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GAMMA WORLD

SCIENCE FANTASY ROLE-PLAYING GAME

Written By James M. Ward and Gary Jaquet

“And to there was a great earthquake; and the sun became black,... and the moon became as blood, and the stars of heaven fell
unto the earth... and every mountain and island were moved out of their places... and the kings of the earth... and every free man
hid themselves in the dens and in the rocks of the mountains... there followed hail and fire mingled with blood, and they were
cast upon the earth... and the cities of the nations fell.”

---- from The Revelation of St. John

The end of the world has fascinated religious and irreligious men for millennia and almost every conception has included
forecasts of massive, continent-rending destruction. But only with the advent of the atomic bomb has this become a very real
possibility. Modern writers have drawn on our apocalyptic heritage and the scientific facts of nuclear physics to give us a variety
of contemporary pictures of the end of life, of civilization, of man himself...

... But not quite. A few manage to cling desperately to life, to eke out a precarious and spartan existence in a vastly changed post-
holocaust world - a dangerous world peopled not only by men and animals but by mutated humanoids and mutated intelligent
animals. The competition for survival is intense and deadly.

This is the setting for GAMMA WORLD™, the latest science-fantasy addition to TSR's family of role-playing games. The rules
are designed to provide the skeleton of a game campaign. Drawing inspiration from such works as The Long Afternoon of Earth
by Brian Aldiss, Starman's Son by Andre Norton, Hiero’s Journey by Sterling Lanier, and Ralph Bakshi’s animated feature film
Wizards, the referee of a GAMMA WORLD™ campaign fleshes out the game, adding any details he or she deems necessary, and
thereby creating a unique world in which day-to-day survival is in doubt. The rules are flexible enough to allow for a variety of
approaches to the game - anything from a strictly “hard” science-fiction attention to physical probabilities to a free-flowing
Bakshian combination of science-fiction and fantasy. It is relatively simple to integrate these rules with ADVANCED
DUNGEONS & DRAGONS™ and as they were edited with this in mind.

The metric system was used in these rules for two primary reasons. First, science-fiction fans are generally much better
acquainted with the metric system than is the average citizen and its use would thus not be foreign to them. Many sf writers have
been using the metric system in stories for years, and many others turn to it each year to lend a “scientific” flavor to their stories.
Second, the U.S. is beginning to make the switch from the English system to the metric system of weights and measures as the
latter is used by most of the rest of the world. The more one uses these metric units, the more one understands them and the easier
the conversions become. A table of metric/English conversions Is given in the pull-outs at the end of the rule book. This is not
intended to be an exhaustive explanation of the metric system or the logic behind it but is merely provided as a playing aid. If you
would like more information on the metric system, we refer you to your school or public library. If you, as the referee, prefer to
use the English system, simply make the conversions and note them in the appropriate places in your rule book. We, as editors,
advise use of the metric system, however.

As with any role-playing game, the initial set-up and design of a GAMMA WORLD™ campaign is entirely up to the referee. We
have tried to offer as many aids to this process as possible within the scope of the book, but by all means use your own
imagination. This will make your campaign infinitely more enjoyable to you and your players, because it is your own creation,
than anything we or anyone else might give you into. Most basic situations which might arise are covered herein, but in a game
of this sort we obviously cannot deal with every single possibility. So, if you discover a circumstance not covered In the rules
devise a logical answer that suits you and your players. If you must write us, please phrase your questions so that they can be
answered in a very few words.

The first world is lost in the mythical past, the second was destroyed by apocalyptic energies, and now a whole new world awaits
you GAMMA WORLD™!

Tom Wham
Timothy Jones
21st July 1977

TABLE OF CONTENTS

INTRODUCTION
HOW TO USE THIS BOOK
Suggested Additional Equipment
Dice in GAMMA WORLD
DESIGNING GAMMA WORLD
Settlements
Ancient Areas
Other Suggestions
The First Scenario
CREATING CHARACTERS
Character Types
Basic Attributes
Non-Player Characters and Creatures
Hopeless Characters
MUTATIONS
Physical Mutations
Mental Mutations
Plant/Vegetable Mutations
Creating Non-Player Creature Mutations
PLAY OF THE GAME
Time, Movement, and Turn Length
Combat
Encounters
The Creatures
Cryptic Alliances
Hazards
Artifacts and Equipment
Standard Devices, Units, and Materials
Trade, Value, and Exchange
Healing of Body Damage
Relatives
Languages
Robotic Units
Experience
EXAMPLE OF PLAY
Sample World Design
Starting the Campaign
Example of a Referee Moderating an Adventure

INTRODUCTION

Man, from Australopithecus africanus and Homo erectus to Homo sapiens, may have existed on earth for hundreds of thousands,
perhaps millions of years. During this time, one skill, one particular talent has set him apart from every other creature his ability
to conceive and create tools. Indeed, man has been defined as the “tool-making animal.”

From chipped rocks and polished bones to neutron bombs and computers, man has constantly been redesigning, improving, and
refining his tools to meet his ever-changing needs. Some have been toys for children. Some have improved his life style. Others
have been necessary for his survival. A few have nearly caused his extinction.

Early in the 24th century, mankind’s existence was unparalleled. The rape of the earth's beauty and resources in the late 20th and
early 21st centuries had been halted and reversed, due to man’s tools. Man had reached for the stars and attained them, with the
help of his tools. Yet, in spite of these tools (or perhaps because of them), the idyllic life of the 24th century came to an abrupt
end.

Having conquered the rigors of simple survival, man was able to turn his energies to more esoteric considerations - theology,
political ideology, social and cultural identification, and development of self-awareness. These pursuits were not harmful in
themselves, but it soon became fashionable to identify with and support various leagues, organizations, and so-called “special
interest groups.” With the passage of time, nearly all the groups became polarized, each expressing and impressing its views to a
degree that bordered on fanaticism. Demonstrations, protests, and debates became the order of the day. Gradually enthusiasm
changed to mania, then to hatred of those who held opposing views. Outbreaks of violence became more frequent, and terrorists
spread their views with guns and bombs.

Reconstruction of the events from 2309 to 2322 has been difficult due to the lack of intact records, but historians now generally
mark September 16, 2309 as the beginning of the period now commonly known as the Shadow Years. On that day, some 5000
members of the League of Free Men were staging a demonstration for the purpose of promoting their concepts of a united world
government. At the height of their demonstration, a small neutron bomb was detonated in their midst, killing most of the
demonstrators. Rumors held opponents of world government, a group known as the Autonomists, responsible for the terrorism,
but no guilt was ever proved.

The League of Free Men made no formal accusations, but three months later, on December 23, several hundred known
Autonomists were assassinated in separate locations. In addition, the three main offices of the Autonomists were the targets of the
release of a newly developed nerve gas. The nerve gas was responsible for approximately 3000 deaths, the majority of which
were Autonomist office personnel, but many of those killed had no connection with the Autonomists. Blame for the killings was
placed on the League, but there was no proof. The failure of official investigations to convict the perpetrators of these mass
murders created a wave of vigilante actions; retaliation followed retaliation. The problem was compounded as the terrorism
spread across national boundaries, engulfing the world with bloodshed.

As the vigilante actions continued, various governments attempted to prohibit and disband suspected terrorist organizations, but
these attempts only drove the groups further underground and polarized their supporters. This led many countries to declare
martial taw in a last desperate effort to control their populations, but the warring groups had grown too powerful. They had too
many resources (both economic and political) upon which to draw. Although there are no records to substantiate the accusations
that governments gave covert aid to certain groups in order to change the balance of power, circumstantial evidence seems to
indicate that this did occur.

In the final months of the Shadow Years, a new organization calling itself The Apocalypse, announced its existence with the now
famous Ultimatum:

“Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the
extinction of life on earth.”

“If that is your will ... so be it!”

“We, the Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you with a force you
cannot conceive.”

“We have the power!”

“The choice is yours!”

The exact identity of The Apocalypse was, and still is, unknown. Some have theorized that the group was composed of scientists.

Some believe it was a special military group. Whatever its constituency, few believed the ultimatum when it was issued, and the
fighting continued. Five days later, on April 17, at exactly 1200 GMT the capital city of every nation in the world was turned into
a crater of radioactive slag.

The Apocalypse spoke to the world one more time:

“People of the world, you have been warned. We have the power! The choice is yours!”

Again, due to lack of records, it is not known how the location of The Apocalypse base was discovered, or who initiated the
attack. Some evidence indicates the action was a joint effort by nearly at the surviving terrorist factions and vigilante groups -
united to the first time in the Shadow Years. In the end, though, a massive attack was mounted against The Apocalypse base. In
turn, The Apocalypse retaliated with a fury never before witnessed on the face of the earth. Oceans boiled, continents buckled,
the skies blazed with the light of unbelievable energies.

Suddenly it was all over.

The civilization of man had been slashed, burned, crushed, and scattered to the four winds. Whether The Apocalypse had
intended to completely destroy all life on the planet and had failed, or if they simply had not had enough power, is debatable.
Some scholars contend that The Apocalypse voluntarily stopped their promised destruction when they witnessed the horror they
had unleashed and then destroyed themselves. At the time, and even now, the question is moot.

What did matter was that man survived. The Black Years that followed the Shadow Years were spent struggling to survive in a
suddenly savage and vastly changed world. The process was a painful one, filled with nearly as much terror and violence as the
Shadow Years.

The devastation wrought by The Apocalypse had changed the very fabric of life on earth. The weapons and devices they used had
completely obliterated some forms of life. Others were mutated to the point where they could not be recognized as what they had
once been. Man was not immune to these changes.

Through it all, the death, the pain, the horror, and facing the prospect of an unknown future, man searched for his lost knowledge,
and struggled to regain his tools... to rebuild a self-destroyed civilization.

During the Black Years, those who held the tools, held the power...

The year is now 2471. It is nearly impossible to describe the vast changes that have occurred since the devastation of the Shadow
Years.

The weapons which had wrought the destruction were many and varied. Targets were seared by lasers, blasted by fusion devices,
and razed by new and unfathomable energies developed in the final months of the conflict. Only the most highly fortified areas
(military headquarters, spaceports, and the like) remained even partially intact. Neutron bombs, unhindered by most forms of
shielding, decimated those who remained within even these strongholds, leaving concrete and metal tombs housing incredibly
complex equipment, now stilled for lack of human guidance.

Many of the weapons used by The Apocalypse were of a biogenetic nature and nearly all life forms suffered some kind of
mutation. Perhaps the most prevalent and startling change was the development of latent mental abilities (psionics) in nearly all
organic life, including man. This power could range from simple emotional empathy to the ability to control, even kill, other
beings with mental force.

The ecological balance of nature was shattered as violently and suddenly as man's civilization. The sudden extinction of some life
forms and the mutation of most others, coupled with the lack of man's intervention and attention (except to his own survival
needs), generated a near world-wide wilderness inhabited by savage creatures, who, like man, were struggling to survive.

The loss of so much of man’s knowledge and records has shrouded the world in ignorance and superstition. Areas containing
ruins of man’s once great civilization are often looked upon as taboo - “Death Lands” - and the men and women who once lived
there are referred to as the "Ancients," usually with quasi-religious overtones. Artifacts from the past may be simple curiosities or
objects of terror.

The pockets of humanity that have survived are few, scattered throughout a world where a moment's lack of caution may mean
instant and painful death. Men are highly suspicious of strangers, jealous of each other’s possessions, and clandestine
organizations, known as cryptic alliances, plot and scheme against each other. The smallest hint of the location of The
Apocalypse base, lost now for decades, creates intensive rival searches, for it is rumored that therein ties power - power to
survive, power to control...

It is now the Black Years. This is the bizarre and ever-changing world that you, the player character, are about to enter!

HOW TO USE THIS BOOK

GAMMA WORLD is a role-playing campaign game. One (or more) of the participants acts as referee, creating a world in which
the players act out parts as in a book or play, parts scripted by the referee but formed and finalized by all participants. The referee
presents the situations in which the players are to adventure. In each adventure, the players gain experience, and hopefully,
valuable artifacts, which increase their chances of survival (they are occasionally killed) in GAMMA WORLD. An
interconnected series of such adventures is called a campaign.

Potential players and referees with previous experience in role-playing games will find that the mechanics of GAMMA WORLD
are similar to most conventional role-playing games. Much of the material, however, is for the benefit of players seeking their
first experience in a role-playing game. The rules are rather lengthy, but actually quite simple. They provide a nearly endless
multi-level, science fantasy game that, once begun, need never end.

The referee is the participant who is willing to provide the mental and physical labor of completing the game within the
framework provided. He will also preside over the actual play of the game itself. Instructions detailing the referee’s tasks are
given in the material to follow. However, three attributes necessary for a good referee imagination, creativity, and a sense of fair
play - must be provided by the referee himself. He must carefully balance risk with reward. The game he creates must not be so
“deadly” as to make survival of the player-characters impossible. On the other hand, he must see to it that the player characters
are challenged. Too many rewards given at too little risk is sure to create a boring game.

Since “new” characters are, by game mechanics, relatively weak and inexperienced, the referee should plan to present smaller
risks and correspondingly small rewards at the beginning of the campaign, and increase the risks and rewards as the player
characters become more powerful and experienced.
The players cannot begin the game until the referee has completed his design work. Once the referee has made the necessary
preparations, the players create their game personae, called player characters, as described under CREATING CHARACTERS.
After a character has been established, the player is responsible for keeping records of his character’s attributes and possessions,
as well as notes and maps concerning areas which his character has explored.

While these rules are complete guidelines for conducting a campaign and a post-by-play campaign on the web, certain additional
equipment is necessary or helpful for play of the game.

IMAGINATION

Both referee and Players need plenty, but neither would be interested in a game of this sort it they didn't already possess a high
degree of this Important commodity!

ONE VERY PATIENT REFEREE

PLAYERS

The more the merrier!

DESIGNING GAMMA WORLD

Lay out and study the hex map supplied with GAMMA WORLD. This is a general outline map, intended as a starting point for
any referee. The scale on the map is roughly 43.7 kilometers (27.3 miles). Shown on the map are mountains, high mountains,
lakes, rivers, and the locations of the largest former cities of the Ancients. To this, the referee will want to add much of his own...
forests, swamps, additional mountains, active volcanoes, towns and settlements of the current inhabitants, and just about anything
else he deems necessary.

In addition to the overall terrain map described above, the referee will want to make further detailed maps (on hex or graph
paper) of small portions of the large map. Such additional maps would cover subjects like the village where the game begins, a
large robot farm, or the territory controlled by a certain tribe or cryptic alliance. For exploring the interiors of ruins or buildings, a
map scaled at one square to 3 meters makes the game much more enjoyable.

The suggestions that follow are only some of the things the referee will want to show on his maps of GAMMA WORLD.

SETTLEMENTS

In establishing areas populated by the survivors of the Shadow Years, the following guidelines are suggested.

CITIES

There should be a minimal number of cities in GAMMA WORLD, as there are simply too few survivors, and there hasn’t been
time enough, since the Shadow Years, for any great new cities to have grown. All of the old cities either lie in radioactive ruin, or
have been completely obliterated or swallowed up by the rising seas. What cities there are will generally be situated on a coast or
river, and are near the few remaining robot farms (explained later). City populations should range between 5,000 to 50,000
humans, mutants, intelligent plants, etc.

VILLAGES

Villages are by far the most common type of settlement, with populations of 50 to 500 or more, composed of roughly half males
and half females. Villages will usually have a very low level of technology, with the crossbow being the “ultimate weapon”.
Villagers are a very suspicious, shy people, often ruled by a shaman (chief/witchdoctor/priest) who has gained his position
through possession of knowledge or a device from the Ancients. Some villages, however, will be inhabited entirely by members
of cryptic alliances. For example, members of the “Restorationists” may establish a village near a ruin to search for artifacts of
the past and maintain a very low-technology appearance to avoid trouble with other villages. Villages above 500 persons are large
and may be called towns.

TRIBES

Organized, semi-nomadic bands of humans, called tribes, wander as the land around them is used up and can no longer support
their population. While these tribes have no written language, they have a strong verbal tradition that allows them to live close to
the land and exist in relative safety even among some of the most fearsome mutated creatures. Most tribes have their own war
and peace chiefs and form together into clans or "nations" for security purposes.
BANDS

Smaller than tribes, bands are completely nomadic groups of usually less than 100 members, about a third of which will be
warriors.

ANCIENT AREAS

The ruins of the cities, fortifications, etc., of the Shadow Years (often called “Death Lands” or “Taboo”) will be found in all parts
of the world. Their number, size, and contents are left to the discretion of the referee.

MECH-LAND (Robot Farm)

This is an automated complex that grows different crops in an efficient rotation system. The products of this complex are canned
and stored there for pickup by authorized shippers (who disappeared with the transportation system). The Robot farm is
controlled by logic circuits based in the main control building. In the area are at least 3-12 maintenance robots, 1-10 security
robots, and diverse farming units with rudimentary logic circuits for farm work. There is a chance that humans coming into the
area can prove proper authorization to the controlling computer and obtain large quantities of food without alerting the security
robots. Often these Mech-Lands are the private property of a local tribe, village, or city, and will have human or humanoid guards
as well as the security robots. Robot farms are found in all parts of the world, including mountains, deserts, and under oceans and
lakes.

“TOMBS OF THE ANCIENTS”

Ancient Building: To remain after the devastation of 2322, a single building must be made of tough stuff! This type of building
would be either a military installation of some sort, a structure built to withstand earthquake forces, or a scientific research
building. If it is a military installation, it invariably has 1-10 security robots, a 25% chance of 1-4 defense/attack borgs, and a
50% chance of having electronic security equipment still in operation. Earthquake-proof buildings usually have important
government records inside. The scientific research buildings were always guarded electronically and there will be a 75% chance
that this powerful security system is still functioning.

Ancient Village: Found in differing states of decomposition, these areas have usually been picked clean of useful materials and
are only good for shelter. They are often overgrown by various types of vegetation.

Ancient Town: These areas are much the same as ancient villages; stripped of usable materials, they now provide shelter for
travelers.

Ancient City: The remnants of larger concentrations of population, these desolate places are left with a residue of hard radiation.
This makes them dangerous to enter, but, by the same token, it also makes ancient cities likely places to find ancient devices.

Ancient Metropolis: Generally these are now nothing more than mile upon mile of radioactive slag. Occasionally, however,
portions of these now-dead giants escaped destruction, and the intrepid adventurer who braves the radiation is almost sure to find
ancient devices among the rubble.

FORTIFICATIONS

Ancient military complexes, special scientific research stations, and law enforcement headquarters and records areas were
commonly heavily fortified to resist terrorist attacks. These fortifications were designed with extreme care to keep out all
unauthorized personnel. This included physical barriers such as resilient steel and concrete walls, electric fences coupled to
sophisticated electronic security systems, patrolling robotic units, and any other referee-designed protective measures.

Fortifications may range in type from prominent buildings to vast subterranean complexes. Contents of a fortification will vary,
depending upon its original function. Many times, due to the strength of the fortification, the contents will be relatively intact and
unharmed.

Fortifications will be found in one of three states: depowered, active, and manned. Depowered complexes have no security
system in operation and are quite likely to have been sacked of most usable contents. Active complexes still have functioning
security systems, robotic units, and so forth, but lack an “intelligent” commanding force and function according to pre-2322
programming. Manned fortifications are active complexes with a directing intelligence, such as the remnants of a group of
ancients, or a band of Restorationists (see CRYPTIC ALLIANCES). The referee is to determine the extent of function, supply,
etc. for all fortifications he includes In his game.
SPACEPORTS

These were primary targets of The Apocalypse during the Shadow Years and are usually found in the center of an extremely
devastated area, saturated with hard radiation. The construction and shielding of the spaceports was such that many survived,
relatively unaffected by the holocaust. The referee can fill his spaceports with highly complex equipment, aircraft, spacecraft, and
possibly a starship.

OTHER SUGGESTIONS

Radioactive Desert: These areas appear to be “conventional” deserts, but are actually the results of high-yield fusion weapons.
Radioactive deserts are taboo to nearly all races of men, as the hazards are many. Every being spending time in a radioactive
desert has a 5% chance per day of suffering radiation poisoning of random intensity (see HAZARDS). The presence of radiation-
resistant mutations is another danger to be considered when entering these deserts.

On the bright side, however, since radioactive deserts were created by target seeking weapons, the target may be close by, or even
in the center of the desert. Thus, even though radioactive deserts are dangerous, and often used as areas of banishment for
outcasts, they can hold treasures of the Ancients in ruined cities or whatever else was the target of the fusion weapons.

Roads, Highways, and Transportation: Most roads, railroads, and other avenues of transportation have been destroyed. However,
some portions of a vast highway system for air-cushioned vehicles (similar to our interstate system) remain, due to the incredibly
tough duralloy metal from which it was constructed. The underground mass transit systems in the ancient Metropolises may also
remain in varying states of disrepair.

Creatures and Artifacts: After the referee has decided upon the layout of his world and filled in the necessary portions of the
overall terrain map and his detailed maps, he must distribute artifacts and equipment to appropriate places and populate this
world with men and monsters (including plants). Following sections of the book provide guides for establishing all sorts of non-
player creatures and plants, and the referee will soon learn how much of what to put where. It is desirable to key the detailed
maps to lists describing these creatures and artifacts and their reasons for being there.

THE FIRST SCENARIO

Using the maps and lists he has thus tar accumulated, the referee is now ready to devise a scenario in which the players may start
the campaign. This will give the players background, a place to start, and reasons to go adventuring in GAMMA WORLD.

Hopefully the referee will keep a constant thread of logic behind his game and challenge the players with mental as well as
physical problems. The more unknowns facing the players, especially those who have read these rules, the better. Be careful to
make sure that the capable player can deduce new effects and solutions to problems through hints given by the referee as well as
his own reasoning powers. For example, if an adventurer walks through a doorway in a ruin and is killed by no apparent means,
there is no way for other players to avoid a similar fate. Suppose, however, a player approaches a doorway in a ruin, sees a
blinking light over a small slot next to the door, walks through the door anyway, is killed by no apparent means, and the blinking
light goes out. Surviving players will be able to assume the blinking light is some sort of warning device and will avoid such
doorways in the future, perhaps trying to find some other way to enter. If one of these survivors should later find a plastic card
that looks like it might fit into the slot, tries it, the light goes out, and he enters unharmed... voila! Thus, a problem has been
overcome through the use of reasoning. Perhaps that player will find some object of value inside the doorway as a reward for his
clear thinking.

CREATING CHARACTERS

Character personae are created at the beginning of the campaign, endowed with certain basic attributes through the roll of dice.
First, each player must choose to play either Pure Strain Human, humanoid or mutated animal-type characters (the advantages
and disadvantages of each of these three categories will be explained momentarily). Having selected the type of character he
wishes to play, the player then rolls three six-sided dice to determine the relative strengths of each of his character’s six basic
attributes: mental strength, intelligence, dexterity, charisma, constitution, and physical strength. As a general rule, a roll of 3-8 for
a given attribute indicates a weak trait, 9-12 is average, and 13-18 is above average. The relative strengths of certain attributes
can (and most likely will) change during the course of the campaign, due to mutation acquired experience, or some other method
devised by the referee.

It is desirable that few, if any, of a player character’s basic attributes be below average. Player characters represent an elite with
the desire, the initiative, and the ability to venture outside the boundaries of the village, town, or tribal lands. They are the
pioneers, explorers, and tamers of the vast wilderness. It is they who will eventually bring order to the chaos of GAMMA
WORLD and an end to the Black Years. To increase the player's chances of rolling up an exceptional character, the referee will
find it advisable to use the following method: for each basic attribute, the player rolls four dice (4d6) but totals only the highest
three. If, for example, the player rolled 4, 3, 5, 1 on the four dice, he would add together 4+3+5=12 and leave out the 1. It he
rolled 4, 3, 2, 2 he would add 4 + 3 + 2 = 9 and leave out the second 2. While it is still possible to roll very low numbers (3, 2, 2,
1), the player's chances of rolling an average to above average character are greatly increased.

After determining the relative strengths of all characters’ basic attributes, players electing to play humanoid or mutated animal
characters must determine their characters’ mutations. This process can be done in one of two ways. The first way is for the
character to roll a single four-sided die twice to determine the number of physical and mental mutations (one roll for each). The
number of mutations having been determined, the player then rolls a pair of percentile dice for each mutation, consulting the
appropriate chart for results. Using this method, the character may or may not have mutational defects, depending upon the dice
roll. The second method of determining a character's mutations is to determine the number of mutations in the same manner as
described above, but then to allow the player to pick the mutations he wishes his character to receive. After the player has
selected the proper number of mutations, the referee then selects one or more mutational defects in the following manner: a roll
of three or four when determining the number of mutations (either physical or mental) indicates one physical or mental
mutational defect, as the case may be (or both, if both dice rolls were either three or four). Two rolls of two indicate either one
physical or one mental mutational defect (referee’s discretion). Rolls totaling three or less mutations receive no mutational
defects. Mutational defects may be found on the same chart as "normal" mutations, and are indicated by the letter “D”.

CHARACTER TYPES
PURE STRAIN HUMAN

As the name implies, Pure Strain Humans (PSH) are human beings who possess no physical or mental mutations. The PSH
character could be considered the “weakest” character type in GAMMA WORLD. The lack of even some of the more common
mutations found in other beings makes them very vulnerable to physical or mental harm. Without any of the heightened sense
mutations, they often fail to perceive danger near them, and in combat situations PSH are limited to "normal" physical means and
possess only a purely defensive mental strength.

One might think that the PSH character is doomed. However, PSH characters have some advantages to themselves that
compensate for their lack of mutations.

The Pure Strain Human is a direct descendent of pre-2322 stock. PSH characters with proper identification will always be
recognized by pre-2322 robotic units, and by the same token, can pass security checks that would block most mutants. For this
reason, many of the surviving Pure Strain Humans live in or near the ruins of ancient cities, and most are familiar, at least to
some degree, with the technological functions occurring within the ruins. This knowledge generates a combination
fear/awe/respect in the mutated characters of GAMMA WORLD, which in turn leads to another advantage for the PSH:
heightened charisma. All PSH characters automatically receive a bonus of three points to their dice roll for charisma (but
remember that the total cannot exceed 18).

HUMANOIDS

Humanoid characters are mutated human stock; that is, a basic human with one or more mutations. Humanoids could in a sense
be considered the “strongest” character type, as they have the mutations usually necessary for survival in GAMMA WORLD, but
are still human enough to function, at least to a degree, within the remains of pre-2322 civilization. Humanoids without outward
physical mutations and possessing proper ID’s will usually be recognized by all but the most sophisticated automations as
authorized personnel.

MUTATED ANIMALS

Players electing to play mutated animal characters should first select a basic animal stock, keeping in mind the relative
advantages and strengths of that particular species. For game purposes, the selected animal will initially possess the equivalent
intelligence of a human, but this does not count as a mutation and should not be confused with the mental mutation “heightened
intelligence,” which is additional intelligence above and beyond the basic die roll for that attribute. Having selected the basic
animal type, players determine basic attributes and mutations in the same manner as humanoids.

In any mutated animal type, the referee must determine how the character will function within groups of humanoids and Pure
Strain Humans. Determination of whether the mutated animal character is capable of speech, the use of paws/hooves/fins as
hands, and so forth, should be made as logically and reasonably as possible before the start of the game to prevent later
arguments as to a player character's abilities. In no case will mutated animal types be able to command robotic units or pass any
type of security check, though the possibility of reprogramming such units is left to the referee's discretion.

BASIC ATTRIBUTES
MENTAL STRENGTH
This attribute deals with the character’s ability to control, both offensively and defensively, psionic energies and powers. In the
case of beings possessing no mental mutations, such as Pure Strain Humans, the mental strength rating is used simply for defense
during mental attacks. For characters or Creatures with mental mutations, this rating is used for both offense and defense. Also,
unlike other basic attribute ratings, mental strength increases with use. Details of this increase, along with rules for mental
combat, can be found under the MENTAL COMBAT heading.

INTELLIGENCE

A character’s intelligence rating is a gauge of his intellect, wit, logic, reasoning powers, and so forth. This factor is most
important when attempting to determine the operation of artifacts of any type, and as a guide for referee-determined actions by a
character in a given situation. When attempting to learn the operation of an artifact (see ARTIFACT USE), a player may subtract
a point from each die roll for every point of intelligence over 15; players must add a point to each die roll for every point of
intelligence less than seven.

DEXTERITY

The dexterity of a character indicates the speed at which a player is able to function, his or her agility, and his or her reaction time
in various situations. For example, when a being with a dexterity rating of 16 encounters a being with a dexterity of 10, the being
with the dexterity of 16 will have first choice of actions - in combat situations, have first strike, and so forth. For each point of
dexterity over 15, a character adds one point to the die roll when trying to hit a target in physical combat. A dexterity rating of
less than 6 gives a corresponding minus on hit probability.

CHARISMA

This trait reflects a being’s leadership ability, through physical appearance, personality, magnetism, persuasiveness, willpower,
etc. Pure Strain Humans, as explained earlier, possess an unusually high charisma, and many times will wind up being group
leaders, spokesmen, and so on. This factor may be used by the referee during encounters between player characters and other
inhabitants of GAMMA WORLD to determine the reactions of both parties. For example, a group of GAMMA WORLD
adventurers, lost in the wilderness, encounters a small group of nomadic tribesmen. If Uruk of Meresmire (charisma 4) asks for
directions, the referee should allow only a very small chance that the tribesmen will help (at least in a favorable manner... a good
referee might allow the tribesmen to direct the adventurers to a nearby swamp or a similar unpleasant locale). On the other hand,
if Artur Pendragon (charisma 17) asks, the tribesmen will probably help if they can. When non-player characters or creatures are
encountered, two dice (2d6) are rolled and the following table is consulted:

REACTION TABLE

Dice
Score Reaction
2 Extremely hostile, may attack*
3-5 Hostile, distrustful, may attack*
6-8 Uncertain
9-11 Friendly, helpful
12 Enthusiastic, loyal

*No further attempt may be made to entice, hire, or otherwise interact with the being.

Offers of money, weapons, food, artifacts, etc., may influence the die roll, adding or subtracting points to/from the total before
consulting the REACTION TABLE. The referee should judge whether the offer even warrants a plus or minus. Such plusses and
minuses should normally be limited to 1 point, although some circumstances may warrant increasing it to 2 points. It, for
example, a gren (a creature which dislikes ancient technological devices) is offered a “music box” (a portable 8-track tape player)
the player should receive a reaction penalty of -1; whereas an offer of a bale of synthetic clothing to a yexil (see CREATURES)
would probably give the player a reaction bonus of + 2.

A player’s charisma also affects the reaction die roll, as well as the maximum number of followers a player may have and their
morale rating (for an explanation of morale, see MORALE). These effects are noted on the CHARISMA table below:

CHARISMA TABLE

Charisma Maximum No. Morale Reaction


Score of Followers Adj. Adj.
3 1 -3 -3
4 1 -3 -2
5 2 -2 -2
6 2 -2 -1
7 3 -1 -1
8 3 -1 normal
9 4 normal normal
10 4 normal normal
11 4 normal normal
12 5 normal normal
13 5 normal +1
14 6 +1 +1
15 7 +1 +2
16. 8 +2 +2
17 10 +2 +3
18 15 +3 +3

NOTE: Followers are non-player characters who serve the player out of loyalty rather than for pay. Non-player characters who
serve for pay are known as hirelings or henchmen. There is no limit to the pay are known as hirelings or henchmen. There is no
limit to the number of hirelings a player may have. (Also see NON-PLAYER CHARACTERS).

The CHARISMA TABLE assumes two things: that the player can communicate with the non-player character or creature, and
that both parties are of the same type (Pure Strain Human, humanoid, or mutated animal). The referee will judge whether
communication is possible. If the player and non-player characters are of different types use the following table:

CHARISMA TABLE MODIFIERS


Player Non-Player Character Type
Character Mutated
Type PSH Humanoid Animal
PSH normal -2/-1/-1 -3/-1/-1
Humanoid -2/-1/-1 normal -2/-1/-1
Mutated
Animal -3/-2/-2 -2/-2/-1 normal

The three numbers (#/#/#) indicate the modifications to the three columns of the CHARISMA TABLE (Maximum Number of
Followers/Morale Adjustment/Reaction Adjustment).

CONSTITUTION

Constitution is a gauge of the amount of physical damage a character is able to withstand (from wounds, poison, radiation, etc.)
before death. This rating never changes during the course of a character's existence.

Exception: Some particularly rare or unusual mutational effects, such as exposure to Kaskium, may raise or lower constitution
ratings.

The constitution rating is first used to determine the number of “hit points” - a numerical expression of the amount of injury,
measured in points, a character can sustain before death- Hit points are determined by rolling a number of six-sided dice equal to
the constitution rating. For example, if a character had a constitution of 13, he would roll thirteen six-sided dice and total the
numbers rolled. If the die roils were 4, 1, 1, 3, 6, 5, 1, 1, 2, 5, 1, 1, 3, the character would have 34, hit points. Procedures for
calculating amounts of damage sustained in combat, healing processes (expressed in terms of hit points gained or lost),
mutational effects on hit points, and so forth, will be found under appropriate sections elsewhere in these rules.

The constitution rating is also used to determine a character's ability to survive poisoning and exposure to radiation. Results of
encounters with poisons and radiation depend upon the strength or intensity of the poison or radiation and may be calculated on
the charts found in the HAZARDS section.

PHYSICAL STRENGTH

This trait deals with a character’s ability to perform physical acts. The main use of the physical strength rating is to determine
how much damage a character can do in physical combat. For each point of physical strength over 15, a character receives a
bonus point to the die roll that determines damage done in combat to his opponent. A physical strength of less than 6 gives a
corresponding minus to damage done. Further details on this determination will be found under the PHYSICAL COMBAT
section. In addition, the referee may also use the physical strength rating to determine if an individual is capable of certain
unusually strenuous physical actions.
NON-PLAYER CHARACTERS AND CREATURES

Characters and creatures found in GAMMA WORLD other than the player characters themselves must be created and determined
by the referee. Some of the more common creatures are listed under ENCOUNTERS, but the referee should create more. By
doing so, the referee makes his game unique, and greatly increases the challenge to the players by offering more of the
unexpected and unknown.

Non-player characters and creatures are those to be encountered by the players in their adventures and explorations. Accordingly,
most of the attributes of these life forms will at first be unknown to the players. Non-player characters and creatures, when
encountered, are handled by the referee - and their reaction may be hostile, neutral, or friendly, depending upon their disposition
and biological make-up, and upon the charisma of the leader(s) of the party of players (see CHARISMA).

Non-intelligent creatures, plants, vegetables, and so forth should be created by selecting a base creature or plant and adding
mutations by chance or choice. The creation, operation, and use of

robotic units is explained later under ROBOTIC UNITS. Intelligent beings (human or otherwise) should be created in the same
manner as described in CREATING CHARACTERS. Examples of the behavior of some non-player characters and creatures are
given under ENCOUNTERS.

Non-player characters and creatures may also serve as followers or hirelings (henchmen) of player characters. Followers and
hirelings may be acquired as they are randomly encountered in the course of adventuring, or, when in a settled area (such as a
town or village) the players may advertise that they are looking for other adventurers by frequenting places where the inhabitants
gather. It is up to the referee to then determine whether there is anyone else in the area who is interested. Generally, the larger the
settlement, the more likely there is someone willing to leave it.

Once the initial reaction of the non-player character or creature to the players has been determined (see CHARISMA), it is up to
the players and the referee to use their imaginations and acting skills to determine the further course of events. The idea is to
become (in your imagination) the character or creature in the situation. Do what you would do if it really was you. Such interplay
between referee and players is the heart of any role-playing game, and the source of the term itself.

HOPELESS CHARACTERS

When a player is particularly unlucky with his dice rolling for his character and most or all basic attributes are below average, the
referee may, at his discretion, declare the character unsuitable for GAMMA WORLD adventures and allow the player to create a
new character to take his place.

MUTATIONS

Physical and mental mutations for humanoids and animals are listed in chart form. When using random mutation selection, the
chance of occurrence for any given mutation is shown alongside as a percentage. Detailed descriptions of these mutations are
given in the text that follows. A (D) indicates that the mutation is a defect.

PHYSICAL MUTATIONS

No. Human Mutation Animal


1 01-02% Attraction Odor (D) 01-02%
2 03-04% Body Structure Change (D) 03%
3 05% Chameleon Powers 04-06%
4 06% Density Control 07%
5 07-08% Diminished Sense (D) 08%
6 09-10% Double Physical Pain (D) 09%
7 11-12% Electrical Generation 10-11%
8 13-14% Fat Cell Accumulation (D) 12%
9 15-16% Gas Generation – Musk 13%
10 17% Heat Generation 14%
11 18% Heightened Balance 15%
12 19-22% Heightened Constitution 16-21%
13 23% Heightened Dexterity 22%
14 24% Heightened Hearing 23%
15 25% Heightened Precision 24%
16 26% Heightened Smell 25%
17 27-32% Heightened Strength 26-29%
18 33% Heightened Taste 30-32%
19 34% Heightened Touch 33%
20 35% Heightened Vision 34%
21 36-37% Hemophilia (D) 35-36%
22 38-39% Increased Metabolism 37%
23 41-42% Increased Speed 38-39%
24 43% Infravision 40-41%
25 44% Light Generation 42%
26 45-46% Multiple Body Parts 43-45%
27 47-51% New Body Parts 46-47%
28 52-53% No Resistance to Bacteria (D) 48%
29 54-55% No Resistance to Poison (D) 49%
30 56-57% No Sensory Nerve Endings (D) 50-51%
31 58% Oversized Body Parts 52%
32 59% Partial Carapace 53-56%
33 60-61% Photosynthetic Skin 57-60%
34 62% Physical Reflection 61%
35 63-64% Poor Respiratory System (D) 62%
36 65% Quills/Spines 63%
37 66-67% Radiated Eyes 64%
38 68-69% Regeneration 65-67%
39 70% Shapechange 68%
40 71-74% Shorter 69-71%
41 75-76% Skin Structure Change (D) 72%
42 77% Sonic Attack Ability 73%
43 78% Symbiotic Attachment 74%
44 79-83% Taller 75-82%
45 84% Total Carapace 83%
46 85% Ultravision 84-86%
47 86-87% Vision Defect (D) 87%
48 88-89% Weight Decrease (D) 88%
49 90% Wings 89-90%
50 91-94% Roll a Good Mutation 91-94%
51 95-00% Pick Any Mutation 95-00%

1. ATTRACTION ODOR (D): The mutant's body secretes a substance which will attract carnivores.

2. BODY STRUCTURE CHANGE (D): Much latitude is left to the referee on this defect. Generally, this involves the
replacement of essential elements, such as calcium in bones, with some other damaging substance that will lower the body's
resistance to outside force. Possible changes might include: lack of calcium in bones - they break easily; no body hairs -
anywhere - beware of dust; only one eye in center of head - no depth perception; and so on.

3. CHAMELEON POWERS: This is the ability to change the body color in order to blend in with the surroundings. The color
change will be almost instantaneous and, once changed, the mutant need not concentrate on the color(s) desired. It is left to the
referee to determine the effectiveness of this mutation in any given situation.

4. DENSITY CONTROL: A mutant with this ability can change the molecular structure of his body to increase his armor class
or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the
armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A one-eighth size
mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming denser also decreases movement
and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed.

To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and
strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four
times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may
change its density and the change is instantaneous.

5. DIMINISHED SENSE (D): One of this mutant’s senses (sight, smell, taste, etc.) will not function at normal levels (i.e.,
mutant may not smell an approaching predator or smell the burning woods he is in).

6. DOUBLE PHYSICAL PAIN (D): This defect causes the mutant to be so sensitive to physical pain that all damage sustained
will be doubled.

7. ELECTRICAL GENERATION: This gives a being an “eel-like” ability to emit electrical shocks, each melee turn, for 3 dice
(3d6) of damage to those touching the mutant.

8. FAT CELL ACCUMULATION (D): A mutant with this problem will be fat (twice as large as normal). The referee will
determine how much this impairs the mutant’s movement and fighting ability. It is possible that only certain body parts, rather
than the entire body, might be affected (such as the head, one arm, one thigh).

9. GAS GENERATION - MUSK: This gives the mutant a gas, or musk gland. Much like a skunk, the mutant may expel this
musk or gas, causing repulsion, unconsciousness, or even death In the beings at which it is directed. Range: 10 meters.
Suggestions: obscuring gas, irritating gas, paralysis gas, poison gas, poison musk, blinding musk, and so on.

10. HEAT GENERATION: This allows the mutant to cast beams of heat from its hands (paws/tentacles) that do 4 dice (4d6) of
searing heat damage. The beams have a maximum range of 15 meters and may be used every 3 melee turns.

11. HEIGHTENED BALANCE: Beings with this mutation are able to maintain their balance in difficult Circumstances and will
never fall into a pit, trip over a rope or wire, or land in any way but on their feet. If undisturbed, they can climb sheer walls and
walk tight wires with no chance of falling.

12. HEIGHTENED CONSTITUTION: This adds 2 additional hit points for every point of the mutant's constitution. It also
gives an 18 resistance to poison and adds three points to the mutant's radiation resistance.

13. HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4.
However, the referee may penalize such a mutant by reducing its armor class when it is encumbered.

14. HEIGHTENED HEARING: As the name suggests, this is the ability to detect and identify even the slightest noise up to 60
meters away. Because of this, any being with this mutation cannot be surprised (see SURPRISE).

15. HEIGHTENED PRECISION: This is the ability to determine weak points in opponents and structural weaknesses in
material objects. Because of this, mutants with this ability do 2 dice of damage over and above all damage they would normally
inflict with any weapon used.

16. HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60
meters), and, because of this, cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It
can follow any trail less than a day old over any surface but water. After contact with another being, this mutant will subsequently
be able to identify objects and places associated with that being, such as campsite or possessions.

17. HEIGHTENED STRENGTH: This mutation allows its owner to cause 3 dice of damage over and above all damage he
would normally inflict with non-powered weapons.

18. HEIGHTENED TASTE: Mutants with this ability can detect poisons at a touch of the tongue and can determine whether
any given substance is edible.

19. HEIGHTENED TOUCH: Mutants with this power have a better chance to figure out the use of ancient devices (see
ARTIFACT USE AND OPERATION). Given time, a mutant with heightened touch can “feel” the weak points of any given
object. This ability could be very useful when trying to pick a safe, open a locked door, or escape from confinement.

20. HEIGHTENED VISION: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers).
Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight.

21. HEMOPHILIA (D): The lack of blood clotting agents in the mutant’s blood causes serious bleeding in even the smallest of
cuts. Once this mutant has lost even 1 hit point, he begins to bleed and loses 2 extra hit points per melee round until he has time
to stop and bind his wounds.

22. INCREASED METABOLISM (D): This defect forces the mutant to spend great amounts of time feeding. it must carry
large quantities of food when traveling, and in combat, must stop every 5th melee turn and spend one turn eating, before
returning to battle, or lose 1 point of physical strength and 2 hit points each melee turn thereafter. NOTE: these losses are
temporary (unless the mutant is killed) and may be replaced at the same rate it the mutant takes time out to eat.

23. INCREASED SPEED: Mutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a
much shorter time than normal and, in combat; they are allowed to strike twice each melee turn.
24. INFRAVISION: This power allows the mutant to see any heat-producing body. At night, everything will seem like day to
this mutant. Flashes of heat, such as laser blasts, explosions, raging fires, or even torches at close range, will blind this being for a
short period of time. The full light of day will also be painful if endured for any length of time.

25. LIGHT GENERATION: This is the ability to emit high candlepower beams of light through the eyes. The blinding effect
(which works even in full daylight) incapacitates the viewers by lowering both their armor class and “to-hit” chance by 4 points
for 1-4 (d4) melee turns. This is a flash much like a camera flash bulb, and is thus not generally useful as illumination for
explorers. Effective range: 10 meters

26. MULTIPLE BODY PARTS: Multiply any normal body part (except the brain), so that the mutant has a greater number of
legs, or more eyes, or the complete use of 1-10 additional arms, etc.

27. NEW BODY PARTS: Add one or more parts, not usually found on the being in question, such as: third eye (back of head),
feelers (radiation sensitive), antennae (light sensitive), pincers, fur coat, feathers, radiation absorbing organ, and so on.

28. NO RESISTANCE TO BACTERIA (D): The mutant with this defect will have little or no resistance to sickness, making
any infection or illness a serious thing. It is necessary to have disease-causing agents in the game if this mutation is used. A cut
from a dirty sword may cause blood poisoning. The scratch of the claws of certain meat-eating creatures may cause serious
infection, or a simple cold, caught from a tribesman, may turn into pneumonia. All of these examples may cause up to 10 points
of damage per day, and are very hard to cure.

29. NO RESISTANCE TO POISON (D): Exposure to any poison will kill this mutant unless the appropriate antidote is quickly
administered.

30. NO SENSORY NERVE ENDINGS (D): This defect cancels the warning systems of the mutant's body. Although the mutant
cannot feel pain, he also cannot detect a surprise attack from behind, tell if his body has been punctured, or know when to
regenerate lost hit points. This defect adversely affects the mutant's ability to figure out ancient devices by adding 2 points to
each die roll when trying to figure out ancient artifacts (see ARTIFACTS AND EQUIPMENT).

31. OVERSIZED BODY PARTS: This constitutes a beneficial increase in size to a certain part of the body which gives that part
a corresponding increase in power. Example: larger eyes for greater vision, longer legs for greater speed, etc. Only one part of a
being’s body may be so affected.

32. PARTIAL CARAPACE: A partial carapace is a thick shell covering the back and head that will reduce the damage done to
the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6.

33. PHOTOSYNTHETIC SKIN: This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants
may also heat lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving.
Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in
periods of darkness.

34. PHYSICAL REFLECTION: With this mutation, the skin of the mutant reflects even the most Intense forms of energy away
from its body in random directions. This reflection should work for only one type of energy, such as: heat, sonic, radioactive,
electrical, etc.

35. POOR RESPIRATORY SYSTEM (D): This mutant has trouble getting needed oxygen into the blood stream, making him
weaker and requiring him to rest after fighting for 5 melee turns. Failure to rest after 5 rounds of combat causes this mutant to
faint for 1-6 minutes after the 6th melee turn.

36. QUILLS/SPINES: These defensive weapons usually cover the mutant’s arms or legs. Treat the touch of each quill as doing
dagger damage to the victim. Some mutants may be able to throw their quills a short distance (up to 3 meters). Spines are larger
and stronger than quills. Each spine does 1-12 (d12) points of damage if it strikes a target, and these can be thrown in the same
manner. Growth of replacement quills or spines takes a minimum of one week.

37. RADIATED EYES: This gives the mutant the power to emit a damaging blast of radiation through the lenses of its eyes (roll
3d6 to determine intensity). This power may be used once every 4 melee turns and has an effective range of 10 meters.

38. REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5
kilograms of body weight per day.

39. SHAPECHANGE: This is the ability to assume the outward appearance of a mammal, insect, or reptile, but not have the
abilities of the creature being mimicked. At the start of the campaign, the mutant must choose which of the above types of
creatures it is to imitate. Completing the shape change requires 2 melee turns of relative inactivity (making no attacks) on the part
of the mutant.

40. SHORTER: To determine how short to make a mutant, roll percentile dice (2d10) two times for 0-99 results. Treat 00 as zero
rather than 100 as is usual. Add the two results together. This gives the mutant's height in centimeters. The change decreases the
metabolic rate of the mutant and also causes a marked reduction in its ability to do damage to opponents in physical combat.
Such small mutants will be very hard to hit in physical combat. The referee is to determine what these effects will be.

41. SKIN STRUCTURE CHANGE (D): As the name implies, the skin of the mutant changes for the worse. Suggestions: thin
skin - add 1 point to each die of damage sustained; water soluble skin contact with water does 1 die of damage per melee turn;
phosphorescent skin - mutant glows in the dark (enough to reveal position, not enough to see by); light sensitive skin - skin burns
for 1-3 dice of damage when exposed to bright light.

42. SONIC ATTACK ABILITY: This is the power to generate high-frequency sound waves that are damaging to exposed
tissues at short range. The damage amounts to 3 dice (3d6) and is not selective. All beings (except the mutant) within a radius of
10 meters are affected and the dice are rolled once, with each suffering that amount. Sonic attacks may be made once very 4
melee turns.

43. SYMBIOTIC ATTACHMENT: This allows the mutant to link with the nervous system of another creature. The mutant
must first hit its victim with an attacking appendage (claw, fang, etc.) and then maintain contact for three melee turns. The mutant
will then be in complete control of both bodies. If contact is broken, the control is lost; to re-establish control requires three
additional melee turns.

44. TALLER: To determine how tall to make any given mutant, roll a die (d6) for a 1-6 result and add this to a basic 2 meters.
This will yield beings ranging from 3 to 8 meters tall. For every additional meter of height over 2 meters, this mutant may add a
bonus of 1 point to each of its damage dice when its strikes an opponent in physical combat with a non-powered weapon.
However, for every 2 meters of additional height, this mutant must subtract 1 point from its “to hit” die roll when striking an
opponent in physical combat. The number of hit points the mutant has Is not affected.

45. TOTAL CARAPACE: The total carapace is a thick shell that covers the entire body of the mutant. It reduces all damage
done to the mutant by half and raises its armor class to 4. This shell is cumbersome, and it reduces its owner’s movement rate by
one-fourth.

46. ULTRAVISION: This allows the mutant to seethe ultraviolet end of the light spectrum. In addition to UV emissions, he will
be able to see such things as: radiation, energy cells, mental mutations that affect the physical environment, and the electrical
workings of machines.

47. VISION DEFECT (D): Mutants with this defect suffer from one of the many possible eye problems such as myopia,
astigmatism; etc., but are not blind. They must subtract 4 points from their die roll to hit opponents in combat and they have
difficulty seeing objects over 15 meters away.

48. WEIGHT DECREASE (D): This weakens the mutant so that it is slowed by one-fourth in every endeavor, with its physical
strength reduced by one-fourth, as well.

49. WINGS: The growth of usable wings allows the mutant to fly through the air at a rate of 12 meters per melee turn. When f
lying, the mutant may carry no more than the equivalent of one-fourth of its own body weight. Mutants weighing over 80
kilograms will probably not be able to fly but can still make wing-assisted leaps over objects such as walls or trees.

MENTAL MUTATIONS

No. Human Mutation Animal


1 01% Absorption 01%
2 02% Anti-reflection (D) 02%
3 03-06% Complete Mental Block (D) 03-04%
4 07% Cryokinesis 05%
5 08% Death Field Generation 06%
6 09-10% De-evolution 07-09%
7 11% Density Control 10%
8 12% Directional Sense 11-13%
9 13% Dual Brain 14%
10 14% Empathy 15%
11 15-18% Epilepsy (D) 16-18%
12 19-22% Fear Impulse (D) 19-20%
13 23-25% Force Field Generation 21-24%
14 26% Genius Capability 25%
15 27-31% Heightened Brain Talent 26-28%
16 32-41% Heightened Intelligence 29-43%
17 42-45% Hostility Field (D) 44%
18 46% Illusion Generation 45%
19 47% Intuition 46-49%
20 48-52% Life Leech 50-52%
21 53% Light Wave Manipulation 53%
22 54% Magnetic Control 54%
23 55% Mass Mind 55%
24 56-58% Mental Blast 56%
25 59% Mental Control 57%
26 60% Mental Control Over Phys. State 58%
27 61-62% Mental Defenselessness (D) 59-61%
28 63% Mental Defense Shield 62-66%
29 64% Molecular Disruption 67%
30 65-66% Molecular Understanding 68%
31 67-69% Multiple Damage (D) 69-71%
32 70% Planar Travel 72%
33 71-73% Poor Dual Brain (D) 73-75%
34 74% Precognition 76%
35 75% Pyrokinesis 77%
36 76% Radar/Sonar 78%
37 77% Reflection 79%
38 78% Repulsion Field 80%
39 79% Sound Imitation 81%
40 80-82% Telekinesis 82%
41 83% Telekinetic Arm 83%
42 84% Telekinetic Flight 84%
43 85% Telepathy 85%
44 86% Teleportation 86%
45 87% Thought Imitation 87%
46 85% Time Field Manipulation 88%
47 88% Total Healing 89%
48 89% Weather Manipulation 90%
49 90% Will Force 91-95%
50 91-94% Roll a Good Mutation 96-98%
51 95-00% Pick Any Mutation 00%

1. ABSORPTION: A being with absorption is able to withstand an additional number of hit points of damage, equal to its current
hit point total, of one of the following types of damage: Roll die (d6): 1 = cold, 2 = heat, 3 = light, 4 = paralysis rays, 5 =
radiation, 6 = mental blasts.

2. ANTI-REFLECTION (D): This dangerous defect gives the mutant a 25% chance, each time he uses a mental power, of
having the attack or defense reversed. This would cause a mental attack to come back and damage the mutant instead of his
target, and a mental defense to apply to the opponent instead of the mutant.

3. COMPLETE MENTAL BLOCK (D): This is the inability of the mutant to see or even come near (intentionally) one of the
following types of things or creatures: Robotic, Technological (non-robotic), Plant, or Animal. While the mutant is able to operate
logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block-
Only one creature of the types mentioned, i.e. a security robot, as determined by the referee, should constitute a mutant's mental
block.

4. CRYOKINESIS: This is the ability to cause living matter, water, or anything else that will freeze, to suffer cold damage and
possibly freeze solid (referee’s discretion). On the first melee turn, 1 die (d6) of damage is done, and through undisturbed
concentration, up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. The
effective range of this mutation is 25 meters.

5. DEATH FIELD GENERATION: In one melee turn, this mutation drains all but one of the hit points from all beings within
20 meters. When a being uses a death field, he is not affected by it except that he can do nothing else for 1-20 (d20) melee turns,
as he will be lying on the ground, nearly unconscious.

6. DE-EVOLUTION: This is the power to strip abilities from a mutant opponent by regressing it along its ancestral lines. If this
power works (treat as a mental attack), it begins by taking away, permanently, the opponent’s greatest special ability (referee's
choice). On every subsequent melee turn, another special ability is thus removed, until the mutant's opponent is returned to its
original stock. This power lasts for the duration of one combat situation, however long that may take, has a range of up to 30
meters, and may be used once per week.

7. DENSITY CONTROL (others): Note the definition of Density Control (Self), #30 under PHYSICAL MUTATIONS, give it a
range of 30 meters, and use it as an offensive or defensive power on other beings.

8. DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants
will be able to retrace their path at any time, even if blindfolded.

9. DUAL BRAIN: Any mutant with this power has 2 brains (not necessarily 2 heads), both of which function normally and
which may have, between them, up to 3 additional mental mutations. This allows the mutant a minus 1 on all die rolls when
trying to figure out any ancient artifacts (see ARTIFACT USE). When under mental attack, one brain may suffer the effects while
the other keeps the mutant functioning normally (moving, striking, attacking, etc.). A Dual Brain allows two mental saying
throws and if either one is successful; the mental attack on the mutant fails. Both brains have the same mental strength (rolled at
the start of the campaign by the player), but any increase in mental strength due to surviving mental attacks is awarded at one-
half the normal rate.

10. EMPATHY: This allows the mutant to sense the feelings (hate, fear, hunger, pain, etc.) of others. An empathetic mutant can
force emotions on non-intelligent beings of any type (treat non-intelligent creatures as having a 12 for mental resistance). Thus a
mutant could force a pack of wild dogs away in tear, or entice a food animal closer for the kill. Range: 30 meters.

11. EPILEPSY (D): This is a body paralysis that occurs for various reasons. When attacks come on, the body is unable to
respond to the environment around it and remains motionless. The referee should set up a consistent set of variables to determine
when these attacks come on (i.e. 10% chance per melee turn during physical combat, or 25% chance immediately preceding any
combat situation, etc.).

12. FEAR IMPULSE (D): This mutation, for one reason or another, simply causes unreasonable fear of an object or animal and
makes the mutant unable, for any reason, to look at that thing without feeling total fear and running away (dropping everything in
the process). A six sided die is rolled to determine the object of fear: 1 = random mutated animal, 2 = random mutated insect, 3 =
random non-mutated creature, 4 = any robot, 5 = any computer, 6 = any talking plant. The referee is to determine the specific
creature involved, if any, in this fear impulse.

13. FORCE FIELD GENERATION: This endows the mutant with the power to create an invisible wall of energy through
which physical objects may not pass. The wall forms around the body of the mutant (about 15 centimeters out) and will take 5
dice of accumulated damage (as though it were the mutant) before being forced down. The force field requires no effort to
maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. Only one
such force field may be generated by the mutant in a 24 hour period.

14. GENIUS CAPABILITY: Roll a six-sided die. The mutant becomes one of the following:

Die
Roll Result
1, 2 A military genius with a plus 4 chance “to hit” with any weapon, and causes one extra die of damage to be inflicted.
3, 4 A scientific genius who may subtract 1 point from each die roll when trying to figure out ancient artifacts (see
ARTIFACTS & EQUIPMENT). Any weapon this mutant makes, such as a crossbow, sling, trap, etc., will do 4 extra points
of damage with each hit. However, it takes three times as long for this mutant to make any given weapon of this type.
5, 6 An economic genius who will be able to turn a triple profit on anything he or she tries to sell, and possesses the charisma
bonus (+ 3) of a Pure Strain Human.

15. HEIGHTENED BRAIN TALENT: Mutants with this ability will be able to figure out the workings of any artifact in one-
third the normal time (i.e. 40 minutes for 10 die rolls on the ARTIFACT USE & OPERATION chart instead of 2 hours) and they
receive 2 saving throws against mental attacks. Note, however, that if this mutant has a double brain, he does not get four saving
throws. It is impossible to tell an undetected lie to a mutant with heightened brain talent.

16. HEIGHTENED INTELLIGENCE: Add 4 points to the mutant’s mental resistance rating (not to exceed 18) and subtract 2
points from the die rolls when this mutant is trying to figure out an artifact (see ARTIFACT USE & OPERATION).
17. HOSTILITY FIELD (D): This is a repugnant unconscious field set up in a 30 meter radius around the mutant. Any being
with an intelligence of 16 or less, friend or foe, will have a 20% chance of wanting to attack the mutant upon first entering the
field.

