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Wolfys GW4 House Rules Final

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WWWooolllf f f yyy'''sss HHHooouuussseee RRRuuullleeesss f f f ooorrr 444ttthhh eeedddiiitttiiiooonnn GGGaaammmmmmaaa WWWooorrrlllddd®®®

 

WRITTEN BY MOSES WILDERMUTH

AND DEREK HOLLAND

EXOTEX ARMOR BY SAMMY SPADE

EDITED BY MOSES WILDERMUTH

ASSISTANT EDITOR: CHRIS H.

"WHILE I HADN'T INTENDED ON SPENDING SO LONG WORKING ON IT, THE

MATERIAL WAS TOO GOOD TO JUST SLAP TOGETHER HAPHAZARDLY... AND

IT WAS MY PLEASURE TO WORK ON." -- CHRIS H.

Price:

FREE! Donations acceptedthrough Paypal viaWolf1 at Ecity dot Net 

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TABLE OF CONTENTS

CHAPTER 1: GENOTYPES, CRYPTIC ALLIANCES & DERIVED ATTRIBUTES

Section 1: Psykers andthe Psyker Friends Network – Moses Wildermuth Page 5 

Psykers (The Evolved) Page 5Psykes (Psychic Powers) Page 7Psyke Categories Page 8The Psyker Friends Network (The Net Cryptic Alliance) Page 10Psyke Meds Page 11

Section 2: Growth Cycles for Green Folk – Moses Wildermuth Page 12Growth Cycles for Green Folk Page 12

Section 3: Fungus Based Characters – Derek Holland Page 14 

Sentient Fungi Page 14

Section 4: Can You Hear That?Making Sense of the Senses – Moses Wildermuth Page 15 

Range Modifiers to the Senses Check Page 16Sight Page 17Hearing Page 17Smell Page 18

CHAPTER 2: SKILLS, COMBAT, HEALTH & WEATHER HAZARDS IMPROVED

Section 1: The Skill System – Moses Wildermuth Page 19 Determining Skills Known Page 19The Skill Score Page 20Learning New Skills Page 20General Skills Page 21Enforcer Skills Page 22Esper Skills Page 23Examiner Skills Page 23Scout Skills Page 24Skill Descriptions Page 24

Section 2: Combat Wound Effects – Moses Wildermuth Page 31 Step 1: How to Attack Page 32Step 2: Hit Locations Page 32Step 3: Combat Wound Effects Matrix Page 32 Notes and Clarifications Page 35Special Attack Forms Page 36

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Section 7: Siege Weaponry of Gamma Terra – Moses Wildermuth Page 72 Miscellaneous Tech II Siege Weapons Page 72Medieval Artillery (Tech II) Page 73Greek Fire (Tech II) Page 73Common Cannon (Tech III - IV) Page 73

Cannon Ammunition (Tech III - IV) Page 74Common Rockets (Tech III) Page 74Dynamite (Tech IV) Page 74Modern and Futuristic Cannons (Tech IV - VI) Page 75

Section 8: Computer Systems andArtificial Intelligence – Moses Wildermuth Page 75

Part 1: Computer Systems Page 76Part 2: Peripheral Devices Page 77Part 3: Computer Programs Page 78

CHAPTER 4: ADVENTURES & ENCOUNTERS

Section 1: Random Treasure Tables – Moses Wildermuth Page 81 Armor, Helms and Shields (Tech I – III) Page 81Armor, Helms and Shields (Tech IV – VI) Page 82Ranged and Melee Weapons (Tech I – III) Page 82Artifact Weapons (Tech IV – VI) Page 83Advanced Adventurers Equipment (Tech IV – VI) Page 84Standard Adventurers Equipment (Tech I – III) Page 85

Section 2: Random WildernessEncounter Charts – Moses Wildermuth Page 85 

Ruins and Death Lands Page 86Forests and Jungles Page 87Plains and Meadows Page 88Deserts and Rocky Lands Page 89Hills and Knolls Page 90Mountains and Cliffs Page 91Waterways: Rivers, Lakes, Swamps, Etc. Page 92True Animal Sub-Table Page 93

Section 3: Random City andRoadway Encounters – Moses Wildermuth Page 94

Part 1: Designing a Community in Gamma World Page 94Part 2: Encounters in and around Town Page 99Part 3: Mounts and Pets Page 108

LEGALITIES Page 109 

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CHAPTER 1: GENOTYPES, CRYPTIC ALLIANCES &DERIVED ATTRIBUTES 

SECTION 1: PSYKERS AND THE PSYKER FRIENDS NETWORK

As if there weren’t enough diversity builtinto the Gamma W orld

®Character 

Generation System , at one tim e or another an idea struck me that there shou ld be thoseHumans who look nearly identical to thePure Strain variety, but have Mental Powersthat aren’t necessarily Mutatio ns. The

original inspiration can be found in the Mutazoids 2e Rule Book. In this volum e,these mentally mutated Humans are knownas Supers o r Super-Hu mans. This specificterm was dropped in  Mutazoids3e PG&HB,

and the rules for that edition of Mutazoids™more closely follow the rules outlined inthese pages. Supers are called “Ps ykazoidHumans”.

The descriptions and statistics be low have

 been heav ily m odified for use in a  4 th

 edition Gamma World cam paign. The

concept is sound for other editions of Gamma World with proper modifications.

The inspiration for the name of their CrypticAlliance, Psyker Friends Network, should beobvious to all those over the age of 30 or so, but here’s a clue- I was watching a late night

infomercial with the Psychic Lady Cleo. Therest of the Cryptic Alliance is m ore like agiant Menta l E-m ail sy stem. This CrypticAlliance for GW4e, was not converted into aSphere of Influence for  Mutazoids3e.

Lastly, I included a couple of rare MedicalItems only of use to Psykers, one thatEnhances Psyke Power Points and one thatRecovers Psyke Power Points. These can beused to spawn ideas for other Psyke Meds or 

Devices.

 --------------------------------------------------------------------------------------------------------------------

Psykers (The Evolved) +3 to CN, IN, and CH rolls Must have minimum CN of 13, IN of 16, and CH of 14 Gain no bonus to Use Artifacts -3 Penalty to Mental Defense Score +2 Bonus to Health v. Radiation score Mental Psyke Abiltities

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An excerpt from the Appendix to the "Historics of Gamma Terra" writtenby Szuth-Loh, Apprentice to Szah-Lah, Sleeth historian:

"Recently, a new development has occurred within the genetic structure of some

of true man's offspring. Experts disagree about the root causes behind this change,

but none can dispute the existence of True Men who have been born with mental

abilities that approximate, and in some cases, surpass the mutations of the Altered 

Ones and New Animals. Some scholars contend that True Man's hardier bodies

and emphasis on intelligence is behind this occurrence, while others believe that 

the increased pressures to survive the hostile world of Gamma Terra inevitably

brought about a natural evolutionary response.

"In either case, they have named themselves the Evolved and consider themselves

a race apart (Homo Sapiens Mentalis). Most other species still consider them to

be a subrace of True Men and refer to them as Psykers.

"They retain True Man's resistance to disease, poison, and other ills. They

likewise cannot be mutated by radiation. They seem to have lost some of the

 fascination with Technology that permeates ordinary True Man society and in

general, are not as adept at discovering the use of these items as their 

 predecessors. Their minds are more sensitive to mental activity, due to their new

 powers, and they seem to suffer more from mental attacks than other races. Many,

however, have become Espers and through practice improve their mental

defenses.

"Their mental powers are called Psykes and are divided into 5 categories:

Telepathic, Clairvoyant, Telekinetic, Teleportation, and Physical Control. All

known Psykers are Telepathic.

"Some within this new race see themselves as go-betweens for the True Men,

 Altered Ones and Other Sentient species (Sleeths in particular), while others see

themselves as the new supreme race, destined to inherit Gamma Terra from all

other races, including True Men and their cousins, the Altered Ones.

"Currently, Psykers comprise about 10-15% of all Pure Strain births, however,

this number appears to be growing." 

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Psykes (Psychic Powers)

Psykes are Mental Abilities activated by Concentration. There are no Automatic or Permanent Psykes. Determine Psyke Power Points by rolling 3d6 and adding IN Modifier.

Psykes expend Psyke Power Points (See below for point usage). Psyke Power Points are regained at a rate of one per hour regardless of activity. Each Psyke Power Point score is treated as if it were the Mutation Power score for 

 purposes of range, duration, attacks, raising levels, etc. When used to determine scores inthis manner, the total score is used, not the current strength.

There are 5 Categories of Psyke Powers: Telepathic, Clairvoyant, Telekinetic,Teleportation, and Physical Control Powers.

Each Psyker starts the game witho Mastery of one Psyke Category. Mastery of a Psyke Category allows the Psyker 

to use all the Abilities in that Category, provided they have sufficient PsykePower Points remaining),

o Minor Ability in one Psyke Category. Minor Ability only allows the Psyker toexpend a maximum of 3 Psyke Power Points when using Abilities in thatCategory. If the Ability requires more than 3 Psyke Power Points, it cannot beused.

o One of the Starting Psyke Categories must be Telepathy. Most become Master Telepaths (see Starting Category Table below).

Starting Category Table

d8 MASTERY MINOR ABILITY

1 Telepathy Clairvoyance2 Telepathy Telekinesis

3 Telepathy Physical Control

4 Telepathy Teleport

5 Clairvoyance Telepathy

6 Telekinesis Telepathy

7 Physical Control Telepathy

8 Teleport Telepathy

Psykers gain Minor Abilities and an additional Mastery as they gain levels, until finallyall Categories becom e known. At 5 th Level, they gain a se cond Minor Ability (choseneither by the Player or the GM). At 10th Level, their first Minor Ability becomes their 2nd Mastery, and they gain another “random” Minor Ability. At 15

thLevel, they gain Minor 

Ability in the remaining Psyke Category.

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Psyke Categories

TELEPATHY

Ability Point Cost Description

Empathy * As Mutation *varying cost of 1 to receive & 3 to sendStunning Force 1 As Mutation.

Summoning 5 As Mutation. Mastery Required.

Telepathy * As Mutation *varying cost per action below:

Life Detection 1

Read SurfaceThoughts

2

Send Thoughts 2

Mental Probe 8This action requires a m inimum of 5 m inutes contact withthe “v ictim” but c an Detect Lies and Read HiddenThoughts. Mastery Required.

CLAIRVOYANCE

Ability Point Cost Description

Clairaudience 2 Able to Hear up to 25m + modifier, even thru solid objects.

Clairvoyance 2 Able to See up to 25m + modifier, even thru solid objects.

Combined 5 Able to Hear and See. Mastery Required.

Directional Sense 1 As Mutation, but must be Activated.

Intuition 8As Mutation, Activated, Duration of 5 minutes.Mastery Required.

Psychometry 10As Mutation, Maximum Duration of 8 hrs. MasteryRequired.

TELEKINESIS

Ability Point Cost Description

Levitation *As Mutation *varying cost 1 per 20 Kg. Mastery Required tolevitate more than 60 Kg.

Telekinesis 3 As Mutation.

Telekinetic Hand 8 As Mutation. Mastery Required.

Telekinetic Flight 10As Mutation, Maximum Duration of 8 hrs. MasteryRequired.

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TELEPORTATION

Ability Point Cost Description

Displacement 3As Mutation. Points are expended Automatically unlesscurrent Point Total is less than 3.

Teleportation * As Mutation *varying cost, shown below:

Short Hop 1

Long Jump 5 Mastery Required.

Teleport Object 8 As Mutation. Mastery Required.

Teleport Any Distance 10Location must be memorized, but distance is not a factor.Mastery Required.

PHYSICAL CONTROL

Ability Point Cost Description

Enhanced Attribute * As Bodily Control *varying cost, shown below:

Senses 2 each

Physical Attribute1 per 

Point raisedMastery Required to raise any single Attribute more than 3Points.

Physical Stasis 8The Psyker enters a sleep-lik e state for up to one week. The body does not age o r die from illness while in stasis an dexpended Points are not regained. Mastery Required.

Regenerate 10As Mutation, Activated, once pe r day, To re-grow lost lim bs,the Psyker must Activa te every day until com pletely healed.Mastery Required.

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The Psyker Friends Network (The Net)

This Cryptic Alliance is comprised almost entirely of Psykers. They further the goals of Psykers by attem pting to e liminate f ear and prejudice, thereby closing the gap between Pure StrainHumans, Altered Humans, and themselves. They do this by providing a High-Speed Telepathic

Communication Network to those allies will ing to pay. Generally on good term s with theBrotherhood of Thought , Healers, and Tradition al Radioactivists, they will sometimes work for Restorationists and less Radical Groups of the Order of t he Mind. They actively oppose theKnights of Genetic Purity, Iron Society, Ranks of the Fit, Z oopremisists, and Seekers. TheSeekers consider Psykers to be an abomination at best.

Symbol: An im age de picting an Evolutionary Char t, with Psykers branching from the Pure

Strain line, parallel to the Mu tant Human line, then all th ree blending into one again. In public,many wear ancient, blue and white telephone logos on their sleeve or brea st pocket, unless thePolitical climate is unfriendly. W ealthier m embers wear silver “s lave tiaras”, with blue topazsettings attaching to the ear, to their secret meetings. Those less fortunate must settle for cheaper imitations.

Benefits: Mem bers are able to keep in contact with one another over long distances viaTelepathy, sending thoughts from one m ember to another over “The Net". Members are notaware of the contents of messages being passed through their m inds when they are part of The Net, unless they are the final recipients. W ith practice, m ost m essages can be ignoredcompletely. In exchange for participating in The Net, members have access to rare Psyke Booster 

and Psyke Accellera meds (see Section 5 below).

Restrictions: Members must agree to join The Net and pass along m essage packets. Som e of these messages can be large and dis tracting, causing the character to be unable to react for theduration of the m essage. The GM rolls a 5% chance per d ay that a la rge m essage will passthrough that day. The message wi ll be 1d6 minutes longs. The GM must randomly decide whenthis message will s tart. If this occu rs during combat, the c haracter may attempt to "reject" themessage. Treat a m essage as an I14 Mental Att ack. Only 1 attem pt to reje ct is allowed pe r message, and if successful, the message will return in 2d10 minutes.

XP Bonus: 50xp per lev el bonus, if a m ember is successfully able to sto p bloodshed between aPure Strain Hum an and an Alte red Human. Double this amount, if members of the Knights of 

Genetic Purity and/or Iron Society are involved.

Traditional: Members of the Traditional Net (Trad-Net) do not see th emselves as superior totheir genetically d eprived brethren, the Pure St rain and Altered Hum ans. The three races b lendharmoniously to m ake the final line extending from the evolutionary tree. They genuinely wishto work with other Cryptic Alliances and races such as Orlen, Sleeth, Wardents, and Hissers. Afew Altered Hum ans and ot her races, those with strong Telepathic skill, have been allowed to join The Traditional Net.

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Radical: Members of the Radical Net (Rad-Net) believe Psykers are a geneti cally superior race,destined to rule a ll others. Theirs is the f inal branch extending from the evolutionary tree. Tothem, all other races are sim ply not as "evo lved", and therefore not as developed mentally or  physically as them selves. Mem bers m ay outwar dly foster cooperati on in order to gain"unsuspecting allies" among the "l esser" races to further their own goals of controlling Gamm a

Terra. Rad-Net m embers record im portant messages being passed through, which may be usedfor espionage, extortion or other nefarious purpos es. They m ay also t ry to listen to m essagestraveling along the Trad-Net.

Notes: Members of The Net have no qualm s about kill ing or using their m ental powers againstanyone in self-defense, even if the opponent is another P syker. Player Characters should bemembers of the Traditional Net, unless the GM allows otherwise. A High Speed Long DistanceMessaging System can be m uch more valuable th an on e m ay realize in a Pos t Apocalyp ticWorld. Be sure that on ly the wealthiest Cryptic Alliance s have access to it. Playe r Characte r members of The Net should not be allowed to abus e their privileges. If the Characters start toabuse the system by sending and receiving many long messages, be sure to radically increase the

daily chances and/or frequency per day of a long m essage passing through and interfering withtheir activities.

