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WRITTEN BY MOSES WILDERMUTH AND DEREK HOLLAND EXOTEX ARMOR BY SAMMY SPADE EDITED BY MOSES WILDERMUTH ASSISTANT EDITOR: CHRIS H.
"WHILE I HADN'T INTENDED ON SPENDING SO LONG WORKING ON IT, THE MATERIAL WAS TOO GOOD TO JUST SLAP TOGETHER HAPHAZARDLY... AND IT WAS MY PLEASURE TO WORK ON." -- CHRIS H.
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TABLE OF CONTENTS
CHAPTER 1: GENOTYPES, CRYPTIC ALLIANCES & DERIVED ATTRIBUTES Section 1: Psykers and the Psyker Friends Network Moses Wildermuth Psykers (The Evolved) Page Psykes (Psychic Powers) Page Psyke Categories Page The Psyker Friends Network (The Net Cryptic Alliance) Psyke Meds Page Section 2: Growth Cycles for Green Folk Moses Wildermuth Growth Cycles for Green Folk Page Section 3: Fungus Based Characters Derek Holland Sentient Fungi Page Section 4: Can You Hear That? Making Sense of the Senses Moses Wildermuth Range Modifiers to the Senses Check Sight Page Hearing Smell
CHAPTER 2: SKILLS, COMBAT, HEALTH & WEATHER HAZARDS IMPROVED Section 1: The Skill System Moses Wildermuth Determining Skills Known Page The Skill Score Page Learning New Skills Page General Skills Enforcer Skills Esper Skills Examiner Skills Page Scout Skills Page Skill Descriptions Page Section 2: Combat Wound Effects Moses Wildermuth Step 1: How to Attack Page Step 2: Hit Locations Page Step 3: Combat Wound Effects Matrix Notes and Clarifications Page Special Attack Forms Page Page 19 19 20 20 Page 21 Page 22 Page 23 23 24 24 Page 31 32 32 Page 32 35 36
Section 3: Vehicle Combat Moses Wildermuth Vehicle Combat Page Section 4: New Poisons and Diseases Derek Holland Poisons Disease Section 5: Hows the Weather? Moses Wildermuth The Weather Table Page Description of Hazardous Weather Page CHAPTER 3: EQUIPMENT, ARMOR, WEAPONS, & COMPUTERS Section 1: The Healers Bag, Herbal Remedies & Miracle Cures Moses Wildermuth The Healers Bag Page Common Herbal Medicines Page Miscellaneous and Rarely Seen Herbs Ancient Miracle Cures Page Section 2: ExoTex Armor Sammy Spade Exotex Armor Page Section 3: Weapons, Weapon Proficiencies and Armor Moses Wildermuth Part 1: Weapon Types Page Part 2: Weapon Proficiencies Page Part 3: Armor Class versus Weapon Tech Level Section 4: A More Complete Breakdown of Tech IV Weapons Moses Wildermuth Revolvers to Shotguns Page Section 5: Nail Guns and Paint Ball Guns Derek Holland The Nail Gun Page The Paint Ball Gun Page Section 6: Really Cool Weapons Derek Holland The Atom Smasher Page 68 The Oxidizer The Attractor Page 68 The Pulverizor The Defoliator Page 68 The Shocker The Dehydrator Page 69 The Shredder The Dissolver Page 69 The Tags The Havoc Page 69 The Vaporizer The Javelin Page 69 The Wrecking Ball
Page 48 49 49 Page 50 50 Page 51 51 Page 52 53 57 Page 59 Page 64 64 Page 66 66 66 Page 67 Page 70 Page 70 Page 70 Page 71 Page 71 Page 71 Page 71
Section 7: Siege Weaponry of Gamma Terra Moses Wildermuth Miscellaneous Tech II Siege Weapons Medieval Artillery (Tech II) Page Greek Fire (Tech II) Page Common Cannon (Tech III - IV) Page Cannon Ammunition (Tech III - IV) Common Rockets (Tech III) Page Dynamite (Tech IV) Page Modern and Futuristic Cannons (Tech IV - VI) Section 8: Computer Systems and Artificial Intelligence Moses Wildermuth Part 1: Computer Systems Page Part 2: Peripheral Devices Page Part 3: Computer Programs Page CHAPTER 4: ADVENTURES & ENCOUNTERS Section 1: Random Treasure Tables Moses Wildermuth Armor, Helms and Shields (Tech I III) Page Armor, Helms and Shields (Tech IV VI) Ranged and Melee Weapons (Tech I III) Artifact Weapons (Tech IV VI) Advanced Adventurers Equipment (Tech IV VI) Standard Adventurers Equipment (Tech I III) Section 2: Random Wilderness Encounter Charts Moses Wildermuth Ruins and Death Lands Page Forests and Jungles Page Plains and Meadows Page Deserts and Rocky Lands Page Hills and Knolls Page Mountains and Cliffs Page Waterways: Rivers, Lakes, Swamps, Etc. Page True Animal Sub-Table Page Section 3: Random City and Roadway Encounters Moses Wildermuth Part 1: Designing a Community in Gamma World Page Part 2: Encounters in and around Town Part 3: Mounts and Pets Page LEGALITIES
Page 81 81 Page 82 Page 82 Page 83 Page 84 Page 85 Page 85 86 87 88 89 90 91 92 93 Page 94 94 Page 99 108 Page 109
The descriptions and statistics be low have been heav ily m odified for use in a 4th edition Gamma World cam paign. The --------------------------------------------------------------------------------------------------------------------
+3 to CN, IN, and CH rolls Must have minimum CN of 13, IN of 16, and CH of 14 Gain no bonus to Use Artifacts -3 Penalty to Mental Defense Score +2 Bonus to Health v. Radiation score Mental Psyke Abiltities
An excerpt from the Appendix to the "Historics of Gamma Terra" written by Szuth-Loh, Apprentice to Szah-Lah, Sleeth historian:
"Recently, a new development has occurred within the genetic structure of some of true man's offspring. Experts disagree about the root causes behind this change, but none can dispute the existence of True Men who have been born with mental abilities that approximate, and in some cases, surpass the mutations of the Altered Ones and New Animals. Some scholars contend that True Man's hardier bodies and emphasis on intelligence is behind this occurrence, while others believe that the increased pressures to survive the hostile world of Gamma Terra inevitably brought about a natural evolutionary response. "In either case, they have named themselves the Evolved and consider themselves a race apart (Homo Sapiens Mentalis). Most other species still consider them to be a subrace of True Men and refer to them as Psykers. "They retain True Man's resistance to disease, poison, and other ills. They likewise cannot be mutated by radiation. They seem to have lost some of the fascination with Technology that permeates ordinary True Man society and in general, are not as adept at discovering the use of these items as their predecessors. Their minds are more sensitive to mental activity, due to their new powers, and they seem to suffer more from mental attacks than other races. Many, however, have become Espers and through practice improve their mental defenses. "Their mental powers are called Psykes and are divided into 5 categories: Telepathic, Clairvoyant, Telekinetic, Teleportation, and Physical Control. All known Psykers are Telepathic. "Some within this new race see themselves as go-betweens for the True Men, Altered Ones and Other Sentient species (Sleeths in particular), while others see themselves as the new supreme race, destined to inherit Gamma Terra from all other races, including True Men and their cousins, the Altered Ones. "Currently, Psykers comprise about 10-15% of all Pure Strain births, however, this number appears to be growing."
Starting Category Table d8 MASTERY 1 Telepathy 2 Telepathy 3 Telepathy 4 Telepathy 5 Clairvoyance 6 Telekinesis 7 Physical 8 Teleport Control MINOR ABILITY Clairvoyance Telekinesis Physical Control Teleport Telepathy Telepathy Telepathy Telepathy
Psykers gain Minor Abilities and an additional Mastery as they gain levels, until finally all Categories becom e known. At 5 th Level, they gain a se cond Minor Ability (chosen either by the Player or the GM). At 10th Level, their first Minor Ability becomes their 2nd Mastery, and they gain another random Minor Ability. At 15 th Level, they gain Minor Ability in the remaining Psyke Category.
Psyke Categories
TELEPATHY Ability Empathy Stunning Force Summoning Telepathy Life Detection Read Surface Thoughts Send Thoughts Mental Probe Point Cost Description * 1 5 * 1 2 2 8 This action requires a m inimum of 5 m inutes contact with the v ictim but c an Detect Lies and Read Hidden Thoughts. Mastery Required. As Mutation *varying cost of 1 to receive & 3 to send As Mutation. As Mutation. Mastery Required. As Mutation *varying cost per action below:
CLAIRVOYANCE Ability Clairaudience Clairvoyance Combined Directional Sense Intuition 8 Psychometry 10 Point Cost Description 2 2 5 1 Able to Hear up to 25m + modifier, even thru solid objects. Able to See up to 25m + modifier, even thru solid objects. Able to Hear and See. Mastery Required. As Mutation, but must be Activated. As Mutation, Activated, Duration of 5 minutes. Mastery Required. As Mutation, Maximum Duration of 8 hrs. Mastery Required.
TELEKINESIS Ability Levitation * Telekinesis 3 Telekinetic Hand Telekinetic Flight 8 10 Point Cost Description As Mutation *varying cost 1 per 20 Kg. Mastery Required to levitate more than 60 Kg. As Mutation. As Mutation. Mastery Required. As Mutation, Maximum Duration of 8 hrs. Mastery Required.
PHYSICAL CONTROL Ability Enhanced Attribute Senses 2 Physical Attribute Physical Stasis Point Cost Description * each 1 per Mastery Required to raise any single Attribute more than 3 Point raised Points. 8 The Psyker enters a sleep-lik e state for up to one week. The body does not age o r die from illness while in stasis an d expended Points are not regained. Mastery Required. As Mutation, Activated, once pe r day, To re-grow lost lim bs, the Psyker must Activa te eve ry day until com pletely h ealed. Mastery Required. As Bodily Control *varying cost, shown below:
Regenerate 10
TELEPORTATION Ability Displacement 3 Teleportation Short Hop Long Jump Teleport Object Teleport Any Distance * 1 5 8 10 Mastery Required. As Mutation. Mastery Required. Location must be memorized, but distance is not a factor. Mastery Required. Point Cost Description As Mutation. Points are expended Automatically unless current Point Total is less than 3. As Mutation *varying cost, shown below:
Symbol: An im age de picting an Evolutionary Char t, with Psykers branching from the Pure Strain line, parallel to the Mu tant Human line, then all th ree blending into one again. In public, many wear ancient, blue and white telephone logos on their sleeve or brea st pocket, unless the Political clim ate is unfriendly. W ealthier m embers wear silver s lave tiaras , with blue topaz settings attaching to the ear, to their secret meetings. Those less fortunate must settle for cheaper imitations. Benefits: Mem bers are able to keep in contact with one another over long distances via Telepathy, sending thoughts from one m ember to another over The Net". Members are not aware of the contents of messages being passed through their m inds when they are part of The Net, unless they are the final recipients. W ith practice, m ost m essages can be ignored completely. In exchange for participating in The Net, members have access to rare Psyke Booster and Psyke Accellera meds (see Section 5 below). Restrictions: Mem bers must agree to join The Net and pass along m essage packets. Som e of these messages can be large and dis tracting, causing the character to be unable to re act for the duration of the m essage. The GM rolls a 5% chance per d ay that a la rge m essage will pass through that day. The message wi ll be 1d6 m inutes longs. The GM must randomly decide when this m essage will s tart. If this occu rs during combat, the c haracter m ay attem pt to "reject" the message. Treat a m essage as an I14 Mental Att ack. Only 1 attem pt to reje ct is allowed pe r message, and if successful, the message will return in 2d10 minutes. XP Bonus: 50xp per lev el bonus, if a m ember is successfully able to sto p bloodshed between a Pure Strain Hum an and an Alte red Human. Double this amount, if members of the Knights of Genetic Purity and/or Iron Society are involved. Traditional: Mem bers of the Traditional Net (Trad-Net) d o not see th emselves as superior to their genetically d eprived brethren, the Pure St rain and Altered Hum ans. The three races b lend harmoniously to m ake the final line extending from the evolutionary tree. They genuinely wish to work with other Cryptic Alliances and races such as Orlen, Sleeth, Wardents, and Hissers. A few Altered Hum ans and ot her races, those with strong Telepathic skill, have been allowed to join The Traditional Net.
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Radical: Members of the Radical N et (Rad-Net) believe Psykers are a geneti cally superior race, destined to rule a ll o thers. Theirs is the f inal branch extending from th e evolutionary tree. To them, all other races are sim ply not as "evo lved", and therefore not as developed m entally or physically as them selves. Mem bers m ay outwar dly foster cooperati on in order to gain "unsuspecting allies" among the "l esser" races to further their own goals of controlling Gamm a Terra. Rad-Net m embers record im portant messages being passed through, which may be used for espionage, extortion or other nefarious purpos es. They m ay also t ry to listen to m essages traveling along the Trad-Net. Notes: Members of The Net have no qualm s about kill ing or using their m ental powers agains t anyone in self-defense, even if the opponent is another P syker. Player Characters should be members of the Traditional Net, unless the GM allows otherwise. A High Speed Long Distance Messaging System can be m uch more valuable th an on e m ay realize in a Pos t Apocalyp tic World. Be sure that on ly the wealthiest Cryptic Alliance s have access to it. Playe r Characte r members of The Net should not be allowed to abus e their privileges. If the Characters start to abuse the system by sending and receiving many long messages, be sure to radically increase the daily chances and/or frequency per day of a long m essage passing through and interfering with their activities.
Psyke Meds
Psyke Booster: This Med only affects Psyke rs. Developed in the sam e era as Genetic Booster and Mind Booster Me ds, this dan gerous subs tance giv es the user 3 addition al Psyke Power Points for 2 hours. The user must then rest for 4 hours or permanently lose 3 points of IN, 1 point of CN, and 2 pointts of CH. This loss of ability points can adve rsely affect Psyke P ower Point scores. In addition, if one Attribute score falls below m inimum requirements for a Psyker Character, all Psyke Categories are reduced to Minor Abilities. If 2 or more scores drop below the minimum required, then all Psykes are lost, until enough points are permanently regained. Lost Attribute Points can be permanently regained by level advancement and whatever o ther methods the GM will allow. Psyke Booster is a Tech VI/10 Med. It weighs .1g, and has Duration of 2 hours. It is not sold. Psyke Accelera: This Med only af fects Psykers. The user regains Psyke Power Points a t a ra te of 2 per hour for 3 hours. If the Med is taken more than twice in the sam e 24 hour period, all Psykes are lost for 1d6 days. Psyk e Accelera is a Tech VI/10 Med. It weighs . 1g, and has Duration of 3 hours. It is not sold.
