Posts Tagged ‘ Gamma World ’

I Is for Infernal

infernal: (adj.) liable to or deserving condemnation

Savaş hails from an alien world. Once he was something at least very close to human. He had a body of flesh and bone and blood. He loved a woman and the children she bore him. He served proudly as a warrior in the army of his sovereign, fighting with honor and ferocity to protect his people and their interests. Then came the demons from the stars, who disguised themselves as men and murdered warriors, stealing and imprisoning their brains within infernal machines of almost limitless destructive power.

This is how Savaş became an inhuman, infernal machine, designed and used by the demons in their endless wars against their enemies spread across thousands of worlds. After centuries of bloodshed, Savaş managed to overcome the demons’ control. His mind, so long unmoored from his body, grew strong enough to make a decision.

And so Savaş deserted the demons’ war, stealing a transport capable of voyaging between stars. When he found a distant world untouched by the demons or their enemies, Savaş abandoned the transport, crashing it into the arctic, nearly airless heights of an ice-capped mountain range. Everything and everyone Savaş loved is gone and turned to dust. He bears the guilt of one forced by amoral masters to slay thousands of sentient creatures in bloody conflicts in wars fought on countless worlds for centuries. Still, perhaps at long last, Savaş would know peace and independence.

And even the gods might have trouble preserving those who would dare come between Savaş and those goals.

Savaş is a death machine from TSR’s first edition of Gamma World, modified slightly and adapted for Swords & Wizardry. He is a ridiculously powerful NPC, able to single-handedly wreak destruction on an enormous scale. As a machine, Savaş doesn’t require food, water, air, sleep, et cetera. He is immune to poison and disease. Savaş is 20 yards long, 9 yards wide, and 4 yards high. He weighs a bunch of tons, and he is powered by a fusion reactor.

Savaş
Hit Dice: 167 (750 hit points)
Armor Class: 1 [18]
Attack: up to 6 weapons +15 (damage varies, see below)
Special: Advanced weaponry, anti-gravity pods, energy screens, sensors, telepathy
Move: up to 90 miles per hour (flying)
Saving Throw: 3
Alignment: Neutrality
Number Encountered: Unique
Challenge Level/XP: 155/49,400

Advanced Weaponry: Includes the following weapons. A single battery is treated like one weapon.

* 2 Blaster Cannons: 10d10 points of damage out to 750 yards, 7d10 point of damage out to 1500 yards, or 5d10 points of damage out to 3000 yards. A cannon takes 4 rounds to recharge after being fired.
* 6 Black Ray Cannons: Instant death to a single living target with 300 yards who is not protected by a force field. A single cannon can be fired once every 4 rounds.
* 16 Batteries of 4 Mark VII Blaster Rifles: 32d6 points of damage out to a range of 450 yards. A single battery can be fired once every 5 rounds.
* 4 Trek Guns: Fires a trek bomb that disintegrates everything within a 30-yard radius of the point of impact. The gun has a range of 200 yards. Each gun holds 2d10 bombs.
* 8 Laser Batteries of 5 Guns: 20d6 points of damage out to 750 yards, 15d6 out to 1500 yards, or 10d6 out to 3000 yards. A single battery can be fired once every 5 rounds.
* 6 Mini-Missle Launchers: 1d100 missiles per launcher. A mini-missile has a range of 2 miles. It explodes upon impact, inflicting 10d10 points of damage in a 20-yard radius.
* 1 Fusion Bomb Launcher: 5d10 fusion bombs total. The launcher has a 3000 yard range. A fusion bomb explodes, inflicting 15d10 points to everything in a 50-yard radius.

Anti-Gravity Pods: Permit flight at up to 90 miles per hour.

Energy Screens: Take 400 points of damage at AC 1 [18] before they shutdown. Recover 50 points of capacity per hour when not used.

Sensors: Sight into the infrared and ultraviolet portions of the spectrum to a range of 6 miles. Standard sensors approximate human sight and hearing.

April 10th, 2014  in RPG 1 Comment »

E Is for Epileptic

epileptic: (adj.) of, relating to, or having epilepsy

Nota Bene: Today’s mutant creature is designed for TSR’s 1st edition of Gamma World, the greatest post-apoc RPG of all time. The panyar was made with the help of my scuffed and marked 1981 gamebook. Enjoy!

Panyar
No. Appearing: 5-40 (plus females equal to males and young equal to 50% of females in a burrow)
Armor Class: 6
Movement: 12
Hit Dice: 4

Panyars (also called quake rats) are sentient (intelligence 12-15, mental strength 10-13) and peaceful mutated naked mole rats. They live in elaborate burrows connected by twisting passages best suited for four-legged creatures. An adult panyar is about 2 meters long and half as tall. Wrinkles and blotches distort the panyar’s brownish-pink, nearly hairless flesh. A panyar has squat legs, a stunted tail, and a flat, almost shovel-like head with two tiny, nearly sightless eyes. Despite their fearsome appearance, a panyar’s teeth are seldom used for anything more than chewing roots and bugs. (If hard-pressed, a panyar can bite for 2d6 points of damage.)

Panyars require only about one-fourth as much oxygen as other mammals, making them well-adapted to life in their burrows, which tend to have high concentrations of carbon dioxide due to poor ventilation. These mutants have diminished eyesight, but also have heightened hearing and heightened smell. Consequently, panyars are nearly impossible to surprise. Once every four melee turns, a panyar can generate a burst of high-frequency sound waves that damage exposed tissues within 10 meters of the panyar, inflicted 3d6 points of damage. Panyars are immune sonic attacks.

Fully 85% of panyars suffer from stress-induced epilepsy. An epileptic panyar has a 25% chance immediately preceding any combat situation of having a paralyzing seizure that lasts for 1d6+4 melee turns. During an epileptic seizure, a panyar’s sonic attack ability intensifies, creating a 10-meter radius burst of intense sound waves that inflict 6d6 points of damage every melee turn. These sound waves are so powerful that they can crack stone and cause underground tunnels to collapse.

Panyar burrows are protected by non-epileptic leaders. A panyar leader has 1d4-1 additional beneficial mutations, divided as evenly as possible between physical and mental mutations.

April 5th, 2014  in RPG No Comments »