Psyke Meds

Psyke Booster: This Med only affects Psyke rs. Developed in the sam e era as Genetic Booster and Mind Booster Me ds, this dan gerous subs tance giv es the user 3 addition al Psyke Power Points for 2 hours. The user must then rest for 4 hours or permanently lose 3 points of IN, 1 pointof CN, and 2 pointts of CH. This loss of ability points can adve rsely affect Psyke P ower Point

scores. In addition, if one Attributescore falls below m inimum

requirements for a Psyker Character, all Psyke Categories arereduced to Minor Abilities. If 2 or more scores drop below theminimum required, then all Psykesare lost, until enough points are permanently regained. LostAttribute Points can be permanently regained by leveladvancement and whatever o ther methods the GM will allow. Psyke

Booster is a Tech VI/10 Med. Itweighs .1g, and has Duration of 2hours. It is not sold.

Psyke Accelera: This Med only af fects Psykers. The user regains Psyke Power Points a t a rateof 2 per hour for 3 hours. If the Med is taken more than twice in the sam e 24 hour period, allPsykes are lost for 1d6 days. Psyk e Accelera is a Tech VI/10 Med. It weighs . 1g, and hasDuration of 3 hours. It is not sold.

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SECTION 2: GROWTH CYCLES FOR GREEN FOLK This document was designed in response to th e odd way Mutant Plants, aka Green Folk, areallowed to rapid ly grow unchecked and unbounded. It so on becam e apparen t that the Playe r Characters would outgrow their usefulness rather quickly, if the guidelines in the book werefollowed. This docum ent attempts to re ctify the problem while s till maintaining the sp irit a nd

likely, the intention of th e rules as they were written. Th e Green Folk still grow rather rapidly, but their growth is actually based on gam e tim e and not the arbitrary gaining of a level.Depending upon the Character’s particular Plant Sp ecies, there are lim its in place. The onlyexception is the vine. As noted, it is a special case and its size cannot be reigned in so easily.Perhaps one day, a method will come to me that I can add to this document.

This document is to be integ rated directly into the  4th edition Gamma World Rulebook. Therules for Sentient Plants are found on pages 14-15. The GM should have a copy of his rulebook handy to know where to substitute the appropriate information.

The system presented here could be m odified slightly for play under the 3rd edition rules (the

only other earlier edition of th e gam e to allo w m utant plants as Pla yer Charac ter Races ).However, it requires the players choose a general class of plan t (as is done in 4

thedition) rather 

than a specific spec ies (as is done in 3 rd edition). It is more likely that the 3 rd edition rules mayneed to be modified to handle this system rather than the other way around. Either way, thisdocument was written to br ing a dditional p layability an d "a s emblance of re alism" to th echaracter race known as the Green Folk.

As I worked on  Mutazoids3e, it became clear that I needed to add Mutant Plants (and a handfulof other m utant types) as Play er C haracters. T herefore, a sim ilar system can be found, in amodified form , within the  Mutazoids3e Player’s Supplemental Guide, where Mu tant Plantswere added as a PC option to that game.

Green Folk Growth Cycles

To use these Guidelines, first delete the following section of your  4th

 

edition Gamma World Rulebook: Page 15, Paragraph 2, starting with"The Constitution of a plant deci des its size." and ending with "…the plant actually grows larger as it gains levels."

Then replace it with the following text and table: “The starting size,ending size, and rate of growth for a m utated plant ch aracter aredetermined by its type. It is a ssumed that the plant is young andsmall when it sta rts adventuring and grows a little each m onth for a

 period of time, then stops or slows to an immeasurable rate.

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Growth Cycle Table

Plant Type Base Starting and Ending Heights Growth Cycle

Brush: Start= 1m End= 2m 60 months + 4d12 months

Flower: Start= 0.5m End= 1.5m 24 months + 2d12 monthsFungi: Start= 0.5m End= 1.5m 10 months + 1d4 monthsSucculent: Start= 0.5m End= 1.5m 96 months + 4d12 monthsTree: Start= 1m End= 3m 180 months + 10d12 monthsVine: ------------------------Special--------------------------------

“In most cases, Ending Height re lates directly to Star ting Height, so to calcu late them both roll1d6-1. Add the result of the d6-1 to the S tarting Height, and us e the d10 for a second decim al place (which would indicate centimeters ). Add thos e same die rolls to the Base Ending Height.The exception to this m ethod is the tree, where it is desirable to ro ll 1d6 and 1d10 for both

Starting and Ending Heights.

“Now that the Player Character’s Starting a nd Ending Heights are know n, calculate the Plant’sGrowth Cycle in months by using the appropriate dice. Subtract the Starting Height from EndingHeight. This will always be 1m, except in the case of Trees, where it is more variable but around2m.

“Divide this number by the number of months to determine Rate of Growth per month, usually infractions of a meter.”

Due to the nearly am orphous nature of the vine character, it is a special case and is not covered

in these guidelines. Follow the normal guidelines given for Vine Characters in the Rulebook.

Example:

The Player chooses a Flower Character. He ro lls 1d6 and 1d10 to determine Starting and EndingHeights. Let’s assume he rolls a 3 on the d6 and an 8 on the d10 or 0.38m. The Starting Height of this Flower Character is 0.38m + 0.5m or 0.88m . This also i ndicates that the Flower willeventually stand 1.88m, when its growth cycle has ended.

The Player then rolls 2d12 to determine the Growth Cycle. Again assume that he rolls a 1 and a 9on the 2d12, or 10 months. Added to 24 months indicates the Flower’s Growth Cycle will last for 34 months, or 2yrs and 10 m onths. This does not m ean that the Flower di es in that am ount of time, it just stops noticeably growing.

Finally, the Player takes 1m (the difference between Start and End Heights), and divides it by 34months. The Flower P C will grow 0.029m (3cm) per month, or 0.36 m per year. Most Mu tantPlant Characters, other than Fungi, will grow even slower.

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 SECTION 3: FUNGUS BASED CHARACTERS

Derek Holland and I got acquainted on theold Gamma World email list. This is the

first of m any of his wo rks to be featured inmy CyberDen. I consider Derek to be a realcreative genius; a m aster of the odd andwonderful that m ost people either wouldn’tnotice or not care about.

He always allowed m e to pos t h is ideas inmy CyberDen, and much of it, including thisdocument, was eventually in corporated in to Mutazoids3e. This particular docum ent wasmodified and converted for use in

 Mutazoids3e Player’s Supplemental, as partof the section on Sentient Plants.

The following paragraph is Derek’s originalnotes regarding this Genotype:

“The main problem with fungi characters isthat they are bas ed on th e flashyreproductive structures. The core body of fungi (called m ycelium) is the thread-likesubstance found in the plant/dead w ood/soil.

The GM must m ake a call on how he willwork around this problem . He can restrict

the life span of all fungi, except conks, to 3-6 months (conks would live 2-10 years). Hecan let characters over winter as mycelium(i.e. no play through th e winter). Or he canignore all of this (most likely) and treat themlike intelligent plants. “

As I said, he’s a real genius when it com esto this sort of stuff.

Also acco rding to the orig inal d ocument,

Derek was also working on a list of “FungalMutations”. Either these were not completed,or I never received a copy.

The only other thing I can think of toimprove this document would be an excerptfrom t he “  Historics of Gamma Terra”.

Unfortunately, a copy of that invaluabletome on the Races and Histories of Gamm aTerra was not available in tim e for   publication.

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Sentient Fungi

Plant Mutations with fewer defects+2 to initial CN No RR scoreRequire organic soil or wood instead of foodBonus physical mutation even if humanoid traits are taken+1 CN/ levelBase speed 9, swimming 3

+3 MD

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Base stock list

Mushroom

The best known of all types of fungi, they requ ire 3x the standard am ount of water. There is a65% chance that the character is poisonous (a toadstool).

Bolete

This fungus looks like a m ushroom with pores in place of gills. They tend to be woodier (AC base 12) and need only 2x the standard amount of water.

Conk 

This type of fungi is evolved from woody bracket fungi. They are quite woody – base AC 14 andneed only the standard amount of water.

Coral 

This fungus is made up of ornate branching. They digest wood more quickly (“Produce Enzyme”as the Mutation), than other fungi.

Jelly 

These fungi are soft an d m alleable. They look like blob s of single or m ultiple colors. Th eyrequire 3x the standard amount of water and grow at twice the normal rate of fungi.

Puffballs 

These fungi look like an oval ball, either whit e or brown/tan. The skin can be m any textures.They have the “Spore” Mutation.

SECTION 4: CAN YOU HEAR THAT?MAKING SENSE OF THE SENSES

Many tim es while play ing the  4 th

edition

Gamma World gam e, it becam e necessary

to know whether or not a character was ableto identify a known object from a distanceusing sight, hearing or sense of sm ell. MostRobots and som e Computers have Sensor Array H (N ormal Human Range), but justwhat are the Ranges for a Normal Human?

This short document will ef fectively answer this burning question. The Mutations,

“Heightened Senses”, and the Defect,“Diminished Senses”, gave m e an idea of how to determ ine this, but Norm al Rangeswere still rather vague. The system presented here is the result of reverseengineering the Heightened Senses Mutation,taking into account the specific lim itationsof the Diminished Senses Defect. Therefore,

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it rem ains com pletely com patible with therest of the rules system.

Range Modifiers given in Section 1 shouldremain constant, however, the situational

modifiers for each sen se are m eant to beguidelines and can be adjusted as the GMsees fit in a given situation. Situational

Modifiers can also be applied whenMutations and Defects are in effect.

For completeness sake, I’m including below,the spec ific gam e eff ects of the Mutation

and the Defect.

Mutation:

Heightened Sight or Hearing doubles the appropriate ranges.Heightened Smell multiplies the ranges for Smell by 10.

Defect:

Diminished Sight / Hearing limits effective Range Categoriesto the following distances.

Point Blank- 3m / 0.5 m Short- 5m / 1m Medium- 10m / 3m Long- 30m / 5m Extreme- 60m / 10m

Range Modifiers to the Senses Check

When a Senses Check is m ade, it is m odified accord ing to its Range Category . The actualdistance for each Rang e Category varies depending on th e Senses Ch eck being m ade. This isfurther described in Sections 2 through 4 be low. Range Categories and their correspondingRange Modifiers should not be adjusted when Normal Human Senses are being used.

Range Categories:

Point Blank- Automatically Identify. Short- Easy (-0) to Identify. Medium- Challenging (-5) to Identify. Long- Tough (-10) to Identify. Extreme- Nearly Impossible (-15) to Identify.

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Smell

Range Categories for Normal Human Smell 

Point Blank- ¼ x SN score in meters.

Short- ½ x SN score in meters. Medium- 1 x SN score in meters. Long- 2½ x SN score in meters. Extreme- 5 x SN score in meters.

Situational Modifiers for Identification based on Smell

Picking out 1 scent from among many = -2

Breeze or Thin Curtain = -4

Wind or Mist = -6 Rain = -8

Solid Barrier or Gale = -10

Storm = -12

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An NPC without an Adventuring Class has anumber of Skill Slots based on IN just like aPC, and learns General Skills for thestandard number of Sk ill Slots. T hey canlearn Skills f rom any single Cla ss Skill Se t

(GM choice) for one extra Skill Slot each,and Skills from other Class Skill Sets for 2xthe num ber of Skill Slots. However, if th eGM determines there is a racial tendency for a NPC Rac e toward a certain Class, theymay be treated as that Class ins tead, i.e.Wardent = Exam iner, Sleeth = Es per, etc.,except tha t the NPC must pay 1 point eachfor the Automatic Class Skills that are freelygiven to a sim ilar PC. For example, aWardent Examiner must use h is first 3 Skill

Slots to lea rn Jury -Rig, Read Sch ematicsand Repair Artifact. Th e Wardent may thenuse his re maining Skill Slo ts to learnGeneral and Examiner Skills at their normalcost, or to learn Enforcer, Esper, and ScoutSkills at double their normal cost.

The Skill Score

On the table s below, so me Skills h ave beenmarked with an asterisk. These are

considered to be “difficult” Skills. They startwith a Skill Score equa l to the Skill' s PrimeAttribute divided by 5, rounded up. Thisgenerates a star ting Skill Score b etween 1and 4 (possibly 5), and is in line with theSkill Scores used f or the Autom atic Cla ssSkills in  4th edition Gamma World . Skillsnot so m arked are considered "ea sy" Skillsand start with a Skill Score of 1d10 + 10.These include Skills rolled by randomchance, like swimming.

As a Character advances in Level, 1 point isadded to each Skill Score. Opti onally, acharacter may try to forget a skill. If a skillis not used at all, over the course of gaininga Level, 1 point can be deducted from the

Skill Score, rather th an added. W hen theSkill Score reaches 0, it is f orgotten andremoved from the Character’s Record Sheet.The Skill Slots no longer used by theforgotten S kill are ad ded back into the

remaining total and are available to learn adifferent Skill or Skills. Note tha tPrerequisites needed for using Skills cannot be forgotten this way, unless those Skills areforgotten first.

Learning New Skills

To learn a new skill, the character m ustusually find a suitable teacher. Typically, thecost to hire a Traine r is 100 dom ars x (Base

Cost + the Skill Sco re of the Train er). Thenormal Time to lea rn a new Skill is 5 +(Skill S lots - IN Mod) weeks. The Studentmust then roll an IN Check to pass th ecourse. If the skill is outside their Class SkillSet, the check is at a Challenging Difficulty.If the Check is f ailed, they must pay the f eeagain and retake the c ourse. Certain skillsoriginate from societies that h ave TechLevels higher than the typical starting TechLevel of the Characters. It may be extremely

difficult to find a teacher and these skillscannot be chosen at 1 st Level. The GM willdetermine the highest Tech Level Skill th atcan be chosen at 1st Level.

High Tech Learning Devices m ay be foundin a long running cam paign. These Devicescan quickly impart Knowledge and/or Skillsto their users. The GM should have specificguidelines in the rulebook to im plement aLearning Device in his campaign. Skill Slots

and Class Skill Sets should be leftunchanged. The num ber of different Skillsavailable f rom a Hi gh Tech LearningDevice, and the Tech Level of those skills,will be dete rmined on a case-by- case basis.

