Stats for D06, a robot dog.

Here is a new set of Omega Tech cards for D&D Gamma World. (I didn’t create backs for these because I just use card sleeves, and so I print them out on cardstock and slip them into the sleeves. If you need card backs, you’ll have to make them up yourselves.)

These cards use the templates created by zedofzombie and Nasty_Nick, and posted on the Gamma World forum at Wizards.com.

Here’s a complete listing of the set of 13:

  1. Psionic Passport
  2. Wibbly-Wobbly Sensor
  3. Hypersonic Spanner
  4. Gummy Badders
  5. D06
  6. Photonic Spanner
  7. Matter Compression Eradicator
  8. A.S.T.R.I.D. Key
  9. Psychotropic Lip Balm
  10. Sensory Strainer
  11. Cuboidal Blaster
  12. ??? (not yet available)
  13. ??? (not yet available)

The PDF file is about 2 MB, so it may take a little while to download.

Download the Blue Box Omega Tech Cards Here!

I’ve just updated the consolidated Ancient junk table and the Gamma World GM screen to remove a duplicate entry.

Also, the GM screen is taller (cut off the top 2 inches when printing on 11 x 17 cardstock) and has more information, plus a graphic.

Download the Ancient junk table

Download the GM screen

Feedback is welcome!

In the D&D Gamma World game, you get bonuses on skills based on your primary and secondary origin, and also a +4 bonus to one randomly rolled skill that represents what your character is good at doing.

However, this is just a straight 1d10 roll that doesn’t add any actual flavor to your character. You could make something up – “that +4 bonus to Science is because I’m a … scientist, yeah, that’s it” – but the rules as written don’t give you much to work with.

This document is designed to expand on the skill system in the D&D Gamma World rulebook by letting you roll a profession for your character. This is an optional system, and it may be superceded by Legion of Gold when that supplement comes out.

Download It Now!

In both the core D&D Gamma World game and the Famine in Far-Go expansion, all origins (with the exception of Engineered Human) have the same chance to be rolled during character creation.

The defaut random origin generation usually leads to a sort of de facto balance, but it’s still possible to create a character without usable at-wills (or even basic attacks). With the introduction of the origins in Famine in Far-Go it’s possible to go to the other extreme, and create an overpowered character (say, Magnetic/Temporal) that could dominate any combat with ease.

A number of suggestions have been proposed to fix this imbalance, including powering up the weaker origins by making their Novice powers at-wills instead, and by restricting the powers and traits of the stronger origins.

The system presented in this document offers another approach, based on the concept of rarity used in collectable card games such as Magic: the Gathering – or in D&D Gamma World itself, with the booster packs.

Each origin is rated as Common, Uncommon, or Rare based upon the relative power level of that origin. Note that rarity is used as a metaphor here, and not literally; Uncommon origins may be more common than Common origins in many games.

The general principle is to minimize the chance of random under- or overpowering by restricting the combination of origins possible.

Download It Here
12/25
2010

RAD WIDOW

Thankfully, nature has seen fit to provide its own warning markings on this mutated black widow: three green triangles that meet at a point.

These radioactive spiders hunt throughout the ruins of Ancient cities. Their webs glow with sickly green radiation, and they use smaller strands to draw their prey to their doom. Their venom is both poisonous and radioactive.

Rad Widow stats

Gamma World stats: Change the monster’s type from “natural beast” to “terrestrial beast” and ignore the Alignment/Languages line.

It turns out that in the real world there are these radioactive wild boars in Germany; a tweet from @Alphastream on twitter made the Gamma World connection.

So here you have stats for chernoboars: giant mutant wild boars full of radiation and anger, to trample your favorite Gamma Terra settlement. (Based on the wild boar stats from D&D.)

Download Chernoboars Now!

Enjoy!

I needed some tougher monsters, so I worked out how to change them into elites by applying origins like templates. Since I’d already figured out the process, I thought I’d just write it up for you all to use:

Download It Now!

It explains how you can make Gamma World monsters even more mutated than before, and how you can change ordinary D&D monsters into bizarre mutant freaks. The article comes with two elite monsters you can use — including an exploding bear.

Yeah, that’s right, I said AN EXPLODING BEAR.

Enjoy!

12/21
2010

Here’s the Game Master’s Screen I put together for the new version of Gamma World. It’s designed to fold up and fit inside the D&D Gamma World box.

