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Gamma World Character Sheet

This document provides instructions for creating a character sheet for a Gamma World roleplaying game. It outlines filling in character details such as name, origins and abilities determined by rolling on tables, starting equipment including armor and weapons, hit points, defenses, powers granted by origins, ability scores, skills, and attack and damage bonuses for powers and weapons. The character sheet captures key stats to define a character for play in a post-apocalyptic science fantasy setting.

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Tim Cooke
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0% found this document useful (0 votes)
972 views1 page

Gamma World Character Sheet

This document provides instructions for creating a character sheet for a Gamma World roleplaying game. It outlines filling in character details such as name, origins and abilities determined by rolling on tables, starting equipment including armor and weapons, hit points, defenses, powers granted by origins, ability scores, skills, and attack and damage bonuses for powers and weapons. The character sheet captures key stats to define a character for play in a post-apocalyptic science fantasy setting.

Uploaded by

Tim Cooke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Character Traits: Details the character's unique attributes and characteristics important for gameplay.
  • Equipment and Traits: Documents the character's available equipment and additional traits affecting their abilities.
  • Character Origin: Provides sections to define the character's origins, skills, and special traits.

CHARACTER SHEET

Follow the instructions below while reading along


in the rules to create your starting D&D'" Gamma
World character.

Name your character. What do others call you)


HAM

Roll character origins on the Character Origin

Choose your armor and weapon. At 1st Level, y{;"u


have one explorer's kit (and everything in it). You
also make 1d4 + 1 rolls on the Starting Gear Table:
GEA (U
N
& OM GA SALV E)

Table:

IGI

. (FIRST)

RIG

Determine your hit points. Also, fill in your speed:


HIT P NT
:
SEeO D WIND
Hit points

8100died

l/encounter (minor action) rejain


hit points equal to bloodied value
:tnd Z3in +2 bonus to all defenses

CRITICAL (LEVEL 2):


.......................

lllltilihe start of your nett turn .


11. .... fl..
5Jlvl after 1st

CRmCAL (LEVEL 6);

lJ2hp

SPEED:

Record the novice power of your first origin, the


novice power of your second origin, and if yOll are
3rdlevel or higher, the utility power of your choice:

POWE

Determine your defenses. Your defenses are equal


to 10

+ you r level + the better of two


AC

Novice Primary, ....

OR

scores:

'N MOD

ER)

AlSO: For AC, add armor bonus + shield bonus.


if any, and only add Dex or Int if wearing light ~r
no armor.

Novice Secondary, ..
Utility (Level 3).:

I D

Expert Primary (Level 5): ..


Utility (Level 7):. .

Expert Secondary (Level 91; ........... , ..

You get an 18 in the primary ability score of your


first origin and a 16 for your second origin (20 if the
primary ability scores for your origins match). Roll
3d6 for each remaining score. Next, see the ability
modifier chart for each score; place that value +
your level in the p rentheses:

NITIATIVE (DEl( MOP + YOUR LEVU + MODIFIERS).

ABI TY SCORES !+MODIFIER)


STR:

1+... )

~~:

(+.... ) WIS: .. ..!+.

.(~~:

..!~ .. ,.J.

'N.-.::

(+

(HA:

(+ ..

Each origin provides a skill bonus, and you gain a


+4 bonus to one random skill; see the Skill Bonus
Table:

S lu
Bonus

Skill Name

IS your ability modifier + your


level + accuracy bonus for the weapon or power.
Your damage bonus uses the same ability modifier
as the attack bonus + either your level or twice your
level. Also, fill in your initiative score:

Your attack bonus

Ability modifier + your level + other mods

s .
Permission is granted to photocopy this character sheet for home
game use only. TM & (02010 \Vizards of the Coast LLC.

ATIACKS
Damage

Attack

Bonus

Power, weapon, or salvage item

Dice

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