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Revision as of 12:11, 19 January 2016

Do to a lack of information by the editor, this page is of need for more info to fill the gaps. Your help would be much appreciated!

Gamma World Cover 1

Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from James M. Ward's earlier product, Metamorphosis Alpha. Thus far, there have been 6 editions, with another in development.

The game's designers took inspiration from the post-apocalyptic novels and movies of the 1950s, 1960s, and 1970s; the first edition rules cite Brian Aldiss's Hothouse, Andre Norton's Star Man's Son (also published as Daybreak - 2250 A.D.), Sterling E. Lanier's Hiero's Journey, and Ralph Bakshi's Wizards.

Setting

Meriga2471AD

Map of Gamma World from the second edition rule set.

The details provided change from version to version, but for the most part, Gamma World takes place in the mid-25th century, more than a century after a nuclear war had decimated human civilization.

In the early editions, humanity became a high-tech utopia, that effectively ended human suffering, and reversed man-made pollution. Without the daily struggles of life, mankind focused on politics, and eventually became galvanized in their own views - to the point of fanaticism and terrorism! With the world falling apart through wars and bloody skirmishes, a fanatical group called "The Apocalypse" tried to force world peace, by threatening the world with total annihilation! Their plan of absolution was not that absolute, as the world still survived, but a bit... altered. The aftermath resulted in the fall of civilization, and a state of Darwinism unleashed! Early on, the setting was focused on finding the hidden Apocalypse Base, but in truth, the setting was open-ended enough for a wide range of adventures. The shards of civilization are primitive, and xenophobic. Some people from into secret parties - formed together by a common philosophy. These groups are called Cryptic Alliances. With each edition, these groups became larger, more well-known, and more tied to the setting - to the point of controlling large areas on the map, and spread across North America.

Early editions are fairly open-ended, but with each new edition and module, the more developed and established the setting becomes.

(WIP)

Gwmap

Second edition map noting the regions of the Cryptic Alliances.

The Rules

The first edition was based on an unproductive gamed called Munant, and was further developed by Ward and Jaquet. Attributes are rolled like D&D Abilities, but Strength is called Physical Strength, and Wisdom is called Mental Strength. The playable races are Pure Strain Human (PSH), Humanoids, and Mutant Animals. Their are no character classes, and levels only grant a bonus to combat, or an Attribute - in fact, advancement was mostly tacked-in and optional. Hit Points are rolled, based on the Constitution score, and always uses a d6. Initiative is unrolled, and based on Dexterity. The ability to hit is more based on Weapon Class, then character level (although, an advancement could allow for a +1 to hit with melee weapons). For the most part, the combat mechanics was rather piece-mail, and required a bit of twinkling.

The second edition was a major upgrade to the first edition game. Beyond a lot of superficial indexing and rule clarifications, the combat rules are more complete, the races are more defined in capability, and mutant creatures have listed Attributes rolls. This game also introduced Tech Levels, to help grade technology. Beyond the rules feeling more "complete", the additional codes and sub-systems can get really redundant at times.

The third edition rules replace specialized matrices with the Action Control Table (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single percentile roll. (The ACT concept is drawn from the Marvel Super Heroes, and was used in a number of TSR games at that time) This game suffered from a number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set (the errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules).

Gamma World's fourth edition abandoned the ACT system in favor of mechanics derived from the Advanced Dungeons & Dragons 2nd Edition rules. The rules are extensive, and includes different ways to roll attributes based in genotypes, a new attribute called Perception, animal and plant templates for mutant races, 4 playable classes - Enforcer, Esper, Examiner, and Scout - with their own specialized skills, attack and stealth rolls prolifically similar to the AC/DC mechanics used in the third edition D&D. Where the core book lacked rules for powered armor, Gamma Knights featured highly customizable suits with attachable weapons and equipment reminiscent of the classic '80 cartoon The Centurions.

The fifth edition was a setting supplement for Alternity. That is, it required the Alternity core rule book to play.

The sixth edition was a licensed game by White Wolf Studio, and uses the Modern d20 rules. Like The fifth edition, it was no a complete rule set, so you'll need Modern d20 (or a similar rulebook) to play, but their are enough rules to be nearly complete.

