Gamma World 1e Character Creation

👥 Choose Character Type

Pick a character type.

😀 Pure Strain Human
😈 Humanoid
😺 Mutated Animal
🎲 Determine Attributes

Roll 4d6 and keep 3 for each attribute.

🧘 Mental Strength (MS)

Ability to control psionic energies and powers offensively (if the character has mental powers) and defensively.

Increase with use (every 5 successful uses, increase 1, max 18).

🕵 Intelligence (IN)

Intellect, wit, logic, etc.

For each point over 15, -1 on ARTIFACT USE. For each point under 7, +1 on ARTIFACT USE.

🤸 Dexterity (DX)

Speed, agility, and reaction time.

For each point over 15, +1 TO HIT. For each point under 7, -1 TO HIT.

🏋 Physical Strength (PS)

Ability to perform physical acts.

For each point over 15, +1 DAMAGE. For each point under 7, -1 DAMAGE.

👬 Charisma (CH)

Leadership ability, appearance, personality, magnetism, etc.

CH Max Followers Morale Adjustment Reaction Adjustment
3 1 -3 -3
4 1 -3 -2
5 2 -2 -2
6 2 -2 -1
7 3 -1 -1
8 3 -1
9 4
10 4
11 4
12 5
13 5 +1
14 6 +1 +1
15
16 8 +2 +2
17 10 +2 +3
18 15 +3 +3
🧎 Constitution (CN)

Physical damage the character can sustain.

Roll CNd6 for HP.

🧬 Roll Mutations
🧍 Physical Mutations

Roll percentile dice.