 

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General Skills

Skill (Tech) Base Cost Skill Slots Prerequisite Prime AttributeAnimal Riding (II) 2 1 - -Artist or Entertainer 

Acrobatics 4 2 Endurance - Composer 6 2 Musician -

Contortionist 2 1 - -

Dancer 3 1 Endurance -

Fortune Teller 2 1 - -

Illusionist 10 4 Sleight of Hand -

Juggler 6 2 - -

Musician 4 2 - -

Poet 3 1 - -

Singer 4 2 Endurance -

Sleight of Hand 3 1 Reflexes -

Storyteller 5 2 - -

Ventriloquist 4 2 - -Autopsy (III+)* 8 3 - INBarber (II+) 1 1 - -Boating (I)* 4 2 Swimming MSBrewer/Vintner (I+)* 2 1 - INDiving* 2 1 Swimming CNDriving (IV+)* 2 1 - INEndurance* 1 1 - CNFarming (I+)* 4 2 - MSFirst Aid (I+)* 4 2 - IN (+5)Gemologist/Lapidary (II+)* 2 1 - IN/DXHolding Breath* 1 1 - CNJeweler (II+)* 4 2 Gemologist DXLanguages

Sign (Body) 2 1 - -

Sign (Hand) 3 1 - -

Signal (Flags) 3 1 - -

Signal (Lights) 3 1 - -

Signal (Morse) (IV) 3 1 - -

Signal (Smoke) 3 1 - -

Signal (Sound) 3 1 - - Speech (Foreign) 6 1 - -

Read/Write

(Common) (III) 2 1 - -

(Foreign) (II+) 5 2 Read/Write (Common)-

(Ancient)(III+) 8 3 Read/W rite (Any) -

Linguistics (III+) 10 4 Read/Write (Ancient) -

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General Skills (Continued)

Skill (Tech) Base Cost Skill Slots Prerequisite Prime AttributeListening* 1 1 - SNLock Picking (II+)* 6 2 - DX

Miner (II+)* 4 2 - IN Nimbleness* 2 1 - DXPower Boating (IV+)* 5 2 Boating INReflexes* 1 1 - DXSail Boating (II, III)* 2 1 Boating

& Swimming MSSail Maker (II) 2 1 - -Skin Diving (IV+)* 6 2 Hold Breath IN/CN

& SwimmingSwimming 1 1 - -Teamster (III)* 1 1 - MS/DX

Class Skills 

Enforcer Skills

Automatic Skills: Combat Leadership, Makeshift Weapon/Armor, Size-up Opponent

Skill (Tech) Base Cost Skill Slots Prerequisite Prime Attribute Ambidexterity 10 4 - -Archer/Missile Man (I, II) 2 1 - -Armor Maker (II+)* 9 3 Blacksmith or 

Leatherworker MSBlacksmith (II+) 7 3 - MS/PSBrawling 2 1 - -Defending* 1 1 - DXDistracting* 1 1 - DXDodging* 2 1 - DXFletcher (I, II)* 1 1 - MS/DX

Gunsmith (III, IV)* 8 3 Blacksmith IN/MSLeatherworker (II)* 3 1 - MSSaddler (II)* 4 2 Leatherworker MS/DXWeapon Maker (I, II)* 5 2 Blacksmith DXWeapons Master (I, II) 7 3 - -Wrestling* 2 1 - PS

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Esper Skills

Automatic Skills: Hypnosis, ID Mental Power, Photographic Memory, Sense Mental Powers 

Skill (Tech) Base Cost Skill Slots Prerequisite Prime AttributeAlchemy/Chemist (II+)* 6 2 - IN

Apothecary (II+)* 6 2 - INBargain/Barter* 3 1 - MSBinder (III+) 4 2 - -Bluffing* 1 1 - MSCalligrapher (III+)* 5 2 Scribe DXCartographer (II+)* 5 2 Scribe DX (+5)Diplomacy* 5 2 - MSLimner (I+) 1 1 Scribe -Sage/Scholar* 9 3 Scribe INScribe (II+) 4 2 Read/Write -Will Power* 3 1 - M 

Examiner Skills

Automatic Skills: Jury-Rig, Read Schematics, Repair Artifact 

Skill (Tech) Base Cost Skill Slots Prerequisite Prime AttributeAppraisal* 1 1 - INBarrel Wright (II) 2 1 - -Blacksmith (II+)* 7 3 - MS/PSCandle Maker (II) 2 1 - -Carpenter (I)* 6 2 - MS

Cobbler (I+) 2 1 - -Computer Studies (IV+)* 5 2 Read/Write INElectrician (IV)+* 8 3 Read/Write,

Jury-Rig,& Repair Artifact IN

Glass Blower (III)* 5 2 - CNGunsmith (III, IV)* 8 3 Blacksmith IN/DXMason (II)* 4 2 - MS/PSMechanic (I)* 10 4 Ropecraft and

Carpentry; MSMechanic (II, III)* or Blacksmith; MS

Mechanic (IV+)* or Electrician MS& Computer Studies

Plumber (IV+)* 2 1 - INPotter (I) 3 1 - -Rope Craft (I) 2 1 - -Tinker/Toolmaker (II+)* 3 1 - IN/DXTorch Maker (I, II, III) 1 1 - -Wheelwright (II+)* 4 2 - MS/DX

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Animal Training- (SC) Able to dom esticate wild anim als to be m ounts, pets or work anim als.Only certain anim al s pecies or mutants are e ligible for this training. This includes anim alhusbandry. The character m ay attempt to breed do mesticated animals and domesticate new onesfrom birth, making them much tamer and usually showing more loyalty to their masters.

Animal Use- (SC) May recover, preserve, and use parts of anim als, such as claws, hide, horns,

flesh, etc. This excludes Taxidermy and Tanning. To remove more dangerous parts, poison sacs,etc. half normal score is used. The character can create simple items, hide sacks, Tech 0-I tools, prepare meat, etc.

Apothecary- (ES) Identifies and can extract and concentrate drugs, perfume, and poisons.

Appraisal- (EX) Can determine the approximate value of loot (junk, baubles, or curiosities) andartifacts.

Archer/Missile Man- (EN) I mproves THAC, dam age and range when using a specific non- powered missile weapon (bow, crossbow, dart, hand axe, javelin, blow gun, bola, net, lasso or sling, etc.) THAC and dam age is increased by +3, short range is increased by 1 m eter per pointof skill score.

Armor Maker- (EN) Make certain types of arm or, depending on prerequisites taken. Thisrequires 1 week for each + of the armor produced. This allows for rep air of damaged armor. Askill check is m ade to see if the a rmor retain s its integrity af ter be ing reworked. Helm s andshields may also be made.

Artists and Entertainers (G)

Acrobatics- Tumble, Swing on bars, Leap and perform most gymnastics.

Composer- Composes music.

Contortionist- May m aneuver his/her body around or through things his body would

normally be too large for. The difficulty factor will vary.

Dancer- Can dance alone or in groups, perform ing a variety of agile steps and aerials.May enhance dodging or leaping skills.

Fortune Teller- Can read Tarot cards, knows tealeaf re ading, rune stones, astrology, etc.Interprets body language well, deciphers clues and personalities. Can discern em otionsand tell when people are lying.

Illusionist- Can perform preset illusi onary tricks, saw a person in half, m ake large itemsseem to disappear, etc.

Juggler- Can juggle and balance items. THAC ranged is +3.

Musician- Can play a specific instrum ent. Can modify the reactions of anim als by playing instrument.

Poet- Can create poetry, or m emorize and recite ancient poetry. Modi fies riddle-solvingability.

Singer- Can sing quite well and knows a variety of songs. Modifies shouting ability andholding breath.

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Sleight of Hand- Can seem ingly m ake small things disappear and do card tricks, etc.Able to palm things and may pick pockets at half normal score.

Storyteller- Can create and narrate modern stories about adventures or recite memorizedhistories. Can be combined with musician to become a bard. Bard base cost = Storyteller  base cost + ½ Musician base cost.

Ventriloquist- Can throw their voice to distract at half score. Can also alter vo ice toimpersonate another (half score unless voice can be studied for at least a week first)

Autopsy- (G) Can determ ine cause of death, if not dead longer than 1 week. This can bemodified by weather conditions. Other inform ation that may be gained includes approx. tim e of death, angle of attack, etc.

Barber- (G) Can cut hair in fashion of all societies and races, trim, claws, and nails, and performcrude dentistry.

Bargain/Barter- (ES) Can attem pt to Parley, Negotiate , Request Inform ation and/or Aid or simply haggle for better price If successful roll is m ade, +3 to your charisma, -3 to the othersintelligence when dealing with them.

Barrel Wright- (EX) Can make barrels and casks.

Binder- (ES) Can bind together sheets of paper into books.

Blacksmith- (EN, EX) Working knowledge of reshapi ng, forging, and casting hard metals. Maymake simple, heavy metal non-weapon or non-armor items. Can also repair simple non-electricalor non-mechanical items. This sk ill can be taken separately for working m etal alloys (III) or aluminum (IV).

Bluffing- ( ES) Can bluf f better than m ost people. May attem pt to Im press, Interrog ate,

Charm/Persuade, Pacify, or Control a Mob on a successful roll.Boating- (G) Can recognize and use oared or paddled boats. Add 3 to character' s DX whe nmaneuvering, if a successful check is made.

Brawling- (EN) Can engage in hand to hand combat better than most. THAC and damage are +3.This skill is not available to animals or others with natural attack forms.

Brewer/Vintner- (G) Makes ale, m ead, lager, stout, b eer, and other intoxicating grain alcoholsand is versed in the mysteries of fermentation.

Butcher- (SC) Knows how to cut meat, which c uts are better or m ore expensive, what internalorgans are edible etc.

Calligrapher- (ES) Makes beautiful written copies of text.

Camouflage- (SC) Can, with proper material and time, conceal a large area, structure or vehicleoutside in a natural cover. This includes using nearby foliage and other materials, using earthtone paints, netting, wiping away tracks, or other means. Difficulty factor will vary depending onconditions and size of object.

Candle Maker- (EX) Can make candles, wicks, and other wax items.

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Carpenter- (EX) Able to construct item s out of wood. Difficulty factor will vary according tosize and/or complexity of the item.

Cartographer- (ES) Makes and interprets maps, charts, etc.

Cobbler- (EX) Can make boots and shoes out of a variety of materials.

Computer Studies- (EX) Has sought all available knowledge on computers. When trying to usea computer, add 3 to use artifact score if a successful roll is made.

Defending- (EN) +2 to AC, if successf ul ro ll is made. No attack can be m ade unless thecharacter is also Ambidextrous in some way.

Diplomacy- (ES) Knows the finer points of political in teraction. May add 3 to CH if successfulroll is made, when interacting with political officials or security forces, etc.

Distracting- (EN) Able to get another surprise check on an opponent, even if already engaged incombat, by passing a skill check. This gen erally only w orks once per com bat, unless theopponents are stupid (Semi or less IN)

Diving- (G) Able to dive into liquid a num ber of meters equal to his skill score without takingdamage.

Dodging- (EN) Subtracts 3 from attackers ro ll, if check is made. No attack possible (not even if Ambidextrous) However, com bat can be dis engaged completely bypassing the add itional 1d20roll.

Driving- (G) Can recognize and use som e powered land vehicles. Add 3 to Use artif act score if check is successful.

Electrician- (EX) This is the same as jury-rig and repair artifacts combined, if chosen by another character class than Examiner, however, if chosen by an Examiner, and a successful roll is made,all difficulty factors are treated as one less, and even complex Tech IV items can be jury-rigged.

Endurance- (G) Able to overcome fatigue brought on by running, trotting, forced march, lack of sleep, etc. If check is made, fa tigue is averted for 4 hours or ot her time period (in the case of running, for instance). This can only be attempted 4 times per day before having to rest for 8 hrs.

Farming- ( G) Identif y norm al agricu ltural to ols, equipment, and grains on sight. Identifyunusual produce. Horticulturist, can perform transplants, grafting, trimming, health treatment on plants (as first aid), and im prove growing co nditions for a better yi eld. Actions involvingunfamiliar plants or chemicals require Challenging difficulty factor.

Fire Building- (SC) Can make a fire with natu ral supplies. Making fire in advers e conditions isat half score (but not less than 10). Can stoke a fire and identify fuels and safety conditions.

First Aid- (G) This has no effect on pl ants (see farming). Can stop bleeding and splint bones inhalf normal time. May help patients double their natural healing rates by making a successful roll.May add +3 to patien ts health sco re and give s econd roll vs. hazards if adm inistered within 1round. May attem pt to revive a dead or uncons cious characters w ith a tough (dead) or challenging (unconscious) difficu lty factor, revived characters are considered incapacitated .Skilled in techniqu es to rescu e a nd transp ort an incap acitated o r unconscio us crea ture.Transporting incapacitated creatures without the assistance of First Aid w ill cause them to roll a

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half health hazard every minute (assuming they have been bandaged, ev ery round, if not) or fallunconscious, while unconscious they must make a normal health roll every 5 minutes or die.

Fishing- (SC) Knows a bout locating fish, using the ri ght lures and baits and the right craft. T oland really big ones or crafty fish half score is used (not less than 10)

Fletcher/Bowyer- (EN) Can design and m ake various kinds of arrows, bolts, bows, andcrossbows.

Gemologist/Lapidary- (G) Can ap praise cut jewels and ca n cut and finish stones. Used incombination with jeweler to mount or dismount stones.

Glassblower- (EX) Can blow glass into bottles, spheres, jars, etc.

Gunsmith- (EN, EX) Can m ake or repair firearms, including Tech IV, i f a teacher, proper toolsand equipment can be found

Holding Breath- (G) Normally a character can hold his breath for a number of rounds equal tohis CN. If roll is successful, character adds the skill score in rounds to that total.

Jeweler- (G) Makes jewelry and trinkets.

Language (G)

Sign (Body)- Non-verbal communications ove r distance by exaggerated bodymovements. As long as in sight, the message is passed (not very detailed however)

Sign (Hand)- Non-verbal comm unication with ot hers who know the language. Better than speech, but hands must be seen clearly. Chance to read lips at half score.

Signal (Flags)- Non-v erbal comm unication with sp ecial co de and si gnal flags over adistance. Not as detailed as body signs, but distance is m uch greater during the day whenthe flags can be seen.

Signal (Lights)- Non-verbal communication with special code over distance using lightsor mirror reflecting sunlight. Detailed as flags but greater distance at night.

Signal (Morse)- Knows sim ple M orse cod e and can com municate o ver a telegraphsystem, or by using another of the signal skills using Morse code.

Signal (Smoke)- Non-verbal com munication over distances using smoke and specialcode. Less detailed than flags or lights but even greater range during the day.

Signal (Sound)- Non-verbal communication using drums or other sound producinginstrument and special code. Less detailed th an flags but g reater distances both d ay or night.

Speech (Foreign)- Speaks a specific racial language or dialect. Read/Write (English)- Can read and write native tongue but difficulty factor varies.

Read/Write (Foreign)- Non-native tongue, as above.

Read/Write (Ancient)- One ancient language not currently in use.

Linguistics- Can study and decipher languages and roots of words.

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Leatherworker- (ES, SC) Can tan and form hides into various leather goods.

Limner- (ES) Can paint signs, knows heraldry and can make shield designs. They determine thesymbols of the Cryptic Alliances, Guilds, Societies, etc.

Listening- (G) Adds 3 to Senses when roll is made.

Lock Picking- (G) By using a small wire, have a chance to pick mechanical, non-powered locks,if roll is successful. Difficulty m ay vary. Cannot pick locks of higher Tech Level than his ownunless making a Use Artifact check first.

Mason- (EX) Knows how to quarry and build with stones or brick.

Mechanic- (EX) Can make and repair sim ple mechanical items within his Tech Leve l or below.Similar to Electrician when used by Examiners (only for mechanical items rather than electronic).

Miner- (G) Knows how to dig, shore up, and ventilat e under the earth, plus can identify rock types and their uses.

Moving in Trees- (SC) Can jum p and swing in the trees f rom limb to lim b or m ove through

other netwo rks of beam s. Moves at quarter speed without falling . May also attem pt half movement by rolling at half score (not less than 10).

Net Maker- (SC) Can make nets out of rope or vines.

Nimbleness- (G) May incre ase run ning speed for shor t sprints. No more than 3 consecutiverounds. If sprinting for 2 or 3 consecutive rounds cannot try again for 3 or 4 rounds.

Plant ID- (SC) Can recognize various plants and which ones are harmful and/or edible.

Plant Use- (SC) Knows how to use a variety of plan ts to make durable goods, how to preparecertain plants for eating and how to recognize which are used for m edicines (cannot m akemedicines, however)

Plumber- (EX) Knows ancient plumbing and fluid engi neering and can attempt to fix old pipesor items that deal with plumbing.

Potter- (EX) Makes containers and items from clay.

Power Boating- (G) Can recognize and use powered waterc raft. Add 3 t o use artifact roll, withsuccessful check.

Reflexes- (G) A successful roll in creases Manual DX by 2 when attem pting agile task withfingers.

Rope Craft- (EX, SC) Fa miliar with all sorts of knot s and can tie knots that slip, hold tightly,

slide slowly, or loosen with a quick tug. May free his hands from rope bonds if successful roll athalf (not less than 10).

Saddler- (EN) Makes saddles, bridles, and all forms of tack.

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The system, as presented here, worked well in my 4 th

edition Gamma World game, lasting about5 years, and was later re-adapted into a critical hit matrix for use in the  Mutazoids3e GM Guide.Currently, I use another modified form for critical hits, in my Tuesday night AD&D sessions. Ithas been h eavily play tested, but the GM will s till have to a djudicate the results, depending onsuch factors as the types of weapons used by both victim and attacker, hit location, type of armor 

worn, force fields, etc. Modified versions of these tables may be useful in other game systems.

