Volume 1: Issue 2: Early Fall
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[Races List] [Ability Scores and Free Broad Skills]

Gamma World 5th edition PC Races List
Derek Winston

Ark (GW Rulebook, pg 116. Adapted by author)
1) Species Mutations Natural Attack (Bite LI/O d4+1w/d4+2w/d4+3w) Life Leech, Telekinesis, Severe Phobia (flying creatures with a wingspan over 1 meter).
2) Primitive Arks receive a +1 step penalty when using Ancient Age artifacts. Arks cannot use most Shadow Age artifacts, and cannot be Tech Ops.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Badder (GW Rulebook, pg 118. Adapted by author)
1) Species Mutations Night Vision, Empathic Blast (Fear only).
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Carrin (GW Rulebook, pg 121. Adapted by author)
1) Species Mutations Natural Attack (Quills LI/O d6+3s/d4+1w/d4+3w), Poison Attack (Quills, hemotoxin), Contact, Telepathic Scan.
2) Wings Carrin can fly at a movement rate of 44 and glide at 22.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Droid (From TSR Message Boards, Author Unknown)
1) Computer Use -1 step bonus to all rolls involving the use of computers.
2) Mechanical Bodies Droids have no limit to Cybertolerance and experience no loss or ill effects through addition of cybernetic parts. Droids do not require oxygen and are immune to suffocation, mental attacks, disease, radiation, and poisons.
3) Starting Gear All droids start with the following items- Nanocomputer AI (as ability scores indicate) , Exoskeleton (Ordinary quality) , 4 cyberlimbs (Marginal Quality, +0 to STR) , 2 cyberoptics (Ordinary Quality), 2 passive data slots, Self-Repair unit (Ordinary Quality), Toolkit.
4) Limitations - Any time a Droid character wishes to add a new broad group to his skills, he must see a mechanic and computer programmer to add this skill to his body and AI. -Droids must rely on their self-repair unit for healing or see a mechanic. -Droids have limited batter power and can only operate normally for CONx8 hours without recharging (which takes one hour). How they recharge is up to the GM and the player. -Droids cannot take the Leadership broad group or use any of its specialties. Similarly, they may not use any STR skill untrained.

Fen (GW 4th edition, adapted by author)
1) Species Mutations Natural Attack (Bite (Man-Fish form), Wing Buffet (Bird form)), Improved Natural Attack (Tail Slap (Man-Fish form), target behind character only), Metamorphosis (bird form, transform to bird form and back twice per 24 hours, fly at normal rate, shape change takes two rounds to complete)
2) Water Dependence Fens are dependent on water- they can survive on land for a day unharmed, but must make a Stamina-endurance check every 6 hours thereafter or suffer stun damage (Exposure Challenge, pg 55, GW Rulebook).
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it. 

Gren (GW 4th edition. Adapted by author)
1) Species Mutations Physical Change, Minor (Green Skin), gives -1 step bonus to hide in natural green settings.
2) 2) Primitive Grens receive a +1 step penalty when using Ancient Age artifacts. They cannot use most Shadow Age artifacts, and cannot be Tech Ops.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Hawkoid (GW Rulebook, pg 123. Adapted by author)
1) Species Mutations Natural Attack (Claw LI/O d4w/d4+1w/d4+2w; Bite LI/O d4+1s/d4+3s/d6w), Duality, Instill Phobia, Kinetic Shield
2) Wings Hawkoids can fly at a movement rate of 48 and glide at 24.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Hisser (GW 4th edition. Adapted by author)
1) Species Mutations Natural Attack (Bite), Sonic Blast (See Apocalyptic Post #1), Dermal Reinforcement, Energy Reflection, Contact, Mental Enhancement, +1 mental mutation point.
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Hoop (GW Rulebook, pg 124. Adapted by author)
1) Species Mutations Contact, Telepathic Scan, Improved Mental Enhancement, Soften Metal (touch attack vs. opponent turns one metal item to rubber for 1d4 hours).
2) Leap Hoops can leap up to three meters vertical and 10 horizontal in a single bound.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Jaget (GW 4th edition. Adapted by author)
1) Species Mutations Natural Attack (Claws and bite), Contact, Telekinesis, Battle Sense, Severe Phobia (Sentient Plants), Toxin Intolerance
2) Primitive Jagets are not very intelligent, and rarely have more possessions than they can carry. They generally are incurious about Ancient and Shadow Age technologies, and cannot be Tech Ops.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Katkin (GW 4th edition. Adapted by author)
1) Species Mutations Natural Attack (Claws and bite), Increased Balance, Increased Speed, Sound Imitation, Telepathic Resistance.
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Lil (GW 4th edition. Adapted by author)
1) Species Mutations Size Change (0.2 meters tall, taken into account in physical abilities section below), Energy Reflection, Wings, Dual Brain, Photogeneration. Mental Mutations (primary brain) Empathic Scan, Kinetic Shield, Illusion Generation, Telekinesis, (secondary brain) Mental Enhancement, Contact, Mind Over Body.
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Menarl (GW Rulebook, pg 127. Adapted by author)
1) Species Mutations Natural Attacks (Fists LI/O d4+3s/d4+4s/d4+5s; Constrict d4+1s each round until victim is free), Duality (attack with different weapons on multiple targets with no penalty), Scaly Hide (d4+1 LI/d4-1 HI/d4-2 EN).
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Mutant Plant, Brush (GW 4th edition. Adapted by author)
1) Species Traits Enhanced Physical Ability score.
2) Mutation Points 4 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Grass
-Bush
 

