gamma world for 5th ed

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a free fanmade setting conversion for DUngeons and Dragons 5e written by Emanuele Galletto Original Gamma worlD seTting by James M. Ward and Gary Jaquet RuLes conversion parTially based on Omega World, by Jonathan Tweet, Polyhedron Magazine #153 Wizards of the Coast’s D&D Gamma World line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb Disclaimer I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or characters, places and rules in this document. This PDF is and will always be available for FREE, and is nothing but a personal tribute to a great setting and an exciting rules system.

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  • a free fanmade setting conversion for DUngeons and Dragons 5e

    written by

    Emanuele Galletto

    Original Gamma worlD seTting by

    James M. Ward and Gary Jaquet

    RuLes conversion parTially based on

    Omega World, by Jonathan Tweet, Polyhedron Magazine #153

    Wizards of the Coasts D&D Gamma World line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb

    Disclaimer

    I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or characters, places and rules in this document. This PDF is and will always be available for FREE,

    and is nothing but a personal tribute to a great setting and an exciting rules system.

  • 2

    TabLe of coNTeNTs

    CHAPTER or SECTION PAGE__ INTRODUCTION

    - The Setting Whats Up? - The Rules Whats New?

    PAGE 3 PAGE 3 PAGE 3

    CHARACTER CREATION - Summary - Bios - Mutations - Gamma Wanderer Class and Level Progression

    PAGE 4 PAGE 4 PAGE 5 PAGE 8

    PAGE 15 SKILLS

    - New Skills Descriptions PAGE 17 PAGE 17

    EQUIPMENT - Economy - Armor - Weapons - Wanderers Pack - Scavenged Junk - Ancient Gear

    PAGE 18 PAGE 18 PAGE 18 PAGE 19 PAGE 20 PAGE 20 PAGE 22

    RUNNING A GAMMA FIVE GAME - Having Fun - Terrain and Hazards

    PAGE 27 PAGE 27 PAGE 28

  • 3

    inTroDucTion Gamma World is a very special setting. First of all, its crazy, blending together sci-fi, fantasy, post-apocalypse, pulp narrative and humor. But theres more to it than that. From its very beginning in 1978, Gamma World dared to thread on fears and anxieties that each and every one of us might face one day: nuclear conflict, radiation, aliens, the singularity complex. The seventh edition of the game, from Wizards of the Coast, based the (incredibly loose) storyline of the setting on an event known as the Big Mistake, an accident at the Large Hadron Collider in Geneva that shattered and then tied together all of Earths possible realities and timelines. I always loved how, in Gamma World, we can face these fears with laughter and an overall tongue-in-cheek attitude, and this little rulebook will try its best to stay true to the rather whacky feel of the setting.

    The seTTing... whaTs up? The main goal of this document (simply called Gamma Five from now on) is to provide you with a set of rules to play Gamma World. It is short by design, and doesnt spend too much time on the description of the setting. Thats because contrary to other RPG campaign settings, Gamma Worlds looks and storyline are largely up to the Dungeon Master (or maybe we should call it Game Master, or Gamma Master. Gamma Master sounds cool). However, it might be useful to establish a couple basic principles on which your play group can build its own campaign. A catastrophic event has merged past, future, and alternate realities, forever changing the planet.

    The default is a scientific accident gone wrong (such as the LHC accident mentioned above), but the possibilities are endless: maybe it was a failed terraforming attempt from antimatter-eating aliens or maybe the gods are real and they decided to spice up things for mortals. It can be anything you want. Really.

    Various beings roam the wastelands, some civilized, some monstrous and cruel. Regardless of why things went wrong (or became interesting, depending on your point of view), the world is filled with mutants. Some are humans that experienced mutations as a result of radiation exposure or reality merging; some are animals (and even plants) that developed intellect and sentience; it is not uncommon to see robots or cyborgs around, since its now widely known that AIs tend to manifest personality traits after a while, and are often precise and even obsessive subjects. Some humans, called Pure Strain Humans (PSH for short), are the direct descendants of the Ancients (that would be you and me). While these creatures can usually be reasoned with, many are horrible monsters, waiting for reckless wanderers to end up as their dinner. Its a tough world.

    Theres awesome junk everywhere! The post-apocalyptic landscape of Gamma World is filled with ruins of the Ancients settlements. Other than hosting dangerous monsters and being a real cradle for disease, these places often hide useful artifacts and relics from the time of the Ancients. These objects, referred to as Ancient Gear, are incredibly useful and usually priceless on the scavengers market. I mean, think of what a power generator can do. Think of what a nail gun can do. Think of what a toothbrush can do. Okay, maybe you can do without the toothbrush.

    The rules... whats new? Gamma Five works in tandem with the D&D 5th Edition Basic Rules. However, it introduces new methods for creating characters and level progression, a setting-specific list of skills, simplified and versatile rules for equipment, and monsters. Whenever the contents of this rulebook replace the ones in the D&D 5th Edition Basic Rules, either its pretty obvious, or the text will explain what gets changed and what doesnt. Anyways, the following sections of the Basic Rules are not going to experience any changes: Chapter 8 Adventuring;

    Chapter 9 Combat (however, this document introduces two new damage types: Laser and Radiation);

    Appendix Conditions.

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    characTer creation In Gamma Five, character creation works a little bit different from its Basic Rules counterpart. The contents of this chapter replace the mechanics presented in chapters 1, 2, 3 and 4 of the Basic Rules (note that there are no backgrounds or personality suggestions in this document; were still considering whether to add them or not).

    summary Gamma Five is not about heroics and optimization as it is about insanely fun and nonsensical characters. To embrace the endless possibilities of the setting, most of the character creation process is randomized. While it is possible to pick options as you see fit, thats not as fun as rolling random mutations and ending up with a weird, three-armed ectoplasmic insectoid PC. And at the end of the process, if you really cant wrap your head around the abomination that hatched from your rolls, by all means burn it at the stake and roll a new character. However, given Gamma Worlds death rate, its not like we expect anyone to stay around for too long. Heres a quick summary of the character creation process. You will find a detailed explanation of each step in the following pages (except for the equipment, which is described in its own chapter). Step 1: Roll to determine your characters bio. In Gamma Five, instead of a race, your character has a bio, which

    is a loose indication of its appearance and genetic heritage (if any; you might be a robot!). Roll a d8 on this table to determine your characters bio. d8 roll Character bio Short description

    1 Avian You evolved from a birdlike creature (hawk, eagle, pelican). 2 Beast You evolved from a bestial mammal (ape, cat, dog, rat). 3 Bug You evolved from an insectoid being (ant, cockroach, spider) 4 Human, Mutated You have human heritage combined with mutations. 5 Human, Pure Strain You are the same race as the Ancients, the original inhabitants of the world. 6 Plant You are a sentient vegetal life form. 7 Robot You are an artificial form of life, made of synthetic materials. 8 Saurian You evolved from a reptile creature (lizard, snake, dinosaur).

    Step 2: Record your bio traits on the character sheet. Each bio determines the way you generate ability scores,

    your size, your speed, and gives you proficiency in a specific skill (or two skills, if you are a Pure Strain Human). Some bios have special traits, such as the Robots Tin Man trait. Record all this information on your character sheet.

    Step 3: Mutations. With the exception of Mutated Humans and Pure Strain Humans, all characters gain some bio mutations. These are fixed mutations that the bio grants for free. Record these mutations and their effects on your character sheet. In addition, all bios except Pure Strain Human grant a number of random mutations to your character. Roll a d100 that many times on the Random Mutations Table. If you get a mutation you already have, reroll until all your mutations are different. Record these mutations and their effects on your character sheet.

    Step 4: Apply the Gamma Wanderer class. All Gamma Five PCs share the same class: the Gamma Wanderer. When you create your character, you gain your 1st level in this class. Your class determines your hit points (you take the highest number on the die at 1st level, as usual), your Hit Dice, your proficiencies, and a list of features that you will gain when you level up in that class. Record everything on your character sheet.

    Step 5: Grab some equipment. Your character gets a free wanderers pack, some armor and/or shield, a melee weapon, a ranged weapon (plus some ammunition if the ranged weapon is a gun), and then you roll a d100 for 2d4 times on the Random Scavenged Junk Table to see what technological marvels (yeah, sure) you own.

