75
Legal Notice GAMMA WORLD®, Advanced Dungeons & Dragons®, EndlessQuest®, and Ravenloft® are registered trademarks of TSR, Inc. This compilation does not represent a challenge to any trademarks or copyrights held by TSR, Inc. This compilation is not affiliated with TSR, Inc. The copyrights to all submissions are held by their respective authors. This book may be reproduced for personal use, but may not be used to generate personal profit. Secrets of the Secrets of the Ancients Ancients An Internet Supplement Version 1.0 April 1999 Edited/Compiled by: Kerry Jordan Featuring submissions contributed by: Reginald Blue, Don Brown, Chris Conboy, Bob Crichton, Robert Flack, Gary Hickerson, Derek Holland, Keith Johnson, Kerry Jordan, Scott Kent, Daniel Movrich, ZorOne, Sammy Spade, Scott Swigart, and David Wheeler

D20 Modern - Gamma World - Secrets of the Ancients

Embed Size (px)

Citation preview

Page 1: D20 Modern - Gamma World - Secrets of the Ancients

Legal NoticeGAMMA WORLD®, Advanced Dungeons & Dragons®, EndlessQuest®, and Ravenloft® are registered

trademarks of TSR, Inc. This compilation does not represent a challenge to any trademarks or copyrights held byTSR, Inc. This compilation is not affiliated with TSR, Inc. The copyrights to all submissions are held by their

respective authors. This book may be reproduced for personal use, but may not be used to generate personal profit.

Secrets of theSecrets of theAncientsAncients

An Internet SupplementVersion 1.0April 1999

Edited/Compiled by:Kerry Jordan

Featuring submissions contributed by:Reginald Blue, Don Brown, Chris Conboy, Bob Crichton, Robert Flack,

Gary Hickerson, Derek Holland, Keith Johnson, Kerry Jordan, Scott Kent,Daniel Movrich, ZorOne, Sammy Spade, Scott Swigart, and

David Wheeler

Page 2: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

Table of ContentsTable of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . 1Mutations . . . . . . . . . . . . . . . . . . . . . . . 2

Mutation Tables . . . . . . . . . . . . . . . . 2Mutation Descriptions . . . . . . . . . . . 7

Game Enhancements . . . . . . . . . . . . . . 15Skills . . . . . . . . . . . . . . . . . . . . . . . . 15Critical Damage . . . . . . . . . . . . . . . . 21Industrial Hazards . . . . . . . . . . . . . . 28

Equipment . . . . . . . . . . . . . . . . . . . . . . 31New Equipment . . . . . . . . . . . . . . . . 31New Weapons . . . . . . . . . . . . . . . . . 34

Cryptic Alliances . . . . . . . . . . . . . . . . . 40Arannists . . . . . . . . . . . . . . . . . . . . . 41Female Supremacists . . . . . . . . . . . . 43The Friends of Entropy . . . . . . . . . . 44

Creatures . . . . . . . . . . . . . . . . . . . . . . . 45Brathseps . . . . . . . . . . . . . . . . . . . . 46Chameleon Beasts . . . . . . . . . . . . . . 46Death Gems . . . . . . . . . . . . . . . . . . . 47Orcoids . . . . . . . . . . . . . . . . . . . . . . 48Rasp Brambles . . . . . . . . . . . . . . . . . 48Slashercats . . . . . . . . . . . . . . . . . . . . 49Stickies . . . . . . . . . . . . . . . . . . . . . . 49

Appendix A: Timeline . . . . . . . . . . . . . 50Timeline Bibliography . . . . . . . . . . . 63

Appendix B: Product List . . . . . . . . . . 64Game Systems . . . . . . . . . . . . . . . . . 64Accessories . . . . . . . . . . . . . . . . . . . 65Adventures . . . . . . . . . . . . . . . . . . . 66Books . . . . . . . . . . . . . . . . . . . . . . . 67Miniatures . . . . . . . . . . . . . . . . . . . . 67

Appendix C: Credits . . . . . . . . . . . . . . 72Authors . . . . . . . . . . . . . . . . . . . . . . 72Games . . . . . . . . . . . . . . . . . . . . . . . 73Images . . . . . . . . . . . . . . . . . . . . . . . 73

Page 3: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

1

IntroductionIntroduction

Welcome to the first netbook for the GAMMA WORLD® game, Secrets of the Ancients! Thisbook was compiled for all those fans out there that enjoy the apocalyptic world known as GammaTerra and refuse to allow GAMMA WORLD® to die. It contains both never before seen gameinformation and revised, previously-released information from the Internet (most from my webpage at http://www.cs.msstate.edu/~jordan/index.html). All of the information found here isbased on the 4th edition of the GAMMA WORLD® game, although most is also compatible with otherversions of the game.

When I began this project, I was unsure whether I would actually finish it or if it would end upsaved on my computer in some little-used directory; therefore, I decided to base it on theinformation already posted on my web page and save myself some time. Based on my ownopinions and the opinions of a few other GAMMA WORLD® fans, I selected some submissions andbegan the creation process. I contacted the authors and asked for any revisions or new ideas.Using the information they provided, I produced this compilation. Enjoy!

Kerry JordanEditor

Special Thanks ToThe Kargatane, who produce some excellent netbooks for the Advanced Dungeons &

Dragons Ravenloft® setting and inspired me to create Secrets of the Ancients;Keith Jordan, who introduced me to GAMMA WORLD® so many years ago;Adam Redfearn, Mark Rimer, and Chris Walton, who comprised the consistent players of

my first 4th edition campaign;and all the contributors whose work made this compilation possible.

Page 4: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

2

MutationsMutations

Torm watched the clearing closely andreadied his bow — he had been waiting forthe creature which had been killing hissheep for hours, and he had finally heardthe stealthy approach of the beast. Fromthe tracks he had found near the bodies, hesuspected that it was some large coyote orwolf; however, what stepped into theclearing was a complete surprise.

The beast might have once been a wolf,but now, it was horribly mutated. It washuge — standing roughly three meters tall atthe shoulder. Sharp, straight horns pointedforward from the beast’s large brow whiledeadly quills jutted up from beneath the furcovering the creature’s back. It paddedforward into the clearing on its six legs andthen suddenly stopped. Torm was paralyzedwith fear as the large head turned in hisdirection and the beast’s eyes began to glowwith an inner power. . .

Mutations are one of the most importantaspects of any GAMMA WORLD® game. Thissection describes several new mutations andpresents new mutation tables with thesemutations included.

Mutation Tables

In order to incorporate the newmutations presented in Secrets of theAncients, new mutation tables were created.When rolling a mutation, the player firstreferences the appropriate general mutationtable and then, based on that roll, may roll onthe indicated table. All new and modifiedmutations are marked with a N superscript.

Note that the chances of getting a beneficialmutation or a defect have not changed formthe GAMMA WORLD® rules book.

Physical MutationsGeneral

d100Roll Mutation01-18 Roll one physical defect19-90 Roll one beneficial physical

mutation91-92 Roll one plant mutation93-95 Pick one physical mutation96-00 Roll two physical mutations

Mental MutationsGeneral

d100Roll Mutation01-05 Roll one mental defect06-92 Roll one beneficial mental mutation93-95 Pick one mental mutation96-00 Roll two mental mutations

Plant MutationsGeneral

d100Roll Mutation01-08 Roll one plant defect09-90 Roll one beneficial plant mutation91-92 Roll one physical mutation93-95 Pick one plant mutation96-00 Roll two plant mutations

Page 5: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

3

Physical MutationDefects

d100Roll Mutation01-05 Achilles heel (D)06-10 Allergy (D)11-15 Attraction odor (D)16-43 Body changeN (D)44-48 Chemical

susceptibility (D)49-53 Diminished sense (D)54-58 Doubled pain (D)59-63 Energy sensitivity (D)64-68 Fadeout (D)69-72 HypernecrosisN (D)73-76 Ionic

susceptibilityN (D)77-80 Nocturnal (D)81-84 Photodependent (D)85-88 Poor dual brain (D)89-92 Poor respiration (D)93-96 PyrosensitivityN (D)97-00 Skin structure

change (D)

Mental MutationDefects

d100Roll Mutation01-14 Catatonic

schizophreniaN (D)15-29 Hostility field (D)30-43 Mental backlashN (D)44-58 Mentally defenseless

(D)59-72 Periodic amnesia (D)73-86 Phobia (D)87-00 Seizures (D)

Plant MutationDefects

d100Roll Mutation01-09 Achilles heel (D)10-17 Addictive sapN (D)18-26 Allergy (D)27-35 Attraction odor (D)36-44 Chemical

susceptibility (D)45-52 Doubled pain (D)53-60 Energy sensitivity (D)61-68 HypernecrosisN (D)69-76 Ionic

susceptibilityN (D)77-84 Photodependent (D)85-92 Poor dual brain (D)93-00 PyrosensitivityN (D)

Page 6: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

4

Beneficial Physical Mutationsd100Roll Mutation01-02 Air sail03-04 Anti-life leech05-07 Bodily control*08-10 Carapace*11-12 Chameleon power*13-14 Density control (self)*15 ClawsN *16-18 Dual brain19-21 Electrical generation*22-23 Energy absorption*24 Energy metamorphosis*25 Energy reflection*26 Gas generation*27 Genetic transfusionN *28 Gills29-31 Hands of power*32 Heightened balance33-38 Heightened physical attribute39 Heightened precision40-44 Heightened sense45 Heightened speed*46 Horns or antlers*47-49 Immunity50-52 Infravision53 Kinetic absorption*54 Metamorphosis*55-61 Multiple limbs62 Multiple teethN

63-67 New body parts68 Night vision69-71 Oversized limbs72 Photogeneration*73 Photosynthetic skin74 PoisonN *75 Quills or spines76-78 Radiating eyes*79-81 Regeneration*82 Shapechange*83 Silk cribellumN *

Beneficial Physical Mutationsd100Roll Mutation84-87 Size change88-89 Skeletal enhancement90-91 Sonar92 Sonic blast*93 Sound imitation94-97 Transfusion*98 Ultravision99 Vocal imitation00 Wings

Page 7: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

5

Beneficial MentalMutations

d100Roll Mutation01 Beguiling*02 Comatose healingN

03-04 Confusion*05 Death field generation*06 Density control (others)*07 Devolution*08-10 Directional sense11-14 Displacement*15-18 Duality19-22 Empathy*23 Fear generationN *24-26 Force field generation*27 Force waveN *28 Friction controlN *29 Genius capabilityN *30-33 Heightened mental attribute*34 Illusion generation*35 Intuition*36-38 Levitation*39 Life leech*40 Linguistic adaptationN

41 Magnetic control*42-43 Mass mind*44 Mental absorptionN *45-48 Mental blast*49 Mental channelN

50 Mental control*51-52 Mental invisibility*53 Mental multiplier*54 Mental paralysis*55 Mental projectionN *56 Mental reflection*57 Mental shieldN

58 Mineral manipulationN *59 Molecular disruption*60 Molecular senseN *61-62 Photokinesis*63 Plant/animal control*64 Psychic bladeN *

Beneficial MentalMutations

d100Roll Mutation65 Psychic presenceN

66 Psychometry*67-69 Pyro/cryokinesis*70 Repulsion field*71-72 Stunning force*73 Summoning*74 Symbiotic attachment*75-78 Telekinesis*79-81 Telekinetic flight*82-84 Telekinetic hand*85-88 Telepathy*89-90 Teleport object*91-92 Teleportation*93-94 Thought imitation95 Time manipulationN *96-99 Total healing*00 Will force*

Page 8: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

6

Beneficial PlantMutations

d100Roll Mutation01-04 Adaptation05-06 Air sail07-09 Allurement*10-12 Anti-life leech13-14 Bodily control*15-17 Carapace*18-20 Carnivorous jaws*21-23 Chameleon power*24-26 Contact poison sap*27-28 Density control (self)*29-31 Dissolving juices*32 Dual brain33 Electrical generation*34 Energy absorption*35 Energy metamorphosis*36 Energy reflection*37-38 Explosive seeds*39-42 Finger vines*43-46 Fruit*47-48 Gas bags*49 Gas generation*50 Genetic transfusionN *51-55 Heightened physical attribute56-57 Heightened sense58 Immunity59 Infravision60 Kinetic absorption*61-66 Multiple limbs67 Multiple teethN

68-70 New body parts71-76 Oversized limbs77 Photogeneration*78-79 PoisonN *80-81 Poisonous thorns*82-83 Projectile seeds*84-85 Razor-edged leaves86-87 Regeneration*88 Shapechange*89 Size change

Beneficial PlantMutations

d100Roll Mutation90 Sonar91 Sonic blast*92 Spore cloud*93-95 Squeeze vines*96 Thorns or spikes*97 Transfusion*98-99 Ultravision00 Vocal imitation

Page 9: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

7

Mutation Descriptions

Addictive Sap [ D ]by Kerry JordanPlant; Automatic, no MP

The plant’s sap is highly appealing toanimals. If an animal bites the plant oringests the plant’s sap in some other way,there is a 70% chance that the animal willbecome addicted to the plant. Within a fewhours, it will want more of the sap, and if itdoes not ingest more within 24 hours, it willbegin to go through a withdrawal period ofintense discomfort. Even if the animal doesnot become addicted to the sap, it will enjoythe taste and will attempt to get more unlessit has the wisdom to ignore the urges of itsbody.

Catatonic Schizophrenia [ D ]by Kerry JordanMental; Automatic, no MP

Whenever the mutant encounters astressful situation, he has a 5% chance ofentering a catatonic state. In this state, themutant’s muscles become rigid and he isunable to move. He can still see, hear, andunderstand what is going on around him. Hemay even use other mental mutations whilein this state. This condition lasts for 2d6rounds.

Clawsby Derek HollandPhysical; Automatic, MP 4d6-L

The mutant has claws which he can usein combat. Altered humans and mutatedanimals without claws can use these claws tocause 1d4 + PS modifier points of damage.Mutated animals that already have clawskeep their normal claw damage with a +1bonus. Roll 1d2 to determine the type ofclaws and additional abilities.

d2 Roll Claw Type1 Razor Claws. These claws cause

wounds that bleed for 1d4 + 1rounds, causing 1-2 points ofdamage per round. Additionally,on a natural attack roll of 20, theclaws not only damage theopponent, but his armor as well,reducing its AC by one. Againstarmorless creatures, a 20indicates that the claws causedouble the normal damage.

2 Barbed Claws. After a successfulattack, these claws cause anadditional 1d4 + 1 + PS modifierpoints of damage when pulledfrom the wound.

Comatose Healingby Daniel MovrichMental; Activated, no MP

The mutant can willingly go into a comato enhance the healing process. All damagetaken is fully healed in 24 hours provided hestays unconscious until the next day.

Waking the character earlier by outsidemeans is impossible unless telepathy is usedto warn of impending danger, etc. Ifphysically attacked during this time, thecharacter is defenseless; however, if theattack is mental in nature, then the charactermay defend with his MD.

The character can revive himself at anytime but doesn’t gain any healing benefits,regardless of time spent in coma, unless theentire 24 hour healing period has passed.

Fear Generationby Kerry JordanMental; Activated, MP 4d6-L

This mutation has the same effects aslisted in the rules book with one exception:there is a 5% chance that the character has apowerful variation which affects all beings

Page 10: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

8

within a 3 meter radius of the mutant, plus 1meter per MP modifier point. Anyone withinthe radius, friend or foe alike, may beaffected. Attacks rolls are made separatelyagainst each potential target.

Force Waveby Kerry JordanMental; Activated, MP 4d6-L

The character has the ability to create awave of telekinetic power. When created,the wave begins 1 meter away from themutant. At that time, it is 1 meter long and 3meters high. The wave’s length expands asit travels. The wave grows 1 meter in lengthfor every 2 meters traveled, up to amaximum traveling distance of 6 meters, plus2 meters per MP modifier point. The wavetravels in a straight course away from thecharacter. The wave automatically picks upany loose objects in its path that weigh lessthan 3 x MP in kilograms and carries themalong until it dissipates.

Should an opponent (or ally) be caughtwithin the effect of the wave, he will take1d6 + MP modifier points of damage and ifhis strength is less than the MP of the wave,he will be knocked down. If the waveencounters an object in its path which it isnot able to move, then the object creates ahole in the wave — effectively creating a“safe zone” in the area behind it. Forexample, if a force wave encountered a largeoak tree, the tree would create a “safe” areawithin the wave, so if a character wasseeking shelter behind the tree, he wouldescape unscathed.

Friction Controlby Daniel MovrichMental; Automatic/Activated, MP 4d6-L

The mutant can affect the friction of thesurfaces he touches (or sees with higher MPscores). He can nullify friction to make an

item impossible to grip or enhance thefriction to make it impossible to release,throw, or drop. The mutant can cling to anysurface and walk along walls or ceilings athis normal rate of speed.

If the character has a positive MPmodifier to his score, the mutant can affectobjects at a distance. If someone is holdingthe object, a successful attack versus thecharacter’s Armor Class must be made. Themutant can also affect larger areas as well –1 square meter per MP modifier point.

The mutant can make himself “slippery”and affect his Armor Class – suffering only ½damage from all bludgeoning attacks andgaining a bonus to his Armor Class. Whenused in this manner, the mutant must take around to activate the mutation; he then adds+5 to his Armor Class. He can maintain thismutation until loss of consciousness orinitiation of another mental mutation.

Genetic Transfusionby Daniel MovrichPhysical, Plant; Activated, MP 4d6-L

In the evil hands of some characters, thismutation could have a devastating effectupon Gamma Terra. The mutant has thepower to transform the victim’s DNA intothat of the user (i.e., if a feline mutant afflictsa victim of the lupine genotype, the lupinewould then turn into the feline genotypeidentical to the user). To use this mutation,the mutant must swap bodily fluids with hisvictim (through a kiss, sex, etc.) and then roll1d20. If the roll plus the mutation’s MPmodifier is greater than the victim’s Healthscore, the mutation is successful. After onlyone day, the transformation is noticeable (thevictim begins to physically change), but itrequires one full week to be completed.During this week the GM is encouraged topoint out curious new side effects (such asgrowling, scratching, or other mannerisms of

Page 11: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

9

the new genotype). After the week hasended, the character is no longer thecharacter of old and must be reassignedphysical attributes. The base animal stockfor the new genotype is used as a base forthese attributes. All of the mutant’s mentalmutations and mental scores (IN, MS, andCH) remain the same (since the mind is notaffected) but he loses all physical mutationsin the process. The player then rerolls hischaracter’s physical mutations (keeping thesame number of physical mutations). Forexample, if the character previously had 4physical mutations, he rolls 4 times on themutation table. Due to the metabolic rate forthe week of transformation, all of thecharacter’s raw attributes are reduced by 1/3(except for his hit point total and CN scorewhich are temporarily raised by 12 points),although any damage taken prior to andduring this period is reduced by ½ and healedat 5 points per hour.

This mutation can be used on creaturesalready deceased as well. The only penaltiesinvolved are that the dead lose 1 point of INper minute after death. In such a case, themutant may be bringing back an idiot orworse. . .

Genius Capabilityby Daniel MovrichMental; Automatic, MP 4d6-L

The mutant’s mind is particularly acutewhen dealing with information in a specificarea. When dealing with this specific area,add the mutation’s MP modifier to themutant’s IN score for any attribute checks.The player determines what kind of geniushis character receives.

Genius Type DescriptionMilitary The mutant has a keen mind

for the fundamentals ofstratagem and war. Themutant gains 5 + MP modifierto all enforcer skills. Hegains 5 + MP modifier to hisCH when dealing withrecruiting NPCs for militarytasks. Finally, the characteralso gains his MP modifier indamage to any weapon hefashions.

Mechanical This mutant has an uncannyability to distinguishtechnologies and understandthe fundamentals of anymechanical items. He gains 5+ MP modifier to all examinerskills. He also gains his MPmodifier to THAC with anyweapon he successfullyfashions.

Biological This character’s mind is adeptat the medical sciences. Hecan “study” a creature andapproximate its HD, speed,habitat(s), Intelligence, foodsources, etc. For moredifficult questions, closerexaminations or longerobservations are necessary.An autopsy would be the bestscenario. Due to hisknowledge of vital areas, themutant receives 5 + MPmodifier in damage versusany creature he “studies.”

Page 12: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

10

Hypernecrosis [ D ]by Derek HollandPhysical, Plant; Automatic, no MP

The mutant ages at twice the normalrate.

Ionic Susceptibility (Lightning Rod) [ D ]by Derek HollandPhysical, Plant; Automatic, no MP

The mutant is highly susceptible tocharged particles and his body conducts suchparticles easily. The mutant has 6 times thenormal chance of being struck by lighting,and suffers double damage from electricalattacks.

