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Armor

description
AC Speed Attack Type
Attack
Bonus Vs. Damage GAMMA WORLD Character Portrait

 Light +3 Unarmed AC
CHARACTER FOLIO
 Heavy +7 -1 Melee Basic AC
Name
alternate weapon
 Shield +1 XP
salvaged
 Ranged Basic AC Level
alternate weapon
 Alpha Mutations 1 2 3
powers
Total Armor Bonus: Uber Feature
gained at level 10

Armor Bonus: You can add your Dexterity or Primary Origin


Intelligence modifier (whichever is higher) to your
AC if you are wearing light armor or no armor. If  Novice  Utility  Expert  Critical base 6 dex + level
you are wearing heavy armor, do not add your
+2 to Overcharge:  Bio  Dark  Psi Speed Initiative
Dexterity or Intelligence modifier to your AC.

The attack bonus for your basic attack is: Other Movement
Secondary Origin
Ammunition  Out of Ammo ability modifier + accuracy + level Passive skill + 10
Passive skill + 10

The damage for your basic attack is:  Novice  Utility  Expert  Critical Insight Perception
Ammunition use is abstract: If you fire your gun 1[W] + ability modifier + level
only once in an encounter, then you don't run out modifier +level =subtotal
of ammo. If you fire your gun more than once, Strength Armor Class add dex/int bonus

you run out of ammo at the end of the encounter. Weapon dex/int only for light armor
+origin +random = total armor origin level
1
Athletics = 10 +
Ability Accuracy
Standard Make a melee basic attack 1[W] damage modifier +level =subtotal
Make a ranged basic attack Damage Type Constitution Fortitude
Stabilize a dying character yes/no modifier +level =subtotal str/con origin level
Range Ammo?
Move Move your movement Dexterity = 10 +
Shift one square 2 +origin +random = total

Stand from prone Weapon


Acrobatics Reflex
3 +origin +random = total dex/int origin level
Minor Second wind Stealth
Ability Accuracy = 10 +
Actions: Each turn you can take one standard 1[W] damage modifier +level =subtotal

action, one move action, and one minor action, in Damage Type Intelligence Will
any order. You can trade actions down (standard yes/no
4 +origin +random = total
to move or minor; move to minor), but not up. Range Ammo? Conspiracy
wis/cha origin level
= 10 +
5 +origin +random = total
Mechanics
Weapon  Unarmed; quick attack Weapon 12 + con 1/2 hp
6 +origin +random = total Hit Points Bloodied
Ability Dex/Int Accuracy +3 Ability Accuracy Science
1[W] damage
modifier +level =subtotal Current
Damage 1d4 Type Physical Damage Type Wisdom
yes/no +origin +random = total
Temporary
7
Range melee 1 Ammo? no Range Ammo? Insight Second Wind  Used Death Saves 
8 +origin +random = total
Nature Resistances
Weapon  Unarmed; powerful attack Weapon
9 +origin +random = total
Perception Vulnerabilities
Ability Str/Con Accuracy +2 Ability Accuracy
modifier +level =subtotal
Charisma
1[W] damage
Damage 1d8 Type Physical Damage Type Second Wind is a minor action that can be used
once per encounter. You regain hit points equal to
yes/no 10 +origin +random = total
Range melee 1 Ammo? no Range Ammo? Interaction your bloodied value and gain a +2 bonus to all
defenses until the start of your next turn.
GAMMA WORLD
1d4 + 1
Weapons List Mundane Gear Explorer's kit, Appearance
Light Weapons (attack with Dex/Int)
Height Weight
Player Reference One-handed, melee (+3, 1d8)
Total XP Level Benefit One-handed, ranged (+3, 1d8, range 5) Eyes Hair
One-handed, gun (+4, 1d8, range 10, ammo)
0 1st Origin traits, both novice powers
Skin Build
500 2nd First critical hit benefit Two-handed, melee (+3, 1d12)
1,000 3rd First utility power Two-handed, ranged (+3, 1d12, range 10) Gender Age
Two-handed, gun (+4, 1d12, range 20, ammo)
2,000 4th Second Alpha mutation
Heavy Weapons (attack with Str/Con) Distinctive Features
3,000 5th First expert power
4,000 6th Second critical hit benefit One-handed, melee (+2, 1d10)
5,000 7th Second utility power One-handed, ranged (+2, 1d10, range 5)
6,500 8th Third Alpha mutation One-handed, gun (+2, 2d6, range 10, ammo)
Ancient Junk
8,500 9th Second expert power Two-handed, melee (+2, 2d8)
10,000 10th Uber feature Two-handed, ranged (+2, 2d8, 10 sq) Background
Two-handed, gun (+2, 2d10, range 20, ammo)
Leveling Up: You gain 5 hit points every time you Home Town
gain a level. Be sure to recalculate your bloodied Campaign Notes
value and increase your defenses, skills, attack Residence
rolls, and damage rolls whenever you level up.
Occupation
Ability Score Modifier Ability Score Modifier
Cryptic Alliance
3 -4 12-13 +1
4-5 -3 14-15 +2 Allies
6-7 -2 16-17 +3
card/set
8-9 -1 18-19 +4 Salvaged Gear
10-11 +0 20-21 +5

Starting Ability Scores: When creating a character, Pets


you get a score of 18 (+4 modifier) in the ability
score corresponding to your primary origin and a Vehicles
score of 16 (+3 modifier) in the ability score
corresponding to your secondary origin.
If both origins have the same ability score, you get
a score of 20 (+5 modifier) in that ability score. Enemies
Roll 3d6 in order for your remaining ability scores.

Level Easy DC Moderate DC Hard DC


1 9 13 17 card/set
Omega Tech
2 10 14 18
Personality
3 11 15 19
4 12 16 20
5 13 17 21
6 14 18 22
7 15 19 23 Mannerisms
8 16 20 24 Life and Death in Gamma Terra
9 17 21 25  "Human" is a broad term.
10 18 22 26  So is "mutant." Traits
 The world is lethal.
Short Rest: Heal all hp, renew encounter powers,  Wonders beckon.
refresh Alpha Mutations, clear death saves.  Alpha flux happens. An explorer's kit contains a backpack, a bedroll, a
Extended Rest: As short, but can level up at end;  Omega Tech is everywhere. canteen holding 1/2 gallon of water, flint and steel, Color character folio by Kynn Bartlett <nextofkynn@gmail.com>
rebuild/reshuffle Alpha and Omega decks. 10 days of trail rations, and 100 feet of rope. Download from http://boldpueblo.com/downloads/gammaworld/
 You never know what you'll find.

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