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» GAMMA FIVE: D&D 5E GAMMA WORLD RULES MODULE
Emanuele_Galletto Profile » Blog » GAMMA FIVE: D&D 5E GAMMA WORLD RULES MODULE
07.17.2014 | 1:35 PM
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Emanuele_Galletto
- Aug 2012 -
242 Posts
View Profile Block User Send Message GAMMA FIVE: D&D 5E GAMMA WORLD RULES MODULE
Submitted by Emanuele_Galletto about a year ago
As I announced in a previous blog post (
http://community.wizards.com/content/blog/4111351), I am working on a free PDF that will provide everyone with a quick rules module geared towards playing GAMMA WORLD with Dungeons & Dragons Fifth Edition (specifically the Basic PDF). I named this series of documents GAMMA FIVE, as a tribute to the original setting, and the D&D edition that the rules are based on.
IF YOU ARE JUST HERE FOR THE DOWNLOADS, HERE THEY ARE:
Gamma Five Character Sheet (ENG):
http://www.mediafire.com/download/s6bv0h3hbhcohcc/Character+sheet.pdf
GF Character Sheet (Black and White) (ENG):
http://www.mediafire.com/download/oov1mla2trdv9aw/Character+sheet+BW.pdf
Gamma Five Rules Document (ENG):
http://www.mediafire.com/download/8bjxlearp46cglk/GAMMA+FIVE+DOCUMENT.pdf
Gamma Five Bestiary (ENG):
http://www.mediafire.com/download/y3omedsd3k3lv92/GAMMA+FIVE+BESTIARY.pdf
Gamma Five DLC (ENG):
http://www.mediafire.com/download/f7bk01mgrmje58r/GAMMA+FIVE+DLC.pdf
GAMMA FIVE: This is the main PDF, clocks in at about 30 pages, and includes everything you need to create a Gamma Five player character:
- Bios: The "bios" are the equivalent of a race choice, but they work in a different way, determining some of your ability scores and how you roll the others (usually 3d6 roll), and providing you with an array of "set" mutations, plus a number of randomly generated ones.
- Mutations: The document includes 50 different mutations, all of them beneficial. I know that, to some, this might be bad: personally, I hate randomly generated defects (the 3d6 ability score rolls are quite punishing by themselves), and I felt like 50 mutations would be a good number. Also, this system is a bit more flexible than 7th edition's origins (which I like, by the way).
- Gamma Wanderer class: In Gamma Five, PCs all share the same class. The Gamma Wanderer class goes up to level 10 only, but climbs up quicker than D&D Basic classes when it comes to features (e.g. 2 extra attack features by level 9). It also grants proficiency in all weapons and armors, plus a d12 Hit Die and four skill proficiencies of the player's choice. While clearly unbalanced in a D&D Basic game, those benefits become a must when facing Gamma Five monsters, which are a bit tougher than their Challenge Rating might suggest.
- Skills: Gamma Five leaves out some skills (Arcana, Religion...) and introduces new ones (Ancient Tech, Conspiracy, Science).
- Equipment: The obligatory gear section. In Gamma Five, weapons and armor are handled in an abstract way. You simply choose a type of weapon (Light Melee, Heavy Melee, Light Ranged, Heavy Ranged, Light Ranged Gun, Heavy Ranged Gun) and a type of armor (Light, Medium, Heavy, Shield), write down its fixed stats, then you decide what it looks like. This comes straight from the 7th edition of Gamma World, a design choice I really loved.
The Equipment chapter also includes random charts for scavenged junk (100 items) and Ancient Tech (20 items).
- Running the Game: This chapter is very short, and contains some troubleshooting advice and some examples of interesting terrain for a session (laser grids, debris, plasma pools, nanobot swarms...)
GAMMA FIVE CHARACTER SHEET: A custom-made character sheet for Gamma Five.
GAMMA FIVE BESTIARY: This PDF includes all the classic monsters from the Gamma World setting (hoop, yexil, dabber, brutorz, sleeth, menarl, orlen...)
GAMMA FIVE DLC: This document is an expansion: two new bios (revenant and alien), more mutations, and 100 additional pieces of useless junk!
DISCLAIMER:
This version of Gamma World is my personal tribute to a setting and rule system that always make me incredibly excited. This PDFs will always be available for FREE. I do not own any part of the D&D and Gamma World franchise, and if any section of these free PDFs infringes any law, I'll do my best to remove it as soon as possible.
