Professional Documents
Culture Documents
a free fanmade setting conversion for DUngeons and Dragons 5e
written by
Emanuele
Galletto
Original Gamma worlD seTting by
James
M.
Ward
and
Gary
Jaquet
RuLes conversion parTially based on
Omega
World,
by
Jonathan
Tweet,
Polyhedron
Magazine
#153
Wizards
of
the
Coast’s
D&D
Gamma
World
line,
by
Richard
Baker,
Bruce
R.
Cordell
and
Robert
J.
Schwalb
Disclaimer
I
do
not
own
any
rights
on
Gamma
World,
Dungeons
and
Dragons,
or
any
of
the
creatures
and/or
characters,
places
and
rules
in
this
document.
This
PDF
is
and
will
always
be
available
for
FREE,
and
is
nothing
but
a
personal
tribute
to
a
great
setting
and
an
exciting
rules
system.
TabLe of coNTeNTs
CHAPTER
or
SECTION
PAGE__
✇ INTRODUCTION
PAGE
3
-‐
The
Setting…
What’s
Up?
PAGE
3
-‐
The
Rules…
What’s
New?
PAGE
3
✇ CHARACTER
CREATION
PAGE
4
-‐
Summary
PAGE
4
-‐
Bios
PAGE
5
-‐
Mutations
PAGE
8
-‐
Gamma
Wanderer
Class
and
Level
Progression
PAGE
15
✇ SKILLS
PAGE
17
-‐
New
Skills
Descriptions
PAGE
17
✇ EQUIPMENT
PAGE
18
-‐
Economy
PAGE
18
-‐
Armor
PAGE
18
-‐
Weapons
PAGE
19
-‐
Wanderer’s
Pack
PAGE
20
-‐
Scavenged
Junk
PAGE
20
-‐
Ancient
Gear
PAGE
22
✇ RUNNING
A
GAMMA
FIVE
GAME
PAGE
27
-‐
Having
Fun
PAGE
27
-‐
Terrain
and
Hazards
PAGE
28
2
inTroDucTion
Gamma
World
is
a
very
special
setting.
First
of
all,
it’s
crazy,
blending
together
sci-‐fi,
fantasy,
post-‐apocalypse,
pulp
narrative
and
humor.
But
there’s
more
to
it
than
that.
From
its
very
beginning
in
1978,
Gamma
World
dared
to
thread
on
fears
and
anxieties
that
each
and
every
one
of
us
might
face
one
day:
nuclear
conflict,
radiation,
aliens,
the
singularity
complex.
The
seventh
edition
of
the
game,
from
Wizards
of
the
Coast,
based
the
(incredibly
loose)
storyline
of
the
setting
on
an
event
known
as
the
“Big
Mistake”,
an
accident
at
the
Large
Hadron
Collider
in
Geneva
that
shattered
and
then
tied
together
all
of
Earth’s
possible
realities
and
timelines.
I
always
loved
how,
in
Gamma
World,
we
can
face
these
fears
with
laughter
and
an
overall
tongue-‐in-‐cheek
attitude,
and
this
little
rulebook
will
try
its
best
to
stay
true
to
the
rather
whacky
feel
of
the
setting.
The seTTing... whaT’s up?
The
main
goal
of
this
document
(simply
called
Gamma
Five
from
now
on)
is
to
provide
you
with
a
set
of
rules
to
play
Gamma
World.
It
is
short
by
design,
and
doesn’t
spend
too
much
time
on
the
description
of
the
setting.
That’s
because
contrary
to
other
RPG
campaign
settings,
Gamma
World’s
looks
and
storyline
are
largely
up
to
the
Dungeon
Master
(or
maybe
we
should
call
it
Game
Master,
or
Gamma
Master.
Gamma
Master
sounds
cool).
However,
it
might
be
useful
to
establish
a
couple
basic
principles
on
which
your
play
group
can
build
its
own
campaign.
✇ A
catastrophic
event
has
merged
past,
future,
and
alternate
realities,
forever
changing
the
planet.
The
default
is
a
scientific
accident
gone
wrong
(such
as
the
LHC
accident
mentioned
above),
but
the
possibilities
are
endless:
maybe
it
was
a
failed
terraforming
attempt
from
antimatter-‐eating
aliens…
or
maybe
the
gods
are
real
and
they
decided
to
spice
up
things
for
mortals.
It
can
be
anything
you
want.
Really.
✇ Various
beings
roam
the
wastelands,
some
civilized,
some
monstrous
and
cruel.
Regardless
of
why
things
went
wrong
(or
became
interesting,
depending
on
your
point
of
view),
the
world
is
filled
with
mutants.
Some
are
humans
that
experienced
mutations
as
a
result
of
radiation
exposure
or
reality
merging;
some
are
animals
(and
even
plants)
that
developed
intellect
and
sentience;
it
is
not
uncommon
to
see
robots
or
cyborgs
around,
since
it’s
now
widely
known
that
AIs
tend
to
manifest
personality
traits
after
a
while,
and
are
often
precise
and
even
obsessive
subjects.
Some
humans,
called
Pure
Strain
Humans
(PSH
for
short),
are
the
direct
descendants
of
the
Ancients
(that
would
be
you
and
me).
While
these
creatures
can
usually
be
reasoned
with,
many
are
horrible
monsters,
waiting
for
reckless
wanderers
to
end
up
as
their
dinner.
It’s
a
tough
world.
✇ There’s
awesome
junk
everywhere!
The
post-‐apocalyptic
landscape
of
Gamma
World
is
filled
with
ruins
of
the
Ancients’
settlements.
Other
than
hosting
dangerous
monsters
and
being
a
real
cradle
for
disease,
these
places
often
hide
useful
artifacts
and
relics
from
the
time
of
the
Ancients.
These
objects,
referred
to
as
Ancient
Gear,
are
incredibly
useful
and
usually
priceless
on
the
scavengers’
market.
I
mean,
think
of
what
a
power
generator
can
do.
Think
of
what
a
nail
gun
can
do.
Think
of
what
a
toothbrush
can
do.
Okay,
maybe
you
can
do
without
the
toothbrush.
The rules... what’s new?
th
Gamma
Five
works
in
tandem
with
the
D&D
5
Edition
Basic
Rules.
However,
it
introduces
new
methods
for
creating
characters
and
level
progression,
a
setting-‐specific
list
of
skills,
simplified
and
versatile
rules
for
equipment,
and
th
monsters.
Whenever
the
contents
of
this
rulebook
replace
the
ones
in
the
D&D
5
Edition
Basic
Rules,
either
it’s
pretty
obvious,
or
the
text
will
explain
what
gets
changed
and
what
doesn’t.
Anyways,
the
following
sections
of
the
Basic
Rules
are
not
going
to
experience
any
changes:
✇ Chapter
8
–
Adventuring;
✇ Chapter
9
–
Combat
(however,
this
document
introduces
two
new
damage
types:
Laser
and
Radiation);
✇ Appendix
–
Conditions.
3
characTer creation
In
Gamma
Five,
character
creation
works
a
little
bit
different
from
its
Basic
Rules
counterpart.
The
contents
of
this
chapter
replace
the
mechanics
presented
in
chapters
1,
2,
3
and
4
of
the
Basic
Rules
(note
that
there
are
no
backgrounds
or
personality
suggestions
in
this
document;
we’re
still
considering
whether
to
add
them
or
not).
summary
Gamma
Five
is
not
about
heroics
and
optimization
as
it
is
about
insanely
fun
and
nonsensical
characters.
To
embrace
the
endless
possibilities
of
the
setting,
most
of
the
character
creation
process
is
randomized.
While
it
is
possible
to
pick
options
as
you
see
fit,
that’s
not
as
fun
as
rolling
random
mutations
and
ending
up
with
a
weird,
three-‐armed
ectoplasmic
insectoid
PC.
And
at
the
end
of
the
process,
if
you
really
can’t
wrap
your
head
around
the
abomination
that
hatched
from
your
rolls,
by
all
means
burn
it
at
the
stake
and
roll
a
new
character.
However,
given
Gamma
World’s
death
rate,
it’s
not
like
we
expect
anyone
to
stay
around
for
too
long.
Here’s
a
quick
summary
of
the
character
creation
process.
You
will
find
a
detailed
explanation
of
each
step
in
the
following
pages
(except
for
the
equipment,
which
is
described
in
its
own
chapter).
✇ Step
1:
Roll
to
determine
your
character’s
bio.
In
Gamma
Five,
instead
of
a
race,
your
character
has
a
bio,
which
is
a
loose
indication
of
its
appearance
and
genetic
heritage
(if
any;
you
might
be
a
robot!).
Roll
a
d8
on
this
table
to
determine
your
character’s
bio.
d8
roll
Character
bio
Short
description
1
Avian
You
evolved
from
a
birdlike
creature
(hawk,
eagle,
pelican…).
2
Beast
You
evolved
from
a
bestial
mammal
(ape,
cat,
dog,
rat…).
3
Bug
You
evolved
from
an
insectoid
being
(ant,
cockroach,
spider…)
4
Human,
Mutated
You
have
human
heritage
combined
with
mutations.
5
Human,
Pure
Strain
You
are
the
same
race
as
the
Ancients,
the
original
inhabitants
of
the
world.
6
Plant
You
are
a
sentient
vegetal
life
form.
7
Robot
You
are
an
artificial
form
of
life,
made
of
synthetic
materials.
8
Saurian
You
evolved
from
a
reptile
creature
(lizard,
snake,
dinosaur…).
✇ Step
2:
Record
your
bio
traits
on
the
character
sheet.
Each
bio
determines
the
way
you
generate
ability
scores,
your
size,
your
speed,
and
gives
you
proficiency
in
a
specific
skill
(or
two
skills,
if
you
are
a
Pure
Strain
Human).
Some
bios
have
special
traits,
such
as
the
Robot’s
Tin
Man
trait.
Record
all
this
information
on
your
character
sheet.
✇ Step
3:
Mutations.
With
the
exception
of
Mutated
Humans
and
Pure
Strain
Humans,
all
characters
gain
some
bio
mutations.
These
are
fixed
mutations
that
the
bio
grants
for
free.
Record
these
mutations
and
their
effects
on
your
character
sheet.
In
addition,
all
bios
except
Pure
Strain
Human
grant
a
number
of
random
mutations
to
your
character.
Roll
a
d100
that
many
times
on
the
Random
Mutations
Table.
If
you
get
a
mutation
you
already
have,
reroll
until
all
your
mutations
are
different.
Record
these
mutations
and
their
effects
on
your
character
sheet.
✇ Step
4:
Apply
the
Gamma
Wanderer
class.
All
Gamma
Five
PCs
share
the
same
class:
the
Gamma
Wanderer.
st
When
you
create
your
character,
you
gain
your
1
level
in
this
class.
Your
class
determines
your
hit
points
(you
st
take
the
highest
number
on
the
die
at
1
level,
as
usual),
your
Hit
Dice,
your
proficiencies,
and
a
list
of
features
that
you
will
gain
when
you
level
up
in
that
class.
Record
everything
on
your
character
sheet.
✇ Step
5:
Grab
some
equipment.
Your
character
gets
a
free
wanderer’s
pack,
some
armor
and/or
shield,
a
melee
weapon,
a
ranged
weapon
(plus
some
ammunition
if
the
ranged
weapon
is
a
gun),
and
then
you
roll
a
d100
for
2d4
times
on
the
Random
Scavenged
Junk
Table
to
see
what
technological
marvels
(yeah,
sure)
you
own.
✇ Step
6:
Description.
Now
that
you’re
done
with
the
mechanical
part
of
character
creation,
find
ways
to
describe
your
character’s
goals,
motivations,
and
overall
appearance.
And
try
to
come
up
with
a
way
to
justify
that
horned
flying
plant
you
just
rolled
up.
Jeez.
4
bios
Each
character
in
a
Gamma
Five
game
has
a
bio.