Mutant Plant, Flower (GW 4th edition. Adapted by author)
1) Species Traits Pheromones (affects non-plants only)
2) Mutation Points 4 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Sunflower
-Rose

Mutant Plant, Fungi (GW 4th edition. Adapted by author)
1) Species Traits Telepathic Resistance
2) Mutation Points 5 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Mushrooms

Mutant Plant, Succulent (GW 4th edition. Adapted by author)
1) Species Traits Natural Attack (thorns or spikes)
2) Mutation Points 4 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Saguaro Cactus Bonus mutation- Size Change (Taller), -2 mutation points.
-Barrel Cactus

Mutant Plant, Tree (GW 4th edition. Adapted by author)
1) Species Traits Dermal Plating
2) Mutation Points 2 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Elm Bonus mutation- Environmental Adaptation (Cold).
-Evergreen Bonus mutation- Environmental Adaptation (Cold).
-Palm Bonus mutation- Dermal Reinforcement (replaces Dermal Plating), Environmental Adaptation (Hot). Drawback- Environmental Sensitivity (Cold, Slight). +1 mutation point.

Mutant Plant, Vine (GW 4th edition. Adapted by author)
1) Species Traits -2 step bonus to Athletics-climbing checks
2) Mutation Points 6 points, +2 points in Drawbacks. In addition, all mutant plants automatically have the Physical Change (Major) Drawback (+4 step penalty on Personality checks)
3) Morphic Genetics Mutant plants are particularly likely to receive additional mutations and drawbacks as a result of exposure to radiation.
4) Species Examples
-Ivy

Orlen (GW Rulebook, pg 127. Adapted by author)
1) Species Mutations Extra Body Parts (two heads, four arms). Left head- Contact, Telepathic Scan, +2 mental mutation points; Right head- Mental Enhancement, Telekinesis, +2 mental mutation points.
2) Dual Heads Each orlen head commands a separate pair of arms and has it's own mental mutations, allowing them to act independently in combat.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Sarbis (GW 4th edition. Adapted by author)
1) Species Mutations Natural Attack (Claws), Improved Senses (Sight, Smell, and Taste only), Directional Sense
2) Burrow A sarbis can burrow at a move rate of 3.
3) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Thought Master (GW Rulebook, pg 133. Adapted by author)
1) Species Mutations Natural Attack (Claw, LI/O d4+1s/d4+2s/d4w), Poison Attack (Neurotoxin, from claws), Dermal Armor, Toxin Tolerance, Death Field Generation, Life Leech, Photokinesis, Telepathic Blast
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.

Wardent (GW 4th edition. Adapted by author)
1) Species Mutations Size Change (Smaller), Enhanced Mental Ability (Intelligence, not taken into account in ability score chart below), Telepathic Reflection, Mental Domination, Contact, Telekinesis, Mental Enhancement, Telepathic Blast
2) Genetic Stability This race is genetically stable, and will not mutate due to exposure to radiation, but may still sicken and die from it.