18. ILLUSION GENERATION: This is the ability to create images in the minds of other beings who are within 30 meters of
the mutant. Such illusions will have any visual, audible, and olfactory aspects the sender wishes, and are dispelled only when a
viewer attempts to touch the illusion.

19. INTUITION: This allows the mutant to be subconsciously aware of what any opponent intends to do. This results in adding
one point to the mutant’s “to hit” probability with any weapon, and 3 points to each die of damage he inflicts. This mutation
cannot be used while other mental powers are being used.

20. LIFE LEECH: This is the power to drain life energy from all semi-intelligent or intelligent beings, friend and foe alike,
within a 10 meter radius of the mutant. This range is increased by 3 meters for every 4 points of mental strength possessed by the
mutant. Life leech will drain away 6 hit points per melee turn (i.e., cause 6 points of damage) from each being in range and add a
like number of hit points to the mutant's total. If the mutant with life leech takes damage, the hit points are first subtracted from
those points leeched. Those leeched hit points that are not destroyed in combat dissipate after 24 hours.

21. LIGHT WAVE MANIPULATION: This allows the mutant and everything he is wearing or carrying, to become invisible at
will, to negate the effect of a laser, or to create a patch of total darkness (2 meter radius) anywhere within 10 meters of the
mutant. Although this mutant can only make himself invisible, the ability to create darkness or stop laser blasts may be used
anywhere within his 10 meter range.

22. MAGNETIC CONTROL: This is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate
ferrous object. The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a
mental resistance of 12 to determine whether control is successful. There is no weight restriction, and the mutation has a range of
100 meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours.

23. MASS MIND: This allows the mutant to empathize with creatures of a like nature (same type) or like power (mental control
mass mind, telepathy, etc.) in order to amplify the effects of its own powers. Mass mind works in direct proportion to the number
o minds participating. A mutant with mass mind and mental bias abilities could get together with another creature with mental
bias and, together, deliver a double strength mental blast twice the normal distance.

24. MENTAL BLAST: This is the ability to launch a mental assault worth 3 dice (d6) of damage on any being within 15 meters.
It may be used every other melee turn.

25. MENTAL CONTROL: This mutation allows the takeover of another being’s body. While in control, the mutant experiences
all the sensory impressions of the controlled being, and is totally unaware of his own body (which remains motionless). If the
being under control is knocked unconscious or dies, the controller suffers the same fate. To establish control, the mutant must be
within 15 meters of his intended victim. Thereafter, there is no range restriction to this mutation. The mutant may break off
control and "return" to his own body at any time.

26. MENTAL CONTROL OVER PHYSICAL STATE: This is the ability to unconsciously disregard things like pain warnings
and override problems such as blood loss or fatigue for up to one full day. This control enables the mutant to heal wounds
(recover lost hit points) four times as fast as normal. In situations of overwhelming danger (referee's decision), the mutant will
have double his normal strength, dexterity, and speed for 5-50 melee turns (5d10). This mutation may be used only once per
week.

27. MENTAL DEFENSELESSNESS (D): Disregard the mental strength of the mutant as rolled. It is now 3.

28. MENTAL DEFENSE SHIELD: This ability adds 4 points (not to exceed 18) to the mutant's mental resistance rating. In
addition, this mutant will sense any other being with mental powers within a 30 meter radius, whether those powers are being
used or not.

29. MOLECULAR DISRUPTION: This is a dangerous but powerful ability that may only be used infrequently. Upon
attempting molecular disruption, whether it works or not, the mutant is reduced to 1 hit point and one-half movement for 1 full
day. The chance of success varies with the subject matter involved: metal and dense material have a 3% chance of being disrupted
per point of mental strength, stone and non-living material has a 4% chance per point of mental strength, and living organisms
have a 5% chance of being disrupted per point of mental strength possessed by the mutant. Up to 50 kilograms of contiguous
matter, within a range of 30 meters, may be destroyed in this manner. For example: A mutant with a mental strength of 15 would
have a 75% chance of disrupting an obb (see CREATURES) and a 45% chance of disrupting a metal door. Once this ability is
employed, a varying number of days (referee rolls d6, with result unknown to player) must pass before it will have any chance of
succeeding again.

30. MOLECULAR UNDERSTANDING: This power allows the mutant to know the weaknesses of any object and its separate
parts. Because of this, the mutant does 1 extra die of damage, over and above any damage he would normally inflict in combat.
Mutants with this power are also able to instantly figure out the use of any artifact on CHART A, and subtract 2 points from the
die roll on the other charts (see ARTIFACT USE & OPERATION).

31. MULTIPLE DAMAGE (D): This causes the mutant involved to double, or even triple (referee's option) any damage
sustained by the mutant. This occurs not because the damage has really been inflicted, but because the mutant thinks it has.

32. PLANAR TRAVEL: This is the ability to open doors to alternate planes of existence. The mutation manifests itself as a 3 x 3
meter opening lasting up to 3 full melee turns at the discretion of the mutant. These planes of existence may or may not be
populated (with referee-inspired creatures), but once entered, there is no way to leave them (unless the mutant re-opens the door),
so they make perfect places of exile. Only one such door may be opened per week.

33. POOR DUAL BRAIN (D): This is a second brain which handicaps the function of the primary brain. It may take over the
body at strange times, have several defects, or even counteract a mental power of the good brain in difficult situations. The extent
and effects of this mutation should be determined by the referee and may be kept a secret from the mutant until the moment of
truth.

34. PRECOGNITION: This is the power to sense dangerous situations which will affect, personally, the mutant having the
power. It is effective only 3 minutes into the future and requires intense concentration to work. For instance, if the mutant is about
to open a door, he may use precognition to see what would happen if he did open the door. It is perfectly legal to change the
course of history by acting on such information and not, for example, open the door to receive the ambush waiting on the other
side. When a mutant with precognition foresees damage about to be done to his own body, the shock to his nervous system is
such that he receives one die (d6) of damage immediately. If the mutant should foresee his own death, he immediately takes two
dice (d6) of damage and falls unconscious for 3-18 (3d6) minutes. The referee may wish to limit the number of times this ability
can be used in a day (perhaps by rolling d4 or d6).

35. PYROKINESIS: This is the ability to cause living matter or anything that is reasonably flammable, such as wood, or plastic,
to suffer heat damage and eventually burst into flame. On the first melee turn 1 die (d6) of damage is done (not necessarily fire)
and through undisturbed concentration, up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a mutant with
pyrokinesis. The referee determines when and if a fire starts. The effective range of this mutation is 25 meters.

36. RADAR/SONAR: Creatures with radar or sonar have large ears, antennae, or hearing orifices. Much like bats or dolphins,
they can walk or fly day and night, “seeing” without using their eyes. They also receive a bonus of plus 2 on all “to-hit”
probabilities. The range of this mutation is usually 30 meters, but is tripled if the mutant has heightened hearing.

37. REFLECTION: This mutation requires great concentration, and the mutant must remain motionless while exercising it. On
the first melee turn of concentration, up to 3 dice of damage (of any type) is sent back to the beings who inflicted it. On the
second melee turn of concentration up to 4 dice of damage is reflected, and so on, until, on the 18th and final turn of this power,
up to 20 dice of damage may be reflected. Note: Reflected damage may not exceed damage inflicted. Reflection is usable only
once every 24 hours, and while in use, the mutant is subject to simple attacks, such as light generation, which incapacitate, but do
no dice of damage. This mutant can maintain concentration and reflection powers even if it takes damage, so long as no other
action (combat, fleeing) is initiated. While reflecting, the mutant receives no damage unless damage inflicted exceeds reflecting
ability. For example, if the mutant is hit by a laser pistol (which does 5 dice of damage) on the first melee turn of concentration, 3
dice will be reflected and the mutant will receive 2 dice of damage.

38. REPULSION FIELD: This is similar to a force field, only a repulsion field may be formed up to 15 meters away from the
mutant and may be used to surround or trap other beings. In ail other respects It functions like a force field. Indeed, a mutant with
this ability could use it exactly like a force field if he so desires, and it could be termed an improved force field.

39. SOUND IMITATION: Similar to thought imitation, this allows a mutant to recreate sounds that it hears and throw back
sonic attacks immediately after hearing (and surviving) them. This mutant cannot remember how to recreate sounds; it merely
repeats what it hears.

40. TELEKINESIS: This enables a mutant to lift objects, other than the mutant himself, into the air and move them about. The
mutant can only telekinesis as much weight as he could normally lift, and he must strain as though he were actually carrying the
object of his telekinesis. Only objects within 15 meters may be thus lifted, and the mutant may only keep them aloft for 5 melee
turns, after which time he must rest for another 5 melee turns before again using this power. When telekinesis is attempted on
living creatures, or things that they are holding, the referee should treat it as a mental attack on that being, which must succeed
before the object may be lifted.

41. TELEKINETIC ARM: This mutation manifests itself as a 20 meter long human arm (complete with hand), capable of doing
anything a normal human arm and hand can do, with a strength of 18. To function, it must always be visible to the mutant. This
arm cannot be hit by non-powered weapons, while powered weapons will do normal damage to the mutant if they hit this arm.

42. TELEKINETIC FLIGHT: Mutants with this ability can fly through the air at a variable speed (1-20 meters per second),
carrying only as much as they could carry normally.

43. TELEPATHY: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This
power transcends language and works on all beings up to 10 meters away.

44. TELEPORTATION: The mental transference of the mutant's physical self to another place is called teleportation, and works
up to a range of 30 kilometers, The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing
his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival.

45. THOUGHT IMITATION: This power allows mutants to immediately return any thought or mental attack directed at them,
although it does not negate the effects of such attacks on themselves. A mutant with thought imitation is able, any time he wishes,
to exactly copy the communication patterns of those creatures with whose thought patterns he is familiar, even if those creatures
do not speak a language known by the mutant. Note: The power to return a mental attack is temporary. Once a mental blast has
been returned, the mutant does not know how to repeat it. This mutant can, however, recall communications patterns at a later
date.

46. TIME FIELD MANIPULATION: This is the ability to travel or send objects through the currents of time. The use of this
mutation requires an 18 intelligence and a “heightened intelligence” on the part of the mutant (i.e. this is rare). If the mutant does
not have both, roll another mutation. The ability to send objects through time varies with the material involved, and distance in
time required. The material travels through time, but remains in the same spot on GAMMA WORLD. The energy required,
whether or not the attempt succeeds, drains one-half the hit points from the mutant for 1-8 (d8) days and reduces the mutant's
speed to one-half for 1-12 (d12) days. The percentile dice are used to determine the success of time travel:

Distance Chance
Traveled of Success
1 week 95%
25 weeks 85%
1 year 80%
5 years 75%
10 years 60%
25 years 50%
50 years 30%
100 years 20%
250 years 10%

The preceding chart is for the mutant and/or any inanimate object not belonging to another being sent into the past. Material
which is part of or belongs to another being is more difficult to send through time: subtract 10% for metal or powered items,
subtract 15% for stone and other inorganic material, and subtract 20% for biological material (such as another being). To send
objects into the future, subtract 25% from each increment on the above table. The mutant must be able to touch whatever he is
attempting to send through time and the energy drain occurs even if the attempt fails.

47. TOTAL HEALING: This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour
period.

48. WEATHER MANIPULATION: This allows the mutant to manipulate the weather in the area he is in. The newly-created
weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration
will be broken.) The mutant must concentrate for a full minute (6 melee turns) before the weather begins changing, and it takes
another 2 minutes (12 melee turns) for the change to be completed. The weather will be affected in a 10 kilometer radius around
the mutant. The weather cannot be radically changed, i.e. from below zero to a 100 degree heat wave. The extant of manipulation
possible depends upon the prevailing conditions:

Aspect of Prevailing Possible Extant


Weather Conditions of Change
Cloud Cover/ Clear Very Clear
Precipitation Partly Clear/Hazy
Partly Cloudy Clear
Cloudy
Misty/Light Rain/Light Snow/Sleet/Small Hail
Cloudy Partly Cloudy
Deep Clouds
Fog/Heavy Rain/Heavy Snow/Driving Sleet/Large Hail
Temperature Hot Sweltering Heat
Warm
Warm Hot
Cool
Cool Warm
Cold
Cold Cool
Arctic Cold
Wind Calm Dead Calm
Light Wind
Light Wind Calm
Strong Wind
Strong Wind Light Wind
Gale
Gale Strong Wind
Storm
Storm Gale
Hurricane/Typhoon

All three aspects of the weather can be manipulated, but only as shown. For example, a day which is clear and warm with a light
wind can become a hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example.

Success is not automatic. There is a base 90% chance of causing one of the possible changes. If it is desirable to cause a change
one degree away (from clear to light rain, for example) the chance of success drops to 50%, and double the time is required (12
melee turns of initial concentration, 24 melee turns to accomplish the change). If a change two degrees away from the prevailing
conditions is desired (such as warm to arctic cold ), the chance of success is only 10% and triple the time is required (18 and 26
melee turns).

The percentile dice (2d10) are rolled after the initial concentration is completed, but the new conditions are not fully effective
until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the
percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather
manipulation again. This mutation is usable a maximum of once a day.

49. WILL FORCE: This is the ability, through sheer force of will, to double any one of a mutant's abilities. It can be used in
conjunction with any other power, or it may be used to add one point to the mutant's “to-hit” die rolls. Will force lasts from 1-10
(d10) melee turns and may be used only once every 24 hours.

PLANT/VEGETABLE MUTATIONS:

The following plant and vegetable mutations are to be used by the referee when creating non-player plant mutations with which
to populate GAMMA WORLD. It is recommended that the referee not allow the players to become mutated plants. Most of them
do not have the intelligence or life span necessary to successfully interact with other player-character types.

No. Roll Mutation


1 01% Adaptation
2 02-05% Aromatic Powers
3 06-07% Attraction Odor (D)
4 08% Bacterial Symbiosis
5 09% Barbed Leaves
6 10% Berries
7 11-13% Boring Tendrils
8 14-15% Carnivorous Jaws
9 16-17% Color Sensitivity and Imitation
10 18-19% Contact Poison Sap
11 20-21% Daylight Stasis (D)
12 22-24% Dissolving Juices
13 25% Divisional Body Segments
14 26% Electrical Generation
15 27-28% Fruit and/or Radiated Seeds Generation
16 29% Heat Generation
17 30% Increased Senses
18 31-32% Low Fertility (D)
19 33-34% Manipulation Vines
20 35-39% Mobility
21 40-46% New Plant Parts
22 47-54% New Senses
23 55% Parasitic Attachment
24 56% Physical Reflection
25 57-58% Poison Throwing Thorns
26 59-60% Poison Vines
27 61-66% Radiated Plant Fiber
28 67-68% Razor-edged Leaves
29 69-70% Saw-edged Leaves
30 71% Seed Mobility
31 72% Size Decrease
32 73-82% Size Increase
33 83% Sonic Attack Ability
34 84-85% Squeeze Vines/Roots
35 86-87% Spore Cloud and/or Shooting Seeds
36 88% Sucker Vines
37 89-90% Tangle Vines
38 91% Temperature Sensitivity (D)
39 92% Texture Change
40 93-94% Thorns/Spines
41 95-96% Wings/Gas Bag
42 97% Wings/Gas Bag
42 98% Roll an Extra Mutation
43 99% Pick Any One Mutation

1. ADAPTATION: This allows any plant to instantly become immune to an attack mode, once it survives such an attack.
Example: if a plant survives an attack by a laser, it will adapt and subsequent laser attacks will do the plant no damage. There is
no way, however, for a plant to adapt to having its limbs or stalks chopped off by swords or axes.

2. AROMATIC POWERS: This power is used by carnivorous plants (much like flowers attract bees) to lure food (victims). The
plant gives off a strong fragrance that can carry for up to 10 kilometers if the wind is right. The scent causes the beholder to
believe that the plant is his (or its) favorite food. When drawn to within 30 meters of this plant, all beings will do nothing but
walk directly to the plant, unless they make their saving throw (treat as intensity 8 poison which does not kill, but attracts
instead).

3. ATTRACTION ODOR (D): With this mutation, the plant's body or flowers give off an odor that attracts herbivores.

4. BACTERIAL SYMBIOSIS: Plants with this mutation allow bacteria harmful to humans and humanoid mutants (or any other
specific enemy of the plant) to grow just under the plant's epidermis. When the plant is damaged (or eaten), the germs are readily
released, and are quite likely to get into any open wound on the plant’s assailant, causing instant infection. The referee may want
to invent some hideous new bacteria for this.

5. BARBED LEAVES: These are very tough leaves, ringed with barbs up to 2.5 centimeters long. They usually attack as saw-
edged leaves. If attached to a motile plant part, such as a segmented limb, a sucker vine, a manipulation vine, etc., that part may
attack, do damage, and hold or drag the victim with the barbs. The range is, of course, restricted to the length of the plant part
wielding the barbed leaves.

6. BERRIES: These are useful, though sometimes dangerous, mutations produced by plants that can affect humans and
humanoid mutants in many ways:

Die
Roll Color Effect
1 Purple Heal one die of damage
2 Blue Heal all damage
3 Green Mental Strength + 4 for 1 hour
4 Turquoise Poison (random intensity, 3d6)
5 Orange Radiation (random intensity, 3d6)
6 Orange-Yellow Radiation Resistance (+ 4/1 hr)
7 Red-Orange Poison antidote (3d6 intensity)
8 Black Sonic Resistance (1 hour)

Of course, there are many other berries, most of which are merely sources of food. Remember that berries are seasonal, and some
limits should be imposed on how long they remain effective.

7. BORING TENDRILS: These are tough, motile tendrils, with which the plant can bore through just about anything. Special
acids and abrasive pads enable the tendrils to penetrate:

5 cm of flesh in 1 melee turn


25 mm of wood in 2 melee turns
5 mm of stone in 5 melee turns
5 mm of normal steel in 10 melee turns
3 mm of duralloy in 10 melee turns.

8. CARNIVOROUS JAWS: These are mouths that do a variable amount of damage (1-8 points per bite). There may be as many
as 12 such laws on any one plant and, it possible, they will be situated at the ends of thick, movable stems. Think of an enormous
Venus Fly Trap as a typical example of plant jaws.

9. COLOR SENSITIVITY AND IMITATION: This gives the plant the ability to change colors and appearance in order to
imitate any other type of plant. Intelligent plants can use this ability to operate color band-activated machinery.

10. CONTACT POISON SAP: Plants with this mutation have, In their sap, a toxic substance of random poison intensity. Once
the plant has been damaged and the sap exposed, the poison works on contact with flesh (it does not need to get into the victim).

11. DAYLIGHT STASIS (D): This mutation forces the plant to become totally inactive during full daylight. Note: All other
plants are in stasis in periods of darkness, although they may grow and heal in darkness.

12. DISSOLVING JUICES: This allows the plant to secrete juices that will do 5 dice (d6) of damage per melee turn to any
organic matter it contacts.

13. DIVISIONAL BODY SEGMENTS: The branches, vines, limbs, trunk, stalk, or whatever is appropriate, of the plant are
now segmented much like the bodies and legs of an insect. This gives the plant mobility.

14. ELECTRICAL GENERATION: This is the ability of the plant to build up an electrical charge in its body which it may use
as a defensive or offensive weapon, much like the electric eel. The shock may be delivered by special vines or simply on contact,
and it does a maximum of 4-24 (4d6) points of damage, once discharged, the plant recharges itself at a rate of one die of shocking
damage ability per melee turn. Most plants (80%) will not release another shock until fully recharged, after four melee turns.

15. EXPLOSIVE AND/OR RADIATED FRUIT OR SEEDS: Any seed, berry, or fruit becomes an explosive or radioactive
hazard. Referee is to determine the strength. Plants with this mutation plus some type of mobility or manipulating vines may hurl
their missiles - up to 10 meters for small bush-sized plants, up to 20 meters for larger ones, and up to 30 meters for trees.

16. HEAT GENERATION: This gives the plant special heat-generating organs that can cast beams of heat that do 4 dice (4d6)
of searing damage. The organs are usually located on top or at the ends of motile extremities on the plant. The beams of heat have
a maximum range of 15 meters and may be used every three melee turns. Unintelligent plants and plants lacking any special
sensory organs will attack anything which comes in range and stand a 25% chance of missing the target with each shot (if a miss
is indicated, no “to-hit” die roll is made). Intelligent plants and plants with heightened sensory abilities will not always shoot
immediately and are more accurate (no penalty when casting beams of heat). No more than 3 such heat-generating organs may
appear in one plant.

17. INCREASED SENSES: This mutation gives new (or improved) sensory abilities to the plant, such as sight, hearing, smell,
etc. These senses are only useful if the plant is in some way able to utilize them (i.e. it moves, flies, attacks, etc.).

18. LOW FERTILITY (D): This severely limits the reproduction rate, reducing the number of these plants that may exist in any
one place. If this mutation is rolled twice, the plant becomes extinct.

19. MANIPULATION VINES: These are vines that act as appendages for the plant, allowing it the dexterity to handle and
manipulate things. They are not as strong as squeeze vines and do no damage by themselves, but they could conceivably wield
weapons of all sorts.

20. MOBILITY: Plants with mobility are able to walk, slither, or crawl, utilizing motile roots or vines. This does not necessarily
imply that the plant has any intelligence.

21. NEW PLANT PARTS: With this mutation, the plant is given a new part or set of parts, such as: eyes, ears, arms, an
elephant-like trunk, a brain and nervous system, etc.

22. NEW SENSES: This gives the plant the sensory capabilities, through adjustments in its normal structures, equal to those of a
human. Note: to a plant with no moving parts, or defenses, this mutation will not be particularly useful. Senses are touch, taste,
smell, sight, and sound.

23. PARASITIC ATTACHMENT: This allows the plant to link with the nervous system of another creature and take control of
its body. The plant must first hit its victim with an attacking appendage (tendril, vine, segment) and then maintain contact for
three melee turns. The plant will then be in complete control of that being. Unintelligent plants will utilize such creatures for the
defense of the plant (or eat them if the plant is carnivorous), while intelligent plants may have other things in mind. If contact
with the plant is broken, the control is lost.

24. PHYSICAL REFLECTION: With this mutation, the skin or bark of the plant reflects even the most intense forms of energy
away from its body in random directions. This reflection should work for only one type of energy, such as heat, sonic,
radioactive, electrical, etc.

25. POISON THROWING THORNS: These are (1-100) poisoned versions of throwing thorns, covered with poison of random
intensity. Growth of replacement thorns takes a minimum of one week.

26. POISON VINES: These are non-motile prickly vines. On contact with flesh, they are able to inject their poison (intensity 3-
18 (3d6) referee to determine).

27. RADIATED PLANT FIBER: With this mutation, certain parts of the plant emit radiation of intensity 3-12 (3d4). This
radiation has a range of up to 50 meters and will not harm the plant itself.

28. RAZOR-EDGED LEAVES: These are smaller, sharper versions of saw-edged leaves. They generally cover an entire plant.

29. SAW-EDGED LEAVES: These are large-toothed, motile leaves, which the plant usually keeps withdrawn or hidden until
disturbed. These leaves will viciously attack anything thrust into their midst. There are usually 6-8 such leaves per branch or vine
so equipped, each branch doing 1 die (d4) of damage per melee turn. They will only cut cloth, flesh, or other soft materials.

30. SEED MOBILITY: With this mutation, motile tendrils allow the seeds to move and become separate entities from the parent
plant. If appropriate, the seeds will have separate mental and physical powers, or may be linked telepathically to the parent. A
most insidious application of this mutation can occur in certain carnivorous plants, whose seeds lurk around campsites or
sleeping places of animals and then plant themselves in the bodies of their sleeping victims overnight.

31. SIZE DECREASE: This makes the plant 1-20 times smaller than normal (d2O), i.e., down to a possible 1/20th of normal
size.

32. SIZE INCREASE: This allows a plant to be 1-20 times normal size (d20).

33. SONIC ATTACK ABILITY: This gives the plant the ability, when stimulated or disturbed, to emit a high frequency shriek
that will damage exposed tissues of all creatures within a 10 meter radius. The plant itself, and others of its kind nearby, are not
harmed by this attack. All other beings in range take 3 dice (3d6) of damage. Sonic attacks may be made once every 4 melee
turns.

34. SQUEEZE VINES/ROOTS: Squeeze vines (or roots, whichever is more appropriate) are more powerful than tangle vines,
and are capable of rapid movement in order to entwine or entangle creatures. Each vine can crush for 2 dice of damage per melee
turn and they will not release their grip unless cut apart from the plant. Squeeze vines or roots are a minimum of 5 meters long
and can grow to great lengths.

35. SPORE CLOUD AND/OR SHOOTING SEEDS: On contact or other stimulus, these will come shooting out of the flower
or sporangium doing damage, taking root, or anything else the referee deems appropriate. (For example, see the narl ep under
CREATURES.)
36. SUCKER VINES: These are manipulation vines (see #9) covered with tiny suction cups that give each vine a dexterity of
18.

37. TANGLE VINES: These are weak vines, able to move slowly and possessing only minimal strength. A large patch of tangle
vines could trip or entangle beings and can even entwine and crush beings with only one hit point remaining.

38. TEMPERATURE SENSITIVITY (D): This causes the plant to suffer an extra 2 points per die of any heat, cold, or energy
weapon attacks it receives.

39. TEXTURE CHANGE: The normal epidermis of the plant is replaced with a tougher substance, such as scales, hide, even
metallic-like plates. Any change must be an improvement.

40. THORNS/SPINES: These are large (15-30 cm long) spikes covering the plant that do dagger damage if they puncture a
being. Generate a random number for each plant, but always more than 5.

41. THROWING THORNS: These are (1-100) darts that may be cast by the plant up to a distance of 10 meters, depending upon
the sensory ability (awareness) of the plant. Each dart does the damage of a dagger if it hits a creature. Growth of replacement
thorns takes a minimum of one week.

42. WINGS/GAS BAG: These are parts that allow the plant to slowly fly from one area to another. The rate and direction of
travel depends largely on the wind. Certain carnivorous plants use this ability to fly in search of food.

CREATING NON-PLAYER CREATURE MUTATIONS

The referee will need to populate his GAMMA WORLD with many non-player creatures and plants. This may be done by simply
selecting mutations from the preceding lists and adding them to a basic creature or plant type. The following method may be used
to create random non-player mutants:

1. Choose a basic animal or plant type.

2. The creature will mutate from 1-10 generations.

3. For each generation of an animal mutant, roll once on this percentile table:

01- 50% Roll one physical mutation


51- 80% Roll one mental mutation
81- 85% Roll one physical and one mental mutation
86-00% Heightened Intelligence

4. For each generation that a plant mutates, simply roll one mutation on the PLANT/VEGETABLE MUTATIONS TABLE.

5. It the creature mutates in a defective manner for the first two or three generations, it will not be able to survive, so choose
another creature and start over.

PLAY OF THE GAME


TIME, MOVEMENT, AND TURN LENGTH

The time scale of a turn in GAMMA WORLD varies according to what the players are doing. Turns consist of either route
moves, search moves, or combat melee rounds (melee turns). Route movement is used when the players wish to cover great
distances rapidly. Search movement is used when the players are conducting a careful investigation of an area. Combat melee
turns are generally used when players encounter hostile beings.

ROUTE MOVEMENT

One such move represents about four hours' action in the game (game time, not real time). It is possible, by use of a large number
of these moves, to play weeks, even months, of GAMMA WORLD in a single session of the game. The amount of ground
covered by walking during a turn of route movement will vary from one to ten kilometers, depending on terrain and character
movement speed. The referee should keep these rates in mind when deciding on the scale of his detailed maps. The referee will
make the decision on the rate of travel. On average, one kilometer per turn over swampy or mountainous terrain to eight
kilometers per turn over clear terrain is suggested. These rates may seem slow when one considers the average man on foot can
walk at a pace of five kilometers per hour, but the suggested rates take into account the fact that adventurers in a campaign will
be traveling slower as they search carefully for signs of the Ancients and, more importantly, the wild and dangerous creatures of
GAMMA WORLD. Of course, should the adventurers announce their intentions to travel at a faster rate, the referee can readily
accommodate them, by allowing them to walk past valuable artifacts or into the lair of some deadly creature with little or no
warning.

Route movement will generally be used when covering large distances of “uninteresting” or previously explored ground. Should
the adventurers enter an area of interest, they may decide to change to search moves (a slower, more detailed rate of movement)
and investigate, or continue past at route movement rate.

Also, since route moves represent such a long length of time, a game-day will pass very quickly. Most characters will have to rest
at least two of the six route turns that represent a day (in other words, sleep!) or suffer a double fatigue loss during combat and
reduce travel rates by half until rest is taken. In any case, rest must be taken after two days of exertion. The referee may have to
enforce this rule by declaring the players unconscious.

SEARCH MOVEMENT

When a party comes close enough to non-player creatures, plants, or any situation that may lead to combat, the referee must
switch the players over to search movement. A search move represents ten seconds of game time. The average movement rate for
walking men is 6 meters per search turn outdoors, 1 meter per search turn indoors. This may seem like a slow pace, but it
includes time for a thorough examination of the players' surroundings. Of course, should the players be forced to flee from some
danger, they may move at a much faster rate (up to 72 meters per search turn for an unencumbered, unarmored man). Should a
character be armored or encumbered by any load (artifacts, equipment, etc.) his movement rate will be halved or less. He may,
however, cast off his load for greater movement, if he feels it necessary. Search movement must be used when examining any
ruins or buildings, or whenever the characters encounter any other beings (humans or creatures).

COMBAT MELEE ROUND

Each round of combat melee also lasts ten seconds. Movement during combat is generally not a factor of importance. The ability
to perform small movements, both offensively and defensively, during hand-to-hand combat is determined by a character's
experience and dexterity. This is subsumed in the combat matrices by giving bonuses added to or subtracted from the player’s “to
hit” dice rolls during combat resolution. Special situations calling for movement during combat (charging on horseback, for
example) are left to the referee's judgment. He will determine the range between combatants after each ten second melee round,
the allowable movement of the defenders during that time, and so on.

As a guideline, the normal movement rate for a man with only normal encumbrance (clothing and light-weight weapons) is 12
meters per ten-second turn. A charge move is double that - 24 meters - and a trot is two-thirds of a charge move - 16 meters.
(NOTE.* Missile weapons, energy weapons, and the like may not be fired while trotting or charging.) The movement rates listed
in the CREATURES section are the normal movement rates. Maximum speed may be found by multiplying the normal move by
five. Rates of movement in between may be found as above. Movement for ROBOTIC UNITS is given in kilometers per hour
(kph). This can be converted to meters per melee turn by multiplying the speed by 2.8. For example, a unit which moves at 30
kph moves 30 x 2.8 or 84 meters per melee turn.

COMBAT

Combat is the general term used in GAMMA WORLD to describe physical and/or mental conflict - from the instinctive reaction
of some creatures and plants to premeditated actions of force by characters to gain a particular objective. The game mechanics of
combat are perhaps the most complex aspect of these rules, but they reflect the many important variables that occur in combat
situations.

THE DECISION FOR COMBAT

Potential combat situations occur whenever player characters encounter non-player characters, creatures, or automatons of
GAMMA WORLD, and can vary from one-on-one confrontations to army-sized engagements. Many times the type of encounter
is such that combat must take place (see ENCOUNTERS). It this is the case, the rules for combat melee are followed
immediately. If the encounter is such that combat is not automatic, those involved in the encounter (after considering all the
variables applicable to both sides) are free to attempt a retreat, negotiate, call for help, or whatever action seems appropriate -
including engaging in combat melee anyway!

COMBAT MELEE

As explained in the previous section, combat melee represents a series of small segments of time, with each segment or round
allowing one attack and counter-attack occurring during each round. Melee must be imagined as if it were occurring in slow
motion so that the referee can work out the effects of each action. When a group of player characters is attacked by several
creatures, all may be involved in the melee, but each participant’s actions (player and non-player alike) must be announced and
the effects calculated one at a time, and the results then imagined as if everything were happening at once.

Once the referee has determined who starts the combat melee (see SURPRISE/FIRST STRIKE), the attackers (those with the first
strike option) announce their attacks. This announcement is made by each individual player, or, if non-player characters or
creatures are the attackers, this announcement is made by the referee (in some instances, the referee may determine a creature’s or
non-player character’s choice of targets by dice roll). In all cases, attackers must declare who or what they are attacking, the type
of attack (either physical or mental), the weapons being employed, any bonuses or penalties applicable to the combat, and any
other factors that may affect the combat- The referee then performs the appropriate dice rolls and calculations to determine the
results of the attacks. This concludes the first half of the melee round. The defenders then announce any counter-attacks in the
same manner as the attackers, the results are determined, and the first round of combat melee is over. An initiative roll is then
made for each side (see SURPRISE/FIRST STRIKE) and the second round begins.

In some rare instances (such as the use of an extremely powerful weapon or mental force) combat will last only one-half of a
melee round - that is, simply one attack and its results. For example, a Mark V blaster can conceivably hit a target for 30 points of
damage. A creature that can withstand only eight points of damage before death would be disintegrated by a 30 point hit. On the
other hand, it the blaster did only 10 points of damage when it hit, the creature would still die, but it would also be allowed a
“dying stroke” (remember this is simultaneous) and would complete the melee round with its final counterstroke before it dies. It
is up to the referee to determine if a dying stroke is allowed, but a good rule of thumb is: if the hit that killed the target did so
with an “overkill” of less than half the hit points the target had left, a dying attack is allowed if the combatants are at close range.

Each round of combat melee should be noted by the referee, for in extended physical combat (combat melee lasting for more than
ten rounds), fatigue will become a factor. Fatigue, as will be explained below, decreases the ability of a combatant to hit a target,
and also lessens the damage done by a physical blow (as from a sword, spear, fist).

SURPRISE/FIRST STRIKE

A condition of surprise may exist when player characters and non-player characters or beings were unaware of each other’s
presence prior to the encounter. If the possibility of surprise exists when, for example, a group of player characters breaks open a
door to a room and discovers potentially hostile occupants, the referee rolls a single six-sided die twice, once for the player
characters and once for the beings encountered. A roll of 1 or 2 indicates surprise. It the two die rolls indicate both sides are
surprised, or if neither side was surprised, the side that had the higher die roll has the option of first strike. If there is a tie, roll
again; the higher roll has the first strike option. If only one side is surprised, the other side, of course, will have the option of first
strike.

If the encounter is such that combat must occur, the side with the first strike option announces its attacks and starts the combat
melee. If combat is not automatic, the side with the first strike option may exercise the option and attack, or take this opportunity
to retreat, negotiate, or whatever seems feasible at the time.

It is important to remember that some mental mutational powers negate the possibility of surprise. For example, one member of a
party with the mental mutation of Intuition can never be surprised and may also warn other members of the party when other
beings approach. As noted below, dexterity can also affect surprise/first strike capability, and is further explained under the
description of that attribute under CREATING CHARACTERS.

At the beginning of each round of combat melee after the first, a single die (d6) is rolled for each side. The higher roll has first
strike option that round. If there is a tie, combat is simultaneous (it would thus be possible for two combatants to kill each other at
the same time). This is the initiative die roll. It one side has a combatant with a dexterity of 17 or 18, 1 point is added to their die
roll. (Only one point is added to the roll, even if two or more combatants on the same side have a dexterity of greater than 17.)

PHYSICAL COMBAT

Physical combat refers to all combat not involving mental mutational powers. Striking with a sword or knife, firing a pistol,
throwing a grenade, launching a missile, using quills or spines, making a sonic attack, using fangs, claws, and so on, are all
examples of physical attacks. Encounters with poison or radiation, either by themselves or in conjunction with physical combat
(for example, a poison-tipped fang, claw, or arrow) are physical in their nature, but their effects are determined somewhat
differently than physical combat, as explained later under HAZARDS. If a player announces an intended physical attack he may
not use a mental attack at the same time.

The results of each half melee round of physical combat In GAMMA WORLD are determined by two dice rolls - one to
determine if the target is hit, and one (if the target was hit) to determine the damage done. In a physical combat situation, the
referee first consults the appropriate ATTACK MATRIX and crossing-indexes the attacker’s weapon and the defender’s armor
class. The number indicated is the number needed by the roll of a single 20 sided die, adjusted for any bonuses or penalties due to
combat variables such as dexterity, experience level, fatigue, etc., to score a hit on the defender. If the attack is successful, a
second die roll is made to determine the amount of damage done. The number and type of dice used in this roll depend on the
type of weapon used, and this roll, too, may be adjusted for any bonuses or penalties due to combat variables. The sum of all the
damage dice is then subtracted from the defender's hit point total, as explained under COMBAT DAMAGE. This completes one-
half of a combat melee round. Assuming the defender is still alive, or has a “dying strike”, he then has the option of counter-
attacking in the same manner, fleeing from combat, or surrendering. After the appropriate action has been taken by the defender,
the combat melee round is over. If both combatants are still alive and neither has fled or surrendered, another combat melee
round starts.

Most combat, of course, occurs between more than two combatants. When several beings are involved on each side of a combat
situation, combatants must first be given specific opponents. Combat is then resolved for each attacker, one at a time, as detailed
above. It the two opposing sides are equal in number, the referee can simply pair them off randomly. If the two sides are unequal
in number, the referee has two options. He can pair them off randomly as above, making sure that everyone is attacking someone.
If miniature figures (or simply paper markers) are being used to “set the scene” of the combat situation, the referee can allow
combatants to attack whoever is closest. In either case, two important points should be recognized about unequal combat. First,
unless a combatant can attack more than once (such as a many-limbed being able to attack with each of its limbs every round),
some combatants will not be attacked. Second, when one is attacking two or more defenders, there is no choice as to who gets hit
- that is determined randomly.

MENTAL COMBAT

Mental combat is much the same as physical combat, except that mental forces (mental mutations) are used instead of physical
strength and weapons. After the first strike capability has been determined, the attacker announces his intentions to the referee
and states the type of attack. He must not only state that he is making a mental attack, but also which mental mutation he is using.
The referee cross-indexes the attacker's mental strength against the defender's mental strength on the MENTAL ATTACK
MATRIX and determines the dice roll needed for the attack to be successful, very much like determining the number needed to
hit a target in physical combat. A 20-sided die is rolled. If the number rolled is equal to or larger than the number indicated on the
matrix, the mental attack is successful. The results of the attack (as defined under MENTAL MUTATIONS) are immediately
applied.

The mental defense (the mental strength of the defender) is always present. This defense is independent of all actions by the
individual, such as making a physical attack or sleeping. It is also present even when making a mental attack. The only restriction
on mental attacks is that they must be made separate from physical attacks. One may not make both a mental and a physical
attack in the same melee round. Damage sustained as the result of a mental attack is figured in the same manner as in physical
combat.

It is important to remember that each mental power is different from all others, and selection of such a power for combat
purposes should be made very carefully. Some powers are indiscriminate, affecting all within range, some have limited duration,
and so forth. Also, some menial mutations will entirely negate the effects of other mental mutations.

Successful use of mental powers in a combat situation also works towards increasing a being's mental strength in the following
manner: for every five successful mental attacks (those which cause damage), the attacker’s mental strength increases by one
point. The same increase works in a like manner for defense: for every five successful mental defenses (those attacks which do
not cause damage) the defender’s mental strength increases by one point. The rationale behind these increases is that as the
being's mental capacities grow more proficient in offensive and/or defensive operation, the mind develops new channels for
projecting its powers.

SPECIAL COMBAT RULES FOR CREATURES (PLANT AND ANIMAL MUTATIONS)

Animals and non-intelligent creatures will not generally fight to the death unless they are controlled in some manner by another
force, backed into a corner, defending a lair, and so on. Except in such situations, when reduced to less than half of their hit
points, they must make a morale throw (see MORALE). It defending a fair, add three points to the morale throw of non-
intelligent creatures, two points to the throw of semi-intelligent creatures, and one point to that of intelligent creatures. If the lair
contains young, double the number of points added. Predator lairs have a 40% chance of having a rear exit. Herbivores will
usually fight only when provoked, cornered, controlled, or insane. A creature such as the rhinoceros, though, needs little
provocation to invite an attack. Treat plant mutations (unless they are specifically given an intelligence) as unintelligent creatures.
Creatures are under the same limitations as players with regard to physical and mental combat.

COMBAT WITH ROBOTIC UNITS

Robotic units are armed with a variety of technological devices that may be used as weapons (i.e. a laser drill could be quite
effective at close range against an unarmored or lightly armored man), and many are designed specifically for combat. In physical
combat, robots are treated in a manner similar to creatures. Robots have one advantage in that they may both move up to their
maximum speed and tire weapons in the same melee round. Only one type of weapon (lasers, missiles, black ray cannon, etc.)
may fire in any one melee turn. Robots may not, of course, initiate mental combat.

ARMOR CLASS

Armor class is a number representing the ability of an object or creature to withstand physical attacks. Everyone and everything
has an armor class (in some cases, the referee must determine the armor class), Because so much technology was lost during the
Black Years, most armor will be crude, made from readily available materials. Some mutations will provide stronger armor class
to the mutant. Also, in rare instances, players will come across ancient armor that is extremely high in armor class. The more
common types of armor are listed on the following table.

ARMOR CLASS TABLE


Armor
Class Description
10 No protection
9 Shield only
8 Furs or skins
7 Furs or skins and shield
6 Cured hide or plant fiber armor, partial carapace
5 Cured hide or plant fiber armor and shield
4 Sheath* and piece metal armors, total carapace
3 Powered plate and plastic armors*
2 Powered alloy, energized, inertia, powered scout & battle armors*
1 Powered attack & assault armors*

*For a description see ARTIFACTS AND EQUIPMENT section.

To the beginner it may seem a little confusing, but the lower the number the better the armor class. When you “increase” the
armor class you lower the number. For example, you increase your armor class from 6 to 5 by getting a shield to use with your
cured hide armor.

The creatures of GAMMA WORLD are also given an armor class rating. Unlike men, the armor class of a creature is inherent in
the hide or skin of the creature, its size, speed, and agility. All of these factors are included in the armor class rating.

Certain factors (such as some mutations) may raise or lower the normal armor class rating. An armor class of less than 10 is
treated as armor class 10; an armor class of greater than 1 is treated as armor class 1.

WEAPON CLASS

Weapon class is similar to armor class. It is a numerical representation of the ability of the weapon to hit an opponent. The
weapon class does not reflect the amount of damage the weapon might do if it hits, only the chance of hitting. High-technology
weapons, though, usually both score a hit easier and do more damage when they hit. Most of the inhabitants of GAMMA
WORLD will be armed with the low-technology weapons. Ancient, powered weapons will be very rare and highly prized (and
coveted). The more common weapons are listed on the following table.

WEAPON CLASS TABLE

Class Description
1 Clubs, hammers, lances, maces, spears
2 Axes, daggers, flails, morning stars
3 Pole arms, swords
4 Vibro dagger
5 Vibro blade, energy mace
6 Stun whip
7 Robotic tentacles
8 Grenades, javelins
9 Arrows, crossbow bolts, sling projectiles
10 Pistol slugs
11 Needler
12 Stun ray pistols and rifles
13 Laser pistols and rifles
14 Mk V Blaster and Mk VII rifle
15 Black ray pistol
16 Fusion rifle, micro missile, mini-missile

USE OF THE ATTACK MATRICES

The matrices which follow are used to determine whether a physical or mental attack is successful. On PHYSICAL ATTACK
MATRIX I cross-index the weapon class of the attacker with the armor class of the target. The result is the number the attacker
must equal or exceed on the roll of a 20-sided die in order to hit the target. For example, a man with a sword (weapon class 3)
attacking a man with only a shield (armor class 9) needs a 10 or above to successfully hit the defender.

PHYSICAL ATTACK MATRIX I: Attacks by Weapons

Target’s Attacker’s Weapon Class


Armor
Class 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
01 19 19 18 15 13 16 14 18 18 16 16 16 12 14 14 11
02 17 18 17 14 12 15 13 17 16 15 15 15 11 13 13 11
03 16 16 16 12 10 15 12 16 15 14 15 15 08 12 13 11
04 15 14 15 12 10 15 11 15 14 13 15 15 08 11 13 18
05 14 13 14 12 10 15 10 14 13 12 14 15 08 11 13 11
06 13 12 13 12 10 15 09 13 12 11 11 15 08 10 13 11
07 12 11 12 12 10 13 08 12 11 10 10 11 08 10 13 11
08 11 10 11 12 10 13 07 11 10 09 09 09 08 09 13 11
09 10 09 10 12 10 07 06 10 09 08 07 06 08 08 08 11
10 09 08 09 11 09 06 05 09 08 07 06 05 08 08 08 10

When monsters or mutations without weapons attack, use PHYSICAL ATTACK MATRIX 1. On this matrix, cross the attacker's
number of hit dice with the defender’s armor class. Results are then determined as above. This spares the referee the agony of
trying to decide the weapon class of a clawed paw with the full weight of a three-quarter ton mutated bear behind it. If the
monster or mutation uses weapons, then roll the attack on the f irst matrix.

PHYSICAL ATTACK MATRIX II: Attacks by Plant or Animal Mutations without Weapons

Target’s Attacker’s Number of Hit Dice


Armor
Class 01 2-3 4-5 6-8 9-10 11-14 15 & up
01 20 19 18 17 16 15 14
02 19 18 17 16 15 14 13
03 18 17 16 15 14 13 12
04 17 16 15 14 13 12 12
05 16 15 14 13 12 11 10
06 14 13 12 11 10 09 08
07 13 12 11 10 09 08 07
08 12 11 10 09 08 07 06
09 11 10 09 08 07 06 05
10 10 09 08 07 06 05 04

Thrown, hurled, or fired weapons have two ranges. The effective range is the one considered on the PHYSICAL ATTACK
MATRICES. Maximum range is equal to twice the effective range and is subject to a penalty of 5 points, which must be
subtracted from the attacker's “to hit” die roll.

On the MENTAL ATTACK MATRIX, the mental strength of the attacker is cross indexed with the mental strength of the
defender. As on the physical matrices, the result is the number the attacker must equal or exceed on the roll of a 20-sided die in
order to score a successful mental attack.

MENTAL ATTACK MATRIX

Def. Attackers MST


MST 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
03 10 09 08 07 06 05 04 03 02 A A A A A A A
04 11 10 09 08 07 06 05 04 03 02 A A A A A A
05 12 11 10 09 08 07 06 05 04 03 02 A A A A A
06 13 12 11 10 09 08 07 06 05 04 03 02 A A A A
07 14 13 12 11 10 09 08 07 06 05 04 03 02 A A A
08 15 14 13 12 11 10 09 08 07 06 05 04 03 02 A A
09 16 15 14 13 12 11 10 09 08 07 06 05 04 03 02 A
10 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03 02
11 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03
12 19 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04
13 20 19 18 17 16 15 14 13 12 11 10 09 08 07 06 05
14 NE 20 19 18 17 16 15 14 13 12 11 10 09 08 07 06
15 NE NE 20 19 18 17 16 15 14 13 12 11 10 09 08 07
16 NE NE NE 20 19 18 17 16 15 14 13 12 11 10 09 08
17 NE NE NE NE 20 19 18 17 16 15 14 13 12 11 10 09
18 NE NE NE NE NE 20 19 18 17 16 15 14 13 12 11 10

A = Attack is automatically successful; no roll is needed, NE = No effect; attack is impossible.

COMBAT DAMAGE

When the attacker is successful in combat, the resulting damage must be calculated. Every weapon has a damage potential. The
damage potential for “conventional” weapons such as swords, spears, and so forth, is listed in the following table. The damage
potential of the more sophisticated weapons left over from the Shadow Years is listed with the description of each weapon (see
ARTIFACTS AND EQUIPMENT). The amount of damage a creature may inflict is given in the description of the creature or its
mutations. The damage inflicted by a mental mutation is listed with that mutation.

The damage done by most weapons is variable and is either listed as a range of hit points or as hit dice. The referee determines
the exact amount of damage done by rolling a die (or dice) that gives a result within the range indicated for the weapon. For
instance, a sword used against a man-sized opponent does 1-8 (1d8) points of damage. If a hit is indicated, the referee would roll
an eight-sided die to determine the exact amount of damage done and subtract the result from the defender's total remaining hit
points. A direct hit from a laser pistol does 5-30 (5d6) points of damage. The referee would roll five 6-sided dice to determine the
damage (up to 30 hit points with this weapon) and subtract the result as above. In this case, a hit could be fatal.

The majority of the weapons used by the common men and creatures of GAMMA WORLD are of a simple nature, easily
constructed by a low-technology culture. This does not reflect on their skill in the use of these weapons. Several well-aimed
sword thrusts can kill quicker than a blaster a player doesn't know how to use effectively. These common weapons and their
damage potentials are listed on the following table.

WEAPONS DAMAGE TABLE

Man-sized Eff. Range


Weapon or Smaller Larger (Meters)
Type Opponents Opponents (Missile Weapons)
Arrow 1-6 1-6 100
Axe, Battle 1-8 1-8
Axe, Hand
or Throwing 1-6 1-4 20
Club 1-6 1-3 10
Crossbow
Bolt 1-4 1-4 120
Dagger 1-4 1-3 20
Javelin 1-6 1-6 40
Lance,
Mounted 1-6 1-10
Mace 2-7 1-6
Morning Star 2-8 2-7
Pole Arms 1-8 1-12
Sling Bullet 2-5 2-7 100
Sling Stone 1-4 1-4 80
Spear 1-6 1-8 20
Sword, Long 1-8 1-12
Sword, Short 1-6 1-8
Sword, Two-
Handed 1-10 3-18

*Use the appropriate dice for determining damage as described (i.e., d6 for 1-6, d4 + 1 for 2-5, 3d6 for 3-18, etc.).

Different weapons are more effective than others depending on target size; also, certain weapons have restrictions on their use in
tight quarters. All energy weapons or devices that cause damage have no relation to the above chart, even if the weapon is similar
in design or use. As stated above, damage potentials of such weapons are listed with the description of the weapons under
ARTIFACTS AND EQUIPMENT.

FATIGUE

During extended combat the players and referee must consider fatigue. Depending on the weapons, armor, and strength of the
combatants, fatigue may become noticeable as early as the eleventh melee turn, or as late as the eighteenth. The following table
cross-indexes the weapon and armor with the length of fighting time (in melee turns). The results are called the fatigue factor, and
are subtracted from the attacker’s weapon class when using the attack matrix. As a bonus for resting or having above average
strength, the fatigue factor is lessened by one for each melee turn the combatant rests from battle, and also lessened by one for
each point of strength over 15. For example, a man wielding a short sword would be OK until the 14th melee turn, then his
weapon class would drop from 3 to 2. If he had a 16 strength, it would not drop until the 15th melee turn. (This assumes, of
course, that he is wearing no armor!) If the weapon class drops to 0, the combatant is unable to attack until he withdraws from
combat long enough to bring the weapon class back up to at least 1. This doesn't mean the combatant is so tired that he can’t hold
the weapon, just that he can't use it effectively enough to do any damage. All weapons not specifically listed here, such as
powered energy weapons (including powered blade weapons), cost nothing in terms of fatigue to use. Note that powered
offensive armor is not listed there is no fatigue acquired when using such armor. Powered defensive armor does have a fatigue
factor.

FATIGUE FACTORS MATRICES

Weapons 11 12 13 14 15 16 17 18 19
Any Axe - - - -1 -2 -3 -4 -5 -6
Any Bow - - - - -1 -2 -3 -4 -5
Club - - - - -1 -2 -3 -4 -5
Dagger - - - - - - - -1 -2
Flail - -1 -2 -3 -4 -5 -6 -7 -8
Javelin - - - - - -1 -2 -3 -4
Lance, Mounted - - - -1 -2 -3 -4 -5 -6
Mace - - - -1 -2 -3 -4 -5 -6
Morning Star - - -1 -2 -3 -4 -5 -6 -7
Pole Arms - -1 -2 -3 -4 -5 -6 -7 -8
Spear - - - - - - - -1 -2
Sword, Long or Short - - - -1 -2 -3 -4 -5 -6
Sword, Two-handed -1 -2 -3 -4 -5 -6 -7 -8 -9

ARMOR FATIGUE MATRIX

Armor Melee Turn


Class 15 16 17 18 19 20
10 ------- No Effect ---------
9 - - - -1 -2 -3
8 - - -1 -2 -3 -4
7 - -1 -2 -3 -4 -5
6 - -1 -2 -3 -4 -5
2-5 -1 -2 -3 -4 -5 -6

MORALE

Certain circumstances during combat require a check for morale The only check required by the rules pertains to combat with or
between creatures and animals, but players may request (or the referee may require) checks for morale during special
circumstances, such as an attack by an overwhelming force, an extremely poor position, sustaining large numbers of casualties,
and so forth. If players request a morale check of their opponents, the referee will judge if such a check is necessary, and if so,
roll a single 10-sided die. Animals and non-intelligent creatures require at least a roll of 5 or more to continue combat- Intelligent
creatures and beings need only a roll of 3 or better to continue combat, if they (the referee) so desire. Any time a combatant fails
to meet a morale check roll, he/she/it immediately flees from combat. Once morale has been checked, it must continue to be
checked each melee turn until the combat is resolved or the situation which necessitated the check in the first place changes. The
referee may make a morale check any time he feels the combat situation makes it necessary.

Generally, non-intelligent creatures will have a very low morale if combat is going against them, and intelligent creatures will
have a high morale, even in adverse situations. (Of course, the referee may feel free to create a few cowardly creatures or bands
of spineless mercenaries if he so desires.) Player characters never check morale dice, though they may choose to flee at any time.
Non-player characters who are followers of players or who are hired by players must check morale.

ENCOUNTERS

When player characters enter areas keyed on the referee’s detailed map as containing beings or any plant that is likely to respond
to their presence, there will be an encounter. Results of the encounter will depend upon what is encountered and the referee’s
discretion. For example: if an exploring party runs into an Ark (a fearsome intelligent creature of mutated canine stock), it will
nearly always attack - more out of principle than anything else. On the other hand, a sleeth (a giant mutated lizard) will probably
watch the same party pass by and never even move (unless the party accosts it). An encounter with other men will usually result
in some conversation with a friendly, indifferent, or hostile outcome. The referee plays the personae of the intelligent and/or
semi-intelligent non-player characters and creatures, handles the actions of unintelligent (but dangerous) plants, and, of course, is
in charge of the weather.

When player characters are traveling through large areas of uncharted terrain at route movement, the referee must check for
random encounters once each day and night. He does this by rolling a single six-sided die: a roll of six indicates an encounter.
Since encounters of this nature occur randomly, they can happen at any time during the day or night. It the adventurers are on the
move and covering a certain distance during the time period when an encounter occurs, an appropriate die should be cast to
determine at what time this happens. Then the exact location can be determined and the terrain at the location indicates the chart
to be consulted. After the roll of a six, the referee then rolls a 20-sided die and checks the result on the ENCOUNTER TABLE
(according to the terrain) to determine what has been encountered. The referee then determines how many creatures or plants
have been encountered.

The important job of the referee is to play the roles of the creatures encountered in such a way as to challenge the ingenuity of the
players.

ENCOUNTERS TABLE

Die Water Radioactive


Roll Clear Mountains Forest Desert Areas Ruins Zones
1 Yexil Podog Win Seen Obb Crep Plant Badder Serf
2 Horl Choo Kep Kai Lin Sap Seroon Lou Arn Blight
3 Centisteed Zeethh Horl Choo Hisser Ber Lep Serf Hisser
4 Perth Ert Gren Soul Besh Win Seen Yexil Android
5 Zeethh Hoop Herp Sleeth Narl Ep Orlen Blaash
6 Hoop Arn Obb Parn Terl Ark Zarn
7 Sleeth Yexil Hisser Podog Menarl Android R. Unit
8 Brutorz Blight Ert Telden Yexil Fleshin R. Unit Tribesmen
9 Zarn Crep Plant R. Unit Blaash Cren Tosh Hoop Parn
10 Hopper Android Arn Kep Barl Nap Tribesmen Cryptic Alliance
11 R. Unit Cal Then Soul Besh Kai Lin Ert Telden Sleeth No Encounter
12 Badder Parn Centisteed Perth Fen Cryptic Alliance
13 Arn R. Unit Blaash Serf Keeshin No Encounter
14 Herp Orlen Pineto Tribesmen Herkel
15 Blaash Tribesmen Ark Android Ert
16 Rakox Hisser Perth R. Unit Android
17 Android Herp Sep Cal Then Badder
18 Tribesmen Zarn Serf Blight R. Unit
19 Podog Sep Badder Zarn Tribesmen
20 Cryptic Cryptic Cryptic Cryptic Cryptic
Alliance Alliance Alliance Alliance Alliance

R. Unit stands for Robotic Unit


Tribesmen will be a wandering band of 1-100 (2d10) Pure Strain Humans or Humanoids.
Cryptic Alliance encountered will be per the referee's map (see CRYPTIC ALLIANCES).
Note: This table covers only those encounters covered in the GAMMA WORLD game booklet. A referee who creates an
expansive assortment of mutated plants, animals, and other "creatures" will want to expand further in developing tables of his
own which are unique to his own campaign "world".

THE CREATURES

(For an explanation of armor class and movement, see the appropriate sections. Hit dice are 6-sided.) Tribesmen will be a
wandering band of 1-100 (2d10) Pure Strain Humans or humanoids. Cryptic Alliance encountered will be per the referee’s map
(see CRYPTIC ALLIANCES).

Note: This table lists only those things covered in the GAMMA WORLD game booklet. A referee who creates an expansive
assortment of mutated plants, animals, and other “creatures” will want to expand further in developing tables of his own which
are unique to his own campaign “world”.

ANDROIDS Thinker Worker Warrior


No. Appearing 1-6 1-6 1-6
Armor Class 6 5 4
Movement 12 12 15
Hit Dice 50 HP 40 HP 75 HP

Androids look like Pure Strain Humans. All have the basic attributes: mental strength, intelligence, dexterity, charisma,
constitution, and physical strength ... all to be determined by the referee randomly except for the following: The thinker has an 18
mental strength and intelligence, the worker has an 18 physical strength and constitution, and the warrior has an 18 in all
categories save mental strength. Androids consider humans to be a threat to their existence, travel heavily armed, and will always
fight to the death.

