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Gamma world 2nd edition pdf

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Now you are ready for the GAMMA WORLD game." Actually, there are 16 (2- sided) character sheets. -Wayne. TSR ISBN DabberDave's tribute to the post-apocalyptic game Gamma World. This site will focus on the 1st and 2nd editions of Gamma World, with additions / items from the 3rd 7 Aug Fixed the counters and added them in html/.doc/.pdf formats. I once years ago got the Gamma World pdf off of /tg/ Does anyone have 2nd edition is pretty much the definitive classic edition. It's old school.


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The second edition of Gamma World in Gamma World Referee's Screen and Mini-Module (1st & 2nd Editions) · Gamma World (1st Edition) · Gamma. TSR Gamma World (2nd Edition) - dokument [*.pdf] TABLE OF CONTENTS THE BASIC RULES BOOKLET CONTAINS THE FIRST FIVE PARTS. • Design. Gamma World Rulebook - Free download as PDF File .pdf), Text File .txt) or TSR - - Gamma World Box Set (TSR ) [Searchable,Hi Quality] (2nd Edition).

If both combatants are stili alive and neither has fled or surrendered, another combat melee round starts. The powers of Mutated Animals will vary with the type of animal and the extent of its muta- tion. To function, it must always be visible to the mutant. This gives the plant the sensory capabilities, through adjustments In its normal structures, equal to those of a human. They have the following special characteristics: The damage inflicted by a mental mutation is listed with that mutation.

Of course, having to roll percentile dice against a table for every roll is a bit clumsy, though not nearly as bad as you'd think, especially since it combines attack and damage into a single roll. It's just a different way of doing things.

The curves look a bit unintuitive though, especially the blue one, but I can see how it could work in play. If blue successes increased like the others, you'd have a bunch of columns where you basically couldn't fail. Either that, or it'd have to start off so shitty that low columns would have almost no chance to succeed. GW6 Alpha Factor -- http: Omega Project is a well-received fan-made module that's designed to tie everything together. Because depending on how they're done, those could easily be deal-breakers for me.

It's sad that Gamma World never seems to get much love. I mean, most role-gamers are at least familiar with the concept, but it doesn't ever seem to have much of a following. Maybe the concept is a little too weird for it to really catch on. From my perspective, however, it combines some of the best elements of fantasy and science fiction. I like guns and lasers and things. Technology is cool. But the scope of something like Gamma World is a lot more local, like is common with fantasy games.

So you don't have to resolve why the Star Feds don't show up, or why people can't just phone in assistance, or look shit up online, or whatever. Not in Gamma World. Oh, you may well have an assortment of amazing technology and some of it might actually work properly , but there isn't the same sort of civilization, and whatever stuff you do have is ad hoc.

There is no internet equivalent to access. You can't just phone for help. There are no Star Feds that should come swooping in to put an end to a firefight. You're on your own in the wilderness with god knows what out to get you. And that what makes Gamma World cool and easy to run. Anyway, bump in case OP shows back up.

Did it? In sheer terms of modules, 3e had more. Of course, 2e could borrow from 1e without much trouble. I guess I never tried to master everything, regarding each bit of rules as on option I could tap into. Even if having to consult a table for every roll was a bit obnoxious, I did like the basic system.

That could've been very cool and might have resolved some of the issues folks had with an edition that had a lot going for it. As it was, I think 4e was a definite step in the wrong direction.

Epsilon Cyborgs has the spaceship from Barrier Peaks. Hi guys, most of the links are not working anymore. Does someone has a good online library he can share?

Pdf edition gamma 2nd world

Text search [? Place a - before a word to exclude posts containing that word: Advanced search Text to find Subject [? Leave empty for any. Username [? Leave empty for any user name. Tripcode [? Email [? Filename [? In addition, the three main offices of the Autonomists were the targets of the release of a newly developed nerve gas. The nerve gas was responsible for approximately deaths, the majority of which were Autonomist office personnel, but many of those killed had no connection with the Autonomists.

Blame for the killings was placed on the League, but there was no proof. The failure of official investigations to convict the perpetrators of these mass murders created a wave of vigilante actions; retaliation followed retaliation.

The problem was compounded as the terrorism spread across national boundaries, engulfing the world with bloodshed. This led many countries to declare martial law in a last desperate effort to control their populations, but the warring groups had grown too powerful.

They had too many resources both economic and political upon which to draw. Although there are no records to substantiate the accusations that governments gave covert aid to certain groups in order to change the balance of power, circumstantial evidence seems to indicate that this did occur.

In the final months of the Shadow Years, a new organization calling itself The Apocalypse, announced its existence with the now famous Ultimatum: Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth. If that is your will We, The Apocalypse, demand an immediate cessa- tion of this insane violence, or we will end it for you. We have the power! The choice is yours! The exact identity of The Apocalypse was, and still is, unknown.

Some have theorized that the group was composed of scientists. Some believe it was a special military group. Whatever its constituency, few believed the ultimatum when It was issued, and the fighting continued. Five days later, on April 17, at exactly GMT, the capital city of every nation in the world was turned Into a crater of radioactive slag.

