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Core

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Jim Zettlemoyer
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0% found this document useful (0 votes)
17 views

Core

Uploaded by

Jim Zettlemoyer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 57

CHAPTER 1:

.HOW
. . . . . . .TO
. . . .PLAY
.. .. . . .. .. .. .. . .. . . .. .. .. ..
A rolepl aying game is a cooperative storytelling experience. Your character is your part in the story.
It's a little bit like the games of make-believe many people pl ayas children, but a roleplaying game
al so has form and structure. There are rules to determine whether your character succeeds or fails
when he or she tries to shoot a bad guy or escape from a pit before it fills with molten metal. Com­
puter games and console games that allow you to play the part of a character exploring a dangerous
world are descended from paper-and-dice games such as the D&D GAMMA WORLD game.
When you play this game, you cre ate a science-fantasy character, usually a mutant who has amaz­
ing powers. You team up with the characters your friends create to explore the ruins of Gamma Terra
(the new Earth) and battle various dangers. The game uses dice , maps, and markers to help you keep
track of which character is where and whether actions succeed or fail, but the action takes place in
your imagination. Your character can try anything that you think someone in that situation might do.
The unique component of the D&D GAMMA WORLD game (or any rolepl aying game) is the Game
Master. The Game Master creates the adventure your characters are trying to beat, controls the mon­
sters and villains in battles, and serves as the narrator and referee for the game. The Game Master
sets the scene, but no one knows what's about to happen until the characters do something to inter­
act with the story.
You "win" the D&D GAMMA WORLD game by participating in an exciting (and often hilarious) story
of brave explorers and heroes confronting deadly perils. The game has no real end; as soon as you
finish one story or quest , you can begin another one. Many people who play roleplaying games keep
their games going for months, meeting with friends once a week or so to pick up the story where they
left off last time.
Your character grows as the game continues. Each challenge overcome and each monster
defeated helps your character earn new abilities. This is reflected by your character's level. As your
character gain levels, he or she unlocks new abilities and finds new and more powerful artifacts from
the world of the Ancients. If the dice fall the wrong way (or your character does something unwise),
your character might instead meet a gruesome end in the irradiated wilderness. But even if your
character is killed, you don't "lose" the game-you simply make a new character and continue with
the story.

WHAT'S IN AROlEPlAYING GAME;J


Most roleplaying games have four basic components: players, a Game Master, an adventure, and
game tools such as book s, dice, or cards.

PLAYER CHARACTERS
As a player, you create a mutant character, a hero to be your "piece" in the game as you explore the
world of Gamma Terra. Your char acter might be a brave tribal warrior, a clever scavenger of Ancient
technology, or a well-traveled, fast-talking trader. Your character and the characters of the other play­
ers are the heroes of the story.
While you play, you take on the role of your character, acting as the protagonist in the story the
Game Master creates. You decide whether to cross the radioactive desert or look for another way
around . You decide whether to stand and fight off a carnivorous mutant rhino trying, to look for a
place to hide, or to trip your friend as you run away so the mutant rhino eats him instead . You decide
whether to negotiate with a villain , to pretend to go along with his scheme, or to suddenly belt out
"Hello My Baby! " and dance like Michigan J. Frog. Anything you could imagine someone trying to do
or say in your character 's place, you can try-and the Game Master uses your decisions (and some­
times a few dice) to figure out what happens next.
One player in the game is more than just a player: He or she is the Game Master. The Game Master
presents the adventure and the challenges that the heroes try to overcome. The Game Master's jobs
include these:

~ Adventure Builder: The Game Master creates adventures (or selects ready-to-play published
adventures) for you and the other players to play through .

.;... Narrator: The Game Master sets the pace of the story and presents the various challenges
and encounters your characters face.

<I:- Adversary Controller: The Game Master controls the villains and monsters the player
characters encounter in Gamma Terra. When fights break out, the Game Master chooses the
opponents' actions and rolls dice for their attacks .

,I;i Referee: When it 's not clear what ought to happen next, the Game Master decides how to
apply the rules or how the story continues.

While the Game Master "plays" the antagonists your character faces in the game, he or she isn't your
opponent. It's the Game Master's job to provide an exciting adventure for the whole group of players
to enjoy-and exciting adventures naturally have an element of danger for the heroes.

Many people who play roleplaying games find that being the Game Master is the best part of the
game. If you think you'd like to be the Game Master for your group of players, take a look at Chapter
4: How Run the Game (page 79). And don't worry. Even though being a Game Master takes a little
work, it 's not a permanent commitment, because another player can be the Game Master for the
next adventure.

THE ADVENTURE
What 's the point of being a hero if you don't have thrilling, death-defying adventures? An adventure
in a roleplaying game consists of a series of events, encounters, or challenges that the heroes tackle.
An adventure might be a simple "dungeon crawl"-a series of rooms in an Ancient installation,
where dangerous creatures and hazards await, or it could be something more involved, such as hunt­
ing down a fugitive who is fleeing into unknown lands, or secretly infiltrating the inner circle of a
mutant warlord .

This rule book includes a ready-to-play adventure, "Steading of the Iron King," which you can use
as your first adventure. You can also try your hand at creating homemade adventures using the tips
and advice in Chapter 4.

GAME COMPONENTS
The action of a roleplaying game takes place mostly in your imagination, but you still need a few
game materials.

IJ.i Dice: You need a special set of game dice to play the D&D GAMMA WORLD game.
(/{I Character Sheet: A sheet helps you track important information about your character.
\b' Cards: Your character's most powerful abilities are represented on special power cards:
Alpha Mutations and Omega Tech.
~ Tokens or Miniatures: Each player needs a marker, whether a miniature or a cardboard
token, to represent his or her character for placement on the map.
A: Battle Map: Combat occurs on a map marked with a grid of 1-inch squares.
GAME DICE
This game uses special polyhedral dice. You
can find dice like these in most game stores. DICE
You need a set that includes a twenty-sided,
a twelve-sided , a ten -sided , an eight-sided,
a six-sided, and a four-sided die. The 0&0
Roleploying Game Dice Set provides the dice
you need to play. Throughout these rules,
the dice are referred to by the letter "d "
followed by the number of sides on the die:
d4, d6 (standard game dice), dB, dl0, d12,
and d20. When you need to roll dice in this
game, the rules tell you how many dice to
roll , what size they are, and what modifiers
to add . For example, "2dl0 + 3" means that
you roll two ten -sided dice, add the numbers
on each die together, and then add 3 to
the result.

CHARACTER SHEET
The character sheet is designed to walk
you through the character creation pro­
cess . Follow the steps laid out in it to
create your character, pic\( out his or her
skills and gear, and start on your adven­
ture. The character sheet also serves as a
record sheet, so you can keep track of
your character's progress.
ALPHA MUTATION AND OMEGA TECH CARDS
The mutant abilities your character gains and the advanced tech he or she finds are highly unpredict­
able. One minute, you could have feelers that help you avoid walking into walls in the dark, and the
next minute, you might manifest a deadly disintegrating touch. The gear you find might be a 25th ­
century teddy bear or a fusion rifle. These variable aspects of your character are reflected by the
Alpha Mutation and Omega Tech cards you draw during play. The D&D GAMMA WORLD game includes
a starter deck of 80 cards, but you can build your own mutation and tech decks by purchasing addi ­
tional 0&0 GAMMA WORLD Booster Pocks. (The booster pack included with the starter shows you a
sample of the cards you can gel.)

STARTER DECK CARDS


CHARACTER TOKENS,
MONSTER TOKENS,
AND BATTLE MAPS
Two battle maps are included
in the starter box. All the
encounters Irom the adven­
ture in Chapter 6 can be
played out on these battle
maps. II you create your
own encounters or
adventures, you can
use any poster map
that has a grid 01
l-inch squares, or
erasable vinyl maps.
The starter box
also includes a
selection 01 heavy
cardboard tokens,
but many players
instead use plastic
miniatures. Many D&D
Miniatures can be used
as D&D GAMMA WORLD
characters and monsters.

GETTING STARTED
SO you 're a veteran gamer and you want to dive into the 0&0 GAMMA WORLD game right away?
Great! Here's what you 'll need to do.
A Get a set of game dice, if you don 't already have them.
Punch out the character and monster tokens. (Consid er sorting th em by type and storing
them in a reclosable plastic bag.)
A Pick one player to be the Game Master. The other players create mutant heroes to play in
the adventure the Game Master runs.
A Sort the cards in the starter box into an Alpha Mutation deck and an Omega Tech deck.
Shuffle the decks but keep them separate.
Set aside the cards from the booster pack. You don't need them to start playing, since play­
ers can draw from the starter decks until they have a chance to build their own decks. See
page 15 for an explanation of how the cards are used in play.
A Give a character sheet to each player. If you don 't have enough, you can photocopy these
sheets. The sheets offer a walk-through of the character generation process and double as
character record sheets in play.
A The Game Master can use the adventure 011 page 139 to jump into the action.
.. .YOU
. ... .DO
.HOW . ...PlAY;»
. .. . . . . . . . . . . . . . . . . . . . . . . .
A typical 0&0 GAMMA WORLD game consists of an adventure presented by the Game Master. Your
character is part of a small group of heroes, which is made up of all the players' characters. The
adventure is a series of encounters, challenges, and decisions that your party of characters faces. You
decide where your character goes, what he or she tries to do, and how he or she interacts with the
imaginary world the Game Master describes for you. The only limit is your imagination (and, some­
times, how well you roll on the dice).

EXPLORATION
Between encounters, your characters explore the world. Together, you make decisions about where
your group travels and what the characters do next. Exploration is the give-and-take of players telling
the Game Master what they want their characters to do, and the Game Master telling players what
happens when their character do it (or try to do it). Decisions your group makes during exploration
eventually lead to encounters.
Sometimes, exploration involves big decisions that guide the story. For example, let's say that
the challenge facing your characters is to defend a town against a gang of porker raiders. Do you set
out into the Blue Hills on foot to search for the raider camp? Do you stay close to the town to guard
against the next raider attack? Or do you bait a trap for the porkers by filling a wagon with goods
and pretending to be traders? After consulting with the other players, you tell the Game Master that
the characters have decided to head into the hills. The Game Master tells you there are two trails
heading in the direction you want to go-a grass-covered road of the Ancients, and a hunter's trail.
The players decide which route they want to take. The Game Master knows that the road leads to the
raider's camp and the trail leads to a yexillair, but you won't learn that fact until you discover the
camp or you find yourselves under attack by hungry yexils. That's exploration.

In other situations, exploration means describing how your characters interact with the environ­
ment. While exploring a lair, a ruin, or some other adventure location, your character might try any
of the following:

'l., Advance down a hallway or tunnel, follow a passage, or cross a room

"" Try a door to see if it's locked


~ Break down a locked door

l>i Search a room for interesting debris or clutter


~ Pull levers, push buttons, operate consoles

During exploration, you don't normally need to take turns. The Game Master prompts you by asking
"What do you do?" or "Which way do you go?" After you reply, and the Game Master tells you what
happens next. You can ask questions or consult with the other players as much as you like.
EXAMPLE OF PLAY
Here's a short example of how the D&D GAMMA WORLD game plays at the table . The explorers are
investigating a ruined building alongside a vast Ancient road-a rest stop beside an interstate,
although the characters don't know that even if the players do. The players in this example are:

:J, Steve, the Game Master


b Peter, whose character is an android named Tarm 7
~ Jennifer, whose character is a mutated panther named Basheera
;t.. Andy, playing a giant mutant named jarl

Steve (Game Master): "The rusting wrecks of Ancient chariots litter a grassy lot in front of a large
building facing the great Ancient road. Besides the building, there's a large shed featuring several
wagon-sized doors of rusted metal rattling in the wind . Several towering signposts have fallen
over and lie on the ground ."

Jennifer (Basheera): "What do the signs say?"


Steve (Game Master): "The signs are badly faded, but by the big metal doors, you see one that says:
K-W-I-K-l-U -B-E."

Peter (Tarm 7): "Kwik-lube? I guess this was an oil change place. I want to have a look in the
service area."

Steve (Game Master): " How about jar! and Ba sheera? "
Andy Uarl): "I 'll go with Tarm and give him a hand."
Jennifer (Basheera): "I want to have a look in the building."
Steve (Game Master): "Okay, then. Tarm and jar!, you find that the big service bay doors are stuck.
There's a lot of rust there."

Andy Uarl): "I'm pretty strong. I bet I can force one open."
Steve (Game Master): "You'll need to make a Strength check."
Andy Uarl): Andy picks up a d20 and rol/s a 16, then adds larl's modifiers. "My total is 19. Is that
enough?"

Steve (Game Master): Steve checks the adventure notes, and sees that it takes an 18 to open the door.
"Okay, with a huge racket, you throw open the big metal door."
Jennifer (Basheera): "Nice, I bet everything within a mile heard that!"
Steve (Game Master): "The four arns resting inside the service bay certainly did . Roll initiative,
everybody! "

Andy Uarl): "Arn? What the heck's an arn?"


