Showing posts with label Gamma World 1E. Show all posts
Showing posts with label Gamma World 1E. Show all posts

Saturday, January 24, 2026

Character #24: Gamma World 1E, another Mutant!

 

I had fun with the mutations on my first Gamma World character, so I thought I would do another one and see what comes up. Hopefully it won't be this guy
 

Everyone that played 1E Gamma World was always on the lookout for these guys though



So 4D6-lowest for abilities:

Mental Strength 14, not bad
Intelligence 9
Dexterity 11
Charisma 11
Constitution 16 ..... so 16D6 for HP!
Physical Strength 13

So a good Mental Strength means I'm hoping for some good mental mutations with some attacks. Thos 16D6 for hit points from my constitution gives me 62 HPs!

I roll 1D4 each for number of Mental and Physical Mutations. 3 each.

Physical Mutations
1. First roll gets me a free choice. I take Partial Carapace, which means I take half damage and have a base AC of 6
2. Attraction Odor (defect): His body secretes a substance which will attract carnivores.
3. Increased Metabolism (Defect): Must stop every 5 combat rounds to eat for one round, or lose 1 point of physical strength and 2 Hp per turn (temporary loses). Must spend twice as much time as normal foraging, and also carry more food

Mental Mutations
1. Heightened Brain Talent: Takes only 1/3 the time to figure out ancient artifacts; gets 2 saving throws versus mental attacks; impossible to lie to
2. Telekinetic Arm: Can control a 20m long arm and hand that is fully functional with a strength of 18; must be able to see where it would be to control it; arm can only be hit by powered weapons; it it is hit then mutant takes the damage normally
3. Light Wave Manipulation: Invisibility at will including everything he's wearing; can negate the effect of a laser up to 10m; can create a 2m radius area of total darkness up to 10m away.

Wow, I'm loving these mutations! After the two defects in physical I was getting worried, but the mental more than made up for it! 

In my cursory reading of the rules though, I can't figure out what damage my telekinetic arm could do with a strength of 18. I thought it would be a physical attack, but there's nothing on the Weapon Class table to relate it to. So it's a mental attack, with my Mental Strength of 15, a better than even chance to hit up to pretty high mental strength levels in the target. I think just hitting with that arm would be his main form of attack.

Light Wave Manipulation though is the really over powered mutation. It's like getting an Invisibility Cloak at 1st Level! Plus negate the effect of lasers, and up to 10m range on that!

So here's Kona Moea, 30 year old mutant of the aftermath.

MS 14
INT 9
DEX 11
CHR 11
CON 16
PhS 13
HP 62
AC 5 (partial carapace plus shield).

Kona is always slightly sweating, and thus emitting a musky odor that seems to attract carnivores. This makes traveling, and sleeping, very hazardous. Kona's solution has been to use his Light Wave Manipulation ability to remain invisible. If a predator does approach, while their sense of smell would usually lead them right to him, Kona the uses his Telekinetic Arm to start pounding on the attacker at a range of 20 meters. For normal predators, this usually works to frighten them and scare them off since they can't see what is attacking them. At night he seeks shelter, or at least a tree, where he can set trip wires with noise makers to alert him, to once again use his telekinetic arm.

Perhaps these abilities are related to his heightened brain abilities. While he is of slightly below average intelligence, he can figure out ancient artifacts with amazing rapidity, and can detect anytime anyone is telling him a lie. All this brain activity and capability is fueled by a metabolism requiring him to eat twice as much as a normal human his size. If he is exerting himself, such as in physical combat, he would need to stop every 5 rounds to eat or start suffering weakness that would continue to increase until he was incapacitated. 

Kona takes advantage of his attraction musk as a source of food: he doesn't have to hunt, the meat is always hunting him!

Kona has also discovered he can manipulate light waves. This gives him the ability to turn himself (along with everything he is wearing) invisible by bending the light waves around himself. He can also create a 2m patch of total darkness up to 10 meters away. This ability also means he can negate a laser blast that is within 10 meters, so lasers are ineffective against him.

All in all, Kona is a good guy to have on your team. And he needs a team, to help battle the predators that constantly find him out. But you'll never be lied to, will have use of found ancient artifacts in no time, and lasers can't touch you. And the crazy mental arm can help in all kinds of situations. Not a bad tradeoff.



#CharcaterCreationChallenge

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