Humanoid Mutated Animal # Mutation Description Summary
01%-02%01%-02%1Attraction Odor (D)The mutant's body secretes a substance which will attract carnivores.You attract carnivores. (P9)
03%-04%03%2Body Structure Change (D)Much latitude is left to the referee on this defect. Generally, this involves the replacement of essential elements, such as calcium in bones, with some other damaging substance that will lower the body's resistance to outside force. Possible changes might include: lack of calcium in bones—they break easily; no body hairs—anywhere—beware of dust; only one eye in center of head—no depth perception; and so on.Reduce your resistance to some outside element. (P9)
05%04%-06%3Chameleon PowersThis is the ability to change the body color in order to blend in with the surroundings. The color change will be almost instantaneous and, once changed, the mutant need not concentrate on the color(s) desired. It is left to the referee to determine the effectiveness of this mutation in any given situation.Change color to blend in. (P9)
06%07%4Density ControlA mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A one-eighth size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming more dense also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed. To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous.Shrink to improve AC, grow to improve speed. (P9)
07%-08%08%5Diminished Sense (D)One of this mutant's senses (sight, smell, taste, etc.) will not function at normal levels (i.e., mutant may not smell an approaching predator or smell the burning woods he is in).One sense does not function normally. (P9)
09%-10%09%6Double Physical Pain (D)This defect causes the mutant to be so sensitive to physical pain that all damage sustained will be doubled.Sustain double damage. (P9)
11%-12%10%-11%7Electrical GenerationThis gives a being an " eel-like " ability to emit electrical shocks, each melee turn, for 3 dice (3d6) of damage to those touching the mutant.Shock those you touch for 3d6. (P9)
13%-14%12%8Fat Cell Accumulation (D)A mutant with thi s problem will be fat (twice as large as normal). The referee will determine how much this impairs the mutant's movement and fighting ability. It is possible that only certa in body parts, rather than the entire body, might be affected (such as the head, one arm, one thigh).Impaired movement and fighting ability. (P9)
15%-16%13%9Gas Generation: MuskThis gives the mutant a gas, or musk gland. Much like a skunk, the mutant may expel this musk or gas, causing repulsion, unconsciousness, or even death in the beings at which it is directed. Range: 10 meters. Suggestions: obscuring gas, irritating gas, paralysis gas, pois on gas, poison musk, blinding musk, and so on.Expel gas up to 10 meters. (P9)
17%14%10Heat GenerationThis allows the mutant to cast beams of heat from its hands (paws/tentacles) that do 4 dice (4d6) of searing heat damage. The beams have a maximum range of 15 meters and may be used every 3 melee turns.Beams of heat up to 15 meters that do 4d6 every 3 turns. (P9)
18%15%11Heightened BalanceBeings with this mutation are able to maintain their balance in difficult circumstances and will never fall into a pit, trip over a rope or wire, or land in any way but on their feet. If undisturbed, they can climb sheer walls and walk tightwires with no chance of falling.Maintain balance in difficult circumstances. (P9)
19%-22%16%-21%12Heightened ConstitutionThis adds 2 additional hit points for every point of the mutant's constitution. It also gives an 18 resistance to poison and adds three points to the mutant's radiation resistance.+2HP per Constitution, +18 vs. Poison, +3 vs. Radiation. (P9)
23%22%13Heightened DexterityMutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may penalize such a mutant by reducing its armor class when it is encumbered.+4AC when unencumbered. (P9)
24%23%14Heightened HearingAs the name suggests, this is the ability to detect and identify even the slightest noise up to 60 meters away. Because of this, any being with this mutation cannot be surprised (see SURPRISE).Cannot be surprised. (P9)
25%24%15Heightened PrecisionThis is the ability to determine weak points in opponents and structural weaknesses in material objects. Because of this, mutants with this ability do 2 dice of damage over and above all damage they would normally inflict with any weapon used.+2 damage dice with any weapon. (P9)
26%25%16Heightened SmellA mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this, cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with that being, such as campsite or possessions.Can smell, detect, and track like a bloodhound. (P9)
27%-32%26%-29%17Heightened StrengthThis mutation allows its owner to cause 3 dice of damage over and above all damage he would normally inflict with non-powered weapons.+3 damage dice with non-powered weapons. (P10)
33%30%-32%18Heightened TasteMutants with this ability can detect poisons at a touch of the tongue and can determine whether any given substance is edible.Detect poison/edibility. (P10)
34%33%19Heightened TouchMutants with this power have a better chance to figure out the use of ancient devices (see ARTIFACT USE AND OPERATION). Given time, a mutant with heightened touch can "feel" the weak points of any given object. This ability could be very useful when trying to pick a safe, open a locked door, or escape from confinement.Better chance to figure out / use artifacts. (P10)
35%34%20Heightened VisionThis is the ability to see clearly and identify objects over long distances (up to 3 kilometers). Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight.See clearly at 3 kilometers, see infrared and ultraviolet. (P10)
36%-37%35%-36%21Hemophilia (D)The lack of blood clotting agents in the mutant's blood causes serious bleeding in even the smallest of cuts. Once this mutant has lost even 1 hit point, he begins to bleed and loses 2 extra hit points per melee round until he has time to stop and bind his wounds.Lose 2HP per round until wounds are bound. (P10)
38%-39%37%22Increased Metabolism (D)This defect forces the mutant to spend great amounts of time feeding. It must carry large quantities of food when traveling, and in combat, must stop every 5th melee turn and spend one turn eating, before returning to battle, or lose 1 point of physical strength and 2 hit points each melee turn thereafter. NOTE: these losses are temporary (unless the mutant is killed) and may be replaced at the same rate if the mutant takes time out to eat.Eat every 5th round or lose 1STR and 2HP / turn. (P10)
40%-42%38%-39%23Increased SpeedMutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a much shorter time than normal and, in combat, they are allowed to strike twice each melee turn.Move 2x, Attack 2x, accomplish mental tasks quickly. (P10)
43%40%-41%24InfravisionThis power allows the mutant to see any heatproducing body. At night, everything will seem like day to this mutant. Flashes of heat, such as laser blasts, explosions, raging fires, or even torches at close range, will blind this being for a short period of time. The full light of day will also be painful if endured for any length of time.See heat; blinded by extreme/close heat, daylight painful. (P10)
44%42%25Light GenerationThis is the ability to emit high candlepower beams of light through the eyes. The blinding effect (which works even in full daylight) incapacitates the viewers by lowering both their armor class and "to-hit" chance by 4 points for 1-4 (d4) melee turns. This is a flash much like a camera flash bulb, and is thus not generally useful as illumination for explorers. Effective range: 10 meters.Reduce viewers' AC and to-hit by 4 for d4 turns. (P10)
45%-46%43%-45%26Multiple Body PartsMultiply any normal body part (except the brain), so that the mutant has a greater number of legs, or more eyes, or the complete use of 1-10 additional arms, etc.Multiply any normal body part (except the brain). (P10)
47%-51%46%-47%27New Body PartsAdd one or more parts, not usually found on the being in question, such as: third eye (back of head), feelers (radiation sensitive), antennae (light sensitive), pincers, fur coat, feathers, radiation absorbing organ, and so on.Add one or more body parts. (P10)
