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a free fanmade setting conversion for DUngeons and Dragons 5e

written by

Emanuele Galletto


Original Gamma worlD seTting by

James M. Ward and Gary Jaquet


RuLes conversion parTially based on

Omega World, by Jonathan Tweet, Polyhedron Magazine #153

Wizards of the Coasts D&D Gamma World line,
by Richard Baker, Bruce R. Cordell and Robert J. Schwalb


Disclaimer

I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or
characters, places and rules in this document. This PDF is and will always be available for FREE,
and is nothing but a personal tribute to a great setting and an exciting rules system.

TabLe of coNTeNTs

CHAPTER or SECTION
INTRODUCTION
- The Setting Whats Up?
- The Rules Whats New?
CHARACTER CREATION
- Summary
- Bios
- Mutations
- Gamma Wanderer Class and Level Progression
SKILLS
- New Skills Descriptions
EQUIPMENT
- Economy
- Armor
- Weapons
- Wanderers Pack
- Scavenged Junk
- Ancient Gear
RUNNING A GAMMA FIVE GAME
- Having Fun
- Terrain and Hazards

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inTroDucTion

Gamma World is a very special setting. First of all, its crazy, blending together sci-fi, fantasy, post-apocalypse, pulp
narrative and humor. But theres more to it than that. From its very beginning in 1978, Gamma World dared to thread
on fears and anxieties that each and every one of us might face one day: nuclear conflict, radiation, aliens, the
singularity complex. The seventh edition of the game, from Wizards of the Coast, based the (incredibly loose) storyline
of the setting on an event known as the Big Mistake, an accident at the Large Hadron Collider in Geneva that
shattered and then tied together all of Earths possible realities and timelines.
I always loved how, in Gamma World, we can face these fears with laughter and an overall tongue-in-cheek attitude,
and this little rulebook will try its best to stay true to the rather whacky feel of the setting.

The seTTing... whaTs up?



The main goal of this document (simply called Gamma Five from now on) is to provide you with a set of rules to play
Gamma World. It is short by design, and doesnt spend too much time on the description of the setting. Thats
because contrary to other RPG campaign settings, Gamma Worlds looks and storyline are largely up to the Dungeon
Master (or maybe we should call it Game Master, or Gamma Master. Gamma Master sounds cool). However, it might
be useful to establish a couple basic principles on which your play group can build its own campaign.

A catastrophic event has merged past, future, and alternate realities, forever changing the planet.
The default is a scientific accident gone wrong (such as the LHC accident mentioned above), but the possibilities
are endless: maybe it was a failed terraforming attempt from antimatter-eating aliens or maybe the gods are
real and they decided to spice up things for mortals. It can be anything you want. Really.

Various beings roam the wastelands, some civilized, some monstrous and cruel.
Regardless of why things went wrong (or became interesting, depending on your point of view), the world is filled
with mutants. Some are humans that experienced mutations as a result of radiation exposure or reality merging;
some are animals (and even plants) that developed intellect and sentience; it is not uncommon to see robots or
cyborgs around, since its now widely known that AIs tend to manifest personality traits after a while, and are
often precise and even obsessive subjects. Some humans, called Pure Strain Humans (PSH for short), are the
direct descendants of the Ancients (that would be you and me).
While these creatures can usually be reasoned with, many are horrible monsters, waiting for reckless wanderers
to end up as their dinner. Its a tough world.

Theres awesome junk everywhere!
The post-apocalyptic landscape of Gamma World is filled with ruins of the Ancients settlements. Other than
hosting dangerous monsters and being a real cradle for disease, these places often hide useful artifacts and relics
from the time of the Ancients. These objects, referred to as Ancient Gear, are incredibly useful and usually
priceless on the scavengers market. I mean, think of what a power generator can do. Think of what a nail gun can
do. Think of what a toothbrush can do. Okay, maybe you can do without the toothbrush.

The rules... whats new?



th
Gamma Five works in tandem with the D&D 5 Edition Basic Rules. However, it introduces new methods for creating
characters and level progression, a setting-specific list of skills, simplified and versatile rules for equipment, and
th
monsters. Whenever the contents of this rulebook replace the ones in the D&D 5 Edition Basic Rules, either its
pretty obvious, or the text will explain what gets changed and what doesnt.
Anyways, the following sections of the Basic Rules are not going to experience any changes:

Chapter 8 Adventuring;

Chapter 9 Combat (however, this document introduces two new damage types: Laser and Radiation);

Appendix Conditions.

characTer creation

In Gamma Five, character creation works a little bit different from its Basic Rules counterpart. The contents of this
chapter replace the mechanics presented in chapters 1, 2, 3 and 4 of the Basic Rules (note that there are no
backgrounds or personality suggestions in this document; were still considering whether to add them or not).

summary

Gamma Five is not about heroics and optimization as it is about insanely fun and nonsensical characters. To embrace
the endless possibilities of the setting, most of the character creation process is randomized. While it is possible to
pick options as you see fit, thats not as fun as rolling random mutations and ending up with a weird, three-armed
ectoplasmic insectoid PC. And at the end of the process, if you really cant wrap your head around the abomination
that hatched from your rolls, by all means burn it at the stake and roll a new character. However, given Gamma
Worlds death rate, its not like we expect anyone to stay around for too long.
Heres a quick summary of the character creation process. You will find a detailed explanation of each step in the
following pages (except for the equipment, which is described in its own chapter).

Step 1: Roll to determine your characters bio. In Gamma Five, instead of a race, your character has a bio, which
is a loose indication of its appearance and genetic heritage (if any; you might be a robot!). Roll a d8 on this table
to determine your characters bio.

d8 roll Character bio
Short description
1
Avian
You evolved from a birdlike creature (hawk, eagle, pelican).
2
Beast
You evolved from a bestial mammal (ape, cat, dog, rat).
3
Bug
You evolved from an insectoid being (ant, cockroach, spider)
4
Human, Mutated
You have human heritage combined with mutations.
5
Human, Pure Strain You are the same race as the Ancients, the original inhabitants of the world.
6
Plant
You are a sentient vegetal life form.
7
Robot
You are an artificial form of life, made of synthetic materials.
8
Saurian
You evolved from a reptile creature (lizard, snake, dinosaur).

Step 2: Record your bio traits on the character sheet. Each bio determines the way you generate ability scores,
your size, your speed, and gives you proficiency in a specific skill (or two skills, if you are a Pure Strain Human).
Some bios have special traits, such as the Robots Tin Man trait.
Record all this information on your character sheet.

Step 3: Mutations. With the exception of Mutated Humans and Pure Strain Humans, all characters gain some bio
mutations. These are fixed mutations that the bio grants for free. Record these mutations and their effects on
your character sheet.
In addition, all bios except Pure Strain Human grant a number of random mutations to your character. Roll a d100
that many times on the Random Mutations Table. If you get a mutation you already have, reroll until all your
mutations are different. Record these mutations and their effects on your character sheet.

Step 4: Apply the Gamma Wanderer class. All Gamma Five PCs share the same class: the Gamma Wanderer.
st
When you create your character, you gain your 1 level in this class. Your class determines your hit points (you
st
take the highest number on the die at 1 level, as usual), your Hit Dice, your proficiencies, and a list of features
that you will gain when you level up in that class. Record everything on your character sheet.

Step 5: Grab some equipment. Your character gets a free wanderers pack, some armor and/or shield, a melee
weapon, a ranged weapon (plus some ammunition if the ranged weapon is a gun), and then you roll a d100 for
2d4 times on the Random Scavenged Junk Table to see what technological marvels (yeah, sure) you own.

Step 6: Description. Now that youre done with the mechanical part of character creation, find ways to describe
your characters goals, motivations, and overall appearance. And try to come up with a way to justify that horned
flying plant you just rolled up. Jeez.

bios

Each character in a Gamma Five game has a bio. Similarly to the role of a characters race in the D&D rules, a bio
determines the biological qualities of a creature (if you already guessed that, well congrats, have a cookie).
This version of the Gamma Five rules includes eight bios.
Regardless of the bio and mutations you end up with, your character will always be able to use weapons and
communicate with other sentient creatures, carry equipment, walk, and perform all the basic actions.

Note: In Gamma Five, there is no cap for ability scores. For instance, if youre a mutated human, get 18 on one of
your 3d6 rolls, assign that score to Strength, then apply the +2 to all scores granted by your bio, and finally get the
Formidable Strength mutation, your Strength score is 24 (with a tied bonus of +7). Trust me, youre going to need
those high scores.

