Gamma world 2nd edition pdf download
Should this happen to a player's character, the player may create a new character by following the steps outlined in this section. He may then introduce the new character into the game when the GM finds a convenient time and place for the character to "show up. If he passes the check, nothing happens. Otherwise, he immediately falls unconscious for 1d10 minutes.
Unconscious characters may, at the GM's discretion, be revived sooner if other characters throw water on them, slap them or shock them awake. Unconscious characters cannot take any action but any Unconscious Mutations they possess continue to operate normally.
In addition to unconsciousness induced as described above, some characters will become unconscious as a result of the workings of certain mutations.
These characters may, unless the mutation description says otherwise, be roused normally. Its inhabitants have a natural immunity to the effects of most microbes a legacy of advanced preholocaust science.
However, characters may become ILL from the workings of mutations or exposure to poison. Ill characters can't be healed of damage.
Once recovered from their illness, they may be healed normally. There is no chance of this happening the day he initially falls ill.
Mutations can't be "halted" or "cured. A character is resting on any day he suffers no new damage and undertakes no strenuous activity, such as fighting or travelling.
For each day spent resting, the character heals 1 Hit Point of damage. The use of medical artifacts allows characters to heal themselves faster than would be possible by resting.
Ill characters can't be healed of damage until cured of their illness. Characters may start the game with mutations and gain more during play. Mutations are of two types: Physical Mutations and Mental Mutations. Physical Mutations affect the character's physiology. Mental Mutations affect the functions of his mind.
The players then find that mutation in the Mutation Descriptions below and note on the Character Sheet how it affects the character. In some cases, players may gain mutations with conflicting effects and the GM must resolve the conflicts or ask that the mutation be rolled again.
The dice roll is compared to the Attribute being checked. If the dice roll is less than or equal to the Attribute Score, the check is successful. If it is greater than the Attribute Score, the check has been failed. In many cases, the GM will need to modify the check by having the character check against a multiple of the appropriate Attribute. For example, leaping a 4-meter fissure might require a check versus DX x 5 since there should be a chance of not making the jump but a greater chance of making it.
As a rule, the harder the task, the lower the multiple. If followed by a D , mutation is a Defect a mutation that weakens the character. USE: How often the mutation can be used in a given period. Unless stated otherwise under a particular mutation, all dice rolls to determine effects are made each time the mutation is used.
All mutations are listed in alphabetical order: Absorption effect of this mutation. Those who have lived or closely worked with others suffering from this mutation will be able to overcome their revulsion within 1 d4 days contact with the person.
Others will never entirely adjust to the mutation in this particular character. Damage absorbed this way is noted separately from normal damage, but has no effect on the character.
When a point of normal damage is healed, one point of this type of damage is also removed. When a Life-Leech attack is used against him, the attacker loses points instead of the character. Each attacking "Life-Leecher" loses 6 Hit Points.
These points are subtracted from damage previously suffered by the character he drains the points from his attacker and uses them to repair damage to himself. It happens automatically when the character is attacked by Life Leech. Characters with this mutation are almost always albinos.
Damage from cuts and punctures is increased by 3 points per attack. He gains all attributes and abilities [including mutations of the entity into which he changes. The change lasts until the character resumes his natural form or adopts that of another entity the character is touching or until the character reshapes energy.
When hit by any type of energy weapon [such as a laser the character can automatically absorb and reshape the energy from that weapon, shooting it from his body in any direction as if he were firing a laser of the same power.
Upon doing so, the character immediately resumes his normal shape. Reshaping energy is a u t o m a t i c. This mutation can't be used to transform oneself into an inorganic object or entity like a Robot. This would, for example, cause a M e n t a l Blast to damage the sender instead of the target. Each victim gets, at a time of the GM's choosing, a check versus 5 x IN to break this illusion. On windy days, range is 90 meters downwind and 3 0 meters upwind.
The effect is broken once characters are within 3 meters of the Plant or the Plant attacks. EFFECTS: Plant develops immunity to some type of physical attack not involving edged weapons once it has survived that type of attack one time.
The Plant can never be immune to having its stem or stalks hacked off by swords and other edged weapons. It never gains immunity to Mental Attacks except for those which physically manifest themselves by doing damage to their target. On windy days, range is 30 kilometers against the wind; 90 kilometers with it.
