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The following table cross-indexes the weapon and armor with the length of fighting time in melee turns. The results are called the fatigue factor, and are subtracted from the attacker's weapon class when using the attack matrix. As a bonus for resting or having above 20 J average strength, the fatigue factor is lessened by one for each melee turn the combatant rests from battle, and also lessened by one for each point of strength over For example, a man wielding a short sword would be OK until the 14th melee turn, then his weapon class would drop from 3 to 2.
If he had a 16 strength, it would not drop until the 15th melee turn. This assumes, of course, that he is wearing no armor! If the weapon class drops to 0, the combatant is unable to attack until he withdraws from combat long enough to bring the weapon class back up to at least 1. This doesn't mean the combatant is so tired that he can't hold the weapon, just that he can't use it effectively enough to do any damage.
All weapons not specifically listed here, such as powered energy weapons including powered blade weapons , cost nothing in terms of fatigue to use. Note that powered offensive armor is not listed - there is no fatigue acquired when using such armor. Powered defensive armor does have a fatigue factor. The only check required by the rules pertains to combat with or between creatures and animals, but players may request or the referee may require checks for morale during special Circumstances, such as an attack by an overwhelming force, an extremely poor position, slistaining large numbers of casualties, and so forth.
If players request a morale check of their opponents, the referee will judge If such a check is necessary, and if so, roll a single sided die. Animals and non-intelligent creatures require at least a roll of 5 or more to continue combat. Intelligent creatures and beings need only a roll of 3 or better to continue combat, if they the referee so desire. Any time a combatant fails to meet a morale check roll, helshelit immediately flees from combat.
Once morale has been checked, It must continue to be checked each melee turn until the combat is resolved or the situation which necessitated the check in the first place changes. The referee may make a morale check any time he feels the combat situation makes it necessary. Of course, the referee may feel free to create a few cowardly creatures or bands of spineless mercenaries if he so desires.
Player characters never check morale dice, though they may choose to flee at any time. Non-player characters who are followers of players or who are hired by players must check morale.
Results of the encounter will depend upon what is encountered and the referee's discretion. For example: if an exploring party runs into an Ark a f! On the other hand, a sleeth a giant mutated lizard will probably watch the same party pass by and never even move unless the party accosts it.
An encounter with other men will usually result in some conversation with a friendly, indifferent, or hostile outcome. The referee plays the personae of the intelligent or semi-intelligent nonplayer characters and creatures, handles the actions of unintelligent but dangerous plants, and, of course, is in charge of the weather. When player characters are travelling through large areas of uncharted terrain at route movement, the referee must check for random encounters once each day and night.
He does this by roiling a single six-sided die: a ron of six indicates an encounter. Since encounters of this nature occur randomly, they can happen 'at any time during the day or night.
If the adventurers are on the move and covering a certain distance during the time period when an encounter occurs, an appropriate die should be cast to determine at what time this happens. Then the exact location can be determined and the terrain at the location indicates the chart to be consulted. The referee then determines how many creatures or plants have been encountered. The important job of tile referee is to play the roles of the creatures encountered in such a way as to challenge the Ingenuity of the players.
A referee who creates an expansive assortment of mutated plants, animals, and other "creatures" will want to expand further in developing tables of his own which are unique to his own campaign "world".
Hit dice are 6-sided. All have the basic attributes: mental strength, intelligence, dexterity, charisma, constitution, and physical strength Androids consider humans to be a threat to their existence, travel heavily armed, and will always fight to the death.
ARK: No. Appearing: Armor Class: 4 Movement: 15 Hit Dice: 8 The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental strength and radiation resistance of All arks have the following mutations: telekinesIs, weather manipulation, and life leech. Arks fear large winged creatures and carry wicker shields and large clubs as weapons.
They consider human hands to be a great delicacy. ARN: No. Arns cannot fly with more than 2 kilograms on their backs and must be caught and trained while young to be of any use. The arn has large mandibles which can bite, doing 2 dice of damage. Appearing: Armor Class: 4 Movement: 12 Hit Dice: 6 This highly intelligent mutated badgeroid species inhabits cool temperate zones. They are approximately 1. The badders are organized into a SOCiety approximately equal to that of the medieval period in human history.