Note #2: In Gamma Five, characters and monsters dont have an alignment. Everyone is crazy.

AVIAN
You have evolved from a birdlike creature, such as an eagle, hawk, or a parrot, if it makes you happy.

Appearance: Your form is vaguely humanoid, but youre partially covered in feathers, and have talons instead of
normal hands. In addition, you might have a beak. However, the most striking feature of your anatomy is the pair of
wings on your back.

Ability scores: Your Dexterity and Wisdom scores are 16. Roll 3d6 four times and assign the results of these rolls to
your other ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet. Your Wings mutation grants you a flying speed of 30 feet.
Skill proficiencies: You have proficiency in the Perception skill.

Bio mutations: You automatically gain the Low-light Vision, Talons, and Wings mutations.
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

BEAST
You are the descendant of a bestial mammal, such as a dog, cat, ape, bear, or raccoon. Good morning, Mr. Hairy!

Appearance: While you have a semi-human appearance and opposable thumbs, you probably sport vicious claws or a
fearsome, tooth-filled mouth. Sometimes you walk on two legs, sometimes on four. Your body is covered in thick hair,
which keeps you warm and sometimes prevents you from getting a date. Thats too bad.

Ability scores: Your Strength and Constitution scores are 16. Roll 3d6 four times and assign the results of these rolls to
your other ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 40 feet.
Skill proficiencies: You have proficiency in the Stealth skill.

Bio mutations: You automatically gain the Darkvision mutation. In addition, you gain the Bite, the Horns, or the Talons
mutation. Base this choice on your characters appearance (a dog might select Bite, a bull might select Horns, and a
cat might select Talons, for example).
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.





BUG
Your kind can withstand radiations better than others, and your exoskeleton protects you from minor blows.

Appearance: Depending on your mutations, your form may vary from that of a giant cockroach to a bipedal dragonfly,
a ladybug or a spider (yeah, we know, spiders are not insects, they are arachnids). Regardless of that, you have a thick
exoskeleton and round, multifaceted eyes. You probably have antennae, and you walk on long, spindly legs.

Ability scores: Your Constitution score is 18. Roll 3d6 five times and assign the results of these rolls to your other
ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet. Your Climber mutation grants you a climbing speed of 30 feet.
Skill proficiencies: You have proficiency in the Survival skill.

Bio mutations: You automatically gain the Blindsight, Climber, Radiation Resistance and Thick Hide mutations.
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

MUTATED HUMAN
Although you resemble the Ancients more closely than other mutants, theres no mistaking you for a Pure Strain.

Appearance: You have a clearly human heritage, but years of radiations, altered realities and weird experiments have
turned you into a grotesque combination of mutations. Your looks largely depend on the Random Mutations you will
obtain during character creation.

Ability scores: Roll 3d6 six times and assign the results of these rolls to your ability scores, as you see fit. Then, your
ability scores each increase by 2.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Skill proficiencies: You have proficiency in a single skill of your choice; you cannot select the Ancient Tech skill this
way.

Bio mutations: You do not gain any specific mutation.
Random mutations: You gain five random mutations. Roll five times on the Random Mutations Table.

PURE STRAIN HUMAN


You are a direct descendant of the Ancients, who once ruled the Earth.

Appearance: You are completely human. Thats it. However, your survival is usually related to you being very hardy
and smart. Pure Strain Humans are often more intelligent than their mutated counterpart: in addition, they have a
knack with the ancient relics from the past. PSH males are known as adams, and females are known as eves.

Ability scores: Roll 3d6 four times and assign the results of these rolls to your ability scores, as you see fit. Then, your
ability scores each increase by 3.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Skill proficiencies: You have proficiency in the Ancient Tech skill, and in another skill of your choice.

Bio mutations: You do not gain any specific mutation.
Random mutations: You do not gain any random mutation.






PLANT
You are an intelligent, sentient plant. You can walk around, albeit slowly, and manipulate objects.

Appearance: Your body is probably made of intertwined vines, and you have roots on your feet. Aside from this, the
rest of your anatomy can be more or less humanoid. Maybe you have a purple brain protected by the bark on your
skin, or you look like a bush with hands and legs. Which is dumb, man. Seriously, come up with something better.

Ability scores: Your Constitution score is 18. Roll 3d6 five times and assign the results of these rolls to your other
ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 25 feet.
Skill proficiencies: You have proficiency in the Nature skill.

Flammable: You are vulnerable to fire damage.

Bio mutations: You automatically gain the Blindsight, Poison Resistance, Radiation Resistance, and Rooted mutations.
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

ROBOT
You are a machine, but youve developed feelings. Sort of.

Appearance: You are a mechanical being, made of synthetic materials. Depending on your mutations (probably
custom modifications) you might have metal tendrils, multiple pairs of legs, or shoot laser beams from your eyes.

Ability scores: Your Strength and Intelligence scores are 16. Roll 3d6 four times and assign the results of these rolls to
your other ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Skill proficiencies: You have proficiency in the Investigation skill.

Tin Man: Youre not considered a living creature, and do not need to eat, drink, breathe or sleep. You can eat or drink
if you want. In addition, you are immune to radiation, poison and poison damage, disease, and petrification. You
cannot be put to sleep. You do, however, take short and long rests (cooling down your systems), are unconscious
when at 0 hp (you can be stabilized with a DC 10 Intelligence (Science) check); you are destroyed (which means your
character dies) if you fail three death saves or take massive damage.

Bio mutations: You automatically gain the Darkvision mutation.
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

SAURIAN
You are a cold-blooded, reptilian creature. But we cant assure you your tail will regrow if you cut it.

Appearance: Although you are a bipedal creature, your body is covered in thick scales and you have a tail that helps
you balance yourself. Depending on your mutations, you might look more or less aggressive. If you have the Wings
mutation, you look like a pterodactyl; if you have the Giant and Bite mutations, you might as well go for it and say you
look like a T-Rex!

Ability scores: Your Strength and Constitution scores are 16. Roll 3d6 four times and assign the results of these rolls to
your other ability scores, as you see fit.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Skill proficiencies: You have proficiency in the Intimidation skill.

Bio mutations: You automatically gain the Darkvision, Fearless and Thick Hide mutations.
Random mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.

mUTaTions

Unless youre one of those snobbish Pure Strains, youll end up with some mutations. When you have to come up with
a random mutation, roll a d100 on the Random Mutations Table below.

d100 roll Mutation
Short description
1-2
Amoeboid
Youre super duper squeezable.
3-4
Amphibian
You can breathe underwater.
5-6
Bite
You can chew on someone for 1d10 piercing damage.
7-8
Blindsight
You locate creatures within 30 feet of you based on vibrations.
9-10
Climber
You gain a climbing speed equal to your walking speed.
11-12
Composite
You are made of a multitude of smaller creatures.
13-14
Darkvision
You see in the dark within 60 feet of you.
15-16
Doppelganger
You can temporarily split into two identical creatures.
17-18
Dual Brain
You shrug off the charmed, frightened or stunned condition easily.
19-20
Ectoplasmic
You can temporarily become incorporeal.
21-22
Emberborn
Deal extra 1d6 fire damage with melee attacks.
23-24
Extra Arm*
Gain an extra arm; can be used to hold weapons or shields.
25-26
Fearless
You are immune to the frightened condition.
27-28
Formidable Charisma
+4 to Charisma score.
29-30
Formidable Constitution +4 to Constitution score.
31-32
Formidable Dexterity
+4 to Dexterity score.
33-34
Formidable Intelligence
+4 to Intelligence score.
35-36
Formidable Strength
+4 to Strength score.
37-38
Formidable Wisdom
+4 to Wisdom score.
39-40
Frenzied Strike
When fighting with two weapons, add ability mod to second attack damage.
41-42
Frostborn
Deal extra 1d6 cold damage with melee attacks.
43-44
Gamma Eyes
Shoot radiation beams from your eyes.
45-46
Gauss Spike
Manipulate gravity to cause sudden bursts of force.
47-48
Giant
Hold two-handed weapons with one hand.
49-50
Greater Saving Throw
Gain proficiency in a saving throw of your choice.
51-52
Horns
You can gore someone for 2d6 piercing damage.
53-54
Hypercognitive
Give yourself advantage on a single check.
55-56
Low-light Vision
See in dim light as if it were bright light.
57-58
Natural Killer
Score critical hits on rolls of 19 or 20; ouch!
59-60
Necrotic Touch
Your touch causes decay.
61-62
Poison Gas
Burp a cloud of poison to damage nearby enemies.
63-64
Poison Resistance
You gain resistance to poison damage.
65-66
Powerful Pheromones
You have (an unfair) advantage on Charisma (Persuasion) checks.
67-68
Prescience
Use prescience as a reaction to halve damage.
69-70
Psychic Resistance
You gain resistance to psychic damage.
71-72
Psychopomp
Absorb life force from nearby enemies.
73-74
Pulse
You can travel at light speed, reappearing within 30 feet.
75-76
Quick
+10 feet to all your speeds.
77-78
Radiation Resistance
You are resistant to radiation damage.
79-80
Reanimator
You can reanimate corpses. Man, you do creep me out.
81-82
Regeneration
Regain 1 hit point per turn during combat.
83-84
Rooted
You cannot be knocked prone, and are pushed 10 feet less than normal.
85-86
Sonic Burst
15 foot cone of powerful screech deals 2d6 thunder damage.
87-88
Static
When hit in melee, spend a reaction to deal 2d4 lightning to attacker.
89-90
Talons
Your unarmed attack is light and finesse and deals 1d6 slashing damage.
91-92
Telepathy
You can sense and send thoughts within 60 feet of you.
93-94
Tentacles
You may initiate grapples as a bonus action.
95-96
Thick Hide
You gain +2 to Armor Class.
97-98
Toughened
Gain 1 extra Hit Die (counts for starting hit points too! OP!)
99-100 Wings
You gain a flying speed equal to your walking speed.
* = you can get this mutation a second time.

