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TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt Issue 2 Volume 1 Sept—Oct AAnn UUnnooffffiicciiaall GGAAMMMMAA WWOORRLLDD®® OOnnlliinnee BBii--MMoonntthhllyy Early Fall Editors • Chris Conboy [email protected] • Benjamen Hebert [email protected] • Derek Holland [email protected] • Lord Irish [email protected] • Tormentor [email protected] • John Traglio [email protected] Guest Contributors • Derek Winston [email protected] • Fabian Benavente [email protected] • Tetsubo [email protected] CCoovveerriinngg AAllll VVeerrssiioonnss ooff tthhee GGAAMMMMAA WWOORRLLDD® RRPPGG The Apocalyptic Post is an eZine dedicated to the GAMMA WORLD® roleplaying game. It is offered free of charge to all interested parties and is not to be sold in any form. It may be printed if distributed free of charge. The Apocalyptic Post supports all five editions of the GAMMA WORLD® roleplaying game. To the extent that they overlap with one or more of the various GAMMA WORLD® editions, this publication also supports other roleplaying systems and settings (i.e.: ALTERNITY®). GAMMA WORLD®, ALTERNITY®, and METAMORPHOSIS ALPHA® are registered trademarks of Wizards of the Coast, Inc. This work is not au- thorized by, nor affiliated in any way with, Wizards of the Coast, Inc. Nothing herein is to be construed as a denial of, or challenge to, Wizards of the Coast, Inc.'s ownership of these intellectual properties. All original content herein are the intellectual properties of their respective author(s). Apocalyptic Post © 2000 Benjamen Hebert, et. al. TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt Issue 2 Volume 1 Sept—Oct AAnn UUnnooffffiicciiaall GGAAMMMMAA WWOORRLLDD® OOnnlliinnee BBii--MMoonntthhllyy Early Fall THE SLEETH SPEAKS Ahh, the second issue. Much more material was available to use for this issue, so much in fact, we have set some aside for the next issue. I must send out a heartfelt thanks to Derek Winston, Tetsubo, and Fabian Benavente for their The Apocalyptic Post : Issue #2 contributions this issue. Look for more outside pieces in the coming issues Intro - Benjamen Hebert 2 including some fiction from Wolfy and a scenario from David Little. - The Mutant Menagerie One of the biggest comments from readers Sep Ethology - Derek Holland 3 on the first issue was that we were to Sep Variations - Benjamen Hebert 4 Alternity heavy, which after looking it over Lorida Orp for 2nd - John Traglio 5 can be considered true. This issue we Lurker for 2nd - John Traglio 5 included some 2nd editions mutations and Wedon for 5th - Derek Holland 6 4th edition cyborgs to name a few non-5th Spider Lil - John Traglio w/ Bill 7 items. But don’t get to upset if you think we are ignoring the older editions, just - P.A. Gear submit something. As the cover says, this Underwater Equipment - Tetsubo 8 zine covers all editions (as messed up as it Converted Weapons for 5th - Derek Holland 9 can get) and will try its best to do so. - Mutants, Martyrs, and Madmen Putting together this issue was a little Mutant Animal NPC Party - Ben Hebert 10-12 easier since we had a process in place this 4th edition Cyborgs - Derek Winston 13-15 time. Also if you notice the download is Converted 5th edition PC types - Derek Winston 16-19 smaller with more pages. After a little trial and error we learned how to streamline New PSH Strains - Derek Holland 20 our .pdf files for smaller file size. - Swimming in the Gene Pool So far the time I have spend working on Organic Mutations for 5th - Derek Holland 21 this zine has been an enjoyable nuisance, 2nd edition New Mutations - John Traglio 22 with more emphasis on the enjoyable part 4th edition New Mutations - Tormentor 23 and I can only hope my co-editors feel the same way. - Gamma Flora New Plant Mutations - Derek Holland 24 In closing I must say thank you for your