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Gamma world 3rd edition pdf free download

Gamma world 3rd edition pdf free download

Tsr 07514 Gamma World 4th Edition,Item Preview

RITE OF PASSAGE This document is a conversion of the GAMMA WORLD® Second Edition adventure Rite of Passage (very different from the solo version in the GW3 box set) to the 31/12/ · Addeddate Identifier gamma-world-original-rules Identifier-ark ark://t9wh15 Ocr ABBYY FineReader (Extended OCR) Page_number_confidence Go To the Generic Gamma World page for more downloads. This page features Scot Hoover's Mutant Manual II and the Survivors Field Guide, both compilations of tremendous scale and a Free PDF ebooks (user's guide, manuals, sheets) about Gamma world ready for download. I look for a PDF Ebook about: Gamma world. List of ebooks and manuels about Gamma An unofficial adventure written by Les Braun to conclude the 3rd edition Gamma World series begun with Alpha Factor. Omega Project is copyright © Les Braun, and is hosted here with his ... read more




are held here. A spring-fed pond, the water supply for the Bramble, takes up one corner of the room. There are 1-meter wide smoke holes scattered around the roof to let out cooking smoke from the dozen or so small firepits in the hall. Spiv and a dozen warriors will always be found here if not encountered elsewhere. LIL GUEST AREA: Except for 12 empty net hammocks, this room is bare. LIL CHAPEL: This small room is not roofed with brambles like so much of Lil construction. Instead, the roof is formed by a sheet of clear duralloy tinted amber to cut down on glare. The brambles forming the room's walls have been made to grow around this sheet to form a frame holding it securely in place. The only items in the room are a dozen low Lil chairs. The brambles in the east wall have been made to grow into the likeness of a Lil mother holding a small child.


Lil 5, 10, 16 and 27 are meditating in the chamber. CHAMBER OF HEALING: Lil 13 occupies this large chamber hung with hammocks. He has his Medi-Kit with him and is unarmed. If he is attacked, the Lil in K will join the fray in one Action Turn. HALL OF WELCOME: Lil 6, 7 and 14 will be found in this high-ceilinged room playing the odd musical instruments kept there. There are 3 dozen of these strange instruments, most of which seem to consist of wind chimes in light duralloy frames that fit over the Lils' backs. The play of the users' wings over the chimes creates the music. In addition to the instruments, there are a score of Lil chairs arranged along the east and west walls. A raised area along the south wall is draped with bright sheer cloth of the Ancients and appears to be a bandstand.


hooks that hold hundreds of items of Lil clothing, mostly silky robes made from the cloth of the Ancients. THE LIL DETENTION CENTER: This room is furnished with many Lil hammocks of various sizes and even has a pair of man-sized beds in one corner. Its sole occupants will be the members of the PC party. To discourage escape attempts, the brambles forming the walls and ceiling of this room have been trained to grow extra long thorns double normal damage when hacking a way through. TURNKEY'S ROOM: Three Lil 28, 29, 30 sit around a table on which are small holograms of strange creatures. The Lil are rolling small, colored plastic geometric solids across the table and occasionally screaming with delight or groaning with despair.


No one but the Lil understand the odd rules of this game, but all Lil seem to be addicted to it. The origins of the game are not known but legend has it that the Lil inherited it from the Ancients. SALLY PORT: This secret door is similar to that at C. THE MAIN GATE: The main entrance to the Bramble is guarded by an illusion cast by Lil 31 and is similar to A. MAIN GUARD ROOM: Four Lil 32, 33, 34, 35 are resting here, lazing in hammocks until needed to help Lil If danger threatens, the west wall of this area can be made to open out, revealing a Minimissile on a special wheeled carriage that can be operated by the Lil on guard. The guards will use this item to keep the prisoners from escaping but will not fire it at targets inside the Bramble.


SLEEPING CHAMBER: Though the Lil live together in a communal hall, the occasional need for a separate sleeping area illness, desire for privacy, etc. has led to the development of this large chamber off the Main Halls of all Lil Brambles. The room contains a score of hammocks, 3 of which are occupied by sleeping Lil 18, 19, CHIEF SPIV'S CHAMBER: This chamber is richly furnished with many odd types of Lil furniture chairs, a desk, hammocks, etc. In a plastic box in the southwest corner are domars and 50 gold pieces, the Bramble treasury. COMMUNITY WARDROBE: The brambles in the wall and ceiling of this chamber have grown into Page 22 of 37 Lil Name Mutation Weapon 1.


Aurit Temporal Fugue Laser Pistol Full Charge 2. Stivan Repulsion Field Needier Full Clip 3. Ooolie Intuition Medi-Kit Nar Molecular Sense 2 Stun Grenades Migo Time Suspension 2 Stun Grenades Kaz Absorption 2 Stun Grenades Harjon Life Leech 2 Stun Grenades Fis Fear Generation 2 Stun Grenades Gulin Will Force 2 Stun Grenades Hestia Directional Sense Short Sword Rilp Intuition Short Sword Chool Magnetic Control Short Sword Hake Mental Blast Short Sword Borah Plant Control Battle Axe Lenha Telekinetic Arm Battle Axe Wham Cryokinesis Battle Axe Vinum Light Manipulation Short Sword 29 Kesuf Weather Manipulation Short Sword Sarek Life Leech Short Sword Gali Will Force Battle Axe Donil The Gamma Eye Short Sword Punxil Density Control Others Short Sword Kepri Molecular Disruption Battle Axe Traman Fear Generation Battle Axe 36 Spiv Death Field Generation Short Sword Page 23 of 37 Adventures If the players enter Pitz Burke by the safest and most logical route, they will arrive from the east along Nanty Glo Road and will pass The Frick Building I on their way to Carlow College L.


If they enter by an alternate route, they may miss the Frick Building, but should be able to find Carlow College with ease. Each of these structures may be the site of an adventure. The features of these buildings and their inhabitants are outlined in the map descriptions below. Maps D, E and F portray the two floors and partial basement of the Frick Building. Map G represents the roof of the Carlow College building where the Carrins have their stronghold. THE FRICK BUILDING This great theater has its own Atomic Power Plant and a sophisticated MBC that has kept the building operational through decades of being isolated from the outside world.


Once a center of culture, it still houses a Robotic Theater Company under the direction of the famous Robotic Director, Houseman a modified Supervisory Borg of great intelligence, artistic talent and cultured voice. Ever since the city was evacuated, Houseman has been directing the theater company, making plans for a new season, polishing performances, etc. However, since he has been isolated from human contact for some time, Houseman has developed some strange concepts of entertainment, totally foreign to the human psyche. Currently, Houseman is running his company through their repertoire before a pair of captured Gumry warriors who entered the theater by cutting through one of the duralloy shutters.


Captured intruders will be made to join the unhappy Gumry clansmen in this enforced cultural activity and Houseman , who has been starved for an audience since being sealed inside the building, will fly into a rage if his "guests" don't show proper appreciation for his work. The characters will be stripped of weapons and armor and kept in the dressing rooms below the Stage when not watching plays or eating. Most of the Robot staff has been reprogrammed to take Houseman 's bizarre orders and ignore those from humans and so they will not question this arrangement.


Captured characters may escape by enlisting the aid of another Cyborg Havrilla 23 by exiting through the front or back entrances. They may also try to escape by crawling through the machinery spaces that lead to the roof, but may only do so if they have the necessary equipment to cut through the duralloy screens that prevent access to these areas from the roof or the interior walls. Unless otherwise noted, all ceilings are 3 meters high and all walls are duraplaster construction common Sheetrock covered with duraskin. All areas except for the Auditorium and Stage will be fully lighted.


The Robots will generally serve the needs of character "guests," but will attempt to prevent them from escaping. using force if needed. Pre-holocaust standards of etiquette will be enforced at all times to ensure that a proper and appreciative atmosphere for the viewing of great art is maintained. Areas normally off limits to members of pre-holocaust audiences Office and Stage areas, for example will be off limits to the characters. All doors are wood except where noted and are kept closed and locked if they lead to storage areas. All Robots and Fixed Machinery operate off internal Broadcast Power. Except as otherwise noted, all Robots encountered will have average characteristics for their type. Map D: Frick Building Main Floor The Main Floor of this famous fine arts building consists of a Lobby, Auditorium and Stage area.


A small south wing houses the building's offices. All doors and windows are sealed with duralloy shutters that have been welded in place. However, one set of double doors leading into the building from the east has been cut open at some time in the recent past and a thin plywood sheet takes one Action Turn to knock down has been put over the door to keep out the elements. Building areas are described below. MAIN LOBBY: Six double glass doors numbered 1 through 6 lead to the Lobby from outside. Number 5 has been cut through and covered with plywood. The others are sealed with duralloy. A double wooden door [7] leads into the business offices. Other wooden doors at [8] through [13] lead into a corridor giving access to the theater [T]. Open stairs [14] and [15] lead to a balcony over the Main Lobby. There is an automated ticket dispenser at [16], but it is nonfunctional.