The original Gamma World setting was the creation of James M. Ward and Gary Jaquet.
This conversion of the rules is partially based on Wizards of the Coast's D&D Gamma World product line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb.
This conversion of the rules is also based on the OMEGA WORLD ruleset, written by Jonathan Tweet for Polyhedron Magazine #153.
STYLE CHOICES:
The documents (the base rules in particular) are written in a tongue-in-cheek style, and don't take themselves too seriously. This particular writing style will no doubt appeal to those who like the slightly "gonzo" style of the last incarnation of Gamma World, but might be off-putting for those who'd rather have a gritty and unforgiving post-apocalypse. To those I say, the rules are still there even if you strip the jokes from the text. You can still use them.
Another point I wanted to make clear is that this conversion doesn't aim to be 100% balanced (if even such a thing exists without total boredom). It aims to be fun, exaggerated, and spectacular. PCs might get a 4d8 plasma weapon at level 1, or end up with an ability score of 24 (yeah, no cap for ability scores-that's more fun, believe me), as well as being a plant with precognition, horns, and wings. It's all part of the dance; a weird, abominable dance hatched from an alien-inscribed egg that came out of a black hole, but still a dance.
And in the end, if you really can't stand the idea of the character you rolled up, you can always shoot him in the head and make a new one!
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comment-published Sign In to post comments RustedKitsune
about a year ago
Oh yeah! I bet my dad would love this!
Can't wait for that rules document!
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
Stay tuned! Won't take too long before it lands!
comment-published Sign In to post comments BadMike
about a year ago
Cool project - I'll be keeping my eye on this!
comment-published Sign In to post comments Semi-Retired_Gamer
about a year ago
Nice looking character sheet! Really looking forward to the rules document and bestiary
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
RULES DOCUMENT NOW AVAILABLE!
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
BESTIARY PREVIEW IS ONLINE!
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
FULL BESTIARY! ... we're done for this "first wave"!
comment-published Sign In to post comments drow
about a year ago
this is a thing of glory. bright, radioactive, mutant glory. may your black ray gun never run out of ammo.
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
[MENTION=18326]drow[/MENTION]: that is the most beautiful comment. ever. may your geiger counter always be ready.
comment-published Sign In to post comments Emanuele_Galletto
about a year ago
BREAKING NEWS: uploaded a revised version of the core rules. The mutations have been updated to be more balanced and powerful at high levels!
comment-published Sign In to post comments metalman42
12 months ago
This looks awesome! I had a bad experience playing the newer D&D GAMMA WORLD, but that may have just been up to the GM. I love Fallout and have been meaning to suggest a post-apocalyptic campaign to my home group. We're also going to get into the new 5e rules soon, so this is very welcome. I'll let you know what happens if I end up getting something off the ground. Thanks for all the work you obviously put into this!
PS: The layout is amazing! I'd believe it was an official WotC PDF if you told me so.
PPS: Any chance you'd release a printer friendly no-fill black-and-white-lines-only version? I hate to be so specific, but I often see "Printer Friendly" documents that are just greyscale versions of the color documents, or have areas filled with black or grey. Maybe just the character sheet?
comment-published Sign In to post comments Emanuele_Galletto
12 months ago
metalman42 wrote:
Any chance you'd release a printer friendly no-fill black-and-white-lines-only version? I hate to be so specific, but I often see "Printer Friendly" documents that are just greyscale versions of the color documents, or have areas filled with black or grey. Maybe just the character sheet?
Thanks for the kind words!
The PDFs as they are have no bleed on the margins, so they are what I consider "printer-friendly" (meaning you can print them at home). But yes, they have color in them. I'll upload a full black & white version of the character sheet as soon as I can!
comment-published Sign In to post comments Emanuele_Galletto
12 months ago
DLC pdf now uploaded! MOAR bios, mutations and junk!
comment-published Sign In to post comments Moracai1
11 months ago
Great and entertaining work!
I plan to put it to use sometime, but I have no idea when.
