TEXT: 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
  
  Secrets of the Ancients
  Table of Contents
  Table of Contents
  Introduction . . . . . . . . . . . . . . . . . . . . . 1
  Mutations . . . . . . . . . . . . . . . . . . . . . . .2
  Mutation Tables . . . . . . . . . . . . . . . . 2
  Mutation Descriptions . . . . . . . . . . . 7
  Game Enhancements . . . . . . . . . . . . . . 15
  Skills . . . . . . . . . . . . . . . . . . . . . . . . 15
  Critical Damage . . . . . . . . . . . . . . . . 21
  Industrial Hazards . . . . . . . . . . . . . . 28
  Equipment . . . . . . . . . . . . . . . . . . . . . . 31
  New Equipment . . . . . . . . . . . . . . . . 31
  New Weapons . . . . . . . . . . . . . . . . . 34
  Cryptic Alliances . . . . . . . . . . . . . . . . . 40
  Arannists . . . . . . . . . . . . . . . . . . . . . 41
  Female Supremacists . . . . . . . . . . . . 43
  The Friends of Entropy . . . . . . . . . . 44
  Creatures . . . . . . . . . . . . . . . . . . . . . . . 45
  Brathseps  . . . . . . . . . . . . . . . . . . . . 46
  Chameleon Beasts . . . . . . . . . . . . . . 46
  Death Gems . . . . . . . . . . . . . . . . . . . 47
  Orcoids . . . . . . . . . . . . . . . . . . . . . . 48
  Rasp Brambles . . . . . . . . . . . . . . . . . 48
  Slashercats . . . . . . . . . . . . . . . . . . . . 49
  Stickies . . . . . . . . . . . . . . . . . . . . . . 49
  Appendix A: Timeline . . . . . . . . . . . . . 50
  Timeline Bibliography . . . . . . . . . . . 63
  Appendix B: Product List . . . . . . . . . . 64
  Game Systems . . . . . . . . . . . . . . . . . 64
  Accessories . . . . . . . . . . . . . . . . . . . 65
  Adventures . . . . . . . . . . . . . . . . . . . 66
  Books . . . . . . . . . . . . . . . . . . . . . . . 67
  Miniatures . . . . . . . . . . . . . . . . . . . . 67
  Appendix C: Credits . . . . . . . . . . . . . . 72
  Authors . . . . . . . . . . . . . . . . . . . . . . 72
  Games . . . . . . . . . . . . . . . . . . . . . . . 73
  Images . . . . . . . . . . . . . . . . . . . . . . . 73
  
  Secrets of the Ancients
  1
  Introduction
  Introduction
  Welcome to the first netbook for the GAMMA WORLD® game, Secrets of the Ancients!  This
  book was compiled for all those fans out there that enjoy the apocalyptic world known as Gamma
  Terra and refuse to allow GAMMA WORLD® to die.  It contains both never before seen game
  information and revised, previously-released information from the Internet (most from my web
  page at http://www.cs.msstate.edu/~jordan/index.html).  All of the information found here is
  based on the 4th edition of the GAMMA WORLD® game, although most is also compatible with other
  versions of the game.
  When I began this project, I was unsure whether I would actually finish it or if it would end up
  saved on my computer in some little-used directory; therefore, I decided to base it on the
  information already posted on my web page and save myself some time.  Based on my own
  opinions and the opinions of a few other GAMMA WORLD® fans, I selected some submissions and
  began 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 Jordan
  Editor
  Special Thanks To
  The 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.
  
  Secrets of the Ancients
  2
  Mutations
  Mutations
  Torm watched the clearing closely and
  readied his bow — he had been waiting for
  the creature which had been killing his
  sheep for hours, and he had finally heard
  the stealthy approach of the beast.  From
  the tracks he had found near the bodies, he
  suspected that it was some large coyote or
  wolf; however, what stepped into the
  clearing was a complete surprise.
  The beast might have once been a wolf,
  but now, it was horribly mutated.  It was
  huge — standing roughly three meters tall at
  the shoulder.  Sharp, straight horns pointed
  forward from the beast’s large brow while
  deadly quills jutted up from beneath the fur
  covering the creature’s back.  It padded
  forward into the clearing on its six legs and
  then suddenly stopped.  Torm was paralyzed
  with fear as the large head turned in his
  direction and the beast’s eyes began to glow
  with an inner power. . .
  Mutations are one of the most important
  aspects of any GAMMA WORLD® game.  This
  section describes several new mutations and
  presents new mutation tables with these
  mutations included.
  Mutation Tables
  In order to incorporate the new
  mutations presented in Secrets of the
  Ancients, new mutation tables were created.
  When rolling a mutation, the player first
  references the appropriate general mutation
  table and then, based on that roll, may roll on
  the indicated table.  All new and modified
  mutations are marked with a N superscript.
  Note that the chances of getting a beneficial
  mutation or a defect have not changed form
  the GAMMA WORLD® rules book.
  Physical Mutations
  General
  d100
  Roll
  Mutation
  01-18
  Roll one physical defect
  19-90
  Roll one beneficial physical
  mutation
  91-92
  Roll one plant mutation
  93-95
  Pick one physical mutation
  96-00
  Roll two physical mutations
  Mental Mutations
  General
  d100
  Roll
  Mutation
  01-05
  Roll one mental defect
  06-92
  Roll one beneficial mental mutation
  93-95
  Pick one mental mutation
  96-00
  Roll two mental mutations
  Plant Mutations
  General
  d100
  Roll
  Mutation
  01-08
  Roll one plant defect
  09-90
  Roll one beneficial plant mutation
  91-92
  Roll one physical mutation
  93-95
  Pick one plant mutation
  96-00
  Roll two plant mutations
  
  Secrets of the Ancients
  3
  Physical Mutation
  Defects
  d100
  Roll
  Mutation
  01-05 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 Mutation
  Defects
  d100
  Roll
  Mutation
  01-14 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 Mutation
  Defects
  d100
  Roll
  Mutation
  01-09 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)
  
  Secrets of the Ancients
  4
  Beneficial Physical Mutations
  d100
  Roll
  Mutation
  01-02  Air sail
  03-04 Anti-life leech
  05-07 Bodily control*
  08-10 Carapace*
  11-12 Chameleon power*
  13-14 Density control (self)*
  15  
  ClawsN *
  16-18 Dual brain
  19-21 Electrical generation*
  22-23  Energy absorption*
  24  
  Energy metamorphosis*
  25  
  Energy reflection*
  26  
  Gas generation*
  27  
  Genetic transfusionN *
  28
  Gills
  29-31 Hands of power*
  32     Heightened balance
  33-38 Heightened physical attribute
  39     Heightened precision
  40-44 Heightened sense
  45    Heightened speed*
  46      Horns or antlers*
  47-49 Immunity
  50-52 Infravision
  53    
  Kinetic absorption*
  54     Metamorphosis*
  55-61 Multiple limbs
  62    
  Multiple teethN
  63-67 New body parts
  68    
  Night vision
  69-71 Oversized limbs
  72
  Photogeneration*
  73
  Photosynthetic skin
  74
  PoisonN *
  75
  Quills or spines
  76-78 Radiating eyes*
  79-81 Regeneration*
  82
  Shapechange*
  83
  Silk cribellumN *
  Beneficial Physical Mutations
  d100
  Roll
  Mutation
  84-87 Size change
  88-89 Skeletal enhancement
  90-91 Sonar
  92
  Sonic blast*
  93
  Sound imitation
  94-97 Transfusion*
  98
  Ultravision
  99
  Vocal imitation
  00
  Wings
  