kind words and suggestions regarding the - Irradiated Errata Apocalyptic Post and be sure to know we Alternate Disease Rules - Derek Holland 25 listen. Do not hesitate to send a comment Alternate Skill Advancement System - Derek Holland 25 or better yet a submission to [email protected] and we will be - Rumors Amid the Ruins sure to get back to you. To those that are Hunter Hunted - Short story by Fabian Benavente 26 recurring readers thank you for taking the time to check us out again and to those - Attercop’s Web 28 that are just finding us I hope you are pleased. Original Art - John Traglio Benjamen Hebert 2 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt TTTThhhheeee MMMMuuuuttttaaaannnntttt MMMMeeeennnnaaaaggggeeeerrrriiiieeee Derek Holland Land Sharks Sep (Carcharodon terrestalis) Variant species: Ancestry: The sep is descended from the great white shark. C. arthropodus This sep has crab-like legs. It is much rarer Morphology: A sep is .3 meters than the standard sep and is quite unusual long at birth. An average adult is as it is amphibious. It is found near shallow 4 meters with the record being shores in salt lakes and the ocean. Like 5.7 meters. Its pectoral fins have some crocodiles, it lunges from the water mutated into stubby, clawed (giving it a bonus to surprise). It is also legs. The skin retains the rough hunted for its skin (for armor), meat, and texture and is either light brown other organs. or dun in coloration. The skin has also thickened and hard- C. frigidus ened to prevent damage from This sep lives the the far north and can only impacts with underground ob- swim in snow. jects. Its dorsal fin is reduced in size, but has a mineralized structure to prevent it from rip- C. canus ping off during burrowing. Its eyes have gained a thick "3rd This sep, the pack sep, is totally blind and must use its eyelid" to also protect it underground, and to keep the ret- electrical detection to find food. Its pectoral fins have 4 ina safe from direct sunlight. It has retained the regenerat- claws, 2 long and 2 short. Unlike other seps, this species ing tooth structure and usually leaves several in anything it lives in small groups and can use its tail to stun its prey. has bitten. All other external features are unchanged. This Do to its unique body structure and pack style, Sleeth his- includes the ability to detect electric fields given off by ani- torians have had a difficult time classifing them, with some mals. This allows them to detect unmoving prey. The only even leaning towards not calling C. canus a sep at all. other organ of note is a small addition to its brain that al- lows it to "swim" through the soil. It is thought that this has to do with telekinesis. Natural History and Sociology: Seps give birth to live young, usually 4-8 of which only 1 or 2 survive to adult- hood. They grow to adult size in 6 years and males are able to breed in 8 (12 for females). Seps are solitary predators that hunt most other animals. They attack sur- face dwelling animals by leaping out of the soil much as a fleshin jumps out of the water. The can not afford to over- lap hunting territories due to their dietary requirements, but cannibalism is com- mon is areas with little food. A species is found in the far north and "swims" through the snow found there. Range: Seps are found from Texas to Manitoba west to Al- berta. They can only be found in sandy de- serts (which do not ex- ist in quantity in North America) and the plains. 