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amie DAL SCIENCE. i a ROLE-PLAYING GAME RULE BOOK TUM era alee MRS RULE BOOK ‘TABLE OF CONTENTS PART I: INTRODUCTION 2 PARTIV: ENCOUNTERS 2 The Setting as 2” Rewards on Playing the Game 2 PART: ADVENTURE DESIGN ‘3 PART Il: CHARACTERS «. 4 PARTVI: CAMPAIGNS Fs “The Basic Abilities 4 Ployer Charactors and Sociaty 36 Using Abity Soo 4 Character Status : a Creating a Character 5 PART Vil: MUTATIONS 19 Equipping Characters 8 Physical Mutations cao PART It THE BASIC GAME 110 Mental Mutations «> 46 Distance and Time 10 Plant Physical Mutations 2 ‘Sequence of Events - 10 Mutation Defects 1s How to Mo E 13 PART Vill EXAMPLE OF PLAY. 3 How to Have Encounters 18 PARTIX: ARTIFACT EXAMINATION CHART ne Surprise 18 PART X: ROBOTS ar) Heng an Renin i te RERERENCE BOOK pug Heese 21 UNPART Ix: CREATURES 2 paste 212 PART X: MEDICAL EQUIPMENT 15 CoB ota 1 PART Xi TALENTS : 16 Ranged Weepon Artacks 20 ADVENTURE BOOK Ae Special Combat Actions Tan Rite of Passage S24, 19382 Combet Modifiers 22 Random Encounters ee Types of Damage... 123 Adventure Record Shoat 16 ‘Special Effects and Attacks 126 Maps ; “a9 Credits Dares nn Un Stary Radon ose, Scab Random Hane of aac. Original Design: James M. Ward, David James Richie, ond ‘Binatone toy en hoot reo repeal tious. eae Broan te Unies gerne co New Design: James M. Ward Sain PRODUCTS OF OUR MEINATN, ane TOR se we Development: Herold Johnson ‘Ar dt Easiy, Larry Eimore, Keith Parkinson, and TRisndvonture protected inde he copyright ws the ned Sain ot Ara, canes EOS Ma ‘eters pontes witou We express weiter perionon TSR ne ogee De os ©1866 Ane. lots res Graphic: Coen O'Maley ne Rohr ee Typography: Betty Elmore and Carolyn Vanderbilt TsR ine TSR UK Ld Printed n USA 0B 756 Tho Mil, Rathmare Road bense-sebs tate Genova ambrdge C81 40D 7OIOXXXI901 wisste? United Kingdom ‘mooucrs Seni ncuron PART INTRODUCTION ‘The GAMMA WORLD® science Fantay role playing sytem i a exc ing game of action and adventure sen the savage land of radi wastes that is 25ch-century America, This wasteland is home to myriad seange, barbaric mes of enue at hare lame sue the ly cavironment through mutation and change. This game provides the rules for courtless hours of new and wondrous adventures inthis bizare land. A single game adventure may last from fone fo four hours. You may also play a series of linked adventutes, ad- Yascing your betes to legendary tanks, over an extended petod of time, [eis up to you! Your first GAMMA WORLD adventure has been included with this set 30 that you may leam as you play. This adventure is programmed with limired choices, so that it may be played without a Game Master (GM), Instructions and a campaign seting have been provided to help you create your own adventutes. And new GAMMA WORLD® adven- ‘ures created by TSR are available from your local toy, hobby, and book THE SETTING In the dim past of what is now called the Shadow Years, mankind had built world of wonder and glory. The world had consolidated into sv- ‘ral mighty nations, and seeking new frontier, man had set out to ex- plore the heavens. ‘What catastrophe could devastate such a powerful people none now iknow as the events are buried in che ashes of destruction. Legends per sis, of course, but the truth of these may never be known. Some hold that Man became too proud of his accomplishmeats, and the forces of the cosmos sought to teach him a leson. Others propose that wicked {en came into power and chose a path of conquest. Stil oer believe itwas ll the result of acolosal mistake! ‘Whatever the cause, eation rose up against nation and deadly war was waged. Awesome weapons of destruction scoured the eath, deadly la- sets, dread aromic bombs, chemical and biological agents that dissolved flesh, ll did hee ele work. Oceas boted, Coninens buckled ‘The skies blazed with the light of unholy energies. And the Age of Glory pased avay. By the time the violence subsided, the very face of the world had changed. Mouncains had fallen. Rives tamed for hundreds of years raged wildly through broken dams. Not a single city mained intact The Shadow Years descended. ‘Not one of 10,000 survived that one day wat. Of those survivors, over two-thirds died in the resulting radiation deathglow and biochemical Poisons. But the world was granted a second chance, a legacy to all the crea tures of Earth. To survive the deadly widderness, one had to ether learn to resist the earch poisons or to adap to them. The few who found the ‘means to test continued the pure strin species of man. Most plants and creatures changed and adapted tothe awful new world ‘And with those changes, the creatures of the world realized new and {reat untapped powers, Many puned intelligence and discovered amat- ing mental powers never before known. The world witnessed the birth of countless new and sometimes violen: This chen is the way che word i. Ics land of brooding, gigantic for- ts, wild unbroken plains, and rugged mountains, In places the wilds ive way to man-made desers and deathlands. The ins ofthe past dot the landscape. In this word, narure is merciless, death is quick, and srangess are regarded with caution and suspicion ‘Scattered actos the continent are tiny sertlementsof intelligent crea- tures and those pitiful remnants of ancient Ametica’s socicy who still survive, scratching a precarious living fiom the host land. Thei only hope isto recover the glory ofthe past, to rebuild society, to restore che age of wonder and prove themselves worthy heits of mankind. For somewhere, out there in the Great Void, await the brothers of this ‘word foaly dhe inelignt races can mature tom thes batbaism, and ‘Scape the wilderness, then they may at ast be welcomed ino thos lost ‘Weds of Man, Journey now, ino the fr farure, where ifs both dangerous and ex. cing, where those who lived before the Shadow Years ae aed "the ‘Ancen,” and are regarded with ave for their dimly understood nce, where the wonders of Man's highest technology exit side by side ‘rit dhe one tre and chainmal, where exode frutations abcund, Iwher stange new powers ofthe mind shape le, and whete none art Tete unchanged Journey now to this word PLAYING THE GAME ‘This is a role playing game. A game of imagination and make- believe. Where each player decides the actions of individual characters as if acting ina play or movie, Arole-playing game requires one player to play the role of the Game Master (GM for short), the creator and tlle of the story and the arbiera- tor of the game's events. The GM creates the goals and obstacles of a adventure and plays the pat of all rhe crearues encountered through- ‘out the story. I is a tough job, but one that is very rewarding, for only the GM knows what is rally happening and what obstacles lie before the heroes Usually from ewo to five players adope the sles of individual heroes with amazing powers and devices. Only through the playets' decisions and actions can the heroes defeat their foes and reach cheit goals, Not tare any of these roles mundane, for heroes may be true humans with command ofthe wonders of high technology, or mighty mutants, oi tellgent animals. or powerful plants, each poses 1 powers ‘The rewards of success for players are many: recovering lost wonders, solving the mysteries of the story, and overcoming fearsome foes. But the greatest reward isthe growth of one's chanctet as he becomes more powerful and improves or gains abilities as a result of reaching his goals ‘The heroes created and concrolied by these players are called Player (Ghasacters, ot PCs for short. The creatures played by the Game Master ate called Noa-Player Chararezsor NPCs. Rules for ccating adventures and running NPCs are explained in later sections ofthis book. The next section shows you how to create your own hem, your player character. Winning? ‘The rel goal of the GAMMA WORLD® game isto have fun! There are no winners or losers, butall delight in 2 grand advencure and a sory brought to a successful eonelusion ‘Thue, heroes may survive and grow in rank and power. But even if character dies a player has not ost; he has contributed to the telling of the ory and he can create another hero who will ry to sueceed where the fist one filed. The story and the adventure go on! ‘The GM succeeds if his players had fun during the adventure, regard- less of whether they completed their mission. [tis a GM's job to chal- lenge players and reward their effores, not jus: theie accomplishments. What You Need to Play Inorder to play 2 GAMMA WORLD® game, you need the following: 3s Rule Book * The Adventure Book * The dice provided in this game * Pencils and erasers * Paper and graph paper For your first adventure, you should play the one enclosed in this ‘game set, Ichas been designed so that it can be played wichour a GM. ‘Or it may be used by one player to help him Game Master a group of othe: players. “The contents ofthis game eine the Flowing: Playing the Game * The Rule Book, with attached appendices * The introductory Adventure Book * The Game Master's Screen with all the most importanc tables * The Reference Book with important tables and appendices, as well ‘asa campaign setting for use in creating your own advencures * The Player’ Screen with tables * The large four-color map of a ruined city, the countryside, and a sap of America. * Sets of six and 10-sided dice How Many Can Play? Any number of people can play a GAMMA WORLD? game, buc i is usually most fun with two to Five players and a Game Master. ‘The bese way to lear how to playa game isby playing! Tis rule book has been organized to help make earning quick, fun, and easy to fl- low The fastest way to learn sto follow these steps: 1) Read the nex section, “Creating Characters” Using the instructions provided there and the Mutations appendix, practice creating a character “This section alto explains how to use the Action Table (ACT, the sont important part of these rules, 2) Then read Pat Il "The Basic Game!" ‘This section teaches you al the basi rules and how to create rules for situations not covered “ake a look at Part V, An Example of Pla, vo get feeling for how an audeaure i played 3) Glace over Par TV, “Encounets and Hara aswel athe vations appendices and the Reference Book. Its ne important to lear all his in- fermation, only that you know wher o find i You should probably ad the sarc each econ otha ou lam the tems that ae sed. 4) Now you are ready wo play your first advenrre! Pregenerated characets have already been provided fos your use. You will wane to make a copy ofthe Adventure Record Sheet inthe center of the module. Ifyou have any questions during play, just rum to that section ofthe Rule Book and review che rules for elaneations ificallseemstoo mucho lear, donot despair! Many, many bouts of enjoyable role playing wil make ie mote than work the ffor 5) Once you have played the included adventure, you may tn to Pats Vand VIL, “How to Create Your Own Adventures” and "How to Conduct « Campaign Read the rest of the rules, particalasy Parts IV and the Reference Book as you desire. You will find many tools to help you design your ‘own GAMMA WORLD® adventures. How to Use the Dice Included in this game box are ewo types of dice, sit and 10-sided ‘These ate used to generate the variey of results and effects for the GAMMA WORLD® game. For easy eading, these dice are marked with ‘numbers instead of dors. ‘The numbers may be colored in using the crayon provided. Just rub the crayon across the sumber so that wax is caught inthe cracks. Then. swipe the excess wax away ‘The “0" on the ven-sided dice is read as a "10." ‘Throughout these rules the dice ate refetted to using the abbrevia- tion, "di shor for dice. For example, 5d6 is five six-sided dice. The firsc umber refersto the numberof times that type of die is rolled. The second number indicates the rype of die being used Tn some cases, tis abbreviation is followed by a plus or miaus and s number (¢.g.. 546 +4), This modifier is added tothe final result of the dice toll, noc to each die (unless otherwise specified). If the modi- fier is negative, the result should be treated as 21" if les than “1” ‘There are several ways to use these dice in the game. Fist, the dice ‘may be tolled and their numbers added togeths Second, the rwo 10-sided dice may be rolled to get a number berween 1 and 100. Pick one die o be the ones place and one die to be the 10s * and a9 " and a" and a "0" i 100), Rolling wo Ossided dice this way i called rolling di centile die. ‘The hid method fo ola de and dive terre bya mimber always rounding the total to the next highest aummber. In ths way 5 possible ro generate a aumber from 1 to 4, for instance, by rolling 14100 and dividing by 25. This method is oly rarely used. ‘he final method, i to rola sxcsided and a 10-sded die atthe same time to get higher ranges than chose possible with the dice provided. ‘This method is used to generate numbers from 1 wo 12 and 1 to 20. “To roll a number from 1 w 12 (Idi2) roll a 10- and a six-sided die Read the number on the sivsided die. I the stumber on the 10-sided dicis 1-5, then the resulon the six-sided die i 1 to 6 as noted. Ifehe 10- sided dies beoween 6 and 1¢, ad 6 co the result ofthe six-sided die for 4 number from 7 to 12, Tn order to roll a number fom 1 0 20, rela 10+ and a six-sided die. But thistime read the number on the 10-sided die and only add +10 if the six-sided die comes up 46, giving 2 result of 11 10 20 Results 0-sided 1iz 1020 3 1 3 1 5 re 18 Dice wnisasy aie gett e mmeetemaeee. place, including four-tided, eightasided, 12-sided and 20-sided, and ‘newly developed 100-sided zvallable at your local toy and hobby store carrying role-playing games. How to Use These Rules nce you read these rules and letn to pay, you are ready to ceate and play your own adventures. As you gain undersanding of and ‘ence inde ame, you will dione stations tht ae fot explained or ‘handled by all these rules, This, ofcourse, resus because the mind can, ‘imagine mor situations than these meaget pages can provide niles fr. ‘Ths is okay. Role-playing games ate not just «set of rules. They re- ‘uire the wisdom and judgement of Game Master to create fun snd ‘citing adventures, Mest problem situations cia be tesolved by com paring them to the existing rales and explanations of how to determine 4 danger’ potential. The GM should fel tree to ceate new rules and ‘chaps alter some of those provided it makes he game more fun for the players. ‘Aer all thisis your game. We encourage you to invent new devices, create new ceatuts, develop skills and talents, and add your personal touch. ‘There ate two important rules of thumb that you should follow when iccomes to inventing, changing, of ignoring 2 male. First, you wane to maintain che sptitof che game, Provide challenges the charter can overcame with theit limited powers. And give fe- wards that are equal to the challenge! Tieasure or information gained ‘ithoue work are not satisfying eo player, And receiving no reward is disappointing and discouraging. Do nor discount information as ar ‘ward. Timely and important information can be more importa than, ‘equipment ot money to the players. A reward cf new information can be well worth the effore ‘Second, be consistent. Fev things upse players faster than a Game Mes Roker cin ce eee lomly fom game session © “The GM who abides by te idelines cn delight and easeraia players fr yar PART Il: CHARACTERS ‘AS in seal life, each individual is « combination of strengths, weak- see, ad sk dferet fom any ode, This ste of cartes in this game. Each characteris defined by his abil sores. These scores determine how song, fast, enduring, smare wise, and persuasive a charset i a addition, sores are determined for special abilities, such as mutations todleaned lens, Fal cach casa’ evel of praca epeince Abily scores are used in two ways. Fin. they define the chances of success when a character ces to petfoom difficult of uncertain actions, such s leaping 2 chasm. Second, an ability may modify a lesser abilty’s ‘hance of suctess. In tis case, a modifi! padded or subrracted from theese bility beeen thedice wo determine the chante ‘This section is organized to frst introduce you tothe six bisc abil ties Neve, you ate show how o ase these abies in che game, and you ate introduced tothe Action Table (ACT), the heart of this game. Once you know how to use ability scores and the Action Table, you will dis- ove that all leser abilities work the same was. ‘The rest ofthis section presents the les abies and shows you how to create your own chatactet. Tis method may be used to create both pliyer and noe-player character (PCs and NPCs). You will wane 10 fake copies of che character sheet, Found on the inside back cover of these rules, record your character's information THE BASIC ABILITIES Every character poseses the same six basic abilities. Each ability score is generated by rolling four six-sided dice (4d6), discarding the lowest, and adding he other shee together. This procedure may vary slightly based on the character type the player has chosen to play The basic abilities are divided into groups of physieal and mental at- ‘sibutes. Each represents a different facet of the character. Physical Abilities Physical Strength (PS): This ability is a measure ofa character's muscu larmighe. It determines the following: * How much weight (in kilograms) a character can carry and sill be able to move (Burdened = 1x PS, Heavy Burden = 2x PS) * How much a characer can lift (Up to 5 x his PS) * Any ation requiring muscles, suchas pushing, holding on, break- ing down a barter, bending meal, et * Modifies che chance to hi in some types of combat, as well a5 che damage caused * Modifies other abilities that require physical strength Dexterity (DX): This ability 2 measure of a character's flexes and agility. I determines the following: "Any action requinng careful movements of swft response * Modifies the chance of «character striking first ina fight (Initiative) Modifies the chance of surprise Modifies the chance to it and damage in some types of combat (odifies other abilities chat requir careful ation of swift response CConstiation (CN): This ability isa measure of a character's health and endurance. This score determines the following * The aumber of sovsided Hie Dice a character begins the game with * The modifier for each Hit Die roll—bonus or penalty * The character's chance fo resist inimical effets, such as radiation, poison, and diseases * "The characters endurance when trying to hold his breath or com- plete a iting task * "The modifier for any ability that requires endurance Mental Abilities Meoual Seength (MS): This ability measuscea character's wllpowct,i- sight, and determination. I determines the following * “The chance to resis mental domination * The chance to continue on in the face of fears, exhaustion, ete. * The chance to perform actions requiring wisdom or insight * The modifier to the mental aack chance and che amour of dam- age caused "+ The modifier to the chance to resist meatal artacks and energies * The modifier to any ability requiting determination or insight Intelligence (IN): This ability measures a character's intellect, wit, and knowledge. Ic deermine the following: * The chance to succeed when analyzing « situation ‘The chance fora character to sense something through observation * The chance to succeed when tying actions requizing knowledge and problem solving ‘The modifier wo the chance o analyze anifacts * The modifier to some types of combat requiring intellect sn the amount of damage caused * The modifier for abilities tequiting intellect hace (CH); This ably x measure of char’ pene ‘ess, grace, and power to inspite. Ie determines the follow * fe maxim number Of NPC follower a character may bave at * The chance to convince another of something * The modifier to the response of encountered creatures and the mo- rae of controlled NPCs * The modifier for abilces requiring grace, persuasion, or style USING ABILITY SCORES: THE ACTION TABLE (ACT) ‘ake out the GM Screen and turn to the fourcolor Action Table (ACT), This resolution table isthe hear of the GAMMA WORLD® game. The chance of sucess and che outcome of al difficult setions can Be determined using ths table and a character's scores. Fit, lok atthe tp ofthe cable, The columns are