AMOEBOID
You are a unicellular being, wrapped in some kind of elastic membrane. It sounds awful, but at least you could be
dating Susan Storm.

Benefit: You can squeeze yourself to pass through little fissures and holes, up to a 1-inch-wide crack. You are not
slowed or hindered in any way when doing this; however, your equipment maintains its usual size, so you have to be
naked to get the most out of this mutation. And this makes it even creepier.

AMPHIBIAN
Whats up, Kermit?

Benefit: You can breathe underwater. Thats it.
Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table.

BITE
You have a tooth-filled mouth. You can now happily gnaw on someones leg, arm, or yeah, well.

Benefit: You gain a natural bite attack. It is a melee attack that deals 1d10 piercing damage. You are considered
proficient with it.

BLINDSIGHT
You can locate nearby creatures using by sensing their vibrations, heartbeats, or the motion of air around them.

Benefit: You are aware of the location of any creature within 30 feet of you, without needing to see it.

CLIMBER
You sport hooks on your legs, have sharp and sturdy claws, or possess other natural means to climb.

Benefit: You gain a climbing speed equal to your walking speed.

COMPOSITE
You are made of many smaller creatures; perhaps you are a swarm of bugs or animals, or you might be entirely
composed of nanites.

Benefit: You are resistant to all weapon damage. However, you are vulnerable to damage from attacks that affect an
area rather than a single target (such as cones, cubes, and the likes).

DARKVISION
You can see in the dark.

Benefit: You can see in dim light as if it were bright light, and you can see in darkness as if it were dim light within 60
feet. You cant discern color in darkness, only shades of grey.
Note: If you already have the Low-light Vision mutation, you lose that mutation and gain this one instead. Then, roll
an additional time on the Random Mutations Table.

DOPPELGANGER
You can create a psychic projection of yourself. And it is far from a harmless illusion.

Benefit: As an action, you create a psychic projection of yourself in a space within 10 feet of you. The projection lasts
for 1 minute (or until you dismiss it), and has your same statistics and equipment, except that it has 1 hit point. It acts
immediately after you in the initiative order, and it can move and take actions (and reactions); however, your
projection cannot use this mutation (there can only be two of you!), and cannot speak.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

DUAL BRAIN
You have two brains, and can withstand psychological stress better than others.

Benefit: As a bonus action, when suffering from the charmed, frightened or stunned conditions, you can transfer that
condition to your second brain, effectively ending it on yourself.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

ECTOPLASMIC
You have the supernatural ability to turn into a spirit for a while.

Benefit: As an action, you and your equipment become incorporeal for 1 minute. While in this form, you are immune
to weapon damage, and you can deal no damage with physical attacks, such as those made with your weapons.
However, you can deal damage as normal with nonphysical attacks, such as those from mutations.

EMBERBORN
You are gifted with the power of fire. If you punch a bowl of corn, you get pop-corn!

Benefit: When you hit a creature with a melee attack, the attack deals an extra 1d6 fire damage.

EXTRA ARM
This can be really useful.

Benefit: You have an additional arm. You can use it to wield a weapon or a shield. It is possible, with this mutation, to
hold two weapons and a shield at the same time, or to wield a two-handed weapon and a shield at the same time.
Note: If you get this mutation a second time, you may actually keep it and get a fourth arm. But no more than that!

FEARLESS
Either youve got a pair, or you are simply the scariest thing around.

Benefit: You are immune to the frightened condition.

FORMIDABLE (ABILITY SCORE)


You have a strong natural talent for a certain type of skill.

Benefit: Depending on the mutation you got, your relevant ability score is increased by 4.

FRENZIED STRIKE
In combat, you have a knack for going akimbo.

Benefit: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second
attack.

FROSTBORN
Cold energy runs in your veins. You are a cool dude.

Benefit: When you hit a creature with a melee attack, the attack deals an extra 1d6 cold damage.

GAMMA EYES
You can fire radiation laser streams from your eyes. Yes, youre one lucky guy.

Benefit: As an action, you can direct your gaze towards a creature within 30 feet of you; make a ranged Dexterity
attack against that targets AC (you add your proficiency bonus to the attack). If you hit, you deal 2d6 radiation
damage to the target.

10

GAUSS SPIKE
Manipulating the gravity and magnetism around you, you can send bursts of energy at your foes.

Benefit: As an action, you can direct a burst of magnetic energy towards a creature within 30 feet of you; make a
ranged Dexterity attack against that targets AC (you add your proficiency bonus to the attack). If you hit, you deal 2d4
force damage to the target and you knock it prone.

GIANT
You are huge, with bulging muscles, big hands, and a strong back.

Benefit: You can wield a two-handed weapon with one hand; this allows you to wield a two-handed weapon and a
shield at the same time.

GREATER SAVING THROW


You are better than others when it comes to shrugging off some effects.

Benefit: You gain proficiency with a single saving throw of your choice.

HORNS
You look like youre part bull. Which gets in the way when you have to pass through small doors.

Benefit: You gain a natural horns attack. It is a melee attack that deals 2d6 piercing damage. You are considered
proficient with it.

HYPERCOGNITIVE
Your mind can process the possible outcomes of an action at an outstanding pace.

Benefit: Whenever you make an ability check, attack, or saving throw, you can give yourself advantage on that roll.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

LOW-LIGHT VISION
You have sharp eyes.

Benefit: You can see in dim light as if it were bright light.
Note: If you already have the Darkvision mutation, you dont gain this mutation. Instead, roll an additional time on the
Random Mutations Table.

NATURAL KILLER
Your heritage or nature gives you remarkable combat prowess.

Benefit: You score a critical hit with an attack on a roll of 19 and 20. Thats 5% extra chances to kick someones butt.

NECROTIC TOUCH
You can channel entropy and decay into anyone by touching them. Put those gloves on, please.

Benefit: Your unarmed strike attack deals an extra 1d6 necrotic damage, and you regain that many hit points.

POISON GAS
I told you not to eat beans last night.

Benefit: As an action, you can burp a cloud of poisonous gas. Each creature in a 25-foot cube originating from you
must make a Constitution saving throw (DC is equal to 8 + your Constitution modifier + your proficiency bonus). On a
failed save, a creature takes 2d6 poison damage. On a successful save, the creature takes half as much damage.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

11

POISON RESISTANCE
Your metabolism can get rid of toxins really quickly.

Benefit: You are resistant to poison damage.
Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table.

POWERFUL PHEROMONES
By emanating a strong stream of pheromones, you get people to appreciate you. A lot.

Benefit: You have advantage on Charisma (Persuasion) checks.

PRESCIENCE
Your sense sometimes let you glimpse into the future, avoiding the brunt of enemy attacks.

Benefit: When an attacker you can see hits you with an attack, you can use your reaction to halve the attacks damage
against you.

PSYCHIC RESISTANCE
Your are able to withstand psychic pressure better than others.

Benefit: You are resistant to psychic damage.

