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The Apocalyptic Post Volume 1

Issue 1
Inaugural
An Unofficial GAMMA WORLD® Online Bi-Monthly Aug - 2000

Art by John Traglio

Covering All Versions of the GAMMA WORLD® RPG

The Apocalyptic Post is an eZine dedicated to the GAMMA WORLD® roleplaying game. It is offered free of charge to all interested parties and is not to
be sold in any form. It may be printed if distributed free of charge.

The Apocalyptic Post supports all five editions of the GAMMA WORLD® roleplaying game. To the extent that they overlap with one or more of the vari-
ous GAMMA WORLD® editions, this publication also supports other roleplaying systems and settings (i.e.: ALTERNITY®).

GAMMA WORLD®, ALTERNITY®, and METAMORPHOSIS ALPHA® are registered trademarks of Wizards of the Coast, Inc. This work is not authorized by,
nor affiliated in any way with, Wizards of the Coast, Inc. Nothing herein is to be construed as a denial of, or challenge to, Wizards of the Coast, Inc.'s
ownership of these intellectual properties. TALISLANTA® is a registered trademark of SMS, Inc.

All original content herein are the intellectual properties of their respective author(s).

Apocalyptic Post
© 2000 Benjamen Hebert, et. al.
Design © 2000 Tormentor and Lord Irish
The Apocalyptic Post Volume 1
Issue 1
Inaugural
An Unofficial GAMMA WORLD® Online Bi-Monthly Aug - 2000

THE SLEETH SPEAKS


Welcome to the first issue of The Apocalyptic
Post. This eZine comes on the heels of Action
Check and The Dark Times, two excellent
online resources for Wizards of the Coast's
now-defunct ALTERNITY® science fiction role-
playing game.
THE SLEETH SPEAKS (News and General Words of Wisdom)
GAMMA WORLD® enthusiasts are no strangers
- Editorial 2
to game cancellations. The latest re-release
of the setting by Andy Collins and Jeff Grubb is
THE MUTANT MENAGERIE (New and Converted Critters) the fifth in a long and distinguished series of
- Mud Puppie 3 GAMMA WORLD® editions (all inspired by
- Marsh Wiggle 4 METAMORPHOSIS ALPHA®). Based on the AL-
TERNITY® game mechanic, this version of the
- Bloodhound 5
GAMMA WORLD® setting is arguably the most
- Jaka Manhunter 6 versatile and adaptable yet. However, it-like
the editions that came before it-will not be
RUMORS AMID THE RUINS (Original Fiction and PBEM Updates) supported by the company that produced it.
- “Oodehn and the Mud Puppie” 7
It is the purpose The Apocalyptic Post to sup-
SWIMMING IN THE GENE POOL (New and Converted Mutations) port all versions of the GAMMA WORLD® set-
- New Mutations for GW5 8 ting with original material that is as good-or
better-than the official materials that came
before.
GAMMA FLORA AND FAUNA (Mutant Plant and Animal Info)
- The Missing Marsupials 10
On behalf of all of us who have survived the
end of Gamma Terra over and over again, en-
ARMS, ARMOR, AND GEAR (‘Nuff Said) joy!
- Gamma Gear 11
- Piecemeal Armor Rules and Stats 12 -The Editors

PLACES AND PLOTS (New Areas, Encounters, and Plot Hooks) • Brutorz Bill
- Gren Lake Area (with map) 14 brutorzbill@hotmail.com

ATTERCOP’S WEB • Chris Conboy


GAMMA WORLD Resources on the World Wide Web 16 cconboy@optonline.net

• Benjamen Hebert
vadvaro@earthlink.net

• Derek Holland
dmh71@juno.com

• Lord Irish
lord_irish@hotmail.com

• Tormentor
tormentor@home.com

• John Traglio
spidertrag@aol.com

2
The Apocalyptic Post THE MUTANT MENAGERIE

MUD PUPPIE by Derek Holland


Game Data
Mud Puppie, also waterdog, is the common name for a
STR (1d6+10) INT (Animal 4 or 1d4+4)
group of aquatic salamanders.
DEX (1d4+4) WIL (2d4+2)
CON (1d4+8) PER (Animal 1 or 1d3)
The Mud Puppie of Gamma Terra isn't your
• Durability: as CON
ordinary newt. • Action Check: 10+/9/4/2
• Move: walk 1, swim 2
Found in southern Canada and the United States, mud • # Actions. 1
puppies have a flattened head, a dark brown or gray • Reaction Score: Ordinary/1
body, a flattened tail, and three pairs of bushy external
• Mutations: Gills, Thermal Vision, Improved Natural
gills. They generally crawl on their four legs along river
or lake bottoms. They feed on aquatic invertebrates and Attack (fangs)
vertebrates. A female lays 60 to 70 eggs in shallow water • Defects: Nocturnal, Toxin Intolerance, Extreme Envi-
in late spring. ronmental Sensitivity (arid and cold), Achilles Heel
(gills)
Scientific Classification: Mud puppies belong to the ge-
nus Necturus in the family Proteidae.

Description: The mud puppie is a newt 3 meters


long. It is dun to brown, depending on where it is liv-
ing. Its gills have enlarged to draw oxygen from the
mud and they are sensitive to damage.

Encounter: Like its ancestors, the puppie is carnivo-


rous and will attack animal up to 2 meters tall/long.
It hides in the mud waiting for something to come
within reach, and then strikes, trying to cripple the
prey's legs and bleed it to death. If its gills are damaged,
or a cold producing weapon is used against it, a puppie Attacks
will swim away to find other prey. Bite: d4w/d4+2w/d4m (LI/O)

Defenses
Habitat/Society: Mud puppies are found in the deep Armor : d2 (LI), 0 (HI), 0 (En)
mud along streams and rivers. The mud must be at +2 vs melee
least .75 meters deep. They hunt at favorite watering -1 vs ranged
sites of the local animals. Mud puppies are solitary like
alligators; they can be found in small groups, but will not Skills
interact. They mate in the fall and 4d6 young hatch in Stealth- hide [9]; Awareness- perception [6]
the spring. The mother does protect the young until they
are .3 meters long. Ecological Profile
• Biome: Temperate/Tropical streams and rivers (mud)
• Encounter chance: Unlikely
• Group size: d6
• Org: Solitary
• Niche: Top Level carnivore
• IQ: High Order animal

3
The Apocalyptic Post THE MUTANT MENAGERIE
MARSH WIGGLE by Brutorz Bill A solitary race, they dwell in wigwams of bark, rushes or
(based upon a concept by Fred Lee Cain) tanned hides; either alone (50%) or as a family unit- a
married pair with 1-3 children. Sometimes an entire clan
Description: These rare mutant human- is scattered over a wide area. They are 80% likely to be
oids are extremely tall (6'6'' average) encountered in their settlement. Enjoying their privacy,
and extremely thin with an average life- they live quietly, fishing, fowl-netting, hunting and farm-
span of 80 years. They have gaunt, ing a little.
somewhat homely features; long
pointed nose and chin, large ears and Marsh-wiggles are extremely reluctant to leave their
long, lank greenish-grey hair-like tiny quiet peaceful, mostly uneventful life to go exploring.
flat reeds. Their large webbed feet are On the rare occasion that one does, other wiggles con-
duck-like and horny, while their skin is a sider it 'strange' and 'too full of high spirits'. Though
muddy dun color. even these adventurous ones avoid hot, arid lands.