    Step 6: Description. Now that youre done with the mechanical part of character creation, find ways to describe your characters goals, motivations, and overall appearance. And try to come up with a way to justify that horned flying plant you just rolled up. Jeez.

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    bios Each character in a Gamma Five game has a bio. Similarly to the role of a characters race in the D&D rules, a bio determines the biological qualities of a creature (if you already guessed that, well congrats, have a cookie). This version of the Gamma Five rules includes eight bios. Regardless of the bio and mutations you end up with, your character will always be able to use weapons and communicate with other sentient creatures, carry equipment, walk, and perform all the basic actions. Note: In Gamma Five, there is no cap for ability scores. For instance, if youre a mutated human, get 18 on one of your 3d6 rolls, assign that score to Strength, then apply the +2 to all scores granted by your bio, and finally get the Formidable Strength mutation, your Strength score is 24 (with a tied bonus of +7). Trust me, youre going to need those high scores. Note #2: In Gamma Five, characters and monsters dont have an alignment. Everyone is crazy. AVIAN You have evolved from a birdlike creature, such as an eagle, hawk, or a parrot, if it makes you happy. Appearance: Your form is vaguely humanoid, but youre partially covered in feathers, and have talons instead of normal hands. In addition, you might have a beak. However, the most striking feature of your anatomy is the pair of wings on your back. Ability scores: Your Dexterity and Wisdom scores are 16. Roll 3d6 four times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Your Wings mutation grants you a flying speed of 30 feet. Skill proficiencies: You have proficiency in the Perception skill. Bio mutations: You automatically gain the Low-light Vision, Talons, and Wings mutations. Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table. BEAST You are the descendant of a bestial mammal, such as a dog, cat, ape, bear, or raccoon. Good morning, Mr. Hairy! Appearance: While you have a semi-human appearance and opposable thumbs, you probably sport vicious claws or a fearsome, tooth-filled mouth. Sometimes you walk on two legs, sometimes on four. Your body is covered in thick hair, which keeps you warm and sometimes prevents you from getting a date. Thats too bad. Ability scores: Your Strength and Constitution scores are 16. Roll 3d6 four times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 40 feet. Skill proficiencies: You have proficiency in the Stealth skill. Bio mutations: You automatically gain the Darkvision mutation. In addition, you gain the Bite, the Horns, or the Talons mutation. Base this choice on your characters appearance (a dog might select Bite, a bull might select Horns, and a cat might select Talons, for example). Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

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    BUG Your kind can withstand radiations better than others, and your exoskeleton protects you from minor blows. Appearance: Depending on your mutations, your form may vary from that of a giant cockroach to a bipedal dragonfly, a ladybug or a spider (yeah, we know, spiders are not insects, they are arachnids). Regardless of that, you have a thick exoskeleton and round, multifaceted eyes. You probably have antennae, and you walk on long, spindly legs. Ability scores: Your Constitution score is 18. Roll 3d6 five times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Your Climber mutation grants you a climbing speed of 30 feet. Skill proficiencies: You have proficiency in the Survival skill. Bio mutations: You automatically gain the Blindsight, Climber, Radiation Resistance and Thick Hide mutations. Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table. MUTATED HUMAN Although you resemble the Ancients more closely than other mutants, theres no mistaking you for a Pure Strain. Appearance: You have a clearly human heritage, but years of radiations, altered realities and weird experiments have turned you into a grotesque combination of mutations. Your looks largely depend on the Random Mutations you will obtain during character creation. Ability scores: Roll 3d6 six times and assign the results of these rolls to your ability scores, as you see fit. Then, your ability scores each increase by 2. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Skill proficiencies: You have proficiency in a single skill of your choice; you cannot select the Ancient Tech skill this way. Bio mutations: You do not gain any specific mutation. Random mutations: You gain five random mutations. Roll five times on the Random Mutations Table. PURE STRAIN HUMAN You are a direct descendant of the Ancients, who once ruled the Earth. Appearance: You are completely human. Thats it. However, your survival is usually related to you being very hardy and smart. Pure Strain Humans are often more intelligent than their mutated counterpart: in addition, they have a knack with the ancient relics from the past. PSH males are known as adams, and females are known as eves. Ability scores: Roll 3d6 four times and assign the results of these rolls to your ability scores, as you see fit. Then, your ability scores each increase by 3. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Skill proficiencies: You have proficiency in the Ancient Tech skill, and in another skill of your choice. Bio mutations: You do not gain any specific mutation. Random mutations: You do not gain any random mutation.

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    PLANT You are an intelligent, sentient plant. You can walk around, albeit slowly, and manipulate objects. Appearance: Your body is probably made of intertwined vines, and you have roots on your feet. Aside from this, the rest of your anatomy can be more or less humanoid. Maybe you have a purple brain protected by the bark on your skin, or you look like a bush with hands and legs. Which is dumb, man. Seriously, come up with something better. Ability scores: Your Constitution score is 18. Roll 3d6 five times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 25 feet. Skill proficiencies: You have proficiency in the Nature skill. Flammable: You are vulnerable to fire damage. Bio mutations: You automatically gain the Blindsight, Poison Resistance, Radiation Resistance, and Rooted mutations. Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table. ROBOT You are a machine, but youve developed feelings. Sort of. Appearance: You are a mechanical being, made of synthetic materials. Depending on your mutations (probably custom modifications) you might have metal tendrils, multiple pairs of legs, or shoot laser beams from your eyes. Ability scores: Your Strength and Intelligence scores are 16. Roll 3d6 four times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Skill proficiencies: You have proficiency in the Investigation skill. Tin Man: Youre not considered a living creature, and do not need to eat, drink, breathe or sleep. You can eat or drink if you want. In addition, you are immune to radiation, poison and poison damage, disease, and petrification. You cannot be put to sleep. You do, however, take short and long rests (cooling down your systems), are unconscious when at 0 hp (you can be stabilized with a DC 10 Intelligence (Science) check); you are destroyed (which means your character dies) if you fail three death saves or take massive damage. Bio mutations: You automatically gain the Darkvision mutation. Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table. SAURIAN You are a cold-blooded, reptilian creature. But we cant assure you your tail will regrow if you cut it. Appearance: Although you are a bipedal creature, your body is covered in thick scales and you have a tail that helps you balance yourself. Depending on your mutations, you might look more or less aggressive. If you have the Wings mutation, you look like a pterodactyl; if you have the Giant and Bite mutations, you might as well go for it and say you look like a T-Rex! Ability scores: Your Strength and Constitution scores are 16. Roll 3d6 four times and assign the results of these rolls to your other ability scores, as you see fit. Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Skill proficiencies: You have proficiency in the Intimidation skill. Bio mutations: You automatically gain the Darkvision, Fearless and Thick Hide mutations. Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

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    mUTaTions Unless youre one of those snobbish Pure Strains, youll end up with some mutations. When you have to come up with a random mutation, roll a d100 on the Random Mutations Table below. d100 roll Mutation Short description

