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Here are a few of the little irritants I like to throw into my games. Since
some of these have been around for awhile, not all of them have been converted
to my
new system
, so expect to see some 1st and 2nd Edition stuff in here.
Guardoons
Grassland Raiders
The Rakeen
Spider-Man
RAFABOLEBO
Garrr
Rakeen Character
Captain America
All Brains
Hard to Find
Unstoppable
Human Snake
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GUARDOONS
-
AC:7
-
HP:39
-
STR:16
-
INT: 8
-
WIS: 7
-
DEX:15
-
CON: 9
-
CHR: 3
Mutations:
TELEPORTATION
FORCE FIELD (25 pts)
MENTAL INVISIBILITY
PUNCH: 1d4
BITE: 1d8
TACKLE: 1d2 + AUTOMATIC BITE
These Mutated Baboons are a direct off-shoot of my favorite dead Character,
Neil
. They are a basically cowardly sort, fighting only when they have an obvious
advantage. If they are losing, or think they will lose, in a battle, they will
teleport as far away as possible to re-group or run away (a-la Monty Python's
Holy Grail).
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Grassland Raiders
Base Move 3
|
Fast Move 6
|
Run 12
|
Sprint 21
|
HP:
|
Hit:
|
Defense:
|
HT: 5' 3" average
|
|
STR: 12
|
Hand 12
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Hand 12
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WT: 180 lbs average
|
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INT: 13
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Aimed 12
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Dodge 13
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Eyes: Brown
|
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WILL: 14
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Mental 11
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Mental 11
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Hair: Black
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DEX: 16
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|
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CON: 17
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Mutations:
Phasing (Special)
Chameleon Powers
I adapted these from one of my favorite books, "The Stone and The Flute" by
Hans Bemmann.
These descendants of Chinese-Americans have adapted to a life of hiding and
ambushing. Virtually anyone who enters their "territory", plains of 4' to 6'
tall grass, has a 60% chance of being attacked by 5-10 Raiders. They will
seldom kill an opponent, but have been known to kidnap small children to use a
slaves. Slaves don't usually live very long in the Raider's camps.
The Raiders ride a short breed of Brutorz that they have developed through
selective breeding. The horses have all the same characteristics of normal
Brutorz, with the exception of STR, which is 17.
The Raiders suffer
no
terrain penalty on movement when in grassy or forest terrains due to their
unique ability to phase not only themselves, but their Brutorz as well. This
Phase Mutation can only be used for phasing through living plant material.
Raiders will use their short stature and their Chameleon Powers to hide and
surprise victims.
Raiders will steal everything from a fallen victim, and cannot be bribed into
passivity.
They have been known to go out as youngsters so as to travel the world and
become familiar with other peoples, but will always return after one year.
When overpowered in a fight, they will run away as fast as possible. They will
return with 20 more Raiders within one hour.
They will never pursue victims outside of the confines of the grasslands.
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THE RAKEEN
These were created as a tribute to my favorite Character of all time, Rakeen, a
mutated Red-tailed Hawk. He is very lethal. He appears later in the page.
The Rakeen are a race of predatory birds descended from Red-tailed Hawks.
The average Rakeen is 1.04 m. (40 in.) long with a 2.08 m. (80 in.) wing spread.
They have elongated bodies to accommodate a second set of wings. These wings
give hovering ability and omni-directional flight. All four wings must be used
to fly. Their legs and feet are larger to provide balance. Coloring can vary
from black to rust/orange. Chest and underparts will almost always be white.
Rarely, about one out of every 50,000 surviving hatchlings, there will be an
albino. These will be taken to be raised by the Priests, as they are
considered seers. Albino Rakeen will have very poor eyesight, but will have
the Mutations Clairvoyance and Clairaudience in addition to racial norms.
The Priests of Ahkree rule this theocracy firmly.
Pairings are approved by the Priests based on;
-
The need for young in the Flock.
-
The desire of the two for the Pairing.
-
The closeness of relation, if any (inbreeding at the 3rd or 4th removal
is allowed, but 5th removal and beyond are preferred).