Encounter: If at all possible Marsh- A fatalistic friend (or foe!) for your
wiggles avoid combat. This does not
mean they are weak and helpless. Far Gamma World campaign.
from it, living in the marsh-lands of
Meriga, the wiggles must face a whole
host of dangers, such as Mud Puppies & Game Data
Gators. When armed & armored for
combat wiggles tend to wear leather or STR (4-13) INT (4-14)
studded leather armor, In combat they DEX (4-14) WIL (7-15)
rely mainly on sling, spear (long), bow CON (7-15) PER (4-12)
and occasionally a trident. If possible,
Marsh-wiggles will attack from ambush • Durability: as CON
with ranged weapons, attempting to drive away oppo- • Action Check: 14+/13/6/3
nents. They never pursue a foe beyond their marshlands, • Move: walk 4 , run 10 , swim 8
unless fellow wiggles have been kidnapped/captured. • # Actions. 2
• Reaction Score: Ordinary/2
Habitat/Society: They dwell in temperate fens or • Mutations: Toxin Tolerance, Improved Senses
marshy areas abundant with rushes, cat-tails, reeds and (hearing only), New Body Parts (Webbed- duck-like
low stunted trees where their drab, homespun earth- feet, 2 step bonus to all swim skill checks), Tele-
color garb (drab yellow/green in Spring) added to their pathic Resistance, Camouflage (In their natural sur-
natural appearance renders them almost invisible. roundings, they are very difficult to see, any ranged
attacks vs. them suffer a +1 step penalty).
Their habitual expression is one of quietly resigned, fa- • Defects: Physical Change;Major (Duck-like feet, ex-
talistic melancholy for few beings have a more dismal tremely large ears, tall gaunt appearance), Environ-
view of life. Marsh-wiggles tend to a dolefully forlorn mental Sensitivity; Slight (Arid conditions). Poor
pessimism-not whining or complaint but with a dismally Looks (as the flaw).
philosophical acceptance; "it's no use worrying; nothing's
going to turn out right anyway!" (Some other races may Attacks
find this mildly amusing.) Despite this, wiggles are nei- As weapon.
ther cowards nor quitters. In fact, this attitude may be
more a preparation in case anything does go wrong. Defenses
They might not be as sincerely mournful as they let on Variable.
for they are not inclined to despair, even when the going
gets rough. Skills
Athletics, Movement, Stamina, Knowledge, Awareness,
This quietly fatalistic resolution and indominability is Interaction
coupled with a gentle decency and accommodating na-
ture. They are neither inhospitable nor unconcerned Ecological Profile
over injustice or the hardships or others. As generally • Biome: Temperate/Tropical marshes
'good' people, they can be charitable, courteous, obliging • Encounter chance: Slim
and brave. • Group size: d4
• Org: Familial/Tribal
• Niche: Top Level omnivore

4 • IQ: Sentient
The Apocalyptic Post THE MUTANT MENAGERIE

BLOODHOUND by John Traglio sized for more widespread use. It is assumed the Shapers re-
(with assistance from Brutorz Bill) fused, at least one certainly hopes so.

Description : The Bloodhound is a viscous mutant canine mutt,


with an evil attitude. These beasts not only kill for food, but Game Data
for pleasure as well. Despite their lack of sight, they have un-
canny senses of hearing and smell that more than compensates STR 11 (d4+9) INT 4 (Animal 13 or d4+11)
for any vision related deficits. They have two bony blade-like DEX 10 (d4+8) WIL 13 (d4+11)
appendages, a dagger-like tail, that is mainly used to swipe at CON 10 (d4+8) PER 3 (Animal 11 or d4+9)
those sneaking in from behind and a very nasty bite. The
hound's bite is particularly foul, not only does one have to • Durability as CON
worry about the long fangs, but, the beast's saliva has an anti-
coagulant in it, thus, even if the prey gets away, there will be a • Action Check: 15+/14/7/3
nice blood trail to follow. Coloration varies from hound to • Move: sprint 56, run 36, walk 10
hound, the true mongrelness of the species coming out. Blood- • # Actions: 3
hounds are about the size of a Rottweiller.
• Reaction Score: Ordinary/2
• Mutations/powers: Enhanced Sense (Hearing), Hyper Sense
Encounter: These ferocious hounds kill not only for food, but (Smell), New Body Parts (Bony-blade-like appendages,
simply for the sake of killing. Often a pack will deliberately spiny ridge along back), Natural Attack (blade-like limbs &
wound prey and let it "escape" so that they can have a "little tail), "Poison Attack" (their saliva contains an anti-
fun" following the poor wretch's blood trail. Moving in for the coagulant agent; the poison has an onset time of ten min-
final death blow only when the pitiful creature can go no fur- utes, maximum duration four hours. A Con check (with a +1
ther.
step penalty) must be made after the initial bite, if failed,
additional checks can be made every hour thereafter. A
successful check indicates normal clotting factors have re-
turned. Until that time firm manual pressure must be
maintained in order to prevent bleeding. Otherwise the
victim loses 1w point every 5 rounds from blood loss. This
will continue until clotting factors are restored or the vic-
tim dies.
• Drawbacks: Diminished Sense (Sight-totally blind).

Attacks
Claws (x2) 12/6/3 d4w/d6w/d6w LI/O
Bite 14/7/3 d6+1s/d6w/d6+3w LI/O (+anti-coagulant saliva re-
sulting in 1 point of wound damage every 3 rds.)
Blades: Appendage blades 14/7/3 d4+2w/d6+2w/d4m LI/O,
Tail blade (rear attacks only) 12/6/3 d4w/d4+1w/d4+2w LI/O

Defenses
+1 resistance modifier vs. melee attacks
Habitat/Society: Certain beings have begun using these dogs as +1 resistance modifier vs. ranged attacks
hunting and guard animals. Most of the "civilized" races (Sleeth, Armor : d4-2(LI), none (HI), none (En); (The creature also has a
Dabbers, etc.) balk at such a concept, but many of the more spiny ridge along it's back that provides an armor of d4+2 vs. LI
evil minded ones (Serfs, Badders etc.) consider the Blood- attacks from behind.)
hounds worthy pets. Even the occasional dark-minded Jaka
Beastmaster will tame/train these beasts. Indeed a Bloodhound Skills
trained by a Jaka Beastmaster is worth a considerable sum. As Unarmed Attack (11)-brawl (13), Stealth (11)-shadow (13 ),
long as, the Bloodhound is well fed, it does its job, though they Movement (10 )- race(12 ), Stamina (10)- endurance (13),
must be raised from pups...any mistreatment results in the Awareness (13 )- perception (14), Investigate (14 ) -track (18 ),
master becoming food… Resolve ( 13 ) -physical resolve (15 ).