  Secrets of the Ancients
  5
  Beneficial Mental
  Mutations
  d100
  Roll
  Mutation
  01 
  Beguiling*
  02  
  Comatose healingN
  03-04 Confusion*
  05  
  Death field generation*
  06   
  Density control (others)*
  07  
  Devolution*
  08-10 Directional sense
  11-14 Displacement*
  15-18 Duality
  19-22 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 Mental
  Mutations
  d100
  Roll
  Mutation
  65    
  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 imitation
  95    
  Time manipulationN *
  96-99 Total healing*
  00    
  Will force*
  
  Secrets of the Ancients
  6
  Beneficial Plant
  Mutations
  d100
  Roll
  Mutation
  01-04 Adaptation
  05-06 Air sail
  07-09 Allurement*
  10-12 Anti-life leech
  13-14 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 brain
  33   
  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 attribute
  56-57 Heightened sense
  58    
  Immunity
  59    
  Infravision
  60   
  Kinetic absorption*
  61-66 Multiple limbs
  67    
  Multiple teethN
  68-70 New body parts
  71-76 Oversized limbs
  77    
  Photogeneration*
  78-79 PoisonN *
  80-81 Poisonous thorns*
  82-83 Projectile seeds*
  84-85 Razor-edged leaves
  86-87 Regeneration*
  88    
  Shapechange*
  89   
  Size change
  Beneficial Plant
  Mutations
  d100
  Roll
  Mutation
  90   
  Sonar
  91   
  Sonic blast*
  92    
  Spore cloud*
  93-95 Squeeze vines*
  96   
  Thorns or spikes*
  97    
  Transfusion*
  98-99 Ultravision
  00    
  Vocal imitation
  
  Secrets of the Ancients
  7
  Mutation Descriptions
  Addictive Sap [ D ]
  by Kerry Jordan
  Plant; Automatic, no MP
  The plant’s sap is highly appealing to
  animals.  If an animal bites the plant or
  ingests the plant’s sap in some other way,
  there is a 70% chance that the animal will
  become addicted to the plant.  Within a few
  hours, it will want more of the sap, and if it
  does not ingest more within 24 hours, it will
  begin to go through a withdrawal period of
  intense discomfort.  Even if the animal does
  not become addicted to the sap, it will enjoy
  the taste and will attempt to get more unless
  it has the wisdom to ignore the urges of its
  body.
  Catatonic Schizophrenia [ D ]
  by Kerry Jordan
  Mental; Automatic, no MP
  Whenever the mutant encounters a
  stressful situation, he has a 5% chance of
  entering a catatonic state.  In this state, the
  mutant’s muscles become rigid and he is
  unable to move.  He can still see, hear, and
  understand what is going on around him.  He
  may even use other mental mutations while
  in this state.  This condition lasts for 2d6
  rounds.
  Claws
  by Derek Holland
  Physical; Automatic, MP 4d6-L
  The mutant has claws which he can use
  in combat.  Altered humans and mutated
  animals without claws can use these claws to
  cause 1d4 + PS modifier points of damage.
  Mutated animals that already have claws
  keep their normal claw damage with a +1
  bonus.  Roll 1d2 to determine the type of
  claws and additional abilities.
  d2 Roll
  Claw Type
  1
  Razor Claws.  These claws cause
  wounds that bleed for 1d4 + 1
  rounds, causing 1-2 points of
  damage per round.  Additionally,
  on a natural attack roll of 20, the
  claws not only damage the
  opponent, but his armor as well,
  reducing its AC by one.  Against
  armorless creatures, a 20
  indicates that the claws cause
  double the normal damage.
  2
  Barbed Claws.  After a successful
  attack, these claws cause an
  additional 1d4 + 1 + PS modifier
  points of damage when pulled
  from the wound.
  Comatose Healing
  by Daniel Movrich
  Mental; Activated, no MP
  The mutant can willingly go into a coma
  to enhance the healing process.  All damage
  taken is fully healed in 24 hours provided he
  stays unconscious until the next day.
  Waking the character earlier by outside
  means is impossible unless telepathy is used
  to warn of impending danger, etc.  If
  physically attacked during this time, the
  character is defenseless; however, if the
  attack is mental in nature, then the character
  may defend with his MD.
  The character can revive himself at any
  time but doesn’t gain any healing benefits,
  regardless of time spent in coma, unless the
  entire 24 hour healing period has passed.
  Fear Generation
  by Kerry Jordan
  Mental; Activated, MP 4d6-L
  This mutation has the same effects as
  listed in the rules book with one exception:
  there is a 5% chance that the character has a
  powerful variation which affects all beings
  
  Secrets of the Ancients
  8
  within a 3 meter radius of the mutant, plus 1
  meter per MP modifier point.  Anyone within
  the radius, friend or foe alike, may be
  affected.  Attacks rolls are made separately
  against each potential target.
  Force Wave
  by Kerry Jordan
  Mental; Activated, MP 4d6-L
  The character has the ability to create a
  wave of telekinetic power.   When created,
  the wave begins 1 meter away from the
  mutant.  At that time, it is 1 meter long and 3
  meters high.  The wave’s length expands as
  it travels.  The wave grows 1 meter in length
  for every 2 meters traveled, up to a
  maximum traveling distance of 6 meters, plus
  2 meters per MP modifier point.  The wave
  travels in a straight course away from the
  character.  The wave automatically picks up
  any loose objects in its path that weigh less
  than 3 x MP in kilograms and carries them
  along until it dissipates.
  Should an opponent (or ally) be caught
  within the effect of the wave, he will take
  1d6 + MP modifier points of damage and if
  his strength is less than the MP of the wave,
  he will be knocked down.  If the wave
  encounters an object in its path which it is
  not able to move, then the object creates a
  hole in the wave — effectively creating a
  “safe zone” in the area behind it.  For
  example, if a force wave encountered a large
  oak tree, the tree would create a “safe” area
  within the wave, so if a character was
  seeking shelter behind the tree, he would
  escape unscathed.
  Friction Control
  by Daniel Movrich
  Mental; Automatic/Activated, MP 4d6-L
  The mutant can affect the friction of the
  surfaces he touches (or sees with higher MP
  scores).  He can nullify friction to make an
  item impossible to grip or enhance the
  friction to make it impossible to release,
  throw, or drop.  The mutant can cling to any
  surface and walk along walls or ceilings at
  his normal rate of speed.
  If the character has a positive MP
  modifier to his score, the mutant can affect
  objects at a distance.  If someone is holding
  the object, a successful attack versus the
  character’s Armor Class must be made.  The
  mutant 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 ½
  damage from all bludgeoning attacks and
  gaining a bonus to his Armor Class.  When
  used in this manner, the mutant must take a
  round to activate the mutation; he then adds
  +5 to his Armor Class.  He can maintain this
  mutation until loss of consciousness or
  initiation of another mental mutation.
  Genetic Transfusion
  by Daniel Movrich
  Physical, Plant; Activated, MP 4d6-L
  In the evil hands of some characters, this
  mutation could have a devastating effect
  upon Gamma Terra.  The mutant has the
  power to transform the victim’s DNA into
  that of the user (i.e., if a feline mutant afflicts
  a victim of the lupine genotype, the lupine
  would then turn into the feline genotype
  identical to the user).  To use this mutation,
  the mutant must swap bodily fluids with his
  victim (through a kiss, sex, etc.) and then roll
  1d20.  If the roll plus the mutation’s MP
  modifier is greater than the victim’s Health
  score, the mutation is successful.  After only
  one day, the transformation is noticeable (the
  victim begins to physically change), but it
  requires one full week to be completed.
  During this week the GM is encouraged to
  point out curious new side effects (such as
  growling, scratching, or other mannerisms of
  