Range doubles within 1d6 hours of the character's death. When the character is part of a party, the GM checks for Random Encounters twice per March Turn roll 1d4 twice instead of once to find when each check is made. EFFECTS: Plant's fragrance has hypnotic effect on intelligent beings, attracting them to it and seducing them into thinking that it is beneficial and should be cherished. This effect lasts until the Plant makes a Physical Attack. Each affected character gets one check versus 2 x IN to break free of the fragrance's effect at any time of his choice before the Plant attacks.
On windy days, range is 9 meters upwind and 30 meters downwind. When he spends more than a few minutes exposed to rain or cold, he catches a cold lasting 2d6 days. Each day he has a cold he takes 2 points of damage. Once a character has pneumonia, he no longer suffers any damage for having a cold. Subtract 5 from all Reaction die rolls when the character or his party is the object of the Reaction Check. This loss is doubled on days he is exposed to rain or cold while ill with pneumonia. Pneumonia lasts 2d6 days.
Damage can't be healed while the character has a cold or pneumonia. It takes 2d6 days for the body to fight off the infection and the character can't heal any damage during that time.
The character takes 1 point of damage per day while infected, lf gangrene setsin,it must be stopped or character dies in 2d10 hours. It may only be stopped by use of mutational powers of Ancient medical equipment or by amputation of the gangrenous tissues.
Colds and pneumonia may be cured by Ancient medical equipment. When the Plant is damaged or eaten, these are released and those coming in contact with them must check versus Constitution.
Those failing their check contract an illness exactly similar to pneumonia see Bacterial Susceptibility for effect. Every 60 seconds, each affected character gets one check versus 3 x IN to determine if he is free of the beguiling. Once freed, the character will not be affected again by this mutation for 24 hours. Characters who free themselves may use any of their weapons or powers. Roll 1 d8 to determine what the berry does or invent some new effect.
In combat, this increases damage done via direct physical contact by 12 points. Character can track like a bloodhound and can determine when poison is present in something.
The character improves performance in only one area per use. For example, character's bones have lower calcium content causing them to break or crack more easily The GM must determine specific effects in all cases. Roll 1 d6. On a roll of , the character develops a Partial Carapace covering only his shoulders and the back of his head. On a roll of 1 or 2, the character develops a Total Carapace covering his entire torso.
Mobile characters constantly change color while moving. Character's body odors except those caused by a jutation are masked by chemical discharge.
Missile attacks on the character from more than 15 meters away are modified by the subtraction of 4 from the To Hit die roll. Searchers who are more than 3 meters away from the character must make a MS Check or they will fail to notice his presence. The character may voluntarily maintain a different color than his surroundings. Characters wearing large amounts of clothing or armor lose all benefit from this mutation since their apparel will be visible even when they aren't.
The character suffers 3 points of damage every time the mutation is used. Roll 1 d4. On a 1, the victim stands mute, doing nothing. On a 2 or 3, he singlemindedly attacks the nearest moving thing. On a 4, he attacks the character using this mutation. Effects last 30 seconds 3 Action Turns. Those touching the plant with naked skin must must make a Poison Check.
In bright light but not moonlight or starlight , he suffers extreme nervousness and is nearly blind. He sees in dim light and on moonless nights as well as others see in full daylight. The character takes 1d8 damage per March Turn of exposure to bright light. Unconscious Mutations operate normally during stasis. Roll 1d6.
He is also immune to aromas designed to intice the unwary, however. He falls unconscious for 1d20minutes immediately after using this power. Items worn or carried by the target don't expand or shrink. Only the density of living entities changes. Up to kilograms of flesh will be affected per use and the user can't try to alter the density of only part of a target character. The point to which the body displaces must be within 60 meters of the character and is chosen by the GM. When use of this power would place the character in greater danger, the power will not operate.
Thus, a character would not be transported out of a lifeboat into the icy seas simply because he was being threatened.
If a hostile passenger's knife was rapidly descending toward his throat, however, the mutation might cause him to be displaced. Victims suffer 5d6 damage per touch. Substance may coat leaves or trunk or be squirted under pressure from pods. The target's most powerful mutation is lost when the power is used successfully.
The GM chooses which mutation is lost, but only those gained in the last years are affected. Pure Strain Humans lose 1 from their highest Attribute Score instead.
Nothing is lost form the Hit Point Score even if Constitution is reduced. Plant is assumed to have some rudimentary sense ability allowing it to make directed use of these elements. However, the Plant must have Mobility or Telekinetic Flight to use this power.
If it has neither, this mutation isdormant. The Plant can't make more than 3 separate attacks per Action Turn using this power. Anyone at whom the character redirects this energy suffers an attack as if he were attacked by the original energy source. Only energy that comes in direct contact with the character may be used this way. Once he leaves the area, they work again. Characters other than Plants may choose to damp down this field so that it doesn't function. Living entities aren't affected by the field.