The Apocalypse spoke to the world one more time: Peopie of the world, you have been warned. Again, due to lack of records, it is not known how the location of The Apocalypse base was discovered, or who Initiated the attack. Some evidence indicates the action was a joint effort by nearly all the surviving terrorist factions and vigilante groups - united for the first time in the Shadow Years.

In the end, though, a massive attack was mounted against The Apocalypse base. In turn, The Apocalypse retaliated with a fury never before witnessed on the face of the earth. Oceans boiled, continents buckled, the skies blazed with the light of unbelievable energies. Suddenly it was all over. The civilization of man had been slashed, burned, crushed, and scattered to the four winds.

Whether The Apocalypse had Intended to completely destroy all life on the planet and had failed, or If they Simply had not had enough power, Is debatable.

Some scholars contend that The Apocalypse voluntarily stopped their promised destruction when they witnessed the horror they had unleashed and then destroyed themselves. At the time, and even now, the question is moot. What did matter was that man survived. The Black Years that followed the Shadow Years were spent struggling to survive In a suddenly savage and vastly changed world. The process was a painful one, filled with nearly as much terror and violence as the Shadow Years.

The devastation wrought by The Apocalypse had changed the very fabric of life on earth. The weapons and devices they used had completely obliterated some forms of life. Others were mutated to the point where they could not be recognized as what they had once been. Man was not immune to these Changes.

Through it all, the death, the pain, the horror, and facing the prospect of an unknown future, man searched for his lost knowledge, and struggled to regain his tools During the Black Years, those who held the tools, held the power The year is now It is nearly impossible to describe the vast changes that have occurred since the devastation of the Shadow Years. The weapons which had wrought the destruction were many and varied. Targets were seared by lasers, blasted by fusion devices, and razed by new and unfathomable energies developed In the final months of the conflict.

Only the most highly fortified areas military headquarters, spaceports, and the like remained even partially intact. Neutron bombs, unhindered by most forms of shielding, decimated those who remained within even these strongholds, leaving concrete and metal tombs housing Incredibly complex equipment, now stilled for lack of human guidance.

Many of the weapons used by The Apocalypse were of a biogenetic nature and nearly all life forms suffered some kind of mutation. Perhaps the most prevalent and startling change was the development of latent mental abilities psionlcs In nearly all organic life, including man.

This power could range from simple emotionai empathy to the ability to control, even kill, other beings with mental force. The ecological balance of nature was shattered as violently and suddenly as man's civilization. The sudden extinction of some life forms and the mutation of most others, coupled with the lack of man's intervention and attention except to his own survival needs , generated a near world-wide wilderness Inhabited by savage creatures, who,like man, were struggling to survive.

The loss of so much of man's knowledge and records has shrouded the world in ignorance and superstition. Areas containing ruins of man's once great civilization are often looked upon as taboo - "Death Lands" - and the men and women who once lived there are referred to as the "Ancients," usually wit!:!

Quasi-religious overtones. Artifacts from the past may be simple curiosities or objects of terror. The pockets of humanity that have survived are few, scattered throughout a world where a moment's lack of caution may mean instant and painful death. Men are highly suspicious of strangers, jealous of each other's possessions, and clandestine organlza- 3 tions, known as cryptic alliances, plot and scheme against each other.

The smallest hint of the location of The Apocalypse base, lost now for decades, creates intensive rival searches, for it is rumored that therein lies power - power to survive, power to control It is now the Black Years. This is the bizarre and everchanging world that you, the player character, are about to enter!

One or more of the participants acts as referee, creating a world in which the players act out parts as in a book or play, parts scripted by the referee but formed and finalized by all participants. The referee presents the situations in which the players are to adventure.

An interconnected series of such adventures is called a campaign. Much of the material, however, is for the benefit of players seeking their first experience in a role-playing game.

The rules are rather lengthy, but actually quite simple. They provide a nearly endless multi-level, science fantasy game that, once begun, need never end.

The referee is the participant who is willing to provide the mental and physical labor of completing the game within the framework provided. He will also preside over the actual play of the game itself. Instructions detailing the referee's tasks are given in the material to follow. However, three attributes necessary for a good referee - imagination, creativity, and a sense of fair play - must be provided by the referee himself.

He must carefully balance risk with reward. The game he creates must not be so "deadly" as to make survival of the player-characters impossible. On the other hand, he must see to it that the player-characters are challenged. Too many rewards given at too little risk is sure to create a boring game.

Since "new" characters are, by game mechanics, relatively weak and inexperienced, the referee should plan to present smaller risks and correspondingly small rewards at the beginning of the campaign, and increase the risks and rewards as the playercharacters become more powerful and experienced.

The players cannot begin the game until the referee has completed his design work. After a character has been established, the player is responsible for keeping records of his character's attributes and possesslons, as well as notes and maps concerning areas which his character has explored.

While these rules are complete guidelines for conducting a campaign, certain additional equipment is necessary or helpful for play of the game. This paper can be purchased at your hobby shop or obtained directly from the publisher. Constant handling will quickly smear unprotected maps and they will become frayed at the edges.

The referee will usually want two: Most of the dice rolling will be done by the referee - some of it secretly, as the cause andlor result would be unknown by the character s involved. The various actions, reactions, activities, and events are specified in the rules and charts. The referee will note the list of probabilities and roll a die or dice which best generate the random number s desired. Whenever possible, the dice roiling should flow with the play of the game don't turn the adventure into a dice roning contest so that all participants can concentrate on the science fantasy adventure they are creating.

