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Gamma World - Dragon Magazine Articles

Gamma World introduces unique Cryptic Alliances, consisting of various beings with distinct ideologies, such as the 'Knights of Genetic Purity' and 'Zoopremisists'. The game enhances the role-playing experience with refined combat mechanics, detailed maps, and a variety of creatures and treasures, encouraging players to explore a post-apocalyptic world filled with remnants of advanced technology. Additionally, the document includes a new list of treasures to enrich gameplay, providing a diverse array of items for players to discover.

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0% found this document useful (0 votes)
6 views16 pages

Gamma World - Dragon Magazine Articles

Gamma World introduces unique Cryptic Alliances, consisting of various beings with distinct ideologies, such as the 'Knights of Genetic Purity' and 'Zoopremisists'. The game enhances the role-playing experience with refined combat mechanics, detailed maps, and a variety of creatures and treasures, encouraging players to explore a post-apocalyptic world filled with remnants of advanced technology. Additionally, the document includes a new list of treasures to enrich gameplay, providing a diverse array of items for players to discover.

Uploaded by

Aaaa aaaa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Vol III No.

Beginning with the Cryptic Alliances, Gamma World presents a


game with a flavor uniquely its own. These alliances are groups of be-
ings (rarely all human) that roam the world trying to put their ideals
into practice. They can be found in any given batch of beings secretly
spying or trying to manipulate the masses. These groups range from the
“Knights of Genetic Purity”, who seek to destroy all humanoid muta-
tions to the “Zoopremisists”, who believe that the time has come for
the “beasts” to rule the world.
Realizing that the creatures of MA didn’t really have enough hit
dice for their environment, all of the creatures created were supplied
with greater hit dice. A large number of these were designed to become
effective player and non-player characters for the world. These are al-
phabetized from the android, who comes in 3 types, to the Zeeth that is
a blade of purple grass that teleports its seeds into bodies.
!"##"$%&'()*$First Report; Naturally the postulation of a worldwide energy war forces the
concept of what is left afterward. Things that are left must be made of
Setting Up The Campaign pretty tough stuff. We have mentioned ancient buildings, towns, cities,
and robotic farms. We placed, in more detail, things like fortifications
by James M. Ward & Gary Jaquet and space ports that would be expected to survive extreme damage.
Since wars breed destructive devices, we created a batch of robots and
The creation of the boxed game of Gamma World was brought weapons to fill up the preserved areas.
about when the need for a planet based version of Metamorphosis Al- Combat, creating player characters, and the like, have been re-
pha presented itself. The distances and possibilities presenting them- fined to a point where it should make for an easily understood role-
selves on a planet were far more vast than those of a star ship. Also, playing game. The excellent map that has been provided gives the total
through the course of playing MA, many new concepts were created possible picture of part of the world vastly changed by war. It is sug-
and old ideas evolved into things far different from what was given. gested that when you build your “Gamma World”, you place some
The creation of a world destroyed by the ravages of an advanced large forts and things from the past on the map. You should also place
technological war was easy. Filling it up with goodies that might have bases for all of the cryptic alliances. It would then be a good idea to cre-
survived or been created afterward wasn’t. In this process, a number of ate a detailed map of a 100 mile section.
concepts were put together based on the experiences of designing MA In this section you should place some factions of the cryptic alli-
plus ideas especially made for the game. The material was worked on ances, some powerful non-player characters, and some working ma-
by both of us and then handed over to the TSR staff, who further modi- chinery. Establishing several small tribes of humans and mutants in the
fied it and created a booklet able to be used by D&Der’s and players of area with both aware of each other (this allows for players to start as
Metamorphosis Alpha. This game was to be much more than just a anything). One of the biggest mistakes a “Planet Master” can make is
supplement of MA and it succeeded in this end. cont pg 23

20
September, 1978

have a plus per level to figure out any type of technical item. Since D&D Variant
clerics get their spells renewed everyday (and I never liked them any-
way) they don’t need any special powers or plusses. Bards over the
tenth level act like Singing Vines. Monks on the other hand are at one- Monkish Weapons &
half their normal level because of the extreme quickness of the MA
species. Thieves don’t have their special attack bonus when attacking Monk vs. Monk Combat
the backs of mutants (everyone is always trying to zap them from be- by Garry Eckert
hind).
As with almost everything there is the other side of the role-playing As it is stated in Blackmoor, monks can use weapons. There are
coin. The use of MA characters in D&D land might be highly enjoy- many different kinds of weapons.
able. Humans are of the least significant mainly because they don’t fit In Japan men were trained to fight in Kedo or with swords. The
in any of the classes. On the other hand, they do have a potential for a metal swords are called “live blade”. The bamboo swords are called
large amount of hit points. The mutants are the beings that have the shimia. The wooden swords are called bokutois. There are eight dif-
greatest potential for damage and fun. Mutation attacks should work ferent attacks used.
over any magic resistance and protection. Imagine a mutant with four 2. Shomen: a vertical cut delivered to the centre of the forehead.
mental and four physical mutations. Let us give her defects of no sen- 2. Hidari-men: an oblique cut at the left temple.
sory nerve endings and a complete mental block for robots. We will 3. Migi-men: an oblique cut at the right temple.
also assume she has Regeneration (could be treated as the Troll), Radia- 4. Migi-do: a downward cut at the right side of the breast plate.
ated Eyes, Physical Reflection (could be spell energy), and Poison 5. Gyaku-do: downwards cut at the left side of the breast plate
Claws (intensity 12) for her physical abilities. She could have Mental (rarely used).