Similarly
to
the
role
of
a
character’s
race
in
the
D&D
rules,
a
bio
determines
the
biological
qualities
of
a
creature
(if
you
already
guessed
that,
well
congrats,
have
a
cookie).
This
version
of
the
Gamma
Five
rules
includes
eight
bios.
Regardless
of
the
bio
and
mutations
you
end
up
with,
your
character
will
always
be
able
to
use
weapons
and
communicate
with
other
sentient
creatures,
carry
equipment,
walk,
and
perform
all
the
basic
actions.
Note:
In
Gamma
Five,
there
is
no
“cap”
for
ability
scores.
For
instance,
if
you’re
a
mutated
human,
get
18
on
one
of
your
3d6
rolls,
assign
that
score
to
Strength,
then
apply
the
+2
to
all
scores
granted
by
your
bio,
and
finally
get
the
Formidable
Strength
mutation,
your
Strength
score
is
24
(with
a
tied
bonus
of
+7).
Trust
me,
you’re
going
to
need
those
high
scores.
Note
#2:
In
Gamma
Five,
characters
and
monsters
don’t
have
an
alignment.
Everyone
is
crazy.
AVIAN
You
have
evolved
from
a
birdlike
creature,
such
as
an
eagle,
hawk,
or
a
parrot,
if
it
makes
you
happy.
Appearance:
Your
form
is
vaguely
humanoid,
but
you’re
partially
covered
in
feathers,
and
have
talons
instead
of
normal
hands.
In
addition,
you
might
have
a
beak.
However,
the
most
striking
feature
of
your
anatomy
is
the
pair
of
wings
on
your
back.
Ability
scores:
Your
Dexterity
and
Wisdom
scores
are
16.
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Your
Wings
mutation
grants
you
a
flying
speed
of
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Perception
skill.
Bio
mutations:
You
automatically
gain
the
Low-‐light
Vision,
Talons,
and
Wings
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
BEAST
You
are
the
descendant
of
a
bestial
mammal,
such
as
a
dog,
cat,
ape,
bear,
or
raccoon.
Good
morning,
Mr.
Hairy!
Appearance:
While
you
have
a
semi-‐human
appearance
and
opposable
thumbs,
you
probably
sport
vicious
claws
or
a
fearsome,
tooth-‐filled
mouth.
Sometimes
you
walk
on
two
legs,
sometimes
on
four.
Your
body
is
covered
in
thick
hair,
which
keeps
you
warm
and
sometimes
prevents
you
from
getting
a
date.
That’s
too
bad.
Ability
scores:
Your
Strength
and
Constitution
scores
are
16.
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
40
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Stealth
skill.
Bio
mutations:
You
automatically
gain
the
Darkvision
mutation.
In
addition,
you
gain
the
Bite,
the
Horns,
or
the
Talons
mutation.
Base
this
choice
on
your
character’s
appearance
(a
dog
might
select
Bite,
a
bull
might
select
Horns,
and
a
cat
might
select
Talons,
for
example).
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
5
BUG
Your
kind
can
withstand
radiations
better
than
others,
and
your
exoskeleton
protects
you
from
minor
blows.
Appearance:
Depending
on
your
mutations,
your
form
may
vary
from
that
of
a
giant
cockroach
to
a
bipedal
dragonfly,
a
ladybug
or
a
spider
(yeah,
we
know,
spiders
are
not
insects,
they
are
arachnids).
Regardless
of
that,
you
have
a
thick
exoskeleton
and
round,
multifaceted
eyes.
You
probably
have
antennae,
and
you
walk
on
long,
spindly
legs.
Ability
scores:
Your
Constitution
score
is
18.
Roll
3d6
five
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Your
Climber
mutation
grants
you
a
climbing
speed
of
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Survival
skill.
Bio
mutations:
You
automatically
gain
the
Blindsight,
Climber,
Radiation
Resistance
and
Thick
Hide
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
MUTATED
HUMAN
Although
you
resemble
the
Ancients
more
closely
than
other
mutants,
there’s
no
mistaking
you
for
a
Pure
Strain.
Appearance:
You
have
a
clearly
human
heritage,
but
years
of
radiations,
altered
realities
and
weird
experiments
have
turned
you
into
a
grotesque
combination
of
mutations.
Your
looks
largely
depend
on
the
Random
Mutations
you
will
obtain
during
character
creation.
Ability
scores:
Roll
3d6
six
times
and
assign
the
results
of
these
rolls
to
your
ability
scores,
as
you
see
fit.
Then,
your
ability
scores
each
increase
by
2.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
a
single
skill
of
your
choice;
you
cannot
select
the
Ancient
Tech
skill
this
way.
Bio
mutations:
You
do
not
gain
any
specific
mutation.
Random
mutations:
You
gain
five
random
mutations.
Roll
five
times
on
the
Random
Mutations
Table.
PURE
STRAIN
HUMAN
You
are
a
direct
descendant
of
the
Ancients,
who
once
ruled
the
Earth.
Appearance:
You
are
completely
human.
That’s
it.
However,
your
survival
is
usually
related
to
you
being
very
hardy
and
smart.
Pure
Strain
Humans
are
often
more
intelligent
than
their
mutated
counterpart:
in
addition,
they
have
a
knack
with
the
ancient
relics
from
the
past.
PSH
males
are
known
as
“adams”,
and
females
are
known
as
“eves”.
Ability
scores:
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
ability
scores,
as
you
see
fit.
Then,
your
ability
scores
each
increase
by
3.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Ancient
Tech
skill,
and
in
another
skill
of
your
choice.
Bio
mutations:
You
do
not
gain
any
specific
mutation.
Random
mutations:
You
do
not
gain
any
random
mutation.
6
PLANT
You
are
an
intelligent,
sentient
plant.
You
can
walk
around,
albeit
slowly,
and
manipulate
objects.
Appearance:
Your
body
is
probably
made
of
intertwined
vines,
and
you
have
roots
on
your
feet.
Aside
from
this,
the
rest
of
your
anatomy
can
be
more
or
less
humanoid.
Maybe
you
have
a
purple
brain
protected
by
the
bark
on
your
skin,
or
you
look
like
a
bush
with
hands
and
legs.
Which
is
dumb,
man.
Seriously,
come
up
with
something
better.
Ability
scores:
Your
Constitution
score
is
18.
Roll
3d6
five
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
25
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Nature
skill.
Flammable:
You
are
vulnerable
to
fire
damage.
Bio
mutations:
You
automatically
gain
the
Blindsight,
Poison
Resistance,
Radiation
Resistance,
and
Rooted
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
ROBOT
You
are
a
machine,
but
you’ve
developed
feelings.
Sort
of.
Appearance:
You
are
a
mechanical
being,
made
of
synthetic
materials.
Depending
on
your
mutations
(probably
custom
modifications)
you
might
have
metal
tendrils,
multiple
pairs
of
legs,
or
shoot
laser
beams
from
your
eyes.
Ability
scores:
Your
Strength
and
Intelligence
scores
are
16.
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Investigation
skill.
Tin
Man:
You’re
not
considered
a
living
creature,
and
do
not
need
to
eat,
drink,
breathe
or
sleep.
You
can
eat
or
drink
if
you
want.
In
addition,
you
are
immune
to
radiation,
poison
and
poison
damage,
disease,
and
petrification.
You
cannot
be
put
to
sleep.
You
do,
however,
take
short
and
long
rests
(cooling
down
your
systems),
are
unconscious
when
at
0
hp
(you
can
be
stabilized
with
a
DC
10
Intelligence
(Science)
check);
you
are
destroyed
(which
means
your
character
“dies”)
if
you
fail
three
death
saves
or
take
massive
damage.
Bio
mutations:
You
automatically
gain
the
Darkvision
mutation.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
SAURIAN
You
are
a
cold-‐blooded,
reptilian
creature.
But
we
can’t
assure
you
your
tail
will
regrow
if
you
cut
it.
Appearance:
Although
you
are
a
bipedal
creature,
your
body
is
covered
in
thick
scales
and
you
have
a
tail
that
helps
you
balance
yourself.
Depending
on
your
mutations,
you
might
look
more
or
less
aggressive.
If
you
have
the
Wings
mutation,
you
look
like
a
pterodactyl;
if
you
have
the
Giant
and
Bite
mutations,
you
might
as
well
go
for
it
and
say
you
look
like
a
T-‐Rex!
Ability
scores:
Your
Strength
and
Constitution
scores
are
16.
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Intimidation
skill.
Bio
mutations:
You
automatically
gain
the
Darkvision,
Fearless
and
Thick
Hide
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
7
mUTaTions
Unless
you’re
one
of
those
snobbish
Pure
Strains,
you’ll
end
up
with
some
mutations.
When
you
have
to
come
up
with
a
random
mutation,
roll
a
d100
on
the
Random
Mutations
Table
below.
d100
roll
Mutation
Short
description
1-‐2
Amoeboid
You’re
super
duper
squeezable.
3-‐4
Amphibian
You
can
breathe
underwater.
5-‐6
Bite
You
can
chew
on
someone
for
1d10
piercing
damage.
7-‐8
Blindsight
You
locate
creatures
within
30
feet
of
you
based
on
vibrations.
9-‐10
Climber
You
gain
a
climbing
speed
equal
to
your
walking
speed.
11-‐12
Composite
You
are
made
of
a
multitude
of
smaller
creatures.
13-‐14
Darkvision
You
see
in
the
dark
within
60
feet
of
you.
15-‐16
Doppelganger
You
can
temporarily
split
into
two
identical
creatures.
17-‐18
Dual
Brain
You
shrug
off
the
charmed,
frightened
or
stunned
condition
easily.
19-‐20
Ectoplasmic
You
can
temporarily
become
incorporeal.
21-‐22
Emberborn
Deal
extra
1d6
fire
damage
with
melee
attacks.
23-‐24
Extra
Arm*
Gain
an
extra
arm;
can
be
used
to
hold
weapons
or
shields.
25-‐26
Fearless
You
are
immune
to
the
frightened
condition.
27-‐28
Formidable
Charisma
+4
to
Charisma
score.
29-‐30
Formidable
Constitution
+4
to
Constitution
score.
31-‐32
Formidable
Dexterity
+4
to
Dexterity
score.
33-‐34
Formidable
Intelligence
+4
to
Intelligence
score.
35-‐36
Formidable
Strength
+4
to
Strength
score.
37-‐38
Formidable
Wisdom
+4
to
Wisdom
score.
39-‐40
Frenzied
Strike
When
fighting
with
two
weapons,
add
ability
mod
to
second
attack
damage.
41-‐42
Frostborn
Deal
extra
1d6
cold
damage
with
melee
attacks.
43-‐44
Gamma
Eyes
Shoot
radiation
beams
from
your
eyes.
45-‐46
Gauss
Spike
Manipulate
gravity
to
cause
sudden
bursts
of
force.
47-‐48
Giant
Hold
two-‐handed
weapons
with
one
hand.
49-‐50
Greater
Saving
Throw
Gain
proficiency
in
a
saving
throw
of
your
choice.
51-‐52
Horns
You
can
gore
someone
for
2d6
piercing
damage.
53-‐54
Hypercognitive
Give
yourself
advantage
on
a
single
check.
55-‐56
Low-‐light
Vision
See
in
dim
light
as
if
it
were
bright
light.
57-‐58
Natural
Killer
Score
critical
hits
on
rolls
of
19
or
20;
ouch!
59-‐60
Necrotic
Touch
Your
touch
causes
decay.
61-‐62
Poison
Gas
Burp
a
cloud
of
poison
to
damage
nearby
enemies.
63-‐64
Poison
Resistance
You
gain
resistance
to
poison
damage.
65-‐66
Powerful
Pheromones
You
have
(an
unfair)
advantage
on
Charisma
(Persuasion)
checks.
67-‐68
Prescience
Use
prescience
as
a
reaction
to
halve
damage.
69-‐70
Psychic
Resistance
You
gain
resistance
to
psychic
damage.
71-‐72
Psychopomp
Absorb
life
force
from
nearby
enemies.