The walls are decorated with holographic murals and light sculptures. There are 4 Security Robots at 17, 18, 19 and These Security Robots will attempt to subdue intruders and will drag them before Houseman for judgement. A bank of closed circuit TV cameras over the exterior doors will warn the Robots of the intruders preparing to enter the Lobby and will allow them to ready an ambush. A balcony "Promenade" overlooks the Lobby which has a 6-meter ceiling. Where there is no Promenade, the ceiling soars to 18 meters. Page 24 of 37 B. The Robot attendants will not help subdue intruders or prisoners, but will seek help from the building's Security Robots to prevent escapes. WASHROOM: This is a functional washroom. The Robots will ignore intruders. FILES: This room contains a computer terminal, a small computer and racks of discs in which the theater's financial records are kept. SALES: This room contains two General Household Robots 1 and 2 modified to act as ticket sales agents. In one corner is a large Communications Sender 3 formerly used for out-of-town ticket sales.


It works off the main power supply and has a Range of kilometers. The Robots will ignore all intruders. FILES: This room contains a computer terminal, a small computer and racks of discs on which the employment records, contracts and insurance records of the theater's non-Robot personnel are kept. PERSONNEL: This room contains two modified General Household Robots used to conduct employment interviews and keep personnel records. A variety of furniture dots the room. The Robots will try to interview any intruders, but will ignore those who don't fill out an employment application. WAITING ROOM: A pleasant waiting room with a modified General Household Robot in it, this is the reception room for individuals waiting to see the occupant of the connected office K. The Robot in this area will inquire repeatedly as to the characters' business, calling the Security Robots in A if they refuse to answer satisfactorily or try to enter K.


MANAGER'S OFFICE: The office of the former Building Manager, this room is dotted with pre- holocaust executive furniture. A partially-destroyed Supervisory Borg, named Havrilla 23, occupies the chair behind the executive desk. The Borg is still working and aware, but is paralyzed from the "neck" down. If questioned, it will explain that it is in charge and that Houseman has gone berserk and must be stopped. Persistent questioning will cause the Borg to reveal that it was shot by Houseman during an argument over the annual budget over 20 years before. If this is accomplished, the Borg will reassert its authority and free the characters out of gratitude giving each of them a parting gift of the player's choice. Before it can reassert its authority, it must "kill" Houseman , however. The door to this office is kept locked and the staff is forbidden by Houseman to enter it. Since the Building Manager's Voder Box was damaged in Houseman 's attack, he will only be able to speak in a whisper.


LIFT: This huge Power Lift is controlled by a handgrip in one wall. Pulling out on the grip increases the Lift's speed. A twist to the left means up. A twist to the right means down. The Lift connects the Main, Basement and Second Floors and can carry kilograms. It is currently lodged on the first floor. STAIRWELL This stairwell connects the theater with the basement dressing and storage areas. The door at the bottom is soundproof. WAITING ROOM: Similar to entry J, this is the waiting room for the Office of the Director O. OFFICE OF THE DIRECTOR: This is Houseman 's office. In addition to the usual office furniture, it has a wet bar loaded with samples of pre-holocaust intoxicants and a half dozen tubes of a superconductive cream often used as a mild stimulant by Robots.


The cream will expose characters who use it internally to 3d4 Poison. External use will have no effect. WAITING ROOM: Similar to entry J, this is the waiting room for the Technical Director's Office Q. TECHNICAL DIRECTOR'S OFFICE: This office is similar to K, except that it is unoccupied and contains pre-holocaust drafting equipment. Page 25 of 37 R. WAITING ROOM: Similar to entry J, this is the waiting room for the Business Manager's Office S. BUSINESS MANAGER'S OFFICE: This office is similar to K and also contains a damaged Borg the Business Manager. The Borg's internal life support system is no longer functional and the organic part of the Borg has died. It cannot be repaired. Partially reclining seats are designed to contour themselves to the occupant, provide gentle massage action and dispense food and drink via the arm rests at the push of a button.


Houseman habitually sits near the back of the audience at 1 observing the performance or rehearsal. If intruders are brought before him here, he will have them disarmed and will assign a Security Robot to guard them at all times. He will then, politely but firmly, inform the intruders that they are his "guests" for "awhile" and will have them fed in area A on the Second Floor. Houseman will then force his guests to watch a complete repertoire of the plays he has directed in the last two centuries. These productions will range from Shakespeare through the late pre-holocaust school known as the Theater of the Extinct from which the Red Death draws much of its philosophy. The ceiling is 18 meters high and is hung with colored lights, most of which are focused on the Stage U. THE STAGE: This area is raised about 3 meters above the level of the rest of the building. Its ceiling is 15 meters high. Anti-Grav Pods support curtains and pieces of scenery that float up near the ceiling where they can't be seen from the auditorium but can be lowered into view as needed.


The 3 dozen Pods are controlled by a Supervisory Borg 4 with a hand-held remote control device that has a Range of meters. This "Stage Manager" is accompanied by three Engineering Bots Light 1, 2, 3. There are 11 modified Supervisory Borgs on stage which have been redesigned to look human. These Borgs are Houseman 's actors. They are performing Macbeth, one of Houseman 's favorite plays. and one with which he seems to be obsessed. Numbers 7, 8, 10, 12, 13, 14 and 15 wear Chainmail and carry shields, Daggers and Two-Handed Swords. Each "actor" wears the face and personality of a famous 20th century film actor chosen by the GM. There are two overhead doors in the back wall 16 and 17 used to accept deliveries. The Robots have instructions not to open these doors, but the doors are still powered and can be opened by escaping prisoners.


Each is opened and closed by a push button control located in the wall to its right. Map E: Frick Building Second Floor The Second Floor is smaller than the first floor, consisting mostly of balcony areas overlooking the Main Lobby, Auditorium and Stage. THE PROMENADE: This balcony overlooks the front of the building and the Main Lobby. It is dotted with 15 Comfort Modules. large tables with padded swivel chairs that are designed to dispense food, drink and within a limited area music to those occupying them. The modules are all functional and this is where Houseman 's guests are fed. Supplies of food and drink are drawn from the same stasis fields as the supplies used in areas B and C on the Main Floor. STORAGE: This room and the other 5 rooms C, D, E, F, G that are accessed via the same corridor as B are all costume storage areas.


Each is filled with rack upon rack of theatrical costumes, and special hardware designed to change the appearance of the Robots. Room B contains Shakespearean costumes. In a rack along the west wall are 1d4 suits of Steel Plate Armor, 1d8 suits of Chainmail, 1d12 Duralloy Shields, 1d10 suits of Leather Armor, 1d4 suits of Ring Mail, 1d4 shields and 1d6 suits of Studded Leather Armor. Hanging from pegs on the south wall are 1d4 Battle Axes, 1d8 Daggers, a Flail, a Hammer, 1d12 Long Swords, 1d4 Maces, a Morning Star, 1d10 Muskets, 1d12 Pole Arms, 1d4 Short Bows, 1d20 Short Swords, 1d6 Spears and 1d6 Two-Handed Swords. All weapons and armor are completely functional except for the arrows for the Short Bows, which are fakes that are glued into their cases. All blades and points are blunted and must be honed for 1d4 hours before they can be used.


STORAGE: This room is filled with racks and chests of ancient Greek and Roman costumes mixed with some odd items from Persia and the Far East. These include Indian, Micronesian and Indochinese ceremonial costumes which look like sturdy Plate, Leather, Fiber and Chainmail Armor, but offer only the same protection as Furs and Skins. STORAGE: This area contains racks of 16th through 19th century European costumes, including large numbers of Napoleonic and Victorian military uniforms. and will beg the characters to watch them perform a scene from School for Scandal. If the characters agree, the Robots will perform encores until the characters finally leave. The pajamas have a red cape attached and are emblazoned with a large letter "S" across the chest.


Built into the feet of the pajamas are a micro-miniature pair of Anti-Grav Pods controlled by pressure tabs built into the pajamas' right wrist. STORAGE: This room contains bins of hand props from various eras. Almost any small portable device imaginable may be found in one bin or another, but the only weapons in the room are trick devices with retracting blades used to simulate death on stage. The GM should describe this room in general terms and then let the characters state what items they may be searching for in the room. Only pre-holocaust items will be available and any complex technological devices may look functional, but will only be models without any interior workings.


In one corner of the room, piled in and around an open chest, the characters will find the items taken from them when if they were subdued by the Security Robots. FITTING ROOM: The 3 Engineering Bots Light 1, 2, 3 in this room have been modified to act as costumers. They use the machine 4 dominating one end of the room to cut and assemble patterns for the company's costumes. They also specialize in applying duraskin spray to the Robotic actors to change their features to fit their roles. There are 4 racks in the room 5, 6, 7, 8 into which the Robotic actors can be strapped for costuming and make-up operations.


