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. . .••. .. ..<i . .. . .' . . ./
'II'f'.M. H~ .. pp. for
2nd Printing, August,
. GAMMA WORLD
SCIENCE FANTASY ROLE-PLAYING GAME
by James M. Ward and ~/ Gary Jaquet
"iA ©, TSR Rules
TABLE OF CONTENTS
INTRODUCTION
HOW TO USE THIS BOOK
Suggested Additional Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4
Dice in GAMMA WORLD , 4
DESIGNING GAMMA WORLD
Settlements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5 Ancient Areas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5
Other Suggestions " 6
The First Scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 6
CREATING CHARACTERS
Character Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7 Basic Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7
Non-Ptaver Characters and Creatures. . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 8
Hopeless Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 8
MUTATIONS
Physical Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 9
Mental Mutations 11
PlantlVegetable Mutations 15
Creating Non-Player Creature Mutations 17
PLAY OF THE GAME
Time, Movement, and Turn Length 17
Combat : 18
Encounters 21
The Creatures 22
Cryptic Alliances , 27
Hazards 28
Artifacts and Equipment 29
Standard Devices, Units, and Materials 36
Trade, Value, and Exchange 37
Healing of Body Damage 37
Relatives 37
Languages 37
Robotic Units ' •. 38
Experience 41
EXAMPLE OF PLAY
Sample World Design ' 43
Starting the Campaign 44
Example of a Referee Moderating an Adventure 45
Note:
A number of pages at the end of this booklet are designed as reference aids and are perforated for easy
removal, if desired.
2
INTRODUCTION
Man, from Austra/opithecus africanus and homo erectus erectus to homo sapiens recens, may have existed on earth for hundreds .of thousands, perhaps millions of years. During this time, one Skill, one particular talent has set him apart from every other creature - his ability to conceive and create tools. Indeed, man has been defined as the "tool-making animaL"
From chipped rocks and polished bones to neutron bombs and computers, man has constantly been redesigning, improving, and refining his tools to meet his ever-changing needs. Some have been toys for children. Some have improved his life style. Others ha~e been necessary for his survival. A few have nearly caused his extinction.
Early in the 24th century, mankind's existence was unparallelled.
The rape of the earth's beauty and resources in the late 20th and early 21st centuries had been halted and reversed, due to man's tools. Man had reached for the stars and attained them, with the help of his tools. Yet, in spite of these tools (or perhaps because of them), the idyllic life of the 24th century came to an abrupt end.
Having conquered the rigors of simple survival, man was able to turn his energies to more esoteric considerations - theology, political ideology, social and cultural identification, and development of self-awareness. These pursuits were not harmful in themselves, but it soon became fashionable to identify with and support various leagues, organizations, and so-called "special interest groups." With the passage of time, nearly all the groups became polarized, each expressing and impressing its views to a degree that bordered on fanaticism. Demonstrations, protests, and debates became the order of the day. Gradually enthusiasm changed to mania, then to hatred of those who held oppo~ing views. Outbreaks of violence became more frequent, and terronsts
spread their views with guns and bombs. . .
Reconstruction of the events from to has been difficult due to th~ lack of intact records, but historians now generally mark September 16, as the beginning of the period now commonly known as the Shadow Years. On that day, some members of the League of Free Men were staging a demonstration for the purpose of promoting their concepts of a united world government. At the height of their demonstration, a small neutron bomb was detonated in their midst, killing most of the demonstrators. Rumors held opponents of world government, a group known as the Autonomists, responsible for the terrorism, but no guilt was ever proved.
The League of Free Men made no formal accusations, but three months later, on December 23, several hundred known Autonomists were assassinated in separate locations. In addition, the three main offices of the Autonomists were the targets of the release of a newly developed nerve gas. The nerve gas was responsible for approximately deaths, the majority of which were Autonomist office personnel, but many of those killed had no connection with the Autonomists. Blame for the killings was placed on the League, but there was no proof. The failure of official investigations to convict the perpetrators of these mass murders created a wave of vigilante actions; retaliation followed retaliation. The problem was compounded as the terrorism spread across national boundaries, engulfing the world with bloodshed.
As the vigilante actions continued, various governments attempted to prohibit and disband suspected terrorist organizations but these attempts only drove the groups further undergrou~d and polarized their supporters. 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 so be it!
We, The Apocalypse, demand an immediate cessa-
tion of this insane violence, or we will end it for you . . with a force you cannot conceive.