labelled A,B, C, 1 through 21, X, ¥, Z. These cortepond to the possible ability scores (The "11° column is highlighted only to point our tac itis the middle of the ACT) The columns A, B, Cand X, ¥, Zconrain groupings of scores for the very low and very high score ranges. This table was designed ¢o reflect "ypieal character scores, and sot possible for some beings to have 2et> (oF negative scores when compared to the typical characte. Columa ‘cote Range A - =26 of less B = 610-25 c = Ow -5 x = 22t0 120 y = 121 t0 600 Zz = 601 oF more ‘The numbers along the side of the table run from 1 to 100, and repre- sent che result of rlling percentile dice (4100). “The Action Table is divided into seven differen color or result areas. “The five bright colors ofthe spectrum indicate succes. White and black are fares, “The five colon of the specenim also indicate the degree of success, 2 blues eing the as sual, wile a ed clue mot cessful. Further, the red and black results ate special. A red result always suc- ssedsand provides the character with an advantage in the next round. A black resule is always a dismal faiture, and usually penalizes the charac- ter for the next round How to Use the Action Table ‘Touse the Action Table (ACT), just follow these steps 1) Find the appropriate ability score across the top of the ACT 2) * Roll d100 and find che resulting row along the side of the ACT 3) * Read actoss chat tow until you intersect the ability score colurna and note the color ofthe rerule 4) Ifthe result is any color of the spectrum, the character succeeds Ifthe result is white or black, the characte fils * You may find ic easier to use the number ranges that are given for cach colume within the color bands. This shows you immediately which result yous roll gives you on the ACT. Modifiers ‘The chance to succeed may be modified br another factor or ability a5 roted on charts in the appropriate section ofthe Rule Book deualing types of action. Or abilities themselves may modify other chances. ‘Abily score modifiers are grouped 2 follows. A boausis added ro 2 characcer’s score to determin his chance of sucess, or subtracted from the score ofan opponent of danger when it is attacking a chance. A penal is subtracted from a characters ote of added toa foe'sor dan- get's seore Score Moir 4‘ Penalty of 6 B Penalty of 5 c Benaty of 4 3 Penalty of 3 46 Penalty of 2 79 Penalty of 1 1012 None 13415 Bonus oft 118 Bonus of 2 at Bosus of 3 x Bonus of 4 ¥ Bonus of 5 Zz Bonus of 6 Penalties are usually denoted as negative, while bonuses ae positive. Modifiers may adjust either the score ofthe eoluma on which the result is to be found. Ifa modifier adjusts s score, just add or subtract the number given from the score and use the resulting number o find the column to use befor rolling the dice. Ifa modifier provides a column shif, fi find the column cores- ponding tothe score. Then shift co the ight, toward Z, ifthe modifiers positive, or he left, toward A, ifthe modifier is negative. A column Shift modifier can never shife a column beyond A or Z. Thus, ifartempting an action using a Demeicy score of 11 and suffer ing a ~ 3 peoalty, 2 player would use columa 8 co deteemine the results of his dice rol Explanation of Results ‘The color bands of the ACT represent awide variety of eects In one sense, the white and back bands sand for fulure, while the colored ‘bands (blue chrough red represent succes. But the colored bands also determine the dece of success or challenge of the attempted action Result Factors The color results ae often used to define the magnitude of anaction’s cfc, Some effects, such 25 damage and range for weapons, se given base scores which are then multiplied by eh result actor (RF). The fol- lowing table lin the result factors for each band on the ACT Color ‘Result Factor Red x5 Orange x4 Yellow x3 Green x2 Blue xl White x0 Black x0 ‘There are some cases where a white result acswally has a resule factor, as wll be explained in later sections. A black result always has 2 result factor of 0 ‘Attimes during the game, you may be asked to add or subtract result factors (RES) from a result. This means that you should trea the resaltas the indicated number of RFs higher or lower. For example, if you are told cha a cerain action has an KF of +2 and you roll blue result, the final resus yellow (x 3), which isthe color resulc two higher than blue. the artion had a ~2 RE then the blue resule would be shifted two lower, into the black band, and the action would fil miserably. Difficulty Factors Some tasks may be moe difficult han oes, To fle thi, a diff cul fcrormny be chosen befor rolling fr sucess, The depres of dif Enelyees meee ors caer feaesin dt Antonie “ote dificult factors, «player must ll he color indicated or bet ter to succeed at a difficult task. That a Denety ck that considered to be fic dficuy would requite ata geen, yellow, orange o tetsu be rolled ro acted. Ability Saves Wichin this pame,cemaindangets and ype of stacks ay have spe- cial effects, sach as stun, paralyze, or cripple. When such a danges suc- ed in hrming achaate, the layer nus roll an Abily Check for his chitacter oavod the special eet "An Ability Check is made inthe folowing wa. 1) Note the color of the danger result that succeeded in harming the chute, 2) Us the ability sore for that dangers the column trol 100 00 the ACT Inorderto avoid the spc effec, the sek must be the same coloe cor higher than the danger’s result, For caumple: A poaonous spider anacks a character and hie with» aren tenlt The player must now rll a Cansnution Check whose Posie © wea or Deut of be wil be pulpal i addi ating damage. Automatic Actions Many actions are considered automatic and do not requite an Ability (Check. These are common actions that ar unopposed, such as walking, ‘talking, looking at something in one’s hands, etc. To perform an auto- ‘atic ation, x player just aced to inform the GM his characteris doing sand the act is done. “Thete may be some cases where even notmally automatic actions have ‘a chance of failure. These are usually instances where leiting an scion succeed automatically would spol the fun of the game (c.g, not being able to dodge a crushing weight, or being bound and gagged wich no chance fora character to avoid s killing blow). In such citcumstances, an “Ability Check nay be rolled. Oaly on a black result will the CREATING A CHARACTER ‘Tocteate a character you wll need to know what other scores must be ‘determined besides those ofthe six basic abilities. There ae several eate- Creating a Character gories of abilities and statistics, and these are explained inthe text in the following order: ‘Charactet Types Hit Points Mutations Experience Rank and Talents Character Types Wii ane pe east aan tae ta, Se eee teas ee ee ee ee eats renee eee fee. Modify their Mental Strength by ~3, with a minimum score of 3 Je enon eeh yet si, Jee ee oper ree “Modify chances to understand artifacts by +2. a eee ee eae oe ey aye Pe ee ae. eee aes, ae ee ere fe, oes Ee ee es Se eos Begin the game with ac least one to four (1100/25) physical and eae foe ae eens hen em eerie Peston inte rere tye ah mr ee ca a ae wy ee So olaiseninamsreate., Biante EAR adr abe aaa ara tice te et a ee ees ered snl reer ar ee a! Sr er eee ties include the following: ee cere Diag acct wintnek mtliee: ‘cided by the GM Begin the game with one to four (1d100/25) physical and meneal aes ee ee es ie eran ‘Can only pass a security check if classified as “pet” by a PSH. Se ee a= Se ta atta ete eae. one ee cit ete ene tga: Se ee eee eee oe hhead, There arc two basic mutated plant types: the independent life- a ee eee ae SoS Siesta See eee eee eee ee ee ee ak cided by the GM Begin the game with one mobility mutation of choice, and one to tine (16/2) pha and mena mutans each, Sybiow gain +1 ‘Cannot command an anificalincelligence machine, but are ignored by them 80% of the time ‘Cannot passa security check unless carried by a PSH and even then coaly if they do not posses inimical mutations such as emitting radiation 0F poison Nonincelligent animals ignore them unless they move ot attick the ‘May mutate when exposed to cithe radiation of biogenetic agents Do not need food so long as these i sil snd suliient water Lin removed by ciple species cane grown wih 1d fa mutated plan dics, it may make a Constitution Check ro regener: ae from its foots, bucit must begin again at Rank, and all abilities su- fer alos of one poine ‘Resstant vo crushing atacks and reduce the damage suffered by one resale factor (RE) ‘Gain a bonus of +3 when grappling or westling (because of thie ‘many lmbs—this does tot apply 0 symbion) ‘Add 20 centimeters to begining eight for every Rank arcained ‘Most plants ean reduce their size by 50% by compressing thei form (wees cannot) “ech Level, and can we and understind common primitive technol- ony Examples: An independent life form may be derived from many differ- cnt plans, but those most common include plants with vines, choray bushes, and trees. An independent lifeform s considered to have the natural ability of manipulative digits and can handle weapons and tools ‘A symbiotic plant does not posses strong limbs or manipulative dig- ig. Teve incl gras, monte, and fang. he mode of movement often slow and ineffectie. However, when combined with 2 living, onieligen, mobile cst, symbiotic plane becomes vey me ‘A ymbiotic plane lends is intelligence and natural mutations to its hos, and the hose proves its natural abilities and defenses. The GM should allow the symbiotic plant to inhabit oaly common anisnals when ic firs begins in the game. A symbiot may aot change hast until the original ost dies. before dying. Beginning hi point are determined by rolling a number of sixsided dice equal to the character's Constitution and. the results In addition, each die is modified by the creacure's CN’ and by any character type modifier. No die may be les chan 1 point. ‘Mutations Mucaton descripcions and their generation charts may be foand in the appendices. There they are divided into four eategocies: Physical ‘Animal, Mental, Physical Pant, and Defects, and are organized in pphabetical order within these categories. “The player must rll 16100 for each mutation his character poses. ‘Check the result agains the generation chans in the appendices. Ia some cases, character may gain mutations wit conflicting resus. The ‘GM must decide how ro resolve any conflicts, or may ust let the player roll again fora new mutation. No player character should possess more than one defect, Duplicate mutations should be rerolled. ach mutation has is owa score. To determine a mutaton’s be ning score, rll 346, discard che lowest, and add the remaining two. How to Create a Character ‘Then add the character's PS of MS modifier to the soee (depending on whether the mutation is physical o mental) This results in ascorefrom 240 13. A character's mations may not poses scores higher than bis PS sear ia physical muation, or higher than his MS sore if mental Experience Rank and Talents ‘One of the most satisfying rewards fora player isto see his character advance, improving and inctessing his abilities and powers, Inthe GAMMA WORLD® game, this growth is measured by the character's Experience Rank. ‘A characters Ranke serves several functions. These functions include the following: “The chance for a character to hit in combat Provides the option for addizionsl physical aracks each curn once the character’ Rank teaches 10 Matis the tol hit pons asthe character becomes mor exper Determines che chance of success when performing actions with learned talents Defines the chance to gain new talents All player characters begin the game at Experience Rank 1. Non: player characters may be given any Rank, bur che average i 5. Iris even posible to have = negative or zo Rank (a in an inexperienced child ot a simpleton. Talents: Talents are special narural abilities that are leamed through study: Once a talent has been learned, its chances of success automati- cally increase asa characters Experience Rank improves. The character's Rank is the ACT columa to soll on when checking fora talent’ succes ‘orfalure. A talent does aot require further training to improve, fortis ‘improved only through constant practice “Talents are strongly linked tothe basic ability score, and thus may be modified by these scores when talent actions ate tried. ‘A Player Character (PC) begins the game with a numberof talents equal to his average Tech Level plus one. The list of talents is given in the appendices. Some talents have prerequisites, other talents thar 2 character must know before he can leara the new one. A character may never have more talents than his IN score Tr isposible fora character to attempt ro perform any talent that does nothave prerequisites without actually knowing the talent. However al such attemprs are alwaysmade on column A, no matter what the tharac- ter's Experience Rank i. HOW TO CREATE A CHARACTER ‘Using «copy ofthe Character File ound in che botk of his book, you ae now teady vo create a character. Use a pene to record your charac ters sore, for some may change ducing this procedure, Follow these Ty chowe de charac ips you wane rosie, Ii isa ac, yous snus alo derermsine the orginal animal or plane stock from which ie crated 2) Roll 4d6 six mes, and discard the lowest die each time, to gener- ae the ix basi ability cores, You may choose which scoresto place with cach abil. 5) Now olla number of 6 equal othe character's CN score, adding be CN pair and al he ele ft racer FS, ue $1 perdi 4) f the character i a mutan, tll fr the numberof mutations he begs with. Then ura to the appendices and rol d100 to determine the spelfie rations, ‘As each mutation i determined, oll 346 and discard the lonest die to determine the core forthe mutation. Youmiy add the characters PS ‘modifier to physical mutation scores of the MS modifier to mental scotes. However, no mutation may possess a score higher than the PS or MS (whichever applies). 5) Note the characters Rank and choose a number of talents equal to the character’ Tech Level plus one, making sure that talents requiring ‘prerequisites are chosen only ifthe prerequisite is also picked. (6) Create a name and description for the character. 77) Equip your character 2s explained later in this section Hopeless Characters Sometimes a player has incredibly bad luck when rolling che dice, and hischaracterisidiculousl weak fra hero, When most ofa chara. ter'sbasicabilityscoesare Sor less, the GM should declare the chanicter ‘unfit for survival and allow the player to create a new character In order to reduce the chance of hopeless character, the GM may alo permit those players with mutant characters to pick half of theit muta- tions rather thaa rolling dice vo decetmine all of che character's muta- tions, If this option is used, the GM should select one minor defect for the charctet. Technology Levels Inthe GAMMA WORLD® game, comensnitis and character types are defined by thee ability to wie and make toot of varying complet. This ably is quamufied as che Technlogy Level (Tec fot shor). ‘A characte Tech Level defines the types of weapons and tools that he understands and commonly uses. Its possible fora creature 9 tempt to use a t00l oF a diferent Technology Level i he has been structed in its use. Bat characters always oper equipment of thet ‘ech Level beter than characters ofa different Tech Level. For a character 1 use an item from a diferent echnology evel, he suffers result factor (RF) penalty equal wo the difference berween the two levels, regardless of whether the item's evel is higher or lower than the characters, Tis, applies only tothe colored resuls. A successful ‘olor renue (blue through fed) is never teduced below blue; thus the ‘chance to succeed remains the same, ony che effects change. “Thus, a Tee Ul characer who tis to use a Tech Level lor IL tem must eat each colo result sone factor (color) less than what isrolled: a steca results treated as blae, and so forth “Tech Levee ae also used to help define the type of society that exists fina common ‘There ae five Tech Levels in chis game, and player characters ate al- ‘ways in one of the firs hree Tech Levels, Level I This level ra primitive technology, featusing the sch nology similar to tha ofthe ancient Egyptians, Goths, Greeks, and the ‘American Indiaas. This technology includes sone and iron weapons, bows and blowguns, the wheel, levers and screws, ea ‘Societies that are Tech I are tibal or clan otented. They rend to be ‘nuntersand gatherers, chough they may grow some crops. Some Tech I tibes may be nomadic “Tech Level I: This level isa medieval technology, fearing technol- ‘ogy similar to medieval Europe and the eilized Orient. This technol ogy inchadessuch items s cossbows and siege weapons, wind and water mills gear and simple scientific tools, metal moor, and steel items. ‘A Tech Il sociey i usualy feudal in nature: several land owners who protect the common people and who band together with other and- ‘owners for protection. The wealth of these societies i rooted in land, ‘hss and neon, Tes re uly asec sceis, hough “ech Level ll: This level ranges from the age of cannons and muskets ‘through the marvels of ou present-day society I features rifles, bombs, ‘eam, fel and batery-powered chines, the we of plastics and ele ‘tonic, and simple computers ‘A Tech Ul society tends center around industrial activity and large cixy-states, Those in pomet may either be elected oficial of Frans, Equipping Characters ‘The next ewo Tech Levels ate represented mostly by atifacts of lott 0- cities. Player characters may not be from Tech IV of V societies ‘Tech Level TV: This level includes the classic image ofa science fiction forure. It fearues lasers, robots, super computers, hovercraft, and ad. ‘vances in transplants and medicine a8 well tall other sciences ‘A Tech IV society tends to be centered around companies and individ ual needs. They tend to be isolationist, judgmental of others, and ego- ‘istial ‘Tech Level V- This level of technology is alien to the Earth and may almost seem like magic. It centers around crystalline and organically {grown devices that respond to mental commands, Where these devices ‘ome from no one knows. A Tech V society is not understandable to us. What seems illogical ‘may be logical to this society. This includes societies where everyone thinks eat alike, The mental pts coniered separ fom the constraints of matter and form, EQUIPPING CHARACTERS Before your characters begin their adventures, they must equip them selves with the tools and weapons needed to survive the dangers they willfae. All PCs begin che game aa base, avilage where che characters ‘may buy supplies, hire help. guin information, and ocherwise organize their expedition ‘The type of equipment available and how easly they gain answers to {questions or find help is determined by the Tech Level ofthis base There are three commen types. ‘Tech Level I: These bases include villages and nomadic camps of 30 0 300 people, They are organized in tribes and clans and tend robe very loyal to their members. However, an individual mus prove his worti- ‘ness tobe an adult. Individual accomplishments are favored. “Tech Level I: These bases include small fortified homesteadsof 200 50 people, villages of 50 to 500 people, and afew cities of 1,000 0 3,000 people. The individual is expected to swear loyalty to landowner or lord, who in turn provides protection for those on his land. Codes of Chay may ex among the upper das of hese soci. Socal sans acharacterisimportant in determining the responses he receives from ther member of his cies Tech Level Il: These bases include villages and cities cencered around industry, Many Cryptic Alliance enclaves tend to use Tec Il ba sesastheirheadquarcers. Hidden setlements number 50 0500 people, while a ciy-suate may havea total population of 3,000 10 8.000 people, with an additional rural population of 1,000 0 6,000. A central govern: ‘ment rules the land and may be wary of sangess. Many items are for sale here if character has enough money oF trade, Starting Equipment Funds Beginning character stat the game with some money with which to ‘buy needed equipment. Roll 3d6 and multiply the result by 10for each characecr. This isthe aumber of gold pices, the common cunency