These racks have their own built-in Anti-Grav pods and are operated by a remote control unit in the possession of Bot 3. When the Anti-Grav Pods are turned on, the racks can be moved around the room as needed. The 3 Bots will ask intruders for their number. This number can be anything the players make up and the Bots will index each character's number with the numbered skin tone charts and faces in their memory banks. The Bots will then try to take the characters' clothes and strap each of them into a rack so that a new layer of duraskin can be sprayed on to alter their skin tone and then sculpt this new flesh into a different face. If the characters refuse to give a number, or try to leave the room without some reasonable excuse, the Bots will become suspicious and will call the Security Robots in A via microwave transmitter.


The GM should roll a die of his choice after the players select their numbers. If the resulting number is the same as the number of digits in the number chosen by a character, the Bots will assume that the character is a Borg that has come in for an overhaul and will attempt to strip away the characters "old" skin 1d6 damage per Action Turn that the character is strapped into the rack before applying a new layer of skin. PRACTICE ROOM: This room is used by Houseman to conduct rehearsals of upcoming performances. It contains seven modified Supervisory Borgs 1, 2, 3, 4, 5, 6, 7 dressed in English Restoration-style costumes. The Borgs are shut down. In one corner is a storage rack 8 containing hand props for use in the play currently in rehearsal. The bin is empty except for a 17th century tea service, a walking stick and a woman's lace shawl.


The Borgs may be activated by pressing a button in their chest panels under their costumes. If activated, the Robots will follow the orders of Houseman so long as they don't involve violence. If the activated Robots are unaware that the characters are actually prisoners of Houseman , they will react in a friendly manner unless attacked J. THE SCENERY SHOP: There are two Engineering Bots Standard 3, 4 , a modified Supervisory Borg 2 and an Engineering Bot Light 1 in this shop where all of the scenery for the theater is manufactured. The Supervisory Borg is the theater's Scenic Designer and is a bitter critic of Houseman The Scenic Designer's name is Dali The Borg's most striking feature is a natty black mustache.


If the characters tell Dali about the state of the Building Manager on the Main Floor, he will attempt to sneak Havrilla 23 up to this room where he will use parts from F to repair him a task taking 4 hours. Otherwise, he will call the Security Robots in A if intruders appear without a reasonable explanation for their presence. The other Robots in the room will ignore the presence of F. STORAGE: This room contains racks of artificial limbs and plasti-skin parts designed for use in modifying Robot actors to make them resemble a desired human. These parts can also be used to repair damaged Robots. Page 27 of 37 intruders. In addition to the Robots present, there are 2 powered racks [5, 6] used for holding scenery and very similar to those in I. There are also two materials closets [7, 8]. Closet 7 is full of paints, dyes and solvents. Closet 8 is crammed with duralloy rods, sheets and fasteners of various sorts.


In the east wall is an open rack 9 containing painted duralloy sheets of scenery for School For Scandal. Characters can look into the Auditorium through these windows, but those inside can't see out. The windows are made of clear duralloy coated with a polarizing compound. This partial basement occupies the area underneath the Stage on the Main Floor. The rest of the area under the Main Floor is taken up by a sealed Nuclear Power Plant. Basement ceilings are 6 meters. STORAGE RACK: This rack is crammed full of lightweight duralloy tubing and duraskin scenic "flats" from various plays. STORAGE RACK: See entry A above. STORAGE RACK: This rack is filled with duralloy tubing.


STORAGE RACK: This rack is filled with duralloy sheets. THE LIFT: See entry L on the Main Floor. STAGE RIGHT LOFT: This open area above the Stage is used as a storage area for scenery and there are lightweight pieces of flat scenery stacked three deep all along the south and west walls. STAGE LEFT LOFT: This area is similar to M above except that an Engineering Bot-Light is always on duty with a remote control device used to move the scenic elements hanging above the stage. THE TECHNICAL BOOTH: This enclosed booth has a glass front so that the Robots inside can see the stage and receive cues as to when to change lighting and recorded sound elements.


There are two Engineering Bots Light 1, 3 , a modified Supervisory Borg 2 , a Broadcast Power Transmitter 4 and four control panels 5, 6, 7, 8 in the booth. The back wall is lined with open racks containing theatrical lights and electronic equipment. In these racks near the south wall are a pair of Anti-Grav Pods. The control panels are used to control light and sound inside the theater. The transmitter provides power for the entire building and is tied directly to the Nuclear Power Plant built under the Auditorium. The modified Supervisory Borg is the Technical Director for the theater. His name is Warhol Warhol 96's most striking features are a wispy shock of platinum hair and a pallid complexion. Like Dali , he hates Houseman and would like to see him removed. He will react toward the characters in the same way as the Scenic Designer and he too has the ability to repair the damaged Borg from the first floor.


THE STAGE: See entry U on the Main Floor. Map F: Frick Building Basement E. JUNK SCENERY PILE: The main floor of this level contains piles of scenic platforms, stairways, doors and other scenic elements of different types. Nearby is an Engineering Bot Standard 2 and a Security Robot 1 assigned to guard Houseman 's "guests. DRESSING ROOM: The west wall of this room is lined with small dressing tables and mirrors for use by human performers. Each of the half dozen tables has a make-up case containing thousands of samples of preholocaust theatrical make-up exposure to 3d4 Intensity Level poison if eaten. The other walls contain a variety of clothing racks and hooks. A General Household Robot 1 is on duty in the room to help actors dress.


This Robot retains all of its preholocaust programming and will obey orders from all non-Robots except where those orders involve destruction of theater property or damage to nonRobots. It will always attempt to protect humans from Robot attacks and will assume that characters other than Pure Strain Humans are human actors in makeup and costume. This room is identical to K below. DRESSING ROOM: This is a private dressing room for human "stars" who sometimes performed with the company's Robotic actors. The room contains a studio couch, dressing table, a pair of armchairs and a small dinette. The General Household Robot on duty 1 is a dresser and will act in the same manner as the General Household Robot in F. When not in the theater viewing Houseman 's latest play, the party and 2 surviving members of the Clan Gumry party that cut through the entrance to the Main Lobby 4 other members of the party have gone mad and committed suicide will be locked in this room.


One of the Gumry clansmen is a Pure Strain Human with average characteristics for his class. The other is a Humanoid with Empathy, Page 28 of 37 Partial Carapace and Telekinesis. She has average characteristics for her character type. The Humanoid is named Allison. Her companion is named Tim. Though their weapons and armor have been taken, Allison has retained a Sling she wears as a headband and her bag of Sling Bullets. At first, Tim and Allison will be hostile toward their fellow prisoners since they are members of a rival clan, but if the PC's try to befriend them, they will respond by making a truce and agreeing to cooperate in an escape. WARDROBE AND FRESHER: This combination wardrobe and fresher is included for use by the occupant of G.


It is still functional and will immediately react to the presence of any organic being who closes the door located in the east half of the room while inside it. This reaction will take the form of a full cycle of cleansing via blasts of ultrasound and ultraviolet light followed by spraying with pulsing jets of hot water, cold water and hot air. An entire cycle takes 10 minutes and the fresher seals itself immediately upon beginning a cycle. The clear duralloy door and wall is impossible to break through. DRESSING ROOM: See entry G. WARDROBE AND FRESHER: See entry H. DRESSING ROOM: See entry F. Carlow College This story building has been thoroughly gutted by time and the elements. All that remains now is a framework of bare girders and beams. Atop the building is the stronghold of the Carrin brigands who are holding the Cambol hostages.


If the characters have a means of flying or negating gravity, they may take one Search Turn to make their way onto the roof, appearing at any point of their choice on Map G. If they are unable to fly or negate gravity, they must climb the girders. The first such check is made at a height of 6 meters above the ground. For each additional check, add 6 meters to the height a character falls if he fails his check. Only the northern portion of the building rises the full 10 stories. The rest of the building rises only 3 stories above the ground and is unoccupied by the Carrins.


If the party is spotted at any time, the Carrins will plan an ambush, attacking the party one or more Search Turns later at the GM's discretion. The Carrins will not be Surprised by the party in this case. If the characters are climbing the building when attacked or are ambushed upon reaching the roof, the roll to avoid Surprise by the Carrins has a Green Difficulty Factor. If attacked before they reach the building, check for Surprise normally. The chances of being spotted are halved round down at night. There are 7 Carrins and 19 Bloodbirds present in the stronghold. All of the Carrins and all but five of the Bloodbirds will attack any intruders. Two others will stay at their post atop the Guard Tower until attacked. The remaining Bloodbird will stay at his post by the heavy crane until attacked. The Carrins and Bloodbirds all have average characteristics for their species with the exception of the Carrin leader, Juchi the Beak, who has maximum characteristics.