We have the power!
The choice is yours!
The exact identity of The Apocalypse was, and still is, unknown.
Some have theorized that the group was composed of scientists.
Some believe it was a special military group. Whatever its constituency, few believed the ultimatum when It was issued, and the fighting continued. Five days later, on April 17, at exactly 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. We have the power!
The choice is yours!
Again, due to lack of records, it is not known how the location of The Apocalypse base was discovered, or who Initiated the attack. Some evidence indicates the action was a joint effort by nearly 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 to rebuild a selfdestroyed civilization.
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!
HOW TO USE THIS BOOK
GAMMA WORLD is a role-playing campaign game. 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. In each adventure, the players gain experience, and hopefully, valuable artifacts, which increase their chances of survival (they are occasionally killed) in GAMMA WORLD. An interconnected series of such adventures is called a campaign.
Potential players and referees with previous experience in roleplaying games will find that the mechanics of GAMMA WORLD are similar to most conventional role-playing games. 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. Once the referee has made the necessary preparations, the players create their game personae, called player characters, as described under CREATING CHARACTERS. 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.
SUGGESTED ADDITIONAL EQUIPMENT GRAPH PAPER
The referee will find that several types of graph paper will be helpful - 4,6, or at most, Slines to the inch in both SV2" x 11" and 11" x 17" sizes are suggested. Each partlctpent may likewise want graph paper on which to map areas of GAMMA WORLD that are explored.
HEXAGON PAPER
The referee may also wish to use Slh" x 11" paper overprinted with hexagons on which to draw more detailed terrain maps. This paper can be purchased at your hobby shop or obtained directly from the publisher.
SHEET PROTECTORS
The referee will find that mylar sheet protectors are needed in order to preserve the hard work he has put into his maps andlor charts. Constant handling will quickly smear unprotected maps and they will become frayed at the edges.
NOTEBOOKS
All participants in the campaign will find It very helpful to keep all game-related material in a notebook or folder. The referee will usually want two: one for maps and matrices showing what is keyed Into each area, the second for his copies of records on player characters and other miscellaneous information.
PENCILS AND PAPER
A good supply of both is most useful.
IMAGINATION
Both referee and players need plenty, but neither would be interested in a game of this sort if they didn't already possess a high degree of this important commodity!
ONE VERY PATIENT REFEREE PLAYERS
The more the merrier!
DICE IN GAMMA WORLD
Dice are used to determine many actions, activities, and events in this game. 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-. tweive-, and zo-sioeo. 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. This numbering system has many advantages: when rolled and counted as 1 to 10 (0 on the die), it gives 10 equal probabilities, and Is referred to as d10; when half of the numbers or faces of the die are colored in a distinctive fashion (or if a d4 or d6 is rolled, or counting as no addition to the number shown on the twenty-sided die, a or indicating the addition of 10) the die gives 20 equal probabilities, and it is referred to as d 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. EXAMPLE: To generate an equal probability curve for S, simply roll diseinuak4web.net 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. 25d4 will generate a number between 25 and , with a total score of 62 or 63 being the most probable result of any roll. In order to lessen the effect of equal probability curves, you will see that an addition Is sometimes made to a die, i.e. Is d6 + 1, is d6 + 2, etc. 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 .is treated as a 3, while 6 Is treated as a 4. 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).
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. 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!
DESIGNING GAMMA WORLD
Layout and study the hex map supplied with GAMMA WORLD.
This Is a general outline map, Intended only as a starting point for the referee. The scale of a hex Is roughly kilometers ( miles) from side to side. 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. . . forests, swamps, additional mountains, active volcanoes, towns and settlements of the current Inhabitants, and just about anything else he deems necessary.
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.
The suggestions that follow are only some of the things the referee will want to show on his maps of GAMMA WORLD.
SETTLEMENTS
In establishing areas populated by the survivors of the Shadow Years, the following guidelines are suggested.
CITIES
There should be a minimal number of cities In GAMMA WORLD, as there are simply too few survivors, and there hasn't been time enough, since the Shadow Years, for any great new cities to have grown. 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". Villagers are a very suspicious, shy people, often ruled by a shaman (chleflwitchdoctor/prlest) who has gained his posltton through possession of knowledge or a device from the Ancients. 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.
ANCIENT AREAS
The ruins of the cities, fortifications, etc., of the Shadow Years (often called "Death Lands" or "Taboo") will be found in all parts of the world. Their number, size, and contents are left to the discretion of the referee.