PSYCHOPOMP
You can leech life force from enemies around you. Youre a psychic vampire!

Benefit: As an action, you can absorb life from whoever is nearby. Each creature in a 25-foot cube originating from
you must make a Constitution saving throw (DC is equal to 8 + your Charisma modifier + your proficiency bonus). On a
failed save, a creature takes 2d4 psychic damage, and you regain that many hit points. On a successful save, the
creature takes half as much damage, and you dont regain any hit points.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

PULSE
You move at light speed.

Benefit: As a move, you can disappear and immediately reappear in an empty space within 30 feet of your initial
position. During this movement, you do not provoke opportunity attacks, you are not slowed by rough terrain, and
you can move through enemy creatures. You dont have to be able to see your destination when you begin this
movement.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

QUICK
You are very agile, and run faster than others.

Benefit: All your speed ratings increase by 10 feet.

RADIATION RESISTANCE
Apparently, radiations cant kill you. Unless you step into a nuclear reactor, that is.

Benefit: You are resistant to radiation damage.
Note: If you are a robot, this mutation is useless for you. Simply roll again on the Random Mutation Table.




12

REANIMATOR
Once in a while, you can conjure an animated corpse that serves you. It might be an actual corpse you reanimate, or
maybe you channel meat and necromancy from an alternate timeline. Dont be so fussy.

Benefit: As an action, you create a zombie servant. It appears in a space within 5 feet of you. The Reanimated Zombie
Servant obeys each of your orders, and it acts immediately after you in the initiative order. On its turn, the zombie
gets a move and an action, as normal. When reduced to 0 hit points, the Reanimated Zombie Servant crumbles into a
motionless mass of putrid flesh.
You can only have one Reanimated Zombie Servant active at a time.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

Reanimated Zombie Servant
Medium Undead
Armor Class: 8
Hit Points: equal to 9 + the Reanimators Charisma Modifier (if positive)
Speed: 20 ft.
Ability Scores:
Str 16 (+3); Dex 6 (-2); Con 10 (+0); Int 5 (-3); Wis 7 (-2); Cha 5 (-3)
Damage Immunities: Poison
Condition Immunities: Charmed, frightened, poisoned.
Senses: Darkvision 60 ft.; Passive Perception 8
Traits:
Get up! Whenever the Reanimated Zombie Servant is reduced to 0 hit points, roll a d20. On a roll of 15 or more,
it is reduced to 1 hit point instead. On a roll of 14 or less, it is destroyed as normal.
Actions:
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.

REGENERATION
When adrenaline runs through your body, you begin to heal incredibly fast.

Benefit: During combat, at the beginning of each of your turns, you regain 1 hit point.

ROOTED
You always stand your ground.

Benefit: You cannot be knocked prone. In addition, if an effect would push you any number of feet, instead it pushes
you 10 feet less than normal.

SONIC BURST
You can emit a powerful screech or howl.

Benefit: As an action, you can unleash a deafening sonic attack. Each creature in a 15-foot cone originating from you
must make a Constitution saving throw (DC is equal to 8 + your Constitution modifier + your proficiency bonus). On a
failed save, a creature takes 2d6 thunder damage. On a successful save, the creature takes half as much damage.
After you use this mutation, you must complete a short rest or a long rest before you can use it again.

STATIC
Electricity runs through your skin, shocking anyone foolish enough to hit you in melee.

Benefit: When an attacker hits you with a melee attack, you can use your reaction to deal 2d4 lightning damage to
that attacker.




13

TALONS
Your hands have sharp claws or talons.

Benefit: Your unarmed melee attack gains the finesse and light properties, and deals 1d6 slashing damage instead of 1
bludgeoning damage.

TELEPATHY
You can sense other peoples thoughts, and speak to them in their mind.

Benefit: You can sense the thoughts of intelligent creatures within 60 feet of you. If you want, you can speak to those
creatures in their minds, without need of vocal communication.
If they are aware of your telepathic powers, creatures can try to shield their thoughts by making a Charisma saving
throw with DC equal to 8 + your Charisma modifier + your proficiency bonus.

TENTACLES
Thick tendrils spurt from your body. Youre a bit Lovecraftian, arent you?

Benefit: You may initiate a grapple as a bonus action, instead of an action. You dont need a free hand to do so.

THICK HIDE
You sport a robust exoskeleton, or you have very thick skin or fur.

Benefit: You gain a +2 bonus to your Armor Class. This stacks with your armor and Dexterity modifier, if any.

TOUGHENED
You are a real die-hard.

Benefit: You gain a bonus Hit Die at first level (since your class is Gamma Wanderer, it is a d12). This additional Hit Die
immediately increases your maximum hit points (you can roll the d12 or take 7; remember to add your Constitution
modifier), and it can be spent as usual to regain hit points during a short rest.

WINGS
You have a pair of wings. Maybe you are part bird, or part bat or you have rockets!

Benefit: You gain a flying speed equal to your walking speed.




















14

Gamma waNDerer cLass anD LeveL progressioN



Each Player Character in Gamma Five has the same class: the Gamma Wanderer.
A Gamma Wanderer is an explorer, scavenger, adventurer and mercenary all in one. This section includes all
information needed to create a level 1 Gamma Wanderer PC and have it progress until level 10 (the maximum level in
Gamma Five).

Note: Some of you might think this class gets features too soon, or d12 Hit Dice? Really?. The Gamma Wanderer
class is indeed stronger than the Basic Rules classes, but its not meant to be used in traditional D&D. Also, Gamma
Five monsters are usually tougher than normal for their challenge rating. Please, dont trouble yourself too much with
balance. Gamma Five wants to be spectacular, not perfectly balanced. Dont let math get in the way of fun!

GAMMA WANDERER PROGRESSION TABLE

Level
1
2
3
4
5
6
7
8
9
10

Proficiency Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4

Features
Second Wind
Action Surge (one use)
Ability Score Improvement
Expertise
Extra Attack
Ability Score Improvement
Expertise
Extra Attack
Ability Score Improvement
Reliable Talent

CLASS FEATURES

HIT POINTS
Hit Dice: 1d12 per Gamma Wanderer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Gamma Wanderer level after 1st

PROFICIENCIES
Armor: All armor and shields
Weapons: All weapons
Tools: None

Saving Throws: Choose two saving throws from Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Skills: Choose any four skills from Acrobatics, Animal Handling, Athletics, Conspiracy (see the Skills chapter),
Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Science, Sleight of Hand,
Stealth, Survival

EQUIPMENT
You start with the following equipment (for equipment description, see the Equipment chapter):

A wanderers pack and a light or medium armor of your choice (plus a shield if you want)
A melee weapon (either a light or heavy one)
A ranged weapon (either a light one, heavy one, a light gun, or a heavy gun) and ammunition (if you choose a gun)
2d4 random pieces of gear from the Random Scavenged Junk Table in the Equipment chapter.

LEVEL 1: SECOND WIND
As a survivor of the wastelands, you have learned to withstand pain and jump back into the fray.
On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Gamma Wanderer level.
Once you use this feature, you must finish a short or long rest before you can use it again.

15

LEVEL 2: ACTION SURGE


For a moment, you can push yourself beyond your limits. On your turn, you can take one additional action on top of
your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.

LEVEL 3, 6, AND 9: ABILITY SCORE IMPROVEMENT
When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. You can increase an ability score even if it would go past 20. Go for
it, you one-trick-pony!

LEVEL 4 AND 7: EXPERTISE
At 4th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make
that uses either of chosen proficiencies.
At 7th level, you can choose two more of your proficiencies to gain this benefit.

LEVEL 5 AND 8: EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 8th level in this class.

LEVEL 10: RELIABLE TALENT
Years of survival in the blasted landscape have sharpened your skills; youre nearly perfect when it comes to your
favorite areas of expertise. Whenever you make an ability check that lets you add your proficiency bonus, you can
treat a roll of 9 or lower on the d20 as a roll of 10.

LEVEL 10: WASTELAND LEGEND
Everyone knows, just by looking at you, that youve seen more things than anyone in the world. Many wonder how
youve managed to stay sane
When you reach 10th level, choose one of the following features and gain its benefits:

Mutation Expert: Choose one of your mutations that can be used only once before requiring a short or long rest
to be ready again (such as Poison Gas or Reanimator). You can now use that mutation two times before having to
take a short or long rest.
Tech Proficiency: You become proficient in the Tech skill, even if youre not a Pure Strain Human (in fact, if you
are one, youre already proficient with it so whats the point?).
Unscathed: When you are subjected to an effect that allows you to make a saving throw to only take half
damage, you instead take no damage if you succeed on that saving throw. You do take normal damage if you fail.