Paralysis, Mental Control, Life Leech, and De-evolution for her men- 6. Kote: a cut at right wrist of lower forearm.
tal powers. If any of you are wondering what possible harm De-evolu- 7. Hidari-Kote: a cut at the left wrist or lower forearm, but only
tion could do to a non-mutant let me list a few things. In magic users it valid if the arm is raised to shoulder height or higher.
could take away all the ability to use spells of any type. Fighters could 8. Tsuki: a thrust at the throat to strike the beard of the man.
lose a level or two of experience for every attack. Clerics could lose one The Japanese bow was about seven feet long. This art was known
level of spells forever starting from their lowest level. Normal humans as Kyudo. This bow is between one and-two inches thick, depending on
could be transformed into cro-magnon man or even apes (but a few the strength of the draw required. The draw was 40 to 50-pound pull.
have argued that this skips several generations of evolution). An expert can draw up to 90-pounds. The arrows are 39 inches in
The weapons of the starship could have many strange effects on length. The bow can be fired while standing, crouching, or on horse
D&D creatures. The protein disruptor would work 100% of the time on back.
non-enchanted creatures and forces a saving throw (as a death ray A Naginata is a curved-bladed spear used to maim the enemy’s
attack) on all creatures regardless of their magic resistance. The sonic horse before dealing with the fallen rider. The three basic cuts are
metal disruptor ruins Iron Golems and does damage to metal covered waterwheel, windmill and butterfly.
beings to the tune of 15 dice for a short range hit, 10 dice for a medium The Yari is a straight-bladed spear. The spear is between seven to
range hit, and 5 dice of damage for a long range hit. In using the nine feet in length. The primary use is for tsuki (thrusting) or use from
paralysis rod or the paralysis dart it works 100% of the time on crea- horseback. The primary targets are the groin/stomach, chest/throat
tures with the standard magical resistance. Creatures with any type of regions.
extra normal magical resistance have a 50-50 chance of being para- The Okinawan weaponry is an example of everyday implements
lyized. The laser pistol is a short energy burst that bathes any fire crea- turned in to weapons. First, there is to rokushakubo, which means six
ture in healing energy, melts Iron Golems, and does triple damage on foot staff. The diameter is one to two inches. The attacks are thrust or
cold creatures. The third stage slug ejector does no damage to metal- striking. Secondly, there is the Kama; A rice-harvesting hand sickle.
armored beings or creatures with an armor class of better than four. The blade is set at right angles to a hardwood handle the thickens
The third stage gas ejector forces a D&D being to make their poison toward the butt. The attacks are slash, rake, hook, chip, deflect, or
saving throw with each hit. block. The third weapon is the ton-fa or tui-fa. This is a handle used to
All in all the switching of creatures, players, and items from cam- turn the hand-operated millstone for grinding. It is tapered hardwood
paign to campaign can make for novel situations. billet between 15 and 20 inches in length with a short projecting side-
handle set at right angle about six inches down from the thicker end of
the billet. With either end lying along the underside of the forearm, a
person can very effectively punch and strike, as the opposite end is em-
ployed to jab with devastating force at vital areas. It is also used to
block cuts or blows in a manner dictated by technique. It can be used in
pairs.
Nunchaku are two equal lengths of hardwood hinged by a short
piece of silk or chain. It is used for blocks, smashing blows, and can be
thrust in vulnerable areas.
The sai is the short sword about 15 to 20 inches in length. It can be
used in blocking, cutting, stabbing.
Some of these-weapons needs special skills to use them (i.e., the
nunchaku).
Novice: can use the naginata, yari, kama, and the sai
Initiate: can use the shimia, and the bokutois (next page)

Gamma World fr pg 20
to stuff a small area of the world with everything possible. Your players
will get out and stir up all sorts of fun things if you give them a chance.
After you have your players started out, you can then take the time to
widen the area you have completely drawn up; until a general filling of
the entire map is accomplished.
Do not discount the non-player character. The knowledgeable
referee will tell you that not only can this created being be fun for the
referee to play, it adds zest to any role-playing game to match wits with
an unknown element.
A New List of “Treasures” To Be Found
!"#$%&"#$"'%(
It is indeed very nice to get a list of 100 instant treasures for use when linger panels are removed and fused magnitudior console is
a group is poking around in an area which is likely to contain artifacts noted
from the past civilization, but 100 items are not enough. It also seemed 41. - 42. Book — fair condition (dictionary)
apparent to me that some useful and/or common things were omitted 43. Smoke detector — poor condition, batteries missing
from the items contained in the GAMMA WORLD rules book, so I sat 44. - 45. Plastic table knife — perfect condition
down and devised an 80 “treasure” list which is to be used to supplement 46. Book — good condition, western novel with cover missing
the existing one — and I urge you to do yet a third list of your own to use 47. - 48. Groundcar hubcap — excellent condition but dented
with the two provided, a d6 roll determining which of the lists will be used 49. Plastic baseball — perfect condition
to find each treasure discovered. The goodies are: 50. - 51. 1 - 6 empty soft drink bottles — good condition
Die 52. Book — fair condition (any 1 vol. of encyclopedia)