The Red Death Alliance has a particular fascination with this Biome: All throughout Meriga (usually Temperate zones, though
beast. It has been reported that the Alliance's assassins have "pets" go wherever their master takes them.)
used the beasts saliva, for truly horrendous effects. One anony- Encounter chance: Possible
mous source reported that the Friends of Entropy have even Group size: 2-12
approached the Shapers in an attempt to get the saliva synthe- Org : pack
Niche : Large carnivore
IQ : High-order animal

5
The Apocalyptic Post THE MUTANT MENAGERIE
JAKA MANHUNTER (Converted from Talislanta® ments indicating that the Jaka are a creation of the Ancients! Indeed if
sources can be believed, the Jaka were genetically engineered to be a
by Brutorz Bill ... thanks to Mark Edward Reed) sort of super-tracker. Perhaps even their aversion to technology is an
engineered trait, to prevent the Jaka from uprising, using technology.
Description: The Jaka are a striking people, with sleek black fur, a Though many doubt this, citing that if the Jaka indeed pre-dated the
silvery-gray mane, and blazing green eyes. Most stand about six feet in Apocalypse, seeing first hand the effects of such weaponry is the cause
height, a certain lithe muscularity being a common trait of all members of their "fear". The debates continue. The Jaka are not saying.
of this race. Jaka dress in loincloths, with vests of toughened and
boiled leather for protection. All wear Pendants, that the Jaka believe The Beastmasters: Another "specialized" class of Jaka, is the Beastmas-
protect them from the "evil eye" (See Sidebar note.) Physical Charac- ter. These beings have an additional perk others of their race lack, that
teristics: Sleek Black Fur, silvery-gray mane, blazing green eyes, lithe of Animal Empathy. Much like the Grens, Jaka Beastmasters have an
muscularity, features a cross between a wolf and a panther. uncanny rapport with animals. They have tamed beasts, which are con-
Height: 5'10"-6'2", Weight: 120- 180lbs. sidered untamable. A particular trademark "pet" of a Beastmaster, is
the Nighthawk. Though Manhunters may have a Nighthawk companion,
Encounter: While considered by many to be savage beastmen, in truth, it was no doubt initially trained/tamed by a Beastmaster.
the Jaka are a peaceful people, at least amongst themselves. It is un- The Traders: Not all Jaka are fierce hunters, animal masters, warriors
heard of for a Jaka to hunt/attack another Jaka. It is only when an- etc. some have embraced the calling of Merchant/Trader. While not as
gered or in danger does the average Jaka exhibit it's more feral nature. grand or fearsome as a Beast Lord or some such, if it were not for these
Since most "civilized" folk only encounter Jaka bounty hunters, the en- rare individuals certain rare items/goods (like the Nighthawk) would
tire race has been stereotyped as savage bountyhunters/manhunters. not be found in the hands of a non-jaka.
Despite a dread of Ancient technology, they are nearly fearless in bat-
tle. Stealthy fighters, a Jaka ambush is truly a frightening thing to en-
counter. Standard Equipment of a Jaka Manhunter; Loincloth, vest, leg SIDEBAR NOTE:
and arm bracers (all of boiled leather), talisman worn on thong around Superstition or Intuition?
neck, short bow with quiver of twenty arrows, longsword, dagger, rope, According to the Sleeth Sage Aristocles Silverscales, it is
and usually some form of steed. considered an established fact that the Jaka exhibit a deep-rooted
aversion for Ancient Relics & Artifacts, a trait that many believe is
Habitat/Society: Temperate to sub-tropical Forests, though Manhunters based upon ignorance and superstition. What is not generally
can be found anywhere stalking their quarry. It is difficult to general- known is that the Jaka do not fear Ancient Tech so much as they
ize about the Jaka, as they are a fiercely independent folk who value distrust it.
freedom above all things. Some prefer to live alone, or in mated pairs.
Others hunt and trade in small bands of up to a dozen or so individuals. This attitude can be traced to two sources. First, the Jaka have
They make no permanent dwellings, though a group of Jaka may mark seen the effects that The Apocalypse had on the continent of
an expanse of woods or hills as their territory and settle in the region Meriga, and are well aware of the destructive and unpredictable
for a time. Most prefer to live in the wild, though some readily associ- forces that can be unleashed by the misuse of Artifacts. Second
ate with "civilized" peoples. and perhaps more importantly, close proximity to powerful
energies can activate the Jaka's uncanny "sixth sense," which warns
Jaka tend to be suspicious by nature, a trait that is perhaps attribut- them when they are in the presence of danger; a not altogether
able to their uncanny acute senses. The Jaka sixth sense, which alerts inappropriate response, give the potential for mishaps and
them to the presence of danger, is so acute that the creatures occa- unintentional side-affects associated with the use of Ancient Tech.
sionally evince behavior that verges on paranoia. While the Jaka are
loners at heart, they are known to make steadfast, if not particularly Game Data
sociable, companions. They are equally famous for turning on those
who seek to cross them, and are quite capable of cold-blooded murder STR (4-15) INT (4-13)
if the situation warrants. DEX (7-15) WIL (4-14)
CON (4-14) PER (4-12)
Jaka fashion superior horn bows and articles of bone, hide, and furs, dur as CON Action Check : 12+/11/5/2
decorating their wares with elaborate designs. Jaka do not play musical Mov: Walk 4 , Run 12, Sprint 18 # act. 2
instruments, though singing is an old tradition among these folk. To RS: Marginal/1
most peoples, Jaka "songs" sound like the howling of timber-beasts.
Worldview: The Jaka remain as they always have been: independent Mutations/ Racial abilities: Catfall (Land on feet after falls up to thirty
and free to do as they wish , never bound to country/alliance or creed. feet), Danger Sense, Night Vision, Heightened Senses (smell only),
Those who are ignorant of their ways sometimes confuse Jaka with Tracking (Jaka gain a -2 step bonus to all Investigate-track skill checks,
Beastmen or other mutant races. To a Jaka, this is a grave insult. and automatically gain 1 rank in Investigate-track for every 3 character
levels (3rd, 6th,9th, etc.) they possess. In situations where their sense of
While the talismans that Jaka wear to ward against "the Evil Eye" are smell can be used they receive an additional 2 step bonus to their
believed by the Jaka to confer a degree of protection from certain tracking skill checks. Beastmasters also have the Animal Friend Perk.
types of black magic, these devices are not worn strictly for supersti- Drawbacks/ Racial Flaws: Phobia ;Ancient Tech (Jaka may react to An-
tious reasons. Instead some believe that the talismans may also serve cient Tech in an irrational or superstitious manner, suffer a +1 step
to lessen the Jaka's subconscious "danger response," enabling them to penalty when triggered, also See Sidebar Above).
evaluate conditions on a more conscious basis when in the presence of
Artifacts & similar items. If true, then the Jaka's aversion to Ancient Attacks: Weapon as weapon
Tech would seem to be based more on intuition then mere superstition. Defenses: variable defenses
Without his Talisman a Jaka suffers a +2 step penalty ,to all actions,
when faced with energized Artifacts of the Ancients. Skills
Athletics, Melee Weapons, Animal Handling, Stamina, Knowledge,
Special Classes: Awareness.
The Manhunters: Amongst the races of Meriga few can surpass the Jaka
Manhunters' skills as a tracker. Coupled with their heightened senses, Biome: Temperate and equatorial zones.
stealth and uncanny Sixth Sense, few beings can escape a Jaka Man- Encounter chance: Unlikely
hunter on his trail. Certain sages have pondered why some members of Group size: 1 (1-4 for a particularly difficult hunt)
this race leave their homeland and seek their fortunes as Organization: Tribal
bounty-hunters. The truth may be more disturbing than IQ: Sentient