MECH-LAND (Robot Farm)
This is an automated complex that grows different crops In an efficient rotation system. 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.
"TOMBS OF THE ANCIENTS"
Ancient Building: 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. If It is a military instaliation,lt invariably has security robots, a 25% chance of defense/attack borgs, and a 50% chance of having electronic security equipment still in operation. Earthquake-proof buildings usually have Important government records Inside. The scientific research buildings were always guarded electronically and there will be a 75% chance that this powerful security system is still functioning.
Ancient Vii/age: 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.
FORTIFICATIONS
Ancient military complexes, special scientific research stations, and law enforcement headquarters and records areas were commonly heavily fortified to resist terrorist attacks. These fortifications were designed with extreme care to keep out 8/1 unauthorized personnel. 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.
5
Fortifications may range in type from prominent buildings to vast subterranean complexes. 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, active, and manned. 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. Manned fortifications are active complexes with a directing intelligence, such as the remnants of a group of ancients, or a band of Restorationists (see CRYPTIC ALLIANCES). The referee is to determine the extent of function, supply, etc. for all fortifications he includes in his game.
SPACEPORTS
These were primary targets of The Apocalypse during the Shadow Years and are usually found in the center of an extremely devastated area, saturated with hard radiation. 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.
OTHER SUGGESTIONS
Radioactive Desert; These areas appear to be "conventional" deserts, but are actually the results of high-yield fusion weapons. Radioactive deserts are taboo to nearly all races of men, as the hazards are many. Every being spending time in a radioactive desert has a 5% chance per day of suffering radiation poisoning of random intensity (see HAZARDS). 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. However, some portions of a vast highway system for air-cushioned vehicles (similar to our interstate system) remain, due to the incredibly tough dural/oy metal from which it was constructed. 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.
THE FIRST SCENARIO
Using the maps and lists he has thus far accumulated, the referee Is now ready to devise a scenario in which the players may start the campaign. This will give the players background, a place to start, and reasons to go adventuring in GAMMA WORLD.
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 voilal Thus, a problem has been overcome through the use of reasoning. Perhaps that
player will find some object of value Inside the doorway as a reward for his clear thinking.
o
CREATING CHARACTERS
Character personae are created at the beginning of the campaign, endowed with certain basic attributes through the roll of dice. 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. As a general rule, a roll of for a given attribute indicates a weak trait, 9·12 is average, and is above average. 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. It is they who will eventually bring order to the chaos of GAMMA WORLD and an end to the Black Years. To increase the player's chances of rolling up an exceptional character, the referee will find It advisable to use the following method: for each basic attribute, the player rolls four dice (4d6) but totals only the highest three. If, for example, the player rolled 4, 3, 5, 1 on the four dice, he would add together 4 + 3 + 5 = 12 and leave out the 1. If he rolled 4, 3, 2, 2 he would add 4 + 3 + 2 = 9 and leave out the second 2. 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: a roll of three or four when determining the number of mutations (either physical or mental) indicates one physical or mental mutational defect, as the case may be (or both, if both dice rolls were either three or four). 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".
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CHARACTER TYPES PURE STRAIN HUMAN
As the name implies, Pure Strain Humans (PSH) are human beings who possess no physical or mental mutations. The PSH character could be considered the "weakest" character type in GAMMA WORLD. The lack of even some of the more common mutations found in other beings makes them very vulnerable to physical or mental harm. 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. This knowledge generates a combination fear/awe/respect in the mutated characters of GAMMA WORLD, which in turn leads to another advantage for the PSH: heightened charisma. All PSH characters automatically receive a bonus of three points to their dice roll for charisma (but remember that the total cannot exceed 18).
HUMANOIDS
Humanoid characters are mutated human stock; that is, a basic human with one or more mutations. 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.
MUTATED ANIMALS
Players electing to play mutated animal characters should first select a basic animal stock, keeping in mind the relative advantages and strengths of that particular species. 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. 'Having selected the basic animal type, players determine basic attributes and mutations in the same manner as humanoids.
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.
BASIC ATTRIBUTES MENTAL STRENGTH
This attribute deals with the character's ability to control, both offensively and defensively, psionic energies and powers. 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. Details of this increase, along with rules for mental combat, can be found under the MENTAL COMBAT heading.