The dice are used to generate random numbers with equal probabilities or with a certain probability most likely and others becoming less and less likely - the former a linear probability curve, the latter a bell-shaped probability or a hernl-belt curve.

Two or more dice added together give an unequal probability curve. The dice used are four-, slx-, elght-. The first four types are abbreviated by use of the letter "d" in conjunction with the number of sides of the die, thus d4 is a four-sided die, d6 is a six-sided die, dS is an eight-sided die, and d12 is a twelve sided die. The twenty-sided die is numbered 0 thru 9 twice.

Gamma World Rulebook

This numbering system has many advantages: When two rolls are made with d10, or two distinct d10 are rolled simultaneously, the numbers 1 to 00 are generated. These equal probabilities are referred to In the rules as percentile. If you consider the various applications, you will see the vast array of equal probability curves which can be found - 1- 16, S, , , , , and so on.

To generate an equal probability curve for S, simply roll 2d6. The first die rolled determines a base number that is added to the second die roll to give the total result. If the first die roll is 1 or 2, the base is O. If the first die roll is 3 or 4, the base is 6. If the first die roll is 5 or 6, the base is Many unequal probability curves are also possible. When several of the same sort of dice are to be rolled together, the number to be rolled together or singly and added, is always 4 given prior to the die abbreviation; thus 2d4 means two four-sided dice, 3d6 Indicates three six-sided dice, and so on.

Multiple dice added together tend to give a median number on each generation. While a linear curve Indicates that the mid-point otthe line will be the average of all numbers generated, It also Indicates that on any given roll, each Integer has exactly the same probability of occurring; If ds rolled, a 1 is as likely to be rolled as a 2,3,4,5,6, 7,8,9,10,11, or If 2d6 are rolled, it Is more likely that 6, 7, or 8 will be scored than 2, 3, 11, or Variation is minimized by adding more dice, for the bell-shape of the probability curve grows more pronounced, and the median numbers group Is more likely to be generated.

In order to lessen the effect of equal probability curves, you will see that an addition Is sometimes made to a die, i. Although not mentioned In these rules, the referee may wantto use "averaging", particularly with d6. This removes the low 1 and high 6 probability scores, and 1. In effect, a bell curve has been built Into a single die roll where the die has equal faces progressively numbered, for the 1 and 6 spot faces are actually read 3 and 4 respectively.

Some hobby shops carry dice printed In this fashion 2, 3, 3, 4, 4, 5.

Edition pdf gamma world 2nd

In any event, dice are handy tools to generate random numbers for use in selection of various probabilities. Their use is easy to understand if you know the purpose for which they are being rolled. Players will seldom know the exact reason or result of most dice rolls, but they will know the purpose - creation and maintenance of an exciting game.

/tg/ - Traditional Games

The prlnclple for all of this is simply the assignment of probabilities to virtually everything which a player character cannot rigidly control. To create a mystique and an heroic aura, the dice can be regarded as arcane and mysterious; but in all truth, they are the mundane tools of the role-playing game.

Become familiar with them! This Is a general outline map, Intended only as a starting point for the referee. The scale of a hex Is roughly Shown on the map are mountains open triangleS , high mountains black triangles , lakes, rivers, coastlines, and the locations of the largest former cities of the Ancients. To this, the referee will want to add much of his own. In addition to the overall terrain map described above, the referee will want to make detailed maps on hex or graph paper of small portions of the large map.

Such additional maps would cover subjects like the village where the game begins, a large robot farm, or the territory controlled by a certain tribe or cryptic alliance. For exploring the Interiors of ruins or buildings, a map scaled at one square to 3 meters makes the game much more enjoyable. All of the old cities either lie In radioactive ruin, or have been completely obliterated or swallowed up by the rising seas.

What cities there are will generally be situated on a coast or river, and are near the few remaining robot farms explained later. City populations should range between 5, to 50, humans, mutants, intelligent plants, etc. VILLAGES Villages are by far the most common type of settlement, with populations of 50 to or more, composed of roughly half males and half females.

Villages will usually have a very low level of technology, with the crossbow being the "ultimate weapon". Some villages, however, will be Inhabited entirely by members of cryptic alliances. For example, members of the "Restorationlsts" may establish a village near a ruin to search for artifacts of the past and maintain a very low-technology appearance to avoid trouble with other villages. Villages above persons are large and may be called towns.

TRIBES Organized, semi-nomadic bands of humans, called tribes, wander as the land around them is used up and can no longer support their population.

While these tribes have no written language, they have a strong verbal tradition that allows them to live close to the land and exist in relative safety even among some of the most fearsome mutated creatures. Most tribes have their own war and peace chiefs and form together into clans or "nations" for security purposes.

BANDS Smaller than tribes, bands are completely nomadic groups of usually less than members, about a third of which will be warriors. Their number, size, and contents are left to the discretion of the referee. The products of this complex are canned and stored there for pickup by authorized shippers who disappeared with the transportation system. The Robot farm is controlled by logic circuits based In the main control building.