EFFECTS: Character has two brains but not necessarily two heads both of which work normally and each of which has a full set of Mental Mutations roll only for mutations in the additional brain when this mutation occurs. When undergoing Mental Attack, two separate attacks are rolled one against each brain. If either fails, the Mental Attack is unsuccessful. Both brains have the same MS. He can, for example, make 2 attacks of any type s in an Action Turn.
If the character also has a Dual Brain, he can do four things at once. Seeds and berries only appear seasonally. Plants with any manipulative ability may hurl berries or seeds, but the GM must construct the exact method of attack in each case.
Damage from explosives will usually be1d6per seed or berry. Radiation from berries will be Intensity Level 3d6. Explosive seeds or berries explode when jarred by striking or forcefully hitting the ground, for example. They have a Blast Radius of 3 meters. Those touched by a humanoid or Mutated Animal using this power or touching a Plant with this power suffer 3d6 damage from electrical shock.
Power Cells and similar items do 1 point of damage every 1 0 seconds. Robots and othe receivers do 2 points. Radiation does 2 points per Intensity Level plus normal damage. In addition, the character cannot make any Mental Attacks while in range of a non-organic energy source. Character's Speed is three-quarters of normal. He can't read minds, but strongly senses base emotions like fear, anger, etc.
Paralysis Rods have no effect on him. If successful, target will spend the next minute fleeing. If unable to flee, target falls unconscious for 1 d20 minutes. If he has both, he converts electricity, light, heat, microwaves and radiation into energy that automatically heals damage equal to what would have been inflicted by an attack of that intensity and type.
Roll 1 d6 to determine the object of the character's fear. He falls unconscious for 1 d8 minutes if he can't flee. EFFECTS: Character has full set of gills and accompanying organs or modifications to existing organs letting him live underwater or on land [unless some other defect in the character would not permit this. He may GM's discretion develop webbing or fins to assist him in swimming. If the character is an aquatic type a fish, for example , ignore this result and roll again. Poison Gas automatically kills characters with this mutation if they are exposed to it for more than 20 seconds.
The field has a Hit Point Score of 25 and renews itself completely every 2 0 minutes. If the field is completely destroyed, the character can't employ any of his Conscious Mutations [including Force Field Generation for the next 4 hours.
He must concentrate on the field to maintain it. If he doesn't, it ceases to exist and must be recreated in a later Action Turn. Roll 1d4 to determine which he has. Once a type of gas is rolled, the character always gives off that type.
The character is unaffected by the power emanating from his hands. He can't accidentally singe or age himself. This heat may be used once per Action Turn to attack others or ignite flammable material the character is touching. The character can't be harmed by using this power. The GM rolls 3d6 t o determine the gas's Intensity Level.
Treat a gas attack as a poison attack for purposes of determining its success. The user isn't affected by his own gas. All others in range including the user's friends are affected. Thus, a multiple of 3 for others becomes a 4 for this character.
Add 1 to each die of damage he does to the target. Any weapon he fashions does 1 extra die of damage, but takes 3 times as long to make. His MS is increased by 4 maximum of 21 when attacked in Mental Combat but not when attacking. He automatically detects lies told in his presence. If he already has one set, he grows a second. Each rack does 2d6 damage to man-sized targets and 2d8 damage to larger targets.
Roll 1 d4 to determine which attribute benefits. His Constitution is treated as 18 when making Poison or Radiation Checks. Those aware of the problem who have spent a week or more in character's company at some time are immune to its effect.
Others check versus 2 x IN. Anyone failing a check immediately picks a fight with an enemy neutral party if no enemy is present Three is subtracted from Reaction Die rolls when character is present. He sees into the infrared and ultraviolet spectrum. Ability is one-third effective in darkness. All others seeing the illusion undergo a Mental Attack. Thosesuccessfullyattacked believe the illusion is real until it dissipates 5 minutes after being created.
The damage he does is increased by 2dB per attack. He adds 2 to his die when figuring out artifacts. He can't be surprised unless a sound-dampening factor brick wall, etc.
He suffers double damage from Sonic Blasts and he can't use his own Sonic Blast ability if he has one. On windy days, he identifies odors up to 90 meters away downwind and 30 meters upwind. He can follow a trail less than a day old over nonwatery surfaces.