LEVEL PROGRESSION TABLE


Gamma Five only has a level cap of 10. Heres the progression table for a full campaign up to level 10.

XP
Level
Your characters rank is:
0
1
Scavenger
300
2
Scavenger
900
3
Scavenger
2.000
4
Scavenger
3.500
5
Survivor
5.000
6
Survivor
7.000
7
Survivor
9.000
8
Survivor
12.000
9
Wasteland Warrior
15.000
10
Wasteland Warrior

As you might have noticed, Gamma Fives level progression is quicker than that in traditional D&D 5th Edition. This
allows the campaign to keep a good pacing. A big point in Gamma World is getting overwhelmed with new and weird
features and monsters, so the goal here is to grant everyone some benefit every couple of sessions. If you prefer a
slower progression, by all means use the standard level progression on page 10 of the D&D Basic Rules.

16

skiLLs

For the most part, Gamma Five uses the same skills in the D&D 5th Edition Basic Rules (the use of ability scores and
skills is described in Chapter 7 of the Basic Rules PDF). However, some skills have ben cut from the default list, and
others have been added. Heres a complete list:

Skill
Ability Score Uses
Acrobatics
Dexterity
Balancing, acrobatic stunts.
Ancient Tech*
Intelligence Handling, repairing and tinkering with Ancient machines and artifacts.
Animal Handling
Wisdom
Calming, handling and training animals.
Athletics
Strength
Climbing, jumping, lifting, swimming.
Conspiracy*
Intelligence Knowing about history, organizations, or cryptic alliances.
Deception
Charisma
Social interaction when trying to
Insight
Wisdom
Determining the true intentions of a creature.
Intimidation
Charisma
Menacing someone, coercing and bad cop interrogation.
Investigation
Intelligence Looking for clues, making deductions based on observation.
Nature
Intelligence Knowing about wasteland creatures, plants, and terrain.
Perception
Wisdom
Spotting, hearing, being aware of your surroundings.
Performance
Charisma
Entertaining and charming with dance, music, or singing.
Persuasion
Charisma
Social interaction when acting in good faith.
Science*
Intelligence Stabilizing a dying creature, knowing about physics, biology, chemistry.
Sleight of Hand
Dexterity
Concealing objects on yourself, pickpocketing.
Stealth
Dexterity
Hiding yourself, moving silently.
Survival
Wisdom
Following tracks, hunting wild animals, avoiding natural hazards.
* = New skills.

New skiLLs DescripTioNs


ANCIENT TECH (INTELLIGENCE)


A big part of Gamma Worlds everyday commerce revolves around artifacts from the age of the Ancients. An
Intelligence (Ancient Tech) check is needed to interact with this kind of machinery and equipment.

USING ANCIENT GEAR
In the Equipment chapter, you will find a list of gear from the Ancients age. During your sessions, you might stumble
upon some of these items. In addition to being prized relics, these pieces of equipment have powerful effects,
sometimes passive, sometimes active. However, when you activate an Ancient item (or after a set period of time,
depending on the items description), you must make an Intelligence (Ancient Tech) check, whose DC is equal to the
items Complexity rating (you find this number in the Equipment section as well). If you fail, the items activation
effect (if any) takes place, but it breaks immediately afterwards.
You can try to repair a broken Ancient item with an Intelligence (Ancient Tech) check: again, the DC is equal to the
items Complexity rating. If you succeed, the item is ready again (but you still have to check whether it breaks or not
the next time you use it); if you fail, it is forever destroyed.

CONSPIRACY (INTELLIGENCE)
You make an Intelligence (Conspiracy) check when trying to recall information about organizations and society in the
Gamma World setting, or about historic facts (which, being this a hybrid reality, are usually hypothetical at best).
This skill is also useful when trying to recall information about the Cryptic Alliances, powerful organizations with their
own hidden agendas.

SCIENCE (INTELLIGENCE)
An Intelligence (Science) check lets you try to stabilize a dying ally (thats right, just as a Medicine check in traditional
D&D 5th Edition). This skill can also be used to know about the phenomena, flora and fauna of Gamma World from a
biological, chemical and medical point of view, to recall information about physics, geology or mathematic theories, or
to operate computers and machines, although you will need the Ancient Tech skill to handle Ancient gear.

17

equipmeNT

The rag-tag survivors of Gamma World are adept at making the most out of whatever they find in the wasteland. They
might turn a manhole into a shield, and beat you to death with a car bumper. Thats how they roll, and you will soon
learn that to adapt quickly is to survive another day.

This section of the Gamma Five document deals with equipment, gear, and the insane amount of junk available to a
Gamma Wanderer. For the most part, equipment in Gamma Five follows the guidelines presented in Chapter 5 of the
Basic Rules PDF. However, there are a few major variations:

No item has a set price, since we assume barter is the most common form of trade (see Economy, below).

No item has a weight, since we dont want groups to bog down the session by checking how many lbs. it takes
them to become overburdened; we trust each group will be able to deal with encumbrance in a logical manner.

Armor, shields and weapons follow the exact guidelines presented in Chapter 7 of the Basic PDF: the Gamma Five
rules do not add any extra property. However, armor and weapons are handled in an abstract fashion, as you will
see. Just remember that each Gamma Wanderer is proficient in all armor, all weapons, and shields.

EcoNomy

When dealing with economy in Gamma World, the best option is probably to avoid coinage and monetary systems,
resorting instead to the oldest form of trade: barter. An interesting note on this is that, given the absence of any
currency, theres no set value for goods: an items price might go up and down depending on how attached the
seller is to it, and how much the buyer needs it. For instance, I might usually be OK with giving you five trail rations of
food for 50 feet of good rope, but if I see you starving and desperate for some bread, I will probably ask for something
else too. Honesty doesnt get you very far in the wasteland.

armor

In Gamma Five, armor uses an abstract system: instead of specific, named armor, you get four categories: light,
medium, heavy, and shields. This way, once you choose which armor you want to wear, you get to actually choose
what it looks like. Later on, if you find armor or shields, the Game Master will tell you which kind of armor or shield it
is, so that you have an idea of its statistics. Below is a table with the statistics for armors and shields, and then you can
find a list of suggestions on what to make them look like.
As usual in D&D 5th Edition, some armor requires a minimum Strength score, or gives you disadvantage on Dexterity
(Stealth) checks.

Armor or Shield
Armor Class (AC)
Strength
Stealth
Light armor
12 + Dexterity modifier
-
-
Medium armor
14 + Dex modifier (max +2)
-
-
Heavy armor
16
Strength 13+
Disadvantage
Shield
+2
-
-

Light armor: Light armor protects you, but still lets you run and move quickly. Examples are: a Kevlar vest, heavy
leather clothing, a rugby uniform with thick shoulder pads and a helmet, or thick padded clothing.
Medium armor: Medium armor gives a good protection, but somewhat limits your agility. Examples are: anti-riot
gear, heavy military uniform, a thick hide armor, or a chainmail vest from a historic reenactments shop.
Heavy armor: While it makes you look badass, heavy armor restrains your movement in exchange for great
protection. Examples are: a full plate armor stolen from a museum, a carapace made of various car parts tied
together, or a suit with dozens of books stitched to it.
Shield: Almost anything sturdy, vaguely circular or square, and that can be wielded with one hand makes a good
shield: a road sign, a steel wheel, a bar table, or a wooden door. Just throw in a couple of straps and youre good
to go.

18

weapoNs

The weapons in Gamma Five follow the same abstract paradigm of armor; they are divided in melee weapons, ranged
weapons, and ranged gun weapons. Each category has a light and heavy version. Ranged gun weapons follow the
same rules of a normal ranged weapon, but they are more powerful and require ammunition.

Ammunition Weapons: In Gamma Five, we dont want you to slow down and count every bullet or arrow you
fire. Replace the description of the ammunition property with this one:

Ammunition. A weapon with the ammunition property requires a special type of projectile or bullet that you
cant easily craft yourself and must be found or acquired. Ammunition is an abstract concept: either you have it,
or you dont. Whenever you fire a weapon with the ammunition property more than once during a combat
encounter (or fire more than one weapon with the ammunition property in a single encounter), roll a d20 at the
end of that encounter. On a 10 or more, you still have ammunition; on a 9 or less, you run out of ammo and must
find some to use your weapon(s) again.