Steve (Game Master): "You 're about to find out'"
THE BASICS OF THE GAME
..............................................
You can try to do nearly anything you can think of in a roleplaying game, but most actions your
character attempts in the game have uncertain outcomes. Maybe you can climb the cliff, or maybe
you can't. Maybe you hit th e guardbot with your laser pistol , or maybe not. Th e way you determine
whether you succeed or fail at something is by making a check : You roll a d20, add in bonuses or
penalties for your character's abilities and circumstances, and compare the total to a target number
determined by the Game Master.

DETERMINING SUCCESS OR FAILURE


1. Roll a d20. You want to roll high!
2. Add the relevant modifiers.
3. Compare the total to a target number.
If your check result is equal to or higher than the target number, you succeed.
If your check result is lower than the target number, you fail.

ATTACK ROllS
.... Choose the attack type you want to use (usually one of your powers, or a basic attack).
A Choose a target for your attack that is within range of the attack type you selected.

A Roll a d20 and add your attack modifier (your level + your ability modifier) for the attack .
.... The total is your attack roll result. Compare this to the defense your attack targets : Armor
Class, Fortitude, Reflex , or Will.

SKill CHECKS
). Choose the skill you're trying to use.
). Roll a d20 and add your skill modifier .
.... Add any situational modifiers, usually from powers affecting you .
). The total is your result. Compare it to the Difficulty Class the Game Master sets for the skill
check.


USING CARDS
The D&D GAMMA WORLD game introduces an unusual element to DUNGEONS & DRAGONS games: col­
lectible cards that represent your most powerful or unusual mutations and the items of advanced
technology you possess. These are known as Alpha Mutations and Omega Tech. You can play using
only the starter cards that came in the game box , but a player can create a customized character by
building his or her own Alpha Mutation and Omega Tech decks from booster packs. Likewise, a Game
Master can also customize his or her own decks.

PREPARING FOR PLAY


Before a game, the Game Master sorts the cards from each starter deck by type, creating a Game
Master's Alpha Mutation deck and Game Master's Omega Tech deck, shuffles them, and keeps
them separate. These decks might also include additional cards from booster packs the Game Master
added to adjust the flavor of the decks.
All the cards in the game box are part of the Game Master's decks. Players can either use the
Game Master's decks or create their own decks from booster packs. Each player-created deck must
include at least seven cards of the proper type (mutation or tech) and can 't have more than two
copies of any specific card-no fair filling your Omega Tech deck with nothing but fusion rifles!

USING CARDS IN PLAY


The Game Master doesn't use cards for the monsters or villains- they're only for player characters.
Sometimes players draw cards from the Game Master's deck, and sometimes they draw from their
own decks (if they have decks; if not , all draws are from the Game Master's decks). A card can be in
one of three locations:
Draw Deck: Cards that you haven't drawn yet are in a draw deck. There are two draw decks (one for
Alpha Mutation cards, and one for Omega Tech cards). If you have your own decks, shuffle each
one separately before play begins, and keep them face down-you might know what 's in your
deck , but you don't know when a specific card is going to come up.
Readied: When you draw a card, you place it face up on the table and it becomes readied. While you
have a card readied , you can use the power or benefit described on it. You can have only a lim­
ited number of Alpha Mutation cards readied at a time (page 66), but you can have any number of
Omega Tech cards readied . Readied Omega Tech cards remain readied-they're in play until you
use them up.
Discard: Put cards you have expended in a discard pile. Don't return them to your draw deck . Dis­
card your Alpha Mutation cards at the end of each encounter (even if you didn't use them); you
also discard them if you experience an Alpha flux. If you use the power of an Omega Tech card
during an encounter, at the end of that encounter make a check to determine if the card remains
readied or if you have to discard it (you might be able to salvage an Omega Tech card before dis­
carding it; see "Salvaging Omega Tech," page 69). During an extended rest , reshuffle your Alpha
Mutation cards and your Omega Tech cards back into their respective draw decks.
For more detailed information about Alpha Mutation and Omega Tech cards, see pages 66-69.

REBUILDING DECKS
The Game Master and each player rebuild their Alpha and Omega decks at the end of a game ses­
sion or when the player characters stop adventuring to take an extended rest. Discarded cards are
returned to their respective decks and each deck is shuffled. Be careful not to mix cards from a
player's deck with the Game Master's deck. If the Game Master's deck runs out of cards during a game
session, reshuffle the Game Master's deck and continue play, but do not reshuffle player decks before
the end of a session.
·. . . .. . .. . . ... . ... . . . . . . . . . . . . . . . . . . . . . . . . . .
Gamma Terra is a violent place. Combat is basically pure chaos, but our game doesn't model pure
chaos well. So, instead, combat is organized into a cycle of rounds and turns.
Round: In a round of combat , every combatant takes one turn .
Turn: On your turn , you take actions in any order you want (see "Actions," next page).

COMBAT SEQUENCE
A combat encounter follows these steps.
1. Determine surprise. The Game Master decides if either side is surprised (see " Surprise,"
page 82).
2. Establish positions. The Game Master shows the players where they can place their character
tokens on the battle map. Then the Game Master places the monsters in their starting
positions.
3. Roll initiative. Each monster and character involved in the encounter rolls initiative (roll a
d20 and add your initiative modifier). This determines the order of battle for the encounter.
4. Take surprise round actions. If any combatants gained a surprise round against their
enemies, they act in initiative order, each taking a single action. (Fo r more information about
surprise rounds, see " Surprise," page 82 .)
5. Take turns. In initiative order, highest result starting first, each combatant takes a turn.
6. Begin the next round. After each combatant has had a turn , the round ends. Start a new
round, and each combatant takes a turn in initiative order again.
7. End the encounter. After one side or the other Hees or is defeated, the encounter ends. The
player characters can take a rest if they win (or get away, if they Hee).

ALWAYS ROUND DOWN


Sometimes, the game asks you to figure out half a number. If your result incl udes a fraction,
always round down, even if th e fraction is 1/2 or larger. For example, if you have 23 hit points,
your bloodied value is 11 , not 12.
ACTIONS
Each turn for a character or a creature consists of using up to three actions: a standard action, a
move action, and a minor action .
Standard Action: You can normally take one standard action during your turn. Most attack powers
(and basic attacks) require the use of a standard action.
Move Action: You can normally take one move action during your turn. Moving your speed requires
the use of a move action.

Minor Action: A minor action is usually a small adjustment or an activity that doesn't include
moving or attacking. For example, using your second wind during an encounter, drawing a
weapon , opening a door, or picking up a small item are minor actions.

In addition , there are a few actions that don 't really count as actions, or that come up on other
combatants' turns.

Free Action: Things that don't take any real time or effort are free actions. You can take as many free
actions as you want during your turn (or anyone else's turn), as allowed by the Game Master. Drop­
ping a held item or talking are free actions-feel free to shout advice or yell for help.

Opportunity Action: When an enemy lets its guard down near you, you can take an opportunity
attack if you 're armed with a melee weapon. You can take an opportunity attack only if the
creature in question provokes it (see "Opportunity Attacks ," page 20). You can use only one oppor­
tunity action per turn, and you can't use it on your turn.

Immediate Action: Some powers use immediate actions to interrupt or react to something anoth er
creature does. The specific power defines exactly what triggers the action. You don 't have to use
an immediate action when it's triggered , but you can 't use it unless it 's triggered. You can use
only one immediate action per round , and you can't use it on your turn. There are two kinds of
immediate actions .
.l Interrupt actions let you act before the triggering action is resolved. If the interrupt
invalidates the triggering action, the action is lost. For example, if your interrupt power kills
the triggering creature , th e creature can 't resolve the triggering action.

~ Reaction actions take place after the triggering action is completely resolved.

TAKING YOUR TURN


When your place in the initiative order comes up, you take your turn. Your turn has three parts: the
start, the actions you take, and the end.
Start of Your Turn: Before you act, use the start of your turn to keep track of any effects. For
example, if you're taking ongoing damage, take that damage now.

Actions on Your Turn: You can take a standard action, a move action , and a minor action on your
turn . You can take your actions in any order, and you can skip any of them .
If you want, you can "trade down" in actions. In place of your standard action, you can take a move
or a minor action, and in pl'ace of your move action you can take a minor action.
End of Your Turn: After you act, use the end of your turn to keep track of any effects. This is when
you get to make a saving throw against each effect on you that can be ended by a save. To make
a saving throw, roll a d20. On a result of 10 or higher, you succeed and the effect ends. On a
result of 9 or lower, you fail and the effect continues ; you'll have to try again at the end of your
next turn.
You can attack your enemies by using a power. Your powers depend on your character origins and
th e current Alpha Mutation and Omega Tech cards you have readied . But even if your powers have
been exp ended for th e encounter, you can always use a basic attack (a simple attack such as swing­
ing a sword or firing a gun) to attack . See " Using Your Weapon " on page 75 for details on making a
basic attack.

MAKING ATTACKS
)., Attack Roll: To attack , roll a d20 and add your attack modifier. Your attack modifier is
described in the power you're using, but it's typically your key ability modifier + your
level. Some attacks add other bonuses to this roll. For example, all weapon attacks add the
weapon 's accuracy bonus to the attack roll. Other powers might have a fixed attack bonus
number, such as "your level + 6."
)., Standard Action: Most attack powers (and basic attacks) require a standard action .
)., Hit: If your roll equals or beats the target 's defense against that attack, you hit.
.A. Damage Roll: If you hit, roll the damage given for your power or weapon .
.A. Critical Hit: If you roll a natural 20 on your attack roll, you score a critical hit. Instead of
rolling damage, you score the maximum damage possible (pretend you rolled the best result
you could using the damage die or dice). Your also add a special effect when you score a
critical hit , depending on your character origin (see "Using Character Origins," page 34).

COMBAT ADVANTAGE
When a defender can 't give full attention to its defense, it grants combat advantage to the attacker.
This usually occurs wh en th e defender is surround ed, stunn ed, on the ground prone, or otherwise
caught off guard .

COMBAT ADVANTAGE
)., +2 Bonus to Attack Rolls:
You gain this bonus when
the target of your attack
is granting you combat
advantage.
).. Able to See Target: You
must be able to see the
target to gain combat
advantage against it.
A Conditions: Blinded, dazed,
helpless, prone, restrained ,
stunned, and surprised
targets grant combat
advantage.
).. Flanking: You can also
gain combat advantage
by flanking your enemy. To flank, you and an ally must be adjacent to an enemy and on
opposite sides of the enemy 's space. You and your ally must be able to attack the enemy with
a melee or a ranged weapon or with an unarmed attack.
COVER AND CONCEALMENT
A great tactic for surviving a firefight is to make sure you've got something big and solid between you
and your enemy, or to make sure your enemy can't get a good look at you.

COVER AND CONCEALMENT


.... Determining Cover and Concealment: The Game Master decides if you have cover or
concealment. Usually, you need to have about half your body protected to gain partial cover,
and you have partial concealment if your enemy can 't get a good look at you due to terrain
that obscures its vision , such as dim light, foliage, or fog. You gain superior cover if most
of your body is protected but an enemy can still see you . You gain total concealment if the
terrain is totally or heavily obscured , such as from darkness or heavy fog.
A (reatures Don't Provide (over: You can shoot through other creatu res' squares at no
penalty.

.... Melee and Ranged Attack Penalty: If you have partial cover or partial concealment , anyone
targeting you with a melee or a ranged attack takes a -2 penalty to the attack roll , or a-5
penalty if the Game Master determines that you have superior cover or total concealment.
.I. Area and (lose Attack Penalty: If a close or an area attack targets you, your attacker takes
the cover penalty only if YOll have cover from the origin point of the blast or burst.
.I. Invisible: If you have a power that grants invisibility, you gain combat advantage against any
enemy that can't see YOll, and you have total concealment. You don't provoke opportunity
attacks from enemies that can't see you .
OPPORTUNITY ATTACKS
If you 're armed with a melee weapon (or a natural attack such as claws or a bite), enemies adjacent to
you that ignore you provoke an opportuity attack.

OPPORTUNITY ATTACKS
Ai Melee Basic Attack: An opportunity attack is a melee basic attack. See " Using Your Weapon"
on page 75 for details on making a basic attack .
.I.i One for Each (reature's Turn: You can make only one opportunity attack on a given enemy's
turn, even if it takes more than one action that provokes an opportunity attack from you .
.l. Moving Provokes: An enemy who leaves a square adjacent to you normally provokes an
opportunity attack from you. Some forms of movement don't provoke opportunity attacks;
these exceptions are noted when they apply.
,10. Ranged and Area Attacks Provoke: An adjacent enemy that uses a ranged or an area attack
provokes an opportunity attack from you.

MOVEMENT AND POSITION


Good tactics often make it useful to move around on the battlefield . You might want to seek cover or
move to flank a foe, or you might want to run away when a yexil is trying to eat you. To measure dis­
tance on a battle map, simply count squares. You can move in any direction , including diagonally.
You can enter a square occupied by an ally, but you can't enter an enemy's square unless that
enemy is helpless. You can't end your movement in another creature's space unless it is helpless.

~ Walk: Move a number of squares up to your speed.