NOTE: The GM must be sure to tell the PC's that they see the 2 Bloodbird messengers flying off south, crying an alarm. Without this clue, small as it is, the characters will certainly be unaware that reinforcements could be arriving and so may linger too long looking for loot. Map G: The Carrin Stronghold The Carrin stronghold atop Carlow College consists primarily of open nests woven of rubbish, branches and duralloy rods and bound with wire to the roof beams of the building. Small areas of the roof remain intact and these are used by the Carrins as repositories for vast amounts of junk including many artifacts which they have scavenged from the city or taken from their victims.


There is a heavy crane mounted on the roof which the birds use to lift weighty items up to their stronghold. Other features include an old Page 29 of 37 Microwave Broadcast Tower nonfunctional used as a lookout tower, a prison area consisting of large cages suspended by chains from the beams, a small public meeting area and an artificial lake built by the Carrins. Except where the 3-meter high nests and the piles of junk up to 3 meters high in places, but mostly between 1 and 2 meters high come between, it is possible to see from one end of the roof to the other during the day. The Carrins do not use artificial light and so visibility is greatly reduced at night. Nests marked with a "2" are Carrin roosts. Those marked with a "1" are Bloodbird roosts. Those with a "0" are currently unoccupied.


If forewarned of the presence of intruders, the brigands will be gathered in one spot for the battle. If not forewarned, they will rush into the fight from their own individual nests. CAGE: The three Cambol hostages occupy this cage. All three are Pure Strain Humans and each has average characteristics for that character type. The three are clothed only in tattered furs and appear to have been poorly fed and treated. EFFECTS: Character has heightened capabilities in one of three possible areas. Roll 1 d4 to determine which attribute benefits. His Constitution is treated as 18 when making Poison or Radiation Checks. He can lift 6 times his PS and can carry 4 times his PS while marching without being Heavily Burdened.


Those aware of the problem who have spent a week or more in character's company at some time are immune to its effect. Others check versus 2 x IN. Anyone failing a check immediately picks a fight with an enemy neutral party if no enemy is present friend if no neutral is present. Three is subtracted from Reaction Die rolls when character is present. He sees into the infrared and ultraviolet spectrum. Ability is one-third effective in darkness. GM'S CHOICE: GM gives the character any 2 of the above. TYPE: C M USE: Once every 4 hours DAMAGE: None EFFECTS: Character can project illusions having any olfactory, visual and audible characteristics he wants to any spot he can see. All others seeing the illusion undergo a Mental Attack. Thosesuccessfullyattacked believe the illusion is real until it dissipates 5 minutes after being created. EFFECTS: Character instantly finds any weaknesses in structures, objects or opponents. The damage he does is increased by 2dB per attack.


He adds 2 to his die when figuring out artifacts. NAME: Increased Sense NAME: Heightened Sense RANGE: Variable DURATION: Constant NUMBER: Self RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: The Plant gains a sense or capability not usually possessed by Plants. Roll 1 d4 to find the sense gained: EFFECTS: Character has one superior sense. He can't be surprised unless a sound-dampening factor brick wall, etc. muffles the sound. He suffers double damage from Sonic Blasts and he can't use his own Sonic Blast ability if he has one. On windy days, he identifies odors up to 90 meters away downwind and 30 meters upwind. He can follow a trail less than a day old over nonwatery surfaces.


After one hour of "studying" someone or something with his nose, he can tell where they've been in the last week. He is affected by Allurement and Aromatic Powers and detects an Attraction Odor at twice the normal range. Attribute Checks that involve items felt in this way are modified by a multiple in his favor. Thus, he would have to roll versus 3 x PS to smash down a door he has "felt" that others would only break down on a check versus 2 x PS. In addition, he adds 2 to his die when figuring out an artifact. On a 1, Plant has vision equal to human vision. Eyes always grow at the end of separate stems giving binocular vision and good depth perception. SMELL: Plant's olfactory organs let it smell with the keen nose of a bloodhound.


It uses this sense to locate foes in combat with the same efficiency as a human uses his eyes. HEARING: Plant has hearing capable of exactly locating enemies in combat with the same efficiency as a human uses his eyes. On a roll of 2, 3 or 4, there is no further effect. On a roll of 1, the Plant also has vocal apparatus and can communicate on a simple level word maximum vocabulary. GM'S CHOICE: The GM adds any of the 3 senses above, adds another common sense taste or touch or adds a totally new sense as described in the mutation, New Sense. NOTE: Only Plants with this mutation can make effective use of the mutations, Manipulation Vines, Mobility, Throwing Thorns or variations on other mutations that let the Plant use combat over a distance Ranged Combat.


Lacking senses other than limited pressure sensitivity will cause many mutations to be dormant. After every full minute of combat or other strenuous activity, he must stop and rest for 30 seconds. Otherwise, he falls unconscious for 1d20 minutes. Decreased Metabolism causes the character to react to anything 10 seconds one Action Turn after everyone else. That means the character is always surprised. NAME: Infravision RANGE: 60 meters DURATION: Constant MEMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character can see any heat-producing body, regardless of normal visibility conditions. Intense blasts of heat at close range laser blasts, explosions, raging fires, etc.


cause 1d4 minutes of blindness. Sunlight causes pain and confusion. TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character emits an inhibiting field within which no mutational mental power will work. The field doesn't stop Mental Attacks coming from outside its 15 meter radius nor does it keep those inside it from defending against Mental Attack. NAME: Insanity D RANGE: Body TYPE: U P DURATION: Variable USE: Variable NUMBER: Self DAMAGE: None EFFECTS: Character has tumor-like gland in brain that causes bouts of irrational behavior, but stimulates heightened mental functioning. If a character's IN and MS are less than 21, they are increased to When the character acts irrationally, roll 1dB and apply results below. DIE ROLL RESULT 1 2 3 4 5 6 The character won't distinguish friend from foe and only physical force will deter him from his irrational behavior.


NAME: Intuition TYPE: U M USE: Constant DAMAGE: None EFFECTS: Character is subconsciously aware of the intentions of those around him, including any foes. Add 3 per die to the damage he does in Physical Combat and add 1 to his To Hit die roll. Characters with this mutation cannot be surprised. NAME: Kinetic Absorption RANGE: Body DURATION: Constant NUMBER: Self NAME: Life Leech RANGE: Variable DURATION: Constant USE: Once every 10 seconds DAMAGE: 6 points per person EFFECTS: Character can drain 6 Hit Points from each sentient being within a range equal to 3 meters for each point of the character's MS Points lost are treated as damage and may be healed. For each point drained, the character heals one point of damage to himself or temporarily adds a point to his Hit Point Score.


If he later suffers damage, losses are taken first from his excess Hit Points before any damage tc him is noted. A character can't absorb more than points per day and points absorbed are lost 24 hours after absorption. The character has no selective control over this power it drains friend and foe alike when used. NAME: Light Dependency D RANGE: Body DURATION: Constant NUMBER: Self TYPE: U PV USE: Constant DAMAGE: None EFFECTS: Character suffers from a total dependence on light and suffers 1 d4 damage per March Turn that he is in darkness. He is nev blinded by intense light. NAME: Light Generation He attacks the most powerful character present GM's choice for 1 Action Turn.


He tries to kill himself. He tries for 3 Action Turns to wreck any artifacts present. He falls down and sobs uncontrollably for 1d4 minutes. He attacks the weakest character present GM's choice for 1 Action Turn. He stands in place, screaming for 1dB minutes. RANGE: Body DURATION: Constant NUMBER: Self NAME: Levitation RANGE: 60 meters TYPE: C M USE: Twice every 4 hours DURATION: 10 minutes DAMAGE: None NUMBER: 1 EFFECTS: Character can levitate himself or a person or object of up t twice his own mass that is within 60 meters straight into the air. After 10 minutes, when character stops concentrating or when the target rises or drifts out of range, the target sinks slowly back to earth. Treat as a Mental Attack if target doesn't want to be lifted. NUMBER: Variable NAME: Inhibiting Field D RANGE: 15 meters DURATION: Constant NUMBER: Variable EFFECTS: Character negates the first 25 points of damage per attack in all attacks by weapons with a physical impact Maces, Clubs, raking Paws, etc.


Piercing weapons Claws, Arrows, Swords do half damage round down , but their damage isn't absorbed. Damage from energy weapons is applied normally. TYPE: U P USE: Constant DAMAGE: None RANGE: 15 meters DURATION: 10 seconds NUMBER: Variable TYPE: C P USE: Once per day DAMAGE: None EFFECTS:Character can generate a flash of light similar to that of a flash cube, but emanating from his own body. This flash has an immediate blinding effect on everyone present except the user. NAME: Light Manipulation RANGE: 1 centimeter DURATION: 1d4 minutes NUMBER: Self TYPE: C M USE: Once per hour DAMAGE: None EFFECTS: Character can bend light to make himself and everything o his body invisible. When the power is in use lasers and Black Rays won't affect him. Two is subtracted from the die roll when trying to hit the character when he is invisible.