After one hour of "studying" someone or something with his nose, he can tell where they've been in the last week. He is affected by Allurement and Aromatic Powers and detects an Attraction Odor at twice the normal range. Attribute Checks that involve items felt in this way are modified by a multiple in his favor.
Thus, he would have to roll versus 3 x PS to smash down a door he has "felt" that others would only break down on a check versus 2 x PS. In addition, he adds 2 to his die when figuring out an artifact. On a 1, Plant has vision equal to human vision. Eyes always grow at the end of separate stems giving binocular vision and good depth perception.
It uses this sense to locate foes in combat with the same efficiency as a human uses his eyes. On a roll of 2, 3 or 4, there is no further effect. On a roll of 1, the Plant also has vocal apparatus and can communicate on a simple level word maximum vocabulary.
Lacking senses other than limited pressure sensitivity will cause many mutations to be dormant. After every full minute of combat or other strenuous activity, he must stop and rest for 30 seconds. Otherwise, he falls unconscious for 1d20 minutes. Decreased Metabolism causes the character to react to anything 10 seconds one Action Turn after everyone else. That means the character is always surprised. Intense blasts of heat at close range laser blasts, explosions, raging fires, etc.
Sunlight causes pain and confusion. The field doesn't stop Mental Attacks coming from outside its 15 meter radius nor does it keep those inside it from defending against Mental Attack. If a character's IN and MS are less than 21, they are increased to When the character acts irrationally, roll 1dB and apply results below. Add 3 per die to the damage he does in Physical Combat and add 1 to his To Hit die roll. Characters with this mutation cannot be surprised. For each point drained, the character heals one point of damage to himself or temporarily adds a point to his Hit Point Score.
If he later suffers damage, losses are taken first from his excess Hit Points before any damage tc him is noted. A character can't absorb more than points per day and points absorbed are lost 24 hours after absorption. The character has no selective control over this power He is nev blinded by intense light. He tries to kill himself. He tries for 3 Action Turns to wreck any artifacts present. He falls down and sobs uncontrollably for 1d4 minutes.
He attacks the weakest character present GM's choice for 1 Action Turn. He stands in place, screaming for 1dB minutes. After 10 minutes, when character stops concentrating or when the target rises or drifts out of range, the target sinks slowly back to earth.
Treat as a Mental Attack if target doesn't want to be lifted. Piercing weapons Claws, Arrows, Swords do half damage round down , but their damage isn't absorbed.
Damage from energy weapons is applied normally. This flash has an immediate blinding effect on everyone present except the user. When the power is in use lasers and Black Rays won't affect him. Two is subtracted from the die roll when trying to hit the character when he is invisible.
Only one Plant will be found in any 1 meter diameter area. In addition, in any situation involving overwhelming danger [player's discretion , his PS and DX are both increased by 3 maximum of 21 and his Speed is doubled for 1d10 minutes. Inanimate objects have an MS of 12 for purposes of deciding if they are controlled.
Powered objects have an MS of 15 for this purpose. Nothing massing more than kilograms can be controlled. Subtract 1 from the die roll when trying to hit the character in Physical Combat [2 if the weapon used employs cold to inflict damage. Roll 2dB and subtract the result from the character's MS. If this causes the character's MS to be reduced below, treat the character's MS as "3.
The others need not have M ass Mind for the link to work. So long as the characters are touching, they may use any one power held by all of them and the strength of the power is increased in proportion to how many of characters are linked.
The GM decides how the increase is applied in individual cases. Persons can't be forced into a link against their will. His own mental attributes, intentions, etc. In future, he will be unable to sense by sight, touch, sound or smell items or entities of the same type even when attacked by them. When forced into direct sensory contact with the object of the block by close proximity, not distant sighting , character suffers 1d4 damage per Action Turn of contact from tension.
The classes of items or entities that might be blocked include: one particular species of Plant or Plants with the same mutation , a Robot or a particular type of Robot , a Security Monitor, a Humanoid or Mutated Animal with the same Physical Mutation, etc.
If he successfully uses this power against the same victim for 4 consecutive Action Turns 40 seconds , the victim dies of shock.
His own body lies dormant while he is in the body he has taken over and he is aware only of the state of the body he currently inhabits. The body taken over must initially be in range but may, thereafter, move out of range without restriction. If the character occupies a body when it dies, he also dies and his own body immediately begins to deteriorate. The character can onlyre-enterhis own body when it is in range. Characters must check for damage when they touch the Plant, including those times they attack it.
To determine the exact modification, roll 1d4. NOTE: Boring is very slow and always takes place when the ground above the tendrils is occupied by inactive [resting or sleeping entities.