J. Shift: Shift 1 square. You don't provoke opportunity attacks when you shift .
.A. Run: Move a number of squares up to your speed +2. Until the start of your next turn, you
grant combat advantage and take a -5 penalty to attack rolls.

FORCED MOVEMENT
Some powers allow you to pull, push, or slide the target.
Pull: When you pull a creature, each square you move it must bring it closer to you.
Push: When you push a creature , each square you move it must move it farther away from you.
Slide: When you slide a creature , there's no restriction on the direction you can move it.
FORCED MOVEMENT
J.. Distance: The power
or effect you're using
specifies how far you can
force a target to move.
You can choose to move
the target fewer squares,
or not to move it at all.
Ai No Opportunity Attacks:
Forced movement doesn't
provoke opportunity
attacks .
J.. Not a Move: Forced
movement doesn't count
against a target's ability to
move on its turn.
J.. Difficult Terrain: Forced
movement isn't hindered
by difficult terrain.
,I;, Avoiding Danger: If you
use forced movement to move a target into a harmful space (for example, over a cliff or into
a fire) , the target gets to make a saving throw to avoid moving into the space. tf the save
succeeds, the target falls prone in the space located before the harmful space.

FALLING
When a creature falls at least 10 feet , it takes damage. A creature takes 1d10 damage for each 10 feet
it falls, to a maximum of SOd10. The creature falls prone when it lands, unless it takes no damage
from a fall for a specific reason (such as a piece of Omega Tech or a mutation) .
Large, Huge. and Gargantuan (reatures: If only part of a creature's space is over a pit or a preci ­
pice, the creature doesn't fall.

OBSTRUCTIONS AND DIFFICULT TERRAIN


You can't enter a square containing an object that fills the square, such as a wall or a large pillar or a
tree. When an object fills a square, you can't move diagonally across the corner of that square unless
you teleport. (To teleport, you need line of sight to the destination square, but not line of effect.)
Difficult terrain consists of rubble, undergrowth, boggy ground, steep slopes, and other ter­
rain types that hinder movement. It costs 1 additional square of movement for a creature to
enter a square of difficult terrain . If you can only move 1 square, you cannot enter a square of
difficult terrain .
CREATURE SIZE AND SPACE
Most creatures in the D&D GAMMA WORLD game fall into one of three categories: Small , Medium, or
Large. A few creatures are Tiny or Huge. Size describes how many squares a creature takes up on the
battle map.
Small and Medium: 1 square per creature .
Large: 4 squares per creature (an area 2 squares by 2 squares).
Huge: 9 squares per creature (an area 3 squares by 3 squares).
Tiny: Tiny creatures are so small they don't fill their squares. You can enter or end your movement in
a square containing a Tiny creature even if it's an enemy, and a Tiny creature can enter or end its
movement in your square. (This movement still provokes an opportunity attack.) Swarms of Tiny
creatures, such as characters of the Rat Swarm origin , are the exception; they take up space and
move like normal Medium-size creatures, filling 1 square.

HIT POINTS, HEALING, AND DYING


Over the course of an encounter, your character might take damage from attacks. Damage reduces
your hit points.

HIT POINTS AND HEALING


).. Maximum Hit Points: You have a maximum number of hit points determined by your level
and your Constitution score. Your current hit points can't exceed this number.

).. Bloodied: When your current hit points drop to one-half your maximum hit point value or
lower, you're bloodied. Certain powers work only (or work better) against a bloodied targe\.

).. Second Wind: You can heal yourself once per encounter using your second wind. Doing so
requires a minor action , and you regain hit points equal to your bloodied value (one-half your
maximum hit points). You also gain a +2 bonus to all defenses until the start of your next
turn. If you are unable to take actions, another character can use a standard action to trigger
your second wind.

).. Healing Effects: Some powers heal you without any further action on your par\. Even if
you're unconscious, the power or effect can restore your hit poinls.

).. Temporary Hit Points: Some powers and effects give you temporary hit points. Keep track of
these separately from your actual hit points. Any damage you take comes off your temporary
hit points first, and any leftover damage is applied to your own hit points. Any temporary hit
points you have remaining at the end of an encounter are los\.
DEATH
When your current hit points drop to 0 or lower, you fall unconscious and are dying. Any damage you
take continues to reduce your current hit points.

DEATH AND DYING


;. Death Saving Throw: When you are dying , you make a saving throw at the end of your turn
each round. If you succeed (roll 10 or higher) there is no change in your condition. If you fail
(roll lower than 10), you slip one step closer to death. If you fail three times before taking a
rest, your character dies.

;. Aiding Dying Characters: When a dying character is healed by a healing power, the power
first brings that character to 0 hit points, and then has its normal effect. You can also stabilize
a dying character by using the Science skill. A stabilized character is still unconscious, but is
now at 0 hit points and doesn't have to make death saving throws.
A Death: When you take damage that reduces your current hit points to a negative number
that's the same as your bloodied value, or if you fail your death save three times before taking
a rest , your character dies. Too bad , so sad.

REST AND RECOVERY


After a tough encounter, you might need to rest to heal up and recharge your powers. There are two
types of rest: short and extended. You have to stay in one place and avoid strenuous activity during
a rest-you can't walk or ride on a mount while resting, but if you're riding in a vehicle such as a raft
or a wagon, you might be able to travel and rest at the same time .

Short Rest: A short rest requires about 5 minutes. During a short rest, you renew your encounter
powers, refresh your Alpha Mutation (s), and regain all your hit points . You can take as many
short rests per day as you want.

Extended Rest: An extended rest requires at least 6 hours, and you must rest or sleep during this
time. You can take one extended rest per day. At the end of an extended rest, you regain all your
hit points, recharge your encounter powers, and refresh your Alpha Mutation(s). You also need to
take an extended rest before you can advance to the next level (see "Gaining Levels," page 32).

Resting and Death Saves: When you take a short rest or an extended rest , you reset your number
of failed death saves to o. See "Death Saving Throws ," above.
.HOW . .. . .APOWER
. . . . .TO. . .READ . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . ..
Special talents or abilities in the D&D GAMMA WORLD game are called powers. You gain powers from
your mutations, from your Alpha Mutations, and sometimes from the Omega Tech items you find.
Powers are described in the following standardized format.

NAME, ORIGIN, AND flAVOR


The first line of a power description gives the name of the power and where it comes from. Origin
powers are divided into levels: Novice, Utility, and Expert.
Flavor text comes after the name line. It gives a brief explanation of what the power does, what it
looks or sounds like, and how it works . It's also where the game designers inflict their sense of humor
on you.

KEYWORDS
The first keyword indicates whether a power is an at-will or an encounter power. You can use your at­
will powers as often as you want. You can use an encounter power once per encounter, and must take
a short rest before you can use it again.

Other keywords define the fundamental effects of a power. For example, a power that deals
electricity damage has the electricity keyword. Anything resistant or immune to an electricity attack
applies its resistance against that power. Common keywords include:
Power Source: Area 52, Bio, Dark, Ishtar, Psi, Xi. The type of mutation or technology producing the
effect.
Weapon: If a power has the weapon keyword, you deliver the power by attacking with a weapon. Add
the weapon's accuracy bonus to your attack roll.

Damage Type: Acid, cold, electricity, fire , force, laser, necrotic, physical , poison , psychic, radiation,
sonic.

Effect Type: Effect keywords include the following:


Healing: Powers that restore hit points.

Teleportalion: Powers that transport creatures instantaneously from one location to another.

Zone: A zone is an effect that extends over an area. Zones can't be attacked or affected by other
powers. A zone ends if the creature creating it is killed.

ACTION TYPE
The next line of the power description begins with what type of action you have to take to use the
power. Most powers require a standard action; some require a move action or a minor action. A few
powers use immediate or free actions.
Trigger: Some powers can be used only if a triggering condition occurs, such as "an enemy enters a
square adjacent to you" or "an enemy hits you with a melee attack."
ATTACK TYPE AND RANGE
The four attack types are melee, ranged, close, and area.

To determine range, count the square the target is in but not your own square.

MELEE POWERS
A melee power affects a target (or targets) within melee reach (usually in a square adjacent to the
attacker). You make a separate attack roll against each target. A power that has the range of "melee
2" or "melee 3" allows you to attack targets up to the specified number of squares away.

RANGED POWERS
A ranged power affects a target (or targets) at a distance. A power that has the range of "ranged
weapon " allows you to attack a target within your weapon 's range. 11 you're shooting an assault rifle ,
that could be up to 15 squares. If you're throwing a dagger, it might be only 10 squares. Some powers
instead specify a range, such as "range 10."

CLOSE POWERS
A close power creates an area of effect. Close powers come in blasts and bursts. Usually, you make
separate attack rolls against each target in the blast or burst, but you make one damage roll.

(lose burst [number]: A close burst targets creatures or objects within a number of squares of you.
You're not included in your own burst.

(lose blast [number): A close blast targets creatures or objects in a blast area consisting of a
number of squares on each side. For example , a close blast 3 targets an area 3 squares by 3
squares. At least one square in the blast area must be adjacent to you , and can't include your
own space.

AREA POWERS
An area power creates an area
of effect that can originate in a
distant square. Usually, you make
separate attack rolls against each
target within the area , but you
make one damage roll.

Area burst [number) within


[number] squares: To use
an area burst power, choose
a square within the power 's
range (indicated by the
second number) to be the
origin square. The power
affects targets in that square
and within a number of
squares of it equal to the first
number.

Area wall [number] within


[number) squares: Choose a square within the range (the second number) to be the wall's origin
square. The first number indicates the number of squares the wall occupies. All of a wall's squares
must be within the range given, and the wall 's squares must be contiguous.

PERSONAL
These powers affect only you.
If a power directly affects one or more creatures or objects, it has a "Target" entry. At the Game Mas­
ter 's discretion, a power that normally targets a creature can also target an object ; you can try to set
a house on fire using fiery flare, but you can't damage it using psychic assault.

Figuring out whether you can see and target a particular enemy from wh ere you're standing is
important. When you want to target a creature or object, you must determine whether you can see it
(line of sight) and affect it (line of effect).

Line of sight: To determine whether you can see a target, pick a corner of your square and trace an
imaginary line from that corner to any part of th e target 's space. You can see the target if you can
trace a line that does n't pass through or touch an object or effect-such as a wall or fog-that
blocks your vision. When you make an area attack, you need line of sight to the attack's origin
square.

Line of effect: You can target a creature or a square if there 's an unblocked path between it and
you. If you cannot trace an imaginary line to a target without passing through or touching a solid
object , you don't have line of effect to the target. Obscuring terrain doesn't block line of effect.
When you make an area attack, you need line of effect to the attack's origin square, and the
origin square needs line of effect to the targets.
Creatures or enemies: If a power targets creatures , it affects both your allies and your enemies. If
it targets enemies, it doesn't hurt any of your allies. Enemies include anything that isn't your ally,
whether it's hostile to you or not.
You aren't your ally: You can 't target yourself using a power that targets an ally, unless the power's
target is "you or an ally" or "you and an ally."

Most attack powers require you to make an attack roll. The "Attack " entry tells you what kind of
attack you make, which defense the attack targets, and any inherent modifier to the attack. (See
" Making Attacks," page 18, for more information about attack modifiers.)

For example, an attack that reads "Constitution + your level vs. Fortitude" means that your attack
roll is a d20 roll plus your Constitution modifier and your level. In this example, you're trying to equal
or exceed your target's Fortitude defense.


HIT OR MISS
Every power that requires an attack roll includes a " Hit" entry that explains what happens if your
attack succeeds. When you affect a creature by using a power, the creature knows that you've hit it
and knows what conditions you've imposed.
Most powers don't have a "Miss" entry, but some do. A power might do half damage on a miss (as
compared to full damage on a hit), or include some other incidental effect that's not as good as the
effect of a hit.
[W] or 2[W] damage: You deal damage based on the weapon you're using. A number in front of the
(W] indicates that you should roll your weapon damage dice that number of times and add the
rolls together. (See " Weapon Details," page 73, for more information about weapon damage.)
Conditions: Many powers impose a condition such as dazed, stunned, weakened, slowed, or knocked
prone. (See page 84 for definitions of conditions.) Depending on the power, a condition could last
until your next turn, or it might say "(save ends)," which means that it persists until the target rolls
a successful saving throw against it. (A creature can attempt a saving throw against each effect it's
suffering at the end of its turn.)
Ongoing Damage: Ongoing damage is a fixed amount of damage that a target takes at the start
of each of its turns. Ongoing damage could have a particular type (like poison). It's always a
"(save ends)" effect.

EFFECT
Many powers produce effects that don't depend on an attack roll or that take place regardless of
whether your attack rolls succeeds. The "Effect" entry for a power always happens, even if you miss
all the targets.