Pairings are for life.
A Flock is a group of Rakeen of 20 or more, with the average size being 120.
There will be two Priests for every 100 individuals.
Fledglings are community raised until the age of six months. Pairing is
allowed at one year.
When a Flock gets below 20 in number (due to famine, predators, etc.) it joins
with another small Flock. The Flocks merge with no superiority conflicts.
When a Flock reaches about 150, 50 unattached young, 25 of each sex, are chosen
by the Priests. These accompany two Priests in founding a new Flock. This is
a great honor, and the competition is fierce.
While the exact method of selection is not known, near perfect plumage and
suberbly honed hunting skills seem to be the common denominators in the new
Flock.
The new Flock will relocate approximately 320 linear kilometers (200 mi.)
away from the parent Flock. Hunting Flocks have been known to take down 900
kg. (2,000 lb.) animals. The Flock will remain in the vicinity for as long
as the carcass is edible. First to eat on each kill will be the Priests.
Rakeen are very intelligent and can learn most spoken languages. They have
no written language, but can learn to read. There only weapons are their
claws and beaks. Rakeen have a tremendous respect for ANY priest.
They will not attack a priest, even in self-defense.
Any hatchling with obvious Physical Mutations will be killed. As a result,
Mental Mutations are very prevalent.
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I was playing with my
new system
and came up with the following Characters:
SPIDERMAN
-
STR:16
-
WILL:12
-
INT:13
-
DEX:15
-
CHR:11
-
CON:13
MUTATIONS:
INCREASED SPEED x4 (1pt.)
ATTRACTION FIELD (2pt.)
INCREASED BALANCE (1pt.)
INCREASED STR. (1pt.)
INCREASED DEX. (1pt.)
NEW BODY PARTS - SEE BELOW (1pt.)
Character has one Mutation point left to spend.
The NEW BODY PART is a web spinner in each forearm. The spinnerettes will
produce a maximum amount of material for 100 yards of webline before needing to
"rest" and replenish itself.
The muscles in the arm are designed to shoot a webline a max of 35 feet.
The webline in the spinnerette regenerates at a rate of 5 yards per hour.
Only a line of webbing can be fired.
The webbing is liquid until it comes into contact with the air. It then
becomes a semi-solid. It has an expansion ratio of 6:1, that is, every inch
can stretch to six inches. It has a very high tensile strength. Each inch can
hold up to 300 pounds, but 100 pounds will stretch one inch to its maximum.
The webbing also has a high adhesive bonding ability. A webline will hold up
to 5000 pounds from a single adhesion point. The adhesive is only active on
the leading edge of the line.
The webbing is stored in an elongated bladder within the arm. A series of
muscles contract on command to squeeze the bladder to eject the material. A
sphincter muscle near the wrist on the palm side of the arm then opens
fractionally to allow a high pressure, pencil thin stream emerge. When the
stream is stopped, the sphincter contracts, holding the webline firm. The
sphincter is also the means by which the webline is cut.
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RAFABOLEBO is a nickname that my best friend has acquired. It is an acronym:
RA
t
FA
ced
BO
w
LE
gged
BO
y.
RAFABOLEBO - SQUEEKER PLAYER CHARACTER
STR: 14
|
WILL: 12
|
INT: 12
|
DEX: 16
|
CON: 14
|
CHR: 10
|
HP: 65
|
HT: 4 '
|
WT: 90 lbs.
|
HAIR: GRAY
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EYES: RED
|
|
AGE: 22
|
HAND: LEFT
|
BASE SPEED: 6
|
|
|
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HIT:
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HAND 12
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AIMED 11
|
MENTAL 9
|
|
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DEFENSE:
|
HAND 11
|
DODGE 13
|
MENTAL 9
|
|
|
MUTATIONS:
ATTRACTION FIELD (2pt.)
MODIFIED BODY PART - SEE BELOW (1pt.)
DUALITY (1pt.)
LIGHT MANIPULATION (1pt)
TELEKINESIS (3pt.)
