Volume 1: Issue 5: Winter/Spring
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Easy NPC Creation for GW Alternity - Derek Winston

Here's a quick cheat sheet for making NPC's for Gamma World 5th edition. I use these tables to make everything from combat encounters to quick man-on-the-street situations. If you need to get any more detailed than this, you should use the full character generation rules given in the GW Rulebook.

SAE- Stardrive Arms and Equipment Guide
DMAE- Dark Matter Arms and Equipment Guide
DR- Dragon, issue #
AP- Apocalyptic Post

1. Choose Species
2. Assign Ability Scores - Assume all are average (10). If a certain race is noted for their high scores in one area, give the character a +1 resistance modifier in that area (such as STR for sasquatch, etc.)
3. Mutations - Dabbers, sasquatch, sleeth, and other races have various mutations described in their text. Mutants, mutant animals, mutant plants, and others have one mutation only, and in addition have a funny appearance (to show that they are mutants).
4. Profession - Each profession has certain immediate benefits -

Combat Specs have an additional -d4 die bonus on their primary weapon.
Free Agents have an additional +1 resistance modifier to one stat.
Tech Ops and Diplomats have no immediate combat benefits.

5. Skills - NPCs have skills appropriate to their weaponry. They also have any skills related to their profession. Broad skills start at 10; specialty skills start at 11. These will be modified by character level in step
6. Attributes - Choose if necessary.
7. Select Weapons and Armor - In each category, the NPC has a 5% chance per level to have a Shadow Age item. If failed, he has a 10% chance per level to have an Ancient Age item. The NPC will always at least have a Gamma Age item, except in the case of primary and secondary armor- they still have only a 10% chance to have a Gamma item.
8. Adjust for Level - NPC Combat Specs gain one point to each of their combat skills per level. Other NPCs gain one point to each of their combat skills every other level.
9. Make an Attacks Matrix. This consists of -

Reaction Score - Usually Ordinary/2, but may change. Also note any special abilities that affect attacks, such as Dual Brain, etc.
Defenses - Resistance modifiers and armor
Durability - 10/10/5/5
Primary Attack - Skill roll, attack, damage
Secondary Attack - Skill roll, attack, damage
Defending - Action and Numbers
Fleeing - Action and Numbers

The following charts can be used to outfit the NPC.

Primary Weapons 
Gamma Age Melee Weapons (roll 1d12)
1-2: Broadsword 8: Polearm
3: Club 9: Quarterstaff
4: Flail 10: Saber
5: Great Axe 11: Shortsword
6: Hand Axe 12: Spear 
7: Mace
Gamma Age Missile Weapons (roll 1d20)
1-2: Bow, Long 12: .32 cal. Four-Barrel Pistol (DR 249) 8: Pistol, Flintlock 17-18: .69 cal. Musket (DR 249)
3: Bow, Short 13: .50 cal. Dueling Pistol (DR 249) 9-10: Rifle, Long 19: Weren Flintlock Musket (Alien Compendium, pg 20)*
4-5: Crossbow 14-15: .38 cal. Plains Rifle (DR 249) 11: Sling 20: Weren Flintlock Pistol (Alien Compendium, pg 20)*
6-7: Musket, Flintlock 16: .52 cal. Long Rifle (DR 249)
Ancient Age Melee Weapons (roll 1d20)
1: Chuurkhna (SAE 50) 12: Metal Baton (DMAE 72)
2-3: Katana 13-14: Night Stick (DMAE 72)
4: Sickle (DMAE 72) 15-16: Nunchaku (DMAE 72)
5-6: Spetsnaz Entrenching Tool (DMAE 72) 17: Three-Section Staff (DMAE 73)
7: Kukri (DMAE 72) 18: Chainsaw
8-9: Collapsible Baton 19: Shock Stick (DMAE 72)
10-11: Tong Fe (SAE 50) 20: Stun Prod (DMAE 73)
Ancient Age Missile Weapons (roll 1d20)
1: Assault Rifle (any) 11: Rocket Launcher
2: Flamethrower 12: SAM, Handheld
3: Grenade Launcher (any) 13-14: Semi-Automatic Handgun (any)
4: Hunting Rifle (any) 15-16: Shotgun (any)
5: Machine Gun (any) 17: Sniper Rifle (any)
6-7: Machine Pistol (any) 18: Commando 3000 Crossbow (SAE 61)
8: Apache LX Reflex Bow (SAE 60) 19: Cartridge Firearms (any except .32 Pocket Guns and .50 cal Gatling Gun)
9-10: Revolver (any) 20: Percussion Cap Firearms (any except .22 cal Pepperbox and .41 cal Derringer)
Shadow Age Melee Weapons (roll 1d20)
1-18: Powered Weapons (any) 19-20: T-Bar TN Blade (SAE 48)
Shadow Age Missile Weapons (roll 1d20)
1: Alien Weapons (any except Elohim Armor, Elohim Flaming Sword, and Red Mercury) 13: Mass Weapons (any)
2: Arc Guns and Flamers (any) 14: Melter Guns (any)
3: Blaster (any) 15: Plasma Gun (any)
4: Charge Weapons (any) 16: Repulser Weapons (any)
5: Chuff Weapons (any) 17: Sabot Guns (any)
6: Experimental Weapons (any except Ph60 Flash Gun and Tangler) 18: Sonic Weapons (any)
7-8: Flechette Weapons (any) 19: Stutter Weapons (any)
9-10: Heavy Weapons (any) 20: Render Weapons (any)
11-12: Laser Weapons (any)