They are basically of evil disposition and will destroy other Intelligent life forms If given the chance. Badders live in earth burrow complexes, although they will sometimes be found inhabiting a ruined town of the Ancients. They have manipulative forepaws and walk erect. They can also deliver a vicious bite for 1 die d6 of damage.
Badders communicate in their own form of snarlinglgrowling language but can approximate some limited trade speech. They are hard of hearing, but have a keen sense of smell. Badders have a mental strength of 16 and possess empathy. If a burrow is discovered, there will be females equal in nurnber to the males, and young equal to 50"10 of the females. If attacked, it will secrete a radioactive oil lntenstty 18 that covers an area 10 meters in diameter.
This radioactive will last up to 10 minutes in calm lake or pond water. If caught and killed, enough oil to make a 10 minute radioactive slick intenSity 12 may be extracted from its body.
Appearing: Armor Class: 6 Movement: NIA Hit Dice: 15 The ber lep Is a large two meters across free-floating aquatic plant which grows akin to the lily pad as an enormous sheet on the surface of the water. A sweet smelling acid exuded by the plant serves to attract, kill, and then dissolve small animals and Insects which land on it.
The ber lep is thick enough to support the weight of a human and the acid is relatively slow acting. If Injured, however, the plant will teleport itself to a point meters distant. The blaash is fearless and quite carnivorous. It glows brightly when it attacks, because of the intensity 18 radiation it emits from Its abdomen. This radiation Is harmful within a 5 meter radius, but will not damage the blaash or others of Its kind.
Once the blaash has killed Its prey, it stops and eats voraciously. Appearing: Armor Class: 9 Movement: Hit Dice: 12 This 3 meter long carnivorous winged worm can have a wing span of up to 10 meters. It may become invisible at will, and when it swoops down from the sky onto its prey, its first attack upon becoming visible will be a flash of light that will blind for melee turns any creature who looked at it. Although it can bite, doing 3d6 of damage, its preferred mode of attack is constriction.
When it is coiled around a victim it does 5d6 of damage per melee turn. The blight is completely resistant to radiation, heat, and sonic attacks. Appearing: 1 in wild herds Armor Class: 7 Movement: 18 Hit Dice: 14 Standing well over 2 meters high at the shoulder, a Brutorz is powerfully muscled and very broad. These neo-Percherons mutated horses are quite intelligent with a mental strength of 12 and are particularly partial to PSH individuals.
In addition to their great size, strength, and intelligence, the Brutorz species is remarkably agile for their bulk kilogramS , and all have precognition.
In combat, these creatures can deliver stunning kicks - 2 dice of damage 2d6 per forehoof - or a vicious bite for 3 dice 3d6 of damage. Well fed and treated with respect, the Brutorz is quite willing to serve as a mount for humans and humanoids.
It has huge mandibles that can do 10 dice of damage and, given time, crush even duralloy. It is attracted to bones, which are its favorite food.
It carelessly rips the flesh off living creatures merely to devour their bones. The cal then is completely resistant to all heat and cold attacks. Appearing: 1 Armor Class: 9 Movement: 30 Hit Dice: 7 This long-bodied mammal was once a horse, but the mutations it has undergone have given it an almost insect-like appearance. A centisteed can trot at full speed on its 16 legs carrying two humansized riders.
Although not Intelligent by human standards, the centisteed is totally immune to all forms of mental attack and possesses force field generation. While they make desirable mounts, these beasts also require enormous quantities of fodder because of their increased metabolism. In a combat Situation, the centisteed is almost more trouble than It Is worth, as one of Its riders must devote all of his efforts towards keeping the centisteed under control.
It can, however, transform itself into any type of lizard, complete with any mutations see Sleeth , for up to 24 hours. In fish form, the cren tosh burrows long wide tunnels into the banks of rivers and lakes, where it makes its nest. It eats only plants, but loves to collect and line its nest with shiny objects. The water crep is pink, and lives completely SUbmerged, in the bottoms of lakes and rivers. The land crep is red, and maybe found in any area with a reasonable amount of rainfall.