3 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt TTTThhhheeee MMMMuuuuttttaaaannnntttt MMMMeeeennnnaaaaggggeeeerrrriiiieeee Benjamen Hebert Sep Variations for 5th Seps (Land sharks) - Standard Encounter: This pack sep, is totally blind and must use STR d8+10 INT 1 (an d4) its electrical detection to find food. Most animals are not DEX d3+2 WIL d8+8 able to escape its detection but plants and fungus pro- CON d6+8 PER 1 (an. d3) duce no response from them. Most often found in groups dur as CON X 1.5 AC 8+/7/3/1 of 2d4 these seps will try and surround prey and attack Mov swim 4 # Actions 1 from several angles at once. RS O/1 Mutations: Skeletal Enhancement, TK Burrowing Defects: none Attacks Bite 18/9/4 d6+3w/d8+2w/d6m (LI/G) Defenses armor d6 (LI), d4 (HI), d3 (En) +2 vs melee +3 vs ranged +2 for cover modifier when underground Skills Movement; Stamina- endurance 6; Awareness- perception 6; Investigate-track 6 Seps - C. canus Seps - C. arthropodus STR d8+10 STR d8+10 INT 1 (an d4) INT 2 DEX d6+4 WIL d8+8 DEX d6+2 CON d6+8 PER 1 (an. d3) WIL d8+8 dur as CON X 1.5 AC 8+/7/3/1 CON d6+8 Mov walk 6 # Actions 1 PER 1 RS O/1 dur as CON Mutations: Skeletal Enhancement, New Body Parts - X 1.5 Crab legs, TK Burrowing AC 8+/7/3/1 Mov walk 4 Attacks Bite 18/9/4 d6+3w/d8+2w/d6m (LI/G) # Actions 1 RS O/1 Defenses Mutations: armor d6 (LI), d4 (HI), d3 (En) Skeletal Enhancement, New Body Parts - Legs, Blind (D) +2 vs melee +2 vs ranged Attacks Bite 18/9/4 d6+3w/d8+2w/d6m (LI/G) Skills Tail Swing 15/7/3 d6+1s/d6s+3/d4+1w (LI/O) Movement; Stamina- endurance 6; Awareness- perception 6; Investigate-track 6 Defenses armor d6 (LI), d4 (HI), d3 (En) Encounter: Found near shallow shores in salt lakes and +2 vs melee the ocean. This sep will usually bury itself in the sand or +2 vs ranged shallow water and wait for prey to wander nearby giving it a +3 bonus to escape detection by its victim. The attack is Skills a quick lunge and bite with the goal of pulling the prey un- Movement; Stamina- endurance 6; Awareness- perception der the sand with it. 6; Investigate-track 6 4 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt TTTThhhheeee MMMMuuuuttttaaaannnntttt MMMMeeeennnnaaaaggggeeeerrrriiiieeee John Traglio Lurker & Lorida Orp for 2nd Lurker Lorida Orp NUMBER: 1d4-2 NUMBER: 1d20+5 (1d20+15) (10d4+1) MORALE: 2d6+6 MORALE: 1d6+6 HIT DICE: 12d8 HIT DICE: 10d8 ARMOR: 2 ARMOR: 3 SIZE: 2.5 meters at the shoulder SIZE: 2 me- ters at the LAND SPEED: 3 / 900 / 18 shoulder MS: 1d10+10 IN: 1d6+12 LAND SPEED: 3 / 900 / 18 DX: 1d10+7 CH: 1d10 CN: 1d10+6 PS: 1d12+11 MS: 1d10+10 IN: 1d6 DX: 1d10+8 CH: 1d4 ATTACKS: 4 Claws (1d10 damage each) CN: 1d10+6 PS: 1d10+11 2 Stingers (1d6 damage + intensity 11-18 poison each) Weapon (by weapon type) ATTACKS: 1 Bite (3d6 damage + poison-intensity level 11-16) ORIGINAL STOCK: Florida Bark Scorpion 2 Claws (1d10 damage each) 2 Darts (1d8 damage each + poison-intensity level 11-16) MUTATIONS: Taller, New Body Parts, Modified Body Parts, Total Carapace, ORIGINAL STOCK: Green Lynx Spider Heightened Intelligence, Heightened Sense (Sight) MUTATIONS: Taller, New Body Parts, Modified Body HABITAT: Any Forest or Jungle or Ruins Parts, Total Carapace DIET: Large animals, including humans and humanoids HABITAT: Any Forest or Jungle DESCRIPTION: The Lorida Orp has the brownish color of DIET: Large animals, including humans and humanoids its ancestor. It has two sets of claws that it uses very well. The first pair of legs have mutated to large arms and the DESCRIPTION: The lurker barely resembles its ances- second pair of legs have also mutated to arms, though tors. The body is heavily plated and the first pair of legs smaller than the first. The lorida orp has two tails, one has end in long, barbed hooks. All of the legs are covered in venom causing paralysis for 1d20 rounds and the venom green fur, matching the coloration of the body. Also the of the other tail causes death. cephalothorax has two long growths on it that fire darts. The lorida orps are very fond of guns, knives, swords, and When the darts are fired, spinnerets on the edge of the axes of all Tech levels. They will go to great lengths to ob- "harpoon" guns attach webbing to them enabling the lurker to reel in prey. Each