In the area are at least maintenance robots, security robots, and diverse farming units with rudimentary logic circuits for farm work. There is a chance that humans coming Into the area can prove proper authorization to the controlling computer and obtain large quantities of food without alerting the security robots. Often these Mech-Lands are the private property of a local tribe, village, or city, and will have human or humanoid guards as well as the security robots.

Robot farms are found In all parts of the world, Including mountains, deserts, and under oceans and lakes. To remain after the devastation of , a single building must be made of tough stuff! This type of building would be either a military installation of some sort, a structure built to withstand earthquake forces, or a scientific research building. Earthquake-proof buildings usually have Important government records Inside. Found in differing states of decompOSition, these areas have usually been picked clean of useful materials and are only good for shelter.

They are often overgrown by various types of vegetation. Ancient Town: These areas are much the same as ancient villages; stripped of usable materials, they now provide shelter for travelers. Ancient City: The remnants of larger concentrations of population, these desolate places are left with a residue of hard radiation. This makes them dangerous to enter, but, by the same token, It also makes ancient cities likely places to find anctent devices.

Ancient MetropoliS: Generally these are now nothing more than mile upon mile of radioactive slag. Occasionally, however, portions of these now-dead giants escaped destruction, and the Intrepid adventurer who braves the radiation is almost sure to find ancient devices among the rubble. This included physical barriers such as resilient steel and concrete walls, electric fences coupled to sophisticated electronic security systems, patrolling robotic units, and any other referee-deslgned protective measures.

Contents of a fortification will vary, depending upon its original function. Many times, due to the strength of the fortification, the contents will be relatively intact and unharmed.

Fortifications will be found in one of three states: Depowered complexes have no security system in operation and are quite likely to have been sacked of most usable contents. Active complexes still have functioning security systems, robotic units, and so forth, but lack an "intelligent" commanding force and function according to pre programming.

The referee is to determine the extent of function, supply, etc. The construction and shielding of the spaceports was such that many survived, relatively unaffected by the holocaust. The referee can fill his spaceports with highly complex equipment, aircraft, spacecraft, and possibly a starship.

Radioactive deserts are taboo to nearly all races of men, as the hazards are many. The presence of radiation-resistant mutations is another danger to be considered when entering these deserts. On the bright side, however, since radioactive deserts were created by target seeking weapons, the target may be close by, or even in the center of the desert. Thus, even though radioactive deserts are dangerous, and often used as areas of banishment for outcasts, they can hold treasures of the Ancients in ruined cities or whatever else was the target of the fusion weapons.

Roads, Highways, and Transportation: Most roads, railroads, and other avenues of transportation have been destroyed.

The underground mass transit systems in the ancient Metropolises may also remain in varying states of disrepair. Creatures and Artifacts: After the referee has decided upon the layout of his world and filled in the necessary portions of the overall terrain map and his detailed maps, he must distribute artifacts and equipment to appropriate places and populate this world with men and monsters including plants.

Following sections of the book provide guides for establishing all sorts of non-player creatures and plants, and the referee will soon learn how much of what to put where.

It Is desirable to key the detailed maps to lists describing these creatures and artifacts and their reasons for being there. Hopefully the referee will keep a constant thread of logic behind his game and challenge the players with mental as well as physical problems. The more unknowns facing the players, especially those who have read these rules, the better. Be careful to make sure that the capable player can deduce new effects and solutions to problems through hints given by the referee as well as his own reasoning powers.

For example, if an adventurer walks through a doorway in a ruin and is killed by no apparent means, there is no way for other players to avoid a similar fate. Suppose, however, a player approaches a doorway in a ruin, sees a blinking light over a small slot next to the door, walks through the door anyway, is killed by no apparent means, and the blinking light goes out.

Surviving players will be able to assume the blinking light is some sort of warning device and will avoid such doorways in the future, perhaps trying to find some other way to enter. If one of these survivors should later find a plastic card that looks like it might fit into the slot, tries it, the light goes out, and he enters unharmed Perhaps that player will find some object of value Inside the doorway as a reward for his clear thinking.

First, each player must choose to play either Pure Strain Human, humanoid, or mutated animal-type characters the advantages and dlsadvantages of each of these three categories will be explained momentarily.

Having selected the type of character he wishes to play, the player then rolls three six-sided dice to determine the relative strengths of each of his character's six basic attributes; mental strength, intelligence, dexterity, charisma, constitution, and physical strength.

The relative strengths of certain attributes can and most likely will change during the course of the campaign, due to mutation, acquired experience, or some other method devised by the referee. It is desirable that few, if any, of a player character's basic attrlbutes be below average. Player characters represent an elite with the desire, the initiative, and the ability to venture outside the boundaries of the village, town, or tribal lands.

They are the pioneers, explorers, and tamers of the vast wilderness. To increase the player's chances of rolling up an exceptional character, the referee will find It advisable to use the following method: While It Is still possible to roll very low numbers 3, 2, 2, 1 , the player's chances of roiling an average to above average character are greatly Increased. After determining the relative strengths of all characters' basic attributes, players electing to play humanoid or mutated animal characters must determine their characters' mutations.

This process can be done in one of two ways. The first way is for the character to roll a single four-sided die twice to determine the number of physical and mental mutations one roll for each.