73-‐74
Pulse
You
can
travel
at
light
speed,
reappearing
within
30
feet.
75-‐76
Quick
+10
feet
to
all
your
speeds.
77-‐78
Radiation
Resistance
You
are
resistant
to
radiation
damage.
79-‐80
Reanimator
You
can
reanimate
corpses.
Man,
you
do
creep
me
out.
81-‐82
Regeneration
Regain
1
hit
point
per
turn
during
combat.
83-‐84
Rooted
You
cannot
be
knocked
prone,
and
are
pushed
10
feet
less
than
normal.
85-‐86
Sonic
Burst
15
foot
cone
of
powerful
screech
deals
2d6
thunder
damage.
87-‐88
Static
When
hit
in
melee,
spend
a
reaction
to
deal
2d4
lightning
to
attacker.
89-‐90
Talons
Your
unarmed
attack
is
light
and
finesse
and
deals
1d6
slashing
damage.
91-‐92
Telepathy
You
can
sense
and
send
thoughts
within
60
feet
of
you.
93-‐94
Tentacles
You
may
initiate
grapples
as
a
bonus
action.
95-‐96
Thick
Hide
You
gain
+2
to
Armor
Class.
97-‐98
Toughened
Gain
1
extra
Hit
Die
(counts
for
starting
hit
points
too!
OP!)
99-‐100
Wings
You
gain
a
flying
speed
equal
to
your
walking
speed.
*
=
you
can
get
this
mutation
a
second
time.
8
AMOEBOID
You
are
a
unicellular
being,
wrapped
in
some
kind
of
elastic
membrane.
It
sounds
awful,
but
at
least
you
could
be
dating
Susan
Storm.
Benefit:
You
can
squeeze
yourself
to
pass
through
little
fissures
and
holes,
up
to
a
1-‐inch-‐wide
crack.
You
are
not
slowed
or
hindered
in
any
way
when
doing
this;
however,
your
equipment
maintains
its
usual
size,
so
you
have
to
be
naked
to
get
the
most
out
of
this
mutation.
And
this
makes
it
even
creepier.
AMPHIBIAN
What’s
up,
Kermit?
Benefit:
You
can
breathe
underwater.
That’s
it.
Note:
If
you
are
a
robot,
this
mutation
is
useless
for
you.
Simply
roll
again
on
the
Random
Mutation
Table.
BITE
You
have
a
tooth-‐filled
mouth.
You
can
now
happily
gnaw
on
someone’s
leg,
arm,
or…
yeah,
well.
Benefit:
You
gain
a
natural
bite
attack.
It
is
a
melee
attack
that
deals
1d10
piercing
damage.
You
are
considered
proficient
with
it.
BLINDSIGHT
You
can
locate
nearby
creatures
using
by
sensing
their
vibrations,
heartbeats,
or
the
motion
of
air
around
them.
Benefit:
You
are
aware
of
the
location
of
any
creature
within
30
feet
of
you,
without
needing
to
see
it.
CLIMBER
You
sport
hooks
on
your
legs,
have
sharp
and
sturdy
claws,
or
possess
other
natural
means
to
climb.
Benefit:
You
gain
a
climbing
speed
equal
to
your
walking
speed.
COMPOSITE
You
are
made
of
many
smaller
creatures;
perhaps
you
are
a
swarm
of
bugs
or
animals,
or
you
might
be
entirely
composed
of
nanites.
Benefit:
You
are
resistant
to
all
weapon
damage.
However,
you
are
vulnerable
to
damage
from
attacks
that
affect
an
area
rather
than
a
single
target
(such
as
cones,
cubes,
and
the
likes).
DARKVISION
You
can
see
in
the
dark.
Benefit:
You
can
see
in
dim
light
as
if
it
were
bright
light,
and
you
can
see
in
darkness
as
if
it
were
dim
light
within
60
feet.
You
can’t
discern
color
in
darkness,
only
shades
of
grey.
Note:
If
you
already
have
the
Low-‐light
Vision
mutation,
you
lose
that
mutation
and
gain
this
one
instead.
Then,
roll
an
additional
time
on
the
Random
Mutations
Table.
DOPPELGANGER
You
can
create
a
psychic
projection
of
yourself.
And
it
is
far
from
a
harmless
illusion.
Benefit:
As
an
action,
you
create
a
psychic
projection
of
yourself
in
a
space
within
10
feet
of
you.
The
projection
lasts
for
1
minute
(or
until
you
dismiss
it),
and
has
your
same
statistics
and
equipment,
except
that
it
has
1
hit
point.
It
acts
immediately
after
you
in
the
initiative
order,
and
it
can
move
and
take
actions
(and
reactions);
however,
your
projection
cannot
use
this
mutation
(there
can
“only”
be
two
of
you!),
and
cannot
speak.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
9
DUAL
BRAIN
You
have
two
brains,
and
can
withstand
psychological
stress
better
than
others.
Benefit:
As
a
bonus
action,
when
suffering
from
the
charmed,
frightened
or
stunned
conditions,
you
can
transfer
that
condition
to
your
second
brain,
effectively
ending
it
on
yourself.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
ECTOPLASMIC
You
have
the
supernatural
ability
to
turn
into
a
spirit…
for
a
while.
Benefit:
As
an
action,
you
and
your
equipment
become
incorporeal
for
1
minute.
While
in
this
form,
you
are
immune
to
weapon
damage,
and
you
can
deal
no
damage
with
physical
attacks,
such
as
those
made
with
your
weapons.
However,
you
can
deal
damage
as
normal
with
nonphysical
attacks,
such
as
those
from
mutations.
EMBERBORN
You
are
gifted
with
the
power
of
fire.
If
you
punch
a
bowl
of
corn,
you
get
pop-‐corn!
Benefit:
When
you
hit
a
creature
with
a
melee
attack,
the
attack
deals
an
extra
1d6
fire
damage.
EXTRA
ARM
This
can
be
really
useful.
Benefit:
You
have
an
additional
arm.
You
can
use
it
to
wield
a
weapon
or
a
shield.
It
is
possible,
with
this
mutation,
to
hold
two
weapons
and
a
shield
at
the
same
time,
or
to
wield
a
two-‐handed
weapon
and
a
shield
at
the
same
time.
Note:
If
you
get
this
mutation
a
second
time,
you
may
actually
keep
it
and
get
a
fourth
arm.
But
no
more
than
that!
FEARLESS
Either
you’ve
got
a
pair,
or
you
are
simply
the
scariest
thing
around.
Benefit:
You
are
immune
to
the
frightened
condition.
FORMIDABLE
(ABILITY
SCORE)
You
have
a
strong
natural
talent
for
a
certain
type
of
skill.
Benefit:
Depending
on
the
mutation
you
got,
your
relevant
ability
score
is
increased
by
4.
FRENZIED
STRIKE
In
combat,
you
have
a
knack
for
going
akimbo.
Benefit:
When
you
engage
in
two-‐weapon
fighting,
you
can
add
your
ability
modifier
to
the
damage
of
the
second
attack.
FROSTBORN
Cold
energy
runs
in
your
veins.
You
are
a
cool
dude.
Benefit:
When
you
hit
a
creature
with
a
melee
attack,
the
attack
deals
an
extra
1d6
cold
damage.
GAMMA
EYES
You
can
fire
radiation
laser
streams
from
your
eyes.
Yes,
you’re
one
lucky
guy.
Benefit:
As
an
action,
you
can
direct
your
gaze
towards
a
creature
within
30
feet
of
you;
make
a
ranged
Dexterity
attack
against
that
target’s
AC
(you
add
your
proficiency
bonus
to
the
attack).
If
you
hit,
you
deal
2d6
radiation
damage
to
the
target,
plus
1d6
for
every
five
levels
of
your
character
(up
to
4d6
at
level
10).
10
GAUSS
SPIKE
Manipulating
the
gravity
and
magnetism
around
you,
you
can
send
bursts
of
energy
at
your
foes.
Benefit:
As
an
action,
you
can
direct
a
burst
of
magnetic
energy
towards
a
creature
within
30
feet
of
you;
make
a
ranged
Dexterity
attack
against
that
target’s
AC
(you
add
your
proficiency
bonus
to
the
attack).
If
you
hit,
you
deal
2d4
force
damage
to
the
target
plus
1d4
for
every
five
levels
of
your
character
and
you
knock
it
prone.
GIANT
You
are
huge,
with
bulging
muscles,
big
hands,
and
a
strong
back.
Benefit:
You
can
wield
a
two-‐handed
weapon
with
one
hand;
this
allows
you
to
wield
a
two-‐handed
weapon
and
a
shield
at
the
same
time.
GREATER
SAVING
THROW
You
are
better
than
others
when
it
comes
to
shrugging
off
some
effects.
Benefit:
You
gain
proficiency
with
a
single
saving
throw
of
your
choice.
HORNS
You
look
like
you’re
part
bull.
Which
gets
in
the
way
when
you
have
to
pass
through
small
doors.
Benefit:
You
gain
a
natural
horns
attack.
It
is
a
melee
attack
that
deals
2d6
piercing
damage.
You
are
considered
proficient
with
it.
HYPERCOGNITIVE
Your
mind
can
process
the
possible
outcomes
of
an
action
at
an
outstanding
pace.
Benefit:
Whenever
you
make
an
ability
check,
attack,
or
saving
throw,
you
can
give
yourself
advantage
on
that
roll.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
LOW-‐LIGHT
VISION
You
have
sharp
eyes.
Benefit:
You
can
see
in
dim
light
as
if
it
were
bright
light.
Note:
If
you
already
have
the
Darkvision
mutation,
you
don’t
gain
this
mutation.
Instead,
roll
an
additional
time
on
the
Random
Mutations
Table.
NATURAL
KILLER
Your
heritage
or
nature
gives
you
remarkable
combat
prowess.
Benefit:
You
score
a
critical
hit
with
an
attack
on
a
roll
of
19
and
20.
That’s
5%
extra
chances
to
kick
someone’s
butt.
NECROTIC
TOUCH
You
can
channel
entropy
and
decay
into
anyone
by
touching
them.
Put
those
gloves
on,
please.
Benefit:
Your
unarmed
strike
attack
deals
an
extra
1d6
necrotic
damage,
and
you
regain
that
many
hit
points.
POISON
GAS
I
told
you
not
to
eat
beans
last
night.
Benefit:
As
an
action,
you
can
burp
a
cloud
of
poisonous
gas.
Each
creature
in
a
25-‐foot
cube
originating
from
you
must
make
a
Constitution
saving
throw
(DC
is
equal
to
8
+
your
Constitution
modifier
+
your
proficiency
bonus).
On
a
failed
save,
a
creature
takes
2d6
poison
damage
plus
1d6
for
every
five
levels
of
your
character
(up
to
4d6
at
level
10).
On
a
successful
save,
the
creature
takes
half
as
much
damage.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
11
POISON
RESISTANCE
Your
metabolism
can
get
rid
of
toxins
really
quickly.
Benefit:
You
are
resistant
to
poison
damage.
Note:
If
you
are
a
robot,
this
mutation
is
useless
for
you.
Simply
roll
again
on
the
Random
Mutation
Table.
POWERFUL
PHEROMONES
By
emanating
a
strong
stream
of
pheromones,
you
get
people
to
appreciate
you.
A
lot.
Benefit:
You
have
advantage
on
Charisma
(Persuasion)
checks.
PRESCIENCE
Your
sense
sometimes
let
you
glimpse
into
the
future,
avoiding
the
brunt
of
enemy
attacks.
Benefit:
When
an
attacker
you
can
see
hits
you
with
an
attack,
you
can
use
your
reaction
to
halve
the
attack’s
damage
against
you.
PSYCHIC
RESISTANCE
Your
are
able
to
withstand
psychic
pressure
better
than
others.
Benefit:
You
are
resistant
to
psychic
damage.
PSYCHOPOMP
You
can
leech
life
force
from
enemies
around
you.
You’re
a
psychic
vampire!
Benefit:
As
an
action,
you
can
absorb
life
from
whoever
is
nearby.
