reading along in the rules to create your starting D&D Gamma World character. Name your character. What do othe rs call you? NAME
4 Choose your armor and weapon. At
have one explorers kit (and ever ythin 1st Level, you g in it). You Roll character origins on the Character also make 1d4 + 1 rolls on the Start Origin ing Gear Table: 1a Table: GEAR (MUNDANE GEAR & OMEGA SALV AGE) ORIGIN 1 (FIRST) ORIGIN 2 (SECO ND)
Record the traits for your two origi
ns, and the 1b critical of your choice if youre at least level 2: TRAITS (ORIGIN 1 AND 2)
5a Determine your hit points. Also, fi
ll in your speed: HIT POINTS SECOND WIND Hit Points Bloodied 1/encounter (minor action) regain hit points equal to bloodied value CRITICAL (LEVEL 2): and gain +2 bonus to all defenses until the start of your next turn. CRITICAL (LEVEL 6): 12 + Con+ 1/2 hp 5/lvl after 1st
Record the novice power of your fi
1c novice power of your second origin, rst origin, the and if you are SPEED: 3rd level or higher, the utility power POWERS of your choice: 5b Determine your defenses. Your defe to 10 + your level + the better of two nses are equal scores: Novice Primary: AC (DEX OR INT MODIFIER) Novice Secondary: ALSO: For AC, add armor bonus + shiel d bonus, Utility (Level 3): if any, and only add Dex or Int if wear ing light or Expert Primary (Level 5): no armor.
Utility (Level 7): FORTITUDE (STR OR CON MOD
IFIER) Expert Secondary (Level 9): REFLEX (DEX OR INT MODIFIER)
You get an 18 in the primary ability
WILL (WIS OR CHA MODIFIER) 2 first origin and a 16 for your second score of your primary ability scores for your origins origin (20 if the 5c Your attack bonus is your ability mod ifier + your match). Roll level + accuracy bonus for the weap 3d6 for each remaining score. Next, on or power. see the ability Your damage bonus uses the same abili modifier chart for each score; place ty modifier that value + as the attack bonus + either your level your level in the parentheses: or twice your level. Also, fill in your initiative score ABILITY SCORES (+MODIFIER) : INITIATIVE (DEX MOD + YOUR LEVEL + MODIF IERS): STR: (+ ) DEX: (+ ) WIS: (+ ) ATTACKS CON: (+ ) INT: (+ Attack ) CHA: (+ ) Bonus Power, weapon, or salvage item Damage Damage Dice Bonus
3 Each origin provides a skill bonus,
and you gain a +4 bonus to one random skill; see the Skill Bonus Table: SKILLS Bonus Skill Name Ability modifier + your level + other mods 6 You begin with 1 Alpha Mutation (see Advancement Table) and 1 Omega Tech Character card.
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