Gamma World 4e - Rules
Gamma World 4e - Rules
Gamma World 4e - Rules
Ward
TSR Tnr. TSR. Lid. 120 Church
POB 756 Lake End Cherry Hinton
Geneva Cambridge CB1 3LB
United Kingdom
W153147
USA ADVANCED DUNGEONS A DRAGONS. AD&D, FORGOTTEN
REALMS and GAMMA WORLD
ire regureted trailernirKs owned by Г5К. Inc.
RAVENI.OFTand ihe TSR logo are nadennuks owned by TSR, line.
Special Thanks To
Jim Ward for inventing this wonderful game in the first place.
E.A.U. RPGA Gaming Club on GEnie BBS Services for speedy play testing.
Credits
Design: Bruce Nesmith and James M. Ward
Contributors: Rich Baker, Tim Beach, David “Zeb” Cook, Thomas Reid, Eric W. Haddock, Dale “Slade” Henson
Editing: Julia Martin
Typesetting: Angelika Lokotz
Production: Paul Hanchette, Sarah Feggestad
Cover Art: Eric Olsen
Interior Black and White Illustrations: Larry Elmore, Newton Ewell, Mark Nelson
Interior Color Illustrations: Clyde Caldwell, Jeff Easley, Larry Elmore, Keith Parkinson
Playtesting: Jay Adan, Jason Arnold, Rich Baker, Tim Beach, Robert Bellamy, David Cartwright, William Connors,
David “Zeb” Cook, Dale Donovan, Carl Ebbinghaus, Jay Fisher, Chris Flanagan, Darren Gideon, R. Alan Grimes,
Dave Gross, Dale “Slade” Henson, Shaun Horner, Christina Judkins, John Klar, Julia Martin, Colin McComb, Greg
McElhatton, Mark Middleton, Jon Pickens, Thomas Reed, Thomas Reid, Roger Reinsmith, David Sutherland III,
Robert Quillen II, Skip Williams
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd.
Distributed to the toy and hobby trade by regional distributors.
®1978, 1992 TSR, Inc. All Rights Reserved.
Printed in the United States of America.
ISBN 1-56O76-4O1-5
This game is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of TSR, Inc.
GAMMA WORLD
Stealth
Remaining Unseen Perception
Other Noncombat Actions Attribute Checks
Class Skill Checks............
Robot Recognition ....
The Basics of Technology . Antigravity
Duralloy ...........................
Force Fields......................
Tech Levels ........................
Equipment .........................
Loot .................................
Common Equipment ...
Common Artifacts ..........
Common Weapons and Armor
Futuristic Weapons & Armor (Artifacts) Sights & Scopes
Grenades, Missiles, Micromissiles and Smart Darts Vehicles
Maneuverability ........................................................
Descriptions ........................................................................
Trains and the Like ....................................................
Robots .............................................................................
The Making of a Robot ...............................................
Classification .............................................................
CPU ...... ....................................................................
Locomotion................................................................
Communications & Sensors ......................................
Manipulators ..............................................................
Armor ..................................................................................
Equipment .................................................................
Other Attributes .........................................................
I.D. Cards.....................................................................
Common Robots ..........................................................
Introduction Character Generation Robot Listings
Genotypes............ Cryptic Alliances
Pure Strain Humans Altered Creatures...
Humans .. Mutated Animals . Experience Point Value
Sentient Plants . .. Creature Statistics
Non-Player Characters Making Creatures & Monsters
Attribute Scores ................. Creature Listings
Mutations ...................... Campaign .
Character Classes ......... Common Elements of Meriga
Enforcer..................... Common Elements of Society
Esper ......................... Running a Campaign
The Maps
Examiner.................... Supporting Characters
Scout . . . ................... Index ............
Common Skills..............
Derived Attributes .... Tech Level
.......................................
Cryptic Alliance ...........
Starting Equipment ... Level
Advancement ... 106
Mutations ........................ 107
Play of the Game...................
Time ..............................
TABLE OF CONTENTS ИЗ
114
Movement...................... 114
Unusual Movement Actions 115
Encumbrance ...................... 116
Combat Sequence ................... 116
Surprise................................ 117
Announcing Intended Actions 117
Initiative ................................. 117
Resolving Combat ............................ 118
The Attack Roll ...................... 118
Ranged Combat ...................... 119
Damage.................................... 119
Area Effect Weapons ............. 119
Mental Attacks ....................... 117
Unarmed Combat ................... 121
Effects of Damage .................. 122
Combat Modifiers . ................. 127
Recovering Lost Hit Points .... Structural 140
140
Damage....................................... 141
Health Hazards ........................... 142
Poisons & Drugs..................... 143
Radiation ................................ 166
Examining & Using Artifacts .. 166
Roleplaying Deciphering Artifacts 167
Artifact Complexity ..................... 168
The Use Artifacts Diagram .......... 169
Artifact Examination Modifiers 183
Special Actions................................. 187
Overhead, a rainbow of Bickering colors dances across peaceful, cooperative civilization. The carrins and hoops
the night sky. The stars glow and flicker through the and serfs are all striving to conquer or remake the earth in
surreal wash of reds, blues and greens. A close-knit their own image. And, as if that weren’t bad enough,
triangle of stars moves rapidly across the sky. They’ll be leftover technology of the ancients still walks the land.
back again in an hour. The guide stars, forever fixed in Robots and death machines pose as great a threat as any
place in the multihued heavens, can be located with only a new animal species.
minimal effort. The heroes of this time struggle to find and master the
Turning, you shamble off into the jumble of cloud towers artifacts of the precatadysmic world. These mysterious
amid the glow. With an effort of willpower you float over devices of metal and plastic hold great power. They are the
the gaping chasm of softrock and steel. Your large, webbed key to rebuilding civilization—or destroying it.
feet paddle the air slowly.
Suddenly you detect a dim mind signal. Your antennae About This Game
twitch back and forth seeking the direction. Knights of Ge-
netic Purity! Their hatred flows into your mind, pounding The GAMMA WORLD® game is a post-holocaust
against it like the surf. Quickly you unholster your game, taking place centuries after the bomb, and other nasty
weapons, all four arms moving in smooth harmony. weapons, have been dropped. Civilization has been reduced
Speaking aloud the tongue of the ancients, and drawing the to barbarism and is on the rise again. Mutagenic diseases
cryptic symbols on its metal skin, you awaken the sun bolt have made one branch of humanity (Homo sapiens
gun. If the air currents stay strong you might make it across permutare) strangely susceptible to radiation.
the chasm before they arrive. As a game, GAMMA WORLD is a unique opportunity
for roleplaying. Many characters are not even remotely
Centuries from now, approximately AD 2200 (although human, and most are unique creations. There is no racial
the exact date is unknown), the cataclysm rocked the Earth. history for them. There is a global history, but the
For reasons long forgotten, nuclear bombs were dropped, overwhelming permutations of body shape have destroyed
insidious poisons released into the atmosphere and viruses many of the old racial barriers.
of living death unleashed upon humanity. The devastation The world around the character is our own-future, on our
was unimaginable. The forces of destruction forever altered own Earth, but the character does not recognize
the face of our green earth. Continents shifted, rivers
changed course, and ecosystems adapted or perished.
Several centuries from the cataclysm, the earth is
making a recovery. Pockets of civilization are forming,
crawling out of hundreds of years of barbarism. The
printing press and gunpowder have just been reinvented.
In this strange new world, heroes of epic proportion are
needed to tame the wild frontiers and challenge the
unknown. Such heroes have arisen from the new species of
the planet: strangely altered humans, and intelligent,
mutated animals and plants. Indeed, humankind is no
longer alone on earth. Intelligence is a common attribute
among these new species.
There is much work to be done in this devastated world.
Not all the species on earth want to see the rebirth of a
4 Chapter 1: Introduction
it. One of the challenges of the GAMMA WORLD® is to
roleplay a character that is forced to deal with events and
objects that are commonplace to the player, but alien to the
character. For example, the character might find an electric
toaster. The player might guess what it is right away, but
the character would still be puzzling out its use and
function.
Reality
Actually, lack of reality would have been a better title
for this section. The GAMMA WORLD game is science
fantasy, not science fiction. Although science is used as a
basis for many things in the game, real world science is
pretty much ignored.
Things happen in the GAMMA WORLD game that are
credited to science, but which we know to be false. For
example, exposure to radiation cannot make a person
mutate on the spot. That person’s children might be
mutants, but even then the types of mutations given in this
game are not possible. Certainly the chance of any
beneficial mutation is incredibly slim.
Chapter 1: Introduction 5
work,” you can just tell them that they’re right. Things Serious
don’t work that way in the real world; however, that’s how A serious game tries to establish a long-running
they work in the GAMMA WORLD® game. campaign. Character development and background is
important. Adventures should be all part of a grand scheme,
Entropy is Convenient leading up to some final confrontation, resolution or
realization. Pick a few recurring villains and villain races or
Another fantasy element in the GAMMA WORLD organizations, so that the PCs get to know, and hate, them
game is that entropy only exists when we want it. In other well.
words, the natural decay of materials is optional. It is Stress the strangeness of the environment. The artifacts
possible for the characters to find a battery that is 500 years the PCs find should feel alien and never quite be
old and in perfect condition, or find a completely corroded deciphered. Don’t let them have very many powerful
metal chair. Robots only break down if desired, cars still artifacts at one time. Few aspects of the world should be
have tires, etc. The Game Master is encouraged to roll with recognizable from current times (no St. Louis Arch or
this rule. The GAMMA WORLD game isn’t about Statue of Liberty). Strong roleplaying should be em-
scientific reality and accurate simulation, it’s about having phasized over problem solving or combat. The cryptic
fun. If everything decayed over the centuries like it would alliances can be a great tool for this.
have in real life, there would be nothing for the characters
to find, and no fun to be had. Terminology
6 Chapter 1: Introduction
Bones of the Giants: The metal frame of an ancient You’ve Done This Before
building. Frequently all that is left by now.
Cataclysm: Long ago (several centuries), the ancients This rule book assumes that the reader understands the
fought a war with devastating machines of mass de- basic concepts of roleplaying. Nowhere will you find a set
struction. This was the cataclysm. It is also known as the of instructions for how to roleplay a character. This does
Time of Troubles or the Time of Terror, and it cast the not mean that you have to be a roleplaying guru. If you
world into barbarism, from which it is only now beginning know what a “character” is, know how to roll dice, and
to rise out of. want to have some fun with a roleplaying game, then you
Cloud Towers: This name refers to any large building, are ready for this rule book. Oh yeah— bring your
particularly skyscrapers, left standing from the time of the imagination!
ancients.
The Curse/Legacy: Radiation is something that cannot
be seen. It is the invisible source of radiation sickness.
Therefore, the inhabitants of Gamma Terra do not have a
term for radiation, since they can’t see it. They do,
however, have one for the resulting illness. It is called the
Legacy, or the Curse. People do know that the Legacy is the
result of the great weapons of destruction used by the
ancients.
The Glow: The light shed by radioactive areas at night is
called the glow. Unfortunately for the characters, it also
refers to the light produced by light bulbs. To the
inhabitants of Gamma Terra, there is little difference
between a rock that glows and a piece of metal and glass
that glows.
Green Folk: All intelligent, mutated plants are referred
to as the green folk.
Lightning: This is obviously a common term for the
electrical discharge of a storm. However, the inhabitants of
Gamma Terra believe, correctly, that the ancients were able
to enslave this force to do their bidding. Therefore, all
electricity is called lightning.
Live Metal: Most self-powered machinery is called live
metal. In particular, robots and vehicles are given this
name. It refers to the appearance of life in a metal object.
The machine moves, walks, talks, etc., so therefore it must
be alive.
New Animals: This is a term for mutated animal
characters. Any animal that is obviously intelligent is a new
animal.
Nograin: Plastic is probably the most perplexing
material left behind by the ancients. It bears no resemblance
to any other naturally occurring material. It has some of the
attributes of wood, ceramic and resin. Most notably, it is a
material with no grain.
Sky Chariot: A common term for airplane or any other
flying craft. Roaring condor is another term used,
emphasizing the noise of the engines.
Softrock: Concrete crumbles and deteriorates much
faster than natural stone, hence the term softrock.
Sun Bolt: This is the name coined for blasts of energy.
Usually it refers to visible beams, such as those produced
by plasma guns, conversion beamers and the like.
Strangely, laser beams are rarely given this name, probably
because the beam itself is invisible.
True Men: These are the descendents of the ancients,
also known as pure strain humans. Their bodies and minds
are sturdier than those of the Altered, but they lack the
advantages of powerful mutations.
Chapter 1: Introduction 7
A character in the GAMMA WORLD® game is a wild survivors of the cataclysm. Whether this is true or not, they
and wondrous thing. As in most roleplaying games, the are the descendents of the hardiest of ancient homo sapiens.
character represents the player in the game. Unlike most Hue men, as they call themselves, rarely have any physical
roleplaying games, characters can be wildly different from defects. Even such simple things as nearsightedness and
each other in the GAMMA WORLD game. Rarely are two crooked teeth have been nearly eliminated from their
characters ever alike. "Your character starts out with powers genetic pool. They have an intolerance of defects among
and abilities that make him a force to be reckoned with, their own kind, although they are sympathetic to the plight
even in the deadly environment of post-holocaust Earth. of altered humans and the animal races.
True men tend to have a high resistance to disease,
Creating a character involves deciding its genotype (race),
poison, radiation and other bodily ills. They cannot be
attributes, genetic mutations (if any), character class, class mutated by radiation like we can be. Among their many
skills, derived attributes, cryptic alliance (if any) and societies, intelligence is usually the most valued trait.
starting equipment. Through natural selection and education, true men tend to
have more intellectual capacity than the other genotypes,
Character Generation Proceas excepting, of course, the sleeth.
1. Pick a genotype
2. Roll the seven attributes What the true men do not seem to realize is that the time
3. Roll the mutations (if any) of their dominance on Earth is drawing to a close. This is
4. Pick a character class the age of the new races. The true men themselves have
5. Distribute class skill points renamed this planet Gamma Terra, which means final home
6. Calculate the derived attributes in the language of the ancients, as this world will indeed be
7. Pick a cryptic alliance (if any) their species’ final home
8. Determine starting equipment
There is a small chance that the character a player gets is Altered Humin»
hopeless—in other words, completely unplayable. The • Physical and mental mutations.
character generation system works very hard to avoid this • - 2 penalty to the Robot Recognition.
result, but it can still happen. If the Game Master agrees • Base walking speed of 12; base speed of 3 swimming.
that the character is hopeless, then the player can throw it
out and start again. A note to the Game Master: Be very An excerpt from Histories of Gamma Terra written by
stingy with the players. If there is any redeeming feature to Szah-lah, sleeth historian:
the character at all, make the player use it. Roleplaying is Altered humans are the direct descendants of true men.
not about having the most powerful character. Sometimes We call them the unlucky ones. Each carries extraordinary
characters that have problems are the most fun to roleplay. mutations, such as the power of telekinesis or multiple
Genotypes arms, that distinguish them from the original pure strain
human stock. The first generation of unlucky ones mostly
The first thing a player must decide about his character is carried defective mutations. Generations of living in our vi-
its genotype. This is the equivalent of character race in olent world quickly reduced their numbers. Most mutations
other games. There are four basic genotypes in the in adults are advantageous, but not all. Half of the altered
GAMMA WORLD game: pure strain human, altered humans' hatchlings are unable to survive more than a
human, mutated animal, and sentient plants. Each has its couple of years.
own special advantages and disadvantages. As this age of new races matures, the unlucky ones may
stabilize their genetic structure and become the new domi-
Pure Strain Humana nant race, replacing true men. To do that, they will have to
• +3 to Constitution, Intelligence and Charisma rolls. make peace with the new species of animals and plants,
• +2 bonus with the Use Artifacts ability. such as the sleeth, that would claim a share of Gamma
• +2 bonus to Health against radiation hazards. Terra for themselves.
• Base walking speed of 12; base speed of 3 swimming.
Mutated Animals
An excerpt from Histories of Gamma Terra written by • Physical and mental mutations.
Szah-lah, sleeth historian: • +2 bonus to Stealth.
Pure strain humans are the self-named ultimate
IS ChdirDCter Generation
!■(
Chameleon Frog
Base Animal Stock List PS 7, DX4, CN6
PS 3, DX 10, CN 5
No natural attack. Has chameleon Can leap 12 meters forward and 5
List of Abbreviations
Intelligenc power and regeneration mutations. Base meters high. Can breathe water. Base speed
PS Physical Strength IN
DX Dexterity C eCharisma speed of 12 (8 bipedal). of 15 (10 bipedal), swims at 12.
CN Constitution SH Senses
MS Mental Strength N
Cheetah Gorilla
PS 13, DX 10, CN 8 PS 16, DX 10, CN 11
Claw/claw/bite for Id4/ld4/ld6 damage. Bite for ld6 damage. Climbing attempts
Alligator
Base speed of 36 (24 bipedal) for 2 rounds are one difficulty lever easier than normal.
PS 15, DX 3, CN
and thereafter a base speed of 24 (18 Can swing from grip to grip at a speed of 6.
Tail12slap for ld8 damage at a ~2 THAC.
bipedal). Must rest for 10 minutes before +2 bonus for Robot Recognition. Base
Bite for 2d6 damage. Natural AC of 13
regaining top speed. Has heightened vision speed of 13, even if walking upright.
before DX modifiers. Base speed of 15 (10
bipedal), 8 in water. as the mutation.
Grasahoppar
Armadillo Cougar PS 7, DX6.CN 6
PS 5, DX6, CN 5 PS 15, DX 13, CN 11 Exoskeleton has base AC of 14. Has
Claw/claw/bite Id3/ld3/ld2 for damage. Claw/claw/bite for Id6/ld6/ld6 damage. multiple limbs (legs) as the mutation. Base
Has total carapace and night vision as the Leap 3 meters. Base speed of 18 (12 walking speed of 6 (even if walking
mutations. Base speed of 12 (8 bipedal). bipedal). Has heightened hearing, upright); jumps 15 meters (7 vertically).
heightened smell and night vision as the Wings assist in jumping ability.
Badger mutations.
PS 8, DX 7, CN 6 Hawk
Two claw atlacks for Id6/ld6 damage. Crab PS 3, DX 13, CN 5
PS 8, DX 4, CN 6 Claw/claw/bite for Id6/ld6/ld4 damage.
Base speed of 8 (6 bipedal). Has night
Two pincers for Id8/ld8 damage. Able Has wings, but with a flying base speed of
vision as the mutation. Can burrow at a
to breathe water (pick salt or fresh). Base 30. Walking base speed is a 4 (even if
speed of 1 meter per minute.
speed of 10 (6 in water). Has total carapace walking uptight). Heightened vision as the
Bat as the mutation. Has no walking upright mutation.
PS 2, DX 7, CN4 position.
Bite for ld4 damage. Flying base speed Horae
□ear PS 14, DX 10, CN 11
of 18, walking is a 4 (5 bipedal). Has
sonar, heightened hearing and diminished PS 12, DX 14, CN 9 Kick/kick for Id6/ld6 damage. Base
sight (D) as the mutations. Antlers for ld4 damage, +2 THAC and speed of 24 (16 bipedally).
ld6 +1 damage in a charge. Has heightened
Bear hearing as the mutation. Base speed of 20 Kangaroo
PS 16, DX7.CN 13 (14 bipedal). PS 7, DX 11, CN6
Claw/daw/bite attack for Id8/ld8/ ld6 Can jump 13 meters forward and 3
damage. Base speed of 15 (10 bipedal). Duck meters up. Base speed of 15, even if
Has heightened smell as the mutation. PS2.DX6, CN4 walking upright.
Can paddle in water at a speed of 3.
Boar Immune to the chilling effects of cold Monkey
PS 13, DX 5, CN 10 water. Has wings, but flies at a speed of 18. PS 10,DX14,CN5
Tusk attack for ld6; if charging, +2 Walks at a base speed of 5 (6 in bipedal Bite for ld3 damage. Climbing attempts
THAC and ld6+2. Base speed of 17 (11 humanoid form). are two difficulty levels easier than normal.
bipedal). Can swing from grip to grip at a speed of 6.
Elephant +1 bonus for Ro-
Bull PS 18, DX4, CN 16
PS 16, DX 3, CN 14 Tusks for 2d6 damage; if charging, 3d6
Horn attack for ld6; if charging, +2 damage. Base speed of 18 (12 bipedal).
THAC and 2d6 + 2 damage. Base speed of Has a prehensile trunk with half the
16 (11 bipedal). animal’s PS. Has heightened hearing as the
Camel mutation.
PS 14, DX 3, CN 13 Fox
Bite for ld4 damage. Can survive in hot, PS 7, DX 11, CN 5
dry conditions twice as long as normal Bite for ld6 damage. Base speed of 19
using half as much water. Base speed of 16 (12 bipedal). Has heightened smell,
(11 bipedal). heightened hearing and night vision as the
mutations.
Vine
Vines get a +2 DX bonus. They can automatically manipulate tools
without having to take this humanoid attribute. This leaves them eligible
for the extra mutation if they choose not to take humanoid traits.
Sentient Plente
• Plant mutations with fewer defects.
• +2 bonus to Remain Unseen.
• +2 initial Constitution bonus.
• No ability to command or control robots.
• Need sun and soil instead of food.
• Bonus physical mutation if no humanoid traits taken (see
rules below).
• +1 Constitution every level.
• Base walking speed of 9; base speed of 3 swimming.
Attribute Modifiers
Scor Modifier Scor Modifi
e 1 -4 e 17- er + 3
2-3 -3 18 19- +4
4-5 -2 20 21- +5
6-7 -1 22 23- +6
8-12 0 24 25- +7
13- +1 26 etc.
14
15- +2
Mutations
All characters, except pure strain humans, have some
mutations. These are determined randomly, not by the player or
the Game Master. Some of the mutations that can occur are
considered defects. These arc designated on the mutation tables
with a “(D).” For player characters, only one physical and one
mental defect are allowed. Any roll that results in a second
defect is rerolled until a beneficial mutation is found.
A character gets at least five mutations. The character can
always choose to have less, but must make that decision before
roiling any specific mutations, or even before rolling the split of
physical and mental mutations.
The character rolls a six-sided die to find out the number of
physical mutations. The remainder of all the mutations after the
roll for the number of physical mutations is the number of
mental mutations. However, a roll of 6 means that a PC has no
physical mutations. Any remaining mutations are all mental. If
a 5 is rolled, the character will have no mental mutations. If
while rolling the specific mutations, he gets a result that grants
him an extra physical mutation, it does not change the number
of mental mutations as determined by the die roll.
For example, Gort the altered human starts with five
mutations. Rolling a six-sided die, he gets a result of 3, which
means he gets 3 physical mutations. Since he gets a total of 5,
this means that the other 2 are mental mutations. While rolling
for physical mutations, he gets the option that gives him an
Mutations
---------Number of Mutations--------------
d6 Roll 1 2 3 4 5 6
Physical 1 2 3 4 5 0
Mental 4 3 2 1 0 5
Enforcer
• Initial +1 THAC (both melee and ranged), +CN hit points.
• Each level advanced, he gets a + 1 THAC bonus (to both
melee and ranged THAC) and + 1 on all physical mutation
power scores.
• Each level advanced, he gets his CN bonus in hit points
(negative bonuses are ignored), in addition to the normal ld6
increase.
• 12 points to distribute among skills: Combat Leadership,
Makeshift Weapon/Armor, Size-Up Opponent.
The wiry man s smile faded abruptly as the woman with blue skin
threw her drink in his face. He sputtered in fury, and drew a knife from his
belt. There was a shout from somewhere nearby as he knocked his stool
over and lunged at the Altered One. Suddenly, his arm was gripped in two
thick, furry hands, and pain surged through his elbow as his whole arm
was wrenched behind him. He looked up into the face of a ram, almost a
meter above his own. As the enforcer lifted him up off the floor, he caught
a glimpse of several weapons, most notably a huge battle axe, strapped to
a hulking body. The wiry man dangled a good meter off of the ground as
he was hauled to the front entrance and thrown through it. As he sailed
out into the street, he knew that he was no
Enforcer Skills
Combat Leadership: The enforcer can attempt to lead a
group of NPCs in a stressful combat situation. The NPCs must
either be noncombatants or not more than half his own level.
NPCs that are attacking the enforcer or already engaged in
combat activity are not susceptible to this skill. However,
normal roleplaying might sway them. Only one check per group
per battle may be made. The enforcer can lead three people per
level. With large groups, if the enforcer can lead a group’s
leaders, he can effectively lead the whole
The esper has explored the depths of his own mind and
understands it well. He is the master of mental discipline.
The realm of the mind is his battlefield.
Esper Skills
Hypnosis: This skill is the same as Photographic
Memory, but is used with other characters or creatures. The
esper is able to hypnotize another willing, sentient, and
living character and retrieve lost memories or events from
his mind. It can also be used to verify the truth of a
statement, or at least the truth as the subject believes it to
be. Hypnotized characters cannot lie, unless they are faking
being hypnotized. This process of hypnotizing someone
takes at least 10 minutes.
Identify Mental Power: By concentrating and putting
tain things of its members. Each member must hold true to Level Advancement
the aims of the alliance. Each cryptic alliance has as • Each level he advances, the character adds ld6 hit points
friends and enemies various other alliances. The alliance’s to his total.
members arc required to share these likes and dislikes. • Each level he advances, the character adds 1 point to
Shirking one’s duty will minimally lead to expulsion, and each of his class skills.
some alliances dole out far harsher penalties. • Every even level attained, the character gets 1 point to
place on any mutation power score, class skill or derived
attribute*, including hit points. This point cannot be
The Game Master determines how much money the placed upon raw attributes (PS, IN, etc.).**
characters have initially. This depends greatly upon the • Some genotypes and character classes have extra bonuses
economy of the town or region where he places his that they get every level.
campaign. It is also affected by any agency that might be
funding the characters. For example, if the Restorationists *For purposes of level advancement, derived attributes include
hire the characters as an expeditionary force, they might THACmelee, THAC ranged, AC, Health, special Health score, MD,
provide any Tech III item the characters desire. Use Artifacts, Robot Recognition, Perception. Stealth, Remain
Unseen, and Hit Points. They do not include damage or speed.
**Scout procedure is slightly different. See the character class
description, above.
Chapter 3: Mutations
Allergy [□] must be no further than 25 meters away, plus 1 meter X MP modifier.
Physical, Plant; Permanent, no MP If the creature is approached in a friendly manner, the character gets a
The mutant suffers a reaction to an ordinary substance, such as bonus of 5 + MP modifier on any attitude rolls when dealing with it. If
pollen, iron or milk. So long as he is in contact with the substance the beguiling attack is successful, the creature will not attack the
(breathing, touching, eating, etc.), the Game Master rolls an attack beguiler, but might attack his friends, depending upon the
against the mutant’s Health, usually at the beginning of the round. circumstances and their actions.
Most substances have an intensity of 0. However, the Game Master
can set higher intensities for higher concentrations or extreme contact.
If the attack is successful, the mutant loses one action for the round.
This usually means that he cannot attack and can only move at half
normal rate. Roll a d20 on the table below for the specific allergy.
Allurement
Plant; Automatic, MP 4d6 — L
The plant constantly gives off a sweet-smelling fragrance that has a
seductive, hypnotic effect on creatures of animal Intelligence (1) or
lower. It increases the effective CH of the plant by 5 plus the MP
modifier. Nonsentient creatures are “attacked” by the fragrance up to
15 meters away. They defend with their MD. If the attack is
successful, they are compelled to touch the plant and be near it. This
attack can only be made once per creature. If it fails, the creature is
always able to identify the plant and reject the affects of its allurement.
The effects of allurement are broken if the victim suffers damage from
an attack.
Anti-Life Leech
Physical, Plant; Automatic, no MP
The mutant is immune to life leech and other draining attacks. He is
able to reverse the flow of another life leech field, draining ld6 points
from the attacking creature into himself. These points first heal his
damage and then add to his hit point total. His hit points can never
exceed his
Beguiling
Mental; Activated, MP 4d6~L
With a successful mental attack, the character can insinuate a
soothing and friendly attitude into another creature. The target creature
Chapter 3: Mutations 27
physical attributes (PS, DX or CN), just like the mutation heightened Physical, Plant; Automatic, no MP
physical attribute. The effect lasts 5 + MP modifier rounds. He can The character has a — 5 penalty when checking his Health against
only heighten a particular sense or attribute once every 24 hours. poisons, drugs or other toxic chemicals. He gets drunk twice as
quickly as a normal character, typically from just one cup of an
Body Change(□] alcoholic beverage.
Physical; Automatic, no MP
Some parts of the mutant’s body are altered in a cosmetic way. Confusion
These alterations have no significant game effect upon the character. Mental; Activated, MP 4d6 —L
None of these mutations should allow the character an extra ability, or If the mental attack using this mutation is successful, the victim is
disability, of any significance. Roll a d20 twice on the table to confused. Roll a d6 each round on the table below for the actions taken
determine the changes. Altered humans with this mutation get a — 2 by the affected creature. The effects last for 2d6 rounds. Confusion has
penalty for Robot Recognition. a range of 25 meteis, plus 1 meter X MP modifier.
Carnivorous Jaws
Plant; Automatic, MP 4d6 — L
Most plants do not eat. They live off of soil and sunlight. However,
a plant with this mutation can eat meat or other plants with its jaws. Its
“teeth” are actually tightly spaced thorns in its maw. Its stomach is
merely a body cavity filled
Chameleon Power
Physical, Plant; Activated, MP 4d6~L
This mutation allows the character to automatically blend into any
background. His body coloration automatically matches the colors of
any background that is within a meter. Be aware that his clothes or
other belongings do not change color. His skin (or leaves)
continuously change as the mutant moves. The mutant can decide to
make his skin any single col- or not related to his background, or can
choose to look like his normal self. When chameleon power is
activated, the character’s Remain Unseen score increases by 5 +MP
modifier.
Chapter 3: Mutations
Death Field Generation Physical; Automatic, no MP
Mental; Activated, MP4d6~L The mutant has a diminished sense. Roll a d(> to determine which
The character makes an attack on all living things within 20 meters, one is affected. On a roll of 6, the player can рк к which sense. The SN
plus 1 meter x MP modifier. Any creature, friend or foe, successfully score for that sense only is reduced by four. Overall Perception suffers
hit has most of his hit points drained away. The creature is left with a - 2 penalty.
only hit points equal to his CN score (Hit Dice for monsters). If this
does not do at least 10 points of damage to the creature, then it is d6 Roll Diminished Sense
reduced to zero hit points. Any creature with zero or fewer hit points is 1 Sight. The mutant is nearsighted and is unable to
killed instantly. All normal plants, small animals or other simple life distinguish anything other than motion beyond 60 meters.
forms are assumed to have been attacked successfully and suffer the 2 Hearing. The mutant is partially deaf and is unable to
consequences. Interestingly, germs and other microscopic organisms hear normal conversation beyond 3 meters, or loud noises
are unaffected. beyond 10 meters.