Each
creature
in
a
25-‐foot
cube
originating
from
you
must
make
a
Constitution
saving
throw
(DC
is
equal
to
8
+
your
Charisma
modifier
+
your
proficiency
bonus).
On
a
failed
save,
a
creature
takes
2d4
psychic
damage
plus
1d4
for
every
five
levels
of
your
character
(up
to
4d4
at
level
10),
and
you
regain
that
many
hit
points.
On
a
successful
save,
the
creature
takes
half
as
much
damage,
and
you
don’t
regain
any
hit
points.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
PULSE
You
move
at
light
speed.
Benefit:
As
a
move,
you
can
disappear
and
immediately
reappear
in
an
empty
space
within
30
feet
of
your
initial
position.
During
this
movement,
you
do
not
provoke
opportunity
attacks,
you
are
not
slowed
by
rough
terrain,
and
you
can
move
through
enemy
creatures.
You
don’t
have
to
be
able
to
see
your
destination
when
you
begin
this
movement.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
QUICK
You
are
very
agile,
and
run
faster
than
others.
Benefit:
All
your
speed
ratings
increase
by
10
feet.
RADIATION
RESISTANCE
Apparently,
radiations
can’t
kill
you.
Unless
you
step
into
a
nuclear
reactor,
that
is.
Benefit:
You
are
resistant
to
radiation
damage.
Note:
If
you
are
a
robot,
this
mutation
is
useless
for
you.
Simply
roll
again
on
the
Random
Mutation
Table.
12
REANIMATOR
Once
in
a
while,
you
can
conjure
an
animated
corpse
that
serves
you.
It
might
be
an
actual
corpse
you
reanimate,
or
maybe
you
channel
meat
and
necromancy
from
an
alternate
timeline.
Don’t
be
so
fussy.
Benefit:
As
an
action,
you
create
a
zombie
servant.
It
appears
in
a
space
within
5
feet
of
you.
The
Reanimated
Zombie
Servant
obeys
each
of
your
orders,
and
it
acts
immediately
after
you
in
the
initiative
order.
On
its
turn,
the
zombie
gets
a
move
and
an
action,
as
normal.
When
reduced
to
0
hit
points,
the
Reanimated
Zombie
Servant
crumbles
into
a
motionless
mass
of
putrid
flesh.
You
can
only
have
one
Reanimated
Zombie
Servant
active
at
a
time.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
Reanimated
Zombie
Servant
Medium
Undead
Armor
Class:
8
Hit
Points:
equal
to
9
+
the
Reanimator’s
Charisma
Modifier
(if
positive)
+
the
Reanimator’s
level.
Speed:
20
ft.
Ability
Scores:
Str
16
(+3);
Dex
6
(-‐2);
Con
10
(+0);
Int
5
(-‐3);
Wis
7
(-‐2);
Cha
5
(-‐3)
Damage
Immunities:
Poison
Condition
Immunities:
Charmed,
frightened,
poisoned.
Senses:
Darkvision
60
ft.;
Passive
Perception
8
Traits:
✇ Get
up!
Whenever
the
Reanimated
Zombie
Servant
is
reduced
to
0
hit
points,
roll
a
d20.
On
a
roll
of
15
or
more,
it
is
reduced
to
1
hit
point
instead.
On
a
roll
of
14
or
less,
it
is
destroyed
as
normal.
Actions:
✇ Slam.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
1d6
+
3
bludgeoning
damage,
plus
1d6
for
every
5
levels
of
the
Reanimator
(up
to
3d6
at
level
10).
REGENERATION
When
adrenaline
runs
through
your
body,
you
begin
to
heal
incredibly
fast.
Benefit:
During
combat,
at
the
beginning
of
each
of
your
turns,
you
regain
hit
points
equal
to
your
character
level.
ROOTED
You
always
stand
your
ground.
Benefit:
You
cannot
be
knocked
prone.
In
addition,
if
an
effect
would
push
you
any
number
of
feet,
instead
it
pushes
you
10
feet
less
than
normal.
SONIC
BURST
You
can
emit
a
powerful
screech
or
howl.
Benefit:
As
an
action,
you
can
unleash
a
deafening
sonic
attack.
Each
creature
in
a
15-‐foot
cone
originating
from
you
must
make
a
Constitution
saving
throw
(DC
is
equal
to
8
+
your
Constitution
modifier
+
your
proficiency
bonus).
On
a
failed
save,
a
creature
takes
2d6
thunder
damage
plus
1d6
for
every
five
levels
of
your
character
(up
to
4d6
at
level
10).
On
a
successful
save,
the
creature
takes
half
as
much
damage.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
STATIC
Electricity
runs
through
your
skin,
shocking
anyone
foolish
enough
to
hit
you
in
melee.
Benefit:
When
an
attacker
hits
you
with
a
melee
attack,
you
can
use
your
reaction
to
deal
2d4
lightning
damage
to
that
attacker.
13
TALONS
Your
hands
have
sharp
claws
or
talons.
Benefit:
Your
unarmed
melee
attack
gains
the
finesse
and
light
properties,
and
deals
1d6
slashing
damage
instead
of
1
bludgeoning
damage.
TELEPATHY
You
can
sense
other
people’s
thoughts,
and
speak
to
them
in
their
mind.
Benefit:
You
can
sense
the
thoughts
of
intelligent
creatures
within
60
feet
of
you.
If
you
want,
you
can
speak
to
those
creatures
in
their
minds,
without
need
of
vocal
communication.
If
they
are
aware
of
your
telepathic
powers,
creatures
can
try
to
shield
their
thoughts
by
making
a
Charisma
saving
throw
with
DC
equal
to
8
+
your
Charisma
modifier
+
your
proficiency
bonus.
TENTACLES
Thick
tendrils
spurt
from
your
body.
You’re
a
bit
Lovecraftian,
aren’t
you?
Benefit:
You
may
initiate
a
grapple
as
a
bonus
action,
instead
of
an
action.
You
don’t
need
a
free
hand
to
do
so.
THICK
HIDE
You
sport
a
robust
exoskeleton,
or
you
have
very
thick
skin
or
fur.
Benefit:
You
gain
a
+2
bonus
to
your
Armor
Class.
This
stacks
with
your
armor
and
Dexterity
modifier,
if
any.
TOUGHENED
You
are
a
real
die-‐hard.
Benefit:
You
gain
a
bonus
Hit
Die
at
first
level
(since
your
class
is
Gamma
Wanderer,
it
is
a
d12).
This
additional
Hit
Die
immediately
increases
your
maximum
hit
points
(you
can
roll
the
d12
or
take
7;
remember
to
add
your
Constitution
modifier),
and
it
can
be
spent
as
usual
to
regain
hit
points
during
a
short
rest.
WINGS
You
have
a
pair
of
wings.
Maybe
you
are
part
bird,
or
part
bat…
or
you
have
rockets!
Benefit:
You
gain
a
flying
speed
equal
to
your
walking
speed.
14
Gamma waNDerer cLass anD LeveL progressioN
Each
Player
Character
in
Gamma
Five
has
the
same
class:
the
Gamma
Wanderer.
A
Gamma
Wanderer
is
an
explorer,
scavenger,
adventurer
and
mercenary
all
in
one.
This
section
includes
all
information
needed
to
create
a
level
1
Gamma
Wanderer
PC
and
have
it
progress
until
level
10
(the
maximum
level
in
Gamma
Five).
Note:
Some
of
you
might
think
“this
class
gets
features
too
soon”,
or
“d12
Hit
Dice?
Really?”.
The
Gamma
Wanderer
class
is
indeed
“stronger”
than
the
Basic
Rules
classes,
but
it’s
not
meant
to
be
used
in
traditional
D&D.
Also,
Gamma
Five
monsters
are
usually
tougher
than
normal
for
their
challenge
rating.
Please,
don’t
trouble
yourself
too
much
with
balance.
Gamma
Five
wants
to
be
spectacular,
not
perfectly
balanced.
Don’t
let
math
get
in
the
way
of
fun!
GAMMA
WANDERER
PROGRESSION
TABLE
Level
Proficiency
Bonus
Features
1
+2
Second
Wind
2
+2
Action
Surge
(one
use)
3
+2
Ability
Score
Improvement
4
+2
Expertise
5
+3
Extra
Attack
6
+3
Ability
Score
Improvement
7
+3
Expertise
8
+3
Extra
Attack
9
+4
Ability
Score
Improvement
10
+4
Reliable
Talent
CLASS
FEATURES
HIT
POINTS
Hit
Dice:
1d12
per
Gamma
Wanderer
level
Hit
Points
at
1st
Level:
12
+
Constitution
modifier
Hit
Points
at
Higher
Levels:
1d12
(or
7)
+
your
Constitution
modifier
per
Gamma
Wanderer
level
after
1st
PROFICIENCIES
Armor:
All
armor
and
shields
Weapons:
All
weapons
Tools:
None
Saving
Throws:
Choose
two
saving
throws
from
Strength,
Dexterity,
Constitution,
Intelligence,
Wisdom,
Charisma
Skills:
Choose
any
four
skills
from
Acrobatics,
Animal
Handling,
Athletics,
Conspiracy
(see
the
Skills
chapter),
Deception,
Insight,
Intimidation,
Investigation,
Nature,
Perception,
Performance,
Persuasion,
Science,
Sleight
of
Hand,
Stealth,
Survival
EQUIPMENT
You
start
with
the
following
equipment
(for
equipment
description,
see
the
Equipment
chapter):
✇ A
wanderer’s
pack
and
a
light
or
medium
armor
of
your
choice
(plus
a
shield
if
you
want)
✇ A
melee
weapon
(either
a
light
or
heavy
one)
✇ A
ranged
weapon
(either
a
light
one,
heavy
one,
a
light
gun,
or
a
heavy
gun)
and
ammunition
(if
you
choose
a
gun)
✇ 2d4
random
pieces
of
gear
from
the
Random
Scavenged
Junk
Table
in
the
Equipment
chapter.
LEVEL
1:
SECOND
WIND
As
a
survivor
of
the
wastelands,
you
have
learned
to
withstand
pain
and
jump
back
into
the
fray.
On
your
turn,
you
can
use
a
bonus
action
to
regain
hit
points
equal
to
1d12
+
your
Gamma
Wanderer
level.
Once
you
use
this
feature,
you
must
finish
a
short
or
long
rest
before
you
can
use
it
again.
15
LEVEL
2:
ACTION
SURGE
For
a
moment,
you
can
push
yourself
beyond
your
limits.
On
your
turn,
you
can
take
one
additional
action
on
top
of
your
regular
action
and
a
possible
bonus
action.
Once
you
use
this
feature,
you
must
finish
a
short
or
long
rest
before
you
can
use
it
again.
LEVEL
3,
6,
AND
9:
ABILITY
SCORE
IMPROVEMENT
When
you
reach
3rd
level,
and
again
at
6th
and
9th
level,
you
can
increase
one
ability
score
of
your
choice
by
2,
or
you
can
increase
two
ability
scores
of
your
choice
by
1.
You
can
increase
an
ability
score
even
if
it
would
go
past
20.
Go
for
it,
you
one-‐trick-‐pony!
LEVEL
4
AND
7:
EXPERTISE
At
4th
level,
choose
two
of
your
skill
proficiencies.
Your
proficiency
bonus
is
doubled
for
any
ability
check
you
make
that
uses
either
of
chosen
proficiencies.
At
7th
level,
you
can
choose
two
more
of
your
proficiencies
to
gain
this
benefit.
LEVEL
5
AND
8:
EXTRA
ATTACK
Beginning
at
5th
level,
you
can
attack
twice,
instead
of
once,
whenever
you
take
the
Attack
action
on
your
turn.
The
number
of
attacks
increases
to
three
when
you
reach
8th
level
in
this
class.
LEVEL
10:
RELIABLE
TALENT
Years
of
survival
in
the
blasted
landscape
have
sharpened
your
skills;
you’re
nearly
perfect
when
it
comes
to
your
favorite
areas
of
expertise.