of the GAMMA WORLD® game, chat the character stats with. The player then purchase equipment, weapons, amor, and supplies at the prices noted oa the tables found inthe Reference Book. The items aail- able forsale depend on the Tech Level ofthe base s follows: ‘Acharacie may purchase any item ofthe same Tech Level asthe base (Gf he bas sufficient funds), Ie sao possible to find items of «lower ‘Tech Level ata base, These items always wodk and ate availabe a the toe e ‘Tech Level higher than he buts file the tem. The chance ffind sath an tem deter ‘mined by adding 10 to the base's Tech Level. Use this scor a6 the columa to roll on the Acton Table. A yellow or beter result indicates the item has been found. This item costs twice the price listed on the chans, but is always functional ‘To purchase items two or three Tech Levels higher chan the Base, use the previous procedure, but an orange ot red result, respectively, is re- ‘quired to find the item: These items cost five times the listed price and shay be in aying sages of dep, ee the secon in Pa Il on how Hiring Help and Gaining Information “The chance of hitng help ot gaining information is determined as follows “The bae’s Tech Level she columa to tll en the ACT. Assia a diffculry satingro the task, Iris posible that the PC's Staras atthe bae and who is being asked also affect che dificaly factor. Roll 14100, If the rsulis atlas as high asthe difficuly facto, the PC succeeds a this cask. Otherwise fal “The cost of help equals 10 times the Tech Level times one for a blue rene wo for a green resl, ewe ‘Deets on how to recruit NPCs ate given in Pare I Character Advancement A chr an advan in Rak and impoxe al isa ses by ‘grining expentence, Expetience n the GAMMA WORLD® game is mea. ‘sured by Experience Points (XP), gained for defeating opponents, over- ‘coming obstacles, finding and using ancient anifacts, gaining creasare, solving problems, completing quests, and for excellence in acting (cole playing a character well) Accumulated XP may then be spent to improve a character's Rank or ability scores one level at time, They may aso be used to purchase op- tional ills once a character reaches Rank 5. Finally, earned XP may be speatingaina chance opefom imposible rs; thi isle the ero ctor Gaining Experience Points ‘Experience points ate awarded for succesful adventures and for good play. Expetience should be awarded at che end of a game. The toal XP warded should be divided among all che characters who participated in cach encounter. Ifa single characcer had to face an encounter alone, then oaly he should receive the XP award for that encounter. XP are swatded inthe following ways: ‘Defeating Opponents: For defeating cach create that opposes oF stacks the paty, a number of XP equal to the creature's Hit Dice or Rank ae awarded, ‘Overcoming Obstacles: For each major obstacle overcome, the GM. shoul ward one XP pr level of diticy bef the obstacle re Finding Useful Amtifacs: For exch useful tem found and recovered during a game, an XP award equal tothe Tech Level of the item, per lem found, should be awarded, No awards should be given fo finding «common supplies. Awards should only be given for items that sil fanc- tion or that possess an inherent trade value Gaining Treasures: Treasures usually possess a monetary of trade value and very rately they are functioning items. The award should ‘equal one XP for every 100 gold piece-valuc of the item, ‘Solving Problems: The GM may choose to ward from 1 to 5 XP for solving major puzzles and problems presented to the hero. Completing Quests: The GM should asign a degree of difficulty to the Ques, For every degree of difiulr, che GM should award 20 XP to the parry, resulting in range from 20 £9 100 XP. Players should be cold the XP value of a quest if they decide to undertake it ‘Excellent Acting: This sa role-playing game and good acting by 2 player should be rewarded. The GM may choose to award 2 bonus of 0 {05 XP to cach player for playing his character consistently and enter- ‘ainingly during the gaming seston. Spending Experience Points A player muse cave his earned experience points until he has enough to purchase desired improvement for his character. The costs of im- provements are noted below, with specific effects derailed in the fllow- ing paragraphs, Score XP Coats Rank by 1 100 Current Rank Ability Score by 1 100 x Current Score Mutation Score by 1 100 x Cuttent Score Skill Level by 1 * 200 x New Level * The skill system is currently optional, A player can only improve a score by one point afier each adventure, Rank Advancement Improving a character's Rank gains the mast benefits forthe cost be- cause i has the following effect Iciimproves the characters chance in combat. Ieimproves the chance of talent actions succeeding Te incenee the charter’ tral nmber of hi pois. le may enable a character wo learn new lens. Te may enable 2 character to gain additional physical anacks each The first rwo effects ae automatic. As the score increases, so do these chances. Hit Points: A character gains more hit poims for every Rank ad vanced. He may add his CN modifier to these new points where noted ‘on the following table, but the number of new hit points is never less thaa |. Rank Hic Poines 15. +4 cach Rank * 610 43 cach Rank * tls. +2 each Rank * 16-20 +1 each Rank * at +1 each Rank Add CN modifier [New Talents: Whenever a new Rank is gained, a player may check to see ifhis character can learn any new talents. Roll on the ACT column corresponding to the character's current Rank. IF the result is white, he ‘may pick one new talent. If the resule is black, he may pick two. A char- acter may never posses mote talents than his IN score. ‘Additional Attacks: Once a character reaches Ranke 10, he may chose to make an additional physical atack by reducing the chance of success for both tacks, This is optional and is never required of the character, ‘A character may make one additional atack for every 5 levels that he isabove Rank 5 (round up). This is done by spitting his Rank into sev- eral attacks at lesser Ranks. He may never attack at less than Rank 5. Thus Rank 14 character may make one attack at Rank 14, two attacks atKank7, orone at Rank 5 and another at Rank 9. But he may not make ‘mote than ojo attacks and neither of his attacks an be at less than Rank 5 Ability and Mutation Advancement Ability and Mutation sores may be increased to improve a characters chance t perform an agion and to gain new bogutes. A mutation’s score may never exceed the PS scote if physical Othe MS score if mental Character Health Acasa imewute by hiremsning hpi ach acter possesses all of his hit points, and is not from any special fees, he is considered healthy. ee Daag causes aloof ipa, noted x Woundsoa he Chance File, Characters can suffer damage as result of physical and mental Combat ahd fa ate of ange: When «atest ee age, the numberof hic points los shouldbe recorded under Wounds ‘Ashe ishealed of damage, lot hit pointsaterewvcred wal his original totais ached. “There are many types of special damage effects caused by various dan- ge, These special ypes of camage ae explained in detilin Par Il un er “Damage.” Healing Healing isthe proce by which oh poinare recovered. Damage aay be healed by sever methods: est, mutations, medicine, and the use of some artifacts. ‘Achuacerrecovets 3 pins of damage for eety day spent resin. He may dd his CN modifier co this rat, bute wl always eal atleast 1 point when resting for a full day. Mutations and medicines may speed the rate of healing or cure lost hit poims instantaneously. Some miraculous artifacts can cure using healing rays, and even case ler body parts to regenerate Character Illness Ifa character should become sick, ds to infection or exposure to a disease of biogenctc agent, he will dot be able to eal lost damage na turallyuntil ied ofthe ines. He most ist recover feom the lines before he can narrally heal damage again, Ulneses may be cured by medicines, anttosns, medical arfacs, or by che natural recovery process. The fst thtee methods cute illaeses atomssically To recover naturally. each day the character may make a ‘modified CN roll and ifthe results orange or beter, he has shaken of the ills. Character Death ‘When damage reduces 2 character's hit points vo zero of less, that characte i dead! The characteris out ofthe game, unless some marvel ‘of medicine revives him. Ifa player's character dies, the player may cre- ate anew character to play A player gains one bonus point for every 5 ‘Ranks o his dead character. These bonus points may be divided amoog the new characters ability scores. ‘Oncea new character hasbeen created, the GM may introduce him to the pany at any convenient point in the adventure. PART Il : THE BASIC GAME Thissection contains all the basic ules fo paying GAMMA WORLD® game, All types of actions inthe game use the Action Table (ACT), as ‘xphined in Parc fl. Additional details and limitations for ypes of actions avaiable are explained here ‘keep the rules one needs to read shor, several of the detaled refer- nce tables, including deseripions of equipment and arias, nd ryp- ical danger ratings have been placed in ths book's appendices othe Refercace Book. You may look at these sections when you dee, but the rales for using items and dangers are gwen here “The basic rules are organized into the following sections, Fis, nfor- mation on how time works in the game is explained. Nex is informa- tion om how to handle character and create movement. Then sections on encounters with carures and theit reactions ae given. Since many tneounter lead to combat, you should pay particular attentio tothe teat section. Dangerous situations andthe rewards ofthe advenusing se then provided, while its of specific dangers and izes are given in the appendices. Finally, there i a miscellaneous section on how to han dle taps and tricks invented by the players DISTANCE AND TIME Asthe player characters adventure in the wildlands oftheir world, the players need to keep tack oftheir characters’ location and the pasage of te. This neesary cu roche limied suppl she begin with and the need to ecover fiom the effects of damage suffered. ‘All measurements inthis game are mettc. For your convenience 2 Ta. bile of Metric Conversions has been provided in the Reference Book. 1a ‘general, you will find that most measurements can be approximated, and the GM caa choose the measute of any clemeat as itis needed. Game Distance ‘Throughout the game, players need to know where their characters are, where they can go, and how to get there. T help keep track ofthis information, 2 map system has been devised. Bach map has a squate ot hex grid printed on it to make it easier for players to locate important featares. Thete are four sales or sizes of maps that may be used in the mane: 1. The Continent Map: Included inthis packages large map sheet. On one sce is a map of pos-holocaust America ata scale of 44kilome- ‘ers pet hex, It is used to show the diferent genera terrain types, the lo- ‘ations ofthe major deathlands, and those cities of the Ancients where ‘ing sil stand. This map can be used to eck the progtess of characters ‘making long teips. A pilgrimage from a village in the Black Hills to che distant ruin of Fenix might take as much as year, during which the GM ‘would keep rack of the pilgrims’ progress on tis continent map. Ifyou Create yout own campaign setting or use che one around the ruins of Pitz Burke provided with ths game, you should use chs map to locate the campaign and keep track ofthe beroes' journeys, 2: The Arca Map: Located on the same side of che map sheet asthe (Continent Map isa sample area map, for use with the Campaign Setting provided. This parccalsr ates map shows the land called Allegheny ata scale of two kilometers perhex. It includes sch features as installations, ‘bases, deathlands, hills. forest, and rivers. Area maps ate used to track ‘movement duting marches (see "Sequence of Events") and to possibly rote the nature of encounters in certain afeas, You may use the maps provided, oeeate your ares map using «hex gid and aca ofone hex equals two kilometer, '3. The Outdoor Adventure Map: One entte side of the map sheet, contains an sample outdoor adventure map of Pitz Burke at a scale of 60 metees per square. Maps of this scale are used for conducting searches and sometimes for eacountets as described in "Sequence of Evens" ‘They are aa convenient sae for showing relatively lage areasin detail “Tacreate your own outdoor maps, use quarter.inch praph paper 4 Encounter Maps: Ar times you will want to create maps at smaller 0 scalesto provide details for loo plans of buildings and other encounter areas. These maps should de drawn on quareranch graph paper at a scale of one square equals three meters. Such maps should be used 0 note the size of areas and relative postions of important feature such as doors, major pieces of furniture or items that may be hidden behind, and starting Ioeations foe cteauies. These maps can then be used both to concur searches and to help esolve encounters. ‘As play shifts between the differen types of possible activites, che ‘GM changes the map he i using wo keep track of events. For example, a ‘Party of characters begins an adventure on che area map of Allegheny ‘and the GM plots ther location using that map until they enter part of Pitz Burke. He then switches to the itz Burke map to plot their move- ‘ment in mote detall since they bave decided to slow thet march and re- ally explore the city. Should they decide to explore a ruined building, the GM may wish t create an encounter map to show the flor plan of that building. Thisexampleilluteates the principle that the more iter- ‘esting or dangerous a place, the smaller the map used. Hex grids are Used for larger ateas andl square grids are used for smaller areas (wete a hex gti would distor the shape of buildings). Encounter Positions of Fes: Since many encounters may oceur dus ing the course of an adventure, it would be tedious to prepare maps of all posible encounter areas. You may wane to wse the following method for keeping tack ofthe postions of characters during an encounter. ‘Use something to indicat each individual charactet. This might be a scrap of paper ora cardboard counter with the character’ name writen ‘nit. Ot you may use coins, dice, pea caps or any other variety of matk- ers, Stall metal figures ate avilable fear hobby stores, and these may be painted vo represent cach of the differen charscer. ‘You will aced a ruler. Place the character markers inthe center ofthe table in their marching order. Whenever an encounter occu, the GM ‘may then place matkers forthe creatures encountered and any major smap featutes in locations of relative position 0 the PCs. The euler is used te determine the disance between charscers, with one inch = two meters (or one centimeter = one metet). Now when players declare thee characters ate moving somewhere they only have to pick up theit market and move it, and the GM knows where the characters ar GAME TIME ‘There isa difference berween game time and real time that you should tundessiand. Game time isthe rate at which time passes in the game based on the completion of series of actions. It may take longer than real time, or a lot les. The GM decides how much rime has passed, ‘based on what the players decide ther characters are doing. Thus game time isa record-keeping device to measute the duration of effects and is based on the completion of turns of activity, Ir should not be confused ‘with real time. SEQUENCE OF EVENTS Game time is kept track of in turns, minutes, and hours. There are three diferent categories of activitics in the game. Each has a different goal, and follows a preset sequence of evens. These include marching dnd reing petiods, searching cycles, and encounter or action turn, ‘The game wil switch back and forth berween these different types of ac- tivities Sometimes the game time will move swiftly as characters march scros the countyside, chen slow to search aru, slow sl further w ce- ‘and filly speed back up asthe characers rst and ‘ordeal. The types of activities and their purposes are cexphined below. March and Rest Periods ‘The largest block of time commonly dealt with during che game is period of four hours, This the scale of time used when the heroes are Sequence of Events ‘marching across the countryside from one location to another, arecamp- ing. of are resting and tecovcting from their adventures. These four- hour blocks of time are used to determine if anything of interest occu inthe vicinity of che pany. There are six four-hour petiods each day. ‘Typically dee are used for marching and three ate used for esting. At least wo four-hour periods each day must be spent esting ofthe charac- cers wll begin o suffer the effects of faipue Fatigue Fatigue occurs when a character exceeds the nota! limits for contin- vous strenuous activity. These limits indude the following: * Most rest at least ewo petiods a day * Can perform strenuous activities for 2 number of minutes equal to character CN, and then must rest for one-thtd that time * Can hold breath only fora number of rurns equal o CN/3 (or CNif holding breath while resting). After this time, he must spend an equal ‘numberof minutes resting and recovering * Can perform extremely strenuous actionsonly fora numberof runs ‘equal to CN, then he rust res for one-thitd that time "Can withstand typical hazardous weather for a number of hours ‘equal © CN, and extreme weather fora lke numberof minutes, After this exposure, a character must seek shelter and rest for one-third the time of exposure If any of the above limits are exceeded, the character becomes fa- tigued and suffers the following penalties. Fatigue has a serious eect on all ofa character's actions. Any action a fatigued character takes i checked for success by rolling on the ACT column tha s/s (rounded up) of the characers appropriate score. For cxample, 4 Rank $ charscet who is fatigued would rll on the “3” column on the ACT for ations that depended on his Rank. Thispenaly isin effec until the characcr essa length of time equal to one-third the duration ofthe activity. Fa character ignotes the pen- alty and coatinues to exer: himself, when he spain exceeds te length of the needed rest period, all his columns to rol fot actions are again di- vided by owo, 0 thar now the columns he rolls against are /« of his tn fatigued columns, Ifthe character continues to exert himeelf, each subsequent time that he exceeds the original rest needs he becomes ex- ‘hausted, rolling all actions on colama A, and he must make an unmodi- fied Constitution Check beginning with a blue difficulty factor and ‘worsening cach time to green yellow, orange, and finally red. Ifa char- accer succeeds in making his Constitution Check no other special effects are incurred, but fhe fails, he falls into a coma (see “Types of Dam- ages") for 186/2 daa, "Whichever activity the PCs are engage in, the players should decide ‘what their characters are doing and inform the GM. Points tha should be considered include: * Ifmatching, define the ore the characters ate moving along. Who is in the lead, who brings up the tea, et. Furthermore, the players should state the speed at hich the charactersare moving, which defines ‘theit degree of alertness (sce “Movement” for detail). If resting, state where everyone is and what they ate doing. Ifthe Cs ate camping in the wildemess, they probably want to have someone stand watch in case a dangerous animal walks into camp. "Be specific when defining where each characteris and what his gen- cra activites are as these actions may affect any events or encounters that occur during that period. ‘Once the characters’ locations and activites forthe petiod have been, decided, the GM resolveseach peviod of time according tothe following sequence of events: ‘Step 1: Find the terain's Intensity score as detailed in the “Move- ‘ment’ section. Rell against that score on the ACT and compare the colorof the result tothe Terain Event table inthe nest column todeter- mine the general result. " Result Terin Event Red Catastrophe Orange Bad Wentes Yellow Sater from Exposure Green ‘Natural Obstacle/ Hazard Blue Event/Encountet/Omen White ‘Nothing Happens Black ‘Tallis found—Move x2 CCarasrophe: This event includes severe terrain and weather hazards asdeuailed in Parc IV, “Dangers.” Bad Weather: This event results in weather that slows che party and presents some danger forthe rest ofthis period. Once indicated, bad weather may last 1d6 hours See “Weather” in Par V. Suffer from exposure: This cvent indicates that characters have suf- fered the base damage score ofthis tetain type duc to exposure tothe clement. Furchet, they most each make a special effect Constitution ‘Check with a blue difficulty factor to avoid the spcil effect. See “Ter sain Hazards" in Pan IV for details Nacutal obstade: This even indicates thatthe PCs have encountered alesserterain hazard, appropriate forthe terrain, which they must cross {o.ontinue on inthe direction they deste to travel. See Part IV for de- ual, Eyent/Encounter/Hazard: The GM should tar to cither ofthe Ran- dom Event Tables provided with chs game (one is found on the GM Seren sheave sin the Reference Boo) and roll 1420 wo determine Nothing 3 No event occurs Trail: The PCs have found trail crossing this errain and proceeding in the direction they want to travel, The tal doubles their movement ‘ate for che period. Ar he end of this pesiod, the trail wus away from the PCS goal or jus ends, "The GM may choot the specific event that ocurs once the eype i de- termined, rather than letting the eal of dice decide Step2: Ifan event occurs during the period, rll 14100 again co de- termine which hour the event occurs in (1-25 * 1st hous, 26-50 = 24 hour, 31-75 = 5d hour, 76-00 = 4th hour) ‘Step3: The GM then namatesthe events of ech hour, describing any sigan fens that he PC might noe, This aracon may ein terrupted at any point that: "The PCs must make a choice of some sre * The PCs discover something they want to investigate * An Event is scheduled to occur ‘The players may then ether make their choice, move to search or ex- ‘amine something, or be dea! with some sore of danger or encounter. At this time, the GM will find it easier to use the searching examining cy- dle explained below ‘Once the characters finish searching or esolvean encounter, the GM ‘must determine which hourof the day itisand then retaensto using the four-hour period of time to check the chance of the next event. Event checks may be made in any typeof terran, including runs. But the GM _may want to increase how often he checks to once every hour when char- acters are exploring an inhabited ruin, building, or strange town. Ot he ‘may decrease how often he checks to once per day when the characters are at their ome base ot in fiendly territory Searching and Examining ‘When players wane cei chatacters to seatch their surroundings, ex- amine oF use a complicted aft, perform a difficult movernent (Gr. climb a clit) oF question a character they have encountered, any detiled action that does ao involve combat or quick response, che GM trill Ginda searching cele of 10 minutes convenient ate of time wo use “Ther aresx seazching orexamining eyes eachhour, and vhus 24 ecles ina fourhous period. ‘Sequence of Events Searching cycles of 10 minutes are the most commonly used divisions of time during an adventure. Tea minutes is long enough to permit a characer to perform several elated detailed actions and yet things ap- pen fast enough so thatthe game does not become baring “The scope of activities that may be accomplished in a 10-minute cyle include che following A cursory examiation of an area equal to 10 times the character's base movement rate in meters A detailed seach of the exetioe ofa small building 10x 10 meters, squat of one block of village * Operating one function (gon injection) ofa complicated anti * If acting out the encounter, the number of questions that may be ‘asked in 10 minutes of realtime i the number that may be asked in 10 minates of game time. Ifnot ating out the conversation, an average of five questions may be asked and answered in 10-minute ye. "Whatever activity the characters engage in, the players should decide ‘what specifi actions their charactess ae performing, where the chaac- tessare and where they will move to, and any precautions they are ak- ing while examining something. The players should inform the GM of these decisions. ‘Once the characes' activities and locations are defined for the 10- minute cele, the GM sles each seach ce flowing this sequence ‘Step 1: Ifthis isthe hour chata predetermined event is to take place, the GM devermines the specific 10-minute cycle of the hour in which the event oecus by rolling 1d6 Step 2: If an event isto occur during + 10-minute eyce, the GM chould decide how he wants the PCs to discover the event. He may want to give che players a wamning that a storm is on the horizon, or show ‘them an earie victim of some hazatd or the eacks ofa creature. Ot he ‘may wish the event co be an ambush and sale the PCs. If cis isa creature encounter, the GM will want to alo decermine ‘what che creature's goals when its encoustered. Examples of posible ‘goals ar led on the GM Screen with che random events. ‘Step 3: The GM now describes che player what theit character sce and sense, and oatrates the results of any attempted actions, pausing so that: * The chance of succes for an attempted ation may be rolled and the result then incorporated into the nasetive * If characters are presented with a puzzle or problem, they may dis- cuss the matter with each other before choosing some course of ation * IEthe PCs discover something, they may examine it further * The effects of an event may be determined and the PCs given 2 chance to tespond * Ifa sudden encouncer with a creature of danger occurs, the PCs ate given a chance to tespond to it fan encounter or event occurs that requites quick response, the GM. should slow time to the 10-econd encounter of ation turns to resolve the situation. The Encounter or Action Turn Jus asthe climatic action scene ina movie is the most exciting par (aad the one that everyone waits for all rough the rec of the film). 50 the action eamis the most exciting parc of s GAMMA WORLD® game Each turn equals 10 seconds of game time. There are si curs every minute, and thus a total of 60 turns in one 10-minute search cyle “Action turns are only used when action occurs ona short imescale ot there isthe chance that combat may happen at any moment. Taras are ‘most frequently used during combat, whenever unfamiliar rearures are ‘Br encountered, and when s character suddenly fins himself facing 2 pefilous hazard that he wants 20 ty to avoid Only one action may normally be attempted durin one crn, Com: binations ofa couple simple actions, such as moving 2 short discance 2 while doing something else, and pessessio of some mutations and at- facts may permit a character to perform mote than one action per turn. ‘The types of actions that may be tried in one ation turn include a- ‘tacking a foe, throwing an item, moving, standing up, changing o r- loading weapon ‘0: evading, aiming, using a physical or mutation, or tying to elicit a response in a negotiation. char- acter may usually move les than haf his full ate and sil perform an- other ation. He may also jet oF shout encouragement. ‘An encounter ends wherever the PCs have succeeded in defeating or evading the encounter, the event has passed, or the activity has moved toopen discussion, Whenever an encounter is over, seat it aif one 10- ‘minute minute cycle has passed, no matter how few action tutss ic lasted. This is done to make it easier forthe GM to keep track of time, since few encounters wil lst a toral of 60 ares. ‘Whenever an encounter occu, the GM should resolve each turn us ing the following sequence: ‘Step 1 If thisis the frst tur ofthe encounter, the GM should check te determine if the heroes are surprised o if ther advan aes prise ‘Then he should decide from which ditecton the encouncer occu and determine the distance the PCs sar from the encounter ‘Surprise only needs to be determined if * Aceature is encounteied suddenly from an unexpected ditection. It is posible for someone new co enter an ongoing battle and thus gain surprise afer the first eur 1 something dangerous has been hidden and is suddenly revealed inclose proximity toa character. In this cas, the distance tothe encoun- ter s previously stated and does not need to be randomly rolled. * If some action bappens suddenly and unexpectedly Such x if x ficndly group of NPCs suddenly turned and ztacked. “To determine ifs characeris surprise, follow this proceduce: Fis, determine which characteris most likely to frst discover the en- ounte, of choose the character with the highest DX score inthe grou Next, the GM should decide how likely itis cha the encounter will prise the character, based on how well i is hidden, and assign a diff culty Factor tothe chance toe surprised. Then have the character make lignce Chee, maid by his DX sore. Ifthe es ies thaa te difficulty factor, then he is surprised for one rar, and so ae his comrades. If the result black, the surprise las fortwo tutns, ‘Any being who is surprised may not act for one turn, and ifthe 0ppo- ‘nent isnot surpdsed, it thus gains a free wim. ‘This surprise procedure alo used by the GM to determine if any creatures encountering the PCs is surprised by them. For ereatites, use ‘their MS score if their IN core isnot known, “The dance the PCs begin from an encounter isa number of meters ‘equal cht terrain’s base factor plus the roll of 246, See "Movernent” for deuilson terain. ‘Step2: If acither side ofan encounter is surprised, the GM must de- termine the response of the erature. Either side may artemp to ect o influence a response ftom the cocher by talking, gesturing, or artempting co rade, Players should de~ ‘ide what their characters will do, and the GM must decide the actions of the creatures encountered Ifthe encounter swith a hazard, the GM must decide on che difficult Factor that the PCs face. “To determine the response of 2 creature, the following procedure is used * Determine the erature’ Intelligence score fa single creature (use MS if IN not known) If group of creatures, use theit Morale Rating (MR) as defined in the creature descriptions in the Reference Book. “Modify che score by the creature's attitude and the PCs’ actions. A lis of modifies may be found on the GM Screen and also under "Crea- tte Responses.” * Make a roll on the ACT using this modified seore and consult the Encounter Response chart on the GM Sereen t find the tesul. How to Move lf the encounter is with an inanimate danger rather than a creature, the GM should define the difficulty factor for evading the danger and hhave the player make a Dexterity Check ro avoid i. ‘Step 3: If neither side is surprised this cro, and the situation re- quires swif reaction, such a8 combat, attempting to evade, orattempr- ing o ecover from a temporary disadvantage, the GM should check to sce which side gains the initiative (ic. which side acts fr). “To determine which side has the Initiative, the PC with the highest DX score and the GM both roll 146 and add their DX score modifie ‘The one wit the highest otal wins the Inicaive Ifthe result iat roll The side that gains the initiative may choese to act frst—attacking, atcempting to evade, tlking—or it may choose to wait and respond to the actions ofthe opponent. If the winning side chooses to act fist, the ‘othe side may not choose to wait and respord, only the side that won the initiative gaine this choice If he first side chooses to wait and respond, the othe side mustact or stack frst, bur the fist side may take advantage of this response option by dedaring their actions to counter those of theit opponents. This might inde such toning to dodger eth thrown fem of to fte atthe backs of recreating foes. ‘Step 4: Combat or actions forthe turn are resolved by colling oo the ACT, a explained in che appropriate sections. The GM narrates the ef fects ofeach result and players adjust ther ecords vo note these effects ‘Seep 5: The next cu then begins and these steps are cepeated until the encounter comes to a conclusion. HOW TO MOVE Movement is any activiy that takes 2 ceatute or machine from one place to another. Movement may be accomplished by a character's own, ‘motive power, riding a beast, or by means of a vehicle or machine. All chings chat can move by their own power are given a base move- ‘meat rate. This rate is sed differently for each time period in. this game. The distance that may be traversed in one four-hour period is a ‘numberof kilometers equal to the base rate. The distance that may be ‘uaveled in x 10-minute search cycle is a number of meters equal 10 10 ‘mes the base tare. The distance that may be crossed in a 10-second action tur is a number of meters equal to the base rate Distance in four hours = Base kilometers Distance in 10 mins = 10 x Base meters Distance in action tur = Base meters Speed Characters may move any of thre speeds: slow, normal, o fet Each speed as certain advantages and dtadranages Slow Characters moving slowly ae actively setching thea they pass through for signs of danger or significant objects (x haitline crack in ‘a wall that might indicate a hidden door, for example), They have a ireate chance of noting such things, so they wea ach Search elas {fhe nex higher color. he they move aon half oem peed. ‘Noel Characters moving at normal speed at alr to dange, but ae moving fy quickly. They ate nota ley to be surptised 0 1 ove soe feats ofthe suroundings 2 thse nia me moog Fast: Characters moving fast are mainly interested in covering round, They move at double normal speed” but ae easier to muprise (reat each rerultas one lower) and almomalmay veloc details of te sea through which they af passing Burdens: Unburdened characters are those carrying a weight equal to ot less than their PS in kilograms 3 Burdened characters ae those carving a weight equal to oF less than ‘twice their PS (but more than heir PS) in kilograms, ‘Heavily burdened characters are those carrying more than ewice tele PS in kilograms, ‘The weight of armor worn by a character is treated as only half is weight when determining ifa characteris burdened, since this weight is evenly distributed, No party can move faster than is slowest membet, though characte may op and edsbut weight o drop equipment ‘Special Movement Rates Speeds listed on the Movement Chart ate for all character types and apply only to ground movement. Some mutated animals move far faster (or slower). Flying characters move at roughly twice the speeds listed. (Only characters mutated for swimming move at the normal base rate ‘when swimming. Ocher categories of movement and their base rates as ‘well as the effects of retain and weather are noted in the following ec- Movement During Combat During combat, creatures are usually limited to one action per tum, although if they maneuver and move less chan half their movement rate, they ean still choose another action duting the carn. This half ‘movement tate is determined only after the cuttent movement rate is determined from the terrain, weather and other modifiers. [cis nt de- termined from the characters base movernent rate, unless that is the Running and Crawling Running is the same 2s moving at fast speed. A character who runs during even part of a turn may not do anything else for the remainder of ‘that tum, even if he ran less than half his fast rate. ‘Crawling is one-quarter of base rate, The etawling speed may also be sed for hidden movement. Leaping and Jumping (Characters may uy to leap horizontal distances or jump vertical Iheights. The distances character may safely leap or jump is based on his, Sand may be modified by his DX score. Ifa character wants to ty t0 ‘exceed these automatic limits, a difculty base sore is provided with, ‘each syle of jamping. The chance of success for these uncertain accons ‘equals one difficulty factor foreach meter of distance in exes of he charace's automatic distance. Thus fa character could automaticaly leap 10 metess and wanted to ryt leap 13 meters, che extra distance is three meters, and ths is tcce times the difficulty base, oF yellow difeuly ‘Plants may ony leap for half che distances noted below. Leaping is an axcempt to cross» horizontal distance in a running bound. The distance a character can leap witha ninning tart equals 1/2 1x85, plus his DX modifier If «character must jump from a standing sear, the safe dixance is 1/6 FS with no DX modifies. The dficaley bases one meter fora running lap, and 1/4 meter fora standing leap. “Jumping down is sed to drop t 3 lower level with a minimum of ‘caution and maximum of speed. A character may safely jump dowa a distance of a numberof meters equal v0 1/2 x PS plus no DX modifier. ‘The dificuly bate for exceeding this distance is one meter. Vaultiog Overs a bound ovet an obstacle. A chaacter may readily {cap a distance equal to half is height. To vault higher objects he must be able to ceach up and asst che leap with his hands on the top ofthe ‘object. The total distance a characte may vault i a numberof meters {equal o1/6xPS and no DX modifier. The difficley base for exceeding this ditance i 1/2 meer How to Move Springing Up isthe height a character ma leap stnigh up, Ifa harcer gains a mining sare he may leap a height of numberof metes equal t T76x2S. Ihe must sand sll nd sping isbound willy take bm hal the running height. The difficaly Base fr thi jump is 1/5 meter forma ring sping, and 1/10 meet fr» sanding sting. Climbing Climbing isa talent and the chance of success equals the character's Rank (or Column A if not possessing this talent), modified by DX. For every two turns climbed (one turn in hazardous conditions) a character rust make 4 oll on the ACT to see if he slips or fale. A black result ‘means the characte falls. A white resule means the characte skps. The cffees of falling are detailed in Part IV. Ifa character slips, ne must ‘make a Dexterity Check wo regu his perch. Based on the difficulty fac tof of the situation, any colored result usually means success. A white results means he i sil hanging. A character can hang for a number of ‘ums equal co his CN seore. A black result or running out of endurance ‘means the character falls Climbing situations are divided ito four categories. Each category has base movement rate (in meters peracion turn) that is multiplied ‘times the result factor of the climbing roll to determine how fara chat- acter actually manages to climb in one tam. This tae is halved if the conditions are hazardous, Characters may add theit PS modifier vo this score and plants add a bonus of one meter per turn. ‘Climbing Tiees: This includes climbing any scaffolding of ships tg. ‘ing that nasa variety of branches and vines ot ropes, Base = 6 mit. Climbing Ropes and Poles: This includes anything that must be shinnied up. Base = 4 m/t Climbing Walls and Clifs: This isthe slowest and most tedious, x auiring that one search for hand and footholds. Base = 2 mit. ‘Assisted Climb: Any climb can be assisted by ropes, spikes, and claws. Climbing by this method is at half speed, bu ifa character slips and fal, he wil only fll 10 mee. Asised climbs add +3 CS 0 he Swimming js tale and the chance of succes equals a character's Rani (ot Coluran A if noe the character doesnot have this talent). Char. acters who can swim weat swimming in sill water as an automatic action. Untalented characters rust make 2 swimming check. Swim ‘ming in very cold ot moving water requires alent check very sx cums (if 00 reason fr struggle exists) or every tum (if the characteris strug- pling ori the danger rating ofthe water cxeceds the character sPS), On 2 wate resle, the water may atark the characte using its danger at ing. Ona black result, the water attacks and che character is stunned for one tun (see Special Dazmage in Parc V}. ‘A character swims a the following rates: 1/2 PS when swimming on the surface 1/4 PS when swimming underwater The speed of swimming may be affeced by water currents. When swimming with the cutent, the water current fate i added toa chatac- ter's movement rate. When swimming agunst the current, the water cument rate is subtracted Diving: A character may dive inco water using the same rules s for leaping. The distance a character can safely dive i 1/2 x PS pls his DX modifier in meters. The difficulty base is two meters ‘Stunts and Difficult Movement Difficult