The number of mutations having been determined, the player then rolls a pair of percentile dice for each mutation, consulting the approprlate chart for results. Using this method, the character mayor may not have mutational defects, depending upon the dice roll. The second method of determining a character's mutations is to determine the number of mutations In the same manner as described above, but then to allow the player to pick the mutations he wishes his character to receive: After the player has selected the proper number of mutations, the referee then selects one or more mutational defects in the following manner: Two rolls of two indicates either one physlca1 or one mental mutational defect referee's discretion.

Rolls totalling three or less mutations receive no mutational defects. Mutational defects may be found on the same chart as "normal" mutations, and are indicated by the letter "D". The lack of even some of the more common mutations found in other beings makes them very vulnerable to physical or mental harm.

Without any of the heightened sense mutations, they often fail to perceive danger near them, and in combat situations PSH are limited to "normal" physical means and possess only a purely defensive mental strength. One might think that the PSH character is doomed. However, PSH characters have some advantages to themselves that compensate for their lack of mutations. The Pure Strain Human is a direct descendent of pre stock. PSH characters with proper identification will always be recognized by pre robotic units, and by the same token, can pass security checks that would block most mutants.

For this reason, many of the surviving Pure Strain Humans live in or near the ruins of ancient cities, and most are familiar, at least to some degree, with the technological functions occurring within the ruins.

All PSH characters automatically receive a bonus of three points to their dice roll for charisma but remember that the total cannot exceed Humanoids could in a sense be considered the "strongest" character type, as they have the mutations usually necessary for survival in GAMMA WORLD, but are still human enough to function, at least to a degree, within the remains of pre civilization.

Humanoids without outward physical mutations and possessing proper ID's will usually be recognized by all but the most sophisticated automations as authorized personnel. For game purposes, the selected animal will initially possess the equivalent intelligence of a human, but this does not count as a rnutation and should not be confused with the mental mutation "heightened intelligence," which is additional intelligence above and beyond the basic die roll for that attribute.

In any mutated animal type, the referee must determine how the character will function within groups of humanoids and Pure Strain Humans. Determination of whether the mutated animal character is capable of speech, the use of pawsrhoovesrtlns as hands, and so forth, should be made as logically and reasonably as possible before the start of the game to prevent later arguments as to a player character's abilities.

In no case will mutated animal types be able to command robotic units or pass any type of security check, though the possibility of reprogramming such units is left to the referee's discretion. In the case of beings possessing no mental mutations, such as Pure Strain Humans, the mental strength rating is used simply for defense during mental attacks.

For characters or creatures with mental mutations, this rating Is used for both offense and defense. Also, unlike other basic attribute ratings, mental strength increases with use. This factor is most important when attempting to determine the operation of artifacts 01 any type, and as a guide for referee-determined actions by a character in a given situation.

When attempting to learn the operation of an artifact see ARTIFACT USE , a player may subtract a point from each die roll for every point of intelligence over 15; players must add a point to each die roll for every point of intelligence less than seven.

For example, when a being with a dexterity rating of 16 encounters a being with a dexterity of 10, the being with the dexterity of 16 will have first choice of actions - in combat Situations, have first strike, and so forth.

For each point of dexterity over 15, a character adds one point to the die roll when trying to hit a target in physical combat. A dexterity rating of less than 6 gives a corresponding minus on hit probability. Pure Strain Humans, as explained earlier, possess an unusually high charisma, and many times will wind up being group leaders, spokesmen, and so on.

If Uruk of Meresmire charisma 4 asks for directions, the referee should allow only a very small chance that the tribesmen will help at least In a favorable manner.

On the other hand, if Artur Pendragon chartema 17 asks, the tribesmen will probably help if they can. When non-player characters or creatures are encountered, two dice 2d6 are rolled and the following table is consulted: Offers of money, weapons, food, artifacts, etc. The referee should judge whether the offer even warrants a plus or minus.

A player's charisma also affects the reaction die roll, as well as the maximum number of followers a player may have and their morale rating for an explanation of morale, see MORALE. Followers are non-player characters who serve the player out of loyalty rather than for pay. There 15 no limit to the 7 number of hirelings a player may have. The referee will judge whether communication is possible. If the player and non-player characters are of different types use the following table: This rating never changes during the course of a character's existence.

Some particularly rare or unusual mutational effects, such as exposure to Kaskium, may raise or lower constitution ratings. The constitution rating is first used to determine the number of "hit points" - a numerical expression of the amount of injury, measured in points, a character can sustain before death. Hit points are determined by rolling a number of stx-slded dice equal to the constitution rating.

For example, if a character had a constitution of 13, he would roll thirteen slx-sldeo dice and total the numbers rolled. If the die rolls were 4,1,1,3,6,5,1,1,2,5,1,1,3, the character would have 34 hit points.

Procedures for calculating amounts of damage sustained in combat, healing processes expressed in terms of hit points gained or lost , mutational effects on hit points, and so forth, will be found under appropriate sections elsewhere in these rules. The constitution rating is also used to determine a character's ability to survive polsonlnq and exposure to radiation.

Results of encounters with poisons and radiation depend upon the strength or intensity of the poison or radiation and may be calculated on the charts found in the HAZARDS section. The main use of the physical strength rating is to determine how much damage a character can do in physical combat. For each point of physical strength over 15, a character receives a bonus point to the die roll that determines damage done in combat to his opponent.