52%-53%48%28No Resistance To Bacteria (D)The mutant with this defect will have little or no resistance to sickness, making any infection or illness a serious thing. It is necessary to have diseasecausing agents in the game if this mutation is used. A cut from a dirty sword may cause blood poisoning. The scratch of the claws of certain meat-eating creatures may cause serious infection, or a simple cold, caught from a tribesman, may turn into pneumonia. All of these examples may cause up to 10 points of damage per day, and are very hard to cure.Little to no resistance to infection or illness; -10HP/day. (P10)
54%-55%49%29No Resistance To Poison (D)Exposure to any poison will kill this mutant unless the appropriate antidote is quickly administered.Any poison is fatal unless antidote is swiftly administered. (P10)
56%-57%50%-51%30No Sensory Nerve Endings (D)This defect cancels the warning systems of the mutant's body. Although the mutant cannot feel pain, he also cannot detect a surprise attack from behind, tell if his body has been punctured, or know when to regenerate lost hit points. This defect adversely affects the mutant's ability to figure out ancient devices by adding 2 points to each die roll when trying to figure out ancient artifacts (see ARTIFACTS AND EQUIPMENT).Cannot feel pain or judge HP; +2 penalty to figure artifacts. (P10)
58%52%31Oversized Body PartsThis constitutes a beneficial increase in size to a certain part of the body which gives that part a corresponding increase in power. Example: larger eyes for greater vision, longer legs for greater speed, etc. Only one part of a being's body may be so affected.Beneficial/effective increase in size of one body part. (P10)
59%53%-56%32Partial CarapaceA partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6.Base AC6, reduce damage to back and head by half. (P10)
60%-61%57%-60%33Photosynthetic SkinThis allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heal lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in periods of darkness.Feed on sun, heal 4x in sun, +1DMG/die from heat/cold, half speed in dark. (P10)
62%61%34Physical ReflectionWith this mutation, the skin of the mutant reflects even the most intense forms of energy away from its body in random directions. This reflection should work for only one type of energy, such as: heat, sonic, radioactive, electrical, etc.Reflect one type of energy away in random direction. (P10)
63%-64%62%35Poor Respiratory System (D)This mutant has trouble getting needed oxygen into the blood stream, making him weaker and requiring him to rest after fighting for 5 melee turns. Failure to rest after 5 rounds of combat causes this mutant to faint for 1-6 minutes after the 6th melee turn.Must rest after 5 rounds of combat or faint for d6 minutes. (P10)
65%63%36Quills/SpinesThese defensive weapons usually cover the mutant's arms or legs. Treat the touch of each quill as doing dagger damage to the victim. Some mutants may be able to throw their quills a short distance (up to 3 meters). Spines are larger and stronger than quills. Each spine does 1-12 (d12) points of damage if it strikes a target, and these can be thrown in the same manner. Growth of replacement quills or spines takes a minimum of one week.Quills/Spines, d4/d3 or d12 DMG, throw 3 meters, re-grow in 1 week. (P10)
66%-67%64%37Radiated EyesThis gives the mutant the power to emit a damaging blast of radiation through the lenses of its eyes (roll 3d6 to determine intensity). This power may be used once every 4 melee turns and has an effective range of 10 meters.Blasts of radiation up to 10 meters that do 3d6 every 4 turns. (P10)
68%-69%65%-67%38RegenerationThis allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per day.Regenerate 1HP per 5 kilograms of body weight per day. (P10)
70%68%39ShapechangeThis is the ability to assume the outward appearance of a mammal, insect, or reptile, but not have the abilities of the creature being mimicked. At the start of the campaign, the mutant must choose which of the above types of creatures it is to imitate. Completing the shapechange requires 2 melee turns of relative inactivity (making no attacks) on the part of the mutant.In 2 melee turns, mimic animal, but without abilities. (P10)
71%-74%69%-71%40ShorterTo determine how short to make a mutant, roll percentile dice (2d10) two times for 0-99 results. Treat 00 as zero rather than 100 as is usual. Add the two results together. This gives the mutant's height in centimeters. The change decreases the metabolic rate of the mutant and also causes a marked reduction in its ability to do damage to opponents in physical combat. Such small mutants will be very hard to hit in physical combat. The referee is to determine what these effects will be.D%+D% centimeters tall; reduce damage, but very hard to hit. (P10)
75%-76%72%41Skin Structure Change (D)As the name implies, the skin of the mutant changes for the worse. Suggestions: thin skin—add 1 point to each die of damage sustained; water soluble skin—contact with water does 1 die of damage per melee turn; phosphorescent skin—mutant glows in the dark (enough to reveal position, not enough to see by); light sensitive skin—skin burns for 1-3 dice of damage when exposed to bright light.Suffer +1DMG when hurt, or 1DMG/turn in water, or 1d3DMG in bright light. (P10)
77%73%42Sonic Attack AbilityThis is the power to generate high-frequency sound waves that are damaging to exposed tissues at short range. The damage amounts to 3 dice (3d6) and is not selective. All beings (except the mutant) within a radius of 10 meters are affected and the dice are rolled once, with each suffering that amount. Sonic attacks may be made once very 4 melee turns.Blast all creatures within 10 meters with 3d6 sonic damage every 4 turns. (P10)
78%74%43Symbiotic AttachmentThis allows the mutant to link with the nervous system of another creature. The mutant must first hit its victim with an attacking appendage (claw, fang, etc.) and then maintain contact for three melee turns. The mutant will then be in complete control of both bodies. If contact is broken, the control is lost; to re-establish control requires three additional melee turns.After a successful attack and 3 rounds of contact, control creature. (P11)
79%-83%75%-82%44TallerTo determine how tall to make any given mutant, roll a die (d6) for a 1-6 result and add this to a basic 2 meters. This will yield beings ranging from 3 to 8 meters tall. For every additional meter of height over 2 meters, this mutant may add a bonus of 1 point to each of its damage dice when its strikes an opponent in physical combat with a non-powered weapon. However, for every 2 meters of additional height, th is mutant must subtract 1 point from its "to hit" die roll when striking an opponent in physical combat. The number of hit points the mutant has is not affected.D6+2 meters tall... +1DMG per meter over 2, -1 "to hit" per 2 meters over 2. (P11)
84%83%45Total CarapaceThe total carapace is a thick shell that covers the entire body of the mutant. It reduces all damage done to the mutant by half and raises its armor class to 4. This shell is cumbersome, and it reduces its owner's movement rate by one-fourth.Reduce damage to 1/2 and raise AC to 4 but reduce movement by 25%. (P11)
85%84%-86%46UltravisionThis allows the mutant to see the ultraviolet end of the light spectrum. In addition to UV emissions, he will be able to see such things as: radiation, energy cells, mental mutations that affect the physical environment, and the electrical workings of machines.See UV, radiation, energy cells, mental powers, electricity, etc. (P11)
86%-87%87%47Vision Defect (D)Mutants with this defect suffer from one of the many possible eye problems such as myopia, astigmatism, etc., but are not blind. They must subtract 4 points from their die roll to hit opponents in combat and they have difficulty seeing objects over 15 meters away.-4 to hit, difficulty seeing objects more than 15m away. (P11)
88%-89%88%48Weight Decrease (D)This weakens the mutant so that it is slowed by one-fourth in every endeavor, with its physical strength reduced by one-fourth, as well.25% slower, 25% weaker. (P11)
90%89%-90%49WingsThe growth of usable wings allows the mutant to fly through the air at a rate of 12 meters per melee turn. When flying, the mutant may carry no more than the equivalent of one-fourth of its own body weight. Mutants weighing over 80 kilograms will probably not be able to fly but can still make wing-assisted leaps over objects such as walls or trees.Fly 12m per turn, carry no more than 25% body weight. (P11)
91%-94%91%-94%Roll A Good Mutation (No Defects)Re-roll. If you get a defect, re-roll until you get a good mutation.
95%-100%95%-100%Pick Any MutationPick any mutation from the table.
🧠 Mental Mutations