movement and stunts ate actions involving environmental hazards. These include such things as inching along a ledge, fighting ‘while climbing or swimming, jumping ffom a moving vehicle, ct. “These types of actions requite x Dexterity Check to succeed. Is charac- ter fails to react fast enough, the result is usually damage and posible special effects. Sometimes 2 character will ry an action requiring mote ‘muscle than agility, and in such cases a Physical Strength Check should be made instead. The GM may adjuse che chances of success by asign- ing difficulty factors. Creature Movement Creates use the same procedure as characters to determine move- sent speed. Some creas, however. ate specially adapted to swim- ‘ming, and use ther base swimming speed instead. Vehicle Movement Yehicle movement rates ate given in tetms simila to character move- ‘ment, bac there are thee addtional fearutes. Deals on vehicle scores, and rales for mancuvering are found ia the Reference Book. Vehicles are ‘uncommon in this world and most people travel by foot. ‘Besides the base movement rate ofa vehicle, its normal speed is its ‘euising speed. Its fst speed is its maximum speed and depletes fuel 2 fae Oo nara ee ed ee pe ie ate de speed i its maneuvering speed, the speed at which it can safely make sharp turns and tricky maneuver. ‘Avchile is burdened when hauling half its cargo capacity and heay- ily burdened when hauling three-quarters or more of is cargo capacity ‘Vehicles possess an acceleration deceleration rate and a braking factor. The ACC/DC ate is how much «vehicle msy change its opeed each, tum, IF the normal deceleration rae is not enough, a numberof brake factors may be used to inceace the deceleration for a turn. However, ‘once ured, a brake factor isburned up and must be replaced or repaired. {all brake factors ae bummed, a vehicle's deceleration rate is reduced (0 half its normal valve. Finally, a vehicle's Hit Dice score is called its endurance. Ths value plus the remaining brake factors equals the vehicle's Endurance Rank. Asa vehicle takes damage, its endurance is reduced by one per points ‘of dumage suffered. A vehicle's Endurance Rank comes into play when- fever there is an opportunity +0 loose contral of the vehicle passes through a hazardous terran. Atthese times, a vehicle must make an en- ddurance save and ifr fails will uffer from a breakdown or acident 35, ‘explained in the Reference Book. Terrain Effects on Movement ‘Terrain usually slows the movement of vehiles, The method used in this game to indicae this lowing effec is to asign a muldplier to dis- tances traveled through different terrain, causing these distances 19 be ‘weated as if farther than normal. For instance, the multiplier for ‘wooded hills is three, so each meter traveled through wooded hills ‘counts as three meters for purpose of total distance traveled. Thus each ‘meter among wooden hills takes as long to ros a thee metets in apen Sains. ee determine how far character moves through train, maltipiy the distance traveled through each type of terrain by the multiplier for chat terrain, This total cannot exceed the movement rate ofthe character for thac cime period ‘The effects of terran ate explained in Part IV. ‘Supply Needs Acsrature traveling actos the couneyside needs to consume certain amon fol and ater cart doy The A eed le gh fod the rigors ofthe elements Tn notmal circumstances, a character must consume two lites of water 2 day per 75 klograms of mas. He nus also consume a total of three toes day (one tin in te gume) A character who fulsto do his wil suffer he effects of fatigue the day afer te fist day without. Foreach subsequent day, che effects of fatigue continue to increase until he dies How to Search othe Sift day withou ood or water. comes off dole mer eqimens ada. Fase of cold double the ood equitement. Vgervs and prolongs abor ds bles the ned for both food and water shelter isnot avaliable eo proc gaint che cements, then cach da dhe chaacer sues aa eponite sul equal othe base damage of| the ternin spe. HOW TO SEARCH Playets may search an area they occupy or are pasing through to make sure thete are no hidden menaces about or in hopes of finding useful dbjecs. In such cases, the players announce that they ate searching ‘They need nor look for anything special. They arc sumed to closely ex- amine everything in the area and have a chance to find anything of in- teres, Ir takes full 10 minutes to thoroughly search a room or other confined space ths wa. 3 The method used to discover things is to make an Intelligence Check agains che difficuly factor ofthe item of inceest. A black result means that the character has stumbled into some sor of danger while search ing. The GM chooses which danger is encountered ‘Characters moving at a slow rate are assumed to be searching their surroundings as they move. They treat each result of their discovery check a fone colot higher. Characters moving at normal speed are aso searching their surroundings, but not as thoroughly. Their discovery ‘checks have the normal chance of success. Characters moving fast notice ‘only the broadest outlines of their surroundings. They fil to notice de- tails unless the smartest party member passes an unmodified red dif culty Incelligence Check. Sighting, Sound, and Other Senses. Characters ey om varicry of saves to detect dangers and itemsofin- tecest around them. These senses can usually be equated to at like Sight, hearing, and mental awareness. Rules about how far a character Ca detect something using ehese three categories of senses ae provided Ihre. Orher senses usually just see, hea, of feel with differen ranges of perception. When a new sense presents self, use the rues for which- ver sense here seems the most appropriate. Each sense has a ase range at which items can be automatically iden tified. Beyond this ange, 2 detection roll must be made. Hach addic ‘onal fico of the base distance adds one dificuly faccor wo the chance to identify the item. ‘Anifiial amplifies will increase dhe automatic ange by x1 to x10, Each subsequent range i ls chus increased. Sight Sight s often a creature's most important sense. It permis perception ‘of a wide array of items without having to concentrate on them. Sight is ‘usually used as an early warning, for dangers and foes can often be spor- ‘ed and identified some distance away. Sight is aso the most easily aug _mented skill with the use of optical and electronic magnification. A creatute that is tendered sightless is usually at a great disadvancage. ‘A character's sight ange istwice his IN score in meters or in the case cof machines, cheie PR score). Any object closer than half this distance can be automatically identified. From half the base range to the base ‘ange is short range and requires a blue difficulty Incelligence Check to identify it. A black result indicates the character misinterpress what he For every five meters of height a character gains, his distant red range doubles. Hearing ‘Thissense isa bit more tricky and tends tobe less sensitive ro intricate detail, Sound can be used to locate an object and identify its speed. size, sand density In some cases, sound may even be useful in identifying spe cific actions. Howeret, sound is easily incerfered with by other noise, and requires that a creature using sound concentrate his effort on one ‘ype of sound to the exclusion Sound may be used to identify specific individuals when they talk or move, Sound may also be useful, to those who are really sensitive, to an- alyze respiration, heartbeat, or power source and by this method detect the emotions and if a create is lying. “The base ange of sound is eearure’s IN ot PR in meters, Athalf his tage, eng and ideiing by sound i automat, Hom bal the base range wo the base ange, identifying ot racking by sound becomes a blue dificuley Intelligence Check. Each additional factor is one dif culty level higher. Feeling Creatures may postes a variety ofothersenses including smell, taste, touch, and intuition, but these are the weakest senses ofall. A feeling sense s used by concentrating on the desired item to the exclusion of other things. This sense may be limited to touch of at most to objects within 1/2 of the creature's IN or PR score in meters. Anything closer than half chis range is identified auromatially. “Touch is excellent for identifying individual ives, but is severely lim- ied in i scope, nation, few if any afl maga ct chat work with these senses. Modifiers All senses may suffer from interference and screening. In chs game, sight and sound mast often are interfered with and a list of common, ‘modifies is given here. These modifiers reduce the efective rnge of the identifying roll, so that each color is treated asa lesser result. ‘Sight Sound Modifier Glare, Mist In the Distance IRS Fog, Curtain Buzzing, Breeze 28S Dusk, Grass Birds, Rain ~3RS Moonlight ‘Shouting, Wind ~4RS Searlighe (Clamor, Stoo. 5 RS No Light Machines, Gale ~6RS ‘Thus eying to see something at medium range (normally green diff- culty) in che dusk would require a red result. Items at long (x3), extreme (24), 20d distane (x5) ranges could not be dscemmed. HOW TO HAVE ENCOUNTERS PC will encounter other creatures in one of two ways. The adventure ‘being played may list the exact location of some creatures which are al- vwajs encountered when the PCs reach that location, The players may ako have « random cacounte with some creatures during the normal ‘course of phy. ‘The nature and probable reactions of creatures occupying a speifc location ate knowa bythe GM. Par VI, “Designing Adventures,” tells how he should decide where such rears are eneauntered ‘Once an encoumtris indicated, the GM must check whether the cea- tures ofthe PCsare surprised. Once thsisdone, the GM needs wo deter ‘mine how the creatures respond to the PCs actions or questions. A ‘arity of erature response tables are provided. I¢should be kept in mind that inorder wo effectively reat with acrea tue, one must fit be blero speak is anna o: commana by ‘Surprise SURPRISE (Characters who are suddenly and unexpectedly faced with auack may be surprised. Surprised characters may do oothing during the action rum they are surprised. A surprise check is used to determise when characters are surprised When to Check for Surprise Surprise is checked when the PCs unexpectedly encounter other be- ings in close proximity (in an enclosed space or within six meten), when they ate fre attacked By characters not previously known wo be hose ‘orwhen the GM decides to check because of some other factor How To Check For Surprise 1h check for surprise, the characet with the highest DX score must sake an Intelligence Check. He adds his DX modifier to his INscore to determine the columa to roll on the Action Table. The GM thea assigns a difficulty fator based on how well the item or creature is concealed. The characters Inelligence Check must match or exceed this dificulty colt. less than the difficulty color, the character and his party ae sur pesed. If isa black resul, the character and his pary are surprised for two turns NPC REACTIONS ‘Whenever PCs encounter other crearuresand attempc to ineeract with them, the creature responds to their actions or questions, Because there ate a wide variety of possible responses, seven different response chars hhave been prepared for use in different situations. Their use isexplained Tater inthis section, When to Check for Creature Response ‘The GM should make a response check for creatures (inchuding ro: bot) whea any of the following happeas: 1. The creature first becomes aware of che pay. 2. Bther side initiates communication with the othe 5. There isa major change in the activity the party membessare per forming while inceraccing wih ue creature 4. The party members offeror request employment, gifts, oraid dur ing negotiations withthe NPC. 5. The NPC isahieling ora follower ofthe pany and his monle ise dluced by five of more because he has been badly teated by his PC mas- 6. The GM feels that a new factor might change the creature's at rude toward the party How to Check for Creature Responses 4h detain the maponse of retue,the fllowing prose 1) Determine how the PCs are trying to act coward the creature, "There are nine different response columns found on the GM Screen, ‘The most commonly vsed column isthe Encounter Response column, used the fine time creatures are encountered. The other columns fll into ewo categories, ‘The fist category artemprs to charm and pemuade the creature ‘ough syle. semptation a glib tongue, and acting, “The sccond category uacs reason and logic aswell x personal presence of the PC to elicit response 2) Determine the rearure's IN score if an individual (use MS iF1N i ‘not known), of che Morale Rating (MR) i group of rearures. Morale Rating is defined in the creature desriptons in the Appendices. 53) Modify this sore by the creature's attitude, the PCs" actions, and any other relevant factor, as given in the following section. 4) Roll on the ACT and compare the color ofthe result with the a propriate coluenn to find the creature's response. Oly general terms are Used and the GM will haveto adape the erearuse’s response tothe situa- If subsequent response checks are then made forthe same create, the results of previous responses affect later checks, These results modify the resi color of the next check. If red or black response occ, 80 furhherchecks ae needed: the creature either remains hostile forthe en- ‘counter or cooperates forthe rest ofthe encounter. Resale Modifier Red . Orange +2 RS Yellow IRS: Green Sy Blue 1 RS Whice 2S Black a * No subsequent rolls are required. The creature is always hostile. ‘%* No subsequent rolls re required. The creature is always hose. If che fist response isa blue resule, che resule of the next check is treated as one color ls. HIRING AND RECRUITING NPCS When an NPC is friendly, helpful, or exhibits some other nonhostile respons (as a result of a response check), che PCs may wish to try tire lr recruit the NPC to help ther fot a short ime. An NPC who joins 2 party or serves a PC because he has been hired to do s0 is called a hiteling. An NPC who is reeruited into the pary or serves a PC out of loyalty is ealled a follower. How To Hire and Recruit NPCs ‘The following steps ate wed to ite and recmit NPCs: 1. The PC handling the negotiations suggexs that the NPC join the party or makes an offer of employment, specifying the following: ‘2. Any initial payment in gifts or money the PC handling the nego- tiatons wants 10 offer. This is in addition to any gifts already piven to the NPC before the PCs made an offer of employment: Initial payments may be offered only to porenil hirelings (not followers). », Any equipment the PC wll provide. Insome cases, an NPC may hhavet be almost entirely outtted. In others, the PC may simply wis to guarantee the replacement of equipment damaged ot worn out in service. Equipment may be offered both when recruiting and when hit ing «. How much the PC-will pay in wages or support. In general, a ting requires ood pes pet we per Rankin spon monks 0 nog expenses, Ifan NPC is not co goon adventures with his mas- {cr aeshuld be alfred mage of 12013 gld pieces por Rank ov of ‘which he must support himself, Only potential hitelings may be offered ‘wage or formal support inthe form of money but the PCs will have ro Share food, cloching, and sielter with followers during an adventure. If {PC wants to keep a follower between adventures, then he must pay Suppon (which has no effect on the feaction check when the PC is ying to reeait the follower). 4, Wha: share of te spoils the NPC will receive if he accompanies the PCs on thei advencures and what the NPC will have to do to carn his share. Only NPCs who goon an advennare get support (in money or in shared goods) and a share of the spoils. Other NPCs receive only their wage. Both potential hircings and potential followers may be promised 1 share. The promise ofa share wil affect the morale of both, but wll ‘ot affect whether ot not potential hitelings join the party. Potential fol- fowers will be unaffected by the offer of a share of the spoils. NPC Morale 2, The GM makes a Recruitment Check (by rolling on the ACT columa corresponding to the recruiting PC's Charisma score) for each NIC eis atemprig ti or ett, modifying he de lb asl + 1 for every 10 gold pieces worth of equipmest, supplies, or initial payments the PC offers to give immediately + for cach gold piece above 12 (maximum of 15) the PC agrees to pay the NPC per week in wages + ifthe PC ishing che NPC and agrees to pay suppor in addition co wages + Ti the GM feels the share offered the NPC i fully commensurate ‘with the NPC'srisks and duis, Asa guide, assume tha all character in the party have an equal share inthe spoils and agree ro all take the same risks and perform the same duties ++ 3if the NPC has an imporcant goal that the patty sates ori will ing to help him achieve ‘+ 3 if the GM fects thar the NPC is being offered a more-than- adequate share for the risks and duties he will assume + 3 ifthe NPC is being recruited All modifiers ate cumulative and are added co the applicable modi- fet listed under“ Response Modifies” with the Reaction Char. 3, A red result is necesay for a character to agree to become a PC's follower. Any colored result indicates that the characters wiling to be- come a hireling for at least one adventure. The tral Ranks of acharac- ter'followersand hitelings may never excoed his own. Thus a Sch-Rank PCeanhire one 2d-and one $d-Rank NPC, but nor two 3d-Rank NPCS. Furthermore, a character may never have more followers and hirelings than his Chatisma score, (Ona white result the character refuses, bur the PC may approach him again ata later time and make a beret oer. On a black result the char- acter refuses and becomes neutral in his further responses to the PC. 4. Take the PC's Charisma score modifier and add +2. The GM should thea multiply this number by the result facor ofthe recruitment toll, The resulting score is the NPC's Morale and Loyalty Rating. ‘The steps listed here ate given a a guideline for the GM and he should not consider himself rigidly boune by them. He may, for exam- ple, wish to add ocher modifiers to the reruitment roll or all for special terms in an employment agreement if he feels the situation warrants, Length of NPC Service Onc hited or recruited, an NPC continues to serve until his term of, service (if any) is up, he becomes either neutral or hostile asa result of ‘bad ueatment (ee "NPC Moral, for deals on how bad ueatment af- fects NPC attitudes), or he s dismissed by his master. 