Gamma Zine! - : A Note From The Fanzine Creator
Gamma Zine! - : A Note From The Fanzine Creator
Gamma Zine! - : A Note From The Fanzine Creator
— Issue #1 Details —
Fanzine Sections v1n1
Content Page
Issue #1 ” April, 2019
Fanzine Creator Letter 1 Created March 15th, 2019
Interview with James Ward 2 Created by: Thom Wilson
Articles by: Thom Wilson
Horrors of the Wasteland 3-6
Cover Illustration: Je Shields
Class Option (the Artificer) 7 Back Cover: Je Shields
Artifacts of the Ancients 8 Logo: Thom Wilson
Comic: Travis Hanson
MuTech Test Facility (Adv #1) 9-14
Interior Art: Je Shields, Dean
The Hunted, Chapter One 15,18 Spencer, Forge Studios
The Hand (Adv #2) 19-21
Cartography: MonkeyBlood Design,
Dyson Logos (commercially free maps)
Artifact Use Flowcharts 22-23 Editor: Joshua Newey
Dark Knights (Adv #3) 24-27 Next Issue:
#2 ” October, 2019 (or earlier)
Information / Comic 28
1st printing—PoD edition
Spindling
No. Appearing: 2-8
Armor Class: 4
Movement: 16
Hit Dice: 2
DEX: 16
+1 initiative
Spindling, Giant
No. Appearing: 1-2
Armor Class: 4
Movement: 12
Hit Dice: 6
DEX: 13
3
Unipede
No. Appearing: 1
Armor Class: 3
Movement: 4 tun-
nel / 12 ground
Hit Dice: 15
DEX: 12
Moleman
No. Appearing: 4-16
Armor Class: 7
Movement: 12
Hit Dice: 3
DEX: 13
Type-III E-Fist
Short for ‚Energized Fist‛, the
Type-III E-Fist was an excellent
weapon for close-quarters com-
bat. Often used by soldiers seek-
ing a quiet and effective method
of dispatching foes, the handheld
device delivers a powerful burst
of stunning pain on contact. In
addition to the damage it inflicts,
it stuns the victim in the same
manner as a Stun Whip.
Type-
Type-III E-
E-Fist
Damage Inflicted: 1d6+1
Power Source: Hydrogen Cell
Battery Life: 10 minutes KnifE
Unlike the Vibro Dagger, the
blade of this cutting weapon is
made of energized metal. It uses
less energy, making its battery
life twice that of other weapons.
14
15
18
10 12 13
The Hand
11
7 8 9
5
6
3
4 2
1
Molemen (2d6): HP: 15 each; AC: Area 6: Moleman Mates
7; AT: crude weapons (1d6 or The leader of the moleman Archivist
1d4); Move: 12; MU: Heightened faction keeps his two mates in this
Touch, Heightened Hearing and modest room. Each is adorned with
Heightened Smell; DEX 13; metallic chains and rusty parts, ar-
ranged and assembled as crude jew-
Area 3: Refuse Hole elry.
Several small holes in the floor lead
to sess-pits below the compound. Area 7: Testing Room
Characters must resist Intensity 8 Molemen responsible for researching
Poison to avoid becoming sick here. artifacts and pieces of technology of
interest work in this quiet room.
Area 4: Closet of Junk The molemen researchers will defend
All newly acquired technology is their treasures but are lesser fighters
placed in this area to be sorted and than the warriors in the other
catalogued at a later date. For each rooms in this facility (half HP).
hour this room is searched, there is
a 25% chance that a useful piece There is a 50% chance that charac-
of tech is found. ters will find 1d4 valuable artifacts
in this area.
A ladder in the north wall leads to
the next level above. Area 8: Broken Parts Room
Pieces of artifacts and broken tech
Area 5: Hallway have been placed in this area for
The ladder from below continues up later evaluation. Piles of metal, plas-
to the third level (Area 10). tic and wood are scattered through-
out the area. It is possible to find
1-2 useful items after a four hour
search.
20
21
22
10
12
6
9
Coal Mine
11 5
7
3
1
24
The open entry into the mine is The Knights have rigged the landing
unguarded, Steep stone stairs lead with a laser tripwire. A small, nearly
up into the mountain and several invisible beam of light spans the
open areas once used by miners narrow hallway, attached to a device
between shifts or on break. that sounds a loud alarm when dis-
turbed. The alarm rings for one full
Area 2: Changing Room minute before resetting.
Miners once used this area to
change clothing, adding soot-covered Find Tripwire:
overalls and safety equipment when Roll under Intelligence
entering the mine or donning regu- Accidentally Activate Trap:
lar clothing when exiting. Old, Roll Over Half Dexterity
rusted lockers line two of the walls
and overturned and broken stools
25
28
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