  Secrets of the Ancients
  9
  the new genotype).  After the week has
  ended, the character is no longer the
  character of old and must be reassigned
  physical attributes.  The base animal stock
  for the new genotype is used as a base for
  these attributes.  All of the mutant’s mental
  mutations and mental scores (IN, MS, and
  CH) remain the same (since the mind is not
  affected) but he loses all physical mutations
  in the process.  The player then rerolls his
  character’s physical mutations (keeping the
  same number of physical mutations).  For
  example, if the character previously had 4
  physical mutations, he rolls 4 times on the
  mutation table.  Due to the metabolic rate for
  the week of transformation, all of the
  character’s raw attributes are reduced by 1/3
  (except for his hit point total and CN score
  which are temporarily raised by 12 points),
  although any damage taken prior to and
  during this period is reduced by ½ and healed
  at 5 points per hour.
  This mutation can be used on creatures
  already deceased as well.  The only penalties
  involved are that the dead lose 1 point of IN
  per minute after death.  In such a case, the
  mutant may be bringing back an idiot or
  worse. . .
  Genius Capability
  by Daniel Movrich
  Mental; Automatic, MP 4d6-L
  The mutant’s mind is particularly acute
  when dealing with information in a specific
  area.  When dealing with this specific area,
  add the mutation’s MP modifier to the
  mutant’s IN score for any attribute checks.
  The player determines what kind of genius
  his character receives.
  Genius Type Description
  Military
  The mutant has a keen mind
  for the fundamentals of
  stratagem and war.  The
  mutant gains 5 + MP modifier
  to all enforcer skills.  He
  gains 5 + MP modifier to his
  CH when dealing with
  recruiting NPCs for military
  tasks.  Finally, the character
  also gains his MP modifier in
  damage to any weapon he
  fashions.
  Mechanical
  This mutant has an uncanny
  ability to distinguish
  technologies and understand
  the fundamentals of any
  mechanical items.  He gains 5
  + MP modifier to all examiner
  skills.  He also gains his MP
  modifier to THAC with any
  weapon he successfully
  fashions.
  Biological
  This character’s mind is adept
  at the medical sciences.  He
  can “study” a creature and
  approximate its HD, speed,
  habitat(s), Intelligence, food
  sources, etc.  For more
  difficult questions, closer
  examinations or longer
  observations are necessary.
  An autopsy would be the best
  scenario.  Due to his
  knowledge of vital areas, the
  mutant receives 5 + MP
  modifier in damage versus
  any creature he “studies.”
  
  Secrets of the Ancients
  10
  Hypernecrosis [ D ]
  by Derek Holland
  Physical, Plant; Automatic, no MP
  The mutant ages at twice the normal
  rate.
  Ionic Susceptibility (Lightning Rod) [ D ]
  by Derek Holland
  Physical, Plant; Automatic, no MP
  The mutant is highly susceptible to
  charged particles and his body conducts such
  particles easily.  The mutant has 6 times the
  normal chance of being struck by lighting,
  and suffers double damage from electrical
  attacks.
  Linguistic Adaptation
  by Kerry Jordan
  Mental; Automatic, no MP
  The mutant is able to communicate with
  any intelligent creature in the creature’s own
  language.  In fact, the mutant speaks the
  language as if it was his own native tongue.
  Of course, this mutation is limited by the
  character’s own physical constraints.  It
  would be very hard for an altered human to
  speak to an intelligent insect if the insect’s
  language was mostly comprised of mandible
  “clicks.”  This ability is possible due to a
  limited form of telepathy the character
  possesses.  He literally learns to speak the
  language from the person he is speaking
  with.  This type of telepathic connection is so
  subtle that it does not trigger the mental
  defenses of the creature being spoken to.
  Unfortunately, this ability does not extend
  into written languages, nor would it allow
  the character to understand a recording in an
  unknown tongue.
  Mental Absorption
  by Daniel Movrich
  Mental; Activated, MP 4d6-L
    The mutant has the ability to absorb MP
  points and/or entire mutations from other
  sentient beings.  Altered humans with this
  power may only affect other altered humans.
  Mutant animals may only affect other mutant
  animals.  Mutated plants may only affect
  other mutated plants.  The character must
  make a mental attack vs. the MD of the
  victim, and if successful, he absorbs one
  point from a random mutation’s MP score.
  He then adds the MP point gained to his own
  character sheet (possibly gaining a new
  mutation).  If the victim’s MP score falls to
  0, he loses the mutation forever.  If the
  mutation has no MP score, the victim loses it
  and the attacker gains the mutation’s full
  benefits/handicaps.
  Mental Backlash [ D ]
  by Kerry Jordan
  Mental; Automatic, no MP
  After using a mental mutation, the
  mutant has a 5 + the mutation’s MP modifier
  percentage chance of suffering a mental
  backlash.  If this occurs, the character is
  rendered unconscious for 3d4 rounds.
  Mental Channel
  by Kerry Jordan
  Mental; Automatic, no MP
  The character is able to redirect a mental
  attack at another possible target.  Once per
  round, when he is attacked mentally, he can
  choose to have the attack redirected to
  another target.  In order to do this, he must
  roll an attack with this mutation.  If his die
  roll is higher than the die roll of the attacker
  (modifiers are ignored for both) then the
  mental attack is redirected to a target of the
  mutant’s choice.  For all intents and
  purposes, the target acts as if he were the
  