harpoon gun can fire 8 darts a day. The poison of the darts is of a paralytic origin with a "D" resulting in paralyzation for 1d8+12 rounds, while that of the fangs is a neurotoxin with a "D" resulting in death. A lurker will usually cover the ground of a large area and cover the web with debris. When a victim gets entangled in the web, the lurker will start firing its darts at the prey. If the victim falls to paralyzation, the lurker will emerge from his ambush spot and web up the victim and drag him off to be consumed at a later date. If the victim is still standing after all darts are fired, the lurker will emerge and attack with fangs and hooks. If the lurker is losing badly in a bat- tle, it will attempt to run off. If more than one lurker is encountered, it will be either a mating pair or a female and her young. These young lurk- ers have only half the hit dice of their parents and their poison intensity level is 8-12. 5 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt TTTThhhheeee MMMMuuuuttttaaaannnntttt MMMMeeeennnnaaaaggggeeeerrrriiiieeee Derek Holland Wedon for 5th tain ancient weapons. The lorida orp, if able, will attack a Skill foe from afar with any firearm it may have; and then it will Awareness- perception 3 engage its prey in hand to hand combat using any weapon it may on hand and it will also use its natural weaponry. Desc. Wedon are mutant anoles (American chameleon). As a whole, lorida orps are xenophobic as several races They are brown with green stripes and are about .1 to .4 consider their young to be a delicacy. However, there are meters long. two races that the lorida orps get along with; the spider lill and the drax (see next issue). Also, there is the rare lorida Encounter They are feared by most intelligent races be- orp that seeks to venture from its familiar surroundings cause of their fear aura. It is 3 meters in diameter and and lead the life of an adventurer. forces a will check to all those in it with a 2 step penalty Lorida orp encounters are usually with a male patrol, any once per minute (A and G results- no affect, O- one step one unfortunate enough to find a base camp will have to penalty to all actions within field, F- run for 1d6 phases, deal with very irate and protective females and even the CF- drop what in hand, run for 5d6 minutes, and 3 step young will fight. If any children are killed the lorida orp tribe penalty to all checks for 2d4 hours). Animals with an INT will track the wrong doers back to their village and kill any 0-3 will tend to stay out of the aura even if they are not af- adult they find as well as burn everything. fected. Non-animals are not affected. If it is attacked, a wedon will try to bite the aggressor into submission. The only thing that drives them away is attempted telepathic contact. Unfortunately very few people try this. Wedon (scaly terrors) STR d3 INT d3+2 Habitat/Ecology Wedons live where there is food for DEX d4+2 WIL d4+2 them, which includes small animals, most herbaceous CON d4+1 PER d2+3 plants, carrion and fruit. Because of the fear aura, wedon dur as CON AC 8+/7/3/1 have a low hatchling mortality rate, each pair may have Move walk 1 # act 1 between 6 and 8 hatchlings surviving per year. Because of RS O/1 this, they are considered a walking plague. The only Mutations: Fear generation, Night vision, Toxin tolerance predators that might eat a wedon are usually to large to Defects: Thermal intolerance, Severe Phobia (telepathic consider them food. Those towns that know of wedon will contact) usually consider them more deadly than large predators and will react accordingly. Ecological data Biome Temperate: forests, grasslands, and hills Encounter Chance: unlikely Group size: 5d6+ Organization: pack Niche: high level herbivore Intelligence: subsentient Attacks Bite 6/3/1 d2s/d3s/d4s (LI/O) Fear See Below Defenses Armor