Roll percentile dice.

Humanoid Mutated Animal # Mutation Description Summary
01%01%1AbsorptionA being with absorption is able to withstand an additional number of hit points of damage, equal to its current hit point total, of one of the following types of damage: Roll die (d6): 1 = cold, 2 = heat, 3 = light, 4 = paralysis rays, 5 = radiation, 6 = mental blasts.Withstand additional damage for _______ up to current HP. (P11)
02%02%2Anti-Reflection (D)This dangerous defect gives the mutant a 25% chance, each time he uses a mental power, of having the attack or defense reversed. This would cause a mental attack to come back and damage the mutant instead of his target, and a mental defense to apply to the opponent instead of the mutant.25% chance to reverse attack and defense when using mental power. (P11)
03%-06%03%-04%3Complete Mental Block (D)This is the inability of the mutant to see or even come near (intentionally) one of the following types of things or creatures: Robotic, Technological (non-robotic), Plant, or Animal. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block. Only one creature of the types mentioned, i.e. a security robot, as determined by the referee, should constitute a mutant's mental block.Unable to see or approach __________. (P11)
07%05%4CryokinesisThis is the ability to cause living matter, water, or anything else that will freeze, to suffer cold damage and possibly freeze solid (referee's discretion). On the first melee turn, 1 die (d6) of damage is done, and through undisturbed concentration, up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. The effective range of this mutation is 25 meters.Within 25m, 1d6 freezing damage... +1d6/rd for 10 rounds. (P11)
08%06%5Death Field GenerationIn one melee turn, this mutation drains all but one of the hit points from all beings within 20 meters. When a being uses a death field, he is not affected by it except that he can do nothing else for 1-20 (d20) melee turns, as he will be lying on the ground, nearly unconscious.Drain all but one HP from all beings within 20m; unconscious for d20 turns. (P12)
09%-10%07%-09%6De-EvolutionThis is the power to strip abilities from a mutant opponent by regressing it along its ancestral lines. If this power works (treat as a mental attack), it begins by taking away, permanently, the opponent's greatest special ability (referee's choice). On every subsequent melee turn, another special ability is thus removed, until the mutant's opponent is returned to its original stock. This power lasts for the duration of one combat situation, however long that may take, has a range of up to 30 meters, and may be used once per week.Once per week, within 30m, strip abilities from mutant opponent. (P12)
11%10%7Density Control (Others)Note the definition of Density Control (Self), #30 under PHYSICAL MUTATIONS, give it a range of 30 meters, and use it as an offensive or defensive power on other beings.Within 30m, affect others: shrink to improve AC, grow to improve speed. (P12)
12%11%-13%8Directional SenseThis allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace their path at any time, even if blindfolded.Always know where you are related to where you've been. (P12)
13%14%9Dual BrainAny mutant with this power has 2 brains (not necessarily 2 heads), both of which function normally and which may have, between them, up to 3 additional mental mutations. This allows the mutant a minus 1 on all die rolls when trying to figure out any ancient artifacts (see ARTIFACT USE). When under mental attack, one brain may suffer the effects while the other keeps the mutant functioning normally (moving, striking, attacking, etc. ). A Dual Brain allows two mental saving throws and if either one is successful, the mental attack on the mutant fails. Both brains have the same mental strength (rolled at the start of the campaign by the player), but any increase in mental strength due to surviving mental attacks is awarded at one-half the normal rate.Two brains; -1 to artifacts; two mental saves, but increase mental 1/2. (P12)
14%15%10EmpathyThis allows the mutant to sense the feelings (hate, fear, hunger, pain, etc.) of others. An empathetic mutant can force emotions on non-intelligent beings of any type (treat non-intelligent creatures as having a 12 for mental resistance). Thus a mutant could force a pack of wild dogs away in fear, or entice a food animal closer for the kill. Range: 30 meters.Sense feelings of others; force feelings on others in 30m with DC12 MR. (P12)
15%-18%16%-18%11Epilepsy (D)This is a body paralysis that occurs for various reasons. When attacks come on, the body is unable to respond to the environment around it and remains motionless. The referee should set up a consistent set of variables to determine when these attacks come on (i.e. 10% chance per melee turn during physical combat, or 25% chance immediately preceding any combat situation, etc. ).10% chance to do nothing per melee turn during combat. (P12)
19%-22%19%-20%12Fear Impulse (D)This mutation, for one reason or another, simply causes unreasonable fear of an object or animal and makes the mutant unable, for any reason, to look at that thing without feeling total fear and running away (dropping everything in the process). A six sided die is rolled to determine the object of fear: 1 = random mutated animal, 2 = random mutated insect, 3 = random non-mutated creature, 4 = any robot, 5 = any computer, 6 = any talking plant. The referee is to determine the specific creature involved, if any, in this fear impulse.Unreasonable fear of _______. (P12)
23%-25%21%-24%13Force Field GenerationThis endows the mutant with the power to create an invisible wall of energy through which physical objects may not pass. The wall forms around the body of the mutant (about 15 centimeters out) and will take 5 dice of accumulated damage (as though it were the mutant) before being forced down. The force field requires no effort to maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. Only one such force field may be generated by the mutant in a 24 hour period.Every 24 hours, create invisible force 15cm from body, takes 5d6 damage. (P12)
26%25%14Genius Capability