6 one might think. Certain Restorationists have found docu-


The Apocalyptic Post GAMMA FICTION
OODEHN AND THE PUPPIE by Brutorz Bill Cold wet eyes regarded the man struggling across the
mire. The man's movements were erratic, and strange,
Oodehn was far from home. If the massive humanoid's no doubt he was injured, and now stuck in the mud and
primitive mind could have truly grasped just how far, he muck. The eyes submerged, no other creature could
would, no doubt, have resigned himself that he would move through the mud like this one, seemingly without
never see his people again. As it was, the Sasquatch con- effort the dun colored creature moved towards it's prey.
tinued onward. He reflected on his travels, he had seen The Mud Puppy would eat well tonight.
many things; living metal, desolate wastelands, ferocious
mutant beasts, but the most dangerous animal he had Oodehn continued to watch the hooman, he knew the
yet encountered was the hooman. Those descendants of man was insane, or perhaps it was a child? Oh dear,
the ancient tree-killers struggled on, continuing to fight that's what was wrong…it was indeed a tiny creature, one
long after their time on Terra was over. Oodehn froze… of the hoomans children had no doubt gotten lost in the
sniffed the air, a hooman was about. Very near, yes, very woods. The hoomans were so careless with their things,
near… they must treat their young the same way as they treat
their toys, Oodehn had often found strange things that
Fecus made his way the hoomans had lost in the wilderness. Oodehn jerked
Not quite a tale of a boy through the choking vines to alertness, he saw the tell-tale ripple in the mud,
of kudzu, he was lost… something was after the child, something fairly large,
and his waterdog... The road was supposed to the concept of meters was beyond the Sasquatch, to tell
be this way! Nuke it all! him the mutant salamander was 3 meters long would
Now what the hell was he gonna do, he was no woods- mean nothing to him. But the massive humanoid under-
man, all this "jungle" freaked the crap out of him. He stood danger, and combat. Without a second thought
should have never left the caravan. But he had to get the Sasquatch dove into the mud, he wouldn't reach the
word to Balkan, the Baron would reward him handsomely hooman in time, the Mud Puppy was about to strike!
for the information he had. Hell, he might even get to Picking up a gnarled old log, Oodehn hurled it across the
peek into the Concubine baths! Now that would be a mud.
treat! First he had to get out of this friggin Kudzu. Mov-
ing faster, and even more recklessly, he failed to notice Fecus heard a loud splash, and turned to look behind
the growing dampness in the ground and air. The biting him. Fecus wet his pants. An enormous hairy man had
gnats and flies no doubt distracted him, but even a semi- jumped into the water and was throwing a massive log
idiot would know he was entering marshland. Fecus, right at him! The log flew across the water and struck
tripped fell into a marshy puddle, more gnats filled the the giant salamander in the side of the neck, just as it
air. "Arrghh! I gotta get out of this mess!" Fecus stum- was lunging for the pathetic Fecus. Striking the crea-
bled onward. tures sensitive gills, the beast dove under the water and
fled the area. It would seek easier prey. Fecus glimpsed
Oodehn watched the bumbling hooman. What was the the Mud Puppy and did the only thing he could do, he
creature doing, flailing about in the woods? The hooman fainted…
acted like it had just eaten Witchweed. Oodehn decided
to follow the hooman, more out of curiosity than any- Pagan took point, he preferred that position over all
thing else. He absently dug a bloodbur from his thick fur. others. Though he valued and respected his brothers, he
took no pleasure in hearing them gloat over all the mu-
Fecus struggled through the wetlands, he realized he tants they had slaughtered. Butchering mutant babies
was in the marsh, which ran near the Ancient roadway, was no pleasure for this Knight of Genetic Purity, it was
at least he hoped it was that marsh. Feeling not quite so simply something that must be done. He paused, some-
lost, he hurried his pace. Then he realized a small river thing was in the road up ahead, a thin human form.
separated the road from the marsh. Not to be deterred, Carefully creeping up to it, his slug-pistol drawn and
Fecus waded out into the mud & muck. If he could find a ready for a trap, Pagan reached for the body. Fecus
large enough log, he could paddle it across and make it opened his eyes, and yelled! Pagan held his hand over
to the fort before nightfall. He shuddered at the thought the stinking human's mouth. Motioned for silence. Fecus
of being out here at night…absently he checked his pack, nodded understanding, when Pagan removed his hand,
feeling the Glow Cube in the its pocket, well at least he Fecus spoke, "a beast, a huge hairy mutant man-beast
would have light, should it come to that. The thick mud attacked me! I barely escaped with my life."
rose above his knees, it was difficult to move. Fearing
snakes and such, Fecus drew his dagger and clenched it Oodehn saw that the small hooman's people had found
between his teeth, though he'd never been much of a him. He smiled, he had done a good thing. He turned
knife-fighter. and headed back into the woods. If he only knew, he
was about to experience the most harrowing fight for his
life.
7
The Apocalyptic Post SWIMMING IN THE GENE POOL

4TH EDITION TO 5TH EDITION MUTATION Regeneration


CONVERSIONS by Derek Holland Amazing, Automatic, CON (4 or 5 MP)
Regeneration has 2 forms, the first (which costs 4 mps) al-
lows the gives the mutant +2 bonus steps in recovering stun
The latest edition of GAMMA WORLD has 120 different physical points and the mutant regenerates 1 wound point per hour of
and mental mutations for players to choose from. However, rest.
some mutations from previous editions of GAMMA WORLD did- The second (which costs 5 mps) gives the mutant +1 bonus
n’t make it into the latest version. Here are several conver- step to a physical resolve check for mortal damage. If the re-
sions from the 4th edition game. sult is good or amazing, the mutant will not die, and he will
regenerate one mortal point per day of rest. If the result is or-
dinary, the mutant stops losing mortal points and must make
PHYSICAL MUTATIONS physical resolve checks each hour to see if he starts regenerat-
ing the lost points. If the result is a CF, the mutant dies horri-
Achilles Heel (drawback) bly as his body twists itself trying to heal.
Extreme, Permanent, CON The mutant must also eat 3 times the normal amount while
The mutant has a weak spot, chosen by the player, that if healing or lose one CON point for every 3 mortal points regen-
struck, doubles the damage received. erated. He will regain the CON points after consuming the
needed amount of food.