    1-2 Amoeboid Youre super duper squeezable. 3-4 Amphibian You can breathe underwater. 5-6 Bite You can chew on someone for 1d10 piercing damage. 7-8 Blindsight You locate creatures within 30 feet of you based on vibrations. 9-10 Climber You gain a climbing speed equal to your walking speed. 11-12 Composite You are made of a multitude of smaller creatures. 13-14 Darkvision You see in the dark within 60 feet of you. 15-16 Doppelganger You can temporarily split into two identical creatures. 17-18 Dual Brain You shrug off the charmed, frightened or stunned condition easily. 19-20 Ectoplasmic You can temporarily become incorporeal. 21-22 Emberborn Deal extra 1d6 fire damage with melee attacks. 23-24 Extra Arm* Gain an extra arm; can be used to hold weapons or shields. 25-26 Fearless You are immune to the frightened condition. 27-28 Formidable Charisma +4 to Charisma score. 29-30 Formidable Constitution +4 to Constitution score. 31-32 Formidable Dexterity +4 to Dexterity score. 33-34 Formidable Intelligence +4 to Intelligence score. 35-36 Formidable Strength +4 to Strength score. 37-38 Formidable Wisdom +4 to Wisdom score. 39-40 Frenzied Strike When fighting with two weapons, add ability mod to second attack damage. 41-42 Frostborn Deal extra 1d6 cold damage with melee attacks. 43-44 Gamma Eyes Shoot radiation beams from your eyes. 45-46 Gauss Spike Manipulate gravity to cause sudden bursts of force. 47-48 Giant Hold two-handed weapons with one hand. 49-50 Greater Saving Throw Gain proficiency in a saving throw of your choice. 51-52 Horns You can gore someone for 2d6 piercing damage. 53-54 Hypercognitive Give yourself advantage on a single check. 55-56 Low-light Vision See in dim light as if it were bright light. 57-58 Natural Killer Score critical hits on rolls of 19 or 20; ouch! 59-60 Necrotic Touch Your touch causes decay. 61-62 Poison Gas Burp a cloud of poison to damage nearby enemies. 63-64 Poison Resistance You gain resistance to poison damage. 65-66 Powerful Pheromones You have (an unfair) advantage on Charisma (Persuasion) checks. 67-68 Prescience Use prescience as a reaction to halve damage. 69-70 Psychic Resistance You gain resistance to psychic damage. 71-72 Psychopomp Absorb life force from nearby enemies. 73-74 Pulse You can travel at light speed, reappearing within 30 feet. 75-76 Quick +10 feet to all your speeds. 77-78 Radiation Resistance You are resistant to radiation damage. 79-80 Reanimator You can reanimate corpses. Man, you do creep me out. 81-82 Regeneration Regain 1 hit point per turn during combat. 83-84 Rooted You cannot be knocked prone, and are pushed 10 feet less than normal. 85-86 Sonic Burst 15 foot cone of powerful screech deals 2d6 thunder damage. 87-88 Static When hit in melee, spend a reaction to deal 2d4 lightning to attacker. 89-90 Talons Your unarmed attack is light and finesse and deals 1d6 slashing damage. 91-92 Telepathy You can sense and send thoughts within 60 feet of you. 93-94 Tentacles You may initiate grapples as a bonus action. 95-96 Thick Hide You gain +2 to Armor Class. 97-98 Toughened Gain 1 extra Hit Die (counts for starting hit points too! OP!) 99-100 Wings You gain a flying speed equal to your walking speed. * = you can get this mutation a second time.

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    AMOEBOID You are a unicellular being, wrapped in some kind of elastic membrane. It sounds awful, but at least you could be dating Susan Storm. Benefit: You can squeeze yourself to pass through little fissures and holes, up to a 1-inch-wide crack. You are not slowed or hindered in any way when doing this; however, your equipment maintains its usual size, so you have to be naked to get the most out of this mutation. And this makes it even creepier. AMPHIBIAN Whats up, Kermit? Benefit: You can breathe underwater. Thats it. Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table. BITE You have a tooth-filled mouth. You can now happily gnaw on someones leg, arm, or yeah, well. Benefit: You gain a natural bite attack. It is a melee attack that deals 1d10 piercing damage. You are considered proficient with it. BLINDSIGHT You can locate nearby creatures using by sensing their vibrations, heartbeats, or the motion of air around them. Benefit: You are aware of the location of any creature within 30 feet of you, without needing to see it. CLIMBER You sport hooks on your legs, have sharp and sturdy claws, or possess other natural means to climb. Benefit: You gain a climbing speed equal to your walking speed. COMPOSITE You are made of many smaller creatures; perhaps you are a swarm of bugs or animals, or you might be entirely composed of nanites. Benefit: You are resistant to all weapon damage. However, you are vulnerable to damage from attacks that affect an area rather than a single target (such as cones, cubes, and the likes). DARKVISION You can see in the dark. Benefit: You can see in dim light as if it were bright light, and you can see in darkness as if it were dim light within 60 feet. You cant discern color in darkness, only shades of grey. Note: If you already have the Low-light Vision mutation, you lose that mutation and gain this one instead. Then, roll an additional time on the Random Mutations Table. DOPPELGANGER You can create a psychic projection of yourself. And it is far from a harmless illusion. Benefit: As an action, you create a psychic projection of yourself in a space within 10 feet of you. The projection lasts for 1 minute (or until you dismiss it), and has your same statistics and equipment, except that it has 1 hit point. It acts immediately after you in the initiative order, and it can move and take actions (and reactions); however, your projection cannot use this mutation (there can only be two of you!), and cannot speak. After you use this mutation, you must complete a short rest or a long rest before you can use it again.

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    DUAL BRAIN You have two brains, and can withstand psychological stress better than others. Benefit: As a bonus action, when suffering from the charmed, frightened or stunned conditions, you can transfer that condition to your second brain, effectively ending it on yourself. After you use this mutation, you must complete a short rest or a long rest before you can use it again. ECTOPLASMIC You have the supernatural ability to turn into a spirit for a while. Benefit: As an action, you and your equipment become incorporeal for 1 minute. While in this form, you are immune to weapon damage, and you can deal no damage with physical attacks, such as those made with your weapons. However, you can deal damage as normal with nonphysical attacks, such as those from mutations. EMBERBORN You are gifted with the power of fire. If you punch a bowl of corn, you get pop-corn! Benefit: When you hit a creature with a melee attack, the attack deals an extra 1d6 fire damage. EXTRA ARM This can be really useful. Benefit: You have an additional arm. You can use it to wield a weapon or a shield. It is possible, with this mutation, to hold two weapons and a shield at the same time, or to wield a two-handed weapon and a shield at the same time. Note: If you get this mutation a second time, you may actually keep it and get a fourth arm. But no more than that! FEARLESS Either youve got a pair, or you are simply the scariest thing around. Benefit: You are immune to the frightened condition. FORMIDABLE (ABILITY SCORE) You have a strong natural talent for a certain type of skill. Benefit: Depending on the mutation you got, your relevant ability score is increased by 4. FRENZIED STRIKE In combat, you have a knack for going akimbo. Benefit: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. FROSTBORN Cold energy runs in your veins. You are a cool dude. Benefit: When you hit a creature with a melee attack, the attack deals an extra 1d6 cold damage. GAMMA EYES You can fire radiation laser streams from your eyes. Yes, youre one lucky guy. Benefit: As an action, you can direct your gaze towards a creature within 30 feet of you; make a ranged Dexterity attack against that targets AC (you add your proficiency bonus to the attack). If you hit, you deal 2d6 radiation damage to the target.

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    GAUSS SPIKE Manipulating the gravity and magnetism around you, you can send bursts of energy at your foes. Benefit: As an action, you can direct a burst of magnetic energy towards a creature within 30 feet of you; make a ranged Dexterity attack against that targets AC (you add your proficiency bonus to the attack). If you hit, you deal 2d4 force damage to the target and you knock it prone. GIANT You are huge, with bulging muscles, big hands, and a strong back. Benefit: You can wield a two-handed weapon with one hand; this allows you to wield a two-handed weapon and a shield at the same time. GREATER SAVING THROW You are better than others when it comes to shrugging off some effects. Benefit: You gain proficiency with a single saving throw of your choice. HORNS You look like youre part bull. Which gets in the way when you have to pass through small doors. Benefit: You gain a natural horns attack. It is a melee attack that deals 2d6 piercing damage. You are considered proficient with it. HYPERCOGNITIVE Your mind can process the possible outcomes of an action at an outstanding pace. Benefit: Whenever you make an ability check, attack, or saving throw, you can give yourself advantage on that roll. After you use this mutation, you must complete a short rest or a long rest before you can use it again. LOW-LIGHT VISION You have sharp eyes. Benefit: You can see in dim light as if it were bright light. Note: If you already have the Darkvision mutation, you dont gain this mutation. Instead, roll an additional time on the Random Mutations Table. NATURAL KILLER Your heritage or nature gives you remarkable combat prowess. Benefit: You score a critical hit with an attack on a roll of 19 and 20. Thats 5% extra chances to kick someones butt. NECROTIC TOUCH You can channel entropy and decay into anyone by touching them. Put those gloves on, please. Benefit: Your unarmed strike attack deals an extra 1d6 necrotic damage, and you regain that many hit points. POISON GAS I told you not to eat beans last night. Benefit: As an action, you can burp a cloud of poisonous gas. Each creature in a 25-foot cube originating from you must make a Constitution saving throw (DC is equal to 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 2d6 poison damage. On a successful save, the creature takes half as much damage. After you use this mutation, you must complete a short rest or a long rest before you can use it again.