All crep plants, though unintelligent, have the following mental mutations, which are used when attacked: death field generation, molecular disruption, and life leech which is how it feeds. The plant reproduces with large leaf-like structures that It uses to make parasitic attachments. After attaching, the structures drain victims' blood at a rate of 10 hit potnts per melee round. Once the victim Is dead, these structures drop off the crep, and burrow Into the ground to start a new plant.
ERT: No. Appearing: 1 Armor Class: 9 Movement: 8 Hit Dice: 3 This innocuous looking fish, which can be up to 1 meter long, lives in swift flowing mountain streams. It has an awesome defense mechanism. Any creature it manages to bite has a chance of being turned to granite-like rock. Treat as a poison attack of IntenSity A "D" result turns the victim to stone. Appearing: Armor Class: 6 Movement: 9 Hit Dice: 12 The ert telden is a fish just over 1 meter long, which lives In backwaters, marshes and swamps.
It has a unique self-destructive defense mechanism. When removed from water, it starts to burn with such intense heat that all creatures within 30 meters of the fish sustain 5 dice d6 of heat damage on the first melee turn. On the second melee turn out of water, the ert telden explodes in flames, doing 10 dice of damage to all beings in range.
It is sometimes captured and used as a weapon by certain tribes, who keep the ert telden in holding pools inside their walled village, and fling them over the walls with catapults at WOUld-be attackers. FEN: No. It has both lungs and gills and may remain out of water for up to 24 hours.
Its translucent skin makes the fen invisible when under water. Fens collect and use all manner of weapons and may also use their tail as a club which does 6 dice dS of damage if it hits. They are completely resistant to radiation, have a poison resistance of 18, reflect heat and light laser attacks for 5 melee rounds before taking damage, and can shapechange Into a large bird and flyaway if the going gets rough.
It swims at high speed along the surface until it launches Itself Into the air, where its broad pectoral fins enable it to glide on wind currents for hours on end. It feeds on water birds and other small animals, but has been known to attack humans when hunting is bad.
Its dorsai fin is covered with intensity 15 poison spines. If seriously threatened, it will shapechange and fight as a sleeth with all that creature's powers. They are Intelligent and live secluded lives in harmony with nature.
They inhabit only deep forests, where they cannot be seen or sensed by any creature until they reveal themselves. They will not use ancient technology and stubbornly refuse to learn any of the knowledge of the Ancients. Their scales are covered with a thin film of intensity 18 contact poison.
The appetite of a herkel knows no bounds, and they will eat anything they can get into their jaws. HERP: No. To kill its prey, it squirts a stream of powerful acid up to 30 meters. The herp is a diligent and skillful hunter, able to track its prey Small antrnatsj in all kinds of weather. All hissers are telepathic, with a mental strength of 12 and mass mind, sonic attack ability, and one other random mental mutation. Their scaly skin is completely resistant to laser and sonic attacks.
Their society is matriarchal, one female leading a group of 70 or so males and young. She, like a queen bee, lays all the eggs for each settlement, and all of them hatch as males. When a community grows to about 70 individuals, the matriarch will hatch another female. In a few years, the colony will divide and the new matriarch will lead an assortment of male hissers off to find a new place to live.
Although intelligent, hissers do not have any written or spoken language, as all information is exchanged telepathically. They utilize selected items of Ancient technology which they uncover in search expeditions among the ruins of the Ancients. HOOP: No. They are intelligent mental strength , telepathic, and have mass mind. A mutation peculiar to the hoops is their ability to transmute metal objects into rubber. The hoop must touch the metal object to be transmuted.
All metal within 1 meter of that point turns into rubber must all be in contact. Hoops have manipulative forepaws.
They appreetate the power of Ancient weapons, and seek to obtain and use them. The referee must determine what effect the change to rubber will have on various metal objects, such as armor, ptstots, robots, etc. Riding a hopper, however, is no easy task. They require a special saddle and harness, for, while their route gait is a not-too-jerky series of Uppity-lops, their full run consists of great leaps, interspersed with rapid hops.
Any rider who is not properly fastened to the saddle will surely be dismounted. These creatures are rather stupid hoops regard them as we do chimpanzees , but their speed and chameleon powers enable them to survive.