Whenever
you
make
an
ability
check
that
lets
you
add
your
proficiency
bonus,
you
can
treat
a
roll
of
9
or
lower
on
the
d20
as
a
roll
of
10.
LEVEL
10:
WASTELAND
LEGEND
Everyone
knows,
just
by
looking
at
you,
that
you’ve
seen
more
things
than
anyone
in
the
world.
Many
wonder
how
you’ve
managed
to
stay
sane…
When
you
reach
10th
level,
choose
one
of
the
following
features
and
gain
its
benefits:
✇ Mutation
Expert:
Choose
one
of
your
mutations
that
can
be
used
only
once
before
requiring
a
short
or
long
rest
to
be
ready
again
(such
as
Poison
Gas
or
Reanimator).
You
can
now
use
that
mutation
two
times
before
having
to
take
a
short
or
long
rest.
✇ Tech
Proficiency:
You
become
proficient
in
the
Tech
skill,
even
if
you’re
not
a
Pure
Strain
Human
(in
fact,
if
you
are
one,
you’re
already
proficient
with
it…
so
what’s
the
point?).
✇ Unscathed:
When
you
are
subjected
to
an
effect
that
allows
you
to
make
a
saving
throw
to
only
take
half
damage,
you
instead
take
no
damage
if
you
succeed
on
that
saving
throw.
You
do
take
normal
damage
if
you
fail.
LEVEL
PROGRESSION
TABLE
Gamma
Five
only
has
a
level
cap
of
10.
Here’s
the
progression
table
for
a
full
campaign
up
to
level
10.
XP
Level
Your
character’s
rank
is:
0
1
Scavenger
300
2
Scavenger
900
3
Scavenger
2.000
4
Scavenger
3.500
5
Survivor
5.000
6
Survivor
7.000
7
Survivor
9.000
8
Survivor
12.000
9
Wasteland
Warrior
15.000
10
Wasteland
Warrior
As
you
might
have
noticed,
Gamma
Five’s
level
progression
is
quicker
than
that
in
traditional
D&D
5th
Edition.
This
allows
the
campaign
to
keep
a
good
pacing.
A
big
point
in
Gamma
World
is
getting
overwhelmed
with
new
and
weird
features
and
monsters,
so
the
goal
here
is
to
grant
everyone
some
benefit
every
couple
of
sessions.
If
you
prefer
a
slower
progression,
by
all
means
use
the
standard
level
progression
on
page
10
of
the
D&D
Basic
Rules.
16
skiLLs
For
the
most
part,
Gamma
Five
uses
the
same
skills
in
the
D&D
5th
Edition
Basic
Rules
(the
use
of
ability
scores
and
skills
is
described
in
Chapter
7
of
the
Basic
Rules
PDF).
However,
some
skills
have
ben
cut
from
the
“default”
list,
and
others
have
been
added.
Here’s
a
complete
list:
Skill
Ability
Score
Uses
Acrobatics
Dexterity
Balancing,
acrobatic
stunts.
Ancient
Tech*
Intelligence
Handling,
repairing
and
tinkering
with
Ancient
machines
and
artifacts.
Animal
Handling
Wisdom
Calming,
handling
and
training
animals.
Athletics
Strength
Climbing,
jumping,
lifting,
swimming.
Conspiracy*
Intelligence
Knowing
about
history,
organizations,
or
cryptic
alliances.
Deception
Charisma
Social
interaction
when
trying
to
Insight
Wisdom
Determining
the
true
intentions
of
a
creature.
Intimidation
Charisma
Menacing
someone,
coercing
and
“bad
cop”
interrogation.
Investigation
Intelligence
Looking
for
clues,
making
deductions
based
on
observation.
Nature
Intelligence
Knowing
about
wasteland
creatures,
plants,
and
terrain.
Perception
Wisdom
Spotting,
hearing,
being
aware
of
your
surroundings.
Performance
Charisma
Entertaining
and
charming
with
dance,
music,
or
singing.
Persuasion
Charisma
Social
interaction
when
acting
in
good
faith.
Science*
Intelligence
Stabilizing
a
dying
creature,
knowing
about
physics,
biology,
chemistry.
Sleight
of
Hand
Dexterity
Concealing
objects
on
yourself,
pickpocketing.
Stealth
Dexterity
Hiding
yourself,
moving
silently.
Survival
Wisdom
Following
tracks,
hunting
wild
animals,
avoiding
“natural”
hazards.
*
=
New
skills.
New skiLLs DescripTioNs
ANCIENT
TECH
(INTELLIGENCE)
A
big
part
of
Gamma
World’s
everyday
commerce
revolves
around
artifacts
from
the
age
of
the
Ancients.
An
Intelligence
(Ancient
Tech)
check
is
needed
to
interact
with
this
kind
of
machinery
and
equipment.
USING
ANCIENT
GEAR
In
the
Equipment
chapter,
you
will
find
a
list
of
gear
from
the
Ancient’s
age.
During
your
sessions,
you
might
stumble
upon
some
of
these
items.
In
addition
to
being
prized
relics,
these
pieces
of
equipment
have
powerful
effects,
sometimes
passive,
sometimes
active.
However,
when
you
activate
an
Ancient
item
(or
after
a
set
period
of
time,
depending
on
the
item’s
description),
you
must
make
an
Intelligence
(Ancient
Tech)
check,
whose
DC
is
equal
to
the
item’s
Complexity
rating
(you
find
this
number
in
the
Equipment
section
as
well).
If
you
fail,
the
item’s
activation
effect
(if
any)
takes
place,
but
it
breaks
immediately
afterwards.
You
can
try
to
repair
a
broken
Ancient
item
with
an
Intelligence
(Ancient
Tech)
check:
again,
the
DC
is
equal
to
the
item’s
Complexity
rating.
If
you
succeed,
the
item
is
ready
again
(but
you
still
have
to
check
whether
it
breaks
or
not
the
next
time
you
use
it);
if
you
fail,
it
is
forever
destroyed.
CONSPIRACY
(INTELLIGENCE)
You
make
an
Intelligence
(Conspiracy)
check
when
trying
to
recall
information
about
organizations
and
society
in
the
Gamma
World
setting,
or
about
historic
facts
(which,
being
this
a
hybrid
reality,
are
usually
hypothetical
at
best).
This
skill
is
also
useful
when
trying
to
recall
information
about
the
Cryptic
Alliances,
powerful
organizations
with
their
own
hidden
agendas.
SCIENCE
(INTELLIGENCE)
An
Intelligence
(Science)
check
lets
you
try
to
stabilize
a
dying
ally
(that’s
right,
just
as
a
Medicine
check
in
traditional
D&D
5th
Edition).
This
skill
can
also
be
used
to
know
about
the
phenomena,
flora
and
fauna
of
Gamma
World
from
a
biological,
chemical
and
medical
point
of
view,
to
recall
information
about
physics,
geology
or
mathematic
theories,
or
to
operate
computers
and
machines,
although
you
will
need
the
Ancient
Tech
skill
to
handle
Ancient
gear.
17
equipmeNT
The
rag-‐tag
survivors
of
Gamma
World
are
adept
at
making
the
most
out
of
whatever
they
find
in
the
wasteland.
They
might
turn
a
manhole
into
a
shield,
and
beat
you
to
death
with
a
car
bumper.
That’s
how
they
roll,
and
you
will
soon
learn
that
to
adapt
quickly
is
to
survive
another
day.
This
section
of
the
Gamma
Five
document
deals
with
equipment,
gear,
and
the
insane
amount
of
junk
available
to
a
Gamma
Wanderer.
For
the
most
part,
equipment
in
Gamma
Five
follows
the
guidelines
presented
in
Chapter
5
of
the
Basic
Rules
PDF.
However,
there
are
a
few
major
variations:
✇ No
item
has
a
set
price,
since
we
assume
barter
is
the
most
common
form
of
trade
(see
Economy,
below).
✇ No
item
has
a
weight,
since
we
don’t
want
groups
to
bog
down
the
session
by
checking
how
many
lbs.
it
takes
them
to
become
overburdened;
we
trust
each
group
will
be
able
to
deal
with
encumbrance
in
a
logical
manner.
✇ Armor,
shields
and
weapons
follow
the
exact
guidelines
presented
in
Chapter
7
of
the
Basic
PDF:
the
Gamma
Five
rules
do
not
add
any
extra
property.
However,
armor
and
weapons
are
handled
in
an
abstract
fashion,
as
you
will
see.
Just
remember
that
each
Gamma
Wanderer
is
proficient
in
all
armor,
all
weapons,
and
shields.
EcoNomy
When
dealing
with
economy
in
Gamma
World,
the
best
option
is
probably
to
avoid
coinage
and
monetary
systems,
resorting
instead
to
the
oldest
form
of
trade:
barter.
An
interesting
note
on
this
is
that,
given
the
absence
of
any
currency,
there’s
no
“set
value”
for
goods:
an
item’s
price
might
go
up
and
down
depending
on
how
attached
the
seller
is
to
it,
and
how
much
the
buyer
needs
it.
For
instance,
I
might
usually
be
OK
with
giving
you
five
trail
rations
of
food
for
50
feet
of
good
rope,
but
if
I
see
you
starving
and
desperate
for
some
bread,
I
will
probably
ask
for
something
else
too.
Honesty
doesn’t
get
you
very
far
in
the
wasteland.
armor
In
Gamma
Five,
armor
uses
an
abstract
system:
instead
of
specific,
“named”
armor,
you
get
four
categories:
light,
medium,
heavy,
and
shields.
This
way,
once
you
choose
which
armor
you
want
to
wear,
you
get
to
actually
choose
what
it
looks
like.
Later
on,
if
you
find
armor
or
shields,
the
Game
Master
will
tell
you
which
kind
of
armor
or
shield
it
is,
so
that
you
have
an
idea
of
its
statistics.
Below
is
a
table
with
the
statistics
for
armors
and
shields,
and
then
you
can
find
a
list
of
suggestions
on
what
to
make
them
look
like.
As
usual
in
D&D
5th
Edition,
some
armor
requires
a
minimum
Strength
score,
or
gives
you
disadvantage
on
Dexterity
(Stealth)
checks.
Armor
or
Shield
Armor
Class
(AC)
Strength
Stealth
Light
armor
12
+
Dexterity
modifier
-‐
-‐
Medium
armor
14
+
Dex
modifier
(max
+2)
-‐
-‐
Heavy
armor
16
Strength
13+
Disadvantage
Shield
+2
-‐
-‐
✇ Light
armor:
Light
armor
protects
you,
but
still
lets
you
run
and
move
quickly.
Examples
are:
a
Kevlar
vest,
heavy
leather
clothing,
a
rugby
uniform
with
thick
shoulder
pads
and
a
helmet,
or
thick
padded
clothing.
✇ Medium
armor:
Medium
armor
gives
a
good
protection,
but
somewhat
limits
your
agility.
Examples
are:
anti-‐riot
gear,
heavy
military
uniform,
a
thick
hide
armor,
or
a
chainmail
vest
from
a
historic
reenactments
shop.
✇ Heavy
armor:
While
it
makes
you
look
badass,
heavy
armor
restrains
your
movement
in
exchange
for
great
protection.
Examples
are:
a
full
plate
armor
stolen
from
a
museum,
a
carapace
made
of
various
car
parts
tied
together,
or
a
suit
with
dozens
of
books
stitched
to
it.
✇ Shield:
Almost
anything
sturdy,
vaguely
circular
or
square,
and
that
can
be
wielded
with
one
hand
makes
a
good
shield:
a
road
sign,
a
steel
wheel,
a
bar
table,
or
a
wooden
door.
Just
throw
in
a
couple
of
straps
and
you’re
good
to
go.
18
weapoNs
The
weapons
in
Gamma
Five
follow
the
same
abstract
paradigm
of
armor;
they
are
divided
in
melee
weapons,
ranged
weapons,
and
ranged
gun
weapons.
Each
category
has
a
light
and
heavy
version.