  Secrets of the Ancients
  11
  original target of the attack.  If the target is
  not an appropriate target for the mutation,
  then the attack fails.  If the mutant fails at his
  attempt at redirection, the attack is
  considered automatically successful against
  him.  This is because the character must fully
  let down his mental defenses in order to
  attempt to redirect the attack.  The mutant
  cannot redirect attacks that are not directed
  specifically at him; therefore, a mutation such
  as stunning force cannot be redirected.
  Mental Projection
  by Kerry Jordan
  Mental; Activated, MP 4d6-L
  The mutant may project his
  consciousness out of his physical body at
  will.  When projected, the mutant is invisible
  and intangible to persons and objects in the
  physical world;  he can only be affected by
  mental attacks.  Even then, he cannot be
  targeted specifically due to his invisibility.
  He must be caught within a mental
  mutation’s area of effect, such as being
  caught in the effects of stunning force.  Also,
  the character cannot use any of his activated
  mutations or automatic physical mutations
  while projected.  The character may travel in
  any direction he wishes, including up or
  down, at a maximum movement rate of 24,
  plus 1 per MP modifier point, since his
  movement is not hampered by the
  environment (although his senses may be).
  For example, a projected character could
  travel through the earth, but he would be
  unable to see or hear anything.
  The mutant may use this mutation only 5
  times per 24 hours, plus 1 more use per MP
  modifier point.  The mutation’s duration is
  variable and lasts until the mutant’s
  consciousness returns to his body.  After
  returning, the mutant is so mentally
  exhausted that he must rest 30 minutes, plus
  5 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 is
  left in an apparently unconscious state.  In
  this condition, his body is easy prey, and he
  could be killed with a minimum of effort.  If
  his body is harmed while his consciousness is
  projected, the mutant will feel pain at the
  appropriate area, thus warning him that his
  body is in danger.  Attacks that affect the
  mind have no effect upon the character’s
  “uninhabited” body.  The projected character
  does not have any sort of sixth sense which
  informs him of the location of his physical
  body, so every time he projects his
  consciousness, he does so under the very real
  threat that he may not be able to find his
  body again.  Being forced to roam the earth
  as a ghost until his physical body eventually
  dies from neglect is not a pleasant thought.
  Mental Shield
  by Kerry Jordan
  Mental; Automatic, MP 4d6-L
   The character has an above-average
  resistance to mental attacks.  The character’s
  Mental Defense is increased by 3 + MP
  modifier points.
  Mineral Manipulation
  by Daniel Movrich
  Mental; Activated, MP 4d6-L
  The mutant is able to change the mineral
  composition of any metal he touches (i.e.,
  iron to gold, brass to duralloy, etc.).  The
  mutant can affect ½ kg per round of active
  concentration and can maintain this change
  for 4 + MP modifier points in rounds. The
  mutant must have encountered both minerals
  prior to changing from one to the other.
  
  Secrets of the Ancients
  12
  Molecular Sense
  by Daniel Movrich
  Mental; Activated, MP 4d6-L
  The mutant can visualize the molecular
  structure of any object he touches, thus
  understanding its composition from within.
  With this knowledge of weak points, he
  gains 5 + MP modifier points in damage to
  anything he has sensed.  Also, the character
  receives 5 + MP modifier to his Use Artifacts
  score when trying to decipher an object
  touched.
  The mutant must be in contact with the
  object and concentrating for one full round in
  order to receive any benefits from this
  mutation.
  Multiple Teeth
  by Daniel Movrich
  Physical, Plant; Automatic, no MP
  The mutant grows new teeth constantly
  and always has at least 2 rows of teeth.  In
  the case of mutated animals, the character’s
  bite can cause 3 additional dice worth of
  damage.  In the case of altered humans, the
  character may bite for 1d4-2 points of
  damage.  After every bite, 1d6 teeth remain
  in the victim, causing 1 point of damage per
  round.  The rate of removing the sharply-
  barbed teeth is 2 teeth per action spent.
  Poison
  by Derek Holland
  Physical, Plant; Automatic, MP 4d6-L
  This mutation is not a new mutation, but
  a modification to the poison mutation
  described in the rules book.  When the
  mutation is rolled, there is a 5% chance that
  the mutant has a special form of poison
  which only takes effect when the victim is
  exposed to a certain stimulus; otherwise, the
  mutation is treated as described in the rules
  book.
  No hazard check is made until the victim
  is exposed to the stimulus, which is
  determined by rolling 1d8 on the table
  below:
  d8 Roll
  Stimulus
  1
  Intensity 1+ radiation
  2
  Intensity 15+ radiation
  3
  Light
  4
  Heat damage (3+ dice)
  5
  Cold damage (3+ dice)
  6
  Darkness
  7
  UV heat damage (2+ dice)
  8
  Roll on allergy table
  The poison can stay inactive in the
  victim’s system for up to 1d6 + MP modifier
  days.
  Psychic Blade
  by Kerry Jordan
  Mental; Activated, MP 4d6-L
  The mutant is able to physically manifest
  his physic energy into a melee weapon of his
  choosing.  The weapon appears as a glowing
  weapon of pure energy in the mutant’s
  preferred hand.  This weapon cannot
  physically harm anyone or anything, but
  when used against an opponent of at least
  animal-level Intelligence, it attacks the
  opponent’s mind.  The mutant must make a
  normal attack roll as if the weapon was
  purely physical (although the opponent’s
  Armor Class is not modified by his armor
  since it does not hamper the weapon in any
  way).  If the attack is successful, the mutant
  rolls a mental attack using the MHAC score
  of this power.  If the mental attack is
  successful, it does 4d8 + MP modifier points
  of damage. This power builds up 1d8 at a
  time, as described under the section on
  electrical generation in the rules book.  The
  mutant must add his MP modifier to the total
  damage.
  
  Secrets of the Ancients
  13
  Psychic Presence
  by Kerry Jordan
  Mental; Automatic, MP 4d6-L
  The mutant mentally broadcasts his
  relative position to all sentients he knows
  and trusts within 10 + MP modifier meters.
  Pyrosensitivity (Heat Sink) [ D ]
  by Derek Holland
  Physical, Plant; Automatic, no MP
  The character is highly sensitive to heat.
  He suffers double damage from heat attacks
  and is uncomfortable in warm environments.
  In hot environments, the character barely has
  enough energy to move.
  Silk Cribellum
  by Daniel Movrich
  Physical; Activated, MP 4d6-L
  The mutant has a gland which possesses
  the ability to make silk (much like a spider).
  The mutant has up to 1d8 spinets (orifices)
  that collectively can hold only 5 plus MP
  modifier in charges.  One charge is the
  equivalent of a 2.5 cm diameter strand 50 m
  long or 1 cubic foot of silk.  Four hours are
  required to regenerate 1 charge.  The range
  is 50 meters + (MP modifier x 10 m).  The
  silk can adhere to any surface.  The mutant
  can shape the silk into general shapes useful
  to the character, as well as determining
  whether or not the silk is adherent.  The silk
  has the following attributes: AC 20, HP 50,
  and PS 25 per 2.5 cm of thickness.
  Time Manipulation
  by Kerry Jordan
  Mental; Activated, MP 4d6-L
  The character has the innate ability to
  send himself and objects on his person or
  another person/object of mass equal to 70 +
  (10 x MP modifier) kilograms forward in
  time.  In effect, he steps out of the normal
  passage of time and steps back in at a later
  date.  Each attempt to use this power causes
  the character to take damage equal to ¼ his
  available hit points.  Percentage dice are
  rolled when this power is used.  If the result
  is less than or equal to the chance of success,
  the attempt is successful.  If the roll is
  unsuccessful, the character still takes the
  normal damage for using this mutation.  If a
  “01” is rolled, a serious error occurs.  The
  character accidentally projects himself too
  far outside of the normal time frame for him
  to control.  He will reappear 1d8 days later.
  He will also be reduced to an unconscious
  state and will take damage equal to ¾ of his
  available hit points.  Chances of success
  depend on the “length” of the trip into time.
  It is much easier for the character to project
  himself into the far future than to attempt the
  precision control required to project himself
  only a few minutes or hours into the future.
  Trip Length
  Chance of Success
  10 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 the
  first day).
  +20% if mutant has a 17+ Intelligence.
  Only objects the character is touching go
  into time with him and a single die roll is
  made for all objects transported at the same
  time.  The character may only use this
  