Boring Tendrils may only be located on the ground never in trees. They do 3dB damage to characters for every centimeter of flesh through which they bore.
Boring is slow and insidious and characters will probably not notice it if asleep. Characters will always be aware of the presence of Barbed Leaves, but won't identify the other types until triggered.
A successful attack completely destroys the affected mass. Disrupted targets disappear. The character immediately falls unconscious for 1d12 hours after using this power whether or not the attack succeeds.
He can't be roused from this stupor. The chance of using th power successfully varies with the target's composition and the user's MS. They are camouflaged by ground cover or hang from nearby trees. This network extends for 3 meters around small Plants, 12 meters around man-sized Plants and 15 meters around trees. Characters will usually be unaware of the network unless attacked. If the Plant has sensory capabilities, it is also assumed to have the intelligence to direct these modified vines and roots treat this mutation as TYPE CV in this case.
Otherwise, vines and roots are undirected and attack anything that exerts pressure on them. To determine the exact nature of a network, roll 1d Normally quiet, once triggered, they slowly writhe and twist around anything thrust into their midst. They only stop when they are severed or their plant is killed. Each vine does 2dB damage per Action Turn. They are destroyed if severed or when their Plant dies. They do no damage themselves, but can manipulate weapons or grab characters like Tangled Vines.
They die when severed or when their Plant is killed. Each vine does 1 d6 damage each Action Turn it is attached to a victim including the first. Sucker Vines release their victim when their Plant or the victim is killed. Even when severed, they keep draining the victim's life force.
The feeders are lined with spines and secrete acid. Each does 1 d8 damage and will try to devour victims until severed or its Plant is killed. He does 1d6 extra damage to anyone he has previously touched and adds 2 to his die when figuring out an artifact. When the character suffers damage, he checks versus IN. If he passes, damage is normal. If he fails, it is doubled or tripled depending on how badly the GM feels he failed.
If accompanied by mutation of certain organs, the effect of both mutations is added together. Examples include: A third eye in the back of his head, light sensitive antennae, arms and hands for a fish or other species that normally doesn't have limbs , a head or brain for a Plant.
The players always design the new parts, but the GM must approve the design. Add 4 to IN and MS maximum of Roll for one additional Mental Mutation.
Musculature increased. Add 4 to PS. Nervous system expanded. Appendix increased in size. Character neutralizes Poisons of Intensity Level 3d6 or less and can't be harmed by them. Heart and lungs increased in size. Body part of the GM's choice increased in size. The Plant locates the emission source [the character's head exactly as if it were seeing the character. The Plant senses the shape and location of the character via energy emissions from the skin surface. The greater the variation from the background norm, the more clearly the Plant "sees" something.
Add the Tech Level of the bulk of a character's equipment to the die roll whenever the Plant tries to hit the character and add it to each die of damage Plant does. This formula assumes an organic environment. A potted specimen of the Plant decorating a foyer uses the reverse of this formula adding 3 to dice rolls when trying to hit characters with mostly Tech Level I equipment and adding 1 when trying to hit those with Tech Level III equipment.
He will be permanently unable to remember the preceding 14 days. He can't detect a surprise attack from behind, tell if his body has been punctured, know when to treat wounds, etc. He takes double damage when attacked by fire. NOTE: Character must actually see the group. Simply being in a town will not cause panic unless a group is in sight. When confronted with such persons, he must pass a check versus MS or he flees for 1d20 minutes.
This causes him to immedately crawl to the nearest obstruction and huddle close to it for 1d10 hours after which he will leave only to find another sheltered spot.
He can do nothing except grab at the nearest object or person and hold on. Fleeing characters run blindly away from the cause of their fear without checking for hazards. If unable to flee due to lack of an exit or the presence of hostile characters in their path , they will fall unconscious for 1d20 minutes instead. He heals 3 not 1 points of damage per day. He suffers 1d6 extra damage when attacked with weapons employing heat or cold. Reflection works for only one form of energy.
The type listed below is reflected. By concentrating, he can see one minute into the future but the exact meaning of what he sees may be unclear. The farther in the past an item originated, the sketchier will be knowledge of those origins.
The mutation affects only objects including those that were once alive Opening lasts for 30 seconds. Plane into which opening faces is randomly determined and there are billions of such planes. Anyone moving through this opening will never find his way back to his own plane. This mutation takes effect automatically and doesn't require a Mental Attack to determine its effectiveness.