Ranged
gun
weapons
follow
the
same
rules
of
a
normal
ranged
weapon,
but
they
are
more
powerful
and
require
ammunition.
✇ Ammunition
Weapons:
In
Gamma
Five,
we
don’t
want
you
to
slow
down
and
count
every
bullet
or
arrow
you
fire.
Replace
the
description
of
the
ammunition
property
with
this
one:
Ammunition.
A
weapon
with
the
ammunition
property
requires
a
special
type
of
projectile
or
bullet
that
you
can’t
easily
craft
yourself
and
must
be
found
or
acquired.
“Ammunition”
is
an
abstract
concept:
either
you
have
it,
or
you
don’t.
Whenever
you
fire
a
weapon
with
the
ammunition
property
more
than
once
during
a
combat
encounter
(or
fire
more
than
one
weapon
with
the
ammunition
property
in
a
single
encounter),
roll
a
d20
at
the
end
of
that
encounter.
On
a
10
or
more,
you
still
have
ammunition;
on
a
9
or
less,
you
run
out
of
ammo
and
must
find
some
to
use
your
weapon(s)
again.
Almost
anything
can
be
used
as
a
weapon
in
Gamma
Five.
When
you
obtain
a
weapon
during
character
creation,
you
get
to
choose
what
it
looks
like.
Later
on,
if
you
find
a
weapon,
the
Game
Master
will
tell
you
which
kind
of
weapon
it
is,
so
that
you
have
an
idea
of
its
statistics.
Below
is
a
table
with
the
statistics
for
weapons,
and
then
you
can
find
a
list
of
suggestions
on
what
to
make
them
look
like.
Weapon
type
Damage
Properties
Unarmed
strike
1
bludgeoning
-‐
Light
melee
weapon
1d8
bludgeoning,
piercing,
or
slashing*
Finesse,
light
Heavy
melee
weapon
2d6
bludgeoning,
piercing,
or
slashing*
Heavy,
two-‐handed
Light
ranged
weapon
1d8
bludgeoning,
piercing,
or
slashing*
Ranged
80/320,
(optional
thrown)
Heavy
ranged
weapon
1d12
bludgeoning,
piercing,
or
slashing*
Ranged
100/400,
two-‐handed
Light
ranged
gun
weapon
2d6
bludgeoning
and
piercing
Ammunition,
ranged
80/320
Heavy
ranged
gun
weapon
2d10
bludgeoning
and
piercing
Ammunition,
ranged
100/400,
two-‐
handed
*
=
You
get
to
choose
the
type
of
damage
based
on
the
weapon’s
look.
Ain’t
that
great.
✇ Unarmed
strike:
Your
average
punch
in
the
face.
Depending
on
what
your
hands
look
like,
it
might
do
more
damage
(such
as
with
the
Talons
mutation).
✇ Light
melee
weapon:
This
is
a
light
weapon
that
can
be
used
to
make
quick
attacks.
Examples
are:
a
kitchen
knife,
a
pair
of
surgeon
scissors,
a
scimitar,
a
machete,
or
a
novelty
katana
you
sharpened
for
the
occasion.
✇ Heavy
melee
weapon:
This
weapon
packs
a
considerable
hit
and
requires
two
hands.
Examples
are:
a
road
sign,
a
sledgehammer,
a
chainsaw,
a
baseball
bat,
or
a
wooden
telegraph
pole
(if
you
can
lift
it).
✇ Light
ranged
weapon:
A
quick,
reliable
ranged
weapon
that
fires
an
easily
made
projectile;
or
a
thrown
weapon
you
launch
at
your
target.
If
you
want,
this
weapon
can
have
the
thrown
property:
its
range
changes
to
20/60,
and
you
can
use
Strength
instead
of
Dexterity
for
attack
and
damage
rolls).
Examples
are:
a
thrown
hand
axe,
a
sling,
a
shuriken,
a
bowling
ball,
a
chunk
of
rock,
or
a
hand
crossbow.
✇ Heavy
ranged
weapon:
This
weapon
requires
two
hands
to
be
fired,
and
deals
significant
damage.
Its
projectiles
are
easily
crafted,
so
it
doesn’t
require
special
ammunition.
Examples
are:
a
carbon-‐fiber
compound
bow,
a
heavy
crossbow
from
a
medieval
reenactment,
a
harpoon
gun,
or
a
potato
gun.
✇ Light
ranged
gun
weapon:
While
it
requires
ammunition
to
work,
this
weapon
is
a
one-‐handed
reliable
firearm.
Examples
are:
more
or
less
any
handgun
(Beretta,
Colt,
Glock,
Desert
Eagle).
✇ Heavy
ranged
gun
weapon:
A
powerful
firearm
that
requires
two
hands
to
be
used.
Examples
are:
a
hunting
rifle,
a
shotgun,
an
assault
rifle,
or
a
bazooka.
Note:
The
damage
and
range
entries
on
these
weapons
are
abstract
and
far
from
a
simulationist
intent;
by
no
means
we
actually
believe
that
a
bazooka
hits
as
hard
as
a
hunting
rifle,
or
that
a
shuriken
packs
the
same
hit
of
a
thrown
bowling
ball.
By
all
means,
if
you
prefer
a
more
complex
damage
scaling,
feel
free
to
adopt
it.
19
waNDerer’s pack
At
the
beginning
of
its
journey
in
Gamma
World,
your
character
receives
a
wanderer’s
pack.
Here
you
find
a
list
of
all
the
items
it
includes:
Item
Description
Backpack
A
sturdy
backpack
in
which
you
can
keep
your
gear.
Bedroll
Not
very
comfortable,
but
beggars
can’t
be
choosers.
Crowbar
Gives
you
advantage
on
Strength
check
when
its
leverage
can
be
applied.
Duct
tape
Always
useful.
Flashlight
Illuminates
the
darkness
for
60
ft.
Flint
and
steel
Come
on
baby,
light
my
fire.
Fuel
tank
Holds
up
to
1
gallon
of
fuel.
Currently
empty.
Lock
picking
tools
Useful
for
getting
where
you
shouldn’t.
Military
canteen
Holds
up
to
½
gallon
of
water.
Currently
full.
Rope
(50
ft.)
Thick,
reliable
rope.
Tent
A
portable
tent,
big
enough
for
two
people.
Trail
rations
(10
days)
Food
for
ten
days.
Now
with
40%
more
radiation.
Note:
If
you
selected
a
light
or
heavy
ranged
gun
weapon,
you
also
get
ammunition.
scavengeD jUNk
When
you
have
to
determine
the
starting
“junk”
a
character
gets,
or
when
you
need
to
come
up
with
some
stuff
for
the
PCs
to
find
while
exploring
the
wasteland,
roll
a
d100
as
many
times
as
needed
on
the
Random
Junk
Table,
below.
d100
roll
DING
DING!
Your
Random
Scavenged
Piece
of
Junk
is
a…
1
Vacuum
cleaner
2
Special
contents
DVD
from
an
horror
movie
3
Wireless
mouse
4
Office
chair
5
Plastic
mug:
“I
Caffeine”
6
Umbrella
7
Biker
helmet
8
Tennis
racket
9
Sunglasses
10
DVD
player/recorder
11
Body
bag
12
T-‐shirt
with
the
FunCorp
logo
13
TV
screen
14
3d4
crayons
15
8
GB
USB
flash
drive
16
Car
stereo
17
1d4
Winter
tires
18
Beer,
6-‐pack
19
Superglue
20
Earphones
21
Snow
boots
22
Printer
23
Toy
vehicle
(roll
1d6:
1
or
2=
car;
3=
truck;
4=
airplane;
5=
helicopter;
6=
space
shuttle)
24
Matches
25
Mini
fridge
26
Solar
power
generator
(lasts
6
hours;
recharges
in
2
hours;
requires
daylight)
27
Pickup
truck
(average
speed
is
50
mph;
five
seats;
can
carry
up
to
2.000
lbs.)
Note:
The
table
continues
on
the
next
page!
20
d100
roll
DING
DING!
Your
Random
Scavenged
Piece
of
Junk
is
a…
28
Bikini,
two
pieces
29
5
trail
rations
(tuna
cans,
dried
meat,
you
choose
the
flavor)
30
Steel
mirror
31
Canoe
(with
1
oar)
32
Punching
bag
33
Fuel
tank
(1
gallon,
full!)
34
Deck
of
cards
35
Bottle
of
ink
36
Ammunition
37
Hand-‐held
mosquito
zapper
(take
this,
you
bloodsuckers!)
38
Digital
thermometer
39
Wheelchair
40
Bottle
of
lubricant
41
Skateboard
42
Dictionary
43
Electric
wire
(20
ft.)
44
Kaleidoscope
45
Pajamas
46
Personal
computer
47
Handcuffs,
pink
and
hairy
48
Desk
lamp
49
Webcam
50
Joystick
51
Rubber
gloves
52
Binoculars
53
DIY
(do-‐it-‐yourself)
manual
54
Halloween
costume
(roll
1d6:
1
or
2=
ghost;
3
or
4=
zombie;
5=
witch;
6=
vampire)
55
Carpet
56
Box
of
diapers
57
Electric
blender
58
Wooden
ladder
59
Gas
grill
60
Bottle
of
curry
sauce
61
Leather
jacket
62
Baseball
hat
63
Wristwatch
64
Film
projector
65
Inflatable
air
bed
66
Cell
phone
67
Motorcycle
(average
speed
is
40
mph;
two
seats)
68
Wrestling
mask
69
Novelty
tiger
skin
rug
70
Toothbrush
71
Teddy
bear
72
30
lbs.
dumbbell
73
Pair
of
rollerblades
74
Electric
guitar
75
Bottle
of
shampoo
76
Hockey
stick
77
Bird
cage
78
Pool
cue
79
String
of
Christmas
lights
(50
ft.)
80
Remote
control
(I
wonder
what
it
activates…)
81
Air
compressor
82
Bottle
of
wine
(roll
1d6:
1,
2,
3=
red
wine;
4,
5,
6=
white
wine)
Note:
The
table
continues
on
the
next
page!
21
d100
roll
DING
DING!
Your
Random
Scavenged
Piece
of
Junk
is
a…
83
Tire
iron
84
Trash
can
85
Comics
book
86
Green
plastic
soldiers
87
Toy
water
pistol
88
Bonsai
tree
89
Boxing
gloves
90
Package
of
fruity
gum
(roll
1d6:
1,
2=
mint;
3,
4=
strawberry;
5=
orange;
6=
banana)
91
Wireless
router
92
Electric
fan
93
Box
of
cigars
(2d4
cigars)
94
Lawn
mower
95
Box
of
toilet
paper
(PRICELESS,
trust
me!)
96
Roll
1d20
on
the
Random
Ancient
Gear
Table,
below
97
Roll
1d20
on
the
Random
Ancient
Gear
Table,
below
98
Roll
1d20
on
the
Random
Ancient
Gear
Table,
below
99
Roll
1d20
on
the
Random
Ancient
Gear
Table,
below
100
Roll
twice
on
this
table.
You’ve
hit
the
jackpot!
ancieNT GEar
Although
most
of
the
scavenged
equipment
in
a
survivor’s
inventory
is
situational
at
best,
sometimes
a
lucky
wanderer
finds
a
powerful
object
from
the
age
of
the
Ancients,
be
it
a
weapon
or
a
device.
These
strange
and
precious
relics
from
the
past
are
highly
prized
in
Gamma
World’s
society:
owning
one
or
more
pieces
of
Ancient
Gear
(and
being
able
to
make
them
work)
often
means
the
difference
between
death
and
survival.
If
a
character
obtains
a
piece
of
Ancient
Gear
while
rolling
on
the
Random
Scavenged
Junk
Table,
or
if
you
want
your
players
to
find
a
weapon
or
gadget
from
the
past,
roll
a
d20
on
the
Random
Ancient
Gear
Table,
below:
d20
roll
Ancient
Gear
found
Type
Short
description
1
Bio-‐scanner
Gadget
Scans
surrounding
area
for
120
ft.