The up-and-coming seventh edition is going to use the 4th edition D&D rules (also called the "4e" system). Besides the relativity new and systematic rule set, this game also features a controversial method of using collectible cards for mutations and artifacts.

Conversion with Mutant Future

Mutations

Physical Mutations

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
------ Actual Metamorphosis ------
------ Anti-Life Leech ------ (typically includes Albinism)
------ Bodily Control ------
Chameleon Powers Chameleon Powers Chameleon Epidermis
Density Control (self) Density Control (self) Density Alteration
------ ------ Dermal Poison Slime
------ Displacement ------
------ ------ Dual Headed
Electrical Generation Electrical Generation Energy-Retaining Cell Structure
------ ------ Fragrance Development
Gas Generation – Musk (or other) Gas Generation – Musk (or other) Toxic Weapon
------ Gills Aberrant Form: Xenomorphism
Heat Generation Heat Generation Energy Ray
Heightened Balance Heightened Balance Increased Balance
Heightened Constitution Heightened Physical Attribute (Constitution) Increased Physical Attribute: Constitution
Heightened Dexterity Heightened Physical Attribute (Dexterity) Increased Physical Attribute: Dexterity
Heightened Hearing Heightened Sense (Hearing) Increased Sense: Hearing
Heightened Precision Heightened Precision -
Heightened Smell Heightened Sense (Smell) Increased Sense: Smell
Heightened Strength Heightened Physical Attribute (Strength) Increased Physical Attribute: Strength
Heightened Taste Heightened Sense (Taste) Increased Sense: Taste
Heightened Touch Heightened Sense (Touch) Increased Sense: Touch
Heightened Vision Heightened Sense (Vision) Increased Sense: Vision
------ Horns or Antlers Aberrant Form: Natural Weapon
Increased Speed Speed Increase Quickness
Infravision Infravision Thermal Vision
Light Generation Light Generation ------
------ Mane & Bristles Bizarre Appearance or otherwise a superficial trait
------ Modified Body Parts Aberrant Form: Enlarged Parts or an other superficial trait
Multiple Body Parts Multiple Body Parts Aberrant Form: Extra Parts
New Body Parts New Body Parts Aberrant Form: Xenomorphism
------ ------ Night Vision
Oversized Body Parts Oversized Body Parts Aberrant Form: Enlarged Parts
Partial Carapace Partial Carapace Natural Armor (moderate)
Photosynthetic Skin Photosynthetic Skin Epidermal Photosynthesis
Physical Reflection Physical Reflection Reflective Epidermis
------ ------ Prehensile Tail
Quills or Spines Quills or Spines Spiny Growth
------ Radar or Sonar Echolocation
Radiated Eyes Radiation Eyes Optic Emissions
Regeneration Regeneration Regenerative Capability
Shapechange Shapechange Metamorph
Shorter Shorter Dwarfism
------ Skeletal Enhancement -------
Sonic Attack Ability Sonic Blast Shriek
------ Sound Imitation ------
Symbiotic Attachment ------ Parasitic Control
Taller Taller Gigantism
Total Carapace Total Carapace Natural Armor (extreme)
Ultravision Ultravision Ultraviolet Vision
------ ------ Unique Sense
Wings Wings Complete Wing Development

Physical Defects/Drawbacks

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
------ (Anti-Life Leech usaully comes with Albinism) Albinism
------ Anti-Charisma ------
Attraction Odor Attraction Odor Prey Scent
------ ------ Bizarre Appearance
Body Structure Change Body Structure Change Frailty
------ Dark Dependency (use Epidermal Susceptibility and Vision Impairment)
Diminished Sense Diminished Sense Sensory Deficiency
Double Physical Pain Double Physical Pain Pain Sensitivity
------ Energy Sensitivity (use Unique Sense and Epidermal Susceptibility)
Fat Cell Accumulation Fat Cell Accumulation Obese
------ Heat Reaction Epidermal Susceptibility
Hemophilia Arterial Weakness Hemophilia
------ Light Dependency (use Epidermal Susceptibility)
------ Narcolepsy ------
Increased Metabolism Increased Metabolism Increased Caloric Needs
------ Inhibiting Field ------
------ Insanity ------
No Resistance to Bacteria Bacterial Susceptibility Reduced Immune System
No Resistance to Poison Poison Susceptibility Poison Susceptibility
No Nerve Endings No Nerve Endings Pain Insensitivity
------ ------ Pituitary Deformation
(see Mental Defects) Phobia (see Mental Drawbacks)
(see Mental Defects) Poor Dual Brain (see Mental Drawbacks)
Poor Respiratory System Poor Respiration Reduced Oxygen Efficiency
Skin Structure Change Skin Structure Change Epidermal Susceptibility
------ ------ Simian Deformity
------ ------ Slow Mutant
Vision Defect Vision Defect Vision Impairment
------ Water Dependency Epidermal Susceptibility
Weight Decrease Weight Decrease ------