NAME: Low Fertility D RANGE: Body DURATION: Constant NUMBER: Self TYPE: U V USE: Constant DAMAGE: None EFFECTS: Plant has extremely ineffective system of reproduction. Only one Plant will be found in any 1 meter diameter area. NAME: Mental Control of Body NAME: Magnetic Control RANGE: 15 meters DURATION: 5 minutes NUMBER: 1 TYPE: C M USE: Once per day DAMAGE: None RANGE: Body DURATION: 1d10 Minutes NUMBER: Self EFFECTS: Character's body can override physical pain and alter itself internally to halt blood loss and combat heat and cold. In addition, in any situation involving overwhelming danger [player's discretion , his PS and DX are both increased by 3 maximum of 21 and his Speed is doubled for 1d10 minutes. EFFECTS: Character can control magnetic fields to repel, attract or use ferrous objects. Inanimate objects have an MS of 12 for purposes of deciding if they are controlled.


Powered objects have an MS of 15 for this purpose. Nothing massing more than kilograms can be controlled. NAME: Mane and Bristles RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None NAME: Mental Defenselessness D RANGE: Mind TYPE: U M DURATION: Constant USE: Constant NUMBER: Self DAMAGE: None EFFECTS: Character sprouts inches of hair or bristles all over his body. Subtract 1 from the die roll when trying to hit the character in Physical Combat [2 if the weapon used employs cold to inflict damage.


EFFECTS: Character lacks Mental Strength. Roll 2dB and subtract the result from the character's MS. If this causes the character's MS to be reduced below, treat the character's MS as "3. The others need not have M ass Mind for the link to work. So long as the characters are touching, they may use any one power held by all of them and the strength of the power is increased in proportion to how many of characters are linked. The GM decides how the increase is applied in individual cases. Persons can't be forced into a link against their will. NUMBER: 1 NAME: Mental Shield RANGE: Body TYPE: U M USE: Constant DURATION: Constant DAMAGE: None NUMBER: Self EFFECTS: Character's MS is increased by 4 up to a maximum of 21 He automatically senses anyone with a Mental Mutation within 3C meters whether or not the mutation is in use.


NAME: Mental Multiplier RANGE: Mind DURATION: Variable NUMBER: 1 NAME: Mental Blast RANGE: 15 meters DURATION: Constant TYPE: U M USE: Once per week DAMAGE: None TYPE: C M USE: Once every 30 seconds DAMAGE: 3d6 TYPE: C M USE: Twice per day DAMAGE: None EFFECTS: Character can concentrate on someone else's Mental Mutation, causing it to have twice its normal effect, but must be in the presence of the character whose power he affects. His own mental attributes, intentions, etc. EFFECTS: Character may direct a blast of psychic energy at a target in range, causing mental damage. NAME: Mental Paralysis NAME: Mental Block CD RANGE: Mind DURATION: Constant NUMBER: Self RANGE: 15 meters DURATION: 10 seconds TYPE: U M USE: Constant DAMAGE: None NUMBER: 1 EFFECTS: Character's mind reacts to extreme stress by blocking out its source.


In future, he will be unable to sense by sight, touch, sound or smell items or entities of the same type even when attacked by them. When forced into direct sensory contact with the object of the block by close proximity, not distant sighting , character suffers 1d4 damage per Action Turn of contact from tension. The classes of items or entities that might be blocked include: one particular species of Plant or Plants with the same mutation , a Robot or a particular type of Robot , a Security Monitor, a Humanoid or Mutated Animal with the same Physical Mutation, etc. DAMAGE: None EFFECTS: Character can suppress the nervous system of one other entity within range, causing the victim to be incapable of physical or mental action. If he successfully uses this power against the same victim for 4 consecutive Action Turns 40 seconds , the victim dies of shock.


NAME: Mobility RANGE: Body DURATION: Constant NUMBER: Self TYPE: C V USE: Constant DAMAGE: None EFFECTS: Plant can use roots and vines to move through soil in the same manner as a man swims through water, at a maximum speed of 3d6 meters per minute. NAME: Mental Control RANGE: 15 meters DURATION: Variable NUMBER: 1 TYPE: C M USE: Once every 10 TYPE: C M USE: Once per week DAMAGE: None NAME: Modified Body Parts EFFECTS: Character can leave his body and take over another's. His own body lies dormant while he is in the body he has taken over and he is aware only of the state of the body he currently inhabits.


The body taken over must initially be in range but may, thereafter, move out of range without restriction. If the character occupies a body when it dies, he also dies and his own body immediately begins to deteriorate. The character can onlyre-enterhis own body when it is in range. The length of time needed to bore through something depends on its composition: SUBSTANCE Flesh Wood Stone Steel Duralloy EFFECTS: Plant's modified leaves can do severe damage to those coming in contact with them. Characters must check for damage when they touch the Plant, including those times they attack it.


To determine the exact modification, roll 1d4. NOTE: Boring is very slow and always takes place when the ground above the tendrils is occupied by inactive [resting or sleeping entities. Boring Tendrils may only be located on the ground never in trees. They do 3dB damage to characters for every centimeter of flesh through which they bore. Boring is slow and insidious and characters will probably not notice it if asleep. DIE ROLL EFFECT 1 2 3 4 BARBED LEAVES: Leaves are ringed with barbed hooks doing 1d4 small Plant to 2d10 large tree damage. SAW-EDGED LEAVES: Clusters of 8 to 10 saw-edged leaves stay hidden until touched when they spring out, doing 1dB small Plant to 3d10 large tree damage.


RAZOR-EDGED LEAVES: Clusters of 6 to 8 razor-edged leaves stay hidden until touched when they spring out, doing 1d8 small Plant to 5d10 large tree damage. GM'S CHOICE: The GM may equip the tree with any or all of the above types of leaves or invent his own type. R ATE 3 cm per day 1 cm per day 6 mm per day 3 mm per day 1 mm per day 8 9 10 GM'S CHOICE: The GM may equip the Plant with any one o the types described or invent his own. GM'S CHOICE: The GM may equip the Plant with any two o the types described or invent his own. GM'S CHOICE: The GM may equip the Plant with any three of the types described or invent his own. Characters will always be aware of the presence of Barbed Leaves, but won't identify the other types until triggered. If a Plant has mobile members Segmented Limbs, Manipulation Vines, etc. it may actively attack with all types of leaves at once, but each vine has one leaf cluster and gets one attack per Action Turn.


NAME: Molecular Disruption NAME: Modified Vines and Roots EFFECTS: Character can disrupt anything of up to kilograms mass. A successful attack completely destroys the affected mass. Disrupted targets disappear. The character immediately falls unconscious for 1d12 hours after using this power whether or not the attack succeeds. He can't be roused from this stupor. The chance of using th power successfully varies with the target's composition and the user's MS. Sample chances of success include: RANGE: Variable DURATION: Constant NUMBER: Variable TYPE: U V USE: Constant DAMAGE: Variable EFFECTS: Plant has a network of modified vines or roots surrounding it. They are camouflaged by ground cover or hang from nearby trees. This network extends for 3 meters around small Plants, 12 meters around man-sized Plants and 15 meters around trees.


Characters will usually be unaware of the network unless attacked. If the Plant has sensory capabilities, it is also assumed to have the intelligence to direct these modified vines and roots treat this mutation as TYPE CV in this case. Otherwise, vines and roots are undirected and attack anything that exerts pressure on them. To determine the exact nature of a network, roll 1d ROLL EFFECT 1 2 3 4 5 6 POISON VINES: Plant has network of tendrils dotted with sharp thorns coated with 3dB Intensity Level Position. TANGLE VINES: Plant has network of thin, interlaced vines which entangle victims. Normally quiet, once triggered, they slowly writhe and twist around anything thrust into their midst. They only stop when they are severed or their plant is killed. Each vine does 2dB damage per Action Turn. They are destroyed if severed or when their Plant dies.


They do no damage themselves, but can manipulate weapons or grab characters like Tangled Vines. They die when severed or when their Plant is killed. SUCKER VINES: Plant has 4dB vines edged with suckers that affix themselves to a victim on a successful hit. Each vine does 1 d6 damage each Action Turn it is attached to a victim including the first. Sucker Vines release their victim when their Plant or the victim is killed. Even when severed, they keep draining the victim's life force. The feeders are lined with spines and secrete acid. Each does 1 d8 damage and will try to devour victims until severed or its Plant is killed. He does 1d6 extra damage to anyone he has previously touched and adds 2 to his die when figuring out an artifact.