Roll Discovered Item 53. - 54. Hovercraft license plate — poor condition
01. Claw hammer — good condition, but handle broken 55. Plastic box — good condition, 50-100 assorted nails
02. Plastic coat hanger — poor condition (melted) 56. - 57 Plastic garden hose — fair condition, 5-20 m.
03. Nylon rope — good condition (20. m. coil) 58. Nylon fishing line —excellent condition (8#/12#/20#/50# test
04. Entrenching tool — fair condition, sleeve rusted 100/80/70/50 m. length)
05. Bicycle reflector — good condition (red, yellow, white, or blue 59. - 60. Vinyl patching kit — good condition, 6 patches
color) 61. Door knob and shank — perfect condition
06. Pencil — excellent condition, point broken 62. - 63. Garbage can — condition 1% - 100% destroyed
07. Small bottle of insect repellent — fair condition 64. Toy blaster pistol — perfect condition, battery missing
08. Uctrodynamical potzreibie counter — poor condition, all 6 (buzzes anf flashes when working)
dials broken 65. - 66. Cosmetic item, — women’s — fair condition*
09. .22 cal. pistol — fair condition, 9 shot 67. Electrogramatic veeblefitzer — poor condition, gravitomiter
10. Home donut maker — poor condition missing
11. News magazine or comic book — (very) poor condition 68. - 69. Metal cooking utensil — poor condition**
12. Plastic bag of grass seed — fair condition 70. Metal can — good condition, contains oil (penetrating/
13. Screwdriver — fair condition lubricating/cooking)
14. Ceramic salt shaker — good condition, full 71. - 72. Metal pipe — excellent condition (household water pipe 1-4 m
15. Bicycle — fair condition, seat missing and tires flat in length)
16. Stapler — poor condition, no staples 73. Plastic box — fair condition, for facial/toilet paper or
17. Plastic container — excellent condition, full of plant food napkins, contents in poor condition
18. 2-12 aluminum arrows, feathers gone, field heads 74. - 75. Telephone, push button model — excellent condition
19. Book — good condition, reading primer 76. World globe — fair condition (10% to 60% destroyed)
20. Pair of scissors — fair condition, screw rusted 77. - 78. Stainless steel spoon — good condition, handle bent
21. Plastic box — excellent condition, contains a complete set of 79. Pliers/wire cutters — fair condition
60 Chinese Checkers marbles 80. - 81. Set of 5-20 colored pencils — poor condition
22. Crash helmet with visor — fair condition, strap missing 82. Bottle — perfect condition, no label, contains vinegar
23. Barber chair — poor condition 83. - 84. Plastic box — excellent condition, contains 50 varicolored
24. Book — fair condition, SF novel, cover missing and different-shaped children’s blocks made of lightweight
25. Small shaker — good condition, full of red pepper plastic
26. Hacksaw — good condition, blade has plastic guard 85. Bottle — good condition, no label, 100 proof scotch
27. Small container — fair condition, contains herbs or spices 86. - 87. Flashlight — fair condition, no batteries
(pick one at random) 88. Plastic box — fair condition, 50-100 assorted nuts, bolts and
28. Plastic box — fair condition, holds 50-100 screws of assorted washers
types and sizes 89. - 90. Toiletry article — fair condition***
29. Electric knife sharpener — excellent condition but cord 91. Screwdriver — good condition, phillips head
missing 92. - 93. Book — poor condition, telephone directory
30. Case of 250 12 ga. shotgun shells (deer slugs/ buck shot/ bird 94. Book — fair condition, gothic horror/romance/porno/ mur-
shot) — poor condition der mystery
31. Large metal shears — fair condition 95. - 96. Plastic dinnerware, 1-4 pieces — fair condition
32. Portable hand vacuum cleaner — condition appears excellent 97. 1-100 rounds of .22 cal. long rifle ammunition — good
but motor is missing condition
33. Pair of water skis — perfect condition 98. - 99. Leather bag — fair condition, holds 5-20 plastic pieces (dice)
34. Adjustable wrench — fair condition, adjusting screw in perfect condition
corroded 00. Book — good condition, small arms instruction manual
35. Large plastic box — excellent condition, contains a hang
glider kit *compact, lipstick tube, lip gloss, eye shadow, rouge, mas-
36. Small plastic bottle of colored liquid — good condition cara, face creme, cleanser, etc.
(contains colored dye) **frying pan, sauce pan, kettle, double boiler, pressure
37. Magnifying glass — excellent condition but several chips cooker, coffee maker, corn popper, teapot, etc.
around edges ***comb, brush, toothbrush, razor(blade), razor(electric),
38. Small plastic box — perfect condition (holds 50-100 play
deodorant, depilatory, toothpaste, aftershave, cologne, per-
domars)
fume, hair dressing, tweezers, nail clippers, razor blades,
39. 8 track trivideo tape — fair condition, instructional series on dental floss, nail file, bobby pins, nail brush, eyelash curler,
vehicles and robots (dice for type)
etc.
40. Decompulsitator — obviously broken only if all four schul-
8
tioner. And perhaps worst of all was that last fleeting thought, as the jaws
snapped, as the fangs pierced, as the claws ripped, as unfeeling metal
crushed, as pain mercifully faded into the final darkness; the remem-
brance of the sweet, sweet life so few short years ago.
The years that followed, the Black Years, were in some respects
easier for the survivors, and in some respects more difficult. Each
succeeding generation found itself more adapted to its environment, both
in a physical sense and with the information gained painfully by their
forebearers about the world around them. The more hazardous area of
the world were shunned, and the survivors had begun to join in small
groups, working towards their common goal of survival. Working thus,
these small groups found they no longer needed to devote their entire
energies towards survival exclusively. Slowly at first, trade and barter
between groups of survivors was established. Religions reformed —
considerably altered forms of pre-halocaust religions, but religions none
GAMMA WORLD the less. There was time for amusements, idle speculations, and for the first
altered (at least by most) to include intelligent mutants. Groups of beings
More Excerpts from the Journals cast by the evening cooking fires. But even as the laughter turned to
sounds of sleep, a new danger was born, or perhaps an old danger awoke.
of Hald Sevrin Man, while perhaps not still homo sapiens, was still man. With trade and
barter came jealousy and greed. With the organization of religion came
!"# $%&"# )%*+,- organization of religious hierarchy and the concept of class. And man re-
discovered the greatest danger on the entire planet: himself.
It is one thing to play a character in a role playing game, it is quite
something else to design a role playing game, and it is something else
entirely to try to explain the design process revolving around the creation
of a role playing game. Case in point: GAMMA WORLD. Simply
stated (if that’s the phrase), it grew!
The exact point of conception of GAMMA WORLD must forever
lie somewhere in the shadows of hours spent playing D & D with Tim
Kask when we were both students at Southern Illinois University,
conversations with Gary Gygax at my first Gen Con, the reading of
Hiero’s Journey in 1976, and the premier of Jim Ward’s METAMOR-
PHISIS: ALPHA. Somewhere along the line, the idea sparked. From
then on, through reams of typing paper, long-distance phone calls,
countless cigarettes, at least four typewriter ribbons, and about a year
and a half, GAMMA WORLD emerged.