'NPGs in the service of a player character are controlled by the GM. ‘The player els the GM what orders he is giving them and the GM im- plemients the appropriate attious to whateyer extent he fees is in live With the personalities, motivations, sense of survival, et. ofthe NPCS. ‘When making response checks for a hired NPC, use the character's Morale Rating eather than his IN sore. NPC MORALE The willingness of an NPC hireling or follower to continue in the service of the PC who hired or ecruted him or to take risks on that PC's behalfis determined by the NPC's morale. All creatures have a Morale Racing (see “Creatures” in the Appendices for details). This rating is used for response checks involving the NPC, and for Morale Checks ‘used to determine the creature's performance in combat. When to Check Morale ‘The GM must make a Morale Check for an NPC when: ** The NPC takes damage that reduces his hit points to less than 50% W of his total, A Morale Check is only made in this cave if some event causes the NPC's hit points to drop from 30% of more to less than 50% of his hi point score. * The NPC's pany faces what the GM considers to be overwhelming odds or occupies an extremely unfavorable position in combat (or in a Potential combat) The NPC's party is involved in a combat situation in which mote than half of its members have been defeated or killed * The NPC is told ro rake some risky action not required of the restof the party * Some other situation aise in which the GM feels the NPC might abandon his companions or refuse his master’s ordets How To Check Morale ‘When a Morale Check is called for, the GM follows the same proce: lute as for response checks but uses the morale modifiers provided and the Morale Response columa to determine the NPC's respons. [NPCs who fail a Morale Check refuse to obey the order that caused the check ifappropriate or, if faced witha vastly superior enemy an in- ferior position or dwindling strength, run away if possible. If tis not possible wo run away, the NPC will say and fight. Modifications to NPC Morale ‘Whenever a PC breaks any pare ofan agreement with a hitcting o¢ « follower, the NPC's morale is decreased by one. The same part of an agreement may be broken repeatedly. For example, if PC fa to pro- vide weekly suppor, the morale ofthe NPC would be decreased by one foreach week. Faire to provide 2 promised share of the spoils to an NPC reduces the NPC's morale by two. ‘Aa NPC's morales increased by one for each significant act f gene. city or kindness from his master. Possible ats might include paying the NPC double shate ofthe spoil fora job well done or using the last dose of an antidote to save the NPC's life. The GM decides which actions are significant. An NPC's morale cannas drop below one or rise above 20 no matter how he is treated. Special NPC Morale Effects ‘When an NFC'smorale drops to one, she GM makesa respons check forthe NPC on ACT column | (using hs master’s abuts to modify the check. If the result is white ot black, the NPC stops being a loyal hireling oF follower and dese atthe fs opportunity If the NPC be- comes hostile as result ofthe check, he ties todo the PC and his com- ppanions the greater posible damage before deserting them. He may never again be eenited or hzed by his former master or any of his aso- ciates. The NPC will never have any response bercer than an orange ‘esul (wea esuls beer than orange s orange) towasd his founer mas terand his associates. As soon as che NPC leaves a PC's service, his mo- tale ting terms to is orginal level COMBAT ‘Combat occurs mhen two or more patties attack each other. Combat ‘may occur atthe start of any encounter or whenever one party chooses ro artace ‘Combats divided into a stis of action turns. Whenever combat oc- curs, follow the combat sequence of events to resolve the battle until ‘one side is defeated, subdued, has fled, or quit fighting for some tea- son. “A character may only perform one action per turn ip most cases, un- less the creature possesses special mutation, chooses to divide his at- tack Rank chance ifhe is of high enough Rank, or is capable of multiple actions (e408 bot, machin, oF animal ‘sing maul acack forms). —s— Combat Use of subconscious murations is not considered to be an action, Us- ing a conscious mutation does count asan action. In cases where a chat- acter may make two of mote attacks in one tuin, the attacks will be limited to one form each turn either two mental orewo physical misile fire, throwe weapon, melee, or unarmed combat, rately « combination of eypes) Combat is resolved using the Action Table (ACT) and base range, ‘base damage, and special effects scores assigned to the weapon orarack ‘Combat Sequence of Events The following steps are used t0 resolve combat whenever it occur. 0. Check either side is surprised: How co check for surprise has already been explained under "How co Have Encounters.” Check for surprise only at the beginning of an encounter when a chara:ers suddenly and tunexpectedly attacked. A surprised character may not perform any actions daring the turns he is surpeised. 1, Both sides declare their intended actions: Actions include move- ment, attacks, defense, rloeding or changing weapons, and other actions to inteiupe combat. 2. Determine which side has the initiative: I neither side of an encoun- ter is suprised, initiative, or which side reacts fir, is determined by cach ie rolling 1d6 and adding their side's highest DX modifier or she DX modifier ofthe character most likely to react tothe atack frst. The side with the highest rotal gains the initiative. Tie rolls are reroled The side that wins the initiative chooses which side will ac fis. they decide to wait, they may change their actions in tesponse ro those of their opponents. 3, Thefis side moves: The side chosen tac frst ay move, They may ‘move their entire movement allotment if they desie. However, 3 chat acter may not perform any action if he moves more than half his maxi- ‘mum movement during the tun. Those who move fst may choot to tse the dodge action to reduce the chances that attacks against them will hit, ‘The side chat acts frst nced not move at this time. They may choose to move during a later phase ofthe umn if they have not moved ot oaly ‘moved half this phase and pedformed no other action 4 Resolve all mental attacks: The side that acts fist resolves all their ‘mental attacks. Then the other side resolves thie mental attacks. If the side who won the initiative chose ro wait, they may change the targets they declared they would auack, orchoose not attack a this time and ‘wait until the final action phase o ac. '5. Resolve the ist side's msi ie and thrown weapons: The side that act first resolves ll their missile fire and thrown weapon attacks. Ifthe side that won the initiative chose to wat, they may sttempr to dodge ot catch a thrown weapon. 6, Resale che fr side's melee and unarmed ataca: The side that acts first resolves all their melee and unarmed combat attacks. Ifthe side that won initiative chose to wat, they may dodge or try to parry their ‘opponents attack 7. Second movement phase: The side chat moved firs may elect to move now, ifthey have not moved more than half their aloement before, fa character has already attacked ot performed some other action, they ‘may only move up t0 half their allotment. ‘Then, the side that acts second may elect to move. They may move their entice alloument, but need not move atall f they have already at- tacked or performed some action, or if they wane to perform an action later duting this rar, they may only move up to half ther allotment. 8, Resolve the second side's mise fire and thrown weapons: The side chosen to act second resolves all their mise fire and thrown weapons autacks. Ifthe side that won the initiaive chose to wait, they may change ther targets ot choose to wait forthe final scion phase to act. ‘9, Resolve the second side's melee and unarmed attacks: The side that actssecond resolvesall their melee and unatmed combat. If che side that won the initiative chose to wait, they may change the targets they de- clared or choose to wait forthe final action phase to act 10, Both sides resolve other actions: The side that acts frst may com- plete other actions including, but not limited to: reloading or changing ‘weapons, moving (if they have not yet moved their full allotment), ne- sotiating rallying their forces, fleeing, or aiding a comrade. “The side that acts second may thea resolve any actions, including those noted above. In addition, they may artempe to respond to theit ‘opponents’ actions by attempting to pick up an opponent's weapon and. throw it back, orckange the type of attack they declared and performing their new choice sow, or dive for cover. 11. Detonate grenades and bombs: Bombs and grenades do not deto- nate uotil the end of che combat tur, Repeat these steps until combat is concluded. Physical mutations are used during dhe combar phase moet appropriate to their nature (cg. quills during mist fie, telekinesic arm during me- le, x) Defensive mutations and othe defenses ar uz where an stack hitsa charac. Only defenses requting concentration, noc including the use ofa shield, are counted a actions for the tum. wand Breaking Off: Crearures that become involved in me- lee or handsto-hand and unarmed combat are said to be engaged with their foe. Once a foe is engaged in combat, he may not just move away in order to avoid the combat without suffering consequences. AA character may arcempt ro escape engagement in combat by either moving away or attempting to retteat while defending himself. Ifa character tie to escape by fleeing, his opponent gains an addi- ‘ional melee or unarmed attack against him that turn. ‘To reweat and break off a combat, a character must make a uecessful Dexterity Check, subtracting his opponent's DX modifier fom his score and suffering an engagement penalty of ~5. Any colored resule means ‘he retreats and may move his full movement allotment forthe tar ifhe hat not moved yet black result means he has stumbled and may do nothing but defend himself the next tur. seth hart may nt ty to bred of x comba if he has beady pe- formed another scion that euro How to Attack ‘An ack is resolved using the flloning eps, There maybe minor ‘aiations inthis procedure based onthe typeof attack, but te baie Procedure isthe se 1nd the attacker’ Rank: If this isa character, thsi hit Experience Rank. I this a creture, rbot, of machine, thet Hit Dic counts thei Rank A Teader of «group of ineligent eesces may poses Hipber Sank tube cotta hs IF the atack is being made by a bazard or dangerous stacion, the anger Inverse sore fs Raa 2. Apply any appeprite modifiers co the Rank: All atcchs ate inf ‘need by the base ably sere appropeate to the typeof atack. Add that abit coe modifier othe Hank. Other modifies that might apply lacide the condition ofthe at tacker and hs postion and movement, aswell athe defender armor td other defenses, condition, poston, movement, sie, and speed CCresin elem and skills may improve 4 character's chanect to ht Fi nally, some weapons tay poses combat modifier “Fwolists are given for modifier (both this section and onthe Game ‘Master's and Player's Screens). The firs list contains the “Quick and sy" mois dat can be wed fora simplified combat. The second, sore derailed li, i for ose with advanced combat, when the players Asie to dal with mote dead effec of combat 3. Determine ifs mile Bie stack: Target range i cx- Piained lier in thi section, but wods lke 4 dic factor The frcater the range ofthe target, the higher the color rest needed hit the age ios ‘Types of Combat 4, Make an artack roll using che modified Rank score: Consult the Action Table and locate the column equal to the modified Rank score ‘Then roll 14100 and note the color of che result. ‘The meanings of these results vary depending on the type of attack and range of the target, but colored (any but white and black) results ‘usually indicacethac che target has been bit 5. Determine the damage infliceed: The result ofthe attack toll also de- termines the emount of damage the attack causes. Each attack form is assigned a base damage score, usually noted in parentheses, (3) for in- cape dag od addog cheb wee modi of e arack type and by adding the leve! of any riate skill o reese ay appropriate weapon: ‘This umber is multiplied by the resule factor of the atack roll (devet- ‘mined by the color result of the rol Color Rolled Red. Orange Yellow Green Blue White Black Result Factor x5 x4 x3 x2 x1 o Always Mises ‘A character's armor may reduce the amount of damage. Armor re- duces the total damage each turn by fve times the AC score. Some types of combat and dangers may modify the result factor. This isnoted as +RF ot RE, and means that one or more should be added tw or subtracted from the noimal result factor. These modifies are never applied toa black result ‘The difference berween the character's Tech Level and the weapon's ‘Tech Level also affects the result factor. Each colored result except blue) istreated as one lower color foreach Tech Level of fference. Nocolored result can be shifted below 2 blue result (eit is always a hit). Thus the chance to hit remains the same, but the damage i es for those using Unfamiliar weapons 6, Make any Ability Checks needed to avoid special effects: Some at- tacks and dangers resule in special effects, Whenever these attacks su. eed, che vitims must make an Ability Check (using the ability noted with the effect) or be affected by che special effec. ‘Tomake an Ability Check vs. a special effect, nove the color result of the succesful attack, The victim must then make an Abily Check at that dificuly level, succeeding only with a result of that color or above Some special effects are noted in parentheses. These effects ony occur fora ted result on the atack ol. 7. Apply effects for red and black results: A red result i a lucky break, ad always gives the character a minor advantage forthe next urn, A black result saddles the chancter with a disadvantage for the nex tun, Jn some eases, special effects are already assigned ro ted and black results based on the form of attack or target of the attack. The GM may create and use other effects for red and black result as explained in Part I. However, only one effect should be applied foreach result. These results should be limited to temporary effects chat rarely doom a erea- rue, bur may provide the opportunity vo defeat i ext turn, Some ex- amples are listed here * Defenses damaged: affects defenses in this order—force fields, shields, armor * Destroys a sperifc item of the target, such asits one transport ele- ment, a sensor, a coupling, et. 19 * Gua jams or misfires * Hits wrong target ‘Taking Prisones: Both PCs and. NPCs will sometimes wish to take ptsones. Tb do so, chey must fist intentionally xy to subdive thei p= ‘ponent by knocking him out. The following special rales govern all t- tempts to knockout characte 1) Bffors to krock someone ou only cause the base damage score; this score is not modified bythe result factor ofthe stack 2) The aracker cannot try to knock unconscious «target whose hit poine cota is more chan thee times his own. 3) Characters who ate ying o knock someone unconscious must ex- pose chemseives todo so. Any atacksdieced agunst chem are modi- fied by #3 CS. “4 Weapons used to knock a chara unconscious are weated as lubs. The target ofa knockout attack must make a succesful Consise tion Check v. the color ofthe artac a e is knocked out for 110 min tes. 5) Characters in powered armor cannot be knocked unconscious ex cept through us of a mutation. ‘Once a characteris unconscious, he may be subdued by tying him up ‘ot otherwise keeping him from defending himself. TYPES OF COMBAT Combat is divided ino several separate categories; meatal attacks, unarmed combat, melee, chrown weapons, misile fre, ailery, and dangers, Conscious mutations are grouped with the type of combat that isrmose appropriate othe ype of attack Mental Combat “This form of attack includes all mental mutation aracks that a charac- termust concentrate on to use. The chance ostike with a mental muta tion isthe mutation’s score, noc the characters Rank. A character using stmental attack must be able to see or otherwise sense the location ofits target. ‘To the mutation score the character adds his MS modifier. The opponent subtracts his MS modifier from this score. Mental attacks ar modified by the range ofthe target. See “Ranged Actacks” following for the effects of range. A character's base range equals five meters times his curent Rank. Only afew other factors modify mental aracks. Weating a metal hel- set providesa ~1CS. Meal shielding, such asin a building, halves the range and gives ~2CS, Some drugs, physical impaitment, ad Tech V equipment may aso provide some protection from mental attacks. "The amount of base damage caused by a mental mutation equals 1/2 the mutation score (always round up if number cannot be di vided evenly) Unarmed Combat Unarmed combat is subdivided into six categories: brawling or punching, charging, wrestling, distracting, defending, and the martial as talent All unatmed combat uses the Rank ofthe character o dete- ‘mine the chance to hit. However, each syle is modified by a diferent ability score and has an different special effect. Brawling (Damage): This syle of unarmed combat alo encompasses ‘most natural aracks of animals, including claws, fangs, stings, cal bashes, et For humans and humanoid creatures, brawling includes punching, kicking, biting, gouging, and nonweapon attacks, ‘The character's Rank is modified by his PS ot DX modifier, whichever is higher. Ic may be farther modified by posessing the bramrg talent. 's DX moe is subtracted from ths score. “The base damage caused equals 1/4 ofthe creature's PS score (round Ranged Weapon Attacks up). A cd result requites the victim to make a Consticuion Check with sy colored result meaning no effect; a white result means unned for cone turn, while a black rsul indicates « knockout for 1410 mimes. CChacging (Bashing): This sy of unarmed combat includes tackling, shoving, and trampling a victim. The attacker mus be abe vo move at leas: 1/4 ts movement allotment tobe abe to make this attack, other ‘wise we wrestling atacs. The character's Rank i modified by his PS moeifier. The foe's DX ‘modifier is subtracted frosts sor, The base damage eased equal 1/2 ofthe character's PS scot. Tis stack hasa special effect ofa sam ifthe target fails to make a Physical ‘Strength Check; then rll a Constitution Check and use the results on the slam chart as defined inthe "Special Damage” section, ‘Weestling (Grappling): This syle of combat includes ersthing, holds, smashes, and esapes. Humans. plants, and tentaded or coiling cea. tures excel in wrestling. Some animals, such as bears, with a hug arack, may wresle The character’ Rank is modified by both his PS and DX modifier. The foe's DX modifiers subtracted from the score. ‘The base amount of damage caused equals the character's PS modi- fier plus 3 points both opponents are wrestling, they both make attack rolls. The one with the highest color cesule gains 2 hold o lock on the other character and inflicts damage. Ifthe victim does noe wrestle, but uses & different syle of combat, the wrestler mast rll any colored result vo fain a held Once acrearue iscaught in hold, he suffers a penalty on his nexeat- tack equal to ~1 CS times the result faceot, Ia vctim gaine a beter resi than his opponent on the next round, he has reversed the hold ‘A. ted cesult i & pin, which prevens the opponent fom countera- tacking until he has made a succesful Dexterity Check to orange or ted result is needed ro break free, blue through yellow ioe cate no change, white isa crippling roll and black isa cetial ol, Ifthe victim suffers x cippling or erica result, he should roll a Constitution (Check and consult the appropriate effects chars on the GM Screen, Several chaactes may wrestle the same opponent simultaneously, Foreach additonal character, add the character's PS modifier plus 3 © the best Rank coe, The number of characters who can wrestle one tat fet is thice man-sized characets per man-size of victim. A creature thie or more times larger than the atacker may not be wrested Distracting: Thisstye of rac s used to make an atacke's blows miss ‘their target. This includes blinding by throwing dustin a foe's eyes or ‘wrapping 2 cloak around his head, throwing 2 foe off bulance, using Something such as a waving cloch wo distract ee The character's Rank is modified by his IN modifier. The foe's DX. ‘modifier is subtacted from this sore ach atack causes no damage, but the foe must succesfully rll a (Constitution Check ot be stunned for one turn, and attacker guns +1 CCS next turn, A red sesult means the vitim i incapacated for 146 tus, unable to attack of defend as he recores Defending (Evading): This syle of unarmed combat is wed vo ede autacks. This includes ducking, dodging, tipping, blocking, and other- ‘wise avoiding aracs. “The character's Rank is modifid by his DX and MS modifier. The foe's DX modifier is subtracted from this sore. “This sre of fighting causes no damage. If che ols sucesful, any attack caches the character tha cur seduced to half damage andthe ‘opponent suffers an attack penalty next tur of ~1 CS pe result factor ofthis avack Maria Ars: This syle of fighting is only peamived ifthe character knows the martial ars talent: Ths includes throws, blocking attacks, ruming an attack against the atacker, disarming, and nerve pinches. ‘he characer's Rank is modified by his IN modifier. The foe's DX ‘modifiers subtracted from ths core, “This syle of combat causes base damage equals 1/2 ofthe char tcrsfank (end wp), te characters acd that tam, and isa tcc ea recs lca harper ea hs opponents as damage wofhs damage cows ted he sues no dam from hat aac = - "Tissular speciale of slam, Kanyoneissucesly ck, he muse make Deseiy Chek and te the slam chart onthe GM