Roll a six-sided die. The mutant becomes one of the following:

DIE ROLLRESULT
1,2A military genius with a plus 4 chance "to hit " with any weapon, and causes one extra die of damage to be inflicted.
3,4A scientific genius who may subtract 1 point from each die roll when trying to figure out ancient artifacts (see ARTIFACTS & EQUIPMENT). Any weapon this mutant makes, such as a crossbow, sling, trap, etc. , will do 4 extra points of damage with each hit. However, it takes three times as long for this mutant to make any given weapon of this type.
5,6An economic genius who will be able to turn a triple profit on anything he or she tries to sell, and possesses the charisma bonus (+3) of a Pure Strain Human.
+4 to hit, +1d damage.-1 to figure out artifacts; create weapons in x3 the time, but do +4 damage.CHA bonus (+3) of pure strain human, triple profit on any sales. (P12)
27%-31%26%-28%15Heightened Brain TalentMutants with this ability will be able to figure out the workings of any artifact in one-third the normal time (i.e. 40 minutes for 10 die rolls on the ARTIFACT USE & OPERATION chart instead of 2 hours) and they receive 2 saving throws against mental attacks. Note, however, that if this mutant has a double brain, he does not get four saving throws. It is impossible to tell an undetected lie to a mutant with heightened brain talent.Figure out artificat in 1/3 time; 2 mental saves; detect all lies. (P12)
32%-41%29%-43%16Heightened IntelligenceAdd 4 points to the mutant's mental resistance rating (not to exceed 18) and subtract 2 points from the die rolls when this mutant is trying to figure out an artifact (see ARTIFACT USE & OPERATION).+4 mental resistance (max 18), -2 to figure out artifact. (P12)
42%-45%44%17Hostility Field (D)This is a repugnant unconscious field set up in a 30 meter radius around the mutant. Any being with an intelligence of 16 or less, friend or foe, will have a 20% chance of wanting to attack the mutant upon first entering the field.Any being with 16 INT or less has 20% chance to attack once within 30m. (P12)
46%45%18Illusion GenerationThis is the ability to create images in the minds of other beings who are within 30 meters of the mutant. Such illusions will have any visual, audible, and olfactory aspects the sender wishes, and are dispelled only when a viewer attempts to touch the illusion.Create illusions for beings within 30 meters; dispelled by touch. (P12)
47%46%-49%19IntuitionThis allows the mutant to be subconsciously aware of what any opponent intends to do. This results in adding one point to the mutant's "to hit " probability with any weapon, and 3 points to each die of damage he inflicts. This mutation cannot be used while other mental powers are being used.+1 to hit, +3 damage per dice, cannot be used with other powers. (P12)
48%-52%50%-52%20Life LeechThis is the power to drain life energy from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. This range is increased by 3 meters for every 4 points of mental strength possessed by the mutant. Life leech will drain away 6 hit points per melee turn (i.e., cause 6 points of damage) from each being in range and add a like number of hit points to the mutant's total. If the mutant with life leech takes damage, the hit points are first subtracted from those points leeched. Those leeched hit points that are not destroyed in co mbat dissipate after 24 hours.Leech 6 HP/turn from eachi being in 10m (+3m per 4pts of mental strength). (P12)
53%53%21Light Wave ManipulationThis allows the mutant and everything he is wearing or carrying, to become invisible at will, to negate the effect of a laser, or to create a patch of total darkness (2 meter radius) anywhere within 10 meters of the mutant. Although this mutant can only make himself invisible, the ability to create darkness or stop laser blasts may be used anywhere within his 10 meter range.Invisible at will; negate laser or create darkness within 10 meters. (P12)
54%54%22Magnetic ControlThis is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate ferrous object. The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful. There is no weight restriction, and the mutation has a range of 100 meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours.Once / 24 hours, control iron object (25rds, 100m) (MR 12 to succeed). (P12)
55%55%23Mass MindThis allows the mutant to empathize with creatures of a like nature (same type) or like power (mental control, mass mind, telepathy, etc.) in order to amplify the effects of its own powers. Mass mind works in direct proportion to the number of minds participating. A mutant with mass mind and mental blast abilities could get together with another creature with mental blast and, together, deliver a double strength mental blast twice the normal distance.Empathize with same type / same power... increase effectiveness. (P12)
56%-58%56%24Mental BlastThis is the ability to launch a mental assault worth 3 dice (d6) of damage on any being within 15 meters. It may be used every other melee turn.Every other turn, do 3d6 mental damage within 15 meters. (P12)
59%57%25Mental ControlThis mutation allows the takeover of another being's body. While in control, the mutant experiences all the sensory impressions of the controlled being, and is totally unaware of his own body (which remains motionless). If the being under control is knocked unconscious or dies, the controller suffers the same fate. To establish control, the mutant must be within 15 meters of his intended victim. Thereafter, there is no range restriction to this mutation. The mutant may break off control and "return" to his own body at any time.Take control of being within 15m, but get hurt or die with that being. (P13)
60%58%26Mental Control Over Physical StateThis is the ability to unconsciously disregard things like pain warnings and override problems such as blood loss or fatigue for up to one full day. This control enables the mutant to heal wounds (recover lost hit points) four times as fast as normal. In situations of overwhelming danger (referee's decision), the mutant will have double his normal strength, dexterity, and speed for 5-50 melee turns (5d10). This mutation may be used only once per week.Once per week, increase physical attributes, ignore physical harm, heal 4x. (P13)
61%-62%59%-61%27Mental Defenselessness (D)Disregard the mental strength of the mutant as rolled. It is now 3.Mental Strength is now 3. (P13)
63%62%-66%28Mental Defense ShieldThis ability adds 4 points (not to exceed 18) to the mutant's mental resistance rating. In addition, this mutant will sense any other being with mental powers within a 30 meter radius, whether those powers are being used or not.Sense beings with mental powers in 30m; +4 to mental resistance (max 18). (P13)
64%67%29Molecular DisruptionThis is a dangerous but powerful ability that may only be used infrequently. Upon attempting molecular disruption, whether it works or not, the mutant is reduced to 1 hit point and one-half movement for 1 full day. The chance of success varies with the subject matter involved: metal and dense material have a 3% chance of being disrupted per point of mental strength, stone and non-living material has a 4% chance per point of mental strength, and living organisms have a 5% chance of being disrupted per point of mental strength possessed by the mutant. Up to 50 kilograms of contiguous matter, within a range of 30 meters, may be destroyed in this manner. For example: A mutant with a mental strength of 15 would have a 75% chance of disrupting an obb (see CREATURES) and a 45% chance of disrupting a metal door. Once this ability is employed, a varying number of days (referee rolls d6, with result unknown to player) must pass before it will have any chance of succeeding again.Every d6 days, attempt molecular disruption at great cost, see page 14. (P13)