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This document was designed in response to th e odd way Mutant Plants, aka Green Folk, are allowed to rapid ly gro w unchecked and unbounded. It so on becam e apparen t that the Playe r Characters would outgrow their usefulness rather quickly, if the guidelines in the book were followed. This docum ent attem pts to re ctify th e problem while s till maintaining the sp irit a nd likely, the intention of th e rules as they were written. Th e Green Folk still g row rather rapidly, but their growth is actually based on gam e tim e and not the arbitrary gaining of a level. Depending upon the Characters particular Plant Sp ecies, there are lim its in place. The only exception is the vine. As noted, it is a special case and its size cannot be reigned in so easily. Perhaps one day, a method will come to me that I can add to this document. This document is to be integ rated d irectly in to the 4th edition Gamma World Rulebook. The rules for Sentient Plants are found on pages 14-15. The GM should have a copy of his rulebook handy to know where to substitute the appropriate information. The system presented here could be m odified s lightly for play under the 3rd edition rules (the only other earlier edition of th e gam e to allo w m utant plants as Pla yer Charac ter Races ). However, it requires the players choose a general class of plan t (as is do ne in 4 th edition) rather than a specific spec ies (as is done in 3 rd edition). It is m ore likely that the 3 rd edition rules m ay need to be modified to handle this system rather than the other way around. Either way, this document was written to br ing a dditional p layability an d "a s emblance of re alism" to th e character race known as the Green Folk. As I worked on Mutazoids3e, it became clear that I needed to add Mutant Plants (and a handful of other m utant types) as Play er C haracters. T herefore, a sim ilar system can be found, in a modified form , within the Mutazoids3e Players Supplemental Guide, where Mu tant Plants were added as a PC option to that game.
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In most cases, Ending Height re lates directly to Star ting Height, so to calcu late them both roll 1d6-1. Add the result of the d6-1 to the S tarting Height, and us e the d10 for a second decim al place (which would indicate centimeters ). Add thos e same die rolls to the Base Ending Height. The exception to this m ethod is the tree, where it is desirable to ro ll 1d6 and 1d10 for both Starting and Ending Heights. Now that the Player Characters Starting a nd Ending Heights are know n, calculate the Plants Growth Cycle in months by using the appropriate dice. Subtract the Starting Height from Ending Height. This will always be 1m, except in the case of Trees, wher e it is more variable but around 2m. Divide this number by the number of months to determine Rate of Growth per month, usually in fractions of a meter. Due to the nearly am orphous nature of the vine character, it is a special case and is not covered in these guidelines. Follow the normal guidelines given for Vine Characters in the Rulebook.
Example:
The Player chooses a Flower Character. He ro lls 1d6 and 1d10 to determ ine Starting and Ending Heights. Lets assume he rolls a 3 on the d6 and an 8 on the d10 or 0.38m. The Starting Height of this Flower Character is 0.38m + 0.5m or 0.88m . This also i ndicates that the Flower will eventually stand 1.88m, when its growth cycle has ended. The Player then rolls 2d12 to determine the Growth Cycle. Again assume that he rolls a 1 and a 9 on the 2d12, or 10 months. Added to 24 months indicates the Flowers Growth Cycle will last for 34 months, or 2yrs and 10 m onths. This does not m ean that the Flower di es in that am ount of time, it just stops noticeably growing. Finally, the Player takes 1m (the difference between Start and End Heights), and divides it by 34 months. The Flower P C will grow 0.029m (3cm ) per m onth, or 0.36 m per year. Most Mu tant Plant Characters, other than Fungi, will grow even slower.
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The only other thing I can think of to improve this docum ent would be an excerpt from t he Historics of Gamma Terra. The main problem with fungi characters is Unfortunately, a copy of that invaluable that they are bas ed on th e flashy tome on the Races and Histories of Gamm a reproductive structures. The core body of Terra was not available in tim e for fungi (called m ycelium) is the thread-like publication. substance found in the plant/dead w ood/soil. ---------------------------------------------------------------------------------------------------------------------
Sentient Fungi
Plant Mutations with fewer defects +2 to initial CN No RR score Require organic soil or wood instead of food Bonus physical mutation even if humanoid traits are taken +1 CN/ level Base speed 9, swimming 3 +3 MD
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it rem ains com pletely com patible with the rest of the rules system. Range Modifiers given in Section 1 should remain constant, however, the situational modifiers for each sen se are m eant to be guidelines and can be adjusted as the GM sees fit in a given situation. Situational Mutation:
Modifiers can also be applied when Mutations and Defects are in effect. For completeness sake, Im including below, the spec ific gam e eff ects of the Mutation and the Defect.
Heightened Sight or Hearing doubles the appropriate ranges. Heightened Smell multiplies the ranges for Smell by 10. Defect: Diminished Sight / Hearing limits effective Range Categories to the following distances.
Point Blank- 3m / 0.5 m Short- 5m / 1m Medium- 10m / 3m Long- 30m / 5m Extreme- 60m / 10m
Point Blank- Automatically Identify. Short- Easy (-0) to Identify. Medium- Challenging (-5) to Identify. Long- Tough (-10) to Identify. Extreme- Nearly Impossible (-15) to Identify.
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Sight
Range Categories for Normal Human Sight Point Blank- 1 x SN score in meters. Short- 2 x SN score in meters Medium- 4 x SN score in meters Long- 10 x SN score in meters Extreme- 20 x SN score in meters Situational Modifiers for Identification based on Sight Glare or Mist = -1 Fog or thin curtain = -2 Dusk or Tall Grass = -3 Moonlight = -4 Starlight = -5 No Light = -6 Elevation = Every 5m increase in elevation provides +1 Range Category (Short is treated as Point Blank), up to 15m. At 20m elevations, it begins to reverse (-1 Range Category) until all ranges become Nearly Impossible.
Hearing
Range Categories for Normal Human Hearing
Point Blank- x SN score in meters. Short- 1 x SN score in meters. Medium- 2 x SN score in meters. Long- 5 x SN score in meters. Extreme- 10 x SN score in meters.
Situational Modifiers for Identification based on Hearing Buzzing or Breeze = -2 Birds or Rain = -3 Shouting or Wind = -4 Clamor or Storm = -5 Machinery or Gale = -6
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Smell
Range Categories for Normal Human Smell
Point Blank- x SN score in meters. Short- x SN score in meters. Medium- 1 x SN score in meters. Long- 2 x SN score in meters. Extreme- 5 x SN score in meters.
Situational Modifiers for Identification based on Smell Picking out 1 scent from among many = -2 Breeze or Thin Curtain = -4 Wind or Mist = -6 Rain = -8 Solid Barrier or Gale = -10 Storm = -12
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The 3 rd edition of the gam e started out with a list of talents, one or two of these could be selected to round out a character. Then, more complete rules for Skills and Talents were included in GW9 Delta Fragment, and at the sam e tim e, most everyone becam e familiar with how the Non-W eapon Proficiency system worked in AD&D 2nd edition. However, when 4th edition Gamma World was released, a few skills were included, but only those few, which defined the new character classes in that edition. The new sy stem seem ed very lack ing after playing 3 rd edition with the Delta Fragment supplement m aterial, so I kept the m inimal
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An NPC without an Adventuring Class has a number of Skill Slots ba sed on IN just like a PC, and learns General Skills for the standard number of Sk ill Slots. T hey can learn Skills f rom any single Cla ss Skill Se t (GM choice) for one extra Skill Slot each, and Skills from other Class Skill Sets for 2x the num ber of Skill Slots. However, if th e GM determines there is a racial tendency for a NPC Rac e toward a certain Class, they may be treated as that Class ins tead, i.e. Wardent = Exam iner, Sleeth = Es per, etc., except tha t the NPC must pay 1 p oint e ach for the Automatic Class Skills that are freely given to a sim ilar PC. For example, a Wardent Examiner must use h is first 3 Skill Slots to lea rn Jury -Rig, Read Sch ematics and Repair Artifact. Th e Wardent may then use his re maining Skill Slo ts to learn General and Examiner Skills a t their normal cost, or to learn Enforcer, Esper, and Scout Skills at double their normal cost.
Skill Score, rather th an added. W hen the Skill Score reaches 0, it is f orgotten and removed from the Characters Record Sheet. The Skill Slots no longer used by the forgotten S kill are ad ded back into the remaining total and are availab le to learn a different Skill or Skills. Note tha t Prerequisites needed for using Skills cannot be forgotten this way, unless those Skills are forgotten first.
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General Skills
Skill (Tech) Base Cost Animal Riding (II) 2 Artist or Entertainer Acrobatics 4 Composer 6 Contortionist 2 Dancer 3 Fortune Teller 2 Illusionist 10 Juggler 6 Musician 4 Poet 3 Singer 4 Sleight of Hand 3 Storyteller 5 Ventriloquist 4 Autopsy (III+)* 8 Barber (II+) 1 Boating (I)* 4 Brewer/Vintner (I+)* 2 Diving* 2 Driving (IV+)* 2 Endurance* 1 Farming (I+)* 4 First Aid (I+)* 4 Gemologist/Lapidary (II+)* 2 Holding Breath* 1 Jeweler (II+)* 4 Languages Sign (Body) 2 Sign (Hand) 3 Signal (Flags) 3 Signal (Lights) 3 Signal (Morse) (IV) 3 Signal (Smoke) 3 Signal (Sound) 3 Speech (Foreign) 6 Read/Write (Common) (III) 2 (Foreign) (II+) 5 (Ancient)(III+) 8 Linguistics (III+) 10 Skill Slots 1 2 2 1 Prerequisite Prime Attribute -
2 1
Endurance Musician 1 Endurance 1 4 Sleight of Hand 2 2 1 Endurance 1 Reflexes 2 2 3 1 Swimming MS 1 Swimming CN 1 1 2 2 1 1 Gemologist DX 1 1 1 1 1 1 1 1 -
IN IN IN CN MS IN (+5) IN/DX CN -
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Class Skills
Enforcer Skills
Automatic Skills: Combat Leadership, Makeshift Weapon/Armor, Size-up Opponent Skill (Tech) Base Cost Ambidexterity 10 Archer/Missile Man (I, II) 2 Armor Maker (II+)* 9 Blacksmith (II+) Brawling Defending* Distracting* Dodging* Fletcher (I, II)* Gunsmith (III, IV)* 8 Leatherworker (II)* Saddler (II)* 4 Weapon Maker (I, II)* Weapons Master (I, II) Wrestling* 7 2 1 1 2 1 3 5 7 2 Skill Slots 4 1 3 3 1 1 1 1 1 1 2 3 1 Prerequisite Prime Attribute Blacksmith or Leatherworker MS MS/PS DX DX DX MS/DX Blacksmith IN/MS MS Leatherworker MS/DX Blacksmith DX PS
3 2
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Esper Skills
Automatic Skills: Hypnosis, ID Mental Power, Photographic Memory, Sense Mental Powers Skill (Tech) Base Cost Alchemy/Chemist (II+)* 6 Apothecary (II+)* 6 Bargain/Barter* 3 Binder (III+) 4 Bluffing* 1 Calligrapher (III+)* 5 Cartographer (II+)* 5 Diplomacy* 5 Limner (I+) 1 Sage/Scholar* 9 Scribe (II+) 4 Will Power* 3 Skill Slots 2 2 1 2 1 2 2 2 1 3 2 1 Prerequisite Prime Attribute IN IN MS MS Scribe DX Scribe DX (+5) MS Scribe Scribe IN Read/Write M
Examiner Skills
Automatic Skills: Jury-Rig, Read Schematics, Repair Artifact Skill (Tech) Base Cost Appraisal* 1 Barrel Wright (II) 2 Blacksmith (II+)* 7 Candle Maker (II) 2 Carpenter (I)* 6 Cobbler (I+) 2 Computer Studies (IV+)* 5 Electrician (IV)+* 8 Glass Blower (III)* Gunsmith (III, IV)* Mason (II)* Mechanic (I)* Mechanic (II, III)* Mechanic (IV+)* Plumber (IV+)* Potter (I) Rope Craft (I) Tinker/Toolmaker (II+)* Torch Maker (I, II, III) Wheelwright (II+)* or or 2 3 2 3 1 4 1 1 1 1 1 2 5 8 4 10 Skill Slots 1 1 3 1 2 1 2 3 2 3 2 4 Prerequisite Prime Attribute IN MS/PS MS Read/Write IN Read/Write, Jury-Rig, & Repair Artifact IN CN Blacksmith IN/DX MS/PS Ropecraft and Carpentry; MS Blacksmith; MS Electrician MS & Computer Studies IN IN/DX MS/DX 23
Scout Skills
Automatic Skills: Detect Ambush/Trap, Hunting, Navigate, Tracking, Wilderness Survival Skill (Tech) Animal Care 4 Animal ID* Animal Mimicry* Animal Training* Base Cost 2 2 6 10 1 Skill Slots Ani 1 2 4 1 1 1 1 1 1 1 1 1 3 1 3 2 Prerequisite Prime Attribute mal ID IN Animal ID MS Animal care & Riding CH Ani mal ID IN IN Rope Craft DX IN Plant ID IN MS/DX MS/DX Animal Care MS MS
Animal Use* 3 Butcher 1 Camouflage* 3 Fire Building 1 Fishing 3 Leatherworker (II)* 3 Moving in Trees 3 Net Maker (I)* 2 Plant ID* 2 Plant Use* 3 Rope Craft (I) 2 Shelter Building (I+)* 9 Taxidermy* 2 Veterinary (I+)* 7 Weather Prediction* 6
Skill Descriptions
Alchemy/Chemistry- (ES) Ability to analyze chemical makeup and to create certain compounds, including: reagents, buf fers, foa ms, adhesives, polymers, and plastics (IV ), lub ricants, gase s, flash powder and sm oke. Creations are lim ited in intensity to charac ter's skill sco re. They m ay attempt to create drugs or explosives with a challenging difficulty factor. Failure will subject the character to an attack at intensity 10 from the substance. They may extract rare minerals from the earth with a tough difficulty factor. Ambidextrous- (EN) No Preferre d arm for norm al actions and attacks. He can use 2 weapons simultaneously at no penalty, provided that the second weapon is smaller than the first. Animal Care- (SC) How to care for, feed, and shelte r domestic anim als. When combined with other skills, this can be extended to non-domestic animals. Animal ID- (SC) May identify an anim als genotype, nature, speed, and age. May discern the animals emotions while carefully studying it at half normal score. Animal Mimicry- (SC) Ability to im itate bird calls, anim al or mutant sounds he has ever heard (But not sonic attack modes). May attract the animal at half normal score. Animal Riding- (G) Able to ride and control domesticated mounts.
