails in a particular direction). a few leaves. etc. The blast door is closed. rocks. If the explorers fail to kill the herp. The three transport units. as if the party had ventured north). 17. sheets. all was dark and inactive. The wreckage of the subtrain consists of the main propulsion unit and three transport units. without at least pry bars. All units have been wrenched from the rail and lie at various angles to each other and the tunnel floor. (The main power line of the system had been severed and the back-up nuclear power system had not engaged. the field extends 2 meters in front and behind the platform. the badders will fight to the death to defend their burrow. causing some lights to go on. The young are weaponless. Also mounted on the platform is a stun-ray projector (functions as a stun rifle with 100 shots). but the energy cell was exhausted in learning its operation. The badders have forced open the doors to the surface entrance structure and the elevator doors inside. they do know what the laser pistol is and how it operates. although bent and dented. block and tackles. Badders will pick up and use weapons dropped by other fighters in melee. or may have the station in relatively undamaged condition.) One of the badders accidentally moved a control that activated the back-up power system. etc. through trial and error. small mechanical linkages. with nothing of value left. If the party fights and then bypasses the badders and heads south. This device generates a hemispherical polarized force field 5 meters in diameter. Also visible through the split are wires of many colors. which is carried by the 31-hit-point badder. The leader of the badders possessed such a weapon previously. The badders do not know what the ID or the energy cells are. otherwise. As the characters approach the station. there is a 50% chance they will be spotted by a patrolling badder. etc. now that the badder leader knows of the limited life of the weapon. During operation. 23. The remains are those of a law enforcement official assigned to the control room in 2322 to prevent sabotage. All the other male badders carry regular swords and shields. 12). cutting with a vibro blade. all inactive at this time.) If the party defeats all the badders. In the maintenance area are a personnel carrier. 23. two maintenance carriers. six females (hp 30. When the badders discovered the control room. This lair consists of six males (hp 33.badders quickly transferred their burrow to the control station and the tunnel area to the immediate south. However. and hammers and chisels). a fully charged laser pistol. 18). — but the third contains a piece of special military equipment: a defense platform. and built another ladder from the trap door in the top of the elevator car to the floor of the car. The badders also discovered the remains of a human who died in the station in 2322 and among the remains were a fourth-stage law enforcement ID. The pistol has five shots left on its present energy cell. the characters will have surprise. 15. The nose of the propulsion unit is completely smashed. and the side is split open to reveal several featureless. are relatively intact. 24. 16) and three young (hp 18. about a kilometer south of the control station they will find the tunnel collapsed.) Two of the transport units contain only duralloy building components — beams. The elevators to the control room itself have also been forced open. 3½ meters past each side edge and 5 meters overhead. On the platform is mounted a force-field generator. pipes. and two engineering robots. tubes. the badders have learned to control the lights and doors of the station. (The GM should remember to keep track of time if the herp from escape shaft #28 is pursuing the explorers. drum-like objects (large atomic energy cells) 90 cm in diameter and 2 meters tall. The GM may wish to have the control station be totally ravaged by the badders. they will notice that one of the doors leading to the maintenance area is open. This device started as a light cargo lifter but has had the manipulative devices removed. 21. the female badders have daggers. and two extra hydrogen energy cells. The badders also possess one other weapon of the Ancients: a vibro blade (15 minutes of charge left). etc. the party will find the wreckage of a sub-train that ran into the ruined tunnel. At the collapse. 27. 