The mutant using this power loses hit points just as if he had also 3 Touch. The mutant suffers from a total lack of touch and
been hit by death field generation, which means he might be is unable to feel heat or cold, wet or dry. He is unable to
incapacitated. However, record the lost hit points separately. feel pain from wounds, but is able to feel the jarring hit of
Assuming that using his power didn’t reduce him to zero hit points, he the weapon (so this mutation does not affect hit point
recovers one hit point every hour until the damage caused by using this losses). The mutant is unable to feel when an object is
power is healed. These lost hit points can also be cured normally with slipping from his hands.
other mutations or artifacts. The character can only use this power 4 Smell. The mutant has no sense of smell, and is unaware
once a week. of invisible gas attacks.
5 Taste. The mutant has no sense of taste, and is unaware of
Density Control, Others ingested poisons or chemicals.
Mental; Activated, MP 416 L
The character is able to control the density of other living creatures. Directional Sense
The effects of this power are identical to density control, self, given Mental; Automatic, no MP
below. However, the mutant must successfully attack the victim The mutant is incapable of getting lost. He always has a complete
mentally to change his density. The mutant chooses how small or how spatial sense of where he is and how he got there This ability does not
large his target becomes, within the limits of his power. Parts of a function while he is sleeping or otherwise unconscious.
target cannot be changed, only the whole target.
Chapter 3: Mutations 29
Dissolving Juices Doubled Pain [D]
Plant; Activated, MP 4d6~L Physical, Plant; Automatic, no MP
The plant can secrete an acid that does 3d6 + MP modifier damage The character suffers twice the normal amount of pain from a
over a one-minute (six-round) period. After a minute of dissolving, all wound. If he has less than half his hit points left, he suffers a —2
the acid is used up. If contacted for only a round, it does 2 points of penalty on all skills and actions, including THAC and AC (and Use
damage. The plant can secrete the acid once every four hours. If Artifacts, etc.). The pain is so great that it interferes with his ability to
unused, the acid remains potent for an hour before degenerating into a think and act. He has a — 4 penalty on any attacks on the nervous
harmless fluid. system and those directly involving pain.
Electrical Generation
Physical, Plant; Activated, MP 4d6~L
The mutant is able to build up an electrical charge in a specific part
of his body (hands, tail, head, etc.) chosen by the player. If that part of
the mutant’s body touches anything, up to 3d6 of electrical damage is
released.
In essence, the mutant is constantly charging an internal battery,
even when sleeping or fighting. Each round he accumulates enough
current for a ld6 electrical attack. The internal battery cannot hold
more than three dice of electricity. The mutant can choose to discharge
one, two, or three dice in any given attack, so long as he has that much
left in storage.
The mutant must add his MP modifier to the total damage. He can
add this damage to a normal melee attack if he is wielding a metal
weapon. The character only takes half damage from electricity.
30 Chapter 3: Mutations
The character is able to read the emotions and emotional intensity Fire will also trigger them. The seed does 2d6 + MP modifier points of
of another creature. He can also try and force an emotion upon a damage to anything within half a meter. The plant can have up to 5
creature. Both of these powers require a successful mental attack. The +MP modifier seeds at a time. Each takes a month to grow and can
Game Master may apply modifiers to take into account how radically stay on the plant for 3 months. If the plant is subjected to fire or
the character tries to shift his opponent’s emotions. Remember, an crushing blows (a mace, a fall, etc.), there is a 20% chance of setting
intelligent creature is influenced by his emotions, but not ruled by off a seed. A weapon can only trigger a single seed, but area affects
them. like fire or falls can trigger many seeds. In that case, roll for every seed
(20% chance of each going off). Intense fires or severe falls may
Energy Absorption increase the chances of triggering a seed.
Physical, Plant; Automatic, MP4d6~L
The character ignores the first 10 points + MP modifier of damage Fadeout[□]
from a particular type of physical energy attack. The character is Physical; Automatic, no MP
immune to physical paralysis. Roll a d6 and consult the table. The mutant has a tendency to fall unconscious during times of high
stress. This is a result of his adrenal glands secreting depressants rather
d6 d6 than adrenaline. On the first round of any combat or other high-stress
R Energy Absorbed Roll Energy situation, there is a 5% chance of the character collapsing for ld4 + 1
oll
1 Radiation 4 Absorbed
Heat/fire rounds.
2 Electricity 5 Cold
3 Lasers 6 Player’s choice Fear Generation
Mental; Activated, MP 4d6~L
Energy Metamorphosis The character can instill fear in his chosen target. The victim flees
Physical, Plant; Automatic, MP 4d6~L away from the character at maximum speed for one minute (six
The mutant can convert the first 10 points + MP modifier of rounds). If the victim is cornered or trapped, he will go berserk,
damage from a particular type of physical energy attack and use it to fighting until he can get free.
heal himself. If the character has excess energy to convert and no
damage to heal, it creates an overload. The mutant takes double the Finger Vinee
remaining energy damage as normal damage and cannot convert Plant; Automatic, MP4d6~L
energy for the next 6 rounds. Roll a d6 and consult the table shown in In addition to any other limbs the plant has, it gets ld4 finger vines.
energy absorption, above. These vines are 5 +MP modifier meters long. They can move at a
speed of 2 meters per round (which is
Energy Reflection
Physical, Plant; Automatic, MP 4d6~L
The character can reflect the first 10 points + MP modifier of a
particular type of physical energy attack. Roll a d6 and consult the
table shown in energy absorption to determine the exact type of
energy. To find the direction that the energy
M 9-10
Explosive Seeds
Plant; Activated, MP 4d6~L
These nut-like seeds explode if they are hurled onto a hard surface.
Chapter 3: Mutations 31
fairly slow). They can grasp objects and perform fine manipulations, Fruit
such as pushing buttons or working instruments. F.ach vine has a PS of Plant; Automatic, MP 4d6~L
1 (no MP modifier) and a DX of 5 + MP modifier. If multiple vines are The plant character grows berries or some other type of fruit that
being used, add their Physical Strengths and Dexterities together. may have a useful function. It takes a month to grow a fruit, and
One 20-centimeter (eight-inch) segment per finger vine can be multiple pieces of fruit may be growing at one time. A plant character
detached and still be controlled by the plant. It can control them up to can have up to 5 + MP modifier fruit growing at any particular time.
10 meters away, plus 1 X MP modifier meters. If the plant can’t see The fruit stays fresh for a month before rotting and falling off. The
the finger vines, then they must move around by touch only, as if blind fruit can be any size, from a strawberry to a melon, and can be any
and deaf. If the finger vines are not rejoined with the body in an hour, color or texture selected by the player upon generating his character.
they wither and die. A new finger vine takes a week to grow (but Plant characters cannot benefit from eating fruit because of their
multiple new vines may grow simultaneously). unusual digestive systems. Roll ld8 and reference the table below for
which type of fmit the character can grow.
Force Field Generation
Mental; Activated, MP4d6~L d8 Roll Fruit Type
The mutant is able to create an invisible barrier of force around 1 Sustenance. The fruit provides enough nutrition for a
himself that protects him from physical danger. This includes energy normal-sized human for one day.
attacks and radiation. 2 Poison. The fruit is poisonous. The MP score is its
The force field forms a smooth surface about half a meter from the intensity.
mutant’s skin. The character cannot make physical attacks while the 3 Poison Antidote. The fruit automatically negates any
force field is up, but can use his mental powers. The force field poison up to intensity 10 + MP modifier.
absorbs 25 +MP modifier points of damage. It renews itself at a rate of 4 Antibiotic. Heals 5+MP modifier points in 24 hours if
5 +MP modifier points per round. It can be kept up 5 +MP modifier smeared into a wound.
rounds. After that, the character must drop the force field for an hour 5 Stimulant. Improves the character’s energy level,
before using it again. counteracting fatigue and sleep. If the affected character is
If the force field takes enough points of physical damage to destroy not suffering from fatigue, it provides a + 1 modifier to
it, the character must make a CN check or fall unconscious. Any TH AC for 4 hours.
excess damage is applied to the character. If the character falls 6 Radiation Antidote. The fruit eliminates radiation sickness
unconscious due to a mental attack or some special circumstance, the in 4 hours, although normal radiation damage is not cured.
force field shuts off at the end of the round. 7 Pain Killer. The character does not feel pain, and is
immune to attacks focused on the nervous system (except
paralysis). Its lasts 5+MP modifier hours.
8 Imitation. The fruit imitates another chemical or
specialized poison not in the above list.
Gas Bags
Plant; Activated, 4d6~L
The plant has an inflatable bladder that fills with helium. The
bladder expands to twice the size of the plant and allows it to float
away. The plant can carry 5 kilograms per point of MP. It takes a full
minute (six rounds) to inflate it completely. It can control its altitude
by releasing helium from the bladder or by synthesizing more to fill it.
It rises at a rate of one meter per round at maximum inflation. It cannot
control which direction it floats and is at the mercy of the prevailing
winds.
Chapter 3: Mutations
Gas Generation value. For example, a mutant with a Charisma of 13 has an MP
Physical, Plant; Activated, MP 4d6~L modifier of +1. With heightened mental attribute, he adds 6 (6 — 1 =
The character has the ability to spray a visible gas from a specific 5) to his Charisma. Eighteen (13 + 5 = 18) becomes his new Charisma.
place on his body (mouth, navel, hands, etc.) chosen by the player. It This formula gives larger modifiers to characters that have lower
fills a sphere two meters in diameter. The gas attacks with its MP scores. A negative MP modifier actually adds to the total! The mutant
modifier against the victim’s Health. The effects of the gas last for 5 always gets a minimum +2 modifiei to the attribute, regardless of the
rounds + MP modifier. The mutant's body holds up to three full doses MP modifier of the original value.
of gas, and it takes three hours to regenerate a dose. Roll ld6 and
consult the table below to determine the type of gas. The mutant is im- Heightened Physical Attribute
mune to that form of gas. Physical, Plant; Automatic, no MP
One of the mutant’s three physical attributes (PS, DX, CN) is
d6 Roll Type of Gas dramatically improved. The improvement is visibly obvious in most
1 Stench. The victim moves at half speed, must leave the cases. For example, heightened Physical Strength means bigger
gas, and is unable to attack. muscles. Use the same rules found in heightened mental attribute for
2 Blinding. The victim cannot see, and suffers -4 to TH AC calculating the increase.
and — 2 to AC.
3 Poison. Intensity is 5 +MP modifier Heightened Precision
4 Hallucinogenic. The victim sees visions; he will move and Physical; Automatic, no MP
attack randomly. GMs may want to use the table under the The character has an uncanny ability to aim or place things
confusion mutation.
precisely. This does not affect the other aspects of his Dexterity. His
5 Paralytic. The victim is unable to move or attack.
THAC for ranged attacks gets a +4 modifier, and he never suffers
6 Burning. The victim suffers 2d6 points of acid damage,
range penalties. Also, he never suffers a penalty for called shots in
plus the MP modifier, per round of exposure.
melee or ranged attacks.
Gills
Physical; Automatic, no MP Heightened Sense
The mutant has the ability to breath water as well as air. The type Physical, Plant; Permanent, no MP
of water, salt or fresh, matches the nearest large body of water in the The mutant has an enhanced sense. Roll ld6 to determine which one
campaign. Altered humans with this mutation suffer a — 1 penalty for is enhanced. On a roll of 6, the player can pick which sense is
Robot Recognition. heightened. Heightened sight, hearing or smell improves the
character’s senses (SN) score by 3. Multiple heightened sense
Hands of Power mutations will grant multiple modifiers to the SN score.
Physical; Activated, MP 4d6~L
The character’s hands (or the equivalent) can emit blasts of energy
with a range of 15 meters, plus one meter per MP modifier. The
energy does 3d6 + MP modifier damage. Roll ld4 on the table below to
determine the type of energy. The mutant is only immune to that form
of energy in his hands (or the equivalent emitting limb). Other parts of
the body are not immune. The mutant can store 5+MP modifier blasts.
It takes eight hours to regenerate a blast.
Chapter 3: Mutations 33
d6 Roll Heightened Sense creature first entering the field gets a negative first impression of the
1 Sight. The mutant can make his vision telescopic or character, and may even actively dislike him.
microscopic, allowing for the perception of twice as much
detail at distances or up close. When calculating ranged Illusion Generation
attack distance penalties, ranges are treated as extending Mental; Activated, MP 4d6 ~L
twice as far. The character can create an illusion that exists only in the mind of
2 Hearing. The mutant can hear things twice as far away or the victim, if the attack is successful. The illusion must be composed
with twice as much sensitivity. By concentrating, he can of things that the character has seen or experienced. The illusion
hear on frequencies normally inaudible to his kind, such as affects everyone, including his friends, within 30 meters of him. The
ultrasonic or subsonic. mutant must roll a mental attack against each creature in the area of
3 Touch. The mutant’s sense of touch becomes fine enough affect to see if it believes the illusion. The illusion itself can appear to
to distinguish slight changes in texture, moisture, be further away than 30 meters, but the target character must be within
temperature, residues etc. range of the illusion projecting mutant. If the victim moves out of
4 Smell. The mutant can identify and distinguish individuals range while an illusion is active, the illusion dissipates for him only.
by smell. He can track creatures up to a kilometer away by The character can use this power once every four hours.
smell alone. He can detect faint traces of materials or gas. The illusion is static and unmoving unless the character
5 Taste. The mutant can identify poisons or chemical concentrates on manipulating it. It is complete for all of the senses.
residues by tasting merely a tiny drop. (He does not suffer However, it has no weight or resistance to a push. Hitting the illusion
the effects consuming this extremely small amount.) He in combat, doesn’t jar the attacker’s arm. Being hit by the illusion,
can determine the individual components of any food or doesn’t cause the defender to rock back from the blow. A light touch
drink. will not reveal this. If a hard push or a successful attack in combat is
made against the illusion, a new mental attack roll must be made to see
Heightened Speed if
Physical; Activated, MP 4d6 —L
The mutant adds 5 + MP modifier permanently to his base speed.
He is also able to move with bursts of hyperspeed, adding 50% to his
normal speed for up to six rounds. He must rest an hour before being
able to use this power again. If the mutant has multiple modes of
movement (walking, flying, swimming, etc.), he must choose only one
for which this mutation applies.
Physical; Automatic, no MP
The character has some sort of horns or antlers growing out of his
head. They can be up to 20% as long as the character is tall. On a
normal human, this is about as long as his forearm. In melee combat,
he can head butt for ld6 points of damage. If he charges, he gets a +2
TH AC modifier and does 2d6 + 2 points of damage. Altered humans
Harns or Antlers the victim still believes the illusion. If the victim is expressing doubt
suffer -2 to their Robot Recognition. and pushes or attacks to test the validity of the illusion, it
Hostility Field [□] automatically dissipates. The illusion can be maintained for 5 +MP
Mental; Automatic, no MP modifier rounds.
The character constantly projects a mental field that makes
everyone in it irritable and quarrelsome. This field has a 30 meter Immunity
radius. Those aware of the problem, and who have spent a week or Physical, Plant; Automatic, no MP
more in the character’s company at some time, are immune to its The mutant is immune to a particular form of damage or hazard.
effects. Other creatures suffer a -4 penalty on any reaction rolls. Any Roll a d8 on the table below to determine the exact immunity.
34 Chapter 3: Mutations
I he character can detect the heat patterns of living creatures, even to use this power for 5 +MP modifier rounds, but then must rest it for
at night. Such creatures stand out like a beacon against a cooler, at least 24 hours.
nonliving background. Infravision does not allow for detail or color— The hit points drained from nearby creatures are first used to heal
everything appears as a dull, featureless red. The object’s or creature’s any damage he has taken. Any leftover points are put into a special
shape can be seen, however. pool of hit points. All subsequent attacks do damage to this hit point
pool. Only when the pool is empty do attacks affect the creature’s
Intuition original hit points. After four hours, what remains of any of these
Mental; Automatic, MP 4d6 -L “phantom” hit points in the pool begin to fade at a rate of 5 + MP
The character can sense what another creature is about to do just modifier per round. The hit point pool cannot exceed the character’s
before it acts. Before any encounter, the character rolls a mental attack MP x 1 ().
with this mutation. The result is compared to the MD of all opponents.
For the duration of the encounter, any opponent that was successfully Magnetic Control
attacked must announce his intended action to the intuiting character. Mental; Activated, MP 4d6 ~L
After all affected opponents have done so, the character can choose his The character can create a magnetic field anywhere within 30
course of action. meters of himself. Once created, he can move the field or eliminate it
If the situation is just combat, with no unusual actions, the intuiting and create a new one. Any iron or steel object might be pulled toward
character gets a + 2 to any attack roll he makes against affected the field—how fast is determined by the weight of the object. A fist-
opponents. He knows where they will move and strike a fraction of a sized object moves at five meters a round. Larger objects move more
second before they actually do it. slowly.
The Game Master can secretly roll rhe character’s attack on Any weight up to 50 plus 10 per MP modifier kilograms (110 lbs.
opponents that are sneaking up on the character or attacking with plus 25 lbs. per MP) can be lifted off the ground when the field is one
surprise. If the attack is successful, the character senses the danger just meter away. Every meter further away, the weight is halved. For
before it happens. example, a mutant able to affect 60 kilograms can only lift 15
kilograms if the object is three meters below the field. (The object is
Kinetic Absorption two extra meters away.
Physical, Plant; Activated, MP 4d6 — L
The mutant generates a field that absorbs kinetic energy. Anything
that is moving in the field loses some velocity. Objects fall slower,
although the character himself does not. Any attack by a bludgeoning
weapon does less damage (10 + MP modifier points less). Slashing and
piercing attacks do 5 +MP modifier points less damage. A
bludgeoning attack may end up doing no damage at all. Piercing and
slashing weapons do at least 1 point of damage to an unatmoted
character. Energy and mental attacks are unaffected by this mutation.
The character can maintain the field for 10 rounds, plus one round per
MP modifier. After that time, he must leave it off for an hour before
turning it on again.
Levitation
Mental; Activated, 4d6~L
The character can reverse the effects of gravity upon himself or
another object or creature. The affected object rises off the ground and
floats at a height specified by the character. He cannot control any side
to side motion that might happen as a result of winds or other forces.
He can lift 100 plus 20 times his MP modifier in kilograms (220 lbs.
plus 45 lbs. per off, or gets out of range of the mutant, the object floats
down at the same speed. He can keep this up for 5 +MP modifier
rounds. The mutant must wait an hour before using it again. Whatever
is being levitated must remain with 30 meters of the levitator at all
times. This means that the levitator can levitate himself to any height.
Life Leech
Mental; Activated, MP 4d6~L
The mutant is able to drain the life force out of any creature. Small
animals and normal plants arc not affected by life leech. Most common
animals over half a meter in size qualify. Plants only qualify if they are
mobile or sentient. The character drains 5 + MP modifier hit points
from all such creatures within 10 meters each round. He can continue
Chapter 3: Mutations 35
and 60 halved is 30, and halved again is 15.) The character can pull random power or ability of the creature that was not obvious from its
twice the defined weight across a surface. physical form.
If magnetic control is used to attack machinery, the mutant attacks The character can return to his own body at any time, but is forced
with his mutation against the physical AC of the machine. A hit does to return after 5 +MP modifier rounds. If the body he is controlling
3d6 + MP modifier damage to the machine. This only works if the dies, then he is reduced to - 1 hit points. If his own body is reduced to
character is attempting to place the field inside the body of the negative hit points, he is forced to return to his own body, losing
machinery. control of the body he was in. If his own body is destroyed while he is
outside of it, then he dies. The mutant must rest after using mental
Mass Mind control for at least four hours before using this power again.
Mental; Activated, 4d6~L
The mutant is able to boost another character’s mental powers by Mental Invisibility
channeling energy from himself and anyone with sufficient MS Mental; Activated, MP4d6~L
touching him into one of the characters touching him. He must be in The character can mentally force all creatures within range to not
physical contact with the other character and concentrating on that notice him. This includes friends or foes. The character makes a single
action. He can then add 5 + MP modifier to the mutation power score attack roll and compares it to the MD of all creatures within range.
of the other character’s power. For example, a character with a mass Any creature successfully attacked cannot sense the character. The
mind MP modifier of 3 touches a character with mental blast MP score others are able to sense him. The range for mental invisibility is 25
of 12. The second character can now use his mental blast as if it were a meters, plus 1 X MP modifier meters.
score of 20 (12 + 5 + 3). This affects both the attack roll and the The character needs to record the attack die roll in the event of new
amount of damage he does. creatures entering his sphere of invisibility. When a new creature
If multiple characters are touching the mutant, he is able pool their enters the area of effect, its MD must be compared to this roll to see if
Mental Strengths to add to the mental mutation of one of them. The the creature can sense the tharaclci. Creatures that clearly sense the
mutant can channel energy from 5 +MP modifier creatures at most. character and then are forced not to when they enter the area of effect
Only sentient, living creatures can contribute, and all contributing get a + 4 modifier to their MD when defending against the invisibility.
characters can do nothing else while they are a part of the mass mind. Creatures attacked in melee by the character immediately sense him.
Each creature touching the mutant using mass mind (except the However, the character does get one free attack.
recipient) is able to contribute 5 points to the pool of mental energy.
Characters with the duality mutation may still perform physical actions Mental Multiplier
while contributing to a mass mind, but may not perform other mental Mental; Activated, MP 4d6~L
actions or attacks. The mutant is able to enhance one of another character’s mental
mutations at a distance He adds 5 +MP modifier to the other
Mental Blast character’s MP score. He can only affect a single character this way.
Mental; Activated, 4d6~L This power works at a range of 25 meters, plus 1 X MP modifier
The mutant can directly attack the mind of another creature using meters. The character can alternately choose to affect the other
the MHAC score of this power. The creature attacked must have at character’s mutation’s range, dou-
least animal-level intelligence. If the attack is successful, it does 3d6 +
MP modifier points of damage. The damage is taken off of the
victim’s hit points, just like a physical attack. This power builds up ld6
at a time, as described under the section on electrical generation. The
mutant must add his MP modifier to the total damage.
Mental Control
Mental; Activated, 4d6~L
The character can take control of another creature's body at a
distance of 15 meters + MP modifier or less. Sentient plants are only
able to control other plants. Animals and humans are only able to
control each other. Brain patterns are too divergent for the mutation to
work between the plant kingdom and the animal kingdom, but humans
and animals are similar enough for it to work between them. While the
mutant using mental control is controlling the other creature, his own
body lies unconscious. The other creature’s body must remain within
100 plus 10 x MP modifier meters. He brings none of his mental or
physical abilities with him, only his personality and personal
knowledge. Once inside the other creature’s body, he does not
automatically know how to use any of its inherent powers or abilities
unless he has seen them in use. Anything obvious from the creature's
physical form he does know how to use (wings, claws, etc.). He can
spend an action “attacking” the body again with the mental control
power to gain additional knowledge. Il successful, he learns one
36 Chapter 3: Mutations
bling it. In this case, the strength of the mutation is not affected. the character that, immediately after using it, he must rest for four
Mental multiplier may not be used to double the range of an area of hours. This means no walking, fighting, using mutations of any sort,
effect mental mutation. etc. About all he can do is talk while sitting or reclining.
Molecular Disruption
Mental; Activated, MP 4d6~L
The mutant is able to disintegrate any object. He can affect up to 5
plus his MP modifier x 10 kilograms [(5 +MP modifier)x io
kilograms]. The object is assigned an AC equivalent based upon the
durability and integrity of its material. Metal is tougher to disrupt than
cloth. The list below is a guideline. Each material listed can come in a
variety of strengths. For example, nylon rope is tougher than hemp
rope.
If molecular disruption is used against a living creature, it does ld8
damage for every 10 kilograms destroyed. This power is so taxing on
Chapter 3: Mutations 37
New Body Parts Periodic Amnesia [□]
Physical, Plant; Automatic, no MP Mental; Automatic, no MP
The mutant grows body parts not normally found on his species. The In times of stress (i.e., the first round of combat), the mutant has a 5%
character gets as many of these parts as is reasonable, one tail, a pair of chance of forgetting the last 24 hours. The chance that amnesia might occur
pincer claws, etc. Animal and plant characters can get true arms with hands, is rolled no more than once per hour. For extremely stressful situations, the
snakes can get real legs, etc. Whatever the mutant acquires, it must be Game Master may increase the odds. The results of forgetting are one-
usable and beneficial. A second head means only a single brain, but there round of standing confused, even tn combat. When he snaps out of the
are two sets of sensory organs (eyes, ears, etc.). Roll a dlO on the table confusion, the character will probably not remember why he is where he is,
below. If the character already has that body part, he can choose to get a or what he is supposed to be doing (but he will defend himself against
second set of them or reroll. Altered humans suffer a - 2 penalty on Robot obvious aggression).
Recognition for having the new body parts mutation. In calm situations, the character has a 5% chance of not remembering
simple things or not recalling old memories. If he is told to go to a shop and
R Part Roll Part buy supplies, there is a small chance he will forget what he was supposed to
1 Tentacles 6 Claws or fangs buy. If called upon to remember the name of a friend from years back, he
2 Trunk 7 Crab-like pincers might not. Remember, this should be rolled no more than once an hour.
3 Extra eyes 8 Arms or legs Characters who forget a period of time, fact or memory can be
4 Tail 9 True hands “reinformed” of the missing information by their companions (provided
5 Second head 10 Kangaroo-like pouch their companions know the information). While they then technically still
do not remember, they can function as if they did. Espers can bring back the
Night Vision lost memories of any creature which submits to Hypnosis.
Physical; Automatic, no MP
The character is able to see well in low light conditions. Many nocturnal Phobia [□]
animals have this ability naturally. With a full moon shining, a character Mental; Automatic, no MP
with night vision can see as well as other characters can see during the day. The character has an unreasonable fear of something. When forced to
On a night with no moon, he can see as well as if it were a full moon. The confront his fear, he must make a Mental Strength check (challenging,
character’s daytime, or bright light vision, is unaffected. difficulty 5) or do whatever is necessary to avoid it. This usually means
running away as fast as he can. If he can’t run away, the character “goes
Nocturnal [□] nuts.” He screams, runs in circles, sits in a corner sobbing, or whatever the
Physical; Automatic, no MP Game Master chooses as a hysterical reaction. Physical or mental combat
The character normally sleeps during the day and is active at night. He against the object of his fear is not allowed if the character has failed his
can see normally by moonlight and starlight, but suffers as if he had the MS check. The Game Master might adjust the difficulty in unusual
diminished sight mutation when in daylight. situations.
Oversized Limbs
Physical, Plant; Automatic, no MP
The character has arms, legs, tentacles, or vines (or whatever) that are
longer than normal. Longer arms, tentacles or vines allow for greater reach.
Longer legs give the character + 5 on his base speed. Only one set of limbs
is lengthened. These cannot be limbs that both provide movement and tool
use, only one or the other. The limbs are anywhere from 50% to 100%
oversized. Roll (ld6+4)x 10% to find the exact percentage. Altered humans
with this mutation suffer a ~2 penalty on Robot Recognition.
d2 d20
0
Ro Phobia Roll Phobia
ll 1 Open spaces 1 Heights
2 Bright light 1 1 Crowds
3 Darkness 2 1 Particular animal
4 Loud noises 3 1 Insects or spiders
5 Disease 4 1 Machines or robots
6 Being touched 5 1 Small spaces
7 Blood 6 1 High speeds
8 Sentient plants 7 1 Being alone
9 Fire 8 1 Pure strain humans
10 Water (not rain) 9 2 Being underground
0
Chapter 3: Mutations 39
Photodependent [□] Poison
Physical, Plant; Automatic, no MP Physical, Plant; Automatic, MP4d6~L
The character requires constant light to stay conscious. An hour in the The character can generate a special poison that is delivered by a natural
dark forces him into a sluggish state. In this state he suffers a - 2 penalty to attack, i.e. claws, teeth, nails, spit, tail barb, quills, horns, etc. The poison
all of his attributes, including TH AC, MD, etc. Five full minutes of bright has an intensity of 5+MP modifier. The mutant can store enough poison for
or normal light restores the character completely. He suffers ld6 points of three successful attacks. It takes three hours to regenerate one dose. The
damage for each full 24 hours spent in the dark, which means that a normal mutant is immune to his own poison, and gets a +2 Health modifier when
night’s sleep does no harm. The character can never be sunburned or attacked by other poisons. Choose which type of poison (destructive,
harmed by normal sunlight. Lasers still harm him normally. debilitative, paralytic) randomly.
Photokinesis
Mental; Activated, MP 4d6—L
The mutant can bend or change light. He can set up a field around
himself that bends most of the light around his body and redirects it back on
its original path. This makes him invisible for all practical purposes.
Anybody within a meter of him is inside the field and sees him normally. In
most cases, this includes anybody in melee with him.
Some of the light is let inside the field, allowing the character to see and
be seen inside it. As a result he takes half damage from lasers when using
photokinesis in this manner.
Photokinesis can alter the wavelength of a beam of light away from the
mutant’s body. This can negate the effect of a laser weapon or other light
source. The mutant can change the color of a light beam, or reduce its
wavelength below the visible spectrum. In that case the light is “put out.”
Lasers can be cycled up, from IR to UV or microwave (masers), or down.
The damage of the weapon changes, but not the THAC modifier. He can
also attempt to “put out” the laser.
If the light source he is trying to affect, say a laser rifle, is moving or in
the hands of an opponent, then the character must “attack” the light source.
Its AC does not include any of the opponent’s armor intended only to stop
damage, such as plate mail, but does include everything else, such as DX
modifiers and level adjustments. A typical moving light on a track would be
AC 10. A wildly swinging light on a cable might be a 20.
The character can maintain his power for 5 + MP modifier rounds. He
must rest for four hours before using it again. He can only do one of the
above effects each round. He cannot make himself invisible and affect
distant light sources.
Photosynthetic Skin
Physical; Automatic, no MP
The mutant does not need to eat if he spends at least three hours a day in
bright sunlight (six hours in dim light). He can be moving and doing normal
actions during this time. He still needs to drink normal amounts of water. If
the character spends a full eight hours basking in the sun, he heals three
points of damage. However, the mutant also suffers + 50% damage from
light based attacks, such as lasers, due to the oversensitivity of his skin.
Plant/Animal Control
Mental; Activated, MP 4d6~L
Plant/animal control is the same as mental control, but it works on plants
if the character is human or animal, and on humans and animals if the
character is a plant. It does not function on creatures with the same mental
makeup as the character.
40 Chapter 3: Mutations
impractical to transfer the poison to weapons or to try and store it. The object or for the lack of them.
type of poison (destructive, debilitative, paralytic) is chosen For example, an I.D. card is being read with psychometry by a
randomly. character. After rolling the dice and adding any modifiers, he ends up
with an adjusted die roll of 13. He can read the past of the object for
Poor Dual Brain [□] the last year.
Physical, Plant; Automatic, no MP
Last Used Die Roll
The character has a second brain and an alternate personality
1 hour 7
controlling it. This brain has one mental mutation, which may be a 4 hours 8
defect even if the other brain already has a defect. 1 day у
During times of stress (i.e., the first round of combat), there is a 5 1 week 10
% chance of the second brain seizing control of the body. This new 1 month 11
personality hates the dominant personality. This does not mean that it
hates the other characters in the group. They must deal with it as a Adjusted
separate individual. An hour after the stressful period has ended, the 1 season (3 months) 12
dominant brain regains control of the character’s body. 1 year 13
This mutation is only allowed if the player agrees to roleplay the 4 years 14
second personality. Let the player determine the personality of his 10 years 15
alter ego, within reason. Additional decades +1
Chapter 3: fVlutatsons 41
Roun Damage Roun Damage Regeneration
d 1 ld6 d 7 7d Physical, Plant; Automatic, MP 4d6 — L
2 2d6 8 6 8d The character can heal lost hit points at a rate greater than normal.