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Animal Training- (SC) Able to dom esticate wild anim als to be m ounts, pets or work anim als. Only certain anim al s pecies or mutants are e ligible for this training. This includes anim al husbandry. The character m ay attempt to breed do mesticated animals and domesticate new ones from birth, making them much tamer and usually showing more loyalty to their masters. Animal Use- (SC) May recover, preserve, and use parts of anim als, such as claws, hide, horns, flesh, etc. This excludes Taxidermy and Tanning. To remove more dangerous parts, poison sacs, etc. half normal score is used. The character can create simple items, hide sacks, Tech 0-I tools, prepare meat, etc. Apothecary- (ES) Identifies and can extract and concentrate drugs, perfume, and poisons. Appraisal- (EX) Can determine the approximate value of loot (junk, ba ubles, or curiosities) and artifacts. Archer/Missile Man- (EN) I mproves THAC, dam age and range when using a specific nonpowered m issile weapon (bow, crossbow, dart, hand axe, javelin, blow gun, bola, net, lasso or sling, etc.) THAC and dam age is increased by +3, short range is increased by 1 m eter per point of skill score. Armor Maker- (EN) Make certain types of arm or, depending on prerequisites taken. This requires 1 w eek for each + of the armor produced. This allows for rep air of dam aged armor. A skill check is m ade to see if th e a rmor retain s its integrity af ter be ing reworked. Helm s and shields may also be made. Artists and Entertainers (G) Acrobatics- Tumble, Swing on bars, Leap and perform most gymnastics. Composer- Composes music. Contortionist- May m aneuver his/her body around or through things his body would normally be too large for. The difficulty factor will vary. Dancer- Can dance alone or in groups, perform ing a variety of agile steps and aerials. May enhance dodging or leaping skills. Fortune Teller- Can read Tarot cards, knows tealeaf re ading, rune stones, astrology, etc. Interprets body language well, deciphers clues and personalities. Can discern em otions and tell when people are lying. Illusionist- Can perform preset illusi onary tricks, saw a person in half, m ake large items seem to disappear, etc. Juggler- Can juggle and balance items. THAC ranged is +3. Musician- Can play a specific instrum playing instrument. ent. Can modify the reactions of anim als by
Poet- Can create poetry, or m emorize and recite ancient poetry. Modi fies riddle-solving ability. Singer- Can sing quite well and knows a variety of songs. Modifies shouting ability and holding breath.
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Sleight of Hand- Can seem ingly m ake s mall things disappear and do card tricks, etc. Able to palm things and may pick pockets at half normal score. Storyteller- Can create and narrate m odern stories about adventur es or recite memorized histories. Can be combined with musician to become a bard. Bard base cost = Storyteller base cost + Musician base cost. Ventriloquist- Can throw their voice to distract at half score. Can also alter vo ice to impersonate another (half score unless voice can be studied for at least a week first) Autopsy- (G) Can determ ine cause of death, if not dead longer than 1 week. This can be modified by weather conditions. Other inform ation that may be gained includes approx. tim e of death, angle of attack, etc. Barber- (G) Can cut hair in fashion of all societies and races, trim, claws, and nails, and perform crude dentistry. Bargain/Barter- (ES) Can attem pt to Parley, Negotiate , Request Inform ation and/or Aid or simply haggle for better price If successful roll is m ade, +3 to your charism a, -3 to the others intelligence when dealing with them. Barrel Wright- (EX) Can make barrels and casks. Binder- (ES) Can bind together sheets of paper into books. Blacksmith- (EN, EX) Working knowledge of reshapi ng, forging, and casti ng hard metals. May make simple, heavy metal non-weapon or non-armor items. Can also repair simple non-electrical or non-m echanical item s. This sk ill can be taken separately for working m etal alloys (III) or aluminum (IV). Bluffing- ( ES) Can bluf f better than m ost people. May attem pt to Im press, Interrog ate, Charm/Persuade, Pacify, or Control a Mob on a successful roll. Boating- (G) Can recognize and use oared or paddled maneuvering, if a successful check is made. boats. Add 3 to character' s DX whe n
Brawling- (EN) Can engage in hand to hand combat better than most. THAC and damage are +3. This skill is not available to animals or others with natural attack forms. Brewer/Vintner- (G) Makes ale, m ead, lager, stout, b eer, and other intoxicating grain alcohols and is versed in the mysteries of fermentation. Butcher- (SC) Knows how to cut meat, which c uts are better or m ore expensive, what internal organs are edible etc. Calligrapher- (ES) Makes beautiful written copies of text. Camouflage- (SC) Can, with proper m aterial and time, conceal a large area, structure or vehicle outside in a natural cover. This includes using nearby foliage and other materials, using earth tone paints, netting, wiping away tracks, or other means. Difficulty factor will vary depending on conditions and size of object. Candle Maker- (EX) Can make candles, wicks, and other wax items.
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Carpenter- (EX) Able to construct item s out of wood. Difficulty factor will vary according to size and/or complexity of the item. Cartographer- (ES) Makes and interprets maps, charts, etc. Cobbler- (EX) Can make boots and shoes out of a variety of materials. Computer Studies- (EX) Has sought all av ailable knowledge on computers. When trying to use a computer, add 3 to use artifact score if a successful roll is made. Defending- (EN) +2 to AC, if successf ul ro ll is made. No attack can be m character is also Ambidextrous in some way. ade unless the
Diplomacy- (ES) Knows the finer points of political in teraction. May add 3 to CH if successful roll is made, when interacting with political officials or security forces, etc. Distracting- (EN) Able to get another surprise check on an opponent, even if already engaged in combat, by passing a skill check. This gen erally only w orks once per com bat, unless the opponents are stupid (Semi or less IN) Diving- (G) Able to dive into liquid a num ber of m eters equal to his skill score without taking damage. Dodging- (EN) Subtracts 3 from attackers ro ll, if check is made. No attack possible (not even if Ambidextrous) However, com bat can be dis engaged com pletely bypas sing the add itional 1d20 roll. Driving- (G) Can recognize and use som e powered land vehicles. Add 3 to Use artif act score if check is successful. Electrician- (EX) This is the same as jury-rig and repair artifacts combined, if chosen by another character class than Examiner, however, if chosen by an Examiner, and a successful roll is made, all difficulty factors are treated as one less, and even complex Tech IV items can be jury-rigged. Endurance- (G) Able to overcome fatigue brought on by running, trotting, forced march, lack of sleep, etc. If check is made, fa tigue is averted for 4 hours or ot her time period (in the case of running, for instance). This can only be attempted 4 times per day before having to rest for 8 hrs. Farming- ( G) Identif y norm al agricu ltural to ols, equipment, and grains on sight. Identify unusual produce. Horticulturist, can perform transplants, grafting, trimming, health treatment on plants (as first aid), and im prove growing co nditions for a better yi eld. Actions involving unfamiliar plants or chemicals require Challenging difficulty factor. Fire Building- (SC) Can make a fire with natu ral supplies. Making fire in advers e conditions is at half score (but not less than 10). Can stoke a fire and identify fuels and safety conditions. First Aid- (G) This has no effect on pl ants (see farming). Can stop bleeding and splint bones in half normal time. May help patients double their natural healing rates by making a successful roll. May add +3 to patien ts health sco re and give s econd roll vs. hazards if adm inistered within 1 round. May attem pt to revive a dead or uncons cious characters w ith a tough (dead) or challenging (unconscious) difficu lty factor, revived characters are considered incapacitated . Skilled in techniqu es to rescu e a nd transp ort an incap acitated o r unconscio us crea ture. Transporting incapacitated creatures without the assistance of First Aid w ill cause them to roll a
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half health hazard every minute (assuming they have been bandaged, ev ery round, if not) or fall unconscious, while unconscious they must make a normal health roll every 5 minutes or die. Fishing- (SC) Knows a bout locating fish, using the ri ght lures and baits and the right craft. T o land really big ones or crafty fish half score is used (not less than 10) Fletcher/Bowyer- (EN) Can design and m crossbows. ake various kinds of arrows, bolts, bows, and
Gemologist/Lapidary- (G) Can ap praise cut jewels and ca n cut and finish stones. Used in combination with jeweler to mount or dismount stones. Glassblower- (EX) Can blow glass into bottles, spheres, jars, etc. Gunsmith- (EN, EX) Can m ake or repair firearm s, including Tech IV, i f a teacher, proper tools and equipment can be found Holding Breath- (G) N ormally a ch aracter can hold his breath for a number of rounds equal to his CN. If roll is successful, character adds the skill score in rounds to that total. Jeweler- (G) Makes jewelry and trinkets. Language (G) Sign (Body)- Non-verbal communications ove r distance by exaggerated body movements. As long as in sight, the message is passed (not very detailed however) Sign (Hand)- Non-verbal comm unication with ot hers who know the language. Better than speech, but hands must be seen clearly. Chance to read lips at half score. Signal (Flags)- Non-v erbal comm unication with sp ecial co de and si gnal flags over a distance. Not as detailed as body signs, but distance is m uch greater during the day when the flags can be seen. Signal (Lights)- Non-verbal communication with speci al code over distance using lights or mirror reflecting sunlight. Detailed as flags but greater distance at night. Signal (Morse)- Knows sim ple M orse cod e and can com municate o ver a telegraph system, or by using another of the signal skills using Morse code. Signal (Smoke)- Non-verbal com munication over distances using smoke and special code. Less detailed than flags or lights but even greater range during the day. Signal (Sound)- Non-verbal communication using drums or other sound producing instrument and special code. Less detailed th an flags but g reater d istances both d ay or night. Speech (Foreign)- Speaks a specific racial language or dialect. Read/Write (English)- Can read and write native tongue but difficulty factor varies. Read/Write (Foreign)- Non-native tongue, as above. Read/Write (Ancient)- One ancient language not currently in use. Linguistics- Can study and decipher languages and roots of words.
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Leatherworker- (ES, SC) Can tan and form hides into various leather goods. Limner- (ES) Can paint signs, know s heraldry and can make shield designs. They determine the symbols of the Cryptic Alliances, Guilds, Societies, etc. Listening- (G) Adds 3 to Senses when roll is made. Lock Picking- (G) By using a small wire, have a chance to pick mechanical, non-powered locks, if roll is successful. Difficulty m ay vary. Cannot pick locks of higher Tech Level than his own unless making a Use Artifact check first. Mason- (EX) Knows how to quarry and build with stones or brick. Mechanic- (EX) Can make and repair sim ple mechanical items within his Tech Leve l or below. Similar to Electrician when used by Examiners (only for mechanical items rather than electronic). Miner- (G) Knows how to dig, shore up, and ventilat e under the earth, plus can identify rock types and their uses. Moving in Trees- (SC) Can jum p and swing in the trees f rom li mb to lim b or m ove through other netwo rks of beam s. Moves at quarter speed without falling . May also attem pt half movement by rolling at half score (not less than 10). Net Maker- (SC) Can make nets out of rope or vines. Nimbleness- (G) May incre ase run ning speed for shor t sprints. No more than 3 consecutive rounds. If sprinting for 2 or 3 consecutive rounds cannot try again for 3 or 4 rounds. Plant ID- (SC) Can recognize various plants and which ones are harmful and/or edible. Plant Use- (SC) Knows how to use a variety of plan ts to make durable goods, how to prepare certain plants for eating and how to recognize which are used for m edicines (cannot m ake medicines, however) Plumber- (EX) Knows ancient plumbing and fluid engi neering and can attem pt to fix old pipes or items that deal with plumbing. Potter- (EX) Makes containers and items from clay. Power Boating- (G) Can recognize and use powered waterc raft. Add 3 t o use artifact roll, with successful check. Reflexes- (G) A successful roll in creases Manual DX by 2 when attem pting agile task with fingers. Rope Craft- (EX, SC) Fa miliar with all sorts of knot s and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. May free his hands from rope bonds if successful roll at half (not less than 10). Saddler- (EN) Makes saddles, bridles, and all forms of tack.