ATTACK AND DEFENSE STATISTICS


Your character has of a number of vital statistics-hit points, ability scores, defenses, attack
bonuses, damage bonuses, and more. Powers often interact with your defenses, your attack
bonu ses, and your damage bonuses; here's a qui k description .
Defenses: Your character has four defe nse scores: Fortitude, Reflex, Will, and Armor Class.
Fort itude describes how resistant you are to attack affecting your health or physical mass. Reflex
measures how well you avoid attacks that can be dodged. Will describes your strength of mind
and resistance to mental attacks. Armo r Cla ss describes your ability to avoid physical blows
through agility or protective gear.
Anack Bonuses· Your attack statistics are bonuses you add to a d20 roll. Every attack in
the gam is tied to an ability score. For exam ple, the Pyrokineti c origin's fiery flare is a Wisdom
attack, which m eans you add your Wisdom m odifier to the attack roll.
Oamage Bonuses: Most attacks cause damage. The power you use describes the damage you
cau se wi th a successful attack. For example , if you hit with fiery flare , your attack deals damage
equal to 2d8 plus your Wisdom mod ifier plus twice your level.
CHAPTER 2:

MAKING CHARACTERS
• • • • • • • • • • •• • • •• •• • • •• •• • • • • • • • • • • • • • • •
Your character is your persona or avatar in the D&D GAMMA WORLD game. He or she (or it, since you
might be a plant or something) is a combination of the fantastic, super-powered hero or adventurer
you imagine in your mind's eye, and the game rules that describe exactly what that character can
do and how the character interacts with the world. What mutations does your character possess) Is
he or she strong, agile, or brillianP What sort of person is your character-a calculating mercenary,
an overly curious scholar, or perhaps a driven bounty hunter? Are you a tribal sage, eager to explore
deeper into the mysteries of the Ancients) A mutated pantheroid, whose silent approach brings death
to your enemieQ An android stranded in Gamma Terra from some more advanced world, determined
to drive back the darkness and ignorance that surrounds you? It's all up to you.

Well ... not exactly. Now that you have your ideal character fixed firmly in your mind, pick up
some dice and start rolling to see what sort of bizarre freak you're ACTUALLY going to play.

Sorry, that's life in Gamma Terra.


Now that you understand how it is, here are the rules for building a character to explore this dan­
gerous world .

CHARACTER MORTALITY
Fusion rifles, mutated predators, irradiated death zones, and berserk battle-robots mean that there's
often a high penalty for failure in Gamma Terra. Unlike many other roleplaying games, magical heal­
ing or resurrection from death aren't common in the D&D GAMMA WORLD game. If your character
is killed, it doesn't mean that you 're a bad player or even that you made a stupid decision. (Well
... maybe no!.) Bad luck and dangers you had no fair chance to see coming are part of the game.
So, when your favorite mutant is blown to atoms by a warbot with a photon missile, raise a glass of
Mountain Dew to his or her memory, and then get to work rolling up your next character. Your new
mutant is around the next corner, waiting to join the party of heroes and take up their quest.
OVERVIEW OF CHARACTER CREATION
The D&D GAMMA WORLD game doesn't really have character races or classes like other D&D
games. There are hundreds of different intelligent species, and there's really only one character
class-adventurer.

Follow these steps to build your own D&D GAMMA WORLD character.

1. Roll your character origins (page 34). A character origin is a package of traits and powers that all
go together. A D&D Gamma World character is a combination of two origins. Refer to the Charac­
ter Origin Table (page 34) and roll a d20 to generate your primary and secondary origins. If your
second roll matches your first roll , then your second origin is Engineered Human (page 56)_

2. Assign ability scores (page 58). Your ability scores describe your innate capability in six different
areas: Strength, Constitution, Dexterity, Intelligence, Wisdom , and Charisma. Each of your origins
indicates its primary ability. You get a score of 18 in the primary ability of your first origin , and
a score of 16 in the primary ability of your second origin. If the primary abilities are identical for
both origins, then you instead get a 20 for that ability score 1 For the rest of the unassigned ability
scores, roll three six-sided dice (3d6) and record the result for each.

3. Determine skills (page 60). Skills represent the training, lore, and talents your character has
gained up to this point in life-for example, Acrobatics, Mechanics, and Stealth . Each of your ori­
gins provides one or more bonuses to specific skills, and you also gain a +4 bonus to one random
skill you roll.

4. Gear up (page 71). You choose your armor and the sort of weapon you 're carrying. You also start
with an explorer's kit and some miscellaneous gear.

5. Fill in the numbers (page 31). Calculate your hit points, Armor Class and other defenses, as well as
your initiative modifier and your attack, damage, and skill bonuses.

6. Add roleplaying character details (page 64). Imagine details about your character's personality,
appearance, beliefs, and backstory_ Sure, you might be a mutated bear, but are you a mutated
black, brown, polar, or panda bear? Heck, you might be purple. Extreme radiation does weird
stuff to bears.

7. Draw Alpha Mutation and Omega Tech (page 66-69). Draw a card from your Alpha Mutation
deck (or the Game Master's deck) and a card from your Omega Tech deck (or the Game Master's
deck)_ As a native of Gamma Terra, you have access to powerful and unpredictable mutant abili­
ties, and the dangerous junk of many different worlds surrounds you. You won 't keep these cards
for long, because you'll find new tech and develop different mutations during the course of
your adventures.

,. '
WHAT YOU GET AT 1ST LEVEl
J. All of the Levell traits from your primary and secondary origins
)..; The novice power of each origi n
.J.. Skill bonuses related to your origins

).. One use of an Alpha power per encounter


J.. One second wind (page 22) per encounter

.J.J The ability to make basic attacks using any weapon you wield

As you play, you gain experience and level up. Leveling up improves your attack and defense
numbers, unlocks additional powers from your character origins, and grants you other benefits.
(See "Gaining Levels," page 32.)

CHARACTER STATISTICS
All characters are built on the same chassis of hit points, defense scores, and attack bonuses. Your
statistics describe how tough you are, how resistant you are to different types of attacks, and how
well you can attack using the weapons or powers you have. You 'll need this information to get your
character ready for play. Here's how you determine your key statistics.

GHARAGlER STATlSTIGS
Hit Points at 1st Level: 12 + your Constitution score
Bloodied Value: Half your hit point total, rounded down
Hit Points per Level Gained: 5

Fortitude Defense: 10 + your level + the better of your Strength or Constitution modifiers
Reflex Defense: 10 + your level + the better of your Dexterity or Intelligence modifiers
Will Defense: 10 + your level + the better of your Wisdom or Charisma modifiers

Armor Class: 10 + your level + armor bonus + shield bonus, if any; if you're wearing light armor
or no armor, add the better of your Dexterity or Intelligence modifiers
Speed: 6 (plus or minus any modifiers for your origin)

Initiative Modifier: Your Dexterity modifier + your level + other modifiers (such as for origin)
Attack Bonus (Weapon): Best modifier from the weapon's key ability score pair + your level +
weapon accuracy bonus

Attack Bonus (Power): The power's key ability modifier + your level + the power's accuracy
modifier (or weapon accuracy bonus if the power works with a weapon)

Skill Bonus: The key ability score modifier + your level + all bonuses you have for that skill
GAINING LEVELS
..............................................
You begin a game as a novice hero, but as you defeat monsters and complete quests, you gain expe­
rience, measured by your experience points (or XP) . When you accumulate enough XP, you gain a
character level and become more dangerous and tougher: Your skill at attack and defense increases,
and you might be able to learn new powers from your character origins. Gaining levels is what it's
all about.
Once you have enough XP, you must take an extended rest before you can move on to the next
level. Refer to the Character Advancement table below for the benefits you gain when you level up.

CHARACTER ADVANCEMENT TABLE


Total XP Level Benefit Alpha Mutations
0 1st Origin traits, novice power for each origin
500 2nd Critical hit benefit 1
1,000 3rd Origin utility power 1
2,000 4th Second Alpha Mutation 2
3,000 5th Origin expert power 2
4,000 6th Second critical hit benefit 2
5,000 7th Second utility power 2
6,500 8th Third Alpha Mutation 3
8,500 9th Second expert power 3
10,000 10th Uber featu re 3

LEVEL BONUS
Each time your character level increases, your level bonus improves. Your level bonus measures
your overall skill and competence, and it affects almost everything you do-it's part of your defense
scores, attack bonuses, initiative modifier, and skill check modifiers. When you level up, be sure to
adjust the numbers on your character sheet appropriately.

BENEFITS
As you gain levels, you learn new powers from your character origins. You start with the novice power
of each of your origins. At 2nd level, you choose one critical hit benelit from either of your two ori­
gins. At 3rd level, you learn the utility power from one of your two origins, and so on.

HIT POINTS
You gain 5 hit points each time you gain a level. Remember to increase your bloodied value to one­
half of your new hit point maximum.

11 :. 1
ALPHA USES
As a beginning hero, you can have one Alpha Mutation readied and can use its powers and effects
once per encounter (unless there is Alpha flux, see page 67). At 4th level, you can have two Alpha
Mutations readied and you can use the powers and effects from both of them , once per encounter
each. At 8th level, you can have three Alpha Mutations readied and you can use the powers and
effects from all three, also once per encounter each.

U8ER FEATURE
At 10th level, you gain your choice of one Uber feature, selected from the following list:
.;. Choose one of your origin expert powers. You can use that power one additional time each
encounter.

.AJ At the end of each encounter, you can automatically succeed on one Omega Charge check .
).. At the end of each encounter, you can choose one of your readied Alpha Mutation cards. You
don't discard that card, and it remains readied for your next encounter.
CHARACTER ORIGINS
..............................................
Gamma Terra is made up of the debris of multiple fractured realities, all competing to occupy the
same time-space . You're a native of this altered world, and a lucky one: You have powers and abili­
ties bequeathed upon you by mutations, reality transpositions, and adaptation to the world left over
from the initial time-space disaster. These special gifts are described by your character origin. Each
Gamma World character begin s play with two character origins.
A character origin is a mutation , a body form , or a talent tree . Each origin has its own ladder of
powers and traits, and describes what kind of character you are.

DETERMINING YOUR CHARACTER ORIGINS


To determine your two character origins, roll two d20s and consult the table below for each result.
Your first roll determines your primary origin, and your second roll determines your secondary origin.
If your second roll is the same as the first , then your second origin is Engineered Human (page 56).

CHARACTER ORIGIN TABLE


Roll Origin Roll Origin Roll Origin
Android 8 Gravity Controller 15 Radioactive
2 Cockroach 9 Hawkoid 16 Rat Swarm
3 Doppelganger 10 Hypercognitive 17 Seismic
4 Electrokinetic 11 Mind Breaker 18 Speedster
5 Empath 12 Mind Coercer 19 Telekinetic
6 Felinoid 13 Plant 20 Yeti
7 Giant 14 Pyrokinetic

USING CHARACTER ORIGINS


Character origins provide traits, powers, and basic character appearance.

Traits: Mutant type identifies the primary ability score for the origin and the origin's power source.
You gain a +2 bonus to overcharge rolls on Alpha powers that have the same power source as your
primary origin. Each origin also shows the abilities you gain that are specific to your origin. You
gain the traits from both of your origins. If two traits can't be reconciled, you get only the trait of
your primary origin.

Criti<al: Your origin also determines the special effect or bonus damage you gain when you score
a critical hit. When you reach 2nd level, you get the critical benefit of one of your origins (your
choice). At 6th level, you gain the critical benefit of your other origin, and both benefits apply
when you score a critical hit.

Powers: You gain the powers of both origins as indicated on the Character Advancement table. At 1st
level, you have the novice power for each of your origins.

Appearan<e: Your basic species and body form is determined or influenced by your origins. Your
character " race" falls into one of five broad categori es.

,_. 1. :. 1
Mutated Animal: If your origins strongly suggest animal ancestry, you're a mutated animal. For
example, felinoids are basically great cats mutated to humanlike intelligence, who have functional
hands, upright stances, and the ability to speak.
Artificial: If your origins are Android, you're a robot, an android, or a cyborg.
Plant: If one of your origins is Plant, you 're a mutated plant who has the ability to move, think,
speak, use equipment, and so on.
Humanoid: If your origins don't suggest any animal, android, or plant origin , but you're not
human , you're considered a humanoid. For example, you might be Giant or Seismic, and it is obvious
that you aren't entirely human. You could also be green-skinned, or scaly, or have small antennae, or
possess some other minor cosmetic difference that sets you apart from true humans.
Human: If you're an Engineered Human who has an origin that doesn't imply a drastic alteration
of your body form, you can call yourself human. Ancient robots and Als often react more favorably to
humans than to other characters.

RECONCILING CONTRARY ORIGINS


SO what happens when you roll two origins that don't seem to go together, such as Android and Yeti,
or Cockroach and Hawkoid? This might seem like a challenge, but thinking up possible explana­
tions for why two contrary origins work together is a great chance to exercise your imagination. For
example, you might combine Android and Yeti and come up with " robot bear." Maybe all the polar
bears drowned , so someone decided to make robotic replacements . Or maybe you're a cyborg bear
and you have had part of your body replaced by machine parts.
Here are a few examples of potential hooks for connecting two unlikely origins together.
Seismic and Hawkoid: You 're rocky, and you fly. You're a gargoyle!
Giant and Cockroach: You're big and insectlike. You might be a giant beetieoid.
Rat Swarm and Felinoid: You 're a swarm of small creatures, and you're feline in nature. Either
you're a pack of kittens, or you're a swarm of rats that climbs and clings together in a panther-shaped
collection of individuals.
Android and Plant: Oooh, a toughie. Maybe you're a robot deliberately designed to have vegeta­
tive camouflage. Or maybe you're a robot constructed from some sort of bizarre biotechnology. You
might even hail from a really remote worldline where psionic masters animate golemlike servants
made of plant materia Is.