Seren to determin the rl, The ees of slams ae defined fn the “Sper ange ora ‘A red result indicates a nerve pinch. The victim must make a Consti- tution Check. The results a as follows: Red No Effect Blue t> Orange Cripple® (paralysis) White Knockout Black Death 4 This isa pacil paralysis; ol 1410 co determine ates paralyzed as defined on GM Sera. “Martial atts dodge much beter than other charactes. They dodge by successfully rolling a Dexterity Check the attack, bu equie one colorless than than attack to succeed. The effect ofa dodge isto cause 4 CS to the opponent's aeack next eur. Poe eae ee sear edo ae ga vig ree of five meters from the foe. This includes swords, axes, clubs, whips, fen aime ee aes eamaearcabeetaceacr, oni Sate an a ee ee iene sane ae oes seepage attack to determine the amount of damage caused. tee rac, ee ae ee eee Sees ee RANGED WEAPON ATTACKS ‘The lat three types of attack are all hurled at cher target from a dis- tance, These types ofattack share a common st of ules regarding target range ‘The range toa target isthe distance between the artacker and the tar. ‘get Bech ranged weapon potesees a base ange scote chat i used to de fine five different ranges. Each range exrends between muleiples of the base range (¢.g., the medium range is the distance from one to «wo ‘times the base range from the actacker).Allrargets farther away than the previous range score, butcloserthan or equal to che higher ange scot i ‘within the higher ange. There i a sixth range, called Point Blank, chat includes any targets within five meters ofthe aacker. These ranges are ‘equal tthe color bands ofthe color reals Times ave Colt Range Distance Needed Damage Distant fo 5 Red* 4 RF Extreme rode Orange -3RF Long ro 3x Yellow “2 RF Medium ieto 2x Green ~1RF Short ‘Sem to bx Blue = Point Blank © uproSm = White +1RE A ed resule always hi Dangers Inorderto hit target at range greaterthan shor range, the attack is ‘treated as ifit was a difficulty factor equal tthe olor of the range. To succeed, 2 result the same clot or better is needed. Furthermore, dam- age caused at distances beyond shor range is reduced by a result factor ss noted on the chart above, Thusan attack at distant range only hits ia ‘ed renal is tolled and then it only causes the base damage. At point blank range +1 RF is added o the result factor. Cerin aiming devices may be used. They add their range factor to the basic range factors, extending each range bejond normal. For in- seance, 210 telescope makes shor range equal to che base range times 1 (adds 10 base ranges co the normal shor range of one base range), A scope will not increase point blank range. ‘Aiming and Called Shots: Is posible in this game fora player to say that his character will try to ic a specific earget. Aiming may only be done for targes seen at short range (but a scope would make long range targets appear at short range and thus subject to aiming) “The chance to ita targets based onthe sie of the target. The equiv- alee dificult far defined onthe GM Screen Beneath the Action Firing into a Crowd: In some situstions the target may be standing amidsca crowd and there iste chance rohit othe targets. ln these situ» ations, the GM assigns the shoc a dificuly factor equal wo blue for a five-ceature crowd, and increasing by one color pe: five additional crea If che shot misses, but is alla color, chen it hits someone else in the crowd (determine randomly), Thrown 5: The base range for throw items usually equals the character's PS score. If the iter is lighter than a grenade, this number ‘may double (and it may be halved for especially heavy items). The GM ‘must rile i each situation, ‘The character's Rank is modified by his DX modifies. ‘A thrown weapon may be caught if there is nonhazardous place to gmab it. Only characters able to choose “reaction” o an attack may at- fempt‘o catch a thrown weapon. The result is found by rolling against the character's DX score minus 1/2 of the foe's PS score (rounded up). Missile Fire: This category includes all gans, bows, slings, and blow: The charters Rank ie mdifed by his DX modifier, The DX modi- fier is algo added to the base damage score forcaleulating damage. All misile weapons have a limited supply of ammunition, and the user periodically has to reload his weapon, illey: This includes indirectly fired missile weapons: missiles, can ‘nons, and mortars. The chance to hit equals the character's Rank. Only special skill with a weapon allows in an ability modifier tothe Rank. DANGERS Dangers are defined more in Part IV, A danger is any situation or ele- ment, such at poisonous gas, that poses a hazard to the characters health ‘All dangers possess an Incensity score, and this score is used as the danger’s Rank (and ACT column) o determine the chance of sucess. ‘The GM may permit an appropriate ability score to modify the chance of the danger harming the characers A danger’s base damage score is usually 1/2 of the Incensiry score. ‘Terrain exporure damage, a: detailed later, it only 1/4 of the Intensity SPECIAL COMBAT ACTIONS Dodging Any character may elect wo try to dodge melee and unarmed combat avracks rather than perform some other action. When a player declares a hh is dodging, all the above attacks against him suffer a penalty of ~2 CS. Ifonly one melee or unarmed combat attack is directed a: the vi- tim, the attack mises entirely ifthe vec succesfully ollsa Dexterity Check ws the color result ofthe attack. Parrying ‘Ay character may ater to paty one melee of unatmed combat amace for evry attack he may make in one warn (ce if the character es two attacks pet turn, he may yo paty two attack each urn). A ary counts as an action Al tac the character paris uffera ~1 CS Penalty. The character must make « Rank Check agains the color result Sfthe rack to block the blow. He may divide bs Rank song the number of attack hei ying to defend aginst, but no pty in 2 ‘mulkiple-pany atempe may beatles than Rank 3. ‘Snatching up a Fallen Item A character may make a Dexterity Check to pick up some item from the ground and use icin the same turn of combat. The GM should as- sign 2 diffculry factor depending on the item's weight or size. Multiple Attacks Once a character's Rank reaches 10, he may elect to divide his Rank to sain addicional attacks. He may nor divide his Rank to less than a5 per attack. Thus a characer could gain two attacks at Rank $ when he reaches Rank 10, Allof the multiple attacks suffera ~5 CS penalty per additional arack Fighting with Tech V Devices ‘Tech V devices work differently than othec devices in combst. These dies are contalled by mind power an equi that a character most ‘The chance to hit is modified by the character's IN modifier. The foe's DX modifier i subtracted from this score ‘The IN modifies aed oh ise damage sore, Amor isles cffectve against these types of stacks, and the amount of damage te- duction is decreased by 10 points. ‘All Tech V devices poses special effec. In adlition ways stuns an opponeat. ‘Structures and Their Hit Points Allstructues possess a numberof hints equal to the amount of damage they can suffer before they are broken, These point are called seructual it pias. 'A list of typical material stengehs and rypical structure sizes and shapesis provided i the Refercace Book Using this list, you muy deter- mine the number of hit points atypical sractare posse by mulipy- dng the material point strength by the sizeof the target If the structure i enforced, it will have double the usual umber of secuceural points; hollow shell structure ha only half the usual sruc- tu point cot Tn addition, each material posestes an armor valu, indicning how ‘many points are subtracted from the roral damage tothe truce cach {um before ies applied, These amor values are listed inthe Shield Ta ble on the GM's and Player's Screens. Vehicles in Combat (Characters often use vehicles for ransportation, and may be attacked ‘while in one. Combat involving vehicieshas some special modifiers and limits not found with other types of combat. Full details on vehicle use ae contained in the Reference Book. ‘A character inside a vehicle may attack another character in the craft ced resul al- Combat Modifiers ‘ith him ora target ouside ofthe vehicle If che eanspor is moving, the character suffew'a ~2 CS (equal tothe swift movement modifier de- tailed in combat modifier). Ifthe vehicle snot moving, test combat sormally. ‘Someone ouside ofa vehicle atackng a target within a vehicle i subject to several special modifier and rules 1) The attacker must declare whether hei attacking the paengers or the vehicle 2) When ase auacke, the vehi provides cover equal oss smo value ide tages sting. Ifthe caret is standing, the covet modi- Beris halved. Ifthe wanpor is moving, te atacker abo suffer a ~2 CS. 3) When attacking the vehicle, each range multplice is treated as two greater than normal. Thus shor range extends Out to thee times, the base range when firing aa vehicle (medium range is four imes the base range, et.) Every ie a Vehicle loses 20% of is structural hit pois, it must smake an Endurance Check. Consult the Malfunction Table found in the "Vehicle section of the Reference Book to determine the effects ofthe check. Tis proces is also used by machines and robot COMBAT MODIFIERS Situations and abilities thar modify the atack Rank score are grouped into several categories and are detailed here ‘Two differene sets of combat modifies are provided for play. The fist sets short and only uses a handful of modifies, This permits fast com- bar, bur requires the GM to make 2 judgments regarding which oppo- nent possesses the advantage. “The second set of modifiis is more detailed and provides modifiers for most common situations, It leads to slower but more accurate com- bat and requires a bit more effort when munning » combat, ‘You may choose to use either set ora combination of both. These two sets possess a common basic set of four modifies Basic Combat Modifiers Ability Modifier: Two ability scores may modify the attacker's Rank. Based on the type of atack being made, one ofthe attacker’ ably ‘modifies is added tothe Rank core. The defenders DX modifi isthea suberated from the score. In some cates, the atacker's modifier i lio ‘added tothe base damage sore before damage is determined ‘Weapon Modifir: Some weapons or aiming devices may modify the acacker's Rank. These modifier ae noted in the weapon desertion, ‘Skil: IF the optional kil rule is used, weapon Skil Level sore is stdded to both the Rank sore and the bast damage core, buronly when {sing the weapon the characteris skilled with, “Tech Level: The difference between the Tech Level ofthe atacker and thatof his weapon i subtracted ftom the atacker’s Rank, Also, allo ‘ted tesules on the ACT are rated as one color les per point of differ. ence (but no colored result is shifted below a bite result). Thus a Character not familar with certain weapon sillhas che sume cance 0 hi, bur the amount of damage he causes is less, This modifier can be negated by becoming skilled with the weapon through traning, Quick and Easy Modifiers ‘othe basic combat modifier are added fous additional categories. ‘Araack: Ifthe atacke tries to perform a diffcule act, such as sing ‘wo weapons, hicting several argets in one tum, orartacking while div- ing for cover, he sufers a penalty of ~5 CS. ‘Psion: Determine which opponent has the best stack poston, ifone chancter is above another, on unsteady ground, or chayging. The character vith the benct postion gains a +2 CS bonus to his atacks, while che one ‘vith the wore position auffes a ~2 CS penal to his attacks, Movement: If either the attacker ox arget moves more than half theit ‘oyernent allotment in atm, apply a ~2 CS penalty to che atack. Covee: Cover exists when the target is hiding behind a slid object, ‘The cover modifier is only used when a characteris being atacked by & ranged missile attack. For every 5% of the target’ body that is pro- ‘ected by coves, apply a penalty of ~ 1 CS and inctease the character sa- mot damage reduction by ~5 points. Detailed Combat Modifiers ‘These modifiers are divided into those resulting ftom the actions of the atacker and those resulting from the actions of the defender ‘Arcacker Modifiers Attack Modifiers: These modifies are the result of special attack actions, They include: - ‘Aiming/Resting a Weapon: A character may spend one wera aiming ‘ot resting his weapon on a steady surface. This gives him a bonus of +1 (CS whee he ftes next earn Fring a Burst: Some weapons pesmit a characte to fite many times into an area, hitting all characters within the area. The base damage «caused by a burst is less, asmored inthe weapon descriptions. A penalty of =1.CS per carpet modifies the attack Rank. A separate attack roll ‘us be made again each target. A bust may only ike tnges all Using ac Alternate /lajured Hand: All creatures excep plants have a prefeited hand with which they fre thet weapon. Ifths hand is icjured ‘ranother hand or appendage is used tofire the weapon, a penalty of ~ 2.CS is applied tothe arack Rank. Using Two Weapons: Characters may use one weapon at atime with- ‘out penalty. Ifa character tis to attack with two weapons in the same ‘arm, hoch attacks suffer a penalty of ~5 CS, unles the character has, ‘the dual brain mutation “Adiconal Ateacks: Ia character chooses to divide his attack Rank 10 sain additional atacks, o attack may be made at les than Rank 3. Tis ‘essentially results ina reduction ofthe atack Rank by five for evety at- ‘ack made Position Modifiers: These modifiers vary depending onthe typeof at- tack, For melee oc unatied autacks, the more upright «target the better the attack. Thus, che character suffers the CS modifiers given as penalties to his attack Rank (subtracted from the Rank) when using these combat sles. On the othet hand, a lower (and thus more sable) position is good when fring a mile weapon (teat bows and crosbows f5 mele weapons for posiion modifier) and thus the modifier are bo- ‘nuseso his attack Rank (added to the Rank). These modifies include the following: Standing ° Kneeling of Crouching 1 Siting (in a vehicle) 5 Supine (on one's back) 2 Prone (on one’s stomach) 3 Condition of Attacker: These modifiers deal withthe condition of the atacker and the steadiness of his atm and aim when aracking. Blinded: A blinded creature may only engage in unarmed or melee combat unless he posseses some other sense that helps him perceive a distant target. A blinded character's attack Rank is 1/2 of notmnal, This modifier is furehet explained under special effects Basically a drugged character sufers 2 ~1 CS per dose of intoxicating drug ke has ingested, This effect gradually wets off a che rate of =1 3 per hout ‘Exhausted: fa characteris memally exhausted, al his mental tacks are rolled on ACT cohumn A and his physical attacks are made at 1/2 ofiso- ‘al atack Rank. If he is exhausted, all physical attacks are on column A, while mental atacs are at 1/2 of is normal arack Rank Baaa ‘Types of Damage Injured or Pained: A character wounded vo below 30% of his oral hit points or suifering from excruciating pain suffers ~2 CS. “Moving: ifthe aacket moves es than ball is movement alosment be suffes a0 penalty Howes. ihe must move sil or suddenly, othe ob- ject he s sanding on is moving swf, he suffers a penalty of ~2 CS. (Of Balance: A charscctxanding ona slippery sutace or buffeted by ‘wind, waves, of some other fore i of balance. His attack Rank i 1/2 of normal Stunned: If a character is seunned duting combat, all his ation columns are haved fr the cura Defender Modifiers. ‘Target Size: The size of the target affects the chance to hit it. The smaller the target, the more difficult itis to hic; dhe larger the earget, the easier it sto hit. Tiny (Les than 50cm) 265 Small$0cmuprotm) —— ~1¢S Min saed (Imupto 2m) 0 Large@ m up vo3 m) tics Hie (Greater chan 5m) 42¢3 ‘Speed of Target: The faster a target moves, the harder i sto hit. A crea ‘ure may also nin a random dodging pattem making it difcul hit. “Target Dodging 268 “Target very fast (3 x character) —2CS Target fast (2xcharactes) =~ 1. CS ‘Target Average ° “Target Slow (1/2 x charactet) +1. CS Position Modifiers: The defende’s position modifiers actin the op- posite way fom the actacker's modifiers. Standing makes the defender a berter target for missle fire, thus lower postions are betcerand penalize the attacker by subtracting the noted CS. A characer attacked by an un- armed or melee attack, however, is at a disadvantage when lying on the ‘ground and the attacker gains a bonus, adding the noted CS modifier. Standing 0 Kneeling of Crouching 1c, Cauwling or Swimming 1c Siting 268 Supine or knocked down 2 CS Prone (on stomach) acs Concealment: This modifier applies to all forms of combat, but is most effective versus ranged missile combat. Concealment is any condi tion chat obscures the rarge, but does not provide physical protection. ‘Concealment i rated by the percentage of the body hidden. Concealment includes essily penetrated items such as foliage, cut ‘tains, and mist. It may aso account for the amount of light present. This modifier may also be used when a character is temporarily ex: posed to an attack, such as when darting from one form of coves to an- ‘other In this case the percentage of one cum that a character visible ‘determines the modifier. 