Gamma World D20
Uses the D20 Modern system from WotC
by: Bruce Baugh
In 1978 TSR released an exciting and original game concept called Gamma World™. It garnered an immediate and hardcore following. It was a small game, but exuberant, with weird mutants, killer robots and a strong sense that absolutely anything might be around the corner. Thereve been half a dozen successive editions since then, each changing rules and settings in various ways.
Now it's the 25th anniversary of the original Gamma World and Sword Sorcery Studios is releasing an entirely new edition updated for the modern age.The biggest difference with this take on Gamma World is a move away from fearsome atomic radiation as the source of mutations and other troubles. Instead, biotechnology and nanotechnology are the sources of change.
Characters can still be strange animals or people with amazing mutations and abilities, but now they can reshape themselves and their descendants. They can also try to interfere with what others are up to and interfere they do.
From the start, we wanted Gamma World to appeal to fans new and old. Long-time fans of the setting will find many old favorites updated, plus some surprises. Newcomers can enjoy the exciting setting even if theyve never played previous editions. Weve drawn on real science and real speculation about future possibilities, as well as on our predecessors hard work in gaming, with the goal of making a dramatic and fun campaign setting.
World and D20
And if you dont have ready access to d20 Modern, there's an appendix with conversion notes for using the new 3.5 Players Handbook.
RPG's such as Gamma World can have intense subject matter and are far from the kinds of all-ages games produced by companies like Fisher Price. One needs to only look at some reviews of the game to see that it's worth the investments of time that so many people put into it. The story that develops with each game keeps all of the game's fans coming back for more.
As the wars spread, everyone who worried that someone else might strike at them sought a preemptive advantage. Real attacks justified even harsher responses than feared hypothetical ones. Long-suppressed conflicts all flared at once.
Most of the worlds population, human and synthetic, died then, as the world suffered indescribable environmental damage. But it wasnt quite the end of everything. Some people survived. Nature is accustomed to dealing with near-total extinction, and the work of ecological repair began as soon as the bombs stopped falling. New species emerged, unleashed by genetically modifying microorganisms and machines drifting free and by the mutagenic effects of pre-war and wartime pollution, and new cultures arose to respond to the drastically altered world. The survivors of pre-war cultures responded to the calamity with humanitys usual mix of fear and hope, clear-eyed insight and muddled confusion, brilliance and stupidity. The remaining members of the human race remained as contentious as everthere was no mass conversion to a single religion or political philosophy or favored sport. But they lacked the means to power and control the vast computer systems which had sustained the old civilization, and they all dealt with the fall into a new dark age, in their various ways.
THE GAMMA WORLD
Its now three full generations after the Final Wars. Very few people now alive remember the world as it was. Even the enclaves which preserve advanced technology and the lifestyles it supports, sealed off from the world at large, have passed from their founders control to new leaders with their own ideas. Every effort to revive the old world order failed, and the struggle for survival became all-consuming for nearly everyone. Now, though, some people look around and dream of something more: not a cheap copy of whats been lost, but a new civilization, making wise use of the resources now available and driven by the hope for something better than a status quo of marginal comfort and the ever-present risk of terminal collapse. The world continues to change, and there are mysteries everywhere not only beyond the horizon, but often right at hand, around the next corner. It is an age ready for explorers and sages, warlords and prophets, visionaries and schemers. A new age may begin, if someone cares to set it in motion.
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Go To the Generic Gamma World page for more downloads. This page features Scot Hoover's Mutant Manual II and the Survivors Field Guide, both compilations of tremendous scale and a MUST download.
Zirra's Winter 2005 Update .PDF
More material from one of my favorite contributors. She clarifies the use of a previous mutation, Temportation and adds a cryptic alliance, new armor, new items and even a new creature type to populate your forests with. THANKS ZIRRA!
Even more of your favorite Gamma World mutations converted to the D20 system, and some new ones thrown in for fun. Courtesy of Al Jewell (Gamemaster of Triskelion). THANKS MAN!
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