I have comments about saving throws. It seems unfair to me that the players can choose so freely what their good saves are. In D&D5 the most common obviously are Dex, Con and Wis. In your bestiary as it now is, the mos common saves that are called for are (in order): Dex (9 mentions through search function), Con (6), Cha (3), Str (2) and finally both Int and Wis (0!). Saving throws mentioned in the rules text and DLC are: Str (1), Dex (3), Con7!), Int (0), Wis (0), Cha (2)
Any ideas how to fix this? Of course players don't know what saves are the mos common in the bestiary, but it seems unfair to a player who chooses to take a good Int save and it barely, if ever, sees use.
comment-published Sign In to post comments Emanuele_Galletto
11 months ago
Moracai1 wrote:
Any ideas how to fix this? Of course players don't know what saves are the mos common in the bestiary, but it seems unfair to a player who chooses to take a good Int save and it barely, if ever, sees use.
The free saving throw choice is there to compensate the chance of players rolling terrible ability scores with the 3d6 method, basically. In my current Gamma Five game I'm playing a plant with STR 14, DEX 9, CON 22 (yes, twenty-two, that's crazy), INT 6, WIS 8, CHA 10. I took the DEX and CHA saves, actually. What bothers me more is the absence of INT and WIS saving throws in the monsters' attacks; if I find the time I'll work on those.
To fix the issue, you could randomize the saves the character gets (rerolling if you end up with a save you're already proficient with)... or you can reduce to ONE save of the player's choice. Another option is to have saves tied to the ten bios.
comment-published Sign In to post comments metalman42
11 months ago
I'm so excited! I'm finally getting my gaming group back together and I'll be running this!
I'm having trouble planning more mundane encounters - thugs, rival scavengers, that sort of thing. Any advice for creating new monsters? Can I rip from D&D and reskin?
comment-published Sign In to post comments Emanuele_Galletto
11 months ago
metalman42 wrote:
I'm having trouble planning more mundane encounters - thugs, rival scavengers, that sort of thing. Any advice for creating new monsters? Can I rip from D&D and reskin?
Totally. Especially for NPCs, you can use the thug, bandit, & co. stats from the Monster Manual (or basic PDF). However, I suggest replacing bows and crossbows with guns and pistols (but keep in mind they will do higher damage). In addition, if you have a gang of mutant thugs and stuff like that, you can roll a random mutation or two for each of them - if you don't mind the extra bookkeeping.
comment-published Sign In to post comments metalman42
11 months ago
I ran this tonight and it was a huge hit! We spent about half the time rolling up PCs (had a group of seven players!) and half the night in the ruins of Old Phoenix. The rolls on the loot table (I subbed in a 1,000 item table I found online) were the results of their scavenging so far. We had three Bugs, two mutated humans, one plant, and one robot. It was a bit hard to wrangle the mechanics for first-time players, but things smoothed out once we'd got to describing the weapons and the characters.
The players fought an Arn that was chasing a group of Cavies. (Introduced themselves as Alvin and his brothers, Simon and CHUNKS! They call him that on account of he only ever says chunks.) The Cavies said they'd put in a good word at the fortified settlement of Sunset Springs. Then, a PC fell through a debris sinkhole into an old basement. They got some more loot and 3 cans of preserved peaches.
They continued out of town and into the waste, where they could see Sunset Springs in the distance. Before they could travel there, some kind of flaming object landed a few miles away and caused a huge impact. The crew rushed there without hesitation, looking to claim whatever it may have been. When they got there, they could see it was a large 6" round object, possibly an escape pod of some sort. It was too hot to get near - one of them threw a bedroll at it in and it instantly incinerated.
While they were looking at the pod, a couple of Porker marauders on Harleys rushed in and started shooting. They killed one pretty quick, but the second smashed the robot PC to death in one critical (12 damage doubled, and 12 was his max). The robot had pheromone powers, and he hadn't really got a chance to do anything that game, so I let him give one final command with the reserves of his pheromones. He wanted the Porker to be overwhelmingly in love with the burning space pod. He ran to it and I glossed over the reaction, explaining to everyone: "It now smells DELICIOUS here."
I think Gamma World is the perfect fit for my group, cause we don't have to be too serious. We can reference things in the modern world without really breaking suspension of disbelief. It really fits our normal tone, which is somewhat out of place in a high-fantasy D&D game.
I did have a couple of suggestions. First the small one: I think Timewalker needs a better benefit. We ruled that it would be a cool power if it gave you a once/rest ability to get Advantage on a check after the fact. Kind of like that one Nicholas Cage movie, a Timewalker would know what was about to happen and would be able to correct for it.
The other thing I thought might be nice is to have different classes. The mutations could be split up into different random tables, one for each class. You might have a brute that has more physical powers and a psionic that has more mental powers, for example.