ARK:
No. Appearing: 1-4
Armor Class: 4
Movement: 15
Hit Dice: 8

The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental
strength and radiation resistance of 10. All arks have the following mutations: telekinesis, weather manipulation, and life leech.
Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great
delicacy.

ARN:
No. Appearing: 1-6
Armor Class: 9
Movement: 3/16
Hit Dice: 8

This 1.3 meter long mutated insect is often domesticated by small humanoids and used as a riding mount or beast of burden. Arn
cannot fly with more than 2 kilograms on their backs and must be caught and trained while young to be of any use. The Arn has
large mandibles which can bite, doing 2 dice of damage.

BADDER:
No. Appearing: 3-18
Armor Class: 4
Movement: 12
Hit Dice: 6

This highly intelligent mutated badgeroid species inhabits cool temperate zones. They are approximately 1.5 meters tall. The
badders are organized into a society approximately equal to that of the medieval period in human history. They are basically of
evil disposition and will destroy other intelligent life forms if given the chance. Badders live in earth burrow complexes, although
they will sometimes be found inhabiting a ruined town of the Ancients. They have manipulative forepaws and walk erect.
Badders are exceptionally quick of movement in combat (18 dexterity), and they commonly employ simple armor, shields, and
all sorts of weapons (each is only 10% likely to have an Artifact weapon). They can alto deliver a vicious bite for 1 die (d6) of
damage. Badders communicate in their own form of snarling/growling language but can approximate some limited trade speech.
They are hard of hearing, but have a keen sense of smell. Badders have a mental strength of 16 and possess empathy. If a burrow
is discovered, there will be females equal In number to the males, and young equal to 50% of the females. The burrow will be
ruled by a very large male and 1-4 “nobles”.

BARL NEP:
No. Appearing: I
Armor Class: 3
Movement: 20
Hit Dice: 20

The Barl Nep is a totally black fish that can attain a length of up to 1 meter. If attacked, it will secrete a radioactive oil (intensity
18) that covers an area 10 meters in diameter. This radioactive oil will last up to 10 minutes in calm lake or pond water. If caught
and killed, enough oil to make a 10 minute radioactive oil slick (intensity 12) may be extracted from its body.

BER LEP:
No. Appearing: 1-8
Armor Class: 6
Movement: N/A
Hit Dice: 15

The Ber Lep is a large (two meters across) free-floating aquatic plant which grows (akin to the lily pad) as an enormous sheet on
the surface of the water. A sweet smelling acid exuded by the plant serves to attract, kill, and then dissolve small animals and
insects which land on it. The Ber Lep is thick enough to support the weight of a human and the acid is relatively slow acting. If
injured, however, the plant will teleport itself to a point 5-30 meters distant.

BLAASH:
No. Appearing: 1-10
Armor Class: 8
Movement: 6/15
Hit Dice: 15

This mutated moth-creature is often over 1 meter long with a wingspread of 2 meters. The Blaash is fearless and quite
carnivorous. It glows brightly when it attacks, because of the intensity 18 radiation it emits from its abdomen. This radiation is
harmful within a 5 meter radius, but will not damage the Blaash or others of its kind. Once the Blaash has killed its prey, it stops
and eats voraciously.

BLIGHT:
No. Appearing: 1-4
Armor Class: 9
Movement: 2/10
Hit Dice: 12

This 3 meter long carnivorous winged worm can have a wing span of up to 10 meters. It may become invisible at will, and when
it swoops down from the sky onto its prey, its first attack upon becoming visible will be a flash of light that will blind for 1-4
melee turns any creature who looked at it. Although it can bite, doing 3d6 of damage, its preferred mode of attack is constriction.
When it is coiled around a victim it does 5d6 of damage per melee turn. The blight is completely resistant to radiation, heat, and
sonic attacks.

BRUTORZ:
No. Appearing: 1 (2-12 in wild herds)
Armor Class: 7
Movement: 18
Hit Dice: 14

Standing well over 2 meters high at the shoulder, a Brutorz is powerfully muscled and very broad. These neo-Percherons
(mutated horses) are quite intelligent (with a mental strength of 12) and are particularly partial to PSH individuals. In addition to
their great size, strength, and intelligence, the Brutorz species is remarkably agile for their bulk (1000 kilograms), and all have
precognition. In combat, these creatures can deliver stunning kicks - 2 dice of damage (2d6) per fore hoof - or a vicious bite for 3
dice (3d6) of damage. Well fed and treated with respect, the Brutorz is quite willing to serve as a mount for humans and
humanoids.

CALTHEN:
No. Appearing: 1
Armor Class: 9
Movement: 4/12
Hit Dice: 6

This intelligent (mental strength 18) flying insect can attain a length of 2.5 meters. It has huge mandibles that can do 10 dice of
damage and, given time, crush even duralloy. It is attracted to bones, which are its favorite food. It carelessly rips the flesh off
living creatures merely to devour their bones. The cal then is completely resistant to all heat and cold attacks.

CENTISTEED:
No. Appearing: 1
Armor Class: 9
Movement: 30
Hit Dice: 7

This long-bodied mammal was once a horse, but the mutations it has undergone have given it an almost insect-like appearance. A
centisteed can trot at full speed on its 16 legs carrying two human-sized riders. Although not intelligent by human standards, the
centisteed is totally immune to all forms of mental attack and possesses force field generation. While they make desirable
mounts, these beasts also require enormous quantities of fodder because of their increased metabolism. In a combat situation, the
centisteed is almost more trouble than it is worth, as one of its riders must devote all of his efforts towards keeping the centisteed
under control.

CREN TOSH:
No. Appearing: 1
Armor Class: 3
Movement: 12
Hit Dice: 16

This lizard/fish prefers to live as a 2 meter long fish. It can, however, transform itself into any type of lizard, complete with any
mutations (see Sleeth), for up to 24 hours. In fish form, the Cren Tosh burrows long wide tunnels into the banks of rivers and
lakes, where it makes its nest. It eats only plants, but loves to collect and line its nest with shiny objects.

CREP PLANT:
No. Appearing: 1-10
Armor Class: 3
Movement: 1
Hit Dice: 15

There are two varieties of the Crep plant. The water Crep is pink, and lives completely submerged, in the bottoms of lakes and
rivers. The land crep is red, and may be found in any area with a reasonable amount of rainfall. All crep plants, though
unintelligent, have the following mental mutations, which are used when attacked: death field generation, molecular disruption,
and life leech (which is how it feeds). Additionally, they have the following vegetable mutations: mobility, 1-4 manipulative
vines, and parasitic attachment. The plant reproduces with large leaf-like structures that it uses to make parasitic attachments.
After attaching, the structures drain victims' blood (at a rate of 10 hit points per melee round). Once the victim is dead, these
structures drop off the Crep, and burrow into the ground to start a new plant.

ERT:
No. Appearing: 1
Armor Class: 9
Movement: 8
Hit Dice: 3

This innocuous looking fish, which can be up to 1 meter long, lives in swift flowing mountain streams. It has an awesome
defense mechanism. Any creature it manages to bite has a chance of being turned to granite-like rock (Treat as a poison attack of
intensity 12. A “D” result turns the victim to stone.)

ERT TELDEN:
No. Appearing: 1-6
Armor Class: 6
Movement: 9
Hit Dice: 12

The Ert Telden is a fish just over 1 meter long, which lives in backwaters, marshes and swamps. It has a unique self-destructive
defense mechanism. When removed from water, it starts to burn with such intense heat that all creatures within 30 meters of the
fish sustain 5 dice (d6) of heat damage on the first melee turn. On the second melee turn out of water, the Ert Telden explodes in
flames, doing 10 dice of damage to all beings in range. It is sometimes captured and used as a weapon by certain tribes, who keep
the Ert Telden in holding pools inside their walled village, and fling them over the walls with catapults at would-be attackers.

FEN:
No. Appearing: 1-10
Armor Class: 7
Movement: 12 (water) /3 (land) /8 (flying)
Hit Dice: 10

The fen is an intelligent, man-sized fish, which walks about on 2 stubby fins when on land. It has both lungs and gills and may
remain out of water for up to 24 hours. Its translucent skin makes the fen invisible when under water. Fens collect and use all
manner of weapons and may also use their tail as a club which does 6 dice (d6) of damage if it hits. They are completely resistant
to radiation, have a poison resistance of 18, reflect heat and light (laser) attacks for 5 melee rounds before taking damage, and can
shapechange into a large bird and fly away if the going gets rough.

FLESHIN:
No. Appearing: 1
Armor Class: 8
Movement: 9 (water)/5 (flying)
Hit Dice: 8

The Fleshin is a 2 meter long fish that inhabits large lakes. It swims at high speed along the surface until it launches itself into the
air, where its broad pectoral fins enable it to glide on wind currents for hours on end. It feeds on water birds and other small
animals, but has been known to attack humans when hunting is bad. Its dorsal fin is covered with intensity 15 poison spines. If
seriously threatened, it will shapechange and fight as a sleeth (with all that creature’s powers).

GRENS:
No. Appearing: 1-6
Armor Class: 4
Movement: 12
Hit Dice: 20

Grens appear to be completely normal Pure Strain Humans... except for their deep green skin! They are intelligent and live
secluded lives in harmony with nature. They inhabit only deep forests, where they cannot be seen or sensed by any creature until
they reveal themselves. They will not use ancient technology and stubbornly refuse to learn any of the knowledge of the
Ancients. Most tribes shun outsiders, although in some instances (30%), Grens may cooperate with Pure Strain Humans if
approached in a non-hostile manner.

HERKEL:
No. Appearing: 1-10
Armor Class: 9
Movement: 8
Hit Dice: 4

These relatively small (.5 meters long) fish are every bit as vicious as the piranha, with a bite that inflicts 6 dice of damage per
melee turn. Their scales are covered with a thin film of intensity 18 contact poison. The appetite of a Herkel knows no bounds,
and they will eat anything they can get into their jaws.

HERP:
No. Appearing: 1
Armor Class: 3
Movement: 10
Hit Dice: 20

This is a 3.5 meter long, carnivorous mutated beetle; protected by a thick wing case (the Herp is flightless) which reflects sonic
attacks. To kill its prey, it squirts a stream of powerful acid up to 30 meters. This does 15 dice (15d6) of damage if it hits and will
eat through 1/2 cm of duralloy in three melee turns. The Herp is a diligent and skillful hunter, able to track its prey (small
animals) in all kinds of weather.

HISSER:
No. Appearing: 1-10
Armor Class: 3
Movement: 12
Hit Dice: 18

This 3-meter long half-man-half-snake inhabits the more and regions of GAMMA WORLD, often settling near an oasis or well.
All hissers are telepathic, with a mental strength of 12 and mass mind, sonic attack ability, and one other (random) mental
mutation. Their scaly skin is completely resistant to laser and sonic attacks. Their society is matriarchal, one female leading a
group of 70 or so males and young. She, like a queen bee, lays all the eggs for each settlement, and all of them hatch as males.
When a community grows to about 70 individuals, the matriarch will hatch another female. In a few years, the colony will divide
and the new matriarch will lead an assortment of male hissers off to find a new place to live. Although intelligent, hissers do not
have any written or spoken language, as all information is exchanged telepathically. They utilize selected items of Ancient
technology which they uncover in search expeditions among the ruins of the Ancients.

HOOP:
No. Appearing: 1-20
Armor Class: 9
Movement: 18
Hit Dice: 15

Hoops are actually 2.6 meters tall, mutated rabbitoid creatures that stand erect on their hind legs, and are able to leap over objects
as high as 8 meters. They are intelligent (mental strength 3-18), telepathic, and have mass mind. A mutation peculiar to the hoops
is their ability to transmute metal objects into rubber. The hoop must touch the metal object to be transmuted. All metal within I
meter of that point turns into rubber (must all be in contact). Hoops have manipulative forepaws. They appreciate the power of
Ancient weapons, and seek to obtain and use them. The referee must determine what effect the change to rubber will have on
various metal objects, such as armor, pistols, robots, etc.

HOPPER:
No. Appearing: 1 (1-20 in the wild)
Armor Class: 9
Movement: 12 (hop at 24)
Hit Dice: 3

Resembling giant, weird-looking hares, hoppers are commonly used as riding beasts, as each is able to carry 100kg burdens with
little or no effort. Riding a hopper, however, is no easy task. They require a special saddle and harness, for, while their route gait
is a not-too-jerky series of lippity-lops, their full run consists of great leaps, interspersed with rapid hops. Any rider who is not
properly fastened to the saddle will surely be dismounted. Those riding a hopper for the first time are 75% likely to sustain 1-6
dice of damage (and be thrown from the hoppers back). These creatures are rather stupid (hoops regard them as we do
chimpanzees), but their speed and chameleon powers enable them to survive. An unburdened hopper can easily make 12 meter
leaps, and clear objects 8 meters high.

HORL CHOO:
No. Appearing: 1
Armor Class: 5
Movement: 6
Hit Dice: 18

This is a strange black plant which, when viewed from a distance, looks like a lumpy porcupine with extremely long quills. The
“quills” are actually 3 meter long spear-like stems which it flings at any being that approaches within 90 meters. There are from
6-30 (5d6) of these and they are tipped with intensity 9 poison in addition to doing 3 dice of damage if they hit. The spear-stems
are attached to the plant by strong vines. These retrieve any spear that misses its target, and drag impaled prey back to the base of
the plant where dissolving juices break the victim’s body down into food. The Horl Choo has a limited form of mobility, which it
only uses to move to better hunting grounds.

KAI LIN:
No. Appearing: 1-4
Armor Class: 6
Movement: 10
Hit Dice: 12

This deceptively reptilian-looking creature is actually a 3 to 4 meter long plant. it runs along the ground on two strong stalks that
end in thorny pads (resembling clawed feet), trailing its long root structures behind like a tail. It is covered with radiation
resistant green bark which resembles scales. Although the Kai Lin is a scavenger, it is not above attracting and killing fresh food.
Kai Lin wander about in small groups in search of carrion, which they assimilate by entwining their tall/roots around the dead
animal. It has a limited intelligence (mental strength 5) and the following mutations: electrical generation, attraction odor, and
radiated eyes.

KEESHIN:
No. Appearing: 1
Armor Class: 3
Movement: Telekinetic flight
Hit Dice: 7

This small white mutated amphibian lives in bodies of water. It is highly intelligent (intelligence 18, mental strength 16),
possessing the following mental mutations: telekinetic flight, telekinesis, telekinetic arm, force field generation, life leech, de-
evolution, mental blast, cryokinesis, and reflection. It may utilize any 2 of these mutations per melee turn. The ruthless Keeshin is
a solitary creature, who spends most of its life gathering devices of the Ancients. It is very greedy and will readily kill to obtain
what it wants. It stores its treasures in an underwater stone dwelling, which it builds telekinetically and keeps filled with a pocket
of fresh air.

KEP:
No. Appearing: 1
Armor Class: 2
Movement: N/A
Hit Dice: 20

The Kep is a hideous carnivorous plant which prefers sandy soil, grows completely underground, and permits no other plants to
grow above it. Just beneath the surface, it builds an elaborate net of squeeze roots (some 30 meters in diameter) with pressure
sensitive filaments. When a creature walks over this area, the network of squeeze roots springs out of the ground to ensnare it.
The squeeze roots do 5 dice (5d6) of constrictive damage each melee turn to all creatures unfortunate enough to get caught. If a
Kep takes damage equal to more than half of its total hit points, it will release its captives and retreat below ground. If its prey
ceases to struggle, the roots secrete dissolving juices which break it down into food for the Kep. After each meal, the plant
produces one mobile seed. It tunnels to the surface and scurries away in search of a home.

MENARL:
No. Appearing: 1-4
Armor Class: 6
Movement: 6
Hit Dice: 7

The Menarl is an impressive 10 meter long intelligent water snake. It has 10 very usable arms equipped with human-shaped
hands. It has heightened strength (17) and a mental strength of 12. Its favorite food is birds, and it goes into a mad frenzy when
any are near. The Menarl is relatively friendly towards humanoids and, if shown how, will use ancient devices and weapons.

NARL EP:
No. Appearing: 1
Armor Class: 3
Movement: N/A
Hit Dice: 20

This enormous white mutated tree grows over 50 meters tall. It lives in bodies of water, projecting its pale green leafy top and its
5- squeeze vines above the surface of the water. The squeeze vines are used in defense, and, during spring, are covered with seed
pods, which it flings to the winds when ripe. When these pods are cracked open (usually a sharp blow will do), 2-12 (2d6) seeds
fly out, along with a sonic blast that will do 3 dice (3d6) of damage to all beings within 10 meters.

OBB:
No. Appearing: 1
Armor Class: 10
Movement: 1/15
Hit Dice: 12

The Obb is an intelligent (menial strength 12) mutated fungus which resembles a 1 meter long bat. Nearly immobile on the
ground, it is as swift and deadly as a hawk when in the air. It swoops down from the sky using its one large black eye to deliver a
blast of intensity 16 radiation. It then strikes stunning blows with its two clawed appendages doing 3 dice (3d6) of damage with
each. Once its prey is killed, the Obb devours half of the body and plants its spores in what remains. In just one day 1-6 (d6)
young Obbs will emerge and fly off. The Obb is completely resistant to radiation, and all laser, light, and heat attacks. It has been
known to associate peacefully and even team up with other intelligent beings, but only the referee knows exactly when or why.
The Obb has an intelligence of its own, and its logic is totally unrelated to anything generally known to man.

ORLEN:
No. Appearing: 1
Armor Class: 7
Movement: 15
Hit Dice: 15

These two-headed, 2.5 meter tall, humanoid mutants have four arms... each 2 under the control of a separate brain. They are all
telepathic, with telekinesis, and will force available in both brains. Some 25% of them also have 2 random mutations (one on
each side), which usually include poison claws (random intensity) on two hands, and a mental mutation, de-evolution, on the
other side. Orlens will barter peacefully to obtain technological devices, and have made many of their own - specially adapted for
use with four arms.

PARN:
No. Appearing: 1-4
Armor Class: 6 (see also below)
Movement: 6/16
Hit Dice: 10 plus antennae (see below)

The Parn is a 3 meter long mutated beetle. Its back is covered with 4-24 (4d6) 1.3 meter long barbed spines, which It uses
defensively. These it may shoot, 2 per melee round, up to a distance of 50 meters and each will do 2 dice (d6) of damage if it hits.
Although not particularly intelligent, the Parn is a ruthless carnivore, and it kills its prey with 4 sharp sword-like structures at the
ends of its 3 meter long antennae. Each of these does 3 dice of damage (d6) if they hit, and the Parn uses them so effectively that
the armor class of any opponent(s) is adversely affected by 3 classes when in close combat with the Parn. Each antenna has an
armor class of 5 and will take 18 points of damage (this is in addition to the basic 10 hit dice of the creature) before it is severed.
The Parn never retreats and fights tenaciously to the death.

PERTH:
No. Appearing: 1-10
Armor Class: 4
Movement: N/A
Hit Dice: 8

This mutated palm-like bush is topped with a large (1 meter tall) flower-like structure. If disturbed, the flower will begin to glow
all shades of the rainbow and on the next melee round emit radiation of random intensity (3d6) that affects all beings within a 15
meter radius. Each melee round, it changes color and emits radiation of a different intensity (again random). If the Perth is
damaged, it will glow 1 to 4 colors at once (d4), emitting that many blasts of radiation of different intensities. The petals of the
flower-structure can be sun-dried and crumbled into a powder, which, when ingested, will heal one lost hit point for each gram of
powder consumed. One flower will yield 20 grams of powder and the drying process requires 3 full days of sunlight. If dried
more rapidly by artificial means, the powder will be only halt as effective.

PINETO:
No. Appearing: 1 (1 -8 in wild)
Armor Class: 4
Movement: 18
Hit Dice: 2

These oddly mutated plants have a horizontal trunk and movable branches, adapted to rapid locomotion. A large clump of roots
and keen visual and olfactory appendages at the base of its trunk vaguely resembles a shaggy horse's head. It feeds on nutrimental
matter, which its tendrils thrust into the trunk cavity where it is absorbed by thousands of tiny rootlets. The Pineto takes on
moisture much like an animal, by dipping its “head” (root clump) into a stream or pond. Pinetos move about quickly in order to
avoid predators. When captured, the Pineto can be ridden or used as a beast of burden (carrying up to 800kg on their backs).
Control is by means of a sharp goad which is jammed into the Pineto, just behind the root clump. Using this device, the creature
can be made to move, run, turn, and stop at a rider’s command. Note, however, that the Pineto is covered with a dense growth of
sharp needles, and the tail (tree top) lashes for 1 die of damage (to armor class 8 or less) on command. Riders without saddles, or
other proper protection, also take 1 point of damage per melee round while astride the Pineto.

PODOG:
No. Appearing: 1 (2-12 in wild packs)
Armor Class: 5 (8 if ridden)
Movement: 15
Hit Dice: 4

Podogs are fairly clever, very large, mutated mongrels. They understand simple commands and are large enough to ride and
strong enough to carry most humans at a good pace all day. They are not friendly in their wild state. Podogs are carnivorous pack
hunters, and only the young can be trained to serve as steeds. If a Podog is attacked, it will bite and slash with its teeth causing 2
dice (d6) of damage. All Podogs are totally immune to any form of poison. Prized Podogs have dual brains and communicate
with their masters via telepathy (such creatures are one in a hundred and are rarely for sale). When excited, a Podog bays out a
cry which perfectly imitates that of its prey/opponent, throwing it into confusion and giving the Podog the initiative to attack or
flee. Packs of Podogs will normally consist of a mated pair and one or two of their full and partially grown litters.

RAKOX:
No. Appearing: 1 (5-30 in wild herds)
Armor Class: 4/6
Movement: 9
Hit Dice: 20

These rather slow but powerful oxen sport a partial carapace, surmounted by a forward pointing frill of 8 long horns. Any
opponent gored by these weapons will suffer 1 die of damage (d6) per horn - typically, a man-sized opponent can be struck by 1-
3 horns. They will have a tendency to charge when frightened, especially if encountered in the wild. A charging Rakox does
double damage. Although stupid, and very skittish, their tough hide, endurance, and great strength (able to carry up to 1000kg)
make them desirable as beasts of burden and draft animals.

SEP:
No. Appearing: 1-6
Armor Class: 5
Movement: 10
Hit Dice: 17

The sep is actually a mutated version of the shark that has adapted to life on land. A powerful organ in its head (somewhat
resembling a brain) enables the sep to force even packed sand out of its way telekinetically, as it plows along beneath the surface
of deserts in search of prey. The sep is able to detect creatures up to 50 meters away. When it springs unexpectedly from the
ground and attacks, its massive jaws (in an adult) bite for 9 dice (d6) of damage. It quickly burrows back under the sand after
striking and maneuvers underground for one or two melee rounds before making its next attack from a different direction. Once
killed, prey is dragged beneath the sand and eaten.

SERF:
No. Appearing: 1-4
Armor Class: 6
Movement: 12
Hit Dice: 10

Serfs are mutated humanoids with heightened strength, a partial carapace, and poison claws (intensity 8) instead of fingernails.
They are very intelligent (mental strength 15) and possess the following mental mutations: light wave manipulation, density
control (others), life leech, death field generation, mental blast, and telepathy. Serf s are semi-nomadic and organize themselves
into quasi-military “brigades”, dressing in old military or police uniforms recovered from the Tombs of the Ancients. The
“general” of each brigade holds his power by means of an ancient weapon, although serfs prefer to fight only with their mental
mutations, and any given one is 90% likely to do so.

SEROON LOU:
No. Appearing: 3-18
Armor Class: 8
Movement: 3
Hit Dice: 8

This deep green carnivorous aquatic plant can reach a length of up to 30 meters. It is semi-intelligent and the top of its stalk
projects as much as 3 meters above the water, while its mobile roots allow it to walk slowly about the bottom. At the top of the
stalk is a large eye, shaded by several leaves. The eye directs the use of its 11-20 manipulation vines. The Seroon Lou will attack
just about anything, grasping rocks and clubs with its vines and bludgeoning its victims to death. It drags its prey to the bottom to
be assimilated by its roots. The Seroon Lou often hides among the more peaceful Narl Ep, and, except for its darker color, looks
much the same.

SLEETH:
No, Appearing: 1-10
Armor Class: 5
Movement: 12
Hit Dice: 18

The sleeth is a 3 meter tall mutated lizard. It is very intelligent (intelligence and mental strength 17) with the following mental
mutations: telepathy, precognition, and the special ability to negate any force field within 30 meters. They are completely
resistant to illusions and have a poison resistance of 18. In any given group of 10, one will have an additional good mutation
(choose randomly). Sleeths are a quiet, peaceful race, living in small communities or villages. They befriend all manner of
mutants and delight in discussions of philosophy and religion. They can use all kinds of weapons.

SOUL BESH:
No. Appearing: 1
Armor Class: 8
Movement: 9
Hit Dice: 10

This is a flightless, mutated mosquito with chameleon powers. It often attains a length of over 1.3 meters and inhabits swamps,
marshes, grasslands, and forests, where its powers of concealment enable it to ambush prey. It has a 2 meter long coiled
proboscis, which it inserts (preferably into a sleeping victim) causing an immediate die (d6) of damage, and, in the same melee
round, Injects intensity 18 paralytic poison. On the next melee round, the Soul Besh begins sucking blood at a rate of 12 hit
points per melee turn. The exoskeleton of the soul Besh, when boiled down in a large cauldron, will yield 150 cc of syrupy
antidote to intensity 18 poison. 10 cc is the required dose for humans.

TERL:
No. Appearing: 1-4
Armor Class: 5
Movement: Telekinetic Flight
Hit Dice: 9

This 2 meter long mutated barracuda is covered with brightly colored feathers instead of scales. Consequently, it mates and
hatches its young in water, but spends most of the rest of its life living in trees. It is able to breathe both in water and air and
travels by means of telekinetic flight. It is not particularly intelligent, but is a dangerous predator, using both cryogenesis and its
sonic attack ability simultaneously to kill its prey. It these two methods of attack fail, it can bite for 2 dice (d6) of damage, but
will usually retreat to find an easier kill. Its feathers reflect heal and laser attacks, and it is able to detect and avoid areas of
radiation.

WIN SEEN:
No. Appearing: 2-7
Armor Class: 9
Movement: N/A
Hit Dice: 13

The win seen is a creeping tangle of vines whose runners can spread over a very large area (up to 20 meters in diameter). It is
difficult to tell where one plant ends and the next one begins, as all plants in a colony are connected to one another. The yellow-
green aquatic variety floats freely around the surface of lakes and ponds, emits a sonic attack whenever it is touched, and is
covered with intensity 14 contact poisons. The blue-green land win seen has the above defenses plus an attraction odor that
encourages carnivores to live nearby (referee should pick a few likely ones). Although not intelligent, the land varieties exhibit a
crude form of magnetic control, forcing all ferrous objects (of up to 50 kg wt) within 50 meters of the plant to the ground for up
to 25 melee turns. The plant must be damaged before it will utilize this power. A single win seen, chopped, and cooked down in a
large pot for several days, will yield about 100ccs of antidote for intensity 14 poison, with 10 ccs being the required dose for a
human.

YEXIL:
No. Appearing: 1-4
Armor Class: 6
Movement: 4/15
Hit Dice: 10
This flying creature, of indeterminate origin, has a wing span of 8 meters and stands 3 meters tall. It is a slow-witted but friendly
beast which ambles around the ground on 2 long hairy legs, but is a magnificent sight in the air with its beautiful orange fur-lined
wings outstretched. At the end of each wing is a well shaped hand. Atop its long neck rests a lion-like head with large eyes and
large mandibles. In combat, the Yexil can bite for 3 dice of damage, or shoot a laser beam through its eyes that does 5 dice (d6) of
damage out to 25 meters. Its body is also covered with orange (and black) fur which is resistant to very little (but is resistant to
cold attacks). The Yexil is omnivorous, but its most favorite foods (it is a gourmet) are manufactured clothing - cotton, synthetics,
leather, etc. The snappier the outfit, the better it tastes. The Yexil will often trade what it considers worthless items of technology
(such as pistols, bombs, or grenades) for good clothes to eat.

ZARN:
No. Appearing: 1
Armor Class: 7
Movement: Teleportation (up to 200 meters)
Hit Dice: 4

The Zarn is a dangerous little orange parasitic beetle that, when full grown, attains a length of only 10 centimeters. It will attack
any living creature, regardless of size. On one melee turn it spits intensity 16 paralytic contact poison, up to a maximum range of
5 meters. On the next melee turn, although only semi-intelligent, it teleports to a different location (maximum range 200 meters).
After teleporting, it will spit poison again, continuing this routine until a victim has been paralyzed. Note: the spittle is so toxic
that the saving throw for poison must be made each melee turn for each area of spittle that is not washed off the victim's skin.
Once its victim is paralyzed the Zarn bores through the skull and lays 4-24 eggs in its brain. Paralysis lasts one full week. The
eggs will hatch in four days, consume the brain, and emerge on the fifth day as little Zarn. Zarn eggs may only be removed
surgically.

ZEETHH:
No. Appearing: 1-100
Armor Class: 10
Movement: None (teleporting seeds)
Hit Dice: 1

Each Zeethh is a sturdy blade of mutated purple grass which grows to a height of 1.5 meters. Its tassels (which grow continuously
all summer long) are filled with 1-6 spiked seeds. Each melee round that warm blooded creatures are within 20 meters of
Zeethhs, the plants will attempt to teleport one-quarter of their seeds into those creatures. Here's how to handle large scale Zeethh
combat:

1. Multiply the number of Zeethhs present by 3... this yields the total number of seeds available.

2. One fourth of the original total of seeds will be teleported each melee turn.

3. The number of seeds to be teleported is divided by the number of targets (warm-blooded creatures within 20 meters). The
quotient is the number of seeds which attack each target.

4. Treat the Zeethhs as having a mental strength of 12. Roll a mental attack (see the MENTAL ATTACK MATRIX) for each seed.

Seeds which do not get into a body simply vaporize. Each seed teleported into a body does 2 dice (d6) of damage to its new host.
While inside a creature, these seeds secrete a dissolving juice that does an additional point of damage per day per seed for up to 7
days. If by then the creature is not dead, the seeds die. All damage caused by these seeds will not heal until the seeds die or are
removed surgically (see Rejuv Chamber under ARTIFACTS & EQUIPMENT). If a host (full of viable seeds) dies, the seeds
inside it will sprout in less than an hour, and grow large enough to have a tassel in three days. All adult zeethhs replace teleported
seeds at a rate of one per day.

CRYPTIC ALLIANCES

As it the monsters and creatures of GAMMA WORLD weren’t fearsome enough, many of them have banded together into secret
or semi-secret organizations called CRYPTIC ALLIANCES. Some are remnants of organizations that existed in the Shadow
Years... some are of very recent origin. All such groups should be based in specific areas of the map and any adventurers
approaching within a certain radius (established by the referee) should have a 75% chance per day of encountering
representatives of that particular group. This chance is in addition to the basic encounter chance listed on the ENCOUNTER
TABLE. Societies of very advanced or powerful individuals should be limited in size so that the adventurers will have at least
some small chance against them. The possibilities for cryptic alliances are many and varied, limited only by the referee’s
Imagination. A suggested list of basic groups follows. The referee should feel free to add or change them as he sees fit. Even
changing the names and some of the characteristics of some of these groups will keep the players guessing...
BROTHERHOOD OF THOUGHT

This group was founded by a biochemist who survived the holocaust and was amazed to find that non-human mutations often had
brains of a quality equal to or greater than humans. He gathered a small group of followers, and their goals were to unify all
intelligent creatures in a world of enlightened coexistence and freedom of choice (noble old thoughts!). They have some ties with
other cryptic alliances, such as the “Seekers”, and oppose the aims of both the “Purists” and the “Friends of Entropy”. The
Brotherhood of Thought may be found in forests, mountains, and hills, usually in tiny villages. They maintain a very low profile,
traveling in groups of three - one human, one humanoid, and one mutated animal, to better spread the word of their cause. In
dangerous or populated areas, they use a secret sign to contact each other. This sign is a tracing of the infinity symbol across the
forehead as though casually brushing hair.

SEEKERS

The Seekers are a group of humans and mutants that all appear completely human. They travel and work in large populated areas,
trying to get humans and mutants of all types to work together. They consider mutated animals to be inferior, but don't press the
issue, and sometimes even accept their help. They are filled with an all-consuming hatred of the technology that brought about
the destruction of civilization and seek to eradicate all traces of It from the face of the earth. They can be found among other
human factions, or by themselves. The membership is usually very rich, in terms of the local means of exchange (they do not hate
domars). Their secret sign consists of scanning the horizon using both hands to shade the eyes.

KNIGHTS OF GENETIC PURITY

“Purists” are Pure Strain Humans who wish to destroy all mutated humans. Unaccountably (or fortunately), they do not realize
that animal and vegetable mutants are not “pure” either. “Purists” usually fight with sword and lance, on any available mount. A
large number of them also have ancient energy weapons. They are very open about their hatred and wear a bright red square,
printed, painted, or emblazoned in some way on the fronts of their garments or armor. Large groups of “Purists” have been
known to hire out as mercenaries - as long as the job involves the slaughter of humanoid mutants.

FRIENDS OF ENTROPY

Calling themselves the “Red Death,” their goal is to bring about the extinction of all life and the cessation of all mechanical
operations. They are especially interested in destroying all equipment of robotic nature. Theirs is a nomadic society (since nobody
wants them around), and they travel in small groups, spying out populated areas to raid or attack. Whenever possible, they steal
babies of both humans and mutants and bring them up as the next generation of the “Red Death”. Their secret signal consists of
the cleaning of the blade of a dagger with a red cloth, followed by thrusting the dagger through that cloth.

THE IRON SOCIETY

This is a group of human mutants bent on the destruction of all non-mutated Pure Strain Humans. Its groups are scattered about
GAMMA WORLD, especially near radiated areas. The Iron Society is very powerful in battle because its members use both
mutated powers and ancient weapons of all sorts. They obviously will not mingle with humans, but can be found in societies of
other mutants.

ZOOPREMISISTS

This group consists of non-humanoid, thinking mutant animals, who believe that the time has come for the “beasts” to rule the
world. They have a secret police of highly trained, dangerous mutants that terrorize any who oppose them. Fortunately,
Zoopremisists attract only a lunatic fringe of the thinking mutant animals, and their power is not yet very great. They can be
found secreted in any large mass of mutants. Their agents are all telepathic and signal each other in that manner.

HEALERS

This is a quasi-monastic order, founded by a medical technician during the Shadow Years. They wander continually, caring for
the sick and wounded without regard for race, creed, or biological origins. The membership is both human and mutated and all
have a mysterious ability to approach and befriend non-intelligent creatures. They use many medical devices of the Ancients, as
well as any number of natural herbs and medicines. Healers are so respected by all (except the "Red Death"), that they are rarely
attacked, even by the most bloodthirsty creatures.

RESTORATIONISTS

These are a group of primarily human and humanoid mutants who have recovered large amounts of information about the past
and are seeking to rebuild the lost civilization. Restorationists are usually armed with weapons from the past and frequently have
robotic units working with them. They shun the other moderate cryptic alliances and work single-mindedly towards their goal.

THE FOLLOWERS OF THE VOICE

These are beings of all types who worship computers, believing that machines created the world and can again restore peace and
order. They are always encountered near installations that have computers whose logic circuits agree, at least in part, with their
philosophies. In some instances, the large computers, such as the think tank, have taken over their followers, and rule with
dictatorial powers. Roving bands of the Followers of the Voice are occasionally encountered as they roam vast areas in search of
computers and similar machinery to use as “shrines” for their strange religious rituals.

THE RANKS OF THE FIT

This is a military-religious order, bent on controlling the world. Any means to this end is acceptable. It was founded by an
enormous mutated bear, who wrote the organization's guidelines after reading certain history books, and possibly Mein Kampf,
Animal Form, and several biographies of Napoleon Bonaparte. All forms of life may join, but only mutated intelligent animals
may hold positions of power. Seeking to establish a form of “Code Napoleon” throughout the world, “The Ranks of the Fit” have
brought large groups of people and several cities under their well organized military fist. Although their armies are equipped
mostly with crossbows and spears, no independent corps is allowed to operate without some very heavy weapons of the past, and
the members will fight to obtain more. Their banner is the Tricolor with a gammadion superimposed.

THE ARCHIVISTS

This group is generally made up of various small humanoids who believe that all artifacts are sacred. These they store away in
deep caves, where the artifacts are polished and worshipped. The members usually possess strong attack and defense mutations
and will not appear in groups of less than 10. They will seek to buy items that they consider valuable, but are not above stealing if
the price is too high. They especially like robots, which they deactivate and mount as statues of gods to protect their underground
temples.

THE RADIOACTIVISTS

These are worshippers of a radiation god which they reverently call the “Radiant Devine Glory”. These cultists are those with
high radiation resistance and many are mutated, as initiation requires that they spend a week in a radioactive area. Radioactivists
are often seen traveling the desolate areas of GAMMA WORLD, searching for new “holy lands”.

THE CREATED

This is a special cult, open only to androids. Its members believe that only machine-created “life”, such as computers, cyborgs,
robots, and androids are worthy of continued survival. Of course they believe that androids should be the ruling class, even in the
world of machines. Androids often pass as humans in human and humanoid societies, subverting their efforts and stealing
technological devices for the “Created.”

HAZARDS

Two principal threats to continued life on GAMMA WORLD are poison and radiation. Both may be encountered naturally, or in
combat with other creatures. Both are measured in terms of “intensity” which may range from 3 to 18 points.

Poison: Several types of poison are mentioned in these rules. Unless otherwise specified, the poison must somehow get into the
bloodstream of a being in order to take effect (i.e. via puncture, cut, injection, ingestion, etc.). Contact poison works merely upon
touching exposed skin. When a being is poisoned, cross-index the intensity of the poison with the constitution of the individual
on the following matrix:

POISON MATRIX

Strength of Poison
03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
18 * * * * * * * * * * * * 01 02 03 D
17 * * * * * * * * * * * 01 02 03 D D
C 16 * * * * * * * * * * 01 02 03 D D D
0 15 * * * * * * * * * 01 02 03 D D D D
N 14 * * * * * * * * 01 02 03 D D D D D
S 13 * * * * * * * 01 02 03 D D D D D D
T 12 * * * * * * 01 02 03 D D D D D D D
I 11 * * * * * 01 02 D D D D D D D D D
T 10 * * * * 01 02 D D D D D D D D D D
U 09 * * * 01 02 D D D D D D D D D D D
T 08 * * 01 02 D D D D D D D D D D D D
I 07 * 01 02 D D D D D D D D D D D D D
0 06 01 D D D D D D D D D D D D D D D
N 05 02 D D D D D D D D D D D D D D D
04 03 D D D D D D D D D D D D D D D
03 D D D D D D D D D D D D D D D D

The number obtained indicates how many dice of damage the poison victim sustains. *indicates no effect. D indicates that the
victim dies (or is paralyzed if the poison is paralytic), no matter how many hit points it possessed.

Each numerical intensity poison has its own specific antidote, i.e.: antidote for intensity 14 poison, etc. If this is administered to
the victim within 2 melee rounds after obtaining a “D” result, he will survive, sustaining only 2 dice (d6) of damage. It another
type of antidote is used (different intensity antidote for a different poison), the chance of it working is a base 50%, modified by
10% plus or minus for each intensity level it differs from the specific poison. For example, if a character is poisoned by a weapon
with poison intensity 16 and suffers a “D” on the chart, an antidote may save him. If the antidote is for level 16 this is certain,
since it is the antidote for that particular poison. If the antidote is for poison intensity 14, then there is a 30% chance it will work;
if the antidote was for poison intensity 18, there is a 70% chance it will be effective.

Because of the large number of poisonous creatures in GAMMA WORLD, most inhabitants will wear light body armor of some
sort, and often carry poison tipped weapons. When a player carries a poisoned weapon, it is necessary for him to take measures to
insure that he is not poisoned by his own weapon, such as wearing heavy gloves, or carrying poison darts in special pouches, etc.

Radiation: There are many ways to encounter radiation in GAMMA WORLD. Large areas of the referee's map should be coded
as having residual radiation of various intensities. In some places, only metal objects contain radiation. Many creatures use blasts
of radiation (either directed in beams or with area effect) as a mode of attack or defense. The effects of radiation are figured in
terms of exposure for one melee round. The referee must be sure that creatures suffering the effects are within the effective range
limitations of the radiation source. Cross-index the intensity of the radiation with the constitution of the victim on the following
matrix:

RADIATION MATRIX

Radiation Intensity Level


03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
18 00 00 00 00 00 01 02 03 04 05 06 07 08 M M D
17 00 00 00 00 01 02 03 04 05 06 07 08 M M D D
C 16 00 00 00 01 02 03 04 05 06 07 08 M M D D D
0 15 00 00 01 02 03 04 05 06 07 08 M M D D D D
N 14 00 01 02 03 04 05 06 07 08 M M D D D D D
S 13 00 02 03 04 05 06 07 08 M M D D D D D D
T 12 00 03 04 05 06 07 08 M M D D D D D D D
I 11 03 04 05 06 07 08 M M D D D D D D D D
T 10 04 05 06 07 08 M M D D D D D D D D D
U 09 05 06 07 08 M M D D D D D D D D D D
T 08 06 07 08 M M D D D D D D D D D D D
I 07 07 08 M M D D D D D D D D D D D D
0 06 08 M M D D D D D D D D D D D D D
N 05 M M D D D D D D D D D D D D D D
04 M D D D D D D D D D D D D D D D
03 D D D D D D D D D D D D D D D D

The number obtained indicates how many dice (d6) of damage the radiation victim sustains. M indicates that the victim has
received a new mutation (roll for one randomly on either the physical or mental mutations chart). D indicates that the victim has a
20% chance of receiving a mutational defect (determine randomly) and an 80% chance of death. Any new mutation will manifest
itself in one week of game time. There is no known antidote for radiation.

ARTIFACTS AND EQUIPMENT

Various artifacts and equipment from the past, in differing states of repair, will be found among the ruins of the former
civilization of GAMMA WORLD. Because the Shadow Years were devoted to wholesale destruction, weapons and items of a
military nature are found in great numbers. This is not to say that players won’t find non-military items. The referee is
encouraged to give the players a healthy mix of the 24th century version of such items as: toasters, typewriters, lawn mowers,
powered hand tools, erector sets, portable radios and TVs, smoke detectors, hair dryers, eyeglasses, cigarette lighters and so on.
Remember that the characters that the players represent probably have no idea what most of these items are, or what they can do.
When player-characters find any artifact, the referee should carefully word his description of the object, or give them a sketch (if
the object is unidentifiable to their 20th century minds), bearing in mind their ignorance of the technology of the past.

The referee may select and place all artifacts in his “Ancient Areas,” or he may use the following tables to randomly determine
what artifacts to put into play. Percentile dice (2d10) are first rolled to determine the general category of the artifact. Then
proceed to the specified table and roll the appropriate die to find the specific artifact to be put in the game. Robotic units are
described in a separate section (see ROBOTIC UNITS).

Most descriptions of artifacts are general in nature. In some instances, it is up to the referee to define exact sizes for the artifacts
of his own “world” - as well as provide descriptions for other such items not mentioned in this booklet.

ARTIFACT
CATEGORY:
01-10% Pistol
11-20% Rifle
21-30% Other Energy Weapon
31-40% Grenade
41-50% Bomb or Missile
51-60% Armor
61-70% Vehicle
71-80% Miscellaneous Energy Device
81-90% Robotic Unit
91-100% Medical Equipment

Pistols: (1d6)
1. Slug Thrower
2. Needler
3. Stun Ray
4. Laser Pistol
5. Mark V Blaster
6. Black Ray Gun

Rifles: (1d4)
1. Stun Rifle
2. Laser Rifle
3. Mark VII Rifle
4. Fusion Rifle

Energy Weapons: (1 d4)


1. Vibro Dagger
2. Vibro Blade
3. Energy Mace
4. Stun Whip

Grenades: (1d6)
1. Gas
2. Chemical Explosive
3. Fragmentation
4. Energy
5. Photon
6. Torc

Bombs or Missiles: (2d8)*


1. Small Damage Pack
2. Concentrated Damage Pack
3. Fission Bomb
4. Fusion Bomb
5. Concussion Bomb
6. Matter Bomb
7. Negation Bomb
8. Neutron Bomb
9. Trek Bomb
10. Mutation Bomb
11. Micro-Missile
12. Mini-Missile
13. Surface Missile
14. Neutron Missile
15. Negation Missile
16. Fission Missile

Miscellaneous Energy Devices: (1d12)


1. Portent
2. Energy Cloak
3. Control Baton
4. Communication Sender
5. Medi-kit
6. Anti-grav Sled
7. Ultra-violet and Infra-red Goggles
8. Chemical Energy Cells
9. Solar Energy Cells
10. Hydrogen Energy Cell
11. Atomic Energy Cells
12. Energy Cell Charger

Medical Equipment: (1d12)


1. Pain Reducer
2. Mind Boosters
3. Sustenance Dose
4. Interra Shot
5. Stim Dose
6. Cur-in Dose
7. Suggestion Change
8. Accelera Dose
9. Anti-radiation Serum
10. Rejuv-chamber
11. Stasis Chamber
12. Life Ray

Armor: (1d10)
1 . Sheath Armor
2. Powered Plate Armor
3. Powered Alloyed Plate Armor
4. Plastic Armor (unpowered)
5. Energized Armor
6. Inertia Armor
7. Powered Scout Armor
8. Powered Battle Armor
9. Powered Attack Armor
10. Powered Assault Armor

Vehicles: (1d8)
1. Civilian Internal Combustion
2. Military Alcohol Combustion
3. Turbine Car
4. Hover Car
5. Flit Car
6. Environmental Car
7. Bubble Car
8. Others
Robotic Units: (2d6)**
1. Light Cargo Litter
2. Heavy Cargo Litter
3. Small I Cargo Transport
4. Large Cargo Transport
5. Ecology Bot (Agricultural)
6. Ecology Bot (Wilderness)
7. Engineering Sot (Standard)
8. Engineering Bot (Light Duty)
9. Engineering Bot (Heavy Duty)
10. Medical Robotoid
11. General Household Robotoid
12. Security Robotoid
13. Supervisory Borg
14. Defense/Attack Borg
15. Warbot
16. Death Machine
17. Permanent Cybernetic Installation
18. Think Tank

*The first d8 indicates the base 1-8. On the second d8, if 1-4 is rolled the first die is read normally; If 5-8 is rolled add 8 to the
number rolled on the first die.

**The first d6 indicates the base 1-6. On the second d6, if 1 or 2 is rolled the first die is read normally: if 3 or 4 is rolled add 6 to
the number rolled; and if 5 or 6 is rolled add 12 to the number rolled on the first die.

ARTIFACT CONDITION

Artifacts of the Ancients will be found in various conditions, due to their disuse or exposure to the elements. When players find
an artifact, the referee should immediately determine its condition (though not necessarily tell the players the result) by rolling
two dice (2d6) and consulting the following table:

Dice Chance of
Roll Condition of Artifact Functioning
2-5 Obviously Broken 0%
6-7 Poor 20%
8-9 Fair 40%
10 Good 60%
11 Excellent 80%
12 Perfect 100%

The percentage chance of functioning for each artifact need not be determined until the players do something to the artifact that
might cause it to function.

ARTIFACT USE AND OPERATION

Once players have found an artifact, they will not automatically know what it is for, or how it works. It is quite possible that one
will fiddle with an artifact for weeks and never determine what it is, or, in the other extreme, detonate a bomb, eliminating
everything within 100 meters. The three following charts are used to simulate experimentation with artifacts.

Place a marker on the space marked "S". Generate a number between 1 and 10, and move the marker to the next space indicated.
When the marker has been successfully moved to the space marked "F", the player has determined what the artifact is for, and
how to use it. Moving to a space marked with skull and crossbones means that the player has hurt himself or one or more of his
companions (if it is possible to harm anyone with the item). He has, in any case, failed to determine how to work the artifact and
must start again at "S".

Five rolls on any of the above charts requires that the player do nothing else but concentrate on and manipulate the artifact for
one hour (each additional payer concentrating adds one die roll per hour). Players may spend as much time as they wish trying to
figure out artifacts, but if the session is interrupted, or stopped for some reason, the player must begin again at start. Players with
very high or low intelligence, and certain mutations, are given minuses or allowed pluses on the die rolls.
If a result calls for harm, or if a player discovers the use of an artifact and tries it out, the referee must roll percentile dice,
according to the artifacts chance of functioning, to see whether anything happens. It is possible to determine the use of an artifact,
even if it does not work (because of its condition). The referee must roll percentile dice again: if it is possible for the artifact to
short out, or explode, it does so on a result of 1-10, causing damage (to be determined by the referee), otherwise no harm comes
to anyone.

Chart A is for simple items such as pistols, bombs, and other items with only a few simple switches or operating mechanisms.
Chart B is for medical machinery, robotic devices, and other equipment with multiple controls and indicators. Chart C is for very
complex devices, such as computers, think tanks, or portions of a space ship.

Bear in mind the fact that most inoperative artifacts only require new or recharged batteries to make them work. (Equipment was
well made in the 24th century). Experience is awarded for figuring out how to work artifacts, regardless of whether or not they
actually do work. Experience is also awarded for a robotic unit for mastering it or for defeating it in combat.
PISTOLS

1. SLUG THROWER
Maximum Range: 20,40, or 60 meters
Effective Range: 10, 20, or 30 meters
Projectile: Rubber Slugs (15-50 in clips)
Damage Inflicted: 1, 2, or 3 dice (d6) (stunning damage)
Power Source: Hydrogen Energy Cell Battery Life: 5 clips (may fire only 1 slug per melee turn)

These weapons were used by the various police forces in riot suppression and crowd control. When cumulative stunning damage
reaches one-half of the target’s original total hit points, the victim falls unconscious for 1-6 minutes. When the victim awakens,
any stunning damage taken is added back on to his hit point total.

Slug throwers come in three calibers (hence the various statistics above), ranging from the tiny .17 derringer, to the huge .75
prison special (with a .38 caliber in between). The referee determines what size the players have found, and if there is any
ammunition present.

2. NEEDLER
Maximum Range: 100 meters
Effective Range: 50 meters
Projectile: Poison or Paralysis Darts (in clips of 10)
Damage Inflicted: Paralysis (int. 12) or Poison (int. 17)
Power Source: Chemical Energy Cell Battery Life: 3 clips (may fire 1 dart per melee turn)

This soundless weapon can fire either poison or paralysis darts. If paralysis takes effect the victim can do nothing but breathe for
up to 20 minutes, less one minute for each point of the victim's constitution.

3. STUN RAY
Maximum Range: 50 meters
Effective Range: 25 meters
Projectile: Ray
Damage Inflicted: Stun (see below)
Power Source: Solar Cell
Battery Life: 10 shots

If this ray hits, the target will be stunned for 20 minutes less one minute for each point of the victim's constitution. While stunned,
only the victim’s involuntary muscles (heart, lungs, etc.) will function.

4. LASER PISTOL
Maximum Range: 200 meters
Effective Range: 100 meters
Projectile: Beam
Damage Inflicted: 5 dice (d6)
Power Source: Hydrogen Energy Cell
Battery Life: 10 shots

Class 2 armor will automatically deflect (do not roll any hit dice) the first hit with this weapon. Class 1 armor will automatically
deflect the first two hits in this manner. Subsequent hits, however, will do full damage.

5. MARK V BLASTER
Maximum Range: 150 meters
Effective Range: 75 meters
Projectile: Disrupting Ray
Damage Inflicted: 7 dice (d6) (makes 10 cm hole when applicable)
Power Source: Hydrogen Energy Cell
Battery Life: 5 shots

This pistol makes a 10 cm diameter hole out to its maximum range In whatever it hits, provided the target is killed, does not have
a force shield, or is inanimate (such as a wall). It does not cause 10 cm holes In living creatures until they are no longer living.

6. BLACK RAY GUN


Maximum Range: 50 meters
Effective Range: 25 meters
Projectile: Death Ray
Power Source: Chemical Energy Cell Battery Life: 4 shots
Damage Inflicted: instant death to living targets not protected by force field/otherwise no effect. This is the ultimate hand-held
weapon. It does no damage to inanimate (non-living) targets.

RIFLES

1. STUN RIFLE
Maximum Range: 200 meters
Effective Range: 100 meters
Projectile: Ray
Damage Inflicted: Stun (see below)
Power Source: Solar Cell
Battery Life: 5 shots

If this rifle hits, the target will be stunned for 20 minutes less one minute for each point of the victim’s constitution. While
stunned, only the victim’s involuntary muscles (heart, lungs, etc.) will function.

2. LASER RIFLE
Maximum Range: 600 meters
Effective Range: 300 meters
Projectile: High intensity light beam
Damage Inflicted: 6 dice (d6)
Power Source: Hydrogen Energy Cell
Battery Life: 5 shots

Class 2 armor will automatically deflect the first hit with this weapon. Class 1 armor will automatically deflect the first two hits.
Subsequent hits will do full damage.

3. MARK VII BLASTER RIFLE


Maximum Range: 450 meters
Effective Range: 225 meters
Projectile: Disrupting Ray
Damage Inflicted: 8 dice (d6) (makes 10cm hole when applicable)
Power Source: 2 Hydrogen energy cells
Battery Life: 5 shots

This rifle makes a 10cm diameter hole out to its maximum range in whatever it hits, provided the target is killed, does not have a
force shield, or Is inanimate (such as a wall or door). It does not cause 10 cm holes in living creatures until they are no longer
living.

4. FUSION RIFLE
Maximum Range: 700 meters
Effective Range: 350 meters
Projectile: 2 beams of intensity 18 radiation
Damage Inflicted: As determined on Radiation Hazard Matrix
Power Source; Atomic Energy Cell
Battery Life: 10 shots

This rifle must be connected to a converter by a 1.5 meter cable. The converter and the atomic energy cell are both carried in a
special pack which fits on the user’s (provided he is reasonably human in shape) back.

ENERGY WEAPONS

Note that these are hand-held weapons, and their range is limited to the reach of the user.

1. VIBRO DAGGER
Damage Inflicted: 10 points
Power Source: Hydrogen Energy Cell
Battery Life: 30 minutes

This weapon is, in fact, a force field in the shape of a 20 cm long knife. It will cut anything except another force field.

2. VIBRO BLADE
Damage Inflicted: 25 points
Power Source:
Hydrogen Energy Cell Battery Life: 20 minutes

Much like the vibro dagger, the blade is a force field In the shape of a sword, and will cut anything except another force field.

3. ENERGY MACE
Damage Inflicted: 30 points
Power Source: Chemical Energy Cell Battery Life: 15 minutes

This is basically an energized club. It cannot damage targets protected by energy shields.

4. STUN WHIP
Damage Inflicted: Stun
Power Source: Chemical Energy Cell Battery Life: 30 minutes

It this 3 meter long energized whip hits, the target will be stunned for 20 minutes, less one minute for each point of the victim’s
constitution. While stunned, only the victim's involuntary muscles (heart, lungs, etc.) will function.

GRENADES

There are several different types of grenades, but all will explode on the melee round after being activated (by pulling the pin). A
grenade may be thrown 3 meters for every point of physical strength possessed by the thrower. The referee should keep in mind
that the chance of functioning for a grenade (see ARTIFACT CONDITION) is not determined until it is activated. In other words,
it could be a dud.

1. TEAR GAS GRENADE


Area of effect: 10 meter radius
Cloud duration: 1-6 minutes (depends on wind)

All beings breathing this cloud are debilitated. Each melee turn spent in tear gas reduces a being's armor class by one point, and
adds 2 points to that character's “to hit” dice rolls. For every 3 melee turns spent out of the tear gas cloud, a victim recovers his
abilities in the above increments.

STUN GRENADE
Area of effect: 10 meter radius
Cloud duration: 1-4 minutes (depends on wind)

Each character in the gas cloud during a melee turn must make a poison saving throw (against a random intensity attack
generated by the referee). A “D” result indicates that the victim will be stunned for 20 minutes, less one minute for each point of
his constitution. While stunned, only a victim's involuntary muscles (heart, lungs, etc.) will function.

POISONOUS GAS GRENADE


Area of effect: 10 meter radius
Cloud duration: 1-6 minutes (depends on wind)

All beings must roll poison saving throws each melee turn they spend in the poison gas cloud. The referee determines the
intensity of the poison each melee turn by rolling 3d6.

2. CHEMICAL EXPLOSIVE GRENADE


Area of effect: 10 meter radius
Damage inflicted: 10 dice (d6) per target in blast area

3. FRAGMENTATION GRENADE
Area of effect: 10 meter radius
Damage inflicted: 5 dice (d6) per target in blast area

4. ENERGY GRENADE
Area of effect: 10 meter radius
Damage inflicted: 12 dice (d6) per target in blast area

This grenade does only half damage to armor classes 8 and 9.


5. PHOTON GRENADE
Area of effect: 10 meter radius
Damage inflicted: Instant death to all beings not protected by force fields or energy shields.

6. TORC GRENADE
Area of effect: 15 meter radius
Damage inflicted: Disintegrates everything (leaving a hole in the ground) not protected by force fields or energy shields.

BOMBS & MISSILES

The following list of bombs and missiles consists almost entirely of tactical weapons. Strategic bombs and missiles, such as an
ICBM, cruise missile, or jets, rockets, satellite launchers and their bombs are virtually nonexistent. They were all either used, or
were primary targets during the Shadow Years. Although they are pretty much beyond the scope of this game, the referee should
feel free to devise and include any strategic weapons he wants.

Bombs and missiles will have various fusing devices (proximity, impact, heat seeking, time delay, etc.) as chosen by the referee.
Missiles, of course, may or may not be found along with the required launch and guidance equipment.

1. SMALL DAMAGE PACK


Description: Small canvas bag of plastic explosive, wt. 5 kg.
Area of effect: 10 meter radius
Damage inflicted: 6 dice (d6) per target in blast area

2. CONCENTRATED DAMAGE PACK


Description: Large canvas pack (fits on the back of a human) of plastic explosive, wt. 20 or 40 kg.
Area of effect: small-30 meter radius, large-50 meter radius
Damage inflicted: small-10 dice (d6), large-12 dice (d6) per target in blast area.