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    POISON RESISTANCE Your metabolism can get rid of toxins really quickly. Benefit: You are resistant to poison damage. Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table. POWERFUL PHEROMONES By emanating a strong stream of pheromones, you get people to appreciate you. A lot. Benefit: You have advantage on Charisma (Persuasion) checks. PRESCIENCE Your sense sometimes let you glimpse into the future, avoiding the brunt of enemy attacks. Benefit: When an attacker you can see hits you with an attack, you can use your reaction to halve the attacks damage against you. PSYCHIC RESISTANCE Your are able to withstand psychic pressure better than others. Benefit: You are resistant to psychic damage. PSYCHOPOMP You can leech life force from enemies around you. Youre a psychic vampire! Benefit: As an action, you can absorb life from whoever is nearby. Each creature in a 25-foot cube originating from you must make a Constitution saving throw (DC is equal to 8 + your Charisma modifier + your proficiency bonus). On a failed save, a creature takes 2d4 psychic damage, and you regain that many hit points. On a successful save, the creature takes half as much damage, and you dont regain any hit points. After you use this mutation, you must complete a short rest or a long rest before you can use it again. PULSE You move at light speed. Benefit: As a move, you can disappear and immediately reappear in an empty space within 30 feet of your initial position. During this movement, you do not provoke opportunity attacks, you are not slowed by rough terrain, and you can move through enemy creatures. You dont have to be able to see your destination when you begin this movement. After you use this mutation, you must complete a short rest or a long rest before you can use it again. QUICK You are very agile, and run faster than others. Benefit: All your speed ratings increase by 10 feet. RADIATION RESISTANCE Apparently, radiations cant kill you. Unless you step into a nuclear reactor, that is. Benefit: You are resistant to radiation damage. Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table.

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    REANIMATOR Once in a while, you can conjure an animated corpse that serves you. It might be an actual corpse you reanimate, or maybe you channel meat and necromancy from an alternate timeline. Dont be so fussy. Benefit: As an action, you create a zombie servant. It appears in a space within 5 feet of you. The Reanimated Zombie Servant obeys each of your orders, and it acts immediately after you in the initiative order. On its turn, the zombie gets a move and an action, as normal. When reduced to 0 hit points, the Reanimated Zombie Servant crumbles into a motionless mass of putrid flesh. You can only have one Reanimated Zombie Servant active at a time. After you use this mutation, you must complete a short rest or a long rest before you can use it again. Reanimated Zombie Servant Medium Undead Armor Class: 8 Hit Points: equal to 9 + the Reanimators Charisma Modifier (if positive) Speed: 20 ft. Ability Scores: Str 16 (+3); Dex 6 (-2); Con 10 (+0); Int 5 (-3); Wis 7 (-2); Cha 5 (-3) Damage Immunities: Poison Condition Immunities: Charmed, frightened, poisoned. Senses: Darkvision 60 ft.; Passive Perception 8 Traits: Get up! Whenever the Reanimated Zombie Servant is reduced to 0 hit points, roll a d20. On a roll of 15 or more,

    it is reduced to 1 hit point instead. On a roll of 14 or less, it is destroyed as normal. Actions: Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage. REGENERATION When adrenaline runs through your body, you begin to heal incredibly fast. Benefit: During combat, at the beginning of each of your turns, you regain 1 hit point. ROOTED You always stand your ground. Benefit: You cannot be knocked prone. In addition, if an effect would push you any number of feet, instead it pushes you 10 feet less than normal. SONIC BURST You can emit a powerful screech or howl. Benefit: As an action, you can unleash a deafening sonic attack. Each creature in a 15-foot cone originating from you must make a Constitution saving throw (DC is equal to 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 2d6 thunder damage. On a successful save, the creature takes half as much damage. After you use this mutation, you must complete a short rest or a long rest before you can use it again. STATIC Electricity runs through your skin, shocking anyone foolish enough to hit you in melee. Benefit: When an attacker hits you with a melee attack, you can use your reaction to deal 2d4 lightning damage to that attacker.

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    TALONS Your hands have sharp claws or talons. Benefit: Your unarmed melee attack gains the finesse and light properties, and deals 1d6 slashing damage instead of 1 bludgeoning damage. TELEPATHY You can sense other peoples thoughts, and speak to them in their mind. Benefit: You can sense the thoughts of intelligent creatures within 60 feet of you. If you want, you can speak to those creatures in their minds, without need of vocal communication. If they are aware of your telepathic powers, creatures can try to shield their thoughts by making a Charisma saving throw with DC equal to 8 + your Charisma modifier + your proficiency bonus. TENTACLES Thick tendrils spurt from your body. Youre a bit Lovecraftian, arent you? Benefit: You may initiate a grapple as a bonus action, instead of an action. You dont need a free hand to do so. THICK HIDE You sport a robust exoskeleton, or you have very thick skin or fur. Benefit: You gain a +2 bonus to your Armor Class. This stacks with your armor and Dexterity modifier, if any. TOUGHENED You are a real die-hard. Benefit: You gain a bonus Hit Die at first level (since your class is Gamma Wanderer, it is a d12). This additional Hit Die immediately increases your maximum hit points (you can roll the d12 or take 7; remember to add your Constitution modifier), and it can be spent as usual to regain hit points during a short rest. WINGS You have a pair of wings. Maybe you are part bird, or part bat or you have rockets! Benefit: You gain a flying speed equal to your walking speed.

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    Gamma waNDerer cLass anD LeveL progressioN Each Player Character in Gamma Five has the same class: the Gamma Wanderer. A Gamma Wanderer is an explorer, scavenger, adventurer and mercenary all in one. This section includes all information needed to create a level 1 Gamma Wanderer PC and have it progress until level 10 (the maximum level in Gamma Five). Note: Some of you might think this class gets features too soon, or d12 Hit Dice? Really?. The Gamma Wanderer class is indeed stronger than the Basic Rules classes, but its not meant to be used in traditional D&D. Also, Gamma Five monsters are usually tougher than normal for their challenge rating. Please, dont trouble yourself too much with balance. Gamma Five wants to be spectacular, not perfectly balanced. Dont let math get in the way of fun! GAMMA WANDERER PROGRESSION TABLE Level Proficiency Bonus Features 1 +2 Second Wind 2 +2 Action Surge (one use) 3 +2 Ability Score Improvement 4 +2 Expertise 5 +3 Extra Attack 6 +3 Ability Score Improvement 7 +3 Expertise 8 +3 Extra Attack 9 +4 Ability Score Improvement 10 +4 Reliable Talent

    CLASS FEATURES HIT POINTS Hit Dice: 1d12 per Gamma Wanderer level Hit Points at 1st Level: 12 + Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Gamma Wanderer level after 1st PROFICIENCIES Armor: All armor and shields Weapons: All weapons Tools: None Saving Throws: Choose two saving throws from Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma Skills: Choose any four skills from Acrobatics, Animal Handling, Athletics, Conspiracy (see the Skills chapter), Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Science, Sleight of Hand, Stealth, Survival EQUIPMENT You start with the following equipment (for equipment description, see the Equipment chapter): A wanderers pack and a light or medium armor of your choice (plus a shield if you want) A melee weapon (either a light or heavy one) A ranged weapon (either a light one, heavy one, a light gun, or a heavy gun) and ammunition (if you choose a gun) 2d4 random pieces of gear from the Random Scavenged Junk Table in the Equipment chapter. LEVEL 1: SECOND WIND As a survivor of the wastelands, you have learned to withstand pain and jump back into the fray. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Gamma Wanderer level. Once you use this feature, you must finish a short or long rest before you can use it again.

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    LEVEL 2: ACTION SURGE For a moment, you can push yourself beyond your limits. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. LEVEL 3, 6, AND 9: ABILITY SCORE IMPROVEMENT When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score even if it would go past 20. Go for it, you one-trick-pony! LEVEL 4 AND 7: EXPERTISE At 4th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of chosen proficiencies. At 7th level, you can choose two more of your proficiencies to gain this benefit. LEVEL 5 AND 8: EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 8th level in this class. LEVEL 10: RELIABLE TALENT Years of survival in the blasted landscape have sharpened your skills; youre nearly perfect when it comes to your favorite areas of expertise. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a roll of 9 or lower on the d20 as a roll of 10. LEVEL 10: WASTELAND LEGEND Everyone knows, just by looking at you, that youve seen more things than anyone in the world. Many wonder how youve managed to stay sane When you reach 10th level, choose one of the following features and gain its benefits: Mutation Expert: Choose one of your mutations that can be used only once before requiring a short or long rest

    to be ready again (such as Poison Gas or Reanimator). You can now use that mutation two times before having to take a short or long rest.