Mental Mutations

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
Absorption Absorption Accumulated Resistance
------ Beguiling (use Fragrance Development)
Cryokinesis Cryokinesis Temperature Control
------ Confusion ------
Death Field Generation Death Field Generation Killing Sphere
De-evolution De-evolution Ancestral Form
Density Control (others) Density Control (others) Density Alteration (Others)
Directional Sense Directional Sense Know Direction
Dual Brain Dual Brain Dual Cerebellum
Empathy Empathy Empathy
------ Fear Generation ------
Force Field Generation Force Field Generation Force Screen
Genius Capability (military, scientific or economic) Genius Capability (military, scientific or economic) Intellectual Affinity (martial, tinkerer or bartering)
Heightened Brain Talent Heightened Brain Talent Quick Mind
Heightened Intelligence Heightened Intelligence Increased Willpower
Illusion Generation Illusion Generation Mental Phantasm
Intuition Intuition Combat Empathy
------ Levitation ------
Life Leech Life Leech Vampiric Field
Light Wave Manipulation Light Wave Manipulation Control Light Waves
Magnetic Control Magnetic Control ------
Mass Mind Mass Mind Metaconcert
Mental Blast Mental Blast Mind Thrust
Mental Control Mental Control Possession
Mental Control Over Physical State Mental Control of Body Body Adjustment
Mental Defense Shield Mental Defense Shield Mental Barrier
------ Mental Multiplier ------
------ Mental Paralysis ------
Molecular Disruption Molecular Disruption Disintegration
Molecular Understanding Molecular Sense ------
Planar Travel Planar Travel Plane Shift
------ Plant Control ------
Precognition Precognition Precognition
------ Psychometry ------
Pyrokinesis Pyrokinesis Temperature Control
Radar/Sonar (see physical mutations) (see physical mutations)
Reflection Reflection Damage Turning
Repulsion Field Repulsion Field Force Screen, Greater
------ Repelling Force ------
Sound Imitation ------ ------
------ Stunning Force ------
------ Summoning ------
(see physical mutations) Symbiotic Attachment (see physical mutations)
Telekinesis Telekinesis Neural Telekinesis
Telekinetic Arm Telekinetic Arm ------
Telekinetic Flight Telekinetic Flight Flight, Psionic
Telepathy Telepathy Neural Telepathy
Teleportation Teleportation Teleport
------ Teleport Object ------
------ Temporal Fugue ------
------ The Gamma Eye ------
Thought Imitation Thought Imitation Mind Reflection
------ Time Distortion ------
Time Field Manipulation Time Field Manipulation ------
------ Time Suspension ------
Total Healing Total Healing Acute Hyper Healing
Weather Manipulation Weather Manipulation Control Weather
Will Force Will Force Ability Boost

Mental Defects/Drawbacks

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
------ ------ Atrophied Cerebellum
------ Attack Reversal ------
Anti-reflection ------ Mind Reflection
Complete Mental Block Complete Mental Block ------
------ Energy Sensitivity (use Unique Sense and Epidermal Susceptibility)
------ Energy Negation ------
Epilepsy Seizures ------
Fear Impulse Fear Impulse Phobia
Hostility Field Hostility Field Negative Empathy
Mental Defenselessness Mental Defenselessness Weak Will
Multiple Damage Multiple Damage Phantasmal Damage
------ Periodic Amnesia ------
Poor Dual Brain Poor Dual Brain Dual Cerebellum (defective)
------ Unconscious Summoning ------