ROLLING OR CHOOSING ORIGINS?


We think the game is the most fun when you roll your two origins randomly and live with the
results. If that's too random for you, try it this way: Roll one origin, and then choose another
origin that you think complements it (or choose one first and then roll the second). If you really
want to play something specific, ask your Game Master if you can pick your origins. But you're a
big chicken .

I ' j 'I'
YOU WERE MADE, NOT BORN.
Simulation of a living creature is implicit in your shape, though some­
times you forget to boot up your "pretend to breathe" subroutine. But
are you a living being who has machine parts, or a machine who has
living parts?
Appearance: Your metallic body parts draw attention before people
notice one of your eyes is a flickering LED.

ANDROID TRAITS
Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Science checks.
Built to Last (Levell): Gain a +2 bonus to Fortitude.
Machine Powered (Levell): You do not need to eat, drink,
or breathe.
Android Critical (Level 2 or 6): When you score a critical hit, the
attack deals 1d10 extra damage, and the target grants combat
advantage to you until the end of the encounter.

ANDROID POWERS
MACHINE GRIP ANDROID NOVICE
When you get a hand on an enemy, yourgrip tightens like a steel-jawed vise.
At-Will @ Dark, Physical
Standard Action Melee 1
Target: One creature
Attack: Intelligence + your level vs. Reflex
Hit: 1d1 0 + Intelligence modifier + twice your level physical damage, and the target is im­
mobilized until the start of your next turn. If you move to a SQuare that isn't adjacent to the
target, the immobilization ends.

BE MY BATTERY ANDROID UTILITY ~


,<.
You transform energy attacks into reserve energy you use to protect and repair yourself
Encounter @ Dark
Immediate Interrupt Personal
Trigger: You take electricity, fire, laser, or radiation damage
Effect: You gain immunity to the triggering damage type until the start of your next turn. You
also gain temporary hit points equal to 10 + your Intelligence modifier.

DARK ENERGY MELTDOWN ANDROID EXPERT


You 've learned to harness the radioactive leakage from your power plant containment vessel to
harm your foes.
Encounter @ Dark, Radiation
Standard Action Close burst 2
Target: Each creature in burst
Attack: Intelligence + your level vs. Fortitude
Hit: 2d10 + Intelligence modifier + your level radiation damage.
Effect: The target is slowed until the start of your next turn.

,. ' II !. '
COCKROACH
YOU'RE A MUTATED, SENTIENT BUG.
You're living proof that your kind can survive nuclear war. You collect stuff that smells good to
you but that everyone else calls garbage. Some of that trash gives you valuable experience in salvag­
ing Ancient machinery.
Appearance: You're a huge cockroach! From a distance, your exoskeleton looks li ke a long coat.
You've also got antennae, bug eyes, and spindly limbs.

COCKROACH TRAITS
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Mechanics checks.
Scurry and Skitter (Levell): Gain a +2 bonus to Reflex.
Bug Legs (Levell): You can climb your speed . You can even climb upside down across
horizontal surfaces. You can't attack while climbing.
Cockroach Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra
damage, and you gain a +4 bonus to AC until the end of your next turn.

COCKROACH POWERS
EAU DE ROACH COCKROACH NOVICE
You spit at your foe. The spit is a combination of excrement, scent gland fluid, regurgitated
food, and stomach acid. Yep, it's nasty, and it burns your foe and fo rces it away from you.
At-Will @ Acid, Bio
Standard Action Melee 1
Target: One creatu re
Attack: Constitution + your level vs. Fortitude
Hit: 2d8 + Constitution modifier + twice your level acid damage, and you push the target 1
square.

HARD TO KILL COCKROACH UTILITY


When othen count you out, your roach exoskeleton gives you a second chance.
Encounter @ Bio, Healing
Immediate Interrupt Personal
Trigger: You drop to 0 hit points
Effect: You regain hit points equal to 10 + your level.

OPPORTUNISTIC MEAL COCKROACH EXPERT


You never kn ow when YOUT next meal might be.
Encounter @ Acid, Bio
Free Action Melee 1
Trigger: You end your turn adjacent to a prone creature
Target: The triggeri ng creatu re
Attack: Constitution + your level vs. Fortitude
Hit: 2d12 + Constitution modifier + twice your level acid damage.
Miss: Half damage.
· . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .
YOU HARNESS THE SHATTERED TIME LINES TO DUPLICATE YOURSElF IN
COMBAT.
Your duplicates aren't just for fighting; they also comfort you when you need an understanding
shoulder to lean on.
Appearance: You have a distinctive dark gray or midnight blue skin hue. You sometimes leave
afterimages or echoes of yourself as you move.

DOPPELGANGER TRAITS
Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus (level 1): Gain a +4 bonus to Conspiracy checks.
Not Really There (level 1): Gain a +2 bonus to Reflex.
Two Possibilities (level 1): Whenever you draw an Alpha Mutation card, draw two cards from
the same deck and choose which one to keep. Put the other on the bottom of the deck.
Doppelganger Critical (level 2 or 6): When you score a critical hit, the attack deals ldl0
extra damage, and you can use double trouble as a free action.

DOPPELGANGER POWERS
DOUBLE TROUBLE DOPPElGANGER NOVICE
You create a duplicate of yourself for a short time.
At-Will @ Dark
Standard Action Personal
Effect: You create a duplicate of yourself in an unoccupied square within 5 squares of you.
The duplicate acts in the initiative order directly after you and can take all the actions that
you can take, except that it can't use doppelganger powers, Alpha Mutations, or Omega
Tech. Its statistics are the same as yours, except that it has only 1 hit point. Your duplicate
disappears when it drops to 0 hit points or at the end of your next turn.

TWO PLACES AT ONCE DOPPELGANGER UTILITY


You're literally in two places at once.
Encounter @ Dark, Teleportation
Minor Action Personal
Effect: Choose an unoccupied square within 5 squares of you. You simultaneously occupy
that square and your current square. Before the start of your next turn, you can teleport to
the chosen square as a free action.

MULTIPLICIlY DOPPELGANGER EXPERT


You surround yourself with a crowd of duplicates, who lash out at and hinder nearby enemies.
Encounter @ Dark, Physical
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence + your level vs. AC
Hit: 2dl0 + Intelligence modifier + your level physical damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The lone is difficult
terrain for your enemies. While within the lone, you and your allies gain cover from attacks.

", I. :. '
ELECTROKINETIC
..............................................
YOU'RE A LIVING BATTERY, CAPABLE OF GENERATING IMMENSE
VOLTAGES OF ELECTRICITY.
You like to tell folks that when you were a wee mutant, your mama left you out in the rain and
you were struck by lightning. Maybe that 's the truth, or maybe you like the strange looks your story
inevitably gets.
Appearance: You give off a slightly metallic odor. Harmless sparks jump from you to nearby
metal objects. Anci ent devices sometimes come to life when you're nearby, only to power down again
once you leave.

ELECTROKINETIC TRAITS
Mutant Type: Wisdom; Dark; +2 to dark overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Mechanics checks.
Lightning Reflexes (Levell): Gain a +2 bonus to Reflex.
Natural Battery (Leve,l l): Gain resist 10 electricity.
Electrokinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10
extra damage, and one ally within 5 squares of the target gains 10 temporary hit points.

ELECTROKINETIC POWERS
ELECTRIC BOOGALOO ELECTROKINETIC NOVICE
You zap your enemy with an arc of electricity, making your foe jerk and dance around like a
spaz.
At-Will @ Dark, Electricity
Standard Action Melee 1
Target: One creature
Attack: Wisdom + your level vs. Fortitude
Hit: 1d10 + Wisdom modifier + twice your level electricity damage , and the target takes a -2
penalty to all defenses until the end of your next turn.

STAND CLEAR! ELECTROKINETIC UTILITY


You jolt an ally out of whatever funk he's in.
Encounter @ Dark, Electricity, Healing
Standard Action Melee 1
Target: One ally
Effect: Choose one of the following options: The target regains hit points equal your Wisdom
modifier + your level, or the target makes a saving throw with a bonus equal to your
Wisdom modifier.

LIGHTNING BOLT ELECTROKINETIC EXPERT


You uncork a spectacular lightning bolt that fries a foe or supercharges an ally.
Encounter @ Dark, Electricity
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + your level vs. Reflex
Hit: 3d8 + Wisdom modifier + twice your level electricity damage.
Miss: The ally nearest to the target gains temporary hit points equal to 3d8 + your Wisdom
modifier.

ELECTROKINETIC
YOU MANIPULATE EMOTIONS AND LIFE ENERGY THE WAY AN ARTIST
USES PAINT.
Your touchy-Ieely powers let you heal your allies or harm or pacily your loes. You also usually
know who's having a bad day.
Appearance: You unconsciously mimic the emotional state 01 creatures around you. II your
Iriends panic, you echo their terror. When you're with a weepy drunk, you inevitably end up crying
into your beer, too.

EMPATH TRAITS
Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Insight checks.
Pacifying Aura (Levell): You and each ally adjacent to you never grant combat advantage.
Vital Presence (Levell): Allies adjacent to you gain a +5 bonus to death saving throws.
Empath Critical (Level 2 or 6): When you score a critical hit, one ally within 5 squares of the
target regains hit points equa'i to twice your level.

EM PATH POWERS
VITALITY TRANSFER EMPATH NOVICE
First, do no harm-not to anyone you like, anyway.
Encounter @ Psi
Standard Action Ranged 3
Target: One creature
Attack: Charisma + your level vs. Fortitude
Hit: The target is weakened until the end of your next turn. In addition, you or one ally with­
in 5 squares of you gains temporary hit points equal to your Charisma modifier.

SHARE STRENGTH EMPATH UTILITY


You link the life forces of two allies together, allowing one to use his or her vitality ta heal the
other.
Encounter @ Healing, Psi, Psychic
Standard Action Close burst 5
Target: You and one ally in burst, or two allies in burst
Effect: One target of your choice takes 10 psychic damage. and the other target regains 10 hit
points and makes a saving throw.

ZONE OF PACIFICATION EMPATH EXPERT


You render the creatures around YOIl incapable of fighting.
Encounter @ Psi, Zone
Standard Action Close burst 2
Target: Each creature in burst
Attack: Charisma + your level vs. Will
Hit: The target is immobilized (save ends).

Effect: The burst creates a zone that lasts until the end of your next turn. Creatures within the
zone can't attack.

II :. ,
.FELINOIO
. .. . . . .. . .. .. . .. . . . . . . . . .. . . . .
YOU ARE DESCENDED FROM THE GREAT CATS OF
ANCIENT TIMES.
Appearance: Your furry pelt bears the markings of tiger stripes,
leopard spots, or something more fantastic. You might have whis­
kers, a tail, and large pointed ears. Most importantly, you've got
cat-class and you 've got cat-style.

FELINOID TRAITS
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Levell): Gain a +2 bonus to Reflex.
Feline Speed (Levell): You gain a +1 bonus to speed while
wearing light armor or no armor.
Catfall (Levell): You take no damage from falls of 50 feet or
,less, and you always land on your feet when you fall.
Felinoid Critical (Level 2 or 6): When you score a critical hit,
the attack deals 1d10 extra damage, and you can shift 3
squares as a free action.

FELiNOID POWERS
SLASHING CLAWS FELINOID NOVICE
You rake at your foe's face with a lightning-fast flurry of razor-sharp claws.
At-Will @ Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Dexterity + your level vs. Reflex. Make the attack two times.
Hit (one attack): ld6 + Dexterity modifier + twice your level physical damage.
Hit (both attacks): 2d6 + Dexterity modifier + twice your level physical damage, and the
target is blinded until the start of your next turn .

POUNCE FELINOID UTILITY


Your springy muscles let you leap a long distance.
Encounter @ Bio
Move Action Personal
Effect: You jump a number of squares equal to your speed, either vertically or horizontally.

KILLING BITE FELINOID EXPERT


You bound upon your enemy and knock it to the ground, then you lock your jaws around it.
Encounter @ Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Dexterity + your level vs. Reflex
Hit: 3d10 + Dexterity modifier + twice your level physical damage.
Effect: The target falls prone. If it stands up before the end of your next turn while you are
adjacent to it, it takes 10 physical damage.
Special: When charging, you can use this power in place of a melee basic attack.
GIANT
YOU'RE FREAKISHLY BIG, LIKE ANDRE THE GIANT BIG-WE'RE TALKING
7 OR 8 FEET TALL AND 400 TO 500 POUNDS.
You've hit your head on low ceilings more times than you can count, but you've learned to deal
with it .. . by unleashing a screaming fit of giant rage on all the poor fools unlucky enough to be
nearby.
Appearance: You tower over your friends and foes , and your shadow stretches large. Have we
mentioned that you're freakishly big?