Step1: How to Attack

Roll to hit and da mage normally. The damage amount, including bonuses, will be needed belowin Step 3. Repeat this process for each m issile o r m elee attack separately. Do not com binedamage from multiple attacks. Doing so will cause an overabundance of serious wound effects tooccur.

Step 2: Hit LocationRoll 1d10 for Hit Location and refer to the

table below.

1d10 Location

1 Head or Face*

2-3 Preferred arm

4 Al ternate arm

5-7 Torso

8-9 Leg (8 = right /9= left)

10Roll Again & Add 1 to Damage Stageon the Combat Wound Effect Matrix(Ignore this result hereafter)

*If the roll indicates a Head or Face Hit, roll1d6 and consult the following sub-table.

1d6 Location

1 Top of Head or Forehead area

2 Ear (1-3 right / 4-6 left)

3 Eye (1-3 right / 4-6 left)4 Nose

5 Jaw or Cheek (1-3 right / 4-6 left)

6 Voice box or Equivalent

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These Hit Location Tables are des igned to wo rk best for characters that are m ost sim ilar toHumans, but in Gamma World, this is of ten not the case, so the GM m ay need to adjust themslightly for non-standard humanoids or non-humanoid creatures.

Step 3: Combat Wound Effects Matrix

Roll 1d20 and apply the following formula to determine the Wound Score

(1d20 + Damage) - (Victim’s Health + Victim’s DEX mod.) = Wound Score

Using the Wound Score, consult the Com bat W ound Effe cts Matrix below to determ ine theDamage Stage. If a Hit Location 10 was rolled in Section 2 above, add 1 to the Dam age Stage,and determine the additional effect, if any. Disint egration attacks are handled a little differentlyas shown below. Da mage Stages include all prio r Damage Stages, so th at someone in a com a(Damage Stage 8), a lso has bru ises, is stun ned, will c arry a perm anent scar, h as a projec tileimbedded in a vital organ, is in a lot of pain (or would be if they weren’t in a com a), etc… The

GM should use his best judgment based on Hit Location and the type of Weapon used against theVictim.

Wound

Score

DamageStage

ADDITIONAL EFFECT

0 or less

0No Additional Effect – Healing progresses norm ally. Ar mor isunaffected. If disintegration, healing is at ½ norm al rate, and AC isreduced by 1, until repaired.

1-5 1

Glancing Blow or Bruises – Healing progresses norm ally, however,apply a penalty of -1 to THAC (both) until this wound is healed. Armor is

unaffected. If disintegration, ¼ of the da mage is permanent, healing is at½ normal rate, and AC is reduced by 2, until repaired.

6-10 2

Victim is Stunned – This wound requires Antiseptic or infection may setin. Apply a -3 penalty to THAC (both) until healed and a -5 penalty t ovictim’s next initia tive. Armor is unaffected. If disintegration, ¼ dam ageis permanent, healing is at ½ norm al rate, and AC is reduced by 3, untilrepaired.

11-15 3

Victim is Scarred or Suffers a Sprain – This wound often bleeds or isagonizingly painful. Deduct 1 HP per m inute until it is bandaged. Itrequires An tiseptic or inf ection m ay set in. A splint or stitches is als o

required for 1 day per 15 hp of da mage caused by that wound. Thiswound will not heal pro perly, if the sp lint or s titches are removed early(consider the remaining damage permanent). Apply a -3 to THAC (both)until healed (or until sp lint/stitches are removed), and a -5 to the victim’snext initiative. Arm or is unaffecte d. If disintegration, ½ dam age is permanent, healing is at 1/3 norm al rate, and AC is reduced by 4, untilrepaired.

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16-20 4

Victim has an Imbedded Projectile or Internal Injuries – This woundoften bleeds, externally or in ternally. Deduct 1 hp per r ound until it is bandaged. In addition to requiri ng Antiseptic to avoid infection,Antibiotics and Minor Surgery are required. If no Surgery is applied, ¼ of the damage is perm anent. A splint o r stitches is also requ ired for 1 day per 10 hp of da mage caused by th at wound. This wound will not heal properly, if the splint or stitches are rem oved early (consider theremaining damage permanent). Apply a -3 to T HAC (both) until healed(or un til sp lint/stitches are rem oved), and a -5 to the victim ’s nextinitiative. Armor is unaffected. If disi ntegration, ½ damage is permanent,healing is at 1/3 normal rate, and AC is reduced by 5, until repaired.

21-25 5

Victim is in Intense Pain – This wound is agonizingly painful. Deduct 1hp per round until it is bandaged. In addition to requiring Antiseptic,Antibiotics and Minor Surgery, a Pain Reducer is needed. If no Surgery is

applied, ¼ of the da mage is perm anent. A splint and/or stitches is alsorequired for 1 day per 5 hp of da mage caused by that wound. This woundwill not heal properly, if the splint or stitches are removed early (consider the remaining damage permanent). Apply a -5 to all ac tions until hea led(or un til sp lint/stitches are rem oved), and a -5 to the victim ’s nextinitiative. Reduced AC by 1 until repaired. If disintegration, ¾ damage is permanent, healing is at ¼ normal rate, the -1 to AC is permanent, and anadditional -5 to AC until repaired (-6 total).

26-30 6

Victim is Partially Paralyzed – Deduct 2 hp per round until it is bandaged. Antiseptic, Antibiotics, Mi nor Surgery, and Pain Reducer isneeded. If no Surgery is applied, ½ of the damage is permanent. A splint

and/or stitches is also required for 1 day per 5 hp of da mage caused bythat wound. This wound will not heal prope rly, if the splint or stitches areremoved early (consider the rem aining damage permanent). Apply a -10to all actions until healed (or until splint/stitches are removed), and a -5 tothe v ictim’s next in itiative. Re duced AC by 2 until repaired. If disintegration, ¾ damage is permanent, healing is at ¼ normal rate, the -2to AC is permanent, and an additional -5 to AC, until repaired (-7 total).

31-35 7

Victim is Paralyzed or has a Broken Bone – Deduct 2 hp per rounduntil it is bandaged. Victim is also incapacitated as per GW4 rules book .Antiseptic, Antibiotics, Minor Surgery, and Pain Reducer is needed. If noSurgery is applied, ½ th e damage is permanent. A splin t and stitches isalso required for 1 day per 5 hp of dam age caused by that wound. Thiswound will not heal pro perly, if the sp lint or s titches are removed early(consider the rem aining da mage permanent). Apply a -10 to all actionsuntil healed (or until sp lint/stitches are removed), and a -5 to the victim’snext initiative. Reduced AC by 3 until repaired. If di sintegration, alldamage is perm anent, healing is at ¼ norm al rate, the -3 to AC i s permanent, and an additional -5 to AC, until repaired (-8 total).

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GW Vehicle Combat

The Driver or Pilot rolls initia tive for their vehicle, including any bonuses they would norm allyhave. The winner is the Attacker a nd the lose r becomes the Def ender, f or the duration of thecombat. Rolling initiative for each round is not encouraged, because it m akes keeping track of 

incoming Missile W eapons m uch more difficult. Rounds are then divided into an Attacker’sTurn and a Defender’s Turn. Segments A-F of each Turn happen nearly sim ultaneously, withinthe same 30second time frame. So, like standard melee combat, a round lasts one minute.

The Attacker’s Turn:

Segment A) Attacke r’s Movem ent Segm ent: The driver m akes his skill ch eck during thissegment, applying any skill bonuses and/or pe nalties (such as due to attem pting a trickymaneuver). If failed, this could result in negating the rest of the Attacker’s Turn. The GM m ustadjudicate failed Drive Check results. If successful, the vehicle can move half normal speed, and play continues to Segm ent B. Full movem ent rate is also possible, but pl ay then skips Segment

B. Full m ovement rate m ay allow the vehic le to escape battle or to m aneuver into a be tter  position to attack on their next turn.

Segment B) Attacker’s Firing Seg ment: During this seg ment, the v ehicle m ay fire Be amWeapons (Lasers, Blasters) and/ or Projectile Weapons (Slug Throwers, Tech IV Guns). Duringthis segment, these weapons may set any target within range, except incoming Missile Weapons.

Segment C) Defender's Return Fire Segm ent: During this segment, the Defender’s vehicle canfire Beam or Projectile Weapons. The Return Fire Segment is allowed in all cases, even when theDefender fails a Drive check or the Attacker m oves a full movem ent rate. Return F ire can only be used to attempt to hit the Attacker or to stop incoming Missile Weapons.

Segment D) Attacker's Launch Segment: During this segm ent, the Atta cker’s vehicle is able tolaunch Missile Weapons (Rockets, Missiles, or Grenades), at any target in range.

Segment E) Attacker's Mutations & Computer Segment: The use of onboard computers, sensors,communications equ ipment, electronic countermeasures, etc. occurs during this seg ment. Alsoduring this segm ent, charac ters on the Attack er’s veh icle that still h ave action s rem ainingavailable to them for this round m ay use m utations or perform any other action allowed on thespecific vehicle.

Segment F) End of Attacker’s Turn: Defender’s Mi ssile W eapons, which have not been

destroyed during either the Att acker’s Return F ire or Mutations & Computer Segm ents, reachtheir target(s).

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The Defender's Turn:

Segment A) Defender’s Movem ent Segm ent: The driv er m akes his skill check during thissegment, applying any skill bonuses and/or pe nalties (such as due to attem pting a trickymaneuver). If failed, this could re sult in negating the rest of the Defender’s Turn. The GM must

adjudicate failed Drive Check results. If successful, the vehicle can move half normal speed, and play continues to Segm ent B. Full movem ent rate is also possible, but pl ay then skips SegmentB. Full m ovement rate m ay allow the vehic le to escape battle or to m aneuver into a be tter  position to attack on their next turn.

Segment B) Defender’s Firing Segm ent: During this segm ent, the vehicle m ay fire BeamWeapons (Lasers, Blasters) and/ or Projectile Weapons (Slug Throwers, Tech IV Guns). Duringthis segment, these weapons may set any target within range, except incoming Missile Weapons.

Segment C) Attacke r’s Return Fire Segment: During th is segment, the Attacker’s vehicle canfire Beam or Projectile Weapons. The Return Fire Segment is allowed in all cases, even when the

Attacker fails a Driv e check or the Defender move s a full move ment rate. Return Fire can only be used to attempt to hit the Defender or to stop incoming Missile Weapons.

Segment D) Defender's Launch Segment: During this segment, the Defender’s vehicle is able tolaunch Missile Weapons (Rockets, Missiles, or Grenades), at any target in range.

Segment E) Defender's Mutations & Com puter Segm ent: The use of onboard com puters,sensors, communications equipm ent, electronic counterm easures, etc. occurs during thissegment. Also during th is segment, characters on the Defender’s vehicle that still have actionsremaining available to them for this round may use m utations or pe rform any other actionallowed on the specific vehicle.

Segment F) End of Defender’s Turn: Attacker’s Missile W eapons, which have not beendestroyed during either the Defe nder’s Return Fire or Mutations & Computer Segm ents, reachtheir target(s).

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DISEASES 

This Disease is a Bacterium that grows in the c ornea of the eye in such great numbers that the person’s vis ion is dimmed as the eyes go black. It also chem ically attacks the ey es and m aycause permanent blindness.

The Bends, a m isnomer, is an opportunistic speci es of Bacteria. Its na tural ha bitat is s low

moving water. Any time a character drinks from such water, there is a 35% chance that he or sheis will be infected. Its byproducts cause cramps and dizziness.

This slow Disease is a fungus that only attacks Plants. It covers the pl ant, turning it brown, andfeeds on the sap, increasing the Plants need for nu trients from sun and soil. Fungicide is the onlycure.

Black Eye 

Stage  Roll  Stage Duration  Effect Duration  Effect

 – less than 1 – – NoneI 1-10 3 days 3 weeks -2 to THACII 11-15 3 days 1 month -4 to THACIII 16-20 3 days 1 year -6 to THACIV 21-25 3 days 3 years -8 to THACV 26+ – – Blindness

The Bends Stage  Roll  Stage Duration  Effect Duration  Effect

 – less than 1 – – NoneI 1-6 1 hour – 1d4 DamageII 7-12 2 hours – 1d8 DamageIII 13-18 2 hours 2 days 1d6 Damage and –1 to THACIV 19-24 2 hours 1 week 1d6 Damage and –2 to THACV 25-30 2 hours 2 weeks 1d6 Damage and –4 to THACVI 31+ – 1 month 1d6 Damage and –6 to THAC

Brown Rust 

Stage  Roll  Stage Duration  Effect Duration  Effect

 – less than 1 – – NoneI 1-5 1 day 1 month 1d4 Damage 125% sunII 6-10 2 days 2 months 1d6 Damage 150% sunIII 11-15 2 days 6 months 1d6 Damage 150% sun 125% soil

IV 16-20 3 days 1 year 1d6 Damage 175% sun 150% soilV 21-25 3 days 2 years 1d6 Damage 175% sun and soilVI 26-30 2 days 5 years 1d6 Damage; IncapacitatedVII 31-35 2 days 10 years 1d6 Damage; UnconsciousVIII 36+ 1 day – Death

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KEY: * Alpha Factor P. 4-5, ** Gamma Base P. 4, *** Delta Fragment P.4,# 3rd Edition Reference Book , ## 4th Edition Rules P.167

Weather Table Roll 1d100; each roll lasts 1d3 days unless otherwise stated 

Condition Spring Summer Fall Winter

Sunny, Clear 01-15 01-35 01-15 01-20

Partly Cloudy 16-35 36-45 16-25 21-30

Partly Cloudy Random Chance of Rain 36-45 46-49 26-30 31-40

Overcast 46-53 50-51 31-45 41-50

Overcast Random Chance of Rain 54-63 52-56 46-50 51-60

Thunder Storm (25% Color)## 64-78 57-67 51-60 61-63

T-Storm Dangerous* (25% Color)## 79-83 68-75 61-63 64-65

T-Storm Flash Flood* (25% Color)## 4-86 76-81 64-70 66-67

Monsoon* 87 82-83 71 68

Hailstorm* 88-89 84-86 72-76 69-73

High Winds**, *** 90-91 87-91 77-90 74-76

Cold Front*, ** N/A N/A N/A 77-85

Ice Storm*, ** N/A N/A N/A 86-88

Acid Rain* (10% Hot Rain)## 92 92-93 81-83 89-90

Black Snow* N/A 94 N/A N/A

Sand** or Gravel*** Storm 93 95-96 84-85 91-93

Fog*** 94-97 N/A 86-95 94-95

Dense Fog*** (5% Heat)## 98-99 N/A 96-99 96-98

Heat Wave# N/A 97 N/A N/A

Fire Storm# N/A 98 N/A N/A

Tornado* 00 99-00 00 99-00

Average Daily High Spring Summer Fall Winter

Base Temperature (F) 60-80 70-90 60-75 40-50

Average Overnight Low Spring Summer Fall Winter

Base Temperature (F) 40-60 60-70 30-60 10-30

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High Winds- In deserts, this causes sand storms. In rough or ruins, it causes gravel storm s. Inforests, there is a 5% per hour to drop lim bs; 5d6 Damage minimum (more for large branches).On water, it makes the waves choppy. Boats will be swamped in 30 minutes or less (depends onsize of the boat). Duration is 1d4+2 hours.

Sand Storm- These can drop down anywhere, and are visible as a brown cloud. Visibility is cutto a few meters, m ovement to 1/6 norm al. Char acters relying on sight, radar, or sona r are penalized 6 on all actions. Char acters in open areas m ay suffocate in an hour, unless they findshelter or gas masks, etc. It lasts 1d100+2 minutes.

Fog (Medium Density)- Visibility = ¼. Sound travels 10% farther.

Dense Fog- Visibility = a few meters. Sound travels 25% farther. -1 THAC melee & -10 THACrange unless using radar, sonar or infrared. Movement reduced to 2.