I pasted the last stamp on the final manuscript, addressed it to TSR,
and with a sigh of relief, dropped it in the mailbox. Jim (Ward) would go
over the manuscript, there would be a final edit, it would be sent to the
printer, and that would be that. Wrong! Then I started getting phone
calls: we need TW judges for Origins; we need GW judges for Gen Con;
we’re expanding the tournament for GW Origins — can you judge twice As further years took their course, the realization of man as his own
as many rounds? And in the midst of all came another phone call: “Jake, enemy became more apparent, although the concept of “man” had to be
this is Tim. Can you write me a piece for The Dragon about the altered (at least by most) to include inteligent mutants. Groups of beings
background/development of GAMMA WORLD?" tended to gravitate towards others of similar ideals and distrust all others,
Never being one to refuse Tim (you have to have met him to although all but the most outrageously foreign were tolerated to such a
appreciate his “requests” that border slightly to the right of commands), I degree as was necessary for trade purposes — and also as most groups
returned to the typewriter. And sat. And sat. I lit a cigarette. And sat were too weak to display open hostility for fear of retribution.
some more. Seventeen half-typed pages in the wastebasket later, I Substantial evidence indicates that various groups or tribes would unite
realized I was having problems expressing myself: how to explain the for the purpose of destroying any that posed a violent threat to the uneasy
background for a game concept that came, literally, from everywhere? peace that existed at the time. The correlation of actions between pre- and
Here then, is the best way to gain the background of GAMMA post-2322 man cannot be denied. This period of time, i.e., the gradual
WORLD — from the notebooks of Hald Sevrin, written in 2697: banding together of groups of beings towards their own common goods,
is now usually earmarked as the Discovery Period of the Black Years and
*** is (admittedly, somewhat arbitrarily) defined as the years between 2450
and 2511 [see time graph]. Prior to 2450, the survivors of the cataclysm of
The fury of the Apocalypse had spent itself. In the days that 2322 had not yet banded info groups large enough for sociological study
followed, the few survivors cautiously crept from their hiding places, (and indeed, records for study of the Black Years, as maintained by the
constantly fearful of, nay, anticipating, a resumption of the unthinkable Restorationists, one of the groups formed during the Discovery Period,
destruction and toll of death they had experienced, and somehow go back only to 2443). 2511 is a convenient cut-off year, however, with the
miraculously escaped. But the air remained still, the ground no longer formation of the First Alliance by Gad the Provider.
trembled, and the needs of immediate survival soon pushed needless It is with these basic precepts and understandings, then, that we shall
questioning aside. proceed into our study of the Discovery Period.
The few survivors of the holocaust of 2322 became fewer still; as
those without the skills, knowledge, or sheer muscle needed to survive in ***
the post-cataclysmic Earth perished. Survival of the fittest became the
prime law of the land once more. excerpted from “The Black Years — A Sociological
The first few years were the worst. Mutations, both animal and Examination”
human, appeared. It was a painful, slow learning process to discern the by the author's permission
harmless from the harmful, the cruel from the kind, the savage from the Hald Sevrin
tame. The fee for learning was usually paid in blood. Then, too, there Sociologist 1
were the horrors of the non-living: the robots. Man’s ultimate servants, Rakman University
now mindless and unguided, were, in many cases, his ultimate execu- New Boston, M. L. A.
9
May, 1979

For any role playing game to be really effective, it is vital to create some Eyes, Regeneration, Mental Control, Pyrokinesis, Repulsion, and Tele-
basic premise for any non-player group. The Cryptic Alliances are pathy. This group roams with others and recruits beings for the
tailor-made for any large campaign and to briefly jot down the creation “Brotherhood” leading them to the original station (now much ex-
and present situation as well as the direction the alliances will be taking is panded).
a good move. The “Seekers” group began around a nucleus of Texans who
The “Brotherhood of Thought” was started by a biochemist from were camping out near Lubbock on the range when the time of the
the University of California that was putting the finishing touches on an “great destruction” hit their area. Their range skills allowed them to
ecological monitoring station in the mountains near the university. The begin again with ease. As time went by and mutants started entering the
time of the “great destruction” pulverized the campus while Dr. Dotson area, humanoids and mutated animals were treated as gruesome ver-
and two assistants were at the station. The years afterward were a mat- min to be wiped out with maximum force. Mutants that were “com-
ter of survival for the three. Within months, animals of all different types pletely” human in appearance were accepted as “unusually” talented
began to flock to the station for the pure well water its pumps could partners in a battle for survival. Currently the group is led by Tral-Vash,
bring up to the surface. The scientific interest of the three couldn’t help a human of unusual power: MS: 8, I: 18, D: 18, Ch: 17, C: 18, S: 10, Hit
noticing the change brought about in the thirsty creatures and this in- Points 99; he uses a Fusion Rifle, Energy Mace, and Powered Scout
terest was intensified when several groups of animals followed unspo- Armor. Armories have been raided so that the group has a vast supply
ken directions from them, and thus revealed their telepathic powers. of weapons and vehicles. The leader doesn’t favor expansion, he wants
Long years of work and a specialized breeding program brought about to create a solid nation of warriors working for several generations to
several species of animals of human or better intelligence. The years accomplish this goal.
went by and that biochemist and his assistants had sons and daughters The “Knights of Genetic Purity” evolved from a large group of
that carried on their work. Because of this all humanoid or animal fol- humans that survived the war, but were dusted with radiation. From
lowers of this group have an inordinate fondness for humans. They that time on, for generation after generation, horrible mutations were
spread up and down the west coast and into the Rockies. The groups of created and these were all killed. By the third generation of this grief and
three came from an animalistic imitation of what they saw in their first sadness a leader arose who moved to end this blight on his race. He
leaders. The group presently is run by the following beings: created an organization willing and able to breed out all racial defects.