GIANT TRAITS
Mutant Type: Strength; Bio; +2 to bio overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Athletics checks.
Just Tough (Levell): Gain a +2 bonus to Fortitude.
Encumbered Speed (Levell): You move your speed , even while wearing heavy armor or
carrying a heavy load.
Giant Critical (Level 2 or 6): When you score a critical hit, the attack deals ldl0 extra
damage, and you push the target 3 squares.

GIANT POWERS
BRICKBAT GIANT NOVICE
You spin in a circle with your weapon, knocking down a wide swath of foes.
Encounter ~ Bio, Physical, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a melee weapon .
Target: Each enemy in burst you can see
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 1[W] + Strength modifier physical damage, and you knock the target prone.

FOCUSED STRENGTH GIANT UTILITY


You flex your large muscles, bringing every ounce of strength to bear.
Encounter ~ Bio
Minor Action Personal
Effect: You gain a +5 power bonus to damage rolls with melee attacks until the start of your
next turn .

HURL FOE GIANT EXPERT


You pick up your foe and toss it like a small toy.
Encounter @ Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Strength + your level vs. Fortitude
Hit: 2d12 + Strength modifier + twice your level physical damage, and you slide the target 5
squares.
Effect: The target falls prone.

..
, ,. :. 1
.GRAVITY . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . .CONTROLLER
YOU DIRECT ONE OF THE FUNDAMENTAL FORCES OF THE UNIVERSE.
You see the world as cascading waves of influence unified by the particles Professor Rat called
gravitons. You gather and shape these gravitons into shields, weapons, and wonderful structures of
attraction.
Appearance: You are dense and compact; not short or fat, just solid. When you use your gravity
control powers, your skin sparks with purple-black radiance.

GRAVITY CONTROLLER TRAITS


Mutant Type: Constitution; Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
It Fell Sideways! (Level 1): Gain a +2 bonus to Reflex.
Gravity by Choice (Levell): You take no damage from falling .
Gravity Controller Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10
extra damage, and one creature within 2 squares of the target is immobilized until the end
of your next turn.

GRAVITY CONTROLLER POWERS


GRAVITATIONAL PULSE GRAVITY NOVICE I

You unleash a flood of gravitons that swarm your foe, dragging down its every step.
At-Will @ Dark. Physical
Standard Action Ranged 10
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 1d10 + Constitution modifier + twice your level physical damage, and the target is
slowed until the end of your next turn.

SIDEWAYS GRAVITY GRAVITY UTILITY


An enemy moves next to you, and you send it away in a flash of quantum radiance.
Encounter @ Dark
Immediate Reaction Personal
Trigger: An enemy enters a square adjacent to you
Target: The triggering enemy
Effect: You slide the target 6 squares.

SINGULARITY GRAVITY EXPERT


You focus on a point and create a small block hole that sucks people toward it.
Encounter @ Dark. Physical
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Constitution + your level vs. Fortitude
Hit: 2d8 + Constitution modifier + your level physical damage.
Effect: You pull the target 2 squares toward the burst 's origin square, and the target falls
prone.
· . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . .
YOU ARE A MUTATED BIRD OF PREY.
Your taloned feet have fully opposable "thumbs" and
work as well as hands when you're in the air. When you're
on the ground, you can handle objects using handlike claws at
the wrist joints of your wings.
Appearance: You have a large hooked beak, brown plumage,
and tough, scaly skin on your talons and wing-claws. You have a
wingspan of nearly 15 feet.

HAWKOID TRAITS
Mutant Type: Wisdom; Bio; +2 to bio overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Perception checks.
Flight (Levell): You have a fly speed equal to your speed (see
"Speed" on page 104 for rules on flying). While flying, you
take a -2 penalty to attack rolls.
Hawkoid Critical (Level 2 or 6): When you score a critical hit,
the attack deals ld10 extra damage, and you can fly your
speed as a free action.

HAWKOID POWERS
TERRIFYING SHRIEK HAWKOID NOVICE
You make piercing shriek that sends nearby creatures reeling in terror.
Encounter @ Bio, Psychic
Standard Action Close burst 2
Target: Each creature in burst
Attack: Wisdom + your level vs. Will
Hit: ld6 + Wisdom modifier + your level psychic damage, and you slide the target 1 square.

FLAP AWAY HAWKOID UTILITY


With a fla p of your wings, you quickly move away from a foe. ~
-'"
Encounter @ Bio
Immediate Reaction Personal
Trigger: An enemy enters a square adjacent to you
Effect: You fly 2 squares without provoking opportunity attacks. If you don't land at the end
of this movement, you fall.

POWER DIVE HAWKOID EXPERT


You leap into the air and then plummet into your foe in a devastating attack.
Encounter @ Bio, Physical
Standard Action Melee 1
Target: One creature
Effect: Before making this attack, you can fly your speed.
Attack: Wisdom + your level vs. AC
Hit: 3dl0 + Wisdom modifier + twice your level physical damage, and you knock the target
prone.
Miss: Half damage.

,. ' 1. :. 1
.HYPER
.. . . . .COGN . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . .. ..
. . . . ITIVE
YOU SEE THE FUTURE BEFORE IT HAPPENS.
Your mind processes information at an incredible rate , glimpsing possible outcomes from adja­
cent realities. You mentally calculate the movement of enemies and the trajectories of weapons, and
you never lose track of nearby foes. You also always know where the magician has hidden the rabbit.
Appearance: You have an unsettling calmness and economy of motion. You assess your surround­
ings with a single glance.

HYPERCOGNITIVE TRAITS
Mutant Type: Wisdom; Psi ; +2 to psi overcharge .
Skill Bonus (Levell): You gain a +4 bonus to Insight checks.
Forseen Consequences (Levell): Gain a +2 bonus to Reflex.
Unsurprisable (Levell): Gain a +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10
extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses
until the end of your next turn .

HYPERCOGNITIVE POWERS
UNCANNY STRIKE HYPERCOGNITIVE NOVICE
With a glance, you assess yourfoe's weaknesses and strike to enhance that disadvantage.
Encounter @ Psi, Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom + your level + weapon accuracy vs. AC
Hit: 1[W) + Wisdom modifier + your level physical damage, and the target grants combat
advantage until the end of your next turn.

SAW IT COMING HYPERCOGNITIVE UTILITY


YOIl anticipate your enemy's attack and respond accordingly.
Encounter @ Psi
Immediate Interrupt Personal
Trigger: An enemy hits you
Effect: The triggering enemy rerolls the attack and must use the new result.

EXPLOIT WEAKNESS HYPERCOGNITIVE EXPERT


You perceive a weakness in your foe's defenses and show your allies how to exploit it.
Encounter @ Psi, Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom + your level + weapon accuracy +2 vs. AC
Hit: 1[W) + Wisdom modifier + your level physical damage, and the target gains vulnerable 5
to all damage until the start of your next turn.
MIND BRE AKER
SEETHING ANGER COILS INSIDE YOUR
HEAD LIKE A SNAKE, UNTIL YOU RELEASE
IT UPON AN ENEMY.
You rarely spea k (relying on telepathy); when you do,
it's because you have a really important point to make.
After all , why waste words on lesser beings?
Appearance: Your head is bigger than normal, and you
have a tendency toward baldness.

MIND BREAKER TRAITS


Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Interaction
checks.
Unbreakable Mind (Levell): Gain a +2 bonus to Will.
Group Telepathy (Levell): While you 're conscious,
you and each ally within 10 squares of you can
mentally communicate with one another.
Mind Breaker Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra
damage, and the target takes ongoing 5 psychic damage (save ends) .

MIND BREAKER POWERS


PSYCHIC ASSAULT MIND BREAKER NOVICE
You project a bolt of mental energy that slams into your foe 's psyche like a sucker punch.
At-Will @ Psi, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma + your level vs. Will
Hit: 1dl0 + Charisma modifier + twice your level psychic damage.
;!

z
PSYCHIC SHIELD MIND BREAKER UTILI"rY :;;
~
You surrou nd yourself with a wall of pure fury that makes your enemies want not to attack
you.
Encounter @ Psi, Psychic
Minor Action Personal
Effect: Until the end of your next turn, you gain a +3 power bonus to all defenses.

MIND BREAK MIND BREAKER EXPERT


You unleash a mental onslaught upon yOllr enemy, boring a psychic hole into its mind.
Encounter @ Psi, Psychic
Standard Action Ranged 10
Target: One creatu re
Attack: Charisma + your level vs. Will
Hit: 3d10 + Charisma modifier + twice your level psychic damage.
Effect: The target gain s vulnerable 5 psychic until the end of your next turn.

..
, I. ]• •
. .. . .. . . . . . . . . . . . . . . . .. . . ... ... . . . . ... .
.. . ..C.OERCER
.MIND
YOU SUBTLY MANIPULATE THE MINDS OF OTHERS.
With a little tug on their brain circuits, the mentally susceptible (which is pretty much everyone)
become yours to control. You are very agreeable and polite, especially to your enemies. And why not?
If you don't like their decisions, you can change their minds for them .
Appearance: Enlarged , dilated blood vessels in your eyes give them a red cast, which becomes
more intense when you use your powers.

MIND COERCER TRAITS


Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Levell): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you
can mentally communicate with one another.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra
damage, and you slide the target 3 squares.

MIND COERCER POWERS


MENTAL PUSH MIND COERCER NOVICE
You give your foe a mental push. Before it knows what's happening, it attacks its al/y.
At-Will @ Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma + your level vs. Will
Hit: Charisma modifier psychic damage, and the target makes a basic attack as a free action
against a creature of your choice.

NOTHING TO SEE HERE MIND COERCER UTILITY


You convince your foes that you're not important enough to worry about.
Encounter @ Psi
Minor Action Personal
Effect: You become invisible to all enemies until the end of your next turn Of until
you attack.

YOUR THOUGHTS ARE MY THOUGHTS MIND COERCER EXPERT


You're a puppet master and you make your foe dance like a puppet. Dance!
Encounter @ Psi, Psychic
Standard Action Ranged 10
Target: One creature
Effect: Charisma modifier psychic damage, and you slide the target a number of squares
equal to its speed . The target then makes a basic attack against a creature of your choice,
with a +4 power bonus to the attack roll and the damage roll.
YOU ARE A SENTIENT, MOBILE PLANT.
You are detached and rational. But you also possess curiosity and a desire to amass power,
making you a natural explorer of Gamma Terra.
Appearance: You might have long, tough vines for limbs, a tangle of woody stems for your trunk,
and a bulblike brain hidden in th e middle of your body.

PLANT TRAITS
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Nature checks.
Hardened Bark (Levell): Gain a +2 bonus to Fortitude.
Vulnerable to Fire (Levell): Whenever you take fire damage, you take 5 extra fire damage.
Plant Critical (Level 2 or 6): When you score a critical hit , the attack deals ldl0 extra
damage, and the target is immobilized until the start of your next turn .

PLANT POWERS
LASHING CREEPERS PLANT NOVICE
You flail at nearby foes with thorn-covered limbs.
Encounter @ Bio, Physical
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Constitution + your level vs. Reflex
Hit: 1d6 + Constitution modifier + your level physical damage, and the target is slowed until
the end of your next turn.

INSTANT GROVE PLANT UTILITY


You cause a small thicket of plants to sprout from the ground around you, slowing your
enemies.
Encounter @ Bio, Zone
Move Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn . The zone is difficult
terrain for your enemies. While the zone lasts, you're immobilized and immune to forced
movement, you have cover from all attacks, and your melee attack range increases by 2.

INSIDIOUS POLLEN PLANT EXPERT


You grow a small, flowering bloom and puff hallucinogenic pollen into an enemy's face.
Encounter @ Bio, Poison
Standard Action Melee 2
Target: One creatu re
Attack: Constitution + your level vs. Will
Hit: ld8 + Constitution modifier + twice your level poison damage, and you dominate the
target until the end of your next turn.
Miss: The target takes a -5 penalty to attack rolls against you until the end of your next turn .

,-' I. :• •
.. . . . . . . . . . . . . . . . . . . . . . .
.PYROKINETIC
YOU LIKE TO START FIRES.
Fire is your weapon , your armor, and when
you shape tiny, temporary flame sculptures, your
friend . Your next conflagration is never far from your
thoughts, but you try to restrict your bonfires of
vanity. Most people seem inclined to do what you ask,
even before you threaten to burn down their town.
Appearance: Your hair is flame, your touch can
ignite a blaze, and your breath is an all -consuming
inferno. Where you walk , you leave fine ash and sooty
footprints behind.

PYROKINETIC TRAITS
Mutant Type: Wisdom; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to
Interaction checks.
Fire Resistance (Level 1): Gain resist 10 fire.
Fiery Aura (Level 1): Whenever a creature ends its turn adjacent to you , it takes 5 fire damage.
pyrokinetic Critical (Level 2 or 6): When you score a critical hit, the target gains ongoing 10
fire damage (save ends).

PYROKINETIC POWERS
FIERY FLARE PYROKINETIC NOVICE
You fan the flames of your fiery aura.
At-Will @ Fire, Psi
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + your level vs. Reflex
Hit: 2d8 + Wisdom modifier + twice your level fire damage.