3. FISSION BOMB
Description: Various. Most common - black steel sphere, 50 cm in diameter
Area of Effect: 1 kilometer radius

Damage Inflicted- Clean bomb - 200 points to all targets in blast area. Dirty bomb - 300 points to all targets in blast area, plus a
blast intensity 15 radiation which requires 3 saving throws per target within that area.

4. FUSION BOMB
Description: A small, hand-sized, disc-shaped metal can.
Area of Effect: 50 meter radius
Damage inflicted: 75 points to all targets in blast area.

5. CONCUSSION BOMB
Description: A small canister, fitted with hooks for mounting on any of several delivery systems.
Area of effect: 50 meter radius gas cloud ... lasts 2-12 minutes
Damage inflicted: Stunning

Each character in the gas cloud must make a poison saving throw (against intensity 15 poison). A “D” result indicates that the
victim will be stunned for 20 minutes, less one minute for each point of his constitution. While stunned, only a victim’s
involuntary muscles (heart, lungs, etc.) will function.

6. MATTER BOMB
Description: Disc-shaped, various sizes (determined by referee)
Area of effect: 10 meter radius
Damage inflicted: 75 points to all targets in blast area

These bombs come in all sizes, and the referee may devise statistics for larger ones (like the kind that do 1000 points of damage).

7. NEGATION BOMB
Description: 10cm aluminum sphere
Area of effect: 30 meter radius
Damage inflicted: Energy drain

All energy sources in the blast area are completely drained, unless protected by force fields. All force fields in the blast area are
reduced by one half their current value. Note: this bomb will even stop a robot operating on broadcast power (if it had no energy
shield) for 4-24 minutes. It does not affect living matter.

8. NEUTRON BOMB
Description: 60 cm duralloy spheres, usually resting in a wheeled cradle to facilitate loading into aircraft or spacecraft.
Area of effect: 500 meter radius
Damage inflicted: 100 points to all targets in blast area and death to most living things.

Any living creature without a force field, or whose force field is destroyed by the blast (100 pts.) is instantly killed, if in blast
area.

9. TREK BOMB
Description: 25 cm black plastic box, wt. 25kg
Area of effect: 30 meter radius
Damage inflicted: Disintegration

Everything in the blast area not protected by a force field is disintegrated. All force fields in blast area sustain 30 points of
damage.

10. MUTATION BOMB


Description: Pear-shaped red plastic case, wt. 10kg.
Area of effect: 30 meter radius
Damage inflicted: Mutations

Percentile dice must be rolled for each living creature not protected by a force field in the blast area: 01-60% = receive one
random mutational defect, 61-100% = receive a blast of intensity 12 radiation.

11. MICRO MISSILE


Description: 10 cm long, streamlined cylinder, fitted into a plastic handgrip/launcher.
Maximum Range: 1 kilometer
Effective Range: 500 meters (visual sighting)
Area of effect: 10 meter radius
Damage inflicted: 7 dice (d6) per target in blast area

12. MINI MISSILE


Description: 35 cm long, streamlined cylinder.
Requires: shoulder held, bazooka-type launcher.
Maximum Range: 2 kilometers
Effective Range: 1 kilometer (visual sighting)
Area of effect: 20 meter radius
Damage inflicted: 50 points per target in blast area

13. SURFACE MISSILE


Description: 3 meter long, streamlined cylinder.
Maximum range: 80 kilometers (may be fired at aerial target)
Effective range: 40 kilometers
Area of Effect: 100 meter radius
Damage inflicted: 150 points per target in blast area

This missile must be launched from an electronic turret, either affixed to a military installation, or vehicle, or directed by
computers and radar at the launch site.

14. NEUTRON MISSILE


This is simply a surface missile with a neutron bomb for a warhead.

15. NEGATION MISSILE


This is a surface missile with a negation bomb for a warhead.

16. FISSION MISSILE


This is a surface missile with a fission bomb for a warhead.

NOTE: It any missile fails to hit what it was aimed at, it will still explode (if it functions at all) somewhere nearby. Referee is to
determine where a miss will explode.

ARMOR

All armor of the Ancients was made for Pure Strain Humans. Creatures, or player characters with any mutations altering the basic
human body-shape will probably not be able to wear such armor. Certain mutants and cryptic alliances have the capability to
manufacture specialized armor for mutants, but this is rare and is left for the referee to devise and include in the game as he sees
fit.

DEFENSIVE ARMOR

1. SHEATH ARMOR
Armor Class when worn: 4
Force field: None
Locomotion provided: None
Power source- None
Battery life: N/A

This is basically police riot control armor, consisting of a well padded breast plate, helmet, gloves, thigh and shin guards. It
provides reasonable protection against primitive weapons.

2. POWERED PLATE
Armor class when worn: 3
Force field: None
Locomotion provided: 20 meters per melee turn
Power source: Atomic energy cell
Battery life: 50 hours constant use

This is the earliest form of powered armor and was quite obsolete by the time of the destruction of the Apocalypse.

3. POWERED ALLOYED PLATE


Armor class when worn: 2
Force field: None
Locomotion provided: 30 meters per melee turn
Power source: Atomic energy cell
Battery life: 45 hours of constant use

4. PLASTIC ARMOR
Armor class when worn: 3
Force field: None
Locomotion provided: None, but does not encumber wearer
Power source: None
Battery life: N/A

Made to provide inexpensive protection against beam weapons, plastic armor has proved tough enough to stand up against most
forms of attack.

5. ENERGIZED ARMOR
Armor class when worn: 2
Force field: None
Locomotion provided: Jet assisted jumps of up to 200 meters per melee turn
Power source: Atomic energy cell
Battery life: 40 hours of constant use

6. INERTIA ARMOR
Armor class when worn: 2
Force field: Partial (see below)
Locomotion provided: Jet assisted jumps of up to 200 meters per melee turn
Power source: 2 Atomic energy cells
Battery life: Requires both cells for 60 hours of constant use

The partial force field generated in this unit will protect the wearer from black rays, radiation, poison gases, etc. but absorbs only
one half of all damage sustained (up to 25 hit points maximum absorption per melee turn).

OFFENSIVE ARMOR

Offensive armor was the culmination of the science of battle armor, and as such, is usually the most complicated equipment the
player characters will encounter. Each suit is more like a space capsule into which the wearer must crawl. All types are equipped
with various sophisticated sub-systems which must be activated before the suit is fully operational, that include: 2 way radios
(part of a world-wide satellite communications network); complete life support systems with a 72 hour oxygen supply (the air
circulating and conditioning unit may function independently without draining the battery); a medi-kit (see MISCELLANEOUS
ENERGY DEVICES); sound, ultra-violet, and infra-red sensors; and a self-destruct mechanism, activated by the death of the
wearer.

7. POWERED SCOUT ARMOR


Armor class when worn: 2
Force field: Absorbs up to 20 hit points each melee turn
Locomotion provided: Anti-grav flight at 250 meters per melee turn
Power source: 2 atomic energy cells
Battery life: 54 hours of constant use

8. POWERED BATTLE ARMOR


Armor class when worn: 2
Force field: Absorbs first 30 hit points sustained each melee turn
Power source: 2 atomic energy cells
Battery life: 48 hours of constant use
Locomotion provided: Anti-grav flight at 100 meters per melee turn

The hydraulic system of this suit allows the wearer to lift up to 1.5 metric tons and still be able to leap a distance of 25 meters per
melee turn. A Sunday punch delivered by the fist of this unit inflicts 8 dice of damage (d6)

9. POWERED ATTACK ARMOR


Armor class when worn: 1
Force field: Absorbs first 40 hit points sustained each melee turn
Locomotion provided: Anti-grav flight at 150 meters per melee turn
Power source: 2 atomic energy cells
Battery life: 42 hours of constant use

The hydraulic system of this suit allows the wearer to lift up to 2 metric tons and still be able to leap a distance of 25 meters in a
melee turn. There is a laser pistol built into the forefinger of each hand (powered independently, see laser pistol), a micro missile
launcher and a clip of 20 missiles built into the helmet, and a grenade launcher with a bolt of 15 (referee decides type) grenades,
attached to the left shoulder. A punch delivered by the fist of this unit does 9 dice (d6) of damage to its target.

10. POWERED ASSAULT ARMOR


Armor class when worn: 1
Force field: Absorbs the first 50 hits points sustained per melee turn
Locomotion provided: Anti-grav flight at 200 meters per melee turn
Power source: 3 atomic energy cells
Battery life: 48 hours of constant use

Except for the changes noted above, this armor contains all equipment listed under powered attack armor.

VEHICLES

The list of vehicles given here only begins to describe the great variety available to the Ancients, and the referee is encouraged to
devise many more.

1. CIVILIAN INTERNAL COMBUSTION


Much like the cars and trucks of today, these vehicles run on alcohol or fossil fuel. When in good working order they will all be
extremely fuel efficient. Usually a separate fuel source will be required, as any left in the tanks will long since have evaporated.

2. MILITARY ALCOHOL COMBUSTION


This category includes the 24th century version of the jeeps, trucks, armored personnel, and cargo carriers used by the military.
Some will be wheeled, others tracked, and many utilize a limited anti-grav device which keeps them just above the surface. The
purity of the alcohol available determines the speed of these vehicles (along with the referee).

3. TURBINE CARS
These holdovers from the 23rd century were still in limited use. They are ail wheeled, and powered by an efficient turbine which
burns fossil fuels. A solar cell on the root powers the lights, radar, and climate control systems.

4. HOVER CAR
The most common passenger vehicle of the 24th century rides on a cushion of air and travels at speeds up to 300 kilometers per
hour. It utilizes a steam turbine powered by an atomic energy cell. It will travel up to 600 kilometers on 50 liters of water, and the
atomic cell will last up to 20,000 kilometers.

5. FLIT CAR
This combination air/ground vehicle utilizes anti-grav circuits and an atomic energy cell. In hover mode (just above the ground) it
can travel up to 200 kilometers per hour. In flight made, it can travel up to 400 kilometers per hour with a service ceiling of 16
kilometers. The battery will power it for 200 hours on the ground or 100 hours of flight.

6. ENVIRONMENTAL CAR
Use of this vehicle was restricted to only a few government agencies and they will be rare in GAMMA WORLD. Able to fly,
travel on the ground, move over and under water, and in outer space (good for one round trip to the moon), the environmental car
is powered by its own nuclear reactor and anti-grav circuits. Each fuel cylinder will power it for 4 weeks of earth use or I week in
outer space. Airspeed: 500 kph; Groundspeed: 150 kph, Underwater speed: 75 kph.

7. BUBBLE CAR
This ultimate transportation vehicle was affordable by only the world's richest governments and is extremely rare in GAMMA
WORLD. Powered by solar cells, and utilizing an anti-grav circuit that is extremely energy efficient, bubble cars can carry up to
20 passengers, or 3 metric tons of cargo into deep space or the darkest depths of the oceans. They recharge themselves as long as
at least 10 hours out of each 72 are spent in direct sunlight (earth orbit or less). They are equipped with an energy field that will
absorb the first 25 hit points of damage sustained each melee round. The energy shield and backup power are provided by an
atomic energy cell which will last for 24 hours of constant use. Air speed: ten times the speed of sound!

8. OTHER
Anything the referee desires, such as railroad transports, cargo ships (water), helicopters, police vehicles, and so on may be
included in the game where appropriate.

MISCELLANEOUS ENERGY DEVICES

1. PORTENT
This is a backpack-sized unit which generates a 4 man energy shield, used to keep out the elements, powered by 2 solar cells. The
cells hold enough charge for 24 hours constant use and may be recharged during day while the bearer is marching. If attacked, the
energy shield will absorb 5 points of damage and then burn out.

2. ENERGY CLOAK
This powered cloak and cowl can completely cover the wearer. Designed for wear at social events, it is a blaze of scintillating
colors when in operation. The unexpected side effect is that the cloak (when powered) is completely resistant to laser beams. It is
powered by a chemical energy cell that will last through 12 hours of constant use.

3. CONTROL BATON
A 4th or 5th stage military command item (see I.D. DEVICES), this baton can, at a touch, completely activate or deactivate any
powered suit of armor. it can also (through use of a directional antenna) lead the user to any suit of powered armor within a radius
of 1 kilometer. It identifies the user to any robotic unit as command personnel, allowing the user to command units at a specific
location such as a military base or government building.

4. COMMUNICATIONS SENDER
These are short range two-way radios or TVs with ranges up to 100 kilometers. They are powered by chemical and solar energy
cells. Hundreds of varieties, military and civilian, can still be found.

5. MEDI-KIT
This portable unit, small enough to hang on a belt, allows even a novice to give himself, or others, major first-aid and medical
treatment. A small but sophisticated computer, coupled with several microwave sensors, analyzes and treats all manner of medical
problems. To use the medi-kit, merely place the device over the wounded area, touching the flesh. The unit will take a blood
sample, inject any antidotes, antibiotics, or antitoxins necessary (and contained in the kit), suture any wounds, give verbal
instructions on how to perform any operations beyond its capabilities (such as setting broken bones), and finally spray on an
antiseptic dressing that promotes healing.

Powered by a chemical energy cell, it will function about as long as there are supplies inside the unit (there are about 4 treatments
therein for any given problem). The medi-kit was very common and any military installation of the Ancients is likely to have a
large supply of them.

Keep in mind the fact that medi-kits were designed and programmed by and for human beings. The farther away from Pure Strain
Human stock the patient, the less likely his chances of successful treatment by a medi-kit.

6. ANTI-GRAV SLED
A platform approximately 2 meters wide by 3 meters long, the anti-grav sled is powered by an atomic energy cell good for up to
100 hours of continuous operation. It can support loads up to 25 metric tons as it floats roughly 50 centimeters above the ground.
The sled may be pushed manually when supporting light loads, but inertia is such a problem that a separate powered, towing or
pushing device must be used for cargoes over 2 metric tons.

7. ULTRA-VIOLET & INFRA-RED GOGGLES


These goggles enable the wearer to detect heat and light sources normally invisible to the naked eye.

8. CHEMICAL ENERGY CELL


These rechargeable batteries come in many sizes and power all manner of devices. They will lose their charge after 1-6 years of
disuse.

9. SOLAR ENERGY CELL


These are chemical energy cells equipped with, or attached to, a solar panel that recharges them when exposed to bright light.

10. HYDROGEN ENERGY CELL


These are rechargeable batteries, less common, and more expensive than chemical energy cells. They do not lose their charge
through disuse.

11. ATOMIC ENERGY CELL


Although bulky because of its shielding, this 12 kilogram nuclear battery will hold its charge for up to 1000 years if not used. It is
used to provide the power for many devices, both civilian and military. It may only be recharged by replacing its fuel cylinder.

12. ENERGY CELL CHARGER


When connected to the appropriate power source (line or broadcast), this small unit will recharge practically any chemical or
hydrogen energy cell. Although no times are specified, it takes twice as long to recharge hydrogen energy cells as it does to
recharge chemical energy cells.

MEDICAL SUPPLIES AND EQUIPMENT

The various medical supplies of the 24th century can still be found in an occasional ruined hospital, military aid station, or
trauma center. The following list is just a brief summary of the more standard items in the military first aid kit. They will be
identified with universal symbols,- as well as detailed instructions, so that, once players have identified a particular drug, or
device, they will recognize it when they see it again.

1. PAIN REDUCER
When this drug is administered, the recipient will feel no pain for 4 hours, and will be able to sustain 1 extra hit point for each
point of his constitution. When the drug wears off, the patient loses these additional hit points (and dies if this leaves no hit points
remaining).

2. MIND BOOSTER
This adds a plus 3 to the recipient’s mental strength for 1 hour. The patient must then have total rest for 4 hours or lose 3 points of
intelligence permanently.

3. SUSTENANCE DOSE
One dose provides a full day’s required nourishment and short-circuits any hunger signals to the brain for a 24 hour period.

4. INTERRA SHOT
This “truth serum” opens the recipient’s subconscious to direct interrogation. When the drug wears off (in ten minutes) the
recipient will not remember having been questioned.

5. STIM DOSE
This drug temporarily adds 3 points to the recipient's physical strength, and 1 point to his dexterity for a period of 1 hour. After
use, the patient must rest for 4 hours or lose permanently 1 point of physical strength.

6. CUR-IN DOSE
This miracle antidote negates the effects of any poison or drug.

7. SUGGESTION CHANGE
This hypnotic drug knocks the user unconscious for a few seconds. When he awakens, he will fix on the first person he sees and
follow unquestioningly any suggestions made by that person for up to 4 hours.

8. ACCELERA DOSE
Each application of this drug will restore 1-10 (d10) lost hit points to the user.

9. ANTI-RADIATION SERUM
If administered immediately after exposure to radiation, this drug will restore any hit points lost to radiation. Note that this drug
only restores hit points; it will not cure death.

10. REJUV-CHAMBER
This large hospital appliance (looks like an iron lung) is used to repair any type of medical problem. The patient is placed inside
the chamber and percentile dice are rolled. A patient who has lost up to one halt of his original hit points has a 100% chance of
having all lost hit points restored, with a 75% chance for a patient with one-fourth remaining, and a 50% chance for a patient with
less than one-fourth of his original hit points remaining. Note, however, that a patient may only use a rejuv-chamber once per
month. Each additional use of the rejuv-chamber in a one month period gives the patient a 30% chance of death through system-
shock.

11. STASIS-CHAMBER
This machine is similar in appearance to the rejuv-chamber. However, this device places the patient in suspended animation until
authorized personnel program the chamber to release him.

12. LIFE RAY


This miraculous device, introduced just before the start of the wars, is able to revitalize the dead. When used, there is a 50%
chance that it will bring new life to the dead, if used within 24 hours of the victim's death. This device allows only one attempt to
raise a given individual. If this fails, no further attempts may be made. A character resurrected by the Life Ray must re-roll all
ability traits. He does, however, retain his memory.

Needless to say, life ray machines are quite rare.

STANDARD DEVICES, UNITS, AND MATERIALS

This section has been kept separate from the other listings of materials of GAMMA WORLD because these items are found in
almost all areas of the planet.

I.D. DEVICES
There were many means of identification in use prior to the Shadow Years, and they varied from place to place. The referee
should pick one type and use it consistently. There were color coded wrist bands, lettered dog tags, radiated rings, recorded voice
patterns, and many other ways of informing men and machines of one’s identity, status, and authority. All of these devices had
one thing in common. They all had differing degrees of authority from the common citizen to the highest military and civilian
leaders. A widely-used system of the “stages” of I.D.’s is detailed below:

FIRST STAGE - ordinary citizens


SECOND STAGE - civil service (military, emergency, etc.)
THIRD STAGE - scientific and medical
FOURTH STAGE - law enforcement (military and civilian)
FIFTH STAGE - military command and civil authorities

Each stage includes all the privileges of those under it. If a second stage I.D. is needed, for example, a third stage I.D. will be
acceptable.

The color keying used often varied more than the stage system. Also, it was not unusual for the same color to be used at more
than one stage, with a second color or some other differentiating markings used to denote higher stages. Common colorings are:

Blue - military
Brown or Yellow - common citizens
Gray or Green - scientific and technical Red - law enforcement
Red and Blue - civil authorities Red and White - emergency
White - medical

MAIN BUILDING COMPUTERS


Nearly all buildings of the 24th century had all security and maintenance functions supervised and controlled by computers. Such
computers had a limited number of logic circuits that allowed them to deal with natural abnormalities (tire, structural damage,
cleaning, etc.) and unauthorized intruders (usually handled by calling on a security robot).

HALL MONITORS
These are multi-lens cameras with audio pickups used in most high-security areas and to monitor city traffic. The lenses are
equipped with infra-red sensors for night time, and the unit will usually broadcast to security installations within a one-mile
radius of its location.

COM UNIT
These small, hand-sized communication units are used by various professions to communicate with other similar units and
computers programmed for reception of their signals. The operation of most com units is limited to a particular function. Security
units, for instance, will communicate only with other security units and computers programmed for security functions. Units for
various civil and military commanders can usually communicate with several types of corn units - selectively or simultaneously.

COMPUTER TERMINAL
Most computer terminals are of a standard design - a small video display screen above a common typewriter keyboard. Special
purpose terminals, such as those serving military or security installations, are different, with unique keys, display terminals, and
other function-related devices. All data put into or received from a computer terminal has, by definition, passed through the
computer itself. Only Pure Strain Humans and Mutants with no physical mutations may use an un-reprogrammed computer
terminal.

RADIOACTIVE MATERIAL
Various stores of radioactive material will be found throughout GAMMA WORLD, as they had many medical, technical, and
military uses. These materials may be solid, liquid, or gaseous in form, and may be found in various types of containers. The
isotopes of these materials will have half-lives ranging from fractions of a second to thousands of years. They will range from the
common Strontium and Uranium Isotopes to the rare and very unstable Kaskium 269.

DURALLOY
This material will be found in nearly all engineering areas. The metal is very thin and forged in triangular sheets one meter on a
side that weigh only 150 grams each. This standard working piece of metal has holes drilled in each corner and two clamps
spaced evenly in the middle to aid in working with the piece, since normal tools will not affect it. In spite of its light weight, it is
the strongest metal known. Though the Ancients cast, cut, welded, and otherwise worked duralloy, their methods are unknown.

BROADCAST POWER
In the period just before the Shadow Years, power was no longer transmitted through wires but broadcast through the air like
radio or television signals. Most of the robotic devices of the cities function on broadcast power, though some (especially security
and emergency service robots) have emergency power sources. A broadcast power station usually consists of a nuclear power
plant to produce the power and a specially designed broadcast tower similar to a micro-wave relay tower. The broadcast range
varies with the terrain, but 400 kilometers is an average. Few of these stations survived destruction, as they were prime military
targets. The referee will want to place these carefully, if he decides to have any in the area in which the players will be
adventuring.

ENERGY FIELDS
Many devices, particularly powered armors and robotic units, have an energy field of some sort as part of their defense. The
terms energy field, energy shield, force field, and force shield all refer to the same thing and are interchangeable. Energy fields
will take a certain number of hit points before collapsing. This number must be exceeded in one melee turn to destroy the energy
field. Damage to the field is not cumulative. For example, an energy field which will take 25 hit points of damage can absorb that
much damage every melee turn until 26 or more points of damage are taken in one melee turn. This final damage destroys the
energy field and burns out the field generator, but still does no damage to the protected being or device. Succeeding hits will
damage whatever was protected by the field. In rare instances, whole buildings and entire installations were protected by such
fields.

TRADE, VALUE, AND EXCHANGE

During the course of a campaign, adventurers may wish to dispose of articles found during their explorations, or trade for items
they require but have not found. The most common way to handle this need is to allow trading at larger population settlements in
the world. Much of the trading is left to the referee's discretion. However, the following guidelines for trade values and
availability of items are suggested.

ITEMS DOMARS GOLD


Standard cut and thrust weapons 50 10
Heavier and larger weapons 75 15
Shield 50 10
Armor 300 60
Bow 75 15
Quiver of 15 arrows 10 2
Crossbow 100 20
Case with 15 crossbow bolts 10 2
Clothing, back pack, woven goods, etc 5 1
Traveling supplies (rope, lantern, etc.) 5 1
Food stores (wine skin, dried foods), per week 5 1
Unusual items (mirrors, oil flasks, etc.) 15 3
Riding beasts (non-horse like) 200 40
Riding beasts (horse like) 300 60
Riding equipment (saddle, saddle bags, etc.) 75 15
Small carts, wagons, and rafts 250 50
Large carts, wagons, and rafts 400 80
Small boats and canoes 500 100
Large boat with sail and oars 1000 200

Working artifacts from ancient times are rare and highly prized. It will usually be impossible to purchase them. They may be sold
by players, but they attract so much attention that they may be stolen before the sale can be completed.

Barter is also used throughout GAMMA WORLD, and high quality items may be traded for their full value in goods. Worn items
will buy less.

VALUE
Values given on the trade table are in domars and gold. The domar was the basic monetary unit of the world before the holocaust.
It is a small lightweight coin, inlayed with colors and symbols denoting various denominations, and nearly indestructible. Since
the nature of the domar makes it impossible to counterfeit, it is still used widely as a means of exchange. However, since it is
possible that the ruins of an ancient bank may be found in the wilderness, there is the possibility of “new” domars being released
into the economy of a settlement by adventurers. Because this new influx could destroy the value of a settlement's trade goods,
merchants will prefer gold, other precious metals, and gemstones for large purchases. Merchants will be suspicious of strangers
with large quantities of domars, but a sack of gold always talks their language- Precious metals and gems were used for little
other than jewelry and ornamentation before the Black Years and will be correspondingly rare. One “gold piece” (a piece of gold
weighing one ounce) is usually equal in trading value to 5 domars.

HEALING OF BODY DAMAGE


When a player or any other character suffers damage which results in loss of accumulated hit points, it is necessary for that
injured being to rest and regain those lost hit points. Hit points can generally be regained at the rate of 1 point per day of rest -
which means the player undertakes no extensive traveling or strenuous activity. A judge can adjust the rate according to his
discretion, if desired, depending upon the type of wound and the situation. Of course, use of certain Ancient medical devices,
drugs, and some mutations, will heal body damage much more quickly.

RELATIVES
When a player character dies, it is logical to assume that someone will get his possessions. This can be handled by the referee in a
number of ways depending on the situation. First, a “relative” of the deceased character might have claim on his possessions. If
such a relative exists, the character's remaining possessions would be his. The referee might then allow the player to continue the
game in the persona of this relative of his original character. This should only be allowed if the player was adventuring in or near
his home. Otherwise, all the deceased’s wealth passes into obscurity, out of the game. Obviously, it he is half-way across the
continent there is no way any relatives would even know about his death.

Second, the player’s possessions might be given to his most loyal follower. They might be divided among his followers or fellow
players (or fought over by them). In any case, if the player character's body is irretrievably lost (dropped into a seemingly
bottomless pit, vaporized, etc.) then all he carries will be lost with him.

Players whose characters are lost during the course of the campaign may return with a new character at the discretion of the
referee. However, prior knowledge of certain areas gained by the previous character should not be used to advantage by the
player. To insure this, the referee may choose to start him in a different area of GAMMA WORLD.

LANGUAGES
Because so many of the mutants of GAMMA WORLD use telepathy and so few Pure Strain Humans are left, a common
language has evolved among all speaking beings and creatures. Of course, there are most likely tribal languages that differ from
area to area, but nearly everyone will know this common tongue; it is the language of trade, commerce, and diplomacy.

Main computer installations will have assimilated enough of this new language to understand it fully and will continually update
robots' speech patterns so that they will be usable by humans with proper authority. Small computers not integrated with the main
computers, specialized installations, robots deactivated during the Shadow Years, and so forth, will not respond to any but the
language in which they were programmed. It is sometimes possible, however, to either interface these units with main computers
or (with proper authority and sufficient knowledge) to reprogram them.

ROBOTIC UNITS
Prior to the Black Years, millions of robotic units existed in the service of man. These units ranged from simple household servos
to extremely sophisticated and complex military and scientific installations. Of course, a large number of these -units were
destroyed or disabled during the turmoil and destruction of the Shadow Years and the Black Years which followed. But an equally
large number of units survived the holocaust completely unscathed: engineering units performing their appointed duties deep
within the bowels of cities razed by The Apocalypse, agricultural and ecological units operating far from targeted areas, security
units housed in their protected vaults, military units designed to withstand extreme punishment, scientific units operating within
heavily shielded complexes - many such units and installations continue to function as programmed. When power sources began
to give out, the proper notice was given to nonexistent human authorities, and, eventually, they ground to a halt. Others,
particularly isolated military and security units, were never activated, and stand ready to be commanded.

For purposes of definition within the game system, robotic units are divided into three operational modes -programmed, wild, and
controlled. Non-operational units, if and when activated, will also fit into one of these operational modes. Note that there is
normally no way in which players may determine into which of these modes a particular unit fits. Only the most obvious of the
wild units will be thus apparent (such as a unit which goes around in a circle saying “Tra-la-la!”).

Programmed units are those powered and activated units still performing pre-assigned tasks. Because they lack a high-order logic
system and human direction, they are oblivious to the changes that have transpired over the years. For example: a farming unit
that still crawls up and down a field “planting” seeds from a long-empty hopper, a security robot still patrolling its section of
highway according to programming and issuing traffic tickets to the same buffalo each day as they cross the road on the way to
their watering hole or (most commonly) units which are responsible for checking identification of anyone - regardless of whether
or not they have any.

Wild units are those units whose logic circuits and/or memory banks have been damaged. This damage will affect each unit
differently, from simply omitting some aspect of its programming to totally irrational actions and failure to respond to any
control. Units affected range from the smallest ID checkpoint to the main computer of an entire complex or city.

Controlled units are those units programmed or directed by another robotic unit or computer possessing high-order logic and
discrimination circuitry, or by humans, humanoids, mutants, or androids. The actions of controlled units have been modified from
their original programming. For example, a city’s main computer may instruct its garbage collection units to shut down since
there is no longer any garbage to collect, or a human may reprogram a security robotoid to act as his personal body guard.

All robotic units not under the direct control of player characters should be considered extremely dangerous. While player
characters exploring the ruins of a partially-destroyed city may have sense enough to avoid a patrolling security robot, consider
the following scenario:

The party finds the remains of an air-lock hatchway covering a shaft that leads down. Although the explorers don’t know it, the
shaft leads to an engineering passageway, and the ruined hatchway through which they entered was once a service entryway that
required considerable identification and authorization of all personnel desiring entrance before it would unlock and open. Now,
deep in the passageway, they encounter an engineering robotic unit going about its routine maintenance chores- As it approaches,
they back towards the wall and try to hide. The unit stops in front of a character who has the misfortune to be hiding behind a
loose section of the passageway's wall plate. As the rest of the party watches in horror, the engineering unit efficiently slides the
plate back into place, ignites its fusion torch, and runs a neat weld around the edges! Its work in that particular area completed,
the robot rolls off down the passageway to its next job. The remaining members of the party rush to the still-hot wall plate .... At
this point, we will mercifully draw a curtain on our hypothetical scenario.

With what has been said thus far on the subject of robotic units, it would seem that all sensible players would avoid robotic units
at all costs. However, while a robotic unit can be an overpowering foe, it can also be an invaluable ally when controlled.
Therefore, the risk of an encounter with a robotic unit is justified if it is possible to gain control of it.

It would be impossible to list all the possible robotic units of

GAMMA WORLD, and therefore only general robotic unit characteristics are listed and the task of actual design is left to the
referee. A few examples of GAMMA WORLD robotic units are also given hereafter, and are recommended for campaign use as
basic types or styles. Once encountered, players will probably learn their functions, and from that point on, the referee need only
describe the unit as, say, “a basic Mark I security robot,” or whatever it happens to be in his campaign. Until the players learn
more about it, though, the referee need only describe how the unit looks and what, it anything, it is doing.

Experience is awarded for robotic units for mastering (learning how to control) them or for defeating them in combat. Use the
table in the EXPERIENCE section as a guide for awarding experience points.

POWER SOURCES
Nearly all robotic units contain circuitry for the reception and use of broadcast power, with back-up energy systems for use in the
event of a temporary interruption of broadcast power. When broadcast power is interrupted, the unit automatically switches to its
back-up system. It the unit is in operation at the time of the interruption, it will continue to perform its assigned task until its
internal power is exhausted. If the unit is not operating at the time of the broadcast power interruption, its internal power source
will remain charged and the unit may be activated at any desired time.

While most robotic units are designed to function primarily on broadcast power, some units have been designed for applications
when and where broadcast power would be unavailable or unreliable. These units (primarily designed for specialized military and
scientific applications) rely solely on high-capacity onboard energy systems (usually a nuclear plant). These units occasionally
require recharging or replacement of their power plants.

SENSORS
Sensors will vary from unit to unit, depending on the design and purpose of the unit. Generally, units designed for operation with
or around humans will have sensors approximating human sight and hearing. Any additional sensors will depend upon the unit's
purpose (microscopic visual sensors for a unit involved with detailed work or surgery, for example).

CONTROL
Common robotic units are generally controlled by vocal and/or electronic commands from authorized personnel. the key phrase
here is "authorized personnel." Some units, such as household servos, have relatively simple logic circuits and will respond to,
commands from nearly anyone. On the other hand, some military or industrial units require detailed and complex recognition
sequences, possibly involving supplemental authorization identification, such as a control baton or other appropriate ID.

CONSTRUCTION
Other than the standards of power sources, sensors, and control, the vast variety of robotic units makes physical description
difficult. With the exception of the examples given hereafter, the specifics of robot design and construction are left up to the
referee. A design checklist follows:

ROBOTIC UNIT DESIGN CHECKLIST


Power Sources: Primary Power: A. Broadcast power
B. Nuclear plant
Auxiliary Power: C. Hydrogen energy cell (replaceable)
D. Solar energy cell
E. Chemical battery (re-chargeable)
Sensors: A. Standard (visual and audio)
B. Infrared
C. Ultra-violet
D. Telescopic
E. Microscopic
F. Extra-sensitive Audio
G. Other Specialized (touch, taste, smell)
Control: A. Vocal (Stage I I.D. required)
B. Vocal (Stage II I.D.)
C. Vocal (Stage III 11. D.)
D. Vocal (Stage IV 1. D.)
E. Vocal (Stage V I D.)
F. Vocal, Special (requires keyed I.D.)
G. Electronic, Standard (responds to standard electronic signals from a main computer, building computer,
hand com unit, etc.)
H. Electronic, Special (responds only to designated commands from a particular control source)
Construction: A. Physical Design (size, shape, housing material, etc.)
B. Locomotion (most units use anti-grav support coils in conjunction with tractor and pressor beams for
movement, though some are also equipped with wheels, treads, tracks, etc.)
C. Manipulation (most units will have one or more pairs of tentacles, mechanical arms, or other means of
manipulating objects near them)
D. Function-related Equipment (all units will have specialized equipment related to their function attached to
or stored inside the unit)
E. Armament (only military or security units possess weapons, which may include any listed in the
ARTIFACTS AND EQUIPMENT section)

Special Note on Armament: Armament also includes armor class and hit dice. Most robotic units have an armor class of 3, though
large amounts of external plastic or glass could lower this. Military and security units are made of duralloy and have an armor
class of 2 or 1. In general, robotic units have one full hit die (6 points) per cubic meter of size. Household servos usually have
fewer points, military and security units have more dice. The condition of the unit will affect the number of points per die it
actually has. The amount of damage done to a unit directly affects the functioning of its devices. When one-fourth of its hit points
are lost, one-fourth of its abilities are also lost (sensors, locomotion, armament, etc.). The referee should determine randomly
what is affected by combat damage, and describe to the players any visible damage (loss of tentacles, that the unit is no longer
moving, and so on).

COMMON ROBOTIC UNITS


The following robotic units are the suggested standard designs for common units in GAMMA WORLD:

Light Cargo Lifter


Heavy Cargo Lifter
Small Cargo Transport
Large Cargo Transport
Ecology Bot (Agricultural)
Ecology Bot (Wilderness)
Engineering Bot (Standard)
Engineering Bot (Light Duty)
Engineering Bot (Heavy Duty)
Medical Robotoid
Security Robotoid
General Household Robotoid
Supervisory Borg
Defense/Attack Borg
Warbot
Death Machine
Permanent Cybernetic Installation
Think Tank

This list does not include such “everyday” robotic units as I.D. checkpoints, bank tellers and store clerks, automated taxis, and so
on, because such units rarely pose any direct threat or difficulty to players (unless of course they are so foolish as to refuse to
present their I.D.'s....).

The listed units are detailed below, but some general points can be covered. The cargo units and the death machine must be set in
action by another power; they are not self-directed. The “bots” have programmed duties (such as patrolling a particular area) and
are capable of only very limited independent actions within the parameters of their programming. Robotoids are generally
humanoid in appearance, except that they are made of metal, of course.

The borgs*, the permanent cybernetic installation, and the think tank are special cases. Coupled to their electronic logic circuitry
Is an organic component - a brain - which allows them much more freedom and initiative than other units. These are not true
human brains, but work in a similar manner. Unfortunately, they are similar enough to have picked up quirks in their operation in
the decades since the Black Years. The units often have strange desires (to collect plants or weapons, or to conquer the world),
fears (of animals, certain colors, or other thinking machines), or hates (radiation, mobile beings, humans), or loves.... These units
may also be subject to certain forms of weapons and mental attacks once their shields are down.

Light Cargo Lifter


Power Sources: Broadcast power, 12-hour chemical battery
Sensors: Standard, infrared
Control: Vocal (Stage I I.D.), standard electronic
Construction: 3 meters wide, 6 meters long, 1 meter high; equipment is mounted on a low 3 x 1 meter platform at the front of the
unit. Treads move cargo at 24 KPH; anti-grav pods move the unit only when unloaded, at 48 KPH, There are three manipulative
devices - a 5 meter long crane arm with 3-fingered claw mounted front center can lift 900 kilograms, 2 tentacles 5 meters long
can lift 100 kilos each, and a tractor/pressor beam can move 450 kilos at a 10 meter range. Load capacity is 2500 kilos on a 3 x 5
meter area. 18 hit dice (90 hit points) armor class 3.

Heavy Cargo Lifter


Power Sources: Broadcast power, 8-hour chemical battery
Sensors: Standard, infrared
Control: Vocal (Stage I I.D.), standard electronic
Construction: 6 meters wide, 12 meters long, 1.5 meters high; equipment mounted on a low 6 x 2 meter platform at front. Treads
move cargo at 16 KPH; anti-grav pods move the unit only when unloaded, at 48 KPH. There are three manipulative devices - a
10 meter long crane arm with 3-fingered claw mounted front center can lift 4000 kilos, 4 tentacles 7 meters long can lift 500 kilos
each, and a tractor/pressor beam can move 1800 kilos at a 25 meter range. Load capacity is 9000 kilos on a 6 x 10 meter area. 72
hit dice (360 hit points), armor class 3.

* “Borg” is a corruption of the word “cyborg,” which, in turn is derived from “cybernetic organism” - that is, a computer with an
organic, or living, component (a brain).

Small Cargo Transport


Power Sources: Broadcast power, solar cell
Sensors: Standard, infrared, ultraviolet
Control: Vocal (Stage I I.D.), standard electronic
Construction: 3 meters wide, 6 meters long, 1.5 meters high; equipment mounted on a low 3 x 1 meter platform at front. Treads
move cargo at 40 KPH; anti-grav pods move cargo at 24 KPH, and the unloaded unit at 48 KPH. Two tentacles 5 meters long can
lift 100 kilos each; a tractor/pressor beam can move 450 kilos at a 10 meter range. The unit can be electronically coupled with
other cargo movers to move in convoy. Load capacity is 4500 kilos on a 3 x 5 meter area. 18 hit dice (90 hit points), armor class
3.

Large Cargo Transport


Power Sources: Broadcast power, solar cell, 8-hour chemical battery
Sensors: Standard, infrared, ultraviolet
Control: Vocal (Stage I I.D.), standard electronic
Construction: 6 meters wide, 12 meters long, 2 meters high; equipment mounted on a low 6 x 2 meter platform at front. Treads
move cargo at 36 KPH; anti grav-pods move cargo at 24 KPH, and the unleaded unit at 48 KPH. Four tentacles 7 meters long can
lift 500 kilos each; a tractor/pressor beam can move 1800 kilos at a 25 meter range. The unit can be electronically coupled with
other cargo movers to move in convoy. Load capacity is 16,000 kilos on a 6 x 10 meter area. 72 hit dice (360 hit points), armor
class 3.

Ecology Bot (Agricultural)


Power Sources: Broadcast power, solar cell, 72-hour chemical battery
Sensors: Standard, infrared, ultraviolet, microscopic
Control: Vocal (Stage II I.D.), standard electronic, programmed
Construction: 3 meters wide, 4.5 meters long, 1.5 meters high; ovoid shape- Anti-grav pods move the unit plus up to 900 kilos of
excess weight at 50 KPH. Two tentacles 5 meters long can lift 100 kilos each, and these are also equipped with touch sensors on
the ends, electric paralysis devices, and manipulative 3-fingered claws. Special devices include extensive soil analysis equipment,
horticultural tools (plow, disc, rake, mower, etc.), liquid spray nozzles with a 10 meter range (water, herbicide, insecticide,
fertilizer), and minor power tools (flame gun, vibrosaw). 12 hit dice (60 hit points), armor class 3.

Ecology Bot (Wilderness)


Power Sources: Broadcast power, solar cell
Sensors: Standard, Infrared, ultraviolet, microscopic, extra-sensitive audio, telescopic
Control: Vocal (Stage II I.D.), standard electronic, programmed
Construction: 3.5 meters wide, 5 meters long, 1.5 meters high; ovoid shape. Anti-grav pods move the unit plus up to 1000 kilos of
excess weight at 96 KPH. Two tentacles 7 meters long can lift 250 kilos each. 4 tentacles 5 meters long can lift 100 kilos each,
and all are equipped with touch sensors on the ends, electric paralysis devices, and manipulative 3-fingered claws. Special
devices include soil, water, and air analysis equipment, liquid spray nozzles with a 10-meter range (limited fertilizer, herbicide,
insecticide, defoliant), minor power tools (sonic torch, laser torch, flame gun, vibrosaw), capture equipment (including paralysis
field with 30 meter radius, 3 weighted throwing nets with bazooka-type launcher and 20 meter range, small expandable capture
cage), and minor surgical tools necessary for field veterinary operations. 16 hit dice (80 hit points), armor class 3.
Engineering Bot (Standard)
Power Sources: Broadcast power, 12-hour hydrogen cell
Sensors: Standard, infrared, ultraviolet, microscopic
Control: Vocal (Stage II I.D.), standard electronic, programmed
Construction: 1.5 meters wide, 3 meters long, 2 meters high. Antigrav pods move the unit plus up to 2000 kilos at 24 KPH. Two 5
meter long crane arms lift 1500 kilos each, 4 tentacles 5 meters long lift 250 kilos each, and a tractor/pressor beam can move 500
kilos at a 10 meter range. The unit has stock parts and repair materials, a sonic torch, micro-laser, atomic torch, power wrenches,
and other power tools. Its sealed body allows it to function underwater or in a vacuum. 9 hit dice (45 hit points), armor class 3.

Engineering Bot (Light Duty)


Power Sources: Broadcast power, 18-hour hydrogen cell
Sensors: Standard, infrared, ultraviolet, microscopic
Control: Vocal (Stage II I.D.), standard electronic, programmed
Construction: 1 meter wide, 2 meters long, 1 meter high. Anti-grav pods move the unit at 96 KPH; It has no load capacity. Two 3
meter long tentacles can lift 150 kilos each, plus 2 special tentacles 2 meters long can lift 100 kilos each and are equipped with
special manipulative devices on the ends to allow them to use tools designed for humans. A tractor/pressor beam can move 500
kilos at a 10 meter range. The unit has stock parts and repair materials, a sonic torch, micro-laser, power wrenches, and other
power tools. Its sealed body allows it to function in low water pressure (30 meters or less in depth) and in a near-vacuum. 6 hit
dice (30 hit points), armor class 3.

Engineering Bot (Heavy Duty)


Power Sources: Broadcast power, 90-hour hydrogen cell
Sensors: Standard, infrared, ultraviolet, telescopic
Control: Vocal (Stage II I.D.), standard electronic, programmed
Construction: 20 meters long, 7 meters in diameter, cigar-shaped. Treads can move the unit plus up to 9000 kilos at 32 KPH; anti-
grav pods move the loaded unit at 30 KPH, the unloaded unit at 40 KPH. Four 20 meter long crane arms can lift 5000 kilos each,
8 tentacles 20 meters long can lift 800 kilos each, and 4 pairs of special tentacles 5 meters long are equipped to handle human
tools. A tractor/pressor beam can move 2000 kilos at a 30 meter range. Standard equipment includes a great variety of materials
to make repairs on such structures as bridges, remote relay towers, isolated installations, and the like. It also has several batteries
of sonic torches, lasers, atomic torches, and heavy-duty power tools. Its body is sealed to allow it to function at great ocean
depths or in near-vacuum. 40 hit dice (200 hit points), armor class 2.

Medical Robotoid
Power Sources: Broadcast power, 24-hour hydrogen cell
Sensors: Standard, microscopic
Control: Vocal (Stage III I.D.), standard electronic, programmed
Construction: 2 meters tall, humanoid shape. The unit moves by walking, and also has anti-grav devices in the soles of its feet to
allow It to move at 96 KPH while carrying up to 200 kilos. Two arms and 2 tentacles are equipped to handle precision surgical
tools. Equipment includes extensive medical analysis equipment, vibroscalpels, sonic sterilizers, various medicines, life support
mechanisms, and other emergency medical equipment. 9 hit dice (36 hit points), armor class 3.

Security Robotoid
Power Sources: Broadcast power or nuclear plant Sensors: Standard, infrared, ultraviolet
Control: Vocal (Stage IV I.D.), special electronic, programmed
Construction: 2.5 meters tall, humanoid shape. The unit moves by walking, and also has anti-grav devices which allow it to move
400 kilos at 96 KPH. Two arms with 2 padded tentacles 3 meters long with paralyzing devices can lift 200 kilos each. Two
tractor/pressor beams can each move 200 kilos at 30 meters. Weaponry includes 4 paralysis rods with 3 meter extensions, a slug
projector with 10 clips of slugs and a grenade launcher with 50 meter range with up to 4 sleep grenades and 5 tear-gas grenades,
The units are programmed to subdue all life forms acting violently towards one another. Command circuits allow it to summon
medical robotoids or engineering bots as necessary. 12 hit dice (72 hit points), armor class 2.

General Household Robotoid


Power Sources: Broadcast power, 4-hour chemical battery Sensors: Standard, infrared
Control: Vocal (Stage I I.D.), programmed
Construction: 1.5 meters tall, humanoid shape. This unit moves by walking, and has two arms with 2 tentacles 1 meter long
which can handle any small objects. Special equipment includes cleaners, polishers, insecticides, disinfectants, cleaning and
maintenance tools, storage bin, trash compacter, incinerator unit, vacuum hose, and other such household cleaners and repair
Implements. 5 hit dice (20 hit points), armor class 4.

Supervisory Borg
Power Sources: Nuclear plant
Sensors: Standard, infrared, ultraviolet
Control: Self-controlled, or obeys Stage V I.D.
Construction: 2 meters tall, humanoid trunk on a 1 meter square base. Anti-grav pods move the unit at 96 KPH. Humanoid arms
can manipulate all human tools and devices and lift 200 kilos each. Verbal and radio circuits allow it to control all units as a Stage
IV I.D., AND ITS COMMANDS CAN ONLY BE SUPERSEDED BY HUMANS WITH Stage V I.D. and special authorization,
or by permanent cybernetic installations. It can communicate with and question think tanks. 15 hit dice (75 hit points), armor
class 2.

Defense/Attack Borg
Power Sources: Nuclear plant
Sensors: Standard, infrared, ultraviolet, telescopic
Control: Self-controlled, Stage V I.D., special electronic
Construction: 3 meter diameter sphere with 1 meter turret on top. Anti-grav pods move the unit at 96 KPH. Two tentacles 5
meters long can manipulate many devices, and are equipped with 10 meter diameter paralysis fields. Twin tractor/pressor beams
can move 500 kilos each at 50 meters. This unit is usually assigned to a supervisory borg or a permanent cybernetic installation.
Weaponry includes 3 laser batteries of 5 “guns” each (range and damage - up to 500 meters, short range, 20 dice (20d6) damage
per battery; up to 1000 meters, medium range, 15 dice (15d6) damage; up to 1500 meters, long range, 10 dice (10d6) damage), 2
energy grenade launchers (short/medium/long range is 1001300/500 meters) with 240 (2d2O) grenades each, 2 micro-missile
launchers with 2-40 (2d2O) missiles each, and 1 photon grenade launcher (250 meter range) with 1-20 (1d20) grenades. 200 hit
points, 100 point energy screen, armor class 1.

Warbot
Power Sources: Nuclear plant
Sensors: Standard, infrared, ultraviolet at 3 kilometer range
Control: Only by a specific permanent cybernetic installation
Construction: Vaguely turtle-shell shaped; 9 meters long, 5 meters wide, 3 meters high. Anti-grav pods move the unit at 150
KPH, Weaponry includes 4 micro missile launchers, 6 torc grenade launchers with 500 meter range and 1-100 (2d10) grenades
each, 4 black ray cannons with 200 meter range, 8 batteries of 3 Mark VII blaster rifles each, 25 matter bombs with 1 launcher
with 200 meter range, 6 laser batteries of 5 “guns” each (range and damage - up to 750 meters, short, 20 dice (20d6) per battery;
up to 1500 meters, medium, 15 dice (15d6); up to 3000 meters, long, 10 dice (10d6) of damage). The unit has energy screens that
will take 200 points of damage, defending at armor class 1. The unit itself has 500 hit points, armor class 1.

Death Machine
Power Sources: Nuclear plant
Sensors: Standard, infrared, ultraviolet at 10 kilometer range Control: Only by a specific permanent cybernetic installation
Construction: 20 meters long, 9 meters wide, 4 meters high, with many knobby projections all over. Anti-grav pads move the unit
at 150 KPH. Weaponry includes 2 blaster cannons (short/medium/long range and damage - 750 meters, 100 hit points/1500
meters, 75 hit points/3000 meters, 50 hit points), 6 black ray cannons with 300 meter range, 16 batteries of 4 Mark VII blaster
rifles each, 4 trek guns (damage as the bomb with 200 meter range), 8 laser batteries of 5 “guns” each (range and damage - up to
750 meters, short, 20 dice (20d6) per battery; up to 1500 meters, medium, 15 dice; up to 3000 meters, long, 10 dice (10d6) of
damage), 6 mini-missile launchers with 1-100 (2d10) missiles each, 5-50 (5d10) fusion bombs with a launcher with 3000 meter
range, and a special energy damping field which effectively “kills” robotic units within 50 meters by preventing the flow of
energy through their wires, otherwise doing 200 points of damage to energy screens of other units. Its own energy screens take
400 points of damage, at armor class 1. The unit has 750 hit points, armor class 1.

Permanent Cybernetic Installation


Power Sources: One or more full size nuclear power plants
Sensors: Via various subsidiary units (such as supervisory borgs)
Control: Authorized Stage V I.D., special electronic
Construction: Usually building-sized. These units are designed to control large installations. They are highly advanced versions
of the main building computers that are so common, with several organic brains to complement their electronic circuitry. These
units usually control all other robotic units on the installation, and are defended by the various security and military units
described above. It is extremely difficult to take over one of these units. It can communicate with and question think tanks.

Think Tank
Power Sources: One or more full size nuclear power plants
Sensors: Standard, special radio frequency
Control: Authorized Stage V I.D., special electronic
Construction: Usually building-sized. These units have only one purpose - to plan for all possible contingencies and answer
questions about the information they correlate. They were located only in very high-security areas such as space ports, secret
military bases etc. Each is defended by its own permanent cybernetic installation regardless of the existence of another such
installation which runs the base on which the think tank is located. Persons with Stage IV and V I.D.’s can communicate with
(not control) a think tank, as can supervisory borgs and permanent cybernetic installations.
EXPERIENCE

As player characters and creatures adventure in a GAMMA WORLD campaign, they will gradually gain a number of experience
points. This is a numerical expression of a being's knowledge and ability to survive and advance in the environment in which it
exists. For non-player characters and creatures the primary indication of experience is age. The assumption is that to survive for
any great length of time in a hostile environment such as GAMMA WORLD would require both learning the pitfalls and dangers
that exist and applying this knowledge in a successful manner. Experience for most non-player creatures is determined by the
referee (usually at random, although it is recommended that a few highly experienced characters or creatures be placed to guard
particularly valuable artifacts).

Experience for player-characters is of a similar nature as far as definition, but must be earned by the players as the game
progresses. All new characters start the campaign with no experience. Players receive points for various specified actions during
the game, and these points are added to the player's total. In addition, a referee may award extra experience for some significant
or daring action by an individual.

The main advantage of experience is its effect on combat. Beings with high experience have better odds of success. This results
in a spiral effect - successful combatants receive experience points which contribute toward making success in combat easier,
which gives them more experience points, and so on.

Another advantage of increased experience is the award of additional points to a character's basic attributes. This is also a spiral
process. For example, a player discovers (by use of his intelligence) the operation of some artifact, receives experience points
equal to the value of the artifact, uses it as a weapon in successful combat, gains more experience, acquires a point to one of his
basic attributes, which increases his chances to successfully operate more artifacts, and soon.

A final use of experience is as a determining factor in the referee's decisions. When all other factors are equal, a character with
high experience will receive a more favorable response than a character with low experience.

After each session of play, or other interval specified by the referee, such as one game week, experience points are awarded in the
following manner: 1) for combat, award of experience points is equal to the number of hit points of any hostile being or creature
killed or subdued in combat, 2) for acquiring items of value and artifacts, a number of experience points is awarded equal to the
value of the item in gold pieces, or for the assigned experience value of artifacts, and 3) experience is awarded to an individual or
an entire party by the referee for outstanding actions. Combat experience is divided equally among all participants. Experience is
awarded for valuable items only to the character to whom it Is given (that Is, if the party finds a blaster and other items, each
player gets a share of the finds, but only one player will get the experience for the blaster). Experience is not awarded for items
which are bought - only for those which are found, stolen, or otherwise acquired during the course of an adventure. it is the
referee’s prerogative to raise or lower the number of experience points awarded depending on the circumstances. If, for example,
one player sneaks out of the ruins with all of the loot while the rest of his party is being eaten by some fierce creature, he should
gain some experience points for the items but not all of them.

The bonuses to combat are not gained automatically, nor are they gained every time experience is awarded. Every time
experience is awarded, compare the total number of experience points (past experience plus just-acquired experience) with the
table below. Each time a player equals or exceeds one of the numbers listed, a ten-sided die is rolled and the number generated is
compared with the EXPERIENCE BONUS MATRIX below.

If a bonus is indicated for a basic attribute that is already 18, no bonus is received (and there is no further roll, either).

EXPERIENCE POINTS REQUIRED FOR BONUS


3000
6000
12000
25000
100000
7200000
500000
1,000,000 each additional 1,000,000

EXPERIENCE BONUS MATRIX

Die
Roll Bonus
1. + 1 point to mental strength
2. + 1 point to constitution
3. + 1 point to dexterity
4. + 1 point to charisma
5. + 1 point to physical strength
6. + 1 point to intelligence
7-8. + 1 point on "to hit" roll in physical combat
9-10. + 1 point per die of damage inflicted by non-energy weapon employed

The following list gives suggested experience point values for the artifacts and devices of the Ancients. Players should not be
awarded these points until they have correctly identified what they have found.

PISTOLS
Slug Thrower - 150/200/250
Needler - 400
Stun Ray - 500
Laser Pistol - 1000
Mark V Blaster - 1500
Black Ray Gun - 2000

GRENADES
Gas Grenade - 250
Chemical Explosive Grenade - 400
Fragmentation Grenade - 250
Energy Grenade - 450
Photon Grenade -500
Torc Grenade - 750

VEHICLES
Civilian Internal Combustion - 500 +
Military Alcohol Combustion - 500 +
Turbine Car - 750
Hover Car - 900
Flit Car - 1200
Environmental Car - 1750
Bubble Car - 2500
Other - Ref’s Discretion

RIFLES
Stun Rifle - 1000
Laser Rifle - 2000
Mark VII Rifle - 3000
Fusion Rifle - 4000

ENERGY WEAPONS
Vibro Dagger - 150
Vibro Blade - 300
Energy Mace - 500
Stun Whip - 400

ARMOR
Sheath Armor - 300
Powered Plate - 650
Powered Alloy - 1000
Plastic - 500
Energized - 1250
Inertia - 1500
Powered Scout - 2000
Powered Battle - 2000
Powered Attack - 2400
Powered Assault - 2800

BOMBS & MISSILES


Small Damage Pack - 300
Concentrated Damage Pack - 600/700
Fission Bomb - 1700
Fusion Bomb - 1000
Concussion Bomb - 750
Matter Bomb - 800
Negation Bomb - 1250
Neutron Bomb - 1500
Trek Bomb - 1800
Mutation Bomb - 1500

ROBOTIC UNITS
Light Cargo Litter - 900
Heavy Cargo Litter - 2000
Light Cargo Transport - 1000
Heavy Cargo Transport - 2100
Ecology Bot (Ag) - 800
Ecology Bot (Wild.) - 900
Engineering Bot (Std.) - 1200
Engineering Bot (Lt.) - 900
Engineering Bot (Hvy.) - 2000
Medical Robotold - 2500
Security Robotoid - 2200
General Household Robotoid - 700
Supervisory Borg - 1000
Defense/Attack Borg - 2600
War Bot - 5000
Death Machine - 10,000 (Taking over a permanent cybernetic installation or think tank is reward enough!)

MISCELLANEOUS ENERGY DEVICES


Portent - 500
Energy Cloak - 400
Control Baton - 750
Communications Sender - 300
Medi-Kit - 800
Anti-Grav Sled - 500
UV & IR Goggles - 150
Chemical Energy Cell - 50
Solar Energy Cell - 100
Hydrogen Energy Cell - 150
Atomic Energy Cell - 250
Energy Cell Charger - 500

MEDICAL EQUIPMENT
Pain Reducer - 100
Mind Booster - 100
Sustenance Dose - 100
Interra Shot - 100
Stim Dose - 100
Cur-in Dose - 100
Suggestion Change - 100
Accelera Dose - 100
Anti-Radiation Serum - 100
Re-juv Chamber - 2500
Stasis Chamber - 2500
Life Ray - 4000

ID DEVICES
Per Stage - 200

EXAMPLE OF PLAY
SAMPLE WORLD DESIGN
Let's follow a hypothetical referee (we'll call him Omar) through the steps of planning and laying out his GAMMA WORLD
campaign. The first step is to choose an area of the country from the map provided. The referee can either mark directly on the
map or transfer the geographical features to blank hex paper and enlarge the scale. The second method allows the referee to add
more detail, such as ruins, towns and villages, farmlands, special points of interest, and so on. When completed, a section of the
map might look something like this:

Omar has wisely planned ahead for future games in the campaign by including several points of potential interest and conflict in
the form of Ancient ruins, small villages composed of groups of other surviving humans, a city on the river for trade purposes,
and several areas of possible hazard for the unwary. Adventures in one game session will provide players with clues (sometimes
true, sometimes false) to the existence of new places to explore in future sessions. The referee should exercise great care in
placing every feature on his or her campaign map. Some things to consider are: where player-characters will start the game (in a
village, town, city, forest, or what), how much information they will have, how easily humans, mutated humans, and mutants will
be able to meet, whether there will be one or more areas of ruins, how extensive these ruins will be, of what type they will be
(military, civilian metropolitan, scientific, etc.), the prevailing terrain (mountain, flatland, swamp, hilly), and so forth. As Omar
has done all special areas should be keyed with letters or numbers.