ELENOR: 5th generation grandaughter to the first biochemist, MS: 18, They took this one step further in that they began killing all humanoids
I: 18, D: 17, Ch: 18, C: 18, S: 16, Hit Points 91; uses a Black Ray Gun, wherever they found them, even to the point of searching them out far
Stun Rifle, Medi-kit, and Plastic Armor. from their home territory. This organization honored those who could
CRISPT: 19th generation Gren, MS: 17, I: 18, D: 18, C: 18, S: 18, Hit recover lost technology and thus they have grown strong in physical
Points 131; uses a longbow with 18 intensity poison arrows, 2 daggers power. Their leader has the following statistics: SEVEREN: MS: 3, I: 15,
of duralloy, Armor Class: 4. D: 18, Ch: 18, C: 17, S: 18, Hit Points 100, he uses a Mark 7 Rifle, a
POSHT: 23rd generation Brutorz: this being is the genius of all of its Stun Whip, and Powered Assault Armor. He and three others, armed as
kind and surprises all who must deal with it; MS: 18, I: 18, D: 18, C: 18, himself, often travel out destroying strong pockets of mutant strength.
S: 18, Hit Points 82, Armor Class: 7, and it has the following physical The “Friends of Entropy” are gruesome beings worshipping death
and mental attributes: Heightened Vision, Increased Speed, Radiated from the very beginning, when a quasi-religious cult survived in the
5
VOL. III, No. 11
intact state from the time of the “great destruction.” The initial group the rubbled cities around them. They grew in strength and were well
started out simply wanting to kill all animal life around them (forcing organized by the time mutated creatures started entering their area.
them to move often). As they ate contaminated flesh and traveled They were able to react with considerable force in the way of technolog-
through radiated areas their offspring begin to mutate rapidly. These ical capability. All of their towns and farms are guarded by robotic units
newer generations caused the cult to modify its thinking in the desire to that are programmed to kill humanoids and mutants without warning
kill all life. The current co-ordinator of the group is a humanoid mutant and conduct humans to the main city. There are 5 town groups that
named Blern. This creature is the ultimate model for the cult. At birth, each have an armory manned with men capable of using the powered
when his flesh was exposed to the air a poison gas was given off, killing armor and weapons at hand; a factory unit programmed to manufac-
his mother and the attending midwife. His proud father designed a un- ture their everyday needs; and a group of robots designed to can-
iform for him so that he could travel with all the rest. On reaching matur- nibalize the old cities for materials the smaller groups need. In the town
ity, he further mutated: growing a pair of horns, requiring tinted goggles near Manchester, their leader (Mayor), realizing the closed nature of
to travel during the day, and having to breathe through a special filter to their culture, has forced his citizens to work to create new technology on
extract all pollen elements from his air. He also increased in mental and the basis of the old. He is a mutant (but no one, not even himself, is
physical powers including some powers totally unknown until then: MS: aware of that fact): MS: 18, I: 18, D: 12, Ch: 15, C: 18, S: 11, Hit Points
18, I: 18, D: 10, C: 18, S: 7, Hit Points 104; he uses a Mark V Blaster, 88, and the following mental powers: Military, Scientific, and Economic
Mark 7 Rifle, a Vibro Blade, several Torc Grendades, an Energy Cloak, Genius, and Total Healing.
and a Medi-kit especially designed for his needs (it would kill anyone The “Followers of the Voice” are usually successful in their efforts
else). His mutational abilities include: Gas Generation (intensity 18 to gather technology because they follow insane computer units that
poison), Heightened Balance, Dexterity, Precision, & Touch, Radiated use their programs to tell their followers where to go. The most success-
Eyes, Sonics, Dual Brain, De-evolution, Force Field Generation, ful group has a strong underground base in the Appalachians south of
Heightened Brain Talent, Life Leech, Mental Control, Telepathy, the Charleston and west of Raleigh. This group all have Laser Rifles and
ability to magnify by a factor of 3 any blast from any type rifle or pistol he Laser Pistols. Their leader is a Hoop, who, besides her normal features,
uses, and the ability to communicate with any intelligent machine so has the following abilities: Heightened Balance, Constitution, Hearing,
that the machine is fooled into thinking anything Blern wishes. Precision, and Smell, Increased Speed, and Shapechange All. She also
He quickly forced his way to the leadership of the Society and has 120 Hit points and constant advice from a Think Tank buried in
established a permanent base near what used to be Lincoln, Nebraska their caverns.
and the group grew in power. He soon became bored with the prob- The “Ranks of the Fit” began near Memphis, Tennessee; when a
lems faced with keeping the ghastly cultists together and he set up an circus bear had its mental abilities boosted a thousand times by an un-
administration that ran the group and started roaming far and wide ter- usual radiation blast. This creature suddenly had every good mental
rorizing other society groups. His methods are always the same. He mutation on the list, and a bunch more not given. It was the only intelli-
enters the area and nightly destroys either important crops or domesti- gent creature to survive in the city and it went about learning what
cated animals. If he is chased by beings with little or no technology, he man’s civilization was like. Armed with this knowledge, it began a civili-
runs away, just letting them see him and continuing his raids until the zation that has spread to Cincinnati and the shores near the sunken city
angered populace either brings up large numbers of attackers or heavy of Baton Rouge. Its grandson now rules and also has all of the mental
duty technology. He then faces his attackers using his weapons; both powers listed plus the following: MS: 18, I: 16, D: 15, Ch: 17, C: 18, S:
technological and mutative (as in the cover of this magazine when 23 18, Hit Points 210, and an Armor Class of 2. His power is immense and
Seekers dared to face him with power weapons and the last one is seen in the form of 10 armies that are 50,000 strong. He places them about
trying to run). his empire and uses them to destroy pockets of mutant resistance or as
The “Iron Society” has no known base, but can be found near any heavy duty manpower forces to extend his empire.