Almost anything can be used as a weapon in Gamma Five. When you obtain a weapon during character creation, you
get to choose what it looks like. Later on, if you find a weapon, the Game Master will tell you which kind of weapon it
is, so that you have an idea of its statistics. Below is a table with the statistics for weapons, and then you can find a list
of suggestions on what to make them look like.

Weapon type
Damage
Properties
Unarmed strike
1 bludgeoning
-
Light melee weapon
1d8 bludgeoning, piercing, or slashing*
Finesse, light
Heavy melee weapon
2d6 bludgeoning, piercing, or slashing*
Heavy, two-handed
Light ranged weapon
1d8 bludgeoning, piercing, or slashing*
Ranged 80/320, (optional thrown)
Heavy ranged weapon
1d12 bludgeoning, piercing, or slashing* Ranged 100/400, two-handed
Light ranged gun weapon
2d6 bludgeoning and piercing
Ammunition, ranged 80/320
Heavy ranged gun weapon
2d10 bludgeoning and piercing
Ammunition, ranged 100/400, two-
handed
* = You get to choose the type of damage based on the weapons look. Aint that great.

Unarmed strike: Your average punch in the face. Depending on what your hands look like, it might do more
damage (such as with the Talons mutation).
Light melee weapon: This is a light weapon that can be used to make quick attacks. Examples are: a kitchen knife,
a pair of surgeon scissors, a scimitar, a machete, or a novelty katana you sharpened for the occasion.
Heavy melee weapon: This weapon packs a considerable hit and requires two hands. Examples are: a road sign, a
sledgehammer, a chainsaw, a baseball bat, or a wooden telegraph pole (if you can lift it).
Light ranged weapon: A quick, reliable ranged weapon that fires an easily made projectile; or a thrown weapon
you launch at your target. If you want, this weapon can have the thrown property: its range changes to 20/60,
and you can use Strength instead of Dexterity for attack and damage rolls). Examples are: a thrown hand axe, a
sling, a shuriken, a bowling ball, a chunk of rock, or a hand crossbow.
Heavy ranged weapon: This weapon requires two hands to be fired, and deals significant damage. Its projectiles
are easily crafted, so it doesnt require special ammunition. Examples are: a carbon-fiber compound bow, a heavy
crossbow from a medieval reenactment, a harpoon gun, or a potato gun.
Light ranged gun weapon: While it requires ammunition to work, this weapon is a one-handed reliable firearm.
Examples are: more or less any handgun (Beretta, Colt, Glock, Desert Eagle).
Heavy ranged gun weapon: A powerful firearm that requires two hands to be used. Examples are: a hunting rifle,
a shotgun, an assault rifle, or a bazooka.

Note: The damage and range entries on these weapons are abstract and far from a simulationist intent; by no means
we actually believe that a bazooka hits as hard as a hunting rifle, or that a shuriken packs the same hit of a thrown
bowling ball. By all means, if you prefer a more complex damage scaling, feel free to adopt it.


19

waNDerers pack

At the beginning of its journey in Gamma World, your character receives a wanderers pack. Here you find a list of all
the items it includes:

Item
Description
Backpack
A sturdy backpack in which you can keep your gear.
Bedroll
Not very comfortable, but beggars cant be choosers.
Crowbar
Gives you advantage on Strength check when its leverage can be applied.
Duct tape
Always useful.
Flashlight
Illuminates the darkness for 60 ft.
Flint and steel
Come on baby, light my fire.
Fuel tank
Holds up to 1 gallon of fuel. Currently empty.
Lock picking tools
Useful for getting where you shouldnt.
Military canteen
Holds up to gallon of water. Currently full.
Rope (50 ft.)
Thick, reliable rope.
Tent
A portable tent, big enough for two people.
Trail rations (10 days)
Food for ten days. Now with 40% more radiation.

Note: If you selected a light or heavy ranged gun weapon, you also get ammunition.

scavengeD jUNk

When you have to determine the starting junk a character gets, or when you need to come up with some stuff for
the PCs to find while exploring the wasteland, roll a d100 as many times as needed on the Random Junk Table, below.

d100 roll
DING DING! Your Random Scavenged Piece of Junk is a
1
Vacuum cleaner
2
Special contents DVD from an horror movie
3
Wireless mouse
4
Office chair
5
Plastic mug: I Caffeine
6
Umbrella
7
Biker helmet
8
Tennis racket
9
Sunglasses
10
DVD player/recorder
11
Body bag
12
T-shirt with the FunCorp logo
13
TV screen
14
3d4 crayons
15
8 GB USB flash drive
16
Car stereo
17
1d4 Winter tires
18
Beer, 6-pack
19
Superglue
20
Earphones
21
Snow boots
22
Printer
23
Toy vehicle (roll 1d6: 1 or 2= car; 3= truck; 4= airplane; 5= helicopter; 6= space shuttle)
24
Matches
25
Mini fridge
26
Solar power generator (lasts 6 hours; recharges in 2 hours; requires daylight)
27
Pickup truck (average speed is 50 mph; five seats; can carry up to 2.000 lbs.)

Note: The table continues on the next page!

20

d100 roll
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82

DING DING! Your Random Scavenged Piece of Junk is a


Bikini, two pieces
5 trail rations (tuna cans, dried meat, you choose the flavor)
Steel mirror
Canoe (with 1 oar)
Punching bag
Fuel tank (1 gallon, full!)
Deck of cards
Bottle of ink
Ammunition
Hand-held mosquito zapper (take this, you bloodsuckers!)
Digital thermometer
Wheelchair
Bottle of lubricant
Skateboard
Dictionary
Electric wire (20 ft.)
Kaleidoscope
Pajamas
Personal computer
Handcuffs, pink and hairy
Desk lamp
Webcam
Joystick
Rubber gloves
Binoculars
DIY (do-it-yourself) manual
Halloween costume (roll 1d6: 1 or 2= ghost; 3 or 4= zombie; 5= witch; 6= vampire)
Carpet
Box of diapers
Electric blender
Wooden ladder
Gas grill
Bottle of curry sauce
Leather jacket
Baseball hat
Wristwatch
Film projector
Inflatable air bed
Cell phone
Motorcycle (average speed is 40 mph; two seats)
Wrestling mask
Novelty tiger skin rug
Toothbrush
Teddy bear
30 lbs. dumbbell
Pair of rollerblades
Electric guitar
Bottle of shampoo
Hockey stick
Bird cage
Pool cue
String of Christmas lights (50 ft.)
Remote control (I wonder what it activates)
Air compressor
Bottle of wine (roll 1d6: 1, 2, 3= red wine; 4, 5, 6= white wine)


Note: The table continues on the next page!

21

d100 roll
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100

DING DING! Your Random Scavenged Piece of Junk is a


Tire iron
Trash can
Comics book
Green plastic soldiers
Toy water pistol
Bonsai tree
Boxing gloves
Package of fruity gum (roll 1d6: 1, 2= mint; 3, 4= strawberry; 5= orange; 6= banana)
Wireless router
Electric fan
Box of cigars (2d4 cigars)
Lawn mower
Box of toilet paper (PRICELESS, trust me!)
Roll 1d20 on the Random Ancient Gear Table, below
Roll 1d20 on the Random Ancient Gear Table, below
Roll 1d20 on the Random Ancient Gear Table, below
Roll 1d20 on the Random Ancient Gear Table, below
Roll twice on this table. Youve hit the jackpot!

ancieNT GEar

Although most of the scavenged equipment in a survivors inventory is situational at best, sometimes a lucky
wanderer finds a powerful object from the age of the Ancients, be it a weapon or a device. These strange and precious
relics from the past are highly prized in Gamma Worlds society: owning one or more pieces of Ancient Gear (and
being able to make them work) often means the difference between death and survival.