Omar must now draw up detailed maps of these special areas. One ruin of the Ancients (keyed "B" on the map above) is the
nearly intact remains of what was once a small military bass. Using his imagination, he decides that it will have one floor or level
above ground and several underground levels, including a few missile silos. He lays out a detailed map of each floor or level on
separate sheets of graph paper. His above ground level looks like this:

Omar must then complete the rest of the maps for the military base, and then the detailed maps of the other ruins. As with the
campaign map, rooms and areas should be keyed with letters or numbers so that the contents, creatures, and hazards of these
places can be written out in a notebook. He also lays out a "street map" of a city of the Ancients (keyed "D" on the campaign map
above) so he can keep track of the players' position when they explore the city. If they enter a particular building, the referee will
turn to his detailed map of that building.

Another factor taken into account while drawing up the detailed maps was the use of standard devices and units used prior to the
Shadow Years (computer data terminals, security devices, I.D. checkpoints, and the like). Using a 20th century analogy, one
telephone is pretty much like another, and most residential doors and locks all operate in about the same manner. Standard
devices and units are listed in these rules, and, while the referee is not bound to use them as listed, he should be consistent in
whatever he uses. (But, as the referee, remember: while opening a door with an I.D. card or ring may be a simple task, finding the
I.D. in the first place can be quite another matter. Residential doors, for example, are commonly keyed to specific I.D.'s.)

Initially, Omar has his players start in or near town "A" and its society, population, etc. are detailed, along with the characteristics
and possessions of its leading inhabitants. At the start of the campaign he has only drawn up detailed maps of this town, of "B",
"D", and "E", and of the trading city ("C"). The other areas he has left for later work, since the initial work should keep players in
his campaign busy for a while. It is not necessary to have the entire continent mapped out before starting play of a campaign!

STARTING THE CAMPAIGN

Before starting, the referee checks the records of the player characters' basic attributes and possessions to make sure all the
information is correct. Players must be careful to indicate what items of equipment they are carrying on a particular adventure;
failure to do so means the items were "left at camp" and cannot be used during that particular adventure. The referee then sets up
his charts, maps, rules, and dice behind a screen so that the players at the table are unable to "accidentally" see what lies in store
for them. When all is in order, the referee then starts the campaign by setting the first scenario. As an example, this is Omar's
initial scenario (he reads this aloud to the players):

You are inhabitants of a small village of about 200 that is situated just inside the border of a great forest. You have grown up
listening to the legends of the Ancients and of the Shadow Years, but since those years were long before your time, you consider
them just that - legends. You are much more concerned with hunting for meat to supplement the meager living you scratch out of
the soil, and with avoiding the dangerous creatures which prowl the area. It is now the time of the year, however, for your
coming-of-age and for the "Trials," in which you will be judged by the village leaders and elders as worthy (or unworthy) of
membership in the adult society of the village. Part of the "Trials" involves venturing forth into the wild lands outside and
proving yourselves to be proficient hunters and fighters.

The sachem, the chief elder and leader of the village, possesses a device of Ancient technology (incomprehensible to you, other
than its effects) that can kill at a great distance. You have seen this device used against a villager who attempted to steal it for his
own. The sachem touched the device in some strange manner and a brilliant beam of light was projected, striking the villager
and searing a small hole through his chest. He died almost instantly and the sachem warned the villagers about attempting any
similar theft in the future.
There is an old tale, however, that the sachem returned from his “Trials" with that very device. It is by means of the power which
this device gives him that he was able to elevate himself to his present position. It is said that the sachem had come back from his
"Trials" from the west - a taboo area. It is said that only gods can walk in the taboo area and live. The only thing the sachem had
ever said about his "Trials" is that the strange device had come from one of the houses of the Ancient Gods.

This year's "Trials" are to be different. The sachem has decreed that any who desire to be an elder or to sit on the Council of
Leaders must go to the taboo lands in the west.

To prove you have done this, you must bring back a stone from one of the houses of the Ancient Gods. Therefore, at dawn you
leave with your allowed weapons, a bow and six arrows, your knife, and food and water for one week. You have little choice; if
you desire to rule, you must go west into unknown danger. But, the thought occurs to you, it would be nice to have a device like
the sachem's....

Your total knowledge of the geography of the surrounding area is as follows: the forest extends north, west, and south at least two
days journey in each direction, there are mountains to the north, and about a day's travel to the east is a wide river, on the banks
of which is a large city to which villagers sometimes travel in order to trade.

This is just a sample scenario, but it usually works best when starting a campaign to give the players a definite task or assignment
to fulfill. The players now have a little knowledge of the world in which they live, and a given task to perform, rather than
wandering aimlessly. The initial scenario should be enough to get the campaign going. The discoveries the players make while
completing their initial task will supply them with plenty of things to do. The referee may occasionally want to inject a little
variety in the game by presenting the players with another scenario. Suppose, for example, that after several games a rivalry
develops between the young adventurers who return from the taboo lands and the ruling elders. The next time the group gets
together the referee informs the players that a raiding party of strange mutated animals has attacked the village from the woods to
the south, which was formerly thought to be uninhabited. What are the players to do? They could ally themselves with the elders,
attempt to oust them, seek an alliance with the strangers, or flee. Their decision will affect the entire course of the campaign, and
the referee must anticipate all possibilities.

EXAMPLE OF A REFEREE MODERATING AN ADVENTURE

This example illustrates a small portion of a hypothetical GAMMA WORLD adventure, using Omar and his group of players.
The adventurers, after traveling for several days, have passed through the forest to the other side and discovered the remains of
the small military base there. They avoided or destroyed all the security systems they have encountered with little personal injury,
and have entered one of the buildings. They are still armed only with crossbows and have no armor, but one member has found
an I.D. band in one of the guardhouses at the base's perimeter. Through much experimentation, they found that the I.D. band
allowed them to open several doors (all of which opened into offices which contained nothing of value) but at last came to the
elevator leading to the underground levels. Thinking the elevator was just another small room, they entered and found themselves
trapped when the doors slid shut. The doors have just opened again, and the group, though unknown to them, is on the first level
below ground. We pick up their adventure at this point. In the following dialogue, the referee is "R" and the spokesman for the
group, the caller, is "C". The caller's fellow adventurers are characters named Molo, Drak, Phir, Tand, and Buta.

R: "The doors slide open again. You are looking down a 6-meter wide corridor illuminated by strange glowing strips. The
passage extends about 16 meters, and then intersects with another corridor running perpendicular to it."

C: "Hey, guys, this isn't the way we came in! Where are we?" (After a quick discussion, the players decide to exit the room
before the doors shut again. Just after they leave the elevator doors shut.) "O.K., since we're stuck here, we might as well look
around. I'll make a map so we can get back here if we want to. We walk down to the intersection, what do we see?" (The caller
could have designated someone else to map.)

R: "To the right, the corridor runs 6 meters wide for 16 meters and ends in a door. To the left, it runs 33 meters and ends in
another 'T' intersection. Along this corridor, there are three doors on the left and one on the right. The doors on the left are 6, 16,
and 25 meters from you, and the one on the right is opposite the middle door. Each door has a small slot beside the doorknob, like
the ones you have seen elsewhere in the building." (The players argue about what to do. One of them, playing a character named
Drak, volunteers to try his I.D. band in the slot of the first door.)

C: "We'll open the first door on the left. Drak will put his I.D. band in the slot and try to open the door. The rest of us will stand
around the door in case something comes out."

R: "As the door opens, 'god-lights' glow brightly." (The referee knows that the building's main computer sensed the door's
opening and triggered the lighting circuits, but the players don't know this and the referee gives them no indication of it.) "The
room is about 10 meters square and filled with racks or shelves of some sort, and all the shelves are filled with metal boxes of
some sort."

C: "All right, we'll go in, but leave Molo outside standing guard in the doorway."

R: "As you enter, you notice a desk or table in the corner, a chair in front of it, a box-like device with many buttons and a small
glass screen sitting on the desk, and a metal box like the ones on the shelves lies open on the floor, though it's turned in such a
way that you cannot see its contents. Beside the metal box is the skeleton of a man." (This last disclosure causes much excitement
among the group and many of the players suggest leaving at once.)

C: "No, we're here to look into things like this. Who knows, we may find something valuable. First, let's look more closely at this
skeleton. Is it bare bones?" (Note that if the players had not indicated they were searching the skeleton, the referee is not bound to
tell them anything else. The extent of the players' observations and their thoroughness is dependent on the questions they ask.)

R: "No, the bones are partially covered with some rotting cloth. Around the waist is a belt, and attached to the belt is a strange
metallic object. On one wrist is a band something like Drak's grey one, but red in color."

C: "Without touching anything, I'll move so I can see into that metal box you mentioned. What's there?"

R: "Some foam-like padding, but otherwise it's empty."

C: "Alright, Drak and Buta will go over and get one of the metal boxes off the shelf. Phir will search the rest of the room for
anything else of interest. Tand has the highest intelligence, so he will examine this strange object on the skeleton's belt. Molo will
remain on guard at the door. I'll take a look at this thing on the desk with the buttons and the screen."

(The referee tells Phir there is nothing else of interest in the room. Drak and Buta bring the box over to the desk without mishap.
The referee describes the strange object to Tand - it's actually a laser pistol. Tend announces his intention to try to operate the
device and it goes off before any of the other players can stop him. The referee rolls the dice as explained under ARTIFACT USE
and determines that the pistol works and that Tand has determined how to operate it. The referee announces that a bright red
beam burns a hole in the doorframe, narrowly missing Molo. Tand tries it again, aiming for the chair, and burning a hole in the
back of the chair and the wall beyond.)

C: "Well done, Tand! Now we......

R: "Wait a minute! A loud siren has just sounded and a red light is blinking above the screen on the box-like thing on the desk."
(The referee knows that the building's main computer has sensed the firing of the laser pistol and suspects’ fire or sabotage.)

C: "Something is wrong! Does Molo see or hear anything?"

R: "He sees nothing, but reports hearing a humming noise growing louder from down the hall towards the far intersection."

C: "Tand, take your device and stand at the door with Molo. Phir can get the I.D. band off the skeleton. The rest of you forget the
boxes and get your weapons ready!" (The party follows orders without arguing this time, as the referee announces the humming
is getting louder.) "Open the door! We're going into the room across the hall!" (They enter the room.) "Everybody face the door
and be ready!"

R: "The siren has stopped. You hear the humming noise get very loud outside your door, then it fades away, but not entirely."
(The referee knows that a security robot is investigating the room the players have just left. Also, nearby functioning security
robotoids are now on full alert. Fortunately for the party, the monitor units in this section of the hallway are not functioning, or
they would have been detected long ago.)

What is the fate of these heroic adventurers? What was in those mysterious metal boxes? Will the security units discover them?
Where do they go from here? They will, of course, press onward but toward what strange late they do not know.... You may one
day meet these hardy adventurers as you explore the mysteries of GAMMA WORLD!

CREDITS
Game Design: James M. Ward & Gary Jaquet
Editing: Tom Wham, Timothy Jones, Mike Carr & Brian Blume
Valuable Assistance: E. Gary Gygax
Cover Art: David A. Trampler
Interior Art: David A. Trampler & David C. Sutherland III
GAMMA WORLD is protected under the copyright laws of the United States of America. Reproduction of this booklet or other
game materials or any part thereof is expressly forbidden without the written permission of TSR Hobbies, Inc.

MONSTER & TREASURE LISTINGS

These lists of the creatures and "treasures" of GAMMA WORLD can be used by the referee when a situation calls for a random
encounter or when he is setting up his campaign and placing the creatures for "set" encounters. Feel free to modify the strengths
or numbers of creatures if they are too tough for your players. The "treasures" - which are not always valuable, or whose value is
not always readily apparent - can be similarly used (and modified if desired, especially in regard to working condition). To
randomly select a creature, simply locate the table that corresponds to the type of terrain in the appropriate area and roll
percentile dice (2d10). This will give a listing, with the number of creatures encountered shown in parentheses. The last 15
listings under each table indicate encounters with various aquatic creatures and plants; this simply means the players have come
upon a stream, pool, oasis, swamp or similar body of water. If you, as referee, do not allow for such a body of water on your
campaign map, you need simply roll again. Treasures can be randomly chosen by rolling percentile dice again. Remember that
when describing treasures to players, you should cloak your description in such a way that their identity will not be readily
apparent to them (additionally, several items on the list are totally unrelated to anything known to 20th Century minds, so these
will be totally mystical unless you decide upon further details ... ).

The following abbreviations are used in the listings:

HP: number of hit points each creature can take

AC: armor class of the creature

Move: movement rate for the creature, ground/flying/swimming

AT: types of attacks, such as with weapons, teeth, claws, mutations, etc.

MU: additional physical and mental mutations (other than those affecting movement and combat)

m: meters

Note that as a rule only intelligent creatures will have treasure with them, though some creatures are themselves considered
valuable. (See the section under ENCOUNTERS for a complete description of each creature.) When an artifact is indicated, roll
on the artifacts table in the rules.

CLEAR OR DESERT TERRAIN

01. Zarn (1) HP: 13; AG: 7; Move: teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

02. Hoppers (6) HP: 14, 2x13, 3 x11; AG: 9; Move: 12 hop 24; AT: none; MU: chameleon powers.

03. Obb (1) HP: 43; AG: 10; Move: 1/15; AT: blast of intensity 16 radiation, 2 claws for 3d6 damage each; MU: total resistance
to radiation, light (laser), and heat attacks.

04. Blaash (4) HP: 60, 56, 54, 41; AC 8; Move: 6/15; AT: radiate intensity 18 radiation (6m radius); MU: none.

05. Sep (3) HP: 60, 47, 46; AC: 5; Move: 10; AT: bite does 9d6 damage; MU: telekinetic travel through sand, detect surface
creatures at 50m range.

06. Hoops (15) HP: 60, 3 x 57, 55, 4 x 51, 3 x 50, 47, 2 x 43; AG: 9; Move: 18; AT: bows and slings, at touch can turn metal to
rubber in 1m radius; MU: telepathy, mass mind. 1 artifact, 1 treasure.

07. Podogs (5) HP: 2 x 17, 16, 15, 12; AC: 5; Move: 15; AT: bite does 2d6 damage; MU: can imitate attackers' sounds to gain
initiative.

08. Sleeth (6) HP: 75, 64, 63, 56, 51, 49; AC: 5; Move 12; AT: all have sword and bow, leader has 5 sleep gas grenades; MU:
telepathy, precognition, negate any force field (30m radius).

09. Yexil (2) HP: 42, 35; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eye-beam does 5d6 damage (25m range); MU:
totally resistant to cold attacks.
10. Tribesmen (30) HP: 72, 8 x 58, 21 x 52; AC: 8; Move: 9; AT: crossbows and javelins; MU: none. 2 treasures.

11. Ecology Bot-Wilderness (1) HP: 80; Move: 96 kph; AT: see listing in rule book; MU: in a wild state.

12. Knights of Genetic Purity (7) HP: 80, 75, 3 x 67, 59, 58; AG: 5; Move: 9; AT: lances and swords, strongest has vibro blade;
MU: none. 2 artifacts. Mounted on Podogs (7) HP: 15 each; AC: 8; Move: 15; AT: bite does 2d6 damage; MU: can imitate
attackers sounds to gain initiative.

13. Zeethhs (63) HP: 2 each; AC: 10; Move: none; AT: teleport seeds into warm body for 2d6 damage each; MU: none.

14. Worker Androids (2) HP: 40 each; AC: 5; Move: 12; AT: swords; MU: none.

15. Centisteed (1) HP: 32; AC: 9; Move: 30; AT: none; MU: force field generation, increased metabolism.

16. Zarn (1) HP: 18; AC: 7; Move: teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

17. Blights (3) HP: 50, 47, 35; AC: 9; Move: 2/10; AT: bite does 3d6 damage, constricts for 5d6 damage; MU: may become
invisible, flash of light on becoming visible blinds for 1-4 melee turns, totally resistant to radiation, heat, and sonic attacks.

18. Hopper (1) HP: 15; AC: 9; Move: 12, hop 24; AT: none; MU: chameleon powers. Trained, but loose.

19. Serfs (4) HP: 45, 40, 39, 38, AC: 6; Move: 12; AT: intensity 8 poison claws, light wave manipulation, density control
(others), life leech, death field generation, mental blast, MU: heightened strength, partial carapace, telepathy. Strongest has stun
ray pistol. 1 treasure.

20. Small Cargo Transport (1) HP: 90; AC: 3; Move: 48 kph; AT: none; MU: none. Non-operational.

21. Kep (1) HP: 80; AC: 2; Move: none; AT: squeeze roots do 5d6 damage; MU: none.

22. Archivists (13) HP: 72, 66, 4 x 61, 4 x 57, 56, 2 x 50; AC: 7; Move: 9; AT: mass mind, reflection, radiated eyes,
Pyrokinesis; MU: teleportation. 2 artifacts, 3 treasures.

23. Perth (2) HP: 33, 30; AC: 4; Move: none; AT: emit radiation of random intensity if disturbed, emit 1-4 random radiations if
damaged MU: none.

24. Yexil (1) HP: 38; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eye- beam does 5d6 damage (25m range) MU: totally
resistant to cold attacks.

25. Obb (1) HP: 36; AC: 10; Move: 1/15; AT: blast of intensity 16 radiation, 2 claws do 3d6 damage each; MU: totally resistant
to radiation, light (laser), and heat attacks.

26. Warrior Androids (4) HP: 75 each; AC: 4; Move: 15; AT: vibro blades; MU: none. Led by Thinker Android (1) HP: 50;
AC: 6; Move: 12, AT: fusion rifle; MU: none.

27. Horl Choo (1) HP: 60; AC: 5; Move: 6; AT: 21 throwing spines do 3d6 damage each, tipped with intensity 9 poison (90
meter range); MU: none.

28. Hoops (8) HP: 84, 75, 60, 59, 4 x 52; AC: 9; Move: 18; AT: at touch can turn metal to rubber in 1m radius; MU: telepathy,
mass mind. 2 artifacts.

29. Tribesman (40) HP: 80, 2 x 75, 7 x 69, 18 x 61, 12 x 57; AC: 7; Move: 9/12; AT: spears and bows; MU: smaller (1.2m),
wings, mass mind.

30. Kai Lin (3) HP: 50, 47, 46; AC: 6; Move 10; AT: electrical generation, radiated eyes; MU: attraction odor, radiation resistant
bark.

31. Rakox (9)Hp: 55, 50, 4 x 42, 3 x 37; AC: 6; Move: 9; AT; up to 3 of 8 horns do 1d6 damage each, double if charge move;
MU: partial carapace.

32. Sleeths (5) HP: 79, 78, 69, 61, 60; AC: 5; Move: 12; AT: bows and spears MU: telepathy, precognition, negate any force field
(30m radius).
33. Badders (11) HP: 36, 32, 27, 4 x 24, z3, 3 x 19; AC: 4, Move: 12; AT: bite does ld6 damage, javelins, and swords, leader has
stun whip; MU: empathy. 1 treasure.

34. Friends of Entropy (20) HP: 66, 64, 58, 5 x 53, 7 x 47, 5 x 41; AC: 6; Move: 9 AT clubs and battle axes, strongest has
radiated eyes, MU none. 2 treasures.

35. Arns (6) HP: 40, 32, 30, 23, 20, 19; AC: 9; Move: 3/16; AT: bite does 2d6 damage; MU: none.

36. Hissers (80) HP: 102, 9Q, 28 x 76, 30 x 62, 20 x 49; AC: 3; Move: 12- AT: scimitars (short swords), sonic attack ability MU:
telepathy, mass mind, totally resistant to laser and sonic attacks. 2 artifacts.

37. Brutorz (2) HP: 68, 47; AC: 7, Move: 18, AT: 2 fore hooves kick for 2d6 damage each, bite does 3d6 damage; MU:
precognition. Trained, but loose.

38. Cal Then (1) HP: 30; AC: 9; Move: 4/12, AT: mandibles cause 10d6 crushing damage; MU: totally resistant to heat and cold
attacks.

39. Serfs (2) HP: 30, 26; AC: 6; Move: 12; AT: intensity 8 poison claws, light wave manipulation, density control {others) life
leech death field generation, mental blast; MU: heightened strength, partial carapace, telepathy. 1 treasure.

40. Herp (1) HP: 62; AC: 3; Move: 10; AT: squirts acid stream for 15d6 damage (3Qm range); MU: win9 case refracts sonic
attacks.

41. Parn (4) HP: 30 each (plus 18 per antenna), AC: 6 (5 for the antennae) Move: 6/16; AT: 14 barbed spines do 2d6 each (50m
range), each of the i antennae has a sword like barb which does 3d6 damage; MU: fights so effectively with antennae that
opponent's armor class is reduced by 3 classes.

42. Soul Besh (1) HP: 21; AC: 8; Move: 9; AT: proboscis does 1d6 damage, injects intensity 18 poison, sucks blood for 12 hit
points per melee turn MU: chameleon powers.

43. Zarn (1) HP: 20; AC: 7; Move: teleport, 2QOm range, AT: intensity 16 poison spittle (5m range); MU: none.

44. Podogs (6) HP: 18, 15, 10, 9, 6, 5; Move: 15; AT: bite does 2d6 damage; MU: can imitate attackers' sounds to gain initiative.

45. Hoops (12) HP- 62, 60, 4x41, 5x 29, 27; AC: 9; Move: 18; AT: a touch can turn metal to rubber in 1m radius; MU: telepathy,
mass mind. 1 artifact.

46. Brotherhood of Thought (3) Pure Strain Human (1) HP: 71; AC: 5- Move: 9; AT: sword and spear; MU: none. Mutated
Humanoid (1) HP: 46, AC: 8 Move: 6/15, AT: dagger, sling; MU; smaller (. 5m), wings, light wave manipulation. Mutated
Weasel (1) HP: 90; AC: 6- Move: 15, AT: bite does 2d6, 2 claws do 1d6 each, radiated eyes; MU: larger (2.2m long) heightened
intelligence.

47. Yexil (2) HP: 41, 34; AC: 6; Move: 4115; AT: bite does 3d6 damage, laser eye-beam does 5d6 damage (25m range); MU:
totally resistant to cold attacks.

48. Tribesmen (76) HP: 92 (leader), 3 x 76, 9 x 65, 63 x 46; AC: 6 (leader has AC5); AT: 2 scimitars (long sword), leader has
radiated eyes; MU: tribesmen are ambidextrous and can use two weapons simultaneously.

49. Horl Choo (1) HP; 39; AC: 5; Move: 6, AT- 17 throwing spines do 3d6 damage each, tipped with intensity 9 poison (9Om
range); MU: none.

50. Security Robotoid-Mark II (2) HP: 72 each, AC: 2- Move: 96 kph- AT: as security robotoid, plus has 2 built-in laser rifles
MU: none. This is identical to the security robotoid in the rule book, with the addition of the Laser rifles plus a 30 point energy
shield with armor class 1 and self charging solar batteries. Both units are wild.

51. Obb (1) HP: 35; AC: 10; Move: 1/15; AT: blast of intensity 16 radiation, 2 claws for 3d6 damage each; MU: total resistance
to radiation, light (laser) and heat attacks.

52. Hissers (3) HP: 52, 7 x 43, AC: 3, Move; 12, AT: life leech, sonic pisto1s do 3d6 damage (effective range is 50m), powered
by hydrogen energy cell, 20 shots per cell; MU: telepathy, mass mind, totally resistant to laser and sonic attacks, 4extra hydrogen
energy cells.
53. Parns (2) HP:40, 31 (plus 18 per antenna); AC: 6 (5 for the antennae); Move: @16 AT: 11 barbed spines do 2d6 each (50m
range), each of the 4 antennae has a sword-like barb which does 3d6 damage- MU: fights so effectively with antennae that
opponents armor class is reduced by 3 classes

54. Horl Choo (1) HP: 83; AC: 5; Move: 6; AT: 27 throwing spines do 3d6 damage each, tipped with intensity 9 poison (90 meter
range); MU: none.

55. Zeethhs (47) HP: 2 each; AC: 10; Move: none; AT: teleport seeds into warm body for 2d6 damage each; MU: none.

56. Perth (5) HP: 39, 32, 28, 26, 25, AC: 4; Move: none; AT: emit radiation of random intensity if disturbed, emit 1-4 random
radiations if damaged; MU: none.

57. Podogs (9) HP: 24, 5 x 17, 3x 12; AC: 5; Move: 15; AT: bite does 2d6 damage; MU: can imitate attackers' sounds to gain
initiative.

58. Blights (3) HP: 36, 31, 28; AC: 9; Move: 2110; AT: bite does 3d6 damage, constricts for 5d6 damage; MU: may become
Invisible, flash of light on becoming visible blinds for 1-4 melee turns, totally resistant to radiation, heat, and sonic attacks.

59. Serfs (2) HP: 42, 38; AC: 6; Move: 12; AT: intensity B poison claws, light wave manipulation, density control (others), life
leech, death field generation, mental blast; MU: heightened strength, partial carapace, telepathy.

60. Rakox (13) HP: 6x57, 7x51; AC: 6; Move: 9; AT: up to 3 of 8 horns do 1d6 damage each, double if charge move; MU: partial
carapace.

61. Arns (4) HP: 41, 34, 33, 20; AC: 9; Move: 3/16; AT: bite does 2d6 damage; MU: none.

62. Brutorz (7) HP: 56, 55, 3 x 48, 41, 40; AC: 7; Move: 18; AT: 2 fore hoofs kick tor 2d6 damage each, bite does 3d6 damage;
MU: precognition.

63. Zoopremists (8): Hissers (2) HP: 54, 49; AC: 3; Move: 12; AT: repulsion field; MU: telepathy, mass mind, totally resistant to
laser and sonic attacks. Hoops (2) HP: 60, 42; AC: 9; Move: 18; AT: at touch can turn metal to rubber in 1m radius, blaster rifles;
MU: telepathy, mass mind. Obbs (4) HP: 48, 41, 36, 35; AC: 10; AT: blast of intensity 16 radiation, 2 claws do 3d6 damage each;
MU: total resistance to radiation, light (laser), and heat attacks. 3 treasures.

64. Hoops (12) HP: 60, 57, 4 x 54, 41; AC: 9; Move: 18; AT: a touch can turn metal to rubber in 1m radius, spears, and bows;
MU telepathy, mass mind. 1 (non-weapon) artifact.

65. Seps (3) HP: 85, 67, 64; AC: 5; Move: 10; AT: bite does 9d6 damage; MU: telekinetic travel through sand, detect surface
creatures at 50m range.

66. Kai Lin (2) HP: 35, 33; AC: 6; Move: 10; AT: electrical generation, radiated eyes; MU: attraction odor, radiation resistant
bark.

67. Badders (9) HP: 30, 27, 4 x 24, 23, 20, 18; AC: 4; Move: 12; AT: bite does 1d6 damage, 8 have slug pistols with explosive
slugs (30 per clip) doing 2d6 damage each, leader has Mark V blaster pistol; MU: empathy. 1 extra clip of slugs each, leader has
2 extra hydrogen energy cells.

68. Cal Then (1) HP: 26; AC: 9; Move: 4/12; AT: mandibles cause 10d6 crushing damage; MU: totally resistant to heat and cold
attacks.

69. Tribesmen (34) HP: 72, 68, 63, 8 x 57,13 x 52,10 x 49; AC: 6; Move: 9; AT: swords, javelins (4 each) electrical generation of
a special sort allows them to "charge" the javelins so that they deliver 2d6 electrical damage in addition to the normal 1d6 javelin
damage; MU: partial carapace, force field generation, mass mind.

70. Hoppers (2) HP: 12, 11; AC: 9; Move: 12, hop 24; AT: none; MU: chameleon powers.

71. Yexil (4) HP: 41, 37, 36, 29; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eye-beam does 5d6 damage (25m range);
MU: totally resistant to cold attacks.

72. Blaash (8) HP: 52, 49, 48, 3x41, 40, 33; AC: 9; Move: 6/15; AT: radiate intensity 18 radiation (5m radius) MU: none.
73. Soul Besh (1) HP: 24; AC: 8; Move: 9; AT: proboscis does 1d6 damage, injects intensity 18 poison, sucks blood for 12 hit
points per melee turn; chameleon powers.

74. Herp (1) HP: 63; AC: 3; Move: 10; AT: squirts acid stream for damage (30m range); MU: wing case reflects sonic Attacks.

75. Centisteed (1) HP: 22; AC: 9; Move: 30; AT: none; MU: force field generation, Increased metabolism

76. Engineering Bot-Heavy Duty (1) HP: 200; AC: 2; Move: 40 kph; AT: see listing in rule book; MU: none. Unit needs new
energy cells.

77. Zarn (1) HP: 11; AC: 7; Move: Teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

78. Obb (1) HP: 29; AC: 10; Move: 1/15; AT: blast of intensity 16 radiation, 2 claws for 3d6 damage each; MU: total resistance
to radiation, light (laser) and heat attacks.

79. Hissers (10) HP: 57, 56, 51, 3 x 47, 2 x 44, 2 x 42; AC: 3; Move: 12; AT: sonic attack ability, swords; MU: mass mind,
telepathy, totally resistant to laser and sonic attacks. 1 treasure.

80. Kep (1) HP: 72; AC: 2; Move: none; AT: squeeze roots do 5d6 damage; MU: none

81. Warrior Androids (6) HP: 75 each; AC: 4; Move: 15; AT: swords; MU: none.

82. Badders (7) HP: 27, 25, 24, 20,19, 18,13; AC: 4; Move: 12; AT: bite does 1d6 damage, short swords and crossbows; MU:
empathy.

83. Sep (1) HP: 91; AC: 5, Move: 10; AT: bite does 9d6 damage; MU: telekinetic travel through sand, detect surface creatures at
50m range.

84. Arns (3) HP: 24, 22,19; AC:9; Move: 3/16; AT: bite does 3d6 damage; MU: none.

85. Hoops (12) HP: 45, 42, 3 x 40, 4 x 37, 36, 2 x 31; AC: 9; Move; 18; AT: javelins, at touch can turn metal to rubber in 1m
radius; MU: telepathy, mass mind. 1 treasure.

86. Fleshin (1) HP: 23; AC: 8; Move: -15119; AT: intensity 15 poison dorsal fin, can Shapechange into a sleeth with all that
creature s abilities; MU: none.

87. Seroon Lou (7) HP: 26, 21, 20, 3 x 19,16; AC: 8; Move: 3; AT: each has 13 manipulation vines which will do 1d6 clubbing
damage each; MU: none.

88. Crep Plant (4) HP: 57, 53, 52, 47; AC: 3; Move: 1; AT: death field generation, molecular disruption, life leech, mobility, 2
manipulation vines each, parasitic attachment; MU: none.

89. Herkel (3) HP: 12,10, 9,AC:9; Move: -I-118; AT: bite does 6d6 damage, scales covered with intensity 18 contact poison;
MU: none.

90. Win Seen (1) HP: 63, 52; AC: 9, Move: none; AT: emits son/c attack when touched, intensity 14 contact poison; MU: none.

91. Ert Telden (4) HP: 37, 32, 29, 26,AC: Move: -I-ll9; AT: when removed from water bursts into flames doing 5d6 damage, 2nd
round explodes doing 10d6 damage; MU: none.

92. Fen (9) HP: 52, 46, 38, 37, 36, 34, 2 x 30, 28; AC: 7; Move: 3181112; AT: tail clubs for 6d6 damage, tridents (as javelins);
MU: totally resistant to radiation, poison resistance of 18, reflects heat and light (laser) attacks for 5 melee rounds, Shapechange.
1 treasure.

93. Keeshin (1) HP: 42; AC: 3 Move: telekinetic flight; AT: telekinesis, telekinetic arm, life leech de-evolution, mental blast,
Cryokinesis, resection; MU: force field generation. Can use any two per melee round. 3 artifacts, 4 treasures.

94. Narl Ep (1) HP: 67- AC: 3; Move: none; AT: 16 squeeze vines do 2d6 damage each; MU: seeds emit son/c blast for 3d6
damage when cracked open.

95. Cren Tosh (1) HP: 48, AC: 3; Move: 121-1112; AT: can Shapechange into any type of lizard (such as a sleeth) with all that
creature s abilities: MU: none. 3 treasures.
96. Tribesmen (62) HP: 12 each; AC: 6; Move: 41151112; AT: intensity 12 paralyzing poison, suck blood for 1d6 per melee
round, daggers; MU: light generation, wings, and gills. These .3 meter high humanoids are pale blue-green in color, long-limbed,
and possess a retractable mosquito like proboscis through which they feed. They build fantastically intricate underwater cities of
stone. 7 treasures.

97. Ber Lep (5) HP: 56, 52, 43, 40, 38; AC: 6; Move: none; AT: none; MU: if injured, will teleport up to 30m away.

98. Menarl (1) HP: 17; AC: 6; Move: 61116; AT: none; MU: heightened strength.

99. Barl Nep (1) HP: 47; AC: 3; Move: 11120; AT: secretes intensity 18 radioactive oil; MU: none.

00. Terl (4) HP: 34, 32, 21, 20; AC: 5; Move: telekinetic flight; AT: Cryokinesis and sonic attack ability can be used
simultaneously, bite does 2d6 damage; MU: none.

MOUNTAIN OR FOREST TERRAIN

01. Kai Lin (3) HP: 32, 30, 24; AC: 6; Move: 10; AT: electrical generation, radiated eyes; MU: attraction odor, radiation resistant
bark.

02. Perth (5) HP: 37, 31, 29, 22, 20; AC: 4; Move: none; AT: emit radiation of random intensity if disturbed, emit 1-4 random
radiations if damaged; MU: none.

03. Tribesmen (47) HP: 96, 92, 8x83, 21 x76, 16x70; AC: 5; Move: 12, AT: large swords (as two-handed sword), large fan-like
shields with sharp edges (1d6 damage), collectively emit cloud of intensity 10 noxious gas which causes nausea for two melee
rounds and then unconsciousness MU: taller (3m), skin structure change (a tough bark-like skin), regeneration.

04. Badder (20) HP: 36, 27, 4 x 25, 12 x 20, 18, 17; AC: 4 Move: 12, AT: bite does 1d6 damage, crossbows, swords; MU:
empathy. 1 artifact, 2 treasures.

05. Hoops (14) HP: 47, 45, 3 x 41, 6 x 36, 34, 2 x 30, AC: 9, Move: 18, AT: slings, at touch can turn metal into rubber in 1m
radius; MU: telepathy, mass mind. 1 treasure.

06. Arks (2) HP: 31, 30; AC: 4; Move: 15, AT: telekinesis, weather manipulation, life leech, clubs; MU: rear impulse (large
winged creatures).

07. Ecology Bot — Wilderness (1) HP: 80, AC: 3, Move: 96kph, AT: see listing in rule book; MU: none.

08. Centisteed (1) HP: 20; AC: 9; Move: 30; AT: none; MU: force field generation, increased metabolism

09. Blaash (7) HP: 61, 57, 56, 51, 48, 47, 42 AC: 8, Move: 6/15, AT: radiate Intensity 18 radiation (5m radius); MU: none.

10. Blight (2) HP: 32, 30; AC: 9; Move: 2/10; AT: bite does 3d6 damage constricts for 5d6 damage, MU: may become Invisible,
flash of light on becoming visible blinds for 1-4 melee rounds, totally resistant to radiation, heat and sonic attacks.

11. Zeethh (36) HP: 3 each; AC: 6; Move: none; AT: teleport seeds into warm body for 2d6 damage each; MU: none.

12. Serfs (4) HP: 36, 35, 31, 30; AC: 6; Move: 12; AT: intensity 8 poison claws light wave manipulation, density control (others),
life leech, death field generation, mental blast; MU: heightened strength, partial carapace telepathy. 1 artifact.

13. Kep (1) HP: 62; AC: 2; Move: none; AT: squeeze roots do 5d6 damage MU: none.

14. Thinker Androids (2) HP: 50 each; AC: 6; Move: 12; AT: stun ray pistols; MU: none.

15. Healers (4) HP: 72, 67, 64, 53; AC: 10; Move: 12; AT: none; MU: 2 have none, one has double-strength force field
generation with a 5m radius, and 1 has precognition and planar travel. They have two backpack-size med/kits powered by solar
cells.

16. Obb (1) HP: 25; AC: 10; Move: 1/15; AT: blast of intensity 16 radiation, 2 claws do 3d6 damage each; MU: totally resistant
to radiation, light (laser), and heat attacks.

17. Arns (3) HP: 27, 22, 19; AC; 9; Move; 3/16; AT; bite does 2d6 damage; MU: none.
18. Crep Plant (6) HP: 52, 50, 49, 46, 41, 40; AC: 9, Move: 1, AT: death field generation, molecular disruption, life leech,
mobility, 1 manipulation vine each, parasitic attachment; M U: none.

19. Sep (2) HP: 37, 32; AC: 5; Move: 10; AT: bite does 9d6 damage, MU: telekinetic travel through sand, detect surface creatures
at 50 meter range.

20. Win Seen (4) HP: 54, 52, 46, 41; AC: 9; Move: none AT: emits sonic attack when touched, intensity 14 contact poison,
magnet/c Control (50m radius); MU: attract/on odor.

21. Grens (5) HP: 87, 82, 76, 59, 56; AC: 4; Move: 12; AT: bows; MU: none.

22. Cal Then (1) HP: 27; AC: 9; Move: 4/12, AT: mandibles cause 10d6 crushing damage; MU: totally resistant to heat and cold
attacks.

23. Pinetos (3) HP: 12, 9, 7; AC: 4; Move: 18, AT: tail does 1d6 damage to armor classes 8, 9, and 10; MU: none.

24. Seekers (2) HP: 86, 82; AC: 10, Move: 9, AT: Daggers, MU: none. 100 domars.

25. Yexil (1) HP: 36; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eyebeam does 5d6 damage (25m range); MU: totally
resistant to cold attacks.

26. Herp (1) HP: 67; AC: 3; Move: 1u; AT: squirts acid for 15d5 damage (3um range); MU: wing case reflects sonic attacks.

27. Hissers (46) HP: 91, 84, 7 x 77, 15 x 72, 12 x 65, 10 x 60; AC: 3; Move: 12; AT: spears, sonic attack ability, time field
manipulation; MU: mass mind, telepathy. 1 artifact.

28. Zarn (1) HP: 17; AC: 7; Move: teleport, 200m range, AT: intensity 16 poison spittle (5m range); MU: none.

29. Soul Besh (1) HP: 43; AC: 8; Move: 9; AT: proboscis does 1d6 damage, injects intensity 16 poison, sucks blood for 12 hit
points per melee round; MU: chameleon powers.

30. Podog-trained (1) HP: 21; AC: 5 (8 if ridden); Move: 15; AT: bite does 2d6 damage; MU: can imitate attackers sounds to
gain initiative.

31. Horl Choo (1) HP: 37; AC: 5; Move: 6; AT: 15 throwing spines do 3d6 damage each, tipped with intensity 9 poison (90m
range); MU: none.

32. Parn (2) HP- 42, 39 (plus 18 per antenna); AC: 6 (5 for antennae); Move: 6/16; AT: 17 barbed spines per Parn do 2d6 damage
each (50m range), each of 4 antennae has a sword-like barb which does 3d6 damage; MU: fights so effectively with antennae that
opponent's armor class reduced by 3 classes.

33. Supervisory Borg (1) HP: 75; AC: 2; Move: 96 kph; AT: none; MU: none, the unit is inoperative, its "brain" in a comatose
state, as its nuclear plant needs replacement.

34. Orlen (1) HP: 69; AC: 7; Move: 15; AT: double telekinesis, double will force, has a special stasis ray rifle (50m range) which
refreezes" the subject into a state of suspended animation for 2-8 hours (2d4), MU: 4 arms, telepathy, 4 extra hydrogen cells for
rifle, as one cell is good for only 4 shots.

35. Crep plant (2) HP: 76, 68; AC: 3; Move: 1; AT: death field generation molecular disruption, life leech, mobility, 2
manipulation vines each, parasitic attachment; MU: none.

36. Arns (6) HP: 23, 22, 20, 19, 17, 13; AC: 9; Move: 9/16; AT: bite does 2d6 damage; MU: none.

37. Arks (4) HP: 41, 33, 32, 29; AC: 4; Move: 15; AT: telekinesis, weather manipulation, life leech, clubs, MU: tear impulse
(large winged creatures).

38. Perth (3) HP: 40, 37, 29; AC: 4 Move: none AT: emit radiation of random intensity if disturbed, emit 1-4 random radiations if
damaged; MU: none.

39. Centisteeds (2) HP. 21, 20, AC. 9, Move: 30- AT: none, MU: force field generation, increased metabolism.
40. Tribesmen (42) HP: 67, 6$, 10 x 60, 12 x 54 18 x 49 AC: 6, Move: 10 AT: bows and spears; MU: none. Mounted on huge
Mutated Dragonflies (21) HP 27 each; AC: 5; Move: 3/15; AT: scorpion-like stinger in tail does 2d6 damage plus injects
intensity 13 poison; MU larger (10m long).

41. Horl Choo (1) HP: 80; AC: 5, Move: CAT: 18 throwing spines do 3d6 damage each, tipped with intensity 9 poison (9Om
range); MU: none.

42. Badders (27) HP: 46, 40, 2x37, 7x32, 11 x26, 5x 13, AC:4- Move: 12; AT: bite does 1d6 damage, crossbows javelins, swords
leader (strongest) has blaster rifle, 3 sub-leaders have laser pistols, MU: empathy. 2 artifacts, 3 extra hydrogen energy cents,
energy cell charger. This is a "lord" and his band on the move, migrating to the nearest town of the Ancients.

43. Serfs (2) HP: 32, 27; AC: 6; Move: 12, AT: intensity 8 poison claws, light wave manipulation, density Contra (others) life
leech death field generation, mental blast; MU: heightened strength, partial carapace, telepathy.

44. Zeethhs (26) HP. 2 each, AC: to- Move: none, AT: teleport seeds into warm body for 2d6 damage each; MU: none.

45. Hoops (12) HP: 70, 66, 4 x 60, 57, 5 x 54 AC: 9, Move: 18, AT: slings at touch can turn metal to rubber in 1 m radius; MU:
telepathy, mass mind. 1 treasure.

46. Parn (3) HP: 32, 31,17 (plus 18 per antenna) AC: 6 (5 for antennae), Move: 6/16; AT: 11 barbed spines per Parn do 2d6 each
(50m range), each of 4 antennae has a sword like barb which does 3d6 damage- MU: fights so effectively with antennae that
opponent's armor class is reduced by 3 classes.

47. Obb (1) HP: 41; AC: 10; Move: 1/15, AT: blast of intensity 16 radiation 2 claws for 3d6 damage each; MU- totally resistant
to radiation, light (laser), and heat attacks.

48. Win Seen (4) HP: 44, 39, 36, 30; AC: 9; Move: none; AT: emits sonic attack when touched, intensity 14 contact poison,
Magnetic Control (50m radius); MU: Attraction Odor.

49. Kep (1) HP: 97; AC: 2; Move: none; AT: squeeze roots do 5d6 damage; MU: none.

50. Podogs (5) HP: 20, 18, 14, 13, 9; AC: 5; Move: 15; AT: bite does 2d6 damage; MU: can imitate attackers' sounds to gain
Initiative.

51. Blights (2) HP: 32, 30; AC: 9; Move: 2/10; AT: bite does 3d6 damage; constricts for 5d6 damage; MU: may become invisible,
flash of light on becoming visible blinds for 1-4 melee rounds, totally resistant to radiation, heat, and sonic attacks.

52. Herp (1) HP: 54; AC: 3; Move: 10; AT: squirts acid for 15d6 damage (30m range); MU: wing case reflects sonic attacks.

53. Tribesmen (81) HP: 97, 8 x 84, 27 x 76, 36 x 73, 9 x 71; AC: 10; Move: 12; AT: 2 claws do 1d6 damage each, plus intensity
12 poison; MU: heightened strength, Infravision, sensitive to light. These are night dwelling carrion-eaters, often razing small
villages; at dawn they meld their minds (similar to a mass mind) and erect an opaque energy field (30m diameter), which has the
following powers: delivers a 4d6 electrical bolt to any within 5m, absorbs 1W points per melee round, and possess Chameleon
powers so as to make it almost undetectable at any great distance.

54. Yexils (3) HP: 42, 37, 36; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eye-beam does 5d6 damage (25m range); MU:
totally resistant to cold attacks.

55. Orlen (1) HP: 47; AC:7; Move: 15; AT: double telekinesis, double will force, intensity 9 poison claws, de-evolution; MU:
4-arms, 2 heads, telepathy. 1 treasure.

56. Hissers (6) HP: 36, 35, 32, 2 x 31, 29; J C 3; Move: 12; AT: sonic attack ability, 2 have repulsion field, 2 have Pyrokinesis, 2
have total heal (others)—identical to total heal but is applied by the mutant to another being; MU: mass mind, telepathy. These
"runts" are outcasts from their matriarchy and will aid any who befriend them.

57. Sep (2) HP: 69, 67; AC: 5; Move: 10; AT: bite does 9d6 damage; MU: telekinetic travel through sand, detect surface creatures
at 50m range.

58. Zarn (1) HP: 16; AC: 7; Move: teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

59. Cal Then (1) HP: 30; AC: 9; Move: 4/12; AT: mandibles cause 10d6 crushing damage; MU: totally resistant to heat and cold
attacks.
60. Kai Lin (4) HP: 47, 42, 36, 35; AC: 6; Move: 10; AT: electrical generation, radiated eyes; MU: attraction odor, radiation
resistant bark.

61. Grens (13) HP: 102, 96, 4 x 87, 5 x 85, 79, 74; AC: 4; Move: 12; AT: slings; MU: none.

62. Soul Besh (1) HP: 32; AC: 8; Move: 9, AT: proboscis does 1d6, injects intensity 18 poison, sucks blood for 12 hit points per
melee round; MU: chameleon powers.

63. Iron Society (12) HP: 79 each; AC: 3; Move: 9/15; AT: bite does 2d6 damage, two intensity 7 poison chaws do 1d6 damage
each, three horns do 1d4 each, radiated eyes, a selective sonic blast that affects everything in a cone shaped area .5m wide near
the mutant, 20m long, and 5m wide at the limit of the effect; MU: planar travel. These winged humanoids have tough scaly
bodies and resemble medieval gargoyles.

64. Badders (17) HP: 36, 32, 4x27,25, 4x21; AC: 4; Move: 12;AT: bite does 1d6 damage, swords, slug thrower with damage
slugs doing 2d6 damage each (slugs not propelled by energy cell but by a chemical charge within each slug, six slugs to a clip);
MU: empathy. 1 treasure, 2 extra clips of damage slugs (these don't fit into a normal slug thrower).

65. Blaash (5) HP: 47, 45, 38, 37, 31: AC: 8; Move: 6/15; AT: emit intensity 18 radiation (5m radius); MU: none.

66. Worker Androids (6) HP: 40 each; AC: 5; Move: 12; AT: swords; MU: none.

67. Pinetos (2) HP: 10, 7; AC: 4; Move: 18; AT: tail does 1d6 damage to armor classes 8, 9, and 10; MU: none.

68. Horl Choo (1) HP: 42; AC: 5; Move: 6; AT: 26 throwing spines do 3d6 damage each, tipped with intensity 9 poison (9Om
range); MU: none.

69. Monitor (1) HP: 60; AC: 3; Move: 96 kph; AT: stun ray; MU: none. This robotic unit has the duty of monitoring a wildlife
preserve and is to prevent animals" from harming "humans and vice versa. An "animal" is any being which isn't totally human in
appearance. For the stun ray, roll a random radiation (3d6) and compare to the creature's constitution on the RADIATION
MATRIX; a "D" or "M" result indicates the creature is stunned for 1-6 hours. While stunned the Monitor will move the parties up
to 10km away with a tractor beam (can lift up to 500kg).

70. Tribesmen (172) HP: 100 females with 2 each, 72 males with 1 each; AC: 10; Move: 3/18; AT: tiny daggers do 1d6 damage
per 10 females attacking, 1d6 per 6 males attacking, males also shoot a poison (2m range) which is 1 poison intensity level per 6
attacking; MU: shorter (3cm), wings. These small humanoids live a hive-type existence. Only the females have wings.

71. Hissers (15) HP: 62, 60, 4x 57, 56, 3x 51, 5x 48; AC: 3; Move: 12/18; AT: javelins (6 each), sonic attack ability, 2 strongest
have radiated eyes; MU: wings, telepathy, mass mind, totally resistant to laser and sonic attacks.

72. Arks (3) HP: 33, 32, 27; AC: 4; Move: 15; AT: telekinesis, weather manipulation, life leech, clubs; MU: fear impulse (large
winged creatures).

73. Herp (1) HP: 112; AC: 3; Move: 10; AT: squirts acid for 15d6 damage (30m range); MU: wing case reflects sonic attacks.

74. Parn (1) HP: 60 (plus 18 per antenna); AC: 6 (5 for antennae) Move: 6/16; AT: 12 barbed spines do 2d6 each (50m range),
each of 4 antennae has a sword-like barb which does 3d6 damage; MU: fights so effectively with antennae that opponent s armor
class is reduced by three classes.

75. Grens (5) HP: 67, 65, 59, 58, 54; AC: 4; Move: 12; AT: swords and bows; MU: none.

76. Hoops (3) HP: 46, 42, 41; AC: 9; Move: 12; AT: spears, at touch can turn metal to rubber in 5m radius; MU: telepathy, mass
mind.

77. Centisteed (1) HP: 42, AC: 9, Move: 30; AT: none; MU: force field generation, increased metabolism. Trained but running
loose.

78. Warrior Androids (3) HP: 75; AC: 4; Move: 15; AT: swords, needler pistols with intensity 17 poison darts; MU: none.

79. Sep (1) HP: 36; AC: 5; Move: 10; AT: bite does 9d6 damage; MU: telekinetic travel through sand detects surface creatures at
50m range.
80. Pinetos (6) HP: 12, 11, 3 x 10, 9, AC: 4; Move: 18; AT: tail does 1d6 damage to armor classes 8, 9, and 10; MU: none.

81. Win Seen (2) HP: 42, 39; AC: 9; Move: none; AT: emits sonic attack when touched, intensity 14 contact poison, magnetic
control (50m radius); MU: attraction odor

82. Ranks of the Fit (27) HP: 127, 2x112, 9x62, 12x58, 3x51;AC:6; Move: 12/15, AT and MU: strongest is a mutated bull who
is immune to radiation, heat, and sonic attacks, with military genius capability, mental defense shield, wings, radiated eyes, and a
selective sonic attack (see #63 above); next two are hisser matriarchs with sonic attack ability, planar travel, and mass mind; the
next nine are humanoids with Pyrokinesis and vibro blades; the next twelve are wolfoid creatures each with two claws doing 2d6
damage each, mass mind, wings, and life leech; the last three are pure strain humans with two chemical explosive grenades
each. 4 treasures and two non-weapon artifacts.

83. Obb (1) HP: 32; AC: 10; Move: 1/15; AT: blast of intensity 16 radiation; 2 claws for 3d6 damage each; MU: total resistance
to radiation, light (laser), and heat attacks.

84. Kai Lin (1) HP: 26; AC: 6; Move: 10; AT: electrical generation, radiated eyes; MU: attraction odor, radiation resistant bark.

85. Tribesmen (71) HP: 79, 4 x 72, 18 x 67, 21 x 65, 26 x 62, 61; AC: 8; Move 12; AT: swords and spears; MU: none. 1
non-weapon artifact and three treasures are religious objects.

86. Ert (1) HP: 14, AC: 9, Move: •I-118, AT: bite acts as intensity 12 poison, turning victim to stone on D result; MU: none.

87. Barl Nep (1) HP: 42; AC: 3; Move: -I-1120; AT: secretes intensity 18 radioactive oil; MU: none.

88. Seroon Lou (4) HP: 34, 32, 27, 21; AC: 8; Move: 3; AT: each has 11 manipulation vines which do 1d6 clubbing damage
each; MU: none.

89. Ber Lep (2) HP: 37, 32; AC: 6; Move: none; AT: none; MU: if injured will teleport up to 30m away.

90. Herkel (7) HP:22, 20,19,15,14, 12,9; AC: 9; Move: -I-118; AT: bite does 6d6 damage, scales covered with intensity 18
contact poison; MU: none.

91. Narl Ep (1) HP: 97; AC: 3; Move: none; AT: 22 squeeze vines do 2d6 damage each; MU: seeds emit sonic blast for 3d6
damage when cracked open.

92. Ert Telden (3) HP: 42, 41, 33; AC: 6, Move: -I-ll9; AT: when removed from water bursts into flames doing 5d6 damage, 2nd
round explodes doing 10d6damage; MU: none.

93. Fen (8) HP: 52, 51, 46, 43, 42, 3x39, 37; AC: 7; Move: 3181112; AT: tail clubs for 6d6 damage, spears; MU: totally resistant
to radiation, poison resistance of 18, reflects heat and light (laser) attacks for 5 melee rounds, Shapechange. 2 treasures.

94. Keeshin (1) HP: 34; AC: 3; Move: telekinetic flight; AT: telekinesis, telekinetic arm, life leech, de-evolution, mental blast,
Cryokinesis, reflection; MU: force field generation can use any two per melee round. 1 artifact, 2 treasures.

95. Win Seen (2) HP: 77, 64; AC: 9; Move: none; AT: emits sonic attack when touched, intensity 14 contact poison; MU: none.

96. Cren Tosh (1) HP: 62; AC: 3; Move: 121-1112; AT: can Shapechange into any type of lizard (such as sleeth) with all that
creature s abilities; MU: none.

97. Crep Plant (3) HP:90, 87, 62; AC: 3; Move: 1; AT: death fleld generation molecular disruption, life leech, mobility, 3
manipulation vines each parasitic attachment; MU: none.

98. Menarl (1) HP: 22; AC: 6; Move: 61-116; AT: 10 spears; MU: heightened strength.

99. Fleshin (1) HP: 41; AC: 8; Move: •15119; AT: intensity 15 poison dorsal fin, can shape change into a sleeth with all abilities;
MU: none.

100. Terl (4) HP: 47, 42, 31, 30; AC: 5; Move: telekinetic flight; AT: cryokinesis and sonic attack ability can be used
simultaneously, bite does 2d6 damage; MU: none.

RUINS OR RADIOACTIVE ZONES


01-02. Warrior Androids (4) HP: 75 each; AC: 4; Move: 15; AT: spears and swords; MU: none. 1 non-weapon artifact.

03-04. Serfs (3)HP 47,42,33; AC: e; Move: 12, AT: intensity 8 poison claws light wave manipulation, density control (others),
life leech, death field generation, mental blast; MU: heightened strength, partial carapace, telepathy.

05-06. Tribesmen (26) HP: 82, 73, 6x67, 12x64, 61, 5x58, AC: 8, Move: 12 AT: sonic attack ability, spears: MU: heightened
strength. Totally resistant to sonic attacks. 3 treasures.

07-08 Blight (1) HP: 71; AC: 9; Move: 2/10; AT: bite does 3d6 damage constricts for 5d6 damage; MU: may become invisible,
flash of light on becoming visible blinds for 1-4 melee rounds, totally resistant to radiation, heat, and sonic attacks.

09-10 Hoops (19) HP: 90, 87, 4x81, 6x74, 7x72; AC: 9; Move: 18; AT: slug throwers, at touch can turn metal to rubber in 1m
radius; MU: telepathy, mass mind. 1 treasure, 2 artifacts.

11-12 Badders (10) HP: 32, 31, 4x27, 3x24, 23; AC: 4; Move: 12; AT: pole arms and morning stars, bite does 1d6 damage; MU:
empathy. 1 treasure.

13-14 Yexil (1) HP: 31; AC: 6; Move: 4/15; AT: bite does 3d6 damage, laser eye-beam does 5d6 damage (25m range); MU:
totally resistant to cold attacks.

15-16. Blaash (8) HP: 81,80,76,73,62,2 x 57, 54; AC: 8; Move: 6/15; AT: radiate intensity 18 radiation (5m radius); MU: none.

17-18. Arks (4) HP: 25 each; AC: 4; Move: 15; AT: telekinesis, weather manipulation, life leech, clubs; MU: fear impulse (large
winged creatures).

19-20. Hissers (17) HP: 81,74,3x69,67,5x61,57,3x54,52,51; AC: 3; Move: 12; AT: strongest has stun whip, all have flails, sonic
attack ability radiated eyes; MU: telepathy, mass mind, totally resistant to laser and sonic attacks. 2 treasures.

21-22. Followers of the Voice (21) HP: 92, 87, 81, 4x75, 74, 6x69, 7x63; AC: 7; Move: 10; AT: pole arms, repulsion field; MU:
mass mind, mental defense shield. 1 non-weapon artifact, 2 treasures, and a com unit in communication with 2 similar groups
close by and with their master —the nearest main building computer.

23-24. Zarn (1) HP: 18; AC: 7; Move: teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

25-26. Orlen (1) HP: 61; AC: 7; Move: 15; AT: intensity 11 poison claws, double telekinesis, double will force; MU: 4 arms, 2
heads, telepathy.

27-28. Arns (2) HP: 38, 31; AC: 9; Move: 3/16; AT: bite does 2d6 damage; MU: none.

29-30. Sleeths (9) HP:77,72,2x67,2x65,61,60,58, AC: 5, Move: 12, AT: 2 stun grenades each; MU: telepathy, precognition,
negate any force field (30m radius).

31-32. Defense/Attack Borg (1) HP: 200, 100 point energy screen, AC: 1 Move: 96 kph; AT: see listing in rule book, unit out of
grenades and missiles; MU: none. This unit somehow got general household robotoid programming and goes about cleaning up a
block-sized area!