Linguistic Adaptationby Kerry JordanMental; Automatic, no MP

The mutant is able to communicate withany intelligent creature in the creature’s ownlanguage. In fact, the mutant speaks thelanguage as if it was his own native tongue.Of course, this mutation is limited by thecharacter’s own physical constraints. Itwould be very hard for an altered human tospeak to an intelligent insect if the insect’slanguage was mostly comprised of mandible“clicks.” This ability is possible due to alimited form of telepathy the characterpossesses. He literally learns to speak thelanguage from the person he is speakingwith. This type of telepathic connection is sosubtle that it does not trigger the mentaldefenses of the creature being spoken to.Unfortunately, this ability does not extendinto written languages, nor would it allowthe character to understand a recording in anunknown tongue.

Mental Absorptionby Daniel MovrichMental; Activated, MP 4d6-L

The mutant has the ability to absorb MPpoints and/or entire mutations from othersentient beings. Altered humans with thispower may only affect other altered humans.Mutant animals may only affect other mutantanimals. Mutated plants may only affectother mutated plants. The character mustmake a mental attack vs. the MD of thevictim, and if successful, he absorbs onepoint from a random mutation’s MP score.He then adds the MP point gained to his owncharacter sheet (possibly gaining a newmutation). If the victim’s MP score falls to0, he loses the mutation forever. If themutation has no MP score, the victim loses itand the attacker gains the mutation’s fullbenefits/handicaps.

Mental Backlash [ D ]by Kerry JordanMental; Automatic, no MP

After using a mental mutation, themutant has a 5 + the mutation’s MP modifierpercentage chance of suffering a mentalbacklash. If this occurs, the character isrendered unconscious for 3d4 rounds.

Mental Channelby Kerry JordanMental; Automatic, no MP

The character is able to redirect a mentalattack at another possible target. Once perround, when he is attacked mentally, he canchoose to have the attack redirected toanother target. In order to do this, he mustroll an attack with this mutation. If his dieroll is higher than the die roll of the attacker(modifiers are ignored for both) then themental attack is redirected to a target of themutant’s choice. For all intents andpurposes, the target acts as if he were the

Page 13: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

11

original target of the attack. If the target isnot an appropriate target for the mutation,then the attack fails. If the mutant fails at hisattempt at redirection, the attack isconsidered automatically successful againsthim. This is because the character must fullylet down his mental defenses in order toattempt to redirect the attack. The mutantcannot redirect attacks that are not directedspecifically at him; therefore, a mutation suchas stunning force cannot be redirected.

Mental Projectionby Kerry JordanMental; Activated, MP 4d6-L

The mutant may project hisconsciousness out of his physical body atwill. When projected, the mutant is invisibleand intangible to persons and objects in thephysical world; he can only be affected bymental attacks. Even then, he cannot betargeted specifically due to his invisibility.He must be caught within a mentalmutation’s area of effect, such as beingcaught in the effects of stunning force. Also,the character cannot use any of his activatedmutations or automatic physical mutationswhile projected. The character may travel inany direction he wishes, including up ordown, at a maximum movement rate of 24,plus 1 per MP modifier point, since hismovement is not hampered by theenvironment (although his senses may be).For example, a projected character couldtravel through the earth, but he would beunable to see or hear anything.

The mutant may use this mutation only 5times per 24 hours, plus 1 more use per MPmodifier point. The mutation’s duration isvariable and lasts until the mutant’sconsciousness returns to his body. Afterreturning, the mutant is so mentallyexhausted that he must rest 30 minutes, plus5 minutes for every 10 minutes spent

projected, or collapse from exhaustion.The only true weakness that a projected

character has is his physical body, which isleft in an apparently unconscious state. Inthis condition, his body is easy prey, and hecould be killed with a minimum of effort. Ifhis body is harmed while his consciousness isprojected, the mutant will feel pain at theappropriate area, thus warning him that hisbody is in danger. Attacks that affect themind have no effect upon the character’s“uninhabited” body. The projected characterdoes not have any sort of sixth sense whichinforms him of the location of his physicalbody, so every time he projects hisconsciousness, he does so under the very realthreat that he may not be able to find hisbody again. Being forced to roam the earthas a ghost until his physical body eventuallydies from neglect is not a pleasant thought.

Mental Shieldby Kerry JordanMental; Automatic, MP 4d6-L

The character has an above-averageresistance to mental attacks. The character’sMental Defense is increased by 3 + MPmodifier points.

Mineral Manipulationby Daniel MovrichMental; Activated, MP 4d6-L

The mutant is able to change the mineralcomposition of any metal he touches (i.e.,iron to gold, brass to duralloy, etc.). Themutant can affect ½ kg per round of activeconcentration and can maintain this changefor 4 + MP modifier points in rounds. Themutant must have encountered both mineralsprior to changing from one to the other.

Page 14: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

12

Molecular Senseby Daniel MovrichMental; Activated, MP 4d6-L

The mutant can visualize the molecularstructure of any object he touches, thusunderstanding its composition from within.With this knowledge of weak points, hegains 5 + MP modifier points in damage toanything he has sensed. Also, the characterreceives 5 + MP modifier to his Use Artifactsscore when trying to decipher an objecttouched.

The mutant must be in contact with theobject and concentrating for one full round inorder to receive any benefits from thismutation.

Multiple Teethby Daniel MovrichPhysical, Plant; Automatic, no MP

The mutant grows new teeth constantlyand always has at least 2 rows of teeth. Inthe case of mutated animals, the character’sbite can cause 3 additional dice worth ofdamage. In the case of altered humans, thecharacter may bite for 1d4-2 points ofdamage. After every bite, 1d6 teeth remainin the victim, causing 1 point of damage perround. The rate of removing the sharply-barbed teeth is 2 teeth per action spent.

Poisonby Derek HollandPhysical, Plant; Automatic, MP 4d6-L

This mutation is not a new mutation, buta modification to the poison mutationdescribed in the rules book. When themutation is rolled, there is a 5% chance thatthe mutant has a special form of poisonwhich only takes effect when the victim isexposed to a certain stimulus; otherwise, themutation is treated as described in the rulesbook.

No hazard check is made until the victim

is exposed to the stimulus, which isdetermined by rolling 1d8 on the tablebelow:

d8 Roll Stimulus1 Intensity 1+ radiation2 Intensity 15+ radiation3 Light4 Heat damage (3+ dice)5 Cold damage (3+ dice)6 Darkness7 UV heat damage (2+ dice)8 Roll on allergy table

The poison can stay inactive in thevictim’s system for up to 1d6 + MP modifierdays.

Psychic Bladeby Kerry JordanMental; Activated, MP 4d6-L

The mutant is able to physically manifesthis physic energy into a melee weapon of hischoosing. The weapon appears as a glowingweapon of pure energy in the mutant’spreferred hand. This weapon cannotphysically harm anyone or anything, butwhen used against an opponent of at leastanimal-level Intelligence, it attacks theopponent’s mind. The mutant must make anormal attack roll as if the weapon waspurely physical (although the opponent’sArmor Class is not modified by his armorsince it does not hamper the weapon in anyway). If the attack is successful, the mutantrolls a mental attack using the MHAC scoreof this power. If the mental attack issuccessful, it does 4d8 + MP modifier pointsof damage. This power builds up 1d8 at atime, as described under the section onelectrical generation in the rules book. Themutant must add his MP modifier to the totaldamage.

Page 15: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

13

Psychic Presenceby Kerry JordanMental; Automatic, MP 4d6-L

The mutant mentally broadcasts hisrelative position to all sentients he knowsand trusts within 10 + MP modifier meters.

Pyrosensitivity (Heat Sink) [ D ]by Derek HollandPhysical, Plant; Automatic, no MP

The character is highly sensitive to heat.He suffers double damage from heat attacksand is uncomfortable in warm environments.In hot environments, the character barely hasenough energy to move.

Silk Cribellumby Daniel MovrichPhysical; Activated, MP 4d6-L

The mutant has a gland which possessesthe ability to make silk (much like a spider).The mutant has up to 1d8 spinets (orifices)that collectively can hold only 5 plus MPmodifier in charges. One charge is theequivalent of a 2.5 cm diameter strand 50 mlong or 1 cubic foot of silk. Four hours arerequired to regenerate 1 charge. The rangeis 50 meters + (MP modifier x 10 m). Thesilk can adhere to any surface. The mutantcan shape the silk into general shapes usefulto the character, as well as determiningwhether or not the silk is adherent. The silkhas the following attributes: AC 20, HP 50,and PS 25 per 2.5 cm of thickness.

Time Manipulationby Kerry JordanMental; Activated, MP 4d6-L

The character has the innate ability tosend himself and objects on his person oranother person/object of mass equal to 70 +(10 x MP modifier) kilograms forward intime. In effect, he steps out of the normalpassage of time and steps back in at a later

date. Each attempt to use this power causesthe character to take damage equal to ¼ hisavailable hit points. Percentage dice arerolled when this power is used. If the resultis less than or equal to the chance of success,the attempt is successful. If the roll isunsuccessful, the character still takes thenormal damage for using this mutation. If a“01” is rolled, a serious error occurs. Thecharacter accidentally projects himself toofar outside of the normal time frame for himto control. He will reappear 1d8 days later.He will also be reduced to an unconsciousstate and will take damage equal to ¾ of hisavailable hit points. Chances of successdepend on the “length” of the trip into time.It is much easier for the character to projecthimself into the far future than to attempt theprecision control required to project himselfonly a few minutes or hours into the future.

Trip Length Chance of Success10 Minutes 02%30 Minutes 15%1 Hour 30%1 Day 70%1 Week 100%

This basic chance is modified as follows:-10% per powered unit transported.+01% per MP modifier point.+05% per additional day.+10% per 6 additional hours after the

first (only +01% after the first day).+01% per additional 30 minutes

(modifier can only be used before thefirst day).

+20% if mutant has a 17+ Intelligence.

Only objects the character is touching gointo time with him and a single die roll ismade for all objects transported at the sametime. The character may only use this

Page 16: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

14

mutation once per 24 hour period.

Page 17: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

15

Game EnhancementsGame Enhancements

An excerpt from Historics of GammaTerra written by Szah-lah, sleeth historian:

ForewardI have spent the vast majority of my life

studying both the past and the present, yetmuch remains shrouded in mystery. Theamount of knowledge I have gained is but asapling in the Forest of Truth. By sharingthis knowledge, I hope that others willcontinue to care for this sapling and help itmature into a mighty tree whose fruit willprovide sustenance throughout the ages.

This section contains several game rulemodifications and additional rules meant toimprove the GAMMA WORLD® game.

SkillsBy Kerry Jordan

The GAMMA WORLD® game includes avery simple class-based skill system.Unfortunately, many players find the systemtoo limiting and believe that a moreadvanced skill system would enhance theircharacter’s development and add an extradimension to their games. The new skillsystem described here is for them. Althoughit is based on the system in the rules book,the new system is meant to completelyreplace it.

Character CreationA character begins the game with a

variable number of points to distributeamong the skills listed on the various skill

tables. The exact number is determined byconsulting the table below.

Genotype Initial Skill PointsSkill

Genotype PointsPure Strain Human 35Altered Human 30Mutated Animal 25Mutated Plant 20

The table’s skill point distribution isbased on the knowledge backgrounds of thevarious genotypes. For instance, pure strainhuman characters receive the most skillpoints initially because they generally havethe most stable knowledge base. Knowledgehas been passed down from generation togeneration with the least amount ofdisruption (when compared to the othergenotypes). Altered humans receive thesecond-to-largest amount of skill points forthe same reason as the pure strain humans;however, they have experienced somedisruptions to their societal knowledge (i.e.,defects, outcast from society, etc.). Theamount of skill points mutated animalsreceive is based on the fact that mutatedanimals have only recently joined humansociety (relatively) and skills are still notwidely dispersed among their kind. Mutatedplants receive the least amount of skill pointsinitially since they have joined human societyeven more recently than mutated animals.

These initial skill points determine thecharacter’s rating in that skill much like thesystem described in the rules book. A playermay distribute the points among skills fromthe General Skills Table or from his

Page 18: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

16

General SkillsSkill AttributeActing CHAgriculture INAnimal Handling INAnimal Training INArtistic Ability INBlacksmithing STBoating DXCarpentry STCobbling DXCooking INCryptic Alliance Heraldry INDancing DXFire-Building INFirst Aid INFishing INLeatherworking INLockpicking DXMining INMusical Instrument DXPickpocket DXPottery DXRiding DXSeamanship DXSeamstress/Tailor DXSinging CHStonemasonry STSwimming STWeaving IN

Enforcer SkillsSkill AttributeArmorer INBlind-Fighting SNBowyer/Fletcher DXCombat Leadership* CHCreature Lore INEndurance CNGunsmithing INMakeshift Weapon/Armor* INMartial Arts* DXSize-Up Opponent* INWeaponsmithing IN

Esper SkillsSkill AttributeAstrology/Astronomy INHerbalism INHypnosis* INIdentify Mental Power* INMeditation MSMeditative Focus MSPhotographic Memory* INPsychology* INReading/Writing INSense Mental Powers* MSSign Language IN

Examiner SkillsSkill AttributeArtifact Appraising INArtifact Lore* INAstrology/Astronomy INAvoid Artifact Disaster* INHistory INJury-Rig* INMechanical Engineering INRead Schematics* INReading/Writing INRepair Artifact* INSign Language IN

Page 19: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

17

Scout SkillsSkill AttributeAnimal Lore INAstrology/Astronomy INDetect Ambush/Trap* SNHerbalism INHunting* SNMartial Arts* DXMountaineering STNavigate* INSet Snares INTracking* SNWilderness Survival* IN

character’s class skills table without penalty.However, for the skills listed elsewhere, theplayer must spend two points to raise thatskill one rating. Additionally, a playercannot initially place any points on the skillsmarked with asterisks unless his character isa member of that class. A player must placeat least one point on the skills that are listedin his character’s class skills table andmarked with asterisks. A skill cannot initiallyhave a rating greater than 8.

Skill ChecksSkill checks are performed as described

in the rules book with one exception. Eachskill on the skills tables has an attributeassociated with it. If a character has a scoreof 16 or higher in this attribute, he receives a-1 bonus to his skill check roll. If a characterhas a score of 4 or lower in this attribute, hereceives a +1 penalty to his skill check roll.

Additionally, each time a charactersuccessfully uses a skill that he has not usedsuccessfully since he last advanced anexperience level, the player should place amark on his character sheet beside the skill.This mark is used in skill advancement.

Skill AdvancementWhen a character advances a level, he

receives an additional 4 points to distributeamong his skills. No more than 3 points canbe added to a skill’s rating. The two pointpenalty for non-class skills no longer appliesto skills that the character already possesses.If the character wishes to learn additionalskills, he must first find a teacher. Acharacter cannot be a teacher himself until hehas a skill rating of at least 14.

After finding a teacher for a new skill,the character must spend (and may onlyspend) 2 points in order to gain the skill witha 1 rating. If the skill is a non-class skill, thecharacter must spend 3 points.

The character cannot instantly advance ina skill which he has not successfully usedrecently (as determined by the marksdiscussed under Skill Checks). In order toadvance such a skill’s rating, the charactermust spend 2 weeks practicing it. After thecharacter advances the ratings of all themarked skills that he wishes (which can bedone “instantly”), all marks are erased andthe cycle begins anew.

It normally requires 4 weeks to learn anew skill, plus an additional week if the skillis not one from the General Skills Table orthe character’s class skills table.

Any monetary costs for training in a newskill or practicing an existing skill is left upto the Game Master.

Skill DescriptionsActing: The character is skilled with

portraying various roles.Agriculture: The character has a basic

knowledge of farming.Animal Handling: The character is

skilled with calming animals and understandsthe basic needs of various animals.

Page 20: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

18

Animal Lore: The character may observethe actions or habitat of an animal anddetermine the animal’s reasons for followingthat behavior.

Animal Training: The character can trainone type of creature to obey simplecommands and perform tricks.

Armorer: Given the proper materials andfacilities, the character may make armor.

Artifact Appraising: The character mayestimate the value and authenticity ofartifacts of the ancients.

Artifact Lore: The character hasextensively studied ancient texts and has abasic understanding of the tools used by theancients. If allowed to examine acommonly-used (before the cataclysm)artifact for at least 10 minutes, the charactermay roll a skill check (even while in theprocess of deciphering the artifact’sfunction). The character cannot use this skillif he has already determined the function ofthe artifact, right or wrong. If the skill checkis successful, the player may read thedescription of the artifact. This skill appliesto robots as well as artifact weapons andtools. He cannot attempt to use this skill onan artifact which he has failed to classify.

Even if the character cannot examine theartifact for a full 10 minutes, he may still beable to determine what it is. If he spends atleast one minute (6 combat rounds)observing a working artifact (taking no otheraction), he may attempt a skill check with ½of his skill rating.

The knowledge required to gain this skillis not common. A library of ancient textsmust be available to even begin to learn thisskill. This skill may only be learned with theapproval of the Game Master.

Artistic Ability: The character isproficient in one art form (i.e., painting,sculpture, etc.).

Astrology/Astronomy: The character hasknowledge of the position of the stars.Depending on the society’s tech level, hemay also have an understanding of thesupposed influence of the stars.

Avoid Artifact Disaster: Consult therules book.

Blacksmithing: The character is capableof making implements and tools from iron.He cannot make armor or most weapons.

Blind-Fighting: The character is skilledat fighting in conditions of poor or no light.In total darkness, the character suffers only a-2 penalty to his attack roll in melee combat.Under starlight or moonlight, the characterincurs only a -1 penalty. With a successfulskill check, attackers will receive no bonus tomelee attack rolls to attack the character indarkness. Only one check is allowed perbattle.

Boating: The character is skilled in theoperation of small water craft on lakes andrivers.

Bowyer/Fletcher: The character canmake bows and arrows. A weaponsmith isrequired to fashion arrowheads.

Carpentry: The character has a basicknowledge of woodworking.

Cobbling: The character can fashion andrepair shoes, boots, and sandals.

Combat Leadership: Consult the rulesbook.

Cooking: The character is anaccomplished cook.

Creature Lore: The character is familiarwith the various types of creatures whichinhabit Gamma Terra. With a successful skillcheck, the player may read the creature’sdescription in the rules book. This skill doesnot apply to “new,” previously-unknowncreatures.

Cryptic Alliance Heraldry: The charactercan identify the different symbols of the

Page 21: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

19

various cryptic alliances. The character alsohas a basic understanding of the alliances’beliefs and goals.

Dancing: The character knows manydifferent types of dance.

Detect Ambush/Trap: Consult the rulesbook.

Endurance: The character is able toperform continual strenuous physical activityfor twice as long as an “average” characterbefore becoming subject to the effects offatigue and exhaustion.

Fire-Building: The character may start afire without any lighting devices other thansmall pieces of tinder and dry wood.

First Aid: The character knows basicfirst aid. If the character tends anotherwithin one round of wounding, hisministrations restore 1-3 hit points. Onlyone healing attempt can be made on a patientper day and the character must have theproper medical equipment. If the characteralso has the herbalism skill, he may add oneadditional hit point to the total healed by thisskill (if he is able to find a herb to help in thehealing process).

Fishing: The character is a skilledfisherman.

Gunsmithing: The character can repairfirearms (usually only flintlocks) and produceammunition. This skill is only available in aTech III society or better. The characteralso receives a +2 bonus when attempting tofigure out a projectile weapon of theancients.

Herbalism: The character can identifyplants and fungus. He can also preparepotions, poultices, powders, etc. for medicaland pseudo-medical purposes.

History: The character has studied thehistory of Gamma Terra. Generally, thisknowledge is only of a local nature due to

the many different nation/states andunexplored regions of Gamma Terra.

Hunting: Consult the rules book.Hypnosis: Consult the rules book.Identify Mental Power: Consult the rules

book.Jury-Rig: Consult the rules book.Leatherworking: The character has the

ability to tan and treat leather. He can alsomake leather clothing and other leatherobjects.

Lockpicking: The character can attemptto pick padlocks or finesse combinationlocks. In order to pick a padlock, thecharacter must have the proper tools.

Makeshift Weapon/Armor: Consult therules book.

Martial Arts: The character is trained ina martial art technique. Due to thedangerous environment of Gamma Terra,this technique is more a combat techniquethan an art form. Students are no longertaught the spiritual side of the art.

This skill can only be used if thecharacter is lightly encumbered and wearingstudded leather, or lighter, armor.Additionally, it can be used during combat atthe beginning of a combat round.

With a successful skill check, a charactermay distribute 3 bonus points (separately oras a group) to his melee THAC, ArmorClass, initiative roll, or melee weapon’sdamage roll for one melee round. (Theplayer must determine how the points aredivided at the beginning of the combatround). Any character other than anenforcer receives one additional bonus pointfor each point rolled below his skill rating (toa maximum of 6 bonus points).Unfortunately, an enforcer has such anintimate knowledge of combat already thathe does not receive as much benefit from thisskill as other classes. An enforcer receives

Page 22: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

20

one additional bonus point for every 2 pointsrolled below his skill rating.

This skill is an exceedingly rare skill andis only available with the approval of theGame Master.

Mechanical Engineering: The characteris trained as a builder of both great and smallthings. He understands the basic principlesbehind complex machinery.