Secondary Weapons
Gamma Age Melee Weapons (roll 1d6)
1-2: Dagger 5: Hand Axe
3-4: Gauntlet  6: Shortsword
Gamma Age Missile Weapons (roll 1d8)
1: Bola 6: .32 cal. Four-Barrel Pistol (DR 249)
2-3: Pistol, Flintlock 7: .50 cal. Dueling Pistol (DR 249)
4: Shuriken 8: Weren Flintlock Pistol (Alien Compendium, pg 20)*
5: Sling
Ancient Age Melee Weapons (roll 1d20)
1: Dait'sya (SAE 50) 12-13: Collapsible Baton 
2-4: Combat Knife 14: Tong Fe (SAE 50)
5: Butterfly Knife (DMAE 72) 15: Brass Knuckles ((DMAE 71)
6: Shiv (DMAE 72)  16: Garrote (DMAE 72)
7: Spetsnaz Entrenching Tool (DMAE 72)  17: Metal Baton (DMAE 72)
8: Kukri (DMAE 72) 18: Night Stick (DMAE 72)
9: Straight Razor (DMAE 73)  19: Shock Stick (DMAE 72)
10: Switchblade (DMAE 73)  20: Stun Prod (DMAE 73)
11: Sword Cane (DMAE 73)
Ancient Age Missile Weapons (roll 1d10)
1-2: Cartridge Firearms (any .32 Pocket Gun or Revolver) 7: Cobra F77 Dart Gun (SAE 61)
3: Grenade (any) 8: Revolver (any)
4: Machine Pistol (any) 9: Semi-Automatic Handgun (any)
5: Non-Lethal Weapons (any except Water Cannon) 10: Taser
6: Percussion Cap Firearms (any pepperbox, derringer, or revolver)
Shadow Age Melee Weapons (roll 1d12)
1: Dragonfist 20 Stun-Chucks (DR 273) 8: Power Gloves
2-3: Pulse Baton 9: Headbuster Power Cestus (SAE 49)
4: Mjolnir 220 Rocket Maul (DR 273) 10: AVX Neural Whip (DR 273)
5: Nighthawk A5 Pulse Baton(SAE 47) 11: Neural Bite (AP#3) 
6: PunkThumper 6000 Stun Baton 12: Neural Whip
7: Vibro Dagger
Shadow Age Missile Weapons (roll 1d20)
1: Alien Weapons and Armor (pistols only) 13: Nova 6 Mass Pistol (SAE 55)
2: Arc Guns and Flamers (any except Dragon3 Heavy Flamer) 14: VMP 40-Watt Melter Pistol (DR 273)
3: Charge Weapons (any pistol) 15: G12 Plasma Pistol (DR 273)
4-5: Chuff Pistol (DR 250) 16: Stalwart Zf Repulser Pistol (DR 273)
6: Experimental Weapons (any except Conversion Beamer and Gravity Gun) 17: Tornado 600 15mm Sabot Pistol (SAE 54)
7-8: Flechette Pistol or Devastator Flechette Pistol (SAE 53) 18: Banshee Mk IV Screamer Pistol (DR 273)
9-10: Grenade 19: Stutter Weapons (any pistol)
11-12: Laser Weapons (any pistol) 20: X-LOK Render Pistol (DR 273)

Primary Armor
Gamma Age (roll 1d6)
1: Chain Mail  4: Leather Coat
2: Hide Armor  5: Plate, Full
3: Leather Armor  6: Plate, Partial
Ancient Age (roll 1d20)
1-2: Bulletproof Vest 12: Skiing Helmet (AP#1)
3: Khe! Burund (SAE 78) 13: Bicycle Helmet (AP#1)
4-5: Riot Assault Gear 14: Hockey Pads- Shoulder and Full (AP#1)
6: Football Helmet (AP#1) 15-16: Football Pads- Shoulder and Chest (AP#1)
7: Hockey Goalie Mask (AP#1) 17: Lacrosse Pads- Shoulder and Chest (AP#1)
8: Motorcycle Helmet (AP#1) 18: Hockey/Football Pants (AP#1)
9: Lacrosse Mask (AP#1) 19: Misc. Knee and Shin Pads (AP#1)
10: Baseball Batter's Helmet (AP#1) 20: Supporter (cup)
11: Baseball Catcher's Mask (AP#1)
Shadow Age (roll 1d20)
1: Elohim Armor (DMAE 89) 5: Force Field (any)
2-4: PlanetWide Climate Wear (any) 6-20: Unpowered Armor (any except shields)

Secondary Armor
Gamma Age (roll 1d6)
1-2: Helm 5-6: Shield, Small
3-4: Shield, Medium
Ancient Age (roll 1d12)
1: Protective Wear 1-2: Hood, 
3-4: Gloves, 
5-6: Sleeves (all DMAE 49))
2: Riot Helmet 6-8: Camouflage Clothing (DMAE 8)
3: Riot Shield 9-10: Camouflage Pack (DMAE 48)
4: Enviro-suit 11: Gas Mask
5: Biohazard Suit (DMAE 19) 12: Scuba Gear
Shadow Age (roll 1d6)
1: Force Field (any) 4: Aegis 650 Cerametal Shield (SAE 76)
2: Masks (any) 5-6: Shield, Plasteel
3: SAI Powered Shield (SAE 76)

*If the character is not of sufficient strength to wield the weapon properly, he may instead select an ordinary weapon of that type.