3 3d6 9 6 9d He can also regrow lost body parts. The character heals 5 + MP
4 4d6 10 6 10d modifier points per day if he rests, and half that (rounded down) even
5 5dh 11 6 10d if he is active. A lost limb or body part reduces the healing to 1 point
6 6d6 12 + 6 10d per day, even without test, hut the missing part is completely restored
6 once all damage to the character is healed.
Once a fire reaches 3d6, it ignites. Once ignited, flammable Healing aided by the regeneration mutation never takes place at
materials will continue to burn without the application of pyrokinesis. worse rates than the normal rates of healing without regeneration.
With cryokinesis, water freezes at the 3d6 limit. Frozen liquids will
then burst sealed containers. Repulsion Field
If pyro/cryokinesis is applied to an object, a creature holding that Mental; Activated, 4d6~L
object must make a Mental Strength check to maintain its hold on the The mutant is able to create an invisible wall of force around any
object. In the first round, this is an easy check (difficulty 0), and the point other than himself. Under no circumstance can he be inside the
difficulty of the check goes up one level per round after that. field. Unlike the force field generation mutation, this only protects
A heated (or cooled) object may be voluntarily dropped at any against physical attacks.
time. If the object heated cannot be dropped, as is the case with armor, The field forms a sphere 3 meters in diameter. Its center point can
then the person wearing it takes damage as if he were in a heated area. be up to 25 meters away, plus 5 meters for every MP modifier point
The field cannot slice through solid objects, but can slip between them
Quills or Spines (under the feet but above the ground).
Physical; Automatic, no MP It takes constant concentration to maintain the field. The
The character has quills, like those of a porcupine, all over his projecting character can move the field at will.
body. The player instead can choose to have ridges of spines along his The repulsion field absorbs 25+MP modifier points of damage. It
back, arms, legs and tail (if he has one). The mutant can fire ld4 quills renews itself at a rate of 5 + MP modifier points per turn. It can be
each round like darts using the small, pressurized air sacs at the base kept up 5 +MP modifier rounds. After that the character must drop the
of each. Each quill does ld4 damage and has a range of five meters. field for three hours before using it again. If the field takes enough
Spines cannot be fired, but make the mutant a formidable unarmed points of physical damage to destroy it, the character must make a GN
combatant. In unarmed combat, he does ld6 extra damage per blow. check (easy, difficulty 0) or fall unconscious.
When struck by an unarmed opponent. he gets to roll a simultaneous strikes another part of his body, he suffers damage normally.
return attack, THAC of 0, for the spines, which do ld6 damage. Add + 2 to the character’s Health score against radiation. If
Grappling or wrestling the character (quills or spines) results in ld4 +
1 automatic arracks, THAC of 0, for ldb damage each. Altered
humans with quills or spines suffer a - 2 penalty for Robot
Recognition.
Radiating Eyes
Physical; Activated, MP 4d6 — L
The mutant has the ability to project a beam of radiation through its
eyes. The intensity is 5+MP modifier. Once fired, the radiation stored
in the character’s body builds up 1 point of intensity a round until it
reaches its maximum intensity. The mutant can fire it at any time, but
the intensity might not be at its peak.
The character’s head is immune to radiation. If radiation
Razor-Edged Leaves
Plant; Automatic, no MP
The plant’s surface is covered in dangerous leaves They look
normal and safe, but each has a serrated edge that can cut and tear soft
materials. Anyone that wrestles this plant takes 2d6 damage each
round from the leaves. If the plant strikes out with a limb, it does 1 d6
extra damage due to the leaves. Anyone punching or striking the plant
with an unprotected limb (leather or worse armor) takes 1 d6 points of
damage.
42 Chapter 3: Mutations
Seizures (□] effects.
Mental; Automatic, no MP
Whenever the character enters a stressful situation, he has a 5 % chance Sonar
of having a seizure. The seizure makes all of the muscles in his body spasm Physical, Plant; Activated, no MP
and twitch uncontrollably. The character cannot remain standing and falls The character can “see” using sonar He can emit hundreds of high-
to the ground. He does not remember anything that happened while pitched squeaks per round that only other characters with sonar can hear.
seizuring. The seizure lasts for 2d4 rounds. His brain automatically processes the reflected sound, giving him
information about the position, size, movement and density of objects
Shapechange within 100 meters. He can only get a vague sense of shape about them. Any
Physical, Plant; Activated, MP 4d6~L round that the character is using his sonar, he cannot be talking. The mutant
The mutant is able to change his body’s physical appearance to match with sonar automatically gets either double-sized ears or antennae (his
that of any creature of his size category that he has seen. Animals and choice).
humans can only imitate animals and humans. Plants can only imitate
plants. The mutant does not get any of the physical or mental abilities of the Sonic Blast
creature he imitates, other than the obvious ones. For example, he can Physical, Plant; Activated, MP 4d6 ~L
duplicate quills, but is not able to fire them. He can fly with imitated wings, The character is able to project a beam of focused sound. It does 3d6 +
but not do fancy aerial maneuvers. MP modifier points of damage. It is projected in a cone 10 meters long and
The character retains all of his own combat scores, attributes and 5 meters wide at the terminating end. Fragile or brittle objects, such as
mutations not affected by the change. Clothing or equipment is never glass, which fall within the area of effect are likely to break or shatter. The
affected or duplicated. Game Master should use his judgment about what breaks and what doesn’t
The change lasts for (5 +MP modifier) X 10 minutes. For example, if —small crystal tubes are likely to, reinforced glass less likely, etc. The
the MP modifier is + 1, then the change would last for 6x 10 = 60 minutes. mutant can use this attack once every four rounds. The character is immune
Afterward the mutant can’t shapechange for four hours. to the deadly effects of sonic blasts.
Skeletal Enhancement
Physical; Automatic, no MP
The mutant’s skeleton is far stronger than normal. He cannot suffer
broken bones from any fall less than 100 meters or from any blow with a
force of less than 10 tons. All crushing blows, bashing attacks and falls do
half normal damage. He can do an extra 50% damage in unarmed combat.
Skin Structure Change (□]
Physical; Automatic, no MP
Roll ld4 on the table below to determine the specific change.
Stunning Force
Mental; Activated, MP 4d6 ~L
The character makes a mental attack on everyone within 25 meters,
plus 5 meters for every MP modifier point. This stunning force attack is
rather like a mental shout. All affected creatures are stunned for ld6 rounds.
Roll separately for each victim. Creatures which are stunned are incapable
of attacking, defending, moving, or using mutations This power affects
friend and foe alike. Once he has used this power, the mutant must rest four
hours before using it again.
Summoning
Mental; Activated, MP 4d6~L
The character can send out a telepathic call for a particular species of
creature. To do so, he must have a firm mental image of what the creature
looks like. When the creature arrives and first makes eye contact, the
character must roll an attack with this power. If successful, the creature is
under the control of the character for the next 2d6 rounds. Otherwise the
creature is freewilled and does whatever comes naturally in the situation.
This can include attacking the summoning character. The character can give
the creature simple commands, such as “kill them,” “break that,” "carry
us,” etc. If the same individual creature is ever summoned again that year, it
ignores the call. Only one type of creature can be summoned and controlled
at a time.
Any intelligent creature of low Intelligence (5) or above can ignore the
call or willingly follow it to its source. When it arrives, it is immune to the
controlling power of the summoning mutant.
Symbiotic Attachment
Mental; Activated, MP 4d6~L
The mutant can attempt to control any creature he touches. He must
successfully touch his opponent and make a successful mental attack. He
can do nothing else while controlling the victim. The control lasts until he
voluntarily breaks contact. If his victim is killed while he is attached, he ts
knocked unconscious for ld6 minutes.
The victim is completely controlled by the character. He becomes an
extension of the character’s own body and must remain in contact with him.
The attached character cannot read the mind or thoughts of the victim, and
therefore does not know about any secret powers or hidden weapons. He
must be specific about how the controlled creature acts. For example, he
Chapter 3* Mutations 45
Telekinetic Hand time. However, Xorl has an IN of 17 so he can have three locations
Mental; Activated, MP 4d6 -L simultaneously memorized.
Similar to telekinesis, this power allows the character to manipulate
objects with his mind up to 25 meters away, plus 5 meters for every MP Thorns or Spikes
modifier point. However, the hand can make fine manipulations that Plant; Automatic, MP 4d6~L
telekinesis cannot. The MP score is the Dexterity of the hand. It can only The plant’s body is covered with thorns or spikes. Any attempt to
lift objects using a PS of 5. It can use weapons, but melee weapons are wrestle the plant costs the attacker 2d6 + MP modifier points of damage.
likely to have some damage penalties due to the low PS of the hand. The thorns cannot hurt hard materials such as stone or metal. The thorns
add ld6 + MP modifier to any physical attack with a limb. This only applies
Telekinetic Flight if the plant is not using a weapon or using one with a very short reach, such
Menial; Activated, MP 4d6~L as a dagger. Anyone striking the plant with an unprotected limb takes 1 d6
The mutant is able to lift only himself with telekinesis. He can fly at a + MP modifier points of damage.
maximum speed of 5 + MP modifier meters per round. Using this power is
as taxing as running. If he is moving at his maximum speed, he suffers the Thought Imitation
same fatigue as if he ran as fast as he could for the same amount of time. A Mental; Automatic, no MP
slow, sedate pace can be maintained almost indefinitely. Specifically, The mutant is able to imitate any mental attack or ability that he has
movement using this mutation incurs fatigue as if the mutant were running personally experienced in the last 24 hours. The imitative process works
for maximum speed, jogging for two-thirds speed, and walking for one- like a thought tape recorder. The mutant still takes the full effect of the
third speed. The character can carry 50 + (10 X MP modifier) in kilograms attack, but is able to make
of extra weight (100 lbs. plus 25 lbs. per MP modifier).
Telepathy
Mental; Activated, MP 4d6 - L
A character is able to read minds and transmit his thoughts mentally.
Reading the mind of a hostile creature requires a mental attack. The
opponent must be within 100 meters, plus 10 meters X MP modifier.
Double the range if the other creature is cooperating with the attempt.
When dealing with other telepaths, the character can send and receive
thoughts with a willing, telepathic partner up to 5 +MP modifier kilometers.
These same rules work for forcing the mutant’s own thoughts into
another creature’s mind. The recipient of such thoughts will know that the
thoughts came from an outside source (“voices in my head’’).
Creatures with telepathy automatically know when someone is trying to
read their minds. Other creatures are oblivious to the attempt, successful or
not.
The telepath can scan an area up to 5 + MP modifier kilometers. The
Game Master makes a mental attack for the telepath for every creature with
an Intelligence of at least 5 within the area to see if the telepath detects their
presence. The telepath cannot read a detected creature’s mind or send his
own thoughts at that range, unless the creature is a willing telepath.
However, once in range (see above) he can make another attack roll to read
the creature’s mind.
Teleport Object
Mental; Activated, MP 4d6~L
The mutant can teleport any object from one place to another. He must
be able to see the object, and it must be no more than 50 + (10 x MP
modifier) meters away from him. The object cannot weigh more than the
MP score in kilograms. If the object is being held by another creature, the
mutant must make a mental attack against the creature's physical AC to
teleport he object. Its destination must also be within his range of 50 + (10x
MP modifier) meters. The character can use this power once an hour.
Teleportation
Mental; Activated, MP 4d6~L
The character can teleport himself to another location. He can teleport
once every three hours. For short hops, his destination must be within 50 +
(10x MP modifier) meters and clearly visible.
For long jumps, he can memorize a location by spending several hours
looking at it and walking around it. The memorized location is only a 1-
meter-wide circle, but it can be up to 5 +MP modifier kilometers away from
the character If he attempts to teleport to a location which he did not spend
ai least eight hours memorizing, he takes ld6 of damage for every hour less
than eight that he spent examining the destination.
The character can hold each location in his memory for a month before
needing to visit it again. He can have a number of locations equal to his IN
modifier (minimum +1) memorized al one time. For example, Usquillegor
has an IN of 6; therefore, he can only have one location memorized at a
46 Chapter 3; Mutations
a copy and broadcast it back at the sender, using the attack er’s die roll and
mutation score. Such a replay would automatically fool any telepathic or
empathic readings. The mutant can also imitate destructive thought patterns
like the mental blast mutation produces. He cannot, however, imitate
himself.
Total Healing
Mental; Activated, MP4d6~L
The character is able to accelerate his rate of healing. He can recover 5 +
MP modifier points every hour of active concentration. The mutant may not
perform any other activity while using this mutation. These recovered
points are in addition to any normal healing.
This power can be used to overcome poison, disease, or radiation.
Merely using the power halts the progress of the poison, chemical, disease
or whatever. To overcome it, the character must successfully “attack” the
condition and defeat it. For example, a character that has intensity 10
poison running through his system would have to roll a 10 or better with
this mutation to eliminate the poison. One attempt can be made at the end
of every hour that the mutant has of uninterrupted concentration.
Transfusion
Physical, Plant; Activated, MP4d6~L
The mutant is able to heal another character, but not himself, by
touching the wound. Each round he can heal 10 + MP modifier points of
damage. A single person or creature can only be healed by a specific user
of transfusion once pet day. Each round of healing he also suffers ld4 points
of damage himself. Plants can only use this power on other plants. People
and animals can only use this power on other people or animals.
Ultravision
Physical, Plant; Automatic, no MP
The mutant is able to see virtually any form of energy. He can see
normally at night using ultraviolet light. He can detect the magnetic fields
of machines and power cells. He can see mental mutations in action. He can
see heat and cold, and even laser beams. Attacks based upon an energy
form (not mental mutations) have a 1 in 6 (a roll of 1 on ld6) chance of
blinding rhe character for ld4 + 1 rounds if he is looking in that general
direction. Seeing a normally invisible attack does not give the mutant an
option to avoid the attack or any AC modifier unless the attack takes more
than one round to complete.
Vocal Imitation
Physical, plant; Automatic, no MP
The character can imitate normal sounds from any source that he has
heard in the last 24 hours. He can duplicate the sound of a person’s voice or
an animal noise. Unlike sound imitation, the mutant can make up his own
words or make any noise that could believably come from the creature
being imitated. He cannot imitate the sonic blast mutation, and is not
immune to sonic blasts. He cannot imitate sounds he is not able to hear.
Will Force
Mental; Activated, MP 4d6 — L
The mutant can increase any one mental mutation or mental attribute
(IN, MS, CH) by using this power. 'The mutation or attribute increases by 5
+MP modifier for 5 + MP modifier rounds. This power can only be used
once every four hours.
Wings
Physical; Automatic, MP 4d6 -L
The character has wings that allow him to fly. The wings arc each as
long as the character is tall. The plavei can choose to have either feathered
or leathery wings. They give him a flying speed of 12 +MP modifier.
Altered humans and mutated animals with the wings mutation suffer a -2
penalty on Robot Recognition.
Chapter 3* Mutations 47
This chapter contains all of the basic rules information
for playing the GAMMA WORLD® game. The basic rules
cover time, movement, combat and other actions available
for characters. The metric system is the standard for the
GAMMA WORLD game. However, since the English
system of measurement is most common in the United
States, a set of conversions is given here.
These conversions are approximated for game use. For
example, for all practical game purposes a yard is
the same as a meter, even though in reality the meter is
about 10% longer. These are quick roleplaying conversions
designed to allow the Game Master to easily convert from
one unit to another if he needs to. For more exact
conversions, go to your local library and get a conversion
table. Try not to mix units. If a character wants to say that a
kilogram is two pounds, that’s fine, so long as he always
uses that system. Players, or Game Masters, should not be
allowed to switch measurement systems to gain an
advantage.
Time Measurements
• 1 round =10 seconds
• 6 rounds = 1 minute
Movement
12
Ranges 11 1
THAC
Range Distance Modifie
Point Blank 1 meter r +2 10
Short — 0
Medium 2 x short range -2
Long 5 X short range -5
Extreme 10 X short range -8
Poisons Si Drugs
A poison is defined as just about any substance that
interacts chemically with a character’s body to the body’s
harm. This includes toxins, some drugs and biochemicals.
The effects of the poison can vary greatly, but the character
resists them all in the same fashion. A drug is defined as a
beneficial chemical introduced into the character’s body. By
these definitions, cocaine would be a poison. The major
game distinction is that while poisons may or may not work,
drugs always work. In other words, the stuff that is good for
you works, the stuff that might hurt you has a chance to fail.
Poison is measured by doses, and doses are quite var-
iable in size. For some substances a dose is just a drop, for
others it is a whole cupful. A “dose” is whatever quantity is
Dangerous Event
(Return to Circle) Artifact Breaks
\
2—3
■t
6-10
False Function Reassembled Falls Apart
7-10 4
Assumed Broken
Dangerous Event
(Return to Circle) Artifact Breaks
N
,
o
2-3
False Function
N
Assumed Broken
2-3
3-‘
4
2-3
4
This is the most primitive viable society in the GAMMA Tech Ш [Age of Rea son]
WORLD® game. The people are simple farmers or
herdsmen. They use tools that do not contain moving parts. Without a doubt the most prevalent technology level in
When they make their own tools, it is with wood and stone. the GAMMA WORLD® game is Tech III. It is the
Their subsistence culture is devoted to farming and hunting equivalent of the Renaissance period of Earth. Gunpowder
for food. It is not uncommon for them to have domesticated is an everyday fact of life. The printing press has
animals. They barter for goods, and do not use money as transformed society, making information and education
we understand it. available to the public. Society is still dominated by
Such people tend to live in wooden or grass buildings, tradesmen and individuals devoted to a singlecraft;
or even caves. The clothes they wear are roughly made however, more and more of these trades are not devoted to
from animal skins and coarsely woven plant fibers. survival and practical pursuits. The arts and entertainment
Weapons tend to be wooden spears, bows and arrows, are flourishing. Many people can read and write, but
clubs, blowguns and the like. illiteracy is not uncommon.
They have a sophisticated language, but not any written The most advanced machines made by this culturecan
form for it. History and knowledge are passed down by work on springs or mechanisms that store kinetic (moving)
tales, songs, and pictures. None of this should imply that energy. Examples of this type of machine arcmusic boxes
they are dumb. They can be extremely clever, witty and and pendulum clocks. The quality of their workmanship is
insightful. Never confuse ignorance and lack of technology quite high.
with stupidity. Buildings tend to be made of wood, stone, ceramic and
other similar materials. Glass is a common element for
Tech II [Age of Metal] windows. Frequently, buildings are designed to be
attractive as well as functional. Streets are occasionally
This stage of technology is distinguished by the use of paved and are usually bustling with vendors and merchants.
metals and the presence of money to supplement barter. In The military units of a Tech III society arc fairly well
Earth’s history, Tech Level II would range from the period organized and well armed. They tend to have muskets
of the ancient Egyptians through the medieval period. A
Tech II society’s culture is filled with craftsmen and
artisans, each devoted to a single skill. Craftsmen of many
different disciplines need to be called upon to accomplish
any large project.
78 Chapter 6r Equipment
Tech Level Artifacts: All items in these categories are — — — 1- 1-2 —
useful items that the characters may wish to keep. They can — — Id4 2 __ __ __
— Id — — — —
be sold at their individual prices. Each item must be
Id4 — — __ __ __
generated separately. *A11 loot categories have a 75% chance of appearing in the loot.
The initial condition of an artifact is important. The GM **A11 artifacts have a 50% chance of being found with a power cell.
should have some idea of whether or not the item deserves Guns have a 50% chance of being found with 2d6 rounds of
ammunition.
to be in operational condition, or needs repair. For
example, artifacts found in a sealed complex would most
likely be in excellent condition, although
d20 Repair
RoU Difficult Artifact Condition
1-10 y N/A Operational
11-14 cells might
the power 0 be Minor repair
drained. Onnecessary
the other hand, an
15-17 5 Significant
artifact that has been sitting in a damp repair
cavenecessary
for a century is
18-19 10 Major repair necessary
probably going to 15 need aVital
lot components
of repair. are
As missing
stated in the
20
introduction, entropy is convenient. The Game Master is
free to have something found in a damp cave be
operational, and an artifact found in a sealed complex be in
poor shape. Realism is not so important in the GAMMA
WORLD® game.
There are occasions where the Game Master does not
Loot
----------------Quantity Found* --------------------------- Artifacts by lech Level
omars Junk Bauble Curiosities Ill IV
OX 10 ld4 s — — 1 —
X 100 ldlO Id Id4 1- 1
— 2dl0 6 2d 2d6 2 — —
— ld6 2dl ld8 1- —
— — 0 ld 2dl0 2 ld4 1-2
— — 6 ld 2dl0 ld4 ld4
— — 4 1- 2dl0 1- ld4
— — — 2d6 ld6 ld4
— — — ld4 2d6 ld8
— — — ld4 ld8 2d6
- — — ld4 ld4 ld8
— 1 Id ld6 ld4 ld4
— d6ldlOX io 6 ld8 x io ld6 x 10 2d8 ld6
X 100 ld4x io ld6x io ldlOX io ld8 ldlO
OX io 2dl0 2dl0 2dl0 ld4 ld4
Individual Loot
— ld4 ld ld4 — —
Id4 1- 1- 1-2 1- 1-2
2 2 2
Chapter 6: Equipment 79
Junk, Baubles & Curiosities
SO Chanter 6: Equipment
dlOO dlOO dlOO
Ro Items Roll Items Roll Items
ll 1 Ballpoint pen 3 Can of motor oil 62 Wall plug timer
2 Kaleidoscope 2 3 Brass nameplate 63 Hot plate
3 An iron 3 3 Stapler 64 Empty pump spray bottle
4 Film can, with film 3 Tape dispenser 65 Joy buzzer
5 Wind-up alarm clock 3 Blank computer disk 66 Electronic die roller
6 Manual pencil sharpener 6 3 Spark plug 67 Toy helicopter
7 Hand-held electric fan 7 3 Gears 68 Flour sifter
8 Globe 3 Nuts and bolts 69 Swim goggles
9 Empty butane lighter 9 4 Cassette tape, music 70 Wall thermometer
10 12-volt car battery 0 4 3D promotional button or 71 Barometer
11 Squirt bottle of hand soap 1 pin 72 Garage door opener
12 Briefcase 4 Baseball glove 73 VCR remote
13 Kid’s squirt gun 4 Rolodex, empty 74 Blood pressure kit
14 Bicycle pump 3 4 Metal cheese slicer 75 Combination lock
15 Stopwatch 4 Capacitors & resistors 76 Bunsen burner, no fuel line
16 Barricade flashing light 5 4 Electric carving knife 77 Holocube, showing a
17 Electric BBQ coal starter 6 4 Locket 78 familyreceiver in an ear
Radio
18 Dog whistle 4 Puzzle cube 79 Electronic street map
19 Talking doll 4 Electric toothbrush 80 Label maker
20 Hearing aid 9 5 Electric razor 81 Pocket calculator
21 Sports trophy 0 5 Manual can opener 82 Earphones
22 Multipurpose knife 1 5 Blow dryer 83 Smokeless ashtray
23 Sunglasses 2 5 Garden water sprinkler 84 Slide projector
24 Ceramic mug 3 5 Children’s book 85 Toy space gun with lights
25 Doorknob 5 Small machine parts & sounds
26 Keys 5 Electronic speller 86 Can of rubber balls
27 Military medal 6 5 Credit card imprinter 87 Electrical bathroom scale
28 Engraved belt buckle 7 5 Price tag gun 88 Paintball gun
29 Pinking shears 8 5 Emergency beeper 89 Electrical extension cord
30 Adjustable wrench 9 6 Typewriter 90 Putty gun
31 Fishing rod 6 Circuit board and chip set 91- Roll on large item table
1 100
Junk, Baubles & Curiosities [Large Items]
dl dlO dlO
OORoll RolO O
Rol
Large Items Large Items Large Items
1 Slot machine l 3 Life-size (1 meter) kid’s 7l Radar gun
2 Table lamp 8 doll 5 7 Electric guitar
3 Trombone 3 Roulette wheel 6 7 Electric piano
4 Folding metal chair 4 Cash register 7 7 Water cooler
5 Small tricycle 0 4 Fish tank filter system 8 7 Lathe
6 Microwave oven 1 4 Toaster oven 9 8 Jack hammer
7 Television 4 Golf cart, electric 8 Small satellite dish antenna
8 Stereo speaker 3 4 Photocopier 1 8 Instant photo booth
9 Electric wheelchair 4 4 Overhead projector 2 8 Pinball machine
1 Lawn mower 4 Pogo stick 8 Holographic video game
0 1 Grandfather clock 6 4 Snow blower 4 8 Automatic envelope stuffer
1 Beach umbrella 4 Road barricade, wooden 8 Shrink wrap machine
2 1 Skis, downhill 8 4 Parking meter 6 8 Portable automatic bank
3 1 Washing machine 9 5 Child’s car safety seat 7 teller
4 1 Dryer 0 5 Baby stroller 8 Safe with combination lock
1 Stove, electric 5 Automatic baseball pitcher 8 Stair climbing exercise
6 1 Refrigerator 2 5 Coin sorter 9 machine
7 1 Table saw 3 5 Bullhorn 9 Universal gym
8 1 Automatic letter opener 4 5 Powered flatbed cart 0 9 Automatic milking
9 2 File cabinet 5 5 Podium with microphone 1 machine
0 2 Industrial-size kitchen mixer 6 5 Screen for slide shows 9 Salon hair dryer, with chair
1 2 TV camera on wheels 7 5 Track light set 2 9 Funhouse mirror
2 Rototiller 5 Toy train set, assembled 9 Home water heater
3 2 Window air conditioner 9 6 Car transmission 4 9 Depth finder for fishing
4 2 Vending machine 0 6 Traffic light 5 9 Radio-controlled plane, no
5 2 Ceiling fan 1 6 Deep freeze 6 control box
6 2 Helium tank (1.5 meters 2 6 Coin-operated mechanical 9 Control box for radio
7 tall) 3 riding bull 7 controlled plane
2 Wringer wash bucket, on 6 Tuba 9 Electrical transformer
8 wheels 4 6 Air compressor 8 9 Bungee-jumping cords and
2 Floor waxer 5 6 Jukebox 9 harness
3 Carpet steam cleaner 6 Ice maker 100 Hydrotherapy whirlpool
0 3 BBQ grill 7 6 Gumball machine
3 Vacuum cleaner 6 Space heater (kerosene)
2 3 Window fan 9 7 Basketball backboard and
3 Computer laser printer hoop
4 3 Sports scoreboard control 7 Hospital gurney
5 box 1 7 X-ray machine
3 Theater spotlight 7 Dentist’s chair and drill
6 3 Microphone and stand 3 7 setOptometrist’s vision tester
7 4
Chapter 6: Equipment 83
Tech Level Warheads, Grenades & Guidance 5 Flying blades
Systems Table on page 83) 6 ld6 grenades (roll for type on the
Artifacts 6 Machine gun Warheads, Grenades & Guidance
7 Revolver Systems Table)
d20
8 Rifle, bolt-action 7 Hazmat suit
Roll Tech III Items
9 Shotgun, buckshot 8 Laser pistol, IR
1 Hourglass
10 Sniper rifle 9 Laser rifle, IR
2 Lantern
11 Taser 10 Laser rifle, UV or VL
3 Lute 11 Micromissile*
12 Fireman’s suit, hazmat suit (50/50
4 Poison, 1 dose (intensity 2d6) 12 Needier
chance)
5 Rations (1 week) 13 Rad suit
13 Missile**
6 Sextant 14 Screamer
14 Bulletproof vest
7 Spyglass 15 Smart dart*
15 Radiation suit
8 Tool 16 Stun ray pistol
16 Riot shield
9 Compass 17 Stun ray rifle
17 Sports gear
10 Matchsticks and tinder 18 Tangier
(ld6 for AC bonus)
11 Arquebus 19-20 Scope, IR or laser (50/50 chance), roll 1
18 Scope, telescopic or IR (50/50 chance),
12 Flintlock pistol d3 for X 2, x 5, x 10 IR telescopic power (see
roll ld3 for x 2, x 5 or x io power (see page
13 Flintlock rifle page 106-107)
106-107)
14 24 musket balls & gunpowder *Micromissiles have a launcher, warhead,
19-20 2d2O rounds of ammot
15 Fuse cord, 5 m and guidance system. Smart darts have a
*There is a 50% chance that any gun is found
16 ld6 flasks of oil warhead and a guidance system. Roll for the
with 2d6 rounds/charges/ loads of ammunition.
17 Rope, hemp, 20 m type of warhead and guidance system on the
There is a 10% chance that the ammo is
18 Melee weapon (< Tech III)* Warheads, Grenades, & Guidance Systems
specialized (roll a d4): armor piercing, hollow
19 Ranged weapon (< Tech III)** Table on page 83. The complexity of the
nose, incendiary, or tracer.
20 Armor (< Tech III)t guidance system is the complexity of the
**This is the precursor of the micromissile.
*Pick from Common Melee Weapons Table micromissile or smart dart.
Missiles have a launcher, warhead, and
on page 93.
guidance system. Roll for the type of warhead
**Pick from Common Ranged Weapons
and guidance system on the Warheads,
Table on page 93. Grenades, & Guidance Systems Table on page
+Pick from Common Armor Table on page 83. The complexity of the guidance system
93. determines the complexity of the missile.