If a character obtains a piece of Ancient Gear while rolling on the Random Scavenged Junk Table, or if you want your
players to find a weapon or gadget from the past, roll a d20 on the Random Ancient Gear Table, below:

d20 roll Ancient Gear found
Type
Short description
1
Bio-scanner
Gadget
Scans surrounding area for 120 ft.
2
Telepathic parrot
Gadget
Telepathic communication with all creatures.
3
Hypnotic ray
Gadget
Stuns and hypnotizes target.
4
Animatronic dog
Gadget
Faithful robot dog. Laser eyes included.
5
Security drone
Gadget
Flies nearby, zapping those who try to hurt you.
6
Stun baton
Weapon
Electric baton. 2d6 lightning damage.
7
Energy mace
Weapon
One-handed powerful mace. 1d6 bludgeoning plus 1d6
force damage.
8
Shield generator
Gadget
Creates impenetrable wall of energy.
9
Vibro-knife
Weapon
High-frequency vibrating blade. 3d6 slashing damage.
10
Food synthesizer
Gadget
Creates food for the group.
11
Laser pistol
Weapon
Fires searing ray. 4d6 laser damage.
12
Antigravity belt
Gadget
Gives temporary flying speed (20 ft.)
13
Power armor
Gadget
Medium armor; AC 14 + bonus DEX (max +2). Can
temporarily grant resistance to weapon damage.
14
Pulse rifle
Weapon
Powerful but unreliable ray gun. 5d6 radiation damage to
target and 2d6 radiation damage to attacker.
15
Plasma gun
Weapon
Heavy plasma weapon. 4d8 fire damage.
16
Plasma saw
Weapon
Cuts almost anything. 4d6 slashing and fire damage.
17
Gamma field
Gadget
Creates radiation field that causes 2d6 damage to anyone
generator
but the user.
18
Panacea injector
Gadget
Advanced medical device. Heals 3d6 hit points on use.
Might cause mutations!
19
Flamethrower
Weapon
Heavy military weapon. 4d8 fire damage in a 15-foot cone.
20
Evil death ray
Weapon
Unknown origin. Deals 6d6 necrotic damage.

22

Below, you can find a description of the Ancient Gear pieces in the Random Ancient Gear Table. Each entry includes
the following information:

Name and looks: The name of the item, and what it looks like.
Type: Some items are weapons, some are gadgets.
Complexity: This number is the DC for Intelligence (Ancient Tech) checks related to the item.
Passive: This is an ongoing bonus the user gains the benefits of. If you only use the passive benefits of an Ancient
Gear item, you never have to check if it breaks with an Intelligence (Ancient Tech) roll.
Active: This is a (usually very powerful) benefit that requires the full activation of the item. Once you use the
active benefit of an Ancient Gear item, you have to make an Intelligence (Ancient Tech) check to determine
whether it breaks or not. The DC for the check is equal to the items Complexity rating. Regardless of the checks
result, you do get the effect; at the end of it, if you failed, the item breaks. For rules on repairing broken Ancient
Gear, see the Skills chapter.

Note: Attacking with an Ancient Gear weapon always counts as an activation. You make an Intelligence (Ancient
Tech) check every time you attack with those weapons.

ANIMATRONIC DOG
Humans best robotic, laser-shooting friend. A lead FunCorp design.

Type: Gadget
Complexity: 14
Passive: The animatronic dog is a faithful robotic animal. It follows you wherever you go, and even if it doesnt fight
for you, it distracts anyone attacking you in melee, giving them disadvantage.
The animatronic dog has an AC of 14 and 5 hit points; when reduced to 0 hit points, it breaks (can still be repaired).
Active: As a bonus action on your turn, you can tell the animatronic dog to fire a laser beam at a creature within 20
feet of it; that creature must make a DC 12 Dexterity saving throw. On a failed save, the target takes 2d6 laser
damage; on a successful save, it takes half damage.

ANTIGRAVITY BELT
A thick metal belt with two buttons: UP and DOWN.

Type: Gadget
Complexity: 14
Active: As a bonus action on your turn, you can activate the belt to gain a flying speed of 20 feet. This effect lasts for 1
hour, or until you turn it off by pressing the DOWN button (also a bonus action). When the effect ends, the belt
makes you descend slowly to the ground. It was built by professionals, what were you thinking?

BIO-SCANNER
A small hand device that scans the surrounding area for lifeforms.

Type: Gadget
Complexity: 10
Active: As a bonus action on your turn, you can activate the bio-scanner. For 1 hour, you know the exact position of
any living creature within 120 feet of you.

ENERGY MACE
Very similar to a hammer, the maces head has a power cell that emits shockwaves on a hit.

Type: Weapon
Complexity: 10
Active: The energy mace is a melee weapon with the following profile:

Weapon
Damage
Properties
Energy mace
1d6 bludgeoning plus 1d6 force
-

23

EVIL DEATH RAY


A strange, ornate handgun with intricate decorations resembling shrieking faces and seven-pointed stars.

Type: Weapon
Complexity: 18
Active: The evil death ray is a ranged weapon with the following profile:

Weapon
Damage
Properties
Evil death ray
6d6 necrotic
Ranged 20/60

FLAMETHROWER
A cumbersome device that draws fuel from a special backpack and projects a long stream of fire.

Type: Weapon
Complexity: 16
Active: Although it counts as a heavy two-handed ranged weapon, the flamethrower follows special rules. As an
action, you can activate it and have it emit a stream of fire in a 15-foot cone originating from you. Each creature in the
cone must make a Dexterity saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On
a failed save, a creature takes 4d8 fire damage. On a successful save, a creature only takes half damage.

FOOD SYNTHESIZER
A revolutionary device that could save world starvation problems.

Type: Gadget
Complexity: 12
Active: As an action, you can input a number up to 5 on the food synthesizer screen: the device immediately creates
that many energy bars (each bar counts as a daily trail ration).

GAMMA FIELD GENERATOR


When activated, this device creates a zone of intense radiation that causes living things to decay. You monster!

Type: Gadget
Complexity: 15
Active: As a bonus action on your turn, you can activate the gamma field generator to create a 25-foot cube of intense
radiation originating from you. Any creature (other than you) that starts its turn in this area takes 2d6 radiation
damage. The radiation field lasts for 1 minute and moves with you if you leave your original position.

HYPNOTIC RAY
This portable device emits a flash of light that stuns the enemy and makes it more gullible.

Type: Gadget
Complexity: 14
Active: As an action, you can direct the hypnotic ray towards a creature within 20 feet of you. That creature must be
able to see the ray (it must have eyes and not be blinded, for instance). The creature must make a DC 12 Charisma
check. On a failed save, the target is stunned for 1 minute, and any Persuasion checks against it during this period of
time have advantage. On a successful save, the target is only stunned for 1 round.

LASER PISTOL
A small handgun that emits concentrated laser beams. Only useful at a short range.

Type: Weapon
Complexity: 15
Active: The laser pistol is a ranged weapon with the following profile:

Weapon
Damage
Properties
Laser pistol
4d6 laser
Ranged 20/60

24

PANACEA INJECTOR
Behold, the miracle of life and light-speed healing! Note: read the instructions carefully before use. Tests have shown
a 50% chance of additional limb growth in otherwise healthy subjects. We take no blame for that. Have fun!

Type: Gadget
Complexity: 14
Active: As an action, you can inject a powerful mixture of leucocytes and regenerating bacteria in a nearby living
creature. That creature immediately regains 3d6 hit points. Then, roll a d20: on a 10 or more, the creature gains a new
mutation (roll a d100 on the Random Mutations Table).

PLASMA GUN
A heavy gun that emits a stream of searing hot plasma.

Type: Weapon
Complexity: 15
Active: The plasma gun is a ranged weapon with the following profile:

Weapon
Damage
Properties
Plasma gun
4d8 fire
Heavy, ranged 30/80, two-handed

PLASMA SAW
This one-handed weapon has a plasma cell on both ends. The plasma stream between the cells makes can cut almost
anything susceptible to heat.

Type: Weapon
Complexity: 15
Active: The plasma saw is a melee weapon with the following profile:

Weapon
Damage
Properties
Plasma saw
4d6 slashing and fire
-

POWER ARMOR
A power armors look may vary, but they all have one thing in common: they can project a force field that shields the
wearer from physical damage.

Type: Gadget
Complexity: 15
Passive: The power armor counts as a medium armor, granting AC equal to 14 + Dexterity modifier (max +2).
Active: As a bonus action on your turn, you can activate the power armors force field generator to gain resistance to
bludgeoning, piercing and slashing damage for 1 minute.

PULSE RIFLE
This cumbersome weapon is currently leaking a fair bit of radiation. Handle with care.

Type: Weapon
Complexity: 14
Active: The pulse rifle is a ranged weapon with the following profile:

Weapon
Damage
Properties
Pulse rifle
5d6 radiation
Heavy, ranged 30/80, two-handed

Special: Whenever you hit with the pulse rifle, you take 2d6 radiation damage too. Its leaky!


25

SECURITY DRONE
This floating drone flies around you, shielding you from attacks and punishing whoever hits you in melee.