MODIFIED BODY PART IS A PREHENSILE TAIL. THE TAIL IS 4 FEET LONG AND ALSO HAS
A STR OF 14.
BITE DOES 10 PTS., CLAWS DO 5 PTS. (3 PER HAND)
LASER PISTOL, SWORD
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GARRR - MUTATED KAMODO MONITOR
STR: 19
|
WILL: 11
|
INT: 11
|
DEX: 14
|
CON: 13
|
CHR: 10
|
HP: 93
|
HT: 9'
|
WT: 1000 lbs.
|
HAIR: NONE
|
EYES: GREEN
|
|
AGE: 25
|
HAND: LEFT
|
BASE SPEED: 4
|
|
|
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HIT:
|
HAND 14
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AIMED 10
|
MENTAL 8
|
|
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DEFENSE:
|
HAND 10
|
DODGE 11
|
MENTAL 8
|
|
|
MUTATIONS:
QUAKE GENERATION (2pt.)
INVISIBILITY (3pt.)
FORCE FIELD GENERATION (3pt.)
BITE DOES 15 PTS., CLAWS DO 10 PTS. (3 PER HAND)
SKILLS:
SURVIVAL (8), PERCEIVE (8), DEDUCTION (8), KNOW ITEM (8), KNOW DIALECT (8),
ANIMAL HANDLING (8), KNOW DIRECTION (8)
PISTOL GRIP MK-VII
GREEDY, WILL ATTEMPT TO KILL ANY BIRD OR BIRD-LIKE CREATURE
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RAKEEN - MUTATED RED-TAILED HAWK
STR: 19
|
WILL: 11
|
INT: 11
|
DEX: 14
|
CON: 13
|
CHR: 10
|
HP:
|
HT: 3 FT.
|
WT: 25 lbs.
|
FEATHERS: BROWN
|
EYES: GREEN
|
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AGE: 6
|
HAND: N/A
|
BASE SPEED: 10
|
|
|
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HIT:
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HAND: 11
|
AIMED: 12
|
MENTAL: 13
|
|
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DEFENSE:
|
HAND: 12
|
DODGE: 13
|
MENTAL: 13
|
|
|
MUTATIONS:
4 WINGS (1pt.)
INCREASED SPEED x4 (1pt.)
REFLECTION (2pt.)
RADAR (2pt.)
INCREASED DEX (1pt.)
INCREASED CON (1pt.)
BITE DOES 10 PTS., CLAWS DO 5 PTS. (2 PER FOOT)
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CAPTAIN AMERICA
ENHANCED RESPIRATION (1pt.)
INCREASED DEX x2 (2pt.)
INCREASED CON (1pt.)
INCREASED STR +2 (2pt.)
MILITARY GENIUS (1pt.)
CHARACTER HAS 1 MUTATION POINT LEFT TO SPEND.
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BIG BRAIN
HEIGHTENED INTELLIGENCE (1pt.)
LOW NEURAL RESISTANCE (1pt.)
MECHANICAL GENIUS (1pt.)
PSYCHOMETRY (2pt.)
HEIGHTENED BRAIN TALENT (2pt.)
CHARACTER HAS 1 MUTATION POINT LEFT TO SPEND.
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STEALTH
MENTAL INVISIBILITY (2pt.)
CHAMELEON POWERS (2pt.)
SHAPECHANGE (2pt.)
LIGHT MANIPULATION (1pt.)
CHARACTER HAS 1 MUTATION POINT LEFT TO SPEND.
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JUGGERNAUT
PHYSICAL REFLECTION - KINETIC (2pt.)
MASS INCREASE (2pt.)
INCREASED STR x3 (3pt.)
CHARACTER HAS 1 MUTATION POINT LEFT TO SPEND.
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SNAKE
ELASTICITY (1pt.)
POISON GLANDS (1pt.)
BEGUILING (1pt.)
PERSUASION (1pt.)
WALL CLIMBING (1pt.)
INFRA VISION (1pt.)
INCREASED SMELL (1pt.)
CHARACTER HAS 1 MUTATION POINT LEFT TO SPEND.
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