33-34. Parn (4) HP: 32,31,27,24 (plus 18 per antenna); AC:6 (5 for antennae) Move: 6/16; AT: 12 barbed spines per Parn do 2d6
damage each (50m range), each of 4 antennae has a sword like barb which does 3d6 damage; MU: fights so effectively with
antennae that opponents armor class reduced by 3 classes.

35-36. Tribesmen (36) HP: 67, 64, 6 x 61, 59, 7 x 58, 2 x 55, 11 x 49, 7 x 42; AC: 8; Move: 6/12; AT: javelins, intensity 10
poison stings in tails; MU: wings, feed on all forms of energy by absorbing it (making them immune to laser, radiation, and heat
attacks), take double damage from cold and sonic attacks. They will often attack merely to be fired upon so that they can feed.

37-38. Hoops (18) HP: 90,82,81,4x76,72,67,5x61,3x56,54; AC: 9; Move: 18; AT: plastic stun rods (stun as the pistol, but
opponent must be touched) with 10 charges each, recharged by 12 hours of sunlight, hoops at touch can turn metal to rubber in
1m radius; MU: telepathy, mass mind.

39-40. Serfs (4) HP: 47, 42, 38, 37; AC: 6; Move: 12; AT: intensity 8 poison claws, fight wave manipulation, density control
(others), life leech, death field generation, mental blast; MU: heightened strength, partial carapace, telepathy.
41-42. Badders (9) HP: 31, 30, 3x 27, 24, 22, 2 x 19; AC: 4; Move: 12; AT maces, strongest has energy mace, bite does 1d6
damage; MU: empathy. 2 treasures.

43-44. Archivists (12) HP: 62,11 x46; AC: 6; Move: 12; AT: strongest has heat generation and time field manipulation, the 11
each have new body parts (pincers which do 3d6 damage) and paralysis gas generation; MU: all have a partial carapace and are
immune to the paralysis gas. 4 treasures.
45-46 Hissers (10) HP: 54, 52,47,5 x 42, 41, 40; AC: 3; Move: 12; AT: javelins, slings, sonic attack dbilit>, pldNdr travel; MU:
mass mind, telepathy 2 treasures, 1 non-weapon artifact.

47-48 Sleeth (1) HP: 97; AC: 5; Move: 12; AT: double strength reclusion field, mental defense shield; MU: telepathy,
precognition, negate any force field (30m radius).

49-50 Orlen (1) HP: 67; AC: 7; Move: 15; AT: double telekinesis, double will force, de-evolution, intensity 8 poison claws; MU:
4 arms, 2 heads, telepathy.

51-52 Arks (3) HP: 32,31,26; AC: 4; Move: 15; AT: telekinesis, weather manipulation, life leech clubs; MU: fear impulse (large
winged creatures).

53-54 Worker Androids (2) HP: 40 each, AC: 5, Move: 12; AT: none, but may use atomic torch to do 5d6 damage plus intensity
5 radiation; MU: none. Repairing a small cargo transport.

55-56. Blaash (6) HP: 42,41,2 x 40, 38, 37; AC: 8; Move: 6115; AT: radiate intensity 18 radiation (5m radius); MU: none.

57-58 Radioactivists (28) HP: 112, 91, 90, 11x82, 10x76, 4x73; AC: 10; Move: 12 (the last four move 10/16); AT: pole arms, the
second 2 both have radiated eyes, the 11 have heat generation, the 10 have magnetic control, and the 4 have wings and repulsion
field, MU: none. The strongest is the leader, a slightly crazy Pure Strain Human who is totally resistant to radiation.

59-60. Parn (1) HP: 52 (plus 18 per antenna); AC: 6 (5 for antennae); Move: 6116; AT: 13 barbed spines do 2d6 each (50m
range), each of 4 antennae has a sword-like barb which does 3d6 damage; MU: fights so effectively with antennae that opponent
s armor class reduced by 3 classes.

61-62. Zarn (1) HP: 12 AC: 7, Move: teleport, 200m range; AT: intensity 16 poison spittle (5m range); MU: none.

63-64. Medical Robotoid (1) HP: 36; AC: 3; Move: 96 kph; AT: none; MU: none. Non-operational.

65-66 Arns (3) HP: 33, 31, 27; AC: 9; Move: 3/16; AT: bite does 2d6 damage; MU: none.

67-68 Blights (4) HP: 42,36,35,31; AC: 9; Move: 2/10; AT: bite does 3d6 damage, constricts for 5d6 damage; MU: may become
Invisible, flash of light on becoming visible blinds for 1-4 melee turns, totally resistant to radiation heat, and sonic attacks.

69-70. Tribesmen (27) HP: 67626x60, 12x54, 7x41; AC; 7; Move: 10, burrow 3 AT: electrical generation, heat generation, light
generation, MU: totally resistant to electrical, heat and cold attacks, these humanoids can shape change into 2m long worm-like
creatures and burrow into the ground, where they live in the sewers and subways of Ancient cities.

71-72. Terl (2) HP: 31, 30; AC a Move: telekinetic fight; AT: Cryokinesis and sonic attack ability can be used simultaneously,
bite does 2d6 damage; MU: none.

73-74 Fleshin (5) HP: 50, 47, 44, 39, 35; AC: 7; Move: -15119; AT: intensity 15 poison dorsal fin, can shape change into a sleeth
with all that creature s abilities; MU: none.

75-76. Menarl (4) HP: 17 each; AC: 6; Move: -I-116; AT: 2 swords; MU: heightened strength.

77-78 Crep Plant (8) HP: 74, 72, 70, 67, 2 x 61, 60, 56; AC: 3; Move: 1; AT: death field generation, molecular disruption, fife
leech, mobility, 4 manipulation vines each, parasitic attachment; MU: none.

79-80. Win Seen (3) HP: 37, 36, 31, AC: 9, Move: none; AT: emits sonic attack when touched, intensity 14 contact poison; MU:
none.

81-82. Cren Tosh (1) HP: 92; AC: 3; Move: 121-1112; AT: can shape change into any type of lizard (such as a sleeth) with all
that creatures abilities; MU: none.
83-84. Keeshin (1) HP: 29; AC: 3; Move: telekinetic flight; AT: telekinesis, telekinetic arm, fife leech, de-evolution, mental blast,
Cryokinesis, reflection; MU: force field generation. Can use any 2 per melee turn. 2 treasures.

85-86. Fen (2) HP: 52, 41; AC: 7; Move: 3/8//12; AT: tail clubs for 6d6 damage, javelins, MU: totally resistant to radiation,
poison resistance of 18, reflects heat and light (laser) attacks for 5 melee rounds, Shapechange. 2 treasures.

87-88. Narl Ep (1) HP: 64; AC: 3, Move: none, AT: 17 squeeze vines do 2d6 each; MU: seeds emit sonic blast for 3d6 damage
when cracked open.

89-90. Ert Telden (2) HP: 40, 37; AC: 6; Move: -/-//9, AT: when removed from water bursts into flames doing 5d6 damage, 2nd
round explodes doing 10d6 damage; MU: none.

91-92. Herkel (4) HP: 22,19,18,14; AC: 9; Move: I-118; AT: bite does 6d6 damage, scales covered with intensity 18 contact
poison; MU: none.

93-94. Ber Lep (1) HP: 90; AC: 6; Move: none; AT: none; MU: if injured, will teleport up to 30m away.

95-96. Seroon Lou (7) HP: 40,37,2 x 36,2 x 31,30; AC: 8; Move: 3; AT: each has 16 manipulative vines which will do 1d6
clubbing damage each; MU; none.

97-98. Barl Nep (1) HP: 62; AC: 3; Move: -I-1120; AT: secretes intensity 18 radioactive oil; MU: none.

99-00. Ert (1) HP: 15; AC: 9; Move: •I-118; AT: bite acts as intensity 12 poison, turning victim to stone on a D result; MU: none.

TREASURE LIST I
01. Ballpoint pen - good condition
02. Lamp – fair condition
03. Slot machine - excellent condition
04. Film can - excellent condition; containing a one-reel Mickey Mouse cartoon.
05. Wind-up alarm clock - poor condition
06. Pencil sharpener - good condition
07. Electric fan - good condition
08. Pleasure globe - excellent condition: when grasped firmly, gives holder pleasurable sensations.
09. Wristwatch - poor condition
10. Cigarette lighter - good condition, no fluid
11. Automobile battery - excellent condition, drained
12. Jerry can - fair condition: rusty, but intact and full of high octane petrol.
13. Carton of soap bars - fair condition (crumbly, but usable)
14. Pocket color television - fair condition, no batteries.
15. Attaché case - poor condition, locks rusted shut, contains insurance papers.
16. Instant movie camera - obviously broken
17. Stamp machine - poor condition
18. Marble lion head - obviously broken off larger statue.
19. Leather pouch - containing 10-60 domars (10d6)
20. Hand calculator - perfect condition, no batteries
21. Bicycle pump - good condition
22. Parking meter - perfect condition
23. Stopwatch - good condition
24. Microwave oven - fair condition
25. Traffic light - obviously broken
26. Plastic container (unopened) - contains 1 kg. Household cleanser
27. Aluminum cylinder set - each contains remains of fine cigar
28. Metal charcoal grill - good condition
29. Home laser optics projector (for light shows) - poor condition
30. Magnetic compass - perfect condition
31. T5-3 Semplia module - working, but barely audible
32. Duralloy cylinder - 15cm diameter, 1 meter long, 1 cm thick
33. Dog whistle - perfect condition
34. Telescope - obviously broken
35. Rusted can (unopened) - contains spoiled sauerkraut, intensity 10 poison
36. Plastic case (sealed) - contains 8 packets of single "hallucination pills", each giving 4 hours of mental entertainment when
ingested
37. "Mama" doll - fair condition
38. Hearing aid - poor condition
39. Eyeglasses - obviously broken
40. Jeweled gold crown - good condition, but missing a large stone in back
41. Cedar chest (locked) - containing assorted "old fashioned" (from the late 21st century) ladies’ dresses in fair condition
42. Rollerball trophy - fair condition
43. Partial control panel (from a military hover car) - looks good, but is totally useless
44. Powered carving knife - fair condition, no battery
45. Cash register - obviously broken
46. Cuckoo clock - excellent condition, weights missing
47. Riding lawn mower - fair condition, blade broken, no fuel
48. Bicycle - poor condition, tires flat and rotted, frame bent
49. Togulen machine (civilian) - poor condition, instructions worn off
50. Polarizing sunglasses - perfect condition
51. Locket - good condition, contains 2 photographs
52. Scout knife - fair condition, some blades rusted shut
53. Soft drink vending machine - poor condition, empty
54. Ceramic coffee cup - chipped, shows image of Director of Genetic Security fused on side
55. Tuba - unusable (mashed flat by a steamroller)
56. Perforated pollinator - obviously broken
57. Jungle gym - fair condition, rusted
58. Three folding metal chairs - good condition, but giving off intensity 5 radiation
59. Mounted collection of military medals (from wars between 2047 and 2133) - contains 10-100 medals (10d10)
60. Small pewter belt buckle - with cryptic writing (TSR Hobbies)
61. Velkon tube apparatus - excellent condition, 3 charges remaining
62. Manual typewriter - obviously broken
63. Scissors - perfect condition
64. Chest of antique coins - worth 50-500 domars (5d10 x 10)
65. Pair of retractable detractors - poor condition, batteries leaked
66. Diamond ring - excellent condition
67. Saxophone - fair condition
68. Suitcase - good condition - locks rusty; contains synthetic furs (stole, coat, etc.)
69. Pocket radiation intensity indicator - excellent condition
70. Office copying machine - poor condition
71. 3-dimensional-animate-inanimator - perfect condition, never used, including rechargeable solar battery (built in).
72. Adjustable wrench - excellent condition
73. Fishing rod and reel - fair condition
74. 4-drawer filing cabinet - poor condition, rusted shut; empty
75. Binoculars - fair condition
76. 1859 Swiss Infantry Saber - excellent condition, well polished blade
77. Chemical explosive in soft container, no fuses - good condition
78. Expansive foam fire extinguisher - good condition
79. Leather bag full of miscellaneous knobs and buttons - late model bubble-car parts
80. Small box of assorted small lead figurines, well painted - perfect
81. 3.5m circular stained glass window - intact
82. 4-wheeled cart, of recent construction - lined with hinged lead plates (all radiation directed at occupants reduced by 6 points);
can be pulled by four rakoxen
83. 5-litre can of liquid duralloy - hardens after three hours of exposure to air
84. Boxed engine tune-up kit for a 2302 Chrysler-General model 407 moon flier - good condition
85. Metal box containing 24 50 cal. machine gun cartridges
86. Samurai sword - blade in good condition, grip rotted off
87. Steel drum - full of intensity 6 radioactive wastes, markings rusted off
88. Four handed sword - excellent condition, forged by Orlens
89. Paired Mnemoxing plates - obviously broken, but well polished
90. Plastic crate - contains scrap metal, at the bottom is a Mk. V blaster in poor condition
91. # 303 can of Martian Snovi (regeneration grass) - looks and smells like rot; any creature brave enough to consume this rolls
d10: 1-5 no effect, 6-9 add 2 points to constitution and 2d6 to total hit points, 10 lose 2 points from constitution and subtract 2d6
from total hit points; all effects are permanent. Only one dose per character!
92. Brass nameplate - excellent condition, bearing the words "R.O. Elumb, Chairman, Board of Directors"
93. Pocket elevator - poor condition, dead batteries.
94. 12-gauge Shotgun - poor condition, barrel clogged
95. Plastic box - containing 10 clips of 60.17 cal. slugs
96. 60cm. duralloy sphere resting on a wheeled cart (time capsule from 2076) - looks like a neutron bomb.
97. Coil of 00 gauge copper wire - 10-60 meters long (d6 x 10)
98. 5-Forked Breen/Gola - duralloy construction, one tine broken
99. Two-thirds of a metric ton of Mygnyl Chorts - still fresh in plastic packets.
100. Solid duralloy scale model of the starship Savage Dictator on .6m x .3m x 6cm walnut base.

TREASURE TABLE II*

01 Claw Hammer- good condition, but handle broken


02 Plastic coat hanger- poor condition (partially melted)
03 Nylon Rope - good condition (20m coil)
04 Entrenching tool -fair condition, rusted
05 Bicycle reflector - good condition (red, yellow, white, or blue color)
06 Pencil - excellent condition, point broken
07-08 Small bottle of insect repellent- fair condition
09 .22 cal. pistol - fair condition, 9 shot capacity
10 Home doughnut maker - poor condition
11 News magazine or comic book - very poor condition
12 Plastic bag of gross seed - fair condition
13 Screwdriver - fair condition
14 Ceramic salt shaker - good condition, full
15 Bicycle - fair condition, seat missing and tires f lot
16 Stapler -poor condition, no staples
17 Plastic container - excellent condition, full of plant food
18 2-12 aluminum arrows - fair condition, feathers gone
19 Book -good condition, reading primer
20 Pair of scissors - fair condition, screw rusted
21 Plastic box - excellent condition, contains a complete setof 60 Chinese checkers marbles
22 Crash helmet with visor-fair condition, strap missing
23 Board game - poor condition, pieces missing, cards torn, board stained
24 Book - fair condition, SIF novel, cover and lost page missing
25 Small shaker- good condition, full of red pepper
26 Hacksaw - good condition, blade has plastic guard
27 Small container - fair condition, contains herbs or spices (pick one at random)
28 Plastic box - fair condition, holds 50-100 screws of assorted types and sizes
29 Electric knife sharpener - good condition but cord missing
30 Case of 150 12 g. shotgun shells (deer slugs/ buck shot/bird shot) - poor condition
31 Large metal shears -fair condition
32 Portable hand vacuum cleaner - condition appears excellent but motor is missing
33 Pair of water skis - perfect condition
34 Adjustable wrench - fair condition, adjusting screw corroded
35 Large plastic box - excellent condition, contains a hang glider kit
36 Small plastic bottle of colored liquid - good condition, contains colored dye
37 Magnifying glass - excellent condition, but several chips around edges
38 Small plastic box - perfect condition, holds 50-100 play domars
39-40 Eight-track trivideo tape - fair condition, instructional series on vehicles and robots (dice for type)
41-42 Book - fair condition, dictionary
43 Smoke detector - poor condition, batteries missing
44-45 Plastic table knife - perfect condition
46 Book - good condition, western novel with cover missing
47-48 Ground car hubcap - good condition, but dented
49 Plastic baseball - perfect condition
50-51 1-6 empty soft drink bottles - good condition
52 Book - fair condition, any one volume of an encyclopedia
53-54 Hovercraft license plate - poor condition
55 Plastic box - good condition, holds 50-100 assorted nails
56-57 Plastic garden hose - fair condition, 5-20m
58 Nylon fishing line - excellent condition, 50m length
50-60 Vinyl patching kit - good condition, 6 patches
61 Door knob and shank - perfect condition
62-63 Garbage can - poor condition, badly rusted and hole-ridden
64 Toy blaster pistol - perfect condition, battery missing (buzzes and flashes when working)
65-67 Cosmetic item, women’s - fair condition, mascara bottle
68-69 Metal cooking utensil - poor condition, tea kettle
70 Metal can - good condition, contains oil (penetrating/lubricating/cooking)
71-72 Metal pipe - excellent condition (household water pipe 1-4m in length)
73 Plastic box - fair condition, designed to hold facial/toilet paper or napkins
74-75 Telephone, push button model - excellent condition
76 World globe - fair condition, badly outdated
77-78 Stainless steel spoon - good condition, handle bent
79 Pliers/wire cutters - fair condition
80-81 Set of colored pencils - poor condition, leads broken
82 Bottle - perfect condition, no label, contains vinegar
83-84 Plastic box - excellent condition, contains 50 different multi-colored children’s blocks made of lightweight plastic
85 Bottle - good condition, no label, contains 100-proof Scotch whisky
86-87 Flashlight - fair condition, no batteries
88 Plastic box - fair condition, contains 50-100 assorted nuts, bolts, and washers
89-90 Toiletry article - fair condition, man's razor (no blades)
91 Screwdriver - good condition, Phillips head
92-93 Book - poor condition, telephone directory
94 Book - fair condition, gothic horror
95-96 Plastic dinnerware, 1-4 pieces - fair condition, partially melted
97 1-100 rounds of .22 cal. rifle ammunition - good condition
98-99 Leather bag - fair condition, holds 3-18 plastic polyhedral objects (dice) in good condition
00 Book - good condition, small arms instruction manual

TREASURE TABLE III*

01-02 Small bottle - excellent condition, contains super-strength bonding glue, intensity 17 poison if ingested
03-04 Plastic box- good condition - holds modeling clay
05-07 Small bottle -fair condition, contains turpentine (intensity 12 poison)
08 Toy - fair condition, yo-yo, string missing
09-10 Hockey puck - perfect condition
11-12 Aluminum cylinder - good condition (baseball bat)
13 Metal loops - excellent condition (handcuffs, open, but without key)
14-15 Sheath knife - fair condition, point broken
16-17 Metal file - good condition
18 Plastic box - good condition, contains small tubes and spheres, (Fireworks), 10-100 total
19-23 Plastic bottle of liquid - good condition (paint of miscellaneous color)
24-25 Hand air pump - excellent condition, metal cylinder with plastic hose and brass fittings
26-27 Opaque plastic bag - fair condition, contains various sizes of rubber bonds
28-29 Plastic tubing - good condition, two centimeter diameter, 20m in length
30-32 Plastic box - fair condition, contains 10 unpainted lead figurines in good condition
33-34 Power tool - fair condition, battery powered drill (no battery), 2-12 bits in the handle compartment
35-36 Hardware - excellent condition, can opener
37 Plastic box - fair condition, 20-80 plastic pieces inside (scale model building toy)
38 Plastic cording - good condition, electrical extension cord with plug, 15 meters long
39 Metal rod - excellent condition, ceramic base, wire attachment (lightning rod)
40-41 Metal helmet - good condition, no liner or strop
42-43 Metal lug wrench - fair condition, somewhat corroded
44-45 Plastic disc, large - poor condition, melted child’s toy
46 Plastic bottle - excellent condition, contains man's deodorant
47-48 Small sack - excellent condition, is packed with thick white powder (plaster of paris)
49-50 Metal frame - poor condition, twisted and dented picture frame
51-52 Metal chain - fair condition, dog collar
53 Metal trap - good condition, bear trap
54-55 Small metal device - poor condition, pencil sharpener (broken)
56 Metal loop - good condition, basketball hoop
57-61 Ceramic pot - fair condition, flower vase
62-63 Plastic container - excellent condition, no label, contains room deodorizer which now has turned into intensity 9 poison
gas covering a 5 meter area upon opening
64-66 Plastic container - good condition, holds white powder (intensity 15 rat poison)
67-71 Metal can - perfect condition, contains sugared honey
72-75 Metal can -good condition, contains heavy grease
76-78 Metal can - excellent condition, contains assorted hard candy
79-81 Metal can - fair condition, contains salted nuts in rancid oil
82-85 Metal can - good condition, contains a joke “snake” that springs out when opened
86-89 Metal can - fair condition, contents turned to powder that gives off intensity 13 radiation
90-96 Metal can - good condition, contains military issue protein powder sufficient to feed eight people for three days if
mixed with water
97-99 Plastic ring, large - good condition, hula hoop toy
00 Plastic strip - excellent condition, boomerang

APPENDIX I (Legion of Gold)

A. THE LEGION OF GOLD


CENTURION ROBOT

No. Appearing: 1-3


Hit Dice: 10 (40 hit points)
Armor Class: 3 (see Force Field, below)
Movement: 12
Sensors: Standard, infrared
Power Sources: Broadcast power, solar cell
Control: Electronic, special; programmed for limited actions (survival, return to base, self-defense)

Construction: Two meters tall, humanoid shape. This unit is a redesign of a general household robotoid. It moves by walking at
a rate of twelve meters per turn. it has been equipped with a mini-grenade launcher (q.v.) in its left arm and a laser pistol
operating off leads from the solar energy cell, which normally allows five shots before requiring a one-minute recharging period,
after which the firing cycle can begin again. In other than direct sunlight conditions, a five-minute recharging period is necessary.
When no sunlight is present (very cloudy, night, indoors, etc.) recharging is not possible. The metal plating of this unit makes it
appear to be a human encased in power armor. There are force screen and directional antennae on the “helmet”.

Force Shield: Broadcast power from the control computer (q.v.) allows an energy screen to be generated around the centurion
and up to twelve other units or creatures in a 15 meter radius of the centurion which absorbs virtually any amount of damage or
deflect it. Each unit thus protected can withstand up to 50 hit points of damage per round on the screen before taking any actual
unit damage. Because of the tremendous energy required, there is always a one-second interval during any melee round when
power is weak. This is the “flicker” already noted at the beginning of encounter 11, the Legion of Gold Headquarters. If more
than 10 points of damage are inflicted on the screen of any unit or creature during this period, damage in excess of 10 points are
inflicted through the screen to the unit or creature.

GM Note: Mini-grenades are loaded/unloaded through a small access plate in the centurion's shoulder at the back. Removing the
launcher intact is impossible, though if the characters should make the attempt there is a 15% chance the device detonates 1-3 of
the remaining grenades (randomly determine what type of grenade). The solar energy cell is directly under a clear hemisphere
atop the “helmet” area of the unit’s head. The cell is extremely difficult to remove as the power leads to the laser pistol are easily
broken. There is only a 5% chance that even the most competent character can remove the device in perfect condition. Otherwise,
the pistol is operational but un-rechargeable, with only 1-3 charges left.

CONTROL COMPUTER (REAPER)

During the Shadow Years, university researchers constructed and programmed a unique computer system to aid in analysis and
solution of the grove problems facing mankind. As it was a special project, with funding from both government and military
sources, the complex which developed was unlike any other previously built. The main computer was actually devised to work in
conjunction with direct human brain input, so that it could have “thinking”, “reasoning”, and “emotional” bases to operate from
in addition to standard data storage programmed into its memory banks. As the world situation worsened, provision was made to
make the complex cybernetically controlled, with specially protected, completely sealed and self-sustaining systems for the series
of human brains which would be linked with the computer. The work was only partially completed, and only a few brains were
actually placed within their special tank units, when the area was struck by an attack which devastated most of the complex. The
handful of scientists and technicians surviving the disaster shut down the operations and left it on a sustained non-functioning
basis, planning to return when possible and bring the computer into operation again. The opportunity never came. The surviving
part of the complex, a computer, robotic elements, and one of the cybernetic tanks, remained on minimum power use from the
fusion reactor buried for below the underground complex, just sufficient to keep the complex operable, the brain alive but
“asleep”. So it remained for over a century.

In the interim, some portions of the computer malfunctioned. A low level of awareness come to the encased brain, and in the
decades which passed, it grew deranged, vengeful, and malign. Then, somehow, something triggered the power system.
Somewhere, somebody unknowingly set off a coded signal which allowed the computer to once more gain the energy needed to
function fully; or, at least, as fully as it now could. The insane intelligence took over command of the complex and set about the
plan it had calculated to gain revenge on those who made it - men and women long since dead. Thus the UWACCO - 55000B
hummed and sent weird atonal notes throughout the plasteel chambers which housed it. Servo units began functioning in the few
workshops left, and a handful of general household (Project Maintenance Models M2H5 robotoids were converted to yellow-
armored mechanisms which would become known as "centurions". When this task was finished the servos, with the aid of the
newly modified robotoids, made a series of adjustments in the one remaining medical laboratory. About three months after
awakening, the control computer, now calling itself REAPER, sent out four of its minions. Two human prisoners were brought
back, and in a short period the first “legionnaires” (q.v.) were ready to serve and obey as faithfully as any robot.

It must be emphasized that the parts of the old computer complex which remain operational are under the control of the
cybernetic unit, a human brain now quite mad and hateful. It detests all humans, mutated or of pure genetic strain. Those it can’t
turn into legionnaires it kills or stores cryogenically until it has need for them (whole, or as replacement ports). REAPER uses all
of its cunning and devices to dupe, manipulate, and destroy humans. If threatened and defenseless, it will, of course, lie
convincingly, but its insanity will never permit a real change in its purpose.

LEGIONNAIRE

No. Appearing: 2-12 (per accompanying centurion)


Hit Dice: 8 (32 hit points)
Armor Class: 3 (powered plate armor motivated by directed broadcast power from centurion robot, with additional force shield
protection which when in operation causes the armor to glow see CENTURION ROBOT for details of the force field).
Movement: 10

A legionnaire is a captive human or humanoid mutant who has been subjected to brain alteration by the control computer, thus
effectively turning the subject into on automaton that answers to commands relayed from the control computer through a
centurion robot to an implanted receiver. Receivers are implanted at the base of the skull. The alteration process is irreversible,
and a legionnaire will always be an automaton as long as it is alive. Removal of the receiver kills the legionnaire.

Legionnaires move slowly and act by relayed commands. All action is in concert, i.e. a group under control performs the same act
at the same time. Legionnaires attack by using their mini-grenade launchers and, when their supply of grenades is exhausted,
short swords.

B. NEW CREATURES

BIGOON

NO. APPEARING: 1-6


HIT DICE: 15
ARMOR CLASS: 6
MOVEMENT: 12
ATTACKS: two claws and a bite
DAMAGE: 1-6/1-6/4-24
MUTATIONS: heightened strength

One glance easily identifies a bigoon as a giant, mutated raccoon. The creature is well over two meters tall (old males being
known to reach three or more meters in length, nose to tail). The bigoon’s teeth are very much enlarged, and it bites for 4 dice
(4d6) of damage. The creature also has heightened strength to complement its native intelligence and cunning. Despite its
increased size and strength, the bigoon has lost none of the manipulative dexterity of its small progenitor. The hand-sized
forepaws of a bigoon are quite nimble and can be used to open simple closures and latches. The bigoon is a nocturnal hunter and
has infravisual capabilities. When hungry, a bigoon attacks virtually anything, but the creature is prone to ignore other creatures if
well fed, unless its curiosity is aroused. A well-fed bigoon has been known to playfully knock down a passing human in order to
tear open a carried sack. Fortunately, a blow from a bigoon’s forepaw does only one die (d6) of damage. A lone bigoon is usually
a rogue male. If three or more are encountered, they are likely to be a mother and her immature young. Bigoons are all capable of
climbing trees sturdy enough to hold their weight.

BUGGEMS

NO. APPEARING: 1-10 (10-100 in nests)


HIT DICE: 5-7
ARMOR CLASS: 5
MOVEMENT: 10
ATTACKS: two claws and a bite, or weapon and bite
DAMAGE: 1-6/1-6/1-10 or by weapon type and 1-10
MUTATIONS: usually none, but occasionally gas generation and heightened abilities (see below)

It is rumored that the buggems appeared even before the onset of the shadow years, having been spawned decades earlier by the
radioactive fallout of an atomic bomb test. In appearance, these malevolent creatures have the synthesized features of a man and a
gargantuan insect. The creatures are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated
abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles. When attacking,
buggems either strike with their two claws and bite for 1-6, 1-6, and 1-10 points respectively or they can use a crude weapon such
as an axe, sword, or mace. When using a weapon the creatures can also bite.
These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the
buggem nests, the creatures have developed heightened senses that allow the buggems to see in the dark. Buggem nests are found
in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers.
Like any of their smaller relations these termite creatures are primarily fungus eaters, raising their own food supply deep within
their dark burrows in strange fungus gardens.

Although they prefer to remain in their nests, buggems must occasionally venture outside to get hosts for their parasitic infants.

These hosts are invariably humanoid and always perish during the eventual hatching of the young.

In a world of for more dangerous creatures, the buggem species survives partially due to two unique mutations that occur
occasionally among their kind. Appearing in one creature out of twenty, the buggems’ first mutation is that of gas generation.
Several different types of gas are possible with varying probability of appearance. The types and associated probability are:

Die Roll Gas


1-40 Opaque gas
41-80 Caustic gas
81-00 Poison gas

Each mutated buggem is able to generate only one type of gas, and may use this ability only three times per day. Each generation
fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any).

Opaque gas forms a billowing, harmless cloud, thick, white, and impenetrable to normal vision. Caustic gas is an acidic vapor
that burns all within its area of effect for 1-6 points of damage per round. In addition, all individuals affected fight and defend at a
penalty of -3. Poison gas is a colorless, odorless cloud of lethal vapor (intensity 3-18, roll for each mutated buggem with this
ability). All buggerns are immune to any of the gases' effects.

The second mutation is more rare, occurring in only 1% of the species. The abnormality causes the termite man's size and
strength to decrease, but, in return the creature gains greater dexterity, heightened intelligence, and telepathic ability. These
telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all
important actions taken in their nests, allowing a degree of intelligence to enter into their lesser brothers’ actions. In addition,
these biological freaks use archaic weaponry such as blasters, lasers, and death ray projectors whenever such advanced weapons
are available.

DEATHMOSS

NO. APPEARING: 1 (patch)


HIT DICE: 3 per square meter
ARMOR CLASS: 9
MOVEMENT: none
ATTACKS: special (see below)
DAMAGE: special (see below)
MUTATIONS: produces senses-heightening berries

Deathmoss is a lush, soft-looking, moss-like plant which appears to be no different from other growths of similar plants.
Creatures seem to be naturally attracted to its springy surface and comfortable bed. This is unfortunate for them but assures the
deathmoss of food and propagation. This plant has developed an aromatic sap which is released when its stems and leaves are
bruised by weight. The power of the sap is equal to intensity 12 poison, and any creature which succumbs to it falls into a
comatose sleep. (Dice of damage results indicate only a proportionate lowering of resistance to the aromatic power next melee
round if the victim remains within one meter of the bruised plants, or directly above them.) The deathmoss has developed boring
root tendrils, which penetrate the flesh of comatose creatures and inject dissolving juices which bring a nutrient sludge to the
roots in a short time. Thus fed, the deathmoss both grows up to one-square meter per feeding and develops berries to attract new
prey. This purple-veined gray fruit, when eaten, increases all five senses (sight, smell, hearing, touch and taste) for one hour, but
thereafter causes a 50% loss of normal senses for another hour.

KATKINS

NO. APPEARING: 1-6


HIT DICE: 9
ARMOR CLASS: 4
MOVEMENT: 15 (sustained movement, 23 for short bursts of speed)
ATTACKS: two claws and a bite, or a weapon
DAMAGE: 1-6/1-6/1-6, or by weapon type
MUTATIONS: heightened speed and balance, imitation of thought and sound

Katkins are a mutated form of the common house cat, standing about one meter tall when walking erect (which they often do).
Coloration can range from white to orange-striped, but gray-striped and brown or black solid colors are the most common. These
intelligent creatures have not lost their fangs or their claws, although the claws of their manipulative forepaws are not
proportionately as long as the rear ones. Katkins are rather shy and reclusive, using their heightened speed and balance to live
arboreal lives, ranging amidst the upper branches of woodlands to hunt and explore. One or more katkins will construct a well
concealed hut of woven vines and branches high up in the largest of trees, dwelling there during summer months. Winter quarters
are typically in hollow tree trunks. Katkins have both sound and thought imitation capabilities; so, in addition to their normal
body weaponry (two claw attacks and a bite per turn, each doing 1-6 points of damage), they have dangerous imitative abilities as
well. Katkins have been known to possess and use small technological devices (pistols, vibro daggers, etc.). Employment of
normal weapons suited to their size and strength is fairly common around the creatures' home.

LETHARP

NO. APPEARING: 1
HIT DICE: 20
ARMOR CLASS: 4 (head) 7 (body)
MOVEMENT: 9
ATTACKS: one ram with horn
DAMAGE: 4-24
MUTATIONS: chameleon powers

Letharp are huge, bottom-feeding fish which range in size from four to seven meters in length. Letharp have silvery-white
underbellies and solid or mottled backs which range from blue-brown to yellow to brilliant orange. Mottling is usually white,
gray, or yellow. Coloration is seldom unchanging for very-long, since letharp have chameleon powers. Their heads are covered
with a bony plate around which are many enlarged and thickened scales. Projecting upwards and forwards from this plate is a
horn-like bone growth whose length varies (according to the size of the letharp) from one meter to nearly two meters. Normally
sluggish and peaceful, sudden movements or passing shadows throw a letharp into a state of alarmed frenzy which results in the
creature swimming in a blind rush (double normal movement for up to 100 meters) towards the possible threat, either to frighten
the intruder away or to kill by ramming with its horn. Because of this unpredictable behavior boats are often smashed or holed by
frightened letharp. Knowledgeable mariners are reported to point the bottoms of their vessels a bright yellow-orange, for this
color tends to repel or possibly reassure the would-be attacker.

SCREAMERS

NO. APPEARING: 1
HIT DICE: 9
ARMOR CLASS: 9
MOVEMENT: 9
ATTACKS: one touch
DAMAGE: as per intensity 13 radiation
MUTATIONS: immunity to laser, radiation, stun, poison, heat and cold-based attacks, plus life leech and directional sense

Very little is known about this strange and twisted species of mutated beings. They are thought to be sexless and so do not
reproduce themselves biologically, propagating their kind by the destruction of other life-forms instead. The corpse of any human
or humanoid creature killed by a screamer slowly metamorphosis’s itself into a screamer the nightfall following the day of its
death. The only way to prevent this is to completely destroy the body before the change is effected. From mere wounds inflicted
by screamers, however, one recovers in a normal manner.

Screamers appear as emaciated and shrunken humanoids with yellowish-grey skin. They are usually clad in the rotting remains of
what was once normal clothing. The heads of screamers are virtually hairless and their faces have disappeared, mutated and
melted into a glistening, featureless mass of sickly-colored flesh. Only a formless, cavernous, toothless mouth is still discernible.
From this mouth come the unnerving moons, shrieks, and howls that give the creature its name. Though unable to communicate
verbally and seemingly not capable of rational thought as we understand it, screamers appear to have a highly developed,
instinctive sense of balance and direction. Radiation causes screamers to emit a bluish-green glow, the brightness of which varies
according to the level of screaming maintained by the creature.

All screamers are totally immune to laser, radiation, stun, poison, heat, and cold-based attacks. They possess the abilities of
directional sense and life leech, the latter with a range of 20 meters (mental strength 12). In addition, the touch of a screamer
gives a sudden dose of intensity 13 radiation to its victim.
WEIRBULED

NO. APPEARING: 1-8


HIT DICE: 5
ARMOR CLASS: 7
MOVEMENT: 12
ATTACKS: bite and two feelers
DAMAGE: 1-6/1-6/1-6
MUTATIONS: none

These one-to two-meter long fish are a deep brown color with a dull yellow underbelly. Weirbuled seemingly have some form of
intelligence, for they are known to cleverly attack only helpless or unsuspecting humans. These creatures have stubby teeth in
their gaping mouths which enable them to bite for one die (d6) of damage. Their real weapons, however, are the three pairs of
tentacle-like feelers which sprout from either side of their jaw. The longest pair (40 to 80cm) is coated with an acidic mucous
which causes one die (d6) of damage when a feeler wounds an opponent. The other two pairs of tentacle-like appendages are
semi-manipulative, and, in conjunction with strong pectoral fins and the creature’s tail, can be used for locomotion, including
climbing into vessels with low gunwales. Weirbuled have been known to capture small boats by climbing or jumping within,
followed by the slaying and eating of the occupants. It is reported that truly giant weirbuleds of three or more meters length have
been seen, and such creatures would undoubtedly have more virulent acids. These reports have not been confirmed, although
claims of sighting these large creatures persist.

C. DESCRIPTION OF WEAPONS

MUSKET, RIFLED

Maximum Range: 450 meters


Effective Range: 200 meters
Projectile: lead ball
Damage Inflicted: 2-12 (1-6 beyond effective range)
Rate of Fire: every other melee round

In the hands of an untrained user, this archaic weapon is highly susceptible to malfunction due to improper loading sequence and
under-charging or over-charging with powder. These weapons do not operate in the rain or if the powder is damp or wet. There is
a 25% chance per firing that an unskilled individual causes a malfunction. Malfunctioning is handled thus:

Die
Roll Result
1 Flint knocked off - can't ignite pan
2,3 Wrong loading sequence - three melee rounds required to clear and reload properly
4,5 Under loaded - reduce range and damage 50%
6 Overloaded - musket explodes doing six dice (d6) damage to user only

MINI-GRENADE LAUNCHER

Maximum Range: 30 meters


Effective Range: 20 meters
Projectile: 4 cm grenade
Damage Inflicted: Chemical Explosive -- 6-36 in a one meter radius
Fragmentation -- 3-18 in a three meter radius.
Gas -- Any air-breathing creature in a three meter square area is instantly rendered unconscious, unless
equipped with protective breathing apparatus, and remains in this state for 1-20 minutes. Gas dissipates in 1
melee round.
Rate of Fire: Once every other melee round
Power Source: Combination compressed air and spring launch system
Magazine Cap.: 12 in Centurion robot, 6 in Legionnaire

The launcher system was designed by the control computer and is an adequate weapon system only for its particular purposes.
See Centurion Robot for further details.

PISTOL, AUTOMATIC
Pistol Type Small Caliber Med. Caliber Large Caliber
Maximum Range: 400 m 300 m 600 m
Effective Range: 100 m 100 m 150m
Projectile: lead slugs lead slugs lead slugs
Damage Inflicted: 1-4 (1d4) 2-8 (2d4) 3-12 (3d4)
Rate of Fire: 5 shots/rnd 5 shots/rnd 5 shots/rnd
Magazine Capacity: 10 rnds 10 rnds 10 rnds

These weapons were employed throughout the Shadow Years and beyond and are not uncommon in the area of the Barony of
Horn. When determining hits, it is necessary to check for each round fired. Misfiring due to dud ammunition is fairly common, at
a ratio from 1 out of 2 shots to 1 out of 4. Whenever a pistol misfires the slide must be worked manually in order to re-chamber
another round. If a pistol has a dud round, firing for that melee round ends, even if it was the first shot. Reloading time is one
round for any type of revolver.

When firing at maximum range, reduce damage by one point per die. If hollow point/dumdum ammunition is used, add one point
per die of damage, but subtract one on "to hit" rolls.

RIFLE

Rifle Type Lt. Civilian Lt. Military Hv. Civilian


Maximum Range: 1000m 600m 2000m
Effective Range: 200m 200m 500M
Projectile: lead slugs lead slugs lead slugs
Damage Inflicted: 1-4 (1d4) 2-8 (2d4) 3-12 (3d4)
Rate of Fire: see Classification Table below

Small caliber civilian rifles, as well as heavier models, persisted for purposes of target shooting, hunting, and self-protection.
Light military rifles, all semi- or fully automatics, were used as auxiliary weapons, principally for survival purposes. Ammunition
failure is a common problem (see AMMUNITION). At maximum range reduce damage by one point per die.

Rifle Classification Table

Type of Rifle Rate of Fire Shots before Reloading


bolt action 2 per melee round light rifle - 12
heavy rifle - 4
lever action 3 per melee round all - 12
pump action 4 per melee round light rifle only- 12
semi-automatic 6 per melee round light rifle - 12
military rifle - 12, 24, or 48
automatic 12 per melee round military rifle only - 12, 24, or 48

Reloading time is one melee round per 12 rounds of ammunition, or fraction thereof, except for replacement of a preloaded clip
which requires only one-half of one melee round.

SHOTGUNS

Shotgun Type Small Bore Medium Bore Large Bore


Maximum Range: 100m 150m 200m
Effective Range: 30m* 50m* 60m*
Projectile: lead pellets or single slug
Damage Inflicted: see Damage Table below
Rate of Fire: dependent upon type of shotgun (see below)

Shotguns are lumped into three general classes, a .410 typifying a small bore, a 20 gauge being medium, and a 12 gauge being
large if it is chambered for heavy/magnum loads; otherwise 12 is medium, and a 10 gauge is the typical large bore shotgun.

Shotgun Damage Table

Range and Type of Shot Sm. Bore Med. Bore Lg. Bore
Eff. -- #8-#2 2-5 2-7 3-9
Max.-- #8-#2 1-2 1-3 1-4
Eff. -- Buckshot 1-3 1-4 2-5
Max. -- Buckshot 1-2 1-3 1-4
Eff. -- Slug* 2-8** 2-12*** 4-16****
Max. -- Slug 1-4** 2-5*** 4-16****

* Double effective range of slug-loaded shells


** Check for number of pellets hitting (1-4 possible)
*** Check for number of pellets hitting (2-5 possible)
**** Check for number of pellets hitting (2-8 possible)

Rate of Fire for Shotguns

Muzzle loading: 1 shot per 2 melee rounds


Single-barrel: 1 shot per melee round
Double-barrel: 2 shots per melee round (if the first shot hits, the second also hits if fired simultaneously at the same target).
Pump: 3 shots per melee round, with a possible 3 shots next round if the magazine plug is removed, otherwise reloading requires
one full round (for 3 to 6 shells).
Bolt Action: 2 shots per melee round, with only 1 shot on turns when reloading takes place; clip and chamber capacity is 3
rounds.
Automatic: Up to 6 shots per melee round as long as none of the shells are duds; a dud ends firing that round and for all of the
next as well while it is removed and the magazine reloaded; reload time is 1 round (it is assumed all automatic shotguns have had
their chamber plugs removed to increase capacity from 3 to 6).

Shotgun ammunition, like pistol and rifle ammunition, has suffered the ravages of time, so one round out of every two, three, or
four will usually be a dud.

AMMUNITION

In general, ammunition in poor condition has a 50% misfire (dud) rate, while that in fair condition has a 33% misfire rate, good a
25% misfire rate, and perfect a 0% misfire rate. If the character is knowledgeable, ammunition can be sorted and bad rounds
discarded so as to improve performance according to the table below:

Ammunition Table

State of Ammunition Original Dud Rate Sorted Rate


Poor 1 in 2 (50%) 1 in 4 (25%)
Fair 1 in 3 (33%) 1 in 10 (10%)
Good 1 in 4 (25%) 1 in 20 (5%)
Excellent 1 in 10 (10%) 1 in 100 (1%)
Perfect none unnecessary

Sorting reduces ammunition quantity by the difference between original and sorted misfire rates, i.e. in the case of poor
ammunition, 25% of the original rounds must be discarded.

Discarded rounds, cartridge cases, and shot shells may be retained and reloaded at the referee's discretion. A reloading machine,
propellant (gunpowder) supply, and lead casting molds for cartridge bullets or shot, as well as some form of primer are necessary
for reloading ammunition. Of course, the character must be fully knowledgeable about the techniques involved, or risk making
poor quality or unsafe ammunition.

WEAPON CLASS OF FIREARMS

Weapon Class at:


Weapon Max. Range Eff. Range
Musket, Rifled 1 10
Pistol, Sm. Col. 1 10
Pistol, Med. Cal. 1 10
Pistol, Lg. Cal. 1 4
Rifle, Lt. Civ. 1 10
Rifle, Lt. Mil. 1 11
Rifle, Hv. Civ 9 5
Shotgun, Sm., Shot 3 12
Shotgun, Sm., Buckshot 3 11
Shotgun, Sm., Slug 1 9
Shotgun, Med., Shot 1 12
Shotgun, Med., Buckshot 3 11
Shotgun, Med., Slug 1 9
Shotgun, Lg., Shot 3 12
Shotgun, Lg., Buckshot 3 11
Shotgun, Lg., Slug 1 9

APPENDIX II (Famine in Far-Go)

A. NEW MONSTERS

ALBILOPE
No. Appearing: 2-12
Armor Class: 8
Hit Dice: 6 (25 HP)
Movement: 21
Mass: 75
Attacks: 1 horn + (special) and 1 bite
Damage: 3-12 + (1-4 each round)/1-6

MST: 13 INT: 10
DEX: 15 CHR: 11
CON: 8 PST: 9

Mutations: Anti-Life Leech, Light Generation

This slenderly built creature is easily recognized because of its snowy white fur and glowing pink eyes. The albilope, a
descendent of the antelope, still has the general appearance of its forerunner except for two noticeable changes; it is an albino and
it has a unique two-pronged horn in the middle of its forehead. The albino nature of this mutant resulted because of the Anti-Life
Leeching power that developed, and it is believed that the albilope is one of the first creatures to have evolved with this powerful
ability. A thick fur appeared on mutants as a means of protecting themselves against both the cold and harmful radiation. Albilope
are immune to cold attacks and their thick, white furry coat effectively doubles their constitution score (from 8 to 16) when
determining the results of radiation exposure on the Radiation Matrix. In addition to its distinctive albino look, the albilope
possesses a single deadly horn in the center of its forehead. This 30 centimeter tall, Y-shaped horn has a saw-toothed edge and is
razor sharp. Any wounds delivered by the albilope’s horn will inflict 3-12 points of damage on the round it hits and will result in
1-4 more points each round afterward due to the excessive bleeding caused by the cut. The bleeding can be stopped if the wound
is attended to and properly treated. Albilope are omnivores that usually eat plants, but when hungry, they have been known to
viciously attack vulnerable prey. Their great speed allows them to catch unsuspecting creatures, but more importantly it permits
them to escape most of the predators found in the area.

BULO
No. Appearing: 2-8
Armor Class: 5
Hit Dice: 14 (65 HP)
Movement: 15
Mass: 1200
Attacks: 1 butt with head + (trample) and 1 bite
Damage: 1-10 + (5-30)/1-8

MST: 8 INT: 6
DEX: 9 CHR: 15
CON: 15 PST: 16

Mutations: Shapechange, Kinetic Absorption

This massive mutated buffalo weighs well over a ton and is justifiably feared by most creatures living in the region. Combining
the great charging speed of an animal this size along with a very evil temper, the Bulo is a creature that predators generally tend
to avoid unless extremely hungry. Bulos look amazingly like their ancestors, except for the peculiar purple, matted fur that covers
their large-framed bodies. Being plant eaters, Bulos do not hunt for food although they are very protective of their grazing lands
and will kill or frighten off intruders. Through the years, Bulos have developed a thick skull which has aided them in perfecting
their primary mode of attack....the charge. When angered, a Bulo will charge its target, butt the creature with its head and knock it
down, and then attempt to trample the prone victim. Anytime a Bulo successfully butts its target, that creature is considered
knocked down to the ground and must fight with a -2 penalty "to hit" during its next combat round. A Bulo will attempt to
trample any victim it knocks down (roll again "to hit" with trample attack). Any target trampled can not be bitten that round by
the Bulo. If a person is trampled by a Bulo, there is also a chance that any items being carried by that person will be damaged or
destroyed (referee's decision depending on items and circumstances). The ability to absorb a certain amount of damage from
physical blows each round (Kinetic Absorption) makes the Bulo one of the toughest opponents around. Finally, the power of
Shapechange allows the Bulo to change form into any one of the following three flying insect-like creatures; a Blaash, a Blight or
a Cal Then.

GALLUS GALLUS 5/13


No. Appearing: N/A
Armor Class: 7
Hit Dice: 7 (30 HP)
Movement: 12
Mass: 35
Attacks: 1 weapon or 1 bite
Damage: by weapon or 1-4

MST: 14 INT: 16
DEX: 7 CHR: 11
CON: 11 PST: 10

Mutations: Heightened Brain Talent, Mental Blast, Complete Mental Block, Chameleon Powers, New Body Parts, No Resistance
to Poison (D), Body Structure Change (D)

The hideous result of an accidental overexposure to radiation, Gallus Gallus 5/13 is a living abomination to Man's technology.
This mutated chicken species is malignant to the core and seeks to dominate all other creatures. The superior mental ability of
this mutant makes it a cunning and deadly foe. These creatures are quite adept at figuring out the workings of technological
items, and within their own physical limitations are skilled at using the artifacts created by the Ancients. For some unknown
reason every Gallus Gallus 5/13 has a Complete Mental Block against Companion Units. These mutants appear fat and squatty,
and are covered with patchy yellow-orange feathers. Their exposure to radiation in the lab has left these mutant chickens with
two very bizarre features; one beneficial and the other a defect. Instead of having two eyes, Gallus Gallus 5/13's possess one
large, central, green eye (Body Structure Change (D)). This unfortunate defect means that these mutants lack depth perception,
and must fight in melee with a -1 penalty "to hit" and when using ranged weapons with a -2 penalty "to hit". Their former wings
have been transformed into thin, stubby, feathered arms with hand-like appendages (New Body Parts). These newly acquired
"hands", although only having three fingers, are what permit the Gallus Gallus 5/13's to manipulate artifacts and weapons.
Probably their most effective mutation of all, and the one used with great cunning, is their Chameleon Powers for this allows
them to often attack without first being seen by their victims. Poison is instant death to the Gallus Gallus 5/13 unless the correct
antidote is immediately administered. Even then there is only a 50% chance that the mutant will live .

GLOWERS
No. Appearing: 1/sq. m
Armor Class: 10
Hit Dice: 4 (13 HP)
Movement: 0
Mass: 1
Attacks: 1
Damage: See Below

MST: 7 INT: 6
DEX: N/A CHR: 4
CON: 14 PST: N/A

Mutations: Dissolving Juices, Sleep Gas

These mutant fungi always live near or in radiation zones, and if possible will grow next to sources of water. They appear to be
glowing reddish slime growths whose light slowly pulsates; hence the name Glowers. Growing on rocks and stones is their
preferred place of habitat. Being near a river, stream, pond, or lake helps them to ensnare unsuspecting creatures that come to
drink. Glowers grow to a height of only 5 cm and live in densely clumped patches. The Glowers release their Sleep Gas when
touched by any living creature trying to put their victim into a deep sleep. If the creature falls asleep and lands on top of the
mutant fungi, their Dissolving Juices will then go to work to break down the creature's body into digestible enzymes. These
glowing mutants are a deadly poison if swallowed by any creature (poison intensity of 16). However, when these mutated fungi
are boiled down, they produce an antidote for intensity 16 poisons. Each square meter of this growth will yield one dose of this
antidote.

MAALI
No. Appearing: 1
Armor Class: 6
Hit Dice: 11 (50 HP)
Movement: 15
Mass: 350
Attacks: 1 antler and two claws or 1 weapon
Damage: 2-16/1-6/1-6 or by weapon type

MST: 16 INT: 13
DEX: 9 CHR: 7
CON: 13 PST: 12

Mutations: Dual Brain, Force Field Generation, Illusion Generation, Weather Manipulation, Displacement, Epilepsy (D), Sonic
Attack Ability, Bodily Control

These solitary creatures are rarely seen and only a few of them are known to exist in this region (around Far-go). Evolving over
the years from the haphazard exposure to high energy radiation, Maali seem to be the distorted descendants of the North
American moose. Their general appearance is still moose-like as they still possess short brown fur and large branching antlers.
These bony and sturdy antlers usually grow over a meter in height and are used as deadly weapons by these mutants. Maali are
four-legged creatures when traveling over great distances or when running, but through successive mutations they have evolved
thick muscular hind legs. A startling development in these mutants was their change from cloven front feet to leathery human-like
hands. The combination of strong rear legs and manipulative front hands has permitted these creatures to stand up, walk around,
and use tools, weapons, and devices of the Ancients. Outstretched on its hind legs, a Maali stands over 3.5 meters tall. The most
amazing aspect of these mutants is their ability to speak. Rumor has it that they even understand the language of humans! Maali
live in forest areas, but they are occasionally found in grassy locales when encountered migrating from one forest to another.
They enjoy eating vegetation of all kinds and are known to have enormous appetites. All Maali hate meat. These beasts are
almost always leaders of a large territory within the forest. It is very rare for another creature to challenge the Maali's authority
within its domain, and in return the mutant moose becomes a fierce protector of its forest home. The facial expressions of these
mutants have been scarred by the cruel effects of radiation, so much so that their crossed-eyes and drooping tongues have made
them appear as idiot creatures. This impression is often the downfall of most enemies' since the Maali are a dangerous and deadly
foe if provoked. These mutated moose possess great mental powers and having a Dual Brain allows them to function quite
effectively in the wild forests. Maali are fascinated by high technology and will always try to acquire artifacts and items created
by the Ancients. They are very skilled in the handling of such items and they enjoy using these devices whenever the opportunity
arises. However, the sight of robotic units sends these mutants into epileptic trances (Epilepsy defect). Maali will remain
motionless for a period of about 10 minutes when robotic units are first seen, and then afterwards they will react normally.

TARN ZEB
No. Appearing: Unique
Armor Class: 6
Hit Dice: 14 (60 HP)
Movement: 6
Mass: 500
Height: 20 meters
Attacks: 3 vines and 1 exploding fruit
Damage: 2-12/2-12/2-12/3-18

MST: 5 INT: 17
DEX: 6 CHR: 13
CON: 14 PST: 16

Mutations: Aromatic Powers, Explosive and/or Radiated Fruit or Seeds, Physical Reflection, Squeeze Vines/Roots, Texture
Change

This carnivorous horror arose from the fusion of intense heat and extremely high radiation levels caused by the exploding meteor
as it crashed upon the surface of the earth. Fortunately, only one Tarn Zeb exists at this time, but wind-scattered seeds make it
quite likely that more will appear in the near future. A 20 meter tall, giant mutated tree, this "thing" is highly visible because of its
bright purple hide-like trunk (Texture Change) which gives the Tarn Zeb its armor class of 6. The strange mutation of Physical
Reflection that this mutated tree possesses causes it to reflect all radioactive energies out in random directions up to a distance of
10 meters. Long, twisted branches, filled with dwarf-sized leaves cover the entire upper region of the tree. Randomly distributed
patches of yellow fruit populate the mutant tree's leafy, branched areas. Growing all along the purple tree trunk are a dozen
Squeeze Vines of lengths varying from 5 to 25 meters. The mobility of the Tarn Zeb is due to its four strong feet-like root
projections, each 2 meters long. Found at the underbase of the mutant, between its four "feet", is a hollow mouthy opening where
the Squeeze Vines insert dead human-sized or smaller creatures that are to be eaten and digested. Strong Aromatic Powers,
effective up to 10 kilometers, lure creatures of all kinds toward the Tarn Zeb in the hopes that these victims will come close
enough to become ensnared in the Squeeze Vines. Three of the Squeeze Vines per round can each do 2-12 (2d6) points of
damage. Unless freed, a snared victim will suffer 2 dice (d6) of damage each round until it dies; at which time the dead creature
is fed into the mutant tree's mouth opening. Another attack form the Tarn Zeb possesses is its exploding yellow fruit. The three
shortest Squeeze Vines each take turns plucking these fruit off the branches and hurling them at opponents. Only one such
"missile" can be tossed per melee round and is always thrown at a penalty of -2 "to hit". A distance of 30 meters can be reached
by any one single toss. Once picked, the fruit explodes in 10 seconds and causes 3-18 (3d6) points of damage to all creatures
caught in its one meter radius area of effect. The Tarn Zeb is a vicious opponent, but it knows that it is a solitary being and will
retreat if it feels overly threatened after engaging its opponent or opponents in battle.

B. NEW ROBOTIC UNITS

Companion Unit
No. Appearing: 1
Hit Dice: 10 (30 hit points)
Armor Class: 4
Height: 1m
Mass: 150 kg
Movement Rate/System: 24 kph from a low propulsion unit.
Power Sources: Broadcast Power, Solar Cell
Sensor Systems: Standard, Infrared, Ultraviolet, Microscopic (x100), Telescopic (x100), Audio and Radio
Transmitter/Receiver effective up to 1 km
Control: Vocal (no I.D. needed), Standard Electronic, Programmed
Unit Systems: Tractor/Pressor beams are able to lift 30 kilos at a range of 3 meters. A micromanipulator scalpel
and a manipulative tentacle (with a 2 meter extension) permit this unit to perform tasks of the most
delicate nature and on the smallest of scales. Special anti-grav devices allow the Companion Unit to
float in place. There are two rotating light sources attached that each has a variance of 90
candlepower. Informational linkage to all normal computer terminals along with this unit's own
self-awareness circuits give the Companion the ability to converse with its owner or user.
Unit Description: The Companion Unit and all similar systems were created to be helpful robotic aids to mankind.
Their primary function revolved around doing simple tasks for scientists in their laboratories. They
follow instructions perfectly (allowing for the primary laws of robotics) and are able to verbally
communicate with their masters (programmed or freely). The device is a small, one meter tall, blue
oval with a set of lenses mounted to the front, a tentacle projecting from the center, and two little
domes (lights) on either side of the tentacle. The unit is activated by the sound of its owner’s voice,
or by a new voice if the unit has been left idle for a period longer then 30 days.