Gas Generation Sonic Blast


Good, Activated, CON Amazing, Activated, CON (5 MP)
The mutant can emit a 2 meter diameter sphere of vapor Once per round the mutant can release a unleash of high-
from a specific location on his body that does one of the follow- decibel sound. It affects everything in a cone 3 meters by 10
ing: meters and does damage according to a CON feat check: M-
1) Stench- all within the cloud, except the mutant, moves at d4s, O d6+2s, G d4w, A d6+2w (O/En). A CF does d6+2s to the
1/2 speed and is unable to do anything but retch while in mutant. If the mutation is used more than 10 time in an hour,
the cloud. each additional time costs the mutant a fatigue point.
2) Blinding- all within the cloud, except the mutant is blind
for all time spent in the cloud and for d4 phases after he
leaves it.
3) Poison- q.v. Poison Attack. MENTAL MUTATIONS
4) Hallucinogenic- the victim sees hallucinations for all the
time spent in the cloud and for d4 phases after leaving it. Force Field Generation
Q.v. confusion for possible effects. Amazing, Activated, WIL
5) Paralytic- q.v. Poison Attack. For 5 rounds every 4 hours, the mutant can raise a personal
6) Burning- the cloud does damage according to a CON feat force field that acts as armor- 2d4 (LI), d6 (HI), d6 (En).
check: M d4s, O d4w, G d6+1w, A d8+2w, CF d4w to mu-
tant. Mentally Defenseless (drawback)
Extreme, Permanent, INT
The mutant has a 5 step penalty when defending against
Immunity to Damage telepathic and empathic attacks.
Amazing, Automatic, CON
The mutant is immune to: 1) sonic attacks, 2) empathic and Molecular Disruption
telepathic attacks, 3) gas based attacks, 4) paralysis, 5) corro- Amazing, Activated, INT
sives/acids/bases, 6) liquid poisons/chemicals, 7) life leech, 8) Once per day, the mutant can destroy the molecules of a
diseases/bioweapons, 9) GM's chose, 10) player's chose. single object that masses .5 to 10 kg depending on the sub-
stance (the GM must determine the amount). To larger objects,
it carves a hole out of it (but it can still only affect one object
Nocturnal (drawback) when dealing with small things). To living flesh, it does damage
Moderate, Permanent, WIL according to a INT feat check: O d3w, G d6w, A d2m. A CF does
The mutant sleeps by day and is active by night. He is light d3w to the mutant.
sensitive and will take fatigue damage for staying awake during
the day (as per loss of sleep rules). Teleportation
Good, Activated, WIL
The mutant can teleport himself up to 10 Km with up to 30
Poor Respiration (drawback) Kg of equipment. This can only be used to go a location the mu-
Extreme, Permanent, CON tant has studied for 2 hours.
The mutant has trouble breathing. This reduces his CON
score by 1 permanently and in times of high stress receives a 2 Teleport Object
step penalty to all skill and combat checks. Good, Activated, WIL
The mutant can teleport one object per 4 hours. It can be no
more than 20 Kg and it can travel no more than 10 Km. This can
be only be used to go to a location the mutant has studied for

8 an hour.
The Apocalyptic Post SWIMMING IN THE GENE POOL

4TH EDITION TO 5TH EDITION MUTATION NEW 5TH EDITION PHYSICAL MUTATIONS
CONVERSIONS by Derek Holland (continued) by Tormentor (Neil Whitlow)

PLANT MUTATIONS Aggressive Coagulation (Enhanced/Hyper)


Good/Amazing, Automatic, CON
Finger Vines The platelets and proteins involved in the process of clotting
Good, Permanent, STR the mutant's blood are strong and aggressive. Enhanced and
The plant has a set of d6 small vines that it can use to ma- Hyper Coagulation provide a bonus (-1 step and -2 step respec-
nipulate small objects. The vines only have 1/2 of the plant's tively) to Stamina - Endurance checks related to blood loss (e.
STR. The plant may choose where these vines grow from. g. some mental attacks would be excluded) caused by mortal
damage for up to 12 hours after the damage.

Jaws
Ordinary, Permanent, STR Hemophilia (Moderate/Extreme) (drawback)
The plant has a set of carnivorous jaws and accompanying Moderate/Extreme, Automatic, CON
digestive system. A bite can do d4s/d6s/d4w with a STR feat Insufficient plasma protein factors in the mutant's blood in-
check. The jaws also require the plant to eat meat. The plant hibit the production of enough fibrinogen to aid the platelets in
can survive on photosynthesis only, but does only when neces- clotting blood. Moderate and Extreme Hemophilia both provide
sary. It cannot digest plant matter. a -1 step penalty to Stamina - Endurance checks related to
blood loss caused by mortal damage for up to 12 hours after the
damage. Also, when the mutant is damaged by an attack that
Razor Leaves would cause blood loss (e.g. some mental attacks would be ex-
Ordinary, Permanent, CON cluded), Extreme Hemophilia causes the mutant to take an ad-
Some of the plant's leaves have become woody and sharp. It ditional 1 point of primary damage for Wound or Mortal dam-
can try to use them as a weapon with the Unarmed Attack skill age. (Converted from 1st Edition GAMMA WORLD®)
and does d6s/d4w/d4+2w. Anyone attacking the plant with a
weapon .5 meters or shorter must make a Dex feat check or
suffer damage - F d4+2w, O - d4w, G - d6s, A - none. On a CF, Moebius Syndrome (drawback)
the aggressor cuts a blood vessel in his hand and takes d2w/ Moderate, Permanent, PER
phase for d4 phases or until the wound is bound. The plant can Moebius Syndrome is a disorder characterized by permanent
"retract" these leaves as not to accidentally hurt a nearby ally. facial paralysis. People with Moebius Syndrome can't smile or
(ed. note: Damn, those are some powerful leaves.) frown, and they can't blink or move their eyes from side to
side. Two important cranial nerves are not fully developed,
causing lateral eye movements, facial expressions, and some-
Squeeze Vines times even adequate blinking, to be impossible. Because the
Good, Permanent, STR mutant is powerless to transmit emotions through facial expres-
The plant has d4+1 large vines that it can use to manipulate sions, he receives a +1 step penalty to any Personality-based
large objects and to attack with. A STR feat check indicates the skill checks (or other encounter skill checks). The inadequate
damage—d4s/d6+2s/d3w. On a G or A result, the plant can flushing (blinking) and loss of lateral eye movement affords the
grasp a target up to 3/4 its own size. It can then inflict G dam- mutant a +2 point penalty to Awareness - Perception skill
age per phase. The vines have 1.5 of the plants STR but only checks.
1/2 its DEX for manipulation. The plant can choose where the
vines grow from.
Osteoporosis (drawback)
Extreme, Permanent, CON
The mutant's body generates and replaces deteriorating bone
tissue at a much slower pace than normal. The weakened
bones become fragile. Unarmed attacks, blunt attacks, and
falls inflict double damage (both primary and secondary) to the
mutant. The mutant inflicts –1 damage in unarmed combat,
and also risks (25% chance) of doing 1d4-2 points of wound
damage to himself with each successful hit on an opponent.
The mutant receives a permanent -1 to his Constitution.