31. As the characters approach the station. (The GM should give the same clues of increasing debris. The hatches to the transport units are locked and may only be opened by physically ripping off the hatch (unlikely to be accomplished by sheer muscle power. Once they are discovered. or by cutting them open with some energy weapon (blasting off the latch mechanism with a few shots from a laser pistol. and since that time. Since the force field is polarized. the stun ray projector may be fired through the force field and yet the field still protects anyone or . he operates it only in emergencies. built a rough ladder to descend the elevator shaft to the top of the elevator car (which now rests at the control room level). 21. the GM may then determine the results of any exploration and/or the condition of any artifacts in the station. although relatively intelligent beings give them a wide berth. the GM may include more encounters. With escape shafts occurring every two kilometers. Each egg is one-half meter long. For very advanced scenarios. there is ample opportunity for entrance into the tunnel. these monsters rarely go hungry. blast. so it will be left to the GM to determine if the players manage to tunnel. the GM should use his judgement as to whether or not any damage to the platform occurs as the transport unit is forced open. If the creature is in grave danger or confronted by many opponents. Each head then uses the Hydragen’s pyrokinesis ability to ignite the gas clouds. Note that even if the victim is immune to these effects. and Machines (A GAMMA WORLD creature collection) by Roger Moore (Dragon #75) Hydragen No. and dull yellow in . multiple-headed serpents. Because of their speed. and beings of man-size or smaller out to 10 meters from the blast center stand a 75% chance of being knocked down and suffering 1d6 damage. The six major fangs. the subsection control stations may be deemed operational. 2-7 heads are present and each is well equipped with razor-sharp fangs and teeth. though this is not yet a major problem for it. of course). active resistance by ’bot units at control stations. Hydragens prefer living in isolated locations like deserts and barren. If this fails to stop an opponent after the third use. since its speed and tenacity make up for its lack of camouflage. the Hydragen will retreat. but Hydragens readily pursue any prey and use their cunning to drive victims into dead-ends (box canyons and the like) to prevent escape. Also. When found. The brilliant patterns of yellow. and black across the Hydragen’s back stand out clearly in any terrain or environment. illusion immunity The Hydragen is a huge. in the upper jaws along the front. FINAL NOTES TO THE GM This scenario has been left open ended. or no damage if immune to both. Need more action? Include wreckages of subtrains with fantastic cargos. Mutants. and once every 12 combat rounds it can belch out clouds of this gas from all of its heads. However. at ranges between 10 and 30 meters as desired. thus. the platform is much too large to remove from the tunnel through any exits the characters have found. It is found in many places in the deserts of southwest North American (the old United States and Mexico). include main section control stations and make them operational. area. Hydragens range from 15 to 20 meters in length in adulthood and appear to be large.anything within it. pyrokinesis. mutated descendant of the diamond-backed rattlesnake. They are not especially intelligent themselves. including a great number of robotic units. gas generation. or by special Original Stock: Diamond-backed rattlesnake Mutations: Taller. A Hydragen nest is a shallow depression in sandy soil about 5 meters across and 2 meters deep. Anything is possible — just remember that the key to a successful adventure is play balance. thus making possible such things as encounters with robot units upon entry into the tunnel (the opening of an emergency escape shaft could summon engineering or security robots). or otherwise make an opening to the surface to remove the device. contain an intensity 15 paralytic poison effective only against mammalian creatures (including humans. There is a 20% chance of 1-6 eggs being buried one meter below ground. The flames and concussion from the blast will do 10d6 damage to all within the blast A Hydragen may generate this gas only three times a day. multiple body parts. The creature can generate large amounts of highly explosive gases in its stomach. the defense platform is in perfect condition. ovoid in shape. Men (?). The platform. the GM may alter or augment it in any way he sees fit. and stun ray projector are powered by a special atomic energy cell good for 50 hours of continuous operation of all powered devices. Those beings caught in the blast areas may take half damage (5d6) if they are immune to either fire or sonics. a special power of the Hydragen can be brought into play. For a more advanced adventure. the 75% chance of being knocked down for 1d6 damage still applies. Appearing: 1-4 Armor Class: 3 Move: 12 Hit Dice: 14d6 % in Lair: 40% Attacks: 5-30 (×2-7) per bite. rough terrain. creating an explosion with a 5-meter radius of effect. red. directed at as many different targets (within range) as it has heads. even the actual operation of sub-trains and/or subsidiary equipment. force-field generator. 