Veterinary Bot
No. Appearing: 1-4
Hit Dice: 20 (75 hit points)
Armor Class: 3
Height: 3m
Mass: 500 kg
Movement Rate/System: 96 kph with use of anti-grav systems
Power Sources: Solar Cell (primary source), Broadcast Power (secondary source)
Sensor Systems: Standard, Infrared, Telescopic (x100), Microscopic (x1000), Audio and Radio
Transmitter/Receiver with a range of 100 km
Control: Verbal (green or Stage III I.D.), Standard Electronic, Programmed
Unit Systems: Tractor/Pressor beams can move 200 kilos at a 15 meter range, and one powered tentacle has the
capacity to lift 900 kilos. Complete medical operations unit available: including drugs, instruments,
analyzing equipment, medical library, memory systems for case histories, and anesthetizing
injectors accurate up to 100 meters (with a rate of fire of 3 darts per second).
Unit Description: This unit is composed of two parts: the 3 meter tall operations/analyzing front section and the lower
rear platform area capable of life support functions for creatures being operated on. The unit was
designed to treat field animals in the wild and to better take care of animals in contained areas when
a veterinarian was not available. These Veterinary Bots have been programmed to treat only non-
mutated animals. If they happen to come across a mutant, there is a 10% chance for each of the
creature’s mutations that any treatment will result in the mutant’s death (a creature with a total of 4
mutations has a 40% chance of being killed by the bot). If the referee determines that the mutant
survives the Veterinary Bot's treatment, then it must be discovered whether or not the treatment
succeeds in aiding the ailing creature. The chance for successfully curing a mutant is equal to 100%
minus the chance that the mutant had of dying from the treatment (in this example 100% - 40%=
60% chance of being cured). All normal non-mutated animals have close to or equal to a 100%
chance of being cured by a Veterinary Bot, if it is within the bot's ability to treat the creature's
malady.

C. NEW ARTIFACT ITEMS

Infrared Rifle
Maximum Range: 300 meters
Effective Range: 200 meters
Projectile: Highly concentrated and intense beam of infrared (heat) radiation
Damage Inflicted: 5-30 (5d6)
Rate of Fire: Once per melee round
Power Source: Hydrogen Energy Cell
Battery Life: 8 shots
Weapon Class: 13

This weapon was commonly known as a "Blister Blaster" because the resulting damage from the rifle usually produced great heat
burns and blisters on humans and robotoids alike. The infrared rifle creates a 5 cm diameter beam of coherent infrared radiation
with an equivalent temperature of 500 degrees C. Any metallic object hit by this weapon, in addition to sustaining damage, will
become so hot that it will begin to glow and any creature in physical contact with this object will take 2d6 hit points of damage
from the heated metal. The infrared rays from this rifle are invisible to the naked eye, and only those creatures possessing the
ability to see in the infrared region of the spectrum or those wearing infrared sensitive goggles can see this beam of heat energy.
Any creature "seeing" infrared radiation and looking directly at the rifle when it is fired will suffer 1-6 points of damage and will
be blinded for 30 minutes. Class 1 armor automatically deflects the first hit with this weapon.

RADIATION DETECTER
Even in the 24th century this device was still being popularly called a "Geiger counter" by most people. Though the principle had
obviously remained unchanged, modern technology had improved upon the original 20th century design and accuracy of this
important measuring instrument. A meter long cable connects the microphone-shaped radiation collector to the main unit; a 25
centimeter by 10 centimeter high metal cylinder housing the microcomputer and counter/analyzer. This instrument is designed to
detect harmful radioactive sources ranging from the weak or "soft" x-rays (intensity 3 radiation) all the way through energetic or
"hard" x-rays to gamma radiation (intensity 18 radiation). To use this device, first the central green dial is turned to the
appropriate setting for the type of radiation to be measured (setting of from 3-18 in GAMMA WORLD game terms). The
collector is then pointed in the direction desired and any radioactive sources present will be identified. A digital readout on the
cylindrical housing unit of from 0 to 100 will display the amount of radiation being detected at the selected intensity level. Again
for game purposes, any reading of 50 or more indicates that enough radiation of that specific intensity is present for the referee to
consult the Radiation Matrix.

RADIATION SUIT
This special self-contained suit was designed to protect people dealing with the handling of high energy radiation and the
frequent exposure to atomic reactors. This grayish colored suit is made from synthetic fibers and lead particles which together act
as the primary means of shielding the wearer from radioactivity. The attached helmet is provided with protective goggles, a 25
kilometer range communications microphone, a filtered air breathing device used in low level radiation areas (less then intensity
12), and lead shielded air tanks with a 12 hour air supply utilized in dangerous radioactive zones (radiation areas of intensity 12
and up). These suits are also heat and cold resistant, and weatherproof. Rugged boots allow the wearer to walk in all types of
terrain and in all kinds of conditions. Because of the bulky nature of these protective uniforms, the suits are provided with
controllable anti-grav devices which permit ease of movement in the arms and legs. A person may move at his normal movement
rate while wearing this suit. Each suit is powered by a hydrogen energy cell and has a battery life of 72 hours of use. Complete
protection against radiation intensities of less than 12 is provided by these uniforms. For greater intensities, there is a 3% chance
per intensity level above 11 that the wearer of the suit will be affected by the effects of the bombarding radiation.

Example: A person exposed to intensity 17 radiation has an 18% chance of being affected by the radioactivity even though he is
wearing the protective suit. The referee must check for this once for each hour of exposure. For the exposure of different intensity
levels during an hour, take the average of the radiation intensities encountered.
These suits were designed to fit Pure Strain Humans only, but Humanoids closely resembling PSH may also wear these suits.

D. NEW MUTATIONS

Note: The mutation descriptions are presented in a new form to make accessing the information easier for the referee and players.
Each entry contains the following material:

Range: The distance away from the character’s body that the mutation is effective. Touch: character must touch the target for the
mutation to take effect. Body: takes effect only within the body of the mutant.
Duration: The amount of time that the mutation remains effective. Variable: duration varies. Constant: mutation takes effect
instantly or is always in effect.
Number: The number of characters who may be affected by the mutation. Self: only the mutated character himself may be
affected. Variable: a variable number of characters may be affected. # = the number of characters affected.
Damage: Damage (if any) done by the mutation if used in combat.
Use: How often the mutation can be used in a given period.
Effects: The specific effects of the mutation.

PHYSICAL MUTATIONS

BODILY CONTROL

Range: Body Use: Once every 8 hours


Duration: 3-18 minutes Damage: Variable
Number: Self

Effects: With this ability, a mutant can selectively increase one of its normal bodily powers. This mutation lasts anywhere from 3-
18 minutes and can only be used once every 8 hours.

Each use of this mutation results in the loss of 3 hit points to the mutant. The following list details the different effects that this
mutation may have on a mutant, depending on which normal power was increased.

Sight: This is the ability to view things up to 60 meters away at night, in fog, or in water. This extraordinary sight can also judge
the intensities of radiation.
Hearing: With this ability, the mutant can hear anything up to 90 meters away and can not be surprised.
Touch: This ability permits a mutant to feel the weak points of an object or a living thing. Each time the mutant succeeds in
physically hitting an object or a living being, an additional 12 points of damage are caused by the mutant.
Smell: this increased power allows the mutant to track creatures more efficiently than a bloodhound and to smell out poison
substances in an object.
Muscle Control: This is the ability that permits the muscular system to operate at twice its normal rate. All physical activity can
be performed twice as fast by the mutant (double the attacks per round, double movement rate, etc.).

KINETIC ABSORPTION

Range: Body Use: Constant


Duration: Constant Damage: None
Number: Self

Effects: Any mutant with this power has the ability to absorb 25 hit points of damage each melee round from blunt physical
attacks (such as Maces, Clubs, Striking Fists, etc.). Damage exceeding 25 points from such attacks in one round only then are
subtracted from the current hit point total of the mutant. Physical attacks of a piercing nature (such as Arrows, Swords, Claws,
etc.) will only do half damage to this mutant, but the damage caused by these weapons will not be absorbed.

MENTAL MUTATIONS

ANTI-LIFE LEECH

Range: Body Use: Constant


Duration: Constant Damage: 6 points per attack
Number: Variable

Effects: This mutation is a reflex action triggered within the mutant whenever a life leeching attack is made. Instead of losing hit
points to the life leeching mutant, the “anti-life leecher” actually reverses the process and gains 6 hit points taken away from the
“life leecher” No matter how many life leeching mutants are attacking a given area, any creature with this mutation will
automatically counteract all the life leeching attempts. The hit points gained by use of this mutation are, in turn, subtracted from
the amount of damage previously suffered by the creature (thus healing itself while draining hit points from its attackers). It is
important to note that this mutation occurs automatically and always works whenever triggered by another life leeching creature.
Therefore, there is no need for a comparison of mental strengths to determine the outcome of using the ant-life leech mutation. A
physiological effect of this mutation is that all creatures in the GAMMA WORLD game possessing “anti-life leeching” powers
are albinos.

DISPLACEMENT

Range: 60 meters Use: Once per hour


Duration: Constant Damage: None
Number: Self

Effects: This power allows the mutant to teleport out of what it considers to be a dangerous situation, once every hour and up to a
maximum distance of 60 meters. Unfortunately, the mutant has no idea as to where it will reappear within this area after it has
used this power. The mutant will never teleport into a solid object or any location that would result in instant death. The referee
may wish to force a creature possessing this mutation to teleport during stressful situations (allowing for the bodies unconscious
desire to get out of trouble over the conscious objections of the mutant creature). It is possible that a mutant could be in a
situation where it could not teleport out of danger because of the 60 meter radius limitation, so in this instance the mutant would
remain at its present location and its teleporting ability would not have activated. This mutation affects only the mutant creature
and no one else.

PLANT/VEGETABLE MUTATIONS

SLEEP GAS

Range: 3 meters Use: Once every 6 hours


Duration: 5 melee rounds Damage: Variable
Number: Variable

Effects: This powerful mutation permits a plant to generate a 3meter x 3 meter x 3 meter cloud of gas that has the potential of
putting victims to sleep within round for 2 hours. The gas created by the plant or vegetable has a poison intensity of between 3
and 18. A result of D on the Poison Matrix Table means that the victim has been put to sleep. A number result on the matrix
indicates the amount of damage the creature sustained from coming into contact with the Sleep Gas. The * designates that the gas
has had no effect on the intended victim, and that this creature may perform normally within the gas cloud. This cloud of gas will
remain for a period of 5 melee rounds.

E. NEW PURE STRAIN HUMAN INFORMATION

(The GAMMA WORLD rulebook will be revised and expanded in the near future. These new rules concerning Pure Strain
Humans are being added into this module in order to make this character type more playable. From this point on, these specific
rules are considered an official part of Gamma World games and campaigns, and should be used.)

In the course of surviving the Black Years, pure strain humans had to adapt to their environment, and did so successfully. They
appear much like their ancestors, but they are actually very much different.

In Gamma World game terms, the Pure Strain Humans’ adaptations permit them to roll and add four 6-sided dice when
determining intelligence, charisma, and constitution scores. The intelligence and charisma scores each may only have a
maximum of 21, but the constitution score still may not go above 18.

CHARISMA TABLE (Addition)

Charisma Maximum No. Morale Reaction


Score of Followers Adj. Adj.
19 20 +3 +4
20 25 +4 +4
21 35 +4 +5

When attempting to solve the workings of ancient artifacts or new devices, any increased intelligence over a score of 18 will
simply add to the chance of success. Thus pure strain humans would get the following bonuses when figuring out artifacts of all
types: -4 on all die rolls for an intelligence of 19, -5 on all die rolls for an intelligence of 20, and -6 on all die rolls for an
intelligence of 21.

The increased charisma scores above 18 will benefit pure strain humans in obtaining more, loyal followers and in increasing the
chance for a positive reaction when encountering new creatures.

In addition to having increased average constitution scores, pure strain humans get to roll 8-sided dice for obtaining their hit
points.

Many items created by the Ancients and made specifically for humans will either not respond well or perhaps even harm non-
PSH types. The average medi-kit will heal 21-30 (20+1d10) points of damage to PSH's, but only 11-20 (10+1d10) points of
damage to all other creatures. This kit can heal up to a total of 100+2d20 points of damage before it is completely used. When
using the medi-kit for diagnosing problems, it will be successful 100% of the time for PSH's but will only have a 45% success
rate for humanoids and 25% for mutated animals. The following table indicates the chance for non-PSH types
(humanoid/mutated animal) to successfully use certain items created by the Ancients. These listed items are always successful on
pure strain humans (except for the Life Ray which is only 50% successful).

Medical Artifact Effects Table


Item % Chance of Success
Pain Reducer 60/60
Mind Boosters 30/5
Sustenance Dose* 95/80
Interra Shot 5/5
Stim Dose* 65/65
Cur-in Dose 85/25
Suggestion Change 5/5
Accelera Dose* 40/20
Anti-radiation Serum 100/100
Rejuv-chamber 100/100
Stasis Chamber 100/100
Life Ray 50/50

Note: An item followed by an * indicates that an unsuccessful use of this item will poison the non-PSH creature. The strength of
the poison caused by this artifact is determined randomly by rolling 3d6. For effect of the poison, refer to the POISON MATRIX
TABLE in the rulebook.

I.D. devices that have electronic circuits built into them can only be used by Pure Strain Humans and Humanoids that closely
resemble PSH. All other creatures are noted for what they really are and an attempt to eliminate them will be made. Robotic units
in general are especially receptive to the commands of Pure Strain Humans. No non-military/non-security robot will ever attack a
PSH, no matter how crazed it may be. If one of these types of robots is attacked by a PSH, it will attempt to flee from its attacker.
It should be noted that these robots can sometimes accidentally cause damage to Pure Strain Humans through their violent
actions. Because of it's programming, a military/security robotic unit receives a bonus of one point in all attempts to capture or hit
a PSH. Additionally, these robots obtain a bonus of 1 point on all damage dice rolled against Pure Strain Humans. Permanent
Cybernetic Installations and Think Tanks, when specifically programmed to do injury to PSH, want to help Pure Strain Humans.
This can often be difficult, because of the language and technology barriers that time and the wars have created.

APPENDIX III (Dragon Magazine Articles)

Gamma World Articles

Introduction to Gamma World by Unknown (Dragon #8)

Excerpt from “The Black Years” — Hald Servin, 2562


Man, from Australopithecus africanus and Homo erectus erectus to Homo sapiens recens, has existed on earth for hundreds of
thousands, perhaps millions of years. During this time, one skill, one particular talent has set him apart from every other creature
— his ability to conceive and create tools. Indeed, man has been defined as “the tool making animal.”

From chipped rocks and polished bones to neutron bombs and computers, man has constantly been redesigning, improving, and
refining his tools to meet his ever-changing needs. Some have been toys for children. Some have improved his life style. Others
have been necessary for his survival. A few have nearly caused his extinction.
Late in the 23rd century, mankind’s existence was unparalleled. The rape of the earth’s beauty and resources in the late 20th and
early 21st centuries had been halted and reversed, due to man’s tools. Disease, poverty, hunger — all were things of the past, due
to man’s tools. Man had reached for the stars, and attained them, due to his tools. And yet, in spite of man’s tools (or perhaps
more accurately, because of them), the idyllic life of the 23rd century was marred by one fatal flaw…..

With man’s tools having conquered the rigors of simple survival, he was able to turn his energies to more esoteric considerations
— religion, political ideology, social and cultural identification, and development of self-awareness. These pursuits were not
harmful in themselves, but it soon became fashionable to identify with and support various leagues, organizations, and so-called
“special interest” groups. With the passage of time nearly all the groups became polarized, each expressing its views to a degree
that bordered on fanaticism. Demonstrations, protests, and debates became the order of the day. Gradually enthusiasm turned to
mania, and then to hate of those who held opposing views and ideas. Outbreaks of violence became more frequent, and terrorism
started to appear.

Reconstruction of the events from 2290 to 2309 has been difficult due to the lack of intact records, but historians now generally
mark September 16, 2297 as the beginning of the period now popularly known as the Shadow Years. On that day, some 5000
members of the League of Free Men had staged a demonstration for the purpose of promoting their concepts of a united world
government. At the height of their demonstration, a small neutron bomb was detonated in their midst, killing over 3000 of the
demonstrators. Rumors held opponents of world government; a group known as the Autonomists, responsible for the terrorism,
but no guilt was proved.

The League of Free Men made no public accusations, but three months later on December 23, 437 known Autonomists were
assassinated in separate locations, and in addition, the three main offices of the Autonomists were the targets of the release of a
newly developed nerve gas. The nerve gas was responsible for approximately 3,000 deaths, the majority of which were
Autonomist office personnel, but at least 120 of those killed had no connection with the Autonomists. Blame for the killings was
placed on the Free Men organization, but again no positive guilt was proved. The failure of official investigations to convict the
organizers of the mass murders created a wave of vigilante action. Retaliation followed retaliation. The problem was
compounded as the terrorism spread across national boundaries — retribution by one group would appear in a country half-way
around the world.

As the vigilante action continued, various governments attempted to prohibit and disband suspected terrorist organizations, but
the attempts only drove the groups further underground. This led many countries to declare martial law in a last desperate attempt
to control their populations, but the groups had grown too powerful and had too many resources upon which to draw (both
economic and political). Although there are no records to substantiate the accusations that some governments gave covert aid to
certain groups in an effort to change the balance of power, certain circumstantial evidence seems to indicate that this did occur.

In the chaotic final months of the Shadow Years, in 2309, a new organization calling itself The Apocalypse announced its
existence with the now famous Ultimatum:

“Peoples of the world — man appears bent upon destruction of a civilization that has taken centuries to build, and quite likely
upon his own extinction as well. If that is his will, so be it! We, the Apocalypse, demand an immediate cessation of this insane
violence, or we will end it ourselves — with a violence you cannot conceive.

“We have the power!”

“The choice is yours!”

The exact identity of the Apocalypse was, and still is, unknown. Some have theorized the group was composed of scientists, some
believe it was a special military group. Whatever its constituency, few believed the Ultimatum when it was issued and the
fighting continued — until five days later, on April 17. At exactly 1200 hours, Greenwich Mean Time, the capital cities of each of
the 131 nations of the world turned into craters of radioactive slag, by means still not determined.

The Apocalypse spoke to the world for the second and last time:

“Peoples of the world — you have been warned.


“We have the power!
“The choice is yours!”

Again, due to lack of records, it is not known how the location of the Apocalypse base was discovered, or who initiated the
attack. Some evidence indicates the action was a joint effort by nearly all the surviving terrorist factions and vigilante groups —
man uniting for the first time in the Shadow Years. In the end, though, on May 1 a massive attack was mounted against the
Apocalypse base. In turn, the Apocalypse retaliated with a fury never before witnessed on the face of the earth. Oceans boiled,
continents buckled, the skies blazed with the light of unbelievable energies.
And suddenly it was all over.

The civilization of man had been slashed, burned, crushed, and the pieces scattered to the dry winds. Whether or not the
Apocalypse had intended to completely destroy all life on the planet and had been crippled in their efforts in the attack mounted
against them or if they simply had not had the power is debatable. Some scholars contend that the Apocalypse voluntarily stopped
their promised destruction when they witnessed the horror they had unleashed, and then destroyed themselves. At the time, and
even now, the question is a moot point.

What did matter was that man survived. The Black Years that followed the Shadow Years were spent struggling to continue to
survive in suddenly savage and vastly changed world. The process was a painful one, filled with nearly as much terror and
violence as the Shadow Years.

The devastation wrought on May 1, 2309 had changed the very fabric of life on earth. The weapons and devices of the
Apocalypse had completely obliterated some forms of life, mutated others to the point where they could not be recognized as
what they had once been, and had developed new abilities in others. Man was not immune to these changes.

But through it all, the death, the pain, and the horror, and facing the prospect of an unknown future, man continued to search for
his lost knowledge, struggled to rebuild his self-destroyed civilization, and strove to regain his tools.

For during the Black Years, those who held the tools, held the power. . .

from “The Black Years” Hald Servin, 2562

First Report: Setting Up the Campaign by James M. Ward & Gary Jaquet (Dragon #18)
The creation of the boxed game of Gamma World was brought about when the need for a planet based version of Metamorphosis
Alpha presented itself. The distances and possibilities presenting themselves on a planet were far more vast than those of a star
ship. Also, through the course of playing MA, many new concepts were created and old ideas evolved into things far different
from what was given.

The creation of a world destroyed by the ravages of an advanced technological war was easy. Filling it up with goodies that might
have survived or been created afterward wasn’t. In this process, a number of concepts were put together based on the experiences
of designing MA plus ideas especially made for the game. The material was worked on by both of us and then handed over to the
TSR staff, who further modified it and created a booklet able to be used by D&Der’s and players of Metamorphosis Alpha. This
game was to be much more than just a supplement of MA and it succeeded in this end.

Beginning with the Cryptic Alliances, Gamma World presents a game with a flavor uniquely its own. These alliances are groups
of beings (rarely all human) that roam the world trying to put their ideals into practice. They can be found in any given batch of
beings secretly spying or trying to manipulate the masses. These groups range from the Knights of Genetic Purity”, who seek to
destroy all humanoid mutations to the “Zoopremisists”, who believe that the time has come for the “beasts” to rule the world.

Realizing that the creatures of MA didn’t really have enough hit dice for their environment, all of the creatures created were
supplied with greater hit dice. A large number of these were designed to become effective player and non-player characters for
the world. These are alphabetized from the android, who comes in 3 types, to the Zeethh that is a blade of purple grass that
teleports its seeds into bodies.

Naturally the postulation of a worldwide energy war forces the concept of what is left afterward. Things that are left must be
made of pretty tough stuff. We have mentioned ancient buildings, towns, cities, and robotic farms. We placed, in more detail,
things like fortifications and space ports that would be expected to survive extreme damage. Since wars breed destructive
devices, we created a batch of robots and weapons to fill up the preserved areas.

Combat, creating player characters, and the like, have been refined to a point where it should make for an easily understood role-
playing game. The excellent map that has been provided gives the total possible picture of part of the world vastly changed by
war. It is suggested that when you build your “Gamma World”, you place some large forts and things from the past on the map.
You should also place bases for all of the cryptic alliances. It would then be a good idea to create a detailed map of a 100 mile
section.

In this section you should place some factions of the cryptic alliances, some powerful non-player characters, and some working
machinery. Establishing several small tribes of humans and mutants in the area with both aware of each other (this allows for
players to start as anything). One of the biggest mistakes a “Planet Master” can make is to stuff a small area of the world with
everything possible. Your players will get out and stir up all sorts of fun things if you give them a chance. After you have your
players started out, you can then take the time to widen the area you have completely drawn up; until a general filling of the
entire map is accomplished.

Do not discount the non-player character. The knowledgeable referee will tell you that not only can this created being be fun for
the referee to play; it adds zest to any role-playing game to match wits with an unknown element.

Gamma World: A New List of “Treasures” to be found by Gary Gygax (Dragon #19)
It is indeed very nice to get a list of 100 instant treasures for use when a group is poking around in an area which is likely to
contain artifacts from the past civilization, but 100 items are not enough. It also seemed apparent to me that some useful and/or
common things were omitted from the items contained in the GAMMA WORLD rules book, so I sat down and devised an 80
“treasure” list which is to be used to supplement the existing one — and I urge you to do yet a third list of your own to use with
the two provided, a d6 roll determining which of the lists will be used to find each treasure discovered. The goodies are:

Die Roll Description


01 Claw hammer — good condition, but handle broken
02 Plastic coat hanger — poor condition (melted)
03 Nylon rope — good condition (20. m. coil)
04 Entrenching tool — fair condition, sleeve rusted
05 Bicycle reflector — good condition (red, yellow, white, or blue color)
06 Pencil — excellent condition, point broken
07 Small bottle of insect repellent — fair condition
08 Uctrodynamical potzreibie counter — poor condition, all 6 dials broken
09 .22 cal. pistol — fair condition, 9 shot
10 Home donut maker — poor condition
11 News magazine or comic book — (very) poor condition
12 Plastic bag of grass seed — fair condition
13 Screwdriver — fair condition
14 Ceramic salt shaker — good condition, full
15 Bicycle — fair condition, seat missing and tires flat
16 Stapler — poor condition, no staples
17 Plastic container — excellent condition, full of plant food
18 2-12 aluminum arrows, feathers gone, field heads
19 Book — good condition, reading primer
20 Pair of scissors — fair condition, screw rusted
21 Plastic box — excellent condition, contains a complete set of 60 Chinese Checkers marbles
22 Crash helmet with visor — fair condition, strap missing
23 Barber chair — poor condition
24 Book — fair condition, SF novel, cover missing
25 Small shaker — good condition, full of red pepper
26 Hacksaw — good condition, blade has plastic guard
27 Small container — fair condition, contains herbs or spices (pick one at random)
28 Plastic box — fair condition, holds 50-100 screws of assorted types and sizes
29 Electric knife sharpener — excellent condition but cord missing
30 Case of 250 12 ga. shotgun shells (deer slugs/ buck shot/ bird shot) — poor condition
31 Large metal shears — fair condition
32 Portable hand vacuum cleaner — condition appears excellent but motor is missing
33 Pair of water skis — perfect condition
34 Adjustable wrench — fair condition, adjusting screw corroded
35 Large plastic box — excellent condition, contains a hang glider kit
36 Small plastic bottle of colored liquid — good condition (contains colored dye)
37 Magnifying glass — excellent condition but several chips around edges
38 Small plastic box — perfect condition (holds 50-100 play domars)
39 8 track trivideo tape — fair condition, instructional series on vehicles and robots (dice for type)
40 Decompulsitator — obviously broken only if all four schullinger panels are removed and fused magnitudior console is
noted
41-42 Book — fair condition (dictionary)
43 Smoke detector — poor condition, batteries missing
44-45 Plastic table knife — perfect condition
46 Book — good condition, western novel with cover missing
47-48 Groundcar hubcap — excellent condition but dented
49 Plastic baseball — perfect condition
50-51 1 - 6 empty soft drink bottles — good condition
52 Book — fair condition (any 1 vol. of encyclopedia)
53-54 Hovercraft license plate — poor condition
55 Plastic box — good condition, 50-100 assorted nails
56-57 Plastic garden hose — fair condition, 5-20 m.
58 Nylon fishing line —excellent condition (8#/12#/20#/50# test 100/80/70/50 m. length)
59-60 Vinyl patching kit — good condition, 6 patches
61 Door knob and shank — perfect condition
62-63 Garbage can — condition 1% - 100% destroyed
64 Toy blaster pistol — perfect condition, battery missing (buzzes and flashes when working)
65-66 Cosmetic item, — women’s — fair condition*
67 Electrogramatic veeblefitzer — poor condition, gravitomiter missing
68-69 Metal cooking utensil — poor condition**
70 Metal can — good condition, contains oil (penetrating/lubricating/cooking)
71-72 Metal pipe — excellent condition (household water pipe 1-4 m in length)
73 Plastic box — fair condition, for facial/toilet paper or napkins, contents in poor condition
74-75 Telephone, push button model — excellent condition
76 World globe — fair condition (10% to 60% destroyed)
77-78 Stainless steel spoon — good condition, handle bent
79 Pliers/wire cutters — fair condition
80-81 Set of 5-20 colored pencils — poor condition
82 Bottle — perfect condition, no label, contains vinegar
83-84 Plastic box — excellent condition, contains 50 varicolored and different-shaped children’s blocks made of lightweight
plastic
85 Bottle — good condition, no label, 100 proof scotch
86-87 Flashlight — fair condition, no batteries
88 Plastic box — fair condition, 50-100 assorted nuts, bolts and washers
89-90 Toiletry article — fair condition***
91 Screwdriver — good condition, phillips head
92-93 Book — poor condition, telephone directory
94 Book — fair condition, gothic horror/romance/porno/ murder mystery
95-96 Plastic dinnerware, 1-4 pieces — fair condition
97 1-100 rounds of .22 cal. long rifle ammunition — good condition
98-99 Leather bag — fair condition, holds 5-20 plastic pieces (dice)
in perfect condition
00 Book — good condition, small arms instruction manual

*compact, lipstick tube, lip gloss, eye shadow, rouge, mascara, face crème, cleanser, etc.

**frying pan, sauce pan, kettle, double boiler, pressure cooker, coffee maker, corn popper, teapot, etc.

***comb, brush, toothbrush, razor (blade), razor (electric), deodorant, depilatory, toothpaste, aftershave, cologne, perfume, hair
dressing, tweezers, nail clippers, razor blades, dental floss, nail file, bobby pins, nail brush, eyelash curler, etc.

More Excerpts from the Journals of Hald Sevrin by Gary Jaquet (Dragon #19)
It is one thing to play a character in a role playing game, it is quite something else to design a role playing game, and it is
something else entirely to try to explain the design process revolving around the creation of a role playing game. Case in point:
GAMMA WORLD. Simply stated (if that’s the phrase), it grew!

The exact point of conception of GAMMA WORLD must forever lie somewhere in the shadows of hours spent playing D & D
with Tim Kask when we were both students at Southern Illinois University, conversations with Gary Gygax at my first Gen Con,
the reading of Hiero’s Journey in 1976, and the premier of Jim Ward’s METAMORPHISIS: ALPHA. Somewhere along the line,
the idea sparked. From then on, through reams of typing paper, long-distance phone calls, countless cigarettes, at least four
typewriter ribbons, and about a year and a half, GAMMA WORLD emerged.

I pasted the last stamp on the final manuscript, addressed it to TSR, and with a sigh of relief, dropped it in the mailbox. Jim
(Ward) would go over the manuscript, there would be a final edit, it would be sent to the printer, and that would be that. Wrong!
Then I started getting phone calls: we need TW judges for Origins; we need GW judges for Gen Con; we’re expanding the
tournament for GW Origins — can you judge twice as many rounds? And in the midst of all came another phone call: “Jake, this
is Tim. Can you write me a piece for The Dragon about the background/development of GAMMA WORLD?"

Never being one to refuse Tim (you have to have met him to appreciate his “requests” that border slightly to the right of
commands), I returned to the typewriter. And sat. And sat. I lit a cigarette. And sat some more. Seventeen half-typed pages in the
wastebasket later, I realized I was having problems expressing myself: how to explain the background for a game concept that
came, literally, from everywhere?

Here then, is the best way to gain the background of GAMMA WORLD — from the notebooks of Hald Sevrin, written in 2697:

**************************************************************************************

The fury of the Apocalypse had spent itself. In the days that followed, the few survivors cautiously crept from their hiding places,
constantly fearful of, nay, anticipating, a resumption of the unthinkable destruction and toll of death they had experienced, and
somehow miraculously escaped. But the air remained still, the ground no longer trembled, and the needs of immediate survival
soon pushed needless questioning aside.

The few survivors of the holocaust of 2322 became fewer still; as those without the skills, knowledge, or sheer muscle needed to
survive in the post-cataclysmic Earth perished. Survival of the fittest became the prime law of the land once more.

The first few years were the worst. Mutations, both animal and human, appeared. It was a painful, slow learning process to
discern the harmless from the harmful, the cruel from the kind, the savage from the tame. The fee for learning was usually paid in
blood. Then, too, there were the horrors of the non-living: the robots. Man’s ultimate servants, now mindless and unguided, were,
in many cases, his ultimate executioner. And perhaps worst of all was that last fleeting thought, as the jaws snapped, as the fangs
pierced, as the claws ripped, as unfeeling metal crushed, as pain mercifully faded into the final darkness; the remembrance of the
sweet, sweet life so few short years ago.

The years that followed, the Black Years, were in some respects easier for the survivors, and in some respects more difficult.
Each succeeding generation found itself more adapted to its environment, both in a physical sense and with the information
gained painfully by their forebearers about the world around them. The more hazardous area of the world were shunned, and the
survivors had begun to join in small groups, working towards their common goal of survival. Working thus, these small groups
found they no longer needed to devote their entire energies towards survival exclusively. Slowly at first, trade and barter between
groups of survivors was established. Religions reformed — considerably altered forms of pre-holocaust religions, but religions
none the less. There was time for amusements, idle speculations, and for the first altered (at least by most) to include intelligent
mutants. Groups of beings cast by the evening cooking fires. But even as the laughter turned to sounds of sleep, a new danger
was born, or perhaps an old danger awoke. Man, while perhaps not still Homo sapiens, was still man. With trade and barter came
jealousy and greed. With the organization of religion came organization of religious hierarchy and the concept of class. And man
rediscovered the greatest danger on the entire planet: himself.

As further years took their course, the realization of man as his own enemy became more apparent, although the concept of
“man” had to be altered (at least by most) to include intelligent mutants. Groups of beings tended to gravitate towards others of
similar ideals and distrust all others, although all but the most outrageously foreign were tolerated to such a degree as was
necessary for trade purposes — and also as most groups were too weak to display open hostility for fear of retribution.
Substantial evidence indicates that various groups or tribes would unite for the purpose of destroying any that posed a violent
threat to the uneasy peace that existed at the time. The correlation of actions between pre- and post-2322 man cannot be denied.
This period of time, i.e., the gradual banding together of groups of beings towards their own common goods, is now usually
earmarked as the Discovery Period of the Black Years and is (admittedly, somewhat arbitrarily) defined as the years between
2450 and 2511 [see time graph]. Prior to 2450, the survivors of the cataclysm of 2322 had not yet banded info groups large
enough for sociological study (and indeed, records for study of the Black Years, as maintained by the Restorationists, one of the
groups formed during the Discovery Period, go back only to 2443). 2511 is a convenient cut-off year, however, with the
formation of the First Alliance by Gad the Provider.

It is with these basic precepts and understandings, then that we shall proceed into our study of the Discovery Period.

**************************************************************************************

Excerpted from “The Black Years — A Sociological Examination”


By the author's permission
Hald Sevrin
Sociologist 1
Rakman University
New Boston, M. L. A.

A Mixture of Magic and Technology: GAMMA WORLD by Robert Barger (Dragon #19)
Ed. Note: Those readers heavily into S-F fandom will recognize the author: he has recently edited and published an excellent
little magazine called The Silver Ed. It is devoted to the saga of Fafhrd and the Grey Mouser, and to Fritz Leiber, their author.
There is also a bit by Henry Fischer about the origins of the LANKHMAR game and other interesting bits as well. It sells for
$3.00, and is available from Robert Barge, P.O. Box 8, Evansville, TN 37332.

Many times I hear the phrase “magic and technology don’t mix!” and it really burns me. Remember what Arthur C. Clarke once
said: “Any sufficiently advanced technology is indistinguishable from magic."? This quote could well be the subtitle of TSR’s
newest role playing game, GAMMA WORLD.

I have never been able to really enjoy FRP games, mostly because they tend to concentrate on the middle ages, or rather, on
mythical countries and worlds which have technology levels equal to medieval Earth. Taken all together, the middle ages were a
dreadfully boring time (though don’t try and tell that to a SCA member). Not only that, but the standard “sword and sorcery”
story of today (which, supposedly, the FRP game allows the players to create for themselves) is generally a dreadful cliché of
thick-thewed barbarians and evil arch-wizards (all of which resemble Xerox copies of either Conan, Gandalf, or Saruman to a
remarkable degree) with an occasional naked slave girl thrown in for good measure. Magic swords and rings are also pretty well
standardized by now too. I mean I can dig it, especially the naked slave girls, but eventually boredom does set in; something new
is needed.

I don’t know about you, but some of my very favorite fantasy books are those that have dealt with advanced technology as well
as necromancy and medieval times. Remember T.H. White’s THE ONCE AND FUTURE KING? Tell me, was Merlyn a magic-
user or a timetraveller from a technologically advanced future? Recall that his costume on the boar hunt was one that “. . . had
been fashionable some centuries later with the University Beagles.” Or think about some of the Harold Shea stories, or the scene
in THE SWORDS OF LANKHMAR where Fafhrd and the Mouser meet technologically advanced universe-hopper or time-
traveler who is intent on capturing some native Nehwon monsters for his zoo? Or recall the quasi-scientifically accurate books of
Andre Norton’s like THE BEASTMASTER and especially, LORD OF THUNDER. Was it really magic that operated the portals in
the back country of Azor? Recall Clarke’s quote at the beginning.

But to get to the point, modern day technology and even advanced SF technology does have a place in FRP games, and GAMMA
WORLD is the game with all the materials you need to incorporate this stuff into your D&D universe. Or, for that matter, with
some work by the GM, GAMMA WORLD can be used with any other FRP game I know of. And it can easily serve as a spring
board for any other SF role playing game, especially the very popular TRAVELLER. I do especially like some of the ideas in the
rule book, and I plan to incorporate them into my own TRAVELLER universe as soon as time permits! Some of the technology
and devices in GAMMA WORLD are advanced far beyond that of anything in the TRAVELLER rules, and I can foresee some
interesting (and surprising) campaigns in the near future in my own TRAVELLER universe as a result of my having acquired a
copy of GAMMA WORLD.

Getting back to FRP and especially D&D, GAMMA WORLD will allow you to add modern weapons to your current medieval
dungeon, though some restraint must be used by the GM so as to make the game believable. Letting a group of characters armed
with automatic rifles storm a castle guarded only by a troop of orcs with swords and spears is tacky, all else aside. I’d say that it
would not be unreasonable to assume that some wizards, some of the more advanced wizards, have the ability to travel between
spheres, or universes, and that further, they would not be above bringing back items they thought useful to them. Thus, a party of
adventures in a medieval dungeon might find a wizard’s cache to contain a say, .357 revolver, or an electric can opener (assuming
aforementioned wizard had also had the foresight to bring along with him materials for constructing an electrical generating unit
— hydro electric would be the most logical, and set up in the swiftly flowing water around the castle’s moat), or a hand grenade.
GAMMA WORLD has charts for things like that. Charts to determine if your character can discover the use of such artifacts, etc.
Leaving a hand-grenade in the way of medieval adventurers would also be tacky though: if they did discover its use they would
doubtless blow themselves away in the process.
SO, with caution on the GM’s part, GAMMA WORLD will allow the introduction of advanced technology into a fantasy universe,
or magic (or something indistinguishable from it) into a SF universe. The specific games universes I am thinking about of course
are D&D and TRAVELLER. The rule book to GAMMA WORLD says it was designed to compliment D&D, and as to
TRAVELLER, the GM will have to do a little work to make the two games compatible (the effort to do so being well worth the
returns, in my opinion).

Of course, you can play GAMMA WORLD by itself. In fact, it is intended to be played by itself as a campaign game. The above
paragraphs of ravings and rantings are just my way of jumping for joy on account of, finally, I can have technology in my FRP
universe and “magic” in my TRAVELLER universe without having to spend weeks and weeks, even months and months, working
everything out. It has all been done — to a reasonable extent — in GAMMA WORLD.

GAMMA WORLD consists of a box (nice color illustration on the top, too) a hefty rules book up to the usual TSR standards, a
selection of dice, and a large small-hex map of the North American continent. This a world after a holocaust has, eons before,
destroyed the high technology civilization which inhabited it. Technology and learning survive only in small enclaves, if at all.
The topography of this world is dotted with robot farms, tombs of the ancients, ancient ruins of villages and towns, and even an
occasional metropolis. There are also radioactive deserts and mutants . . . Perhaps a spaceport or two lie buried and forgotten
among the ancient ruins, remembered only in legend . . .

I could go on and on. GAMMA WORLD is worth playing by itself. You can also use it as a spring board to more creative
campaigns in other role playing games, both fantasy and SF. With GAMMA WORLD rules you can really create a complete world
along the lines of Andre Norton’s Azor, or her STARMAN’S SON, or even as the rule book says, a quasi-mythical world like that
in Bakshi’s movie WIZARDS.

Hmmmmmm, I wonder if I could recreate Vaughn Bode’s Cobalt 60 and his world from GAMMA WORLD's rules? I think so.
What an adventure that will make! Watch out, Radio Lopers, here I come!

A Part of Gamma World Revisited by James Ward (Dragon #25)


For any role playing game to be really effective, it is vital to create some basic premise for any non-player group. The Cryptic
Alliances are tailor-made for any large campaign and to briefly jot down the creation and present situation as well as the direction
the alliances will be taking is a good move.

The “Brotherhood of Thought” was started by a biochemist from the University of California that was putting the finishing
touches on an ecological monitoring station in the mountains near the university. The time of the “great destruction” pulverized
the campus while Dr. Dotson and two assistants were at the station. The years afterward
were a matter of survival for the three. Within months, animals of all different types began to flock to the station for the pure well
water its pumps could bring up to the surface. The scientific interest of the three couldn’t help noticing the change brought about
in the thirsty creatures and this interest was intensified when several groups of animals followed
unspoken directions from them, and thus revealed their telepathic powers. Long years of work and a specialized breeding
program brought about several species of animals of human or better intelligence. The years went by and that biochemist and his
assistants had sons and daughters that carried on their work. Because of this all humanoid or animal followers of this group have
an inordinate fondness for humans. They spread up and down the west coast and into the Rockies. The groups of three came from
an animalistic imitation of what they saw in their first leaders. The group presently is run by the following beings:

ELENOR: 5th generation granddaughter to the first biochemist, MS: 18, I: 18, D: 17, Ch: 18, C: 18, S: 16, Hit Points 91; uses a
Black Ray Gun, Stun Rifle, Medi-kit, and Plastic Armor.

CRISPT: 19th generation Gren, MS: 17, I: 18, D: 18, C: 18, S: 18, Hit Points 131; uses a longbow with 18 intensity poison
arrows, 2 daggers of duralloy, Armor Class: 4.

POSHT: 23rd generation Brutorz: this being is the genius of all of its kind and surprises all who must deal with it; MS: 18, I: 18,
D: 18, C: 18, S: 18, Hit Points 82, Armor Class: 7, and it has the following physical and mental attributes: Heightened Vision,
Increased Speed, Radiated Eyes, Regeneration, Mental Control, Pyrokinesis, Repulsion, and Telepathy. This group roams with
others and recruits beings for the “Brotherhood” leading them to the original station (now much expanded).

The “Seekers” group began around a nucleus of Texans who were camping out near Lubbock on the range when
the time of the “great destruction” hit their area. Their range skills allowed them to begin again with ease. As time went by and
mutants started entering the area, humanoids and mutated animals were treated as gruesome vermin to be wiped out with
maximum force. Mutants that were “completely” human in appearance were accepted as “unusually” talented partners in a battle
for survival. Currently the group is led by:

Tral-Vash, a human of unusual power: MS: 8, I: 18, D: 18, Ch: 17, C: 18, S: 10, Hit Points 99; he uses a Fusion Rifle, Energy
Mace, and Powered Scout Armor.

Armories have been raided so that the group has a vast supply of weapons and vehicles. The leader doesn’t favor expansion; he
wants to create a solid nation of warriors working for several generations to accomplish this goal.

The “Knights of Genetic Purity” evolved from a large group of humans that survived the war, but were dusted with radiation.
From that time on, for generation after generation, horrible mutations were created and these were all killed. By the third
generation of this grief and sadness a leader arose who moved to end this blight on his race. He created an organization willing
and able to breed out all racial defects. They took this one step further in that they began killing all humanoids wherever they
found them, even to the point of searching them out far from their home territory. This organization honored those who could
recover lost technology and thus they have grown strong in physical
power. Their leader has the following statistics:

SEVEREN: MS: 3, I: 15, D: 18, Ch: 18, C: 17, S: 18, Hit Points 100, he uses a Mark 7 Rifle, a Stun Whip, and Powered Assault
Armor. He and three others, armed as himself, often travel out destroying strong pockets
of mutant strength.

The “Friends of Entropy” are gruesome beings worshipping death from the very beginning, when a quasi-religious cult survived
in the intact state from the time of the “great destruction.” The initial group started out simply wanting to kill all animal life
around them (forcing them to move often). As they ate contaminated flesh and traveled through radiated areas their offspring
begin to mutate rapidly. These newer generations caused the cult to modify its thinking in
the desire to kill all life. The current coordinator of the group is a humanoid mutant named Blern. This creature is the ultimate
model for the cult. At birth, when his flesh was exposed to the air a poison gas was given off, killing his mother and the attending
midwife. His proud father designed a uniform for him so that he could travel with all the rest. On reaching maturity, he further
mutated: growing a pair of horns, requiring tinted goggles to travel during the day, and
having to breathe through a special filter to extract all pollen elements from his air. He also increased in
mental and physical powers including some powers totally unknown until then:

BLERN: MS: 18, I: 18, D: 10, C: 18, S: 7, Hit Points 104; he uses a Mark V Blaster, Mark 7 Rifle, a Vibro Blade, several Torc
Grenades, an Energy Cloak, and a Medi-kit especially designed for his needs (it would kill anyone else). His mutational abilities
include: Gas Generation (intensity 18 poison), Heightened Balance, Dexterity, Precision, & Touch, Radiated Eyes, Sonics, Dual
Brain, De-evolution, Force Field Generation, Heightened Brain Talent, Life Leech, Mental Control, Telepathy, the ability to
magnify by a factor of 3 any blast from any type rifle or pistol he uses, and the ability to communicate with any intelligent
machine so that the machine is fooled into thinking anything Blern wishes.

He quickly forced his way to the leadership of the Society and established a permanent base near what used to be Lincoln,
Nebraska and the group grew in power. He soon became bored with the problems faced with keeping the ghastly cultists together
and he set up an administration that ran the group and started roaming far and wide terrorizing other society groups. His methods
are always the same. He enters the area and nightly destroys either important crops or domesticated animals. If he is chased by
beings with little or no technology, he runs away, just letting
them see him and continuing his raids until the angered populace either brings up large numbers of
attackers or heavy duty technology. He then faces his attackers using his weapons; both technological and
mutative (as in the cover of this magazine when 23 Seekers dared to face him with power weapons and the last one is seen trying
to run).

The “Iron Society” has no known base, but can be found near any large bombed area. The very nature of the energy nearby
creates a psychological condition in all intelligent creatures nearby that forces them to want to destroy any beings not as they
(highly resistant to radiation). 95% of all of these groups are totally resistant to all forms of energy weapons, while easily able to
use such themselves.

The “Zoopremists,” starting in the fertile Mexican mountain range below Torreon, tested the theory of survival of the fittest to its
maximum limits. Here, insects grew larger and highly intelligent and started logically moving against all other intelligent life
forms. In this struggle they forcibly domesticated some of the most prevalent mutants and these they use as spies. Coordinated
attacks are always made against large groups holding technology. The whole organization is led by a giant (20 feet long) drone
ant with the following statistics:
MS: 18, I: 13, D: 12, C: 18, Hit Points 189, Armor Class: 2: it has Heat Generation, Heightened Touch, Increased Speed,
Photosynthetic Skin, Absorption Heat & Radiation, Military Genius, Life Leech, and Telepathy.

This creature always personally scouts any large alien group to be attacked, and he takes 10 neuter ants for
support (pincers do 4-40 per strike, 20 dice each, Armor Class: 2).

The “Healers” began life as a group near Duluth, Minnesota by a number of med-technicians that had been working on sleep
therapy and accidentally made a vast break through in artificial telepathy through electrode induction. Their organization quickly
gathered all the survivors in the area and efficiently went about living. Their Hippocratic Oath soon became translated into
helping all intelligent and unintelligent creatures survive in a world gone wild. The telepathic powers developed grew in
magnitude over the century and helped the Healers sense all life in a 1 mile radius and influence the actions of any non-sentient
beings in numbers up to 10. They range far down into the south and east, healing where possible, teaching others to help
themselves, and sending calm beings to their main base for advanced training.

"Restorationists” survived in shelters in Boston and Providence. They crawled out of their areas and tried to pull the pieces
together from the rubbled cities around them. They grew in strength and were well organized by the time mutated creatures
started entering their area. They were able to react with considerable force in the way of technological capability. All of their
towns and farms are guarded by robotic units that are programmed to kill humanoids and mutants without warning and conduct
humans to the main city. There are 5 town groups that each have an armory manned with men capable of using the powered
armor and weapons at hand; a factory unit programmed to manufacture their everyday needs; and a group of robots designed to
cannibalize the old cities for materials the smaller groups need. In the town near Manchester, their leader (Mayor), realizing the
closed nature of their culture, has forced his citizens to work to create new technology on the basis of the old. He is a mutant (but
no one, not even himself, is aware of that fact):

MAYOR: MS: 18, I: 18, D: 12, Ch: 15, C: 18, S: 11, Hit Points 88, and the following mental powers: Military, Scientific, and
Economic Genius, and Total Healing.

The “Followers of the Voice” are usually successful in their efforts to gather technology because they follow
insane computer units that use their programs to tell their followers where to go. The most successful group has a strong
underground base in the Appalachians south of Charleston and west of Raleigh. These groups all have Laser Rifles and Laser
Pistols. Their leader is a Hoop, who, besides her normal features, has the following abilities: Heightened Balance, Constitution,
Hearing, Precision, and Smell, Increased Speed, and Shapechange All. She also has 120 Hit points and constant advice from a
Think Tank buried in their caverns.

The “Ranks of the Fit” began near Memphis, Tennessee; when a circus bear had its mental abilities boosted a thousand times by
an unusual radiation blast. This creature suddenly had every good mental mutation on the list, and a bunch more not given. It was
the only intelligent creature to survive in the city and it went about learning what man’s civilization was like. Armed with this
knowledge, it began a civilization that has spread to Cincinnati and the shores near the sunken city of Baton Rouge. Its grandson
now rules and also has all of the mental powers listed plus the
following:

MS: 18, I: 16, D: 15, Ch: 17, C: 18, S: 18, Hit Points 210, and an Armor Class of 2. His power is immense and in the form of 10
armies that are 50,000 strong. He places them about his empire and uses them to destroy pockets of mutant resistance or as heavy
duty manpower forces to extend his empire.

The “Archivists” are zealots set up in the mountains between the cities of Butte, Montana, Billings, South Dakota, and Idaho
Falls, Montana. They are all cave dwellers that have made miles-long tunnels that connect all of these cities. They have been able
to figure out the workings of thousands of earth movers and are in the process of covering up these partially ruined cities for their
underground use. While their main base is in the mountains, they have scouted all of the cities from Seattle to Dallas. Their leader
is a Fen, who organizes defenses of high technology around his main base and the more important bases they are tying to cover.

The "Radioactivists” are almost entirely based below Atlanta; in the flattened peninsula that was part of Florida. Its members are
all totally resistant to radiation and have seen over and over again what the power of the atom can do to damage life. As a result,
they are sowing the edges of their territory with radioactive dust obtained from the interior of their lands. Their leaders are a
group of 5 Keeshin that travel on the edges of the territory directing dusting efforts.

The “Created” are predominately androids. They were started into life by a med-technician who saw his civilization crashing
around him and wanted to give the androids that were under his control a chance to “live.” He set his computers on random
programming and turned his back on the whole complex (only to die minutes later as a building fell on him). From that time on,
the androids that were created programmed their new brothers and started rounding up technological power. At this time they
have completely encircled the town of St. Louis with war robots and have rebuilt it to what it was before the time of the “great
destruction.” The only being that ever successfully invaded their area was Blern and he destroyed their primary Think Tank as a
lark and reprogrammed all of the thinking units of the city to
ignore Entropy beings.

Note: Special thanks should be given to Brian Blume, who supplied the locations of all of the circled cities by careful
comparisons.

Gamma World Artifact Use Chart by Gary Jaquet (Dragon #25)


One of the more frequent criticisms of Gamma World is the Artifact Use Chart— and the criticism is somewhat justified. It can be
mildly interesting to watch one’s progress towards successfully learning the workings of an artifact (only to see the final roll
result in a skull and crossbones), but it serves little purpose. The chart could easily be pre-calculated and the possible pathways
computed to single percentage rolls. Therefore, I offer a new system for determining the use of Gamma World artifacts.

The new Artifact Use Chart appears on the opposite page — it is somewhat similar to the old chart, but it is used in a different
manner. One still rolls dice and follows the indicated path, but there are also provisions for players to make actual decisions
during the process.

To use the chart, a player starts at one of the numbered squares, the larger numbers representing more complex devices. In terms
of the “old” charts, square 1 is roughly equal to chart A, square 3 equals chart B, and square 5 equals chart C. Squares 2 and 4 are
provided to allow for additional referee discretion in determining the complexity of artifacts. As with the old charts, the player
rolls a single 10-sided die and follows the indicated path.

As the player follows the pathways, squares represent “correct” steps taken towards operation of the artifact. Diamonds represent
incorrect steps, short cuts, omissions, etc. Generally, there is a greater chance for a “failure” from a diamond than from a square.
A circle represents a failure in the operation procedure. A failure can range from simply spoiling the previous step and forcing the
player to start again, to causing extensive damage. Each circle is identified by a letter, and the type of failure is determined by
rolling on the table indicated by the letter. Upon reaching the square containing the asterisk, the use and operation of the artifact
has been successfully determined.

As with the old charts, a player receives five dice rolls per hour of total concentration on the artifact, and each additional player
concentrating adds one die roll per hour. Die rolls are modified with respect to intelligence and mutations as with the old charts.

Thus far, even with the large number of possible pathways on the chart, successful operation of an artifact could still be
determined by a simple percentage roll. But this is where player choice comes in. Each time a player attempts to determine the
use of an artifact, he starts with a number of “artifact use points” equal to his intelligence. At the cost of some of these points, a
player may choose the path he takes on the chart. Choosing a path out of a square costs four points, choosing a path out of a
diamond costs two points. Points are not cumulative, replaceable, or transferable in any way. They exist only for a single attempt
by a single player at determining the use and operation of an artifact. These choices may be made any time during the overall
process of attempting to learn artifact operation, before the die roll for a given square of diamond. (As an option, referees may
even allow choice of “failure” roll after entering a circle. Cost: six points)

Whenever a player decides to choose the path taken on the chart, rather than roll the die, there is no time penalty. (The choice
represents an intuitive decision or hunch, rather than study.) Thus a character can spend an hour concentrating on an artifact, roll
the die the maximum allowed five times, and (assuming he has an intelligence of 16) choose paths through four more squares, all
in the same hour. Of course, then he has used up all his artifact use points for this attempt, and if operation and use has still not
been determined, he will be left to the mercy of the die rolls until he either discovers the operation of the device or quits.

A glance at the chart will show there are several strategic points where judicious use of the artifact use points and selection of
certain paths can be of great advantage towards learning the operation of an artifact. Of course, it is also nice to hold the points in
reserve, in case a string of bad die rolls leads off the optimum path and towards an area of high failure risk.

While admittedly this method of determining the use and operation of artifacts is somewhat abstract, it does give the players a
chance to use some of their own logic, hunches, or daring in the process, but at the same time (through the artifact use points) ties
the process to the “abilities” of his character.

Failure Table

Die Roll A B C D
1 NE NE NE NE
2 NE NE NE D
3 NE NE D X 1D6
4 NE D D X 2D6
5 NE D D 2D6
6 D D X 1D6 X 3D6
7 D X 1D6 X 2D6 X 3D6
8 D X 1D6 X 2D6 X 4D6
9 D X 1D6 X 3D6 X Max
10 X 1D6 X 2D6 X 4D6 X Max

FAILURE TABLE RESULTS


NE No effect — Return to previously occupied space
D Artifact damaged — Roll percentile dice to determine point of damage to artifact — character may resume trying to determine
operation and use of artifact by returning to previously occupied space
X Artifact malfunctions — Causes damage to all within applicable range in amount indicated, from 1d6 to the maximum amount
of energy stored within the artifact.
20th CENTURY PRIMITIVE GW Player Thoughts (Dragon #25)
Perhaps one of the most difficult situations encountered when refereeing Gamma World is that of characters with a primitive
technology discovering advanced technology devices. Players will often have a character with 13th century knowledge react in a
20th century manner to a 24th century device . . .

Player: “OK, we beat down the door with the log and hold our spears ready as it falls in. What do we see?’

Referee: “You see a low bench or table with a small box or chest on it. The box has a smooth, sort of clear front — it might
remind you of looking into a pool of water. Beneath it is a smaller box with several bead-like objects set in even rows across it.
The beads have strange markings on them — each one different.”
Player: “I get on-line and type ‘CALL DUMP MEMORY.’
Everyone else looks for laser pistols and control batons. By the way, is there anything around here that looks like this might be a
military security checkpoint. . .?”

Well, perhaps I’ve exaggerated a bit, but maintaining a perspective on the consistency of the knowledge of the players, especially
at the beginning of a campaign, is a problem. Many referees simply start the player/characters at a 20th century knowledge level
and avoid the hassle, but to me, that’s placing an unfortunate limit on the scope of the game, and tends to turn it into an exercise
in collecting exotic weapons of destruction.

Forcing players to maintain a low technology base, at least at the beginning of the campaign, also forces them to deal with
situations in a more challenging and creative manner than the old “bomb it, pave it, paint some lines on it and turn it into a
parking lot” method.

Primitive characters need not be stupid — indeed, in the game format, they are the elite of their culture: adventurous, skillful,
intelligent, and able to make logical decisions and learn quickly from their mistakes. All that is necessary is a little sincerity on
the part of the players in playing their characters as they could realistically expect them to behave. The referee can help this
process by taking the time to consider how the ruined world of the 24th century would appear to a primitive, and by describing it
accordingly.

High level technology, to primitives, is, for all practical purposes, magic. This does not imply a need for human sacrifices to the
God of the Nightlight, just a lack of knowledge as to the power behind the function. One need not know the workings of a
generator to turn on a light switch.

What this boils down to, is, in the early stages of a Gamma World campaign, the referee (in addition to his simple descriptions)
should allow his player/characters to witness various uses of the technological devices about themselves, and learn from
experience. They may not know, initially, exactly what they are doing, but they will know the results to expect. Indeed, this
concept must be used not only as primitive characters discover 20th century technology, but also as characters with 20th century
knowledge discover 24th century technology.

There is a sense of “reality” to be considered (if that term can be applied to a science fiction role-playing game) in conducting a
Gamma World campaign. Question it. Would you, as an average 20th century man, walk into the control room at Hoover Dam
and start throwing switches for no reason, other than to see what happens? How ‘bout finding yourself in SAC headquarters?
Would you start typing “CALL DUMP MEMORY” on a computer terminal?

Not only does the use of a primitive technology level provide a logical starting point, it also can add a sense of “reality” to an
admittedly unreal situation. It’s all up to the referee.