  Secrets of the Ancients
  14
  mutation once per 24 hour period.
  
  Secrets of the Ancients
  15
  Game Enhancements
  Game Enhancements
  An excerpt from Historics of Gamma
  Terra written by Szah-lah, sleeth historian:
  Foreward
  I have spent the vast majority of my life
  studying both the past and the present, yet
  much remains shrouded in mystery.  The
  amount of knowledge I have gained is but a
  sapling in the Forest of Truth.  By sharing
  this knowledge, I hope that others will
  continue to care for this sapling and help it
  mature into a mighty tree whose fruit will
  provide sustenance throughout the ages.
  This section contains several game rule
  modifications and additional rules meant to
  improve the GAMMA WORLD® game.
  Skills
  By Kerry Jordan
  The GAMMA WORLD® game includes a
  very simple class-based skill system.
  Unfortunately, many players find the system
  too limiting and believe that a more
  advanced skill system would enhance their
  character’s development and add an extra
  dimension to their games.  The new skill
  system described here is for them.  Although
  it is based on the system in the rules book,
  the new system is meant to completely
  replace it.
  Character Creation
  A character begins the game with a
  variable number of points to distribute
  among the skills listed on the various skill
  tables.  The exact number is determined by
  consulting the table below.
  Genotype Initial Skill Points
  Skill
  Genotype
  Points
  Pure Strain Human
  35
  Altered Human
  30
  Mutated Animal
  25
  Mutated Plant
  20
  The table’s skill point distribution is
  based on the knowledge backgrounds of the
  various genotypes.  For instance, pure strain
  human characters receive the most skill
  points initially because they generally have
  the most stable knowledge base.  Knowledge
  has been passed down from generation to
  generation with the least amount of
  disruption (when compared to the other
  genotypes).  Altered humans receive the
  second-to-largest amount of skill points for
  the same reason as the pure strain humans;
  however, they have experienced some
  disruptions to their societal knowledge (i.e.,
  defects, outcast from society, etc.).  The
  amount of skill points mutated animals
  receive is based on the fact that mutated
  animals have only recently joined human
  society (relatively) and skills are still not
  widely dispersed among their kind.  Mutated
  plants receive the least amount of skill points
  initially since they have joined human society
  even more recently than mutated animals.
  These initial skill points determine the
  character’s rating in that skill much like the
  system described in the rules book.  A player
  may distribute the points among skills from
  the General Skills Table or from his
  
  Secrets of the Ancients
  16
  General Skills
  Skill
  Attribute
  Acting
  CH
  Agriculture
  IN
  Animal Handling
  IN
  Animal Training
  IN
  Artistic Ability
  IN
  Blacksmithing
  ST
  Boating
  DX
  Carpentry
  ST
  Cobbling
  DX
  Cooking
  IN
  Cryptic Alliance Heraldry
  IN
  Dancing
  DX
  Fire-Building
  IN
  First Aid
  IN
  Fishing
  IN
  Leatherworking
  IN
  Lockpicking
  DX
  Mining
  IN
  Musical Instrument
  DX
  Pickpocket
  DX
  Pottery
  DX
  Riding
  DX
  Seamanship
  DX
  Seamstress/Tailor
  DX
  Singing
  CH
  Stonemasonry
  ST
  Swimming
  ST
  Weaving
  IN
  Enforcer Skills
  Skill
  Attribute
  Armorer
  IN
  Blind-Fighting
  SN
  Bowyer/Fletcher
  DX
  Combat Leadership*
  CH
  Creature Lore
  IN
  Endurance
  CN
  Gunsmithing
  IN
  Makeshift Weapon/Armor*
  IN
  Martial Arts*
  DX
  Size-Up Opponent*
  IN
  Weaponsmithing
  IN
  Esper Skills
  Skill
  Attribute
  Astrology/Astronomy
  IN
  Herbalism
  IN
  Hypnosis*
  IN
  Identify Mental Power*
  IN
  Meditation
  MS
  Meditative Focus
  MS
  Photographic Memory*
  IN
  Psychology*
  IN
  Reading/Writing
  IN
  Sense Mental Powers*
  MS
  Sign Language
  IN
  Examiner Skills
  Skill
  Attribute
  Artifact Appraising
  IN
  Artifact Lore*
  IN
  Astrology/Astronomy
  IN
  Avoid Artifact Disaster*
  IN
  History
  IN
  Jury-Rig*
  IN
  Mechanical Engineering
  IN
  Read Schematics*
  IN
  Reading/Writing
  IN
  Repair Artifact*
  IN
  Sign Language
  IN
  
  Secrets of the Ancients
  17
  Scout Skills
  Skill
  Attribute
  Animal Lore
  IN
  Astrology/Astronomy
  IN
  Detect Ambush/Trap*
  SN
  Herbalism
  IN
  Hunting*
  SN
  Martial Arts*
  DX
  Mountaineering
  ST
  Navigate*
  IN
  Set Snares
  IN
  Tracking*
  SN
  Wilderness Survival*
  IN
  character’s class skills table without penalty.
  However, for the skills listed elsewhere, the
  player must spend two points to raise that
  skill one rating.  Additionally, a player
  cannot initially place any points on the skills
  marked with asterisks unless his character is
  a member of that class. A player  must place
  at least one point on the skills that are listed
  in his character’s class skills table and
  marked with asterisks. A skill cannot initially
  have a rating greater than 8.
  Skill Checks
  Skill checks are performed as described
  in the rules book with one exception.  Each
  skill on the skills tables has an attribute
  associated with it.  If a character has a score
  of 16 or higher in this attribute, he receives a
  -1 bonus to his skill check roll.  If a character
  has a score of 4 or lower in this attribute, he
  receives a +1 penalty to his skill check roll.
  Additionally, each time a character
  successfully uses a skill that he has not used
  successfully since he last advanced an
  experience level, the player should place a
  mark on his character sheet beside the skill.
  This mark is used in skill advancement.
  Skill Advancement
  When a character advances a level, he
  receives an additional 4 points to distribute
  among his skills. No more than 3 points can
  be added to a skill’s rating. The two point
  penalty for non-class skills no longer applies
  to skills that the character already possesses.
  If the character wishes to learn additional
  skills, he must first find a teacher.  A
  character cannot be a teacher himself until he
  has a skill rating of at least 14.
  After finding a teacher for a new skill,
  the character must spend (and may only
  spend) 2 points in order to gain the skill with
  a 1 rating. If the skill is a non-class skill, the
  character must spend 3 points.
  The character cannot instantly advance in
  a skill which he has not successfully used
  recently (as determined by the marks
  discussed under Skill Checks).  In order to
  advance such a skill’s rating, the character
  must spend 2 weeks practicing it.  After the
  character advances the ratings of all the
  marked skills that he wishes (which can be
  done “instantly”), all marks are erased and
  the cycle begins anew.
  It normally requires 4 weeks to learn a
  new skill, plus an additional week if the skill
  is not one from the General Skills Table or
  the character’s class skills table.
  Any monetary costs for training in a new
  skill or practicing an existing skill is left up
  to the Game Master.
  Skill Descriptions
  Acting: 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 understands
  the basic needs of various animals.
  