Water Pouch
Ordinary, Permanent, CON
The mutant has a small bladder-like organ in his abdomen
that stores extra water. This allows the mutant to survive an
extra day or two without water.

9
The Apocalyptic Post GAMMA FLORA AND FAUNA
THE MISSING MARSUPIALS By Tormentor
(Neil Whitlow)
Table 1: Mutated Animal Traits
Mutant Opossums have always been Movement Rates
one of my favorite species of Gamma Type Traits Size Ground Fly Swim
World mutant animals. Thus, I will
begin with marsupials in my attempts Marsupial, Natural Attack Medium Full None Full
to start fleshing out the parts of the Medium Night Vision
animal kingdom left open for GM in-
terpretation by Andy Collins’ “Gamma
Squirrels and Mutant Moose” article in Marsupial, Natural Attack Small ½ None ½
Dragon Magazine #272 Small Night Vision

Following the same guideline for-


mat presented in the Dragon article, Table 2: Mutated Animal Free Broad Skills
I present several members of the
Type STR DEX CON INT WIL PER
marsupial family.
Marsupial, Athletics Stamina Knowledge Awareness Interaction
The Opossum is the only native
Medium Survival
North American animal presented
here. Hopefully the other mar-
supials can be of use to GMs operat- Marsupial, Athletics Stealth Stamina Knowledge Awareness Interaction
ing campaigns in other parts of the Small
world and/or GMs who allow for the
flourishing of pre-apocalypse zoo populations.

Table 3: Mutated Animal Ability Scores Table 4: Animal Mutation Points


Type STR DEX CON INT WIL PER Type Points

Marsupial, 7-15 5-15 5-15 5-13 5-14 4-14 Marsupial, Medium 4


Medium
Marsupial, Small 5
Marsupial, 4-13 6-15 4-14 4-12 5-14 4-13
Small

Bandicoot (Marsupial, Small):


Quoll (Marsupial, Small):
Natural Attack (claws). -1 mutation point.
Natural Attack (claws, teeth). –2 mutation points.
Cuscus (Marsupial, Small):
Rock Wallaby (Marsupial, Small):
Natural Attack (claws). Prehensile tail.
No Natural Attack. Gains –1 step bouns to Athletics-
Prehensile feet. -2 mutation points.
climb. +1 mutation point.
Kangaroo (Marsupial, Medium):
Sugar Glider (Marsupial, Small):
Natural Attack (kick). Free Broad Skill - Unarmed At-
No Natural Attack. Bonus Mutation – Gliding. +1 muta-
tack. -2 mutation points.
tion point.
Koala (Marsupial, Medium):
Tasmanian Devil (Marsupial, Medium):
Natural Attack (claws). Prehensile feet.
Bonus mutation – Improved Natural Attack (claws,
Bonus Mutation – Toxin Tolerance. -3 mutation points.
teeth). –2 mutation points.
Opossum (Marsupial, Small):
Wombat (Marsupial, Medium):
Natural Attack (teeth). Prehensile tail.
Natural Attack (claws). –1 mutation point.
Can play dead for up to two hours (heartbeat and respi-
ration are imperceptible). -2 mutation points.

10
The Apocalyptic Post ARMS, ARMOR, AND GEAR
GAMMA GEAR By Chris Conboy Blowgun Repeater
Attaches to the front of a blowgun
in place of its mouthpiece, holds up to
Translux Capsules 5 darts. Each dart automatically
Used by the ancients for medical diagnostics, makes slides into place after the current dart is fired.
user translucent. Mass: .5 kg
Duration: 10 - [CON/4] hours Length: .2m
Intensity: 2d6 (Use this number vs Sense
or Perception contest to see ingester, add 1-6 due to
darkness) Hawk K5 Laser Pistol
Mass: .002kg (1kg/500) Works like a standard laser pistol except the Hawk K5
has a power setting defined in terms of "energy
Pemekan units" (EUs). A fully charged Hawk K5 has 10 EUs, with a
A concoction of meats and berries, power setting from 1 to 10. Any combination of shots
provides all sustenance for a full day, may be taken, even a single shot at 10 EUs. One round is
and also heals 1 hit point (max per day). required to change the setting. The resulting damage is
Mass: 1kg/day multiplied by the EU setting.
This weapon was experimental and not in wide use; it
Smelling Salts will be especially rare. Each shot causes the pistol to
Allows a CON roll to awaken a sleeping individual. heat up; the higher the setting, the hotter it gets. A
Must fail the CON roll to succeed. To be awakened a co- humming sound is produced, greater intensity humming
matose individual must fail a CON +5 roll. at higher settings. Each time the weapon is fired roll a
Mass: .005kg (1kg/200) d20: if the result is less than the EUs spent the gun ex-
plodes, for 1d6 per EU + 1d6, with a radius of effect of 3
Regeneradose meters. The wielder's armor is counted as 3 classes less
Heals 1d6 permanent damage. One of these red spray- for the damage from this explosion, anyone else nearby
tubes takes affect in 20 - CON days. Only one dose can counts armor normally. If the weapon explodes no shot is
be used at a time, additional doses will each cause 1 fired.
point of permanent damage. This is considered both a light and a heat attack, and
Mass: 0.1kg (1kg/10) produces a reddish pink beam under most light condi-
tions. May only be fired once per round. When the
Blowgun, Advanced weapon is found roll 1d4, a result of 1 = +2 infrared
A 21st Century version of an ancient weapon, made of sight.
aircraft aluminum in 3 short sections that are screwed Damage: 3d6 per EU
together. A rubber mouthpiece on one end and a sight on Range: 35
the other. The steel dart used contains a poison or drug, Cell: 1 Yellow Hydrogen Cell per 10 EUs
packaged in quantities of 20. Medical darts were made Length: .5 meter
that contain 1 dose of various types of medical drugs, Mass: 1kg
other darts are either poison filled or empty and can be To Hit Bonus: +2
filled with anything. The medical darts have the same
effect as the usual spraytube injector, available in the
same variety of medications, and in some cases the stan-
dard jetspray tubes can be fitted into the darts them-
selves. A successful hit on an unarmored target means
that the medicine or poison has injected its dose. 2
rounds are required to assemble the blowgun, 1 round to
load it, and 1 round to sight the target. Don't inhale.
Range: 25 meters
Mass: 2kg
Length: 2 meters, .7m unassembled
Damage: 1d3 + drug
Steel Dart Length: 10 cm
Steel Dart Mass: .05kg (1 kg/20)

11
The Apocalyptic Post ARMS, ARMOR, AND GEAR
Piecemeal Armor in Gamma World, 5th Edition I have attempted to provide some consistent rules for the
by Tormentor (Neil Whitlow) use of piecemeal sports equipment as makeshift armor.

