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The Mutant Menagerie
1, The Ecology of the Land Shark - Kerry Jordan
4, The Ecology of the Borer Beetle - Kerry Jordan
6, Various Mutant Plants and Animals - Derek Holland
7, Giant worms - Derek Holland
8, Thorny - 4th ed. Plant critter - Derek Holland
The Arms Race
9, New weapons for 1st edition - Randy Messick
12, Primitive Ranged Weapons - Derek Holland
13, GW5 Bio-Weapons - Sean Kindred
19, The Gamma World Shopper - Derek Winston
Mutants, Martyrs, and Madmen
27, Easy NPC Creation for GW 5th ed. - Derek Winston
26, New Ability and House Rules - Derek Holland
29, Treasures of the Ancients Unofficial Errata - Moses "Wolfy" Wildermuth
The Sleeth Speaks
These days, we\'re only three steps from living Gamma World.
The Ecology of the Land Shark
A look at the Land Shark, inlcuding game data, ecoology, background, and more!
The Ecology of the Borer Beetle
A look at the Borer Beetle, inlcuding game data, ecoology, background, and more!
Various Mutant Plants and Animals
A handful of new mutated plants and animals to add to your campaign.
A bunch of new worms to infest your adventures.
Thorny - 4th Ed. Plant Critter
Need some more plants for your world? Take a stab at this one!
New Weapons for 1st Edition
A brief description of several new pistols and rifles.
Primitive Ranged Weapons
A brief look at primitive ranged weapons used in Gamma World.
Some rules that cover potential bioweapons that aventuring Heroes might face in Gamma World.
The Gamma World Shopper
A series of tables for determining what artifacts are avialable in a town, and how difficult it will be to acquire
Easy NPC Creation for GW 5th Ed.
A quick cheat sheet, and tables, for making NPCs for Gamma World 5th edition.
New Ability and House Rules
How to convert 4th edition rules to 5th edition; including the ability of senses; species mutations; and,
Treasures of the Ancients Unnoficial Errata
A list of changes made to the Treaures of the Ancients sourcebook.
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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