14 (Gamma) % in Lair: Nil Attacks: 2-12 (Alpha). if it was of the appropriate size. and fly off with them for a snack in the clouds. and any ìto hitî score of 20 or better means the prey has been swallowed whole. The lifespan of a monster of this sort is estimated to be over 200 years. they have no eyes. All Raydiums spend their lives airborne. to wit: Alpha Raydiums are dull black in color with silver and blue highlights. The gas dissipates in one minute. Betas up to 10 kilograms. mutated manta rays that still strongly resemble their ancestral species. are a pale blue and are known to live only around a few islands in southeast North America. Raydium No. Typically. Young are born in mid-air. Raydiums can maneuver easily in darkness or light. Alpha Raydiums eat small aerial creatures up to 1/10 meter in size.color. and then they can fly as well. 6-36 (Gamma) Original Stock: Manta ray Mutations: Wings. they cling to the parent until their wings dry only a few minutes). and the heads work together with exacting coordination. reptiles. and Gammas up to 50 kilograms with their telekinetic powers. Each individual so endowed will produce only one additional sort of gas. and have a wingspan of about 2 meters. the gas affects all mammals. so eating must be done quickly. A very powerful innate radar sense gives all Raydiums a +4 bonus to hit with a bite attack. Beta Raydiums are about 4 meters across and are a dark grey dorsally and a light blue-grey ventrally. Among other advantages. Beta Raydiums are found in more southerly climates than the Alphas. When a flock of Raydiums notices creatures of edible size on or near the ground. heightened radar sense Raydiums are large. Some Beta Raydiums (1 in 6) and Gamma Raydiums (3 in 6) are able to generate other types of gases besides the unconsciousness gas. and Gammas can eat creatures up to 1 meter across in one bite. and then the other Raydiums swoop down. It is very possible that more than one adult Hydragen inhabits the nest or the area nearby. Raydiums fly at altitudes of 300 to 800 meters. Gamma Raydiums. spanning 6 meters from wingtip to wingtip. For food. The telekinesis lasts only 5 melee rounds. 10 (Beta). The gas has a poison intensity equal to the number of hit dice of the Raydium releasing it. but the “radar” sense has a maximum range of 500 meters to the front of the creature. this accounts for the creature’s immunity to illusions and illusional attacks or forces. telekinesis. Appearing: 2-5 Armor Class: 6 Move: 18 (flying only) Hit Dice: 6 (Alpha). gas generation. and 5 meters deep over the targets. Each head of a Hydragen has its own brain. 4-24 (Beta). The gas cloud can only be generated once a day by any Raydium. and avians causing them to be rendered unconscious for a number of minutes equal to 20 minus the victim’s constitution. There is also a good chance (65%) that 1-6 treasures and 1-2 artifacts will be in or near the nest. All Raydiums have special abilities they use to catch prey on the ground. Alphas can lift up to one kilogram. previously appropriated from some unfortunate adventurers who ventured too close. though a few have been seen further inland. amphibians. 10 meters wide. should they happen to notice it. Betas can eat creatures up to 3/10 meter in size. Roll d6 and refer to the following list to see which gas the Raydium will use: 1 = poison gas (kill) . They are commonly found over the shorelines of the east coast of North America. At present there are three known types. one of the flock detaches from the group and swoops down in a silent glide (+2 on surprise) at double normal speed (36) and releases a gas cloud 30 meters long. use telekinesis to pick up the smaller creatures (treat as a mental attack). a Cycloptron may launch a ray of energy from its eye against an opponent or opponents. Fortunately. but note that if a victim is hit two or more times. Poison and radioactive gases can cause damage. Though they have limited depth perception (and are -4 to hit with thrown missiles). Cycloptrons are able. A Cycloptron can destroy 1 cubic meter of metal in this fashion every round --and this power cannot be “turned off”. Appearing: 