d2-1/0/0 -1 vs melee +2 vs ranged 6 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt TTTThhhheeee MMMMuuuuttttaaaannnntttt MMMMeeeennnnaaaaggggeeeerrrriiiieeee John Traglio Spider Lil for 2nd Spider Lil (*indicates those affected by their home. There will be several the Taller mutation) traps on the outskirts. Also, there NUMBER: 1d20 (10-100) will be a variety ballista weapons. {*1d8 (2d20)} The first type of ballista weapons MORALE: 1d6+5 is a crossbow jury rigged for the HIT DICE: 6d6 (*13d8) spider lil to be able to fire. The ARMOR: 2 (*3) bolts of this weapon will be cov- SIZE: 10-25cm (*1.5-3 meters) ered in some type of local poison. The second type of ballista is a LAND SPEED: 6 / 500 / 15 handgun secured to a wooden *LAND SPEED: 12 / 900 / 20 frame which allows the spider lil to move and fire the gun. The third MS: 1d10+12 type of ballista involves DNA IN: 1d10+13 (*1d10+8) locks. The spider lils take a freshly DX: 1d12+14 (*1d10+11) severed human or android hand CH: 1d10+8 and jury rigs it with the weapon to CN: 1d10+8 (*1d12+11) be able to fire. PS: 1d10+8 (*1d12+12) In hand to hand combat, the spi- der lils poison their hand-held ATTACKS: weapons with their own poison. Bite: 1d4 damage + poison intensity Also, they will make "web bombs" level 16-18 that contains a powdered version *Bite: 1d8 damage + poison inten- of their poison. The spider lils can sity level 12-18 leap 3 meters upward and back- Weapon (by weapon type) ward; and 5 meters forward. Those affected by the taller mutation can leap 6 meters upward and backward; and 10 ORIGINAL STOCK: Spider/Human meters forward. Spider Lils also use allies in their defense and combat MUTATIONS: Shorter, New Body Parts, Modified Body situations. In the Great Kudzu Jungle, the lurker is used Parts, Heightened Intelligence, Heightened Strength, Re- troop carrier, tank, and general support. Also, the lorida generation, Ultravision, Skeletal Enhancement, Genius orp is used as the lurker is and used as shock troops Capability-Mechanical, Heightened Brain Talent, Duality, when required. Other tribes use whatever creature they Mental Blast, Force Field Generation can find that will work with them. It is rumored that tribes in urban ruins have modified ancient vehicles--yes beware *MUTATIONS: Taller, New Body Parts, Modified Body the heavily armed and armored GO-CART of DEATH. Parts, Heightened Intelligence, Heightened Strength, Re- The spider lils prefer to set their villages up in out of the generation, Ultravision, Skeletal Enhancement, Genius way places. They maintain a work and play hard ethic. Capability-Mechanical, Duality, Total Carapace Everyone has an important job to do, regardless of what the job is. The center of a spider lil village is the library. HABITAT: Any This is where most of the techs live, work, and die. The techs are responsible for all mechanical and technological DIET: Animals goings on in the village. The techs do not believe in the impossible. Lately, they have been working on how to use DESCRIPTION: Spider Lils have a humanoid body. They cybernetics for their race. have four spiderlike arms attached to their back. Each arm Every 18 months, spider lil villages from around Mergia ends in a three fingered hand that has spinnerets in the will travel to a secret location for a species "equinox." "palm." These arms and hands are very dexterous and are They trade many things here; animals, gadgets, gems, able to wield tools and weapons as well as their humanoid ideas, and DNA. The spider lil mate throughout the whole arms. Each humanoid arm has two fingers and a thumb. year, but the "equinox" celebration gives them the chance Their legs have an extra joint in them and they end in two to share their bloodlines. claws. The spider Lils have eight eyes, the arrangement of Every thirteenth generation there several spider lil are the eyes