Gravel Storm- They are preceded by a howling sound. Visibility, combat and movement are the

same as if in Dense Fog (above). Characters in ru ins or rough areas take 1 point of dam age per 5rounds, unless AC of 15 or better excluding DX. It lasts 1d20+20 rounds.

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CHAPTER 3: EQUIPMENT, ARMOR, WEAPONS &COMPUTERS

SECTION 1: THE HEALER’S BAG, HERBAL REMEDIES

& MIRACLE CURES

I had actually stopped playing AD&D for the m ost part, when I first saw the  2

 nd  

edition Arms & Equipment Guide,  but the“Healer’s Bag” struck m e as a very usefulitem f or my  4

 thedition Gamma World  

game. So I converted it. As you m ightsuspect, there was nothing much toconverting the kits itself. The medicinalcontents were a different m atter, but I had

 just the things to fill them up.

For a while, I had been noticing th at almostevery published adventure for Ga mmaWorld seem ed to contain som e SecretHerbal Recipe, or Ancient Miracle Cures,not just you r standard Accelera Doses, butthings like Aspirin and Rubbing Alcohol. SoI collected all of these references that I couldfind and also converted them to 4

thedition

rules.

The blending of the m edieval, the modern,and the m utated is one of the hallm arks of the Gamma World game and this docum entis no exception. Remem ber that MiracleCures have a percent chance to fail, or worse, unless the user is a PSH; MostCharacters can use Herbal Remedies withouta failure ch ance (except where noted). Thiscan m ake Herbal Rem edies even m orehighly sought after than Miracle Cures.

This docu ment was origin ally s lated toappear in  Kerry Jordan’s Secrets of the

 Ancients  Net Book, but the or iginal sourcematerial for each Miracle Cure and HerbalRemedy wa s not fully docum ented, so theeditor scr apped it. It w as la ter inc luded inScot Hoover’s Survivors’ Field Guide Net

 Book, along with my idea for a fully stockedTech IV First Aid Kit. Sorry Kerry, but Istill haven’t gone back and tracked downexactly which adven ture each of the Curesand Rem edies cam e fr om. Suffice to say,they are in there, somewhere. In order to usethis docum ent with C hapter 2, Section 2 -Combat Wound Effects, I added som edetails (Antibiotic, Antiseptic, Pain Reducer,etc) to a few of the original descriptions.

A heavily modified version of the Healer’s

Bag appears in th e  Mutazoids3e PG&HB ,

where it is called a Medico Bag . Sim ilar types of Herbal Rem edies are found in the Mutazoids3e Player’s Supplemental.

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Miscellaneous and Rarely Seen Herbs 

Death Moss Fruit- Doubles all senses for 1 hour, then decreases them by 50% for 1 hour 

Gr'I'xon Spice- Very expensive and Addictive Food Spice, made from the remains of 5 Gr'I'xon boiled down and combined with butter 

Ash'I'xon (Fresh)- If eaten within 1 day of killing, m ake a Difficult save versus vomiting. Thissave should be based on CN a nd IN scores, as the appearan ce, taste and sm ell are quitenauseating. If successful, the character gains a permanent bonus of +4 to Health vs. Radiation

Wed'I'xon (Smoked)- Dry W ed'I'xon 2 days in the sun, and sm oke it m ixed with a littletobacco, as desired. Gives Resistance to I 9 or less Gas or Spore attacks for 24 hours

Cyn'I'xon Tea- Dry Cyn'I'xon 2 days in the sun, mix with tea and drink. Gives Resistance to I 9or less Poison for 48 hours

Nog'I'xon Oil- Keep a dead Nog'I'xon in an airtight container for one month and it will turn into1 liter of slippery oil that will cover 10 sq. meters of floor.

Fhot'I'xon Acid- Keep a dead Fhot'I'xon sealed for 2 months and it will turn into one liter of I 9Corrosive Acid.

Red Pears- Prized by Radioac tivist ho rticulturalists, eating one requires save versus I 11Radiation, with possible Mutate results.

Ancient Miracle Cures 

Name Cost Tech Usage

Accelera Tab 50 V Heals 1d10 hp over 2 hours

Analgesic 35 IV Pain Reducer 1d4 hours

Anti-MotionSickness 10 IV Prevents Nausea for 8 hours

Oxy Tab 200 V No need to breathe for 4 hours

Aller Tab 50 IV Stops all allergic reactions for 4 hours

Pink Vision Tab 150 V Provides user with Infravision 30m for 1 hour 

Detox Tab 20 IV Detoxifies up to 10 liters of liquid, Acts as I 18 poison if eaten

Alcohol 1/10g III Antiseptic

Penicillin Tab 75 IV Antibiotic

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SECTION 2: EXOTEX ARMOR

Years ago, the online community of gamers who enjoyed role-playing in the Post Apocalyptic,Science Fantasy Genre of  Gamma World was much m ore energetic an d active, and there weremany websites across the internet. Those who only had a page or two of m aterial, or had not the

time or inclination to put up their own proper sites, would ask others to post for them. So it wasin this too short-lived Golden Era of Post Apocalyptic Gaming, that Sammy Spade allowed me tocapture, edit and post one of the email messages he sent to the Gamma World Yahoo Group.

It contained the idea and some stats for ExoTex Armor.

I never officially added ExoTex Arm or to Chapter 2, Section 3 - Weapon Types, Weapon

 Proficiencies, & Improved Armor Tables ,  but in the Arm or’s Descrip tion, I includ e th einformation necessary to allow it to be added to the Tech VI Armor Table in that document.

ExoTex Armor

Description: ExoTex Ar mor is m ade from a lightwei ght spandex type of material that is"resistant to high velocity defo rmations". This m eans that nor mally it is non-bulky and doesn' timpede movement. However, if something rapidly tries to change its shape, like a melee weaponor projectile, an expanding area of the m aterial becomes as rigid as a p late of steel. The force of the impact is spread over a larger area, and the weapon or projectile is likely to glance off. Thesuit then instantly reverts to its original non-bulky state.

Additionally, its stretchy fibers are infused with Duralloy, which reflects energy attacks, and thefibers are dyed in a substance that becomes more reflective as the intensity of light increases. Inthe dark, the m aterial is black. Under normal sunlight, it is light grey. Under the intensity of alaser, it becomes a mirror surface.

Full Suit: ExoTex is a Tech VI Armor, providing only a +2 bonus to a Character’s Armor Class(versus W eapons of Any Tech Level), however, all Damage from VL Lasers is negated an dDamage from any other Weapon is reduced to only ¼. The cost for a full suit is 4000 domars.

Vest: ExoTex Armor can also be worn as a Vest (also Tech VI), p roviding +1 Arm or Class bonus (versus W eapons of Any Tec h Level), nega ting VL Laser hits to the Torso and reducingall other Damage to ½. The cost for a Vest is 2500 domars.

Game Effects: This armor has som e very unique propert ies and ga me eff ects to take in toconsideration before allowing its use in a cam paign. ExoTex is the perfect arm or for those wholike to sn eak quietly in dark places. Non-bulky and All Black in the dark, ExoTex Arm or i s

likely to provide hefty bonuses to these activities. It is also perfect for wearing while performingacrobatics, tumbling or other dexterous maneuvers.

While providing very lim ited AC bonuses, the Da mage Reduction more than makes up for this.In m ost combat situations, the wearer of this armor will be hit, of ten and r epeatedly, but th edamage will be reduced so that the wearer can usually continue to fight or escape.

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 SECTION 3: WEAPONS, WEAPON PROFICIENCIES

& IMPROVED ARMOR TABLES

Part 1 provides com prehensive listings of weapons for the 4 th edition of the Gamma World  

game. They have been o rganized into Weapon Types. This was necessary to in troduce a simpleWeapon Proficiency system into 4

 thedition Gamma World . This is a system of my own design,

which in some ways mirrors the d20 system devised a few years la ter. Proficiency in a W eaponType allows the character to use any weapon on that list without penalty. The GM may adjust thelistings as they see fit. I chose to group weapons not only according to similar characteristics, butalso by amount of dam age potential and other fact ors. In this chapter, I also introduce theconcept of Prerequisites for gaining Proficiencies.

In Part 2, Weapon Types are now used to provi de the basis for a W eapon Proficiency system .Chapter 1 specified the num ber of Prerequisites and specific W eapon Type required in order togain proficiency with certain m ore advance d, but sim ilar Weapon Type s. This chapter now

 provides the characters with a number of starting W eapon Proficiencies to further refine the 4 th edition classes, rules for gaining m ore Weapon Proficiencies, Penalties for being non-proficient,and examples of how the system works.

Part 3 contains Arm or Charts of my own devi sing. They provide a way to adjust A rmor Class bonuses based on the T ech Level of the W eapon being defended against. This provides a m ore

realistic f eeling to thegame, as it greatly increasesthe danger of encounteringsomeone using advancedweaponry while wearing

common, low Tech armors.Tech V and VI W eapons became awe-inspirin gartifacts of great power.

The entire system as a whole has b een play tested in 4 th

edition Gamma World , and though the players groaned about the “excessive proficiency penalties” at first, they eventually found it veryflexible and easier than it appea rs to gain proficiencies and mitigate the penalties. Eventually,they discovered that th e proficiency penalties worked very well in conjunction w ith the Arm or vs. Tech system, applying bonuses and penalties in various combinations to even things out.

One thing I do not m ention specifically elsewhere, but should be noted he re: rules presented inthis document apply to all characters, whether player or non-player, as well as all creatures usingweapons and armor. The GM is called upon to pr ovide Weapon Proficiencies for all Non-Player Characters and Creatu res, and to apply Non-Proficiency penalties, us ing the Play er Character references in Part 2 as a guide.

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 PART 1: WEAPON TYPES

I have marked with an asterisk those weapons I considered a man-sized Humanoid would have touse two-handedly. Larger or smaller Humanoids will need larger or smaller Weapons (higher or lower dam age potential), or use m an-sized weaponry differently, either using two handedweapons with one hand, if large Humanoids, or one handed weapons with two hands, in the case

of small Humanoids.

Miscellaneous WeaponsThe following weapons do not fit into any othe r category and do not re quire proficiency. Anycharacter can use them without penalty. They do not require a Prerequisite, nor do they coun ttoward Prerequisites needed to learn more complicated weapons.

Bombs Grenades Missiles Smart Darts Popper Pellets Drone Weaver  Lamprey Disk  Greek Fire

Dynamite Rockets War Bands Brass Knuckles Duralloy War Claws Sap Gloves Tech II Siege Weaponry

Slashing WeaponsThe following m elee weapons are grouped according to the type of dam age that they cause,irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for non- proficiency penalties. They do not require a Prerequisite. They can be counted towardPrerequisites needed to learn more complicated weapons.

Battle (or Great*) Axe

2-Handed Sword* Halberd* (+ Pierce 1d4) Hand Axe

Long Sword

Vibro-Blade Vibro-Axe Broad Axe

Bashing WeaponsThe following m elee weapons are grouped according to the type of dam age that they cause,irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for non-

 proficiency penalties. They do not require a Prerequisite. They can be counted towardPrerequisites needed to learn more complicated weapons. 

Club Flail (Footman*, Horseman) Mace Morning Star*

Quarter Staff* War Hammer* Energy Mace (+ Electrical)  Nunchakus (+ Unconsciousness)

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Piercing Weapons (Missile)The following m issile weapons are grouped accordin g to the type of dam age that they cause,irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for non- proficiency penalties. T hey do not require a Prer equisite. They can count toward Prerequisitesneeded to learn more complicated weapons.

Blow Gun* Bows* Crossbows* Dagger (Thrown) Axe (Thrown) Javelin Spear (Thrown)

Flying Blades (+ Slash)  Needler  Energy Javelin Spear Gun Wrist Rocket Sling (+ Bash) Pistol Seed Pods Ballistic Knife

 Piercing Weapons (Melee)The following m elee weapons are grouped according to the type of dam age that they cause,irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for non-

 proficiency penalties. They do not require a Prerequisite. They can be counted towardPrerequisites needed to learn more complicated weapons.

Bayonet Dagger  Knife Lance

Rapier  Spear* Vibro-Dagge

 Ropes and WhipsThe following weapons, except for the boomerang, are grouped according to the type of materialthey are m ade from, irrespective of type of da mage caused, whether m elee or m issile, or TechLevel. They require proficiency to use properly. See Part 2 for non-proficiency penalties. Theydo not require a Prerequisite. They can be counte d toward Prerequisites needed to learn m orecomplicated weapons.

Bola (+ Tangle) Whip Weighted Net (+ Tangle) Lasso* (+ Tangle) Sling (+ Bashing) Stun Whip

 Neural Bite Paralysis Rod Wrapper  Garrote* (Includes Duralink) Boomerang (+ Slicing

 Early Percussion Weapons

The following weapons are m ostly Tech III Firearm s. They require pro ficiency to use properly .See Part 2 for non-proficiency penalties. They do not require a Prerequisite. They can be countedtoward Prerequisites needed to learn more complicated weapons.

Arquebus* Flintlock Pistol Flintlock Rifle*

Musket* Rifled Musket* Tech III Siege Weaponry

 

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Early Energy PistolsThe following weapons are m ostly Tech V Energy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They do not re quire a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Laser, IR  Laser, FIR  Stun Ray Taser (+ Electrical)

Graser (+ Radiation) Tech V Siege Weaponry Solar Pistol

 Late Percussion PistolsThe following weapons are m ostly Tech IV Firearms. They require proficiency to use properly.See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. Theycan be counted toward Prerequisites needed to learn more complicated weapons.

Revolver  Semi-Automatic Pistol Flak Gun (+ Special)

Flare Gun (+ Burn) Tech IV Siege Weaponry

 Late Percussion RiflesThe following weapons are m ostly Tech IV Firearms. They require proficiency to use properly.See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. Theycan be counted toward Prerequisites needed to learn more complicated weapons.

Bolt Action* Lever Action* Pump Action*

Semi-Automatic*  Net Gun* Tech IV Siege Weaponry

 Early Energy Rifles

The following weapons are m ostly Tech IV Ener gy Rifles. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly EnergyPistols. They can be counted toward Prerequisites needed to learn more complicated weapons.

Graser* (+ Radiation) Blaster, Mark V* Infrared Rifle* Laser, IR* Laser, FIR* Laser, UV*

Laser, VL* Stun Ray* Coagulator, Stoakes*  Nerve Pulse Gun* Tech V Siege Weaponry

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Late Energy PistolsThe following weapons are m ostly Tech VI E nergy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly EnergyPistols. They can be counted toward Prerequisites needed to learn more complicated weapons.

Black Ray (+ Fatal) Laser, IR  Laser, UV

Maser  Slicer (+ Slash) Tech VI Siege Weaponry

Blast WeaponsThe following weapons are grouped togeth er because of th eir ability to deliver damage over awide area, regardless of Tech Level or other c onsiderations. They req uire p roficiency to us e properly. See Part 2 for non-proficiency penalties. They require 2 Prerequisites; one of whichmust be Late Percussion Rifles. They can be co unted toward Prerequisites needed to learn m orecomplicated weapons.

Shotguns* (Except Automatic – seeSpecial Weapons below)

Flame Thrower (+ Burn) Grenade Launcher*

Screamer* Tangler 

Gatling Gun (usually a MountedWeapon)

Late Energy RiflesThe following weapons are Tech VI Energy Rifles. They require proficiency to use properly. SeePart 2 for non-proficiency penalties. They require 2 Prerequisites; one of which must be EarlyEnergy Rifles. They can be coun ted toward Prerequisites needed to learn m ore com plicatedweapons.

Blaster, Mark VII* Laser, IR*

Maser* Fusion* (+ Radiation) Rover* (+ Electrical)

Slicer* (+ Slashing) Black Ray* (+ Fatal)

Freeze Ray Rifle* Tech VI Siege Weaponry not listed

elsewhere High Energy GunsThe following weapons are Tech V or VI En ergy W eapons, which have an unusually highamount of dam age potential. Th ey require proficiency to us e properly. See Part 2 for non- proficiency penalties. T hey requi re 3 Prerequisites, one of whic h must be Late Energy Rifles.They can be counted toward Prerequisites needed to learn more complicated weapons.