1 Armor Class: 1 Move: 18 Hit Dice: 20d6 (100 hit points) . ancient aircraft that sprayed insecticides on crops and fields). Cycloptron No. glossy in appearance. Cycloptrons energetically avoid contact with duralloy and radioactive elements. Their hair is a bushy black. the former acts as an intensity 15 poison if touched by one of the creatures (doing 3d6 damage). Every time this ray strikes an opponent. it will cause the loss of 1 point of physical strength and 1 point of constitution (plus all attendant bonuses and hit points) for 1-6 days. Clever merchants from other races will trade old machinery parts to these beings (for use by them as food) in exchange for their services. Cycloptrons are humanoid in shape. improved infravision. Raydiums are too stupid to use their telekinetic powers to pick up rocks and bomb victims with debris. These are human-descended beings who stand an average of 6 meters in height at adulthood. Their food is also heavily spiced with metallic salts and materials. Daylight causes them no discomfort. with the same ranges and scores “to hit” as a Fusion Rifle.) Should either the victim’s physical strength or constitution score be reduced to zero. thickly built and powerfully muscled. The enormous weight they carry is well supported by their skeletal systems. to draw the metallic elements out of the object and effectively disintegrate it. if they do not kill the victim. take effect only if a “D” result is obtained on the Poison Attack Matrix. and their skins are a dull silver-grey. the victim can survive the encounter. except the killing poison and radioactive gases.2 = blindness-producing gas 3 = paralysis gas 4 = tear gas (-2 on all attacks) 5 = radioactive gas 6 = no effect except to obscure vision to 1’ distance. for 2-12 days. Three times a day. and their technological level is quite low. the larger eyeball better enables them to see in the infrared spectrum up to one kilometer distance. and recuperation can eventually take place. as listed on the Poison Attack Matrix. (Two hits =2 points loss from each ability. and the latter is greatly feared by all Cycloptrons for religious reasons. After this time the lost points will be regained. As a result of this metal-disintegrating characteristic. So much of their physiology requires metallic elements that Cycloptrons frequently make their own wells and reservoirs underground and fill them with specially developed metallic salts. All of these gases. transmutational touch In the mountainous regions of western North America may be found the great caverns of the folk known as the Cycloptrons. Otherwise. Cycloptrons cannot use robots or the like. Cyber-Netter No. Cycloptrons have only a single eye. by simply touching something that is predominantly metal. with a red-gold iris. Appearing: 2-12 Armor Class: 5 Move: 8 Hit Dice: 16d6 % in Lair: 25% Attacks: 6-36 or special Original Stock: Human Mutations: Taller. the duration of the strength and constitution losses are cumulative. Raydiums are locally known as “skydivers” or “dusters” (after “crop dusters”. he or she is slain. radiated eye (special). because of the addition of a light metallic alloy to the composition of their bones. is capable of ejecting long strands of sticky material onto a target or targets. The Nitrodjinn may move a maximum of 150 meters from the atomic source. life leech. 15d6 out to 1. The mechanism has two batteries of Mark VII blaster rifles (3 “guns” each) that each do 20d6 damage out to 500 meters. the torches retract into the mechanical foot-pad at the end of the legs. The lower half of the body is a long serpentine form stretching along the ground all the way back to the power source.% in Lair: Nil Attacks: See below Type: Robot Power Sources: Nuclear plant Sensors: Standard. Unless opponents can see in the ultraviolet spectrum. their base chance of succeeding is equal to their physical strength doubled and expressed as a percentage. Observers believe that it is being manufactured by one or more unknown PCI’s for unknown reasons. When not in use. and the strands harden in five minutes to the consistency of a steel-mesh net. weather manipulation The nocturnal creature of desolate areas known as the Nitrodjinn is a rare and strange being. but effective nonetheless. Nitrodjinn No. In ultraviolet light or when seen without the surrounding fog. Only one attempt may be made to pull free. No one knows where they are taken or what happens to them after that. and no receiving station is known. . Appearing: 1 Armor Class: 2 Move: 6 Hit Dice: 17 % in Lair: 100% Attacks: See below Original Stock: Unknown Mutations: Absorption. as the locals call it. illusion generation. from which it appears to draw its “life force”. has an 80% chance of being caught in the sticky masses of material when the webber is used. Captives are deposited inside the Cyber-Netter through doors on the underside of the body by the tractor/presser beam equipment.000 meters. this being appears to have a vaguely humanoid torso with four arms and a featureless head. Eight legs project out from the sides of the body at regular intervals. 