When he would normally have to make a Poison Check, he is killed unless he gets an antidote within 20 seconds. If he concentrates on the same target for more than one Action Turn, the effect of his attack is increased by one die of damage for each additional consecutive Action Turn during which that target is attacked.
Thus, on the second consecutive Action Turn, 2dB damage is done instead of 1d6 damage. The character can do a maximum of 10d6 damage per Action Turn, however, and any attacks from the eleventh Action Turn on do 10d6 damage. Immediately roll 1 d4 when this mutation occurs. On a 1 or 2, the character may use only Cold as a weapon; on a 3 or 4, only Heat.
After 3 Action Turns 30 seconds exposure to heat, inflammable objects burst into flame. Quills but not Spines can be thrown up to 15 meters. Spines do their damage when they are brushed against. Lost Spines or Quills grow back in 72 hours. The defective brain will retain control for 1d12 hours during which the character will be subject to fits of irrationality as if he had the mutation Insanity.
The character will have a different voice and personality depending on which brain is in control. He can move normally in negative visibility conditions and adds 3 to all his To Hit die rolls in Physical Combat.
Range is tripled if the character also has Heightened Hearing. The character takes 2d6 damage from loud noises and triple damage from Sonic Blasts. He emits high-pitched beeping sounds except when asleep and thus signals his presence to those who hear high frequencies.
He can't act while in the seizure's grip. Reflected damage is inflicted on the attacker instead. Only non-reflected damage is inflicted on the character. The first Action Turn the character is attacked, all damage is reflected. The second, half is reflected.
The third and all subsequent attacks, one fourth is reflected. Should the character not be attacked in an Action Turn, the next attack would be treated as a "first attack.
He can run, swim, fly, etc. It takes 10 seconds concentration to change shape and the shape lasts for one hour or until the character decides to resume his own shape. Everyone inside the field is safe from all items of less than a metric ton mass that strike the field. Items flying at the field bounce off. If an object weighing 1 metric ton or more strikes the field, the field is immediately dispersed and everyone inside makes a Constitution Check.
Those that fail, die. Those inside the field can move around, but can't exit or attack out of the field. On a 1, the Plant is smaller than normal. On a 2, 3 or 4, it is larger than normal. Now roll percentage dice.
Treat all rolls of 90 or above as Treat rolls of 10 or less as A Plant's relative size affects PS and damage proportionally. He also increases the damage he does with swords, maces, spears and similar weapons by 2d6.
Note: if character has Partial Carapace, he takes half damage -1 point per attack Roll percentage dice. The result is the character's height in centimeters. This change results in an increased metabolic rate and a marked decrease in the character's Physical Combat abilities.
He can't lift ancient weapons if his height is less than 80 centimeters unless he has a superior PS above 1 2. Those below 50 centimeters tall have 3 to the To Hit die when attacked in Physical Combat. All specimens of the Plant in the area will be linked and they will take concerted action in all situations. If exposed to heat above 38 degrees centigrade, it ignites, causing 5d6 damage. Character subtracts 1 from his die roll when trying to hit in Physical Combat and others add 1 to their die roll when trying to hit this character in Physical Combat.
Skin is thin and brittle, making it easier to penetrate or tear. For every two Hit Points of damage inflicted on the character, he loses 1 additional point. Should an entity die while the character is attached, the character dies too. The number of entities the character can attach himself to is limited only by how many grasping appendages he has. It takes 30 seconds to break an attachment that has been in existence for more than an hour.
A Mental Attack must be made for this mutation to work and only Plants capable of sensing others and of consciously directed action may use this power. It stays dormant in others. Everyone within range except user takes 3dB damage from his Sonic Blast.
He is immune to Sonic Blasts. He may make 2 attacks per Action Turn when using this power. Humanoids have a basic height of 2 meters. The height for Mutated Animals will vary greatly and must be assigned by the GM. Whatever the base height, 1d6 is rolled and the result is added to it [making a Humanoid between 3 and 8 meters tall. PS is increased by 1 for each meter of size gained up to a maximum PS of In addition, 1 per meter is added to the character's die rolls when he is trying to hit an enemy with a non-powered weapon in Physical Combat.
Any attempt to lift a living creature or other sentient entity requires a Mental Attack. The character can use this power a number of times per day equal to his MS. He may lift 5 x his MS in kilograms. Anything moving nearby causes it to shoot spores in the general direction of the movement.
Spores then burrow into flesh, earth or other warm, soft substance and take root, causing victims to fall ill as if from Intensity Level 3dB poison. The victim suffers no Hit Point loss, but can't heal damage until cured since his body will be fighting the illness. The arm can do anything an appendage attached to its creator could do hold weapons, grab someone, etc.