large bombed area. The very nature of the energy nearby creates a The “Archivists” are zealots set up in the mountains between the
psychological condition in all intelligent creatures nearby that forces cities of Butte, Montana, Billings, South Dakota, and Idaho Falls, Mon-
them to want to destroy any beings not as they (highly resistant to radia- tana. They are all cave dwellers that have made miles-long tunnels that
tion). 95% of all of these groups are totally resistant to all forms of connect all of these cities. They have been able to figure out the work-
energy weapons, while easily able to use such themselves. ings of thousands of earth movers and are in the process of covering up
The “Zoopremists,” starting in the fertile Mexican mountain range these partially ruined cities for their underground use. While their main
below Torreon, tested the theory of survival of the fittest to its maximum base is in the mountains, they have scouted all of the cities from Seattle
limits. Here, insects grew larger and highly intelligent and started logi- to Dallas. Their leader is a Fen, who organizes defenses of high technol-
cally moving against all other intelligent life forms. In this struggle they ogy around his main base and the more important bases they are tying
forceably domesticated some of the most prevalent mutants and these to cover.
they use as spies. Co-ordinated attacks are always made against large The "Radioactivists” are almost entirely based below Atlanta in the
groups holding technology. The whole organization is led by a giant (20 flattened peninsula that was part of Florida. Its members are all totally
feet long) drone ant with the following statistics: MS: 18, I: 13, D: 12, C: resistant to radiation and have seen over and over again what the power
18, Hit Points 189, Armor Class: 2: it has Heat Generation, Heightened of the atom can do to damage life. As a result, they are sowing the edges
Touch, Increased Speed, Photosynthetic Skin, Absorption Heat & of their territory with radioactive dust obtained from the interior of their
Radiation, Military Genius, Life Leech, and Telepathy. This creature lands. Their leaders are a group of 5 Keeshin that travel on the edges of
always personally scouts any large alien group to be attacked, and he the territory directing dusting efforts.
takes 10 neuter ants for support (pincers do 4-40 per strike, 20 dice The “Created” are predominately androids. They were started
each, Armor Class: 2). into life by a med-technician who saw his civilization crashing around
The “Healers” began life as a group near Duluth, Minnesota by a him and wanted to give the androids that were under his control a
number of med-technicians that had been working on sleep therapy chance to “live.” He set his computers on random programming and
and accidentally made a vast break through in artifical telepathy turned his back on the whole complex (only to die minutes later as a
through electrode induction. Their organization quickly gathered all the building fell on him). From that time on, the androids that were created
survivors in the area and efficiently went about living. Their Hippocratic programmed their new brothers and started rounding up technological
oath soon became translated into helping all intelligent and unintelligent power. At this time they have completely encircled the town of St. Louis
creatures survive in a world gone wild. The telepathic powers de- with war robots and have rebuilt it to what it was before the time of the
veloped grew in magnitude over the century and helped the Healers “great destruction.” The only being that ever successfully invaded their
sense all life in a 1 mile radius and influence the actions of any non- area was Blern and he destroyed their primary Think Tank as a lark and
sentient beings in numbers up to 10. They range far down into the south reprogrammed all of the thinking units of the city to ignore Entropy
and east, healing where possible, teaching others to help themselves, beings.
and sending calm beings to their main base for advanced training.
"Restorationists” survived in shelters in Boston and Providence. Note: Special thanks should be given to Brian Blume, who supplied the
They crawled out of their areas and tried to pull the pieces together from locations of all of the circled cities by careful comparisons.
6
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useful to the monsters that I have placed there. I make it a habit never to
improvise on the placement of my mutants and alliance groups, feeling
Judging and You! that that would be cheating since life in my world is hard enough. The
only leeway that I use is that of the wandering creature that comes often
to those that argue or cause a great deal of disturbance in any given
area.
)*% +,!-.% !/% 0,12 There seems to be a growing fear and/or worry that players will
gain too big of an advantage from knowing the rules and thus knowing
It is easy to say (or write, in this case) that you as a “Planet Master” or how to use the items of any given Gamma World. This kind of thinking is
“Starship Master” are the final arbiter in your campaign game, but, let’s ridiculous. I once read somewhere about the referee that hated his
face it; there are bunches of bad judges out there because they have a gamers to be able to look up the strengths and weaknesses of any given
flaw of one type or another. There are several tricks to the judging trade monster in D&D and decide what to use against them and that struck
that I have seen and started; I know several of the bad judges I have me as very funny. First of all, I don’t care how much you know about a
seen could profit from them. thing in Dungeons and Dragons or any other role playing game; if that
One of the first things that any new judge must think about is what giant or vampire is out to get you all the garlic buds, crosses, silver, or
they are interested in developing in their games. I, as a judge, am not clerics aren’t going to do you much good without that bit of luck every
interested in how my players get their daily food (so game is plentiful in player must have. Second, there isn’t a monster on any list in any role
all my areas) .I am not overly interested in equipment maintenance and playing game that I have ever judged that I haven’t felt it my duty to
breakdowns because my game is extremely destructive. I am not in- change (just a little bit), so that problem doesn’t exist. There is also the
terested in a strict interpretation of the rules for weapons function or the thought that with all those energy weapons, robots, and mutants run-
intermixing of cryptic alliances, so I freely change what has been written ning around, a player needs a little edge in order to survive from day to
down. On the other hand, I am highly interested in the non-player day. Finally, there is the gripe that players have it too easy when it
character and as a result there are many roaming around my Gamma comes to trying to use technology because of that fact that they go out of
World in many shapes and sizes. I am interested in the creation of new their role and use their “real” knowledge.