  Secrets of the Ancients
  18
  Animal Lore:  The character may observe
  the actions or habitat of an animal and
  determine the animal’s reasons for following
  that behavior.
  Animal Training:  The character can train
  one type of creature to obey simple
  commands and perform tricks.
  Armorer:  Given the proper materials and
  facilities, the character may make armor.
  Artifact Appraising:  The character may
  estimate the value and authenticity of
  artifacts of the ancients.
  Artifact Lore:  The character has
  extensively studied ancient texts and has a
  basic understanding of the tools used by the
  ancients.  If allowed to examine a
  commonly-used (before the cataclysm)
  artifact for at least 10 minutes, the character
  may roll a skill check (even while in the
  process of deciphering the artifact’s
  function).  The character cannot use this skill
  if he has already determined the function of
  the artifact, right or wrong.  If the skill check
  is successful, the player may read the
  description of the artifact.  This skill applies
  to robots as well as artifact weapons and
  tools.  He cannot attempt to use this skill on
  an artifact which he has failed to classify.
  Even if the character cannot examine the
  artifact for a full 10 minutes, he may still be
  able to determine what it is.  If he spends at
  least one minute (6 combat rounds)
  observing a working artifact (taking no other
  action), he may attempt a skill check with ½
  of his skill rating.
  The knowledge required to gain this skill
  is not common.  A library of ancient texts
  must be available to even begin to learn this
  skill.  This skill may only be learned with the
  approval of the Game Master.
  Artistic Ability:  The character is
  proficient in one art form (i.e., painting,
  sculpture, etc.).
  Astrology/Astronomy:  The character has
  knowledge of the position of the stars.
  Depending on the society’s tech level, he
  may also have an understanding of the
  supposed influence of the stars.
  Avoid Artifact Disaster:  Consult the
  rules book.
  Blacksmithing:  The character is capable
  of making implements and tools from iron.
  He cannot make armor or most weapons.
  Blind-Fighting:  The character is skilled
  at 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 character
  incurs only a -1 penalty.  With a successful
  skill check, attackers will receive no bonus to
  melee attack rolls to attack the character in
  darkness.  Only one check is allowed per
  battle.
  Boating:  The character is skilled in the
  operation of small water craft on lakes and
  rivers.
  Bowyer/Fletcher:  The character can
  make bows and arrows.  A weaponsmith is
  required to fashion arrowheads.
  Carpentry:  The character has a basic
  knowledge of woodworking.
  Cobbling:  The character can fashion and
  repair shoes, boots, and sandals.
  Combat Leadership: Consult the rules
  book.
  Cooking:  The character is an
  accomplished cook.
  Creature Lore:  The character is familiar
  with the various types of creatures which
  inhabit Gamma Terra.  With a successful skill
  check, the player may read the creature’s
  description in the rules book.  This skill does
  not apply to “new,” previously-unknown
  creatures.
  Cryptic Alliance Heraldry:  The character
  can identify the different symbols of the
  
  Secrets of the Ancients
  19
  various cryptic alliances.  The character also
  has a basic understanding of the alliances’
  beliefs and goals.
  Dancing:  The character knows many
  different types of dance.
  Detect Ambush/Trap:  Consult the rules
  book.
  Endurance:  The character is able to
  perform continual strenuous physical activity
  for twice as long as an “average” character
  before becoming subject to the effects of
  fatigue and exhaustion.
  Fire-Building:  The character may start a
  fire without any lighting devices other than
  small pieces of tinder and dry wood.
  First Aid:  The character knows basic
  first aid.  If the character tends another
  within one round of wounding, his
  ministrations restore 1-3 hit points.  Only
  one healing attempt can be made on a patient
  per day and the character must have the
  proper medical equipment.  If the character
  also has the herbalism skill, he may add one
  additional hit point to the total healed by this
  skill (if he is able to find a herb to help in the
  healing process).
  Fishing:  The character is a skilled
  fisherman.
  Gunsmithing:  The character can repair
  firearms (usually only flintlocks) and produce
  ammunition.  This skill is only available in a
  Tech III society or better.  The character
  also receives a +2 bonus when attempting to
  figure out a projectile weapon of the
  ancients.
  Herbalism:  The character can identify
  plants and fungus.  He can also prepare
  potions, poultices, powders, etc. for medical
  and pseudo-medical purposes.
  History:  The character has studied the
  history of Gamma Terra.  Generally, this
  knowledge is only of a local nature due to
  the many different nation/states and
  unexplored 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 also
  make leather clothing and other leather
  objects.
  Lockpicking:  The character can attempt
  to pick padlocks or finesse combination
  locks.  In order to pick a padlock, the
  character must have the proper tools.
  Makeshift Weapon/Armor: Consult the
  rules book.
  Martial Arts:  The character is trained in
  a martial art technique.  Due to the
  dangerous environment of Gamma Terra,
  this technique is more a combat technique
  than an art form.  Students are no longer
  taught the spiritual side of the art.
  This skill can only be used if the
  character is lightly encumbered and wearing
  studded leather, or lighter, armor.
  Additionally, it can be used during combat at
  the beginning of a combat round.
  With a successful skill check, a character
  may distribute 3 bonus points (separately or
  as a group) to his melee THAC, Armor
  Class, initiative roll, or melee weapon’s
  damage roll for one melee round.  (The
  player must determine how the points are
  divided at the beginning of the combat
  round).  Any character other than an
  enforcer receives one additional bonus point
  for each point rolled below his skill rating (to
  a maximum of 6 bonus points).
  Unfortunately, an enforcer has such an
  intimate knowledge of combat already that
  he does not receive as much benefit from this
  skill as other classes.  An enforcer receives
  