2
Telepathic
parrot
Gadget
Telepathic
communication
with
all
creatures.
3
Hypnotic
ray
Gadget
Stuns
and
hypnotizes
target.
4
Animatronic
dog
Gadget
Faithful
robot
dog.
Laser
eyes
included.
5
Security
drone
Gadget
Flies
nearby,
zapping
those
who
try
to
hurt
you.
6
Stun
baton
Weapon
Electric
baton.
2d6
lightning
damage.
7
Energy
mace
Weapon
One-‐handed
powerful
mace.
1d6
bludgeoning
plus
1d6
force
damage.
8
Shield
generator
Gadget
Creates
impenetrable
wall
of
energy.
9
Vibro-‐knife
Weapon
High-‐frequency
vibrating
blade.
3d6
slashing
damage.
10
Food
synthesizer
Gadget
Creates
food
for
the
group.
11
Laser
pistol
Weapon
Fires
searing
ray.
4d6
laser
damage.
12
Antigravity
belt
Gadget
Gives
temporary
flying
speed
(20
ft.)
13
Power
armor
Gadget
Medium
armor;
AC
14
+
bonus
DEX
(max
+2).
Can
temporarily
grant
resistance
to
weapon
damage.
14
Pulse
rifle
Weapon
Powerful
but
unreliable
ray
gun.
5d6
radiation
damage
to
target
and
2d6
radiation
damage
to
attacker.
15
Plasma
gun
Weapon
Heavy
plasma
weapon.
4d8
fire
damage.
16
Plasma
saw
Weapon
Cuts
almost
anything.
4d6
slashing
and
fire
damage.
17
Gamma
field
Gadget
Creates
radiation
field
that
causes
2d6
damage
to
anyone
generator
but
the
user.
18
Panacea
injector
Gadget
Advanced
medical
device.
Heals
3d6
hit
points
on
use.
Might
cause
mutations!
19
Flamethrower
Weapon
Heavy
military
weapon.
4d8
fire
damage
in
a
15-‐foot
cone.
20
Evil
death
ray
Weapon
Unknown
origin.
Deals
6d6
necrotic
damage.
22
Below,
you
can
find
a
description
of
the
Ancient
Gear
pieces
in
the
Random
Ancient
Gear
Table.
Each
entry
includes
the
following
information:
✇ Name
and
looks:
The
name
of
the
item,
and
what
it
looks
like.
✇ Type:
Some
items
are
weapons,
some
are
gadgets.
✇ Complexity:
This
number
is
the
DC
for
Intelligence
(Ancient
Tech)
checks
related
to
the
item.
✇ Passive:
This
is
an
ongoing
bonus
the
user
gains
the
benefits
of.
If
you
only
use
the
passive
benefits
of
an
Ancient
Gear
item,
you
never
have
to
check
if
it
breaks
with
an
Intelligence
(Ancient
Tech)
roll.
✇ Active:
This
is
a
(usually
very
powerful)
benefit
that
requires
the
full
activation
of
the
item.
Once
you
use
the
active
benefit
of
an
Ancient
Gear
item,
you
have
to
make
an
Intelligence
(Ancient
Tech)
check
to
determine
whether
it
breaks
or
not.
The
DC
for
the
check
is
equal
to
the
item’s
Complexity
rating.
Regardless
of
the
check’s
result,
you
do
get
the
effect;
at
the
end
of
it,
if
you
failed,
the
item
breaks.
For
rules
on
repairing
broken
Ancient
Gear,
see
the
Skills
chapter.
Note:
Attacking
with
an
Ancient
Gear
weapon
always
counts
as
an
activation.
You
make
an
Intelligence
(Ancient
Tech)
check
every
time
you
attack
with
those
weapons.
ANIMATRONIC
DOG
Human’s
best
robotic,
laser-‐shooting
friend.
A
lead
FunCorp
design.
Type:
Gadget
Complexity:
14
Passive:
The
animatronic
dog
is
a
faithful
robotic
animal.
It
follows
you
wherever
you
go,
and
even
if
it
doesn’t
fight
for
you,
it
distracts
anyone
attacking
you
in
melee,
giving
them
disadvantage.
The
animatronic
dog
has
an
AC
of
14
and
5
hit
points;
when
reduced
to
0
hit
points,
it
breaks
(can
still
be
repaired).
Active:
As
a
bonus
action
on
your
turn,
you
can
tell
the
animatronic
dog
to
fire
a
laser
beam
at
a
creature
within
20
feet
of
it;
that
creature
must
make
a
DC
12
Dexterity
saving
throw.
On
a
failed
save,
the
target
takes
2d6
laser
damage;
on
a
successful
save,
it
takes
half
damage.
ANTIGRAVITY
BELT
A
thick
metal
belt
with
two
buttons:
“UP”
and
“DOWN”.
Type:
Gadget
Complexity:
14
Active:
As
a
bonus
action
on
your
turn,
you
can
activate
the
belt
to
gain
a
flying
speed
of
20
feet.
This
effect
lasts
for
1
hour,
or
until
you
turn
it
off
by
pressing
the
“DOWN”
button
(also
a
bonus
action).
When
the
effect
ends,
the
belt
makes
you
descend
slowly
to
the
ground.
It
was
built
by
professionals,
what
were
you
thinking?
BIO-‐SCANNER
A
small
hand
device
that
scans
the
surrounding
area
for
lifeforms.
Type:
Gadget
Complexity:
10
Active:
As
a
bonus
action
on
your
turn,
you
can
activate
the
bio-‐scanner.
For
1
hour,
you
know
the
exact
position
of
any
living
creature
within
120
feet
of
you.
ENERGY
MACE
Very
similar
to
a
hammer,
the
mace’s
head
has
a
power
cell
that
emits
shockwaves
on
a
hit.
Type:
Weapon
Complexity:
10
Active:
The
energy
mace
is
a
melee
weapon
with
the
following
profile:
Weapon
Damage
Properties
Energy
mace
1d6
bludgeoning
plus
1d6
force
-‐
23
EVIL
DEATH
RAY
A
strange,
ornate
handgun
with
intricate
decorations
resembling
shrieking
faces
and
seven-‐pointed
stars.
Type:
Weapon
Complexity:
18
Active:
The
evil
death
ray
is
a
ranged
weapon
with
the
following
profile:
Weapon
Damage
Properties
Evil
death
ray
6d6
necrotic
Ranged
20/60
FLAMETHROWER
A
cumbersome
device
that
draws
fuel
from
a
special
backpack
and
projects
a
long
stream
of
fire.
Type:
Weapon
Complexity:
16
Active:
Although
it
counts
as
a
heavy
two-‐handed
ranged
weapon,
the
flamethrower
follows
special
rules.
As
an
action,
you
can
activate
it
and
have
it
emit
a
stream
of
fire
in
a
15-‐foot
cone
originating
from
you.
Each
creature
in
the
cone
must
make
a
Dexterity
saving
throw
with
a
DC
equal
to
8
+
your
Dexterity
modifier
+
your
proficiency
bonus.
On
a
failed
save,
a
creature
takes
4d8
fire
damage.
On
a
successful
save,
a
creature
only
takes
half
damage.
FOOD
SYNTHESIZER
A
revolutionary
device
that
could
save
world
starvation
problems.
Type:
Gadget
Complexity:
12
Active:
As
an
action,
you
can
input
a
number
up
to
5
on
the
food
synthesizer
screen:
the
device
immediately
creates
that
many
energy
bars
(each
bar
counts
as
a
daily
trail
ration).
GAMMA
FIELD
GENERATOR
When
activated,
this
device
creates
a
zone
of
intense
radiation
that
causes
living
things
to
decay.
You
monster!
Type:
Gadget
Complexity:
15
Active:
As
a
bonus
action
on
your
turn,
you
can
activate
the
gamma
field
generator
to
create
a
25-‐foot
cube
of
intense
radiation
originating
from
you.
Any
creature
(other
than
you)
that
starts
its
turn
in
this
area
takes
2d6
radiation
damage.
The
radiation
field
lasts
for
1
minute
and
moves
with
you
if
you
leave
your
original
position.
HYPNOTIC
RAY
This
portable
device
emits
a
flash
of
light
that
stuns
the
enemy
and
makes
it
more
gullible.
Type:
Gadget
Complexity:
14
Active:
As
an
action,
you
can
direct
the
hypnotic
ray
towards
a
creature
within
20
feet
of
you.
That
creature
must
be
able
to
see
the
ray
(it
must
have
eyes
and
not
be
blinded,
for
instance).
The
creature
must
make
a
DC
12
Charisma
check.
On
a
failed
save,
the
target
is
stunned
for
1
minute,
and
any
Persuasion
checks
against
it
during
this
period
of
time
have
advantage.
On
a
successful
save,
the
target
is
only
stunned
for
1
round.
LASER
PISTOL
A
small
handgun
that
emits
concentrated
laser
beams.
Only
useful
at
a
short
range.
Type:
Weapon
Complexity:
15
Active:
The
laser
pistol
is
a
ranged
weapon
with
the
following
profile:
Weapon
Damage
Properties
Laser
pistol
4d6
laser
Ranged
20/60
24
PANACEA
INJECTOR
Behold,
the
miracle
of
life
and
light-‐speed
healing!
Note:
read
the
instructions
carefully
before
use.
Tests
have
shown
a
50%
chance
of
additional
limb
growth
in
otherwise
healthy
subjects.
We
take
no
blame
for
that.
Have
fun!
Type:
Gadget
Complexity:
14
Active:
As
an
action,
you
can
inject
a
powerful
mixture
of
leucocytes
and
regenerating
bacteria
in
a
nearby
living
creature.
That
creature
immediately
regains
3d6
hit
points.
Then,
roll
a
d20:
on
a
10
or
more,
the
creature
gains
a
new
mutation
(roll
a
d100
on
the
Random
Mutations
Table).
PLASMA
GUN
A
heavy
gun
that
emits
a
stream
of
searing
hot
plasma.
Type:
Weapon
Complexity:
15
Active:
The
plasma
gun
is
a
ranged
weapon
with
the
following
profile:
Weapon
Damage
Properties
Plasma
gun
4d8
fire
Heavy,
ranged
30/80,
two-‐handed
PLASMA
SAW
This
one-‐handed
weapon
has
a
plasma
cell
on
both
ends.
The
plasma
stream
between
the
cells
makes
can
cut
almost
anything
susceptible
to
heat.
Type:
Weapon
Complexity:
15
Active:
The
plasma
saw
is
a
melee
weapon
with
the
following
profile:
Weapon
Damage
Properties
Plasma
saw
4d6
slashing
and
fire
-‐
POWER
ARMOR
A
power
armor’s
look
may
vary,
but
they
all
have
one
thing
in
common:
they
can
project
a
force
field
that
shields
the
wearer
from
physical
damage.
Type:
Gadget
Complexity:
15
Passive:
The
power
armor
counts
as
a
medium
armor,
granting
AC
equal
to
14
+
Dexterity
modifier
(max
+2).
Active:
As
a
bonus
action
on
your
turn,
you
can
activate
the
power
armor’s
force
field
generator
to
gain
resistance
to
bludgeoning,
piercing
and
slashing
damage
for
1
minute.
PULSE
RIFLE
This
cumbersome
weapon
is
currently
leaking
a
fair
bit
of
radiation.
Handle
with
care.
Type:
Weapon
Complexity:
14
Active:
The
pulse
rifle
is
a
ranged
weapon
with
the
following
profile:
Weapon
Damage
Properties
Pulse
rifle
5d6
radiation
Heavy,
ranged
30/80,
two-‐handed
Special:
Whenever
you
hit
with
the
pulse
rifle,
you
take
2d6
radiation
damage
too.
It’s
leaky!
25
SECURITY
DRONE
This
floating
drone
flies
around
you,
shielding
you
from
attacks
and
punishing
whoever
hits
you
in
melee.
Type:
Gadget
Complexity:
16
Passive:
The
security
drone
floats
around
you,
granting
you
a
+1
bonus
to
AC
against
ranged
attacks.