A physical strength of less than 6 gives a corresponding minus to damage done. In addition, the referee may also use the physical strength rating to determine if an individual is capable of certain unusually strenuous physical actions. By doing so, the referee makes his game unique, and greatly increases the challenge to the players by offering more of the unexpected and unknown.

Non-player characters and creatures are those to be encountered by the players in their adventures and explorations. Accordingly, most of the attributes of these life forms will at first be unknown to the players. Non-player characters and creatures, when encountered, are handled by the referee - and their reaction may be hostile, neutral, or friendly, depending upon their disposition and biological make-up, and upon the charisma of the leader s of the party of players see CHARISMA.

Non-intelligent creatures, plants, vegetables, and so forth should be created by selecting a base creature or plant and adding rnutalions by chance or choice. Non-prayer characters and creatures may also serve as followers or hirelings henchmen of player characters. Followers ana ntrelings may be acquired as they are randomly encountered In the course of adventuring, or, when in a settled area such as a town or Village the players may advertise that they are looking for other adventurers by frequenting places where the inhabitants gather.

It is up to the referee to then determine whether there is anyone else in the area who is interested. Generally, the larger the settlement, the more likely there is someone willing to leave it. Once the initial reaction of the non-player character or creature to the players has been determined see CHARISMA , It Is up to the players and the referee to use their imaginations and acting skills to determine the further course of events.

The idea is to become in your Imagination the character or creature in the situation. Do what you would do if it really was you. When using random mutation selection, the chance of occurrence for any given mutation is shown alongside as a percentage. A D indicates that the mutation IS a defect. The mutant's body secretes a substance which will attract carnivores. Much latitude is left to the referee on this defect. Generally, this involves the replacement of essential elements, such as calcium in bones, with some other damaging substance that will lower the body's resistance to outside force.

Possible Changes might include: This is the ability to change the body color in order to blend In with the surroundings. The color change will be almost instantaneous and, once changed, the mutant need not concentrate on the color s desired.

It is left to the referee to determine the effectiveness of this mutation in any given situation. A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the armor class In direct proportion to the size change. A one-half size mutant has twice the normal armor class.

A one-elqhth size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming more dense also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed. To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement.

A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous.

One of this mutant's senses Sight, smell, taste, etc. This defect causes the mutant to be so sensitive to physical pain that all damage sustained will be doubled. This gives a being an "eel-like" ability to emit electrical shocks, each melee turn, for 3 dice 3d6 of damage to those touching the mutant.

A mutant with this problem will be fat twice as large as normal. The referee will determine how much this impairs the mutant's movement and fighting ability. It Is possible that only certain body parts, rather than the entire body, might be affected such as the head, one arm, one thigh. This gives the mutant a gas, or musk gland. The beams have a maximum range of 15 meters and may be used every 3 melee turns. Beings with this mutation are able to maintain their balance in difficult circumstances and will never fall into a pit, trip over a rope or wire, or land in any way but on their feet.

If undisturbed, they can climb sheer walls and walk tlghtwires with no chance of falling. This adds 2 additional hit points for every point of the mutant's constitution. It also gives an 18 resistance to poison and adds three points to the mutant's radiation resistance. Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may penalize such a mutant by reducing its armor class when it is encumbered.

As the name suggests, this Is the ability to detect and identify even the slightest noise up to 60 meters away. This is the ability to determine weak points in opponents and structural weaknesses In material objects. Because of this, mutants with this ability do 2 dice of damage over and above all damage they would normally inflict with any weapon used. A mutant with heightened smell Is able to identify separate odors from a great distance 60 meters , and, because of this, cannot be ambushed this is differ.

It can follow any trail less than a day old over any surface but water. After contact with another being, this mutant wiil subsequently be able to identify objects and places associated with that being, such as campeite or possessions.

This mutation allows its owner to cause 3 dice of damage over and above all damage he would normally inflict with non-powered weapons.

Mutants with this ability can detect poisons at a touch of the tongue and can determine whether any given substance is edible. Given time, a mutant with heightened touch can "feel" the weak potnts of any given object. This abuttv could be very useful when trying to pick a safe, open a locked door, or escape from confinement. This is the ability to see clearly and identify objects over long distances up to 3 kilometers.

Mutants with heightened vision can see In the infrared and ultraviolet spectrums, but are not bothered by full daylight. The lack of blood clotting agents in the mutant's blood causes serious bieeding in even the smallest of cuts. Once this mutant has lost even 1 hit point, he begins to bleed and loses 2 extra hit corms per melee round until he has time to stop and bind his wounds.

This defect forces the mutant to spend great amounts of time feeding. It must carry large Quantities of food when traveling, and in combat, must stop every 5th melee turn and spend one turn eating, before returning to battle, or lose 1 point of physical strength and 2 hit points each melee turn thereafter. Mutants with this ability are able to move at twice normai speed. They accomplish mental tasks in a much shorter time than normal and, in combat, they are allowed to strike twice each melee turn.

This power allows the mutant to see any heatprcduclnq body. At night, everything will seem like day to this mutant. Flashes of heat, such as laser blasts, exploslona, raging fires, or even torches at close range, will blind this being for a short period of time. The full light of day will also be painful if endured for any length of time. This is the ability to emit high candlepower beams of light through the eyes. The blinding effect which works even in tun daylight incapacitates the viewers by lowering both their armor class and "to-hit" chance by 4 points for d4 melee turns.