+Roll Id 10 on this same table to determine
d20 the type of ammunition. If grenade launcher or
Roll Tech IV Artifacts grenades are rolled, then the ammunition found
1 Bicycle (see Vehicles, page ИЗ) fits no known gun.
2 Binoculars d20
3 Fire extinguisher Roll Tech V Artifacts
4 Flashlight 1-2 Communicator
5 Gas mask 3 Glow cube
6 Geiger counter 4 Energy cloak
7 IR goggles 5 Envirolyzer
8 Parachute 6 l.D. card
9 ld8 power cells, chemical 7 Lamprey disk
10 Rad badge 8 Lexicon, computer
11 Radio, ham 9 Medikit
12 Radio, listen only 10 Motion detector
13 Tool set 11 Power cell, hydrogen
14 Voltmeter 12 Power cell, solar
15-20 Roll on Tech IV Armor & 13 Solar charger
Weapons Table 14 Tool set
d20 Tech IV 15-20 Roll on Tech V Armor & Weapons
Roll Armor & Weapons* Table
1 Assault rifle or machine
pistol (50/50 chance) d20 Tech V
2 Flame thrower Roll Armor & Weapons
3 Gatling gun 1 Blaster, Mark V
4 Grenade launcher 2 Drone weaver
5 ld6 grenades (roll for type on the 3 Energy mace
4 Force field generator
8S Chapter 6: Equipment
d20 Warheads, I.D. Cards
Roll Tech VI Artifacts
1 Antigrav pods Grenades & I.D. cards are used mainly to influence robots and
2 Nuclear fuel cell Guidance Systems sometimes to open doors and such. I.D. cards are
3 Drop belt divided into six basic categories. There are many
4 Communicator Tech IV parallel variations of these categories. Every
5 ID. card d6 corporation would have had its own set of I.D. cards
6 Life force detector Roll Grenades & Warheads for its robots. I.D. cards from one corporation are
1 Chemex meaningless to the robots of another. In addition, there
7 Lift pack
2 Flare, parachute are layers of authority within each group of I.D. cards.
8 Liquid duralloy
Roll ld20 and consult the table below to determine
9 Medikit 3 Fragmentation
the primary category. The secondary rating (level of
10 Portent 4 Gas
authority within basic type) can be determined by
11 Power cell, atomic 5 High explosive
rolling a d6, where a rating of 6 is considered more
12 Remote hand 6 Smoke powerful than a rating of 1.
13 Tool set
14 Toxin neutralizer Tech V d20
15-20 Roll on the Tech VI Armor & Weapons d4 Roll Type of Card
Table Roll Grenades & Warheads 1-8 Common
1 ECM 9- Supervisor
d20 Tech VI 2 Photon 11
12- Maintenanc
Roll Armor & Weapons 3 Stun 14
15- eProgrammer
1 Black ray rifle 4 Tangier 16
17- Civil
2 Blaster, Mark VII 19
20 Security
3 Conversion beamer
Tech VI
4 Duralloy shield All I.D. cards are color coded. There is a primary
d3
5 Fission cannon color for the basic type of access, and then a secondary
Roll Grenades & Warheads
6 Force field generator color for the level of authority within the basic access.
1 Fission Color schemes vary greatly. On the back of the card is
7 Gravity gun
2 Gravity a key describing the color codes.
8 ld6 grenades (roll for type on the
3 Tore Since I.D. cards are all strictly keyed to individual
Warheads, Grenades & Guidance
Systems Table) sites, GMs will have to determine what corporation,
9 Hazmat or radiation suit (50/50 Guidance System civil authority, household, or military base the card is
d4‘ assigned to. In most cases, the I.D. card is found on or
chance)
Roll All Tech Levels near the property where it can be used. Some types of
10 Laser rifle, IR
1 Ordnance sites are given on the table:
11 Laser pistol, UV
12 Maser rifle or pistol 2 Seeking
3 Wire guided dl Site
13 Micromissile* O
4 Laser guided Ro Classificatio
14 Neural bite ll1- n
5 Al guided** Personal
15 Paralysis rod 45-
*Tech Level IV rolls d4 for the guidance Corporate
16 Plasma gun 78-
system; Tech Level V and Tech Level VI roll d4 Civil
17 Scope, laser or computer (50/50 910
+ 1 on the same table. Smart darts can only have Military
chance)
18 Smart dart* seeking or Al-guided guidance systems (equal
Military I.D. cards for fighting robots arc all the
19 Vibrodagger chance of either).
same color and have no key on the back. Instead, there
20 Vibroblade **Micromissiles have better THAC bonuses is a code number on the front which can be looked up
*Micromissiles have a launcher, warhead, than smart darts. Tech Level V micromissiles in a data bank to determine the access code level.
and guidance system. Smart darts have a roll ld4 + 2 for their THAC bonus, and Tech
warhead and a guidance system. Roll for the Level VI micromissiles roll ld4 + 6 for their
type of warhead and guidance system on the THAC bonus. Smart darts roll ld4 + 1 for their
Warheads, Grenades, & Guidance Systems THAC bonus.
Table. The complexity of the guidance system is
the complexity of the micromissile or smart
dart.
Chapter S: Equipment 83
Common Equipment Matchsticks, 50 8 Nil III
Mirror 4 Nil 11
An excerpt from Histories of Gimrra Terra, written by Szah-lah, sleeth Paper, quill & ink 2 Nil II
historian: Poison, 1 dose intensity 10 2 Nil III
Sentient races are distinguished from the true animals by their ability Poison, 1 dose intensity 15 5 Nil III
to think, as evidenced by the use and creation of tools. We know that the
Poison, 1 dose intensity 20 0 10 Ni III
ancients excelled at making tools and other wondrous devices. Our own 0
Rations, dried, 1 week 1 5 III
resurgence has carried us to an age of enlightenment, where sentients of
Rog 0 1 — —
all sorts can devote much of their time to advancing our civilization.
Rope, hemp, 20 m 0 2 2 I
Unfortunately, many of them have devoted themselves to designing tools
of great destruction to replace tooth, tail and claw. Sack 1 4i I
Saddle 1 15 II
The equipment described here can be broken down into Scissors 5 3 Ni II
three categories: common, known and futuristic. Sextant 1 4i III
Common equipment is what is readily available in most Shovel 2 5 3 II
places on Gamma Terra. For a particular setting or region, the Spikes, iron, 10 1 1 III
Game Master may expand or restrict this definition. The Spyglass 1 4i III
typical campaign in the GAMMA WORLD® game takes place Stagon, riding 0 100 — —
in a Tech III society. This is roughly the early age of Stagon, fighting 350 — —
gunpowder, equivalent to our Renaissance period. The Tool (any common) 1 4i Ill
complexity ratings given to each of these items are for using it Waterskin 1 4i 1
properly, not for identifying the item. It is assumed the Whistle 1 Ni 11
character knows what it is, but may not be able to use it Wire, copper, 10 m 15 l 1 11
properly. Usually, it is assumed the character can use any item
from his tech level without any problem.
There is obviously much more commonly available
Known equipment is an item that we, as residents of the late
equipment than is shown on this Common Equipment List.
20th century, know and understand. A typical revolver is an
However, this list gives a good selection of items that the
example of this. Descriptions are not provided for many of
characters may want. Other items can be priced by comparing
these pieces of equipment because it is assumed that the Game
them to things on the list.
Master and players, but not the characters, are familiar with
them.
Futuristic equipment, the third category, does not exist in
the real world, at least not yet. As such, it is described in detail
and not just listed in the tables.
Common Equipment
Common Avg. Weight Tech
Equipment Cost in Level
Backpack 5 Kg
1 1
Bedroll 5 2 I
Boots 1 1 II
Canoe 0 10 15 I
Chain, 10 m 0 1 10 II
Clock 2 4 Ill
Clothing 5 1 z1 0
Compass 0 6 Nil III
Flute 1 4i I
Fuse cord, 5 m 6 Nil 111
Hourglass 3 4i III
Lantern 4 4i Ill
Lute 1 1 III
Oil, 1 flask 8 3 4i II
Map 5 Nil II
8S Chapter 6: Equipment
Dorn gently took the artifact, a box with a viewing crystal on one face, Life force detector 80 1 VI, 10
from Sir Beornhald, and began to press buttons and turn knobs. The Lift pack 75 5 VI, 7
viewing crystal began to glow, and soon a group of concentric circles Liquid duralloy 0 800 1 VI, 18
could be seen. There was a cluster of glowing points right in the center of Medikit, Tech V 02000 2 2 V, 17
the circles, unmoving. Near the edge of the circles were five more spots of Medikit, Tech VI 4000 2 VI, 22
light. They were moving towards the edge of the viewing crystal, in the Motion detector 80 1 V 15
direction of the Bones of the Giants. Nuclear fuel cell 1000 8 VI, 6
Sir Beornhald nodded in satisfaction as Dorn returned the artifact to Parachute 20 1 IV, 14
its pouch on the floating sled. The sled hovered above the ground, with no Portent 150 5 VI, 13
support, and one of the men pulled it behind him with a strap. Power cell, atomic 500 1 VI, 12
Sir Beornhald spoke. “Knights, the Altered Ones have fled before us, Power cell, chemical 10 Ni IV, 5
into the Graveyard of the Giants. It is time to rid our world of them. Let Power cell, hydrogen 75 Ni V, 5
us serve them justice!’’ Power cell, solar 01000 l Ni V5
A triumphant shout rose up from the Knights of Genetic Purity, and Rad badge 25 Ni IV, 4
they began to move forward, into the city of the ancients. Radio, ham 70 3 IV, 23
Radio, listen only 15 Ч IV, 13
Artifacts (items from before the Time of Troubles) can Remote hand 0 200 2 1 VI, 13
sometimes be purchased in towns, usually from the Solar charger 1500 1 V, 10
Restorationists. The availability of such treasures is not Toxin neutralizer 90 Ni VI, 8
guaranteed. If the Game Master feels that a particular item Tool set Varies 2 Varies
should not be available, then it isn’t, plain and simple. Even if Voltmeter 35 Ч IV, 12
someone in the area owns one, it might not be for sale. After Common0Artifacts 2
all, the artifacts of the ancients are quite valuable and
frequently useful. Not everyone will sell such things, and most
people will make sure to protect them.
The prices in the tables and listings below reflect the
average sale price. In areas where artifacts are rare, the price is
certain to be higher. A haven of Restorationists might have
enough of the particular item that the price is significantly
lower than average. The Game Master is the ultimate arbitrator
of prices for artifacts.
Average cost, weight, tech level and complexity are fairly
self-explanatory or have been covered elsewhere. Duration is
the length of time or number of times an artifact operates. All
the durations and charges for artifacts are measured by how
long or how many times a chemical power cell can operate
them.
Artifacts and equipment with a weight of Nil have little or
no encumbrance or weight. GMs may limit the number of such
items a PC can carry if they feel that a player is abusing this
categorization (carrying 4000 chemical power cells, for
instance).
Common Avg. Wt. Tech Level/
Artifacts Cost (Kg Complexit
Antigrav pods 500 )
25 yVI, 8
Binoculars 10 1/ IV, 6
Communicator 50 Ч2 V-VI, 14
Drop belt 2000 1 VI, 7
Energy cloak 35 1 V8
Envirolyzer 75 2 V, 20
Fire extinguisher 0 40 6 IV, 7
Flashlight 5 1/ IV, 5
Gas mask 0 50 2 1 IV, 10
Geiger counter 80 2 IV, 15
Glow cube 0 10 '/2 V6
I.D. card, unknown 5 Nil V-VI, 3
I.D. card, known*
Personal 20 Nil V-Vl, 3
Supervisor 0 100 Nil V-VI, 3
Maintenance 0 75 Nil V-VI, 3
Program override 500 Nil V-VI, 3
Civil override 0 750 Ni V-VI, 3
Security override 900 Ni V-VI, 3
IR goggles 200 Ч IV, 8
2 1 *These are discussed in the “Robots” chapter. The access level of the
Lexicon, computer 0 60 V, 12 card is known. Double the price if the seller knows the installation where
0 Chapter 6: Equipment 85
it can be used. The price may be higher if the card has a significant
secondary level of authority. Add 10% per extra level of authority.
Antigrav Pads Drop Belt
Tech Level: VI Complexity: 8 Tech Level: VI Duration: 20 falls Weight: 1 kg
Duration: 1 /2 an hour Avg. Cost: 5000 domars Weight: 25 kg This is more of a pelvic harness than a belt. It winds
This small, metallic pod, 1 meter in length, is shaped through the legs and around the waist. An inertial detector
somewhat like a torpedo. It generates an antigravity field when senses if the wearer ever falls more than 2 meters. In that
activated. It supports the first 500 kilograms of mass attached event, a partial antigravity field is generated, slowing his
to it. The pod must be secured to the object in question as descent to 3 meters per round. The inertial detector has a
securely as if it actually held the weight, or else the pod tears virtually limitless lifespan, but the antigrav field is only good
itself free. Although it works with chemical power cells, it is for 20 falls from any height.
intended to be used with an atomic power cell.
Binoculars Complexity: 8
Avg. Cost: 350 domars
Tech Level: IV Duration: N/A Weight: V2 kg
These allow the viewer to see objects as if they were five
When the metal
times closer. No power cell is required. studs at the collar are Complexity: 7
pressed, the cloak is Avg. Cost: 2000 domars
Communicator
activated, and the
Tech Level: V or VI
cloak’s surface becomes
Duration: 6 hours
an animated picture. Sometimes the picture is a real-life video
Weight: 'h kg
sequence, sometimes it’s just swirling colors, and some cloaks
This is merely a Tech V or VI radio. It is extremely small project fantastic imagery. Some even react to the emotional
and voice activated. It can send or receive video signals, with condition of the wearer. A curious side effect of the cloak
sound, up to 1000 kilometers away. Its microcamera is focused makes the wearer immune to 1R and UV lasers.
on whoever is holding it,
and Complexity: 6
Avg. Cost: 100 domars
Complexity: 14 or 16
Avg. Cost: 500 domars
8S Chapter 6: Equipment
Envirolyzer background heat to illuminate the entire area.
Tech Level: V Complexity: 20
Duration: 12 analyses Avg. Cost: 740 domars Weight: 2 kg Lexicon, Computer
Looking like an enlarged pocket calculator, this device Tech Level: V Complexity: 12
analyzes the air (or water, if immersed) and scans all energy Duration: 6 hours Avg. Cost: 600 domars
wavelengths. It reports dangerous levels of pollution, toxins, Weight: */2 kg
radiation, pollen, and just about anything except diseases This device attaches to a belt or other strap or loop. A cord
(viruses and bacteria). leading from it attaches to an earphone. Any speech picked up
by the lexicon that is not in the specified language is
Fire Extinguisher automatically translated. The voice imprint of the speaker is
Tech Level: IV Complexity: 7 imitated well enough to allow voice recognition.
Duration: N/A Avg. Cost: 400 domars
Weight: 6 kg
Sprays either a foam, a yellow, suffocating powder, or a
white, suffocating gas. It can cover a 1-metersquare fire in one
round. There is enough propellant to handle 10 square meters.
Ges Mesk
Tech Level: IV Complexity: 10
Duration: N/A Avg. Cost: 500 domars
Weight: 1 kg
When it is worn over the face, this mask’s filter that negates
all gasses. The filter needs to be replaced after a year. New
filters are usually found in hermetically sealed foil packets,
which keep them fresh indefinitely.
Geiger Counter
Tech Level: IV Complexity: 15
Duration: 4 hours Avg. Cost: 800 domars
Weight: 2 kg
This is a small metal box with what looks like a microphone
attached to it by a cable. It has a digital readout that indicates
the intensity of any radiation detected. However, the numbers
are in strange units. Roll 2d20, subtracting the second from the
first, in order. The resulting number is always added to actual
intensity when reporting it to the character. For example, the
Game Master rolls an 11 and a 15; subtracting the two gives
him a -4. When the character uses the Geiger counter, the Game
Master always tells him the actual radiation intensity minus 4.
Glow Cube
Tech Level: V Complexity: 6
Duration: 8 hours Avg. Cost: 100 domars
Weight: '/2 kg
This is a portable light source. It is shaped like a cube, and
will illuminate a 20-metei-radius (60 foot) area. The glow cube
gives off no heat.
IR Goggles
Tech Level: IV Complexity: 8
Duration: 3 hours Avg. Cost: 2000 domars
Weight: 1 /2 kg
IR goggles look like binoculars, but allow the user to see in
darkness. Plants and cold-blooded animals are difficult to see
with infrared light. They can only be seen if there is sufficient
Chapter 6: Equipment
Life Force Detector Liquid Duralloy
Tech Level: VT Complexity: 10 Tech Level: VI Complexity: 18
Duration: 1 hour Avg. Cost: 800 domars Duration: N/A Avg. Cost: 8000 domars
Weight: ’/2 kg Weight: 12 kg
The bulk of this device is a flat screen, which is marked This metal can holds 10 kilograms of liquid duralloy in a
with concentric circles that indicate ranges, to a maximum gravitic field. Its specialized power system can hold the
of 50 meters. It uses similar technology to the death field volatile metal safe and secure for centuries. A simple code
generator to identify life forms. A computerized filter sequence is entered into the control panel to open the can.
eliminates all plant life, including sentient plants. It can be Once opened, it cannot be resealed. Gravity will harden the
set for a minimum kilogram weight to sense. The default is duralloy in 10 minutes. In the mean time, it can be poured
20 kilograms. Any life forms above that register as blips on into a mold to be formed. Solid duralloy passively disperses
the screen. energy. The liquid duralloy actively absorbs energy from
the surrounding area. This lowers the temperature within 15
Lift Pack meters of it by 10° per round for 12 rounds. All other
Tech Level: VI Complexity: 7 energy sources (radiation, electrical, etc.) are dampened as
Duration: 8 hours Avg. Cost: 750 domars well. Once it has hardened, things return to normal.
Weight: 5 kg
This open harness is worn like a backpack. A small Medikit
antigravity pod is attached to it. When activated, it nullifies Tech Level: V or VI Complexity: 17 or 22
up to 50 kilograms of mass, not including the weight of the Duration: N/A Avg. Cost: 2000 or 4000 domars Weight: 2
pack itself. If the pack is overloaded, anything over 50 kg
kilograms counts as weight carried by the character. This kit can be used several times to help heal injuries.
Each time it is to be used, the owner rolls a die. If the
number is less than or equal to the number of uses left, then
there is something in the kit that can help the intended
patient. The Tech V version of the medikit has 10 uses, and
its user rolls Id 10 to determine if it
Chapter 6: Equipment 89
is effective. If so, the patient is healed ld6 + 2 points. The Complexity: 6
Tech VI version has 20 uses, and its user rolls ld20 to Avg. Cost: 1000 domars atomic power cells. It is
determine if it is effective. If so, the patient is healed 2d6 + also used in some large mapower source. It is has a
2 points. All healing happens slowly, at a rate of 1 point per duralloy shell, and, if penetrated,
hour. If the ailment is poison, radiation, or chemical toxin, Tech Level: VI releases intensity 20 radiation into its
then no hit points are healed, but the patient is cured. The Duration: N/A surroundings. It is pictured at the
kit can only be tried once per patient for each situation in Weight: 8 kg
which the patient is injured. This artifact will not work on This is the radioactive solid fuel used primarily for
plants.
chines that have miniaturized nuclear reactors as a
Motion Detector
bottom of the left column.
Tech Level: V Complexity: 15
Duration: 4 hours Avg. Cost: 800 domars Parachute
Weight: 1 kg
Tech Level: IV Complexity: 14
The untrained eye would not see much difference
Duration: N/A Avg. Cost: 200 domars
between this artifact and the life force detector. It also is
Weight: 10 kg
dominated by a large screen marked with concentric circles
If donned properly, a parachute slows down a fall to 10
that indicate ranges (maximum 50 meters). When activated,
meters per round. It can be guided with a successful Use
it shows moving objects on the screen as blips. The size of
Artifacts roll against an “AC” of 10. The Game Master may
the blip is relative to the size of the moving object; the
apply bonuses or penalties for the weather.
brightness of the blip is relative to its speed. The detector
cannot see through solid objects, although partial Portent
obstructions, such as brush, smoke, cloth, etc., are not a Tech Level: VI Complexity: 13
problem. High winds can cause a lot of false images as Duration: 12 hours Avg. Cost: 1500 domars
objects flutter in the breeze. Weight: 5 kg
This portable tent consists of four force field generators
and power cords. The four generators are laid out in a
rectangular pattern, with the length of the cords limiting it
to 3 meters on a side. When turned on, a weak force field
bubble is generated over the enclosed area. The floor of the
portent is not covered by a force field. It takes only 5 points
of damage before collapsing. The force field is designed
only to protect the occupants from the weather. Vents in the
generator boxes keep the air inside fresh. The portent
includes a flimsy nylon tent for privacy.
90 Chapter 6: Equipment
Power Cell, Atomic receive messages up to 500 kilometers. In both cases, the
Tech Level: VI Complexity: 12 range of the device is affected by the power of the signal
Duration: N/A Avg. Cost: 5000 domars and the size of the antenna.
Weight: 15 kg
Mounted on a backpack, this bulky unit provides Tech Level: V Remote Hand
electricity for 100 times as long as a chemical power cell. Duration: N/A Tech Level: VI Complexity: 13
Its nuclear fuel cell can be replaced, but such things are rare Weight: Nil Duration: 1 hour Avg. Cost: 2000
and valuable artifacts. domars
Weight: 1 kg
Power Cell, Chemical This metal glove has a control panel with many buttons
Tech Level: IV Complexity: 5 and an electronic readout. When
chemical power cell. activated, it allows the wielder to
Duration: N/A Avg. Cost: 100 domars
Weight: Nil grasp and manipulate objects at a distance using projected
By far the most common type of power cell, all the force fields. The range is 15
durations and charges for artifacts are measured by how
long or how many times a chemical power cell can operate
them. When found, these power cells are usually drained of
power.
Rad Badge
Tech Level: IV Complexity: 4
Duration: N/A Avg. Cost: 250 domars
Weight: Nil
This simple badge turns dark when exposed to intensity
5 radiation or higher.
Chapter 61 Equipment 91
Solar Charger the body. This device will not work on plants.
Tech Level: V Complexity: 10
Duration: N/A Avg. Cost: 1500 domars Voltmeter
Weight: 1 kg
Tech Level: IV Complexity: 12
Hydrogen or chemical power cells can be recharged
Duration: N/A Avg. Cost: 350 domars
with his item. It must be left in bright sunlight for four
Weight: '/2 kg
hours to charge a chemical power cell and eight hours for a
In game terms, a voltmeter is most useful when de-
hydrogen power cell.
termining the presence or absence of an electrical charge.
By comparing the readings to the actual power of the
Tool Set
shock, PCs might eventually get an idea of how to interpret
Tech Level: Varies Complexity: Varies the power of the electrical current. However, this would be
Duration: N/A Avg. Cost: Varies a painful process. This device needs no power cell.
Weight: 2 kg
These artifacts help the examiner character class to
make repairs on other artifacts. Each set of tools is
identified by its tech level: IV, V or VI. It is assumed that
the examiner has Tech Level III tools, with which he can
sometimes make repairs to artifacts. These Tech Level III
tools do not provide any bonuses for repairing artifacts, but
without them the examiner cannot attempt any repairs.
Tech IV tools have a complexity of 10, Tech V tools are a
15, and Tech VI tools are a 20.
A tool set can work on any item, but it only provides a
bonus for artifacts of the same tech level, not those above
or below. A tool set IV is of no help in repairing a Tech
Leyel V artifact. Different tool sets are of better quality
than others. Roll on the table below to determine the bonus
this particular tool set provides.
d20 Repair — Cost/Tec Level
Roll Bonus Avg. h —
1-4 +1 IV250 V500 10V
5-11 +2 500 1000 00 20
12-15 +3 1000 2000 00 30
16-18 +4 1500 2500 00 40
19-20 +5 2000 3000 00 50
Toxin Neutralizer
Tech Level: VI Complexity: 8
Duration: 1 month Avg. Cost: 900 domars
Weight: Nil
This strange little device looks like a clear pill capsule
with micromachinery inside. It is meant to be swallowed.
Once in the stomach, it attaches itself to the organ’s inner
lining. It can completely neutralize any ingested poison,
drug, chemical, or alcohol. Unfortunately, this includes
beneficial drugs. Any toxins that are injected directly into
the bloodstream are harder for it to neutralize. It reduces
the intensity of such poisons by 10. Injected beneficial
drugs have only a 50% chance of working properly. This
includes the contents of a medikit. The power cell for the
neutralizer is built into the device and cannot be replaced. It
works for a month before detaching and being passed from
Chapter 6: Equipment
Range
Common Melee Weapons, Armor and c 1 Weapons
Base Av Weight
Common Short Rate Tech
g.
Ranged Weapons Damage Range of Cost (Kg) Level
ArquebusT ldlO Fire 20 1/4 2 10 III
Blowgun 1 or ld4 61 3 2 I
Bola ld3 4 1 2 4 I
Bow, long ld8 10 1 3 2 II
Bow, short ld6 81 2 2 1
24 arrows — —— 0 5 1 I
Heavy crossbow 2d8 15 1/3* 5 9 II
Light crossbow 2d6 12 1/2** 4 7 II
24 bolts — —— 5 1 I
Flintlock pistol 2d8 5 1/2 4 2 III
Flintlock rifle 3d8 10 1/2 75 6 III
Dagger, throwing ld4 3 1 6 1 11
Hand axe ld6 3 1 4 3 II
Javelin ld6 4 1 2 1 I
Sling, using ld4 11 1 Ч2 1
Spear ld6 4 1 4 3 I
24 musket balls, gunpowder
and horn — —— 10 4 III
tRequires a bracing stand, which is included in the average cost.
*Drops to 1/2 if the Physical Strength of the user is 20 or over.
**Drops to 1 if the Physical Strength of the user is 20 or over.
Av Av
Common Base g.
Wt. Tech Common AC
g.
Wt. Tech
Melee Weapons Damage Co (Kg) Levelt Armor* Mod. Co (Kg) Level
Battle axe ld8 st 1 4 1 Wooden +1 st 1 5 I
Bayonet ld6* 2 3 2 :i Furs or +1 3 10 1
Club ld6 5 — 2 0 Steel shield +2 3 7 11
Dagger ld4 5 1 I Leather armor +2 2 8 II
Flail ld6 + l 5 7 !I Studded +3 2 12 II
Halberd ldlO 1 7 II Ring mail +4 3 15 II
Hand axe ld6 5 4 3 [I Chain mail +5 4 20 II
Javelin ld6 2 1 I Banded mail +6 0 5 17 II
Knife ld3 1 V2 [I Plate mail +7 6 25 II
Lance ld6 + 1 5 *It is assumed that all Tech III characters know about these
l*ld6 +1 0
Mace 6 5 armor types.
Morningstar 2d4 7 6 H **This several layers of cured hides. Mutated ani-
Rapier ld6 9 1 assumesmals do not automatically get this AC bonus just because they
И
Quarterstaff ld6 — 2 I have fur. The hide of a living animal is usually and only
Spear ld6** 4 3 I has one layer. soft
Sword, long ld8 1 3 II
Sword, short ld6 0 8 2 II
War hammer ld4 +1 6 4 II
Whip ld2 2 1 I
*Double damage when used with a charge.
**Double when braced for charge.
damage a
tCommon melee weapons are all automatically understood
and have no complexity rating.
Chanter 6? Eauiomfint 93
Common Weapons and Armor cannot make other attacks or defend hint self while loading.
Frequently, a character will have several loaded weapons,
Ranged Weapon Base Damage: Only the bows, dagger, dropping one to fire the next. Another common option is to fire
hand axe, javelin, and spear get to add the PS modifier for the weapon on the first round and then draw a melee weapon
damage. They are powered by the character’s muscles, and and charge into combat.
hence do more damage in the hands of stronger characters. Muzzle-Loading Guns: The arquebus and flintlock weapons
Ranged Weapon Rate of Fire: This entry on the Ranged are muzzle loaders. This means that the ammunition and
Weapons Table above always assumes that the character gunpowder are loaded into the gun through the muzzle and
spends the rounds between firing loading the weapon. He tamped down with a rod. In
Artifact Ranged Weapons
Artifact Base THAC Shor Rate Shots/ Avg. Weight Tech Level,
Ranged Weapons Damage Bonus t Ran of Fire Reload Cost in Kg Complexity
Assault rifle 3d6 + 2/ + 4/ +8 ge 40 2t 20 or 30 4700 4 IV, 13
Blaster, Mark V 5d8 +2 25 1 6 9000 5 V, 15
Blaster, Mark VII 5dl0 +2 40 1 8 — 6 VI, 14
Conversion beamer 6dl0 +3 80 1 6 — 7 VI, 17
Flame thrower 3d6 +2 30 1 5 60 10 IV, 15
Flying blades ld8 + 10 — 1 1 0 75 2 V, 9
Fission cannon1 3d8 +3 15 1 N/A 0 — 75 VI, 25
Gatling gun* 2dl0 +4 0 10 50 320 70 IV, 16
Gravity gun ld6 +1 +5 0 20 1 3 0 3500 16 VI, 18
Grenade launcher Varies +2 40 1/2 1 4500 4 IV, 10
Laser pistol, IR 3d6 +3 20 1 8 5000 2 VorVI, 11
Laser rifle, IR 4d6 +5 60 1 8 7500 4 VorVI, 11
Laser pistol, UV 3d8 +3 30 1 6 6000 1 VI, 10
Laser rifle, UV 4d8 +5 75 1 6 8000 3 V, 10
Laser rifle, VL 4d6 +3 25 1 4 3500 5 V, 12
Machine gun* 3d8 + 8/ + 12 10 12 100 7500 10 IV, 15
Machine pistol 2d8 + 2/ +4 0 10 2tt 30 3900 3 IV, 13
Maser pistol 3dl0 +3 40 2 8 7000 1 VI, 10
Maser rifle 4dl0 +5 10 2 8 — 3 VI, 10
Micromissile Varies Varies 50 1 1 Varies 5 V or VI, Varies
Needier 1 0 7 2 20 90 1 V, 12
Plasma gun 5dl0 +2 30 1 8 0 — 6 VI, 19
Revolver 2d8 0 15 2 6 80 2 IV, 9
Rifle, bolt-action 3d8 +2 60 2 4 0 1800 5 IV, 7
Screamer 4dl0 0 5 1 7 4500 9 V, 13
Shotgun, buckshot 4d6 0 10 2 4 1600 2 IV, 8
Smart dart 3d6 Varies 12 1 1 Vari 1 V or VI, 8
Sniper rifle 3d8 +4 15 1 10 2700 5 IV, 12
Stun ray pistol N/A 0 0 20 1 6 3200 3 V, 14
Stun ray rifle N/A +2 35 1 9 5500 5 V, 14
langler 2d6 + 3 0 8 1 5 2000 4 V, 15
Taser ld3 0 3 1 1/7 + 1200 2 IV, 17
30 bullets/shells — — — — — 1 1 —
the case of the arquebus, the trigger lowers a slow- burning fuse equal once every 4 rounds for the flintlocks and once every 6
into a flash pan which then ignites the gunpowder. The flintlock rounds for the arquebus. However, they can be fired this way
gun uses a spring and a flint to produce a spark in the flash pan indefinitely without chance of misfire.
which then ignites the gunpowder. Optional Misfire Rule: The major differences between these
Historically, there were more than these two variations of guns are ease of use and reliability. This optional backfire rule
matchlock guns. These two have been selected as representative reflects some of the historical problems that occurred with
of their age. While both are listed as Tech III, the flintlock is them. An arquebus will misfire on an attack roll of 1, 2 or 3. A
clearly a more advanced weapon. The availability of flintlock flintlock will do so on an attack roll of 1 or 2. A misfire has an
weapons can be limited by declaring that a specific region has equal chance of just not firing or doing half the normal damage
not invented them yet. Otherwise, they are considered standard of the weapon to the user. After 5 shots, the chance to misfire
armament on Gamma Terra. increases by one until the gun is cleaned.
Musket Balls and Gunpowder: Both the arquebus and
flintlock weapons need musket balls, gunpowder, and a Futuristic Weapons Si Armor [Artifacts]
tamping stick. The tamping stick is included in the cost of the
gun. It is always assumed that the powder horn and gunpowder G’rrrth Paugg’s feline ears picked up the snapping twig long before
are included in the price and sale of musket balls. The anyone else heard it. He dove to the far side of a tree, just as three true
characters may buy gunpowder separately if they want to dream men burst into the campsite. One charged through to tackle one of the
up their own bombs or other dangerous devices. green folk, trying to sever some of its vines with a dagger. The plant
Rates of Fire and Cleaning: The rates of fire given in the quickly coiled tendrils about the human, pinning him. The far one swung
table above assume that the wielder is using a quickfiring an ugly cudgel up, catching an Altered woman on the side of her head. She
stumbled backwards, two of her arms trying to catch her fall as she
method. This usually amounts to dumping “some” powder in
fumbled for her tangier with her other two hands. The cudgel came around
the barrel, popping in a few pellets, thumping the butt of the
again, knocking the tangier from her hand with the sound of crunching
gun on the ground to “pack” it in, and then firing. Obviously,
bone. The blow knocked her backwards a full meter, but G’rrrth Paugg
this is not a very healthy way to treat a weapon, but it is fast. was ready. As the last of the humans aimed a flintlock at the Altered One’s
Only 5 shots can be made from a flintlock this way before it chest, G’rrrth Paugg leveled hisscreamer at him and the one with the
must be cleaned. The sixth shot or beyond made without cudgel, and fired. The con- cussivc shock wave disintegrated both of them,
cleaning misfires, which is just a guaranteed miss. Cleaning the soaking the area with their fluids. The giant new animal sighed, patting
gun properly takes about 10 minutes. If these guns are being the ancien ts ’ weapon fondly with a paw as he moved to check the Altered
treated more kindly, rates of fire woman’s wounds. The last of the humans crumpled to the ground, the
green one’s vines slowly uncoiling from around its neck . . .