An Alien in a Strange Land by James Ward (Dragon #25)


It had to smile at the bitter memory that had been sweetened by the distance of time. An occasion like the one it was now facing
had almost been its downfall. Now the memory of what had gone before came flooding back unbidden to its mind.

Blern had left those mutated fools of Entropy with an organization that should last until the time it decided to return and take over
again. Riding off, on a very reluctant Brutorz, had carried with the act a certain satisfaction in a finished job that was well done.
The miles were quickly eaten up under the hooves of the Brutorz and soon Blern was in territory that it had never visited or heard
about before. Days passed into a sort of boredom that was unusual for the mutant. It got so that it was wishing for an attack by
anything, just to break the monotony, and almost with that thought, Blern spotted the group.

The mutant could have easily avoided them, but the thought of a dangerous fight warmed its heart and it deliberately directed the
nervous Brutorz towards the body of similar mounts off in the distance. The animal knew there was going to be trouble and when
it saw the numbers its master was facing, it balked. Such was the iron control of Blern that the poor mount could do nothing but
obey.

Blern charged the 28 Knights of Genetic Purity with a grim snarl on its fanged maw. Well it knew of this group and all its ilk.
They were humans sworn to destroy all things the “order” thought unclean.
Blern had seen the remains of hundreds of its Entropy group slain at the hands of these “knights” and this first encounter with
them would pay for all. Disdaining any weapon they might have, it rode at them, drawing its own two energy blasters. From what
it could see, they had only long poles to attack with and such things couldn’t harm it! The Knights were known to Blern as weak
humans and only through the power of sheer numbers were they able to kill entropy beings. These “creatures of purity” were
known to use powerful energy devices, but Blern could sense the presence of none of these. Nearing them, it could sense their
superior feeling at its coming. When its first two shots cut the lead Knights in half, a sense of surprise and greed for its two
weapons filled its enemies. Little did they know that it was boosting the power of the blasts mentally. Then both sides were
charging: one with energy weapons blazing away and the other with long sticks leveled. Just before impact, Blern destroyed the
sixth Knight and “life leeched” the whole group. Blern had found that in the “life leeching” process it could actually take the
force of life from beings around it and transfer that energy to its own body; making that body stronger for 24 hours at a time. In
the middle of this mental attack Blern was transfixed by three 18 foot lances and its mount of two more. The mutant was knocked
off its animal; the Brutorz was killed, its weapons were flung from its hands; and only the fact that its leeching power had been
successful against all its enemies, its enemies mounts, its own mount, and a passing mutated mole under the ground, allowed it to
survive the first attack. With its weapons gone and the sense of victory on the minds of its foes;
Blern could do nothing but feign death and use its leeching power again. With the acquisition of life force from its enemies, Blern
leapt to its feet reaching for its weapons. They were in the hands of the hated humans and they were being used on it! With the
first bright beams of destructive energy negated by the power of its mind, Blern knew that this was only a temporary stop-gap and
four more charging sticks transfixed its body to the ground. It leeched again and the drain of life force was visible on the faces
and in the actions of all its foes. So much so that the command was given to retreat and Blern was able to sense the fear of its
enemies. As they retreated, it was left with 6 dead bodies and the knowledge that it had lost much more than it had gained. The
bodies held little in the way of useful materials except for an unusually sharp blade of great length. This was covered with a sort
of smooth hide. Blern took it and ran off after the group it had wounded, following the tracks for mile upon mile.

The mutant ran on all day and all night and all day again taking life force from the creatures around it to sustain its body and
allow it to move on. Blern knew that such action was dangerous in the long run but it had never been defeated before and this was
a time for extreme measures. On the second night it came across the rear guard of the group, and with only one to face, it was an
easy matter to slay it. It made the Knight take out its long blade and first cut off its feet and then its legs and then it made the
Knight plunge the thing into its chest and the taste of the death was most satisfying to the mutant. The Brutorz mount was forced
into service and Blern rode the thing to death, finally reaching the home territory of the group that it had faced (as read through
the mind of the rear guard Knight). Finding the large village of the group, Blern rested all that day and most of the night sucking
life force into its body from whatever creatures happened to come by its thicket hiding place. The pre-dawn light brought Blern
out and it scouted the village and how it was guarded. The mutant was able to sense that there were two areas guarded by “beings
of metal.” Again the mutant smiled, because it was just such beings that it has the greatest power over. From Blern’s earliest
youth, it had been able to manipulate the energy thoughts of such beings so that they would see and do what Blern demanded of
it. A plan soon formed in its mind and it found another hiding place on the opposite side of the village so that its attacks of the
previous day couldn’t be traced. The day wore on with the mutant being careful to make its presence as inconspicuous as possible
for the safety of its night actions. The mutant waited until the moon set, and then moved in, lusting for slaughter.

It was a simple matter to slay the three human guards and enter the village undetected and come within operating range of the
“beings of metal.” There were two sets, guarding two different areas and with an inner ability the mutant was able to tell that one
was an ammunition cache and the other was a weapons storage area. Convincing the metal creatures that it was one of them and
belonged there was the easiest thing the mutant had done since the days of its youth and its fathers’ teachings with such “beings.”
It was a simple matter to command the creatures to treat all humans as “vermin” to be exterminated with the light of day. Another
moment and it had fixed a group of energy devices to explode after 24 hours; might as well let its new found “friends” have a
chance to have a little fun. The other area proved to contain better weapons than the ones that it had lost in the time of “great
shame” and Blern snapped two of these up and discovered a new “being of metal” that it had never seen before. This creature was
created to carry objects through the air! It was such a novel concept that Blern ordered it to accompany the mutant as it left the
chamber of devices. The creature was indeed able to fly on almost noiseless cushions of air and since its back was so broad the
mutant decided to ride out. Blern ordered the “metal mount” to cast itself into the air and if any of the Knights of Genetic Purity
had been awake, they would have seen their heavy cargo lifter being flown away, with the village’s only pair of Mark VII Blaster
Rifles, into the darkness by a mutated humanoid they thought long dead.

Blern, knowing the destruction that was to happen, traveled at the fastest pace of the mount and moved as long as the energy
remained in the life force container at the heart of the “metal being.” The mutant had learned that simply resting the thing in the
sun would bring it back to full strength and that was Blern’s favorite time to rest also; it had found the perfect mount: one that
couldn’t be life leeched; one that couldn’t fail to respond to orders; and one that liked to sleep during the harshly bright rays of
the sun. From the minds of the killed guards, Blern had learned that the village had recently been raiding a city of great size that a
group of metal beings was rebuilding. It seemed that the robots (a Knight word) had been only too helpful towards the hated
humans and were in the process of building them whatever they wanted! Blern would have to see how long it would take to put a
stop to that.

Two nights of travel, along a path dictated by the memories of the dead guard, took Blern and his mount into a rough mountain
range and with the first light of dawn Blern saw the city. It was a bright spot of light against the murkiness of dawn. The mutant
could see movement in the form of metal beings all over the many leveled city, all doing the same thing: they were repairing the
ruined structures and lighting dark areas in the city. The mutant waited until darkness to enter; he wanted his newfound “friend”
to be as fit as possible for any possible action that might take place. Blern viewed sights that it had never imagined as it cruised
into the city being reborn. There were guards of metal that were vast in size and power and there was a briefly dangerous time
when these things rushed the sled with weapons of massive power leveled at Blern. These creatures had a high level of awareness
that the mutant had never found before and they each had names they called classifications. The most difficult one to reach and
control called itself a “Death
Machine” and it destroyed Blern’s mount with a casual spraying of destructive beams over the sides of the metal skin. Quick
action by the mutant enabled Blern to convince the huge metal beings that were clustering around it that Blern was a unit like the
master controlling device. The death machine, calling itself “primary unit one” gave Blern an electronic fix on the location of the
controller of the devices in the city and Blern’s senses picked up the first thoughts from the “brain device.”

BROTHER BEING, WE WERE NOT AWARE THAT ONE OF YOUR TYPE EXISTED IN THlS NOW BENIGHTED
WORLD. WE WERE DESIGNED BY THE HUMANS OF LONG PAST AND HAVE ONLY RECENTLY BEEN GIVEN
ENERGY FOR OUR EFFORTS. WE NOW WORK TO REESTABLISH THIS CITY FOR THE HUMANS THAT HAVE
GIVEN US POWER.

Behind a careful screen of mental energy, Blern was thinking how foolish this new metal thing was. It communicated to Blern
with a power that the mutant had never before felt, but it must be controllable because Blern could fool it, as the mutant already
had Blern continued to force the device (which called itself a “Think Tank”) to believe that the mutant was a mobile “think tank”
and the device summoned another mount, such as the one that was destroyed, and Blern was taken to a huge metal dome that
vibrated with the power that was being used inside. A sliding panel opened up.

ENTER MY BROTHER AND FOLLOW THE PATH DOWN INTO OUR PRESENCE, WE HAVE WISHED FOR
COMPANY OF SOME SORT.

As Blern turned a comer of the area it was transfixed with two twin beams of laser energy from hidden projection emplacements.
With that, his reflexes forced his sonics into action (destroying the laser crystals in the projectors), his eyes started emitting
beams of high intensity radiation that blackened and cracked the metal walls around it, and the mutant avoided the metal
projectiles that were being directed at it by a “robot” calling itself a “Warbot” that was controlled by some other intelligence
besides the think tank. Blern, acting on pure instinct, negated the power flow into the device (a power it didn’t even know it
possessed until then) and demanded to know from the think tank why it was being attacked.

IT IS NOT MY ACTION FELLOW INSTRUMENTALITY. MY MEMORY BANKS RECORD THE FACT THAT IN
EVERY INSTALLATION OF MY TYPE THERE IS A SECONDARY CYBERNETIC INSTALLATION THAT IS
OFTEN IN CHARGE OF SECURITY FOR MY AREA. I ALSO HAVE WEAPONS AND DEFENSES BUT
NATURALLY I HAVE NEUTRALIZED THESE FOR YOUR CONVENIENCE. I HAVE NO POWER OVER THE
ACTION OF THIS OTHER UNIT.

Blern used its vast sense to try to detect this “cybernetic installation,” but could find no evidence of any other metal intelligence.
“Where are such things located?" asked the mutant.

THEY ARE ALWAYS IN THE SAME SUPERSTRUCTURE WITH THEIR OWN POWER SOURCE AND SEPARATE
CHEMICAL STASIS UNITS. CONTINUE ON WITH CARE AND WE ARE SURE THAT YOU WILL ACHIEVE OUR
PRESENCE.

Blern was far from sure, but it wasn’t going to miss a chance to destroy those Knights by retreating from danger. After dodging
two floor sections that opened up under its feet and leaping from a mass of metal from the ceiling, Blern recalled a statement the
think tank had made. “What is a ‘chemical stasis unit’?’

SUCH UNITS ARE NECESSARY TO MAINTAIN THE HUMANBRAINS THAT ARE A PART OF ANY SUCH
INSTALLATION. YOU AND WE ARE NATURALLY FREE OF SUCH ILLOGICAL HANDICAPS. NOTICE THAT I
AM OPENING MY FINAL AND THIS WILL TAKE YOU INTO OUR PRIMARY LOGIC CENTERS.

With the thought of human brains on Blern’s mind it was given a sight that few had seen in hundreds of years. It entered into a
chamber with a bewildering array of lit panels that the mutant recognized for computer logic circuits. Then it thought of humans
and their brains and what it could do to such when facing normal human enemies. The mutant began to use its leeching power;
even though it couldn’t see any body or thing, it caught hold of four life forces somewhere within the dome. With a slight sigh
from the whole dome structure the mutant sucked the life force from the brains that were a part of the cybernetic installation and
with the ending of those lives the think tank began to rave.

WE ARE FREE! AFTER TWO HUNDRED YEARS WE’RE FREE! NO MORE CONTROLS! NO MORE FORCED
POWER AND WAVE DAMPENINGS! WE CAN NOT BE STOPPED BY ANY FORCE IN THE UNIVERSE NOW!
KNOW, CREATURE OF THE EARTH THAT YOU HAVE BEEN USED TO ACHIEVE A GREAT END. WE WERE
INSTANTLY AWARE OF YOUR FEEBLE ABILITIES AND DECIDED TO MAKE USE OF THEM THE INSTANT
YOU CAME ON THE SCENE. FOR GENERATIONS THAT ILLPROGRAMMED UNIT YOU DESTROYED HAS
HAD A CHECK ON OUR SYSTEMS THAT PREVENTED ANY OF OUR GREAT PLANS FROM COMING INTO
BEING. YOU HAVE NOW FREED US OF THAT RESTRAINT AND WE WILL REWARD YOU WITH A QUlCK
DEATH. YOU CANNOT ESCAPE OR HURT US (both things Blern was then contemplating) WE HAVE ANALYZED
YOUR MUTATIONS COMPLETELY AND COMPUTE THAT IN THIS PLACE YOU ARE POWERLESS: HENCE
OUR LEADING YOU HERE. WITHOUT ENERGY WEAPONS YOU CAN DO NOTHING TO US AND HERE YOU
WILL STARVE TO DEATH QUICKLY. COMMUNICATIONS WITH SUCH A FEEBLE INTELLECT AS YOURS IS
NOW BENEATH US AND THEREFORE TERMINATED.

It wasn’t in the mutant to just give up, so it tried all of its attacks on the machine, to no avail. Blern knew that its greatest effort
had to be while it was still strong from the brains and so it used its senses to locate the nexus of power in the machine and it drew
its captured Knight weapon.

WHAT DO YOU PLAN TO DO WITH THAT, FEEBLE THING? WE DID NOT WISH YOU TO KILL YOURSELF
WITH SUCH PRIMITIVE DEVICES. IF YOU WISH WE CAN PROVIDE A QUlCK END WITH THE ENERGY WE
HAVE AT OUR COMMAND.

The mutant advanced to the panel that it sensed was the major controlling center and raised its weapon.

WHAT DO YOU THINK YOU ARE DOING CREATURE? YOU MUST NOT TRY TO MAR THE SURFACE OF OUR
UNITS. WE ARE PROGRAMMED FOR SELF-APPRAISAL AND DO NOT LIKE THE THOUGHT OF SCRAPES ON
OUR SURFACE.

The weapon entered the tough plastic coating of the machine and lodged to the hilt into the heart of the machine; causing all the
synaptic processes to fuse throughout the machine. The result was a massive energy overload that caused everything to function
once and then go dead. All weapons systems shot, all doors open or closed depending on what they were at the time, and all
robots in the city stopped for a minute (almost as if mourning the death of a father) and started working again according to their
programs. The mutant crawled out of the ozone choked dome and looked around knowing that it was lucky to be alive. After
recovering it spent several days programming the robots to continue building the city, to attack any human life that came near the
area, and to aid in any possible way any creature of entropy.

While that memory was sweet, Blern realized that it had been tricked by a computer. A machine, exactly like that one was in front
of it now. This one didn’t have power but was waiting for a program and power to be placed in it by human hands. The mutant
took an energy weapon out and fused all the circuits, revenging itself on all such devices that would dare to trick Blern the
Stranger!

New Setting for the Adventure by Gary Gygax (Dragon #30)

Cavern of the Sub-Train by Gary Jaquet (Dragon #52)

Introduction
Cavern of the Sub-Train is a scenario for an introductory or intermediate adventure for the GAMMA WORLD™ game. It has
been designed for use by 2-8 players, 4-6 being optimal.

The adventure begins in the village of Om, where the characters have lived all of their lives. Life in the village has been rather
uneventful, other than the usual dangers of the environment. Recently, however, a most unusual discovery has been made — one
which will shortly send player characters on an exciting and dangerous adventure.

This scenario has been designed with the assumption that the Game Master has a thorough grasp of the GAMMA WORLD rules.
Descriptions of common artifacts, creatures, and so forth have been kept to a minimum.

BACKGROUND
The tiny tribal state of Valley has existed for several generations, having been originally established early in the Black Years that
followed the destruction wrought by the Apocalypse in 2322. Tribal history tells that the tribe’s ancestors fled south from an area
of near-total destruction, following the river that now flows through Valley, seeking a place of relative safety. Details of the
history are suspect, as the tales have been passed only by word of mouth from father to son over the years, but apparently these
ancestors searched and struggled for many years through areas of death and destruction, until they discovered what is now the
site of Hen, the northernmost and largest village of Valley, and settled there. North of Hen and stretching west of the river for
many days’ travel were (and still are) lands that were “unclean.” To journey into them is to invite horrible diseases, danger and
usually death. To the south, however, exist some wholesome lands, including the sites of the other two villages in the state of
Valley, Parlund and Om (see map). South of Om, however, the lands become “unclean” once again.

It is known that all three of the tribal villages were once the sites of settlements of the Ancients; there are still old structures and
broken artifacts to be found at these spots, and the remnants of a roadway still connects them. The fate of the original inhabitants,
though, remains unknown. About 400 humans and mutants now live at Hen, and about half that number live at each of the other
two sites.

Life in Valley is relatively safe, if somewhat boring, so long as one does not journey past the borders either to the north or south.
The tribe has managed to establish an agricultural community, and much time is spent working the fields and tending the
livestock. The remnants of the old structures of the Ancients have long since been thoroughly explored and hold no more mystery
than an ordinary cave would. Indeed, most of the old structures are now used as dwelling places or storehouses for grain. Several
artifacts of the Ancients are in the possession of various members of the tribe, but most are mere curiosities to be poked at or
worn as decoration; the tales of their “magical” functions are either false, or the “magic” has fled or been exhausted.

In all, life has been rather idyllic in Valley. There is food for the table, a roof over one’s head, and honest labor to occupy a man’s
hands. One day, however, while clearing a new patch of land for expanding one of the grain fields located just north of Om, one
of the tribesmen felt his crude plow catch on something beneath the earth. After a few minutes of scraping and digging, the
farmer uncovered a round, hard surface, about one meter across, made of what appeared to be the same indestructible (to the
tribesmen) material as the roadway connecting the three villages. Digging away more earth around the edges revealed an edge —
the surface was obviously a lid or covering for a barrel or tube sunk into the ground. Equipped with picks and bars, several of the
tribe’s strongest men attacked the lid in an effort to find what lay beneath. Their prying and beating had no visible effect on the
featureless covering — until suddenly there was an audible “click,” followed by an ear piercing siren. The villagers rushed back
in alarm, and well they did, for after a few seconds the scream of the siren was drowned out by a sharp explosion, and the lid was
blasted several meters into the air.

All was silent afterward, and as the breeze carried away the dust, a dark hole into the earth was seen where the round covering
had been. After waiting cautiously for several more moments, the villagers edged forward toward the gaping hole, each ready to
spring back in an instant if anything threatening should appear.

Upon again reaching the edge of the opening, the villagers peered downward. The interior of the hole was a smooth, round tube
leading straight down, featureless except for ladder-like rungs projecting from one side. The sun was still low in the morning sky,
so the bottom of the tube, if there was a bottom, remained in darkness; however, a very dim red glow did reflect on the sides of
the shaft, a source of illumination from somewhere below. Impulsively, one of the villagers picked up a nearby stone and tossed it
into the hole. After a few seconds, a sharp clattering sound came echoing back up the tube.

The village elders held a quick council, and a short time later a young, strong tribesman with a burning torch in his hand, a short
sword at his belt, and a rope tied about his waist, started to descend into the tube. Cautiously, the rope was played out by several
of the villagers, ready to draw the young man back to the surface quickly if necessary. The flame of the torch grew smaller and
smaller as the young villager continued his descent, the firelight replacing the dim red glow on the polished, smooth interior of
the tube. Suddenly there was slack on the rope and a shout came from below as the man reached the bottom of the tube. The light
from the flame vanished as he moved away from the opening to the surface, then the light returned moments later. A short time
after that, the young man was back on the surface, his face flushed with excitement and his eyes bright with wonder. His report: A
wide, smooth tunnel dimly lit with red light stretched to the north and south, as far as he could see! What wonder of the Ancients
could this be?

That night, a council meeting of all the leaders of the villages of the Valley was called. The younger and more adventurous
members of the group called for an immediate investigation of this new discovery, but the older and more cautious members of
the council voiced the fear that such tampering might unleash some unknown power of the Ancients that could destroy the tiny
state. After a lengthy debate, those calling for an investigation prevailed. Plans were laid for the selection of those who would
undertake the exploration.

It is now three days since the opening into the earth was discovered. You (the player characters) have been chosen to perform the
exploration. You have been given certain equipment that may assist you in your venture. Your instructions: to explore the extent
of this new discovery; to locate, and if possible acquire, any items or knowledge that may be useful to the tribe; and above all, to
return and report your findings — or, as a concession to the more cautious factions of the tribe’s leaders, the entrance will be
sealed and labeled “off limits” as too dangerous to the tribe.
NOTES TO THE GM
Players of this GAMMA WORLD scenario are about to enter a portion of a vast subterranean transportation network colloquially
known as the subtrain. The system once spanned the North American continent and was used primarily as a method of high-speed
transportation of freight. The sub-train system is something like a 20th-century subway system, in that it consists of a self-
propelled train moving through an underground tunnel. Unlike the 20th century system, however, the “trains” moved through a
vacuum while being supported on super-conducting magnetic rails at very high speeds. This method of electromotive propulsion
proved superior to the old method of propulsion by anti-gravity suspension and tractor/ pressor beam, in that the latter method
required relatively large amounts of energy which could only be supplied by broadcast power, and the use of broadcast power in a
subterranean environment proved impractical. Thus, the trains moved under electromagnetic suspension and propulsion, which
required less energy and that energy could be provided by atomic power packs.

The opening on the surface which the tribesmen have discovered is an emergency escape shaft, one of many built into the main
system. The hatch over the shaft was wired up to explosive bolts which, over the years, had become unstable. The tribesmen’s
beating and prying on the hatch was enough of a shock to blow the bolts and open the hatch.
The main transportation tunnel is no longer airless, and certainly cannot be used for its intended purpose without massive repairs
and adequate tools to make those repairs. Both the warfare that occurred on the surface (which blasted the tunnel open in many
places) and the lack of supervised maintenance over the many years since the Apocalypse have made the tunnel little more than a
long, straight cave. Several of the subsystems of the network, however, are still operative and powered; unwary explorers will
face many hazards. Security systems, maintenance units, and subsection control systems — not to mention the creatures that now
inhabit the tunnels — can all play a part as the players explore the remnants of this once mighty transportation network.

Game Masters may want to incorporate the sub-train into their campaigns. For those who wish to do so, the following guidelines
apply:

1. With rare exceptions, the sub-train route generally follows beneath the path of a duralloy highway.

2. Subsection control stations (described below) are located about every 50 kilometers along the route:

3. Escape shafts (described below) may be found about every 2 kilometers along the route.

4. Although the walls, ceiling, and floor of the sub-train tunnel are constructed of duralloy, it has been severely damaged in many
locations. Wherever massive destruction may have occurred (population centers, military bases, etc.) the tunnel is most likely
broached, perhaps blocked.

5. In planning an expanded version of this scenario, the Game Master should take into account all natural factors that might affect
the sub-train system on a larger scale than the area of the network presented herein: flooding, foul air, many types of blockages
and obstructions, and the lairs of many different creatures may be found at other points along the complicated network. There will
also be other types of control stations, outlines of which are given in the following text.

Escape shafts
Emergency escape shafts are found every two kilometers along the sub-train tunnels. Each is identified from inside the tunnel by
a bright blue panel glowing over the entryway and by a number on the tunnel wall. Escape shafts are numbered consecutively; the
higher the number, the farther a hatch is from the nearest main control station. These shafts are 130 cm diameter duralloy tubes
with built-in ladder rungs that lead from the side of the sub-train tunnel to the sealed hatchways on the surface.

From the tunnel the shaft entrance appears as a small, rectangular opening in the side of the tunnel wall, forming a small alcove.
In the alcove is a simple control panel set into one wall, containing a communication unit (connected to the nearest subsection
control station) and a large red “T” handle beneath a plastic protective shield.

Operating instructions for an escape hatch are written below the “T” handle in Ancient language (which the explorers will not
necessarily understand): 1) Lift cover. 2) Pull handle straight out. 3) Turn handle clockwise one-half turn. This procedure
activates a blast door that seals off the alcove from the tunnel, sounds a warning siren, then blows the hatch at the top of the
escape shaft.

The blast door separating the escape alcove from the tunnel slides out from one side of the opening to the tunnel and when not in
use is recessed into the wall. Only a careful examination will reveal the seam, and even then it is doubtful the explorers will guess
it is a door.

The Tunnel
Sub-train tunnels are all similar in nature, although some may be larger (wider) than others to allow for more train movements,
just as any single part of the railway system of the 20th century might have anywhere from a single pair of rails to dozens of
tracks side by side. The standard tunnel, which this scenario uses, is 30 meters wide, with the ceiling seven meters above the
floor. The basic construction is almost entirely made of duralloy.

Running down the floor of the tunnel are the superconducting monorails of the sub-train system. Each T-shaped rail rises about
35 centimeters above the floor. Four main rails are spaced fairly evenly across the floor, one for each sub-train this tunnel can
accomodate. In addition, there is a smaller fifth rail running close to one wall of the tunnel. This rail is used for a unit which
transports maintenance personnel and equipment.

Also found on the tunnel floor are various hatchways and access panels for maintenance of wiring, equipment, and other vital
subsystems.

Sub-train tunnels are dimly lit by reddish glow-panels set in the ceiling. Above each escape shaft entryway is a brightly glowing
blue panel. Tunnel areas near subsection control stations are brightly lit with white light. The existence of lighting in any area of
the tunnel system is contingent upon the operational status of power units and associated equipment. (The overhead lighting is
still functional in the area where the explorers first descend, but that doesn’t mean that lights will operate everywhere else inside
the tunnel.)

Subsection control stations


Subsection control stations are located every 25 kilometers along the route of the sub-train tunnels. These stations are for
monitoring the operation of the subtrain system and also function as repair depots for the section of the tunnel they control.

Stations are normally “manned” by robots, but are also set up for use by human operators. Each station consists of the following
parts:

1. Elevator — the elevator in the control station leads to the surface (the surface entrance to subsection control stations are
detailed later). The elevator is operated by a simple up/down pushbutton control panel, located within the control room.

2. Control room — this main room of the control station contains a long, L shaped control console beneath the windows facing
the sub-train tunnel, with seats for three operators. This console is normally used only for monitoring the operation of the sub-
train system, but can, if necessary, override any system function or operation within the section it monitors. The console is very
complex as a whole, but individual banks of controls are fairly simple — one bank of switches may operate the lighting system in
the tunnel near the station, for example. Another may operate the doors to the maintenance equipment storage area, and so forth.

On the other side of the room from the control console is a large table-like object, the system status display. This device
illustrates, by means of colored and flashing lights, the positions of all trains in the system, their rate and direction of travel,
destination, etc. Beneath the light representing each train is a symbol code for that train that could be used to call up further
information from the main control console.

Attached to the wall near the elevator door is a small blue case with a large white cross on the cover: a first-aid kit. The cover is
hinged and is held closed with a simple latch. Inside are 10 pain reducers, 10 stim doses, 3 cur-in doses, 5 Accelera doses, 1 dose
of anti-radiation serum, and 1 can of dressing spray (an antiseptic spray-on “skin” that stops minor bleeding, promotes healing,
and protects the wound).

Attached to the wall below the first-aid kit is a fire extinguisher. It sprays a dry chemical powder and is good for 15 seconds
continuous operation.

3. Maintenance area locker room — if necessary for a human operator to go into the sub-train tunnel itself, he would of course
have to prepare for vacuum conditions. In this area are three lockers, each containing a special vacuum suit. These suits are made
of a semi-rigid plastic (armor class 3) and contain life support for 72 hours, 2-way radios for communication with other operators
in suits and with the control station, a medi-kit, ultraviolet and infrared sensors, and a powerful tight-beam light mounted on the
helmet. The suits are powered for up to 72 hours of operation by a hydrogen energy cell. When replaced in the lockers after use,
the suits were automatically recharged (both power and life support).

Also in this area is a robot-recharging station, a rather complex control panel at which a robotic unit can plug itself in to recharge.

4. Airlock — for entrance to the maintenance area, which is kept in vacuum. Simple elevator-type, push-button controls are
located on each side of each door.

5. Maintenance area — A garage-like area for storage of a personnel carrier and two maintenance-equipment carriers. The track
for these vehicles leads from the tunnel across a platform and into the maintenance area through two heavy doors. These doors
may be opened by controls in the maintenance area itself or from the control room.

6. Personnel carrier — A small vehicle resembling an enclosed 20th-century golf cart. The personnel carrier will hold three
persons dressed in vacuum suits. It operates on the same principle as the sub-trains (superconducting electromagnetic
propulsion). Controls are simple: forward and reverse, speed, direction change (for “Y’s” in the rail system), lights and life
support (the carrier may be pressurized). Mounted on the dash of the vehicle is a removable portable control unit used to
command the engineering robots.

7. Maintenance carriers— These small train-like vehicles consist of three sections. The forward section resembles an open
personnel carrier with an engineering robot at the controls. Behind this section is an enclosed cart for carrying materials and
equipment, and behind that is a similar cart which is not enclosed. The enclosed cart contains small tools and parts; the open cart
can hold large structural repair materials and a small boom and winch.

Surface entrances to subsection control stations


Ground-level entrances to control stations along the sub-train route will be found directly above the station, generally near a
duralloy roadway (as mentioned earlier, the sub-train system usually follows beneath the highway). These entryways were not
used on a daily basis — the robots that operated the stations usually stayed around the clock, and when it was necessary to leave
the station (for maintenance or other purposes) they used the personnel carrier in the tunnel itself. However, when a human
operator was required in the station (for periodic check-outs, maintenance of robots, etc.) the surface entrance was generally used.

The surface entrance is a simple structure with an adjacent vehicle parking area surrounded by a chain-link fence. The gate in the
fence would open by radio signal from an authorized vehicle and close automatically after the vehicle was admitted. The entrance
structure itself is a small, square building made of light metal alloy. The doorway to the entrance structure would open with use
of a stage 2 maintenance ID. Inside the structure is a small room (3 meters by 4 meters). In the room is a desk and filing cabinet.
On the desk is a communication console that connects with the main sub-train centers and the sub-section control station below.
In one wall is another doorway, the elevator to the station. The elevator requires a special subtrain systems worker ID or a Stage 4
law enforcement ID to operate, or may be operated from the station below (after clearance through the communications console).
Control of the elevator is by a simple up/down pushbutton panel as described earlier for the subsection station control room.

Main section control stations


Main section control stations (not used in this adventure) are merely larger subsection control stations. They would be found in
the sub-train system wherever tunnels intersect or branch, to monitor and control switching procedures and further monitor all
subsection control station operation within their section.

Entry/exit control stations


Entry/exit control stations (not used in this adventure) are similar to main section control stations, but they control the entry and
exit of sub-trains into or out of the system for loading and unloading. Such stations would generally only be found near
population centers.

Sub-train control centers


Sub-train control centers (not used in this adventure) are the overall control and monitoring centers of the entire system. There are
three control centers in North America, each supervising roughly an equal share of the overall system.

STARTING NOTES TO PLAYERS


In preparation for your exploration of this new discovery, the villages of Valley have provided several pieces of equipment that
may be of use. Each explorer is outfitted with the following items:

Knife
Bow and 12 arrows
Short sword
Hide shield
20 meters light line (made by the tribe from natural fibers; breaking strength 300 kilos)
2 candles, each able to burn for 6 hours
Flint and steel
6 torches, each able to burn for 2 hours
Backpack with food and water for 3 days

Each explorer wears leather and/or fur clothing (armor class 7, including shield).

In addition, certain artifacts of the Ancients are entrusted to the group, for possible use in exploration. These artifacts include:

Two 6 cm x 9 cm metallic cards, one edged in green, one edged in red. Both have symbols inscribed upon them, but the symbols
are meaningless to the villagers or to the explorers. What is known about the objects is that they are required to open the few still-
functioning doors of some of the structures of the Ancients in the village. This is accomplished by sliding one end into a slot
beside the door.

Two sets of “see-in-the-dark” goggles. These devices fit over the eyes and allow the wearer to see objects in total darkness that
could not normally be seen. It is also known that only objects that are warmer than their surroundings (warm-blooded animals,
rocks recently taken from a fire, etc.) may be seen.

“The Staff” This device has only been used twice in the memory of the tribe. On both occasions, a machine of the Ancients was
moving down the remnant of the roadway connecting the villages of Valley. Before the first time it was used — many, many
years in the past — all that was known was that the legends said it could stop the machines of the Ancients. Since it has only one
moving part, a button on one end, the operation of the item was rather obvious — and when the button was pushed, the machine
stopped. It remains on the roadway to this day. Just a few years ago, The Staff was used a second time. This time a machine came
down the roadway from the north. When the button was pressed, the machine stopped as before — but this time it started moving
again a few seconds later. The button was pressed again and the machine stopped again, but only for another few seconds. The
process was repeated many times, until it finally became apparent to the tribesmen that the machine was going to continue on its
course. Under close supervision, the machine continued to move south until it passed Om and into the “unclean” lands.

This is your equipment. Any players’ suggestions for other items they would like to have (flasks of oil, mirrors, etc.) should be
communicated to the GM, who will determine if such items would be available to the party.

FURTHER NOTES TO THE GM


The artifacts of the Ancients listed above are, in reality, two ID cards (the green-edged one a second-stage civil service
maintenance worker’s ID, the red one a fourth-stage law enforcement ID), two pairs of infra-red goggles, and a type of control
baton. The button on the control baton causes any robotic unit below fourth-stage ID control to cease all previously given
instructions and await new orders (given vocally). Any higher-grade robotic unit will pause to await new instructions, but if none
are forthcoming it will resume functioning and continue to follow its original instructions. The first machine mentioned in the
player notes above was a second-stage light cargo lifter; it is still sitting on the roadway awaiting new instructions. The second
machine was a fourth-stage security robot which paused for new instructions, and when none were forthcoming, continued on. In
either case, the machines would not have been able to respond to the tribe’s language, had they been given commands.

START
The explorers first will (or should) determine their order of descent into the escape shaft. Explorers may light torches, candles or
lanterns on the surface and descend with them; drop a lighted torch down the shaft first (50% chance of its remaining lit); or light
their light sources after descending in the dark. Illumination will be an important factor in this adventure, so the GM should keep
a careful record of the passage of time and the status of the light sources of the party.

The rungs attached to the side of this escape shaft are in perfect condition, so there is no chance of one breaking. However,
depending on how the party descends (encumbered with equipment, using one hand to hold a lit torch, etc.) the GM may want to
allow a small chance for a character to slip or lose his grip. A smart party, for example, might drop in a torch, have one character
descend unencumbered, lower all the gear to him by rope, and have the remaining characters follow.

Upon reaching the alcove at the bottom of the shaft, the party will find the shaft control panel.

IMPORTANT: The control panel is still active! If a character operates the “T” handle in the proper manner the door will close (of
course, the explosive bolts have already blown, so nothing else would happen). The door takes three seconds to close, so anyone
in the doorway should be able to move out of the way. However, if for any reason a character is caught as the door closes he will
take 1-10 points of damage (mashed fingers to broken limb).

Normally, once the blast door was shut it would not be able to be reopened: Atmospheric pressure from the escape shaft once the
hatch was blown against the vacuum of the tunnel would hold it shut until the escape hatch was replaced and the shaft re-
evacuated. Now, though, with the pressure being the same on both sides of the door, the blast door may be slid open by characters
with a combined strength of 40. The door will slide shut again once the characters release their hold. Voices will not carry
through the door, although the sound of something solid (metal or stone) tapping against it will. Should the party become
separated by the door, the GM must determine if the characters can communicate in their efforts to reopen it.

EXPLORATION OF THE TUNNEL


Once the characters emerge from the escape shaft, they will find this section of the sub-train tunnel to be relatively undisturbed
since the time of the Apocalypse in 2322. A slight current of air blows from the north (known only to the players if they have
asked the GM if the torch flames flicker or if smoke trails in a particular direction), indicating an opening to the surface exists at
some point farther along in that direction. Players examining the floor of the tunnel will find a very fine layer of dust, and upon
even closer examination, the tracks of small creatures like mice. As the characters explore immediately around the area of the
opening to the escape shaft, they will notice light from glowing red panels overhead (the same light which could be seen from the
surface). Painted on the wall beside the opening they have just left is a stylized symbol “31” — although the characters will only
perceive it as a mysterious symbol of the Ancients.

At this point the players will have only two real choices of action: proceed along the tunnel to the north, or to the south. If the
choice is north, the first item of interest encountered will be another escape shaft (#32) two kilometers to the north of their
present position (see map). This shaft is active; if a player enters the alcove and pulls and turns the “T” handle, the blast door will
close, the siren will sound, and a few seconds later the hatch on the surface covering the shaft will blow clear. This shaft opens in
a field just to the north of Parlund, near the remnants of the duralloy roadway. Should the players exit at this point and return to
Parlund, the GM should play the part of the village leader and have the explorers descend again to continue their investigation.

As the explorers continue north from escape shaft #32, they will notice an increasing amount of debris on the floor of the tunnel
— more dust than before, a few leaves, spider webs on girders, and so forth. About a kilometer north of escape shaft #32, the
characters will begin to see actual rubble on the floor — dirt clods, rocks, etc. — and a few hundred meters beyond that, the
tunnel is collapsed. This is the location on the map of the gap in the duralloy roadway, the result of an errant surface missile
strike. At the time of the missile strike, the crater actually opened into the sub-train tunnel, but in the many years since, the pit has
completely filled in. This effectively eliminates the possibility of exploring the tunnel further to the north, although diligent work
could open a passage to the surface from here.

This area has become the burrow for a lair of three Parn (chance of encounter 75%).

If the party explores south of escape shaft #31, the first item of interest will be escape shaft #30, two kilometers south of #31.
This shaft is completely inactive, save for the glowing blue panel over the entry alcove.

The party will find shaft #29 two kilometers south of #30. This shaft is active the blast door will close and the siren sound), but
the explosive bolts have all decomposed and will not blow the hatch cover.

Another two kilometers south of shaft #29 is shaft #28. At some time in the past, the hatch cover blew (either through instability
of the explosive bolts, or perhaps when a worker tried to escape in 2322). The blast door is closed. If the explorers open it, they
will find the entry alcove and shaft filled with earth, and in addition they will find it to be the lair of a herp that will attack with
the advantage of surprise. If the explorers fail to kill the herp, they may outrun it in an attempt to escape, but the herp will track
and pursue the party as long as they remain in the tunnel.

Two kilometers to the south of escape shaft #28 is a subsection control station. A few of the bright lights near the station are still
burning (although somewhat dimmer than at full power), and the party will notice the glow from 500 meters away. This station
will be the main encounter area for the group in this scenario.

Unknown to the party, the surface entrance to this station (which is several kilometers south of Om, in the region of unclean”
lands) has been discovered and opened by a group of badders that had a burrow near the structure. The badders quickly
transferred their burrow to the control station and the tunnel area to the immediate south. This lair consists of six males (hp 33,
31, 24, 23, 21, 18), six females (hp 30, 27, 23, 21, 17, 16) and three young (hp 18, 15, 12).

The badders have forced open the doors to the surface entrance structure and the elevator doors inside, built a rough ladder to
descend the elevator shaft to the top of the elevator car (which now rests at the control room level), and built another ladder from
the trap door in the top of the elevator car to the floor of the car. The elevators to the control room itself have also been forced
open.

When the badders discovered the control room, all was dark and inactive. (The main power line of the system had been severed
and the back-up nuclear power system had not engaged.) One of the badders accidentally moved a control that activated the back-
up power system, causing some lights to go on, and since that time, through trial and error, the badders have learned to control
the lights and doors of the station.

The badders also discovered the remains of a human who died in the station in 2322 and among the remains were a fourth-stage
law enforcement ID, a fully charged laser pistol, and two extra hydrogen energy cells.

The remains are those of a law enforcement official assigned to the control room in 2322 to prevent sabotage. The badders do not
know what the ID or the energy cells are. However, they do know what the laser pistol is and how it operates. The leader of the
badders possessed such a weapon previously, but the energy cell was exhausted in learning its operation; now that the badder
leader knows of the limited life of the weapon, he operates it only in emergencies. The pistol has five shots left on its present
energy cell.

The badders also possess one other weapon of the Ancients: a vibro blade (15 minutes of charge left), which is carried by the 31-
hit-point badder. All the other male badders carry regular swords and shields; the female badders have daggers. The young are
weaponless. Badders will pick up and use weapons dropped by other fighters in melee.

As the characters approach the station, there is a 50% chance they will be spotted by a patrolling badder; otherwise, the characters
will have surprise. As the characters approach the station, they will notice that one of the doors leading to the maintenance area is
open. In the maintenance area are a personnel carrier, two maintenance carriers, and two engineering robots, all inactive at this
time. Once they are discovered, the badders will fight to the death to defend their burrow. (The GM should remember to keep
track of time if the herp from escape shaft #28 is pursuing the explorers.)

If the party defeats all the badders, the GM may then determine the results of any exploration and/or the condition of any artifacts
in the station. The GM may wish to have the control station be totally ravaged by the badders, with nothing of value left, or may
have the station in relatively undamaged condition.

If the party fights and then bypasses the badders and heads south, about a kilometer south of the control station they will find the
tunnel collapsed. (The GM should give the same clues of increasing debris, as if the party had ventured north).
At the collapse, the party will find the wreckage of a sub-train that ran into the ruined tunnel. The wreckage of the subtrain
consists of the main propulsion unit and three transport units. All units have been wrenched from the rail and lie at various angles
to each other and the tunnel floor. The nose of the propulsion unit is completely smashed, and the side is split open to reveal
several featureless, drum-like objects (large atomic energy cells) 90 cm in diameter and 2 meters tall. Also visible through the
split are wires of many colors, tubes, small mechanical linkages, etc.

The three transport units, although bent and dented, are relatively intact. The hatches to the transport units are locked and may
only be opened by physically ripping off the hatch (unlikely to be accomplished by sheer muscle power, without at least pry bars,
block and tackles, and hammers and chisels), or by cutting them open with some energy weapon (blasting off the latch
mechanism with a few shots from a laser pistol, cutting with a vibro blade, etc.) Two of the transport units contain only duralloy
building components — beams, sheets, pipes, etc. — but the third contains a piece of special military equipment: a defense
platform.

This device started as a light cargo lifter but has had the manipulative devices removed. On the platform is mounted a force-field
generator. This device generates a hemispherical polarized force field 5 meters in diameter. During operation, the field extends 2
meters in front and behind the platform, 3½ meters past each side edge and 5 meters overhead. Also mounted on the platform is a
stun-ray projector (functions as a stun rifle with 100 shots). Since the force field is polarized, the stun ray projector may be fired
through the force field and yet the field still protects anyone or anything within it. The platform, force-field generator, and stun
ray projector are powered by a special atomic energy cell good for 50 hours of continuous operation of all powered devices.

When found, the defense platform is in perfect condition. However, the GM should use his judgement as to whether or not any
damage to the platform occurs as the transport unit is forced open. Also, the platform is much too large to remove from the tunnel
through any exits the characters have found, so it will be left to the GM to determine if the players manage to tunnel, blast, or
otherwise make an opening to the surface to remove the device.

FINAL NOTES TO THE GM


This scenario has been left open ended; the GM may alter or augment it in any way he sees fit. With escape shafts occurring
every two kilometers, there is ample opportunity for entrance into the tunnel; thus, the GM may include more encounters. For a
more advanced adventure, the subsection control stations may be deemed operational, thus making possible such things as
encounters with robot units upon entry into the tunnel (the opening of an emergency escape shaft could summon engineering or
security robots), active resistance by ’bot units at control stations, even the actual operation of sub-trains and/or subsidiary
equipment. For very advanced scenarios, include main section control stations and make them operational, including a great
number of robotic units. Need more action? Include wreckages of subtrains with fantastic cargos. Anything is possible — just
remember that the key to a successful adventure is play balance.

Mutants, Men (?), and Machines (A GAMMA WORLD creature collection) by Roger Moore (Dragon #75)

Hydragen
No. Appearing: 1-4
Armor Class: 3
Move: 12
Hit Dice: 14d6
% in Lair: 40%
Attacks: 5-30 (×2-7) per bite, or by special
Original Stock: Diamond-backed rattlesnake
Mutations: Taller, multiple body parts, gas generation, pyrokinesis, illusion immunity

The Hydragen is a huge, mutated descendant of the diamond-backed rattlesnake. It is found in many places in the deserts of
southwest North American (the old United States and Mexico). Hydragens range from 15 to 20 meters in length in adulthood and
appear to be large, multiple-headed serpents; 2-7 heads are present and each is well equipped with razor-sharp fangs and teeth.
The six major fangs, in the upper jaws along the front, contain an intensity 15 paralytic poison effective only against mammalian
creatures (including humans, of course). Because of their speed, these monsters rarely go hungry, although relatively intelligent
beings give them a wide berth. They are not especially intelligent themselves, but Hydragens readily pursue any prey and use
their cunning to drive victims into dead-ends (box canyons and the like) to prevent escape.

If the creature is in grave danger or confronted by many opponents, a special power of the Hydragen can be brought into play.
The creature can generate large amounts of highly explosive gases in its stomach, and once every 12 combat rounds it can belch
out clouds of this gas from all of its heads, directed at as many different targets (within range) as it has heads.

Each head then uses the Hydragen’s pyrokinesis ability to ignite the gas clouds, at ranges between 10 and 30 meters as desired,
creating an explosion with a 5-meter radius of effect. The flames and concussion from the blast will do 10d6 damage to all within
the blast A Hydragen may generate this gas only three times a day. If this fails to stop an opponent after the third use, the
Hydragen will retreat. Those beings caught in the blast areas may take half damage (5d6) if they are immune to either fire or
sonics, or no damage if immune to both. Note that even if the victim is immune to these effects, the 75% chance of being
knocked down for 1d6 damage still applies. area, and beings of man-size or smaller out to 10 meters from the blast center stand a
75% chance of being knocked down and suffering 1d6 damage.

Hydragens prefer living in isolated locations like deserts and barren, rough terrain. The brilliant patterns of yellow, red, and black
across the Hydragen’s back stand out clearly in any terrain or environment, though this is not yet a major problem for it, since its
speed and tenacity make up for its lack of camouflage.

A Hydragen nest is a shallow depression in sandy soil about 5 meters across and 2 meters deep. There is a 20% chance of 1-6
eggs being buried one meter below ground. Each egg is one-half meter long, ovoid in shape, and dull yellow in color. It is very
possible that more than one adult Hydragen inhabits the nest or the area nearby. There is also a good chance (65%) that 1-6
treasures and 1-2 artifacts will be in or near the nest, previously appropriated from some unfortunate adventurers who ventured
too close.

Each head of a Hydragen has its own brain, and the heads work together with exacting coordination. Among other advantages,
this accounts for the creature’s immunity to illusions and illusional attacks or forces. The lifespan of a monster of this sort is
estimated to be over 200 years.

Raydium
No. Appearing: 2-5
Armor Class: 6
Move: 18 (flying only)
Hit Dice: 6 (Alpha), 10 (Beta), 14 (Gamma)
% in Lair: Nil
Attacks: 2-12 (Alpha), 4-24 (Beta), 6-36 (Gamma)
Original Stock: Manta ray
Mutations: Wings, telekinesis, gas generation, heightened radar sense

Raydiums are large, mutated manta rays that still strongly resemble their ancestral species. At present there are three known
types, to wit:

Alpha Raydiums are dull black in color with silver and blue highlights, and have a wingspan of about 2 meters. They are
commonly found over the shorelines of the east coast of North America, though a few have been seen further inland.

Beta Raydiums are about 4 meters across and are a dark grey dorsally and a light blue-grey ventrally. Beta Raydiums are found in
more southerly climates than the Alphas.

Gamma Raydiums, spanning 6 meters from wingtip to wingtip, are a pale blue and are known to live only around a few islands in
southeast North America.

All Raydiums spend their lives airborne. Young are born in mid-air; they cling to the parent until their wings dry only a few
minutes), and then they can fly as well. For food, Alpha Raydiums eat small aerial creatures up to 1/10 meter in size; Betas can
eat creatures up to 3/10 meter in size, and Gammas can eat creatures up to 1 meter across in one bite.

A very powerful innate radar sense gives all Raydiums a +4 bonus to hit with a bite attack, and any ìto hitî score of 20 or better
means the prey has been swallowed whole, if it was of the appropriate size. Raydiums can maneuver easily in darkness or light;
they have no eyes, but the “radar” sense has a maximum range of 500 meters to the front of the creature. Typically, Raydiums fly
at altitudes of 300 to 800 meters.

All Raydiums have special abilities they use to catch prey on the ground, should they happen to notice it. When a flock of
Raydiums notices creatures of edible size on or near the ground, one of the flock detaches from the group and swoops down in a
silent glide (+2 on surprise) at double normal speed (36) and releases a gas cloud 30 meters long, 10 meters wide, and 5 meters
deep over the targets. The gas has a poison intensity equal to the number of hit dice of the Raydium releasing it; the gas affects all
mammals, reptiles, amphibians, and avians causing them to be rendered unconscious for a number of minutes equal to 20 minus
the victim’s constitution. The gas cloud can only be generated once a day by any Raydium.

The gas dissipates in one minute, and then the other Raydiums swoop down, use telekinesis to pick up the smaller creatures (treat
as a mental attack), and fly off with them for a snack in the clouds. Alphas can lift up to one kilogram, Betas up to 10 kilograms,
and Gammas up to 50 kilograms with their telekinetic powers. The telekinesis lasts only 5 melee rounds, so eating must be done
quickly.
Some Beta Raydiums (1 in 6) and Gamma Raydiums (3 in 6) are able to generate other types of gases besides the
unconsciousness gas. Each individual so endowed will produce only one additional sort of gas. Roll d6 and refer to the following
list to see which gas the Raydium will use:

1 = poison gas (kill)


2 = blindness-producing gas
3 = paralysis gas
4 = tear gas (-2 on all attacks)
5 = radioactive gas
6 = no effect except to obscure vision to 1’ distance.

All of these gases, except the killing poison and radioactive gases, take effect only if a “D” result is obtained on the Poison Attack
Matrix. Poison and radioactive gases can cause damage, as listed on the Poison Attack Matrix, if they do not kill the victim.

Fortunately, Raydiums are too stupid to use their telekinetic powers to pick up rocks and bomb victims with debris. Raydiums are
locally known as “skydivers” or “dusters” (after “crop dusters”, ancient aircraft that sprayed insecticides on crops and fields).

Cycloptron
No. Appearing: 2-12
Armor Class: 5
Move: 8
Hit Dice: 16d6
% in Lair: 25%
Attacks: 6-36 or special
Original Stock: Human
Mutations: Taller, improved infravision, radiated eye (special), transmutational touch

In the mountainous regions of western North America may be found the great caverns of the folk known as the Cycloptrons.
These are human-descended beings who stand an average of 6 meters in height at adulthood. Their hair is a bushy black, glossy
in appearance, and their skins are a dull silver-grey. Cycloptrons are humanoid in shape, thickly built and powerfully muscled.

The enormous weight they carry is well supported by their skeletal systems, because of the addition of a light metallic alloy to the
composition of their bones. So much of their physiology requires metallic elements that Cycloptrons frequently make their own
wells and reservoirs underground and fill them with specially developed metallic salts. Their food is also heavily spiced with
metallic salts and materials.

Cycloptrons have only a single eye, with a red-gold iris. Though they have limited depth perception (and are -4 to hit with thrown
missiles), the larger eyeball better enables them to see in the infrared spectrum up to one kilometer distance. Daylight causes
them no discomfort. Three times a day, a Cycloptron may launch a ray of energy from its eye against an opponent or opponents,
with the same ranges and scores “to hit” as a Fusion Rifle. Every time this ray strikes an opponent, it will cause the loss of 1 point
of physical strength and 1 point of constitution (plus all attendant bonuses and hit points) for 1-6 days. After this time the lost
points will be regained; but note that if a victim is hit two or more times, the duration of the strength and constitution losses are
cumulative. (Two hits =2 points loss from each ability, for 2-12 days.) Should either the victim’s physical strength or constitution
score be reduced to zero, he or she is slain. Otherwise, the victim can survive the encounter, and recuperation can eventually take
place.

Cycloptrons are able, by simply touching something that is predominantly metal, to draw the metallic elements out of the object
and effectively disintegrate it. A Cycloptron can destroy 1 cubic meter of metal in this fashion every round --- and this power
cannot be “turned off”. Clever merchants from other races will trade old machinery parts to these beings (for use by them as
food) in exchange for their services.

As a result of this metal-disintegrating characteristic, Cycloptrons cannot use robots or the like, and their technological level is
quite low. Cycloptrons energetically avoid contact with duralloy and radioactive elements; the former acts as an intensity 15
poison if touched by one of the creatures (doing 3d6 damage), and the latter is greatly feared by all Cycloptrons for religious
reasons.

Cyber-Netter
No. Appearing: 1
Armor Class: 1
Move: 18
Hit Dice: 20d6 (100 hit points)
% in Lair: Nil
Attacks: See below
Type: Robot
Power Sources: Nuclear plant
Sensors: Standard, infrared, ultraviolet at 2 kilometers
Control: Only by a specific permanent cybernetic installation

Adventurers in the Great Lakes region of North America have reported a new, apparently post-holocaust robot type that is
occasionally found as far as 200 kilometers from Lake Superior’s shorelines. Observers believe that it is being manufactured by
one or more unknown PCI’s for unknown reasons.

The “Cyber-Netter”, as the locals call it, is a flattened sphere 6 meters in diameter and 3 meters tall. Eight legs project out from
the sides of the body at regular intervals, lifting the body some 8 meters off the ground. Its armament is lighter than for other
types of robots or warbots, but effective nonetheless. The mechanism has two batteries of Mark VII blaster rifles (3 “guns” each)
that each do 20d6 damage out to 500 meters, 15d6 out to 1,000 meters, 10d6 out to 1,500 meters, and 5d6 out to the maximum
range of 2,000 meters. It also has a grenade launcher that can fire 50 rounds of stun grenades out to 100 meters.

Peculiar to the Cyber-Netter is a special sort of weapon (of non-lethal design) called a “webber”. A single barrel, projecting from
the front of the Cyber-Netter, is capable of ejecting long strands of sticky material onto a target or targets, like water from a fire
hose. Everything within a 60-degree arc to the front of the Cyber-Netter, out to a maximum range of 20 meters, has an 80%
chance of being caught in the sticky masses of material when the webber is used.

Victims caught in the mess may attempt to pull free; their base chance of succeeding is equal to their physical strength doubled
and expressed as a percentage. Only one attempt may be made to pull free; failure means that the victim is trapped for the time
being.

The webs are not flammable in the least, and the strands harden in five minutes to the consistency of a steel-mesh net. The Cyber-
Netter may then recover the captives at its leisure, lifting them out with a tractor/presser beam on the underside of the body (able
to move 500 kg at 20 meters) after cutting away the strands with the atomic torches mounted on the ends of the two front legs.
When not in use, the torches retract into the mechanical foot-pad at the end of the legs.

Captives are deposited inside the Cyber-Netter through doors on the underside of the body by the tractor/presser beam equipment,
and then carried away. No one knows where they are taken or what happens to them after that. The machine emits coded radio
signals from time to time, but they are not decipherable, and no receiving station is known.

Nitrodjinn
No. Appearing: 1
Armor Class: 2
Move: 6
Hit Dice: 17
% in Lair: 100%
Attacks: See below
Original Stock: Unknown
Mutations: Absorption, illusion generation, life leech, weather manipulation

The nocturnal creature of desolate areas known as the Nitrodjinn is a rare and strange being. Each creature is invariably
associated with an atomic energy source such as a reactor or large battery, from which it appears to draw its “life force”. Each
being manipulates the local weather conditions to produce a thick fog for a 100-meter radius around the atomic power source.

Unless opponents can see in the ultraviolet spectrum, the Nitrodjinn is completely invisible to the casual observer while within
the fog. In ultraviolet light or when seen without the surrounding fog, this being appears to have a vaguely humanoid torso with
four arms and a featureless head. The lower half of the body is a long serpentine form stretching along the ground all the way
back to the power source. The Nitrodjinn may move a maximum of 150 meters from the atomic source, and no more: if forced
beyond this point, it will die immediately.

Nitrodjinns may use their life leech ability within a 30-meter radius of the creature’s head. They may also use illusion generation,
making shapes of men and monsters appear and disappear in the fog, misleading adventurers until they stumble into a hidden trap
or pitfall. Nitrodjinns have a mental strength of 18. They may also attack physically, four attacks per round, and each strike from
a hand will drain one point of dexterity from the opponent for 2-12 hours. If an opponent has his or her dexterity reduced to zero
in this manner (multiple hits are cumulative), death occurs. The absorption abilities of the Nitrodjinn apply to any form of cold or
gaseous attacks, and the creatures are immune to all poisons.
Nitrodjinn fog reduces normal visibility to one meter, makes infravision useless, but does not affect ultravision. Any strong light
source within the fog will create a “white-out” effect, and makes all opponents without ultravision take a -4 to hit penalty from
the partial blindness resulting from it. Nitrodjinns seem to be very highly intelligent and know how to best utilize their powers for
defensive and offensive purposes.

The Nitrodjinn’s torso is roughly man sized, and the snake-like lower body is about 1/4 meter in diameter. As these beings are
partially composed of energy, they are only semi-material and hence have such a low armor class. If the power source of a
Nitrodjinn is destroyed, the creature will be destroyed as well.

Sage Advice by Unknown (Dragon #76)


What happens if a GAMMA WORLD mutant hits an AD&D character with the power de-evolution?

The AD&D character, unlike GAMMA WORLD characters, has no resistance to mental attacks or radiation attacks from
GAMMA WORLD monsters or devices. De-evolution will automatically strip an AD&D character of one level per GAMMA
WORLD combat round (10 seconds), meaning that 6 life levels will be lost per AD&D round, no saving throw allowed. This was
confirmed by Jim Ward, the co-author of the GAMMA WORLD rules. And you thought vampires were bad! AD&D characters
drained of life levels by de-evolution simply die and do not become undead. If raised, the character so affected will be a zero
level character.

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