Conversion Beamer* Gravity Gun* Plasma Gun* Plasma Rifle* Cyclorator*

Blaster, Mark XII*

Fission Cannon Blunderbuss (Cannon) Disruptor Rifle*

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Automatic Projectile WeaponsThe following weapons are m ostly Tech IV or V Projectile Weapons. They require proficiencyto use properly. See Part 2 for non-proficiency penalties. They require 3 Prerequisites; one of which must be Blast W eapons. They can be counte d toward Prerequisites needed to learn m orecomplicated weapons.

Assault Rifle* Chameleon Rifle* Machine Pistol

Slug Throwers (All) Machine Gun

 Special WeaponsThe following weapons include the m ost complicated and deadly in the game, irrespective of Tech Level, or other considerations. This is a grouping of convenience, and the GM m aydesignate other very powerful weaponry to this category. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They will always require 4 Prerequisites, butthe specific requirement varies (see listing belo w). Generally speaking, there should not be anymore complicated weapons.

Harmonic Disruptor (requires High Energy Guns) Automatic Shotgun* (requires Automatic Projectile Weapons)

 Part 2: Weapon Proficiencies

Starting Weapon Proficiencies

When the table above indicates a choice, the Character is allo wed to choose any W eapon Typethat has no Prerequis ites, or with Prerequis ite(s) th at th e character already k nows. Anycombination is accep table as long as the Prereq uisites are m et. While the Enforcer naturallyreceives the m ost Weapon Proficie ncies, the Exam iner is especia lly versatile. Able to choosethree Weapon Types at first level, they can pick Early Percussion, Late Percussion Rifles andBlast Weapons to gain proficiency with a shotgun and flame-thrower, which could be included in

their character’s starting packag e. Another example: the Examiner could choose Slashing, EarlyEnergy Pistols, and Late Energy Pistols.

Class Starting Weapon Proficiencies Advancement

Enforcer Bashing, Slashing, Piercing (Both), 1 choice 1 choice every 2 levels

Esper Ropes and Whips, 2 choices 1 choice every 4 levels

Examiner 3 choices 1 choice every 3 levels

Scout Ropes/W hips, Bashing, Piercing (Missile), 1 choice 1 choice every 2 levels

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 Part 3: Armor Class versus Weapon Tech Level 

The following tables detail the number of Ar mor Class bonuses granted to a character wearing aspecific type of Arm or, according to the Tech Level of th e Weapon being defend ed against.Generally speaking, but not always, Armor will be m ost effective against Weapons of equal or lower Tech Level, and less effective versus W eapons of a higher tech level, with Low Tech

Armor often providing little to no protection against High Tech Weapons.

When the tables say (no DX), this indicates that the character’s dexterity bonus to Ar mor Classcannot be used when wearing this arm or. (& Helm ) indicates that the bonuses are appliedassuming the Armor includes a Helm. If a Helm is not worn, subtract the appropriate bonuses.

Common Armor, Helmets and Shields (Tech I-II) 

Armor Type Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI

Furs & Skins 3 10 +1 +1 - - -

Wooden Shield 10 5 +1 +1 - - -

Leather 20 8 +3 +2 +1 - -

Studded 25 12 +3 +2 +1 - -

Studded Vest 13 6 +1 +1 +1 - -

Ring Mail 35 15 +4 +2 +2 - -

Ring Vest 18 8 +2 +1 +1 - -

Chain Mail 40 20 +5 +3 +2 - -

Chain Vest 20 10 +3 +1 +1 - -

Bronze Plate 40 30 +6 +4 +2 - -

Bronze Vest 25 17 +4 +2 +1 - -

Leather Helm 5 1 +1 +1 +1 - -

Steel Helm, Small 10 3 +2 +1 - - -

Bronze Helm 7 4 +2 - - - -

Steel Shield, Small 35 7 +2 +1 - - -

Bronze Shield 25 10 +2 - - - -

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* Bullet Proof Vests are designed to stop bullets and shrapnel. This bonus increases to +8 or +6respectively, if attack is a torso hit with a Tech III or IV Percussion Weapon. Recheck if the hit

is successful after Hit Location is determined.

Common Armor, Helmets and Shields (Tech III) 

Armor Type Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI

Banded Mail 50 17 +6 +3 +1 - -

Banded Vest 25 8 +4 +2 +1 - -

Steel Plate 60 25 +7 +3 +1 - -

Steel Vest 30 13 +5 +2 +1 - -

Field Plate (& Helm) 250 30 +10 +5 +3 +1 +1

Full Plate (& Helm) 500 35 +11 +6 +4 +2 +1

Great Helm (Steel) 13 4 +2 +1 +1 - -

Steel Shield, Large 40 10 +2 +1 +1 - -

Artifact Armor (Tech IV) 

Armor Type Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI

Sports Gear (Type 1) 100 4 +1 +1 - - -

Sports Gear (Type 2) 250 5 +2 +1 - - -

Suit, Fire/Hazmat (& Helm) 750 9/12 +2 +1 - +2 +2

Suit, Radiation (& Helm) 1500 5 +1 - - +1 +1

Bullet Proof Vest* 800 5 +1 +4 +3 - -

Sheath (& Helm) --- 10 +6 +6 +6 +3 +3

Riot Shield 300 2 +2 +2 +2 +1 +1

Plastic Helm 5 2 +1 +1 - - -

Heavy Plastic Helm 10 2 +2 +2 +1 - -

"Steel Pot" Helm 17 2 +2 +2 +2 - -

Gas Mask 500 1 Special

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Artifact Armor (Tech V) 

Armor Type Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI

Plasteel Armor (& Helm)* -- 6 +10 +10 +10 +10 +5

Plasteel Vest* -- 4 +5 +5 +5 +5 +2Sports Gear (Type 3) 350 6 +3 +2 +1 - -

Sports Gear (Type 4) 500 7 +4 +2 +1 - -

Suit, Hazmat (& Helm) 1500 12 +2 +1 - +2 +2

Suit, Radiation (& Helm) 2000 5 +1 - - +1 +1

Sheath, Powered (& Helm) -- 10 +6 +6 +6 +3 +3

Suit, Anti-laser (& Helm) 1500 1 +3 +1 +1 +3 +3

Suit, Vacuum (& Helm) -- 1 +2 - - +2 +2

Power Plate (no DX) -- 100 +10 +10 +10 +10 +10

Power Alloy (no DX) -- 75 +14 +14 +14 +14 +14

Energized (no DX) -- 200 +14 +14 +14 +14 +14

Inertia (no DX) -- 200 +14 +14 +14 +14 +14

Power Scout (no DX) -- 250 +14 +14 +14 +14 +14

Power Battle (no DX) -- 300 +14 +14 +14 +14 +14

Plasteel Helm* 300 1 +3 +3 +3 +3 +1

Kevlar Helm 25 1 +3 +3 +3 +3 +1

Energized Helm -- 8 +5 +5 +5 +5 +3

Plasteel Shield* 500 2 +3 +3 +3 +3 +1

Energized Gloves -- 3 +1 +1 +1 +1 +1

Force Field Generator 1500 10 Special

Portable Force Shield 550 1 Special

* Plasteel is more susceptible to Laser attacks, providing only ½ protection.Armor and Helm only provides a +5 bonus vs. Lasers (Any).A Vest only provides a +2 bonus vs. Lasers (Any).

A Helm or Shield only provides a +1 bonus vs. Lasers (Any).

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Artifact Armor (Tech VI) 

Armor Type Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI

Duralloy Plate (& Helm)* -- 13 +12 +12 +12 +12 +12

Duralloy Vest* -- 7 +7 +7 +7 +7 +7

Power Assault (no DX) -- 500 +18 +18 +18 +18 +18

Power Attack (no DX) -- 450 +18 +18 +18 +18 +18

Tandem VIII (no DX) -- 5500 +18 +18 +18 +18 +18

Powered Protection (no DX) -- 450 +18 +18 +18 +18 +18

Sports Gear (Type 5) 700 10 +5 +5 +5 +3 +2

Sports Gear (Type 6) 900 12 +6 +6 +6 +3 +2

Suit, Hazmat (& Helm) 2000 12 +2 - - +2 +2Suit, Radiation (& Helm) 2500 5 +1 - - +1 +1

Suit, Vacuum (& Helm)** -- 10 +2 +1 +1 +2 +2

Duralloy Shield* 1200 4 +3 +3 +3 +3 +3

Duralloy Helm* 900 2 +3 +3 +3 +3 +3

Force Field Generator 3000 10 Special

Portable Force Shield 1000 1 Special

* Duralloy reflects damage from Energy Weapons (Any).

Duralloy Plate & Helm reflects 80% of the damage.A Duralloy Vest reflects 40% of the damage.A Duralloy Shield reflects 50% of the damage.A Duralloy Helm reflects 20% of the damage.

** Vacuum suits also include a 48-hour air supply.

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SECTION 4: A MORE COMPLETE BREAKDOWN OF TECH IVWEAPONS

This document contains a table illustrating a m ore complete breakdown of the various Tech IVWeapons. Revolvers, Se mi-Automatic Pistols, Ri fles, Shotguns and other types of Tech IV

Weapons are listed in the Equipm ent Section of the gam e’s Rule Book. The rules f or using theoriginal weapons from the book have been repeated here for com pleteness and com parison purposes.

The original weapons, Revolvers, Sem i-Automatic Pistols, Rifles and Sh otguns, have been usedto create categories which are then subdivided into larger or sm aller varieties and according totheir type of firing m echanism. This was done solely with the 4 th edition of  Gamma World inmind, and the rules will need m odification in order to be used in other editions of th e game. Therules presented here are solely g ame mechanics and not, in any way, an ad aptation of real worldfirearms to the game.

The GM wi ll find the infor mation contained in these tables m ost useful when equipping thePlayer Character’s adv ersaries, Town Guards an d Militia, as well as f or stocking the shelves a tthe local town’s gun shop.

Revolvers to Shotguns 

RevolversType Damage THAC Range R o F Shots Cost Weight TechLight 1d8+1 0 12 2 6 600 1.5 IV / 9Medium 2d8 0 15 2 6 800 2 IV / 9Heavy 3d8 0 18 2 6 1000 2.5 IV / 9

Semi-Auto PistolsType Damage THAC Range R o F Shots Cost Weight TechLight 1d8+1 0 / +2 8 1 / 3 9 1000 2 IV / 11Medium 2d8 0 / +2 10 1 / 3 15 1500 2.5 IV / 11Heavy 3d8 0 / +2 12 1 / 3 21 2000 3 IV / 11

RiflesType Damage THAC Range R o F Shots Cost Weight TechBolt Action – Light 2d8 +2 40 2 12 1500 4 IV / 7 – Medium 3d8 +2 60 2 6 1800 5 IV / 7 – Heavy 4d8 +2 80 2 4 2100 6 IV / 7

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SECTION 5: NAIL GUNS AND PAINT BALL GUNS 

Here are two more great weapon ideas from Derek Holland. One is based on a tool, the other onea toy; Derek makes both into form idable weapons that Pure Strain and Mu tant alike would loveto have in their arsenal.

These were never incorporated into my other works.

 Not much else to say, except, in the words of Derek, “Enjoy!”

The Nail Gun 

Base Damage 2d4THAC +6 (-4 vs. Metal Armor)TECH V complexity 8Short Range 12

Duration 1 ShotRate of Fire 2Shots per Reload 20Cost 3000Weight 6 Kg

This weapon fires a shower of na ils in groups of 4. It is m uch more effective against unarmoredor lightly armored opponents. It is a sm all rail gun in design. A Che mical Cell powers 200 shots(10 clips).

The Paint Ball Gun (Pump & Semi-Auto)

Base Damage See BelowTHAC Pump +2 (Semi-Auto +4)Tech IV complexity 12Short Range See BelowRate of Fire Pump 5 (Semi-Auto 15)Cost 45 (150)Weight 1-3 Kg

These guns come in a variety of styles, with fairly similar operation and performance.Compressed CO2 cartridges provide between 45 and 60 shots per cartridge.

Short Med Long ExtremeRange in Meters 5-7 10-11 12-13 13-14Base Damage 1-4 1-3 1-2 1% to Break on Impact 90 80 70 60

 Note that Base Damage excludes the effect of the substance inside the Paint Ball.

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The Atom Smasher

Base Damage 5d10THAC +6TECH V complexity 25Short Range 80Duration 1 ShotRate of Fire 1Shots per Reload 5Cost – Weight 40 kg

This cannon fires a stream of neut rons. This causes som e of the atoms of the target to fission.One side affect is that 2 hits weaken arm or by one point. THERE IS NO RADIATION

DANGER FROM THIS WEAPON!

The Attractor

Base Damage 2d8THAC +2 (+8 vs. ferrousmetal)TECH VI complexity 17Short Range 12Duration 1 shotRate of Fire 2

Shots per Reload 6Cost – Weight 1 kg

This pistol fires r ounds that m agnetize anytarget that is wearing, or made from, ferrousmetal. Treat the targe t as if it were hit at point blank range with the MagneticGeneration Mutation with an MP of 30.

The Defoliator

Base Damage 6d8THAC +4TECH V complexity 15Short Range 20Duration 1 ShotRate of Fire 1Shots per Reload 6

Cost 7500Weight 12 kg

This weapon destroys chlorophyll, starch,and cellulose. It does ½ stated dam age toanimals with photosynthetic skin. To both plants and photosynthetic animals, it inhibits photosynthesis for 1d8 days. It is powered by a Hydrogen Cell.

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The Oxidizer

Base Damage See BelowTHAC 0

TECH VI complexity 20Short Range 40Duration 1 shotRate of Fire 1Shots per Reload 5Cost – Weight 8 kg

This gun causes all m etals to corrode. It plays havoc with the electron shell aroundthe metal atoms. It af fects metal armors bydecreasing their value by one. It corrodes

1d4 kg of metal per shot. It is powered by 2Hydrogen Cells.

The Pulverizor

Base Damage 4d12THAC +3

TECH V complexity 17Short Range 12Duration 1 ShotRate of Fire 1Shots per Reload 10Cost – Weight 15 kg

This gun emits a sonic pulse that damagesminerals, shattering 2d4 kg per shot anddoing the stated damage to beings with amineral skeleton. It is powered by 3

Chemical Cells.

 

The Shocker

Base Damage 4d6 (+3d8 vs. those wearing metal)THAC 0 (+5 vs. metal objects and those wearing metal)TECH V Complexity 15Short Range 15Duration 1 ShotRate of Fire 1

Shots per Reload 5Cost – Weight 4 kg

This weapon is similar to a shotgun in design. The shells, ho wever, have 2 chambers filled withdifferent chemicals. Upon impact, they mix and cause an electrical surg e. Victims must make atough Health Check or be paralyzed for 1d4 rounds due to m uscle spasms. The shells for thisweapon are very rare, and only a chemist can make more.

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Medieval Artillery (Tech II)

Weapon Crew S. Range ROF Cost Weight Damage (AoE)

Ballista 2-4 35 1/3 75 100 3d6 or 3d6 + 1d6/rd.

Light Catapult 4-6 30 1/4 250 500 3d10 (2m Radius)

Heavy Catapult 6-10 40 1/4 200 2,000 3d12 (3m Radius)

Trebuchet 8-12 50 1/4 500 10,000 4d10 (5m Radius)

Ballista launch javelins or flaming javelinsLight Catapults launch 20-30 lbs. stonesHeavy Catapults launch 50-60 lbs stonesTrebuchets launch 100-200 lbs stonesCatapults and Trebuchets can also launch Greek Fire (see below).