65%-66%68%30Molecular UnderstandingThis power allows the mutant to know the weaknesses of any object and its separate parts. Because of this, the mutant does 1 extra die of damage, over and above any damage he would normally inflict in combat. Mutants with this power are also able to instantly figure out the use of any artifact on CHART A, and subtract 2 points from the die roll on the other charts (see ARTIFACT USE & OPERATION).+1 die of damage; immediately figure out Chart A, -1 on other charts. (P13)
67%-69%69%-71%31Multiple Damage (D)This causes the mutant involved to double, or even triple (referee's option) any damage sustained by the mutant. This occurs not because the damage has really been inflicted, but because the mutant thinks it has.Take double (or triple per referree) damage. (P13)
70%72%32Planar TravelThis is the ability to open doors to alternate planes of existence. The mutation manifests itself as a 3 x 3 meter opening lasting up to 3 full melee turns at the discretion of the mutant. These planes of existence may or may not be populated (with referee-inspired creatures), but once entered, there is no way to leave them (unless the mutant re-opens the door), so they make perfect places of exile. Only one such door may be opened per week.Once / week, open 3m x 3m door that lasts 3 rounds to another plane. (P13)
71%-73%73%-75%33Poor Dual Brain (D)This is a second brain which handicaps the function of the primary brain. It may take over the body at strange times, have several defects, or even counteract a mental power of the good brain in difficult situations. The extent and effects of this mutation should be determined by the referee and may be kept a secret from the mutant until the moment of truth.Second brain that causes problem at inopportune times; see referree. (P13)
74%76%34PrecognitionThis is the power to sense dangerous situations which will affect, personally, the mutant having the power. It is effective only 3 minutes into the future and requires intense concentration to work. For instance, if the mutant is about to open a door, he may use precognition to see what would happen if he did open the door. It is perfectly legal to change the course of history by acting on such information and not, for example, open the door to receive the ambush waiting on the other side. When a mutant with precognition foresees damage about to be done to his own body, the shock to his nervous system is such that he receives one die (d6) of damage immediately. If the mutant should foresee his own death, he immediately takes two dice (d6) of damage and falls unconscious for 3-18 (3d6) minutes. The referee may wish to limit the number of times this ability can be used in a day (perhaps by rolling d4 or d6).Concentrate, see 3 min into future; take shock damage if you see injury. (P13)
75%77%35PyrokinesisThis is the ability to cause living matter or anything that is reasonably flammable, such as wood, or plastic, to suffer heat damage and eventually burst into flame. On the first melee turn 1 die (d6) of damage is done (not necessarily fire) and through undisturbed concentration, up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a mutant with pyrokinesis. The referee determines when and if a fire starts. The effective range of this mutation is 25 meters.1d6 fire damage... +1d6 per round of concentration. (P13)
76%78%36Radar/SonarCreatures with radar or sonar have large ears, antennae, or hearing orifices. Much like bats or dolphins, they can walk or fly day and night, "seeing" without using their eyes. They also receive a bonus of plus 2 on all "to-hit" probabilities. The range of this mutation is usually 30 meters, but is tripled if the mutant has heightened hearing.See day or night, +2 to hit within 30 meters. (P13)
77%79%37ReflectionThis mutation requires great concentration, and the mutant must remain motionless while exercising it. On the first melee turn of concentration, up to 3 dice of damage (of any type) is sent back to the beings who inflicted it. On the second melee turn of concentration up to 4 dice of damage is reflected, and so on, until, on the 18th and final turn of this power, up to 20 dice of damage may be reflected. Note: Reflected damage may not exceed damage inflicted. Reflection is usable only once every 24 hours, and while in use, the mutant is subject to simple attacks, such as light generation, which incapacitate, but do no dice of damage. This mutant can maintain concentration and reflection powers even if it takes damage, so long as no other action (combat, fleeing) is initiated. While reflecting, the mutant receives no damage unless damage inflicted exceeds reflecting ability. For example, if the mutant is hit by a laser pistol (which does 5 dice of damage) on the first melee turn of concentration, 3 dice will be reflected and the mutant will receive 2 dice of damage.Every 24 hours, reflect damage; 3d damage + 1d per round of concentration. (P13)
78%80%38Repulsion FieldThis is similar to a force field, only a repulsion field may be formed up to 15 meters away from the mutant and may be used to surround or trap other beings. In all other respects it functions like a force field. Indeed, a mutant with this ability could use it exactly like a force field if he so desires, and it could be termed an improved force field.Every 24 hours, create invisible within 15 meters, takes 5d6 damage. (P13)
79%81%39Sound ImitationSimilar to thought imitation, this allows a mutant to recreate sounds that it hears and throw back sonic attacks immediately after hearing (and surviving) them. This mutant cannot remember how to recreate sounds, it merely repeats what it hears.Reflect sonic attack (still take effects) or mimic sounds. (P13)
80%-82%82%40TelekinesisThis enables a mutant to lift objects, other than the mutant himself, into the air and move them about. The mutant can only telekinese as much weight as he could normally lift, and he must strain as though he were actually carrying the object of his telekinesis. Only objects within 15 meters may be thus lifted, and the mutant may only keep them aloft for 5 melee turns, after which time he must rest for another 5 melee turns before again using this power. When telekinesis is attempted on living creatures, or things that they are holding, the referee should treat it as a mental attack on that being, which must succeed before the object may be lifted.Lift objects (same weight as normally lift) within 15m for 5 turns every 5 turns. (P13)
83%83%41Telekinetic ArmThis mutation manifests itself as a 20 meter long human arm (complete with hand), capable of doing anything a normal human arm and hand can do, with a strength of 18. To function, it must always be visible to the mutant. This arm cannot be hit by non-powered weapons, while powered weapons will do normal damage to the mutant if they hit this arm.20 meter telekinetic arm with 18 STR; powered weapons damage if hit arm. (P13)
84%84%42Telekinetic FlightMutants with this ability can fly through the air at a variable speed (1-20 meters per second), carrying only as much as they could carry normally.Fly up to 20 meters per second, carry as much as usual. (P13)
85%85%43TelepathyThis is the power to read another creature's thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 10 meters away.Read/send thoughts/emotions up to 10 meters. (P13)
86%86%44TeleportationThe mental transference of the mutant's physical self to another place is called teleportation, and works up to a range of 30 kilometers. The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival.Teleport self up to 30 km... 25% chance of 10d6 damage if unfamiliar. (P13)
87%87%45Thought Imitation