It can't be damaged, but will disappear if character is killed or knocked unconscious or if it is moved out of the user's field of vision. The stun affects both friend and foe. The character is unaffected. He can do this a number of times per day equal to half his MS.
He can't summon entities already in his presence. Once an entity has been summoned one time, he will always be on the alert for the summons and will always successfully fight it off thereafter.
This power transcends language and works with all entities to the extent of their IN. Dumb animals will only grasp or send simple images, for example. A successful Mental Attack must be made in order to read the mind of a hostile character. If he tries to use this power in combat, he must hit the target in order to attach himself to it. However, if he hasn't spent at least 8 hours at the destination memorizing it, he takes 8d6 damage upon arrival.
This penalty doesn't apply to places he can see from his start point. Any energy field Force Fields, Repulsion Fields, etc. If it has any senses, it can consciously attack 1 d4 targets per Action Turn by casting these Thorns. Otherwise, treat them as Spikes that do damage only when touched. The Plant will have 4d20 Thorns and will take a week to grow new ones if any are used or damaged. Thorns and Spikes may be poisonous. On a , they are not poisonous. On a 1 or 2, they are. When a character suffers damage from a poisonous Thorn, check for exposure to poison of 3d6 Intensity.
He may make weapons held by enemies leave their hands and jump into his own hand, but a successful Mental Attack is necessary in such cases. He may make 1 d1 0 doubles per attempt. Each will be carrying equipment and wearing clothes that the character had on him at sometime in the previous 24 hour period. Should any of the replicas be killed, the character will, when all have disappeared after 4 hours , fall unconscious for 1 d20 minutes.
The victim falls unconscious for 1 minute. Each does 1d4 damage when touched. If Plant can sense other entities and can direct its actions, it can make 1 d4 attacks per Action Turn with these Spikes in addition to damage characters do to themselves by touching them. This doesn't negate the attack on him, but lets him make his own "free" attack.
He can remember and use thought patterns including Mental Attacks beamed at him in the previous 24 hours. Those patterns beamed at him more than 24 hours previously can't be used.
For every 10 seconds of activity that others engage in, the character engages in 30 seconds of activity makes 3 attacks per Action Turn, etc. The character takes 1d6 damage from friction for each 10 second period he uses this power. Mechanical objects and energy systems aren't speeded up so the character may have trouble using some equipment as fast as he can move.
Lacking these requirements, the power is dormant in him. Each use of the power makes the character take damage equal to half his available Hit Points. Percentage dice are rolled when this power is used. If the result is less than or equal to the chance of using this power successfully, the attempt is successful. Chances of success depend on the "length" of the trip into time the relative "distance" travelled. Only objects the character is touching go into time with him and a single die roll is made for all objects transported at the same time.
This die roll may undergo more than one modification and all such modifications are cumulative. Hit Point losses are suffered whether or not the power is used successfully. They may, therefore, have a major effect on the present or future within which an adventure is being run. The GM should, accordingly, use caution in allowing use of this power. When this need is not met, he takes 1d6 damage per hour until his skin is moistened.
The type of weather desired will arrive 1 d4 minutes later and will remain as long as he keeps concentrating taking 1d10 minutes to dissipate. Only small modifications in the weather are possible. The character can't raise the temperature from 0 to degrees, though he could raise it by 20 degrees. The chance of a particular type of weather being created is determined by a percentage dice roll. If the roll is less than or equal to the chance listed below for the weather desired, then that weather occurs.
If not, the character can't try to use this power again for a full day. If used within 10 seconds one Action Turn of exposure to poison or radiation, this power negates the exposure effects. He is blinded for 1 minute if he looks directly at a laser beam. Broadcasting continues until the character engages in combat. He is weaker and slower than others. Subtract 1 from his die when he is trying to hit a character in Physical Combat.
Subtract 1 from his die rolls when he is figuring out an artifact. Subtract 2 from his die rolls when he is figuring out an artifact. Others add 1 to their die rolls when trying to hit him in physical combat since he has trouble seeing to dodge their blows.
Instead of being used to enhance other powers, it can be used to add 1 to die rolls when the character tries to hit an enemy. He can carry up to 2 x his PS while airborne. Those massing more than 60 kilograms can't fly, but can make Wing-assisted leaps of up to 30 meters without damage.