depends upon the tribe. The spider Lils' colora- born who are affected by the taller mutation. While they tion covers the spectrum, and they have varied markings. are very welcomed in their tribe, they realize they are very The bones and muscles of the spider lil are very dense. different. The "equinox" celebration offers them a chance The spider lils employ a wide variety of weapons around to meet others of their size. 7 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt PPPP....AAAA.... GGGGeeeeaaaarrrr Tetsubo Underwater Equipment for 3rd Underwater Equipment 3E SCUBA Gear: NEWT Suits "Pony" reinforced polymer air tank, 15- A NEWT suit is a hard polymer div- My Overkill 3E campaign took place minute air supply, 150m depth range, ing suit. Essentially a man shaped on the planet Tau, originally a pleas- 100 cp. submarine. They maintain a one- ure world. Tau, like Earth, is covered atmosphere pressure internally so no mainly in water. The climate is sub- Reinforced polymer air tank, 2 hour air decompression time is required. Cre- tropical to tropical and is covered in supply, 150m depth range, 500 cp. ating a true "shirtsleeve" diving ex- rain forests, jungles and savannahs. perience. Special joint seals actually Plus thousands of kilometers of Reinforced polymer high compression become tighter and more effective at coastline, island chains and atolls. air tank, 4 hour air supply, 150 depth greater depth. AC 7 (-35), rebreath- Prior to the Great Death there were range, 1200 cp. ing unit (16 hour air supply), 900m genemodified dolphins, octopus, effective depth range, suit is very seals and of course humans using Reinforced polymer rebreathing unit, 8 bulky, eliminates PS and DX modifi- these nature resources. After the hour air supply, 150m depth range, ers, reducing movement to LS 1 Great Death and it's orbital kinetic 2C, 3000 cp. and WS 3, has built-in Power Swim bombardment there were a great Boots allowing WS 18, has three number more atolls and island Reinforced polymer helium tank, 2 "fingered" claws that function as Par- chains... The following equipment hour supply, extends range to 300m, tial Hands (borrowed from Palladi- was used in my Overkill campaign. 500 cp. ums TMNT RPG), two headlights, There were a number of ocean left forearm has a built-in mini-spear based nations that had use of such Wet Suit, 100 cp. gun (BD 4, BR 5, 30 round clip, 1C equipment. This is "mature" technol- per clip, can be modified to carry ogy. Tried and proven devices that Diving Mask, 23 cp. drugs or poisons), has short range have a low failure rate. Most compo- radio similar to the Hard Diving Hel- nents are inert (ceramics, plastics, Diving Gauge, shows time, depth and met, suit requires 4C or 1H power etc.) and effectively foolproof. These air time left, 250 cp. cells to function for 30 hours, suit can devices are based on "ancient" tech- mount all five power cells at once to nology, made from plasteel, duralloy Swim fins, 15 cp. allow emergency back-up power, and other such ultra-tech materials. 10,000 cp. Note: This is loosely Such "ancient" items were available Spear gun, 50 cp. (use crossbow stats, based on an actual world diving suit. to the PC's but as treasure. The one reduce range by 75%) area where my campaign's technol- ogy matched ours or exceeded it Power Swim Boots, WS 24, 2C each (8 "SeaHorse" Mini-Sub was in diving devices. I have always hours), uses small motors to generate This is a true submarine in all re- loved GMing water based adven- water jets; handheld wired control, spects. Used for research, wreck re- tures. I hope that these items can be 1000 cp. covery and of course adventuring. of some use in your campaigns. AC 8 (-40), 48 air supply, 5km depth Note: Prices are in copper pieces. Weighted net, 20 cp. range, HD/EN 30, hp 900, MN 16, The planet Tau had little in the way Mv 40, A/D 10, 