Instructions for creating the screen:

1. Download the file.

2. Print it out on 11 x 17 cardstock, double sided, color print.

3. Cut off the top 2.5 inches.

4. Fold it into thirds and prop it up in front of you. Ta da! GM screen.

This screen includes the following:

  • Index to important rules in the rulesbook (including FiFG rules!)
  • Ancient junk table (including FiFG junk plus Dungeon 185 rules)
  • Skill check DCs
  • Encounter difficulty table and XP budgets by number of players, for planning encounters
  • Skill challenge chart with XPs per level (as per FiFG)
  • End of encounter checklist
  • Starting gear table (player-side, including gear from FiFG)
  • Weapons and armor charts (player-side)
  • List of conditions (player-side)
Download It Now!

The D&D Gamma World game comes with an introduction adventure that takes the characters from level 1 to level 3, while demonstrating how the game works. This is good!

The adventure is designed for 5 PCs and doesn’t give guidelines on how to properly scale the encounters for different numbers of players. This is not good!

Here are two different articles I wrote that give you options for running “Steading of the Iron King” with fewer than (or more than!) five player characters.

Scaling the Adventure

To adjust each encounter for a variable number of players, follow these general guidelines. For more than six players, repeat the instructions for six players for each additional player. See page 92 of the D&D Gamma World rulebook for information on building level-appropriate encounters.

A few of these adjusted encounters push up against the next higher level of encounter. That’s okay as encounter levels are guidelines not strict rules, but you may want to further adjust some of the monsters or provide players
with extra assistance if they are having difficulties. For example, one of the terrain features might fail to function as written (such as The Machine in encounter 3).

Each encounter lists the monsters and hazards as written up in the adventure for five players, and then offers suggested changes to make to provide a challenge of the approximate difficult and general feel of the encounter for fewer players.

Download It Now!

Companion Characters

Unlike player characters, companion characters are relatively stable within their niches in Gamma Terra. Companion characters do not receive Alpha Mutation cards and never experience Alpha Flux events. They are also unable to use Omega Tech items and do not draw Omega Tech cards.

Companion characters can use the second wind action as player characters can, and like player characters, they heal to maximum hit points after a short or extended rest. They die at their negative bloodied values, not 0 hit points.

Companion characters don’t use ammo; they never have to worry about running out if they fire guns, and they can’t replenish a player character’s supply by giving ammunition to them. A companion character who comes with equipment can be given other, similar equipment to use, but the game mechanics for the companion’s
powers will remain the same. For example, if a companion uses a short sword and is given a yield sign (a heavy two-handed weapon), the companion’s attack will still function as if he were using the short sword.

This supplement includes the companions Roberta the Rebuilt Robot, Milton the Paranoid Dabber, and Enik the Time-Lost Sleeth.

Download It Now!

A local merchant’s caravan was attacked by grens, but instead of looting his valuable guns and ammunition, the green folk stole his teenage daughter! Can you enter the grens’ fortress-tree and mount a rescue before she’s sacrificed to the rootlord?

The grens live in a nearby rainforest area, one which mysteriously persists despite the other land features adjacent to it – as is typical for a lot of Gamma Terra geography. Overgrown with lush ferns and gigantic trees, there are but a few passable trails through the rainforest, and it was along one of these trails that the grens attacked the caravan belonging to the dabber arms dealer Ryxo Totlen and carried off his daughter, Bextra.

This Gamma Delve is designed for 4 characters of level 6, but can be scaled for anywhere between 2 and 6 characters. You can also run the delve for higher or lower level characters, but characters lower than level 4 are unlikely to succeed. By the end of the adventure, surviving characters will receive approximately 925 XP each, not counting quest experience.

Download It Now!

WHAT’S A GAMMA DELVE?

Gamma Delves are designed to be used for quick, out-of-the-box play with the core D&D Gamma World game. Each delve is written for a specific level, with three encounters of increasing difficulty. These can be used as fast introductions to the game or as a night’s diversion from a larger storyline, or an enterprising Game Master can string together a series of Gamma Delves to create a whole campaign.

Each Gamma Delve adventure follows certain additional rules:

  1. The delve must use the maps included with the D&D Gamma World game. The order of encounters cannot be the same, or partially the same, as that of the sample adventure “Steading of the Iron King,” from chapter 6 of the D&D Gamma World Rulebook.
  2. The delve must use the monster tokens included with the D&D Gamma World game. (This imposes certain limits on the number and types of monsters; for example, a delve can’t have more than 3 dabbers, because there are only 3 dabber tokens.)
  3. The delve can’t use the same monsters in the same locations as the sample adventure, “Steading of the Iron King.” This means, for example, that badders and porkers can’t be used on map 1B, the path to the tower – but yexils or parns or seps could be used.

If you’d like to create and share your own Gamma Delve, please do so! You can post your delves to the Gamma World forum on the Wizards.com website.