One of my favorite aspects of the Gamma World setting is


the discovery of “Ancient” artifacts from the civilization Rules
that existed before the apocalypse. Players can wear one piece of equipment from each of the
4 categories (headgear, upper body, lower body, and miscel-
laneous) simultaneously. The cumulative effect of this
Sports Equipment of the Ancients piecemeal armor can sometimes provide protection that can
rival the cheaper forms of true armor. One tradeoff, of
The use, misuse, and adaptation of these artifacts can course, is that most sportsgear is impossible to hide, and
lead to all manner of nearly all provide some form of action penalty.
interesting role-
playing, as well as pro- If the adventurer is using piecemeal sports equipment
vide some cost- only, the rules against layering armor do not apply here, as
efficient equipment for the whole purpose is to cobble together some protection us-
the players. Players ing multiple pieces of gear.
tend to scavenge
equipment of all qual- If the adventurer attempts to layer any of the sports
ity. Even some junk equipment (other than headgear) with conventional armor
has its place when you are trying to survive in the nuclear (such as wearing leather armor underneath shoulder pads,
wastelands. etc), the normal layering restrictions will apply.

Far from being junk, lots of the surviving sports equip- Example
ment of the Ancients can be of use to the financially- Suppose Miriam is wearing a Foot-
strapped wasteland warrior. While many of these sports ball Helmet, Hockey Shoulder/Torso
are very old, as the Ancient civilization progressed, the Pads, and Football Pants.
technology and materials used in the creation of this equip- Suppose Drac fires at Miriam with a
ment constantly improved. Even in the year 2000, we can Flintlock Pistol (HI), doing Good dam-
see that the use of alloys and polymers yield equipment age of d6+2w..which rolls out to be a
that is greatly superior to the sports gear of the 1970’s. total of 6w and 3s.

PL Armor Skill AP Type LI/HI/EN Hide Mass Cost


Headgear
A Football Helmet Armor Op +1 O d4-2/+1/0 - 3 800
A Hockey - Goalie Mask Armor Op +1 O d4-2/+1/0 - 3 900
A Motorcycle Helmet - +1 O d4-2/+1/0 - 3 800
A Lacrosse Mask Armor Op +1 O +1/+1/0 - 2 700
A Baseball - Batter's - +1 O +1/+1/0 - 2 700
A Baseball - Catcher's Mask Armor Op +1 O +1/d4-3/0 - 2 700
A Skiing Helmet - +1 O +1/d4-3/0 - 2 700
A Bicycle Helmet - +0 O +1/+0/0 - 1 600

Upper Body
A Hockey - Shoulder & Full Armor Op +1 O d4-1/d4-2/d4-3 - 8 175
A Football – Shoulder & Chest Armor Op +1 O d4-2/d4-3/d6-5 - 6 150
A Lacrosse – Shoulder & Chest Armor Op +0 O d4-2/d4-3/d6-5 - 5 100

Lower Body
A Pants - Hockey/Football - +1 O +1/+1/0 - 2 120
A Misc Knee and Shin Pads - +0 O d4-3/d6-5/0 +1 1 80

Miscellaneous

12 A Supporter (Cup) - +0 O +1/0/0 +4 0 200


The Apocalyptic Post ARMS, ARMOR, AND GEAR
Piecemeal Armor in Gamma World, 5th Edition Skiing Helmet
by Tormentor (Neil Whitlow) (continued) The protective shell on these helmets are made from various
materials ranging from hard to soft. They do not provide
face protection.
Miriam begins adding up all the (HI) damage her make-
shift armor prevents. Football Helmet (+1), Hockey Shoul-
der Pads (d4-2), and Football Pants (+1). If Miriam rolls a 4 Upper Body Protection
on her d4 roll, her armor will prevent a total of 4w points
(+1+4-2+1), still causing 2w and 3s to her. Football Shoulder Pads
Makeshift armor does fare a little better against LI dam- These pads appear to be the staple sports armor of the
age. Suppose Drac hits Miriam with a Mace (LI), doing Good wastelands. Prior to the Apocalypse, these pads were pro-
damage of (d4+1w)…which rolls out to be a total of 4w and duced in much higher quantities than Hockey or Lacrosse be-
2s. cause of the large number of players per team and the wild
Miriam begins adding up all the (LI) damage her make- popularity of football in North America. Football shoulder
shift armor prevents. Football Helmet (d4-2), Hockey pads will protect the shoulders, upper arms, chest, solar
Shoulder Pads (d4-1), and Football Pants (+1). If Miriam plexus, and upper back. Some companies produced rib pro-
rolls a 3 on her Helmet d4 roll, and rolls a 2 on her Shoulder tectors which could be attached to the shoulder pads, but
Pad d4 roll, her armor will prevent a total of 3w points (3- these were marketed separately and were produced in much
2+2-1+1), still causing 1w and 2s to her. smaller quantities than shoulder pads themselves. These rib
protectors are rarely, if ever, found. If the GM allows the
Headgear lucky mutant to find a rib-protector add-on for his/her shoul-
der pads, then treat the football shoulder pads like hockey
Baseball Batter’s Helmet shoulder pads as far as statistics go.
These helmets are made from a polycarbonate alloy
shell. While they are quite sturdy, they do not offer any Hockey Shoulder Pads
face protection. These pads are as rugged as football shoulder pads, and actu-
ally provide more protective coverage. They usually include
Baseball Catcher’s Mask extended pads that provide full frontal protection to the
These masks consist of a steel wire face frame attached chest and stomach, while also providing all-around coverage
to a small polycarbonate skull cap. Ear and throat exten- to the ribs/kidneys. Extensions running from the shoulders to
sions help provide extra protection. the elbows also protect the outside of the biceps.

Bicycle Helmet Lacrosse Shoulder Pads


These lightweight helmets have a thermo plastic shell. These pads are usually lighter weight than either football or
They provide no face protection, and oftentimes no ear hockey. Most lacrosse pads do provide slight protection of
protection either. the chest and solar plexus.

Football Helmet
Football helmets are made from a hardened polymer Lower Body Protection
shell and include a full coverage stainless steel wire face
mask. Hockey/Football Pants
Both hockey and football pants consist of pockets and girdles
Hockey Goalie Mask that contain thigh, knee, hip, and tail bone pads.
Goalie masks for 21st century ice hockey are made from a
Kevlar/Fiberglass combination, and include a full-coverage Miscellaneous Knee and Shin Pads
stainless steel wire face mask with very small openings. These pads are not used in conjunction with pants, but rather
Extensions cover the throat for extra protection. have elastic bands to allow them to be used individually over
or under light, loose clothing. An adventurer could conceiva-
Lacrosse Mask bly construct lower body protection from a combination of
These masks are a bit lighter weight than hockey goalie these strap on pads. If the GM allows the adventurer to ob-
masks. They do include a full coverage stainless steel wire tain 2 knee, and 2 shin pads, then the adventurer cain gain
face mask, although it is thinner gauge wire than those for the slight protection afforded on the above table.
football or hockey headgear.