This power allows mutants to immediately return any thought or mental attack directed at them, although it does not negate the effects of such attacks on themselves. A mutant with thought imitation is able, any time he wishes, to exactly copy the communication patterns of those creatures with whose thought patterns he is familiar, even if those creatures do not speak a language known by the mutant. Note: The power to return a mental attack is temporary. Once a mental blast has been returned, the mutant does not know how to repeat it. This mutant can, however, recall communications patterns at a later date.

Reflect mental attack (still take effects) or mimic thoughts to communicate. (P14)
88%88%46Time Field Manipulation

This is the ability to travel or send objects through the currents of time. The use of this mutation requires an 18 intelligence and a "heightened intelligence" on the part of the mutant (i.e. this is rare). If the mutant does not have both, roll another mutation. The ability to send objects through time varies with the material involved, and distance in time required. The material travels through time, but remains in the same spot on GAMMA WORLD. The energy required, whether or not the attempt succeeds, drains one-half the hit points from the mutant for 1-8 (d8) days and reduces the mutant's speed to one-half for 1-12 (d12) days. The percentile dice are used to determine the success of time travel:

DISTANCE TRAVELED IN TIME:PERCENT CHANCE OF SUCCESS:
1 week1-95%
25 weeks1-85%
1 year1-80%
5 years1-75%
10 years1-60%
25 years1-50%
50 years1-30%
100 years1-20%
250 years1-10%

The preceding chart is for the mutant and / or any inanimate object not belonging to another being sent into the past. Material which is part of or belongs to another being is more difficult to send through time: subtract 10% for metal or powered items, subtract 15% for stone and other inorganic material, and subtract 20% for biological material (such as another being). To send objects into the future, subtract 25% from each increment on the above table. The mutant must be able to touch whatever he is attempting to send through time and the energy drain occurs even if the attempt fails.