2A (60 hours), pilot of heavy metals, so based their Tank refill, 10% of original cost and copilot/navigator in forward com- economy on copper/brass/bronze. partment, separate diving bell has They excelled at the use of fiber- Sealed "Dry" Diving Suit, AC 4 (-20), room for four divers, 200kg of inter- glass, plastics and ceramics how- completely separates the wearer from nal cargo, two built-in mini-spear ever. the diving environment, useful for cold guns (BD 4, BR 5, 30 round clip, 1C water diving or exposure to possible per clip, can be modified to carry toxins, rather restricting however, drugs or poisons), two "waldo" style eliminates DX modifiers, includes manipulating arms (3m long, three "Hard" diving helmet, 1500 cp. "fingered" claws function as Partial Hands), two torpedo tubes (BD 20, "Hard" Diving Helmet, AC 6 (-30), a BR 500(6R), Slam), four extra torpe- reinforced polymer helmet, allows does are mounted internally in two wearer to be free of a mouthpiece clips, 100,000 cp. breathing device and speak normally via short range radio (1C 60 hours, 1000m range), mounted headlight (1C 30 hours, 25m range), 500 cp. 8 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt PPPP....AAAA.... GGGGeeeeaaaarrrr Derek Holland Converted Weapons for 5th Lasers, Gauss, and Stutter Weapons for 5th Converted from the Alternity Player's Handbook After playing Fallout 2 and looking through the weapons To simulate the idea of different types of lasers, here are list in the 5th ed. of GW, I decided to convert some weap- some suggestions. Only the altered stats are below, the ons from GURPS Ultra-Tech I & II. I also "converted" rest are in GW 5th edition. some weapons from the Alternity Players Handbook. and tried to make them more GWish. Weapon Skill Range Damage Cost Converted from Visible Pistols 15/30/150 d4w/d6w/d3m 3000 GURPS Ultra Tech and UT 2. Rifles 75/300/750 d6w/d6+2w/d4m 5000 IR Pistols 20/40/200 d4+1w/d6+1w/d4m 3500 The gauss submachine gun fires 3 mm rounds. Its Rifles 100/400/1000 d6+1w/d6+3w/d4+1m 6000 power cell must be replaced after 10 clips. UV Pistols 20/40/200 d4+2w/d6+2w/d4+1m 4000 Rifles 100/400/1000 d6+2w/d6+4w/d4+2m 7000 The gauss battle rifle fires 4 mm rounds. Its power Maser Pistols 26/52/260 d4+3w/d6+3w/d4+2m 5000 cell must be replaced after 12 clips. Rifles 130/520/1300 d6+3w/d6+5w/d4+3m 8000 Xray* Pistols 40/80/400 d4+5w/d6+5w/d4+4m 7500 The gauss dragonslayer is the most powerful rifle Rifles 200/800/2000 d6+5w/d6+7w/d4+5m 10000 known. It fires 3.8 mm rounds and expends a Graser** Pistols 10/20/100 d4+5w/d6+5w/d4+4m 6000 power cell in 3 clips. If not used prone, it incurs a Rifles 50/200/500 d6+5w/d6+7w/d4+5m 9500 +2 step penalty due to its weight. *Xray lasers are Good weapons. The gauss close assault weapon fires 18.5 mm rounds **Grasers inflict R4 on the target and R2 on the wielder. (12 gauge). Its power cell must be replaced every 5 clips. As long as the clip is not damaged, a trained blacksmith, failure on this check will produce rounds that will destroy who must know what he is doing and must be at rank 12, the weapon (but he/she will know this unless it is a critical can create gauss rounds with a complex skill check (at failure). +3 steps over 8 successes- one per 10 minutes). Any Weapon Skill Acc Md Range Type Damage Actions Clip Clip Hide Mass Cost Size Cost Gauss SMG smg 0 B/A 30/60/350 HI/O d6w/d8w/d4m 4 60 60 +2 4 2000 Gauss BR rifle 0 F/B/A 40/80/500 HI/O d6+2w/d8+2w/d6m 4 60 60 - 5 3000 Gauss DS rifle -1 F/B 70/120/800 HI/G d6+2w/d10+4w/d6m 4 400 400 - 18 15000 Gauss CAW rifle -1 F/B/A 15/30/250 HI/O d8w/d4m/d6m 3 30 30 - 5 5000 Converted from the Alternity Player's Handbook Stutter weapons use sound to stun the target. The Brotherhood of Thought use these weapons extensively. Charge guns use a plasma explosion to propel bullets much faster and farther than gunpowder. The