    Tech Proficiency: You become proficient in the Tech skill, even if youre not a Pure Strain Human (in fact, if you are one, youre already proficient with it so whats the point?).

    Unscathed: When you are subjected to an effect that allows you to make a saving throw to only take half damage, you instead take no damage if you succeed on that saving throw. You do take normal damage if you fail.

    LEVEL PROGRESSION TABLE Gamma Five only has a level cap of 10. Heres the progression table for a full campaign up to level 10.

    XP Level Your characters rank is: 0 1 Scavenger

    300 2 Scavenger 900 3 Scavenger 2.000 4 Scavenger 3.500 5 Survivor 5.000 6 Survivor 7.000 7 Survivor 9.000 8 Survivor 12.000 9 Wasteland Warrior 15.000 10 Wasteland Warrior

    As you might have noticed, Gamma Fives level progression is quicker than that in traditional D&D 5th Edition. This allows the campaign to keep a good pacing. A big point in Gamma World is getting overwhelmed with new and weird features and monsters, so the goal here is to grant everyone some benefit every couple of sessions. If you prefer a slower progression, by all means use the standard level progression on page 10 of the D&D Basic Rules.

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    skiLLs For the most part, Gamma Five uses the same skills in the D&D 5th Edition Basic Rules (the use of ability scores and skills is described in Chapter 7 of the Basic Rules PDF). However, some skills have ben cut from the default list, and others have been added. Heres a complete list:

    Skill Ability Score Uses Acrobatics Dexterity Balancing, acrobatic stunts.

    Ancient Tech* Intelligence Handling, repairing and tinkering with Ancient machines and artifacts. Animal Handling Wisdom Calming, handling and training animals.

    Athletics Strength Climbing, jumping, lifting, swimming. Conspiracy* Intelligence Knowing about history, organizations, or cryptic alliances. Deception Charisma Social interaction when trying to Insight Wisdom Determining the true intentions of a creature.

    Intimidation Charisma Menacing someone, coercing and bad cop interrogation. Investigation Intelligence Looking for clues, making deductions based on observation.

    Nature Intelligence Knowing about wasteland creatures, plants, and terrain. Perception Wisdom Spotting, hearing, being aware of your surroundings. Performance Charisma Entertaining and charming with dance, music, or singing. Persuasion Charisma Social interaction when acting in good faith. Science* Intelligence Stabilizing a dying creature, knowing about physics, biology, chemistry.

    Sleight of Hand Dexterity Concealing objects on yourself, pickpocketing. Stealth Dexterity Hiding yourself, moving silently. Survival Wisdom Following tracks, hunting wild animals, avoiding natural hazards.

    * = New skills.

    New skiLLs DescripTioNs ANCIENT TECH (INTELLIGENCE) A big part of Gamma Worlds everyday commerce revolves around artifacts from the age of the Ancients. An Intelligence (Ancient Tech) check is needed to interact with this kind of machinery and equipment. USING ANCIENT GEAR In the Equipment chapter, you will find a list of gear from the Ancients age. During your sessions, you might stumble upon some of these items. In addition to being prized relics, these pieces of equipment have powerful effects, sometimes passive, sometimes active. However, when you activate an Ancient item (or after a set period of time, depending on the items description), you must make an Intelligence (Ancient Tech) check, whose DC is equal to the items Complexity rating (you find this number in the Equipment section as well). If you fail, the items activation effect (if any) takes place, but it breaks immediately afterwards. You can try to repair a broken Ancient item with an Intelligence (Ancient Tech) check: again, the DC is equal to the items Complexity rating. If you succeed, the item is ready again (but you still have to check whether it breaks or not the next time you use it); if you fail, it is forever destroyed. CONSPIRACY (INTELLIGENCE) You make an Intelligence (Conspiracy) check when trying to recall information about organizations and society in the Gamma World setting, or about historic facts (which, being this a hybrid reality, are usually hypothetical at best). This skill is also useful when trying to recall information about the Cryptic Alliances, powerful organizations with their own hidden agendas. SCIENCE (INTELLIGENCE) An Intelligence (Science) check lets you try to stabilize a dying ally (thats right, just as a Medicine check in traditional D&D 5th Edition). This skill can also be used to know about the phenomena, flora and fauna of Gamma World from a biological, chemical and medical point of view, to recall information about physics, geology or mathematic theories, or to operate computers and machines, although you will need the Ancient Tech skill to handle Ancient gear.

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    equipmeNT The rag-tag survivors of Gamma World are adept at making the most out of whatever they find in the wasteland. They might turn a manhole into a shield, and beat you to death with a car bumper. Thats how they roll, and you will soon learn that to adapt quickly is to survive another day. This section of the Gamma Five document deals with equipment, gear, and the insane amount of junk available to a Gamma Wanderer. For the most part, equipment in Gamma Five follows the guidelines presented in Chapter 5 of the Basic Rules PDF. However, there are a few major variations: No item has a set price, since we assume barter is the most common form of trade (see Economy, below).

    No item has a weight, since we dont want groups to bog down the session by checking how many lbs. it takes

    them to become overburdened; we trust each group will be able to deal with encumbrance in a logical manner.

    Armor, shields and weapons follow the exact guidelines presented in Chapter 7 of the Basic PDF: the Gamma Five rules do not add any extra property. However, armor and weapons are handled in an abstract fashion, as you will see. Just remember that each Gamma Wanderer is proficient in all armor, all weapons, and shields.

    EcoNomy When dealing with economy in Gamma World, the best option is probably to avoid coinage and monetary systems, resorting instead to the oldest form of trade: barter. An interesting note on this is that, given the absence of any currency, theres no set value for goods: an items price might go up and down depending on how attached the seller is to it, and how much the buyer needs it. For instance, I might usually be OK with giving you five trail rations of food for 50 feet of good rope, but if I see you starving and desperate for some bread, I will probably ask for something else too. Honesty doesnt get you very far in the wasteland.

    armor In Gamma Five, armor uses an abstract system: instead of specific, named armor, you get four categories: light, medium, heavy, and shields. This way, once you choose which armor you want to wear, you get to actually choose what it looks like. Later on, if you find armor or shields, the Game Master will tell you which kind of armor or shield it is, so that you have an idea of its statistics. Below is a table with the statistics for armors and shields, and then you can find a list of suggestions on what to make them look like. As usual in D&D 5th Edition, some armor requires a minimum Strength score, or gives you disadvantage on Dexterity (Stealth) checks. Armor or Shield Armor Class (AC) Strength Stealth Light armor 12 + Dexterity modifier - - Medium armor 14 + Dex modifier (max +2) - - Heavy armor 16 Strength 13+ Disadvantage Shield +2 - - Light armor: Light armor protects you, but still lets you run and move quickly. Examples are: a Kevlar vest, heavy

    leather clothing, a rugby uniform with thick shoulder pads and a helmet, or thick padded clothing. Medium armor: Medium armor gives a good protection, but somewhat limits your agility. Examples are: anti-riot

    gear, heavy military uniform, a thick hide armor, or a chainmail vest from a historic reenactments shop. Heavy armor: While it makes you look badass, heavy armor restrains your movement in exchange for great

    protection. Examples are: a full plate armor stolen from a museum, a carapace made of various car parts tied together, or a suit with dozens of books stitched to it.

    Shield: Almost anything sturdy, vaguely circular or square, and that can be wielded with one hand makes a good shield: a road sign, a steel wheel, a bar table, or a wooden door. Just throw in a couple of straps and youre good to go.

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    weapoNs The weapons in Gamma Five follow the same abstract paradigm of armor; they are divided in melee weapons, ranged weapons, and ranged gun weapons. Each category has a light and heavy version. Ranged gun weapons follow the same rules of a normal ranged weapon, but they are more powerful and require ammunition. Ammunition Weapons: In Gamma Five, we dont want you to slow down and count every bullet or arrow you

    fire. Replace the description of the ammunition property with this one: Ammunition. A weapon with the ammunition property requires a special type of projectile or bullet that you cant easily craft yourself and must be found or acquired. Ammunition is an abstract concept: either you have it, or you dont. Whenever you fire a weapon with the ammunition property more than once during a combat encounter (or fire more than one weapon with the ammunition property in a single encounter), roll a d20 at the end of that encounter. On a 10 or more, you still have ammunition; on a 9 or less, you run out of ammo and must find some to use your weapon(s) again.