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Sage/Scholar- (ES) Knowledge on a wide range of s ubjects (2 per IN bonus , m inimum of 2, maximum of 10) and are m asters of knowledge in one special area of study. They usually study history, but can also study a ny topic (see below). They are not good at applying that knowledge, however, and any attem pt to is either a Tough or Nearly Im possible difficulty factor. Sage Specialty E xamples: Theology, Philosophy, Z oology, Astrology/Astronom y, Legends/Myths, Botany, Acupuncture, Military History, S ocieties, B ibliophile, Local History, Secret Societies/Cults, Monster Lore (terrain specific), unusual branches of Medicine, etc. Sail Boating- (G) Can recognize and use sailing vessels . A successful ro ll adds 3 to DX when maneuvering. Sail Maker- (G) Makes sails out of cloth or canvas. Scribe- (ES) Familiar with obscure terms and is a student of deciphering the written word. Shelter Building- (SC) Can deter mine the best lo cation f or buildin g shelter, f ind the r ight materials to use, and has knowledge of different structures that can be built in the wilds. GM must roll f or the ch aracters ro ll the resu lt. If unsuccessf ul it will c ollapse in the sligh test provocation. Skin Diving- (G) Can identify and use skin diving equipment. Swimming- (G) Able to swim, see 4th edition Gamma World rulebook, page 50. Taxidermy- (SC) Prepares, stuffs, and mounts the skins or shells of dead animals. Teamster- (G) Can handle pack anim maneuverability if roll is made. als and repair wagons or carriages. Add 3 to vehicle
Tinker/Toolmaker- (E X) As blacksm ith but uses cheaper, lighter m etals for m aking pots and pans. Can m ake si mple non-powered tools out of metal, wood, or stone. W hen combined with Blacksmith allows construction of complicated, non-powered metal tools. Torch Maker- (EX) Can make torches, lanterns or lamps. Veterinary- (SC) Can heal most animals up to 10 hp per day using simple herbs and medicines. Weapon Maker- (EN) Can m ake and repair metal, non-p owered weapons of his Tech level or lower. GM must roll for this. A failed check in dicates the weapon will break in the first 1d10 rounds of combat. A skill check roll of 1 indicates high quality weapon (+2 damage 2X value). Weapons Master- (E N) Can be selected for only 1 type of non-powered m elee weapon ever. The character gains +3 THAC, and dam age at a ll tim es no check required. He m ay m aintain, repair, or alter his weapon with this skill. Altering requires a half roll (not less than 10). Weather Prediction- (SC) Knows what to loo k for in th e environment to predict weather. G M must roll this. A failed check means cannot determine and a 20 indicates a false reading. and other simple wheeled vehicles. Wheelwright- (EX) Makes chariots, wagons, carts, Difficulty factor will vary according to size and complexity of the vehicle. Willpower- (ES) Ability to withstand pain, endure harsh conditions, withhold information under pressure and perfor m mental activity for long pe riods of time (4 hrs per roll, m ax of 4 rolls per day then must rest for 4 hrs.) 30
Wrestling- (EN) A style of com bat involving crushing, holds, s mashes and escapes. Si milar to brawling, THAC and Dam are only +1. However, on a successful result, a vi ctim is caught in a hold, thereafter he gets a -2 THAC and m ust make a PS ch eck to get loose. If the victim also knows wres tling, he m ay reverse th e hold by rollin g lower than the attacker and s o on. If th e attacker ro lls a 1 th e r esult is a p in and the v ictim m ust make a DX c heck with C hallenging difficulty factor to ge t loose. If a 2 0 is ro lled while attempting to free themselves from the pin, the result is a crippling injury to an extremity or the victim's back (lasts for 1-4 hrs.) Wrestling skill modifiers for armor Studded -1 Chain, Ring -2 Banded, Plate -5 Field plate -8 Full plate -10 This is an u narmored skill, and arm or penalties are cum ulative. If attacker is wearing studded and the defender is wearing banded. The total penalty is -6.
The following tables and rules are for use in the 4th edition Gamma World gam e. I believe the orig inal inspira tion came from some similar tables found in the 3rd edition of that sam e gam e. I think it was on the GM Sc reen, but I cant find my copy. My friends and I had played 3 rd edition for 4 or 5 years, before 4th edition was released. Third edition presented us w ith a very com plex, dyna mic, and to m e, a very confusing se t of rules. Even if one had the a ll the rules and e rrata, eventually one would find oneself reading around in circles, going from one book to the next until the last rulebook referred back to the first. Im not exaggerating, this actually happened on at least one occasion, with no clear definitio n or gam e mechanic being found. Despite its flaws, there were m any things I still liked about 3rd edition Gamma World. Fourth edition of Gamma World was in som e ways a grand im provement over its predecessor, but in other ways, fell flat, its flavor and m echanics slightly blander and less exciting. This document attempts to rem edy the rather lackluster com bat rules found in 4 th edition and rep lace them with a more dynamic, more dramatic, and potentially more deadly, mechanic.
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The system, as presented here, worked well in my 4th edition Gamma World game, lasting about 5 years, and was later re-adapted into a critical hit matrix for use in the Mutazoids3e GM Guide. Currently, I use another modified form for critical hits, in my Tuesday night AD&D sessions. It has been h eavily play tested, but the GM will s till have to a djudicate the results, depending on such factors as the types of weapons used by both victim and attacker, hit location, type of armor worn, force fields, etc. Modified versions of these tables may be useful in other game systems.
Roll 1d10 for Hit Location and refer to the table below. 1d10 Location 1 Head or Face* 2-3 Preferred arm 4 Al ternate arm 5-7 Torso 8-9 Leg (8 = right /9= left) Roll Again & Add 1 to Damage Stage 10 on the Combat Wound Effect Matrix (Ignore this result hereafter) *If the roll indicates a Head or Face Hit, roll 1d6 and consult the following sub-table. 1d6 Location 1 Top of Head or Forehead area 2 Ear (1-3 right / 4-6 left) 3 Eye (1-3 right / 4-6 left) 4 Nose 5 Jaw or Cheek (1-3 right / 4-6 left) 6 Voice box or Equivalent
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These Hit Location Tables are des igned to wo rk best for characters that are m ost sim ilar to Humans, but in Gamma World, this is often not the case, so the GM m ay need to adjust them slightly for non-standard humanoids or non-humanoid creatures.
1-5 1
6-10 2
11-15 3
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16-20 4
Victim has an Imbedded Projectile or Internal Injuries This wound often bleed s, exte rnally or in ternally. Deduct 1 hp per r ound until it is bandaged. In addition to requiri ng Antiseptic to avoid infection, Antibiotics and Minor Surgery are required. If no Surgery is applied, of the dam age is perm anent. A splint o r stitches is also requ ired f or 1 day per 10 hp of da mage caused by th at wound. This wound will not heal properly, if the splint or stitches are rem oved early (consider the remaining dam age permanent). Apply a -3 to T HAC (both) until healed (or un til sp lint/stitches are rem oved), and a -5 to the victim s next initiative. Armor is unaffected. If disi ntegration, damage is permanent, healing is at 1/3 normal rate, and AC is reduced by 5, until repaired. Victim is in Intense Pain This wound is agonizingly painful. Deduct 1 hp per round until it is bandaged. In addition to requiring Antiseptic, Antibiotics and Minor Surgery, a Pain Reducer is needed. If no Surgery is applied, of the da mage is perm anent. A splint and/or stitches is also required for 1 day per 5 hp of da mage caused by that wound. This wound will not heal properly, if the splint or stitches are removed early (consider the remaining damage permanent). Apply a -5 to all ac tions until hea led (or un til sp lint/stitches are rem oved), and a -5 to the victim s next initiative. Reduced AC by 1 until repaired. If disint egration, damage is permanent, healing is at normal rate, the -1 to AC is permanent, and an additional -5 to AC until repaired (-6 total). Victim is Partially Paralyzed Deduct 2 hp per round until it is bandaged. Antiseptic, Antibiotics, Mi nor Surgery, and Pain Reducer is needed. If no Surgery is applied, of the dam age is p ermanent. A splint and/or stitches is also required for 1 day per 5 hp of da mage caused by that wound. This wound will not heal prope rly, if the splint or stitches are removed early (consider the rem aining damage permanent). Apply a -10 to all actions until healed (or until splint/stitches are removed), and a -5 to the v ictims next in itiative. Re duced AC by 2 until repaired. If disintegration, damage is permanent, healing is at normal rate, the -2 to AC is permanent, and an additional -5 to AC, until repaired (-7 total). Victim is Paralyzed or has a Broken Bone Deduct 2 hp per round until it is bandaged. Victim is also incapacitated as per GW4 rules book . Antiseptic, Antibiotics, Minor Surgery, and Pain Reducer is needed. If no Surgery is applied, th e dam age is perm anent. A splin t an d stitche s is also required for 1 day per 5 hp of dam age caused by that wound. This wound will not heal pro perly, if the sp lint or s titches are removed early (consider the rem aining da mage perm anent). Apply a -10 to all actions until healed (or until sp lint/stitches are removed), and a -5 to the victims next initiative. Reduced AC by 3 until repaired. If di sintegration, all damage is perm anent, healing is at norm al rate, the -3 to AC i s permanent, and an additional -5 to AC, until repaired (-8 total).
21-25 5
26-30 6
31-35 7
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36+ 8
Victim Loses a Body Part, goes into a Coma, or a Vital Organ has been struck Deduct 2 hp per roun d until it is bandaged. Victim is also unconscious as per GW4 rules book, and must be awakened within 1/3 of CN in days or death occurs. Awakening a victim first requires that 10% of the Damage is healed with no actual hp gain for the victim. Then up to 10 CN checks can be m ade per day at 10 (difficulty factor tough) to awaken. Rolling a n atural 20 m eans instant death to the victim. Antiseptic, Antibiotics, Major Surgery, and Pain Reducer is needed. Even so, of the dam age is perm anent. If Minor Surgery is used, the damage is perm anent, and if no surgery is applied, the da mage is permanent. A splint an d stitches is also required for 1 day per 5 hp of damage caused by that wound. This w ound will not heal properly, if the splint or stitches are rem oved early (consider the rem aining dam age permanent). Apply a -10 to all actions until healed (or until splint/stitches are removed), and a -5 to the victim s next initiative. Reduced AC by 4 until repaired. If disinteg ration, all dam age is perm anent, healing is at normal rate, the -4 to A C is pe rmanent, and an additiona l -5 to AC, until repaired (-9 total).
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Infection: If Antiseptic and/or other requ ired treatments are not ava ilable, infection may set in within 2-5 hours. Treat this as an Intensity 12 Poison Attack and consult the Infection Table below. If an Infection of stage 1 or h igher is left untreated, the Infection will spread, continuing to each progressive stage within 12 + 1d12 hours. A ll Infection Effects are cumulative with any applicable Wound Effects.
Infection Table
Stage Effect 0 1 2 3 4 5 6 7 8 No Effect - no further effects. Minor - minus 1 to All actions for 1d6 days Scarring - minus 3 to All action for 2d6 days Fever - minus 5 to All actions for 1d6 weeks Exhaustion - minus 7 to All actions for 1d6 weeks Partial Paralysis - minus 10 to All actions for 1d6 weeks Loss - minus 10 to All actions for 2d6 weeks + amputation Incapacitation Unable to perform any actions (2d6 weeks) + amputation Coma - amputation + victim must be awakened as in Stage 8 Wound Effect.
However, assum ing the characters will eventually have access to vehicles, then also assume there will be battles carried out using them . Then assu me they will attem pt to design a nd constru ct the large st, m ost complicated vehicle im aginable and go attack som ething with it. That is, a fter a ll, what most characters would do. My first few attempts at running any combat involving one or m ore vehicles m et with lackluster r esults. The driv er/pilot m ade a few DX/drive checks. Someone rolled to see if they could hit so mething with th e vehicles gun. Everyone else sat in the back seat, bored and nervous. No one was very happy about that.
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GW Vehicle Combat
The Driver or Pilot rolls initia tive for their vehicle, including any bonuses they would norm ally have. The winner is the Attacker a nd the lose r becom es th e Def ender, f or the dur ation of the combat. Rol ling initiative for each round is not encouraged, because it m akes keeping track of incoming Missile W eapons m uch more difficult. Rounds are then divided into an Attackers Turn and a Defenders Turn. Segments A-F of each Turn happen nearly sim ultaneously, within the same 30second time frame. So, like standard melee combat, a round lasts one minute.
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This Poison, so na med because it turns the skin red in Stages V-VIII, is used by the Cryptic Alliance of the s ame nam e. In addition to the effects noted a bove, it is ch aracterized by the following: Stage I- sweating, Stage II- difficulty breathing, Stage III- pain in the arms, Stage IVback pain, Stage V- skin turns red, Stage VI- character falls over and can' t m ove, Stage VIIcharacter loses consciousness, Stage VIII- death. A standard dose is 5 drops.
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Che Na
Stage I 1-8 II III IV V VI VII VIII Roll less than 1 9-12 13-16 17-20 21-25 26-29 30-33 34+ Duration 10 min 20 min 1 hour 2 hours 5 hours Effects None 1d10 Damage 1d10 Damage 1d10 Damage and Slowed to 1/2 Movement Rate 2d10 Damage and Slowed to 1/3 Movement Rate 2d10 Damage and Paralyzed 1d12 Damage and Incapacitated 1d12 Damage and Unconscious Death
Che Na was developed by the Knights of Genetic Purity to destroy Mutant Hum ans. The Poison has no effec t on PSH, NA or GF, but it causes ho rrible pain and paralyse s Mutant Hum ans, so the Knights can kill them more easily.
Ko Na
Stage Roll less than 1 I 1-3 II 4-6 III 7-9 IV 10-12 V 13-25 VI 26-30 VII 31-35 VIII 36+ Duration 10 min 20 min 1 hour 5 hours 10 hours 1 day Effects None 1d10 Damage Feel No Pain Feel No Pain Feel No Pain Feel No Pain Incapacitated Unconscious Death
Ko Na was developed for suicide squads. It causes minor damage to the pain centers in the users Central Nervous System. The user feels no pain if Stage II or higher is achieved. Not feeling pain adds 3 HP/ Level, as the user can take m uch more punishment. W hen the Poison wears off, the phantom HPs disappear and the dam age is subt racted from the characters normal HP total (which might kill the character).
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This Disease is a Bacterium that gr ows in the c ornea of the eye in such great num bers that the persons vis ion is dimmed as the eyes go black. It also chem ically attacks the ey es and m ay cause permanent blindness.
The Bends
Stage I II III IV V VI Roll less than 1 1-6 7-12 13-18 19-24 25-30 31+ Stage Duration 1 hour 2 hours 2 hours 2 hours 2 hours Effect Duration 2 days 1 week 2 weeks 1 month Effect None 1d4 Damage 1d8 Damage 1d6 Damage and 1 to THAC 1d6 Damage and 2 to THAC 1d6 Damage and 4 to THAC 1d6 Damage and 6 to THAC
The Bends, a m isnomer, is an opportunistic speci es of Bacteria. Its na tural ha bitat is s low moving water. Any time a character drinks from such water, there is a 35% chance that he or she is will be infected. Its byproducts cause cramps and dizziness.
