Here’s a new origin that uses the vocation rules from Legion of Gold. Or maybe I just liked typing “Expert Expert” for the expert power.


You’re the best there is at what you do.

Other people have luck. You have skill. Or rather, skills – more of them than the average inhabitant of Gamma Terra, that’s for sure. You could be a beast-riding bounty hunter, a spice-trading naturalist, a storytelling mad scientist, or a marauding soldier of fortune. What you do doesn’t matter as much as how well you do it – and there are none who do it better than you.

Download the Expert Origin now!

Following up on a conversation I had tonight with my housemate, here’s a Roger-Rabbit-inspired origin for D&D Gamma World:

Download the Animated Origin Here!

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!

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!


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