Meditation: By concentrating, thecharacter may remove himself from theworries of the world - allowing him to rest in¾ the time normally required for sleep, thereuse of mental mutations, etc.

Meditative Focus: In order to obtain thisskill, the character must first have themeditation skill. Through meditation, thecharacter can focus his mental energy on oneparticular mental mutation. As a result, theMP score for the mutation increases whilehis other mental mutations’ MP scores andpossibly his MD decrease. The charactermust meditate uninterrupted for 12 full hoursto attempt this focusing of mental energy.He then makes a skill check. If he succeeds,he may increase the MP score of one of hismental mutations. Otherwise, nothingoccurs. For every point (to a maximum of 5)that the character increases one of his mentalmutation’s MP score, he must deduct onepoint from another mental mutation’s MPscore. If he has more than one other mentalmutation, he must deduct the points evenlyfrom all. Thus, if a character had 3 mentalmutations and increased one mutation’s MPscore by 4, he would have to deduct 2 fromthe other mutations’ MP scores. If thecharacter does not have another mentalmutation, the points are deducted from hisMD.

Mining: The character has the ability tosite and supervise the operations of anymine.

Mountaineering: With the properequipment, the character can climb up steepslopes and cliffs.

Musical Instrument: The character canplay a specific musical instrument.

Navigate: Consult the rules book.Photographic Memory: Consult the rules

book.Pickpocket: The character is skilled in

filching small objects from other peoples’pockets, sleeves, girdles, packs, etc.; palmingitems; and performing simple sleight of hand.

Pottery: The character has the ability tocreate clay vessels and containers.

Psychology: The character has anintimate knowledge of the human psyche.After observing a human for roughly oneweek, the character may make a skill check.If he succeeds, he gains an understanding inthe basic motives of that person and “how”that person thinks. This understanding giveshim a +3 bonus to his CH in interactionswith that person. Additionally, he receives a+3 bonus to his MHAC if he uses a mentalmutation on the person studied. If he failsthe skill check, he may try again afteranother week of observation. The charactermay attempt to use this skill in order to gainan understanding of a sentient animal orplant; however, in such a situation, the skill’srating is reduced by ½.

This skill is based upon knowledgegained before the cataclysm and is thereforevery rare. It is only available with theapproval of the Game Master.

Read Schematics: Consult the rulesbook.

Reading/Writing: The character can readand write. A skill check should not berequired unless the character is attempting toread or write in a difficult situation.

Repair Artifact: Consult the rules book.

Page 23: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

21

Riding: The character is skilled in the artof riding and handling stagons or other typesof mounts. A skill check should not berequired unless the character is attempting adifficult riding maneuver.

Seamanship: The character is familiarwith large boats and ships.

Seamstress/Tailor: The character candesign and sew clothing.

Sense Mental Powers: Consult the rulesbook.

Set Snares: The character can makesimple snares and traps, primarily to catchsmall game. A scout with this skill may alsoattempt to rig mantraps.

Sign Language: The character knowssign language.

Singing: The character is anaccomplished singer.

Size-Up Opponent: Consult the rulesbook.

Stonemasonry: The character can buildstructures from stone.

Swimming: The character can swim.Those without this skill cannot. A skillcheck should not be required unless thecharacter is attempting a difficult swimmingmaneuver.

Tracking: Consult the rules book.Weaponsmithing: The character has the

ability to make metal melee weapons. Thecharacter also receives a +2 bonus whenattempting to figure out a melee weapon ofthe ancients.

Weaving: The character is able to creategarments, tapestries, and draperies fromwool or cotton.

Wilderness Survival: Consult the rulesbook.

Critical DamageBy Kerry Jordan

In the GAMMA WORLD® game, a playerrolls 1d20 as an attack roll. In order tocause damage, this roll (plus modifiers) mustbe greater than or equal to the target’sArmor Class. It does not matter if the playerrolls the exact number needed to hit or if herolls 8 over the number to hit – the damageis rolled the same. Additionally, no matterhow poor the player rolls, he simply misseshis attack. Therefore, a new set of ruleswere created to reward the attacker on thoserare occasions when an attack roll isexceptionally well and penalize the attackerin those instances when an attack roll isexceptionally poor: Critical Damage Rules.

Whenever anyone rolls a 20 as the attackroll (without any modifications), he hasscored a critical hit on his opponent. Theplayer then rolls 2d20 and consults theresults on either the Melee Critical HitEffects Table or the Missile Critical HitEffects Table (depending on the type ofattack). Note that these tables were createdwith a flesh-and-blood opponent in mind.For a robot-specific critical hit system, youshould consult the Robotic Hit System foundafter the Critical Miss Special Effectssection.

Whenever anyone rolls a 1 on the attackroll (without any modifications), he hasfumbled miserably in his attack. Todetermine what results from this fumbledattack, the player rolls on either the MeleeCritical Miss Effects Table, the MissileCritical Miss Effects Table, or the NaturalAttack Critical Miss Effects Table, asdetermined by the type of attack.There are several effects on the criticaldamage tables which require explanation.

Page 24: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

22

Melee Critical Hit Effects2d20Roll Effect02-11 No effect: roll damage normally12-21 Normal damage +222-27 Normal damage +328-29 Normal damage +430 Normal damage +4; opponent is

knocked back by the blow andbecomes unbalanced

31 Normal damage +532 Normal damage +5; opponent is

knocked back by the blow andbecomes unbalanced

33 Normal damage +634 Normal damage +6; opponent is

knocked back by the blow andbecomes unbalanced

35 Normal damage +6; opponent isknocked prone

36 Normal damage x2 or +7, whicheveris larger; opponent is knocked backby the blow and becomes unbalanced

37 Normal damage x2 or +7, whicheveris larger; opponent is knocked prone

38 Normal damage x2 or +7, whicheveris larger; opponent is badly injured

39 Normal damage x2 or +7, whicheveris larger; opponent is very badlyinjured

40 Normal damage x2 or +8, whicheveris larger; opponent is near death

Missile Critical Hit Effects2d20Roll Effect02-11 No effect: roll damage normally12-18 Normal damage +219-24 Normal damage +325-29 Normal damage +430-33 Normal damage +534-36 Normal damage +637-38 Normal damage +6; opponent

becomes unbalanced39 Normal damage x2 or +20,

whichever is less; opponent becomesunbalanced

40 Normal damage x2 or +20,whichever is less; opponent is verybadly injured

Page 25: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

23

Melee Critical Miss Effects3d20Roll Effect03-17 No effect18-21 Attacker becomes unbalanced22-25 Attacker drops weapon26-28 Attacker becomes unbalanced and

drops weapon29-31 Attacker loses grip on weapon32-33 Attacker slips34-35 Attacker hits himself36-37 Attacker hits himself and becomes

stunned38-39 Attacker breaks weapon40-41 Attacker becomes unbalanced and

breaks weapon42-43 Attacker breaks weapon and

becomes stunned44-45 Attacker slips and breaks weapon46-47 Attacker hits nearby ally48-49 Attacker hits nearby ally and

becomes stunned50-51 Attacker becomes unbalanced and

hits nearby ally52-53 Attacker falls prone54 Attacker falls prone and loses grip

on weapon55 Attacker falls prone and becomes

stunned56 Attacker falls prone and hits head57 Attacker falls prone and loses

consciousness58 Attacker twists ankle59 Attacker falls prone and breaks limb60 Game Master’s choice

Missile Critical Miss Effects1d20Roll Effect01-08 No effect09-11 Attacker becomes unbalanced12-13 Attacker drops weapon14-15 Attacker becomes unbalanced and

drops weapon16-17 Attacker becomes injured18 Attacker hits ally19 Attacker’s weapon malfunctions20 Attacker’s weapon malfunctions

seriously

Natural Attack Critical Miss Effects2d20Roll Effect02-12 No effect13-16 Attacker becomes unbalanced17-19 Attacker slips20-22 Attacker hits nearby ally23-25 Attacker hits nearby ally and

becomes stunned26-28 Attacker becomes unbalanced and

hits nearby ally29-30 Attacker falls prone31-32 Attacker falls prone and becomes

stunned33-34 Attacker falls prone and hits head35-36 Attacker falls prone and loses

consciousness37 Attacker bruises limb/jaw38 Attacker falls prone and bruises

limb/jaw39 Attacker falls prone and breaks

limb/jaw40 Game Master’s choice

Page 26: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

24

These special effects are italicized on thetables and described below.

Critical Hit Special EffectsBadly injured: If the attacker is using a

bludgeoning weapon (i.e., club, mace, etc.),his attack breaks one of his opponent’slimbs. Roll 1d6 to determine which limb isbroken on humanoid opponents:

d6 Roll Limb1 Left leg2 Right leg

3-4 Left arm5-6 Right arm

The opponent loses the use of a brokenlimb and has a -3 penalty applied to his DXuntil the limb is healed. 1d8+3 weeks arerequired to heal a broken limb. If theopponent’s leg is broken, his movement isreduced to ¼ normal (½ normal withassistance).

If the attacker is using a slashing weapon(i.e., long sword, axe, claws, etc.), his attackopens a deep gash on his opponent. Theopponent will continue to lose 1d3 hit pointsper combat round until the wound is stitchedclosed. After 10 such combat rounds, theopponent must succeed a CN check everycombat round (with increasing difficultylevels in multiples of 5) in order to stayconscious.

If the attacker is wielding a piercingweapon (i.e., short sword, dagger, spear,fangs, etc.), his opponent is impaled on theblade and deeply wounded. The attackermay choose to keep the opponent impaledduring the following combat rounds,automatically causing the normal weapondamage each round. If the attacker choosesto do this, he will lose any DX modifiers tohis Armor Class and his opponent(s) receive

a +2 bonus to attack rolls. If the attackerremoves the weapon from the wound, theopponent will lose 1d4+1 hit points percombat round until the wound is stitchedclosed. After 10 such combat rounds, theopponent must succeed a CN check everycombat round (with increasing difficultylevels in multiples of 5) in order to stayconscious.

Knocked back: The opponent if small-sized or smaller is knocked 3d6 x10centimeters away from the blow. If medium-sized, the opponent is knocked 2d6 x10centimeters away from the blow. If theopponent is large-sized or larger, he isknocked 1d6 x10 centimeters away from theblow.

Knocked prone: The opponent ifmedium-sized or smaller is knocked prone bythe force of the blow. An opponent lyingprone suffers a -4 penalty to all attack rollsand his Armor Class until he spends anaction to stand. Additionally, half of theopponent’s DX modifier to AC is lost whileprone. If the opponent is large-sized orlarger, he is knocked 2d6 x10 centimetersback and becomes unbalanced.

Near death: The opponent is knockedprone. An opponent lying prone suffers a -4penalty to all attack rolls and his ArmorClass until he spends an action to stand.Additionally, half of the opponent’s DXmodifier to AC is lost while prone. Theblow instantly kills a small-sized or smalleropponent. A medium-sized opponent has a75% chance of dying from the attack. Alarge-sized or larger opponent has a 50%chance of dying from the blow.

Unbalanced: The opponent suffers a -2penalty to all of his attack rolls and hisArmor Class for the remainder of the combatround. He also suffers a +2 initiative penaltyfor the next combat round.

Page 27: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

25

Very badly injured: The opponent ifmedium-sized or smaller is knocked prone.The blow has a 75% chance of instantlykilling a small-sized or smaller opponent(ignoring current hit point total). The blowhas a 50% chance of instantly killing amedium-sized opponent. An opponent lyingprone suffers a -4 penalty to all attack rollsand his Armor Class until he spends anaction to stand. Additionally, half of theopponent’s DX modifier to AC is lost whileprone. A large-sized or larger opponent isonly knocked 3d6 x10 centimeters awayfrom the blow and becomes unbalanced.The blow has a 25% chance of instantlykilling a large-sized or larger opponent.

Critical Miss Special EffectsBecomes injured: The attacker had the

weapon braced improperly or threw theweapon improperly, causing 1d3 points ofdamage to himself.

Becomes stunned: The attacker is unableto take any action for 1d2 combat rounds.During this time, he loses any DX modifierbonus to his Armor Class.

Becomes unbalanced: The attackersuffers a -2 penalty to all of his attack rollsand his Armor Class for the remainder of thecombat round. He also suffers a +2 initiativepenalty for the next combat round.

Breaks limb: Roll 1d4 to determinewhich limb is broken on humanoid attackers:

d4 Roll Limb1 Left leg2 Right leg3 Left arm4 Right arm

The opponent loses the use of a brokenlimb and has a -3 penalty applied to his DXuntil the limb is healed. 1d8+3 weeks are

required to heal a broken limb. If theattacker’s leg is broken, his movement isreduced to ¼ normal (½ normal withassistance).

Breaks limb/jaw: The attack breaks theattacker’s attacking limb or jaw (dependingon the type of attack). A broken limb cannotbe used and reduces the attacker’s DX by 3.A broken leg reduces the attacker’smovement rate to ¼ normal (½ normal withassistance). A broken jaw will not allow theattacker to eat anything which requireschewing. If a wild creature’s jaw is broken,he will usually starve to death. The injurywill heal in 1d8+3 weeks.

Breaks weapon: If the attacker is using anon-artifact weapon, it breaks during thefailed attack. An artifact has a 30% chanceof breaking.

Bruises limb/jaw: The attacker injureshis attacking limb or his jaw (if attackingwith a bite). If his limb is injured, his DX isreduced by 1. If the injured limb is a leg, hismovement is reduced to ¾ normal. If his jawis injured, the attacker can only eat softfoods without pain until the bruise heals.Additionally, any future attacks with hisinjured limb or bite receive a -2 penalty andfor each successful attack there is a 10%chance that the attacker breaks limb/jaw.This injury requires 1d4 days to heal. If thisspecial effect occurs twice, the attacker’slimb or jaw is broken (see breaks limb/jaw).

Drops weapon: The attacker drops hisweapon and it falls to the ground. There is a20% chance that the weapon will slide 1d2meters away; otherwise, the weapon willland roughly at the character’s feet. Theattacker may only retrieve the weaponwithout moving if it is within 1 meter.

Falls prone: The attacker slips and fallsprone. While lying prone, he suffers a -4penalty to all attack rolls and his Armor

Page 28: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

26

Class until he spends an action to stand.Additionally, half of the attacker’s DXmodifier to AC is lost while prone.

Hits head: The attacker must make asuccessful CN check to remain conscious. Ifhe is successful, he becomes stunned.

Hits himself: The attacker hits himselfwith the weapon. The weapon only causes½ normal damage.

Hits ally: The attacker misses hisopponent, causing his attack to be directed atan ally within range. If no allies are withinrange of the weapon, the attacker becomesinjured instead. If more than one ally iswithin range, the target of the accidentalattack is chosen randomly. The attackerrolls a new attack against the AC of thetarget ally. If successful, the ally receivesnormal damage from the attack.

Hits nearby ally: The attacker misses hisopponent, causing his attack to be directed ata nearby ally. If no allies are within range ofthe weapon, the attacker hits himself. Ifmore than one ally is nearby, the target of theaccidental attack is chosen randomly. Theattacker rolls a new attack against the ArmorClass of the target ally. If successful, the allyreceives normal damage from the attack.

Loses consciousness: The attacker losesconsciousness for 1d3 x10 minutes.

Loses grip: The attacker loses his gripon his weapon and it falls to the ground.There is a 60% chance that the weapon willslide 1d2 meters away, otherwise, theweapon will land roughly at the character’sfeet. The attacker may only retrieve theweapon without moving if it is within 1meter.

Malfunctions: If the attacker’s weaponis a bow or crossbow, the attacker dropsweapon. If the weapon is a pistol, rifle,laser, etc., then the weapon is jammed or inenergy flux, requiring 1d2+1 combat rounds

to correct. In such a situation, no shot isfired. If the weapon is a thrown weapon, itis so far off-target that there is a 50% chancethat the weapon cannot be found after thebattle.

Malfunctions seriously: If the attacker’sweapon is a bow or crossbow, then theweapon’s string breaks. If the weapon firesprojectiles (i.e., bullets, etc.), then theweapon explodes, causing 2d8 points ofdamage to the user. If this occurs, the userwill not be able to use the hand that held theweapon for 1d4+1 days and his hand may becrippled (25% chance). If the weapon is anenergy weapon, it suffers an overload. Whenan overload occurs, the weapon fires enoughenergy for two shots instead of one (whichstill misses) and requires 1d2+2 combatrounds to correct. Additionally, there is a10% chance that the weapon will suffer acritical overload, in which case it will emit aloud, high-pitch wail and explode in 1d4combat rounds. When the weapon explodes,it causes 1d8 points of damage per shot leftin the power cell to everyone within 4meters. If the weapon is a thrown weapon, itbreaks upon impact.

Slips: The attacker receives a -3 penaltyto all of his attack rolls and his Armor Classfor the remainder of the combat round. Healso suffers a +2 initiative penalty for thenext combat round.

Twists ankle: The attacker twists hisankle, reducing his movement rate to ¾normal. Additionally, his DX is reduced by1. The attacker’s ankle will heal in 1d4 days.If this special effect occurs twice, theattacker’s ankle is broken. If broken, theattacker receives a -3 penalty to his DX andhis movement rate is reduced to ¼ normal(½ normal with assistance) until the ankle ishealed (these penalties include the previous

Page 29: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

27

-1 penalty and movement penalty). 1d8+3weeks are required to heal the ankle.

Robotic Critical Hit SystemBy Reginald Blue

Many robotic units have several banks ofredundant weapons, yet there is apparentlyno need for them. Or is there? This set ofrules is an attempt to explain theseredundancies. It could also be applied tovehicles or humans wearing powered armor.This critical damage system is based on thesuccess of attack rolls. If a person is usingindirect fire (i.e. aiming a grenade at theground beneath a robot), there is no chancefor critical damage. Also, if a robot has anactive kinetic force field, then no criticaldamage can possibly be inflicted until theforce field has been brought down.

For each number on an attack roll abovethe required necessary to hit a robot there isa cumulative 5% chance of inflicting criticaldamage on the robot. This means that ifRolf has a THAC of +5 versus a robot withan AC of 20 and he rolls a 19 on the die (fora 24 total), he then has a 20% chance ofcausing critical damage. This chance isreduced by half if the robot has duralloyarmor and the weapon being used is anenergy weapon (reducing the chance to 10%in the above example) or if the robot has anactive energy force field. Additionally, thesespecial modifications are cumulative(reducing the chance of causing specialdamage to a mere 5% in the above exampleif Rolf had wielded some type of energyweapon and the robot had duralloy armorand an active energy force field).

Normally, the system critically damaged,is determined randomly by rolling 1d20 andconsulting the table below; however, acharacter may choose to make a called shot.This does not change the chance to inflictcritical damage, but it does cause the

character to suffer a -4 penalty to his attackroll (although any successful attack roll willhit the specified system). Note that acharacter cannot make a called shot for asystem that is not externally visible unless heis familiar with the robotic unit (i.e., he hasmade a successful Use Artifacts check in thepast concerning the type of robot).

d20Roll System01-05 Armor06-10 Weapon11-14 Movement15-16 Internal17-18 Force Field Generator19 Sensor20 CPU

After rolling a system, consult thefollowing descriptions for the exact effect. Ifa system is rolled which has already beendestroyed (or doesn’t exist), then either rollrandomly to determine another system orsimply use internal.

Armor: Roll 1d20 and consult thefollowing table for the effect on the roboticunit.

d20Roll Effect01-16 -1 to AC17-19 -2 to AC20 -3 to AC

Note that the AC of the robot cannotdrop below 10. If the AC is already at 10then the damage is inflicted to internal.

Weapon/Movement/Internal/Force FieldGenerator/Sensor/CPU: The exact weaponor sensor should be determined randomly.Roll 1d20 to determine the effect andduration of the damage on a system.

Page 30: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

28

d20Roll Effect Duration01-10 Disabled 1d4 rounds11-14 Light damage Minor repair

needed15-17 Moderate damage Significant repair

needed18-19 Heavy damage Major repair

needed20 Destroyed Vital component

needed

Note that a system which has receivedlight, moderate, or heavy damage previouslyand the same effect (or a lesser damageeffect other than disabled) is rolled a secondtime, then the effect moves down the tableone row. For example, a robot’s blasterweapon receives moderate damage. It isdamaged again and light damage is rolled.Due to the previous moderate damage, thedamage effect is noted as heavy damage. Ifdestroyed had been rolled then the blasterwould be destroyed. If the damage effectrolled had been disabled, then the blasterwould have simply been disabled for thenoted duration – the effect would not havebeen modified.

A disabled system is unusable for theduration specified. During this time, thesystem reverts to secondary pathways andresets. When the indicated duration has past,the system is fully operational again.

Any system which receives light,moderate, or heavy damage cannot be useduntil repaired. For those robots which havethe ability to repair system damage, considerthe damage to be 2 points for each level (i.e.,2 points at light damage, 4 points atmoderate damage, and 6 points at heavydamage). If the internal system suffers thistype of damage, then a particularly sensitivelocation has been hit. The attack causes

50% more damage than normal.A system which is destroyed cannot be

repaired by any internal repair system andcan only be repaired at a repair facility (or byan examiner’s lucky roll).

Industrial HazardsBy Bob Crichton

One of the rarer forms of ancient ruins isthe ancient factory, source of the manywondrous artifacts that give proof to thelegends. While factories may provide greattreasure, there can be great danger involvedin their exploration.

MaterialsMany of the materials used in a factory

are hazardous in one way or another. Thesehazards can be due to toxicity (poisons),flammability, reactivity (acids and othercorrosives), radioactivity, or physicaldangers.

Most Gamma Terra inhabitants havesome resistance to industrial poisoning –after all, they have been living in a verypolluted environment for several generations.However, there is a good chance of severeillness if they wander around sniffing atchemical drums. Bear in mind thatcorrosives frequently give off poisonousvapors that can also directly damage the skinand eyes. Also, many flammable liquids canbe ignited from a distance due to theirvapors. Radioactive hazards (if present) arecommonly encountered in the vicinity of apower plant (if there is one), or in an areawhere quality checks were/are performed (x-ray sources, etc.). Additionally, industrialmaterials can present a physical hazard evenif totally inert.

Page 31: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

29

For example:

Game Master: Your eyes are burning.

Player: But I’m immune to poison!

Game Master: They are starting to bleed.You are coughing up blood. The last thingyou see is a sign that reads “Diamond Dust– Wear respirator at all times.”

Other good examples of dangerous inertmaterials are oil (nice and slippery) and thestandard Heavy ObjectTM waiting to fall onthe characters when they cause any vibrationin the old, rickety beams.

Energy SourcesSome energy dangers are obvious; a

poorly insulated electrical line can spell deathfor the first being to brush by it since the lastcentury. Remember - if the victim is stillbeing shocked, others can get shocked bytouching him. Many industrial processesinvolve a great deal of heat, with the obviouspotential for burns, especially if a hotsubstance sprays from an item. Highpressure is another good hazard; a break in apipe can lead to shrapnel, a loose hose canwhip about with a great deal of kinetic force,and of course, there is always theaforementioned hot substance spraying outof a leak. Additionally, a large leak in ahydraulic line can produce a stream of oilthat can easily cut flesh. A small leak canput a mist of oil in the air – just waiting forsome guy with a torch to come by and igniteit. Most of these examples will only beproblems in a factory with a working powerplant, but could be the result of a singlefunctioning item (i.e., a functioningengineering bot).

InhabitantsInhabitants (both flesh and metal) of

industrial complexes present specialproblems. Industrial machines may not evenrecognize humans, and, if their safetyinterlocks are damaged/worn, could easily dounpleasant things at the most inconvenienttimes (i.e., while the character is examiningthe machine’s workings, the item – hydraulicpress/laser drill/acid shower/etc. – humssuddenly and. . . ). The more sophisticatedrobots would give characters the normalchances for Robot Recognition checks, butwould also be intelligent enough to want toknow what these visitors are doingunescorted and may contact a security bot.

Living inhabitants are another can ofworms (perhaps literally). Descendants ofthe human staff might be able to operate themachines or might function as eitherArchivists or Followers of the Voice. In anycase, they would view outsiders withsuspicion. Non-sentient life would haveevolved to fit into the niches available andmay have incorporated some bizarreadaptations. For example, a mutated wormmay resemble a frayed electrical cable andattach to live cables so it can deliver anelectrical shock to anyone within reach, or amushroom may release diamond dust into theair at the same time as its spores so thespores are more likely to find a weakenedhost.

RewardsOne of the obvious possible rewards of

exploring a factory is a lifetime supply ofwhatever it is that the factory makes/made.This can range from the trivial (soda bottles),to the valuable (voltmeters), to the priceless(Mark VII blasters – talk about MontyHaul). Even if the factory is totally non-operational, there may be a large stock of

Page 32: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

30

product that was awaiting shipping when thedisaster came. In addition, there may be alarge supply of raw materials, which may bemore valuable. After all, 20 canisters ofliquid duralloy is potentially far morevaluable than the 10,000 belt buckles that thefactory made from it. Bear in mind that ifthe factory has its own power supply, itprobably kept producing until it ran out ofraw material.

Industrial machinery is probably of littlevalue in its current form – it is frequentlyvery specialized for a given function, andmight require complete rebuilding to doanything else. However, it could be a goodsource of repair parts, or could even betraded to any up-and-coming industrialsociety. Additionally, the industrial complexprobably houses robots of various sorts tooperate the machinery. Bear in mind thatthey would be dedicated machines with onlythe most basic programming beyond what isneeded for manufacturing.

The maintenance department is acompletely different story. It probably has afew light and medium engineering bots,which would have the necessaryprogramming and supplies to deal with awide array of equipment problems. Themaintenance department is also the mostlikely place to find working equipment, asthe bots would have priority commands tomaintain themselves in working order. Thisarea would certainly have power cellchargers, various useful hand tools, and awide variety of electronic and mechanicalcomponents.

There would also be some kind ofadministrative department, containing themain control computers, offices for anypersonnel, and communication equipment. Ifthere was a large number of employees, therewould also be a cafeteria or food synthesizer.

Vehicles might be found in the ShippingDepartment, and some of the warehousingvehicles/bots might function.

Page 33: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

31

EquipmentEquipment

Karl stared in wonder at the strangedevice he had found lying in a half-buriedshed of the ancients. Questions racedthrough his mind: How long had it laid here?What purpose had it been used for? Theonly one who knew the answers for certainwas the long-dead owner, and he was nohelp.

Karl examined the artifact for minutes,then hours, but was finally forced to concededefeat. Whatever purpose the item hadserved was beyond his comprehension. Hegently placed the toaster into a large sack athis belt and began the climb back to theentrance he had stumbled upon. . .

Several new types of equipment andweapons are introduced in this section.Additionally, new rules concerning theseitems are discussed.

New Equipment

Hydratorby ZorOneTech Level: V Complexity: 19Duration: 20 Avg. Cost: 1250 domarsWeight: 2.5 kg

This is a box ½ meter by ½ meter, withone switch and one button. The switch hastwo labeled settings: dehydrate andrehydrate. There are two doors, one largeand one much smaller. In the largecompartment there is a plastic box with nolid, roughly the size of the compartment. Inthe smaller compartment there is a clearplastic bottle.

If an organic substance that containswater is put into the box, the switch set for

New EquipmentNew Avg. Wt. Tech Level/Equipment Cost (Kg) ComplexityHydrator 1250 2.5 V, 19Hypodermic

Injector 300 0.2 IV, 12Mysosyn 75 0.1 III, 10Sensyn 60 0.1 V, 10Sustak 60 0.1 IV, 10

dehydrate, and the button pushed, thesubstance will have the majority of its waterextracted and placed into the bottle. Foodthat is dried with the hydrator will bepreserved for years. The water produced bythis process is uncontaminated and drinkable.

If the switch is set for rehydrate, theorganic substance will have its water contentrestored, returning to its original state. Torehydrate, the dehydrated substance must beplaced into the box and water placed in thebottle. If not enough water is placed into thebottle, the hydrator will not function. Withthe switch in the rehydrate position, and thebutton pushed, the substance is restored.

The hydrator is powered by one solarenergy cell, which will last for 20 functions.If the unit is set out in the sun it will recharge10 functions per day. If there is not enoughtime to allow for a normal charge, a newenergy cell can be placed in the unit.

Page 34: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

32

Hypodermic Injectorby Kerry JordanTech Level: IV Complexity: 12Duration: Special Avg. Cost: 300 domarsWeight: 0.2 kg

The hypodermic injector is an advancedhypodermic syringe. The main body of theinjector is a plastic cylinder (usually coloredwhite) 20 centimeters long and 5 centimetersin diameter. One end of the cylinder has asoft circular bowl (similar to a suction-cup)attached at a 45 degree angle. There are twobuttons on the body (marked “ON/OFF” and“INJECT” on units not worn by time).There is also a black strip that runs along theback of the injector, opposite the suction-cupbowl.

To use the injector, a person must pressthe ON/OFF button and then guide the bowlattachment across a patient’s body. Whenthe injector detects that it is in the properlocation for the injection, the INJECT buttonbegins to flash with a green light. If theINJECT button is then pressed, a powerfulchemical jet projects out of the center of thebowl attachment and the patient receives astandard dose of the chemical stored in theinjector. The injector will shut offautomatically after 5 minutes, but the user’smanual recommends that the user shut offthe unit manually after each use.

The injector determines the correctlocation for the injection and the correctdosage of the medication via a simplescanner and computer chip. When a newchemical is loaded (via a trapdoor on thebottom of the unit), the injector should beprogrammed with the correct treatment andstorage information for the chemical. Thisprogramming is accomplished using theunit’s infrared port (the black strip). Theinjector’s storage unit may hold a maximumof 90 ml. The injector may be loaded with,

but is not limited to, the following drugs:accelera dose, antiradiation serum, cur-indose, interra shot, mind booster, misosyn,pain reducer, sensyn, stim dose, suggestionchange drug, sustak, and sustanence dose.

Additionally, the hypodermic injectorrequires little power. It will run indefinitelyusing its built-in solar battery (which receivesits power from the unit’s black strip).

Misosynby Sammy SpadeTech Level: III Complexity: 10Duration: Special Avg. Cost: 75 domarsWeight: 0.1 kg

Misosyn is a mood altering substancethat causes euphoric feelings ofinvulnerability and aggression. Whendiscovered in ancient installations, it iscontained within a 10 centimeter longdisposable jet spray tube (10 ml dose);however, many knowledgeable inhabitants ofGamma Terra have rediscovered themanufacture of this drug. In some areas,use(abuse) is rampant among enforcers andother combat-centric adventurers. The userwill often take an intramuscular injection justprior to entering combat. With small doses,the user feels “tough and ready for combat.”With larger doses, the user feels invincibleand has difficulty controlling aggressiveurges. Users almost always feel that they didbetter in combat due to the drug (assumingthey survived). In certain areas, use of thedrug has been outlawed.

The first 10 ml injection causes the userto become consumed with inflicting damageon his foes. This aggressive desire grants theuser a +4 THAC melee bonus, a +2 damagebonus with melee weapons, and a -4 ACpenalty for 6 rounds.

A second dose of misosyn causes theuser to enter a battle rage in which he is

Page 35: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

33

unaware of any wounds inflicted upon him.The character receives a +6 THAC meleebonus, a +4 damage bonus with meleeweapons, and a –4 penalty to his AC for 5combat rounds. Additionally, the character’sHP total is monitored by the GM instead ofthe player.

A third 10 ml dose causes the user toenter a berserk rage. The user mustimmediately engage an opponent in meleecombat. An affected individual is unaware ofany wounds received in combat. Thecharacter receives a +8 THAC melee bonus,a +6 damage bonus with melee weapons, anda -8 penalty to his AC for 4 rounds.Additionally, the character’s HP total duringthis time is monitored by the GM instead ofthe player.

Misosyn also has several possible sideeffects. Each 10 ml injection should beconsidered an intensity 5 health hazard. Thefollowing table should be consulted for theeffects.

Misosyn Side EffectsStage Roll Duration Effect– <13 None NoneI 13-18 6 rounds Mild

psychosis*II 19+ 6 rounds Major

psychosis**

*Character will attack as long as anyopponents remain, regardless of wounds or otherconsequences.

**Character no longer recognizes friends,foes, or innocents. He will attack individualsrandomly.

Sensynby Sammy SpadeTech Level: V Complexity: 10Duration: 1 hour Avg. Cost: 60 domarsWeight: 0.1 kg

Through an unknown mechanism, thissubstance heightens the all the senses of theuser. The effect is the same as having theheightened sense mutation for sight, hearing,touch, smell, and taste. The character willfeel as though his senses are “on fire.” Hecan focus on particular sounds, ordistant/faint objects. The drug isadministered via a 15 centimeter longdisposable jet spray tube. The effects last 1hour.

Sensyn does have several possible sideeffects. Each dose should be considered anintensity 5 health hazard. The followingtable should be consulted for the effects.

Sensyn Side EffectsStage Roll Duration Effect– <10 None NoneI 11-13 20 secondsSlight

hallucinations*II 14-16 40 secondsMedium

hallucinations**

III 17+ 1 minute Majorhallucinations***

*Character sees sinister moment out of thecorner of his eye.

**Character sees things and hears sounds thatdo not exist. He may hear imagined mumbledconversations, someone hiding in shadows, etc.

***Character interacts with things that do notexist. He may believe that he is in a dangeroussituation or under attack.

Page 36: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

34

Sustakby Sammy SpadeTech Level: IV Complexity: 10Duration: 24 hrs Avg. Cost: 60 domarsWeight: 0.1 kg

Only 10 ml of sustak may restore 20% ofa character’s base Hit Points for 24 hours. Itis effective only on humans and sentientanimals. It is usually administered (using adisposable jet spray tube) when treatingemergency trauma situations in the field orentering a dangerous environment.

Sustak does have several possible sideeffects. Each 10 ml injection should beconsidered an intensity 5 health hazard. Thefollowing table should be consulted for theeffects.

Sustak Side EffectsStage Roll Duration Effect– <16 None NoneI 16-20 1 hour No benefit*II 21-25 2 hours 2d8*III 26-30 3 hours 2d8*IV 31-35 4 hours 4d8* &

unconsciousV 36+ – Dead

*Sustak healing does not take effect.

New Weapons

The tables found on the next pageintroduce new ranged weapons andwarheads for the GAMMA WORLD® game.The format corresponds to the format usedin the rules book.

WeaponsAll of the weapons from the New

Ranged Weapons table are described in thissection.

Composite Heavy Crossbowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 40 domarsWeight: 9 kg

This recurve crossbow is the result ofcombining materials in a laminer form. Thesematerials increase both the strength andrange of the crossbow.

The technique for producing compositebows and crossbows was reintroduced toGamma Terra by a mysterious weaponsmithnamed Drax. Not much is known aboutDrax, but the weapons he designed stillcirculate through the civilized lands ofGamma Terra and are highly prized.

Composite Light Crossbowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 25 domarsWeight: 7 kg

This weapon is a lighter version of thecomposite heavy crossbow. Consult thecomposite heavy crossbow description formore information.

Composite Long Bowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 40 domarsWeight: 2 kg

The composite long bow is produced bycombining the materials used in theproduction of the composite heavycrossbow. Consult the composite heavycrossbow description for more information.

Page 37: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

35

New Ranged WeaponsBase THAC Short Rate Shots/ Avg. Weight Tech Level,

Ranged Weapons Damage Bonus Range of Fire Reload Cost in Kg ComplexityComposite heavy

crossbow 2d8+1 0 16 1/3* 1 40 9 IIComposite light

crossbow 2d6+1 0 13 1/2** 1 25 7 IIComposite long

bow 1d8+1 0 11 1 1 40 2 IIComposite short

bow 1d6+1 0 9 1 1 25 2 IIComposite pistol

crossbow 1d4+1 0 10 1 1 35 1 IICompound bow 2d6+1 0 12 1 1 120 2 IIICompound

crossbow 3d6+1 0 17 1/2** 1 150 8/4+ IIIIce needler 1d3 +4++ 6 8 100 2700 3 V, 12Pistol crossbow 1d4 0 9 1 1 30 1 II

* Increase to 1/2 if PS > 19.** Increase to 1 if PS > 19.+ Consult weapon description.++ 0 if opponent wearing armor.

New Warheads for Grenades and MissilesWarheads --------- Grenades* --------- -- Missiles/Micromissiles --for Grenades Blast Avg. Blast Avg. Techand Missiles Damage Radius Cost Damage Radius Cost LevelGas, corrosion Special 10 7500 Special ** 18000 VIGas, Intensity Intensity

hallucinogenic 15 10 600 20 ** 1500 IVGas, nausea Intensity Intensity

(vomit) 15 10 600 20 ** 1500 IVHell 20d6** 20 Priceless ** 20 Priceless VIPrism Special 5 200 Special ** 300 VShaped-charge 4d6 10 1000 N/A N/A N/A IVWarbler Special 10 500 Special ** 1200 V

* Consult comment in rules book.** Consult the warhead’s description.

Page 38: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

36

Composite Pistol Crossbowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 35 domarsWeight: 1 kg

This version of the pistol crossbow is theresult of combining certain materials in alaminer form. This combination is used tocreate all of the various composite bows andcrossbows. Consult the composite heavycrossbow description for more information.

Composite Short Bowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 25 domarsWeight: 2 kg

This weapon is a short bow version ofthe composite heavy crossbow. Consult thecomposite heavy crossbow description formore information.

Compound Bowby David WheelerTech Level: III Complexity: 3Duration: N/A Avg. Cost: 120 domarsWeight: 2 kg

A compound bow has a long stringthreaded through a series of pullies that givethe bow an increase to power and range, butwhen drawn to more than half pull, theyreduce the strength needed to maintain thepull. These bows are rare, costing three tofour times that of regular bows, and theknowledge required to make them is onlybeginning to resurface. (In my campaignworld there are currently only four bowyerscapable of producing compound bows.)

Compound bows require sturdy shaftedarrows and bolts since there is an 85%chance that a wooden shaft will be splinteredon impact (or on release as well if the arrowor bolt has survived a previous shot).However, given the hardy nature of certain

mutated trees, the GM may allow woodedshafts to be used. These high quality shaftswould only be available at a bowyer’s shopthat makes compound bows.

Compound Crossbowby David WheelerTech Level: III Complexity: 4Duration: N/A Avg. Cost: 150 domarsWeight: 8 kg (4 kg artifact crossbow)

This weapon is a crossbow version of thecompound bow. Consult the compound bowdescription for more information.

Ice Needlerby Derek HollandTech Level: V Complexity: 12Duration: Avg. Cost: 2700 domars

100 shotsWeight: 3 kg (+1 when full)

This specialized needler fires slivers ofice meant to shred the flesh of the target.The weapon is larger than a normal needler,having an attached water tank and hose thatextend down the user’s forearm. The gun’stank must be refilled with water every 100shots (the power cell usually needs to bereplaced at this time as well).

The Bonapartists have successfullyduplicated the ice needler in their Research& Development lab in Elda, although theirweapon requires a bulky backpack unit.

Pistol Crossbowby David WheelerTech Level: II Complexity: N/ADuration: N/A Avg. Cost: 30 domarsWeight: 1 kg

This weapon is identical to its largerbrother in all respects save that it is the sizeof a pistol and has reduced stats to reflectthis. It is a popular weapon among assassinssince it can be easily concealed and the boltscan be coated with poison.

Page 39: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

37

WarheadsWarheads can be identified by physical

shape, color, and markings. Color is a veryimportant characteristic since many warheadshave similar shapes, and the effects of timemay fade any identifying markings (or themarkings may not be understandable to aGAMMA WORLD® character). Therefore, thetable below was designed in order toreference the colors of the various types ofwarheads. Color lists the different basecolors of the warheads. The body of thewarhead is this color. Band 1 field lists thecolor of the first band around the warheadencountered when travelling up the body ofany type of missile (from the nose to the tail)

or grenade (from the bottom to the pin). Ifno color is listed in this field, the warheaddoes not have the band. Band 2 refers to thesecond such band encountered.

Gas, Corrosiveby Keith JohnsonTech Level: VI Complexity: 6Avg. Cost: 7500/18000 domars

Corrosion gas causes damage to allmetallic objects (i.e., robots, armor, vehicles,etc.) within the area of the gas. Treat as adestructive poison gas, but it affects onlyinorganic instead of organic matter. Reducethe Armor Class of metallic objects by 1 forevery round spent in the gas cloud. For

Warhead Color Band 1 Band 2Chemex* Olive drab Red N/AECM* Olive drab Blue N/AEnergy** Olive drab Blue BlueFire Foam** Red-orange N/A N/AFission* Black Red GreenFlare, Parachute* Gray Yellow YellowFragmentation* Olive drab Yellow N/AGas, Corrosive Gray Red GreenGas, Hallucinogenic Gray Red YellowGas, Nausea (Vomit) Gray Red RedGas, Poison* Olive drab Gray RedGas, Tear** Gray Red N/AGravity* Olive drab Tan N/AHell Black Red RedHigh Explosive* Olive drab Yellow YellowPhoton* Olive drab Red YellowPrism Gray Red TanShaped-Charge Olive drab Yellow TanSmoke* Olive drab White N/AStun* Gray Red BlueTangler* Gray Tan N/ATorc* Olive drab Red TanWarbler Gray Tan Tan

*Consult the rules book for the warhead’s description.**Consult “Treasures of the Ancients” for the warhead’s description.

Page 40: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

38

duralloy, reduce the AC 1 point for every 2rounds of exposure. When computing thehazard attack against a robot or metalvehicle, use the robot’s or vehicle’s ACinstead of Health. Grenades are consideredintensity 15 hazard attacks, whilemissiles/micromissiles are consideredintensity 20. The blast radius for missiles is20 meters while the blast radius formicromissiles is only 15 meters.

Gas, Hallucinogenicby Keith JohnsonTech Level: IV Complexity: 6Avg. Cost: 600/1500 domars

This warhead contains a powerfulhallucinogenic drug. Each round a characterspends in the gas cloud, he must make aHealth check. If he fails, the drug begins totake effect. While under the drug’s control,the character moves and attacks randomly,as per the confusion mutation (consult therules book). Roll on the debilitative poisontable for length of effects. Additionally, allof the character’s skills and derivedattributes are halved for the next 2d10 hoursbecause he can’t be sure whether anything isreal or imaginary! The blast radius of themicromissile is 15 meters. The blast radiusof the missile is 20 meters.

Gas, Nausea (Vomit)by Keith JohnsonTech Level: IV Complexity: 6Avg. Cost: 600/1500 domars

The nausea gas warhead (or vomit gaswarhead as it is sometimes called) causesorganic beings caught in the cloud to vomit(retch, upchuck, regurgitate, barf, puke, cat,heave, hurl, toss their cookies, do thetechnicolor yawn, etc.). Each round, anybeing in the area of effect must make aHealth roll. If he fails, he begins to barf (andwe’re not talking that lightweight stuff,

we’re talking that chunky, industrial wastepuke!!) and may take no other actions for1d6 rounds. Grenades are intensity 15attacks while missiles are intensity 20attacks. Plants that subsist solely onsunlight, soil, and water are immune to thegas. Determine the effects on the debilitativepoison table; each stage represents 1 roundof heaving.

Hellby Keith JohnsonTech Level: VI Complexity: 14Avg. Cost: Priceless

The hell warhead contains a microscopicspeck of antimatter within a magneticcontainment field. The containment field ispowered by a miniature quantum powercoupling (as described in Treasures of theAncients). The grenade causes an incredible20d6 points of damage to its targets.However, damage is reduced by 5d6 forevery 5 meters distant from the center of theblast. Additionally, all those in the area ofeffect must also make a check againstintensity 15 radiation. The warhead alsoreleases an electromagnetic pulse which willknock out unshielded machinery andelectronics (as per an ECM warhead) within100 meters. The micromissile version causes20d8 points of damage while the hell missilecauses 20d10.

Prismby Keith JohnsonTech Level: V Complexity: 6Avg. Cost: 200/300 domars

When detonated, this device forms aslightly opaque cloud of prismatic crystals,designed to reflect laser beams and blockradar. Radar, lasers, laser sights, and laserguidance cannot penetrate the cloud. Thecloud reduces Perception by 2. Although thedetonation of the warhead causes no

Page 41: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

39

damage, the prismatic crystals are harmful ifbreathed. For every round an unprotectedcharacter spends in the cloud, he takes 1d6(if caused by a grenade), 1d8 (if caused by amicromissile), or 1d10 (if caused by amissile) points of damage. The blast radius ofthe micromissile is 10 meters while the blastradius of the missile is 15 meters.

Shaped-Chargeby Keith JohnsonTech Level: IV Complexity: 6Avg. Cost: 1000 domars

Shaped-charge grenades (there are nomissile versions of this device) are usedagainst heavy armor, may only be fired fromgrenade launchers, and are only impact-detonated. They are basically the same ashigh explosive grenades, but cause lessdamage. Shaped-charge grenades provide a+4 THAC bonus against armor. If the armorworn by the target provides less than +4protection, the grenade merely negates thearmor’s protection and does not give the full+4 bonus.

Warblerby Keith JohnsonTech Level: V Complexity: 6Avg. Cost: 500/1200 domars

The warbler warhead is a non-lethalweapon, originally used for riot dispersal.When it goes off, it “screams” at a deafeningpitch, oscillating up and down the audiblescale and on nerve-wracking subsonic levels.The scream lasts 30 seconds. Every livingthing in the blast radius must make asuccessful IN check with a -3 penalty or fleethe area at top speed. Those remaining willsuffer a -2 penalty to all rolls due to thedistracting noise. The noise of a warbler canbe heard for hundreds of meters, and normalconversation will be impossible within 50meters of one. Anyone remaining in the field

for more than 20 seconds will be deafenedfor (30 - CN) minutes. A character with asound filter, an airtight helmet, or the silencefield mutation may not be affected by awarbler. The blast radius of a missilewarbler is 40 meters while the micromissile’sblast radius is 25 meters.

Page 42: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

40

Cryptic AlliancesCryptic Alliances

Gloria beamed with pride as she waitedfor the ceremony to start. From atop theplatform, she had a view of the entiregathering – her friends, family, and soon-to-be peers. She could hardly contain herexcitement. Her thoughts were momentarilydarkened, however, when she noticed Jazand Martha Lightstar. They were bothdressed in black, the color of mourning andpenance, due to the death of their son,Toom. Toom had been a fellow initiate withGloria and had taken the test along with her,but the glow had not found him worthy.

Gloria’s attention snapped back to theceremony as the music began, heralding theentrance of the Senior Rad Tech, Garl.Soon, Gloria would become a full member ofthe Radioactivists. . .

Cryptic alliances add a whole new levelto any GAMMA WORLD® campaign. They arethe “movers” and “shakers” of GammaTerra. This section describes several newalliances, specifically designed to be suitablefor any campaign.

Page 43: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

41

Arannists[Terra-ists]by Daniel Movrich

Bon-Bramos (a mutated Komododragon) was once a high ranking leftistZoopremist who felt strong in animalsupremacy. He oversaw all terrorist trainingoperations as well as developmentalexplosives programs for many years, until hemet an altered turtle named Arannus.Arannus was an elder of the Seekers, wholoved to speak about the philosophies ofGamma Terra. Bon-Bramos was instantlyintrigued with Arannus’s teachings andthoughts while Arannus believed he couldhelp soothe his new friend’s destructivetendencies. They remained teacher and pupilfor quite some time until the day they met agroup of Purists. The encounter proved fatalfor old Arannus, but Bon-Bromas managedto escape.

“Their weapons,” he thought, “weremade for men. Their clothing, housing,cities. . . all forms of technology are madefor man – not animals.”

On that day, Bon-Bromas declared waron technology and all it represented.

On that day, the Arannists were born. . .“The most important part of Gamma

Terra is the Terra. . . buildings are blemisheson the land” is a noted quote of Bon-Bromas.

The Arannists are a highly secretivealliance. If any member is found in a town orcity, he is immediately arrested (usuallybeaten) and charged with any destructivecrimes recently committed against the city.It is believed that Arannists may hold someof the higher positions in many of the otheralliances. It is suspected that they may besabotaging new structures currently inconstruction or surveying ancient sites and

new manufacturing plants for future Arannistattacks.

Traditional: Traditionalists are the mainreason this alliance is so hated and feared.They actively seek out opportunities todestroy civilization altogether. They believethat technology can be used if it is used forthe good of the cause. The use of a cobaltbomb to destroy an entire city would be acelebrated event. Most members of thisgroup hate pure strain humans and will onlytolerate altered humans if they do not live anurban setting.

Reformed: All technology, even simpletools, is shunned. All creatures live as theirancestors did ages ago (no shelter, hunt forfood, survival of the fittest, etc.). Membersof this group of thought are not nearly asorganized as their counterparts. If any ofthese members happen upon artifacts ortechnology of any kind (usually found ortaken from prey), they will usually bury theseitems in unmarked locations.

Symbol: Unknown. The members ofthis alliance are sworn to secrecy – anyonedivulging information regarding groupactivities will be tortured to death, but notbefore their loved ones are tortured in frontof their eyes.

Benefits: The benefits of this allianceare identical as those of the Zoopremists.Additionally, they receive training in thedifferent architectural structures andadvanced bomb making techniques. Allbombs made by an Arannist trained in thismanner gain +2 additional dice of damageand double their normal blast radius (i.e., a1st level Arannist can make a bomb thatcauses 5d4 points of damage and has a blastradius of 10 m).

Restrictions: The character must defendany mutated animal (defending with hisnatural weapons: claws, teeth, etc.) out-

Page 44: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

42

matched in combat due to technology.Experience Point Bonus: An Arannist

is eligible for a 10 xp bonus multiplied by thedamage caused to any “man-made” structureor the direct elimination of artifacts andtechnology. An additional multiplier shouldbe rewarded for the destruction of multiplestory buildings (i.e., the destruction of a twostory building would provide a x2 experiencepoint multiplier).

Notes: Traditional Arannists can bedisruptive as player characters. The GameMaster may not want to allow this alliance asa player character alliance.

Page 45: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

43

Female Supremacists[Feminists]by Keith Johnson

Following the cataclysm, a True Womanreflected on the world before and after theShadow Years. She reached the unalterableconclusion that men were responsible for allthe troubles of humanity and determined thenand there that they would never have anotherchance to destroy civilization. She began tospeak, and women listened. The result wasthe formation of the Female Supremacists.

This alliance is open only to females ofall genotypes, although only True andAltered females usually hold the highestposition of authority.

Traditional: The belief of traditionalistsis that men are second-class citizens at best,slaves at worst. Males are only useful asservants, laborers, and studs.

Reformed: This branch believes theworld would be better off without males.They actively seek to destroy all men. Theyapparently do not realize this would causethe extinction of all sentient life. This is the“lunatic fringe” of this cryptic alliance. Theyare extremely violent (Violent Femmes, getit?) and tend toward terrorism andlesbianism.

Symbol: A single rose encircled by awhip is the alliance’s symbol. It is usuallyworn openly on jewelry.

Benefits: Feminists receive a +3initiative adjustment and +2 THAC bonuswhen engaging in combat with a male whohas encountered them for the first time. Thisbonus lasts one round only.

Restrictions: This cryptic alliance isnot available to player characters!

Experience Point Bonus: Notapplicable.

Notes: As a general rule, these women’sbelief in their own superiority is beyondarrogance. Males trying to negotiate withthem will do so at a tough (10) or worsedifficulty level with his reaction roll. Manyare rigid and inflexible in their views, butsome can be sympathetic to players, mostespecially if there are women in the party’sranks. They plan to extend their dominionover all Meriga.

Page 46: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

44

The Friends of Entropy[The Red Death]by Kerry Jordan

The Red Death is an alliance of assassins.They are simply killers-for-hire, willing towork for anyone who can meet their price.They are highly skilled and extremelysecretive; little is known about theirpractices. Once a person becomes a memberof the Red Death, he is a member for life(whether he wants to be or not). No one isallowed to leave the alliance alive. Thegroup is also tightly bound. If one of theirnumber is wronged, the entire alliance maybe asked to seek vengeance.

Perspective employers must deal honestlywith the Red Death – telling the assassins allthey know of the target(s) and any probablecomplications. If any vital information iswithheld, the Red Death will exact areckoning. An interesting note about theRed Death is that if a target succeeds indefeating his chosen assassin, he does nothave to fear any future assassinationattempts. The Red Death will honor theirfoe by canceling the current contract on himand by not accepting any further ones.

Traditional: These assassins believethat assassinations should be attempted onlyusing the weapons and equipment availableto the target. Thus, if a target lives in a TechLevel II society, only Tech Level IIequipment should be used by the assassin.

Reformed: These assassins believe thatthe target should be eliminated using any andall equipment available, no matter thetechnology involved.

Symbol: Cleaning a dagger with a redcloth followed by thrusting the daggerthrough the cloth.

Benefits: Members are able to acceptassassination contracts. They also receive a+1 bonus to Stealth.

Restrictions: This cryptic alliance isnot available to player characters!

Experience Point Bonus: Notapplicable.

Notes: The members of this alliance arenot common thugs or murderers (as depictedin previous editions of the GAMMA WORLD®game). They are highly-skilled assassins.Generally, they avoid frontal assaults in favorof more subtle means. They are also highlysuspicious and may not necessarily believethat someone is a member simply because heknows the alliance’s symbol.

Page 47: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

45

CreaturesCreatures

All men of fighting age lined the city’swalls, weapons ready, waiting – they knewwhat was coming. Scouts had startedbringing in reports weeks ago, warning thatthe five year reprieve was over. The thoughtmasters had returned.

Suddenly, a shout went up in the upperwatch towers. “South! Serfs! South!” Themen’s attention focused to the south as anarmy of serfs marched into view. They werehorribly mutated humans, wearing shreds ofancient uniforms they had scavenged fromsome God-forsaken ruins. They producednothing; they took what they wanted orneeded from others, usually by brute force.

The men on the walls made finalpreparations – the battle for Grenby wasabout to commence. . .

Gamma Terra is inhabited by manymutated and deadly creatures. This sectionintroduces several new creatures for use withany GAMMA WORLD® game campaign.

Page 48: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

46

Brathseps [Land Killer Whales]by Kerry Jordan

Number: 2d8Percept: 20Stealth/R.U.: +10AC: 17MD: 18Health: 20Speed: -

Burrow 15Level: 10Hit Dice: 26 (92)THAC: +10Attacks: 1

Bite 9d12Int: LowMorale: 18Size: H (8 m)XP Value: 5000

Frequency: Very Rare Organization: PodActivity Cycle: Day Diet: CarnivoreTech Level: 0 Artifacts: NoneClimate/Terrain: Any desert (or any plains)Physical Mutations: NoneMental Mutations: Telepathy (10)Special Powers: Exceptional burrowing

Description: The land killer whale is similar to its preferredprey, the sep. It has a thick, rubbery hide and short, stubby claws. It“swims” through the desert sand or plain top soil using its claws anda limited form of telekinesis. Other than these features, it resemblesits ancestors; it has a black body marked by a white belly andindividual markings. Unlike seps, brathseps must occasionallyburrow to the top of the ground in order to breathe. In order to catcha breath, the brathsep first clears its blow hole of any sand – creatinga small cloud of dust up to 2 meters in height. The land killer whaleonly needs to get air once every 10 minutes.

Combat: A brathsep is not inherently hostile and does not attackunless provoked or hungry. There is a 35% chance that anencountered land killer whale is hungry. When hunting, the brathsepsenses any motion on the ground within 60 meters and silentlyburrows toward it. It then lunges out of the earh, attacks with itsdeadly bite, and dives back into the earth. It requires a full combatround for the brathsep to reposition itself for another attack, so itusually attacks every other round (from a different direction).

Society: Brathseps form special bonds with the other members oftheir group. They will defend their young and wounded to the best oftheir ability. Using telepathy, they may also act in concert to bringdown prey larger than themselves.

The brathsep’s preferred source of food and worst enemy is thesep. If forced to choose between attacking a character or a sep, thebrathsep will always attack the sep.

Chameleon Beastsby Don Brown

Number: 1/OpponentPercept: 12Stealth/R.U.: +18AC: 21MD: -Health: 14Speed: 18Level: 5Hit Dice: 15 (55)THAC: +15Attacks: 3

Bite 2d8Claws (2) 1d12

Int: ExceptionalMorale: -Size: M (2 m long)XP Value: 5000

Frequency: Unique Organization: PackActivity Cycle: Any Diet: NoneTech Level: 0 Artifacts: NoneClimate/Terrain: Ancient installationsPhysical Mutations: Adaptation, chameleon powers (24),

heightened dexterityMental Mutations: NoneSpecial Powers: Computer interface

Description: These beasts have both canine and feline features,appearing to be a cross between a panther and a wolf. As they walk,their skin and hair color changes to match the backgroundenvironment. They are silent predators with no vocal cords.

Chameleon beasts are grown in a lab by an AI computer as ananti-intruder defense system. Each creature requires one hour togrow and is grown with an interface to the AI, which directs allactions. All chameleon beasts have a life span of twenty-four hours.At the end of this period, they slowly dissolve into a gooey mess. Ifthe AI is destroyed, all the existing beasts become dormant.

Combat: When the security system’s AI detects unauthorizedintruders, it immediately begins growing chameleon beasts (one foreach intruder). The AI monitors the intruders during the beasts’growth and incorporates the three most appropriate attack forms intothe creatures’ adaptation ability (i.e., if the intruders are armed withand prefer to use flame throwers and swords, the beasts will be grownwith adaptation immunities to heat attacks, slashing attacks, andpiercing attacks). After the beasts are grown, they immediately rushto attack the intruders. The chameleon beasts are completelycontrolled and monitored by the AI during combat. Should the firstgeneration of beasts be defeated, the AI grows a second generation ofbeats with the most useful adaptation immunities (based on theintruders battle with the first generation). This process continuesuntil the intruders or the AI are destroyed. Once an intruder is killed,the body is dragged to a disposal area and the beast returns to a vat ofbiogenetic material.

Society: Chameleon beasts are under total AI control and do nothave a society. Tech Level VI technology is required to create thechameleon beast anti-intruder defense system.

Page 49: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

47

Death Gems [Hummers]by Kerry Jordan(Original idea conceived by Steve Saunders)

Number: 9d6Percept: 22Stealth/R.U.: +9AC: 25MD: 19Health: 19Speed: 3

Flying 34Level: 9Hit Dice: 3 (11)THAC: +9Attacks: 1

Peck 1d6Int: SemiMorale: 19Size: S (.5 m)XP Value: 6000

Frequency: Rare Organization: SwarmActivity Cycle: Day Diet: CarnivoreTech Level: 0 Artifacts: NoneClimate/Terrain: Temporate forestPhysical Mutations: Energy reflection (11), heightened

speed (14)Mental Mutations: NoneSpecial Powers: Poison

Description: Death gems are brilliantly colored, mutatedhummingbirds. They are larger than their moden-day ancestors, andgenerally, instead of patches of color, death gems have one solidcoloring – either red, green, blue, or yellow.

Combat: These fragile creatures (at least, for Gamma Terra) donot attack other creatures directly, but group together to slowly weardown a selected victim. Even though the death gem’s beak has beenknown to puncture plate mail armor, it is not the beak that potentialprey must fear, but rather, the poison held within. When a death gemwounds an opponent, a small amount of poison is injected. By itself,this poison acts as a intensity 1 neurotoxin (consult the table to theright). However, the death gem poison has a delayed cumulativeeffect - for each wound inflicted, the death gem injects more poison,adding an additonal intensity level to the poison’s effect. The poisondoes not take effect until 3 rounds after the injection of the last dose.

Generally, death gem swarms are lead by an alpha male, whodetermines the swarm’s prey. The alpha male will lead the attack –suddenly swooping in at the prey from the treetops. The next round,the rest of the swarm will attack the target. The swarm will sweep infor an attack and then fly away – presenting very difficult targets.After 2-3 rounds, the swarm will break off to allow their poison todefeat their prey. Later, they will return for their reward. If the alphamale is killed, the swarm will break off the attack until another malegains dominance – at least 30 minutes to 1 hour later.

Society: Death gems are never found solitarily, but work in agroup. A swarm chooses one tree in which to build their nests eachyear. During the spring, each female lays 2-3 eggs which hatch 3weeks later.

Death Gem NeurotoxinStage Roll Duration Effect- < 1 None NoneI 1-3 - 1d4II 4-7 - 1d6III 8-12 2 hours 1d4 & muscle spasms*IV 13-15 5 hours 1d6 & muscle spasms**V 16-20 12 hours 1d8 & heart fluctuations***VI 21-25 1 day 2d6 & incapacitatedVII 26-30 3 days 3d4 & comaVIII 31+ - Dead

*Character’s muscles twitch uncontrollably. Character suffers a-4 penalty to combat rolls.

**Character’s muscles twitch uncontrollably. Character can onlyact physically once every two rounds. Character suffers a -6 penaltyto combat rolls.

***Character’s muscles twitch uncontrollably and his heart has afluctuating beat. Character suffers a -8 penalty to all combat rolls.Character can only act physically once every two rounds. Anystrenuous physical activity (i.e., combat) by the character requires achallenging (5) Consitution check. If the check fails, the charactersuffers a heart attack.

Page 50: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

48

Orcoidsby Kerry Jordan

Number: 2d10Percept: 12Stealth/R.U.: +8AC: 18MD: 20Health: 18Speed: -

Flying 7Swimming 7

Level: 8Hit Dice: 20 (70)THAC: +8Attacks: 1

Bite 8d8Tailslap 6d8Ram 8d8

Int: AverageMorale: 17Size: H (8 m)XP Value: 11000

Frequency: Rare Organization: PodActivity Cycle: Any Diet: CarnivoreTech Level: 0 Artifacts: NoneClimate/Terrain: Large bodies of waterPhysical Mutations: Horn, partial carapace (17), sonar, sonic

blast (16)Mental Mutations: Death field generation (13), telekinetic

flight (15)Special Powers: Immune to death field generation, can live

in both freshwater and saltwater

Description: These intelligent, mutated killer whales spendmuch of their time peacefully hunting schools of fish, but can becomedeadly enemies when aroused.

Combat: In combat, orcoids employ group tactics. They will usetheir death field generation mutation and immunity to it tomaximum effect. In the case of surface combat (i.e., the attackers arein boats), some of the orcoids will use their telekinetic flightmutations to ram or bite their opponents, while their brethren attackthe ship. Due to the large single horn protruding from their foreheadsand the protective shell surrounding it (much like the triceratops ofancient times), orcoids can ram ships with little harm to themselvesbut cause massive damage to the ships.

In the case of underwater combat, orcoids generally attack withtheir sharp teeth, inflicting 8d8 points of damage per bite. However,if pressed by an attack from the side or rear, an orcoid can normallydeliver a devastating tailslap for 6d8 points of damage.

If one orcoid is severely harmed, it’s brethren will attempt todistract its opponent(s) and allow the wounded orcoid to retreat frombattle.

Society: Orcoids form special bonds with the other members oftheir group. They will defend their young and wounded to the best oftheir ability. Because of their deadly fighting skills, few things in thewater frighten them. Therefore, they are not shy when around otherlife forms. As long as they are not disturbed, they generally keep anindifferent attitude toward other life forms. They communicate in arudimentary language of high pitched sounds.

It is rumored that the blubber from orcoids can be refined and usedto create an oil which protects against the effects of the death fieldgeneration mutation. However, due to the difficulty in finding andkilling orcoids, this rumor has not been verified.

Rasp Bramblesby Bob Crichton

Number: 1d8Percept: 15Stealth/R.U.: +2AC: 13MD: 12Health: 12Speed: 4Level: 2Hit Dice: 6 (21)THAC: +3Attacks: 3

Thorns (3) 2d6Int: LowMorale: 10Size: M (2 m)XP Value: 175

Frequency: Uncommon Organization: HerdActivity Cycle: Day Diet: HerbivoreTech Level: 0 Artifacts: AClimate/Terrain: Temperate forestsPhysical Mutations: Thorns (12), electrical generation (16)Mental Mutations: NoneSpecial Powers: None

Description: This plant is generally peaceful, but is known to flyinto a rage if its berries are picked without permission. Itsuperficially resembles a raspberry bush, but has the ability to vibrateits thorns rapidly, creating a “chainsaw” effect which can rapidlyabrade through items softer than metal.

Its berries are very tasty, but have no other special properties.Combat: The rasp bramble will wrap tendrils around its

attackers, attacking at a +3 THAC after a successful attack. It usesits electrical generation attack only as a last resort, reserving it untilit has lost at least half of its hit points.

Society: The rasp bramble prefers a sedentary existence, movingonly when necessary. It is commonly domesticated by the lil for useas an active defensive wall.

Page 51: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

49

Slashercatsby Bob Crichton

Number: 1d4Percept: 19Stealth/R.U.: +7AC: 18MD: 13Health: 14Speed: 36Level: 5Hit Dice: 14 (49)THAC: +7Attacks: 3

Bite 1d12Claw (2) 1d12

Int: SemiMorale: 17Size: L (3 m)XP Value: 1400

Frequency: Rare Organization: PrideActivity Cycle: Night Diet: CarnivoreTech Level: 0 Artifacts: NoneClimate/Terrain: Non-artic hills, mountainsPhysical Mutations: Heightened precision, heightened

speed (15), size increase, night visionMental Mutations: Mental invisibility (14), teleportation (14)Special Powers: Can memorize 5 teleportation locations, can

teleport twice per 3 hours

Description: This mutated cougar is one of Gamma Terra’s mostdangerous predators. Though not truly sentient, it is cunning enoughto use its mutations to full advantage, and can memorize up to 5different locations for teleportation. It is most active during thenight, but is potentially lethal at any time. It is possible to tame kitsif captured during the first 2 weeks of life, but not afterwards – ifcaptured, an older cat will simply teleport to its home territory or den.

Combat: Known for fierceness, a slashercat has numeroustactics, usually depending on stealth and mental invisibility to reachits prey, and then teleporting to a safe place with its kill. Instanceshave been recorded of a slashercat seizing a victim and thenteleporting itself and the victim to its den – allowing its kits topractice their hunting skills on the poor unfortunate.

Usually, the weakest member of a group is selected for this. If akit is seriously injured by a captured individual, the parent thencripples the victim and allows the kits to continue their play. If aperson survives until the kits are bored (not likely), the parent thenfinishes him off. Kits have +2 THAC, 5 Hit Dice, and do 1d6 pointsof damage for each claw and bite attack.

Society: Slashercats usually live as a pride, consisting of a matedpair and their last 2 litters. Each litter consists at birth of 2 male and2 female kits. The older litter will have adult stats with -2 on AC,Stealth, and THAC.

The younger litter will consist of kits. A litter is born every year.

Stickies [Swamp Suckers]by Scott Swigart(Based on the works of James Axler)

Number: 1d8+1Percept: 8Stealth/R.U.: +4AC: 8MD: 8Health: 20Speed: 10Level: 3Hit Dice: 20 (70)THAC: +3Attacks: 1

Life drain 1d6Int: LowMorale: 17Size: L (2.5 m)XP Value: 175

Frequency: Common Organization: SquadActivity Cycle: Any Diet: CarnivoreTech Level: 0 Artifacts: NoneClimate/Terrain: SwampPhysical Mutations: NoneMental Mutations: NoneSpecial Powers: Life drain

Description: Stickies are your basic big, ugly, smelly, and slimycreatures. They are slightly larger than men. Their heads areoversized, and they basically have no neck. Their eyes bulge fromthe sockets, their noses are large and flat, and their mouths stretchpractically from one ear to the other. Their skin is very thick(equivalent to leather armor), and translucent. Internally, most oftheir organs are redundant (4 lungs, 4 kidneys, 2 livers, 3 hearts,etc.). As a result, their Health and CN scores are quite high. Theymove somewhat slowly, and are quite stupid.

Combat: Stickies will hide in small groups in swampy areas.They can sit motionless for hours. When a creature wanders near, theclosest sticky will attack and the others will soon join. Stickiesattack by grabbing onto the creature and using their special lifedraining powers. Their hands are somewhat sticky (hence the name),and their grips are incredible (treat as a PS of 21). Once attached tohis victim, a sticky can drain 1d6 hit points per round (which getsadded to his own hit point total). The sticky will continue to drainthe victim until he has died or the hold is broken. Stickies rely ontheir toughness to endure whatever damage their target inflicts.

Stickies are also just smart enough to know to avoid their target’sweapons. When they attack, they attempt to wrestle their opponentinto a defenseless position. As a result, if a sticky successfullycaptures a creature in his hold, that creature receives a -2 penalty tohis attack rolls (this effect is cumulative with other sticky attacks).

Society: Stickies live in communities of 20-50 individuals. Theybasically pile branches over a large area, then throw grasses and mudall over the top. Once that is done, they make tunnels into theresulting mess and clear out “rooms.” The males form huntingparties, and may be gone for days. The females remain in the dens toraise the young. This consists of stuffing food into their mouths untilthey are old enough to give birth or hunt. If the den is threatened, alladult stickies will attack. The females have the same abilities as themales, but can only drain life at 1d4 hit points per round. Their PSscore is 18 and they have 15 (52) Hit Dice.

Page 52: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

50

Appendix A:Appendix A:Gamma World TimelineGamma World Timeline

by Kerry Jordan

The timeline contained within thisappendix attempts to describe all theimportant events and discoveries before (andafter) the cataclysm. It contains informationnormally only available to the Game Masterand may not be suitable for players. Thetimeline is annotated and the sources includeevery product developed for the GAMMAWORLD® game or associated with it.Contradictions between sources are resolvedin favor of the products specifically producedfor the 4th edition of the GAMMA WORLD®game. Additionally, I have taken someliterary freedom and describe some eventsand discoveries which are not listed in anyGAMMA WORLD® product. These“unofficial” events and discoveries areclearly noted as such.

Year Event/DiscoveryThe Age of Wisdom

The Age of Live Metal1940-2019

1942 Team under the direction of Enrico Fermisuccessfully brought the world’s firstreactor to a “critical” state.

1945 First atomic bomb detonated by UnitedStates.

First use of atomic bomb in warfare. Blastkilled 70,000 people. By end of year, totalof 140,000 people were dead.

John Eckert and John Mauchly built thefirst general-purpose programmablecomputer (ENIAC).

1948 Transistor developed by Walter Brattainand William Shockley.

1949 First atomic bomb detonated by theU.S.S.R.

1952 First hydrogen bomb tested by UnitedStates.

1954 First nuclear submarine (Nautilus)launched.

1957 U.S.S.R. launched first artificial satellite(Sputnik I).

First commercial nuclear power plant builtin Shippingport, PA by Duquesne LightCompany.

1959 First probe (Luna I) to successfully escapeEarth’s gravity launched by the U.S.S.R.

1960 First workable model of the laserdemonstrated by Theodore Maiman.

1961 First manned spacecraft (Vostok) launchedby the U.S.S.R.

1962 Space probe successfully arrived at Venus(Mariner II).

1964 Space probe successfully arrived at Mars(Mariner IV).

1969 First manned lunar landing (Apollo 11)occurred.

Arpanet (precursor of the Internet) founded.

1973 Recombinant-DNA technique (genesplicing) demonstrated.

1974 Space probe successfully arrived at Mercury(Mariner 10).

Page 53: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

51

1975 Space probe successfully arrived at Jupiter(Pioneer 10).

First personal computer (Altair) built.

1979 First major nuclear reactor accident (ThreeMile Island) occurred. Radiation containedbefore being released into the environment.

Space probe successfully arrived at Saturn(Pioneer 11).

1986 First nuclear reactor accident in whichradioactive material was released into theenvironment (Chernobyl) occurred.Nuclear reactor exploded, killing 31workers.

Space probe successfully arrived at Uranus(Voyager II).

1989 Space probe successfully arrived at Neptune(Voyager II).

1991 U.S.S.R. disbanded.

1997 First clone of a large mammal (sheep)accomplished successfully.

1998 First use of ionic propulsion (DeepSpace 1).

2003 Three optical telescopes placed in solarorbit by NASA (Deep Space 3).[Assumed event: Based on current NASA plannedmissions]

2005 Body builder invented.[Assumed date: Treasures of the Ancients, page 66]

2007 Construction of International Space Station(ISS) completed in Earth orbit.[Assumed event: Based on current NASA plannedmissions]

2008 Possibly-terraformable planet (Sphere)discovered in Alpha Centauri system byDeep Space 3 telescopes.[Assumed event: Foundation for Columbus mission]

Watkin’s Disease appears in AtlanticOcean, leading to the death of many typesof fish. The disease soon spreads to theother oceans.[Assumed event: Foundation for ecosystem collapsementioned in Metamorphosis Alpha to Omega, page 20]

2009 Cure for Watkin’s Disease discovered andintroduced into all large bodies of water.Unfortunately, 30% of the total world fishpopulation were already killed by thedisease.[Assumed event: Disease had to be cured before totalecosystem collapse]

Food riots occurred world-wide, causingthe collapse of many national governments.[Assumed event: Foundation for United Americas andworld government]

China and other Asian nations combined toform the Asian Coalition.[Assumed event: Foundation for United Americas andworld government; coalition name provided by “Beforethe Dark Years”]

Page 54: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

52

2010 England, France, and other Europeancountries combined to form the EuropeanAlliance.[Assumed event: Foundation for United Americas andworld government]

Program to renew world fish populationadopted by all major countries (ProjectRestoration).[Assumed event: Some attempt to restore the oceans’ecosystems had to be made]

Brazil and other South American countriesunited to form Unified South AmericanGovernment.[Assumed event: Foundation for United Americas andworld government; government name provided by“Before the Dark Years”]

Soviet Union reformed.[Assumed event: Foundation for United Americas andworld government]

African nations combined to form theUnited People of Africa.[Assumed event: Foundation for United Americas andworld government]

United States and Canada joined to formUnited North America. [Assumed event: Foundation for United Americas andworld government; event described in “Before the DarkYears”]

Construction of experimental underseacities by United North America began inorder to monitor Atlantic and Pacific Oceanecosystems and determine feasibility ofocean habitation by man (Atlantis,Poseidon, and Pacific City).[Event described in Metamorphosis Alpha to Omega,page 20; city names assumed]

Possibly-terraformable planet (Valorious)discovered in Proxima Centauri system byDeep Space 3 telescopes.[Assumed event: Foundation for Columbus mission]

2012 Unified South American Government wasunable to stabilize society. Unified SouthAmerican Government joined United NorthAmerica to form United Americas.[Assumed event: United Americas mentioned in HomeBefore the Sky Falls, pages 2 and 63, and Treasures ofthe Ancients, pages 18 and 41]

2013 Possibly-terraformable planet (Barnard IV)discovered in orbit around Bernard’s Starby Deep Space 3 telescopes.[Assumed event: Foundation for Marco Polo mission]

2014 First lunar mining facility successfullyestablished at Tycho Crater, where largeamounts of high-grade ore could be found.[“A World Gone Mad”, page 74]

2015 Construction of Atlantis, Poseidon, andPacific City completed. 7,000 inhabitantsmoved into Atlantis and Pacific City.12,000 inhabitants moved into Poseidon.[Assumed date: Event discussed in MetamorphosisAlpha to Omega, page 20]

2017 Atlantis and Poseidon became self-sufficient.[Assumed event: Based on “initial successes” discussedin Metamorphosis Alpha to Omega, page 20]

2018 Kurguelen Disaster occurred at Poseidon.Daniel Kurguelen went mad and blew themain airlock in an attempt to return to thesurface, killing himself and 10,750 others.[Assumed date: Event discussed in MetamorphosisAlpha to Omega, pages 20-1]

Undersea cities project abandoned byUnited Americas.[Assumed date: Event discussed in MetamorphosisAlpha to Omega, pages 21]

2019 First underground spaceport facilityconstructed at Grisome Air Force Base.[Assumed date: Bonparr: The Unaligned Territories,page 5]

The Era of ExpansivenessThe Age of Wonder

2020-23002020 First orbital colony established by a joint

effort between European Alliance, SovietUnion, and United Americas. 780inhabitants initially moved into colony.[Assumed event: Based on Metamorphosis Alpha toOmega, page 21]

Possibly-terraformable planet (Gaea)discovered in Tau Ceti system by DeepSpace 3 telescopes.[Assumed event: Foundation for Magellan mission]

Page 55: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

53

2030 Two possibly-terraformable planets (Scionand Essence) discovered in Xi UrsaeMajoris system by Deep Space 3 telescopes.[Assumed event: Foundation for Pizarro mission]

2031 First self-aware computer with artificialintelligence (Adam) developed by UnitedStates Defense Department.[Assumed event: Foundation for development of robotswith AI]

Construction of first lunar colony completedas an expansion of the Tycho Mine. Thecombined mine and colony became knownas Tycho Center.[Assumed event]

2033 Any human organ could be grownartificially.[Assumed event]

Human cloning technique perfected.[Assumed event]

2035 Ionic nuclear propulsion system developedby Christopher Vanderberg. Rocket speedsof ½ light speed (assuming a sufficientamount of acceleration time) becamepossible.[Assumed event: Efficient propulsion system needed forinterstellar probes]

First privately-owned AI computer activatedat the University of Washington.[Assumed event: Foundation for development of robotswith AI]

2039 First robot with artificial intelligenceproduced by Rossum’s Universal Robots(RUR) Corporation.[Assumed date:Cleansing War of Garik Blackhand,page 3, and Gamma World Adventure Booklet, page 12]

2043 Unmanned interstellar probe, Santa Maria,launched toward Alpha and ProximaCentauri. Problem with navigation systemcaused it to crash into an asteroid soon afterleaving the solar system.[Assumed event: At least one unsuccessful interstellarprobe seemed probable]

2047 Unmanned interstellar probe, Columbus,launched toward Alpha and ProximaCentauri.[Metamorphosis Alpha to Omega, page 21]

Unmanned interstellar probe, Magellan,launched toward Tau Ceti.[Metamorphosis Alpha to Omega, page 21]

Unmanned interstellar probe, Marco Polo,launched toward Bernard’s Star.[Metamorphosis Alpha to Omega, page 21]

Unmanned interstellar probe, Pizarro,launched toward Xi Ursae Majoris.[Metamorphosis Alpha to Omega, page 21]

2051 Method discovered to greatly increasegrowth rate of organic materials by Dr.Anne Bebris and William Carnett.Artificial organs and clones could be grownquickly with this procedure.[Assumed event]

2057 New tritium fusion reactor designdeveloped. Fusion nuclear power plantsbegan to replace fission plants.[Assumed date: Many GAMMA WORLD® devices arefusion powered; fusion reactor design described inMetamorphosis Alpha to Omega, page 113-4]

2060 Experimental crystal mine operated entirelyby genetically engineered clones establishedon Moon by Asian Coalition.[Assumed event]

Page 56: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

54

2061 Columbus reached Proxima Centauri andsurveyed Valorious. Findings based oninformation from Deep Space 3 telescopesdetermined to be false; key elements werenot present and the planet was notterraformable. Transmission sent to Earth.[Assumed event: Not every planet possibly terraformableshould be terraformable]

Various facilities to tap the thermalenergies beneath the Earth’s crustconstructed. Magmatap was the secondsuch facility built.[Assumed date: Bonparr: The Unaligned Territories,page 16, and Gamma World, 4th edition, page 178]

Weather regulation satellites launched intoupper atmosphere by European Alliance.These satellites could not actually controlthe weather, but could affect the weather.Other nations at the same technologicallevel soon launched their own satellites.[Assumed event]

2062 Columbus reached Alpha Centauri andsurveyed Sphere. Findings based oninformation from Deep Space 3 telescopesconfirmed; planet was possiblyterraformable. Transmission sent to Earth.[Based on Pizarro information in Metamorphosis Alphato Omega, page 21]

Base established on Mars in order to beginexperimental terraforming process.[Assumed event]

2063 Terraforming of Mars began.[Assumed event]

2066 Sphere transmission from Columbusreceived.[Assumed event: Radio waves travel at the speed of light]

Marco Polo reached Bernard’s Star andsurveyed Barnard IV. Findings based oninformation from Deep Space 3 telescopesconfirmed; planet was possiblyterraformable. Transmission sent to Earth.[Based on Pizarro information in Metamorphosis Alphato Omega, page 21]

2068 Valorious transmission from Columbusreceived.[Assumed event: Radio waves travel at the speed of light]

2073 Transmission from Marco Polo received.[Assumed event: Radio waves travel at the speed of light]

2079 Columbia Project began by Dr. TetsuoAragami and Prof. Heinrich Schmidt. Theproject’s goal was to create plants that weretuned into the planet’s bioelectric energypatterns and capable of seeking outlocations with optimal growing conditions.The project was funded by AgritechCorporation.[Assumed date: Bonparr: The Unaligned Territories,page 25]

2081 Lunar Clone Incident occurred. Clones onMoon revolted and took the minesupervisors as hostages. Clones wanted tobe treated equally as naturally-bornhumans. Asian Coalition sent strike teamto retake mining facility. Facility retaken atthe cost of all clone lives and the lives oftwo of the three supervisors.[Assumed event]

2083 International treaty signed by majority ofworld leaders that granted clones the samerights as naturally-born humans and bannedthe creation of clones.[Assumed event]

Magellan reached Tau Ceti and surveyedGaea. Findings based on information fromDeep Space 3 telescopes confirmed; planetwas possibly terraformable. Transmissionsent to Earth.[Based on Pizarro information in Metamorphosis Alphato Omega, page 21]

2085 Dr. Aragami and Prof. Schmidt learned thatAgritech hoped to use their research todevelop a new biological weapon. Theresearchers destroyed their labs andresearch findings. The labs’ destructioncaused genetically altered plant fibers to bereleased into the upper atmosphere.[Assumed date: Bonparr: The Unaligned Territories,page 25]

2088 Procedure to control effects of gravitydeveloped by Dr. Irving Copi.[Assumed event: Foundation for Napless Speedway]

2094 Transmission from Magellan received.[Assumed event:Radio waves travel at the speed of light]

Page 57: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

55

2099 Process developed to combine variousminerals with high-grade ore in a zero-gravity environment to produce duralloy.Due to its ore production, Tycho Centerquickly gained great importance.[Assumed date: Gamma World, 4th edition, page 72; “AWorld Gone Mad”, page 74]

Indianapolis Speedway was converted intoan aerial raceway for antigrav vehicles.[Assumed date: Bonparr: The Unaligned Territories,page 22]

2102 Lightning gun prototype developed.[Assumed date: Treasures of the Ancients, page 16]

First force field generator developed.[Assumed date: Many GAMMA WORLD® devices useforce fields; force fields are needed for interstellar colonystarships]

2108 Pizarro reached Xi Ursae Majoris andsurveyed Scion and Essence. Findingsbased on information from Deep Space 3telescopes confirmed; planets were possiblyterraformable. Transmission sent to Earth.[Metamorphosis Alpha to Omega, page 21]

2110 Control of all lunar facilities (except forvarious military defense bases) wascentralized at Tycho Center. All personnelfrom these facilities were moved to TychoCenter. With a population of approximately50,000, Tycho Center became the onlyinhabited lunar facility.[“A World Gone Mad,” page 74]

2112 Construction of interstellar colony starship,Pioneer, began.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2113 Warp-pulse communication developed bySpacial Communications, Inc. Warp-pulseallowed recorded messages to betransmitted at roughly four times the speedof light.[Assumed event: Some form of interstellarcommunication needed for colonies]

2116 Construction of Pioneer completed.Pioneer left Earth with 5,000 colonists.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2120 First purely pleasure spaceport builtbetween the inner and outer rings of Saturn.[Assumed event Based on information in AlbuquerqueStarport, page 5]

2126 Pioneer reached Sphere. First interstellarcolony established.[Assumed date: Metamorphosis Alpha to Omega, page20]

2127 Transmission from Pizarro received.[Metamorphosis Alpha to Omega, page 21]

Terraforming of Mars completed. Majorityof Mars successfully terraformed.[Assumed event]

2135 Construction of interstellar colony starship,Casa Nueva, began.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2140 Construction of Casa Nueva completed.Casa Nueva was first starship equippedwith terraforming equipment. Casa Nuevaleft Earth with 37,000 colonists.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2143 Construction of interstellar colony starship,Luthien, began.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2147 Against the Treaty of 2083, Soviet Unionand Asian Coalition had engaged in a secretproject to create genetically-engineeredclone soldiers (Project Hercules). ProjectHercules was discovered by other nations.Soviet Union and Asian Coalition endedprogram, but international trust had beenbroken. Arms build-up and cold war began.[Assumed event: Based on information in Legion ofGold, page 8]

2148 Construction of Luthien completed.Luthien left Earth with 50,000 colonists.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2150 United Americas military began buildingsurvival shelters in order to insure thesurvival of certain high level officials incase of attack.[Legion of Gold, page 8]

Page 58: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

56

2157 Casa Nueva reached Bernard IV and beganterraforming process.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2173 Terraforming of Bernard IV delayed due tomalfunction of terraforming equipment.Replacement equipment had to be sent fromEarth.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2183 Luthien reached Gaea and beganterraforming process.[Assumed event: Based on information inMetamorphosis Alpha to Omega, page 20]

2193 Meetings between nations lead toagreements to reduce arms and increasecooperation world-wide. Cold war betweennations effectively ended.[Assumed event: Legion of Gold, page 8]

2203 Lucien La Prix founded La Prix Industries.[Famine in Far-Go, page 14]

2214 Fission nuclear reaction process developedwhich produced roughly twice the power ofexisting fusion reactors. Process dependedupon producing several fission reactions ina row (termed megafission reaction).Several prototype facilities were built atvarious locations; one such location wasAlbuquerque, New Mexico.[Assumed event: Foundation for Albuquerque disaster]

2232 Terraforming of Gaea completed. Secondinterstellar colony established.[Metamorphosis Alpha to Omega, page 20]

2233 Terraforming of Bernard IV completed.Third interstellar colony established.[Metamorphosis Alpha to Omega, page 20]

2257 International treaty banning themanufacture of the cyclorator, fusion rifle,graser, and Stokes Coagulator was signedby majority of world leaders. The treaty didnot call for the destruction or reduction ofthe current supply of these weapons.[Cleansing War of Garik Blackhand, page 29;cyclorator, fusion rifle, and graser added due to commentin Treasures of the Ancients, page 14]

2261 Albuquerque Disaster occurred.Megafission reactor in Albuquerqueexploded, killing 5 million and creating acrater 25 km in diameter.[Albuquerque Starport, page 1]

Radiation cloud from megafission reactorexplosion caused a potted fern in theAlbuquerque Starport to mutatedangerously.[Albuquerque Starport, page 3]

2265 Stasis chamber developed. The chamberwas designed to be used for the incurably illand extreme deep space voyages.[Assumed event: Stasis chambers were used aboardWarden as described in Metamorphosis Alpha toOmega, pages 106-7, yet were relatively new before theCataclysm as described in Home Before the Sky Falls,page 2]

2267 Project Hibernation began in order todetermine the effects of prolonged stasischamber usage. Volunteers were selected tobe placed into stasis for up to 10 years.Lieutenant general Peter Thornton was oneof the volunteers selected.[Assumed date: Home Before the Sky Falls, page 2]

2273 Legion of Free Men formed to promote aunited world government.[Assumed date: Gamma World, 1st edition, page 3]

2275 United Nations gained greater power andwas joined by all nations. United Nationsname changed to United Earth Governmentto reflect these changes. United EarthGovernment governed by council of sevenmen, elected by national leaders. Day-to-day decisions still made by individualnational leaders, but world laws hadprecedence over national laws.[Assumed event]

Page 59: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

57

2277 Projected end of Project Hibernationreached. Scientists in charge of projectdetermined to continue study withundefined end date (test subjects were notconsulted). Roughly 50% of test subjectshad been revived by this point with no illeffects. Stasis chambers considered asuccess. Peter Thornton remained in stasis.[Assumed event: Explanation for 10 year time span inHome Before the Sky Falls, page 2]

Construction of interstellar colony starship,Warden, began in geosynchronous Earthorbit.[Metamorphosis Alpha, page 3; Metamorphosis Alphato Omega, page 21]

2284 United States decided to re-evaluate thefeasibility of underwater habitations.Several Sub-Aquan Marine UnitedResearch And Investigation (SAMURAI)stations were established by Jon Reeman asa result.[Legion of Gold, page 12]

2288 Construction of Warden completed.Loading of supplies, habitats, and colonistsbegan.[Metamorphosis Alpha, page 3; Metamorphosis Alphato Omega, page 21]

2290 Warden left Earth orbit with 1.5 millioncolonists.[Metamorphosis Alpha, page 3; Metamorphosis Alphato Omega, page 21]

2298 Interstellar colonies demandedindependence. Some countries wanted togrant independence to these colonies, butmajority of countries did not wish to losethe benefits of the Earth empire.Autonomists formed to promote thecolonies’ independence and greaterdistribution of power to the individualnations.[Assumed event: Demand for independence mentioned inMetamorphosis Alpha to Omega, page 20; Autonomistsmentioned in Gamma World, 1st edition, page 3]

2299 Prototype of the life chamber developed byDr. Mark Rimer.[Assumed date: Treasures of the Ancients, page 30]

2300

The Shadow Years2300-2307

Talks between Earth and colonies brokedown; interstellar war declared.Autonomist protested and rioted world-wide.[Assumed event]

After a few limited engagements, thewarring governments realized they were ata stalemate: “while Earth had the superiorforces, it could not send them against anyone of the rebels without leaving itself opento a combined attack by the other two.”[Assumed date: Metamorphosis Alpha to Omega, page20]

New Technologies Corp. produced thetrashman.[Assumed date: Treasures of the Ancients, page 84]

International Earth relations grew worsebetween the nations who wanted the war tocontinue and those who did not.[Assumed event]

2301 Man-portable force field generatorsdeveloped.[Assumed date: Gamma Knights: Battle Book, page 2]

2302 Trashman voluntarily taken off the marketby New Technologies.[Assumed date: Treasures of the Ancients, page 84]

Construction of the Global NetworkComputer (GNC) began. The GNC wasdesigned to coordinate all of Earth’sinterstellar defenses and protect Earth’snations against attack.[Assumed date: Metamorphosis Alpha to Omega, page20]

Process to manufacture liquid metaldeveloped by Boon Toe.[Assumed date: Treasures of the Ancients, page 76]

Page 60: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

58

2304 Project Mindkeep founded by OsmondCoot. Purpose of project was to discoverthe Alpha Factor, the key to creatingbeneficial genetic mutations.[Assumed date: Alpha Factor, pages 10 and 18]

Canopus Plague brought to Sol system byStar Voyager. Ship had been on deep spaceexploratory mission to Canopus system andreturned on auto-pilot to Earth orbit. Teamfrom orbital Spaceport IV sent toinvestigate. Infected by plague whicheventually lead to the infection of thespaceport. Unfortunately, two other orbitalstarports were also contaminated due toinfected refugees from Spaceport IV. Thepublic was told that all complexes weredestroyed to prevent the possible spread ofinfection. However, Spaceport IV was notdestroyed, but kept in quarantine in order tostudy the plague (and the possible militaryuses).[Assumed event: Based on Albuquerque Starport, page5]

2306 5,000 members of the Legion of Free Menwere killed by a neutron bomb during aconvention promoting world unity and thewar. It was believed that the Autonomistsset off the bomb.[Assumed date: Gamma World, 1st edition, page 3]

3,000 people killed by the release of nervegas in an office building housing theAutonomists’ headquarters. Severalhundred Autonomist leaders were alsoassassinated. It was believed that theLegion of Free Men was responsible.[Assumed date: Gamma World, 1st edition, page 3]

High-speed Analog Neurotronic Computer(HANC) installed at Grissom Air ForceBase to control all aspects of the baseexcept security.[Assumed date: Bonparr: The Unaligned Territories,page 5]

Riots and hostilities around the world roseto ever increasing levels. Group callingitself The Apocalypse issued an ultimatum:

People of the world, you appear bentupon the destruction of a civilization thathas taken centuries to build, and theextinction of life on Earth.

If that is your will... so be it!We, The Apocalypse, demand an

immediate cessation of this insaneviolence, or we will end it for you. . . witha force you cannot conceive.

We have the power!The choice is yours!

[Assumed date: Gamma World, 1st edition, page 3]

Construction of GNC completed. Controlof interstellar defenses and interstellarcommunication routed to GNC.[Assumed event: Based on Metamorphosis Alpha toOmega, page 20]

Page 61: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

59

2307 Shuttle arrived at the secondary commandpost of Grissom Air Force Base.[Home Before the Sky Falls, page 53]

The Cataclysm occurred. As hostilitiesaround the world continued, TheApocalypse destroyed the capital of everynation on Earth with biological, chemicaland nuclear weapons. Additionally, eitheran Autonomist agent or an Apocalypseagent infected the GNC with virus in anattempt to disable the computer and forcethe world leaders to find a peaceful solutionwith the colonies. The virus was not well-designed and did not cause the GNC to shutdown; instead, the virus caused severememory core damage and activated thecomputer’s self-defense systems. The GNCimmediately blocked all interstellartransmissions within the Sol system andlaunched a devastating attack on thevarious colonies within the solar system andEarth. Minutes after the attack waslaunched, scientists at the Fermeeinstallation were able to erect anexperimental force field for protection.After the initial attack, the GNC beganacting unpredictably – occasionallylaunching attacks against various targetsand then entering stand-by mode.However, the GNC’s defense systemoperated correctly and would not allow anysuccessful attacks upon the main GNCstation, no matter the GNC’s state. TheGNC’s attacks, combined with the damageand confusion caused by The Apocalypse,resulted in billions killed and thedestruction of needed supplies (industrial,agricultural, and medical). The attacks alsocreated Earthwound, and a small crack inMagmatap’s magma conduit. Nationsattacked nations for these limited supplies.The resulting wars were termed the SocialWars and lead to the total collapse ofcivilization. Waldis and several otherscientists placed themselves in stasischambers to be awoken 100 years later.During this time, warbot #RM-1975 wasactivated at Grissom Air Force Base.

[Metamorphosis Alpha to Omega, page 21: Wardenwas roughly 5 light years away from Sol system andcould not notice cessation of warp-pulse communicationfrom the system until at least one year later; additionalevents based on information in Beta Principle, Bonparr:The Unaligned Territories, pages 5 and 16, GammaWorld, 1st edition, page 3, and Gamma World, 4th

edition, pages 173-4, and 178]

The Dark Years2308-2325

2308 Many Tycho Center colonists traveled toEarth. A few returned to Tycho Center –infecting the colony with the deadlydiseases ravaging the Earth. All of thecolonists died. Ren Odinson, the colony’scommander, programmed the colony’smain computer to continue all normaloperations before he died.[Assumed date: “A World Gone Mad,” page 75]

2309 Radioactive fallout reacted with dormantplant fibers from the Columbia Project tocreate the Rambling Woods.[Assumed date: Bonparr: The Unaligned Territories,page 25]

2318 Warden strayed into undetected radiationcloud. Majority of crew and colonists diedfrom radiation exposure.[Metamorphosis Alpha to Omega, page 22; eventdescribed in Metamorphosis Alpha, page 3]

Warden’s armory was looted.[Metamorphosis Alpha to Omega, page 113]

2319 Scientists left the Saginaw Institute in anattempt to aid the rebuilding of civilization.Instead of leaving, the president of theInstitute committed suicide.[Assumed date: Mutant Master, pages 12 and 36]

2325 Cyberoid Uprising occurred. In many ofthe intact installations, the artificial lifeforms revolted – killing their creators.[Legion of Gold, page 15]

2340 Magmatap volcano formed.[Assumed date:Gamma World, 4th edition, page 178]

2348 Warden reached Xi Ursae Majoris. Theterraforming of Scion and Essence initiated(Genesis Project).[Metamorphosis Alpha to Omega, page 22]

Page 62: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

60

2360 Mutated plant life gained full control overthe hydroponics section in Tycho Center.[“A World Gone Mad,” page 75]

2363 The main computer at the Saginaw Institutemal-functioned. It began to bury theInstitute.[Assumed date: Mutant Master, page 12]

2387 Jospeen founded by the Zoopremists.[Assumed date: Bonparr: The Animal Sector, page 34]

2401 Mutated macrobes gained control of themicrolabs section in Tycho Center.[Assumed date: “A World Gone Mad,” page 75]

2407 Waldis awoke from stasis. All otherscientists in stasis had died.[Beta Principle]

2432 Waldis created live metal garden.[Assumed date: Beta Principle, page 11]

2438 Band of arks stumbled upon GruesomeAfbayz (Grissom Air Force Base). Theywere destroyed by RM-1975 and two otherwarbots.[Assumed date: Bonparr: The Unaligned Territories,page 5]

2440 Vendetti lead by Bromwint discovered andattacked the citydomes.[Assumed date: Metamorphosis Alpha to Omega, page137-8]

2441 Descendants of Warden crew killed by amutant army lead by Bromwint.[Assumed date: Event described in MetamorphosisAlpha to Omega, page 22]

Genesis Project completed; Scion andEssence successfully terraformed.[Assumed date: Event described in MetamorphosisAlpha to Omega, page 22]

2442 Meteor struck Warden and ruptured thehull.[Assumed date: Metamorphosis Alpha to Omega, page133]

2450 Tick Shallop docked against Warden.[Assumed date: Metamorphosis Alpha to Omega, page125]

2455 Far-Go founded.[Assumed date: Famine in Far-Go, page 2]

2480 All veterinarians at the Zoo died fromvarious environmental hazards.[Assumed date: All Animals Are Equal, page 16]

2485 Radiation in The Pit dropped to levels lowenough to allow plants and small animals toinhabit the area.[Assumed date: Gamma World, 1st edition, page 179]

2486 Healers discovered plant able to generate asound frequency that soothed non-intelligent creatures.[Assumed date: “Cryptic Alliance of the Bi-month: TheHealers,” page 8]

2525 Freleng was born.[Assumed date: Delta Fragment, page 32]

2529 Dollar founded by merchants.[Assumed date: Delta Fragment, page 48]

2531 The commander of the Finday (Findlay,Ohio) garrison in Bonparr imposed atyrannical rule over the people. WhenBonparr central command learned of hisactivities, he was arrested, tried, andexecuted.[Bonparr: The Animal Sector, page 17]

2538 General Stanley lead four divisions ofBonparr infantry, supported by artillery,cavalry, and flyers, against GruesomeAfbayz (Grissom Air Force Base). Histroops were decimated by RM-1975 andanother warbot. General Stanley wasatomized before a retreat was ordered (byColonel Napoleon).[Bonparr: The Unaligned Territories, page 7; GammaWorld, 4th edition, page 176]

2541 The Fermee force field collapsed[Assumed date: Gamma World, 4th edition, page 174]

2542 General Napoleon III was assassinated by aZoopremist radical. Colonel Ursal trackeddown the radical and was promoted togeneral by the Bonparr council of colonelsas a result.[Assumed date: Bonparr: The Animal Sector, pages 7and 12]

Page 63: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

61

2550 Last major eruption of Magmatap occurred.[Assumed date: Bonparr: The Unaligned Territories,page 17; Gamma World, 4th edition, page 178]

Oil storage tanks began leaking oil intoIl-noy River. Upper portion of river wasrenamed Burning River after the leaked oilcaught fire a few times.[Assumed date: Gamma World, 4th edition, page 173]

2551 Mar Merc was born.[Assumed date: “Cryptic Alliance of the Bi-month: TheHealers,” page 8]

2552 John Law was born.[Assumed date: “Cryptic Alliance of the Bi-month: TheKnights of Genetic Purity”]

2554 Ursula was born at the Zoo.[All Animals Are Equal, page 16]

Keral Kon was born.[Assumed date: “Cryptic Alliance of the Bi-month: TheIron Society,” page 7]

2558 Havrilla 23 was shot by Houseman 380during an argument over the annual budget.The damage left Havrilla 23 paralyzed.[Assumed date: Gamma World Adventure Booklet, page15]

2559 Kris-Pat began his travels.[Assumed date: Home Before the Sky Falls, page 58]

2561 Lotto was razed and destroyed by arks. Thecitizens later rebuilt the town.[Assumed date: Bonparr: The Unaligned Territories,page 4]

Age of peace began for Bonparr.[Assumed date: Bonparr: The Animal Sector, page 12]

2567 Darien was born at the Zoo.[All Animals Are Equal, page 12]

2570 Victor repaired lighthouse on Tower Island.[Assumed date: “The Door Islands,” page 11]

Hal Offa was elected mayor of Ichun.[Assumed date: Bonparr: The Unaligned Territories,page 13]

2571 Timon arrived at Oskar.[Alpha Factor, page 9]

A land killer whale punched a largeopening into the secondary command postof Grissom Air Force Base.[Home Before the Sky Falls, page 49]

Rard Tafor lost the use of his left eye as aresult of a brawl with his brother, Rora.They have not spoken since.[Alpha Factor, page 62]

2572 Equus was born at the Zoo.[All Animals Are Equal, page 21]

Sleeth historian, Szah-lah, began his “greatjourney.”[Assumed date: Bonparr: Animal Sector, page 3]

2573 Pygmaeus began delivering foodstuffs at theZoo.[All Animals Are Equal, page 7]

2576 The Jospeen Manufacturing Company wasinaugurated.[Bonparr: The Animal Sector, pages 33 and 37]

Radiation levels dropped to tolerable levelsin Gary (Indiana).[Gamma World, 4th edition, page 174]

Engineers at the Bonparr TechnologicalResearch Institute in Elda reinvented thesteam engine.[Bonparr: The Animal Sector, pages 30 and 44]

2578 Spizella assumed the position of ForemostSparrow of the Administration at the Zoo.[All Animals Are Equal, page 6]

Groun Paurc was elected mayor ofDefiance.[Bonparr: The Animal Sector, page 42]

2579 Caballus was born at the Zoo.[All Animals Are Equal, page 6]

Nik’toth completed the Nwayvo Beestya.[Beta Principle, pages 19 and 30]

Colonel Bertram became governor ofFortain.[Assumed date: Bonparr: The Animal Sector, page 49]

Page 64: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

62

2580 First capture of an entire village by theforces of No’tyene’yama.[Beta Principle, page 19]

Replicator malfunctioned at the Zoo. Whiletrying to repair it, the apes and theorangutans destroyed it.[All Animals Are Equal, page 6]

Major Caphis was assigned to Yrsahl.[Bonparr: The Animal Sector, page 27]

2581 GAMMA WORLD® game begins.[Assumed date: All Animals Are Equal, page 2; GammaKnights: Battle Book, page 2; Metamorphosis Alpha toOmega, page 22; Treasures of the Ancients, page 2;contradicted by Gamma World, 4th edition, page 4]

Page 65: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

63

Timeline Bibliography

Barker, Jack. Bonparr: The Animal Sector.Lake Geneva: TSR, 1993.

---. Bonparr: The Unaligned Territories.Lake Geneva: TSR, 1993.

Beach, Tim, et al. Home Before the SkyFalls. Lake Geneva: TSR, 1993.

Eastland, Kim. Alpha Factor. Lake Geneva:TSR, 1986.

---. Delta Fragment. Lake Geneva: TSR,1987.

Gamma World Adventure Booklet. LakeGeneva: TSR Hobbies, 1983.

Gygax, Gary, Luke Gygax, and Paul ReicheIII. Legion of Gold. Lake Geneva: TSRHobbies, 1981.

Henson, Dale. Treasures of the Ancients.Lake Geneva: TSR, 1993.

Henson, Slade. All Animals Are Equal.Lake Geneva: TSR, 1993.

---. Metamorphosis Alpha to Omega. LakeGeneva: TSR, 1994.

Henson, Slade, and Steve Winter. GammaKnights: Battle Book. Lake Geneva:TSR, 1992.

Jaquet, Gary, and James M. Ward. GammaWorld. Lake Geneva: TSR Hobbies,1978.

Jordan, Kerry D. “The Door Islands.”Polyhedron Newszine Feb. 1994: 10.

Moore, Roger E., and James M. Ward.“Before the Dark Years.” Dragon Aug.1984: 71.

Nesmith, Bruce. Beta Principle. LakeGeneva: TSR, 1987.

---. Mutant Master. Lake Geneva: TSR,1992.

Nesmith, Bruce, and James M. Ward.Gamma World Rules. Lake Geneva:TSR, 1992.

Price, Michael. Famine in Far-Go. LakeGeneva: TSR Hobbies, 1982.

Price, Michael, and Garry Spiegle. TheCleansing War of Garik Blackhand.Lake Geneva: TSR, 1983.

Reich, Paul, III. Albuquerque Starport.Lake Geneva: TSR Hobbies, 1981.

Ward, James M. “Cryptic Alliance of the Bi-month: The Healers.” PolyhedronNewszine: 6.

---. “Cryptic Alliance of the Bi-month: TheIron Society.” Polyhedron Newszine: 6.

---. “Cryptic Alliance of the Bi-month: TheKnights of Genetic Purity.” PolyhedronNewszine.

---. Metamorphosis Alpha. Lake Geneva:TSR Rules, 1976.

---. “A World Gone Mad.” Dragon June1984: 74.

Page 66: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

64

Appendix B:Appendix B:Gamma World Product ListGamma World Product List

by Robert FlackRevised by CdBd3rd, Chris Conboy, Kerry Jordan, and Scott Kent

This list is broken into several sections.These sections are Game Systems,Accessories, Adventures, Books, andMiniatures.

All product entries (except miniatures)follow the same basic format. This is a titlewith detailed information underneath. Someentries of the detailed information needsexplaining, as the entry may not be obvious:

Company can vary, as TSR, Inc. was notalways known by that name. The companyname is shown as printed on the product.

Code is the internal code used by TSR,Inc. This makes for a good quick referenceinstead for referring to a product by a longname, cryptic ISBN, or stock number. It iscertainly easier to say that you’re looking for“module GW3” than “The Cleansing War ofGarik Blackhand.”

Stock is the number referred to whenordering. If it is a 4-digit number, mostdistributors prefix it with “TSR.” Theexception is if it isn’t a 4-digit number, likeMetamorphosis Alpha or adventures GW2,GW3, or GW4. Some places use only thelast 4 digits prefixed with TSR for these, butnot consistently.

Format is the basic container of theproduct. I have broken this down intoseveral different types:

FormatType DescriptionBook Approximately 8.5” by 11”

with a glue bound edgeBooklet As above but with staples as the

binding, not glueBoxed Set Materials of varying formats

gathered in a boxFolio As booklet, but the light-stock

cover not attachedPaperback A standard paperback bookTri-Fold Cover is heavy-stock and has

third face

Game Systems

This section is for products that presentbasic rules. With the many different rule setsGAMMA WORLD® (and related settings) havegone through, this constitutes a section byitself. These products also define thesettings for adventures to be run under theirsystems.

Metamorphosis AlphaCompany: TSR Rules ISBN: NoneCode: None Stock: SF18-RSystem: Metamorphosis Alpha

Copyright: 1976Setting: Starship Warden

Format: BookletAuthor: James M. Ward

Page 67: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

65

Gamma World, 1st EditionCompany: TSR Hobbies, Inc.

ISBN: NoneCode: None Stock: 3002System: Gamma World 1Copyright: 1978Setting: Gamma World Format: Boxed SetAuthor: James M. Ward & Gary Jaquet

Gamma World, 2nd EditionCompany: TSR, Inc. ISBN: NoneCode: None Stock: 7010System: Gamma World 2Copyright: 1983Setting: Gamma World Format: Boxed SetAuthor: James M. Ward, James Ritchie, Gary

Jaquet

Gamma World, 3rd EditionCompany: TSR, Inc. ISBN: 0-88038-330-5Code: None Stock: 7010System: Gamma World 3Copyright: 1986Setting: Gamma World Format: Boxed SetAuthor: James M. Ward, James Ritchie, Gary

Jaquet

Gamma World, 4th EditionCompany: TSR, Inc. ISBN: 1-56076-401-5Code: None Stock: 7514System: Gamma World 4Copyright: 1992Setting: Gamma Terra Format: BookAuthor: Bruce Nesmith & James M. Ward

Metamorphosis: Alpha to OmegaCompany: TSR, Inc. ISBN: 1-56076-851-7Code: AM7 Stock: 2708System: Amazing Engine

Copyright: 1994Setting: Starship WardenFormat: BookAuthor: Dale “Slade” Henson

Accessories

This section is for products thatconsolidate, clarify, or expand upon the basicrules and settings for specific systems.

Gamma World Referee’s Screen & Mini-Module, 1st Edition

Company: TSR Hobbies, Inc.ISBN: 0-935696-78-4

Code: None Stock: 6501System: Gamma World 1Copyright: 1981Setting: Gamma World Format: Tri-FoldAuthor: None listed

(Mini-Module by Paul Reiche III)

Gamma World Referee’s Screen & Mini-Module, 2nd Edition

Company: TSR, Inc. ISBN: 0-88038-30-6Code: None Stock: 6502System: Gamma World 2Copyright: 1983Setting: Gamma World Format: Tri-FoldAuthor: None listed

(Mini-Module by Paul Reiche III)

GammaraudersCompany: TSR, Inc. ISBN: 0-88038-475-1Code: None Stock: 7015System: Gamma World 3Copyright: 1987Setting: Gamma World Format: Boxed SetAuthor: Allen Varney, Jeff Grubb, Mike Breault,

Zeb Cook

Revenge of the FactoidsCompany: TSR, Inc. ISBN: 0-88038-595-2Code: None Stock: 7016System: Gamma World 3 (Gammarauders)

Copyright: 1989Setting: Gamma World Format: Folder SetAuthor: Douglas Niles

Gamma KnightsCompany: TSR, Inc. ISBN: 1-56076-402-3Code: None Stock: 7515System: Gamma World 4Copyright: 1992Setting: Gamma Terra Format: Boxed SetAuthor: Dale “Slade” Henson

Treasures of the AncientsCompany: TSR, Inc. ISBN: 1-56076-577-1Code: GWA1 Stock: 7517System: Gamma World 4Copyright: 1993Setting: Gamma Terra Format: BookletAuthor: Dale “Slade” Henson

Page 68: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

66

The Overlord of BonparrCompany: TSR, Inc. ISBN: 1-56076-599-2Code: GWA2 Stock: 7518System: Gamma World 4Copyright: 1993Setting: Gamma Terra Format: Boxed SetAuthor: None listed

Adventures

This section is for products that aremostly complete adventures to run withspecific systems. Some of these productscontain additional information thatsupplements the basic rules of a system,but are included here since they are primarilyscenarios to play. Most of these “modules”are easily converted to other GAMMAWORLD® systems.

Legion of GoldCompany: TSR Hobbies, Inc.

ISBN: 0-935696-61-XCode: GW1 Stock: 7503System: Gamma World 1Copyright: 1981Setting: Gamma World Format: FolioAuthor: Gary Gygax with Luke Gygax & Paul

Reiche

Famine in Far-GoCompany: TSR Hobbies, Inc.

ISBN: 0-935696-88-1Code: GW2 Stock: 117-T-7502System: Gamma World 1Copyright: 1982Setting: Gamma World Format: FolioAuthor: Michael Price

The Cleansing War of Garik BlackhandCompany: TSR, Inc. ISBN: 0-88038-015-2Code: GW3 Stock: 116-F-7504System: Gamma World 2Copyright: 1983Setting: Gamma World Format: FolioAuthor: Michael Price & Garry Spiegle

The Mind MasterCompany: TSR, Inc. ISBN: 0-88038-029-2Code: GW4 Stock: 117-T-7505System: Gamma World 2Copyright: 1983Setting: Gamma World Format: FolioAuthor: Phil Taterczynski

Rapture of the Deep(Never published)Company: TSR, Inc. ISBN: N/ACode: GW5 Stock: 7506System: Gamma World 2Copyright: N/ASetting: Gamma World Format: FolioAuthor: N/A

Alpha FactorCompany: TSR, Inc. ISBN: 0-88038-294-5Code: GW6 Stock: 7509System: Gamma World 3Copyright: 1986Setting: Gamma World Format: FolioAuthor: Kim Eastland

Beta PrincipleCompany: TSR, Inc. ISBN: 0-88038-404-2Code: GW7 Stock: 7510System: Gamma World 3Copyright: 1987Setting: Gamma World Format: FolioAuthor: Bruce Nesmith

Gamma BaseCompany: TSR, Inc. ISBN: 0-88038-405-0Code: GW8 Stock: 7511System: Gamma World 3Copyright: 1987Setting: Gamma World Format: FolioAuthor: Kim Eastland

Delta FragmentCompany: TSR, Inc. ISBN: 0-88038-406-9Code: GW9 Stock: 7512System: Gamma World 3Copyright: 1987Setting: Gamma World Format: FolioAuthor: Kim Eastland

Page 69: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

67

Epsilon CyborgsCompany: TSR, Inc. ISBN: 0-88038-477-8Code: GW10 Stock: 7513System: Gamma World 3Copyright: 1987Setting: Gamma World Format: FolioAuthor: Kim Eastland

Mutant MasterCompany: TSR, Inc. ISBN: 1-56076-411-2Code: GWQ1 Stock: TSR 7516System: Gamma World 4Copyright: 1992Setting: Gamma Terra Format: FolioAuthor: Bruce Nesmith

All Animals Are EqualCompany: TSR, Inc. ISBN: 1-56076-638-7Code: GWQ2 Stock: 7519System: Gamma World 4Copyright: 1993Setting: Gamma Terra Format: BookletAuthor: Dale “Slade” Henson

Home Before the Sky FallsCompany: TSR, Inc. ISBN: 1-56076-674-3Code: GWQ3 Stock: 7520System: Gamma World 4Copyright: 1993Setting: Gamma Terra Format: BookletAuthor: Beach, Bittner, Eastland, and Reigel

Books

This section covers products that can beused without the basic rules. These includeboth the EndlessQuest® system where thereader plays through a scenario by choosingan action and turning to an entry in the book,and pure fiction.

Light on Quests MountainCompany: TSR, Inc. ISBN: 0-88038-055-1Code: #12 Stock: 8512System: EndlessQuest Copyright: 1983Setting: Gamma World Format: PaperbackAuthor: Mary Kirchoff and James Ward

Mystery of the AncientsCompany: TSR, Inc. ISBN: 0-88038-217-1Code: #28 Stock: 8528System: EndlessQuest Copyright: 1985Setting: Gamma World Format: PaperbackAuthor: Morris Simon

American KnightsCompany: TSR, Inc. ISBN: 1-56076-899-1Code: None Stock: 8091System: EndlessQuest Copyright: 1995Setting: Gamma Terra Format: PaperbackAuthor: Nick Pollotta

The 24-Hour WarCompany: TSR, Inc. ISBN: 0-7869-0198-5Code: None Stock: 8100System: EndlessQuest Copyright: 1995Setting: Gamma Terra Format: PaperbackAuthor: Nick Pollotta

Miniatures

While this section could be part of theAccessories section, it has been separated.This is because I consider miniatures to bea stand-alone hobby as well as an aid to role-playing. The product entries also don’t fitthe same format as the other types.

Gamma World Adventurers SetCompany: Grenadier Models, Inc.Code: 0005Description: Boxed set with 20 figures:

1. Member B.O.T. 11. Maintenance Robot2. Seeker 12. Medic Robot3. Seeker w/Axe 13. Healer4. Protech Armor 14. Mutant Man5. Riot Armor 15. Battle Armor6. Female Warrior 16. Photon Grenadier7. Woman Gunner 17. Rocketeer8. Village Woman 18. Man Blastergun9. Adventurer AK-47a 19. Man Laser Rifle10. Adventurer M-16 20. Heavy Power Armor

Page 70: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

68

Gamma World Denizens SetCompany: Grenadier Models, Inc.Code: 0006Description: Boxed set with 20 figures:

1. Hisser 11. Tribesman2. Hisser 12. Barksin3. Orlen 13. Badder Chief4. Orlen 14. Tribesman5. Sleeth 15. Tribesman6. Android 16. Iron Society7. Android 17. Iron Society Chief8. Serf 18. Wolfoid9. Serf 19. Wolfoid10. Gorilla 20. Badder

Gamma World Androids, Class IICompany: Grenadier Models, Inc.Code: G-01Description: Warriors and workers

Gamma World Human AdventurersCompany: Grenadier Models, Inc.Code: G-02Description: Armed differently

Gamma World Human AdventurersCompany: Grenadier Models, Inc.Code: G-03Description: None

Gamma World Grens with MissileWeapons

Company: Grenadier Models, Inc.Code: G-04Description: None

Gamma World SerfsCompany: Grenadier Models, Inc.Code: G-05Description: 2 poses

Gamma World OrlensCompany: Grenadier Models, Inc.Code: G-06Description: Multi-poses

Gamma World Healers Cryptic AllianceCompany: Grenadier Models, Inc.Code: G-07Description: None

Gamma World Restorationists CrypticAlliance

Company: Grenadier Models, Inc.Code: G-08Description: None

Gamma World Knights of Genetic PurityCryptic Alliance on Foot

Company: Grenadier Models, Inc.Code: G-09Description: None

Gamma World Brotherhood of ThoughtCryptic Alliance

Company: Grenadier Models, Inc.Code: G-11Description: Humans, humanoids and animals

Gamma World Seekers Cryptic AllianceCompany: Grenadier Models, Inc.Code: G-12Description: None

Gamma World Iron Society CrypticAlliance

Company: Grenadier Models, Inc.Code: G-13Description: None

Gamma World TribesmanCompany: Grenadier Models, Inc.Code: G-14Description: Human with weapons

Gamma World Tribesman, MutantsCompany: Grenadier Models, Inc.Code: G-15Description: Barkskins with swords

Page 71: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

69

Gamma World Tribesman, Mutants IICompany: Grenadier Models, Inc.Code: G-16Description: Small winged humanoid

Gamma World Tribesman, Mutants IICompany: Grenadier Models, Inc.Code: G-17Description: Winged, insect nosed

Gamma World Women AdventurersCompany: Grenadier Models, Inc.Code: G-18Description: None

Gamma World Townsmen PackCompany: Grenadier Models, Inc.Code: G-19Description: None

Gamma World Settlement PackCompany: Grenadier Models, Inc.Code: G-20Description: None

Gamma World Powered Armor PackCompany: Grenadier Models, Inc.Code: G-21Description: None

Gamma World Partial Armor PackCompany: Grenadier Models, Inc.Code: G-22Description: None

Gamma World Arns & BlaashCompany: Grenadier Models, Inc.Code: G-23Description: None

Gamma World Gerps & ParnsCompany: Grenadier Models, Inc.Code: G-24Description: None

Gamma World Soul Besh & Cal-thensCompany: Grenadier Models, Inc.Code: G-25Description: None

Gamma World HissersCompany: Grenadier Models, Inc.Code: G-26Description: 3 poses

Gamma World Keeshin & SleethsCompany: Grenadier Models, Inc.Code: G-27Description: None

Gamma World Menarl & BlightCompany: Grenadier Models, Inc.Code: G-28Description: None

Gamma World ArksCompany: Grenadier Models, Inc.Code: G-29Description: 2 poses

Gamma World BaddersCompany: Grenadier Models, Inc.Code: G-30Description: None

Gamma World HoopsCompany: Grenadier Models, Inc.Code: G-31Description: None

Gamma World CentisteedCompany: Grenadier Models, Inc.Code: G-32Description: None

Gamma World Brutorz & RakoxCompany: Grenadier Models, Inc.Code: G-33Description: None

Page 72: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

70

Gamma World PodogsCompany: Grenadier Models, Inc.Code: G-34Description: 2 poses

Gamma World Security & SupervisoryCompany: Grenadier Models, Inc.Code: G-35Description: Robots

Gamma World Medic & MaintenanceCompany: Grenadier Models, Inc.Code: G-36Description: Robots

Gamma World Attack-Defense BorgCompany: Grenadier Models, Inc.Code: G-37Description: None

Gamma World Ecology/Agriculture BotsCompany: Grenadier Models, Inc.Code: G-38Description: None

Gamma World Engineering BotsCompany: Grenadier Models, Inc.Code: G-39Description: Medium and light duty

Gamma World Transport & Lifter BotsCompany: Grenadier Models, Inc.Code: G-40Description: None

Gamma World Intelligent Ape, Bear,Raccoon

Company: Grenadier Models, Inc.Code: G-43Description: None

Gamma World Various Rifles, HeavyWeapons

Company: Grenadier Models, Inc.Code: G-44Description: None

Gamma World Ancient WeaponsCompany: Grenadier Models, Inc.Code: G-45Description: None

Gamma World Various Medical DevicesCompany: Grenadier Models, Inc.Code: G-46Description: None

Gamma World Mutant Polymorphic PackCompany: Grenadier Models, Inc.Code: G-47Description: Human torsos with parts

Gamma World Mutant Polymorphic PackCompany: Grenadier Models, Inc.Code: G-48Description: Reptile torsos with parts

Gamma World Mutant Polymorphic PackCompany: Grenadier Models, Inc.Code: G-49Description: Animal torsos with parts

Gamma World YexilCompany: Grenadier Models, Inc.Code: G-50Description: Giant flying monster

Gamma World Goliath II Robot TanksCompany: Grenadier Models, Inc.Code: G-51Description: Laser, missile, and photon howitzer

Gamma World Goliath II Robot TanksCompany: Grenadier Models, Inc.Code: G-52Description: Command and recovery

Gamma World/Star Frontiers Pure StrainHumans

Company: TSR, Inc./Grenadier Models, Inc.Code: TSR5502Description: Blister pack with 3 figures of pure

strain humans

Page 73: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

71

Gamma World/Star FrontiersMutants/Aliens

Company: TSR, Inc./Grenadier Models, Inc.Code: TSR5505Description: Blister pack with 3 figures of mutated

humans

Gamma World/Star Frontiers AndroidsCompany: TSR, Inc./Grenadier Models, Inc.Code: TSR5508Description: Blister pack with 3 figures

Gamma World/Star Frontiers CyborgsCompany: TSR, Inc./Grenadier Models, Inc.Code: TSR5511Description: Blister pack with 3 figures

Gamma World/Star Frontiers WingedRipper & Sand Shark

Company: TSR, Inc./Grenadier Models, Inc.Code: TSR5803Description: Blister pack with 2 figures

The Ultimate ATVCompany: Ral ParthaCode: 10-600Description: 21 pieces; large figure based on cover

of Gamma World 3rd edition gamebox

Page 74: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

72

Appendix C:Appendix C:CreditsCredits

Authors

Reginald Blue<[email protected]>

Game Enhancements: Robotic CriticalHit System

“Long live Gamma Terra!”

Don Brown<[email protected]>

Creatures: Chameleon Beasts

CdBd3rd (Gary Hickerson)<[email protected]>

Addition to Appendix B: Product List “Proud owner of way too much Gamma

World material!”

Chris Conboy<[email protected]>

Addition to Appendix B: Product List“Hey – where’s my sonic death farts

mutation submission?”

Bob Crichton<[email protected]>

Creatures: Rasp BramblesCreatures: Slashercats

Game Enhancements: Industrial Hazards

Robert Flack<[email protected]>

Appendix B: Product List

Derek Holland<[email protected]>

Equipment: Ice NeedlerMutations: Claws, Hypernecrosis, IonicSusceptibility (Lightning Rod), Poison,

Pyrosensitivity (Heat Sink)

Keith Johnson<[email protected]>

Cryptic Alliances: Female SupremacistsEquipment: Warheads

Kerry Jordan<[email protected]>Consult Introduction

“A Gamma World netbook? That should beeasy to do. . .”

Note: Died during netbook creation

Scott Kent<[email protected]>

Addition to Appendix B: Product List

Daniel Movrich<[email protected]>

Cryptic Alliances: ArannistsMutations: Comatose Healing, FrictionControl, Genetic Transfusion, Genius

Capability, Mental Absorption, MineralManipulation, Molecular Sense, Multiple

Teeth, Silk Cribellum

ZorOne<[email protected]>

Equipment: Hydrator

Page 75: D20 Modern - Gamma World - Secrets of the Ancients

Secrets of the Ancients

73

Sammy Spade<[email protected]>

Equipment: Misosyn, Sensyn, Sustak“This is really cool.”

Scott Swigart<[email protected]>

Creatures: Stickies

David Wheeler<[email protected]>

Equipment: Composite Heavy Crossbow,Composite Light Crossbow, CompositeLong Bow, Composite Pistol Crossbow,Composite Short Bow, Compound Bow,Compound Crossbow, Pistol Crossbow

Games

GAMMA WORLD® and Advanced Dungeons& Dragons® are produced by TSR, Inc.Secrets of the Ancients is not affiliated withTSR, Inc.

Images

The GAMMA WORLD® logo displayed on thecover is public domain. Its use is inaccordance with TSR, Inc. Internet policies.The image can be found on the World WideWeb at http://www.wizards.com/Corporate_Info/Netlogos.html.

All other images displayed in thiscompilation are from the CorelDRAW!software. Corel Corporation holds allcopyrights to those images. Their use is inaccordance with Corel Corp. clipart policies.Secrets of the Ancients is not affiliated withthe Corel Corporation.