Brown Rust
Stage I II III IV V VI VII VIII 36+ Roll less than 1 1-5 6-10 11-15 16-20 21-25 26-30 31-35 Stage Duration 1 day 2 days 2 days 3 days 3 days 2 days 2 days 1 day Effect Duration 1 month 2 months 6 months 1 year 2 years 5 years 10 years Effect None 1d4 Damage 125% sun 1d6 Damage 150% sun 1d6 Damage 150% sun 125% soil 1d6 Damage 175% sun 150% soil 1d6 Damage 175% sun and soil 1d6 Damage; Incapacitated 1d6 Damage; Unconscious Death
This slow D isease is a fungus that only attacks Plants. It covers the pl ant, turning it brown, and feeds on the sap, increasing the Plants need for nu trients from sun and soil. Fungicide is the only cure. 42
Lyx
Stage I II III IV V VI Roll less than 1 1-8 9-16 17-24 25-32 33-40 41+ Stage Duration 3 days 1 week 3 weeks 2 months 6 months Effect Duration 1 week 2 weeks 1 month 4 months 1 year Effect None 2d12 Damage 1 THAC 1d12 Damage 2 THAC 1d12 Damage 4 THAC 1d12 Damage 6 THAC 1d12 Dmg. 6 THAC & 1/2 Speed Death
Lyx is a Protozoan that uses metal, replacing oxygen, as the terminal electron acceptor. It deposits the reduced form (i.e. the form that has the extra electrons) on the walls of blood or sap vessels. This causes major damage and reduces blood or sap flow, weakening the victim. After death, 100-1000 domars of metal per 40 kg of the victims body weight may be removed.
The Thirst
Stage I II III IV V VI VII Roll less than 1 1-4 5-8 9-12 13-16 17-20 21-24 25+ Stage Duration 1 day 1 day 2 days 2 days 3 days 2 days Effect Duration 1 week 2 weeks 3 weeks 1 month Effect None 1d6 Damage 1d10 Damage 1d10 Damage 1 THAC 1d10 Damage 2 THAC 1d10 Damage 3 THAC 1d12 Damage; Incapacitated Death
This Disease is a Protozoan that obtains oxygen from water. If it infects a character, the blood is acidified and dehydrated. The infected character must drink double the norm al amount of water, or the Stage Duration is (leading to the next Stage twice as fast).
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Since I tend to run long , drawn-out cam paigns, I felt it necessa ry to be able to know what the weather was going to be like on any given day. The Skill S ystem adapted f rom Gamma World 3rd edition includes a Weather Prediction Skill, further intensifying the need for this information. So, once a gain, I turn ed to the s cattered inf ormation in the Gamma World rulebooks and supplements and produced the following W eather Table, with its accompa nying Descriptions. In this instance, I ev en recorded th e exact sources of the or iginal materials, and noted it below the Table. I admit it is not entirely complete, owing to the fact that little to no details could be gleaned from the sources regarding certain da ngerous phenomena. In thes e cases, the GM is encouraged to complete the details themselves or choose a different Weather Hazard. This System was m odified for use in the Mutazoids3e GM Guide, and I also u se a m odified version in my current Fantasy Campaign.
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Weather Table
Roll 1d100; each roll lasts 1d3 days unless otherwise stated Condition Sunny, Clear Partly Cloudy Overcast 46-53 Overcast Random Chance of Rain Thunder Storm (25% Color)## T-Storm Dangerous* (25% Color)## T-Storm Flash Flood* (25% Color)## Monsoon* 87 Hailstorm* 88-89 High Winds**, *** Cold Front*, ** Ice Storm*, ** Acid Rain* (10% Hot Rain)## Black Snow* Sand** or Gravel*** Storm Fog*** 94-97 Dense Fog*** (5% Heat)## Heat Wave# Fire Storm# Tornado* 00 Average Daily High Base Temperature (F) Spring 60-80 Spring 40-60 98-99 N/A N/A 90-91 N/A N/A 92 N/A 93 54-63 64-78 79-83 4-86 Spring 01-15 16-35 Summer 01-35 36-45 46-49 50-51 52-56 57-67 68-75 76-81 82-83 84-86 87-91 N/A N/A 92-93 94 95-96 N/A N/A 97 98 99-00 Summer 70-90 Summer 60-70 Fall Winter 01-15 01-20 16-25 21-30 26-30 31-40 31-45 41-50 46-50 51-60 51-60 61-63 61-63 64-65 64-70 66-67 71 68 72-76 69-73 77-90 74-76 N/A N/A N/A 77-85 86-88 N/A
81-83 89-90 84-85 91-93 86-95 94-95 96-99 96-98 N/A N/A 00 Fall N/A N/A 99-00 Winter
30-60 10-30
KEY: * Alpha Factor P. 4-5, ** Gamma Base P. 4, *** Delta Fragment P.4, # 3rd Edition Reference Book, ## 4th Edition Rules P.167
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High Winds- In deserts, this causes sand storms. In rough or ruins, it causes gravel storm s. In forests, there is a 5% per hour to drop lim bs; 5d6 Dam age minimum (more for large branches). On water, it makes the waves choppy. Boats will be swam ped in 30 minutes or less (depends on size of the boat). Duration is 1d4+2 hours. Sand Storm- These can drop dow n anywhere, and are visi ble as a brown cloud. Visibility is cut to a few meters, m ovement to 1/6 norm al. Char acters relying on sight, radar, or sona r are penalized 6 on all actions. Char acters in open areas m ay suffocate in an hour, unless they find shelter or gas masks, etc. It lasts 1d100+2 minutes. Fog (Medium Density)- Visibility = . Sound travels 10% farther. Dense Fog- Visibility = a few meters. Sound travels 25% farther. -1 THAC melee & -10 THAC range unless using radar, sonar or infrared. Movement reduced to 2. Gravel Storm- They are preceded by a howling sound. Visibility, combat and movement are the same as if in Dense Fog (above). Characters in ru ins or rough areas take 1 point of dam age per 5 rounds, unless AC of 15 or better excluding DX. It lasts 1d20+20 rounds.
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This docu ment was origin ally s lated to appear in Kerry Jordans Secrets of the Ancients Net Book, but the or iginal source material for each Miracle Cure and Herbal Remedy wa s not fully docum ented, so the editor scr apped it. It w as la ter inc luded in Scot Hoovers Survivors Field Guide Net Book, along with my idea for a fully stocked Tech IV First Aid Kit. Sorry Kerry, but I still havent gone back and tracked down exactly which adven ture each of the Cures and Rem edies cam e fr om. Suffice to say, they are in there, somewhere. In order to use this docum ent with C hapter 2, Section 2 Combat Wound Effects, I added som e details (Antibiotic, Antiseptic, Pain Reducer, etc) to a few of the original descriptions. A heavily modified version of the Healers Bag appears in th e Mutazoids3e PG&HB, where it is called a Medico Bag . Sim ilar types of Herbal Rem edies are found in the Mutazoids3e Players Supplemental.
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150 I 16 Poison Antidote 200 Heals 1d12 hp in 2 minutes, any creature 400 Heals 3d6 hp immediately, any creature 300 Heals 1d10 hp immediately, any creature 1,750 Total Healing immediately, any creature 200 Heals 1d10 hp (except radiation damage), any 250 Heals 2d4 in 2 minutes, any creature 10 100 40 35 85 20 Make into Poultice. Use as Antiseptic When breathed, cures all Poisons, Infections, Disease, etc. Antibiotic. Also Cures Shivering Fits 2 hour Pain Reducer. Also Cures Lathering Madness 4 hour Pain Reducer. Also Cures Grey Palsy No Sleep needed for 24 hours. If more than 50g are used in the same week, coma 1d6 days
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ExoTex Armor
Description: ExoTex Ar mor is m ade from a lightwei ght spandex type of material that is "resistant to high velocity defo rmations". This m eans that nor mally it is non-bulky and doesn' t impede movement. However, if something rapidly tr ies to change its shape, like a melee weapon or projectile, an expanding area of the m aterial becomes as rigid as a p late of steel. The force of the impact is spread over a larger area, and the weapon or projectile is likely to glance off. The suit then instantly reverts to its original non-bulky state. Additionally, its stretchy fibers are infused with Duralloy, which reflects energy attacks, and the fibers are dyed in a substance th at becomes more reflective as the intensity of light increases. In the dark, the m aterial is black. Under normal sunlight, it is light grey. Under the intensity of a laser, it becomes a mirror surface. Full Suit: ExoTex is a Tech VI Armor, providing only a +2 bonus to a C haracters Armor Class (versus W eapons of Any Tech Level), however, all Damage from VL Lasers is negated an d Damage from any other Weapon is reduced to only . The cost for a full suit is 4000 domars. Vest: ExoTex Arm or can also be worn as a Vest (also Tech VI), p roviding +1 Arm or Class bonus (versus W eapons of Any Tec h Level), nega ting VL Laser hits to the Torso and reducing all other Damage to . The cost for a Vest is 2500 domars. Game Effects: This armor has som e very unique propert ies and ga me eff ects to take in to consideration before allowing its use in a cam paign. ExoTex is the perfect arm or for those who like to sn eak quietly in dark places. Non-bulky and All Black in the dark, ExoTex Arm or i s likely to provide hefty bonuses to these activities. It is also perfect for wearing while performing acrobatics, tumbling or other dexterous maneuvers. While providing very lim ited AC bonuses, the Da mage Reduction m ore than m akes up for this. In m ost combat situations, the wearer of this armor will be hit, of ten and r epeatedly, but th e damage will be reduced so that the wearer can usually continue to fight or escape.
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PART 1: WEAPON TYPES I have marked with an asterisk those weapons I considered a man-sized Humanoid would have to use two-handedly. Larger or sm aller Humanoids will need larger or sm aller Weapons (higher or lower dam age potential), or use m an-sized weaponry differently, either using two handed weapons with one hand, if large Hum anoids, or one handed weapons with two hands, in the case of small Humanoids. Miscellaneous Weapons The following weapons do not fit into any othe r category and do not re quire proficiency. Any character can use them without penalty. They do not require a Prerequisite, nor do they coun t toward Prerequisites needed to learn more complicated weapons.
Bombs Grenades Missiles Smart Darts Popper Pellets Drone Weaver Lamprey Disk Greek Fire
Dynamite Rockets War Bands Brass Knuckles Duralloy War Claws Sap Gloves Tech II Siege Weaponry
Slashing Weapons The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.
Battle (or Great*) Axe 2-Handed Sword* Halberd* (+ Pierce 1d4) Hand Axe
Bashing Weapons The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.
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Piercing Weapons (Missile) The following m issile weapons are grouped accordin g to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. T hey do not require a Prer equisite. They can count toward Prerequisites needed to learn more complicated weapons.
Blow Gun* Bows* Crossbows* Dagger (Thrown) Axe (Thrown) Javelin Spear (Thrown)
Flying Blades (+ Slash) Needler Energy Javelin Spear Gun Wrist Rocket Sling (+ Bash) Pistol Seed Pods Ballistic Knife
Piercing Weapons (Melee) The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.
Ropes and Whips The following weapons, except for the boom erang, are grouped according to the type of material they are m ade from, irrespective of type of da mage caused, whether m elee or m issile, or Tech Level. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They do not require a Prerequisite. They can be counte d toward Prerequisites needed to learn m ore complicated weapons.
Bola (+ Tangle) Whip Weighted Net (+ Tangle) Lasso* (+ Tangle) Sling (+ Bashing) Stun Whip
Neural Bite Paralysis Rod Wrapper Garrote* (Includes Duralink) Boomerang (+ Slicing
Early Percussion Weapons The following weapons are m ostly Tech III Firearm s. They require pro ficiency to use properly . See Part 2 for non-proficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.
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Early Energy Pistols The following weapons are m ostly Tech V Energy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They do not re quire a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.
Late Percussion Pistols The following weapons are m ostly Tech IV Firearm s. They require proficiency to use properly. See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. They can be counted toward Prerequisites needed to learn more complicated weapons.
Late Percussion Rifles The following weapons are m ostly Tech IV Firearm s. They require proficiency to use properly. See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. They can be counted toward Prerequisites needed to learn more complicated weapons.
Early Energy Rifles The following weapons are m ostly Tech IV Ener gy Rifles. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly Energy Pistols. They can be counted toward Prerequisites needed to learn more complicated weapons.
Graser* (+ Radiation) Blaster, Mark V* Infrared Rifle* Laser, IR* Laser, FIR* Laser, UV*
Laser, VL* Stun Ray* Coagulator, Stoakes* Nerve Pulse Gun* Tech V Siege Weaponry
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Late Energy Pistols The following weapons are m ostly Tech VI E nergy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly Energy Pistols. They can be counted toward Prerequisites needed to learn more complicated weapons.
Blast Weapons The following weapons are grouped togeth er b ecause of th eir ability to deliv er d amage over a wide area, regardless of Tech Level or other c onsiderations. They req uire p roficiency to us e properly. See Part 2 for non-proficiency penalties. They require 2 Prerequisites; one of which must be Late Percussion Rifles. They can be co unted toward Prerequisites needed to learn m ore complicated weapons. Screamer* Shotguns* (Except Automatic see Tangler Special Weapons below) Gatling Gun (usually a Mounted Flame Thrower (+ Burn) Weapon) Grenade Launcher* Late Energy Rifles The following weapons are Tech VI Energy Rifles. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They require 2 Prerequisites; one of which must be Early Energy Rifles. They can be coun ted toward Prerequisites needed to learn m ore com plicated weapons.
Blaster, Mark VII* Laser, IR* Maser* Fusion* (+ Radiation) Rover* (+ Electrical)
Slicer* (+ Slashing) Black Ray* (+ Fatal) Freeze Ray Rifle* Tech VI Siege Weaponry not listed elsewhere
High Energy Guns The following weapons are Tech V or VI En ergy W eapons, which have an unusually high amount of dam age potential. Th ey require proficiency to us e properly. See Part 2 for nonproficiency penalties. T hey requi re 3 Prerequisites, one of whic h m ust be Late Energy Rifles. They can be counted toward Prerequisites needed to learn more complicated weapons.
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Automatic Projectile Weapons The following weapons are m ostly Tech IV or V Projectile W eapons. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They require 3 Prerequisites; one of which must be Blast W eapons. They can be counte d toward Prerequisites needed to learn m ore complicated weapons. Slug Throwers (All) Assault Rifle* Machine Gun Chameleon Rifle*
Machine Pistol
Special Weapons The following weapons include the m ost com plicated and deadly in the game, irrespective of Tech Level, or other considerations. This is a grouping of convenience, and the GM m ay designate other very powerful weaponry to this category. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They will always require 4 Prerequisites, but the specific requirem ent varies (see listing belo w). Generally speaking, there should not be any more complicated weapons.