This is a flash much like a camera flash bulb, and is thus not generally useful as illumination for explorers. Effective range: Multiply any normal body part except the brain , so that the mutant has a greater number of legs, or more eyes, or the complete use of additional arms, etc. Add one or more parts, not usually found on the being In question, such as: The mutant with this defect will have little or no resistance to sickness, making any infection or illness a serious thing.

It is necessary to have diseasecausing agents in the game if this mutation is used. A cut from a dirty sword may cause blood poisoning. The scratch of the claws of certain meat-eating creatures may cause serious Infection, or a simple cold, caught from a tribesman, may turn into pneumonia All of these examples may cause up to 10 points of damage per day, and are very hard to cure.

Exposure to any poison will kill this mutant unless the appropriate antidote is qUickly administered. Although the mutant cannot feel pain, he also cannot detect a surprise attack from behind, tell if his body has been punctured, or know when to regenerate lost hit points. This constitutes a beneficial increase In size to a certain part of the body which gives that part a corresponding Increase In power.

Only one part of a being's body may be so affected. A partial carapace is a thick Shell covering the back and head that will reduce the damage done to the body by one half, If hit in those areas.

This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heal lost hit points four times as fast as normal If they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in periods of darkness. With this mutation, the skin of the mllta'" reflects even the most intense forms ot energy away trom its body in random directions.

This reflection should work for only one type of energy, such as: This mutant has trouble getting needed oxygen into the blood stream, making him weaker and requiring him to rest after fighting for 5 melee turns.

Failure to rest after 5 rounds of combat causes this mutant to faint for minutes after the Sth melee turn. These defensive weapons usually cover the mutant's arms or legs. Treat the touch of eacn quill as doing dagger damage to the victim. Some mutants may be able to throw their quills a short distance up to 3 meters. Spines are larger and stronger than quills. Growth of replacement quills or spines takes a minimum of one week. This gives the mutant the power to emit a damaging blast of radiation through the lenses of its eyes roll 3dS to determine intensity.

This power may be used once every 4 melee turns and has an effective range of 10 meters. This allows the being to heal Itself and replace lost hit points. One hit point Is regenerated per 5 kilograms of body weight per day. This is the ability to assume the outward appearance of a mammal, insect, or reptile, but not have the abilities of the creature being mimicked.

At the start of the campaign, the mutant must choose which of the above types of creatures it is to Imitate. Completing the shapechange requires 2 melee turns of relative inactivity making no attacks on the paf1 of the mutant. To determine how short to make a mutant, roll percentile dice 2dl0 two times for results. Treat 00 as zero rather than as is usual. Add the two results together. This gives the mutant's height In centimeters. The change decreases the metabOliC rate of the mutant and also causes a marked reduction in its ability to do damage to opponents in physical combat.

Such small mutants will be very hard to hit in physical combat. The referee is to determine what these effects will be. As the name implies, the skin of the mutant chenges for th8 worS8. This Is the power to generate hIghfrequency sound waves that are damaging to-exposed tissues at short range.

The damage amounts to 3 dice 3d6 and is not selective.

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All beings except the mutant within a radius of 10 meters are affected and the dice are rolled once, with each suffering that amount. Sonic attacks may be made once very 4 10 melee turns. This allows the mutant to link with Human Mutation Animal the nervous system of another creature.

The mutant must first hit its victim with an attacking appendage claw, fang, etc. A being with absorption Is able to withstand an additional number of hit points of damage, equal to Its current hit point total, of one of the following types of damage: Roll die d6: This would cause a mental attack to come back and damage the mutant instead of his target, and a mental defense to apply to the opponent Instead of the mutant. This Is the Inability of the mutant to see or even come near Intentionally one of the following types of things or creatures: Robotic, Technological non-robotlc , Plant, or Animal.

While the mutant is able to operate logically In the presence of his block, he cannot use or tOUCh, or even be aware of attacks on his person originated from his block. Only one creature of the types mentioned, I. This Is the ability to cause living-matter, water, or anything else that will freeze, to suffer cold damage and possibly freeze solid referee's discretion. On the first melee turn, 1 die d6 of damage Is done, and through undisturbed concentration, up to 10 dice 10d6 of damage may be Inflicted on the 10th melee turn by a mutant with cryoklnesls.

The effective range of this mutation Is 11 25 meters. In one melee turn, this mutation drains all but one of the hit points from all beings within 20 meters. When a being uses a death field, he is not affected by it except that he can do nothing else for d20 melee turns, as he will be lying on the ground, nearly unconscious. This is the power to strip abilities from a mutant opponent by regressing it along its ancestral lines. If this power works treat as a mental attack , it begins by taking away, permanently, the opponent's greatest special ability referee's choice.

On every subsequent melee turn, another special ability is thus removed, until the mutant's opponent is returned to its original stock.

This power lasts for the duration of one combat situation, however long that may take, has a range of up to 30 meters, and may be used once per week. This allows the mutant to know exactly where it Is in relation to where it has been.