BLAZING ROCKET PYROKINETIC UTILITY


You propel yourself into the air on a pillar of fire.
Encounter @ Psi
Minor Action Personal
Effect: You gain a fly speed of 10 until the end of your next turn. If you don't land before this
effect ends, you fall.

FLAMING BREATH PYROKINETIC EXPERT


You breathe out, unleashing a tide of flame.
Encounter @ Fire, Psi
Standard Action Close blast 5
Target: Each creature in blast
Attack: Wisdom + your level vs. Reflex
Hit: 2d10 + Wisdom modifier + your level fire damage.
Miss: Half damage.

• . I
... .O.A..C.TIVE
.RADI .. . . . . .... . . . .. . . . ..
YOU CHANNEL THE DESTRUCTIVE FORCES
THAT CREATED GAMMA TERRA.
You like to live dangerously. You figure if radiation can't
kill you, everything else should be survivable, too.
Appear(lnce: You give off a faint glow, usually red, which
intensifies when you use your radioact ive powers.

RADIOACTIVE TRAITS
Mutant Type: Constitution ; Dark; +2 to dark overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Science checks.
You've had Worse (Levell): Gain a +2 bonus to Fortitude.
Gamma Tolerance (Levell): Gain resist 15 radiation .
Radioactive Critical (Level 2 or 6): When you score a
critical hit, the target is weakened until the end of your
next turn .

RADIOAOIVE POWERS
RADIATION EYES RADIOACTIVE NOVICE
You r eyes glow cherry red as you loose a jagged bolt of ionizing radiation at your foe.
At-Will @ Dark, Radiation
Standard Action Ranged 5
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 1d10 + Constitution modifier + twice your level radiation damage, and the target takes
a -2 penalty to all defenses until the end of your next turn .

HAWKING PORTAL RADIOAOIVE UTILITY


You bore tunnels through space with a pulse of invigorating radia tion.
Encounter @ Dark, Radiation, Teleportation
Move Action Close burst 10
Target: You and on e or two allies in burst
Effect: Each target teleports to any other square in the burst, then regains hit points equal to
5 plus your level.

GAMMA ERUPTION RADIOACTIVE EXPERT


Yau release a narrow beam of intense radiation at your foe.
Encounter @ Dark, Radiation
Standard Action Ranged 5
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 2d10 + Constitution modifier + twice your level radiation damage.
Effect: The target is weakened until the end of your next turn .

. ..
:
RAT SWARM
YOU'RE A CONSCIOUSNESS DISTRIBUTED ACROSS A SWARM OF
SQUEAKING VERMIN.
The actual nature of your swarm is based on your other origin. For instance, if your other origin
is cockroach, hawkoid, or android, you might be a swarm of roaches, a swarm of bats, or a swarm of
tiny, whirring robotic toys.
Appearance: Your body is composed of hundreds of sm all beings that swarm in a single square,
though you usually cluster into a shape suitable for wearing clothing and wielding equipment and
weapons using your many tiny hands.

RAT SWARM TRAITS


Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Swarm Defense (Level 1): Gain resist 5 to all damage against melee and ranged attacks, and
vulnerable 5 to damage from area and close attacks.
Crawling Mass (Level 1): You can't be knocked prone.
Rat Swarm Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra
damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

RAT SWARM POWERS


SWARM! RAT SWARM NOVICE
You swarm across your foe, biting it dozens of times as you tangle its limbs.
Encounter @ Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Dexterity + your level vs. Reflex
Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobi­
lized until the end of your next turn.

COVER MORE GROUND RAT SWARM UTILITY


You disperse across the graund and quickly reform in a tactically advantageous spot.
Encounter @ Bio
Move Action Personal
Effect: You shift a number of squares equal to your Dexterity modifier.

DEATH BY A THOUSAND BITES RAT SWARM EXPERT


You swarm around yourfoe, delivering a multitude of tiny bites that all result in bleeding
wounds.
Encounter Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Dexterity + your level vs. Fortitude
Hit: 2d10 + your Dexterity modifier physical damage.
Effect: At the start of your next turn, the target takes physical damage equal to three times
your level.
You're the strong-but-slow, bulky, gravelly voiced type
who's in touch with the land-literally. You can knock foes
to the ground with a single stomp, or meld yourself with
~ the ground to become nearly unmovable.

.,•,.,
I ••
Appearance: Your skin is composed of a tough, organic
rubble several inch es thick that has a brown , orange, or
dull red coloration.

SEISMIC TRAITS
Mutant Type: Strength; Dark; +2 to dark overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Athletics
checks.
Armored Skin (Levell): Gain resist 5 physical.
Ponderous (Levell): Take a -1 penalty to speed.
Seismic Critical (Level 2 or 6): When you score a critical
hit, the attack deals 1d10 extra damage, and you
knock the target and each enemy adjacent to the
target prone.

SEISMIC POWERS
SEISMIC STOMP SEISMIC NOVICE
You stomp on the ground, sending a shock wave of energy into foes around you.
At-Will @ Dark, Sonic
Standard Action Close bu rst 1
Target: Each creature in burst
Attack: Strength + your level vs. Fortitude
Hit: 1d6 + Strength modifier + your level sonic damage, and you knock the target prone. 1:;
i5i
~
z
GROUND ANCHOR SEISMIC UTILITY ~
ii'
You merge with the ground to keep from being knocked aver or moved against your will.
Encounter @ Dark
Immediate Interrupt Personal
Trigger: You are hit by an attack that pulls you, pushes you , slides you , or knocks you prone
Effect: You aren't pulled , pushed, slid, or knocked prone by the attack.

CLOBBERIN'TIME SEISMIC EXPERT


You clench a huge, rocky fist and punch the punk's lights out.
Encounter @ Dark, Physical
Standard Action
Target: One creature
Melee 1 •
Attack: Strength + your level vs. Fortitude
Hit: 2d10 + Strength modifier + twice your level physical damage, and you push the target 3
squares.
Effect: The target falls prone.

,. ' I . t. i
SPEEDSTER
EVERYONE MOVES LIKE MOLASSES COMPARED TO YOU.
You can race to the corner and back in the blink of an eye, move faster than a charging rifle
hound, and read the Elysian Fusion Rifle Troubleshooting Guide in one sitting. You speak quickly and
your mind constantly flits from one topic to the next. Your friends describe you as "fidgety."
Appearance: You are long-limbed and slim , and you're always hungry due to your heightened
metabolism.

SPEEDSTER TRAITS
Mutant Type: Dexterity; Psi; +2 to psi overcharge.
Skill Bonus (Levell): Gain a +4 bonus to Acrobatics checks.
Just a Blur (Levell): Gain a +2 bonus to Reflex.
Blinding Speed (Levell): Gain a +2 bonus to speed while wearing light armor or no armor.
Speedster Critical (Level 2 or 6): When you score a critical hit , you can make a basic attack as
a free action.

SPEEDSTER POWERS
QUICK ATTACK SPEEDSTER NOVICE
You move and strike and move before yourJoe even knows it's being attacked.
Encounter @ Psi, Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Effect: You can shift 2 squares before the attack.
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage, and you shift 2 squares.

WHIZZER SPEEDSTER UTILITY


You become a bluras you race across the ground.
Encounter @ Psi
Minor Action Personal
Effect: You shift your speed .

SWIFT PUMMEL SPEEDSTER EXPERT


You attack so quickly that your foe can't tell where one strike leaves oJf and the next begins.
Encounter Psi, Physical, Weapon
Standard Action Melee 1
Target: One creature
Attack: Dexterity + your level + weapon accuracy +2 vs. AC. Make the attack 4 times.
Hit: 1[W] physical damage.
· . . . .. . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . ... . . .
YOU USE THE POWER OF YOUR MIND TO RESHAPE THE WORLD
AROUND YOU.
You can seize objects, deflect attacks, and even strike mighty blows by directing your attention
toward a target.
Appearance: You can hide your talent, but there are always telltale sign s. Small objects near you
sometimes levitate, furniture rattles , and doors open.

TELEKINETI( TRAITS
Mutant Type: Intelligence; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks.
Telekinetic Shield (Level 1): While you 're conscious, you gain a +2 bonus to AC and Reflex.
Telekinetic Reach (Level 1): You can manipulate unattended objects up to 5 squares away
from you as if you were using them yourself. For example, you can open a door as a minor
action or swing a club as a standard action. You take a -2 penalty to attack rolls of attacks
you make using this trait.
Telekinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra
damage, and you slide one creature within 5 squares of you 2 squares.

TELEKINETI( POWERS
TELEKINETI( WAVE TELEKINESIS NOVI<E
You overwhelm your foes with a surge of telekinetic energy.
At-Will @ Force, Psi
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence + your level vs. Fortitude
Hit: 1d6 + Intelligence modifier + your level force damage, and you push the target 3
squares.

(HESS PIE(ES TELEKINESIS UTILITY


YOll move yallr allies out of harm's way . . . or into it.
Encounter @ Psi
Minor Action Close burst 5
Target: Each ally in burst
Effect: You slide the target 3 squares to another square in the burst.

TElEKINETI( nUT(H TELEKINESIS EXPERT


You seize on enemy in a telekinetic grasp and slowly crusll it.
Encounter @ Force, Psi
Standard Action Ranged 10
Target: One creature
Attack: Intelligence + your level vs. Fortitude
Hit: 1d10 + Intelligence modifier + twice your level force damage, and the target is immobi­
lized and takes ongoing 10 force damage (save ends both).
Miss: Half damage, and the target is slowed (save ends).

I. :. '
. . . .. . . . . . . . . . . . . . . . . . . . . . . . . .. .
.YETI
YOU ARE BIGFOOT.
You hate it when folks assume that you're a savage beast-just
because you have thick fur and big claws doesn't mean you don't
have feelings.
Appearance: A shaggy pelt of fur covers you. Yetis are usually
dirty white in color, but in Gamma Terrel, pelts of fantastic pat­
terns and hues aren't uncommon. You stand 7 feet tall when you're
upright, although you sometimes go on all fours .

YETI TRAITS
Mutant Type: Strength; Bio; +2 to bio overcharge.
Skill Bonus (LeveI1): Gain a +4 bonus to Nature checks.
Hard to Hurt (LeveI1): Gain a +1 bonus to AC.
Cold Resistance (LeveI1): Gain resist 10 cold.
Yeti Critical (Level 2 or 6): When you score a critical hit,
the attack deals 1d10 extra damage, and the target takes
a -5 penalty to attack rolls against any creature other
than you until the end of your next turn.

YETI POWERS
BIG CLAWS YETI NOVICE
You rake on enemy with your powerful claws.
Encounter @ Bio, Physical
Minor Action Melee 1
Target: One creature
Attack: Strength + your level +2 vs. AC
Hit: 1d10 + Strength modifier + twice your level physical damage, and the target is slowed
until the end of your next turn .

YETI RAGE YETI UTILITY


When you get hurt, you get mod.
Encounter Bio, Healing
Immediate Reaction Personal
Trigger: An enemy damages you with an attack
Effect: You regain hit points equal to 3 + your level. Until the end of your next turn , you gain
a +2 power bonus to attack rolls against the triggering enemy.

YETI MAULING YETI EXPERT


You overpower your enemy with your rending claws and then drag it off.
Encounter @ Bio, Physical
Standard Action Melee 1
Target: One creature
Effect: Before the attack, the target falls prone.
Attack: Strength + your level vs. Fortitude
Hit: 2d10 + Strength modifier + twice your level physical damage, and you shift 3 squares.
You then slide the target 5 squares to any unoccupied square adjacent to you.
HUMAN,
. . . . . . . . . .. . . . . . . . . . .
.ENGINEERED
SURE, YOU'RE HUMAN. BUT
YOU'RE SMARTER, STRONGER,
AND TOUGHER THAN ANY
ANCIENT WHO EVER DROVE
TO THE CORNER STORE FOR A
SIX-PACK.
Your ancestors were genetically engineered to
be super-soldiers or to be members of a ruling
genetic caste : a laboratory-bred Soviet "new
man," cloned South American ubermensch,
Draka, Khan Noonien Singh , or some similar
member of a race of photogenic conquerors.
You're more talented and hardier than other
folks, and you have a natural knack with
Omega Tech .
Engineered humans are often looked
upon as leaders by the humanoid and animal
mutants of the world . You're as close to the
old human norm as any creature surviving in
Gamma Terra-but tougher.
Appearance: Most engineered humans
possess heroic proportions and dashing good
looks, because the genetic scientists who
cooked the DNA generations ago were trying to
build a better human ... and, well, why not?

ENGINEERED HUMAN TRAITS


Mutant Type: Intelligence; no power source; +2 to all overcharge.
~
Skill Bonus (Levell): Gain a +4 bonus to Interaction checks and Science checks. :0
z
Engineered Resilience (Levell): Gain a +1 bonus to Fortitude, Reflex, and Will. 51
~
Tech Affinity (Levell): Gain a +2 bonus to checks to see if your Omega Tech burns out.
Engineered Human Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10
extra damage, and the target grants combat advantage until the end of your next turn .