Harmonic Disruptor (requires High Energy Guns) Automatic Shotgun* (requires Automatic Projectile Weapons)
Scout Ropes/W
When the table above indicates a choice, the Character is allo wed to choose any W eapon Type that has no Prerequis ites, or with Prerequis ite(s) th at th e character already k nows. Any combination is accep table as long as the Prereq uisites are m et. While the Enforcer naturally receives the m ost W eapon Proficie ncies, the Exam iner is especia lly versatile. Able to choose three W eapon Types at first level, they can pick Early Percussion, Late Percussion Rifles and Blast Weapons to gain proficiency with a shotgun and flame-thrower, which could be included in their characters starting packag e. Another example: the Examiner could choose Slashing, Early Energy Pistols, and Late Energy Pistols.
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Non-Proficiency Penalties
The amount of penalties applied to THAC is based on how m any Prerequisites are required for that Weapon Type.
No Prerequisites required (-5) 1 Prerequisite required (-10) 2 Prerequisites required (-15) 3 Prerequisites required (-20) 4 Prerequisites required (-25)
As another example, if a character picks up a S word (which does not require a Prerequisite), but has no Proficiency in the Slashi ng Weapon Type, the character rece ives a -5 penalty. The same would be true if they tried to use a Vibro-Blade (another slashing type of weapon). However, if a character picked up a Conversion B eamer without proficiency in High Energy Guns, they would receive a 20 penalty, because 3 prerequisites are required. There is a rather commonly occurring exceptio n to this rule. If a character is Proficient with the Weapon Types nam ed Prerequisite, the non-prof iciency penalties are halved. T his can only occur when one or m ore Prerequisites are require d. In the exam ple above, if our character with the Conversion Beamer, knew Late Energy Rifle Proficiency, the penalty is only 10 THAC, but the Non-Proficient character with the sword or Vibro-Blade, will always have a 5 penalty.
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1500 5
* Bullet Proof Vests are designed to stop bullets and shrapnel. This bonus increases to +8 or +6 respectively, if attack is a torso hit with a Tech III or IV Percussion Weapon. Recheck if the hit is successful after Hit Location is determined.
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1500 12 2000 5 10 1 100 75 200 200 250 300 1 1 8 2 3 1 1500 1 -------300 25 -500 -550
1500 10
* Plasteel is more susceptible to Laser attacks, providing only protection. Armor and Helm only provides a +5 bonus vs. Lasers (Any). A Vest only provides a +2 bonus vs. Lasers (Any). A Helm or Shield only provides a +1 bonus vs. Lasers (Any).
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* Duralloy reflects damage from Energy Weapons (Any). Duralloy Plate & Helm reflects 80% of the damage. A Duralloy Vest reflects 40% of the damage. A Duralloy Shield reflects 50% of the damage. A Duralloy Helm reflects 20% of the damage. ** Vacuum suits also include a 48-hour air supply.
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* Plasteel is more susceptible to Laser attacks, providing only protection. Plasteel Barding only provides a +5 bonus vs. Lasers (Any). Plasteel Half Barding only provides a +2 vs. Lasers (Any). ** Duralloy reflects damage from Energy Weapons (Any). Duralloy Barding reflects 75% of the damage. Duralloy Half Barding reflects 30% of the damage.
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Semi-Auto Pistols
Type Light Medium Heavy Damage 1d8+1 2d8 3d8 THAC 0 / +2 0 / +2 0 / +2 Range 8 10 12 RoF 1/3 1/3 1/3 Shots 9 15 21 Cost 1000 1500 2000 Weight 2 2.5 3 Tech IV / 11 IV / 11 IV / 11
Rifles
Type Bolt Action Light Medium Heavy Damage THAC 2d8 3d8 4d8 +2 +2 +2 Range 40 60 80 RoF 2 2 2 Shots 12 6 4 Cost 1500 1800 2100 Weight 4 5 6 Tech IV / 7 IV / 7 IV / 7
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Rifles, Continued
Type Lever Action Light Medium Heavy Pump Action Light Semi-Auto Light Medium Heavy Damage THAC 2d8 3d8 4d8 2d8 3d6 4d6 5d6 Damage 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 +1 +1 +1 +2 +2/+4 +2/+4 +2/+4 THAC 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Range 40 60 80 40 40 60 80 Range 5 10 15 RoF 3 3 3 4 1/3 1/3 1/3 RoF 1/2 1/2 1/2 Shots 12 12 12 12 20 / 30 30 / 40 20 / 30 Shots 1 1 1 1 1 2 Cost 1800 2100 2400 2100 2700 3700 4700 Cost 400 600 800 600 1000 800 Weight 4 5 6 4 4 5 6 Weight 1.5 2 2.5 1.5 2 2.5 2 Tech IV / 7 IV / 7 IV / 7 IV / 7 IV / 13 IV / 13 IV / 13 Tech IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8
Shotguns
Type Muzzle Loader Light Medium Heavy Single Barrel Light Medium Heavy Double Barrel Light Medium Heavy Pump Action Light Medium Heavy Bolt Action Light Medium Heavy Automatic Light Medium Heavy
5 1 10 1 1 800 15 1 5 2 10 2 2 1000 3 15 2 2 1200 4 5 2 10 2 4 1600 2 15 2 4 2000 5 2 10 2 3 1200 3 15 2 3 1400 4 5 10 1/3/6 1/3/6 1/3/6
1200
1.5 2.5
1000
6 6 6/12
2400/3400
1600 1800
3 4.5 6/7.5
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This weapon fires a shower of na ils in groups of 4. It is m uch more effective against unarmored or lightly armored opponents. It is a sm all rail gun in design. A Che mical Cell powers 200 shots (10 clips).
These guns come in a variety of styles, with fairly similar operation and performance. Compressed CO2 cartridges provide between 45 and 60 shots per cartridge. Range in Meters Base Damage % to Break on Impact Short 5-7 1-4 90 Med 10-11 1-3 80 Long 12-13 1-2 70 Extreme 13-14 1 60
Note that Base Damage excludes the effect of the substance inside the Paint Ball.
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20 Substances that can be held in a Paint Ball 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) Acid Gasoline Poison Fungal Spores Explosive Jelly Toxic Waste Tagging Chemical Bacteria or Virus Diamond Shards Irremovable Paint Intoxicant or Hallucinogen 12) 13) 14) 15) 16) 17) 18) 19) Addictive Drug Glue or Adhesive Solvent Barbed Spikes Caltrop Blob/Slug/Other Biomass Nanites Exothermic or Endothermic substances [those that release/absorb heat] 20) Mutagen
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This cannon fires a stream of neut rons. This causes som e of the atoms of the target to fission. One side affect is that 2 hits weaken arm or by one point. THERE IS NO RADIATION DANGER FROM THIS WEAPON!
The Defoliator
Base Damage THAC +4 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 7500 Weight 6d8 complexity 15 20 1 Shot 1 6 12 kg
The Attractor
Base Damage THAC metal) TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 2d8 +2 (+8 vs. ferrous 12 1 shot 2 6 1 kg complexity 17
This weapon destroys chlorophyll, starch, and cellulose. It does stated dam age to animals with photosynthetic skin. To both plants and photosynthetic animals, it inhibits photosynthesis for 1d8 days. It is powered by a Hydrogen Cell.
This pistol fires r ounds that m agnetize any target that is wearing, or made from, ferrous metal. Treat the targe t as if it were hit at point blank range with the Magnetic Generation Mutation with an MP of 30. 68
The Dehydrator
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 5500 Weight 3d12 complexity 18 10 1 Shot 1 6 3 kg
The Havoc
Base Damage THAC +2 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight See Below 30 1 Shot 1 4 8 kg complexity 20
This gun uses a heat ray to dry out the target. Against flesh, it does the above damage, but versus slimy creatures it does double damage. It evapor ates 3d4 liters of water per hit. It is powered by one Hydrogen Cell.
This gun corrodes plastics. 5d6 kg of plastic is destroyed per shot. It affects plastic armors by decreasing their value by one, and plasteel armors lose 1 point every 2 hits. It is powered by a Hydrogen Cell.
The Dissolver
Base Damage THAC +3 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 8d12 complexity 16 5 1 Shot 1 15 8 kg
The Javelin
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 3000 Weight 3d6 complexity 5 10 1 Shot 1/3 1 5 kg
This gun fires capsules that hold a very concentrated acid. Its firing system is similar to an air gun. It uses a Chem ical Cell for power.
This weapon was created to replace the crossbow. It fires steel bolts with a tiny rail gun. It takes 2 Chemical Cells to power it.
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The Oxidizer
Base Damage THAC 0 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight See Below 40 1 shot 1 5 8 kg complexity 20
The Pulverizor
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 4d12 complexity 17 12 1 Shot 1 10 15 kg
This gun causes all m etals to corrode. It plays havoc with the electron shell around the m etal atom s. It af fects m etal ar mors by decreasing their value by one. It corrodes 1d4 kg of metal per shot. It is powered by 2 Hydrogen Cells.
This gun emits a sonic pulse that damages minerals, shattering 2d4 kg per shot and doing the stated damage to beings with a mineral skeleton. It is powered by 3 Chemical Cells.
The Shocker
Base Damage THAC TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 4d6 (+3d8 vs. those wearing metal) 0 (+5 vs. metal objects and those wearing metal) Complexity 15 15 1 Shot 1 5 4 kg
This weapon is sim ilar to a shotgun in design. The shells, ho wever, have 2 cha mbers filled with different chemicals. Upon im pact, they m ix and cau se an electrical surg e. Victims must m ake a tough Health Check or be paralyzed for 1d4 rounds due to m uscle spasm s. The shells for this weapon are very rare, and only a chemist can make more.
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The Shredder
Base Damage THAC +2 TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 5d12 complexity 25 50 1 Shot 1 1 60 kg
This cannon is an antipersonnel weapon. It fires a shell that breaks up after being emitted. The fragments shred flesh upon impact.
The Tags
These devices were developed 5 years after the Cataclysm. They are attached to a target and e mit a radio signal to a weapons platform in orbit. On the side of the Tag is a tim er ranging from 30 seconds to 3 hours. After the allotted time, the platform destroys th e target (doing 150 x 1d100 points of damage). If the plan et is between the platform and the ta rget (out of ra nge erro r), the platform will wait until the target returns to view. Th ere is a 25 % chance that the tag is a dud.
The Vaporizer
Base Damage THAC +6 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 6d12 10 1 Shot 1/2 3 10 kg complexity 20
This gun' s beam has no affect on nonliving substances. To the living, it causes a breakdown of connective tissues in anim als and of vascular tissue in plants (where food and water m ove). It is powered by 2 Chemical Cells.
This gun w as developed to drop a target in one shot. It works on the sam e principles as a rail gun. It m ust be reloaded every other round. It is powered by 3 Hydrogen Cells.
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Sow
Used to drill through a wall, Crew = 10-20, Cost = 75, Range = 2 meters, ROF= 1 per 2 rounds, Damage vs. Constructions= 2d12 + 12 Damage to a Character standing in front of either weapon is 2d8 + 8 72
500 10,000
Ballista launch javelins or flaming javelins Light Catapults launch 20-30 lbs. stones Heavy Catapults launch 50-60 lbs stones Trebuchets launch 100-200 lbs stones Catapults and Trebuchets can also launch Greek Fire (see below).
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* Treat as a Machine Gun; multiple shots are fired, but only one THAC is rolled. These advanced weaponry are in addition to those found in the official Rules Book.
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The third part details the m ost commonly found so ftware. This is bro ken into f ive catego ries: Scanning/Analyzing, V ehicles/Structures, W eaponry, Defenses, and A.I. In part 3, m any rd descriptions contain references to 3 edition Gamma World rules. The GM will need a copy of those rules, or be able to adjudicate the results. I intend to modify and convert this system for use in Mutazoids3e GM Guide.