  Secrets of the Ancients
  20
  one additional bonus point for every 2 points
  rolled below his skill rating.
  This skill is an exceedingly rare skill and
  is only available with the approval of the
  Game Master.
  Mechanical Engineering:  The character
  is trained as a builder of both great and small
  things.  He understands the basic principles
  behind complex machinery.
  Meditation:  By concentrating, the
  character may remove himself from the
  worries of the world - allowing him to rest in
  ¾ the time normally required for sleep, the
  reuse of mental mutations, etc.
  Meditative Focus:  In order to obtain this
  skill, the character must first have the
  meditation skill.  Through meditation, the
  character can focus his mental energy on one
  particular mental mutation.  As a result, the
  MP score for the mutation increases while
  his other mental mutations’ MP scores and
  possibly his MD decrease.  The character
  must meditate uninterrupted for 12 full hours
  to attempt this focusing of mental energy.
  He then makes a skill check.  If he succeeds,
  he may increase the MP score of one of his
  mental mutations.  Otherwise, nothing
  occurs.  For every point (to a maximum of 5)
  that the character increases one of his mental
  mutation’s MP score, he must deduct one
  point from another mental mutation’s MP
  score.  If he has more than one other mental
  mutation, he must deduct the points evenly
  from all.  Thus, if a character had 3 mental
  mutations and increased one mutation’s MP
  score by 4, he would have to deduct 2 from
  the other mutations’ MP scores.  If the
  character does not have another mental
  mutation, the points are deducted from his
  MD.
  Mining:  The character has the ability to
  site and supervise the operations of any
  mine.
  Mountaineering:  With the proper
  equipment, the character can climb up steep
  slopes and cliffs.
  Musical Instrument:  The character can
  play 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.; palming
  items; and performing simple sleight of hand.
  Pottery:  The character has the ability to
  create clay vessels and containers.
  Psychology:  The character has an
  intimate knowledge of the human psyche.
  After observing a human for roughly one
  week, the character may make a skill check.
  If he succeeds, he gains an understanding in
  the basic motives of that person and “how”
  that person thinks.  This understanding gives
  him a +3 bonus to his CH in interactions
  with that person.  Additionally, he receives a
  +3 bonus to his MHAC if he uses a mental
  mutation on the person studied.  If he fails
  the skill check, he may try again after
  another week of observation.  The character
  may attempt to use this skill in order to gain
  an understanding of a sentient animal or
  plant; however, in such a situation, the skill’s
  rating is reduced by ½.
  This skill is based upon knowledge
  gained before the cataclysm and is therefore
  very rare.  It is only available with the
  approval of the Game Master.
  Read Schematics:  Consult the rules
  book.
  Reading/Writing:  The character can read
  and write.  A skill check should not be
  required unless the character is attempting to
  read or write in a difficult situation.
  Repair Artifact:  Consult the rules book.
  
  Secrets of the Ancients
  21
  Riding:  The character is skilled in the art
  of riding and handling stagons or other types
  of mounts.  A skill check should not be
  required unless the character is attempting a
  difficult riding maneuver.
  Seamanship:  The character is familiar
  with large boats and ships.
  Seamstress/Tailor:  The character can
  design and sew clothing.
  Sense Mental Powers:  Consult the rules
  book.
  Set Snares:  The character can make
  simple snares and traps, primarily to catch
  small game.  A scout with this skill may also
  attempt to rig mantraps.
  Sign Language:  The character knows
  sign language.
  Singing:  The character is an
  accomplished singer.
  Size-Up Opponent: Consult the rules
  book.
  Stonemasonry:  The character can build
  structures from stone.
  Swimming:  The character can swim.
  Those without this skill cannot.  A skill
  check should not be required unless the
  character is attempting a difficult swimming
  maneuver.
  Tracking:  Consult the rules book.
  Weaponsmithing:  The character has the
  ability to make metal melee weapons.  The
  character also receives a +2 bonus when
  attempting to figure out a melee weapon of
  the ancients.
  Weaving:  The character is able to create
  garments, tapestries, and draperies from
  wool or cotton.
  Wilderness Survival:  Consult the rules
  book.
  Critical Damage
  By Kerry Jordan
  In the GAMMA WORLD® game, a player
  rolls 1d20 as an attack roll.  In order to
  cause damage, this roll (plus modifiers) must
  be greater than or equal to the target’s
  Armor Class.  It does not matter if the player
  rolls the exact number needed to hit or if he
  rolls 8 over the number to hit – the damage
  is rolled the same.  Additionally, no matter
  how poor the player rolls, he simply misses
  his attack.  Therefore, a new set of rules
  were created to reward the attacker on those
  rare occasions when an attack roll is
  exceptionally well and penalize the attacker
  in those instances when an attack roll is
  exceptionally poor: Critical Damage Rules.
  Whenever anyone rolls a 20 as the attack
  roll (without any modifications), he has
  scored a critical hit on his opponent.  The
  player then rolls 2d20 and consults the
  results on either the Melee Critical Hit
  Effects Table or the Missile Critical Hit
  Effects Table (depending on the type of
  attack).  Note that these tables were created
  with a flesh-and-blood opponent in mind.
  For a robot-specific critical hit system, you
  should consult the Robotic Hit System found
  after the Critical Miss Special Effects
  section.
  Whenever anyone rolls a 1 on the attack
  roll (without any modifications), he has
  fumbled miserably in his attack.  To
  determine what results from this fumbled
  attack, the player rolls on either the Melee
  Critical Miss Effects Table, the Missile
  Critical Miss Effects Table, or the Natural
  Attack Critical Miss Effects Table, as
  determined by the type of attack.
  There are several effects on the critical
  damage tables which require explanation.
  
  Secrets of the Ancients
  22
  Melee Critical Hit Effects
  2d20
  Roll
  Effect
  02-11 No effect: roll damage normally
  12-21 Normal damage +2
  22-27 Normal damage +3
  28-29 Normal damage +4
  30
  Normal damage +4; opponent is
  knocked back by the blow and
  becomes unbalanced
  31
  Normal damage +5
  32
  Normal damage +5; opponent is
  knocked back by the blow and
  becomes unbalanced
  33
  Normal damage +6
  34
  Normal damage +6; opponent is
  knocked back by the blow and
  becomes unbalanced
  35
  Normal damage +6; opponent is
  knocked prone
  36
  Normal damage x2 or +7, whichever
  is larger; opponent is knocked back
  by the blow and becomes unbalanced
  37
  Normal damage x2 or +7, whichever
  is larger; opponent is knocked prone
  38
  Normal damage x2 or +7, whichever
  is larger; opponent is badly injured
  39
  Normal damage x2 or +7, whichever
  is larger; opponent is very badly
  injured
  40
  Normal damage x2 or +8, whichever
  is larger; opponent is near death
  Missile Critical Hit Effects
  2d20
  Roll
  Effect
  02-11 No effect: roll damage normally
  12-18 Normal damage +2
  19-24 Normal damage +3
  25-29 Normal damage +4
  30-33 Normal damage +5
  34-36 Normal damage +6
  37-38 Normal damage +6; opponent
  becomes unbalanced
  39
  Normal damage x2 or +20,
  whichever is less; opponent becomes
  unbalanced
  40
  Normal damage x2 or +20,
  whichever is less; opponent is very
  badly injured
  