Plant Mutations

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
Adaptation Adaptation Accumulated Resistance
------ Allurement Fragrance Development (plants)
------ Anti-Life Leech ------
Aromatic Powers Aromatic Powers ------
Bacterial Symbiosis Bacterial Symbiosis ------
Barbed Leaves Modified Leaves (barbed) Natural Vegetal Weapons
------ Death Field Generation ------
------ Beguiling ------
Berries Berries ------
Boring Tendrils Modified Vines and Roots (boring tendrils) Natural Vegetal Weapons
Carnivorous Jaws Modified Vines and Roots (carnivorous jaws) Carnivore
Color Sensitivity and Imitation Chamelion Powers Chameleon Metamorph
Contact Poison Sap Contact Poison Sap Dermal Poison Sap (or Natural Vegetal Weapons)
Dissolving Juices Dissolving Juices Dermal Acid Sap (or Natural Vegetal Weapons)
Divisional Body Segments Divisional Body Segments Free Movement
Electrical Generation Electrical Generation Electric Charge Generation
------ Energy Absorption ------
------ Energy Negation ------
Explosive and/or Radiated Fruit or Seeds Explosive or Radiated Fruit or Seeds Grenade-Like Fruit
Heat Generation Heat Generation Thermal Emissions
Increased Senses Increased Senses Full Senses (if rolled again)
Manipulation Vines Modified Vines and Roots (manipulation vines) Prehensile Tendrils: Simple tendrils
Mobility Mobility Free Movement
New Plant Parts New Body Parts Animal Limbs or Organs
New Senses New Senses Full Senses
Parasitic Attachment Symbiotic Attachment Vegetal Parasite
Physical Reflection Physical Reflection Reflective Cellular Structure
Poison Throwing Thorns Throwing Thorns Projectile Thorns
Poison Vines Modified Vines and Roots (poison vines) Injected Poison Sap
Radiated Plant Fiber Radiated Plant Fiber Radioactive Emissions
Razor-edged Leaves Modified Leaves (razor-edged) Natural Vegetal Weapons
Saw-edged Leaves Modified Leaves (saw-edged) Natural Vegetal Weapons
Seed Mobility Seed Mobility Animate Seeds
Size Decrease Size Decrease Abnormal Size
Size Increase Size Increase Abnormal Size
Sonic Attack Ability Sonic Blast Shriek (plant)
Squeeze Vines/Roots Modified Vines and Roots (squeeze vines/roots) Prehensile Tendrils: Constrictive Tendrils
Spore Cloud and/or Shooting Seeds Spore Cloud Poisonous Spores
Sucker Vines Modified Vines and Roots (sucker vines) Natural Vegetal Weapons
Tangle Vines Modified Vines and Roots (tangle vines) Tripping Tendrils
Texture Change Texture Change Natural Armor (plant)
Thorns/Spines Thorns/Spines Natural Vegetal Weapons
Throwing Thorns Throwing Thorns Projectile Thorns
Wings/Gas Bag Wings/Gas Bag Flight

Plant Defects/Drawbacks

1st Ed Gamma World 2nd Ed Gamma World Mutant Future
Attraction Odor Attraction Odor Prey Scent
------ Dark Dependency ------
Daylight Stasis Daylight Stasis Nocturnal
------ Heat Reaction ------
------ Light Dependency ------
Low Fertility Low Fertility Reduced Fertility
Temperature Sensitivity Temperature Sensitivity Thermal Sensitivity

The Apocalyptic Post

Back in 2000 a group of Gamma World fans made a free unofficial, semi-monthly online e-zine that lasted for only 5 issues. The editors are: Chris Conboy, Benjamen Hebert, Derek Holland, Lord Irish, Neil "Tormentor" Whitlow, and John Traglio. Guest contributors includes: Brian Judt, Brutorz Bill, Colin Chapman, David Little, Derek Winston, Fabian Benavente, Kerry Jordan, Mike Leach, Moses "Wolfy" Wildermuth, Randy Messick, Sean Kindred, Sidhain, and Tetsubo. Most of the the people involved are iconic figures in the tight-knit fan community, and can still be found posting on GW forums.

External Links

Forums: