Character Creation Rules

Gamma World Character Creation Rules

Step 1: Origins

Option 1: Roll on the Origin Table to select your Primary and Secondary Origins. If you roll the same Origin twice, your Secondary Origin is Engineered Human. Gain a 25xp bonus.

Option 2: You may choose your Primary and/or Secondary Origins.

You receive a +2 Overcharge bonus to the Mutant Type (Bio, Dark, or Psi) of your Primary Origin. If the Mutant Type does not fit with your character concept, you may change it with the GM’s permission.

You also receive the Novice Powers of both your Origins. Note down any special features of your Origins.

Step 2: Attributes

Enter an 18 in the Attribute matching your Primary Origin and a 16 in the Attribute matching your Secondary Origin. If both Origins have the same Attribute, its value is a 20.

Option 1: Roll 3d6 once for each of your remaining Attributes, entering the total of each roll to the Attribute. Gain a 50xp bonus.

Option 2: Roll 3d6 once for each of your remaining Attributes and assign each score to an Attribute as you like. Gain a 25xp bonus.

(When using Option 1 or Option 2, if your total Attribute bonuses are less than +8, you may choose to reroll all your Attributes. )

Option 3: Begin with an array and use a point buy system to purchase your Attribute scores. If your Mutant Types are different, your starting array is 18 16 10 10 10 8. If your Mutant Types are the same, your starting array is 20 12 10 10 10 8. You have 6 points to spend and you may assign your scores as you like. You may buy down your Attributes to gain more points. Actual point cost is the difference between the two scores.

Attribute Point Costs

Score Cost Score Cost
20 27 11 3
19 22 10 2
18 18 9 1
17 14 8 0
16 11 7 -2
15 9 6 -4
14 7 5 -6
13 5 4 -8
12 4 3 -12

Once values have been assigned to Attributes, use the following table to record the Ability Modifier of each Attribute:

Ability Modifiers

Score Modifier Score Modifier
1 -5 12 – 13 +1
2 – 3 -4 14 – 15 +2
4 – 5 -3 16 – 17 +3
6 – 7 -2 18 – 19 +4
8 – 9 -1 20 – 21 +5
10 – 11 0

Step 3: Occupation and Skills

Option 1: Roll on the Professions Table. Each Profession grants a +2 to two Skills as well as a special bonus. Also record your initial equipment. Gain a 25xp bonus.

Option 2: Roll a 1d10 on the Skill Bonus Table. Gain a +4 to that Skill. Gain a 25xp bonus.

Skill Bonus Table

D10 Skill Key Ability D10 Skill Key Ability
1 Acrobatics DEX 6 Mechanics INT
2 Athletics STR 7 Nature WIS
3 Conspiracy INT 8 Perception WIS
4 Insight WIS 9 Science INT
5 Interaction CHA 10 Stealth DEX

Option 3: Choose a Skill. Gain a +4 to that Skill.

Each of your Origins also provides a skill bonus (or bonuses). Note each of those bonuses down as well. If you have bonuses for the same skill through your Origins or your Profession, the bonuses stack.

Your Skill Bonus equals the key ability score modifier + your level + all bonuses you have for that skill.

Step 4: Gear

Option 1: If you rolled for an Profession, note down the starting equipment listed. You have 1d4 rolls on the Starting Equipment Table.

Option 2: If you did not roll for an Profession, you gain 1d4+2 rolls on the Starting Equipment Table.

All characters begin with an Explorer’s Kit. You may choose to trade the Kit back in for 1d4+2 rolls on the Starting Equipment Table.

In addition to the starting gear, select a melee weapon, a ranged weapon, and armor. You may also take a shield if you wish. Consult the Weapon Options and the Armor Options pages for the weapon and armor lists.

Step 5: Other Details

Fill in the rest of your character’s information:

Health:
Hit Points: 15 + your Constitution Score.
Bloodied Value: ½ your hit point total rounded down.

Defenses:
Fortitude Defense: 10 + your level + the better of your Strength or Constitution modifiers + any bonuses from your Origins.
Reflex Defense: 10 + your level + the better of your Dexterity or Intelligence modifiers + any bonuses from your Origins.
Will Defense: 10 + your level + the better of your Wisdom or Charisma modifiers + any bonuses from your Origins.
Armor Class (AC): 10 + your level + armor bonus + shield bonus, if any + any bonuses from your Origins; if you’re wearing no armor or light armor, add the better of your Dexterity or Intelligence modifiers.

Movement:
Speed: 6 + Origin modifiers.
Initiative Modifier: Your Dexterity modifier + your level + other modifiers.

Step 6: Final Details

Give your character a name and a bit of backstory. Determine what your character looks like based on your Origins (be creative!). Decide what your weapons and armor look like (again, be creative!).

You are now ready to play Gamma World!

Character Creation Rules

Gamma World: The Wanderlost Lonewalker