NAME: Multiple Body Parts RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character grows 1 d4 extra appendages of GM's choice. NAME: Multiple Damage D RANGE: Body DURATION: Constant NUMBER: Self TYPE: U M USE: Constant DAMAGE: Variable EFFECTS: Character's mind negatively affects his bodily functions so that he suffers double or triple damage from all causes. When the character suffers damage, he checks versus IN. If he passes, damage is normal. If he fails, it is doubled or tripled depending on how badly the GM feels he failed.


DIE ROLL 1 2 3 NAME: New Body Parts RANGE: Body DURATION: Constant NUMBER: Self EFFECTS: Character gets beneficial increase in size of some bod' parts. If accompanied by mutation of certain organs, the effect of both mutations is added together. Roll1d6to find which mutation character gains: TYPE: U PV USE: Constant DAMAGE: None EFFECTS: Character has extra appendage or organ not usually found in his species. Examples include: A third eye in the back of his head, light sensitive antennae, arms and hands for a fish or other species that normally doesn't have limbs , a head or brain for a Plant.


The players always design the new parts, but the GM must approve the design. Add 4 to IN and MS maximum of Roll for one additional Mental Mutation. Musculature increased. Add 4 to PS. Nervous system expanded. Appendix increased in size. Character neutralizes Poisons of Intensity Level 3d6 or less and can't be harmed by them. Heart and lungs increased in size. Add 3 to CN maximum of 18 and 3d6 points to Hit Point Score. Body part of the GM's choice increased in size. NAME: Periodic Amnesia CDS NAME: New Sense RANGE: Body DURATION: Constant NUMBER: Self TYPE: U V USE: Constant DAMAGE: None EFFECTS: Plant has a new sense with no direct counterpart in the animal world.


Roll 1 d4 to determine its nature: 2 3 4 ALPHA SENSE: Plant senses Alpha Wave emissions from animal and human brains at a range of 3 meters x the MS of anyone the Plant could possibly sense. The Plant locates the emission source [the character's head exactly as if it were seeing the character. LIFE FORCE SENSE: Plant senses characters' life forces at a range of 3 meters x each character's current Hit Points. The Plant senses the shape and location of the character via energy emissions from the skin surface. CHEMICAL SENSE: Plant senses chemical makeup of surrounding area within a meter range. The greater the variation from the background norm, the more clearly the Plant "sees" something.


Add the Tech Level of the bulk of a character's equipment to the die roll whenever the Plant tries to hit the character and add it to each die of damage Plant does. This formula assumes an organic environment. A potted specimen of the Plant decorating a foyer uses the reverse of this formula adding 3 to dice rolls when trying to hit characters with mostly Tech Level I equipment and adding 1 when trying to hit those with Tech Level III equipment. SIM'S CHOICE: The GM may choose any of the three new senses above or invent one of his own. He will be permanently unable to remember the preceding 14 days. RANGE: Body DURATION: Variable NUMBER: Self DIE ROLL EFFECT 1 2 3 4 5 NAME: Over-sized Body Parts TYPE: U P USE: Constant DAMAGE: None TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character has an unreasoning, physiological terror of some common aspect of his environment. TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character lacks nerve endings in skin and cannot feel pain.


He can't detect a surprise attack from behind, tell if his body has been punctured, know when to treat wounds, etc. He takes double damage when attacked by fire. NOTE: Character must actually see the group. Simply being in a town will not cause panic unless a group is in sight. When confronted with such persons, he must pass a check versus MS or he flees for 1d20 minutes. This causes him to immedately crawl to the nearest obstruction and huddle close to it for 1d10 hours after which he will leave only to find another sheltered spot. He can do nothing except grab at the nearest object or person and hold on. Fleeing characters run blindly away from the cause of their fear without checking for hazards. If unable to flee due to lack of an exit or the presence of hostile characters in their path , they will fall unconscious for 1d20 minutes instead.


NAME: Photosynthetic Skin RANGE: Body DURATION: Constant NUMBER: Self NAME: Poor Respiration D TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character produces his food by absorbing nutrients from earth and atmosphere and using sunlight or equivalent to make them into energy and tissue. He heals 3 not 1 points of damage per day. He suffers 1d6 extra damage when attacked with weapons employing heat or cold. TYPE: U P USE: Constant DAMAGE: None EPP1STS: Character's skin reflects even the most intense forms of energy away in a random direction. Reflection works for only one form of energy. The type listed below is reflected.


DIE ROLL 1 2 3 4 ENERGY NAME: Precognition Thermal heat-related Electro-magnetic including light and lasers Kinetic Nuclear TYPE: C M USE: Once every half hour DAMAGE: None EFFECTS: Character can sense dangerous situations. By concentrating, he can see one minute into the future but the exact meaning of what he sees may be unclear. NAME: Psychometry RANGE: Touch DURATION: Constant NUMBER: 1 REFLECTED TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character must rest for 30 seconds after each minute of strenuous activity or he falls unconscious for 1d6 minutes. RANGE: Variable DURATION: Constant NUMBER: 1 NAME: Physical Reflection RANGE: Body DURATION: Constant NUMBER: Self RANGE: Body DURATION: Constant NUMBER: Self TYPE: C M USE: Once per week DAMAGE: None EFFECTS: The character sees into the past of anything touched, understanding its workings, purpose, origins, where it has been and who has touched it in the last 50 years.


The farther in the past an item originated, the sketchier will be knowledge of those origins. The mutation affects only objects including those that were once alive not living entities. Character adds 5 to his die when figuring out an artifact, NAME: Planar Travel RANGE: 1 5 meters TYPE: C M DURATION: 30 seconds USE: Once per week NUMBER: Variable DAMAGE: None EFFECTS: Character can make a 3-meter square door into alternate plane of existence anywhere within range. Opening lasts for 30 seconds. Plane into which opening faces is randomly determined and there are billions of such planes. Anyone moving through this opening will never find his way back to his own plane. NAME: Plant Control RANGE: 15 Meters DURATION: 1d4 minutes NUMBER: 1 TYPE: C M USE: Once per day DAMAGE: None EFFECTS: Character can control one Plant within range, making it do his bidding within its capabilities it could not, for example, walk.


This mutation takes effect automatically and doesn't require a Mental Attack to determine its effectiveness. NAME: Poison Susceptibility D RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character has no resistance to poisons or organisms that act like Poisons. When he would normally have to make a Poison Check, he is killed unless he gets an antidote within 20 seconds. If he concentrates on the same target for more than one Action Turn, the effect of his attack is increased by one die of damage for each additional consecutive Action Turn during which that target is attacked.


Thus, on the second consecutive Action Turn, 2dB damage is done instead of 1d6 damage. The character can do a maximum of 10d6 damage per Action Turn, however, and any attacks from the eleventh Action Turn on do 10d6 damage. Immediately roll 1 d4 when this mutation occurs. On a 1 or 2, the character may use only Cold as a weapon; on a 3 or 4, only Heat. After 3 Action Turns 30 seconds exposure to heat, inflammable objects burst into flame. NAME: Quills or Spines RANGE: 15 meters DURATION: Constant NUMBER: Variable TYPE: U P USE: Constant DAMAGE: 1 per spine EFFECTS: Character's arms, legs and torso are covered with Spines or Quills GM's choice to a maximum of 4d10 spines or 10d10 Quills.


Quills but not Spines can be thrown up to 15 meters. Spines do their damage when they are brushed against. Lost Spines or Quills grow back in 72 hours. The defective brain will retain control for 1d12 hours during which the character will be subject to fits of irrationality as if he had the mutation Insanity. The character will have a different voice and personality depending on which brain is in control. RANGE: 30 meters DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character has enlarged ears or antennae, allowing him to use radar or sonar to navigate. He can move normally in negative visibility conditions and adds 3 to all his To Hit die rolls in Physical Combat.


Range is tripled if the character also has Heightened Hearing. The character takes 2d6 damage from loud noises and triple damage from Sonic Blasts. He emits high-pitched beeping sounds except when asleep and thus signals his presence to those who hear high frequencies. NAME: Seizures D NAME: Radiated Fiber RANGE: 60 meters DURATION: Constant NUMBER: Variable TYPE: U V USE: Constant DAMAGE: Variable RANGE: Body DURATION: Variable NUMBER: Self TYPE: U M USE: Constant DAMAGE: None EFFECTS: Plant absorbs radioactive material which causes it to constantly give off 3d6 Intensity Level radiation. He can't act while in the seizure's grip. NAME: Radiation Eyes NAME: Shapechange RANGE: 15 meters DURATION: 10 seconds NUMBER: 1 TYPE: C P USE: Once per minute DAMAGE: Variable EFFECTS: Character emits a blast of Intensity Level 3d6 radiation from his eyes whenever he desires.


NAME: Reflection RANGE: Body DURATION: Constant NUMBER: Self TYPE: C M USE: Constant DAMAGE: None EFFECTS: Character can wholly or partially reverse an attack against himself by standing still and concentrating on it. Reflected damage is inflicted on the attacker instead. Only non-reflected damage is inflicted on the character. The first Action Turn the character is attacked, all damage is reflected. The second, half is reflected. The third and all subsequent attacks, one fourth is reflected. Should the character not be attacked in an Action Turn, the next attack would be treated as a "first attack. RANGE: Body DURATION: 60 minutes NUMBER: Self EFFECTS: Character can assume the shape of any mammal, insect or reptile, but won't have the same mutational powers as the beast whose form he takes.


He can run, swim, fly, etc. in the same manner, though. It takes 10 seconds concentration to change shape and the shape lasts for one hour or until the character decides to resume his own shape. NAME: Shorter RANGE: Body DURATION: Constant NUMBER: Self NAME: NAME: Repelling Force RANGE: 1 meter DURATION: 30 seconds NUMBER: Variable TYPE: C M USE: Twice per day DAMAGE: None EFFECTS: Character can will a force field 2 meters in diameter to surround himself. Everyone inside the field is safe from all items of less than a metric ton mass that strike the field.


Items flying at the field bounce off. If an object weighing 1 metric ton or more strikes the field, the field is immediately dispersed and everyone inside makes a Constitution Check. Those that fail, die. NAME: Repulsion Field RANGE: 15 meters DURATION: 30 seconds NUMBER: Variable TYPE: C M USE: Constant DAMAGE: None EFFECTS: This mutation works the same way as Repelling Force but there is no limit on how often it can be used, and the character can create a 3 — meter diameter force field around any point of his choice within range. Those inside the field can move around, but can't exit or attack out of the field. TYPE: U V Constant USE: Con Self DAMAGE: No EFFECTS: Roll 1 d4. On a 1, the Plant is smaller than normal. On a 2, 3 or 4, it is larger than normal. Now roll percentage dice. Treat all rolls of 90 or above as Treat rolls of 10 or less as A Plant's relative size affects PS and damage proportionally.


NAME: Skeletal Enhancement RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character's body structure is stronger than average and he takes only half damage roll die and round down from physical blows. He also increases the damage he does with swords, maces, spears and similar weapons by 2d6. Note: if character has Partial Carapace, he takes half damage -1 point per attack if Total Carapace, he takes one quarter damage per attack. NAME: Skin Structure Change D RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character's skin has abnormal structure. TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character's growth is extremely stunted. Roll percentage dice. The result is the character's height in centimeters. This change results in an increased metabolic rate and a marked decrease in the character's Physical Combat abilities.


He can't lift ancient weapons if his height is less than 80 centimeters unless he has a superior PS above 1 2. Those below 50 centimeters tall have 3 to the To Hit die when attacked in Physical Combat. NAME: Regeneration RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Once per day DAMAGE: None TYPE: U V USE: Constant DAMAGE: None EFFECTS: Plant has mobile seed pods physically or mentally linked to the parent Plant. All specimens of the Plant in the area will be linked and they will take concerted action in all situations. If exposed to heat above 38 degrees centigrade, it ignites, causing 5d6 damage. Character subtracts 1 from his die roll when trying to hit in Physical Combat and others add 1 to their die roll when trying to hit this character in Physical Combat. Skin is thin and brittle, making it easier to penetrate or tear. For every two Hit Points of damage inflicted on the character, he loses 1 additional point. character controls the victim's every action until the attachment is broken, and he may make the victim use any of his powers on the character's behalf.


Should an entity die while the character is attached, the character dies too. The number of entities the character can attach himself to is limited only by how many grasping appendages he has. It takes 30 seconds to break an attachment that has been in existence for more than an hour. A Mental Attack must be made for this mutation to work and only Plants capable of sensing others and of consciously directed action may use this power. It stays dormant in others. NAME: Sonic Blast RANGE: 15 meters DURATION: 10 seconds NUMBER: Variable TYPE: CP USE: Constant DAMAGE: None EFFECTS: Character can generate high frequency sound waves that are damaging to exposed tissues at short range.


Everyone within range except user takes 3dB damage from his Sonic Blast. NAME: Sound Imitation RANGE: Variable DURATION: 10 seconds NUMBER: Variable TYPE: C P USE: Constant DAMAGE: None EFFECTS: Character can imitate any sound, including that of a Sonic Blast, which he has heard in the last 24 hours. He is immune to Sonic Blasts. NAME: Speed Increase RANGE: Body DURATION: One hour NUMBER: Self TYPE: CP USE: Once per day DAMAGE: None EFFECTS: Character has organic supercharger allowing him to move at twice normal Speeds for an hour once each day.


He may make 2 attacks per Action Turn when using this power. RANGE: Body DURATION: Constant NUMBER: Self TYPE: U P USE: Constant DAMAGE: None EFFECTS: Character is extremely tall and all his physical parts are increased accordingly. Humanoids have a basic height of 2 meters. The height for Mutated Animals will vary greatly and must be assigned by the GM. Whatever the base height, 1d6 is rolled and the result is added to it [making a Humanoid between 3 and 8 meters tall. PS is increased by 1 for each meter of size gained up to a maximum PS of In addition, 1 per meter is added to the character's die rolls when he is trying to hit an enemy with a non-powered weapon in Physical Combat.


NAME: Telekinesis RANGE: 15 meters DURATION: 1 minute NUMBER: 1 TYPE: C M USE: Variable DAMAGE: None EFFECTS: Character can mentally lift objects other than himself into the air and move them about. Any attempt to lift a living creature or other sentient entity requires a Mental Attack. The character can use this power a number of times per day equal to his MS. He may lift 5 x his MS in kilograms. NAME: Telekinetic Arm NAME: Spore Cloud RANGE: 6 meters DURATION: Constant NUMBER: Variable NAME: Taller TYPE: U V USE: Constant DAMAGE: Variable EFFECTS: Plant has motion-sensitive shooting spores. Anything moving nearby causes it to shoot spores in the general direction of the movement. Spores then burrow into flesh, earth or other warm, soft substance and take root, causing victims to fall ill as if from Intensity Level 3dB poison. The victim suffers no Hit Point loss, but can't heal damage until cured since his body will be fighting the illness.


RANGE: 18 meters DURATION: 10 minutes NUMBER: 1 TYPE: C M USE: Twice per day DAMAGE: Variable EFFECTS: Character causes a shimmering arm of force to materialize anywhere within range. The "arm" has a PS equal to his MS and he may will it to move within range at a rate of 6 meters per Action Turn. The arm can do anything an appendage attached to its creator could do hold weapons, grab someone, etc. It can't be damaged, but will disappear if character is killed or knocked unconscious or if it is moved out of the user's field of vision. NAME: Stunning Force RANGE: 30 meters DURATION: Variable NUMBER: Variable TYPE: C M USE: Once per day DAMAGE: None EFFECTS: Character can attack everyone within range with a mental stun that knocks them unconscious for 1d6 hours if Pure Strain Humans or 1 d4 minutes if Humanoids or Mutated Animals.


The stun affects both friend and foe. The character is unaffected. NAME: Telekinetic Flight RANGE: Body DURATION: 1 minute NUMBER: Self TYPE: C M USE: Variable DAMAGE: None EFFECTS: Character can lift himself in the air and move about as if flying carrying 2 x his PS in kilograms and moving 10d20 meters per Action Turn. He can do this a number of times per day equal to half his MS. NAME: Summoning RANGE: 1 kilometer DURATION: Variable NUMBER: 1 TYPE: C M USE: Once every 1 2 hours DAMAGE: None EFFECTS: Character may summon any non-intelligent mobile entity one with IN less than 4 within a kilometer of him and the entity will serve him so long as he maintains absolute concentration on directing his actions. The 3rd Edition of Gamma World was an attempt to design a very comprehensive, streamlined version, updating the Gamma World game eight years after it was first introduced. Unfortunately, TSR had some significant editing problems when they sent it to th [ Matthew U.


REAL SAD! Many pages are missing, and this 3rd edition was not only unpopular, but all the other PDFs available for Gamma World are for other editions!!! Almost unplayable. I shouldn't have bothered wasting my money. Joshua P. I got this before I knew there was a 4th edition. I guess that I used to play 4th editon because I was expecting to roll up a scout character but the [ Dennis S. I had this game when I was younger. It's a great game and I'm very happy with the download. It's great [ See All Ratings and Reviews. Browse Categories. September Setting Sale Week One. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Forged in the Dark. Modiphius 2d Old-School Revival OSR. Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. File Type. Virtual Tabletops. Creation Method. Japanese 日本語. Korean 한국어. Zhongwen 中文.


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Home Add Document Sign In Register. TSR Gamma World 2nd Edition Home TSR Gamma World 2nd Edition. TABLE OF CONTENTS THE BASIC RULES BOOKLET CONTAINS THE FIRST FIVE PARTS. Download PDF. WHAT THE GAME IS ABOUT HOW TO PLAY HOW TO WIN WHAT YOU WILL NEED TO PLAY HOW MANY CAN PLAY LEARNING TO PLAY HOW TO USE THE DICE HOW TO USE THE RULES II. All Rights Reserved. GAMMA WORLD is a registered trademark owned by TSR Hobbies, Inc. Distributed to the book trade in the United States by Random House, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Hobbies UK Ltd. Printed in the USA. THE BASIC GAME TSR First Printing March This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR Hobbies, Inc. The names of the characters used herein are fictitious and do not refer to any persons living or dead.


Any descriptions including similarities to persons living or dead are merely coincidental. EXAMPLE OF PLAY PAGE 6 3 CHARACTER SHEET PAGE 6 4 THE LAST FOUR PARTS OF THE RULES ARE FOUND IN THE ADVENTURE BOOK. PLAYER'S MODULE: RITE OF PASSAGE PAGE 1 HOW TO USE THIS ADVENTURE FORMING A PARTY MARCHING THROUGH ALLEGHENY GUIDE TO PITZ BURKE VII. CHARTS AND TABLES PAGE 26 PART I WHAT THE GAME IS ABOUT GAMMA WORLD® science fantasy role-playing game is an exciting game of action and adventure set in 25th century America a savage land of radioactive wastes populated by weird and often powerful mutants. As a single adventure, a game can be played in under an hour. It can also be played as a connected series of adventures played over an extended period of time. The Gamma World is a terrifying place..


hardly recognizable to those familiar with the America that existed before the "Social Wars" of the early 24th century destroyed world civilization. To the inhabitants of North America in , the time before the "Social Wars" is called the "Shadow Years" since so little is known of it. Even the specific events that destroyed their nation are all but forgotten by these new Americans. Legends persist, of course, but the truth of those legends may never be known. The worldwide holocaust simply wiped out too much.


Lasers, atomic warheads, chemical and biological agents and geological weapons all did their terrible work. Oceans boiled. Continents buckled. The skies blazed with the light of unholy energies. By the time the violence subsided, the very face of the earth had changed. Much of North America, including most of Florida and the lowlying Gulf area, California and parts of the Eastern Seaboard were under water. Mountains had fallen. Rivers that had been tamed for years careened wildly through the ruins of broken dams. Not a single city remained intact. The Black Years descended on the Land of the Free. Less dramatic but more important than the destruction of the continent was the alteration in its surviving inhabitants. Not 1 in humans lived through the upheaval. Those who survived witnessed a biogenetic revolution.


Animals began to repopulate the earth. and what animals! Vast herds of jackrabbits the size of horses began to cover the Great Plains. A strain of beetle appeared which grew to a length of 3 meters. A mutated form of shark adapted to life on land began to prowl the desert. But more important than these physical mutations were the mental mutations which began appearing. lizards with telepathy and precognition, plants able to disrupt the molecular structure of their victims, a dog-man capable of telekinesis. Nor was man immune to the effects of massive doses of biogenetic chemicals and radiation. All manner of mutations soon entered the gene pool. Most were defects that disappeared. But in the years after the holocaust many became a permanent part of human breeding stock.


This, then, is the Gamma World successor to planet Earth. It is a land of brooding forests, wild unbroken plains and rugged mountains. In places the wilds give way to man-made deserts where cities once stood. Scattered across the continent are a few settlements where the heirs of America's industrial barons force a precarious living from the hostile land. In this place nature is merciless, death is quick and strangers are regarded with suspicion. Faced with a harsh environment, the survivors of the holocaust have joined together for protection in tribes, clans and feudal states.


Augmenting these social systems are the socalled Cryptic Alliances secret brotherhoods devoted to the reorganization of society according to their own beliefs. There are many of these, some born long ago in the Shadow Years. Journey, now, into the far future where life is both dangerous and exciting. where those who lived before the 24th century are called "the Ancients" and are regarded with awe for their dimly understood art and science. where the wonders of man's highest technology exist side by side with the stone axe and the coat of chainmail. where exotic mutations abound and strange new powers of the mind shape human life. Journey now to the Gamma World. such futuristic horrors as the Badder an evil species of mutant badger , the Cal Then an intelligent flying insect and the Kep a man-eating plant. The people these players are pretending to be are called Player Characters abbreviated as PC's.


In some cases, players might play more than one character in an adventure. From time to time these Player Characters will meet other people or intelligent animals or even plants who aren't being "played" by any player. These other characters are called Non-Player Characters NPC's. In addition to the Player Characters in the game, one player takes on the special role of the Game Master GM. The Game Master does not play a character. Instead, he acts as a referee, helps keep the action moving and plays the parts of all the NPC's the Player Characters meet. When a connected series of adventures called a Campaign is being played, the GM establishes the setting for those adventures the same way an author sets up a background for the action in a novel. The GM's duties are explained in more detail later in these rules.


HOW TO WIN There are no "winners" or "losers" in a GAMMA WORLD® game. The object of the game is just to have fun. The Player Characters are, of course, interested in surviving and in a Campaign gaining status. But a player whose character is seriously hurt or killed doesn't "lose. HOW TO PLAY WHAT YOU WILL NEED TO PLAY This game is a role-playing game, an extended form of "make-believe. They may have a map showing part of a ruined city spread out before them. Perhaps, they are acting out the adventures of a band of explorers. One player might be a mutated human with some awesome special power telepathy, for example. Two others might be unmutated humans.


They may be accompanied by a fourth player who is a highly intelligent mutant bear. Together, they make a formidable team as they search the ruins for a precious artifact said to be in the city. As they enter dark sewers and crumbling buildings, they face In order to play a GAMMA WORLD ® game you will need this BASIC RULES BOOKLET, t h e ADVENTURE BOOKLET, the dice and map included in this game plus paper, pencils and your imagination! For your first session, you should play the RITE OF PASSAGE adventure in this set. When you have played that adventure and are ready to play more games, some sheets of graph paper for mapping will come in handy. The use of miniature figures to represent the characters in the game can add to the enjoyment of playing, but is not necessary.


Each copy of this game consists of one page BASIC RULES BOOKLET, PART I WHAT THE GAME IS ABOUT such cases, you should also treat numbers less than those shown on the table as the lowest number shown. Except for rolls used in conjunction with the game charts and tables, treat all dice roll results above 1 as the modified number rolled. Treat numbers less than 1 as " 1. HOW MANY CAN PLAY Any number of people can play a GAMMA WORLD® game, but it is usually most fun with a group of 3 to 8 players. HOW TO USE THE RULES LEARNING TO PLAY The best way to learn how to play a game is by playing it!


This rule book has been designed to make learning quick, fun and easy. The fastest way to learn is to follow these 6 steps: 1.



Gamma World 3rd Edition Unofficial Campaign Guide,

TSR - - Gamma World (First Edition) - Free download as PDF File .pdf) or read online for free. 1st Edition Gamma World Rules DIE ROLL EFFECT 1 Character is near-sighted, seeing up to 60 meters by day and losing all night vision. 2 Character is deaf to everything outside of a 3-meter radius and, if alone, is Free PDF ebooks (user's guide, manuals, sheets) about Gamma world ready for download. I look for a PDF Ebook about: Gamma world. List of ebooks and manuels about Gamma RITE OF PASSAGE This document is a conversion of the GAMMA WORLD® Second Edition adventure Rite of Passage (very different from the solo version in the GW3 box set) to the Go To the Generic Gamma World page for more downloads. This page features Scot Hoover's Mutant Manual II and the Survivors Field Guide, both compilations of tremendous scale and a 14/08/ · Addeddate Coverleaf 0 Identifier tsrgammaworld4thedition Identifier-ark ark://t4qk57v65 Ocr ABBYY FineReader ... read more



This section is intended only for the GM. The kingdom does not permit travel by outsiders for purposes other than trade. In recent years, Weston and the nearest Zoopremisist settlement at Independence have coexisted in relative peace and a small trade has grown up between them. SWAMPS: Many low-lying areas, especially along the rivers, will be wet year round and will be swamps in spring, summer and fall. HUBBARD: The Radioactivist community of Radfield keeps a shrine in Hubbard with the permission of the Yexils who control the area under a treaty with the chiefs of Clan Gambol. Points of interest include: A. Should an entity die while the character is attached, the character dies too.



Except for the hammock and twelve 6-meter benches, the room is bare. The character is permanently out of the game. Roll 1 d4 to find the sense gained: EFFECTS: Character has one superior sense. Boring Tendrils may only be located on the ground never in trees. Books Video icon An illustration of two cells of a film strip.

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