25% Glare, Mist, Dusk -1¢8 50% Fog, Cumains, Moonlight -2.CS 75% Foliage, Gras, Starlight =3S 100% Darkness acs ‘Cover: Cover is provided by any solid objec that conceals and shields 2 target. Cover inches vehicles, buildings, wees, and nacural terrain fea- tuts. Cover provides the benefit of concealment zl abo further reduces the tor amount of damage suffered in one tum bythe material strength of the item for every 25% of cover aailable (ie, ifa character isin 75% cover bind wees (wood), che damage he receivsis reduced by cree times times ‘woods material suengsh (—15 points—thtee times ~5)) Material Strengehs ‘Wood or Vegetation ~5 pe Reinforced Plastic Spe Earth, Gravel, or Sand ~4 pe Glass, Ceramic, or Ice 10 ps Stone of Bick ~12ps Metal 15 p0 Duralloy =20 ps Reinforced material (any) x2 Condition of Defender: These modifiers are due to the direction ‘from which the defender i aracked and other conditions. ane ae ‘Side: This is a. ame from. bina ea se ‘side of jalapeno aiid rrganomrtr ier tracted by one attacker, anda second character atacs fom the crea ture’s side, this attacker gains a bonus af +1 CS. ‘Blinded: Ifa defender is blinded, and unable to sense his suround- ings clearly by another ability, the atacker gains a bonus of +2CS, Pur thermore, a blind characet may not use his DX modifier te subtract ‘from the attacker's Rank for the attack. ‘Bound: This considered an stitomatc hit, adding +2 RFio all bur a black result. ‘Dragged: This sin the opposite sense a8 fora drugged sracker— increasing the attacker's Rank by +1 CS per dose. Invisible: f the target is invisible (cannot be detected by the at- ‘tacker), the attack is made at half the normal attack Rank. ‘Strugeliog witha Foe: the target is srogpling in melee or unarmed combat with an opponent, someone shooting gas a bors of +1 CS, TYPES OF DAMAGE Besides the normal damage thax causes the loss of hit points, other types of damage are common in a GAMMA WORLD® game. You need ‘not use all of these types of damage, buthe most common special dam- ages that you should use have been asterisked. “Ability Damage: This inflicts normal physical damage, but also the base damage scare is suberacced from among the character's ability scores atthe owning player's choice. ‘Biogenics:* This expe of damage is caused by a biogenetic agent such ‘sa poisonous gas of mutated disease. A biogenetic agent causes physi- ‘al damage tal creatures, with a base damage score equal to half is In- tcosity core. Pare strain humans and plant crearures may be mutated bythe agent and must make a mutate check as explained late, Alloher ‘reatues treat the damage as burns. ‘Broken: This is one ype of crippling result. It requires six weeks to sccovet fom this degree of crippling, To speed the process, for every 50 points of eure tha the victim receives his time is reduced by one week Hloweve, these pots fi then to cure any damage. At the end of this time, a Constitution Check must be made. Ifthe check fails, then the creatue suffers a permanent los of two PS points. Bruse/Swellag: The GM may decide the effect of bres. The least effect should be similar co the drugged effect, while the worst should be no wore than a crippling spain. Burns:* This type of damage may be caused by fire, extreme cold, cortosives, radiation, and biogenics. Bums heal a half the nosmal ate, and every two points cured only heals cne point of burns. Ifa creature suffers bum damage chat equals25% or more of its it pins, che crea- ture must make 4 Constitution Check and compare the resilt to the ‘Burns lable. The meanings ofeach effet on the table are ether obvious cor are explained inthis section. ‘Types of Damage ‘Burns Table Result Ecc. Red Halves Damage Orange Infection Yellow Searted Green ‘System Shock Blue Disineegrates White Citic Black Fatal Cold: Treat 28 bums. (Comasive Damage: This includes acs, bases, and caustic petro Suds Sbeloegmc” Toc te damage ce tc eer yum cf Disiocegrace:* The score isthe m ins inflicted. These ate permanently lot and may aot be healed. only rebuilt by an artifact ot regeneration. Ifa disintegration attack would kill a character he may make a Denericy Check to reduce the damage to 1/2, and suffers a crippling cesule if sucessful Elecical Damage:* This type of damage causes double the oommal damage to any one standing in water ot weaning metal amor Robos and ‘computerssuffera +1 RF The damage is 1/2if the tagetisemiineulated by sanding fire meters above the ground or sanding on dry wood. I cm- pletely insulated by rubber, ceramic, unleaded plas, ora vacuum, a if the ‘attack is grounded by a lightning rod, the arack has no effect. lectscal artacks have the stun special effect requiring a Constitution Check, A red result is cite, Endurance Damage: This is similar to ability damage, but it only af feces machines and robots. ‘oergy Damage:* This includes damage from electrical, radio, and all electromagnetic beara weapoas. This type of damage does nor in clude visible light, radiation, soni, ot Tech V devices. Lasers are in- ‘laded as they possess a harmful invisible light component. Frostbite: Teat as infection. ‘Heat Dammage:* Thisinchudes all damage that produces heat, such as lasers and fires. Heat damage may cause butns ifthe GM deste. ‘Knockout (KO):* This type of damage renders the victim uacon- scious fora numberof turns equal tothe rollef 1100 minus the charac- ter's Constitution score. if it isthe result of a drug or special effect. Knockouts ftom unarmed or subdual combat last for 1d10 minutes. ‘The duration of unconsciousness may be reduced by one turn per ppoint cured. Ifthe duration is reduced to 0 then the erature is sunned for a numberof rams equal ro the base damage. “An unconscious character may be stimulated with a drug, by slapping him, or by pouring cold water over him. If simlared, the victim may make a Constitution Check (awaken on ary colored fesult, but he is scanned for the remaining duration). But «blac result from this check. places the victim in a coma. “Mental Damage: ‘This type of arack inflicts normal physical dam- age, but more serious isthe damage that i causes to the vctim’smental ability scores. The base damage is subtracted from the victim's mental scores (player chooses amount taken off each score). Parabss:* A paralyzed creacure may aot perform any physical action ‘or mutation for the duration of the paralysis. The victim is aware of| ‘hati happening arourd him and may make mental stacks, bu only suceeds if he rolls a yellow result of bee. Parcal Paralysis: Ths sone type of eippling result. I lass For 16, ‘weeks, To speed the proces, for every 25 points of eure thatthe vitim receives, this time is reduced by one week. However, these point fail to cure damage, Pecrify: This effect causes the rapid cakifcation or pettifcation of tissue. This type of damage has a eiical special effect that requires 2 Constitution Check to avoid Poison:* Poisons include «variety of tox: substances with many di ferent special effects, but a red resue is always fatal o critical. Poison ‘usually causes damage equal to 1/2 it ltensiy. ‘Power Druin: This ype of damage causes no los of hit pines, ue instead reduces available remaining power by one hour per point of base damage. Progresive Damage:* This arack causes damage for several earns. ‘The visi suffers che base damage times the result factor ofthe attack ‘onthe first urn, Then fora number of turns equal to the base damage score, the victim suffers damage equal to the base damage. Some poi- sons and infections cause progressive damage. An antidote. antishock ‘medicant, neutralizer, or cessation of the attack form stops Further dam- age from occurring. ‘Radiacon;* This type of damage is caused by radioactive materials Radiacion causes physical damage to all cearutes. ls base damage score equals 1/2 ts Intensity score. Mutants may be mutated by the radiation and they must make a mutate check as explained following. Pure sain humans treat the damage as burns, Rowing: Teat as disintegration. Soni Atacks: This ype of damage isthe rule of al sound generated aac, In a vacuum, sonic attacks only affect a creanure whea they ate touched by them orth atk is beamed on tadio waves to a comm unit. ‘These cause double damage in water and thick ammospheres, Spraia/Strin: This is one type of cripplig result. It requires 146 slays co recover from the eff. To speed healing, forever five points of Incaling that the vivim receives, this time i reduced by one day. How- ver, these points then fail to cure any damage ‘Steam: A steam attack is not affeced by armor damage reduction unless the armor is airtight and insolared. Tteat as burns. Stuaned:* A stun result causes the victim to lose the initiative for fone eur and all actions while stunned are attempted on 1/2 the usual ‘ACT column. ‘A stun may ls for varying lengths of time. Ifthe result of a physica attack, most stuns only las one cura. Ifthe result of a special weapon, special effect, ot danger, a character may be stunned fora longer period of time. Ifa base duration sore is given. multiply ths by the rsulfac- tor ofthe attack find how many cums the character is tanned. If n0 base score it given, the GM should decide the effect of che srun atack, choosing from one to 10 turns or miutes. Subsonics; This sonic anack is below the range of normal heating, and cause adverse effects to the autonomic nervous system. A victim ‘must make an Mental Strength Check or he isoveteome by a debilitat- ing sickness and cannot act for 2410 tums. Suffocation:* After numberof tums without air equal tothe char act's Constitution, he begins to suer progressive damage each turn. ‘He mus also roll a Constitution Check each turn. Ths continues unl hie escapes ot fils to make a check (then he dic), Sunburn: Tea sif he viet were drugged for 1d3 (toll 146, divide bby 2 and round up) deys SPECIAL EFFECTS AND ATTACKS Special damage effects wealy occur asthe reult of an attack, ora the produc ofa special effect. n mos cases special effect may be avoided by ‘the victim rolling the appropriate Ability Check and receiving result ofthe same olor of beret asthe atack that caused the effec. ‘Special damage results in additional damage and also modifies the action scores of various abilities. These effects are usually temporary in ‘nature and should be noted as special damage in the Character Fle, Many diferent special effects ate offeted here. Use those you want and ignore the rest. This comprehensive list has been given to provide (GMs with the greatest number of options. Those effects that are mos, commonly used are followed by an astcrsk. You need not read this eo- tite secon, just review it btefly so that you know where ro look when 2 special effect occurs during a game. "This listing is resented as & guideline only. If he wishes, a GM may ‘ignore these guidelines and just choose an appropriate Intensity ote, ‘Special Effects and Attacks bbase damage, and any special effects he deems appropriate for any dan- ser encountered during 2 game. ‘Alcohol: Treat as drugged. “Allergic Reaction: When a creature comes within a number of meters equal wo the assigned Intensity rating of something he is allergic to. he ‘must make a Constitution Check. The vitim suffer a ~5 CS plus +1 CGS times the checks result factor fora long as he remains within range ofthe item. Ifthe characteris given an antihistamine or stimulant, this effects reduced by 1d3 (roll 146, divide by 2, round up) CS for the du- ‘ation of the medication, A black result on the Consteution Checkin cares that the creature is suffeing system shock. Blinded:* A foe is blind if he cannor sense the location of his target, ‘but muse guess from other sensory stimuli, Blindness eauses all physical actions and unarmed and melee attacks to be resolved on the ACT columo that is 1/2 of their aormal column. A blind eteanute may not se racks. Bufieted: Buffecng isthe result of high winds, cashing waves and other repeated forces acting against a creature to knock him down of push him in one direction. The effect of bufeting ia CS penalty qual to the base damage score ofthe buffeting force. This penalty applies to all the victims physical actions. Further, the vitim must make a Physi- cal Strength Check or be knocked down, If he is holding onto some- thing, he doubles his PS score for thscheck; if not moving, he adds +5 to his sore; if crawling, he adds +2. Even though buffed forces posses a base damage score, this dam- age is ony inflicted ifthe buffeting places a creature in a hazardous sita- ation (eg, bashing against a wall or drowning) Ifthe force docs ‘endanger a creature, then an attack using the force's Intensity score as the ACT column i olled. Typical Intensity scores for winds and waves are given in the Reference Book under Danges ‘Collsis: This is the resul ofa create being struck by a vehicle machine, of ridden animal. Collisions have a special effet of crippling: and a red result is always treated asa critical effec. “The Imensity core ofa collision is detemined by multiplying 1/10 of the speed of the atacker by one point per every 300 kilograms of eight The bc damage sore maybe eaher 1/408 he testy sore or wo point for every 300 kilograms of weight of the attacker, For clon at speeds grearer than 50 kph, add +1 RF to the resu per 50-kph increment, Plant are restanto crushing aracks and subtract 1 RF fom the final suit. Only the defenders AC value, noc his damage reduc- tion score, may be subcaced from the worl damage caused. Tf the collision is head on with another vehicle, add the two vehicle speeds rogether. If the collision is sideswipe, add half the target ve cle’s speed to the atacking vehicle's speed. ‘Coma:* A creature that fills into a coma cannos awaken on his own, bbut must instead be cuted to wake up. The creature remains uncon scious a numberof days equal ro 1/3 of his CN score. Ifhe has nat been cured by the end of this time, he dies, “Towake acreature in acoma, a minimum of 10% of te creature's hit points must be applied as a cure. Then the victim must rll an orange Consciution Check to awake. Ifthe result is les than orange, no hap- pens and the cure fils to heal any damage. If the result is black, the create dis. Complications:* This effect isthe result of a eaumatic amount of damage. Complications are divided into two groups: Group C (contu- sions, bruises, and crushing damage) and Group A (abrasions, lacera- plications, make a Constitution Check snd use one ofthe two result chars found on the GM's Screen ro deter ‘mine the exact nature of each color result. If a special ctfcct is complications, the vitim must make a second Constitution Check if he fis to avoid the effet. and compares the results of this tol eo the appropriate complications result rable. The ‘meanings ofeach result can be found in this section. ‘Complications Table Result Complication: © Complication: A ed Stunned Seared Orange Pain Pain Yellow System Shock Infection Green Delirium Deliiam Blue Iowernal Injury Prog, Damage White Crippled Crippled Black Paralysis Coma Coocussion: The victim is suffering fom a blow to the head resale: ing diszines, nausea, and disorientation. The effect causes al actions to suffer a penalty of ~ id6 CS for 1d6 day. At che end ofthis ime the victim must roll a Constitution Check: colored results = recovered, hige = 146 days mote of effect, and a black result = coma. Cashes: This isthe result ofa mount or idden vehicle smashing into something o: flipping over. Crashes affect creatures and machines in diferent ways. The effec of a crash on vehicle or machine ae ex- plained in the vehicle section ofthe Reference Book. ‘Whea a vehicle or mount crashes, that eranspore must make an En- ddurance o Constitution Check to determine the effect ofthe rash Crash Table Result Cash Type Modifier Red Stalls No effect Orange Swerves No effect Yellow Spins Out No effect Green Side Swipe +6 Blue Wrecked +9 White Flips/ Rolls +2 Black Busn/Crush +15 ‘The fis three results do not result in an actual attack unless they ‘cause the transport to smash incoan object. Then reat the erashas side swipe or wrecked, ‘When erature is caught in a crash, tas atac cll is made against cach crea using the crash Intensity (see below). Crashes cause the special effect of complications C (these requite a Coostution Check wo avoid) Fur Ahermore, all red resuls ae always havea cial effec. ‘The Inensiy core ofactash is determined by adding the crash modi- fier and one point for every 20 hit pointsof the tem struck. This toral is then multiplied by 1/10 of the total sped of the vehicle. “The base damage core may be either 1/4 ofthe Intensity of 1/10 of the speed plus the crash modifier. This damage is halved ifthe crash was aside swipe; doubled i flip and tripled if the vehicle crushes or burns ies pastenger, or crashes at speeds greater than 50 kph, add +1 RF tothe result per 0-kph increment, Plants ae resistant tocrushing atacks and subtract 1 [RF fom the final result. Only the defender's AC value, not his damage reduction core, may be subtracted from the total damage caused. (Caushing Weight:* A crushing weight aac i the sult ofa heavy ‘weight falling on creature, The Intensity of a crushing weight atack ‘equals one fr every 100 kilograms of weight. The base damage score is 1/2 ofthe Incensiy, Crushing weights havea special effec of complications C. A creature may attempt ro avoid the efiect by making a Physical Strength or Dex- tery Check (use whichever is higher). Crippling: Crippling results in che temporary or permanent loss of the ofa limb or ability. When a crippling resulisindicated, a second at- tack cll is made using che Intensity score ofthe attack (minus the vi- tim's CN modifier) as the ACT colusia to oll on, This ol defines both the degree or duration ofthe crippling aswell as the faculty crippled. To determine the crippled faculty, compare the last digit ofthe atack roll Special Effects and Attacks to the second char following Crippling Injury Tables Result Ctippling Degree Red las Orange Broken Yellow Brokea Green Paral Paralysis. Blue Paral Pras White Sprain/Serain Black Sprain/Serain ase tem Abily Digit Gippled t GM's Choice 2 lg or tal 5 Alteroace Atm 7 Preferred Arm 8 Sense 9 Mutation ° Bick (Red result = Death) ‘The healing time varies by the degree of injury sustained —see the ap- ropsat damage type. Cippling ofeach tem or biy bas difexing Leg or Til: Any action requiting DX is reduced by ~5 CS. This aso reduces the speed of the character, depending on how many legs he pos- seses. Find the nearest ratio on the chart below to determine (eg ifrwo legs of six ae crippled, then the rato i 1 per 3) ger or mote 1/10 normal sped 1 per3 = 1/5 of normal speed per 4 = 1/4 of normal speed I per 6 = 1/3 of normal speed 1 pers (or less) = 1/2 of normal speed ‘Aum; Cannot bold equipment o use a weapon with oat a, iss the prefered attack limb, them all actions requiring PS suffer a ~5 CS. ‘Sense: The GM should choose which sese is crippled. All acs te dquicing awareness oc IN suffer ~3 CS. ‘Mutation: The GM chooses which mutation iscrippled. Alles with that mutation suffer a ~5 CS. Back: A crippled back rests in the create being wnable to lito cazry eas grec than 1/2 of his PS, Allactios suffer a ~2CS and his Speed is teduced to 1/4 of normal. Ifthe attack was & red result, the character dies Citic! Injury: cet injury is often the result ofa very deadly tack ora red result from aleseratack. A cial injary may resul: in the death ofa crearare, but ismore likely to incapacitate him for a period of time. Whea critical ijury i the resule of an attack, a Consirution heck must be mae and the flowing chat consoled to dewrmine the effect. Cita Injury Table Result Effect Red Only half damage Seunned Yellow Exhaustion Green Crippled Blue Invalid ‘White Coma Black Death Deafened: The victim loses his sense of heating and becomes un- awate of things he cannot xe oF sense in some other manner. Shadows ‘and peripheral vision enable a character vo make a surptise check every time someone atacks from behind. Deafened characters suffer the off- balance combat modifier when and moving ‘Delirium: ‘The victim ofthis effect suffers from 2 lack of coordina tion, incoherence, clouded thoughts, and anxiety. This isthe result of poisons, intoxication, or brain fever. Trea ths as mental exhaustion. ‘The GN may ure the additional effects of temors and delusions, de pending on the severity of she injury. Delusions: The visim ofthis effect suffers fom distoced perception and posibly dreamlike hallucinations. Tis i the result of some poi- sons or brain fever. Iris dffculs to wrive rues for ths effect. The GM ‘must use his best judgment to decide the specific effects, Some sugges- tions ae given here. ‘The character sees chings differently than they realy ate. Hostile be- ings mighe seem gentle, fiends might appear 1 be foes, or each detail say be exaggerated. ‘Oncea character suffers fom thiseffet, tray come and go unt the vc- tim is cured. Every time the vim is startled or faces a new challenge, he should ll an Intelligence Check with ared ar orange result meaning £0 ef fect, a yellow, green or blue sul indicating a mk delusion, a white result causing a dangerous dehsion, and a black ‘maine. Ifthedelusioniscaused by a poison, the delusion lasts 1d10 hous per dose, Delusions may lid 1 types of insanity or phobias. ‘Disease: Diseases have many different effecs, che GM must choose the specific effects and cures foreach disease introduced into his cam- ‘ign. Here sa general rue that may be employed to determine the ef- Fees of disease, “Treat disease asa double srength sickness. Then assign a special ef- fect and ared result effect. Possible special effects include abiley dam- age, ctippling, delirium, invalid, rotting and seizures. Mosc diseases hhave a caical of fatal red result. ‘The GM should asign an Intensity score to the disease and a fre gurney formakinga des ack. once pet dy orp ee) The liscas inflicts a base damage score equal to 1/4 of is Intensity. A ctea- tue who is diseased may not heal nacrally until the disease is cured. See Par Il, Character Health for deals ‘Domination: This effects the result of a mental contr! attack. The attack Rank isewice che aacke's bility cote, minus the defender’ MS score, This duration of this effece equals a number of minutes or hours (GM'schoice) equal the base damage score of the attack, which is 1/2 ‘of the ability sere, At che end ofthis peiod, the controlled creature may atempt to eseape the effect by rolling on the ACT columa that cor responds to 1/2 of his MS score. Any colored result succeeds. Ifthe ‘SEE lhe cond conte fore bce dacage nen cit ‘ot hours atthe end of which another check may be made Drugged:* The drugged effec isthe result of intoxication of a crea- ture due to foreign substance in his bloodstream or co mental shock. ‘There is no known ancidote ro this effect, chough the use of stimulants may reduce its duation by half or every dose of the drug injected into the system, acteature suffers 1S oallhisaction soll, This effec lasts for one hour pet dose. Aftct this time, the penalty is reduced by 1 CS every hour. ‘The potency ofthe drug may influence this eect, doubling or haly- ing the CS penal. The CN of the vitim can modify the effec of a

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