Type: Gadget
Complexity: 16
Passive: The security drone floats around you, granting you a +1 bonus to AC against ranged attacks.
Active: When an attacker hits you with a melee attack, you can use your reaction to have the security drone deal 2d4
lightning damage to that attacker.

SHIELD GENERATOR
A palm-sized device that can create a transparent yet impenetrable energy shield.

Type: Gadget
Complexity: 13
Active: As a bonus action on your turn, you can have the shield generator project a 5 by 25 feet wall of energy. This
energy field is 20 feet high and counts as an obstacle and can be crossed by incorporeal creatures only (Im talking
with you, Ectoplasmic bug!). The shield lasts for 1 minute and, while transparent, blocks any weapon attack aside from
psychic attacks (such as that from a Psychopomp mutation).

STUN BATON
A short stick that sends electric discharges through the victims body.

Type: Weapon
Complexity: 10
Active: The stun baton is a melee weapon with the following profile:

Weapon
Damage
Properties
Stun baton
2d4 lightning
Finesse

TELEPATHIC PARROT
This robotic animal sits on your shoulder and translates the thoughts of intelligent beings around you.

Type: Gadget
Complexity: 10
Passive: The telepathic parrot senses the thoughts of any sentient creature within 120 feet of you, and translates
those thoughts to you (if you want). It can also send your thoughts to other creatures within the same area, and
translate them if needed.
Active: As a bonus action on your turn, you can tap into the telepathic parrots power to gain advantage on all
Wisdom (Perception) checks for 1 minute.

VIBRO-KNIFE
A long, serrated military knife with a high-frequency vibrating cell.

Type: Weapon
Complexity: 12
Active: The vibro-knife is a melee weapon with the following profile:

Weapon
Damage
Properties
Vibro-knife
3d6 slashing
Finesse, light






26

RunNing a Gamma five game



This chapter gives you options and suggestions for adventure and encounter building.

Having fuN

The most important aspect of any roleplaying game is the fun. The goal is to sit together at a table and have a good
time; here are some troubleshooting ideas when things dont go too well.

I remember Gamma World as a gritty setting, not a clown fest.
Hah, you got a point. While this book has the tongue-in-cheek attitude of Gamma Worlds 7th edition (also
known as D&D Gamma World), in the past there have been gritty and dead serious incarnations of the setting.
This is, ultimately, a style choice we made when writing this document: however, if you strip the jokes and puns
from the rules, they dont lose any value. You can have your dark Gamma World setting and still use this PDF as a
reference. Actually, send us some feedback on how things went!

No harmful, disgusting, or otherwise hindering mutations?
Im not a big fan of random bad mutations, honestly. Thats the only aspect of Jonathan Tweets Omega World I
didnt dig. Thats why this document only has positive (if sometimes weird) mutations. This isnt new at all: the
7th edition of Gamma World only had benefits from origins, plus beneficial (or almost useless) Alpha Mutations.
If you want your players to experience horrible deformities and mutations, I suggest making everyone but Pure
Strain Humans roll two or three of them. You will also have to create a random table yourself: we might come up
with one in the future, but its hard to tell (I do this for free, after all!).

Player Characters are too strong.
Are you sure? How did they fare in the 3d6 rolls for Ability Scores? Plus, take a look at the monsters in the
Gamma Five Bestiary first. Theyre tougher and dish out more damage on average than their D&D 5E counterpart.
However, if you still feel like the PCs are too strong, you might reduce their d12 Hit Die to a d10, or simply
challenge them with higher Challenge Rating encounters.

Player Characters are too weak.
If by weak you mean theyre a bit fragile compared to the amount of damage weapons and monsters can dish
out, thats by design, Im afraid. The mortality rate of a Gamma Five PC is high, especially at low levels, since
enemies can one-shot a character with a bad Constitution score. But thats part of the deal; after all, character
creation is quick (not to mention the funniest part of the game).
If you really feel like your players deserve better survival chances, have them add their Constitution score instead
of their Constitution modifier to 12 when they determine hit points at 1st level.

I want all of my players to get Ancient Gear from the very beginning.
Okay. I understand that; in fact, I might even agree its good when showcasing the setting to players the first time.
Simply have them get 1d4 items from the Random Junk Table (and ignore the results from 96 to 99) instead of
2d4 items; then, let them roll 1d20 on the Random Ancient Gear Table (try to make it so that no two characters
have the same Ancient Gear item; that would be boring).

I want to use miniatures and tactical maps during my Gamma Five game.
Cool! I do use tactical maps too. If you dont own the D&D Gamma World boxed sets (full of useful tokens!), you
can check this series of articles for ideas: http://www.rovingbandofmisfits.com/t...ld-miniatures/

Sir, you are genius. I am a smart and beautiful woman. Can we marry?
Thats great! You can send me a mail at this address: coq.92@alice.it

I hate you. I want to cover you with insults.
Same address as above, I guess. Duh.


27

Terrain aNd Hazards



While a Gamma Five session can take place basically anywhere in a post-apocalyptic Earth, you can spice up
exploration and combat encounters by adding interesting terrain and hazards. Here are a couple suggestions:

Caustic pool: Fairly common throughout the wasteland, these pools of corrosive fluid deal 2d6 acid damage to
anyone unlucky enough to enter them or end its turn in them.

Cryogenic fog: A faint blue mist, common in cryogenic facilities and other installations that produce ultra-cold air.
Any creature ending its turn within the fog takes 1d6 cold damage and must succeed on a DC 12 Constitution
saving throw or suffer 1 level of exhaustion. The freezing cold caused by the fog is such that creatures move at
half speed while within it.

Debris: Characters will often explore crumbled buildings filled with debris. Debris counts as difficult terrain (speed
halved); in addition, creatures moving more than 15 feet on debris during their turn must succeed on a DC 10
Dexterity (Acrobatics) check or fall down a concealed hole or slope, taking 1d6 bludgeoning damage.

Grab grass: Patches of grass sometimes develop the ability to stretch and entangle creatures. A prone creature on
a patch of grab grass must succeed on a DC 10 Strength (Athletics) check to be able to stand up.

Junk: Rusty cars, light poles, remains of burned down facilities this kind of sometimes harmful terrain falls under
the junk category. Junk counts as difficult terrain (speed halved); in addition, creatures moving more than 15 feet
on junk during their turn must succeed on a DC 10 Dexterity (Acrobatics) check or take 1d8 bludgeoning, piercing
or slashing damage from metallic parts, broken glass or chunks of rock.

Laser grid: The Ancients employed these deadly security grids to protect their most precious discoveries. A
character trying to get through an active laser grid must succeed on a DC 15 Dexterity (Acrobatics) check or take
4d6 laser damage from the searing flux (it would probably be wiser to find the power source and turn it off).

Mud: A pool of mud counts as difficult terrain (speed halved). Particularly deep or thick mud can slow movement
to the point of immobilizing characters that fail to succeed on a DC 10 Strength (Athletics) check during their
move action.

Nanobot swarm: In their last days, the Ancients developed many incredible technologies. One of these marvels
was the nanobot. Nowadays, most nanobots went rogue and formed swarms that injure anyone unlucky enough
to encounter them. A nanobot swarm appears like a mercurial, ever-moving mass that spreads on the ground.
Any creature ending its turn in the area occupied by a nanobot swarm takes 2d10 piercing damage.

Plasma pool: In some areas, usually research facilities and laboratories, pools of cool plasma have formed on the
ground. While harmless per se, cool plasma is hyper conductive: any creature that would take lightning damage
within a pool of plasma takes an extra 1d6 lightning damage.

Poison fog: A heavy purple fog that stinks like rotten eggs. Any creature ending its turn within the fog takes 2d6
poison damage and must succeed on a DC 12 Constitution saving throw or suffer 1 level of exhaustion. The poison
fog provides half cover to the creatures in it.

Radioactive moss: Thick layers of glowing acid green moss cover the walls, floors and roofs of buildings where
radiations are stronger. A creature that enters an area populated with radioactive moss must make a DC 12
Constitution saving throw. On a failure, the creature takes 3d6 radiation damage and rolls a d20: on a 20, the
creature gains a new mutation (roll a d100 on the Random Mutation Table). On a success, the creature takes half
damage and doesnt gain any mutation.

Surveillance camera: Many buildings have surveillance cameras; military bases often connect them to the AI of
sentinel drones and robots. Security robots gain a +2 bonus on attack rolls against targets in a surveillance
cameras line of sight.

28

Related Interests