Tag Archive | Gamma World

Gamma World: Blank Origin Cards

Since there have been a few requests for blank versions of the One Inch Square Gamma World Origin Cards I have uploaded the backgrounds I made/modified. The images are in PNG format.  Enjoy.

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Gamma World: Legion of Gold Origin Cards

A Bright Future Ahead Of You

With the release of the final Gamma World expansion, Legion of Gold, I have produced a series Character Origin cards in the same style as the Famine in Far-Go cards and Core Rulebook origin cards I released previously.  These cards are a tool to speed up character creation and aid play.  Have your players roll their origins and then hand out the appropriate cards to them.  These double-sided cards reprint almost all of the information found in the origin section of the rulebook, including the origin’s name, description, full trait information, critical hit ability, and power names.  They contain all the information a player needs while creating their characters and serve as a handy reference during play.  Since power descriptions are too lengthy and really deserve their own cards, I have only included their names.

Character Origin Card Sample (Front/Back)

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Gamma World: Character Sheet

Saw Boss, Wheeled Plant

Let’s face it, the character sheet that comes with Gamma World is… lacking.  I’m all for simplicity, but the one in the box just doesn’t cut it.  Yes, it is colorful.  Yes, it will fit in the box.  Yes, it says Gamma World on it.  But I want something more robust.  So as a GM with more time on his hands than common sense, I set out to create my own.  I present to you, the One Inch Square Gamma World Character Sheet:

Front (click for large version)

The front side features just about every bit of information you’ll need in front of you during play.  The most important items are highlighted with a bold border to help them stick out.  Sections that are used in creating the character but aren’t directly referenced in game (e.g. the columns of various bonuses for skills) are slightly greyed to set them off.  Wherever possible, hints are given in cells to show where a particular bonus or bit of information should come from to speed up character generation and add clarity.  Here’s an example of the front side filled for a first level character.

Back (click for large version)

The back side has a place for the player to record which powers, etc., they’ve taken at each level as well as a large area for notes.  There are also places to record which Alpha and Omega cards the player has in order to keep track between sessions.

The character sheet does not have space for power descriptions (though one could use the “notes” section) as it is assumed that players are using some sort of cards or printouts with that information on it.  And of course I recommend the Character Origin Cards found on this blog as an aid in character creation and play.

Download:  One Inch Square Gamma World Character Sheet [PDF]

Gamma World: Famine In Far-Go Character Origin Cards

Dyno-MITE!

With the recent release of Gamma World:  Famine In Far-Go, I have produced a series Character Origin cards in the same style as the core rulebook origin cards I released previously.  These cards are a tool to speed up character creation and aid play.  Have your players roll their origins and then hand out the appropriate cards to them.  These double-sided cards reprint almost all of the information found in the origin section of the rulebook, including the origin’s name, description, full trait information, critical hit ability, and power names.  They contain all the information a player needs while creating their characters and serve as a handy reference during play.  Since power descriptions are too lengthy and really deserve their own cards, I have only included their names.

Character Origin Card Sample (Front/Back)

I have also updated the original set of cards to fix typos, adjust the order in which the information is presented in some cases, and remove some extraneous wording from the front of most cards.

In addition, I  have created a handful of extra cards to serve as quick references.  They are as follows:

Critical Hit Benefit / Uber Feature Card:  At 2nd level, players can place the Critical Hit Benefit side of this card under the origin card of the origin from which they chose their critical hit benefit to serve as a reminder.  At 10th level, the Uber Feature side of the card can be used to remember which uber feature has been chosen by placing it under an expert power card, omega tech cards, or an alpha mutation.

Omega Tech / Salvaged Gear Card:  The Omega Tech side of this card gives the run down on Omega Tech card rules, particularly the Omega Charge roll.  The Salvaged Gear side details how salvaging works, and can be placed near or under salvaged Omega Tech cards to distinguish them from non-salvaged tech.

End of Encounter / Difficulty Class By Level Card:  This is intended as a GM quick reference card.  The End of Encounter side gives a run down of the common things that happen post encounter (e.g. Omega Charge check, changing Alpha Mutations, handing out rewards, etc.)  The Difficulty Class By Level side reprints the chart of the same name from the rulebook as well as the list of skills found in Gamma World.

Core Rule Origins / Famine In Far-Go Origins Card:  This is intended as a GM reference card.  The Core Rule Origins side lists all the origins from the Gamma World Rulebook, the Famine in Far-Go Origins side lists all the origins from the first expansion.

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Gamma World: Character Origin Cards

That’s One Big Bug

Gamma World, by design, has a much simpler character creation process than the 4th Edition D&D rules from which it mutated.  It simplifies the gameplay experience while at the same time greatly reducing the time between rolling up a character and actual playing him or her (or it!)

