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Gamma 5e D&D 5e Gamma World home brew 1

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These are from the old WotC forums. Saving here for posterity.

As I announced in a previous blog post (http://community.wizards.com/content/blog/4111351), I am working on a free PDF that will provide everyone with a quick rules module geared towards playing GAMMA WORLD with Dungeons & Dragons Fifth Edition (specifically the Basic PDF). I named this series of documents GAMMA FIVE, as a tribute to the original setting, and the D&D edition that the rules are based on.
IF YOU ARE JUST HERE FOR THE DOWNLOADS, HERE THEY ARE:
  • GAMMA FIVE: This is the main PDF, clocks in at about 30 pages, and includes everything you need to create a Gamma Five player character:
    - Bios: The "bios" are the equivalent of a race choice, but they work in a different way, determining some of your ability scores and how you roll the others (usually 3d6 roll), and providing you with an array of "set" mutations, plus a number of randomly generated ones.
    - Mutations: The document includes 50 different mutations, all of them beneficial. I know that, to some, this might be bad: personally, I hate randomly generated defects (the 3d6 ability score rolls are quite punishing by themselves), and I felt like 50 mutations would be a good number. Also, this system is a bit more flexible than 7th edition's origins (which I like, by the way).
    - Gamma Wanderer class: In Gamma Five, PCs all share the same class. The Gamma Wanderer class goes up to level 10 only, but climbs up quicker than D&D Basic classes when it comes to features (e.g. 2 extra attack features by level 9). It also grants proficiency in all weapons and armors, plus a d12 Hit Die and four skill proficiencies of the player's choice. While clearly unbalanced in a D&D Basic game, those benefits become a must when facing Gamma Five monsters, which are a bit tougher than their Challenge Rating might suggest.
    - Skills: Gamma Five leaves out some skills (Arcana, Religion...) and introduces new ones (Ancient Tech, Conspiracy, Science).
    - Equipment: The obligatory gear section. In Gamma Five, weapons and armor are handled in an abstract way. You simply choose a type of weapon (Light Melee, Heavy Melee, Light Ranged, Heavy Ranged, Light Ranged Gun, Heavy Ranged Gun) and a type of armor (Light, Medium, Heavy, Shield), write down its fixed stats, then you decide what it looks like. This comes straight from the 7th edition of Gamma World, a design choice I really loved.
    The Equipment chapter also includes random charts for scavenged junk (100 items) and Ancient Tech (20 items).
    - Running the Game: This chapter is very short, and contains some troubleshooting advice and some examples of interesting terrain for a session (laser grids, debris, plasma pools, nanobot swarms...)
  • GAMMA FIVE CHARACTER SHEET: A custom-made character sheet for Gamma Five.
  • GAMMA FIVE BESTIARY: This PDF includes all the classic monsters from the Gamma World setting (hoop, yexil, dabber, brutorz, sleeth, menarl, orlen...)
  • GAMMA FIVE DLC: This document is an expansion: two new bios (revenant and alien), more mutations, and 100 additional pieces of useless junk!

DISCLAIMER:

This version of Gamma World is my personal tribute to a setting and rule system that always make me incredibly excited. This PDFs will always be available for FREE. I do not own any part of the D&D and Gamma World franchise, and if any section of these free PDFs infringes any law, I'll do my best to remove it as soon as possible.
The original Gamma World setting was the creation of James M. Ward and Gary Jaquet.

This conversion of the rules is partially based on Wizards of the Coast's D&D Gamma World product line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb.
This conversion of the rules is also based on the OMEGA WORLD ruleset, written by Jonathan Tweet for Polyhedron Magazine #153.


STYLE CHOICES:

The documents (the base rules in particular) are written in a tongue-in-cheek style, and don't take themselves too seriously. This particular writing style will no doubt appeal to those who like the slightly "gonzo" style of the last incarnation of Gamma World, but might be off-putting for those who'd rather have a gritty and unforgiving post-apocalypse. To those I say, the rules are still there even if you strip the jokes from the text. You can still use them.
Another point I wanted to make clear is that this conversion doesn't aim to be 100% balanced (if even such a thing exists without total boredom). It aims to be fun, exaggerated, and spectacular. PCs might get a 4d8 plasma weapon at level 1, or end up with an ability score of 24 (yeah, no cap for ability scores-that's more fun, believe me), as well as being a plant with precognition, horns, and wings. It's all part of the dance; a weird, abominable dance hatched from an alien-inscribed egg that came out of a black hole, but still a dance.
And in the end, if you really can't stand the idea of the character you rolled up, you can always shoot him in the head and make a new one!

- See more at: http://community.wizards.com/content/blog/4113536#sthash.Znne9F39.dpuf
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darjr
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