Artifact Armor
Artifact AC Avg. Wt. TL,
Some of the artifacts listed on page 94 do not have an
Armor Bonus Cost (Kg Complex. average cost assigned to them. So few of them are ever sold,
Duralloy shield +3 1200 ) 4 VI, 0 that the mere concept of an average cost is ludicrous. Any
Fireman’s suit +2 750 9 IV, 5 group or individual that owns one will not sell it, barring
Force field None 1500 10 VorVI, 14 extremely unusual circumstances. However, the player
generator characters may try to sell such an item. The prices for most of
Hazmat suit +2 Varies 12 Varies, 7
these items starts at 10,000 domars and go up from there. The
Bulletproof vest +3 Varies 5 IV, 3
Radiation suit +1 Varies 5 Varies, 8 price the buyer is willing pay will have a lot more to do with
Riot shield +2 300 2 IV, 0 the resources at his disposal and the artifact’s particular
Sports gear + 500 7 IV, 10 usefulness to him.
*Average 4*
Ranges from + 1 to + 6.
value. The first few lines of each item description summarize some
Chapter 6: Equipment 95
of its common characteristics. Tech level, complexity, duration,
cost and weight of the artifact are given here. Duration is
measured for a single chemical power cell. Exceptions are
noted in the text. Remember that hydrogen power cells last 10
times as long, and atomic power cells last 100 times as long.
Not all the artifact weapons are listed in the tables on pages
94 and 95. Their effects are strange and can only described
accurately with a full description. Here is a list of the items not
found in the tables, but described below.
Ammunition
Avg. Cost: 1 domar Weight: 1 kg for 30 shells
Many of the weapons in the artifact ranged weapons table
fire bullets (shells). For game purposes, the bullets for these
weapons all weigh the same and cost the same amount of
money. However, bullets are made in a wide variety of calibers
(sizes). Bullets designed to work in one gun will not work in a
different one. The bullets a character buys for his assault rifle
will not fit into his bolt-action rifle.
There are some guns that fire standardized ammunition
(9mm, 7.63mm, etc.), however, these are the exception rather
than the rule in the GAMMA WORLD"' game. The Game
Master always has the option to declare that a particular type of
ammunition can fit into more than one gun, but the general rule
is that it doesn’t.
There are alternative ammunitions for may guns. For
example, a shotgun can fire buckshot or a solid pellet. There are
armor piercing shells, hollow nose bullets, incendiary bullets,
tracer rounds, and many more. The effects of these types of
shells are different from ordinary bullets that are fired by the
gun. All Tech IV
96 Chapter 6: Equipment
(or above) guns can have these alternative types of ammunition. Weight: 6 kg
Each costs double the normal average cost for ammunition.
Armor Piercing: These shells provide a +4 THAC against
armor, but do 1 die less damage. If the armor worn by the target
provides less than +4 protection, then the shell only negates the
armor and may not give the full +4 THAC bonus.
Hollow Nose: These shells are designed to cause more
damage. However, they do not penetrate armor as well. They
give a - 3 THAC penalty, but do an extra die of damage.
Incendiary: These are normal bullets that do 1 die less
damage. However, they do ld4 of fire damage each round for 6
rounds. This might ignite flammable materials.
Tracer: Any shot fired the round after tracer bullets are fired
gets a +2 THAC bonus. This only works at night. Essentially,
the gunner is able to redirect his fire due to the tracer rounds.
Unfortunately, tracer bullets also let others know where the
gunner is located.
Assault Rifle
Tech Level: IV Complexity: 13
Duration: N/A Avg. Cost: 4700 domars
Weight: 4 kg
This weapon has three modes: single shot, three-shell burst,
and full automatic. Single-shot mode gets a +2 THAC bonus.
The three-shell burst mode is the most common. Only one
THAC roil is made, with a +4 bonus. Contrary to some popular
opinions, the burst firing of an assault rifle does not usually put
multiple shells into an opponent or even hit multiple opponents.
It increases the chances of hitting a single target. Thirty-shell
clips are available, but not as common as the 20-shell clip. Full
automatic will empty the clip in one round. Since all the shells
leave the weapon in a couple of seconds, only one opponent
can be targeted. The odds are that most of the shells miss
completely; however, full automatic fire does increase the
chances of one or more of the shells hitting. A +6 THAC bonus
is given for hitting the target on full auto. At least eight shells
must be fired to count as full auto; otherwise, the shot is just a
burst with a few more shells.
There is a special rule for firing bursts or full auto at point
blank targets or at extremely large opponents. When hitting a
target point blank with an assault rifle, it is assumed that most
of the shells from bursts and full auto fire do hit the target.
Burst fire does double damage, while full auto does five times
normal damage in these situations.
□rone Weaver
Tech Level: V
Duration: 3 hours Weight: '/2 kg
This small metal sphere, 10 centimeters in diameter, has a
small control panel under a flush hatch. There is a 12-button
keyboard and LED readout underneath the hatch. The user
specifies a trigger condition of elapsed time or motion detected
(by size). He then specilies a traveling distance (0 to 500
meters) and direction. The drone weaver can lie dormant for
decades without reducing its effectiveness. Once triggered, the
sphere rises 1 meter off the ground and floats away at a speed
of 5 meters per round. When it has traveled its specified dis-
tance, it begins to wander randomly and broadcast subsonic
sound waves. These cause all creatures within range to make a
tough (10) MS check. Those that fail must flee until they can no
longer hear the noise. The subsonics can be heard up to 100
meters away.
□uralloy Shield
Tech Level: VI Complexity: 0
Duration: N/A Avg. Cost: 1200 domars
Weight: 4 kg
This is merely a flat chunk of duralloy made into a shield.
The ancients did not make such things, but many of their
duralloy items that served other purposes have been converted
into shields. Any energy attack against the wielder has a 50%
chance of being harmlessly deflected. The deflected beam is
dispersed and cannot be aimed at any other target.
Complexity: 20
Avg. Cost: 5000 domars
98 Chapter 6: Equipment
grip, is a catch where the battery fits, much like a flashlight.
The blow of the mace itself does ld6 points of damage and has
a + 5 THAC bonus, while the electricity it gives off does an
additional 4dl0 points damage.
Fireman’s Suit
Tech Level: IV Complexity: 5(17)
Duration: N/A Avg. Cost: 750 domars
Weight: 9 kg
The combat value of this armor is minimal ( + 2 AC),
however, it is highly resistant to fire and heat. The first 5 points
of damage from heat (not direct flame) can be ignored
of
each round, and direct fire damage is half normal. The
suit can optionally include a set of air tanks and a mask, which
are good for 30 minutes of air. This forces the complexity of
the whole suit up to a 17.
Chapter 6: Equipment 99
determine if it is thrown in the general direction desired by than it is wide, has a mounting plate, and a pushbutton
the character. trigger in the same place as an ordinary gun. However,
Once it has locked onto a target, it splits into three sighting down the barrel is not possible, because the view is
separate blades, each attacking with TH AC +6, doing ld8 completely obscured by a viewscreen. A 14-key miniature
points of damage with each pass. Each blade can make one console is molded to the gun between the screen and the
pass per round. After five rounds of fighting, the blades fall stock. The end of the barrel is solid metal, with no cavity
to the ground. Only chemical or solar power cells can be for a projectile. The weight of the gun makes it unsuitable
used in this device. for hand held use by any creature with a PS less than 20.
Weaker characters
This generator is worn in a backpack-style harness.
When activated, it produces a spherical field with a 1 meter
radius. The generator can be adjusted to produce a field
with a 2 meter radius. The Tech V version absorbs up to 25
points of damage, while the Tech VI version (complexity
13) absorbs 40 points and is worth 3000 domars. The field
can restore itself by 1 point each round. If it ever reaches
zero, the field has been breached, and the generator shuts
down. It takes 10 minutes to reset the generator and turn it
back on.
Gatling Gun
Tech Level: IV Complexity: 16
Duration: N/A Avg. Cost: 3200 domars
Weight: 70 kg
This is a rapid-fire gun which looks like a large rifle
with half a dozen barrels and was used during the American
Civil War and in the Wild West. It must be mounted into a
position and cannot be hand held. It is normally fired with a
hand crank, firing no less than 6 shells per round. It must
expend at least one shell per available target. The Gatling
gun can cover a conical field of fire about 5 ° wide. This
means that the width of its field is roughly 10% of the
length. Therefore, the short range distance of 100 meters is
10 meters wide at the end. Under normal conditions, the
weapon is tested by firing at least five shots (5 shells) to
determine range and distance. Then it is locked in place.
The character can attempt to fire the gun without this
testing. He must spend a round moving the gun into the
new position, but does not get the aimed shot bonus. He
picks a primary target and uses its AC for the attack, with
no THAC bonus for the gun, but including range penalties.
He cannot aim at an adjacent object in order to have a better
chance of placing an opponent in his field of fire. If
successful, he can exactly place the cone, including or
excluding any figure as he chooses. If the attack roll fails,
the GM rolls to see whether the field of fire is just left or
just right of the intended primary target (equal chance). If
the target is aerial, the GM may want to roll ld4 to
determine the placement of the miss: up, down, left, right.
The skill of the gunner is almost useless for determining
individual hits. The gun is considered to have its own
THAC of +4 and does not use the character’s THAC.
Range penalties are applied normally. All targets in the
field of fire must be attacked. If two people are manning the
gun, it can fire continuously. Otherwise, every 50 shots the
gunner must spend two rounds loading the hopper.
This small, pistol-likc weapon fires a burst of needles, whatever—is loaded into a small chamber. The material is
each loaded with a particular drug or poison. Most converted to plasma and fired. The chamber only holds
commonly, it is loaded with intensity 17 paralytic poison It enough matter for 8 shots. It takes a round to reload the
fires with a sound like a soft cough. Its range is lousy, and hopper and reseal the chamber. The weapon is heavy
its penetration ability is even worse. It cannot penetrate any enough that the THAC bonus is only applied if the weapon
solid armor, like plate mail, regardless of the attack roll. is braced.
Chain mail, hide or other softer materials (AC modifier + 5
or less) can be penetrated. The damage from the needle is
small, but the effects of the drug can be dramatic.
Riot Shield
Tech Level: IV Complexity: 0
Duration: N/A Avg. Cost: 300 domars
Weight: 2 kg
This clear plastic shield is impact- and shatter-resistant.
It is a large shield, covering a normal human from knees to
neck.
Screamer
Tech Level: V Complexity: 13
Duration: 5 shots Avg. Cost: 4500 domars
Weight: 9 kg
This weapon looks like a futuristic blunderbuss, with its
bell-shaped muzzle. It emits a beam of focused sound that
literally shakes apart the target. It can hit everything in a
cone-shaped area 10 meters long by 5 meters at the end
(roughly 30°). Victims are allowed to dive for cover (see
Diving for Cover on page 57). Damage tapers off id 10 for
each range area: 3d 10 at medium range, 2dl0 at long range,
id 10 at extreme range. Point blank range actually adds an
extra Id 10 of damage.
Shotgun
Tech Level: IV Complexity: 8
Duration: N/A Avg. Cost: 1600 domars
Weight: 2 kg
Although there are many types of shotguns, this de-
scription most accurately fits a pump shotgun. The
buckshot shell used in these weapons shoots a spray of
small pellets in a conical area. The end of this 5° cone is 10
meters across at its extreme range. All figures in it are
attacked with separate attack rolls, and the range penalties
are ignored. Instead, the buckshot does ld6 of damage at
extreme range, 2d6 at long range, 3d6 at medium range,
4d6 at short and 5d6 at point blank range. Targets are still
allowed to dive for cover to reduce the damage.
A solid pellet can be fired from the shotgun as well. This
type of shot is treated like a normal gunshot, doing the
same 4d6 damage at any range, but applying normal range
THAC penalties. A solid pellet can only hit a single target.
Smart Dart
See the section on Grenades, Missiles, Micromissiles
and Smart Darts.
Fragmentation
Tech Level: IV Complexity: 6
Avg. Cost: 500/1200 domars
Built as an antipersonnel weapon, this warhead showers
the blast radius with small metal fragments. It’s rather like
getting hit with high-velocity buckshot.
Gas
Tech Level: IV Complexity: 6
Avg. Cost: 750/2500 or 400/1000 domars
Virtually any type of gas will work in this warhead. The
Game Master is encouraged to think up his own. The most
common reagents are intensity 15 (20 for missiles and
smart darts) poisonous gas and tear gas. Poisonous gas is
usually the destructive type and more expensive
(750/2500). Tear gas is a debilitative poison that causes
such discomfort that on incapacitated results or worse, the
target cannot attack or defend itself. His only thought is to Tech Level: IV Complexity: 6
get out of the gas. These effects last for ld4 rounds even Avg. Cost: 100/150 domars
after he leaves the area of effect. Both types of gas obscure
vision.
Gravity
Tech Level: VI Complexity: 6
Avg. Cost: 800/1200 domars
Like the gravity gun, this warhead causes a fivefold
increase in local gravity, making everything within the blast
radius weigh 5 times its normal amount. Victims take ld6
+1 points of crushing damage for ld6+4 rounds. Vehicles
are slowed to 20% of their normal speed, and flying craft
begin an immediate uncontrolled dive. Gravity warheads
can bring down unstable buildings. If you use the optional
zone damage rule, gravity warheads do the same damage in
all zones, although the dive for cover modifier still applies.
High Explosive
Tech Level: IV Complexity: 6
Avg. Cost: 1000/2500 domars
Just a plain old big bang results from this warhead. The
concussion will do damage to everyone in the blast radius,
and stun them (they are incapable of attacking, defending,
moving or using mutations) for one round, unless they
make a Health check against an intensity 20 attack. It also
leaves a big hole where it goes off.
Photon
lech Level: V Complexity: 6
Tore
Tech Level: VI Complexity: 6
Avg. Cost: 3000/6000 domars
Based upon the same principles as the blaster, the tore
warhead weakens the nuclear binding force of atoms within its
field. However, the field is not uniform or stable, having a
strange “tore” pattern to it (hence its name). Some objects are
ripped apart in a blast and others are barely affected. Inanimate
objects that are affected tend to become brittle and crumble
into dust. Living creatures tend to suffer from internal injuries.
The area of effect of a tore grenade incorporates a 1- meter-
radius (2-meter-diameter safe zone at its center. Objects and
people in the safe zone take no damage from the blast, rather
the damage of the grenade occurs in a sort of ring around the
center of detonation of the warhead.
Rocket Grenade Kit
Tech Level: TV Complexity: 10
Avg. Cost: 500 domars
This kit allows a normal grenade to be converted into a
rocket grenade. Not all grenades can be used with this kit. It is
left up to the Game Master to decide whether or not a particular
grenade can be converted. The kit consists of a propellant unit,
which is a small, finned rocket, and a replacement trigger. The
kit weighs half a kilogram, but does not add significantly to the
weight of the grenade.
Guidance Systems
Missiles can have one of four different guidance systems:
ordnance, seeking, wire or laser guided. There also five
different guidance systems used for micromissiles: ordnance,
Chapter 6: Equipment m
seeking weapon, there is usually a + 3 to +10 modifier,
depending upon the quality of the guidance system. The
cost of the system is increased by 250 domars for every
plus of THAC bonus.
Wire Guidance
Complexity: 15 Avg. Cost: 1000 domars
This is a system that has a wire actually trailing behind
the missile/micromissile. The controller continues to aim
the launcher at the target. The missile adjusts for movement
in the launcher to correct its flight pattern. Once again, the
operator’s Use Artifacts score is employed, rather than his
THAC. The guidance system nullifies all range penalties
but provides no other combat bonuses.
Laser Guidance
Complexity: 12 Avg. Cost: 1500 domars
These missile/micromissiles have a small IR laser beam
mounted in the base of the launcher. The operator looks
through a special telescopic sight that allows him to see the
otherwise invisible beam of light. The missile homes in on
the laser beam. The operator’s Use Artifacts value is
employed rather than his THAC. The operator gets a bonus
of +4 to his Use Artifacts score.
Al Guidance
Complexity: 17 Avg. Cost: 3000 domars
These micromissiles and smart darts, also called fire and
forget, have a mind of their own. The operator locks onto
his target with a telescopic sight. Upon firing, the visual
image and its IR and magnetic signatures are passed to the
micromissile/smart dart. The missile/smart dart is then on
its own and tracks down the target. The operator makes an
initial roll with his Use Artifacts score. The guidance
system grants him a + 3 to +10 modifier and ignores all
range modifiers (+ 2 to +5 for smart darts). Once locked
on, the missile or smart dart will make an attack every
round lor five rounds. If it misses, it circles around and tries
again. The cost of the guidance system is increased by 500
domars for every plus
Vehicles
Num. Carg Max Man. Hit Avg. Tech
Ground Vehicles Seats o in Kg Speed Class Points AC Cos Level,
Complexit
Bicycle 1-2 3 45/125 В 15 12 t 75 yIV, 7
Bus 15-50 0 150 100/280 D 75 16 0 — IV + , 15
Car, atomic 2-6 30 150/420 C 50 15 — VI, 11
Car, common 2-6 30 120/335 C 50 14 — IV, 13
Car, primitive 2-4 0 20 60/150 C 40 13 800 IV, 16
Carriage 4-8 0 50 Mount D 60 16 0 50 III, 5
Motorcycle 1-2 5 120/335 В 30 15 10,00 IV, 15
Truck 2-4 0 600 100/280 D 100 18 0 — IV, 17
Wagon 3 200 Mount D 60 15 15 III, 4
Water Vehicles* 0 0
Canoe 2-6 20 9/25 D 10 11 7 1, 2
Hovercraft 8-20 0 400 100/280 В 75 14 5 — IV, 17
Motorboat 4-8 0 35 75/140 C 40 13 350 IV, 10
Rubber raft 4-12 0 20 5/15 C 5 10 0 100 IV, 8
Sail boat 2-10 0 75 70/125 D 50 15 0 250 II, 11
Air Vehicles
Bubble car 2-8 30 400/1200 В 30 17 — VI, 18
Flitter 2-6 0 40 250/700 A 60 15 — VI, 11
Helicopter 2-6 0 20 150/420 В 25 12 — IV, 35
0 50 500/1400
Small plane
Large plane
2-12
40-120 0 10,00 800/2300 D
c 40
75
16
13
—
—
IV, 30
IV, 40
0 subtract the speed of the water current to the speed of the craft.
*A11 water craft, except the hovercraft, add or
Maneuverability them tn this book. The Game Master will have to “wing it”
Vehicles are rated by maneuverability, which deter- in some cases when using vehicles. However, even a
mines how easily they can change directions and avoid partially functional powered vehicle should be such a rare
obstacles. This is not meant to be a precise rule for use in find that this shouldn't happen too often.
vehicle combat, but a general yardstick measurement to
allow the Game Master to make judgments during a Bubble Car: A bubble car looks like an open air vehicle,
roleplaying game. with no roof or side walls. It is a slickly styled, rectangular
For example, if the characters are in a flitter and being frame that holds seats and a cargo area. When activated, a
chased by a small plane, they might try to weave between force field dome covers the open area of the vehicle. This
some small buildings. Although the small plane is faster, field allows the bubble car to travel underwater, in outer
the flitter is more maneuverable. space, and at high velocity without endangering the
The operator of the vehicle attempting something risky occupants. It is the ultimate all-terrain vehicle. It uses the
or complicated must make a check to control the vehicle. same antigravity technology as the flitter (see the next
The type of check depends upon the vehicle. Most powered page).
machines will require a Use Artifacts roll. Something like a The force field can take 25 points of damage before
bicycle or a canoe would require a DX check. Two collapsing. It cannot regenerate itself at all. Once collapsed,
different types of checks are made, because these vehicles the circuitry cannot be used again without repair. If the
are controlled differently. force field is not collapsed, leaving it off for an hour will
allow it to return to its full 25 points value.
Maneuvering Use Artifact DX
Class Complexity Check
Difficulty
A 5 0
В IO 5
C 15 10
D 20 15
Descriptions
Items common to our own world are not described here,
unless they possess some relevant detail that needs to be
mentioned. Bicycles, canoes, small planes, etc. fall into this
category. Many of these vehicles are powered by refined
petroleum products. Unless a source of gasoline or oil can
be found, they are next to worthless. However, for every
vehicle that in our world today is run by gasoline, there is a
futuristic equivalent in the GAMMA WORLD® game that
is run by an atomic battery. Use the atomic car as an
example. worked like the bubble car, only larger.
Commercial flitters carried many more passengers and
attained nearly supersonic speeds. The Game Master need
only apply his imagination to see the full range of potential
vehicles. Any powered vehicle is enormously complicated.
It is not even remotely possible to completely describe
116
robot to perform a task, and the robot has just enough function and very little about other things. A robot will tend
brainpower and physical tools to do the job. to ignore references to things outside of its basic function.
Most robots have interpretive Intelligence (5-7). Only those
Classification robots that need to deal with people on a regular basis rise
The ancients classified all robots by the sector of society above that level. For example, police robots, medical
that used them. This classification placed certain robots, and the like tend to have a deductive Intelligence
restrictions on the type of equipment and the level of (13-14). Many industrial robots are actually dumber, falling
security that could be built into the robot. Most robots have to a literal Intelligence level (2-4). A complete table of
safety circuitry which prevents them from harming people robot CPU levels is found in the Common Robots preface
or property under any conditions. They can, however, on page 121.
override the “breaking property rule” for some tasks, such A robot's Intelligence measures its ability to reason in
as busting up a table so it can be thrown in the garbage. the real world. Their intelligence is doubled for problems
Civil: Civil authorities are local governmental agencies, strictly dealing with mathematics or pure logic.
such as the police, firefighters, and hospitals. Robots built Unfortunately, it is halved for problems dealing with
for these organizations could have some weapons and any emotions, interpersonal relations, morals or ethics.
form of armor. Police robots typically wield rifles, gravity Robots that have damaged CPUs, called rogues, are
guns, IR lasers, needlers, stun rays, tanglers, tasers, gas basically “insane.” This causes them to act i 1 logically or
grenades, and grenade launchers. They usually had hands to reinterpret their programming in bizarre ways. Rogues
and might carry clubs. Civil robots were required to are one of the most dangerous hazards on Gamma Terra.
recognize military I.D. cards.
Police and security robots had a safety override which Locomotion
allowed them to injure people or destroy property if There are a few basic ways that a robot can get around.
necessary to complete their tasks. There were usually Each provides several options for speed and
severe limiting circumstances attached to the override. maneuverability. The Game Master can rule on any speed
Property could only be destroyed to save other property or he desires for any of these options. However, each is
people. People could only be harmed to save other people. presented with a slow, average and fast recommended
Corporate: Built to do jobs for a company, these robots speed to aid GMs in robot construction. Robots movement
were allowed to have dangerous tools, any form of armor, is handled in a fashion parallel to human movement. Robots
but no outright weapons. These tools were frequently the have a patrolling speed, which is similar to walking, as their
equivalent of melee weapons such as spears or even basic rated movement. Chase speed is twice patrol speed
vibroblades. Security robots were allowed to have nonlethal (like jogging), and reckless speed is three times patrol
weapons such as needlers, stun rays, tanglers, tasers and speed (like running).
tear gas. Corporate robots were required to recognize civil
authority I.D. cards.
Military: Clearly the most dangerous of all robots, there
was no limit to the weapons or armaments that could be
built into a military robot. Melee weapons other than the
vibroblade were uncommon. Military robots did not have to
recognize any other form of I.D. card, although some were
built to recognize civil authority I.D. cards. The fighting
robots of the military did not contain any of safety override
circuits. They were capable of killing or destroying
property to accomplish their goals.
Personal: Individuals could own a robot that did not
have any weapons or armor. Virtually any small tool could
be built into it, but not the large or dangerous ones. Rarely
was anything more dangerous than the equivalent of a short
sword made available for personal robots. Flome security
robots could be armed with stun rays and tanglers. They
were required to recognize civil authority I.D. cards.
CPU
Robots are only made as smart as they need to be for
their function. As a rule, they tend to know a lot about that
118 Robots
Manipulator Dexterity piece of equipment that would be reasonable for their
Hand/claw 10/15/30 function. This includes weaponseven melee weapons. For
Remote force field 8/12/18 Physical example, a gardening robot might need the equivalent of a
Tentacles 6/10/15 Strength Damage short sword for cutting tree limbs. In some cases, the
8/15/25 Id4/ld8 equipment will not be built in, but rather be carried or
Hand/Claw: This is a 8/12/20 ld6 detachable.
physical arm with multiple 15/20/30 2d6 There may be some special function that the robot needs
joints that ends in finger-like to do that is nor covered by items from the equipment lists.
digits. The tips of these digits The Game Master will have to invent such items. Try not to
can be soft pads, sharp points, or whatever else is needed by invent new weapons for the robots, since the weapons listed
the robot. The arm can be up to 4 meters long, but is usually are already quite extensive.
only a meter in length. A hand does ld4 points of damage,
and a claw does ld8 points. Other Attributes
Tentacles: The average tentacle is 2 meters in length, Hit Points: Remember that “hit points” is not the amount
although some models have 6-meter-long tentacles. The of damage it takes to reduce the robot to a slag heap. It is
Remote Force Field: The robot is able to invisibly the amount of damage it takes to completely disable the
manipulate objects at a distance. This is ideal for handling robot. A particularly fragile robot might be shut down by
dangerous materials. The force field is usually only able to only a few hit points of damage, even though it is quite
take 5 points of damage before collapsing. Once collapsed, large.
it takes 10 minutes to reset the field. A remote force field A standard, man-sized robot has 50 hit points. Larger or
can be used for ranged more durable robots can have more—possibly even several
hundred—and smaller or more fragile robots would have
combat.
less.
tentacle stresses Physical Strength, not Dexterity. The tip of
THAC Scores: Noncombat robots have a TH AC of 0.
the tentacle is usually thin, allowing it to coil around an
Security and police robots have a base THAC of + 5. Base
object if necessary.
THAC scores for military robots are between + 10 and +20.
Armor
PS and DX values modify robot THAC, scores for robots in
the same way as for PCs. Specialty robots might have better
Most robots are made of stainless steel and are assumed
or worse THAC. scores than their classification indicates.
to have an AC of 20. However, some specialty robots used
Perception and Stealth/Remain Unseen: Most robots
in dangerous environments are made of sterner stuff.
have a Perception of 15 and a Stealth/Remain Unseen score
of 0. Robots using antigrav have Stealth/Remain Unseen
- AC
scores of +5. Robots designed to observe their environment
Armor Light Average Heav
might have Perception scores as high as 30. Those
Steel 15 20 y 2
specifically designed for silence or to avoid detection might
Duralloy 20 25 3 have higher Stealth/ Remain Unseen scores.
Force field* 10 25 0 5
*Points absorbed, not Armor Class.
Equipment
Beyond the things listed above, robots can have any
amount of equipment built into them. To make a robot, just
go through the “Equipment” chapter and give them any
1S1
Disaster Robot Ecobot
Percep 15 Percept: 15
t:
Stealth .: Stealth/ 0
AC: 20(D) R.U.:
AC: 15
Force 5 Force 0
Speed: 50 Field:
Speed: 8
Hit 100 Hit 60
TH +6 TIIAC: +
Attack (+2)7 Attacks: 4(0)2
s:
Hand ld4 + 2 Hand ld4
Tertrac 2d6 + Stun +4
N/A
ie
Laser, 6
add rayChains 2d8
IR
Chainsa 2d8 + awWeapo
+4
w 6 n
Weapon +6 PS, DX: 20, IO
PS, 25, 15 Tech V/24
Tech VI/50 Level:
CPU: Litera
CPU Analyt Size: M (2l
Size: Mical
(2 XP m)
1400
m)
XP 5000
Value:
Classification: Civil authority Territory: Fire stations water, milk, feed, etc. It has a polite, but firm, male voice.
Equipment: The ecobot comes standard with an envirolvzer, soil
Mission Statement: To save human lives and prevent or minimize analyzer, shovel, IR camera, radio, spotlights, and a stun rav pistol
property damage in the event of a natural disaster, such as fire, flood, (short range 20). The park model includes a chainsaw. Ecobots used in
earthquake, industrial accident, explosion, plane crash, etc. large parks or forest preserves have X 5 telescopes.
Description: The top of this oval robot looks like a serving plate. Reactions: A common l.D. card allows the operator to tom- mand
A smooth mass of metal hangs down a full meter below this concave the robot to perform any menial farm/landscaping thorc or to
area. Two 2-meter-long retractable arms with hands (DX 15. PS 15) temporarily stop whatever it is doing. A supervisor's card can
and two 4-meter-long retractable tentacles (DX 10. PS 25) are reprioritize the chores or command the ecobot to perform nonfarm-
mounted along the edges. It floats on antigtav pods. It uses a calm, related or nonpark-related tasks, so long as it doesn't leave the farm or
soothing female voice for victims, and a bold, authoritative male voice park property. Only a civil authority card or a program override card
for bystanders. can get the robot to leave its territory.
Equipment: It has telescopic cameras, 1R cameras, four direc- The ecobot will never respond to mutated animals or plants as
tional spotlights, a life force detector, a communicator, an en- sentient creatures on an equal level with people. Its particular
vtrolyzer, a Geiger counter, a medikit V, a remote hand (DX 10, PS programming is geared to have it take care of animals and plants. On
10). four fire extinguishers, air filters, oxygen tanks, a stun ray pistol, the farm, animals are to be kept in the pens or the barn. In the parks,
an IR laser pistol, a screamer, and a chainsaw. people are ordered to stay away from the animals for their own
Reactions: Common l.D. cards can only be used to direct a disaster ptotection. If they do not, the animals arc stunned and taken away to a
robot to the disaster scene or away from it once its job is done. This safe place. Animals are shooed, or even stunned, to keep them out of
ability includes limiting the robot’s activities to a particular portion of groomed, landscaped areas.
the disaster (under the assumption that other robots or people are Plants are only allowed to grow in specified places. On (he farm, a
handling the rest). The robot is required to respond to a civil authority sentient plant would be considered a weed to be cut down if among
card, which can make it stop rendering aid or direct it to a new the crops (or crop area). Other locations arc okav for a plant to grow
quadrant. Security cards are obeyed even if the orders endanger in as long as the plant doesn’t interrupt traffic patterns. In a park,
property and human life. plants arc allowed to grow wild only in the natural areas. Sentient
Upon arriving at the scene, the robot spends a few rounds plants tn a landscaped area will be cut down and removed.
questioning observers, if any, while searching for signs of life. It then
determines the most effective course of action to save the most lives.