Such mutants will be able to retrace their path at any time, even if blindfolded. Any mutant with this power has 2 brains not necessarily 2 heads , both of which function normally and which may have, between them, up to 3 additional mental mutations. When under mental attack, one brain may sutter tile ettects while the other keeps the mutant functioning normally moving, striking, attacking, etc.

A Dual Brain allows two mental saving throws and If either one Is successful the mental attack on the mutant fails. This allows the mutant to sense the feelings hate, fear, hunger, pain, etc. An empathetiC mutant can force emotions on non-intelligent beings of any type treat non-intelligent creatures as having a 12 for mental resistance.

Thus a mutant could force a pack of wild dogs away In tear, or entice a food animal closer for the kill. This is a body paralysis that occurs for various reasons.

When attacks come on, the body is unable to respond to the environment around It and remains motionless. The referee should set up a consistent set of variables to determine when these attacks come on i. This mutation, for one reason or another, simply causes unreasonable fear of an object or animal and makes the mutant unable, for any reason, to look at that thing without feeling total fear and running away dropping everything in the process.

A six sided die is rolled to determine the object of fear: The referee is fa determine the specific creature involved, if any, in this fear impulse. This endows the mutant with the power to create an invisible wall ot energy through which physical objects may not pass.

The wall forms around the body 01 the mutant about 15 centimeters out and will take 5 dice of accumulated damage as though it were the mutant before being forced down. The force field requires no effort to maintain once it is established and will last up to one hour unless it is driven down by damage before it dissipates. Only one such force field may be generated by the mutant in a 24 hour period. Roll a six-sided die. The mutant becomes one of the following: Any weapon this mutant makes, such as a crossbow, sling, trap, etc.

However, It takes three times as long for this mutant to make any given weapon of this type. Mutants with this ability will be able to figure out the workings of any artifact In one-third the normal time i.

Note, however, that If this mutant has a double brain, he does not get four saving throws. It Is impossible to tell an undetected lie to a mutant with heightened brain talent. This is a repugnant unconscious field set up in a 30 meter radius around the mutant. This is the ability to create Images in the minds of other beings who are within 30 meters of the mutant. Such illusions will have any visual, audible, and olfactory aspects the sender wishes, and are dispelled only when a viewer attempts to touch the illusion.

This allows the mutant to be subconsciously aware of what any opponent intends to do. This results in adding one point to the mutant's "to hit" probability with any weapon, and 3 points to each die of damage he inflicts. This mutation cannot be used while other mental powers are being used. This is the power to drain life energy from all semi-intelligent or Intelligent beings, friend and foe alike, within a 10 meter radius of the mutant.

This range is increased by 3 meters for every 4 points of mental strength possessed by the mutant. Life leech will drain away 6 hit points per melee turn i. If the mutant with life leech takes damage, the hit points are first subtracted from those points leeched.

Those leeched hit points that are not destroyed in combat. This allows tile mutant and everything he is wearing or carrying, to become invisible at will, to negate the effect of a laser, or to create a patch of total darkness 2 meter radius anywhere within 10 meters of the mutant.

Although this mutant can only make himself invisible, the ability to create darkness or stop laser blasts may be used anywhere within his 10 meter range. This is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate ferrous object.

The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful.

There is no weight restriction, and the mutation has a range of meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours. This allows the mutant to empathize with creatures at a like nature same type or like power mental control, mass mind, telepathy, etc. Mass mind works in direct proportion to the number of minds participating'. A mutant wIth mass mlnej and mental blast abilities could get together with another-creature with mental blast and, together, deliver a double strength mental blast twice the normal distance.

This is the ability to launch a mental assault worth 3 dice d6 of damage on any being within 15 meters. It may be 12 used every other melee turn. This mutation allows the takeover of another being's body. While in control, the mutant experiences all the sensory impressions of the controlled being, and is totally unaware of his own body which remains motionless.

If the being under control is knocked unconscious or dies, the controller suffers the same fate. To establish control, the mutant must be within 15 meters of his intended victim. Thereafter, there is no range restriction to this mutation. The mutant may break off control and "return" to his own body at any time. This is the ability to unconsciously disregard things like pain warnings and override problems such as blood loss or fatigue for up to one full day.

This control enables the mutant to heal wounds recover lost hit points four times as fast as normal. In situations of overwhelming danger referee's decision , the mutant will have double his normal strength, dexterity, and speed for melee turns 5d This mutation may be used only once per week.

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Disregard the mental strength of the mutant as rolled. It is now 3. This ability adds 4 points not to exceed 18 to the mutant's mental resistance rating. In addition, this mutant will sense any other being with mental powers within a 30 meter radius, whether those powers are being used or not.

This is a dangerous but powerful ability that may only be used infrequently. Upon attempting molecular disruption, whether it works or not, the mutant is reduced to 1 hit point and one-half movement for 1 full day. The chance of success varies with the subject matter involved: Up to 50 kilograms of contiguous matter, within a range of 30 meters, may be destroyed in this manner.

For example: Once this ability is employed, a varying number of days referee rolls d6, with result unknown to player must pass before it will have any chance of succeeding again.

This power allows the mutant to know the weaknesses of any object and its separate parts. Because of this, the mutant does 1 extra die of damage, over and above any damage he would normally inflict in combat. This causes the mutant involved to double, or even triple referee's option any damage sustained by the mutant.