INTELLIGENCE
A character's Intelligence rating is a gauge of his intellect, wit, logic, reasoning powers, and so forth. 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.
DEXTERITY
The dexterity of a character indicates the speed at which a player is able to function, his or her agility, and his or her reaction time In various situations. 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.
CHARISMA
This trait reflects a being's leadership ability, through physical appearance, personality, magnetism, persuasiveness, willpower, etc. Pure Strain Humans, as explained earlier, possess an unusually high charisma, and many times will wind up being group leaders, spokesmen, and so on. This factor may be used by the referee during encounters between player characters and other inhabitants of GAMMA WORLD to determine the reactions of both parties. For example, a group of GAMMA WORLD adventurers, lost in the wilderness, encounters a small group of nomadic tribesmen. 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. .. a good referee might allow the tribesmen to direct the adventurers to a nearby swamp or a similar unpleasant locale). 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:
REACTION TABLE
Dice Score 2
12
Reaction
Extremely hostile, may attack" Hostile, distrustful, may attack' Uncertain
Friendly, helpful
EnthUSiastiC, loyal
• No further attempt may be made to entice, hire, or otherwise interact with the being.
Offers of money, weapons, food, artifacts, etc., may influence the die roll, adding or subtracting potnts tolfrom the tolal before consulting the REACTION TABLE. The referee should judge whether the offer even warrants a plus or minus. Such plusses and minuses should normally be limited to 1 point, although some clrcumstances may warrant increasing it to 2 potnts, If, for example, a gren (a creature which dislikes ancient technological devices) Is offered a "music box" (a portable tape player) the player should receive a reaction penalty of ·1; whereas an offer of a bale of synthetic clothing to a yexil (see CREATURES) would probably give the player a reaction bonus of + 2.
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). These effects are noted on the CHARISMA table below:
CHARISMA TABLE
Charisma Score
Maximum No. of Followers
Morale Adjustment
Reaction Adjustment
3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18
-3 ·2 -2 ·1 ·1
normal normal normal normal normal
+1 +1 +2 +2 +3 +3
1 1 2 2 3 3 4 4 4 5 5 6 7 8
10 15
·3 ·3 ·2 ·2 ·1 ·1
normal normal normal normal normal
+1 +1 +2 +2 +3
NOTE: Followers are non-player characters who serve the player out of loyalty rather than for pay. Non·player characters who serve for pay are known as hirelings or henchmen. There 15 no limit to the
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number of hirelings a player may have. (Also see NON-PLAYER CHARACTERS).
The CHARISMA TABLE assumes two things: that the player can communicate with the non-player character or creature, and that both parties are of the same type (Pure Strain Human, humanoid, or mutated animal). The referee will judge whether communication is possible. If the player and non-player characters are of different types use the following table:
CHARISMA TABLE MODIFIERS
Non·Player Character Type
Player
Character Mutated
Type PSH Humanoid Animal
PSH normal ·2/-1/·1 ·3/·1/·1
Humanoid ·2/·1/·1 normal ·2/·1/·1
Mutated ·3/·2/·2 ·2/·2/·1 normal
Animal The three numbers (#/#/#) indicate the modifications to the three columns of the CHARISMA TABLE (Maximum Number of Fol· lowers/Morale Adjustment/Reaction Adjustment).
CONSTITUTION
Constitution is a gauge of the amount of physical damage a character is able to withstand (from wounds, poison, radiation, etc.) before death. This rating never changes during the course of a character's existence.
Exception: 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.
PHYSICAL STRENGTH
This trait deals with a character's ability to perform physical acts.
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. Further details on this determination will be found under the PHYSICAL COMBAT section. In addition, the referee may also use the physical strength rating to determine if an individual is capable of certain unusually strenuous physical actions.
NON·PLAYER CHARACTERS AND CREATURES
Characters and creatures found in GAMMA WORLD other than the player characters themselves must be created and determined by the referee. Some of the more common creatures are listed under ENCOUNTERS, but the referee should create more. 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. The creation, operation, and use Of
robotic units is explained later under ROBOTIC UNITS. Intelligent beings (human or otherwise) should be created in the same manner as described in CREATING CHARACTERS. Examples of the behavior of some non-player characters and creatures are given under ENCOUNTERS.
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. Such interplay between referee and players is the heart of any role·playing game, and the source of the term itself.