Active:
When
an
attacker
hits
you
with
a
melee
attack,
you
can
use
your
reaction
to
have
the
security
drone
deal
2d4
lightning
damage
to
that
attacker.
SHIELD
GENERATOR
A
palm-‐sized
device
that
can
create
a
transparent
yet
impenetrable
energy
shield.
Type:
Gadget
Complexity:
13
Active:
As
a
bonus
action
on
your
turn,
you
can
have
the
shield
generator
project
a
5
by
25
feet
wall
of
energy.
This
energy
field
is
20
feet
high
and
counts
as
an
obstacle
and
can
be
crossed
by
incorporeal
creatures
only
(I’m
talking
with
you,
Ectoplasmic
bug!).
The
shield
lasts
for
1
minute
and,
while
transparent,
blocks
any
weapon
attack
aside
from
psychic
attacks
(such
as
that
from
a
Psychopomp
mutation).
STUN
BATON
A
short
stick
that
sends
electric
discharges
through
the
victim’s
body.
Type:
Weapon
Complexity:
10
Active:
The
stun
baton
is
a
melee
weapon
with
the
following
profile:
Weapon
Damage
Properties
Stun
baton
2d4
lightning
Finesse
TELEPATHIC
PARROT
This
robotic
animal
sits
on
your
shoulder
and
translates
the
thoughts
of
intelligent
beings
around
you.
Type:
Gadget
Complexity:
10
Passive:
The
telepathic
parrot
senses
the
thoughts
of
any
sentient
creature
within
120
feet
of
you,
and
translates
those
thoughts
to
you
(if
you
want).
It
can
also
send
your
thoughts
to
other
creatures
within
the
same
area,
and
translate
them
if
needed.
Active:
As
a
bonus
action
on
your
turn,
you
can
tap
into
the
telepathic
parrot’s
power
to
gain
advantage
on
all
Wisdom
(Perception)
checks
for
1
minute.
VIBRO-‐KNIFE
A
long,
serrated
military
knife
with
a
high-‐frequency
vibrating
cell.
Type:
Weapon
Complexity:
12
Active:
The
vibro-‐knife
is
a
melee
weapon
with
the
following
profile:
Weapon
Damage
Properties
Vibro-‐knife
3d6
slashing
Finesse,
light
26
RunNing a Gamma five game
This
chapter
gives
you
options
and
suggestions
for
adventure
and
encounter
building.
Having fuN
The
most
important
aspect
of
any
roleplaying
game
is
the
fun.
The
goal
is
to
sit
together
at
a
table
and
have
a
good
time;
here
are
some
“troubleshooting”
ideas
when
things
don’t
go
too
well.
✇ I
remember
Gamma
World
as
a
gritty
setting,
not
a
clown
fest.
Hah,
you
got
a
point.
While
this
book
has
the
tongue-‐in-‐cheek
attitude
of
Gamma
World’s
7th
edition
(also
known
as
D&D
Gamma
World),
in
the
past
there
have
been
gritty
and
dead
serious
incarnations
of
the
setting.
This
is,
ultimately,
a
style
choice
we
made
when
writing
this
document:
however,
if
you
strip
the
jokes
and
puns
from
the
rules,
they
don’t
lose
any
value.
You
can
have
your
dark
Gamma
World
setting
and
still
use
this
PDF
as
a
reference.
Actually,
send
us
some
feedback
on
how
things
went!
✇ No
harmful,
disgusting,
or
otherwise
hindering
mutations?
I’m
not
a
big
fan
of
random
bad
mutations,
honestly.
That’s
the
only
aspect
of
Jonathan
Tweet’s
Omega
World
I
didn’t
dig.
That’s
why
this
document
only
has
positive
(if
sometimes
weird)
mutations.
This
isn’t
new
at
all:
the
7th
edition
of
Gamma
World
only
had
benefits
from
origins,
plus
beneficial
(or
almost
useless)
Alpha
Mutations.
If
you
want
your
players
to
experience
horrible
deformities
and
mutations,
I
suggest
making
everyone
but
Pure
Strain
Humans
roll
two
or
three
of
them.
You
will
also
have
to
create
a
random
table
yourself:
we
might
come
up
with
one
in
the
future,
but
it’s
hard
to
tell
(I
do
this
for
free,
after
all!).
✇ Player
Characters
are
too
strong.
Are
you
sure?
How
did
they
fare
in
the
3d6
rolls
for
Ability
Scores?
Plus,
take
a
look
at
the
monsters
in
the
Gamma
Five
Bestiary
first.
They’re
tougher
and
dish
out
more
damage
on
average
than
their
D&D
5E
counterpart.
However,
if
you
still
feel
like
the
PCs
are
too
strong,
you
might
reduce
their
d12
Hit
Die
to
a
d10,
or
simply
challenge
them
with
higher
Challenge
Rating
encounters.
✇ Player
Characters
are
too
weak.
If
by
“weak”
you
mean
they’re
a
bit
fragile
compared
to
the
amount
of
damage
weapons
and
monsters
can
dish
out,
that’s
by
design,
I’m
afraid.
The
mortality
rate
of
a
Gamma
Five
PC
is
high,
especially
at
low
levels,
since
enemies
can
one-‐shot
a
character
with
a
bad
Constitution
score.
But
that’s
part
of
the
deal;
after
all,
character
creation
is
quick
(not
to
mention
the
funniest
part
of
the
game).
If
you
really
feel
like
your
players
deserve
better
survival
chances,
have
them
add
their
Constitution
score
instead
of
their
Constitution
modifier
to
12
when
they
determine
hit
points
at
1st
level.
✇ I
want
all
of
my
players
to
get
Ancient
Gear
from
the
very
beginning.
Okay.
I
understand
that;
in
fact,
I
might
even
agree
it’s
good
when
showcasing
the
setting
to
players
the
first
time.
Simply
have
them
get
1d4
items
from
the
Random
Junk
Table
(and
ignore
the
results
from
96
to
99)
instead
of
2d4
items;
then,
let
them
roll
1d20
on
the
Random
Ancient
Gear
Table
(try
to
make
it
so
that
no
two
characters
have
the
same
Ancient
Gear
item;
that
would
be
boring).
✇ I
want
to
use
miniatures
and
tactical
maps
during
my
Gamma
Five
game.
Cool!
I
do
use
tactical
maps
too.
If
you
don’t
own
the
D&D
Gamma
World
boxed
sets
(full
of
useful
tokens!),
you
can
check
this
series
of
articles
for
ideas:
http://www.rovingbandofmisfits.com/t...ld-‐miniatures/
✇ Sir,
you
are
genius.
I
am
a
smart
and
beautiful
woman.
Can
we
marry?
That’s
great!
You
can
send
me
a
mail
at
this
address:
coq.92@alice.it
✇ I
hate
you.
I
want
to
cover
you
with
insults.
Same
address
as
above,
I
guess.
Duh.
27
Terrain aNd Hazards
While
a
Gamma
Five
session
can
take
place
basically
anywhere
in
a
post-‐apocalyptic
Earth,
you
can
spice
up
exploration
and
combat
encounters
by
adding
interesting
terrain
and
hazards.
Here
are
a
couple
suggestions:
✇ Caustic
pool:
Fairly
common
throughout
the
wasteland,
these
pools
of
corrosive
fluid
deal
2d6
acid
damage
to
anyone
unlucky
enough
to
enter
them
or
end
its
turn
in
them.
✇ Cryogenic
fog:
A
faint
blue
mist,
common
in
cryogenic
facilities
and
other
installations
that
produce
ultra-‐cold
air.
Any
creature
ending
its
turn
within
the
fog
takes
1d6
cold
damage
and
must
succeed
on
a
DC
12
Constitution
saving
throw
or
suffer
1
level
of
exhaustion.
The
freezing
cold
caused
by
the
fog
is
such
that
creatures
move
at
half
speed
while
within
it.
✇ Debris:
Characters
will
often
explore
crumbled
buildings
filled
with
debris.
Debris
counts
as
difficult
terrain
(speed
halved);
in
addition,
creatures
moving
more
than
15
feet
on
debris
during
their
turn
must
succeed
on
a
DC
10
Dexterity
(Acrobatics)
check
or
fall
down
a
concealed
hole
or
slope,
taking
1d6
bludgeoning
damage.
✇ Grab
grass:
Patches
of
grass
sometimes
develop
the
ability
to
stretch
and
entangle
creatures.
A
prone
creature
on
a
patch
of
grab
grass
must
succeed
on
a
DC
10
Strength
(Athletics)
check
to
be
able
to
stand
up.
✇ Junk:
Rusty
cars,
light
poles,
remains
of
burned
down
facilities…
this
kind
of
sometimes
harmful
terrain
falls
under
the
junk
category.
Junk
counts
as
difficult
terrain
(speed
halved);
in
addition,
creatures
moving
more
than
15
feet
on
junk
during
their
turn
must
succeed
on
a
DC
10
Dexterity
(Acrobatics)
check
or
take
1d8
bludgeoning,
piercing
or
slashing
damage
from
metallic
parts,
broken
glass
or
chunks
of
rock.
✇ Laser
grid:
The
Ancients
employed
these
deadly
security
grids
to
protect
their
most
precious
discoveries.
A
character
trying
to
get
through
an
active
laser
grid
must
succeed
on
a
DC
15
Dexterity
(Acrobatics)
check
or
take
4d6
laser
damage
from
the
searing
flux
(it
would
probably
be
wiser
to
find
the
power
source
and
turn
it
off).
✇ Mud:
A
pool
of
mud
counts
as
difficult
terrain
(speed
halved).
Particularly
deep
or
thick
mud
can
slow
movement
to
the
point
of
immobilizing
characters
that
fail
to
succeed
on
a
DC
10
Strength
(Athletics)
check
during
their
move
action.
✇ Nanobot
swarm:
In
their
last
days,
the
Ancients
developed
many
incredible
technologies.
One
of
these
marvels
was
the
nanobot.
Nowadays,
most
nanobots
went
rogue
and
formed
swarms
that
injure
anyone
unlucky
enough
to
encounter
them.
A
nanobot
swarm
appears
like
a
mercurial,
ever-‐moving
mass
that
spreads
on
the
ground.
Any
creature
ending
its
turn
in
the
area
occupied
by
a
nanobot
swarm
takes
2d10
piercing
damage.
✇ Plasma
pool:
In
some
areas,
usually
research
facilities
and
laboratories,
pools
of
cool
plasma
have
formed
on
the
ground.
While
harmless
per
se,
cool
plasma
is
hyper
conductive:
any
creature
that
would
take
lightning
damage
within
a
pool
of
plasma
takes
an
extra
1d6
lightning
damage.
✇ Poison
fog:
A
heavy
purple
fog
that
stinks
like
rotten
eggs.
Any
creature
ending
its
turn
within
the
fog
takes
2d6
poison
damage
and
must
succeed
on
a
DC
12
Constitution
saving
throw
or
suffer
1
level
of
exhaustion.
The
poison
fog
provides
half
cover
to
the
creatures
in
it.
✇ Radioactive
moss:
Thick
layers
of
glowing
acid
green
moss
cover
the
walls,
floors
and
roofs
of
buildings
where
radiations
are
stronger.
A
creature
that
enters
an
area
populated
with
radioactive
moss
must
make
a
DC
12
Constitution
saving
throw.
On
a
failure,
the
creature
takes
3d6
radiation
damage
and
rolls
a
d20:
on
a
20,
the
creature
gains
a
new
mutation
(roll
a
d100
on
the
Random
Mutation
Table).
On
a
success,
the
creature
takes
half
damage
and
doesn’t
gain
any
mutation.
✇ Surveillance
camera:
Many
buildings
have
surveillance
cameras;
military
bases
often
connect
them
to
the
AI
of
sentinel
drones
and
robots.
Security
robots
gain
a
+2
bonus
on
attack
rolls
against
targets
in
a
surveillance
camera’s
line
of
sight.
28