mutants and groups so this is an ongoing process that gets new groups Take the ever popular statement that “If I have seen this gun fired
constantly moving over the ruined earth. I should be able to tell which way to point it and how to use it” type of
Many people have asked me how I create my maps and encounter thing. First of all, I think that it is necessary to reduce things down to their
areas and usually give me a puzzled look when I try to explain. My simplest terms. All guns, pistols, rifles, and the like become strange
biggest tool in the creation and use of any Gamma World society, city, “crossbow devices” and everyone of them has many buttons, levers,
building, or hole in the ground is improvisation. I (and many like me all and gauges that must be adjusted everytime the thing is used. (Yes, I
over the place) have not got the time nor the inclination to sit down and know, it’s a wonder that it gets a shot off every 10 melee turns let alone
write pages and pages of detailed description on what a building looks every single melee turn.) Along the same lines are the marvelous artifact
like and what is inside. The notes I jot down for any given encounter operation charts that are vital to any operation of any device. I have
area are very vague as to what things look like and what is contained naturally enlarged these things and combined them into one big chart
inside. that not only lists the successful operation of any device, it lists a possible
At one Origins convention I was running a Gamma World tourney breaking of that same device or the possible harm caused to the being
and the group ran into an armory in a bombed out city. All I had listed fooling around with such a device. One time I was forced to give a party
was that fact that it was an Armory and the war machines that were a bunch of powered suits of armor and they all tried to work them with
inside it, those being: 2 security robots, 2 engineering bots (HD), 2 med- great results, as far as I was concerned. When the first skull crossbones
ical robotoids, 1 supervisory borg, a think tank in the basement, 2 war- came up I had the armor break the arms of the being using the unit.
bots, a death machine, and several different types of military vehicles. When it came to the breakage of a unit I had the laser finger of the unit
From then on I improvised the whole thing. My Father works in a Na- that was being fooled with melt parts of another unit. When players
tional Guard Armory and when just a boy I used to take great pride in persisted and received another skull I had the unit break both the legs of
putting up the units flag before I went to school and collecting a bottle of the trying mutant. Of the entire group, it turned out that only one mut-
pop for my efforts (this gave me a very exact knowledge of what that ant could figure out the operation of the suits of armor and when she put
armory looked like); from this experience I was able to exactly detail a suit on and tried to pick up her two wounded friends her thousand fold
every room that the group entered and what was inside it (updated to increased strength squeezed to mush the waists of both her friends.
what I thought was the 21st century’s equivalent). They therefore had a It is sometimes necessary to describe items in such a way as to
choice of entering from a side door that led to the firing range; a side make the players wonder what they are looking at. A bathroom sink
door that led to the kitchen; a side door that led to the motor pool; the becomes a white stone bowl; a metal highway becomes a god road that
large front doors; or a side door that was near the boiler room. After is unlucky to cross; and a sword becomes a huge carving knife of great
coming in the firing range side door and doing things with the security weight.
robot that faced them, I could tell them exactly where the supply room As a final note, there are those that are said to be too sadistic in their
or the communications room was in relation to where they stood at the love of killing player characters. This love takes the form of initially tel-
door. None of this was written down but they didn’t know that and it all ling the players that they are going to die at his or her hands or breeding
worked out great. My point is that you should use the very familiar masses of monsters to wander about, or creating areas that even the
things of everyday life instead of huge piles of detailed description that most highly sophisticated being of the times before the destruction
you have to ply through as well as your players. So what if I didn’t know could not have figured out. There is nothing wrong with these areas if
exactly how many pairs of boots were in the locker room or how many the players are reasonably cautious. To go a step further, there is no-
shovels or gas masks were in the supply room? I did know how many of thing wrong with deliberately creating sections, groups of muties, build-
each I wanted the group to get away with, and that’s what I told them. ings, what-have-you that are as deadly as the referee can think of, for
This same concept can apply to everything any referee must play with. several reasons. First, it is a mark of the good player that they survive
If I am working with a city and I have to take players through lots of and figure out these types of areas. Second, when a referee creates such
different areas; that city becomes the one I live in. My map has what is in a place, he creates items that can eventually be used by those that con-
(or what type of building) any given area and I list what special things I quer. Lastly, what right do the primitive creatures that try for these great
feel should be in certain areas. Special things are items like power guns, objects of technology have in not expecting to get maximum energy
armor, computer systems, and robots. A place like the food store be- force directed back at them? At several tourneys I have killed off whole
comes the local one that I visit every week. Hardware stores, drugstores, bunches of players merely because they failed to be cautious and that is
clothing stores administration centers, etc. all become places that I have exactly what my best group uses in every case. They are very powerful
been in before and what the players hear are my memories of these but even if they face things they have dealt with before, they cover every
areas and my throwing in things that are both useful to the player and angle they can think of and then go ahead.
7
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Perhaps one of the most difficult situations encountered when re-
*-012*30% 456% 37*-0 fereeing Gamma World is that of characters with a primitive technology
8#%)"#%9":;<= discovering advanced technology devices. Players will often have a
One of the more frequent criticisms of Gamma World is the Artifact Use Chart— character with 13th century knowledge react in a 20th century manner
and the criticism is somewhat justified. It can be mildly interesting to watch one’s to a 24th century device . . .
progress towards successfully learning the workings of an artifact (only to see the
final roll result in a skull and crossbones), but it serves little purpose. The chart Player: “OK, we beat down the door with the log and hold our
could easily be pre-calculated and the possible pathways computed to single spears ready as it falls in. What do we see?’
percentage rolls. Therefore, I offer a new system for determining the use of Referee: “You see a low bench or table with a small box or chest
Gamma World artifacts. on it. The box has a smooth, sort of clear front — it
The new Artifact Use Chart appears on the opposite page — it is somewhat might remind you of looking into a pool of water. Be-
similar to the old chart, but it is used in a different manner. One still rolls dice and neath it is a smaller box with several bead-like objects
follows the indicated path, but there are also provisions for players to make
actual decisions during the process. set in even rows across it. The beads have strange mark-
To use the chart, a player starts at one of the numbered squares, the larger ings on them — each one different.”
numbers representing more complex devices. In terms of the “old” charts, Player: “I get on-line and type ‘CALL DUMP MEMORY.’
square 1 is roughly equal to chart A, square 3 equals chart B, and square 5 equals Everyone else looks for laser pistols and control batons.
chart C. Squares 2 and 4 are provided to allow for additional referee discretion in By the way, is there anything around here that looks
determining the complexity of artifacts. As with the old charts, the player rolls a like this might be a military security check-point. . .?”
single 10-sided die and follows the indicated path.