Systems
Type Portable 6 Personal-1 9 Personal-2 14 Personal-3 23 Personal-4 37 M Frame-1 M Frame-2 M Frame-3 SuperCom-1 125 SuperCom-2 SuperCom-3 SuperCom-4 200 RoboBrain-1 4 RoboBrain-2 6 RoboBrain-3 10 RoboBrain-4 15 RoboBrain-5 20 RoboBrain-6 RoboBrain-7 30 RoboBrain-8 40 RoboBrain-9 50 PR Score (2/4) (3/6) (5/9) (8/15) (12/25) 50 (15/35) 70 (20/50) 100 (25/75) (35/90) 150(40/110) 175 (45/130) (50/150) (4/0) (6/0) (10/0) (15/0) (20/0) 25 (25/0) (30/0) (40/0) (50/0) Cost 600 850 1200 2000 2850 5000 10,000 15,000 Size 0.10 0.20 0.30 0.60 0.85 1.00 1.50 2.00 HD 6 9 14 23 37 50 70 100 125 175 200 4 6 10 15 20 25 30 40 50 HP 36 54 84 138 222 300 420 600 625 750 875 1000 24 36 60 90 120 150 180 240 300
50,000 2.50 70,000 3.00 150 90,000 3.50 110,000 4.00 600 900 1500 2250 3000 3750 4500 6000 7500 0.15 0.18 0.25 0.35 0.45 0.55 0.65 0.75 0.85
Name Price, Brief Description ID Card Code Reader- $3000 /ea. Sensor Units- $4000 /ea. (1 Program Slot each) H = Human Visual/Audio, Range = 2 x PR in Meters IU = Infrared/Ultraviolet, Range = 2 x PR in Meters S = Microscopic, Magnification = Log10/RF x PR (i.e.yellow RF = 1000x) T = Telescopic, Range = 10-100 x range of Sensor H (required) A = Increased Audio, Range up to 5 x range of Sensor H (required) R = Radar, Base Range = 10km C = Communications, via radio waves, Base Range = PR in km F = Feeling, Reqs Arms/Tentacles, Range = touch. Also includes Odor and Electromagnetic Aura Detection, Range = 1.5 x PR Meters M = Magnetic, Senses Magnetic Forces, Range = 1.5 x PR Meters. (Also acts as a Compass) V = Vibrations, In the Air or Ground, Range = 1.5 x PR Meters
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Input Devices (Terminals)Dumb $1250 0.20 cu m PR +0/0 Smart $3000 0.25 cu m PR +2/0 Data Storage ReadersMicro-Tape Read/Write $500 0.10 cu m PR +0/2/tape Micro-Tapes $5/each Mega-Tape Read/Write $2,250 0.05 cu m PR +0/5/tape Mega-Tapes $20/each Micro-Floppy Read/Write $1,750 0.05 cu m PR +0/3/floppy Micro-Floppies $4/each Mini-Floppy Read/Write $1,000 0.08 cu m PR +0/4/floppy Mini-Floppies $3/each Mini-Disk Read/Write $3,000 0.10 cu m PR +0/6/disk Mini-Disks $75/each Super-Disk Read/Write $5,000 0.20 cu m PR +0/10/disk Super-Disks $125/each Data-Cube Read/Write $10,000 0.15 cu m PR +0/20/cube Data-Cubes $200/each Output Devices (Printers)Slow Text only $1,000 60 cps Medium Quality Graphics $1,400-2,100 for 80-120 cps Fast Hi-Quality Graphics $3,000 for 200 or more cps
PROGRAMS FOR ADVANCED VEHICLES AND STRUCTURES Name Size Cost Description Helm Control 2 Anti-Hijack 1 Anti-Hijack 2 1 Library Medical 1 Medical 2 Medical 3 Damage Control 1 Damage Control 2 Damage Control 3 Veterinary 1 Veterinary 2 Veterinary 3 Air/Water/Soil Anal 100 50 200 VRAM 150 1 200 1 400 3 800 1 1000 2 1500 3 3000 1 300 1 600 3 1200 3 2500 1 Required for Air/Space/Naval Travel Locks doors, Code ID required to enter Upgrade requires AH1 and Tactile Contol. Archives and retrieves data Diagnosis/Prognosis and can record vitals Minor surgery, treatment info and drug admin Major surgery, Intensive care, Life support, etc Repairs vehicle/building, etc 1HP/PR/RF/Min. As above 3 HP/PR/RF/Minute As above 5 HP/PR/RF/Minute Same as Medical 1 for animals Same as Medical 2 for animals Same as Medical 3 for animals Uses Sensors to analyze an sample
PROGRAMS TO CONTROL OFFENSIVE WEAPONS Name Size Cost Description Enemy Tracker 1 Enemy Tracker 2 Enemy Tracker 3 Enemy Tracker 4 Enemy Tracker 5 Interactive Gunnery Targeting 1 Multi-Targeting 2 Multi-Targeting 3 Multi-Targeting 4 Launch Sequencer Auto-Reloader 1 1 2 1 2 3 1 1 2 3 1 1000 1200 1400 1600 2000 1250 1000 3000 4000 5000 1000 8000 +2 bonus to hit +4 bonus to hit +4 bonus to hit +6 bonus to hit +8 bonus to hit x2 Gunner Skill For CS and Damage Required to fire weaponry or launch missiles Two targets simultaneously requires Target Three targets simultaneously requires Target Four targets simultaneously requires Target Required to launch missiles requires Target Autom atically reloads projectile weapons
PROGRAMS TO CONTROL DEFENSIVE ACTIONS Name Auto-Evasion 1 Auto-Response ECM/ECCM Evasive Maneuver 1 Evasive Maneuver 2 Evasive Maneuver 3 Evasive Maneuver 4 Evasive Maneuver 5 Evasive Maneuver 6 Size 1 3 1 2 3 4 2 3 Cost 7500 8500 7500 1000 2000 3000 4000 8000 9000 -2 Description from Attackers CS Automatic Response to attack, Requires Target Incoming Missiles must make yellow EN roll -0.25 x Pilot skill from Attackers CS -0.50 x Pilot skill from Attackers CS -0.75 x Pilot skill from Attackers CS -Pilot skill score from attackers CS -Pilot skill score from Attackers CS -2 x Pilot skill from Attackers CS
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ARTIFICIAL INTELLIGENCE PACKAGES Artificial Intelligence (A.I.) Package (10) 12,000 Provides Analyzer Module 0.5 Learning Module 0.5 Creative Thinking 3 Reasoning 3 Human Response 3 Artificial Life (A.L.) Package (14) 25,000 Self-Preservation 3 Prime Directive 1 Ego 3 ID 4 Super Ego 3
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Rare Bronze Plate Bronze Vest Banded Mail Banded Vest Steel Plate Steel Vest Rare Great Helm
_______
HELMS
Common Leather
_______
Very Rare
_______ _______
SHIELDS
Common Wooden
_______
Very Rare
_______ _______
Roll for Armor, Hel ms and Shields separate ly. Although the Full, Field, and Gon Leather Armors require wearing a f ull suit, includ ing the matching helm for full protection, feel free to mix the more common Low Tech Ar mor, Vests, Helms and Shields f rom this section with High Tech Artifact Armor from the next section.
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Common
Uncommon
Radiation
Very Rare Energized Duralloy Very Rare Duralloy Force Field (VI/1)
_______
Uncommon Rare Plasteel Energy Gloves Force Field (V/1) Force Field (V/2) _______ Force Field (VI/2)
Powered Armor, other than the Powered set o f Sh eath Armor, is so rare, that it can only be placed into the Gam e by the GM d irectly an d will not b e discovered random ly. Many of the Artifact Armors assume to requ ire a full suit; including a specialized helm, to function properly. However, the Helm s, Vests, Shie lds and Field Generato rs m ix quite well with m ore common Low Tech Armors.
Very Rare Wrist Rocket Sling Blowgun, Aluminum Boomerang Rifled Musket
_______ _______
Short W
Rare Bayonet Halberd Morning Star Spear 2-Handed Sword Whip Brass Knuckles Great Axe
Very Rare Lance Garrote (Duralink) War Claws (Duralloy) Nunchakus Sap Gloves Survival Knife
_______ _______
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Common
Uncommon
Revolver (Heavy) Rifle (Medium) Semi-Auto (Heavy) Shot Gun (Medium) Shot Gun (Light Auto) Sniper Rifle Tazer Flak Gun Ballistic Knife Compound Long Bow
Rare
Machine Pistol Gatling Gun Rifle (Heavy) Shotgun (Heavy) Shot Gun (Medium Auto) Net Gun
_______ _______ _______ _______
Very Rare
Assault Rifle Grenade Launcher Shot Gun (Heavy Auto) Chameleon Rifle Spear Gun Machine Gun
_______ _______ _______ _______
TECH V
Energy Mace Flying Blades Needler Grenade (ECM, Photon, Stun, Tangler) Stun Whip Slug Thrower C Laser Pistol (FIR) Solar Pistol
_______ _______
Common
Uncommon
Drone Weaver
Laser Pistol (IR) Laser Pistol (VL) Smart Dart or Micro-Missile Screamer Stun Pistol Slug Thrower B Laser Rifle (FIR) Tangler War Bands Gravity Gun Grenade (Fission or Torc) Vibro-Dagger Popper Pellet Laser Pistol (IR)
_______ _______ _______ _______ _______
Mark V Blaster Laser Rifle (IR or UV) Stun Rifle Nerve Gun Graser Pistol IR Rifle Slug Thrower A Grenade (Energy)
_______ _______
Rare
Very Rare
Blunderbuss, Cannon
TECH VI
Grenade (Gravity) Smart Dart (Gravity) Micro-Missile (Gravity) Neural Bite Paralysis Rod Wrapper
_______ _______ _______ _______
Common
Uncommon
Laser Rifle (IR) Laser Pistol (UV) Maser Pistol Smart Dart or Micro-Missile (Fission or Torc) Vibro-Blade Slicer Pistol Energy Javelin
_______ _______ _______
Rare
Black Ray Rifle Mark VII Blaster Conversion Beamer Fission Cannon Maser Rifle Plasma Gun Slicer Rifle Fusion Rifle Rover Rifle Vibro Axe
Very Rare
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Rare Geiger Counter Ham Radio Tool Kit (+3) Listening Device Pocket Thruster Speed Loader or Extra Clip Pistol Stock (+1THAC) Rifle Stock (+1THAC) Bang Ball Rifle Meds (Various)
_______ _______ _______ _______ _______ _______
Very Rare EMP Generator IR Goggles Tool Kit (+4/+5) Saw, Powered Tree Dynamite
_______ _______
_______
Meds TECH V
Tool Kit (+1/+2) Ale mbic Neutralizing Pigment (Various) Universal Cooker Electric Wedge Scope (IR) TECH VI Common Communicator ID (Unk/Pers/Maint) Life Force Detector Lift Pack Tool Kit (+1) Toxin Neutralizer Tent Man
H-Cell S-Cell
Uncommon ID (Supervisor) Med Kit Tool Kit (+3) Solar Charger Ferro Foam Auto Press Gravitic Accellerator Lipoderacinator Sensor (Random) Torch (Sonic) Weather Predictor Laser Sight Meds (Various)
_______ _______
Rare ID (Pr. override) Tool Kit (+4/+5) Ferro Foam (Rd) Torch (Laser) TrashMan
_______ _______ _______ _______ _______ _______ _______
Very Rare ID (Civ/Sec override) Lamprey Disk Sensor (Random) Torch (Atomic)
_______ _______ _______ _______ _______ _______ _______ _______
Uncommon Nuclear Fuel Cell Drop Belt ID (Supervisory) Portent Remote Hand Tool Kit (+2) Laser Sight
Rare Anti-Grav Pod Med Kit A-Cell Tool Kit (+3/+4) Info Retriev. Sys. ID (Pr. override) Computer Sight
_______ _______
Very Rare Liquid Duralloy Tool Kit (+5) Liquid Metal Broadcast Pwr Charger ID (Civil/Sec override)
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The final table is actu ally a sub-tab le. The True Ani mal Sub-Table determ ines the appropriate normal, non-sentient anim al encounters for a give n terrain. These are taken from the Player Character Animal Races listed in 4th edition Rulebook. The GM should use the same exam ples for PC Anim als to give them appropriate phys ical stats, abilities and natural attacks. Unfortunately, this collected data was also lost, but it can be easily re-gathered by a quick review of the Rulebook. The True Anim al Sub-Table can al so be used as a guide to determ ine the race of sentient NPC Animals encountered in the Wilderness or in a Community.
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87
88
89
90
91
92
Chameleon Bat
Chameleon Snake
Frog Gorilla
Grasshopper Skunk
Ostrich Racoon
Rhinoceros Snake
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Towns are very sim ilar to a Large City, and will usua lly h ave the same 6 districts. If the GM desires, a town m ay have a Fringe or a nearby ru ins. Villa ges are sm aller and less organized ; they ar e lik ely to h ave only 5 dis tricts. In Vi llages, the re will u sually n ot be a Slu ms district. There is m ore likely to be a ruin nearby, rath er than a Fring e. For communities smaller than a Village, use only 3 districts, as it is not large enough to support an Uptown or Slums. Sweatsville will be confined to a few isolated buildings. Hamlets will never hav e a Fringe, but nearby ruins are still possible, as the GM desires. Secondly, the GM m ust decide the predom inant, intelligent life for ms in the area, especially humanoid ones and those that have an interest in hum anoid affairs. He should then create a customized chart (as shown in the example below) for communities found in this particular area. The following exam ple should work well in areas controlled by the Restorationists or other racially unbiased communities. Roll d100 01-30: Pure Strain Human - Common 31-75: Altered Human - Common 76-90: New Animal (Choose Type(s)*) - Uncommon 91-95: Green Folk (Choose Type(s)) - Rare 96-00: Other (See Table Below**) - Rare * When New Animal is rolled, the GM may choose the animal type(s), or consult the True Animal Sub-Table found in GW4-Random Wilderness Encounters. ** When Other is ro lled, roll d100 twice more and con sult th e following table. These nonstandard races can be found in and around hum anoid communities for a variety of reasons. They may be spies f or their tribe, r aiding parties, tr ue drifters, diplom ats, trade agen ts, or actual inhabitants with an NP C class. It is up to the DM how to inte grate the various intelligent races found in Gamma World. Common (01-65) Uncommon (66-87) Ark (01-20) Badder (21-40) Bof (41-60) Y'zor (61-80) Anfal (81-00) Sleeth Dabber (01-06) Hisser (17-18) Jaget (19-21) Serf (22-25) (26-34) Yakkir (40-65) Arklen Rodcut Equinoid Sky' Hoop (66-83) (84-88) (89-92) zorr'n (93-95) (96-00) 95 Rare (88-00) Carrin (01-10) (11-20) Orlen (21-50) Wardent (51-60) Sarbi (61-70) Yexil (71-75) Carrday (91-00)
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NPC Classes
Most of these NPC classes are for use in large Gamma World cities, and even so some of these classes are still quite rare. Common Possessions include domars and weapons that may be found on their person when encountered, and may be modified by the GM according to local weapon restrictions. The type of armor worn is left to the GM.
COMMON NAME DESCRIPTION COMMON POSSESSIONS
Bluebes Bodyguards
4d6+5d, small melee weapon or Bluebes are the most common inhabitants Tech III pistol, possibly some and the labor force of the community. tools They protect high-class citizens and are also employed as security personnel by factories and local governments. Large and quite vicious, they respond only to their employer. If the odds look bad, they'll try to escape with their employer. Bogies make their living by clandestinely gathering information for whomever will pay the price. Bogies range from those who gain information on individuals for blackmail to highly trained spies hired by cryptic alliances and governments. This is a necessary profession in Gamma Terra. They exist on the edge of the law, and are usually highly skilled loners, being ex-militia, former adventurer, or similar. They have some skills of a scout combined with some skills of an enforcer. These professional con-artists are quite common and range anywhere from street vendors selling fake watches to those involved in elaborate schemes with other bunkos. Lazy and sleazy by nature, also cowardly and fearful of violence, most bunkos will respond to intimidation. 1d6+20d, brass knuckles, melee weapon(s) up to the highest tech level weapon allowed, communicators, possibly IR goggles, and other sensor gear. 3d6+25d, small melee weapon(s), Tech III or IV pistol (maybe higher), camera, spyglass or binoculars, possibly sensor gear. 3d6+15d, at least 2 small melee weapons, Tech IV pistol, and usually one higher tech rifle (whether legal or not) spyglass/binoculars and possibly sensor gear.
Bogies
Bounty Hunters
Bunkos
Bureaucrats
The people who keep the government running smoothly are uncommon in most 2d6+25d, Tech IV pistol and concealable melee weapon(s) areas of the community, other than the Admin and Uptown Districts.