Plants with this mutation don't develop Wings. Instead, they have Gas Bags that support them as they drift about blown by the wind. Any size Plant can fly using Gas Bags. All adventures start at a BASE where the PC's can buy equipment, retain hirelings, acquire information and organize their party.
Tech Level I Bases include small stationary villages and nomad camps of 30 to people. These Bases include small fortified hearthsteads of 20 to 50 people, villages of 50 to people and a very few small city-states of to people.
Tech Level III Bases include perhaps three dozen city-states with to 30, people and an unknown number of hidden settlements of 50 to people. Since such Bases will usually be hidden in some way, few adventures will start in them. Buying Equipment Beginning characters those that have never before been on an adventure start the game with 4d4 x 10 between 40 and gold pieces which they can spend to arm and equip themselves.
They can spend any or all of their gold on equipment available at their Base. Nothing can be bought "on credit. Only beginning characters get a "free" allot- ment of gold pieces with which to buy equipment. All deals are final and equipment can't be returned to the seller. NOTE: The basic monetary unit in postholocaust America is the gold piece, a 10 — ounce coin minted in a variety of shapes and sizes.
In addition, the domar the basic unit of exchange in the Shadow Years is widely used since it is almost impossible to counterfeit. Domars are plastic discs of uniform size and shape. Their color was once used to indicate value, but all domars are now treated as having the same value regardless of color. Each gold piece is usually worth 5 domars. However, a large influx of domars in an area will increase the relative value of gold pieces.
Precious metals and gemstones are the main mediums of exchange other than gold and domars, but are used only in local economies. Barter remains the prime trade method in many areas. These tables list the equipment, armor, weapons and transport commonly found in the game. Equipment of the same Tech Level as the Base or of a lower Tech Level is always functional and available at the price listed on the Equipment Tables.
On a roll of 15 or less, the item is available. On any other roll, it is unavailable. If available, it costs twice the amount listed on the Equipment Tables, but is always functional. Items two Tech Levels higher than that of the Base cost three times the price listed on the Equipment Tables. In addition, players must state any prerequisites of employment and special duties in their advertisement.
He then rolls percentage dice to determine their success. It takes 1 day and 5 gold pieces per NPC to advertise at a Base. If more time or money is spent, the players should have a greater chance of finding the NPC they want. This section tells how that is done. All physical measurements in the game are metric. Generally, players will want to simply approximate such measurements rather than figuring them exactly. Game Distance Throughout the game, players will need to know where they are, where they can go and how to get there.
To help keep track of this information, a map system has been devised. Each of the maps has been overlaid with a square or hex grid to make it easier for players to locate important features. On one side is a map of post-holocaust America at a scale of 44 kilometers per hex. It is used to show subcultures and political divisions and to track the progress of characters making long trips. A pilgrimage from a village in the Black Hills to the distant ruin of Fenix might, for example, take as much as a year during which the GM would keep track of the pilgrims' location on the Continent Map.
It includes such features as Installations, Bases, Deathlands, hills, forests and rivers. Area Maps are used to track movement during March Turns see below and to determine the likelihood and nature of Encounters. The Gamma World is a terrifying place To the inhabitants of North America in , the time before the 'social wars' is called the 'shadow years' since so little is known of it. Even the specific events that destroyed their nation are all but forgotten by these new Americans.
Legends persist, of course, but the truth of those legends may never be known. The world-wide holocaust simply wiped out too much. Lasers, atomic warheads, chemical and biological agents and geological weapons all did their terrible work. Oceans boiled. Continents buckled. The skies blazed with the light of unholy energies.
By the time the violence subsided, the very face of the earth had changed. Much of North America, including most of Florida and the lower-lying Gulf area, California and parts of the Eastern seaboard were under water. Mountains had fallen. Rivers that had been tamed for years careened wildly through the ruins of broken dams.
Not a single city remained intact. The Black Years descended on the land of the free. Less dramatic but more important than the destruction of the continent was the alteration in its surviving inhabitants. Not 1 in humans lived through the upheaval. Those who survived witnessed a biogenetic revolution. Animals began to repopulate the earth Vast herds of jackrabbits the size of horses began to cover the Great Plains.
A strain of beetle appeared which grew to a length of 3 meters. A mutated form of shark adapted to life on land began to prowl the desert. But more important than these physical mutations were the mental mutations which began appearing Nor was man immune to the effects of massive doses of biogenetic chemicals and radiation.
All manner of mutations soon entered the gene pool. Most were defects that disappeared. But in the years after the holocaust many became a permanent part of human breeding stock. This, then, is the Gamma World
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