Only after all lives are accounted for will it concern itself with
preventing property damage. Each person located is placed on the
robot’s upper surface and a weak fotce field encloses them. Fresh air
is pumped tn and emergency medical treatment is rendered if
necessary. The robot carries each rescued individual to safety and then
goes and gets the next one. Medical care is not given once the victim
is safe from the disaster scene. The robot will politely, but forcibly,
remove looters or other dangerous individuals from the scene, using
its stun ray or screamer.
Classification: Corporate Territory: Farms or parks
Percept 15 Percept: IO
:
Stealth/ +5 Stealth/ -5
AC: 15 AC: 20
Force 0 Force 0
Field:
Speed: 12 Field:
Speed: IO
Hit 40 Hit 200
THAC. + THAC: +
Attacks 2( +
2 Attacks: 8( +l
:
Hand ld4 + Claw ld8
Weapo +2 Tenta 2d6
nPS, DX: 15, cle
PS, DX: +30,8
Tech 15
V/18 Tech 15
V/20
Level:
CPU: Level:
CPU: Liter
Size: M (2 Size: H (4al
XP 270 XP m)
4000
Value:
Percept 15 Percept 20
:
Stealth/ 0 :
Stealth/ : +10
AC: 15 AC: 20
force 5 Force 15
Field:
Speed: 75 Field:
Speed: 75
Hit 80 Hit 150
THAC: +2 THAC: + 13
Attacks (+4)
1 Attacks (+7)2
:Hand ld4 + : Hand ld4 +
Weapon + 22 UV 8
3d8
15, 20 laser
Weap
PS. +8
Tech on 25, 15
VI/28 PS,
Level:
CPU: Ratio Tech VI/26
Size: Mnal
(2 CPU: Ration
XP 075 Size: M (2al
XP m)
8000
125
supervisor’s card can give it a military objective. Maintenance I D.
cards work normally, assuming that they are from the same military
base. Programmer’s cards cannot be used to make a warbot attack the
base it is assigned to. Only a seceirity card can do that. Warbots
ignore civil authority cards.
Some of a warbot’s missions do not require it to destroy anything
until its objective is reached. Others require it to not be detected, so as
to slip behind enemy lines. In general, it ignores people unless they
present the appropriate I.D. cards. When on an assault mission, the
warbot shoots first and examines I D. cards later.
In the event of an attack upon its base or upon itself, the warbot
will fully activate and do whatever is necessary to drive off or destroy
the attacker. T his continues until the attacker is no longer a threat, or
until it receives orders from a supervisor or anyone with a security
card—which might prove to be difficult to present.
128
The legends of this alliance hold that it was formed by a alliance than it is a player character alliance.
true man known only as Ashintin. Most sleeth historians Members of the Brotherhood tend to wear simple robes
believe this is a pseudonym and not the man’s true name. and carry defensive weaponry. Brothers usually carry axes
According to the legend, Ashintin was a survivor of the and quarterstaves. Clergy use maces and shields for
cataclysm. He saw the potential for a new age of defense. The bishops use no weapons, but commonly wear
enlightenment in the ashes of the cataclysm. He gathered armor, sometimes even Tech IV or lech V protection.
together a small group of followers dedicated to the ideal of
unifying all intelligent creatures to form a society of
peaceful coexistence founded upon freedom of choice.
The two pillars of the Brotherhood of Thought are
nonaggression and personal choice. Their concept of
personal choice borders upon anarchy. The Brotherhood
has weak ties to the Seekers and the White Hand. It opposes
the work of alliances such as the Purists or the Friends of
Entropy.
There is little organization in the Brotherhood. Each
member does as he pleases. Most merely go about their
lives trying to live up to the ideals of the alliance. Some
wander the land, trying to convince any sentient creature to
join their ranks. Such wanderers usually travel in groups of
three or four. They like to have one member of each basic
genotype: a true man, an Altered One, a new animal, and a
sentient plant. However, their ideals do not seem to appeal
to plants as often as to die other genotypes, so frequently
there are only three members of the group. They are quite
open and honest about their alliance membership.
Traditional: Sometimes you have to use violence to stop
violence. These brothers are reluctant to use this option, but
will hurt or kill a sentient creature if necessary to prevent
even greater destruction.
Reformed: A radical brother will never strike a sentient
creature, even to save his own life. He will never prevent
anyone from doing as he chooses, although he might try to
persuade such a person verbally to the Brotherhood’s view.
Symbol: Members trace an infinity sign in the air or on
their foreheads as a symbol of their alliance.
Benefits: + 3 bonus to Charisma in any attribute check
made when trying to convince creatures to act peacefully or
trying to calm down a heated situation.
Restrictions: Cannot attack creatures except in self-
defense or if they are going to do violence or cause de-
struction in the immediate future (next few rounds).
Experience Point Bonus: Once per adventure a
member of the Brotherhood can double the experience
points he would normally get for resolving a conflict
without combat. The Game Master will have to record the
award for such events separately to be able to grant the
bonus accurately.
Notes: Since the Brotherhood ftequently works in small
groups, it is recommended that the character have partners
within the party that are also members of this cryptic
alliance. Ideally these partners should be composed of one
character of each genotype. The tangible game rewards to a
character of this cryptic alliance are few. It is a better NPC
130
The Followers of the Voice in a “prayer.” (These are old programs from dusty manuals
(Prog r am m & r s J found in ancient ruins.) It is not necessary for the computer
to respond to these prayers.
According to the Programmers, the entire world was The destruction of a computer or property clearly
created by a computer. They worship any of these ancient controlled by a computer is forbidden. From the Follower’s
machines that they find as minor deities. Always they point of view, the computer is always right. A player
search for the creator computer. What they intend to do if character Follower should always try to persuade the party
they find it is a secret known only by the grand high to not harm any computer or computer equipment.
systems operator. Typical members tend to be the disaffected middle class,
There are many cases where Followers of the Voice craftsmen, businessmen and such. They tend to be idealists,
have been easily enslaved by an active computer. They believing in a world where all problems can be solved
offer it prayers found in ancient texts, coding them into the easily. For them, computers are the ultimate representations
machine. Programmers that serve an active computer are of order. It can’t be wrong if the computer says it’s true.
frequently traditional and fanatical, following any
command or whim of their mechanized god.
Programmers have been known to associate with Ar-
chivists and the Created. Most other alliances, particularly
the Restorationists, oppose them. The Followers of the
Voice keep their existence secret. They fear that outsiders
would want to harm or steal their computers.
Their secret bases tend to be in the ancient ruins where
the old computers might still be found. They are usually
well equipped with artifacts from before the time of
troubles.
Traditional: Anything the computer says or commu-
nicates is the literal truth. It must be obeyed instantly and
precisely. These Programmers will lay down their lives
proudly if the computer asks them to do so.
Reformed: The ramblings of the computer god are to be
interpreted in light of the current social climate. It is often
thought that the computer is intentionally cryptic in order to
test the skills of its followers.
Symbol: The followers have many symbols, but the most
popular arc the chip and the disk. They arc frequently
tattooed in places that are not visible in public.
Benefits: + 3 Robot Recognition bonus when dealing
with computers or when trying to extract information from
or program them.
Restrictions: The Followers of the Voice must obey the
instructions of any computer. There is some latitude in
interpreting what the computer wants done. Once a year, a
Programmer must contact an active computer and ask it for
a quest or instructions. This can happen coincidentally as
part of an unrelated adventure.
Experience Point Bonus: The Programmer character is
entitled to a 100 experience point bonus times his current
level each adventure as long as he obeys any
orders given to him by a computer. If a computer is not
encountered in the adventure, then he doesn’t get the bonus.
The Game Master should be lenient about the player’s
interpretation of the computer’s requests.
Notes: The character should strive to keep his alliance
secret, even from other members of the party. He should try
and seek out a computer a few times a year, so he can type
score. Player characters do not equipment even more. Description: Mutated from animal tied to its birthplace. It
have to make morale checks. the gypsy moth, the blaash re- never strays more than three
Most of these creatures carry sembles its original stock in kilometers from its cocoon. The
Tech Level 111 weapons, but color and shape only. The eggs it lays hatch into large
some (usually the nobility) creature has soft hair across its caterpillars in the spring. In the
possess Tech Level IV weapons whole body, with two large fall they spin cocoons, which in
as well. A few have Tech Level antennae allowing it to detect turn hatch into blaash in the
V artifacts. Fortunately, badders motion from 20 meters away. Its spring, forming a two-year cycle.
do not know how to use these wings are thick and leathery, After a year of life, a female will
artifacts unless shown by their with beautiful coloring that looks fly far from her cocoon in search
captives. like giant eyes. Fearless and of a mate. Once her eggs are
Society: Badders have a carnivorous, this creature is laid, she does not survive the
feudal society, with barons, feared by all who encounter it. winter.
counts, and the like as their Combat: Because it prefers Blaashes fight a mating ritual
leaders. The nobility makes the fresh meat, the blaash only with other males who battle for
rules and is usually obeyed attacks moving and live targets. the right to mate with a receptive
without question. Any badders When it attacks, the blaash emits female. This ritual is usually
questioning rules or orders are intensity 18 radiation from its nonlethal. The blaashes buffet
killed immediately, and placed abdomen, causing it to glow each other with their wings until
on display as an example for the brightly. It affects anything the weaker one submits to the
rest of the society. within a 180° arc, which is 6 stronger.
Badder villages and steadings meters in radius. Creatures above Description: These
consist of underground, earthen or behind the blaash are safe. As carnivorous, winged worms have
tunnel complexes containing up it swoops over its target, the a wingspan three times longer
to 100 males of fighting age, an blaash also buffets the target than their body length. Blights
equal number of females who with its wings, causing ld4 secrete a substance that bends
will fight without weapons. and points of damage per wing. Once light around their bodies,
young. They are rarely able to a creature falls victim to the rendering them invisible (even to
trade with other humanoids or radiation, the blaash stops to IR, UV, radar, and the like).
intelligent creatures, since their feed on the carcass. It will Sonar and creatures that use
reputation as thieves and continue combat only to defend other means to locate objects can
brigands precedes them. This itself or its catch. detec t them normally. Rain
causes them to steal and kill for Society: The blaash is an washes this substance away, and
ors. They gained this name Frequency: Uncommon its force field generation to ward
because they rule large areas Organization: off any possible damage. If a
with an iron fist. A typical tactic Herd rider is currently on the beast,
of theirs is to control the flow of Activity Cycle: Day Diet:
the force field actually raises the
trade in their dominion, carrying Herbivore character off the beast’s back,
a high percentage off for their Tech Level: 0 Artifacts:
causing him to fall to the ground.
own consumption. None Centisteeds have been known to
Carrin society is a Climate/Terrain: Temperate trample each other in their panic
complicated structure where the plains to follow another centisteed on
wealthy make the rules and Physical Mutations: None the run. Once they get going,
Machiavellian political intrigue Mental Mutations: Force field they are almost impossible to
is common. Currying favor and generation (7) catch.
double-crossing is a way of life. Special Powers: Eats twice Society: Ceniisiccds have no
Most carrin schemes are elaborate, as much as normal society other than herd instinct.
twisted plots. A centisteed can carry two
Description: Centisteeds are human-sized passengers, or one
mutated horses of insectoid ap- passenger and 100 kilograms of
pearance, each having between cargo. One rider must
12 and 18 legs—(Id4 + 5X2). concentrate at all times on
Centisteeds are usually colored controlling the beast, or it tries to
in blotches, much like a “paint- throw and then trample the
ed” horse. Their heads are horse- passengers. No amount of
shaped, but they have two coaxing and kind words can
compound insect eyes, giving calm these hyperactive creatures.
them 360° vision. Small mandi- To add insult to injury, they eat
bles fill their mouth instead of twice as much as a normal
teeth. animal their size. Herds of
Combat: Centisteeds do not centisteeds can overgraze a
initiate combat at any time. They pasture or meadow in record
panic with the tiniest of time. The Ranks of the Fit are
provocation, perceiving every- rumored to have a centisteed
thing as a threat to their meager cavalry with riders that use
lives. Unfortunately, the centi- mental mutations to keep the
steed tends to trample any beasts calm.
character or creature in its way. Frequency: Uncommon
A successful attack means that Organization:
the opponent has been knocked Clan
down and trampled with ld8 Activity Cycle: Day Diet:
hooves. Each hoof does ld6 Omnivore
points of damage. Tech Level: I Artifacts:
When the centisteed perceives L, V
danger, it immediately activates Climate/Terrain: Any
Description: With the tail and head of a snake but the torso of a
man, hissers often inspire fear in others. Although they only rise to
man-height, this conceals their great strength and large size (3
meters). Most have heavily tanned skin with green to blue-black
scales that flash in iridescent colors, although desertdwellers run to
rust, brown and tan.
Combat: Most hissers fight with clubs, sonic blast, and mental
powers, although 20% of any group may have artifacts useful in
combat and know how to use them (50% chance). They wear no
armor, relying on their scales which are both hard and somewhat
reflective of laser attacks. Half of all hisser patrols are accompanied
by packs of trained squeekers. When accompanied by squeekers, a
hisser’s Stealth/R.U. drops to +3.
Hissers seldom attack alone and are never uncoordinated. They
use their telepathy to execute precise maneuvers on the battlefield.
Groups follow the orders of a leader who stays back from the battle,
processing the thoughts of the others. If this commander is slain, there
is a brief period (ld6 rounds) of disorganization before another hisser
assumes control.
Society: Hissers are communal creatures. Each village (clutch) is
ruled by a brood queen; nearly all the hissers of the village are her
children. A nest queen may rule several villages, which are composed
of the offspring of herself and her children. Some hissers have formed
nations, such as Huush, ruled by a single grand matriarch, known as
the Great Mother of Us All.
Hisser clutches are commonly located on high ground in the
swamp. These are silent communities, except for the shrieks of their
squeekers (raised for food and defense) since the man-snakes
communicate entirely by telepathy. Many cannot even speak the most
rudimentary languages. They have little attachment to artifacts, and
for an appropriate offer, they may sell one that they have. However,
they do not trust or welcome outsiders.
Hoops [Floppsies] Hoppers [Jackalopes]
Numbe ld20 Number: ld20
r:
Percept ll Percept: 8
:
Stealth/ : +2 Stealth/R -2
AC: 15(H AC: 11
MD: 15) MD: -6
Health: 15 Health: 12
Speed: 18 Speed: 25
Level: 5 Level: 2
Hit 13(4 Hit Dice: 9(32
Dice:
THAC: +5)
5 THAC: + 2)
Attacks 1 Attacks: 1
:Weapo +1 Ram ld6
n
Int: Aver Charg 2d6
Morale: age
7 eInt: +2
Sem
Size: L Morale: 8
XP 975 Size: L (3
Value: XP m)1
Frequency: Uncommon Organization: Solitary same proportions as normal humans, as well as the same range of hair
Activity Cycle: Day Diet: Omnivore and eye color. Their wings are usually like those of dragonflies, long
Tech Level: 0 Artifacts: A, G and transparent, though some groups have wings like those of
Climate/Terrain: Small bodies of water butterflies of various types.
Physical Mutations: None Much like fireflies, lils have a limited ability to generate light.
Mental Mutations: Cryokinesis (15), force field generation When in the dark or in deep shadow, lils periodically and invol-
(15) untarily give off enough light to illuminate everything within one
, life leech (15), mental reflection (12), mental meter. This is not the mutation photogeneration, and lils cannot
blast (11), telekinetic hand (17), telekinesis concentrate this light into bursts.
Special Powers: (16), telekinetic flight (13) None Combat: The grace and beauty of these tiny beings hides their
incredible toughness. They will avoid combat as much as possible,
Description: Keeshin are white amphibians preferring to use their vast array of mutations to protect themselves
that live in small bodies of water. They grow to be one meter long and and drive opponents away. If forced into close melee combat they are
live in caves with underwater entrances. They cannot breath water, al- essentially helpless.
though they can absorb oxygen through osmosis to a limited extent— Lils often use tiny bows and arrows which do 1 point of dam age if
enough to allow them to remain submerged for up to an hour. they hit successfully, but are dipped in intensity 15 sleep poison. This
Although they are amphibious, they have a great dependence on the poison functions like paralytic poison, but never goes above Stage III.
water. While out of water, they begin to dehydrate, and their lack of Stage III is “asleep.” It lasts an hour.
skin pigmentation offers virtually no protection from the sun’s Society: Lils live in villages built of mazes of brambles, building
ultraviolet rays. So threatening is the sun to them that they will die if small nest-like family dwellings. They are very playful and
left out of water for 24 hours. mischievous, playing pranks on one another and on outsiders. They
Combat: Keeshin hare highly mutated creatures which are mainly prefer to avoid contacts with other intelligent life, though they have
motivated by greed and self-interest. They use their mutations been known to aid travelers who have not caused them any problems.
effectively to take what they want. Their primary goal, upon Lil often have artifacts of great sophistication, but their ability to
encountering an object they desire, is to take it and leave as quickly as use such items is limited by their size. Nonartifact items are always
possible (usually by diving underwater). Rarely will a keeshin remain Tech Level I or II.
in combat for an object once it is injured, though. Although keeshins
are terrible bullies, they are also cowards at heart. If they are in
danger of being killed, they will quickly bargain some of their loot for
their lives.
Keeshins usually open with a mental blast, followed by using life
leech, and then returning to mental blast after life leech can no longer
be maintained. They will also use tactics such as freezing the water
around a target's feet to hinder its movement using cryokinesis and
then using telekinetic hand to take an object.
Society: Keeshins are snide bullies who crave shiny objects and
intriguingly shaped artifacts. They store their loot in their caves. But,
keeshin are not above bargaining for loot that they desire, and often
will trade information for a shiny trinket or odd curiosity. Normally
solitary, keeshins will be found together when they are hatch-mates or
during the mating season.
Frequency: Rare Organization: Village
Activity Cycle: Night Diet: Omnivore
Tech Level: I Artifacts: L
Climate/Terrain: Temperate/tropical forest and jungle
Physical Mutations: Energy reflection (15), size change, wings, dual
brain (mass mind (16). telepathy (14), total
healing (12))
Mental Mutations: Anti-life leech (11), empathy (16), force field
generation (14), illusion generation (18),
telekin esis (9)
Special Powers: Light generation
damage with each hit, and once with their Organization: Solitary
Frequency: Rare mandibles for 5d6 damage. If both claws Diet: Omnivore
Activity Cycle: Day hit the same opponent in one round, the Artifacts: Z
Tech Level: 0 Climate/Terrain: Any marshes, lakes, ponds
victim is held with a Physical Strength of
20, and the bite attack automatically hits. Once held a manta grips an Physical Mutations: Squeeze vines (15), sonic blast (15)
opponent in this manner, it will bite him each round, automatically Mental Mutations: None
hitting. A manta can be forced to release its victim by inflicting one-
half its hit points in damage on it, at which point the creature will
usually seek to escape.
Society: Green renders are solitary creatures that are fortunately
seldom encountered in groups. On rare occasions a mated pair may be
encountered, but this is possible only in a few weeks out of the year,
as the female devours the male after mating. Mantas are intelligent
enough to be bribed with food, but do not understand any language
beyond their own system of gestures and preening.
Description: Menarls are huge water snakes. They have ldl2+4
arms ending in hands with opposable thumbs. Each arm is about one
meter in length.
Menarls are predominantly brown with an off-white underside,
though those inhabiting particularly verdant swamps often have green
splotches. Their hands and arms are the same color as their bodies and
are covered in fine scales.
Combat: Slime devils are immensely strong and very aggressive.
They wait in the water for prey to get very close, then attempt to
strike from concealment. The never attack with their bite, instead
using their fists (they have as many fist attacks as they have arms) or
any available weapons. They often pick up pieces of driftwood;
consider these as clubs for damage.
Menarls may attack several different opponents at the same time;
they can attack however many are ranged along their length. Their
bodies are very supple as well, and they can whip around to bring
more arms to bear if several opponents are clustered at their head.
A menarl may also try to grab an opponent with at least one hand
(no damage) and then constrict with its body. If ii is holding a victim,
the menarl gains a + 1 to its constriction attack.
Menarls generally use only Tech Level I items. They often hire
themselves out as mercenaries or guards, however, and their em-
ployers may then provide them with superior weapons.
Society: Slime devils have little in the way of society. Though a
few of them are often found in the same place, they have little
commerce with one another, except during mating. They arc
relatively friendly towards humanoid mutants and pure strain humans.
They prey on water birds and go into a frenzy when they see any type
of bird. When in a frenzy, they will attack until all birds in sight are
dead or they are, ignoring morale.
Organization: Swarm
Frequency: Common Diet: Carnivore Organization: Pack
Activity Cycle: Day Tech Artifacts: None Diet: Scavenger
Level: 0 Artifacts: None
Temperate/tropical grasslands,
Climate / deans of marshes, forests 10 paralytic poison (limited to
Terrain: villages gather
neighboring Physical Mutations: Chameleon Stage 111 effectiveness).
together and form a college. power (16) Once the target is paralyzed,
They then elect a president from Mental Mutations: In tuition the skeeter withdraws blood for
among their number to preside (12) nourishment at a stupendous
during their decision-making. Special Powers: Feeding rate. It causes damage due to
Once the trouble is dealt with or tube attack (poison and blood blood loss at a rate of 2d6 per
the major decision made, the drain) round. If allowed enough time
college and presidency dissolve, (four hours) a soul besh can
and the deans return to their completely drain a human-sized
Description: Soul beshes are
villages.The faculty is composed creature of virtually all its blood.
gargantuan, mutant, man- eating
of professors, the most respected If the target is not paralyzed
mosquitoes. They grow to 1.5
members of sleeth society. Be- or immobile, the soul besh will
meters in length and about that
neath the professors are teachers continue to strike anywhere it
tall. They are flightless,
and students. Visitors are often can on the target in an attempt to
however, but scurry over any
referred to as transfers. eventually cause paralysis.
terrain an incredible speed. Their
Sleeths tend to be friendly to Society: Skeeters travel in
ability to do this comes from
transfers. They are subtly arro- small swarms of around four.
their long, spindly legs which
gant in the extreme, however, Although normal mosquitoes
support their thin, streamlined
believing themselves to be men- travel in large numbers, they in-
body. Except for the lack of
tally superior to all other races. creased size of skeeters over
wings, they look exactly like a
Sleeths build beautiful mosquitoes makes this
normal mosquito, only bigger.
villages and towns. They make impractical if a stealthy
Soul beshes prefer terrain
full use of their plant control approach is to be maintained.
where they can hide easily and
ability. Though sleeth villages Skeeters exhibit typical
strike from cover. They use their
and towns are mostly Tech Level insect-like preening, mating and
chameleon power to remain
III, they almost always contain swarming behaviors They lay
undetected, and their large,
high-tech items. These items are their eggs in shallow water.
faceted eyes to easily detect
put to use to ease living condi- Frequency: Uncommon
prey. Activity Cycle: Night Tech
tions and for defense. Combat: The skeeter attacks Level: None
with its feeding tube, which is a Climate/Terrain: Any
2-meter-long apparatus that Physical Mutations: Sonic blast
uncoils and strikes targets for ld6 (13)
damage. It prefers to attack prey Mental Mutations: None
that is sleeping, paralyzed or Special Powers: None
otherwise alive but immobile.
Once the feeding tube punctures
Description: Looking like
the skin of a target, it
nothing more than grossly over-
immediately injects an intensity
grown brownish or rust-colored
Description: This creatures is the mutated descendant of the Description: These 1-meter-tall humanoids arc covered in silky
barracuda. The terleen is about 3 meters long, is equally adept at blond to dark brown fur. They have three toes on their feet, as well as
swimming or flying, and can breathe in either air or water. It is four fingers on each human-like hand, and tend to be chubby. Their
covered in bright feathers and lives in trees. Terleen feathers are blood faces are quite furry, but have a wizened expression on them. When
red to bright orange in color, with yellow along the edges. On seen, they usually are wearing clothing and accessories, of Tech Level
occasion, terleens with greens, blues, and even brilliant violet coloring II and III.
have been seen. Terleen feathers contain special reflective cells, Combat: Not having a great physical presence, the wardents opt to
distantly akin to solar reflectors, that make the terleen immune to the combat threats mentally, which provides them with a chance to
effects of heat and laser attacks. escape, if necessary. They are not naturally aggressive and will avoid
Combat: The terleen attempts to kill its prey first with its mental violence, if possible. They are quite cunning, and will usually keep
mutations, saving biting attacks for a last resort. If both of these potential enemies at bay with a variety ol mental tricks. Occasionally,
methods of attack fail, a terleen will retreat into the trees to await a wardent will carry an artifact weapon of some sort, but will avoid
easier game. using it except in dire need.
There are stories of entire swarms of terleen attacking herds of Society: Wardents tend to be solitary by nature, usually traveling
wild animals, and sometimes even sentients’ communities, but this is alone, or with a single companion. They dwell in deep and
extremely rare. inaccessible mountain and forest regions, and their homes tend to be
Society: Terleens generally live in small family groups sharing the complex mazes of winding passages made of mud walls or
same tree, although there have been cases of large numbers nesting in intertwined in the branches of very tall and large trees. They have a
legions of forest. They build nests of sticks, grasses, bones of their natural curiosity for knowledge and odd experiences, as well as an
prey, and even clothing and other items from sentients that they have insatiable hunger for tasty food. These traits can convince a wardent
killed. to join tn on an adventure, provided any group it comes tn contact
In the spring, terleens travel to the headwaters of rivers, where they with does not seem menacing to it.
spawn. The young hatch and live as water creatures for the first six Although wardents are natively a Tech Level 1 culture, they have
months of their lives, whereupon they grow their first feathers and no fear of stranger artifacts and will readily use them. It is not
take flight. Young terleen have a rainbow-like sheen, and are reported uncommon to see wardents with steel knives, flintlocks or even
to be extremely good to eat. artifacts that they have found or acquired through trade. Their
The feathers of the terleen are prized as fine material for creating insatiable curiosity means that any usable artifacts which fall into their
special cloaks and other clothing, which bestow the ter- leen’s hands will soon yield up their secrets—or be broken.
immunity to heat and lasers to the wearer. However, this property
fades from the feathers after three months.
Frequency: Rare
Activity Cycle: Day Tech Level: I
Climate/Terrain: Subarctic/temperate forests, mountains
Physical Mutations: None
Mental Mutations: Heightened Intelligence, mental reflection (13),
192
lem solving, creative ideas, and progress toward the overall about one day’s travel by foot. If you own the
goal. Such rewards should be roughly 2%-5% of the xp FORGOTTEN REALMS® campaign setting boxed set or
needed for a given character to advance to the next level of the RAVENLOFT™ campaign setting boxed set, you can
experience. For example, a 5th level character needs 32,000 use the plastic overlays found in those products with this
more xp to become 6th level. Therefore, his rewards at the
end of a game session should be roughly between 750 and
1500 xp, even if he is only 100 xp from gaining his next The Maps
level. Exactly how many xp arc awarded is up to the There are two major maps provided with this book. First
judgment of the GM. of all, there is the map of the greater United States as it is
At the end of the adventure, or when major goals of the at the time of the campaign on page 171. Much of the
adventure have been completed, give the player characters territory outside of the Midwest will tiot be developed.
another reward. This one should be of the same caliber as That is not to say there will never be source material
the session award. This does not replace the xp bonus for available for those regions. But they will not have the same
the end of the session, but rather adds to it. Spectacular level of development as the Great Lakes region. The Game
successes or wonderful game playing can be rewarded Master is encouraged to develop his own campaigns in
beyond the limits of this formula. The table below these outer regions.
summarizes the rule for xp bonuses. Some of the numbers This map is basically the same as the one found on the
have been rounded off to make them easier to work with. large map sheet from the second edition of the GAMMA
Regardless of the level, it is recommended that the GM WORLD® game. If the Game Master has that product, he
never reward a player more than 10,000 bonus points for a should feel free to use the larger color map. On both maps,
single game session—20,000 if it includes the adventure many coastal areas of the U.S. have been either
completion award. submerged, bombed into oblivion, or both. This is a
somewhat realistic result of what might happen in a limited
Experience Point Bonuses nuclear exchange. Unfortunately, it puts some of the most
Character Experience Point populated and technologically developed areas of the U.S.
Level Bonus Range out of the game. Since our campaign takes place largely in
1 100-200 the Midwest, this is not
2 100-200
map. The FORGOTTEN REALMS boxed set template is
3 200-400
particularly suitable, since it is marked
4 400-750
5 750-1,500
6 1,500-2,500
7 2,500-5,000
8 5,000-10,000
9 Up to 10,000
Mountains Rivers
city, and a decent amount of its population, hate mutated action rifles. Visitors, particularly merchants, are welcome in
humans, not all of the citizenry are filled with hate. Many of Bonparr. Adventurers are frequently hired as freelance spies or
them fear mutants or merely prefer the company of other true scouts by the Ranks of the Fit.
men. There is an underground that believes in equal rights for The capital isjospeen, which has a population ol 22,000
all people, mutated or not. It is generally formed of people with sentients. General Ursal and his staff are headquartered here. Its
secret mutations or those that have children born with walls are high and strong. Other towns of the nation are
mutations. Defiance, Finday, Lemay, Elda, Fortain, Moonsee and Green
No other cryptic alliances except the Healers are tolerated Village.
inside the city, but several have a secret, underground presence. Most cryptic alliances are tolerated in Bonparr, so long as
The Archivists, Restorationists, Zoopremists, and particularly they don’t cause trouble. All have a presence of some sort here,
the Iron Society are all secretly active in Bastion. The other although not in every town and sometimes as a secret
alliances stay as far away from the Knights as possible. Only underground organization. Strangely, the Zoopremists hate the
members of the White Hand can move and act openly in Ranks of the Fit, and are definitely a secret presence in
Bastion. In fact, they have a small hospital established there. Bonparr. The Ranks are one of the few cryptic alliances on
Within the walls of Bastion, the order of the Knights of neutral terms with the Knights of Genetic Purity. The nation of
Genetic Purity rules. The Knights use old feudal titles to Bonparr is a major trading partner with Bastion.
indicate relative stations of the government. The ruler of the Bort Yuron (Bort YOUR-on): This small island nation lives
city is King Garik Blackhand. Under his guidance, the Knights amid the ancient ruins that cover the island. The lower floors of
plot to exterminate mutated humans wherever they may be the old buildings were covered by mud and silt hundreds of
found. Garik is currently planning a cleansing war upon years ago. That silt and mud is now dry land, only the tops of
neighboring Odess, a haven for mutated humans. the buildings protrude from the ground. The Bort Yuron natives
Citizens of Bastion trade only with mutated animals or pure use old steel girders as a framework for their own homes and
strain humans. A good deal of their wealth is gained by raiding buildings. Any building over four stories tall (above the new
mutated human villages, an act they call “cleansing.” Artifacts ground level) still has its framework rising above the wooden
are highly prized by the Knights, particularly weapons. Bastion buildings of the newer Bort Yuron.
itself is a Tech Level III city. It looks like a medieval walled Bort Yuron controls the Straits of Sate Care, which link Lake
city and is armed to the hilt. Bastion’s prize possession is a Heron and Lake Ire. Bort Yuron’s sailing ships patrol the
fission cannon mounted over the front gate. A pair of Gatling waters to the north and east of the island nation. Any sailing
guns oversee the postern gate. Cannons serve to protect the vessel passing through the straits must pay a moderate tax of 5
walls. domars per person and 1 domar per 100 kilograms of cargo.