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Celebs
Celebs are people of social (rather than political) importance, such as authors, performers, or old war heroes. Usually surrounded by bodyguards and followers, they often espouse the local governments current views. These are small store owners, engineers, commercial clerks, etc. Climbers are members of crafts guilds who believe the road to power lies through association with and eventual control of the guild. Drifters are those who have entered a community from the Wilderness. Some are simply displaced, yet productive, individuals, while others are brigands sizing up the community for a raid. They are the aging members of society, ranging in age from 65-89. Senility and disease ravage them as adequate medical care for their infirmities is lacking.
4d6+100d, from no weapons at all, to a small melee weapon, to Tech IV or higher pistols, depending upon reason for celeb status. 2d6d, small melee weapon, Possibly a tech III or IV pistol 1d6+25d, Tech III or IV pistol
Citizens Climbers
Drifters
Geriatrics
2d6d, melee weapon, any tech level pistol (regardless of local laws)
Hacks
Hacks own some sort of vehicle, which they will hire out for transportation in the 2d6+20d, large melee weapon, Tech III or IV pistol and wealthier areas of the city. Any sort of possibly a Tech III or IV rifle vehicle is possible. Their services are never inexpensive. Junkies are ruthless, and will always be motivated by their drug or alcohol habits. 2d6+10d, knife or dagger They cannot be trusted. Politicos are government leaders and always surrounded by bodyguards. 8d6+10d, Tech IV or higher pistol
Junkies
Politicos Pros
Pros are freelance criminals who have become masters - assassins, safe crackers, 3d6+50d, melee weapon(s), cat burglars, and terrorists - who are hired Tech III or IV pistol. by cryptic alliances and governments. Slammers are members of tough and vicious street gangs. They attack and try to rob from anyone who looks vulnerable, 2d6d, melee weapon, 1 in 3 has Tech III or IV pistol or rifle. but do not often kill. They wear gang symbols and earn their living from petty theft, sale of illegal items, and extortion. They are ordinary, harmless beggars. 1d3d, small weapon or none
Slammers
Street Drek 98
Admin District
The Adm in district is where governm ent is conducted and where one finds the Local Government Buildings, Official Residences, the Court H ouse, the Jail, Guild Headquarters, Military Headquarters, etc. There is a 50% chance (non-cumulative) for an encounter to occur per block traveled. Encounters have a 10% chance to be mounted and a 1% chance to have pet or gua rd animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard animals as the GM desire s. Hacks will alway s have some form of vehicle and go vernment vehicles may also be seen here (usually Tech IV or higher). Roll d100 for Night-time encounters:
01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart
2-3 Adventurer Group 4-5 Cryptic Alliance 6 Bogy 7 Bodyguard 8 Geriatric 9 Clim ber 10 Citizen 11 Bureaucrat 12 Politico 13 Bluebe 14 Police or Militia 15 Hack 16 Celeb 17 Bounty Hunter 18-20 Pro
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Sweatsville District
Sweatsville is where all the ho t, d irty, o r sm elly work is perform ed, a nd contains Factories, Mills, Meat Packers, Leather Tanners, etc. There is a 10% chance (non-cumulative) for an encounter to occur per block traveled during m id shift (8AM-12PM and 1PM-5PM) or at night (a ssuming Sweatsville closes at n ight), however, there will autom atically be 2 encounters per block before shifts start, ri ght after shifts end, and during meal breaks. Encounters have a 5% chance to be m ounted and ther e is no chance for pet or guard animals most of the time. Police and Militia may have greater or lesser chances of being mounted and using guard anim als as the GM desires. Hacks will alw ays have som e for m of vehicle and privately owned vehicles may be seen here (usually Tech III or less, but occasionally Tech IV). If the city closes its Sweatsville at night, ro night and day as the same.
01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart
2-3 Adventurer Group 4 Cryptic Alliance (Other than Healers) 5 Cryptic Alliance (Healers) 6 Hack 7 Police or Militia 8 Bodyguard 9-10 Citizen 11-12 Bluebe 13 Drif ter 14 Street Drek 15 Bogy 16 Slamm er 17 Pro 18 Clim ber 19-20 Bureaucrat
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Bartertown District
This area of the comm unity is where m ost of the business is conducted. It contains Warehouses, Stores, Banks, Taverns, Farmer's Markets, Open Air Markets, etc. There is a 60% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day and a 10% chance per block at night. Encounters have a 60% chance to be m ounted and a 20% chance to have pet or guard animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard anim als as th e GM desires. Hack s will always have some form of vehicle and priv ately owned vehicles a re commonly seen here (u sually Tech III or less, but occasionally Tech IV). Roll 2d10 for Night time encounters:
2 Bogy 3 Bounty Hunter 4 Wild Cat (Cheetah sized) 5 Cryptic Alliance (Healers) 6 Adventurer Group 7 Hack 8 Cryptic Alliance (Other than Healer) 9 Bunko 10 Citizen 11 Bluebe 12 Drif ter 13 Slamm er 14 Street Drek 15 Pro 16 Junkie 17 Priest (Local Church(s)) 18 Police or Militia 19 Squeeker 20 Wild Dog (Wolf sized)
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2 Bogy 3 Bounty Hunter 4 Junkie 5 Adventurer Group 6 Cryptic Alliance (Healers) 7 Cryptic Alliance (Other than Healers) 8 Hack 9 Geriatric 10 Bluebe 11 Citizen 12 Bunko 13 Drif ter 14 Street Drek 15 Slamm er 16 Police or Militia 17 Bureaucrat 18 Priest (Local Church(s)) 19 Politico 20 Clim ber
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Uptown District
This is where th e wealthy live, an upscale residential area. There is a 20% chance (non-cum ulative) for an encounter to occur per block traveled (day or night). Encounters have a 90% chance to be m ounted and a 25% chance to have pet or guard anim al(s). Police and Militia may have greater or lesser chances of being m ounted and using guard anim als as the GM de sires. Hack s will a lways have some for m of vehicle, and privately owned vehicles are commonly seen (Tech IV or higher only ). There is a 30 % chance for occupants to be hom e during the day and 60% chance at night. Roll d100 for Night time encounters:
Renalls District
This is middle class housing. There is a 50% chance (non-cum ulative) for an encounter to occur per block traveled. Encounters have a 65% chance to be mounted and a 30% to have pet or guard animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard anim als as the GM desires. Hacks will always have som e for m of vehicle and privately owned vehicles may be seen here (usually Tech III or les s). Residents will home 50% of the time during the day and 75% of the tim e at night, assuming Sweatsville does not run 24 hours. Roll 2d10 for Encounters (Night or Day):
01-60 Police 61-90 Militia/Military Police 91-00 Roll from Daytime chart
2-3 Bogy 4-5 Bunko 6 Celeb 7-8 Clim ber 9 Bodyguard 10 Bureaucrat 11 Citizen 12 Politico 13 Healer Cryptic Alliance 14 Police or Militia 15 Hack 16 Geriatric 17 Pro 18-19 Priest (Local Church(s)) 20 Wild Cat (cheetah sized)
2 Bounty Hunter 3 Bogy 4 Pro 5 Militia or Police 6 Priest (Local Church(s)) 7 Cryptic Alliance 8 Slamm er 9 Drif ter 10 Citizen 11 Bluebe 12 Geriatric 13 Hack 14 Street Drek 15 Bunko 16 Cryptic Alliance (Healers) 17 Junkie 18 Other Cryptic Alliance or Adventurer Group 19 Wild Cat (Cheetah sized) 20 Wild Dogs (Wolf sized)
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The Slums
This is a housing area of ho mes and apartments in poor c ondition, interspersed between crumbling and abandoned buildings, some possibly very old. Criminals will attempt to evade the law by hiding inside the abandoned buildings. The Police and Militia alm ost never patrol The Slums. There is a 50% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day. If any of the abandoned buildings are ente red, the chance for encounters increases to 75% per build ing entered. If an encounter is indica ted (ins ide or outside), it will be a m ultiple encounter 10% of the tim e (2-3 simultaneous encounters). Encounters outside have a 10% chance to be mounted and a 20% chance to have pe t or guard animal(s). Hacks will always have some form of vehicle, but privat ely owned vehicles are rarely seen here (Tech III o r less on ly). Occupants are likely to be in or near their homes 80% of the time, day or night. Roll 2d10 for Encounters in the street (day or night):
2 Bogy 3 Healer Cryptic Alliance 4 Hack 5 Bounty Hunter 6 Adventurer Group 7 Junkie 8 Cryptic Alliance (Other than Healers) 9 Slamm er 10 Street Drek 11-12 Bluebe 13 Drif ter 14 Citizen 15 Geriatric 16 Priest (Local Church(s)) 17 Wild Cat (Cheetah sized) 18 Squeeker 19 Wild Dog (Wolf sized) 20 Gator
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2 Pro 3 Cryptic Alliance (Healers) 4 Bodyguard 5 Bogy 6 Adventurer Group 7 Street Drek 8 Citizen 9 Junkie 10 Slamm er 11-12 Bluebe 13 Cryptic Alliance (Other than Healers) 14 Geriatric 15 Drif ter 16 Bunko 17 Hack 18 Bounty Hunter 19 Priest (Local Church(s)) 20 Squeeker
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The Fringe
The Fringe is No-Man's Land containing abandoned ruins, many pre-holocaust. This only occurs in communities that were built atop the rubb le of ancient cities, and is like having a m ini-ruin surrounding the comm unity. In addi tion to the explora tion and adventuring possibilities, m any criminals find it to be a great place to hide from the law. There is a 20% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day and a 35% chance at night. If an encounter occurs it will be a m ultiple encounter 20% of the time (2-3 simultaneous encounters). Encounters have a 10% chance to be m ounted and a 30% chance to h ave pet or g uard animal(s). Police and Militia may have gr eater or lesser chances of being mounted and using guard animals as the G M desires. Only those vehicles and anim als that can handle broken and rubble-strewn paths win ding through all-but collapsing bu ildings will b e seen in The Fringe. Roll 2d10 for encounters (Night or Day):
2 Pro 3-4 Militia or Police 5 Bounty Hunter 6 Cryptic Alliance (Any) 7 Junkie 8 Adventurer Group 9 Drif ter 10-11 Roll from Ruins Table (GW4-Random Wilderness Encounters) 12-13 Street Drek 14 Slamm er 15 Squeeker 16-17 Wild Dog (Wolf sized) 18-19 Wild Cat (Cheetah sized) 20 Gator
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There is a 25% chance (non-cum ulative) for an encounter to occur every 4 hours traveled during the day and a 15% chance at Night. Roll 2d10 for encounters (day or night):
2 Bounty Hunter (Advanced Vehicle-30%, Mounted-70%; Pets-20%) 3 Celeb (Advanced Vehicle-60%, Coach-30%, Mount-10%; Pets-20%) 4 Stage Coach (2-4 draft animals and 1d6 passengers (Uptown encounters)) 5 Bluebe (Mounted-35%; Pets-10%) 6 Drifter (Mounted-20%; Pets-25%) 7 Bandit (Mounted-20%; Pets-30%) 8 Adventurer Group (Mounted-90%; Pets-20%) 9-10 Militia Patrol (Advanced Vehicle-30%, Mounted-70%) 11-13 Merchant Caravan (2-5 Wagons, 2 Draft Animals each) 14-15 Cryptic Alliance (Other than Healers) (Mounted-45%; Pets-20%) 16 Cryptic Alliance (Healers) (Mounted-60%; Pets-20%) 17-18 Roll Encounter per surrounding terrain 19 Bureaucrat (Advanced Vehicle-70%, Coach-25%, Mount-5%; Pets-25%) 20 Politico (Advanced Vehicle-80%, Coach-20%; Pets-35%)
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PART 3: MOUNTS AND PETS Roll d100 twice on the appropriate tables. Prices in domars are given in parentheses. MOUNTS Common (01-65) Uncommon (66-85) Arn (250) S'Re'Daan (550) DayCut (650) Ca Horse Quanakus Bicycle Centisteed (650) Unsut (1000) Nytacal (500) mel (400) (700) (1000) PoDog (400/750) Hopper (400) Rare (86-96) Brutorz (900) Pineto (500) Hrierf (2500) (900) V. Rare (97-00) Loo'Pur Kik'Cee E'Glee
DRAFT ANIMALS Common (01-65) Uncommon (66-88) Rare (89-00) Rakox (850) S'Re'Daan (550) DayCut (650) Ca Horse Centisteed (650) Smovbai (600) Quanakus (1000) mel (400) (700) PETS AND GUARD ANIMALS Common (01-65) Uncommon (66-85) Rare (86-96) V. Rare (97-00) Ekola (20/100) HolCut (250) Sheezu (50) RakRod (50) RodQas (20) Hawk (500) Monkey (750) Snake (250) Weasel (300) Batslith (3000) Inslith (4000) Sho'Day (1000) Cheetah (5500) Wolf (2500) Tiger (7000) Brutorz (900) Pineto (500) Elephant (900) PoDog (400/750) Hopper (400)
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LEGALITIES
Advanced Dungeons & Dragons, AD&D 2nd edition, Dragon Magazine, GWA1 Treasures of the Ancients, and all editions of Gamma World are cop yrighted property of Wizards of the Coast, Classic Traveller is copyrighted property of Far Future Enterprises (formerly Game Designers Workshop), and all editions of Mutazoids are copyrighted property of Moses Wildermuth. This e-booklet uses specific Terms, Concepts and Rules from these gam e products witho ut express written permission from Wizards of the Coast or Far Future Enterprises. This was done in a fair use attem pt for personalizing the play of a role playing game, and is not, in any way, meant to imply a challenge to the copyrights, intellectual properties or trademarks of Wizards of the Coast and/or Far Future Enterprises. Permission is granted to freely distribute this doc ument unmodified, and in its en tirety, with the Chapter Introductions and Legalities Section still attached. If a m odified docum ent is created using this document as a basis, and is then distributed, please include a notice indicating this docum ent (i ncluding copyright notic e) as the source of your inspiration. And please, send me a copy; I would love to see it! All images contained in this document are in the public domain or were derived by modifying or manipulating public domain images, with the following 2 exceptions: Buffalo Man Attacked by Tentacles on page 1 is by Dan Frasier and copyrighted by Moses Wildermuth. Tree Man on page 12 is by Kevin Hall and copyrighted by Moses Wildermuth. Thank you for downloading this document. Brought to you by Wolfys RPG CyberDen http://www.wix.com/hawkwolf/wolfys-rpg-cyberden
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