weapons need both a power cell and a bullet clip. These (IMC) are the most numerous artifact weapons as they replaced normal pistols and rifles in the Shadow Age. The arc, or lightning, gun uses a low powered laser to ionize the air to provide a pathway for the electrons. Weapon Skill Acc Md Range Type Damage Actions Clip Clip Hide Mass Cost Size Cost Stutter Pistol Pistol 0 F 6/12/30 LI/O d6+2s/d8+2s/d8+4s 4 10 50 - 4 1500 Stutter SMG Smg 0 B/A 10/20/80 LI/O d6+2s/d8+3s/d10+4s 4 20 200 +1 3 2000 Pistol, 9 mm Pistol 0 F 12/40/85 HI/O d4+3w/d6+3w/d4+2m 4 15 50 +3 1 1000 Pistol, 11 mm Pistol 0 F 18/30/100 HI/O d4+4w/d6+4w/d4+3m 4 10 60 +2 1 1500 Rifle, 11 mm Rifle 0 F/B/A 100/200/600 HI/O d6+3w/d6+5w/d6+3m 4 30/10 60 - 4 2700 Arc gun Direct -1 F 20/40/100 En/G d8+1s/d10+4s/d6+3w 2 6 150 - 10 4500 9 TTThhheee AAApppooocccaaalllyyyppptttiiiccc PPPooosssttt MMMMuuuuttttaaaannnnttttssss,,,, MMMMaaaarrrrttttyyyyrrrrssss,,,, aaaannnndddd MMMMaaaaddddmmmmeeeennnn Benjamen Hebert Mutant Animal NPCs for 5th Hero's Name: Phantbof serve soldier he wears a Ranks chainmail shirt and carries Species: Mutant Elephant a small book of rules and regulations involving military and Gender: Male police policy. Profession: Combat Spec Level: 4 Last Resorts: 2/2 Actions per round: 3 STR 14 (+2) 10 trunk INT 8 DEX 9 13 (+2) trunk WIL 10 CON 14 (+2) PER 11 (+1) Durability: 14/ 14/ 7/ 7 Action Check: 13+/ 12/ 6/ 3 base die: +d4 Move: sprint 17, run 11, walk 5 Mutations: New Body Parts (split trunk with "fingers" at end. STR 10 DEX 13 when using trunk), Pheromones, Biorhythm Control, Suggestion, Slow Reflexes (D) Attacks: Unarmed -untrained (+d4) 7/3/1 d4+1s/d4+2s/d4+3s LI/O Metal Club* (-d4) 16/8/4 d4+4s/d4+3w/d4+4w LI/O *+1 dmg Defenses: Chainmail: d6-1 (LI), d6-4 (HI), d6-4 (En) +2 resistance modifier vs. melee attacks -1 to Stamina or Resolve-physical resolve checks from Phantbof will use his pheromones to "soften" the willpower Biorhythm Control of his opponents then use suggestion to his advantage as often as possible. This and his leadership skills influence Skills: Athletics [14]; Melee Weapons [14]-bludgeon [16]; novice Ranks recruits to hold him in high regard and Armor Operation [14]-combat armor [16]; Stamina [14]; speak highly of him. He doesn't really care as much about Knowledge [9]; Law [9]-moral code [10]; Technical Sci- ancients, their secrets, and their items as his other party ence [9]-improvised weapon [11]; Awareness [10]- members. As a matter of fact the only artifact he really perception [11]; Resolve [10]-physical resolve [11]; Inter- cares about is his metal club he pulled from the ground the action [11]; Leadership [12] last time he had been drug on an artifact hunt. Yakword insists that it is just a hitching post, but Phantbof is not completely swayed from his first thought that it was a Items: 10m chain, grappling hook, zippered pouch, Ranks marker of some sort. chainmail shirt, "Rank and File" by Herman Willis, parking meter*, handcuffs Notes: Combat Spec bonus Melee Weapons -bludgeon +1 step to action check for Slow Reflexes Background: Leader by default Phantbof towers over the rest of the group measuring over 8' tall. He carries a long metal rod* with a large hollow metal "bulb" at the end. The bulb seems to have had glass on either side with a band of metal rounding the top creating a slightly sharp edge. His dual trunks each end in three 2" long "fingers" that he can use to manipulate small items. He can fire small fire- arms with his trunks using their DEX rather than his slower and less efficient real hands. As a Ranks of the Fit re- 10

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An Unofficial GAMMA WORLD® Online Bi-Monthly Issue 2 Volume 1 Sept—Oct Early Fall The Apocalyptic Post Covering All Versions of the GAMMA WORLD®Covering All
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