Bonparr (Bone-PAR): This land is ruled by the Ranks of the Bort Yuron ships are well armed with cannons, and their sailors
Fit, a militarily organized cryptic alliance. It is predominantly are
populated by mutated animals, although all genotypes are
welcome. It has a population of 60,000 sentients. As a culture,
it is Tech Level III, but on the verge of entering a new age
(Tech Level IV). Scientific principles are on the rise, and
precision manufacturing is in the early stages here. Tech level
IV military equipment is getting more and more common.
The ruler of Bonparr is a mutated bear by the name of
General Ursal. He is quite old and not prone to aggressive
behavior. If aroused, however, he is more than fit to command
the defense of his nation. There are several young colonels in
his command that are just waiting for him to die or step down.
When that happens, the nation of Bonparr will most likely
begin marching upon its neighbors.
Each town has a highly organized militia under the
command of a colonel. Young citizens are required to enter the
military for two years when they come of age. After that, the
good ones (mutated animals only) are invited to join the Ranks
of the Fit, the only way to advance in the military. Each village
earns money by leasing the use of its militia as mercenaries.
Every village or town in Bonparr is walled and defended by
many cannons. The guards are always alert, and tough to fool.
Regular patrols walk the stieets, pieventing crimes and keeping
order. Typical guards arcarmed with flintlocks or even bolt-
172 Chapter Ю: The Campaign
armed with flintlocks and cutlasses (treat these as a long unplundered place.
swords). There are ships and captains in the region that Doyleto (Doy-LEE-to): The mainland portion of these
specialize in shooting the straits, usually at night, to avoid ancient ruins has been gutted of useful artifacts for over a
the tax. century. On rare occasions, an explorer will uncover a new
The inhabitants of Bort Yuron are largely mutated cache, but such events are exceedingly rare. There is no
animals. There are a few other genotypes, but the animals appreciable radiation remaining in Doyleto.
are by far the largest segment of the 14,000 senti- ents on The islands have not been explored as heavily. The
the island. Any genotype is allowed into the city, but Circle of Chaos Islands just off the coast of Doyleto have
humans, altered and true, are sometimes persecuted. Most some of the most dangerous currents on Lake Ire.
merchants charge people 50%-100% more for goods than Whirlpools and waterspouts are common events and can
they will charge an animal or plant. sink a ship before it has a chance to get away. Once he has
The city is Tech Level III, and its inhabitants willingly landed, the adventuresome cxplorei is faced with the
use any artifacts they can get their paws on. However, they prospect of the blights that infest the islands. Though
have not been overly successful at acquiring such items. intelligent, the blights do not have a society as we
They subsist mostly by fishing and merchant sailing. understand it.
Despite its control of the Straits of Sate Care, Bort Yuron In the last 50 years, the Ills have occupied the mainland
really doesn’t make that much money from the taxes when ruins. Few sentient creatures bother to explore Doyleto
the expenses of the tax ships are considered. anymore, and the ruins have become overgrown with vines
The Mayor of Bort Yuron is Payo, a mutated skunk. He and brambles in many places. These make a perfect home
has led his people for almost two decades now. Of late, he for the iils. Their population does not begin to fill the city,
has had his eye on the ruins of Troyt. He has sent several but it is growing quickly. They occupy almost 5% of the
expeditions of hired sentients into them to try and recover ruins—a large area, considering the size of the ruins and the
artifacts of great power. Payo dreams of using this power to size of the lils. Doyleto has the largest single population of
take control of all the shipping on the lakes, just like the lils in known Meriga.
Faremen of Mitchgloom. The lils are not hostile toward visitors, but will protect
Within the city, many of the cryptic alliances are ac- their territory fiercely if necessary. They occasionally
cepted. The Zoopremists, and to a lesser degree the Ranks engage in trade with outsiders, but only for items of great
of the Fit, are very popular here. Since the two groups hate value to them. They have successfully pilfered some
each other, there are violent clashes in the city and artifacts from the Circle of Chaos Islands. Their small size
continuous mad schemes by both groups to eradicate each and powerful mutations allow them to avoid or defeat the
other. As is true in many places, the Knights of Genetic blights.
Purity arc reviled and cast out when found. Earthwound: The forces unleased in the cataclysm
Burning River: Huge oil storage tanks upriver survived caused the earth itself to crack open here. The rift is a
rhe cataclysm. A few decades ago they started leaking oil kilometer wide for much of its length and almost 250
into the river. Most fish and marine life has been killed as a meters deep. The west side of the chasm is higher than the
result, but algae and the like are thriving. If hit by lightning east side by about 120 meters. Near the ends, all of the
or otherwise ignited, the river will actually burn. This heights and gaps close up.
happens a couple of times each year. The fire can last for Anyone that enters the Earthwound is affected by
weeks until a heavy rain puts it out. So far, the tanks
themselves have not caught fire.
Datun (DAH-tun): The ancient ruins of Datun are in the
center of the Wild Lands. Few adventurers have explored
Datun and returned to tell the tale. As the saying goes,
getting there is half the fun. Rumors abound about this lost
city of the ancients. It is called lost not because its location
is unknown, but because it is so difficult to reach.
The mysterious androids are rumored to control the
underground vaults of Datun. Since androids arc only found
in stories and books from before the cataclysm, it is not
even known if such creatures exist. One can only guess at
the treasures that might be found in such a remote and
telepathy at its disposal, there are few secrets in Meriga that she
doesn’t know.
Saressa rules over the city of Saa, which has a population of
5000 hissers. A typical village has 500-1000 hissers. As a
nation, Huush numbers roughly 10,000 hissers. Only hissers are
allowed past the city gates of Saa. Just outside its low stone wall
are its trading posts. These buildings, including a few homes,
serve the traveler wanting to trade.
None of the cryptic alliances, except the Healers and the
Brotherhood of Thought, are welcome within the borders of
Huush. Travellers belonging to unwelcome alliances are
tolerated, so long as they don’t stay long and don’t engage in
alliance activities while in hisser land.
Lake Ire (EYE-er): This lake is connected to Lake Heron (see
above) and is essentially the same body of water. The combined
waters of Lake Ire and Lake Heron are larger than Lake
Mitchgloom. Unlike on Mitch- gloom, there are no Faremen
that ply the waters with confidence. The lake is available to
anyone brave enough to sail it.
There are islands along the shores of the lake, remnants of
the cities of the ancients. Many still contain buildings, although
they are twisted frames and hulks. Some have been scoured including reserves, and is well armed and well disciplined.
clean by the forces of the cata- the city.
An assaulting army would meet very stiff resistance.
Jainus is ruled by two heads of state. One leader is appointed
for life by an elected council of politicians. The other is elected
directly by the populace and only serves for six years. Both
leaders have equal sav in all events, and are advised by the
council, a situation that would never work for humans, but
somehow seems to
Jainus is a Tech Level III society. The orlens buy, sell, and
use higher tech level artifacts, but don't seem to be too
interested in improving their own ability to manufacture them.
All nonviolent cryptic alliances are welcome in orlen land.
Only the Knights of Genetic Purity are outlawed and are
universally reviled by the orlens. The Archivists, Followers of
the Voice, and the Zooprentists keep a low profile, operating
strictly as underground movements. The other alliances operate
openly and many even have permanent headquarters in Jainus.
As a society, the orlens tend to value physical power and
personal honor. In this respect, they are very much like the
Knights of the Round Table. Jainus is an excellent place to start
adventures, since there are frequently many people there
looking to hire sentients to perform dangerous tasks.
There are 14,000 sentients living in Jainus. The city is not
walled, but has several outlying bunkers that are armed with
cannons and are nearly impregnable. A sporadic guard patrols
the city’s outlying perimeter. The militia of Jainus numbers over
Chapter "ICk The Campaign 177
including street cleaners, police robots and construction Most cryptic alliances function as underground
machines. Some are at best neutral toward living creatures, movements in Miacholin. So long as they don’t make
and many are hostile. themselves too visible or cause trouble, they are left alone.
There are secretive life forms that successfully survive The carrins pay lip service to the Ranks of the Fit and the
the streets of Mad Zone. Archivists and Followers of the Zoopremists, playing one off of the other by allowing them
Voice are particularly enamored with living here, even to operate openly. Violent clashes between the two groups
though they must hide from the robots to survive. Since the are not uncommon. Few carrins are members of either
robots do not search or even enter many of the smaller alliance.
buildings, animals and even people eke out a meager Of the other alliances, only the White Hand is genuinely
existence. The sentients tend to be Tech Level I or even respected and supported in Miacholin. Archivists, Seekers,
Tech Level 0 societies. the Peace Brigade, Restorationists and the Iron Society are
Mad Zone is the only ancient city in Meriga that is all illegal. Visitors are allowed some latitude, although they
growing. The robots have spent the last few centuries are watched carefully if their alliance membership is
rebuilding the city. Since there are not very many of them discovered.
and resources are scarce, the process has been very slow. So Carrin homes are mounted on high platforms. These are
slow, in fact, that they frequently have to go back and three stories tall (10 meters) or higher, making the homes
restore sections that they had restored decades ago. They accessible only by flight or a folding ladder. There is
have approximately a third of the city rebuilt. What they always a comfortable roost present for blood bird followers.
will do several centuries from now when the project is In the capital of Spiral, there is a single tower standing 12
complete is anyone’s guess. stories high (40 meters) that houses the ruling cartel. The
Magmatap (Mag-MA-tap): In ancient times, this was a carrins rarely meet as a group, relying upon their telepathic
power source, tapping into the magma layer of the Earth’s abilities to communicate with each other.
core. During the cataclysm, the tap was damaged. A few The carrins’ long-term goal is the conquest and sub-
decades later, it erupted into a volcano, lava and ash jection of all of Meriga. They are willing to wait many
spewing forth from the man-made hole. It is still active, generations to accomplish this goal. At the current time,
generating a lot of heat and smoke. The last eruption they are sifting through the old ruins of the ancients looking
occurred several decades ago. The equipment for tapping for useful artifacts. Groups of hired sentients, rarely carrins
the magma was completely destroyed in the original themselves, are paid well to bring back anything they can
eruption. find. Such groups have standing orders to attack any other
Miacholin (Mee-AH-ko-lin): This nation is ruled by the group in these places that might be considered to be in
dark emperor birds, the carrins. It is an open country where competition for artifacts found in them.
trade and interaction with other societies is encouraged. Lake Mitchgloom: The great waters of Mitchgloom are
However, the carrins maintain a tight grip on the reins of the home of a nation of sailors called Faremen (FAIR-men).
power. Border patrols meet all incoming travelers and The Faremen ply the waters, trading goods and carrying
charge them a small tax on the goods they are carrying in. passengers from one side to the other. There are hidden
This includes all personal items. The tax amounts to 2% of dangers beneath the surface of the water that only the
the value of the items (2 domars for every 100 domars of Faremen know how to handle. Some passengers have
value). The tax is applied again upon leaving the nation. reported sighting a pair of enormous dorsal fins, like those
The amount may be small, but the constant collecting adds of a shark, circling their boat. The two fins, one eight
up quickly. There are approximately 1200 carrins in meters ahead of the other, seemed to be part of a single
Miacholin, and another 35,000 sentients of other races and massive beast. The Faremen tossed a large sack overboard,
genotypes. and shortly
Miacholin is primarily an early Tech Level IV society.
The lower and middle classes still rely upon Tech Level III
tools and implements, but the upper class, mostly carrins,
frequently use Tech Level IV items. There is even a small
plant that manufactures primitive cars. Of course, the
carrins can only make a handful a year, all of which must
be sold to carrins. While the birdmen don’t personally have
a use for them, they make great rewards for important
servants and do very nicely as political gifts.
17P
The ruling council of Psion City has eight members plus skirts cliffs, stone walls and fences, houses, etc. However, it
a chairman, called the mentat. Its members vote on all will break through light wooden fences and ford streams
issues, with the mentat's vote breaking all ties. The rulers of and rivers. The plants do not appear to mind being
Psion city believe that the power of the mind is the natural submersed for a day or so. The woods will flee a fire, even
path of advancement for all senti- ents. They seek to foster if it means moving in the daylight.
a spirit of mental community in Psion City, regardless of Farmers dread the rambling woods, as a field of crops
genotype. Three of the more radical members of the council can be ruined by one. Wherever such a woods has been, the
believe that non- esper creatures should be lower class land is filled with broken plants and raw patches of earth
citizens or even slaves of die espers. However, this is not where the different trees and plants pulled out their roots.
the mentat's view, nor is it shared by the rest of the council. Larger plants, like nonrambling trees, are safe, but smaller
It is rumored that the three dissenters have formed a rebel or more fragile plants are trampled.
triumvirate to overthrow the others. Skyoto Dam (Skeye-O-toe): Known locally as the water
Although not a large city (11,000 sentients), it is a wall, this dam is one of the few surviving dams in this
prosperous one. It is a Tech Level III society with fewer region of Meriga. Although the power plant portion of the
artifacts than most towns its size. The general sentiment is dam is no longer functional, miraculously the locks can still
that it is better to rely upon one’s own powers and abilities be opened and closed. The dam itself is on its last legs. If
than to use artifacts. left alone, it will burst anv vear now. Any river settlement
The city itself has no wall. Guards patrol the perimeter along the banks of the Skyoto will be washed away in the
day and night, watching for wild animals as well as resulting flood.
intruders. These guards are armed with flintlock rifles and Spring’s Field: This ruined citv of the ancients is largely
ornate spears. Each group of guards (usually numbering filled with giant’s bones. Few buildings are left standing. A
three), is required to have at least one telepathic or mere smattering have any interior walls, with most of the
empathic member. Visitors to Psion City are required to remainder being only the iron-gir- dered skeletons of of
pass a mental scan by the guards. If the guards fail to ruined frames. Spring’s Field has not been radioactive for
penetrate a visitor’s defenses, it is assumed that it is safe to 150 years.
let the visitor enter (a generous policy). Spring’s Field is home to many creatures, but the
Most cryptic alliances are permitted in Psion City. Only dabbers’ presence is the strongest. Known as wheelers and
the Knights of Genetic Purity are outright banned. dealers in junk and artifacts, the dabbers have staked out
Reactionary groups, such as the Iron Society or the these ruins as their own. There is no dabber nation here, just
Zoopremists, are watched carefully but allowed to enter. a collection of families, which are all sharing the territory.
There is rumored to be a fledgling esper cryptic alliance There are other dangers in Spring’s Field aside from the
called the Order of the Mind that has been started in this dabbers, including a wide variety of large carnivores, and
city. even a wandering robot or two.
Rambling Woods: One of the stranger phenomena of The dabbers allow anyone to search through the ruins for
Meriga is the rambling woods. Two of them are known to treasure or artifacts. However, they are very ettri-
exist in this portion of Meriga, and more are assumed to
exist elsewhere. These forests are literally made up of
plants that can walk. They slowly move from place to place
in a migratory pattern. In the spring, they wander north, and
then in fall, they head south again. The exact path and final
destination vary from year to year, but each does have a
most common route and territory.
The rambling woods in this region are roughly 15
woods, but there are also no landmarks or stable paths. An
open glade one day is a thicket the next. Even the most
experienced scout can get lost.
A wood travels at night, each plant unrooting itself and
wandering with the rest, replanting as the dawtt breaks. It
can cover up to 5 kilometers a day, which is a pace of about
1
/з of a kilometer an hour, or 1 meter per round. In its
travels, it avoids most obstacles except water. The wood
Captain Bayhar
AH; NCC; AC 10; MD 11; HP .31; THAC + 1 (0); #AT 1;
Dmg ld6 + 1 or 2d8; Hth 11; Spd 12; Per 13; St 0; RU +2; UA
2; RR 18.
PS 13; DX 11; CN 13; MS 13; IN 16; CH 14; SN 11.
Mutations: Heightened PS: poor respiration (D); dual brain
(magnetic control 16); directional sense (7); psychomctry (10).
Bayhar is the captain of the Misty Eyes, a ship that regularly
Chapter 1O; The Campaia-.t 183
Billy has a specially tailored set of banded armor and carries of fire of 2), given to her by her father. Jan-Jane also carries a
a halberd. He distrusts firearms, using two hand axes instead for pair of flintlock pistols and a pair of flails. In a fight, she prefers
ranged attacks. As a rhino man, he has a tendency to want to to use her pistols and save the assault rifle for needy situations.
charge enemies with his horn ( + 2 melee THAC, ld6 + 5 She only carries a single clip of 30 rounds with her.
damage or 2d6 + 10 on a charge).
Lieutenant Finback
Big John MA shark (H); SC 3; AC 15; MD 11; HP 53; THAC 0; #AT
AH; EN 5; AC 16; MD 13; HP 80; THAC +7 ( +6); #AT 1 1; Dmg ldl2 or 3d8 or ld6; Hth 12; Spd 7/ /14; Per 10 (13
or 2; Dmg ld6 + 2/ld6 + 2 or ld8 + 2/ld8 + 2; Hth 12; Spd 13; underwater); St +3; RU + 3; UA 0; RR 11.
Per 8; St +1; RU +1; UA 0; RR 14. PS 12; DX 12; CN 13; MS 11; IN 8; CH 10; SN 7.
P.S 16; DX 13; CN 16; MS 17; IN 12; CH 17; SN 8. Mutations: Gills: heightened smell (underwater only):
Mutations: Multiple limbs, 6 arms; oversized limbs, 1 pair poison, bite (intensity 14, debilitative); body change, transparent
arms ( + 90%); sonic blast (15); immunity to poisons: density facial skin (D); immunity to disease: total healing (17); force
control (others) (16, 40%-120%). field generation (17).
Class Skills: Combat Leadership 10, Makeshift Class Skills: Detect Ambush/Trap 5, Hunting 10, Navigate 3,
Weapon/Armor 5, Size-Up Opponent 9. Tracking 8, Wilderness Survival 4.
A sergeant of the guard in Ascension, John oversees the Finback is a member of the Ranks of the Fit. As a shark, he
evening patrol for the Guild District. He is an emotional man, has a 5% chance of entering bloodlust whenever he gets into
given to great swings of wild joy and furious anger. The combat or is severely provoked. His superiors decided that this
impression he gives is of a man that deals straight from the heart made him unsuited for the discipline of rank and file troops.
with no ability to deceive. In general, he is fair and honest, and They made him a scout and assigned him to the Ascension area
his men are intensely loyal to him. to keep track of troop movements (of which there are very few)
John favors the double two-handed sword in real combat, but and any other unusual events.
reluctantly uses the less deadly club when on duty. His extra- Lieutenant Finback relies upon his bite attack in melee, but
long, multiple limbs let him get two attacks per round when he uses a flintlock rifle for ranged attacks. When
uses two identical weapons, even two two-handed swords. He is
rarely without twin flintlock pistols (2d8 damage each) and
wears ring mail when on duty. The city has entrusted him with a
stun ray pistol with a spare battery to use in emergencies.
Unknown to most folk, he owns a vibroblade ( + 10 THAC and
8d6 + 2 damage) which he has never used.
Or. Clavius
PSH; NCC; AC 11; MD 10; HP 25; THAC + 1; #AT 1; Dmg
ld4 + 1 or 2d8; Hth 10; Spd 13; Per 7; St +1; RU +1; UA 1; RR
20.
PS 13; DX 14; CN 8; MS 9; IN 14; CH 12; SN 6.
Dr. Clavius is one of the healers at the Hospital of the Open
Palm in Ascension, which is run by the White Hand. He has a
small staff of untrained servants. Although he is not a man of
authority in the hospital, he is one of the first people a patient
meets. The doctor is a middle-aged man, kindly but over-
worked, and hence absent-minded. He has a tendency to say
“uhm” a lot.
He is rarely armed, but does own a dagger and a flintlock
pistol for protection. He also has a reasonable supply of
medikits V (not for loan to anyone), several toxin neutralizers, a
glow cube, and wears a rad badge.
Jan-Jane
Orlen; AC 20; MD 17; HP 65; THAC +7; #AT 2; Dmg ld6 +
3/ ld6 + 3 or 2d8/2d8; Hth 17; Spd 14; Per 15; St +2; RU +2;
UA 2; RR 14.
Mutations: Telepathy (18); telekinesis (18); will force (16);
dual brain (levitation 14); directional sense (15); multiple
limbs, 4 arms; illusion generation (14).
Jan-Jane is a popular adventurer in Jainus. Daughter of a
wealthy merchant, she does not need to work for a living,
although her funds are not limitless. She never lends money,
claiming that it ruins good friendships. Jan is more daring than
Jane, but both are willing to take a chance for fun and
adventure.
Jan-Jane wears banded mail and owns an assault rifle ( + 2/
+4/ +8 THAC, depending on range, and 3d6 damage, with a rate
184 Chapter 1O: The Campaign
hunting, he prefers a short bow and arrows. He rarely wears Quisit
armor. He has a ham radio which he has been trained to use. MA otter (H); EX 2; AC 11; MD 12; HP 40; THAC 0
( + 1); #AT 1; Dmg ld6 or 2d8; Hth 10; Spd 7 / /10; Per 10;
Hareth St +1; RU 0; UA 3; RR 13.
SP vine (H); ES 8; AC 12; MD 20; HP 31; THAC + 1 PS 12; DX 14; CN 10; MS 16; IN 11; CH 11; SN 10.
( + 1); #AT 1; Dmg ld6 or 2d8; Hth 11; Spd 10//4; Per 10; Mutations: New body parts, tentacles (1 m long);
St +1; RU 0; UA 0; RR 0. heightened balance: chameleon power (11): transfusion
PS 11; DX 14; CN 8; MS 15; IN 9; CH 10; SN 9. (13); hands of power, gamma (intensity 4 radiation);
Mutations: Density control (others) (13); telekinetic photokinesis (15).
flight (20); displacement (20); psychometry (24); telekinetic Class Skills: Avoid Artifact Disaster 2, Jury-Rig 9, Read
hand (21). Schematics 4, Repair Artifact 5.
Class Skills: Hypnosis 8, Identify Mental Power 10, Quisit is one the more obnoxious sentients around,
Photographic Memory 13, Sense Mental Powers 13. although he is innocent and well-intentioned. He is a newly
As a wandering representative of Psion City, Hareth’s enrolled Restorationist and eager to delve into the guts of
job is to seek out worthwhile espers and try to entice them any machine, even if he hasn’t the faintest idea what it
to live in Psion City—or at least work for it. She is a very might do. He is nosy and overly helpful, always trying to
soft-spoken plant, and not aggressive in the least. She put his hands into a job at just the wrong time. He works in
prefers social confrontation to physical confrontation. the Restorationist Hall in Ascension, but is readily available
Hareth carries a rapier and a flintlock pistol for defense. for any adventure.
She keeps a tangier hidden in her vines for really bad He carries a revolver (2d8 damage, rate of fire 2) and
situations. She never wears armor, and studiously avoids seems to have a good supply of bullets. He can bite (ld6
any situation where it might be necessary. damage), but prefers not to. Quisit refuses to wear armor of
any sort, preferring to run away in the face of danger. At
Juchi the Beak any given time he has ld4 useless artifacts with him (roll on
Carrin; AC 13; MD 19; HP 69; THAC +9; #AT 1 or ld4 thejunk, Baubles & Curiosities Table on page 80). When he
(using quills); Dmg 2d8 or 4dl0 or ld4; Hth 19; Spd 6/16; is bored, he pulls one out and begins fiddling with it, much
Per 9; St - 1; RU - 1; UA 3; RR 8. to the consternation of everyone around him.
Mutations: Partial carapace (AC 15 from behind);
quills: poison, quills (intensity 12, destructive), telepathy Sir Ren
(17). PSH; EN 5; AC 21; MD 11; HP 97; THAC +7 (+6);
Juchi is a carrin trader operating between Ascension and #AT 1; Dmg ld6 + 2+4dl0or ldS + 2; Hth 14; Spd 13; Per
various towns in Miacholin. He is a scheming bird, 17; St +1; RU +3; UA 3; RR 20.
scrambling to amass enough money to become a big- time PS 15; DX 13; CN 17; MS 11; IN 17; CH 19; SN 14.
player in carrin politics. He hopes to develop a stable flow Class Skills: Combat Leadership 8, Makeshift Weap-
of trade between Ascension and Miacholin and carve a on/Armor 6, Size-Up Opponent 10.
small merchant’s monopoly for himself. He has arranged Ren is a respected member of the Knights of Genetic
for accidents to befall his competitors several times in the Purity. Like many members of that cryptic alliance, he
past. He is unusual among carrins in that he is slightly believes himself to be superior to all mutated species.
mutated (partial carapace). This has ostracized him Unfortunately, he is a rather superb physical example of a
somewhat from other carrins. true man, which makes it difficult to argue tlie point with
Like all carrins, Juchi has blood bird retainers—three of him. However, his attitudes and values are rather vile. He
them. They act as spies, scouts and couriers. He also has a actively hunts altered humans and kills them. Their deaths
mutated hyena that acts as a bodyguard. Juchi personally are rather slow since he tortures them for information on the
keeps a revolver (2d8 damage, rate of fire 2) in a belt whereabouts of other mu-
holster and has a screamer (4dl0 damage) hidden away that
he can use in emergencies. At any given
186
Tables, diagrams, lists and maps are listed in the the separate table index, ss
main index (in italic) and in below.
» AT............................................................. 183
About This Game..............................................4
AC (Armor
Class) 23, 55, 113, 121, 141, 183
Achilles Heel (D) .......................... 26
Activity Cycle ............................................. 142
Adamant ...........................................................6
Adaptation ......................................................26
Adjusting Mutated Animals .....................9
Advancement, Character
Sec Level Advancement
Adjusting Sentient Plants ............................... i5
Al Guidance ..................................................112
Aimed Shots ...................................................60
Air Analyzer .................................................118 Combat
Air Sail ...........................................................26 ( onibat
Allergy (D) ....................................................27 Combat
Alligator .........................................................12 Combat
Allurement .....................................................27
(.ommon
Altered Humans ................................................9 Common
Altered Ones......................................................6 Common
Ammunition ...................................................96 (ommon
Armor Piercing .........................................97 Common
Hollow Nose .............................................97 Common
Incendiary .................................................97
Tracer .......................................................97
Ancients ...........................................................6
Animals ............................................................9
Announcing Intended Actions . . 54 Anti-Life Leech 27
Antigrav ....................................................... 118
Antigrav Pods .................................................86
Antigravity .....................................................72
Antlers.............................................................34
Approximate Metric Conversions 1
Table .......................................................48 (>o
Archivists, The
(Servants of the Eye) ...............................127
Area ................................................................48
Area Effect Weapons ......................................57
Arks (Hound Polk) ...................................... 143
Armadillo ...................................................... 12
Armor .......................................................... 119
Armor Classes of Common Materials
Table .......................................................61
Arns (Dragon Bugs) .................................... 143
Artifact Armor fable .......................................95
Artifact Breaks ...............................................66
Artifact Complexity .......................................65
Artifact Examination Modifiers . .68
Artifact Ranged Weapons Table. .94
Artifacts .................................................6, 168
Ascension .................................................... 170
Assault Rifle ..................................................97
Assumed Broken.............................................66
Assumed Useless............................................66
Attack Roll Formula........................................55
Attack Roll, The .............................................55
Attacks ..................................................121.141
Attercops (Blackuns) ................................... 144
Attraction Odor (D).........................................27
Attribute Check Roll Formula . . . 69
Attribute Checks ............................................69
Attribute Modifiers ........................................16
Attribute Modifiers Fable . . . 16. 23
Attribute Scores ............................................ 15
Avg. Cost............................................. 113
Avoid Anifact Disaster....................................21
Background Radiation ....................................64
Badders (Burrowers)............................144
Badger ............................................................12
Bandaging ......................................................58
Base Animal Stock ........................................ 10
Base Animal Stock List ............................ 12-13
Base Experience Point Value
Fable .................................................. 140
Base Plant Stock List......................................14
Basics of Technology. The ...................72
Bastion..........................................................170
Bat ................................................................. 12
Baubles (Complexity 7) ....................78
Bear ............................................................... 12
Beguiling........................................................27
Berserk............................................................59
Big John .................................................. . . 184
Billy ............................................................ 183
Binoculars ......................................................86
Blaashcs (Gamma Modis) ........................... 145
Black Ray Rifle ..............................................97
Blaster, Mark V ..............................................97
Blaster. Mark VII ...........................................97
Blights (Cloud Worms) ............................... 145
Blinded ...........................................................59
Blood Birds (Red Deaths) ............................146
Boar ...............................................................12
Bodily Control ...............................................28
Body Change (D) ...........................................28
Bones of the Giants .........................7
Bonparr ....................................................... 172
Bon Yuron .................................................. 172
Brotherhood of Thought .............................. 128
Brush ............................................................. 14
Brutorz (Big Walkers)...................................146
Bubble Car ...................................................114
Bull ............................................................... 12
Bulletproof Vest .............................................98
Burning River ............................................. 1~5
Cal-Thens (Elying Rippers) ... 142
Called Shots .................................................. 60
Camel ............................................................ 12
Campaign .................................................... 166
Captain Bayhar............................................ 185
Car. Atomic...................................................115
Car. Bubble See Bubble Car
Car, Primitive ...............................................115
Carapace ........................................................28
Cargo in Kg.................................................. 113
Carnivorous Jaws............................................28
Carrins (Dark Emperors) ...............................14'
Cataclysm ........................................................."
Centisteeds (East Trotters) .......................... 148
Chameleon .................................................... 12
Chameleon Power...........................................28
Character Advancement-
See Level Advancement
Character Attributes bv Genotvpe 'Ta ble ..... 15
Character Classes ...........................................19
Character Generation .......................................8
Character Generation Process
Checklist ................................................... 8
Character Record Sheet .191-192
Charging ........................................................50
Charisma (CH).............................................. 16. "0
Cheetah ..........................................................12
Chemex Warhead ........................................ 108
Chemical Susceptibility (15)...........28
Class Skill ('heck Roll Formula .. 69
Class Skill Checks .........................................70
Class/Lvl ......................................................183
Classification (Robot) ...117, 121
Cavil .................................................... 11"’
Corporate .............................................. 11"
Military ..................................................117
Personal ................................................ 117
Climatc/Terrain ............................................142
Climbing.........................................................51
Cloud Towers ................................................
Combat ........................................................ 142
Combat Sequence.....................................53
Announcing Intended
Actions ..........................................54
Initiative............................................. 54
Surprise h 14 apai 11 at cd 1 Hi iaisi ions table ('ommon Melee Weapons. Ашпч anil Ranged Cougar
Result ing ( .anbat ( omb.U Modihvts Menial .Altai ks Ranged ( ombat Uc.i/'iva table* Cover
Aimed Shots Berserk Blinded ( ailed SI к Unarmed t onih.n Leadciship Modifiers Common Ranged Weapon* lablc (.ommon Robi'h CPU
as ( ovet Dodging R.ingc, Modifier* lablc Sequent c Armoi table Art ilai is (ommon Weapons and Atm< (.ommunit aiions \ Crab . .