    Almost anything can be used as a weapon in Gamma Five. When you obtain a weapon during character creation, you get to choose what it looks like. Later on, if you find a weapon, the Game Master will tell you which kind of weapon it is, so that you have an idea of its statistics. Below is a table with the statistics for weapons, and then you can find a list of suggestions on what to make them look like. Weapon type Damage Properties Unarmed strike 1 bludgeoning - Light melee weapon 1d8 bludgeoning, piercing, or slashing* Finesse, light Heavy melee weapon 2d6 bludgeoning, piercing, or slashing* Heavy, two-handed Light ranged weapon 1d8 bludgeoning, piercing, or slashing* Ranged 80/320, (optional thrown) Heavy ranged weapon 1d12 bludgeoning, piercing, or slashing* Ranged 100/400, two-handed Light ranged gun weapon 2d6 bludgeoning and piercing Ammunition, ranged 80/320 Heavy ranged gun weapon 2d10 bludgeoning and piercing Ammunition, ranged 100/400, two-

    handed * = You get to choose the type of damage based on the weapons look. Aint that great. Unarmed strike: Your average punch in the face. Depending on what your hands look like, it might do more

    damage (such as with the Talons mutation). Light melee weapon: This is a light weapon that can be used to make quick attacks. Examples are: a kitchen knife,

    a pair of surgeon scissors, a scimitar, a machete, or a novelty katana you sharpened for the occasion. Heavy melee weapon: This weapon packs a considerable hit and requires two hands. Examples are: a road sign, a

    sledgehammer, a chainsaw, a baseball bat, or a wooden telegraph pole (if you can lift it). Light ranged weapon: A quick, reliable ranged weapon that fires an easily made projectile; or a thrown weapon

    you launch at your target. If you want, this weapon can have the thrown property: its range changes to 20/60, and you can use Strength instead of Dexterity for attack and damage rolls). Examples are: a thrown hand axe, a sling, a shuriken, a bowling ball, a chunk of rock, or a hand crossbow.

    Heavy ranged weapon: This weapon requires two hands to be fired, and deals significant damage. Its projectiles are easily crafted, so it doesnt require special ammunition. Examples are: a carbon-fiber compound bow, a heavy crossbow from a medieval reenactment, a harpoon gun, or a potato gun.

    Light ranged gun weapon: While it requires ammunition to work, this weapon is a one-handed reliable firearm. Examples are: more or less any handgun (Beretta, Colt, Glock, Desert Eagle).

    Heavy ranged gun weapon: A powerful firearm that requires two hands to be used. Examples are: a hunting rifle, a shotgun, an assault rifle, or a bazooka.

    Note: The damage and range entries on these weapons are abstract and far from a simulationist intent; by no means we actually believe that a bazooka hits as hard as a hunting rifle, or that a shuriken packs the same hit of a thrown bowling ball. By all means, if you prefer a more complex damage scaling, feel free to adopt it.

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    waNDerers pack At the beginning of its journey in Gamma World, your character receives a wanderers pack. Here you find a list of all the items it includes: Item Description Backpack A sturdy backpack in which you can keep your gear. Bedroll Not very comfortable, but beggars cant be choosers. Crowbar Gives you advantage on Strength check when its leverage can be applied. Duct tape Always useful. Flashlight Illuminates the darkness for 60 ft. Flint and steel Come on baby, light my fire. Fuel tank Holds up to 1 gallon of fuel. Currently empty. Lock picking tools Useful for getting where you shouldnt. Military canteen Holds up to gallon of water. Currently full. Rope (50 ft.) Thick, reliable rope. Tent A portable tent, big enough for two people. Trail rations (10 days) Food for ten days. Now with 40% more radiation. Note: If you selected a light or heavy ranged gun weapon, you also get ammunition.

    scavengeD jUNk When you have to determine the starting junk a character gets, or when you need to come up with some stuff for the PCs to find while exploring the wasteland, roll a d100 as many times as needed on the Random Junk Table, below. d100 roll DING DING! Your Random Scavenged Piece of Junk is a

    1 Vacuum cleaner 2 Special contents DVD from an horror movie 3 Wireless mouse 4 Office chair 5 Plastic mug: I Caffeine 6 Umbrella 7 Biker helmet 8 Tennis racket 9 Sunglasses 10 DVD player/recorder 11 Body bag 12 T-shirt with the FunCorp logo 13 TV screen 14 3d4 crayons 15 8 GB USB flash drive 16 Car stereo 17 1d4 Winter tires 18 Beer, 6-pack 19 Superglue 20 Earphones 21 Snow boots 22 Printer 23 Toy vehicle (roll 1d6: 1 or 2= car; 3= truck; 4= airplane; 5= helicopter; 6= space shuttle) 24 Matches 25 Mini fridge 26 Solar power generator (lasts 6 hours; recharges in 2 hours; requires daylight) 27 Pickup truck (average speed is 50 mph; five seats; can carry up to 2.000 lbs.)

    Note: The table continues on the next page!

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    d100 roll DING DING! Your Random Scavenged Piece of Junk is a 28 Bikini, two pieces 29 5 trail rations (tuna cans, dried meat, you choose the flavor) 30 Steel mirror 31 Canoe (with 1 oar) 32 Punching bag 33 Fuel tank (1 gallon, full!) 34 Deck of cards 35 Bottle of ink 36 Ammunition 37 Hand-held mosquito zapper (take this, you bloodsuckers!) 38 Digital thermometer 39 Wheelchair 40 Bottle of lubricant 41 Skateboard 42 Dictionary 43 Electric wire (20 ft.) 44 Kaleidoscope 45 Pajamas 46 Personal computer 47 Handcuffs, pink and hairy 48 Desk lamp 49 Webcam 50 Joystick 51 Rubber gloves 52 Binoculars 53 DIY (do-it-yourself) manual 54 Halloween costume (roll 1d6: 1 or 2= ghost; 3 or 4= zombie; 5= witch; 6= vampire) 55 Carpet 56 Box of diapers 57 Electric blender 58 Wooden ladder 59 Gas grill 60 Bottle of curry sauce 61 Leather jacket 62 Baseball hat 63 Wristwatch 64 Film projector 65 Inflatable air bed 66 Cell phone 67 Motorcycle (average speed is 40 mph; two seats) 68 Wrestling mask 69 Novelty tiger skin rug 70 Toothbrush 71 Teddy bear 72 30 lbs. dumbbell 73 Pair of rollerblades 74 Electric guitar 75 Bottle of shampoo 76 Hockey stick 77 Bird cage 78 Pool cue 79 String of Christmas lights (50 ft.) 80 Remote control (I wonder what it activates) 81 Air compressor 82 Bottle of wine (roll 1d6: 1, 2, 3= red wine; 4, 5, 6= white wine)

    Note: The table continues on the next page!

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    d100 roll DING DING! Your Random Scavenged Piece of Junk is a 83 Tire iron 84 Trash can 85 Comics book 86 Green plastic soldiers 87 Toy water pistol 88 Bonsai tree 89 Boxing gloves 90 Package of fruity gum (roll 1d6: 1, 2= mint; 3, 4= strawberry; 5= orange; 6= banana) 91 Wireless router 92 Electric fan 93 Box of cigars (2d4 cigars) 94 Lawn mower 95 Box of toilet paper (PRICELESS, trust me!) 96 Roll 1d20 on the Random Ancient Gear Table, below 97 Roll 1d20 on the Random Ancient Gear Table, below 98 Roll 1d20 on the Random Ancient Gear Table, below 99 Roll 1d20 on the Random Ancient Gear Table, below 100 Roll twice on this table. Youve hit the jackpot!

    ancieNT GEar Although most of the scavenged equipment in a survivors inventory is situational at best, sometimes a lucky wanderer finds a powerful object from the age of the Ancients, be it a weapon or a device. These strange and precious relics from the past are highly prized in Gamma Worlds society: owning one or more pieces of Ancient Gear (and being able to make them work) often means the difference between death and survival. If a character obtains a piece of Ancient Gear while rolling on the Random Scavenged Junk Table, or if you want your players to find a weapon or gadget from the past, roll a d20 on the Random Ancient Gear Table, below: d20 roll Ancient Gear found Type Short description