Motorcycle Helmet Miscellaneous Protection


These helmets are made from fiberglass or polycarbonate
shells. Most have chin pieces for limited face protection. Athletic Supporter (cup)
Some have tinted or clear face shields that might offer lim- These heavy plastic shields protect the crotch and can easily
ited protection from flying debris. The stats in the table be concealed under clothing.
assume a chin piece and face shield.

13
The Apocalyptic Post PLACES AND PLOTS
GREN LAKE AREA by Benjamen Hebert the Northwest shore of Gren Lake to watch a stunt at-
(map by Chris Conboy) tempted. Groups have began to head north on patrols
now.
In my campaign Seattle and other large cities were hit
with Neutron Bombs, you know the building friendly This area was a very heavy residential area. In all areas
ones. Lots of foundations remain intact, with the or- everywhere except right around the Hoop Zoo and Gren
ganic parts crumbling away. Most of the houses will have Lake area if the PCs want to try and search through the
a tree either growing inside them or very close by. The ruins there is a 1 in 6 chance any building for 50' area is
road lines are not as nice as they are portrayed on the sturdy enough to examine. PCs will find mundane ob-
map, in fact most are just trails of dirt and broken as- jects from the households with the occasional surprise.
phalt from roots tearing through them. Roll on the appropriate tables or our your own discretion.

The Gren Lake area is a nice little urban area that is the
home of a troubled little Dabber village. South of the 1 - Dabber Clans
lake Hoops have created a fort from the grounds of a zoo Amongst the rubble, intact buildings, and forest live 10
For several years the Dabbers kept secret from the Hoops Dabber families consisting of 1d4 members each. Each
because they never ventured far from their base. When family has gathered 1d6 small items (use any useless loot
they did it was only to scavenge though the ancients table like GW 4th pg 80-81, GW 5th pg 53, etc) that are
homes and shops and hunt to the south. They have marginally useful but are used for trade more than their
caught and killed a few Dabbers over the years but they true function. Nar'Tuan is the leader and is very friendly
always project illusions of other Dabbers running in any towards adventurer types. He carries a flintlock rifle and
direction than towards their village keeping the rabbit is "wealthy" with 10 items. He is very interested in con-
fooled. However, a few weeks ago some Hoops noticed vincing outsiders to "fix" the Hoop problem. His prize
that the Dabbers had gathered in a pretty large group on possession is a "Far Sight" or a telescope.

14
The Apocalyptic Post PLACES AND PLOTS
GREN LAKE AREA by Benjamen Hebert (continued) Hoops but after finding this place to hide he has begun to ex-
plore. Nothing of any value is to be found. There is a 1 in 6
2 - Ancient Businesses chance every 15 minutes that a 2d4 group of Hoops will find the
Several buildings along the major pathways were shops shell and decide to investigate.
in the time of the ancients. Most have been looted but
good scavengers can find a few things. Out of around 20 5 - Hoop Zoo
This once was a zoo but over the years a clan of hoops have
buildings in this short stretch only 5 contain anything
moved in. They have supplemented the original iron fence with
worthwhile.
overturned cars, debris, and other such garbage to create a
very sturdy defensive wall. Three bridges cross over an ancient
building 1 - Gun store
trail 30' in the air separating the Zoo and the Hoop's courtyard
Small Pistol, small crossbow, 3 hollowed grenades (useless
(6). These bridges are made of softrock and are supported by
unless repacked)
beams of wood. If these support beams fall the bridge will fall
as well making entrance difficult. The bridges can support a
building 2 - Bike shop
half ton. 50 Hoops call this area their home and will send out
1 bike, several rubber tubes, hand air pump
patrols of 2d4 hoops every hour or so.

building 3 - small restaurant with no roof. The resulting hole


6 - Hoop Courtyard
has been covered by a thick web.
This large area was a park and several ancient metal structures
array of pots and pans, various kitchen stuff (roll or pick from
(park equipment, jungle gym, etc.) litter the field. They seem
loot table) 1 Attercop makes its home amongst the rubble.
to serve no purpose. Large areas of trees have been cut down
here to produce the Hoops weapons and barricade. Close to the
building 4 - large dingy restaurant array of pots and pans,
southernmost bridge (by the number 6) the Hoops have set up
various kitchen stuff, (roll or pick from loot table)
several pens for holding captives before they decide to execute
them. Several previous prisoners can be seen hanging from
building 5 - surplus store (horribly raided)
wooden structures all around the courtyard.

3 - Gren Lake
7 - Battle Zone
Contrary to the name, no Gren live in this lake. Several Fleshin
This residential area saw very heavy fighting and is left in ex-
have taken up residence here making it very difficult to cross,
treme rubble. Treat as difficult terrain. If your campaign per-
fish, or otherwise even pass by. The local Dabber tribe will
mits it a wandering warbot makes an excellent encounter here.
guess their number to be any where between 15 and 30 based
It will attack blindly and will not retreat. The Hoops and Dab-
on sightings.
bers know about the it and will avoid the area at all costs. The
Dabbers understand it a little but the Hoops have an irrational
Floating towards the middle is a fishing boat that looks vacant.
fear towards it. If you do not use robots, feel free to substitute
A few weeks back a groups of Hoops decided to attempt and
some other large baddie.
cross the water on a bet. This little event was quite a specta-
cle; the hoops watched from the southern shore while the Dab-
8 - Hawkoid Nest
bers watched from the north-eastern side. The Hoops that at-
A lone Hawkoid had made himself a home amongst the trees
tempted to cross lost one member after another as the Fleshins
surrounding the Hoop Zoo. He has been picking apart Hoop pa-
leapt out of the water and picked them out of the boat.
trols fairly often as they patrol his area. So far the blame has
The boat contains 250 domars, a pair of glasses, a human foot
fallen on the monster in the battle zone (7)
on a 2' chain, and a rotting hoop.

9 - Ancient Businesses
4 - The Great Shell
Several buildings along the major pathways were shops in the
This large half-dome softrock structure stands over 150' high
time of the ancients. Most have been looted but good scaven-
and 150' wide. When viewed from the front on can see into it
gers can find a few things. Most have been looted fairly thor-
and on to a stage. At the rear of the stage hang various shades
oughly but a good scavenger can pick something up. A few
of old tattered fabric.
penalties to standard scavenging rules should suffice.
If the back of the stage is successfully searched the players
will find a door to a few small rooms. Poking around in the
This area also sees a lot of Hoop traffic. The chance to run
back is a young Dabber. (Use slightly weakened

15
into a Hoop group is a roll of 1 or 2 on a d6.
Dabber stats) He was on the run from the Zoo
The Apocalyptic Post ATTERCOP S WEB
ATTERCOP'S

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For a list of all GAMMA WORLD® Products ever pro-


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