Lastly, Gamma Five came up on a thread on RPG.net you might want to check out:
http://forum.rpg.net/showthread.php?743831-My-dream-of-a-new-Gamma-World
comment-published Sign In to post comments Emanuele_Galletto
11 months ago
Thank you metalman for the recap! And I'm glad you enjoyed it. Funny thing about Timewalker is, I'm really working on a better effect for that mutation. Probably something along the line of the "Time Walk" psionic powers from 3E's psychoportation discipline. Your idea is nice too, and I'll see how to implement that. Thanks!
... I also read the thread on RPG.net, and while I'm not surprised by the fact that some consider the single class a "no thanks" element, I actually made that choice to speed up play and character creation. BUT: I'm considering writing down an alternate system for "archetypes", one that includes a specific mutation chart for each type of character, much in the way you described. However, I've got a dreadful amount of stuff to do (last year in university), so... it might take some time. If you come up with interesting houserules or monster stats, feel free to share them! Maybe in the Gamma Word section of the forums
comment-published Sign In to post comments metalman42
11 months ago
Will do!
Also, my brother is working on a prgram to randomly create characters with this system. I'll post it on the forums if it gets completed.
comment-published Sign In to post comments Emanuele_Galletto
11 months ago
metalman42 wrote:
Will do!
Also, my brother is working on a prgram to randomly create characters with this system. I'll post it on the forums if it gets completed.
Dude, that's the coolest thing ever!
comment-published Sign In to post comments moosekickedmysi...
7 months ago
UNDER THE SEA...
Finned
You descended from some sort of aquatic creature, such as a shark, sturgeon, or manta ray. You’re a scaly man-fish.
Appearance: You evolved legs that allow you to waddle onto land and webbed hands capable of wielding weapons. Your body is slippery and you have gills, but your other characteristics might be determined by your mutations. If you have the Bite mutation, you may resemble a shark or piranha. If you have the Static mutation, you might look like an electric eel or catfish. Or you might get something really weird like the Tentacles or Wings mutations and end up being a land squid or flying stingray, respectively.
Ability Scores: Your Strength and Dexterity 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 Swimmer mutation grants you a swimming speed of 30 feet.
Skill Proficiencies: You have proficiency in the Nature skill.
Bio Mutations: You automatically gain the Amphibian, Blindsight, and Swimmer mutations.
Random Mutations: You gain three additional mutations. Roll three times on the Random Mutations Table.
NEW MUTATION!!!
Swimmer
You have flippers, webbed fingers and toes, or a mermaid-like tail. Or maybe you’re Michael Phelps.
Benefit: You gain a swimming speed equal to your walking speed.
comment-published Sign In to post comments moosekickedmysi...
7 months ago
MORE NEW MUTATIONS!!!
Slippery
A layer of slick slime coats your body and makes you hard to get ahold of.
Benefit: You have advantage on ability checks and saving throws made to escape a grapple. In addition, creatures who make opportunity attacks against you do so at disadvantage.
Pincers
Your arms ends in massive crab claws.
Benefit: Your unarmed melee attacks deal 1d8 bludgeoning damage instead of 1 bludgeoning damage. In addition, you have advantage on Strength (Athletics) checks to start and maintain a grapple.
Serpentine
Your bottom half ends in a long, snake-like tail. Who needs pants, right?
Benefit: You are immune to the prone condition and can move at your full walking speed while crawling.
Digger
Either you have blunt claws, drills for hands, or maybe you're just really good with a shovel.
Benefit: You gain a burrowing speed equal to your walking speed. You can move through sand, earth, mud, or ice. You can't burrow through solid rock.
Spring-Heeled
You have muscular legs that allow you to leap around like an adorable mutant wallaby.
Benefit: Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Acidic Blood
When exposed to air, your blood becomes a caustic acid that burns anything stupid enough to take a bite out of you.
Benefit: When an attacker hits you with a melee attack, you can use your reaction to deal 2d4 acid damage to the attacker.
Note: Due to the corrosive nature of your blood, Science checks made to stabilize you are made at disadvantage. In addition, any creature that touches your blood takes 1d4 acid damage.
comment-published Sign In to post comments moosekickedmysi...
7 months ago
Yeah, condensing the senses makes, well, sense.
comment-published Sign In to post comments Emanuele_Galletto
6 months ago
Whoah whoah whoah! Hadn't seen these posts (I've been away from the forums for a bit!). Glad to see you wrote these here for everyone!
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