ENGINEERED HUMAN POWERS


BOLD AnACK ENGINEERED HUMAN NOVICE
Your instinct for violence inspires your allies 10 follow your lead.
At-Will @ Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage, and you choose an ally within 5 squares of you . That
ally makes a basic attack as a free action.

,1:. ,
TOUGH AS NAILS ENGINEERED HUMAN UTILITY
You're tougher than you look.
Encounter @ Healing
Minor Action Personal
Effect: You regain hit points equal to 5 + your level and make a saving throw with a +5
bonus.

TACTICAL ASSAULT ENGINEERED HUMAN EXPERT


As you attack, you tell your allies where to go 50 they can get in on the fun , too.
Encounter @ Physical, Weapon
Standard Action Melee or Ranged weapon
Effect: Before the attack, each ally within 10 squares of you can shift 2 squares as a free action.
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 3[W] + Intelligence modifier + your level physical damage.

WHAT IS HUMAN?
Engineered humans rarely show any overt signs of mutation, but that doesn 't mean you can 't
I have a second character origin or use Alpha Mutations. It just takes a little bit of imagination to
, explain how your so-called "human" has access to these unusual traits and powers. Here are a
few examples of how you might do this.
Martial Artist: Origins such as Felinoid, Yeti, or Speedster offer you a good way to build a
brawler or martial artist character. You're not actually a panther-man; your "claws" are martial
strikes, your slashing claws power is really more of an eye gouge or an eagle claw strike, and
your pounce is simply a prodigious martial arts leap.
Inventor: Your second origin and Alpha Mutations represent some bit of technology you 've
cobbled together. The wings of the Hawkoid origin might be a jetpack or a powered glider. The
Pyrokinetic origin could be a homemade flamethrower battle suit. Rat Swarm might be a col­
lection of tiny robots or highly trained living creatures that follow you around and do what you
say. Due to your superior knack for invention and improvisation , you can keep this "gear" in
working order all the time and gain the appropriate benefits.
Natural Talent: A few origins, such as Hypercognitive or Android , mix pretty well with
Engineered Human without any re-envisioning. A Hypercognitive/Engineered Human is simply
a human who has uncanny awareness and intuition. When you mix Engineered Human and
( Android, maybe you come out as a replicant or a Cylon : a machine that's a perfe ct copy of a
human. Or maybe you're the Terminator. It's your character, have fun!
.ABILITY . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . .. .SCORES
Raw physical and mental abilities underlie everything you can do, everything you know, and your
ability to fire a black ray gun at a charging mutant without soiling your pants.
Six abilities provide a description of your character's physical and mental characteristics . Your
proficiency with each ability is determined by its score; for instance, someone who has 16 Strength is
much stronger than someone who has 6 Strength.
).) Strength (Str) measures your
character's physical power.
This ability is important for
characters who fight hand-to­
hand using melee attacks. For
example , how hard you wallop a
raider with the stop sign you use
as a club is determined by your
Strength score.
,I. Constitution (Con) represents
your character's health, stamina,
and vital force . If you hope to
absorb a large dose of radiation
and live, you'd better have a
high Constitution score.
'l. Dellterlty (Dell) measures
hand-eye coordination, agility,
reflexes, and balance . A high
Dexterity score helps you when
you find yourself navigating
the rubble-strewn corridors of
a collapsing skyscraper built by
the Ancients .
J., Intelligence (Int) describes how well your character learns and reasons. Did you find a torc
grenade? A high Intelligence score could be the difference between figuring out how to use it
and disintegrating yourself accidentally.
A Wisdom (Wis) measures your common sense, perception, self-discipline, and empathy.
Wisdom allows you to notice details, sense danger, and get a read on other people. It helps ..
~
'"
you recognize the difference between a plain old bush and a carnivorous lizard bush .
J., Charisma (Cha) measures your force of personality, persuasiveness, and leadership. If you're
going to convince the nice woman in the Mark I Powered Armor pointing a fusion rifle at you
not to turn you into a flesh crater, a good Charisma score is helpful.

I . !. I
ASSIGN YOUR ABILITY SCORES
After you 've figured out your two origins, determine your ability scores .
.I. Place an 18 in the primary ability score that corresponds to your primary origin . (An origin's
primary skill is listed at "Mutant Type .")
.I. Place a 16 in the primary ability score that corresponds to your secondary origin . If both of
your origins have the same primary ability, change that score to 20 .
.... For each of your remaining ability scores, roll 3d6 and record the result. Roll each ability
score in order (Strength , Constitution , Dexterity, Intelligence, Wisdom , then Charisma),
skipping the primary ability scores to which you have already assigned values.

ABILITY MODIFIERS
Your ability score determines an ability modifier that you add to any attack , check, roll , or defense
based on that ability. For example, making a melee attack using a stop sign is a Strength/Constitution
attack, so you add the ability modifier for your Strength or Constitution score (whichever is better)
to your attack rolls and damage rolls . Your ability scores also influence your defense s, since you add
your ability modifier to your defense score.

ABILITY MODIFIERS
Ability Ability Ability Ability
Score Modifier Score Modifier
1 -5 18-19 +4
2- 3 -4 20-21 +5
4-5 -3 22-23 +6
6- 7 -2 24-25 +7
8-9 -1 26-27 +8
10-11 +0 28-29 +9
12- 13 +1 30-31 +10
14- 15 +2 32-33 +11
16-17 +3 and so on . ..
In addition to the natural gifts represented by your ability scores, your character's talents are also
measured in a variety of specific areas, such as silver-tongued diplomacy, scientific education, and
athletic expertise. These aptitudes are called your skills. Whether your skills come from training, edu­
cation, or personal genius is up to you-the end result is the same.

ASSIGNING YOUR SKill BONUSES


As an explorer and an adventurer, you have a basic level of competence in every skill-any hero can
try to scale a cliff or talk his or her way out of trouble . Each origin also gives a bonus to a particular
skill (and the Engineered Human origin offers two) . In addition to those skill bonuses, roll a d10 and
consult the Skill Bonus table below. You get an additional +4 bonus to checks using the skill you roll.
If you get a bonus to the same skill from more than one source, add together all the bonuses you get.
(Everyone knows that Radioactive Androids make the best scientists.)

SKILL BONUS TABLE


d10 Skill Key Ability Origin (jranting Bonus
1 Acrobatics Dexterity Speedster
2 Athletics Strength Giant, Gravity Controller, Seismic
3 Conspiracy Intelligence Doppelganger
4 Insight Wisdom Empath, Hypercognitive
5 Interaction Charisma Engineered Human, Mind Breaker, Mind Coercer,
Pyrokinetic
6 Mechanics Intelligence Cockroach, Electrokinetic, Telekinetic
7 Nature Wisdom Plant, Yeti
8 Perception Wisdom Hawkoid
9 Science Intelligence Android, Engineered Human, Radioactive
10 Stealth Dexterity Felinoid, Rat Swarm

USING SKillS
Your Game Master tells you when it's appropriate to use a skill. Using a skill is called making a skill
check.

To make a skill check, roll a d20 and add the following numbers:
.J. Your level;

;l. Your ability score modifier for the skill's key ability;
;1,. Any bonuses you have from origin traits; and

A Any bonuses or penalties from the gear you carry, from conditions or mutations currently
aHecting you, and from situation eHects that the Game Master has applied .

11 : . 1
Compare the total result of your skill check to a target number the Game Master has set for the task.
This target number is called the DC (or Difficulty Class). If the total for your skill check is equal to or
higher than the DC, your skill check is successful; if it's lower than the DC , your skill check fails.
Your Game Master tells you whether you can retry a failed skill check. If you could imagine trying
the task again with the same chance of success (such as an Athletics check to climb a wall), you can
retry the skill check by spending the same action again . If the check represents whether or not
you remember certain information
(such as a Science check to remember
whether a glowing green crater is safe
or not), you can 't try it again unless the
circumstances change significantly.

SKILL DESCRIPTIONS
Each entry below provides a brief
description of a particular skill , along
with a few examples of tasks you might
attempt using that skill . Some of those
tasks indicate how difficult it is to
accomplish (easy, moderate, or hard).
The examples also indicate what kind
of action or length of time is required
to make the skill check .

An easy task is something that even


a klutz has a good chance of achieving.
A moderate task requires a little talent
to pull it off-at least a +4 bonus at 1st
level is a good start. Hard tasks are for
experts; if you don 't have at least a +8
bonus to a skill check at 1st level, you
should only attempt hard tasks when
you don 't have a better solution.

The difficulty level of some tasks is


based on the way another character is
involved in the situation. For example,
the difficulty of a Stealth check
depends on the Perception check of
the person or creature you're sneaking
past.

ACROBATICS (DEXTERITY)
You make an Acrobatics check to accomplish a stunt of agility. It's a good all -purpose skill for any sort
of physical activity that relies more on nimbleness than muscle.

Examples: Escape restraints (easy, moderate, or hard; move action); move half your speed across a
narrow or an unstable surface (moderate; move action).

ATHLETICS (STRENGTH)
You make an Athletics check to physically overcome an obstruction . Like Acrobatics, Athletics is a
good all-purpose skill that encompasses a variety of tasks relying on your physical might.

Examples: Climb a rope at half your speed (easy; move action); climb a rough cliff or a ruined
wall at half your speed (moderate; move action); climb a smooth wall at half your speed (hard ; move
action); jump across a chasm (DC 5 per square jumped ; part of a move action); swim through rough
water at half your speed (moderate; move action).
CONSPIRACY (INTElLIGENCE)
You make a Conspiracy check to remember useful information about a significant person, organiza­
tion , or event. Making a Conspiracy check usually doesn't require an action-either you know the
answer or you don't.
Examples: Remember the basics of a significant event (easy); identify symbols or general goals of
a cryptic alliance or other secret organization (moderate); remember the details of a significant event
(moderate); remember a story that provides a clue to your current situation (hard).

INSIGHT (WISDOM)
You make an Insight check to discern intent and decipher body language during social interactions.
It's also a useful all-purpose skill for understanding the significance of a puzzling clue. Making an
Insight check usually doesn't require an action.
Examples: See through another creature's lie (DC set by opponent 's Interaction skill check); gain an
advantage in a negotiation (moderate or hard).

INTERACTION (CHARISMA)
You make an Interaction check to influence someone's opinions or actions, or to gather information
in a village, a town, or a city. You don't usually use Interaction during combat, but if you do, it typi­
cally requires a standard action.
Examples: Gather common information; negotiate a deal; talk someone out of attacking you; fast­
talk a security robot into letting you pass; bully someone into doing what you want. Most Interaction
checks use a moderate DC, but if the target is hostile to you, a hard DC is appropriate.

MECHANICS (INTELLIGENCE)
You make a Mechanics check to use, repair, or overcome Ancient machines. You don't usually use
Mechanics during combat, but if you do, it typically requires a standard action.

Examples: Hot-wire a car; pick a padlock; repair an engine; drive a motorcycle; fly a helicopter;
jury-rig a new machine from salvaged parts. Most Mechanics DCs are moderate or hard, depending
on what you 're working on and how badly it's damaged_

NATURE (WISDOM)
You make a Nature check to identify and cope with the hazards of the natural world . The time
required to make a Nature check varies based on the task, from no time at all to a few hours.
Examples: Find food and water for yourself in the wild (moderate); find food and water for a small
group in the wild (hard); find your way across trackless terrain (moderate); avoid a hazard such as
quicksand or carnivorous plants (moderate or hard).
PERCEPTION (WISDOM)
You make a Perception check to notice clues , spot danger, hear someone sneaking up on you , or find
a trap. You usually get to make a Perception check to notice something at the fir st point you could
see it or hear it, but if you want to look around again, another check takes a minor action .

Examples: Find an obvious clue (easy); discover a well -hidden object (moderate); follow a faint
set of tracks across stone or metal (hard) ; eavesdrop on a nearby conversation (easy); hear whispers
through a door (hard); notice someone hiding from you (DC is equal to the hiding creature's Stealth
check result).

SCIENCE (INTELLIGENCE)
You make a Science check to remember a fact about physics, geology, mathematics, computer opera '
tion , or other areas of Ancient scientific theory. You also use it to identify an unn atural hazard or to
operate computerized technology. The time required to make a Science check varies based on the
task , from no time at all to a few hours.

Examples: Operate a computer (moderate); identify the effects of radiation on the environment
(moderate); defuse a suitcase nuke (hard); hack into a secure network (hard); reprogram an inopera ­
tive android (hard).

STEALTH (DEXTERITY)
You make a Stealth check to hide yourself from an observer, both by moving quietly and by staying
out of sight.

Examples: Become hidden (make a Stealth check at the end of a move action, using the observer's
Perception check as your DC); move up to your speed while staying hidden (make a new Stealth check
w ith a -5 penalty; move action).

Special: You need superior cover or total concealment (page 19) to make a Stealth check to
become hidden . After that, you need only cover or concealment (page 19) to remain hidden. If you
draw attention to yourself, such as by speaking or attacking, you don 't remain hidden.

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