Send objects through time; see page 14. (P14)
89%89%47Total Healing

This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour period.

Heall all HP once per day up to 4 times per week. (P14)
90%90%48Weather Manipulation

This allows the mutant to manipulate the weather in the area he is in. The newly-created weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration will be broken. ) The mutant must concentrate for a full minute (6 melee turns) before the weather begins changing, and it takes another 2 minutes (12 melee turns) for the change to be completed. The weather will be affected in a 10 kilometer radius around the mutant. The weather cannot be radically changed, i.e. from below zero to a 100 degree heatwave. The extent of manipulation possible depends upon the prevailing conditions:

Aspect of WeatherPrevailing ConditionsPossible Extent of Change
Cloud Cover / PrecipitationClearVery clear
Partly cloudy / Hazy
Partly CloudyClear
Cloudy
Misty / Light rain / Light snow / Sleet / Small hail
CloudyPartly cloudy
Deep clouds
Fog / Heavy rain / Heavy snow / Driving sleet / Large hail
TemperatureHotSweltering heat
Warm
WarmHot
Cool
CoolWarm
Cold
ColdCool
Arctic cold
WindCalmDead Calm
Light wind
Light WindCalm
Strong wind
Strong WindLight wind
Gale
GaleStrong wind
Storm
StormGale
Hurricane/Typhoon

All three aspects of the weather can be manipulated, but only as shown. For example, a day which is clear and warm with a light wind can become a hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example.

Success is not automatic. There is a base 90% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rain, for example) the chance of success drops to 50%, and double the time is required (12 melee turns of initial concentration, 24 melee turns to accomplish the change). If a change two degrees away form the prevailing conditions is desired (such as warm to arctic cold), the chance of success is only 10% and triple the time is required (18 and 36 melee turns).

The percentile dice (2d10) are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day.

Manipulate weather; see page 14. (P14)
91%-95%91%-95%49Will Force

This is the ability, through sheer force of will, to double any one of a mutant's abilities. It can be used in conjunction with any other power, or it may be used to add one point to the mutant's "to-hit" die rolls. Will force lasts from 1-10 (d10) melee turns and may be used only once every 24 hours.

Double any ability score or +1 to hit for d10 turns every 24 hours. (P14)
96%-99%96%-99%Roll A Good Mutation (No Defects)

Re-roll. If you get a defect, re-roll until you get a good mutation.

100%100%Pick Any Mutation

Pick any mutation from the table.

📋 Select Background

This is a house rule for Martin's game. The 1e rule book does not include backgrounds, talents, or starting domars.

🗑 Scavenger

Start with 500 domars. Pick two skills:

🏰 Village

Start with 475 domars. Pick two skills:

⚖ Society

Start with 400 domars. Pick two skills:

🔫 Purchase Equipment
💰 Prices

Prices for items...

ITEMS DOMARS GOLD
Standard cut and thrust weapons 50 10
Heavier and larger weapons 75 15
Shield 50 10
Armor 300 60
Bow 75 15
Quiver of 15 arrows 10 2
Crossbow 100 20
Case with 15 crossbow bolts 10 2
Clothing , back pack, woven goods, etc . 5 1
Traveling supplies (rope, lantern , etc.) 5 1
Special food stores (wine skin , dried foods), per week 5 1
Unusual items (mirrors , oil flasks , etc.) 15 3
Riding beasts (non-horselike) 200 40
Riding beasts (horselike) 300 60
Riding equipment (saddle , saddle bags, etc .) 75 15
Small carts , wagons , and rafts 250 50
Large carts , wagons , and rafts 400 80
Small boats and canoes 500 100
Large boat with sail and oars 1000 200
🏹 Weapon Class & Damage

Weapon classes and damages...

Weapon TypeMan-Size or Smaller OpponentsLarger OpponentsEffective Range (Meters)Weapon ClassFatigue Turn
Arrowd6d6100915
Axe, Battled8d8214
Axe, Hand or Throwingd6d420214
Clubd6d310115
Crossbow Boltd4d4120915
Daggerd4d320218
Flaild6+12d4212
Javelind6d640816
Lance, Mountedd6d10114
Maced6+1d6114
Morning Star2d4d6+1213
Pole Armsd8d12312
Sling Bulletd4+1d6+1100918
Sling Stoned4d480918
Speard6d820116
Sword , Longd8d12314
Sword, Shortd6d8314
Sword, Two handedd103d6311
🛡 Armor Class

Armor class and description.

ClassDescriptionFatigue Turn
10No protection
9Shield only18
8Furs or skins17
7Furs or skins and shield16
6Cured hide or plant fiber armor, partial carapace16
5Cured hide or plant fiber armor and shield15
4Sheath and piece metal armors, total carapace15
3Powered plate and plastic armors15
2Powered alloy, energized, inertia, powered scout, and battle armors15
1Powered attack and assault armors
🏃 Movement

Normal movement is outlined below, but mutations can impact movement speed.

📗 Reference

Talents

Task Difficulty TN (d20)+
Easy 8
Average 12
Difficult 16
Very Difficult 18