Damage Amlait* lablc Elements of Meiiga Elements <4 8<H Sensors (..ommutiK ana Crawling
E.ftci is of Damage Bandaging ictv Equipment (omputet Sight . . . Confusion ( rcated. 1 lie (Ma< hmisis) (.reatlire buttsi ц s
Bead Common Equipment I a*i ('ommon Melee Weapon* (onst itui ion (( N I Creatures
(ontait Poison Sap Conversion Beamer Crvptu Allianic(s) Curiosities (Complexity
10) Curse ■ l.cgai у. I he
Dabbers (Brown Beggars) ........................ 148 Explosive Seeds ........................................ 31 Healing ..................................................... 60 Keeshins (Water Weirds) 1
55
Damage .................................................... 57 Fadeout (D)............................................... 31 Health ....................................................... 23 Kinetic Absorption............................. 15
Damage Effect Summary........................... 59 Failure ...................................................... 66 Health Hazard Knights of Genetic Purity
Dangerous Event ...................................... 66 Falling ...................................................... 52 Attack Roll Formula............................. 61 (Purists)...................................... 1
Datun ........................................................ 173 Falls Apart................................................. 66 Health Hazard Lake Heron ....................................... 11. Г 6
Dead ......................................................... 59 False Function........................................... 66 Effect Stage Formula ........................... 61 Lake Ire ............................................. 1
Death Field Generation ............................. 29 Fauna ........................................................ 166 Health Hazards.......................................... . 61 Lake Mitchgloom .............................. " Г
Debihtative Poison Table.......................... 62 Fear Generation ........................................ 31 Heightened Raiance . 3.3 Lamprey Disk 8 1
Deer........................................................... 12 Fens (Man-Fish) ....................................... 149 Heightened Mental Attribute . . . 33 Language ........................................ 01 1
Density Control, Others ............................ 29 Fermee....................................................... 174 Heightened Physical Attribute . 33 Laser Guidance ................................. .112 68
Density Control, Self................................. 29 Finger Vines ............................................. 31 Heightened Precision ................................ 33 Laser Guns......................................... 1
Derived Attributes .................................... . 23 Fire Extinguisher....................................... . 88 Heightened Sense...................................... . 33 Laser Sight.................................... 01 1
Descriprion(s) ..........................114, 142 Fireman’s Suit........................................... - 99 Heightened Speed ..................................... . 34 Leaping............................................ '
.................................................121, )1 1
Designer Poisons....................................... 63 Fission Cannon ......................................... 99 High Explosive Warhead .......................... 109 Legs ..................................................
18
Destructive Poison Table .......................... 62 Fission Warhead ....................................... 108 High-Level Radiation Table ... . 63 Level (Creatures)................... 1
Detect Ambush/Trap................................. 22 Flame Thrower ......................................... 99 Hissers (Man-Snakes) .............................. 151 Level Advancement 25
Devolution ................................................ 29 Flare Warhead, Parachute ......................... 109 Hit Dice..................................................... 141 Levitation .......................................... >
Dexterity (DX)........................................16 , 70 Flcshius (Flying Fish) ............................... 149 Hit Points Lexicon, Computer............................. 5. 88
Die Roll, The ............................................ . 54 Flight ........................................................ 118 (See also HP) ........................24, 121 Lieutenant Finbatк............................. .
Diet .......................................................... 142 Flitter......................................................... 115 .......................................................113,
Holding Initiative...................................... . 54 Life Force Derec tor 89, 1
Diminished Sense (D) .............................. 29 Flora ......................................................... Hoops (Floppsies)..................................... 152 Life Leech .................................... 18 1
166
Directional Sense ...................................... 29 Flower ...................................................... 14 Hoppers (Jackalopes) ............................... 152 Lift Pack ............................... 5 . 89
Disaster Robot .......................................... 122 Flying........................................................ . 50 Horl Choos (Porcupine Plants) . 153 Lightning . . ...........................
Displacement ............................................ 30 Flying Blades............................................. 99 Horns or Antlers........................................ . 34 Lils (Wee Ones).......................... 1
Dissolving Juices ...................................... 30 Followers of the Voice, The Horse ........................................................ . 12 Liquid Durallov ............................ 55 84
. . . .
Distance.................................................... . 48 (Programmers) ..................................... 130 Hostility Field (D) .................................... . 34 List of Abbreviations .........................
12
Diving for Cover....................................... . 57 Force Field Generation.............................. . 32 Household Robot ...................................... 123 Live Metal .................................... -
Dmg ......................................................... 183 Force Field Generator................................ 100 Hovercraft ................................................ 115 Locomotion .................... 1
Dodging ................................................... . 59 Force Field(s) ................................73,119, 121 HP (Hit Points) ....................................55, 183 Loot .............. .................. "
’8 '
Domars—See Money Fox ........................................................... , 12 Hth ........................................................... 183 Loot Table .........................................
9
Doubled Pain (D)...................................... . 30 Fragmentation Warhead ........................... 109 Hunting..................................................... . 22 Low-Level Radiation ........................ . .
Doyieto ..................................................... 173 Frequency ................................................. 142 Huush ....................................................... 176 Machine Gun .................................... . .
Dr. Clavius ............................................... 184 Frog .......................................................... . 12 Hypnosis ................................................... . 20 Machine Pistol ........................ 1
Drone Weaver ........................................... . 98 Fruit........................................................... . 32 I.D. Cards Table........................................ . 83 Mad Zone .......................................... . . D ’
Drop Belt .................................................. . 86 Fungi ......................................................... , 14 I D. Cards ................................................. 120 Magmatap ......................................... . . 1'8
Dual Brain................................................. . 30 Futuristic Weapons & Armor Civil Authority Override .... 120 Magnetic Control .............................. 1
Duality ......................... - 30 (Artifacts) ............................................ . 96 Common .............................................. 120 Makeshift Weapon/Ainioi . 5.
Duck ......................................................... . 12 Gary........................................................... 174 Maintenance ........................................ 120 Making Creatures & Monsters 1
Ducallov ...............................................72, 119 Gas Bags ................................................... . 32 Program Override................................. 120 Making of a Robot. The . . . .42 .
Durallov Shield......................................... . 98 Gas Generation.......................................... . 33 Security Override ................................ 120 Man. Class......................................... 116 i
DX, PS ..................................................... 121 Gas Mask .................................................. . 88 Supervisor ........................................... 120 Maneuverability ........................... ll )
Earthwound............................................... 173 Gas Wai head............................................. 109 Identify Mental Power .............................. . 20 Manipulators .... 1
18 1
ECM Warhead........................................... 108 Gatling Gun .............................................. 100 Illusion Generation ................................... . 34 Mantas (Green Renders)
56
Ecobot ...................................................... 122 Gators (Green Hissers) .............................. 150 Immunity .................................................. . 34 Map of Meriga ................................ Г
Effects of Damage .................................... . 58 Geiger Counter.......................................... Incapacitated............................................. . 59 Maps, The..................................... 1. 169
. 88
Effects of Encumbrance Genotype(s) ............................................8, 183 Incapacitated and Unconscious . . 62 Maser Pistol or Rifle ......................... 1
(Meters/Round) fable ........................... . 52 Gills .......................................................... . 33 Industrial Robot ........................................ 123 Mass Mind ................................... 02
. . 16
Electrical Generation ................................ . 30 Glow Cube ................................................ . 88 Infravision ................................................ . 35 Max Speed . . .................................... 1
Elephant .................................................... . 12 Glow, The.................................................. . . 7 Initiative ................................................... . 54 Ml) (Mental 11
Empathy ................................................... . 31 Gorilla ...................................................... . 12 Ini ............................................................. 141 Defense) . ... 24, 58. 4 1.
Encumbrance ............................................ . 52 Gran Rads ................................................. 174 Intelligence (IN)......................................16, 70 Medibot ........................... 18 1 1
Energy Absorption .................................... . 31 Grasshopper .............................................. . 12 Introduction .............................................. ..4 Medikit ........................................ ?•). 89
Energy Cloak............................................. . 86 Gravity Gun .............................................. 100 Intuition .................................................... - 35 Menarls (Slime Devils) ..................... I
SO 5
Energy Mace ............................................. . 98 Gravity Warhead....................................... 109 IR Cameras ............................................... 118 Mental Attack Damage . . .
Energy Metamorphosis.............................. ■ Green Folk ................................................ ..7 IR Goggles................................................ . 88 Mental Attacks .................................. 8 5
Energy Reflection ..................................... 31 . 31 Grenade..................................................... 101 IR Sight (Scope) ....................................... 106 Mental Blast ................................. ’ 1
Energy Reflection Diagram . . . . . 31 Grenade Launcher .................................... 101 Iron Society, The....................................... 132 Mental Control .................................. ... 16
Energy Sensitivity (D) .............................. ■ Grenade Scatter Diagram ........................ . 56 Jagets (Savannah Cats)............................... 153 Mental Invisibility . . 16
Enforcer..................................................... 31
- 19 Grenades ................................................... 107 Jainus.......................................................... 177 Mental Multiplier.......................... 1
Entropy is Convenient .............................. Grenades, Missiles, Micromissiles Jan-Jane...................................................... 184 Mental Mutations .............................. . 142
F.nvirolvzer .................................. . 88 and Smart Darts ................................... 107 Jog or Trot ................................................. . 49 Menial Mutations Table . . 18
Equipment .................................78, 121 Grens (Green Men) ................................... 150 Juchi the Beak............................................ 185 Mental Paralysis ............................... 1
..................................................119, " 1
Esper ......................................................... . 20 Gruesome Afbayz...................................... 176 Jumping ..................................................... . 51 Mental Reflection ..............................
"
Examiner .................................................. . 20 Guidance Systems..................................... 111 Junk (Complexity 4)................................... . 78 Mental Strength (MS) ...................... 16. '()
Examining & Using Artifacts . . . . 64 Hand/Claw ................................................ 119 Junk, Baubles & Curiosities Mentally Defenseless (D) . . . r
Experience Pome bonuses table . 169 Hands of Power ........................................ . 33 (Large Items) Table.............................. . 81 Metamorphosis .......................... S
Experience Point Modifiers Hareth ....................................................... 185 Junk, Baubles & Curiosities MHAC (Mental Hit "
Table ................................................... 141 Harmony ................................................... 176 Table ................................................... . 80 Armor (.lass)................................ 21, 5'
Experience Point Value ............................ 140 Hawk ........................................................ . 12 Jury-Rig .................................................... . 21 Miacholin ....................................... 1
.’8 .
Experience Points (Awarding) . . 168 Hawkoids (Terror Birds) ........................... 151 Kai Lins (Lizard Bushes) .......................... 154 Micromissile .....................................
102
Experience Points per Level Hazmat Suit .............................................. 101 Kangaroo................................................... . 12 Missile .................................. 1
Table ................................................... . 25 Healers (The White Hand) . . . . 131 Katkins ..................................................... 154 Missiles and Micromissiles . . .02
10'
г 11; Index
Mission Statement .................................... 121 Gas Generation..................................... 33 Teleportation ......................................... 46 Podogs ......................................... 1
Mixed Initiative ........................................ 54 Gills ..................................................... 33 Thorns or Spikes .................................. 46 Poison 45
0
Molecular Disruption ................................ 37 Hands of Power ................................... 33 Thought Imitation ............................ 46 Poisonous Thorns ..................................... 4
Montv (Domars) Table.............................. 168 Heightened Balance ............................. 33 'Total Healing ...................................... 47 Poisons & Drugs........................................ 06
11
Money ...................................................... 167 Heightened Mental Attribute 33 Transfusion .......................................... 47 Police Robot ..............................
24
Monkey .................................................... 12 Heightened Physical Attribute 33 Ultravision............................................ 47 Poor Dual Brain (D) .................................
Mood ........................................................ .5 Heightened Precision ........................... 33 Vocal Imitation .................................... 47 Poor Respiration (D) 4
Morale ...................................................... 141 Heightened Sense................................. 33 Will Force ......................................... 47 Porcupine ................................................. 3
Mosquito .................................................. 13 Heightened Speed ................................ 34 Wings .................................................. 47 Portent....................................................... 0
Morion Detector ....................................... 90 Horns or Antlers................................... 34 Mutations Table ........................................ 17 Power Oil, Atomic .............................. 0
0
Movement ................................................. 49 Hostility Field (D) ................................ 34 Napless ................................................ 179 Power ( ell ( hrmu -.il 01
0
Charging .............................................. 50 Illusion Generation .............................. 34 Narl Fps (Ghost Trees) ............................. 157 Power (Sell. Hydrogen
Climbing ............................................ 51 Immunity ............................................. 34 Navigate ................................................... 22 Power Cell, Solar ............................ 9
Crawling ....................................... 50 Infravision ........................................... 35 Needier ..................................................... 103 Praying Mantis ........................ A
Encumbrance ....................................... 52 Intuition ............................................... 35 Neural Bite ............................................... 103 Progress ........................................ (
4>
Falling ............................................... 52 Kinetic Absorption............................... 35 New Body Pans ........................................ 39 Projectile Seeds
1
Hying.................................. 50 Levitation ............................................. 35 Night Vision ............................................. 39 Psion City ................................ Г
Jog or Trot .......................................... 49 Life Leech ............................................ 35 Nocturnal (D) ........................................... 39 Psvchomctrv 40
Jumping ................................................ 51 Magnetic Control ................................. 35 Nograin ..................................................... 7 Pure Strain 1 lumans 1
8
Leaping ................................................ 51 Mass Mind............................................ 36 Non-Player Characters ............................. 15 Pyro/Crvokinesis....................................... 4
Running ..................................... 49 Mental Blast ........................................ 36 Nuclear Fuel Cell ...................................... 90 Quills or Spines 4
Searching.............................................. 50 Mental Control ..................................... 36 Num. Seats ............................................... 113 Quistt........................................ 1
Swimming ............................................ 50 Mental Invisibility ............................... 36 Number..................................................... 141 Raccoon ........................... 83
0
Walking ............................................... 49 Mental Multiplier ................................. 36 Obbs (Flying Eyes) ................................... 157 Rad Badge ................................................
]
While Fighting ..................................... 50 Mental Paralysis .................................. 37 Octopus .................................................... 13 Radar .................................. .................... 1
Movement Rates (Meters/Round) Mental Reflection ................................ 37 Optional Bandaging Rule ......................... 59 Radiating Eyes 4
Iable .................................................... 50 Mentally Defenseless (D) .... 37 Optional Grenade Blast Zones Radiation................................................... (
Multiple Limbs ......................................... 37 Metamorphosis .................................... 37 Table ................................................... 108 Radiation Sickness .................... 6A
Musket Balls and Gunpowder . . 95 Molecular Disruption ........................... 37 Optional Radiation Rule ........................... 64 Radiation Suit.......................... 1
Mutated Animals (New Animals) .9 Multiple Limbs .................................... 37 Optional Rule (Attribute Check Radio 10
Mutation(s) .....................................16, 63 New Body Parts ................................... 39 Difficulties).......................................... 70 Radioactivists, The ................................... I
..........................................................26 30
Achilles Heel (D) ................................. 26 Night Vision ........................................ 39 Optional Rule (Deciphering Radios (Listen-Only and 1 lam)
Adaptation ........................................... 26 Nocturnal (D)........................................ 39 Artifacts) ............................................. . 66 Rakoxrn .................................................... 11
Air Sail ................................................ 26 Oversized Limbs .................................. 39 Optional Rule (Encumbrance) . . . 53 Rambling Woods ...................................... 16
Allergy (D) .......................................... 27 Periodic Amnesia (D)........................... 39 Optional Rule (Warheads)......................... Ranged Attack Combat Modifiers 8
108
Allurement ........................................... 27 Phobia (D) ........................... 39 Ordnance Guidance .................................. 111 Iable ................................................... (
Anti-Life Leech ................................... 27 Photodependent (D) ............................. 40 Organization.............................................. 142 Ranged Combat . ...................................... 5i
Antlers.................................................. 34 Photogeneration ................................... 40 Orlens ....................................................... 158 Ranged Weapon Ba.se Damage 05
Attraction Odor (D).............................. 27 Photokinesis ......................................... 40 Ostrich....................................................... . 13 Ranged Weapon Rate of Fire 40
-.
Beguiling.............................................. 27 Photosynthetic Skin ............................. 40 Other Artifact Weapons Table . . . 96 Ranges .....................................
Bodily Control ..................................... 28 Plant/Animal Control ........................... 40 Ochci Attributes........................................ 1 19 Ranges Iable ........................................ 6.
Body Change(D) .................................. 28 Poison .................................................. 40 Other Noncombat Actions .... . 69 Ranks of the Fit, The 5
Carapace .............................................. 28 Poisonous Thorns ................................ 40 Otter ......................................................... . 13 (Bonapartists) .................................... . 1
Carnivorous Jaws.................................. 28 Poor Dual Brain (D).............................. 41 Oversized Limbs ....................................... . 39 Rates of Fire and Cleaning........................ .
Chameleon Power................................. Poor Respiration (D) ............................ 41 Parachute................................................... . 90 Razor-Edged Leaves 04
28
Chemical Susceptibility (D) . . 28 Projectile Seeds..................................... 41 Paralysis Rod ........................................... 103 Reactions 2I
.
Confusion ............................................ 28 Psychometry ........................................ 41 Paralytic Poison Table.............................. . 62 Read Schematics ..........................
2
Contact Poison Sap............................... 28 Pyro/Crvokinesis.................................. 41 Parns (Sword Beetles)............................... 158 Read/Write................................................ 2
Death Field Generation ........................ 29 Quills or Spines .................................... 42 Peace Brigade ........................................... 134 Reality 5
Density Control, Others .... 29 Radiating Eyes ..................................... 42 Per ......................................................... 183 Reassembled .........................
Density Control, Self ........................... 29 Razor-Edged Leaves ............................ 42 Percept ...............................................121, 141 Recovering Lost Hit Points . .
Devolution ........................................... 29 Regeneration......................................... 42 Perception...............................................24 , 69 Regeneration ... 64
.
Diminished Sense (D) .......................... 29 Repulsion Field..................................... 42 Perception and Stealth/ Remain Unseen....................................... .
2
Directional Sense ................................. 29 Seizures (D) ......................................... 44 Remain Unseen.................................... 119 Remain Unseen Roll Totmula 6
Dissolving Juices.................................. 30 Shapechange ........................................ 44 Periodic Amnesia (D) . 39 Remaining Unseen ................................... 8.
Displacement ....................................... 30 Size Change ......................................... 44 Phobia (D) ................................................ . 39 Remote Force Field............................ . 61
Doubled Pain (D).................................. 30 Skeletal Enhancement .......................... 44 Photodependent (D) .................................. . 40 . Remote Hand .................................. Ю
0
Dual Brain............................................ 30 Skin Structure Change (D) . . 44 Photogeneration ........................................ . 40 Repair Artifact ......................... 2|
Duality ................................................. 30 Sonar .................................................... 44 Photographic Memory .............................. . 20 Repulsion Field...................... ............. 14
Electrical Generation ........................... 30 Sonic Rlast............................................ 44 Photokinesis ............................................. . 40 Resolving Combat 25
Empathy ............................................... 31 Sound Imitation ................................... 44 Photon Warhead........................................ 109 Restorationist.s.......................................... 1
Energy Absorption ............................... 31 Spines .................................................. 42 Photosynthetic Skin .................................. . 40 Rhinoceros................................................ .
Energy Metamorphosis......................... 31 Spore Cloud ......................................... 45 Physical Mutations ................................... 142 Ride ........................ 12
1
Energy Reflection ................................ 31 Squeeze Vines...................................... 45 Physical Mutations Iable .......................... . 18 Riot Shield ................................................
0
Energy Sensitivity (D) ......................... 31 Stunning Force .................................... 45 Physical Strength (PS) ............................16, 69 Robot Recognition ............................... 2- ,
Explosive Seeds ................................... 31 Summoning ......................................... 45 Physical Strength Modifier........................ . 57 Robots .................... 1'
Fadeour (D) .......................................... 31 Symbiotic Attachment ......................... 45 Pinetos (Horse Cacti) ................................ 159 Rocket Grenade Kit 1
Fear Generation ................................... 31 Telekinesis ........................................... 45 Pit, The ..................................................... 179 Roleplaying Deciphering
Finger Vines ........................................ 31 Telekinetic Hand .................................. 46 Plant Mutations Table .............................. . 18 Artifacts .... (
Force Field Generation......................... 32 Telekinetic Flight ................................. 46 Plant/Animal Control ............................... . 40 Rolling the Same Mutation
Fruit...................................................... 32 Telepathy.............................................. 46 Plasma Gun............................................... 103 Again .............. 1
1
Gas Bags .............................................. 32 Teleport Object..................................... 46 Play of the Game ...................................... . 49 RR \............................................ 8
lech IV (Age of the Glow)..............................76 Armor Classes of Common Materials dable
lech Level Artifacts .......................................79 Chapter 11: Lndpx
.........................................................61 1ЯР
KU ...............................................................183 lech Level Artifacts Table .... 82-83 lech Levcl(s) Artifact Armor Table .....................................95
Running ........................................................ 49 .......................................... 24, 75, 121, 142 Artifact Ranged Weapons dable . 94 Attack Roll
Running a(.ampajgti..................................... 168 lech Level, Complexity ................................113 Formula..........................................................55
Sample ArutM i Complexity
lech V (Age of Live Metal) ..........................76» Attribute ('.heck Roll Formula . . . 69 Attribute
Table ........................................................65
Sample Primary Purpose Color lech VI (Age of Wonder).................................77 Modifiers dable .. 16.23 Base Animal Stock List
Schemes Table........................................ 120 lelckinesis ......................................................45 ..................................................................12-13
Sarbiscs (Varks)............................................160 Base Experience Point Value
lelckinctic Flight ...........................................46)
Stout ..............................................................22
lelekinetic Hand............................................46> Table ..................................................... 140
Screamer ..................................................... 104
Sea Lion (Seal) ............................................. 13 lelepathy.........................................................46 Base Plant Stock List..................................... 14
Searching........................................................50 leleport Object ..............................................46) Character Attributes bv Genotype
Securite Robot ............................................ 124 dable ........................................................15
Teleportation.................................................46)
Seekers (New Dawn) .................................. 138 (iliaiacici Gciiciatioii PICK css
Seeking (ruidance........................................... Ill lelescope ..................................................... 118
Seizures (D)....................................................44 Telescopic Sight (Scope) ............................ 106 Checklist .................................................8
Sense .Mental Power ......................................20 lentacles ... ...................................................119 Character Record Sheet .... 191-192
Senses , SN) .....................................16. 70 (ilass Skill Chee к Roll Formula 6
Icrleens (Tree Fish)...................................... 164
Sentient Plants .............................................. 14 o
Seps (Land Sharks) ................................... 161 terminology ...................................................6> Combat Modifiers Table.............................. 5
Common Armor lable 0•
Sequent, e of a Combat Pound Termite ......................................................... 15
Summary...............................................5 3 'lerritorv ...................................................... 121 Common Artifacts dabic 8)
Serfs (Thought Masters).............................. 161 58
THAC Scores .............................................. 119 Common Equipment List
Serious .............................................................6
111AC (lb Hit Armor Common Melee Weapons lable 94
Seroon Lous
Common Melee Weapons, Armor 3
; 1 launtcd Fruit Frees).......................... 162 (lass) ............... 24. 55, 12 1, 141. 183
Shapeciiange ..................................................44 d'horns or Spikes ..........................................46) and Ranged Weapons lables 9
Sliatk ..............................................................13 Common Ranged Weapons lable 9
Sheep. Bighorn ............................................. 13 Thought Imitation .........................................46)
Ihrown Objec t Scatter Distance Damage Effect Summary ....................... 5
Shilith .........................................................186)
Debiiitative Poison lable 9(
Shotgun.........................................................104 Table ....................................................56)
Sights & Scopes........................................... 106 Destructive Poison lable >
(
1'щег .............................................................. U
Sir Ren ........................................................ 185 Effects of Encumbtancc G
Time ..............................................................49
Size ................................................... 121, 141 Time Measurements List ................................49 5
Size Change ...................................................44 (Meters / Round liable
4ool Set ..........................................................92 Energy Reflection Diagtam 21
Size-Up Opponent ......................................... 19
Skeletal Enhancement ....................................44 dore Warhead .................................................Ill 11
Experience Point Bonuses lable
Skills, (.lass ....................................................19 dotal I Icaling .................................................47 Experience Point Modifiets 6
Skills, Common .........................................2 } Ibxin Neutralizer ............................................92 1
Skills, Enforcer ............................................. 19 dable .....................................
Fracking .........................................................22 42
Skills Esper.....................................................20 Experience Points pct Leve l lable
Skills. Examiner .............................................21 Tracks ..........................................................118 Grenade Scatter Diagram 55
Skills. Scout....................................................22 Trains and the Like ..................................... 115 Health Hazard 6
Skin Struc ture Change (D) ............................44 Attack Roll Formula (
Transfusion ....................................................47
Skunk ............................................................ 13 .
dree ............................................................... 14 Health I lazard
Skv Chariot ......................................................7
Skvoto Dani ................................................ 180 droyt.............................................................181 Effect Stage Formula 6
Sleeths (Seer Lizards) ................................. 162 I'rue Function ...............................................66) High-Level Radiation lable 6
Shvkin ........................................................ 186) l.D. Cards lable ..................... 8
dun It ............................................................. 13
Smart Dart(s) ..................................... 104, 107
Smoke Warhead ...........................................109 UA ............................................................. 18.1 Junk, Baubles & Curiosities
Snake ........................................................... 1.3 Ultravision......................................................4" (Large hems) Table 8
Sniper Rifle ................................................. 104 Unarmed Combat............................................58 1
Junk. Baubles Sc Curiosities
Society ........................................................ 142 8
Unconscious ..................................................59 dable .............................................
Sottrock ............................................................"
Solar Charger .................................................92 Unusual Movement Actions .... 50 Use Artifacts List of Abbrcviations 10
Sonar ..............................................................44 ........................................................................24 Loot lable..................................................... ’2
Sonic Blast .....................................................44 Use Artifacts Diagram ...................................(C Map of Mrriga 1o
Soul Beshes (Skeeters) ................................ 163 Use Artifacts Diagram Results . . . 66> Use Mental Mutations dable .............................. 1
Sound Imitation .............................................44
Artifacts Diagram Usage 8
Spd............................................................... 183 Money (Domars) lable.............................. 1
Special .Actions .............................................68 Summary.................................................66» 6
Movement Rates ( Meters/Round )
Speual Attack Rolls Summary .55 Use Artifacts Diagram, The..........................65 dable . .......................................... 5
Special Powers............................................. 142 Ussquilhgor.................................................186) Mutations dable ................................ 10
Speed .....................................24, 121. 141
Vehicles ...................................................... 113 Optional Grenade Blast Zones
Spider ............................................................ 13
Spines ............................................................42 Vehicles lable ............................................. 113 dable .................................................. 1
Spore 6 loud ...................................................45 Vibroblade and Vibrodagger . . . 10(> Vine . 14 0
O
Other Artifact Wc-.ipons lable .
Sports Gear ..................................................105 Vocal Imitation ...............................................47 (o
Paralytic Poison dable
Spring’s Field .............................................. 180 21
Voltmeter........................................................92 Physical Mutations Table
Squeekcts ( Kmg Rats) ................................ 165
Volume ..........................................................48 Plant Mutations dable ............................... 81
Squeeze Vines.................................................45
Squirrel, Plying ............................................. 13 Walker......................................................... 181 8
Ranged Attack Combat Modifiets
St .................................................................183 Walking .........................................................49 Table ................................................. (
Stagon ......................................................... 167 Warbot......................................................... 125
Ranges lable ........................................... 5>
Starting Equipment ........................................25 Wardents (Devo Beasts) ............................. 164 (O
Remain Unseen Roll Formula
Starting Position ............................................66 Warheads......................................................108 S
Sample Artifact Complexity
Stealth...................................................24, Waiheads tot Grenades and Missiles dable .................................................... O
...............................................................68 Table ........................................................95 S
Sample Primary Purpose Color
Stealth Roll Formula ......................................68 Warheads. Grenades & Guidance Schemes diiblc...................................... 1
Stealth/R.U..........................................121. 141 Systems Table ............................................8 3 2
Sequence of a Combat Round
Structural Damage .........................................60 Wasp ............................................................ 1.3 5
Summary ...........................................
Stun Ray Pistol or Rifle ...............................105 Weasel ...........................................................13 Special Attack Rolls Summats 5
Stun Warhead............................... 45, 111 Weather ...................................................... 16’’ Stealth Roll f ormula ................................ 6
Stunning force ...............................................45 Weight ...........................................................48 Summary of Derived Attributes 8
Submersible ................................................ 118 W'heels........................................................ 118 Table .................................... 2
Succulents ..................................................... 14 While Fighting (Moving)................................50 5
Surprise Results Summary
Summary of Derived Attributes Wild and Wahoo ..............................................5 45
Surprise Roll formula
Table .....................................................2.3 W’ild Lands ................................................ 181 deed) Level Artifacts Table 8. 2
Summoning ..................................................45 Wdlderness Survival ........................................2 3 -
d’hrown Object Scatter Distance
Will Force ....................................................47’ 5
Sun Bolt .......................................................7 lable ...............................................
Wings 4 (4
Supporting Characters .................................. 183 l ime Measurements List
Wdnisleans (Tangle Vines) ......................... 165 9
Surprise ........................................................53 Lise Artifacts Diagram
Wire Guidance ............................................... И 2
Surprise Results Summary .............................54 Use Artifacts Diagram Usage
Wolf.............................................................. 1.3
Surprise Roll Formula....................................53 Summary............................................ (
XP See Experience Points i1
Swim(mmg) .........................................23, Vehic les lable
(Awarding) & Level Advancement XP Value
...............................................................50 Warheads lot Grenades and Missiles
........................................................... 121, 142
Symbiotic Attachment ...................................45 lable .................................................... o
Yexils (Orange Darters) .................... 165 s
Tangier.........................................................105 Warheads, Grenades A Guidance
You’ve Done Phis Before ................................7
dangler Warhead.............................................Ill Systems dable ............................ 8
Yrsahl ......................................................... 181
Ta.sci .......................................................... 105
Zoopremists................................................. 159
lech 0 .............................................................75
lech I (Age of Fire) ........................................75
Tables, Lists, Formulas, Maps and
Tech II (Age of Metal) ...................................75
Diagrams
lech III (Age of Reason) ................................75
Approximate Metric (ionversions dable 48
190
GAMMA WORLD3
Rules
Perception
□ О
Force field | | Itjln on Force field
□ PfayiiCal Mutations
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GAMMA WORLD’
Rules
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Adventure Notes
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fl rainbow of flicK ering colors dances across the night sky. T irninj, you shamble off into the jumble of cloud
h^u/nra pmirf tho glow. 1/V/th ал effort of willpower you float over the gaping chasm of aoftrock and steel.
Your large, webbed feet paddle the air slowly.
Uuddunly, yuu detect a dim mind signal. Your antennae seek its direction. Knights of Genetic Purity! Quickly
you unhoister your
weapons, all four arms moving in smooth harmony. Tracing the cryptic symbols of the ancients on ita metal
skin, you awaken the sun bolt gun. If the air currents stay strong, you might тако it гэогооа bho chasm
before the Knights arrive.