    1 Bio-scanner Gadget Scans surrounding area for 120 ft. 2 Telepathic parrot Gadget Telepathic communication with all creatures. 3 Hypnotic ray Gadget Stuns and hypnotizes target. 4 Animatronic dog Gadget Faithful robot dog. Laser eyes included. 5 Security drone Gadget Flies nearby, zapping those who try to hurt you. 6 Stun baton Weapon Electric baton. 2d6 lightning damage. 7 Energy mace Weapon One-handed powerful mace. 1d6 bludgeoning plus 1d6

    force damage. 8 Shield generator Gadget Creates impenetrable wall of energy. 9 Vibro-knife Weapon High-frequency vibrating blade. 3d6 slashing damage. 10 Food synthesizer Gadget Creates food for the group. 11 Laser pistol Weapon Fires searing ray. 4d6 laser damage. 12 Antigravity belt Gadget Gives temporary flying speed (20 ft.) 13 Power armor Gadget Medium armor; AC 14 + bonus DEX (max +2). Can

    temporarily grant resistance to weapon damage. 14 Pulse rifle Weapon Powerful but unreliable ray gun. 5d6 radiation damage to

    target and 2d6 radiation damage to attacker. 15 Plasma gun Weapon Heavy plasma weapon. 4d8 fire damage. 16 Plasma saw Weapon Cuts almost anything. 4d6 slashing and fire damage. 17 Gamma field

    generator Gadget Creates radiation field that causes 2d6 damage to anyone

    but the user. 18 Panacea injector Gadget Advanced medical device. Heals 3d6 hit points on use.

    Might cause mutations! 19 Flamethrower Weapon Heavy military weapon. 4d8 fire damage in a 15-foot cone. 20 Evil death ray Weapon Unknown origin. Deals 6d6 necrotic damage.

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    Below, you can find a description of the Ancient Gear pieces in the Random Ancient Gear Table. Each entry includes the following information: Name and looks: The name of the item, and what it looks like. Type: Some items are weapons, some are gadgets. Complexity: This number is the DC for Intelligence (Ancient Tech) checks related to the item. Passive: This is an ongoing bonus the user gains the benefits of. If you only use the passive benefits of an Ancient

    Gear item, you never have to check if it breaks with an Intelligence (Ancient Tech) roll. Active: This is a (usually very powerful) benefit that requires the full activation of the item. Once you use the

    active benefit of an Ancient Gear item, you have to make an Intelligence (Ancient Tech) check to determine whether it breaks or not. The DC for the check is equal to the items Complexity rating. Regardless of the checks result, you do get the effect; at the end of it, if you failed, the item breaks. For rules on repairing broken Ancient Gear, see the Skills chapter. Note: Attacking with an Ancient Gear weapon always counts as an activation. You make an Intelligence (Ancient Tech) check every time you attack with those weapons.

    ANIMATRONIC DOG Humans best robotic, laser-shooting friend. A lead FunCorp design. Type: Gadget Complexity: 14 Passive: The animatronic dog is a faithful robotic animal. It follows you wherever you go, and even if it doesnt fight for you, it distracts anyone attacking you in melee, giving them disadvantage. The animatronic dog has an AC of 14 and 5 hit points; when reduced to 0 hit points, it breaks (can still be repaired). Active: As a bonus action on your turn, you can tell the animatronic dog to fire a laser beam at a creature within 20 feet of it; that creature must make a DC 12 Dexterity saving throw. On a failed save, the target takes 2d6 laser damage; on a successful save, it takes half damage. ANTIGRAVITY BELT A thick metal belt with two buttons: UP and DOWN. Type: Gadget Complexity: 14 Active: As a bonus action on your turn, you can activate the belt to gain a flying speed of 20 feet. This effect lasts for 1 hour, or until you turn it off by pressing the DOWN button (also a bonus action). When the effect ends, the belt makes you descend slowly to the ground. It was built by professionals, what were you thinking? BIO-SCANNER A small hand device that scans the surrounding area for lifeforms. Type: Gadget Complexity: 10 Active: As a bonus action on your turn, you can activate the bio-scanner. For 1 hour, you know the exact position of any living creature within 120 feet of you. ENERGY MACE Very similar to a hammer, the maces head has a power cell that emits shockwaves on a hit. Type: Weapon Complexity: 10 Active: The energy mace is a melee weapon with the following profile: Weapon Damage Properties Energy mace 1d6 bludgeoning plus 1d6 force -

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    EVIL DEATH RAY A strange, ornate handgun with intricate decorations resembling shrieking faces and seven-pointed stars. Type: Weapon Complexity: 18 Active: The evil death ray is a ranged weapon with the following profile: Weapon Damage Properties Evil death ray 6d6 necrotic Ranged 20/60 FLAMETHROWER A cumbersome device that draws fuel from a special backpack and projects a long stream of fire. Type: Weapon Complexity: 16 Active: Although it counts as a heavy two-handed ranged weapon, the flamethrower follows special rules. As an action, you can activate it and have it emit a stream of fire in a 15-foot cone originating from you. Each creature in the cone must make a Dexterity saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, a creature takes 4d8 fire damage. On a successful save, a creature only takes half damage. FOOD SYNTHESIZER A revolutionary device that could save world starvation problems. Type: Gadget Complexity: 12 Active: As an action, you can input a number up to 5 on the food synthesizer screen: the device immediately creates that many energy bars (each bar counts as a daily trail ration). GAMMA FIELD GENERATOR When activated, this device creates a zone of intense radiation that causes living things to decay. You monster! Type: Gadget Complexity: 15 Active: As a bonus action on your turn, you can activate the gamma field generator to create a 25-foot cube of intense radiation originating from you. Any creature (other than you) that starts its turn in this area takes 2d6 radiation damage. The radiation field lasts for 1 minute and moves with you if you leave your original position. HYPNOTIC RAY This portable device emits a flash of light that stuns the enemy and makes it more gullible. Type: Gadget Complexity: 14 Active: As an action, you can direct the hypnotic ray towards a creature within 20 feet of you. That creature must be able to see the ray (it must have eyes and not be blinded, for instance). The creature must make a DC 12 Charisma check. On a failed save, the target is stunned for 1 minute, and any Persuasion checks against it during this period of time have advantage. On a successful save, the target is only stunned for 1 round. LASER PISTOL A small handgun that emits concentrated laser beams. Only useful at a short range. Type: Weapon Complexity: 15 Active: The laser pistol is a ranged weapon with the following profile: Weapon Damage Properties Laser pistol 4d6 laser Ranged 20/60

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    PANACEA INJECTOR Behold, the miracle of life and light-speed healing! Note: read the instructions carefully before use. Tests have shown a 50% chance of additional limb growth in otherwise healthy subjects. We take no blame for that. Have fun! Type: Gadget Complexity: 14 Active: As an action, you can inject a powerful mixture of leucocytes and regenerating bacteria in a nearby living creature. That creature immediately regains 3d6 hit points. Then, roll a d20: on a 10 or more, the creature gains a new mutation (roll a d100 on the Random Mutations Table). PLASMA GUN A heavy gun that emits a stream of searing hot plasma. Type: Weapon Complexity: 15 Active: The plasma gun is a ranged weapon with the following profile: Weapon Damage Properties Plasma gun 4d8 fire Heavy, ranged 30/80, two-handed PLASMA SAW This one-handed weapon has a plasma cell on both ends. The plasma stream between the cells makes can cut almost anything susceptible to heat. Type: Weapon Complexity: 15 Active: The plasma saw is a melee weapon with the following profile: Weapon Damage Properties Plasma saw 4d6 slashing and fire - POWER ARMOR A power armors look may vary, but they all have one thing in common: they can project a force field that shields the wearer from physical damage. Type: Gadget Complexity: 15 Passive: The power armor counts as a medium armor, granting AC equal to 14 + Dexterity modifier (max +2). Active: As a bonus action on your turn, you can activate the power armors force field generator to gain resistance to bludgeoning, piercing and slashing damage for 1 minute. PULSE RIFLE This cumbersome weapon is currently leaking a fair bit of radiation. Handle with care. Type: Weapon Complexity: 14 Active: The pulse rifle is a ranged weapon with the following profile: Weapon Damage Properties Pulse rifle 5d6 radiation Heavy, ranged 30/80, two-handed Special: Whenever you hit with the pulse rifle, you take 2d6 radiation damage too. Its leaky!