As the player follows the pathways, squares represent “correct” steps taken Well, perhaps I’ve exaggerated a bit, but maintaining a perspective
towards operation of the artifact. Diamonds represent incorrect steps, short cuts, on the consistency of the knowledge of the players, especially at the
omissions, etc. Generally, there is a greater chance for a “failure” from a beginning of a campaign, is a problem. Many referees simply start the
diamond than from a square. A circle represents a failure in the operation proce- player/characters at a 20th century knowledge level and avoid the has-
dure. A failure can range from simply spoiling the previous step and forcing the sle, but to me, that’s placing an unfortunate limit on the scope of the
player to start again, to causing extensive damage. Each circle is identified by a game, and tends to turn it into an exercise in collecting exotic weapons
letter, and the type of failure is determined by rolling on the table indicated by the of destruction.
letter. Upon reaching the square containing the asterisk, the use and operation of Forcing players to maintain a low technology base, at least at the
the artifact has been successfully determined.
As with the old charts, a player receives five dice rolls per hour of total concent- beginning of the campaign, also forces them to deal with situations in a
ration on the artifact, and each additional player concentrating adds one die roll more challenging and creative manner than the old “bomb it, pave it,
per hour. Die rolls are modified with respect to intelligence and mutations as with paint some lines on it and turn it into a parking lot” method.
the old charts. Primitive characters need not be stupid — indeed, in the game
Thus far, even with the large number of possible pathways on the chart, suc- format, they are the elite of their culture: adventurous, skillful, intelli-
cessful operation of an artifact could still be determined by a simple percentage gent, able to make logical decisions and learn quickly from their mis-
roll. But this is where player choice comes in. Each time a player attempts to takes. All that is necessary is a little sincerity on the part of the players in
determine the use of an artifact, he starts with a number of “artifact use points” playing their characters as they could realistically expect them to be-
equal to his intelligence. At the cost of some of these points, a player may choose have. The referee can help this process by taking the time to consider
the path he takes on the chart. Choosing a path out of a square costs four points,
choosing a path out of a diamond costs two points. Points are not cumulative, how the ruined world of the 24th century would appear to a primitive,
replaceable, or transferable in any way. They exist only for a single attempt by a and by describing it accordingly.
single player at determining the use and operation of an artifact. These choices High level technology, to primitives, is, for all practical purposes,
may be made any time during the overall process of attempting to learn artifact magic. This does not imply a need for human sacrifices to the God of the
operation, before the die roll for a given square of diamond. (As an option, Nightlight, just a lack of knowledge as to the power behind the function.
referees may even allow choice of “failure” roll after entering a circle. Cost: six One need not know the workings of a generator to turn on a light switch.
points) What this boils down to, is, in the early stages of a Gamma World
Whenever a player decides to choose the path taken on the chart, rather than campaign, the referee (in addition to his simple descriptions) should
roll the die, there is no time penalty. (The choice represents an intuitive decision
or hunch, rather than study.) Thus a character can spend an hour concentrating allow his player/characters to witness various uses of the technological
on an artifact, roll the die the maximum allowed five times, and (assuming he has devices about themselves, and learn from exprience. They may not
an intelligence of 16) choose paths through four more squares, all in the same know, initially, exactly what they are doing, but they will know the re-
hour. Of course, then he has used up all his artifact use points for this attempt, sults to expect. Indeed, this concept must be used not only as primitive
and if operation and use has still not been determined, he will be left to the mercy characters discover 20th century technology, but also as characters with
of the die rolls until he either discovers the operation of the device or quits. 20th century knowledge discover 24th century technology.
A glance at the chart will show there are several strategic points where judici- There is a sense of “reality” to be considered (if that term can be
ous use of the artifact use points and selection of certain paths can be of great applied to a science fiction role-playing game) in conducting a Gamma
advantage towards learning the operation of an artifact. Of course, it is also nice World campaign. Question it. Would you, as an average 20th century
to hold the points in reserve, in case a string of bad die rolls leads off the optimum
path and towards an area of high failure risk. man, walk into the control room at Hoover Dam and start throwing
While admittedly this method of determining the use and operation of artifacts switches for no reason, other than to see what happens? How ‘bout
is somewhat abstract, it does give the players a chance to use some of their own finding yourself in SAC headquarters? Would you start typing “CALL
logic, hunches, or daring in the process, but at the same time (through the artifact DUMP MEMORY” on a computer terminal?
use points) ties the process to the “abilities” of his character. Not only does the use of a primitive technology level provide a
2*1.4-6% 0*>.6 logical starting point, it also can add a sense of “reality” to an admittedly
?@< unreal situation. It’s all up to the referee.
ABCC " 8 D ?
1 NE NE NE NE
2 NE NE NE D FAILURE TABLE RESULTS
3 NE NE D X 1d6 NE No effect —
NE D D Return to previously occupied space
4 X 2d6 D Artifact damaged —
5 NE D D X 2d6 Roll percentile dice to determine point of damage to artifact — character may
6 D D X 1d6 X 3d6 resume trying to determine operation and use of artifact by returning to previ-
7 D X 1d6 X 2d6 X 3d6 ously occupied space
8 D X 1d6 X 2d6 X 4d6 X Artifact malfunctions —
9 D X 1d6 X 3d6 X max Causes damage to all within applicable range in amount indicated, from 1d6 to
10 X 1d6 X 2d6 X 4d6 X max the maximum amount of energy stored within the artifact.
24
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DRAGON 37

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