HOPELESS CHARACTERS
When a player is particularly unlucky with his dice rolling for his character and most or all basic attributes are below average, the referee may, at his discretion, declare the character unsuitable for GAMMA WORLD adventures and allow the player to create a new character to take his place.
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MUTATIONS
Physical and mental mutations for humanoids and ani~als are
listed in chart form. When using random mutation selection, the
chance of occurrence for any given mutation is shown alongside as
a percentage. Detailed descriptions of these muta~io~s are given in
the text that follows. A (D) indicates that the mutation IS a defect.
PHYSICAL MUTATIONS
Human Mutation Animal
1 % Attraction Odor (D) 01·02%
2 % Body Structure Change (D) 03%
3 05% Chameleon Powers 04·06%
4 06% Density Control 07%
5 % Diminished Sense (D) 08%
6 % Double Physical Pain (D 09%
7 % Electrical Generation 10·11%
8 % Fat Cell Accumulation (D) 12%
9 % Gas Generation - Musk 13%
10 17% Heat Generation 14%
11 18% Heightened Balance 15%
12 % Heightened Constitution 16·21%
13 23% Heightened Delfterity 22%
14 24% Heightened Hearing 23%
15 25% Heightened Precision 24%
16 26% Heightened Smell 25%
17 % Heightened Strength 26·29%
18 33% Heightened Taste 30·32%
19 34% Heightened Touch 33%
20 35% Heightened Vision 34%
21 % Hemophilia (D) 35·36%
22 % Increased Metabolism (D) 37%
23 % Increased Speed 38·39%
24 43% Infravision 40·41%
25 44% Light Generation 42%
26 % Multiple Body Parts 43·45%
27 % New Body Parts 46·47%
28 % No Resistance to Bacteria (D) 48%
29 54·55% No Resistance to Poison (D) 49%
30 % No Sensory Nerve Endings (D) %
31 58% Oversized Body Parts 52%
32 59% Partial Carapace 53·56%
33 % Photosynthetic Skin 57·60%
34 62% Physical Reflection 61%
35 % Poor Respiratory System (D) 62%
36 65% Quills/Spines 63%
37 % Radiated Eyes 64%
38 % Regeneration 65·67%
39 70% Shapechange 68%
40 71·74% Shorter 69·71 %
41 75·76% Skin Structure Change (D) 72%
42 77% Sonic Attack Ability 73%
43 78% Symbiotic Attachment 74%
44 % Taller 75·82%
45 84% Total Carapace 83%
46 85% Ultravision 84·86%
47 % Vision Defect (D) 87%
48 % Weight Decrease (D) 88%
49 90% Wings 89·90%
% Roll a Good Mutation (No Defects) 91·94%
% Pick Any Mutation 95·% 1. ATTRACTION ODOR (D): The mutant's body secretes a substance which will attract carnivores.
2. BODY STRUCTURE CHANGE (D): 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: lack of calcium in bones - they break easily; no body hairs - anywhere - beware of dust; only one eye in center of head - no depth perception; and so on.
3. CHAMELEON POWERS: 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.
4. DENSITY CONTROL: 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.
5. DIMINISHED SENSE (D): One of this mutant's senses (Sight, smell, taste, etc.) will not function at normal levels (l.e., mutant may not smell an approaching predator or smell the burning woods he is in).
6. DOUBLE PHYSICAL PAIN (D): This defect causes the mutant to be so sensitive to physical pain that all damage sustained will be doubled.
7. ELECTRICAL GENERATION: 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.
8. FAT CELL ACCUMULATION (D): 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).
g. GAS GENERATION - MUSK: This gives the mutant a gas, or musk gland. Much like a skunk, the mutant may expel this musk or gas, causing repulsion, unconsciousness, or even death i~ the beings at which it is directed. Range: 10 meters. Suggestions: obscuring gas, irritating gas, paralysis gas, poison gas, poison musk, blinding musk, and so on.
HEAT GENERATION: This allows the mutant to cast beams of heat from its hands (paws/tentacles) that do 4 dice (4d6) of searing heat damage. The beams have a maximum range of 15 meters and may be used every 3 melee turns.
HEIGHTENED BALANCE: 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.
HEIGHTENED CONSTITUTION: 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.
HEIGHTENED DEXTERITY: 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.
HEIGHTENED HEARING: As the name suggests, this Is the ability to detect and identify even the slightest noise up to 60 meters away. Because of this, any being with this mutation cannot be surprised (see SURPRISE).
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