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    SECURITY DRONE This floating drone flies around you, shielding you from attacks and punishing whoever hits you in melee. Type: Gadget Complexity: 16 Passive: The security drone floats around you, granting you a +1 bonus to AC against ranged attacks. Active: When an attacker hits you with a melee attack, you can use your reaction to have the security drone deal 2d4 lightning damage to that attacker. SHIELD GENERATOR A palm-sized device that can create a transparent yet impenetrable energy shield. Type: Gadget Complexity: 13 Active: As a bonus action on your turn, you can have the shield generator project a 5 by 25 feet wall of energy. This energy field is 20 feet high and counts as an obstacle and can be crossed by incorporeal creatures only (Im talking with you, Ectoplasmic bug!). The shield lasts for 1 minute and, while transparent, blocks any weapon attack aside from psychic attacks (such as that from a Psychopomp mutation). STUN BATON A short stick that sends electric discharges through the victims body. Type: Weapon Complexity: 10 Active: The stun baton is a melee weapon with the following profile: Weapon Damage Properties Stun baton 2d4 lightning Finesse TELEPATHIC PARROT This robotic animal sits on your shoulder and translates the thoughts of intelligent beings around you. Type: Gadget Complexity: 10 Passive: The telepathic parrot senses the thoughts of any sentient creature within 120 feet of you, and translates those thoughts to you (if you want). It can also send your thoughts to other creatures within the same area, and translate them if needed. Active: As a bonus action on your turn, you can tap into the telepathic parrots power to gain advantage on all Wisdom (Perception) checks for 1 minute. VIBRO-KNIFE A long, serrated military knife with a high-frequency vibrating cell. Type: Weapon Complexity: 12 Active: The vibro-knife is a melee weapon with the following profile: Weapon Damage Properties Vibro-knife 3d6 slashing Finesse, light

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    RunNing a Gamma five game This chapter gives you options and suggestions for adventure and encounter building.

    Having fuN The most important aspect of any roleplaying game is the fun. The goal is to sit together at a table and have a good time; here are some troubleshooting ideas when things dont go too well. I remember Gamma World as a gritty setting, not a clown fest.

    Hah, you got a point. While this book has the tongue-in-cheek attitude of Gamma Worlds 7th edition (also known as D&D Gamma World), in the past there have been gritty and dead serious incarnations of the setting. This is, ultimately, a style choice we made when writing this document: however, if you strip the jokes and puns from the rules, they dont lose any value. You can have your dark Gamma World setting and still use this PDF as a reference. Actually, send us some feedback on how things went!

    No harmful, disgusting, or otherwise hindering mutations? Im not a big fan of random bad mutations, honestly. Thats the only aspect of Jonathan Tweets Omega World I didnt dig. Thats why this document only has positive (if sometimes weird) mutations. This isnt new at all: the 7th edition of Gamma World only had benefits from origins, plus beneficial (or almost useless) Alpha Mutations. If you want your players to experience horrible deformities and mutations, I suggest making everyone but Pure Strain Humans roll two or three of them. You will also have to create a random table yourself: we might come up with one in the future, but its hard to tell (I do this for free, after all!).

    Player Characters are too strong. Are you sure? How did they fare in the 3d6 rolls for Ability Scores? Plus, take a look at the monsters in the Gamma Five Bestiary first. Theyre tougher and dish out more damage on average than their D&D 5E counterpart. However, if you still feel like the PCs are too strong, you might reduce their d12 Hit Die to a d10, or simply challenge them with higher Challenge Rating encounters.

    Player Characters are too weak. If by weak you mean theyre a bit fragile compared to the amount of damage weapons and monsters can dish out, thats by design, Im afraid. The mortality rate of a Gamma Five PC is high, especially at low levels, since enemies can one-shot a character with a bad Constitution score. But thats part of the deal; after all, character creation is quick (not to mention the funniest part of the game). If you really feel like your players deserve better survival chances, have them add their Constitution score instead of their Constitution modifier to 12 when they determine hit points at 1st level.

    I want all of my players to get Ancient Gear from the very beginning. Okay. I understand that; in fact, I might even agree its good when showcasing the setting to players the first time. Simply have them get 1d4 items from the Random Junk Table (and ignore the results from 96 to 99) instead of 2d4 items; then, let them roll 1d20 on the Random Ancient Gear Table (try to make it so that no two characters have the same Ancient Gear item; that would be boring).

    I want to use miniatures and tactical maps during my Gamma Five game. Cool! I do use tactical maps too. If you dont own the D&D Gamma World boxed sets (full of useful tokens!), you can check this series of articles for ideas: http://www.rovingbandofmisfits.com/t...ld-miniatures/

    Sir, you are genius. I am a smart and beautiful woman. Can we marry? Thats great! You can send me a mail at this address: [email protected]

    I hate you. I want to cover you with insults. Same address as above, I guess. Duh.

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    Terrain aNd Hazards While a Gamma Five session can take place basically anywhere in a post-apocalyptic Earth, you can spice up exploration and combat encounters by adding interesting terrain and hazards. Here are a couple suggestions: Caustic pool: Fairly common throughout the wasteland, these pools of corrosive fluid deal 2d6 acid damage to

    anyone unlucky enough to enter them or end its turn in them.

    Cryogenic fog: A faint blue mist, common in cryogenic facilities and other installations that produce ultra-cold air. Any creature ending its turn within the fog takes 1d6 cold damage and must succeed on a DC 12 Constitution saving throw or suffer 1 level of exhaustion. The freezing cold caused by the fog is such that creatures move at half speed while within it.

    Debris: Characters will often explore crumbled buildings filled with debris. Debris counts as difficult terrain (speed halved); in addition, creatures moving more than 15 feet on debris during their turn must succeed on a DC 10 Dexterity (Acrobatics) check or fall down a concealed hole or slope, taking 1d6 bludgeoning damage.

    Grab grass: Patches of grass sometimes develop the ability to stretch and entangle creatures. A prone creature on a patch of grab grass must succeed on a DC 10 Strength (Athletics) check to be able to stand up.

    Junk: Rusty cars, light poles, remains of burned down facilities this kind of sometimes harmful terrain falls under the junk category. Junk counts as difficult terrain (speed halved); in addition, creatures moving more than 15 feet on junk during their turn must succeed on a DC 10 Dexterity (Acrobatics) check or take 1d8 bludgeoning, piercing or slashing damage from metallic parts, broken glass or chunks of rock.

    Laser grid: The Ancients employed these deadly security grids to protect their most precious discoveries. A character trying to get through an active laser grid must succeed on a DC 15 Dexterity (Acrobatics) check or take 4d6 laser damage from the searing flux (it would probably be wiser to find the power source and turn it off).

    Mud: A pool of mud counts as difficult terrain (speed halved). Particularly deep or thick mud can slow movement to the point of immobilizing characters that fail to succeed on a DC 10 Strength (Athletics) check during their move action.

    Nanobot swarm: In their last days, the Ancients developed many incredible technologies. One of these marvels was the nanobot. Nowadays, most nanobots went rogue and formed swarms that injure anyone unlucky enough to encounter them. A nanobot swarm appears like a mercurial, ever-moving mass that spreads on the ground. Any creature ending its turn in the area occupied by a nanobot swarm takes 2d10 piercing damage.

    Plasma pool: In some areas, usually research facilities and laboratories, pools of cool plasma have formed on the ground. While harmless per se, cool plasma is hyper conductive: any creature that would take lightning damage within a pool of plasma takes an extra 1d6 lightning damage.

    Poison fog: A heavy purple fog that stinks like rotten eggs. Any creature ending its turn within the fog takes 2d6 poison damage and must succeed on a DC 12 Constitution saving throw or suffer 1 level of exhaustion. The poison fog provides half cover to the creatures in it.

    Radioactive moss: Thick layers of glowing acid green moss cover the walls, floors and roofs of buildings where radiations are stronger. A creature that enters an area populated with radioactive moss must make a DC 12 Constitution saving throw. On a failure, the creature takes 3d6 radiation damage and rolls a d20: on a 20, the creature gains a new mutation (roll a d100 on the Random Mutation Table). On a success, the creature takes half damage and doesnt gain any mutation.

    Surveillance camera: Many buildings have surveillance cameras; military bases often connect them to the AI of sentinel drones and robots. Security robots gain a +2 bonus on attack rolls against targets in a surveillance cameras line of sight.