Sunday, January 4, 2026

Character #4: 1E Gamma World



 I was trolling around on the blogs listed at TardisCaptain Character Creation Challenge, and came across Places to Go, People to Be, whose second character was 1E Gamma World! Gamma World was on my list , and this sparked me to (carefully) dust off my Gamma World rulebook and create that character next. I only have the rulebook, minus the cover (very sad - I loved that cover picture!)


I chose to do a Humanoid and see what kind of mutations I get with the random rolls.

First my attributes, 4D6 minus lowest for each:

Mental Strength - 17
Intelligence - 9
Dexterity - 17
Charisma - 12
Constitution -14
Physical Strength - 14

Not bad. My 17 Dexterity gives a +2 on physical attack to hit rolls, and Mental Strength of 17 will be good for defense. My 14 provides no bonus in Physical Strength damage, that starts at 15.

Hit points are determined as 1D6 per point of Constitution, so 14D6! I roll well and get 57 points (an average of 4 per die!).

For Mutations, I roll 1D4 each to determine the number of Physical and Mental Mutations, then roll percentile dice on the mutations tables. I get 3 each.

 For Physical Mutations I roll Electrical Generation, Taller, and Heightened Smell. Electrical Generation is a nice 3D6 shocking grasp attack each turn. But what's a Turn? Turns consist of route moves, search moves, or combat melee rounds (melee turns). I'll take it as once per melee round.  Taller adds 1D6 meters of height to a base 2 meter height. I roll a one, so 3 meters tall, and this gives a +1 point of damage on physical attacks. That will be fun. Heightened Smell allows me to detect smells at 60m, so I cannot be ambushed ('this is different from being surprised' it says) if non-plant creatures are upwind. I can also track by smell if less than one day old trail, and identify objects and places associated with a being I have smelled.

For Mental Mutations I roll Heightened Intelligence, Will Force, and Directional Sense. Heightened Intelligence adds 4 to my Intelligence attribute, so now I'm at 13, and also get a -2 to rolls on figuring out ancient artifacts. Very handy. Directional Sense means I always no where I am in relation to where I was, and can always retrace my steps (internal directional gyro!). I saved Will Force to discuss last, since it raised some questions. It is described as 'the ability, through sheer force of will, to double any one of the mutant's abilities', or it can be used to as a +1 to hit. This lasts from 1-10 melee turns, and can only be used once per 24 hours. But what is an ability? I cannot find any reference to abilities in the rules, outside of this mutation! Does it mean Attributes? I don't think so because 18 is the maximum on attributes. Mutation abilities seems like the most likely target. So for my mutations, I guess Electrical Generation is the only one I could double once a day, giving 6D6 damage. I'll take it! My rolls were good, as I rolled no Defects.

Gamma World has no starting equipment or shopping list like AD&D, but I can't start naked and unarmed. I'll take boots, a tunic, cured hide armor and shield (AC 5), a Long Sword (weapon class 3), Dagger, and backpack with basic supplies (waterskin, flint and steel, 5 torches, 3 days rations, and 50ft of rope).

So please meet Gurt Mobass, seeker of the ancients. Gurt is a 26 year old, 3 meter tall Humanoid mutant with Heightened sense of Smell and Electrical Generation (a powerful shocking grasp, 3D6 damage). He also has innate Directional Sense, and a Will Force ability that can increase the effect of his Electrical Generation (6D6 damage) or give +1 to attacks. While being tall and obvious, he is hard to ambush due to his heightened sense of smell, and never loses his way when exploring ruins - he can always find his way back. With Heightened Intelligence he is also very skilled at figuring out ancient artifacts.

His attributes are

Mental Strength - 17
Intelligence - 13 (due to Heightened Intelligence mutation)
Dexterity - 17 (+2 to hit on physical attacks)
Charisma - 12
Constitution -14
Physical Strength - 14

Hp 57

AC 5

Gurt wears a tunic with cured hide armor and shield, and carries a long sword and dagger. In his backpack, he carries a waterskin, 3 days rations, flint and steel, 5 torches, and 50 feet of rope.

Gurt at times feels invincible due to his height and damage generating capabilities, and so far has not encountered any humans or humanoids that have seriously challenged him. He is currently gathering compatriots amongst the wild lands to mount an expedition into the Forbidden Lands, so seek out Artifacts of the Ancients. Gurt has visions of using these artifacts to gain great power and create a new Empire out of the ancient ruins.

 #CharacterCreationChallenge

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