Greek Fire (Tech II)

Greek Fire Missile Damage Cost Wt Tech

Hand Held 2d4+d4/1 rd. 10 2 II

Light Catapult 2d8+d8/rd (4m Radius) 200 5 II

Heavy Catapult 3d8+d8/rd (6m Radius) 300 10 II

Trebuchet 2d10 + 1d10/rd (10m Radius) 500 20 II

Common Cannon (Tech III - IV)

Type S. Range ROF Cost Weight Tech

Shot

Weight

Powder

Weight

Light Cannon 100 1/2 1,000 250 III 5 2½

Medium Cannon 200 1/2 2,500 2000 III 7 5

Heavy Cannon 300 1/2 5,000 2750 III 21 12

Rifled Cannon As Above (2 x S. Range, 3 x Cost, Tech IV)

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Cannon Ammunition (Tech III - IV)

TypeDamage

Light/Medium/HeavyArea of Effect

Light/Medium/HeavyCost

Ball, Stone 2d6/3d6/4d6 1m/2m/3m Radius 20

Ball, Steel 2d8/3d8/4d8 1m/2m/3m Radius 50

Explosive Shells 3d8/4d8/5d8 20m/30m/40m Radius 300

Canister Shot 15m/20m/25m Radius 200Based on Range-50m wide cone

½ Range- 5d4/5d6/5d8S. Range- 4d4/4d6/4d8M. Range- 3d4/3d6/3d8L. Range- 2d4/2d6/2d8X. Range- 1d4/1d6/1d8

Common Rockets (Tech III)

Type S. Range ROF Cost Weight Damage Area of Effect

IncendiaryRockets

300 1 750 2 2d6 + 1d4/rd 5m Radius

ExplosiveRockets

300 1 500 2 2d8 20m Radius

Dynamite (Tech IV)

Dynamite Damage (AoE) Cost Weight

Per Stick 4d6 (5m Radius) 200 1

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Input Devices (Terminals)-Dumb $1250 0.20 cu m PR +0/0Smart $3000 0.25 cu m PR +2/0

Data Storage Readers-Micro-Tape Read/Write $500 0.10 cu m PR +0/2/tape

Micro-Tapes $5/eachMega-Tape Read/Write $2,250 0.05 cu m PR +0/5/tapeMega-Tapes $20/eachMicro-Floppy Read/Write $1,750 0.05 cu m PR +0/3/floppyMicro-Floppies $4/eachMini-Floppy Read/Write $1,000 0.08 cu m PR +0/4/floppyMini-Floppies $3/eachMini-Disk Read/Write $3,000 0.10 cu m PR +0/6/disk Mini-Disks $75/eachSuper-Disk Read/Write $5,000 0.20 cu m PR +0/10/disk Super-Disks $125/each

Data-Cube Read/Write $10,000 0.15 cu m PR +0/20/cubeData-Cubes $200/each

Output Devices (Printers)-Slow Text only $1,000 60 cpsMedium Quality Graphics $1,400-2,100 for 80-120 cpsFast Hi-Quality Graphics $3,000 for 200 or more cps

 Part 3: Computer Programs 

This includes the Name of the program, its Size, Cost and brief Description.

Size is defined in programming slots; cost is in Gold Dollars. 

PROGRAMS FOR SCANNING AND ANALYZINGName Size Cost Description

Animal ID 1 1500 As talent use PR as Rank Plant ID 1 1500 As talent use PR as Rank Tactile Control 1 1/ea 2000 To control tentacles, arms, etc.Tactile Control 2 1 3000 Also controls Tractor/Pressor Beams,etc.Tactile Control 3 2 4000 More Accurate ControlTactile Control 4 3 5000 Precise Control over non-weapon systemsCode ID Reader 1 1000 Reads Code ID Cards

Voice Pattern Rec 2 5000 Scans, analyzes and records voice patternsVisual Input Recog 4 10,000 As above includes Visual InputsRemote Piloting 3 12,500 Requires Radar, Comm, and Visual SensorsAdv RADAR 1 2 13,000 Improves Range by 50%(see Sensors)Adv RADAR 2 3 14,000 Improves Range by 100%Adv RADAR 3 4 15,000 Improves Range by 200%Sensor Input Rec 4 5000 Collates and converts sensor dataSensors 1/ea 2000/ea H, IU, S, T, A, R, C, F, M, V

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ARTIFICIAL INTELLIGENCE PACKAGESArtificial Intelligence (A.I.) Package (10)

12,000 Provides high level reasoning and intuition.Analyzer Module 0.5Learning Module 0.5

Creative Thinking 3Reasoning 3Human Response 3

Artificial Life (A.L.) Package (14)25,000 Provides Personality and Goals. Require A.I.

Self-Preservation 3Prime Directive 1Ego 3ID 4Super Ego 3

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Chapter 4: Adventures & Encounters

SECTION 1: RANDOM TREASURE TABLES

The following tables list the frequency of variou s Armor, Weapons, and Equipm ent of all TechLevels commonly found in use by sentient beings in Gamma World . They combine items frommany sources including pre-4th edition m odules,  Dragon Magazine, and Treasures of the

 Ancients, combined with standard items from the 4th edition Gamma World rulebook and a fewof my own creation.

The tables are organ ized into the f amiliar four Frequency Categor ies: Common, Uncommon,Rare, and Very Rare. When an item /weapon of a certain tech level is ca lled for, roll percentiledice. In most cases, 01-65 is "Common", 66-85 is "Uncommon", 86-96 is "  Rare", and 97-00 is"Very Rare". Some Tech I - III ta bles have n o Very Rare category (treat Rare as 86-00), andsome Tech V - VI table s have an additional Extremely Rare category (treat “V. Rare” as 97-99,and “X. Rare” as 00). The GM then chooses a random item or selects an item from that columnof the table.

Armor, Helms and Shields (Tech I – III)

ARMOR Common Uncommon Rare Very Rare

Fur or Skins Ring Mail Bronze Plate Field Plate

Leather Ring Vest Bronze Vest Full Plate

Studded Leather Chain Mail Banded MailGon Leather 

(Random)Studded Vest Chain Vest Banded Vest

_______ _______  _______  Steel Plate

_______ _______  _______  Steel Vest

_______ 

HELMS Common Uncommon Rare Very Rare

Leather Small Steel Great Helm _______ _______  Bronze _______  _______ 

SHIELDS Common Uncommon Rare Very Rare

Wooden Small Steel Large Steel_______ 

_______  Bronze _______  _______ 

Roll for Armor, Hel ms and Shields separate ly. Although the Full, Field, and Gon Leather Armors require wearing a f ull suit, includ ing the matching helm for full protection, feel free tomix the more common Low Tech Ar mor, Vests, Helms and Shields f rom this section with HighTech Artifact Armor from the next section.

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Artifact Weapons (Tech IV – VI) 

TECH IV Common Uncommon Rare Very RareRevolver (Light or Medium)

Revolver (Heavy) Machine Pistol Assault Rifle

Rifle (Light) Rifle (Medium) Gatling Gun Grenade Launcher 

Semi-Auto Pistol(Light or Medium)

Semi-Auto (Heavy) Rifle (Heavy) Shot Gun(Heavy Auto)

Shot Gun (Light) Shot Gun (Medium) Shotgun (Heavy) Chameleon Rifle

Flare GunShot Gun(Light Auto)

Shot Gun(Medium Auto)

Spear Gun

Short CompoundBow

Sniper Rifle Net Gun Machine Gun

_______  Tazer _______  _______ 

_______  Flak Gun_______  _______ 

_______  Ballistic Knife_______  _______ 

_______  CompoundLong Bow

_______  _______ 

TECH V Common Uncommon Rare Very RareEnergy Mace Drone Weaver Mark V Blaster Blunderbuss, Cannon

Flying Blades Laser Pistol (IR)Laser Rifle(IR or UV)

Stoakes Coagulator 

 Needler Laser Pistol (VL) Stun Rifle Cyclorator 

Grenade(ECM, Photon,Stun, Tangler)

Smart Dart or Micro-Missile

 Nerve Gun Graser Rifle

Stun Whip Screamer Graser Pistol_______ 

Slug Thrower C Stun Pistol IR Rifle_______ 

Laser Pistol (FIR) Slug Thrower B Slug Thrower A_______

 Solar Pistol Laser Rifle (FIR) Grenade (Energy)

_______ _______  Tangler 

_______  _______ _______  War Bands

_______  _______ 

TECH VI Common Uncommon Rare Very RareGrenade (Gravity) Gravity Gun Laser Rifle (IR) Black Ray Rifle

Smart Dart(Gravity)

Grenade (Fission or Torc)

Laser Pistol (UV) Mark VII Blaster 

Micro-Missile(Gravity)

Vibro-Dagger Maser Pistol Conversion Beamer 

 Neural Bite Popper Pellet

Smart Dart or 

Micro-Missile(Fission or Torc)

Fission Cannon

Paralysis Rod Laser Pistol (IR) Vibro-Blade Maser Rifle

Wrapper _______  Slicer Pistol Plasma Gun

_______  _______  Energy Javelin Slicer Rifle_______  _______  _______  Fusion Rifle_______  _______  _______  Rover Rifle_______  _______  _______  Vibro Axe

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Advanced Adventurers’ Equipment (Tech IV – VI) 

TECH IV Common Uncommon Rare Very RareBinoculars Fire Extinguisher Geiger Counter EMP Generator Flashlight Folding Rifle Stock Ham Radio IR GogglesC-Cell Parachute Tool Kit (+3) Tool Kit (+4/+5)Rad Badge Voltmeter Listening Device Saw, Powered TreeRad Suit Repair Kit Tool Kit (+2) Pocket Thruster Dynamite

Radio (AM/FM) PortaCartSpeed Loader or Extra Clip

_______ 

Tool Kit (+1) Napalm IIPistol Stock (+1THAC)

_______ 

Bang Balls Smoke Generator Rifle Stock (+1THAC)

_______ 

Camp Guard Sound Filter II Bang Ball Rifle _______ Gnome Glasses Triangulator Meds (Various) _______ Super Glue First Aid Kit _______  _______ Bugs/Receiver Unit Scope (IR) _______  _______ Sound Filter I Knife Sharpener  _______  _______ Scope (Telescopic) Meds (Various) _______  _______ Weapon Cleaning Kit _______  _______  _______ 

Meds (Various) _______  _______  _______ 

TECH V Common Uncommon Rare Very RareCommunicator ID (Supervisor) ID (Pr. override) ID (Civ/Sec override)Glow Cube Med Kit Tool Kit (+4/+5) Lamprey Disk Energy Cloak Tool Kit (+3) Ferro Foam (Rd) Sensor (Random)Envirolyzer Solar Charger Torch (Laser) Torch (Atomic)ID (Unk/Pers/Maint) Ferro Foam TrashMan _______ Lexicon Computer Auto Press _______  _______ 

Motion Detector Gravitic Accellerator  _______  _______ H-Cell Lipoderacinator  _______  _______ S-Cell Sensor (Random) _______  _______ 

Tool Kit (+1/+2) Torch (Sonic) _______  _______ Ale mbic Weather Predictor   _______  _______  Neutralizing Pigment

(Various)Laser Sight

_______  _______ 

Universal Cooker Meds (Various) _______  _______ Electric Wedge _______  _______  _______ Scope (IR) _______  _______  _______ 

TECH VI Common Uncommon Rare Very Rare

Communicator Nuclear Fuel Cell Anti-Grav Pod Liquid DuralloyID (Unk/Pers/Maint) Drop Belt Med Kit Tool Kit (+5)Life Force Detector ID (Supervisory) A-Cell Liquid Metal

Lift Pack Portent Tool Kit (+3/+4)Broadcast Pwr Charger 

Tool Kit (+1) Remote Hand Info Retriev. Sys.ID (Civil/Secoverride)

Toxin Neutralizer Tool Kit (+2) ID (Pr. override) _______ Tent Man Laser Sight Computer Sight _______ 

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Plains and Meadows 

Common Uncommon Rare Very Rare

Attercop Blaash Brutorz Obb

Blood Bird Centisteed Pineto Robot

Kai Lin Hopper Sep Kamodo

Podog Squeeker Sarbi Kraw

Rakox Dabber Carrin Woo'n

Soul Besh Hoop Orlen Indie

Stagon, wild Jaget Ba'Crolbai Vene'A'Mub

Ark Serf Rakee Ba'Sled

Blaasut Sleeth Gallus5/13 Omnitar 

Blood Wasp Albilope Herp Prot'Ep

Bulo Quanakus Zarn

Daycut N'Thlai Death Moss

Ekola Cryptic Alliance Unsut

Loo Pur Buggem Batslith

She'Zur Zeeth Sre'Froth

S'Re'Daan True Animal Chotslith

Bof W ed Tsurp Sucslith

Tribes Men Nytacal Frid Esk Perth Arklen

Holcut Rodcut

Sheezu Sky' Zorr'N

Y'Zor Ba' Mutan

Anfal Boom erth

Suthorl Adventurers

Rakrod

Rodqas

Smokerth

Goblerz

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Deserts and Rocky Lands 

Common Uncommon Rare Very Rare

Kai Lin Squeeker Pineto Robot

Blood Wasp Dabber Sep Kraw

Daycut Hisser Carrin Woo'n

Ekola Unsut Orlen Indie

Loo Pur Quanakus Sarbi Sucslith

Tribes Men Buggem Rakee Vene'A'Mub

Anfal Cryptic Alliance Kep Plant Ba'Sled

Rakrod True Animal Zarn Frid Esk 

Rodqas Rodcut Hrierf Prot Ep

Smokerth T'Brath Helslith

Goblerz Sky' Zorr'N Batslith

Adventurers Sre'Froth

Chotslith

Boomerth

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Hills and Knolls 

Common Uncommon Rare Very Rare

Ark Dabber Carrin Obb

Badder Hawkoid Orlen RobotStagon, wild Sleeth Sarbi Crep Plant

Rog, wild Squeeker Blight Kamodo

Attercop N'Thlai Manta Fles'Orz

Blood Bird Albilope Parn Horl'Orz

Kai Lin Quanakus Rakee Guman

Rakox Tsor' Sut Herp Kraw

Blood Wasp V'ath Zarn Mught

Bulo Cryptic Alliance Death Moss W'oon

Daycut Bugge m Hrierf Indie

Ekola Zeeth Helslith Vene'A'Mub

Loo Pur True Animal Rismish Ba'Sled

She'Zur Wed Tsurp Batslith Krea

Shoday Unsut Chotslith Omnitar 

Tribes Men Nytacal Sucslith Nep Ep

Holcut Arklen Mutchoo Ed Ep

Perth Xanqas Frid Esk Prot Ep

Sheezu Rodcut Eldafay

Y'Zor Equinoid Sly Gon

Bigoon T'Brath

Anfal Sky' Zorr'N

Pieren/Pierenhorl Sre' Froth

Suthorl Ba' Mutan

Conola Boom erth

Rakrod/Rodqas Adventurers

SmokerthGoblerz

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Mountains and Cliffs 

Common Uncommon Rare Very Rare

Attercop Dabber Carrin Bu'Daan

Kai Lin Squeeker Orlen Robot

Blood Wasp N'Thlai Sarbi Crep Plant

Daycut E'Glee Wardent Kamodo

Ekola Quanakus Yexil Fles'Orz

Loo Pur Tsor'Sut Rakee Ask'I'xon

Tribes Men Cryptic Alliance Herp Guman

Y'Zor Zeeth Zarn Kraw

Anfal Bugge ms Kep Plant Mught

Perth True Animal Carrday W'oon

Sutkin Wed Tsurp Hrierf Indie

Suthorl Unsut Juog Vene'A'Mub

Pierin Nytacal Helslith Ba'Sled

Pieren Horl Kikcee, wild Rismish Krea

Gr'I'xon Arklen Batslith Nep Ep

Conola In' I'xon Chotslith Ed Ep

Rodqas Xanqas Sucslith Prot Ep

Rakrod Rodcut Mutchoo FleldafaySmokerth Equinoid Frid Esk 

Goblerz T'Brath Eldafay

Sky' Zorr'N Sly Gon

Sre' Froth Adventurers

Boo merth

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Waterways: Rivers, Lakes, Swamps, Etc. 

