The D&D Gamma World rulebook and the Famine in Far-Go expansion both allow you to roll up vehicles as part of your starting gear – but no rules are provided on how to actually use them in the game, apart from a few brief details on their overland speeds and gas mileage.

So, then, here are house rules for vehicles in D&D Gamma World, along with stats for several different types of vehicles for your games.

Download Road Rules of Gamma Terra now!

Update (3/17/11): The official rules for vehicles in D&D Gamma World are here on the WotC site.

A post by Dixon Trimline on Roll! got me to get off my butt and finish up my draft of new weapons for D&D Gamma World.

In The Weapon Shoppe, I add three new types of weapons: reach, blast, and burst. These weapons do less damage than the standard weapons, but can hit targets farther away or hit multiple targets at once.

I also introduce two new basic attacks, to use the blast and burst weapons; if you look carefully, you’ll see that you don’t get your ability modifier on damage with these weapons, just your level. That’s intentional.

I toss in my house rule (which is just common sense for most GMs, I think) about dual-wielding weapons, and then I give the rule for making weapons do other types of damage than physical — like laser guns that do laser damage, or corrosives-spraying pump guns that do acid damage. Weapons that do typed damage step down the damage die [W] by one step.

Unlike Dixon’s proposal, I don’t include any way to add Improved Critical or Brutal to your D&D Gamma World weapons. If you really want that, you could follow his lead and assign attack penalties. But to be honest, I don’t think Gamma World really needs those types of qualities on weapons all that badly.

Download the Weapon Shoppe now!

Inspired by a picture by cogspa, by the D&D beholder, and by Cyclops of the X-Men, here’s another new origin for D&D Gamma World:


You’ve got eyes on the back of your head.

And eyes on the sides of your head. And your shoulders and your arms and your back and your chest and your legs and your hands and …
Appearance: You’ve got a multitude of eyes over your whole body. They could be on tentacled eyestalks, on the ends of your fingers, wrapped around your head like a crown, or arranged in even stranger configurations.

Download the Ocular origin now!

Many players of D&D Gamma World have noted that the game isn’t much different from a superhero roleplaying game; the origins and powers are quite similar to those found in superhero comic books.

These house rules tell how to adapt the D&D Gamma World rules to use in a contemporary setting as a campaign of superheroes.

Download Gamma Heroes now!

Update: I just put together a one-page character sheet (use power cards for novice/utility/expert powers) for Gamma Heroes:

Download Gamma Heroes character sheet

I haven’t made very many new origins for Gamma World — a lot of other people have been, though! — so I thought I’d give it a try.

Download the Rabbit origin!


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

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

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.