An unburdened hopper can easily make 12 meter leaps, and clear objects 8 meters high. Appearing: 1 Armor Class: 5 Movement: 6 Hit Dice: 18 This is a strange black plant which, when viewed from a distance, looks like a lumpy porcupine with extremely long quills. The "quills" are actually 3 meter long spear-like stems which it flings at any being that approaches within 90 meters. There are from 5d6 of these and they are tipped with Intensity 9 polson In addition to doing 3 dice of damage if they hit.
The spear-stems are attached to the plant by strong vines. These retrieve any spear that misses Its target, and drag impaled prey back to the base of the plant where dissolving juices break the victim's body down Into food. The horl choo has a limited form of mobility, which It only uses to move to better hunting grounds.
Appearing: Armor Class: 6 Movement: 10 Hit Dice: 12 This deceptively reptilian-looking creature is actually a 3 to 4 meter long plant. It runs along the ground on two strong stalks that end in thorny pads resembling clawed feet , trailing its long root structures behind like a tail.
It is covered with radiation resistant green bark which resembles scales. Although the kal lin Is a scavenger, it is not above attracting and killing fresh food. It has a limited intelligence mental strength 5 and the following mutations: electrical generation, attraction odor, and radiated eyes. It is highly intelligent intelligence 18, mental strength 16 , possessing tne fOllowing mental mutations: telekinetic flight.
It may utilize any 2 of these mutations per melee turn. The ruthless keeshln Is a solitary creature, who spends most of its life gathering devices of the Ancients. It is very greedy and will readily kill to obtain what it wants. It stores its treasures in an underwater stone dwelling, which it builds telekinetically and keeps filled with a pocket of fresh air.
KEP: No. Appearing: 1 Armor Class: 2 Movement: NIA Hit Dice: 20 The kep is a hideous carnivorous plant which prefers sandy soil, grows completely underground, and permits no other plants to grow above it. Just beneath the surface, it builds an elaborate net of squeeze roots some 30 meters in diameter with pressure sensitive filaments. When a creature walks over this area, the network of squeeze roots springs out of the ground to ensnare it.
The squeeze roots do 5 dice 5d6 of constrictive damage each melee turn to all creatures unfortunate enough to get caught. If a kep takes damage equal to more than half of its total hit points, it will release its captives and retreat below ground. If its prey ceases to struggle, the roots secrete dissolving juices which break it down into food for the kep. After each meal, the plant produces one mobile seed.
It tunnels to the surface and scurries away in search of a home. Appearing: Armor Class: 6 Movement 6 Hit Dice: 7 The menarl is an impressive 10 meter long intelligent water snake.
It has 10 very usable arms equipped with human-shaped hands. It has heightened strength 17 and a mental strength of Its favorite food is birds, and it goes into a mad frenzy when any are near. The menarl is relatively friendly towards humanoids and, if shown how, will use ancient devices and weapons. Wizards of the Coast. Pay What You Want. Follow Your Favorites! Sign in to get custom notifications of new products! Wizards of the Coast Gamma World.
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Contact us. My Library. Affiliate System. Gift Certificates. Create Content for your Favorite Games. About Us. Privacy Policy. Our Latest Newsletter. Product Reviews. Newsletter RSS Feed. Start Over Advanced Search. Products found in this section Gamma World 1e Can you survive in a world gone mad?
Sell us your stuff! A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world?
Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably berserk GAMMA WORLD includes all the basics needed to set up your own "world": game booklet packed with terrible mutants, as well as guidelines for creating additional ones of your own , a large campaign map designed to be easily modified by individual gamemasters , and a full set of polyhedra dice.
Please browse through our FAQ before posting. Sidebar not working? Click here. I am not being critical, but the lack of medication during grade school, middle school and high school was problematic for me at best. I am not complaining. Log in or Register to download files. Factory of the Misfit Omega Tech. Pax Extraterrestria. Mutants, robots, and space aliens all roam the wasteland that once was Earth.
During this time, one Skill, one particular talent has set him apart from every other creature - his ability to conceive and create tools.
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