Common Uncommon Rare Very Rare

Arn Dabber Carrin Fen

Soul Besh Hisser Menarl FleshinAttercop Sleeth Orlen Barl Nep

Kai Lin Gator Sarbi Crep Plant

Tribes Men Squeeker Narl Ep Kamodo

Ber Lep Terleen Seroon Lou Kraw

Ert W inislean Robot Woo'n

Perth N'Thlai Death Moss Indie

Letharp Herkel Unsut Chotslith

Anfal Sm ov'Bai Hrierf Sucslith

Rakrod Toother Yakkir Nep Ep

Rodqas Cryptic Alliance Shinarl Ed Ep

Frid Esk Cren Tosh Batslith Prot Ep

Boomerth Ert Telden Sre'Froth

Smokerth Bugge m Krea

Goblerz W ierbuled Mutchoo

True Animal

 Nytacal

Arklen

Rodcut

T'Brath

Sky' Zorr'N

Adventurers

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True Animal Sub-Table

Plains Forests Deserts Hills Mountains Water Ruins

Badger Arm adillo Bat Armadillo Bat Alligator Bat

Bat Bat Camel Badger Bear Bat ChameleonBoar Bear Chameleon Bat Chameleon Chameleon Snake

Bull Boar Cougar Bear Cougar Crab Spider 

Camel Cham eleon Snake Boar Gorilla Duck Termite

Chameleon Cougar Spider Bull Sheep Frog Wasp

Cheetah Deer Wasp Chameleon Snake Mosquito Wolf 

Deer Fox Wolf Cougar Spider Octopus Hawk 

Elephant Gorilla Horse Deer Wasp Otter 

Grasshopper Hawk Turtle Fox Wolf Seal

Horse Monkey Frog Gorilla Hawk Shark 

Kangaroo Porcupine Hawk Grasshopper Skunk Snake

MosquitoPrayingMantis

Hawk Deer Spider 

Ostrich Racoon Porcupine Turtle turtle

PrayingMantis

Skunk Racoon Weasel Wasp

Rhinoceros Snake Sheep Wolf 

Skunk Spider Skunk Weasel

SnakeFlyingSquirrel

Snake Monkey

Spider Term ite Spider Bull

Tiger WaspFlyingSquirrel

Hawk 

Wasp Wolf Term ite

Weasel Wasp

Wolf Wolf 

Hawk Weasel

TurtlePrayingMantis

Armadillo

Porcupine

Sheep

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NPC Classes 

Most of these NPC classes are for use in large Gamma World cities, and even so some of theseclasses are still quite rare. Common Possessions include domars and weapons that may be foundon their person when encountered, and may be modified by the GM according to local weaponrestrictions. The type of armor worn is left to the GM.

COMMON NAME DESCRIPTION COMMON POSSESSIONS

Bluebes Bluebes are the most common inhabitantsand the labor force of the community.

4d6+5d, small melee weapon or Tech III pistol, possibly sometools

Bodyguards They protect high-class citizens and arealso employed as security personnel byfactories and local governments. Largeand quite vicious, they respond only totheir employer. If the odds look bad,they'll try to escape with their employer.

1d6+20d, brass knuckles, meleeweapon(s) up to the highest techlevel weapon allowed,communicators, possibly IR goggles, and other sensor gear.

Bogies Bogies make their living by clandestinelygathering information for whomever will pay the price. Bogies range from thosewho gain information on individuals for  blackmail to highly trained spies hired bycryptic alliances and governments.

3d6+25d, small meleeweapon(s), Tech III or IV pistol(maybe higher), camera,spyglass or binoculars, possiblysensor gear.

Bounty Hunters This is a necessary profession in GammaTerra. They exist on the edge of the law,and are usually highly skilled loners, being ex-militia, former adventurer, or 

similar. They have some skills of a scoutcombined with some skills of an enforcer.

3d6+15d, at least 2 small meleeweapons, Tech IV pistol, andusually one higher tech rifle(whether legal or not)

spyglass/binoculars and possiblysensor gear.

Bunkos These professional con-artists are quitecommon and range anywhere from streetvendors selling fake watches to thoseinvolved in elaborate schemes with other  bunkos. Lazy and sleazy by nature, alsocowardly and fearful of violence, most bunkos will respond to intimidation.

1d6+10d, concealable meleeweapon(s), possibly small TechIV pistol.

Bureaucrats The people who keep the government

running smoothly are uncommon in mostareas of the community, other than theAdmin and Uptown Districts.

2d6+25d, Tech IV pistol andconcealable melee weapon(s)

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 PART 2: ENCOUNTERS IN AND AROUND TOWN 

Admin District 

The Adm in district is where governm ent is conducted and where one finds the Local

Government Buildings, Official Residences, the Court H ouse, the Jail, Guild Headquarters,Military Headquarters, etc.

There is a 50% chance (non-cumulative) for an encounter to occur per block traveled.Encounters have a 10% chance to be mounted and a 1% chance to have pet or gua rd animal(s).Police and Militia may have greater or lesser chances of being mounted and using guard animalsas the GM desire s. Hacks will alway s have some form of vehicle and go vernment vehicles mayalso be seen here (usually Tech IV or higher).

Roll d100 for Night-time encounters:

01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart

Roll 2d10 for Daytime encounters:

2-3 Adventurer Group 4-5 Cryptic Alliance 6 Bogy 7 Bodyguard 8 Geriatric 9 Clim ber  

10 Citizen 11 Bureaucrat 12 Politico 13 Bluebe 14 Police or Militia 15 Hack  16 Celeb 17 Bounty Hunter  18-20 Pro

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Sweatsville District

Sweatsville is where all the ho t, d irty, o r sm elly work is perform ed, a nd contains Factories,Mills, Meat Packers, Leather Tanners, etc.

There is a 10% chance (non-cumulative) for an encounter to occur per block traveled during midshift (8AM-12PM and 1PM-5PM) or at night (a ssuming Sweatsville closes at n ight), however,there will automatically be 2 encounters per block before shifts start, ri ght after shifts end, andduring meal breaks. Encounters have a 5% chance to be mounted and there is no chance for petor guard animals most of the time. Police and Militia may have greater or lesser chances of beingmounted and using guard anim als as the GM desires. Hacks will alw ays have som e for m of vehicle and privately owned vehicles may be seen here (usually Tech III or less, but occasionallyTech IV).

If the city closes its Sweatsville at night, ro ll d100 for Night tim e encounters, otherwise treatnight and day as the same.

01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart

Roll 2d10 for daytime encounters:

2-3 Adventurer Group 4 Cryptic Alliance (Other than Healers) 5 Cryptic Alliance (Healers) 6 Hack  7 Police or Militia

8 Bodyguard 9-10 Citizen 11-12 Bluebe 13 Drif ter   14 Street Drek  15 Bogy 16 Slamm er   17 Pro 18 Clim ber   19-20 Bureaucrat

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Roll 2d10 for Daytime encounters:

2 Bogy 3 Bounty Hunter  4 Junkie 5 Adventurer Group 6 Cryptic Alliance (Healers) 7 Cryptic Alliance (Other than Healers) 8 Hack  9 Geriatric 10 Bluebe 11 Citizen 12 Bunko 13 Drif ter  14 Street Drek  15 Slamm er  16 Police or Militia 17 Bureaucrat 18 Priest (Local Church(s)) 19 Politico 20 Clim ber 

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Uptown District 

This is where th e wealthy live, an upscaleresidential area.

There is a 20% chance (non-cum ulative) for an encounter to occur per block traveled(day or night). Encounters have a 90%chance to be m ounted and a 25% chance tohave pet or guard anim al(s). Police andMilitia may have greater or lesser chances of  being m ounted and using guard anim als asthe GM de sires. Hack s will a lways havesome form of vehicle, and privately ownedvehicles are commonly seen (Tech IV or 

higher only ). There is a 30 % chance for occupants to be hom e during the day and60% chance at night.

Roll d100 for Night time encounters:

01-60 Police 61-90 Militia/Military Police 91-00 Roll from Daytime chart

Roll 2d10 for Daytime encounters:

2-3 Bogy 4-5 Bunko 6 Celeb 7-8 Clim ber   9 Bodyguard 10 Bureaucrat 11 Citizen 12 Politico 13 Healer Cryptic Alliance 14 Police or Militia 15 Hack 

16 Geriatric 17 Pro 18-19 Priest (Local Church(s)) 20 Wild Cat (cheetah sized)

Renalls District

This is middle class housing.

There is a 50% chance (non-cum ulative) for an encounter to occur per block traveled.Encounters have a 65% chance to bemounted and a 30% to have pet or guardanimal(s). Police and Militia may havegreater or lesser chances of being mountedand using guard anim als as the GM desires.Hacks will always have som e for m of vehicle and privately owned vehicles may beseen here (usually Tech III or les s).Residents will home 50% of the time during

the day and 75% of the tim e at night,assuming Sweatsville does not run 24 hours.

Roll 2d10 for Encounters (Night or Day):

2 Bounty Hunter  3 Bogy 4 Pro 5 Militia or Police 6 Priest (Local Church(s)) 7 Cryptic Alliance 8 Slamm er   9 Drif ter   10 Citizen 11 Bluebe 12 Geriatric 13 Hack  14 Street Drek  15 Bunko 16 Cryptic Alliance (Healers) 17 Junkie 18 Other Cryptic Alliance or 

Adventurer Group 19 Wild Cat (Cheetah sized) 20 Wild Dogs (Wolf sized)

 

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The Slums 

This is a housing area of ho mes and apartments in poor c ondition, interspersed betweencrumbling and abandoned buildings, some possibly very old. Criminals will attempt to evade thelaw by hiding inside the abandoned buildings. The Police and Militia alm ost never patrol The

Slums.

There is a 50% chance (non-cum ulative) for an encounter to occur per bl ock traveled during theday. If any of the abandoned buildings are ente red, the chance for encounters increases to 75% per build ing entered. If an encounter is indica ted (ins ide or outside), it will be a m ultipleencounter 10% of the tim e (2-3 simultaneous encounters). Encounters outside have a 10%chance to be mounted and a 20% chance to have pe t or guard animal(s). Hacks will always havesome form of vehicle, but privat ely owned vehicles are rarely seen here (Tech III o r less only).Occupants are likely to be in or near their homes 80% of the time, day or night.

Roll 2d10 for Encounters in the street (day or night):

2 Bogy 3 Healer Cryptic Alliance 4 Hack  5 Bounty Hunter  6 Adventurer Group 7 Junkie 8 Cryptic Alliance (Other than Healers) 9 Slamm er   10 Street Drek  11-12 Bluebe 13 Drif ter   14 Citizen 15 Geriatric 16 Priest (Local Church(s)) 17 Wild Cat (Cheetah sized) 18 Squeeker  19 Wild Dog (Wolf sized) 20 Gator 

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The Fringe 

The Fringe is No-Man's Land containing abandoned ruins, many pre-holocaust. This only occursin communities that were built atop the rubb le of ancient cities, and is like having a m ini-ruinsurrounding the comm unity. In addi tion to the explora tion and adventuring possibilities, m any

criminals find it to be a great place to hide from the law.

There is a 20% chance (non-cum ulative) for an encounter to occur per bl ock traveled during theday and a 35% chance at night. If an encounter occurs it will be a multiple encounter 20% of thetime (2-3 simultaneous encounters). Encounters have a 10% chance to be m ounted and a 30%chance to have pet or g uard animal(s). Police and Militia may have gr eater or lesser chances of  being mounted and using guard animals as the G M desires. Only those vehicles and anim als thatcan handle broken and rubble-strewn paths winding through all-but collapsing buildings will beseen in The Fringe.

Roll 2d10 for encounters (Night or Day):

2 Pro 3-4 Militia or Police 5 Bounty Hunter  6 Cryptic Alliance (Any) 7 Junkie 8 Adventurer Group 9 Drif ter   10-11 Roll from Ruins Table (GW4-Random Wilderness Encounters)  12-13 Street Drek  14 Slamm er   15 Squeeker  16-17 Wild Dog (Wolf sized) 18-19 Wild Cat (Cheetah sized) 20 Gator 

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The Major Trade Routes 

The Major Trade Routes between Communitie s are well travele d, well m arked and usuallyheavily patrolled.

There is a 25% chance (non-cumulative) for an encounter to occur every 4 hours traveled duringthe day and a 15% chance at Night.

Roll 2d10 for encounters (day or night):

2 Bounty Hunter (Advanced Vehicle-30%, Mounted-70%; Pets-20%) 3 Celeb (Advanced Vehicle-60%, Coach-30%, Mount-10%; Pets-20%) 4 Stage Coach (2-4 draft animals and 1d6 passengers (Uptown encounters)) 5 Bluebe (Mounted-35%; Pets-10%) 6 Drifter (Mounted-20%; Pets-25%) 7 Bandit (Mounted-20%; Pets-30%) 8 Adventurer Group (Mounted-90%; Pets-20%) 9-10 Militia Patrol (Advanced Vehicle-30%, Mounted-70%) 11-13 Merchant Caravan (2-5 Wagons, 2 Draft Animals each) 14-15 Cryptic Alliance (Other than Healers) (Mounted-45%; Pets-20%) 16 Cryptic Alliance (Healers) (Mounted-60%; Pets-20%) 17-18 Roll Encounter per surrounding terrain 19 Bureaucrat (Advanced Vehicle-70%, Coach-25%, Mount-5%; Pets-25%) 20 Politico (Advanced Vehicle-80%, Coach-20%; Pets-35%)

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 PART 3: MOUNTS AND PETS

Roll d100 twice on the appropriate tables. Prices in domars are given in parentheses.

MOUNTS

Common (01-65) Uncommon (66-85) Rare (86-96) V. Rare (97-00)

Arn (250) Centisteed (650) Brutorz (900) Loo'Pur 

PoDog (400/750) Hopper (400) Pineto (500) Kik'Cee

S'Re'Daan (550) Unsut (1000) Hrierf (2500) E'Glee

DayCut (650) Nytacal (500) Ba'Crolbai (700) W'orz

Stagon (100/400) Smovbai (600) Elephant (900)

Ca mel (400)

Horse (700)

Quanakus (1000)

Bicycle

DRAFT ANIMALS

Common (01-65) Uncommon (66-88) Rare (89-00)

Rakox (850) Centisteed (650) Brutorz (900)

PoDog (400/750) Hopper (400) Pineto (500)

S'Re'Daan (550) Smovbai (600) Elephant (900)

DayCut (650) Quanakus (1000)

Stagon (100/400) Bull (Oxen)

Ca mel (400)

Horse (700)

PETS AND GUARD ANIMALS

Common (01-65) Uncommon (66-85) Rare (86-96) V. Rare (97-00)

Ekola (20/100) Hawk (500) Batslith (3000) Inslith (4000)

HolCut (250) Monkey (750) Sho'Day (1000) Cheetah (5500)

Sheezu (50) Snake (250) Wolf (2500) Tiger (7000)

RakRod (50) Weasel (300)

RodQas (20)

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LEGALITIES 

 Advanced Dungeons & Dragons,  AD&D 2nd edition,

 Dragon Magazine, GWA1 Treasures of the Ancients,

and all editions of  Gamma World are cop yrighted property of Wizards of the Coast, “Classic” Traveller is copyrighted property of   Far Future Enterprises (formerly Game Designers’ Workshop), and alleditions of   Mutazoids are copyrighted property of  Moses Wildermuth. 

This e-booklet uses specific Terms, Concepts and Rulesfrom these gam e products witho ut express written permission from Wizards of the Coast or  Far Future

 Enterprises. This was done in a fair use attem pt for personalizing the play of a role playing

game, and is not, in any way, meant to imply a challenge to the copyrights, intellectual propertiesor trademarks of Wizards of the Coast® and/or Far Future Enterprises®.

Permission is granted to freely distribute this doc ument unmodified, and in its en tirety, with theChapter Introductions and Legalities Section still attached.

If a “m odified docum ent” is created using this document as a basis, and is then distributed, please include a notice indicating this docum ent (i ncluding copyright notic e) as the source of your inspiration. And please, send me a copy; I would love to see it!

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“Buffalo Man Attacked by Tentacles” on page 1 is by Dan Frasier and copyrighted by MosesWildermuth. “Tree Man” on page 12 is by Kevin Hall and copyrighted by Moses Wildermuth.

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