However, the concept that characters should be able to be rolled up and ready to play in 15 minutes suffers from a fatal flaw, and it’s a flaw not in rule design but rather a matter of resource limits:  There’s only one rulebook.  And since you can’t buy rulebooks separately, the beginning of your Gamma World session is likely to involve a fair amount of book passing.

To address this issue, and in keeping with the card theme of Gamma World, I have produced a series of Gamma World Character Origins Cards intended to be printed and handed out to players when they’ve rolled for their origins.

Gamma World Character Origin Card (Front/Back)

These double-sided cards reprint almost all of the information found in the origin section of the rulebook, including the origin’s name, description, full trait information, critical hit ability, and power names.  They contain all the information a player needs while creating their characters and serve as a handy reference during play.  Since power descriptions are too lengthy and really deserve their own cards, I have only included their names (For power cards, I recommend these fantastic cards by AH_Anarchy).

The cards are standard size (2.5in x 3.5in), come 9 per sheet, and are intended to be printed with the descriptive information on one side and the trait information on the other.  You’ll probably want to print a few copies of each to have enough to pass out when players roll duplicate origins.

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(Credit:  The card backgrounds were based on designs by Wizards forum user Nasty_Nick and based in part on the AH_Anarchy designs).

Gamma World: Omega Tech By Salvage Level

Omega Tech

In Gamma World, the occasionally arduous task of doling out magic items to players is replaced by a simple draw from the Omega Tech deck.  But as the DM, you might sometimes wish to set aside a specific item as treasure, either for thematic reasons, or because the item is particularly cool (or zany).  If you’re looking for an item that you intend PCs to keep for awhile, you’ll want to choose something that has a salvage level.  Not wanting to flip through my cards every time I want to set aside a salvageable item, however, I created this chart with all of the Omega Tech sorted by salvage level.

Spoiler Alert: This chart contains information about all of the Omega Tech cards, including those found in expansions, booster packs and promo cards. If you are a player or DM who wants to preserve the mystery of the random deck, stop reading.

The chart is sorted by the salvage level (“N/A” if the item can’t be salvaged) and contains the name, equipment slot, and source (Ishtar, Area 52, or Xi) of the item.  It also includes the rarity (Starter, eXpansion, Common, Uncommon, Rare, or Promo) of the card, the set the card comes from (Starter, Legion of Gold, Booster, or Promo), and the number of the card.

For convenience, I have also made the chart available in PDF format.

