1st Edition Gamma World Rules. by Thunderstroke in Fiction, Game, and RPG. Click here to see the illustrations. Gamma World was the first in the long running Gamma World franchise. The setting was inspired by Brian Aldiss's Hothouse. Gamma World 1st edition [BOX SET]. “Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the.


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Gamma World: Games | eBay

We, The Apocalypse, demand an immediate cessation of this insane gamma world 1st edition, or we will end it for you We have the power! A rich post-holocaust science fantasy setting. Finding relics in long-deserted cities of the Ancients Encountering bizarre mutated animals Thinning foliage that fights back A complete boxed set will include the main rules book and a large campaign map of ruined North America.

I've seen 3 distinct versions of the 1st edition box set: The black and white cover graphics of the rules booklet reflects these differences. Starting with the evocative cover art of 4 explorers crossing alien terrain, spotting the jagged columns of ruined buildings revealing an Ancient gamma world 1st edition in distance, the original Gamma World grabs you, and doesn't let go.

Inside are a page rulebook, and a fold-out map of post-holocaust North America.


The rules immediately set the game apart from the typical fantasy RPGs of the time: And these areas are richly detailed. Though characters begin play without technology, the unspoken assumption is that the PCs would quickly acquire ancient artifacts.

Gamma World

Character generation is mostly random, and features one of the game's most distinctive mechanics, the mutation tables.

Players who choose to play gamma world 1st edition roll dice to randomly determine their characters' mutations. All versions of Gamma World eschew a realistic portrayal of genetic mutation to one degree or another, instead giving characters fantastic abilities like psychic powers, laser beams, force fields, life draining and others.

Other mutations are extensions or extremes of naturally existing features transposed from different species, such as electrical generation, infravision, quills, extra limbs, dual brains, carapaces, gills, etc. These were offset with defects that also ranged from the fantastical - such as skin that dissolves in water, gamma world 1st edition a scent that attracts monsters - to the mundane, such as seizures, madness and phobias.

Gamma World - Wayne's Books RPG Reference

Characters in most versions of Gamma World earn experience points during their adventures, which cause the character's Rank in some editions, Level to increase. In fact, in the first three editions of the game, character rank is primarily a measure of the character's social prestige. The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions.

For some actions, such as attacks, the number located on the matrix represents a number the acting player gamma world 1st edition roll. For other actions such as determining the result of radiation exposurethe matrix result indicates a non-negotiable result.

The third edition rules replace specialized matrices with the Action Control Table ACTa single, color-coded chart that allowed players gamma world 1st edition determine whether a character action succeeded, and the degree of success, with a single roll.

The ACT requires the referee to cross-reference the difficulty of a character action with the ability score used to complete that action, determining which column of the ACT is used for that action.

The character's player then rolls percentile dice ; the result is compared to appropriate column, determining a degree of gamma world 1st edition or failure and eliminating the need for second result roll e. The fifth and sixth editions though would relegate Gamma World to that of a Campaign Setting and require the core books to play.

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