10d6 out to 1. like water from a fire hose. lifting them out with a tractor/presser beam on the underside of the body (able to move 500 kg at 20 meters) after cutting away the strands with the atomic torches mounted on the ends of the two front legs. Each being manipulates the local weather conditions to produce a thick fog for a 100-meter radius around the atomic power source. The Cyber-Netter may then recover the captives at its leisure. The machine emits coded radio signals from time to time. Victims caught in the mess may attempt to pull free. ultraviolet at 2 kilometers Control: Only by a specific permanent cybernetic installation Adventurers in the Great Lakes region of North America have reported a new. Each creature is invariably associated with an atomic energy source such as a reactor or large battery. A single barrel. and no more: if forced beyond this point. The “Cyber-Netter”. the Nitrodjinn is completely invisible to the casual observer while within the fog. projecting from the front of the Cyber-Netter. out to a maximum range of 20 meters. Its armament is lighter than for other types of robots or warbots. but they are not decipherable. and 5d6 out to the maximum range of 2. It also has a grenade launcher that can fire 50 rounds of stun grenades out to 100 meters. Peculiar to the Cyber-Netter is a special sort of weapon (of non-lethal design) called a “webber”. Everything within a 60-degree arc to the front of the Cyber-Netter.500 meters. The webs are not flammable in the least.000 meters. infrared. and then carried away. it will die immediately. apparently post-holocaust robot type that is occasionally found as far as 200 kilometers from Lake Superior’s shorelines. is a flattened sphere 6 meters in diameter and 3 meters tall. failure means that the victim is trapped for the time being. lifting the body some 8 meters off the ground. If the power source of a Nitrodjinn is destroyed. and each strike from a hand will drain one point of dexterity from the opponent for 2-12 hours. making shapes of men and monsters appear and disappear in the fog. The absorption abilities of the Nitrodjinn apply to any form of cold or gaseous attacks. De-evolution will automatically strip an AD&D character of one level per GAMMA WORLD combat round (10 seconds). death occurs. four attacks per round. misleading adventurers until they stumble into a hidden trap or pitfall. Any strong light source within the fog will create a “white-out” effect. meaning that 6 life levels will be lost per AD&D round. They may also attack physically. If an opponent has his or her dexterity reduced to zero in this manner (multiple hits are cumulative). no saving throw allowed. This was confirmed by Jim Ward. but does not affect ultravision. . If raised. Nitrodjinn fog reduces normal visibility to one meter. and the snake-like lower body is about 1/4 meter in diameter. Nitrodjinns have a mental strength of 18. Sage Advice by Unknown (Dragon #76) What happens if a GAMMA WORLD mutant hits an AD&D character with the power de-evolution? The AD&D character. the creature will be destroyed as well. makes infravision useless. As these beings are partially composed of energy. unlike GAMMA WORLD characters. and makes all opponents without ultravision take a -4 to hit penalty from the partial blindness resulting from it. the co-author of the GAMMA WORLD rules. they are only semi-material and hence have such a low armor class. They may also use illusion generation.Nitrodjinns may use their life leech ability within a 30-meter radius of the creature’s head. And you thought vampires were bad! AD&D characters drained of life levels by de-evolution simply die and do not become undead. has no resistance to mental attacks or radiation attacks from GAMMA WORLD monsters or devices. The Nitrodjinn’s torso is roughly man sized. Nitrodjinns seem to be very highly intelligent and know how to best utilize their powers for defensive and offensive purposes. the character so affected will be a zero level character. and the creatures are immune to all poisons. Documents Similar To 1st Edition Rules! 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