Gamma World: Omega Tech By Salvage Level

LVL NAME SLOT SOURCE RARITY SET #
2 Electro-Flail 1-Hand Melee Ishtar S Starter 42
2 Mk 1 Laser Pistol 1-Hand Ranged Ishtar S Starter 45
2 Mk 1 Power Armor Armor: Heavy Ishtar S Starter 46
2 Freeze Ray 2-Hand Ranged Area 52 S Starter 68
2 Force Pike 2-Hand Melee Area 52 S Starter 69
2 Fizz Neurojack Neck Ishtar C Booster 10
2 Inertial Armor Armor: Light Area 52 C Booster 26
2 Duralloy Shield Arms (Shield) Ishtar C Booster 31
2 Cerametal Armor Armor: Heavy Xi C Booster 36
2 Stun Whip 1-Hand Melee Area 52 U Booster 61
2 Autodoc Waist Area 52 U Booster 62
2 Photonic Spear 2-Hand Melee Ishtar U Booster 68
2 Repeating Gauss Rifle 2-Hand Ranged Ishtar U Booster 75
2 Power Fist 1-Hand Melee Ishtar U Booster 76
2 Holoshield Arms (Shield) Area 52 R Booster 101
3 Unstable Vibroblade 2-Hand Melee Area 52 S Starter 41
3 Mass Pistol 1-Hand Ranged Area 52 C Booster 27
3 Vibro Sword 1-Hand Melee Xi R Booster 115
4 MK III Scout Armor Armor: Heavy Area 52 X LoG 6
4 Mindbore Orbiter Head Area 52 C Booster 28
4 Omniscient Goggles Head Ishtar C Booster 32
4 Disruptor Pike 2-Hand Ranged Ishtar C Booster 33
4 Laser Whip 1-Hand Melee Xi C Booster 38
4 Grav Shield Arms Area 52 U Booster 63
4 Servo-Assist Beacon Armor: Light Ishtar U Booster 70
4 Diskthrower 1-Hand Ranged Ishtar U Booster 71
4 Mini Tank Vehicle Area 52 R Booster 102
4 Neural Baton 1-Hand Melee Area 52 R Booster 103
4 Energy Mace 1-Hand Melee Ishtar R Booster 109
4 Gunport Armor Armor: Heavy Ishtar R Booster 116
4 Heavy-Lift Harness Vehicle Xi R Booster 117
5 Gunsight Orbiter Head Area 52 U Booster 64
5 Jet Boots Feet Ishtar U Booster 72
6 Dimensional Shuntshield Armor: Light Ishtar X LoG 7
6 Holoscanner Held Item Area 52 C Booster 29
6 Plasma Sword 1-Hand Melee Area 52 C Booster 30
6 Force Axe 2-Hand Melee Ishtar C Booster 35
6 H11 Blaster Rifle 2-Hand Ranged Xi C Booster 39
6 Meltdown Orbiter Head Area 52 C Booster 40
6 Energized Armor Armor: Heavy Area 52 U Booster 65
6 Thunder Grip 1-Hand Ranged Area 52 U Booster 66
6 Force Shield Arms Ishtar U Booster 73
6 Electrostaff 2-Hand Melee Xi U Booster 78
6 Inviso Armor Armor: Light Area 52 R Booster 106
6 Skycycle Vehicle Area 52 R Booster 111
6 Rad Armor Armor: Heavy Ishtar R Booster 114
6 Interface Goggles Head Xi R Booster 118
7 Phoenix Neurojack Neck Xi R Booster 112
8 Grav Mortar 2-Hand Ranged Area 52 U Booster 67
8 Gravity Hammer 2-Hand Melee Ishtar U Booster 74
8 Marauder Armor Armor: Light Xi U Booster 79
8 Force Field Projector Held Item Area 52 R Booster 107
8 Black Ray Gun 1-Hand Ranged Area 52 R Booster 110
8 Plasma Sphere 2-Hand Ranged Ishtar R Booster 113
8 Screaming Meemie 2-Hand Ranged Xi R Booster 119
9 Fusion Lance 2-Hand Ranged Area 52 R Booster 104
N/A Flash Neurojack Neck Xi S Starter 43
N/A Leaky Fusion Rifle 2-Hand Ranged Xi S Starter 44
N/A Tangler Waist Xi S Starter 47
N/A All-Seeing Egg Consumable Area 52 S Starter 48
N/A Unreliable Jet Pack Consumable Area 52 S Starter 49
N/A Music Box Held Item Ishtar S Starter 50
N/A Hand Rocket 1-Hand Ranged Ishtar S Starter 51
N/A Radiation Orbiter Head Xi S Starter 52
N/A Sentinel Orbiter Head Area 52 S Starter 53
N/A Prototype Power Fist 1-Hand Melee Xi S Starter 54
N/A Adrenaline Pill Consumable Area 52 S Starter 55
N/A Endeavor Neurojack Neck Xi S Starter 56
N/A Optic Neurojack Neck Xi S Starter 57
N/A Erratic Rifle Hound Special Area 52 S Starter 58
N/A Cracked Ray Gun 1-Hand Ranged Area 52 S Starter 59
N/A Photon Grenade 1-Hand Ranged/Consumable Area 52 S Starter 60
N/A Blather Gecko Special Area 52 S Starter 61
N/A Razor Grenade 1-Hand Ranged/Consumable Ishtar S Starter 62
N/A Enviromask Head Ishtar S Starter 63
N/A The Patch Consumable Ishtar S Starter 64
N/A Science Comp Held Item Xi S Starter 65
N/A Spy Comp Held Item Xi S Starter 66
N/A Envirocape Neck Area 52 S Starter 67
N/A Inflatable Friend Special Ishtar S Starter 70
N/A Eternalight Held Item Ishtar S Starter 71
N/A Plasma Deflector Ring Xi S Starter 72
N/A Animatronic Toy Held Item/1-Hand Ranged Xi S Starter 73
N/A Envirogloves Hands Ishtar S Starter 74
N/A Cognition Anchor Ring Xi S Starter 75
N/A Face Mask Head Ishtar S Starter 76
N/A Fish-Killer Grenade 1-Hand Ranged/Consumable Area 52 S Starter 77
N/A Autoskeleton Waist Area 52 S Starter 78
N/A Headmounted Laser Head Area 52 S Starter 79
N/A Dim Photonic Spear 2-Hand Melee Ishtar S Starter 80
N/A Flame Thrower 2-Hand Melee Area 52 X LoG 8
N/A Flaregun 1-Hand Area/Ranged/Consumable Area 52 X LoG 9
N/A Matter Bomb Prime Consumable Area 52 X LoG 10
N/A The Patch II Consumable Area 52 C Booster 6
N/A Hypno-Ray 1-Hand Ranged Area 52 C Booster 7
N/A Dream Grenade Consumable Ishtar C Booster 8
N/A Hoverboard Feet Ishtar C Booster 9
N/A Enviroboots Feet Ishtar C Booster 34
N/A Portacomp Held Item Xi C Booster 37
N/A Hospice Beacon Held Item Ishtar U Booster 69
N/A Artificial Blood Consumable Xi U Booster 77
N/A Chamelon Shield Arms (Shield) Area 52 U Booster 80
N/A Teleport Pads Held Item Area 52 R Booster 105
N/A Phase Cape Neck Ishtar R Booster 108
N/A Rifle Hound Special Area 52 R Booster 120
N/A Dehydrated Man Special Ishtar P Promo 3