  Secrets of the Ancients
  23
  Melee Critical Miss Effects
  3d20
  Roll
  Effect
  03-17 No effect
  18-21 Attacker becomes unbalanced
  22-25 Attacker drops weapon
  26-28 Attacker becomes unbalanced and
  drops weapon
  29-31 Attacker loses grip on weapon
  32-33 Attacker slips
  34-35 Attacker hits himself
  36-37 Attacker hits himself and becomes
  stunned
  38-39 Attacker breaks weapon
  40-41 Attacker becomes unbalanced and
  breaks weapon
  42-43 Attacker breaks weapon and
  becomes stunned
  44-45 Attacker slips and breaks weapon
  46-47 Attacker hits nearby ally
  48-49 Attacker hits nearby ally and
  becomes stunned
  50-51 Attacker becomes unbalanced and
  hits nearby ally
  52-53 Attacker falls prone
  54
  Attacker falls prone and loses grip
  on weapon
  55
  Attacker falls prone and becomes
  stunned
  56
  Attacker falls prone and hits head
  57
  Attacker falls prone and loses
  consciousness
  58
  Attacker twists ankle
  59
  Attacker falls prone and breaks limb
  60
  Game Master’s choice
  Missile Critical Miss Effects
  1d20
  Roll
  Effect
  01-08 No effect
  09-11 Attacker becomes unbalanced
  12-13 Attacker drops weapon
  14-15 Attacker becomes unbalanced and
  drops weapon
  16-17 Attacker becomes injured
  18
  Attacker hits ally
  19
  Attacker’s weapon malfunctions
  20
  Attacker’s weapon malfunctions
  seriously
  Natural Attack Critical Miss Effects
  2d20
  Roll
  Effect
  02-12 No effect
  13-16 Attacker becomes unbalanced
  17-19 Attacker slips
  20-22 Attacker hits nearby ally
  23-25 Attacker hits nearby ally and
  becomes stunned
  26-28 Attacker becomes unbalanced and
  hits nearby ally
  29-30 Attacker falls prone
  31-32 Attacker falls prone and becomes
  stunned
  33-34 Attacker falls prone and hits head
  35-36 Attacker falls prone and loses
  consciousness
  37
  Attacker bruises limb/jaw
  38
  Attacker falls prone and bruises
  limb/jaw
  39
  Attacker falls prone and breaks
  limb/jaw
  40
  Game Master’s choice
  
  Secrets of the Ancients
  24
  These special effects are italicized on the
  tables and described below.
  Critical Hit Special Effects
  Badly injured:  If the attacker is using a
  bludgeoning weapon (i.e., club, mace, etc.),
  his attack breaks one of his opponent’s
  limbs.  Roll 1d6 to determine which limb is
  broken on humanoid opponents:
  d6 Roll
  Limb
  1
  Left leg
  2
  Right leg
  3-4
  Left arm
  5-6
  Right arm
  The opponent loses the use of a broken
  limb and has a -3 penalty applied to his DX
  until the limb is healed.  1d8+3 weeks are
  required to heal a broken limb.  If the
  opponent’s leg is broken, his movement is
  reduced to ¼ normal (½ normal with
  assistance).
  If the attacker is using a slashing weapon
  (i.e., long sword, axe, claws, etc.), his attack
  opens a deep gash on his opponent.  The
  opponent will continue to lose 1d3 hit points
  per combat round until the wound is stitched
  closed.  After 10 such combat rounds, the
  opponent must succeed a CN check every
  combat round (with increasing difficulty
  levels in multiples of 5) in order to stay
  conscious.
  If the attacker is wielding a piercing
  weapon (i.e., short sword, dagger, spear,
  fangs, etc.), his opponent is impaled on the
  blade and deeply wounded.  The attacker
  may choose to keep the opponent impaled
  during the following combat rounds,
  automatically causing the normal weapon
  damage each round.  If the attacker chooses
  to do this, he will lose any DX modifiers to
  his Armor Class and his opponent(s) receive
  a +2 bonus to attack rolls.  If the attacker
  removes the weapon from the wound, the
  opponent will lose 1d4+1 hit points per
  combat round until the wound is stitched
  closed.  After 10 such combat rounds, the
  opponent must succeed a CN check every
  combat round (with increasing difficulty
  levels in multiples of 5) in order to stay
  conscious.
  Knocked back:  The opponent if small-
  sized or smaller is knocked 3d6 x10
  centimeters away from the blow.  If medium-
  sized, the opponent is knocked 2d6 x10
  centimeters away from the blow.  If the
  opponent is large-sized or larger, he is
  knocked 1d6 x10 centimeters away from the
  blow.
  Knocked prone:  The opponent if
  medium-sized or smaller is knocked prone by
  the force of the blow. An opponent lying
  prone suffers a -4 penalty to all attack rolls
  and his Armor Class until he spends an
  action to stand.  Additionally, half of the
  opponent’s DX modifier to AC is lost while
  prone.  If the opponent is large-sized or
  larger, he is knocked 2d6 x10 centimeters
  back and becomes unbalanced.
  Near death:  The opponent is knocked
  prone.  An opponent lying prone suffers a -4
  penalty to all attack rolls and his Armor
  Class until he spends an action to stand.
  Additionally, half of the opponent’s DX
  modifier to AC is lost while prone.  The
  blow instantly kills a small-sized or smaller
  opponent.  A medium-sized opponent has a
  75% chance of dying from the attack.  A
  large-sized or larger opponent has a 50%
  chance of dying from the blow.
  Unbalanced:  The opponent suffers a -2
  penalty to all of his attack rolls and his
  Armor Class for the remainder of the combat
  round.  He also suffers a +2 initiative penalty
  for the next combat round.
  
  Secrets of the Ancients
  25
  Very badly injured:  The opponent if
  medium-sized or smaller is knocked prone.
  The blow has a 75% chance of instantly
  killing a small-sized or smaller opponent
  (ignoring current hit point total).  The blow
  has a 50% chance of instantly killing a
  medium-sized opponent.  An opponent lying
  prone suffers a -4 penalty to all attack rolls
  and his Armor Class until he spends an
  action to stand.  Additionally, half of the
  opponent’s DX modifier to AC is lost while
  prone.  A large-sized or larger opponent is
  only knocked 3d6 x10 centimeters away
  from the blow and becomes unbalanced.
  The blow has a 25% chance of instantly
  killing a large-sized or larger opponent.
  Critical Miss Special Effects
  Becomes injured:  The attacker had the
  weapon braced improperly or threw the
  weapon improperly, causing 1d3 points of
  damage to himself.
  Becomes stunned:  The attacker is unable
  to take any action for 1d2 combat rounds.
  During this time, he loses any DX modifier
  bonus to his Armor Class.
  Becomes unbalanced:  The attacker
  suffers a -2 penalty to all of his attack rolls
  and his Armor Class for the remainder of the
  combat round.  He also suffers a +2 initiative
  penalty for the next combat round.
  Breaks limb: Roll 1d4 to determine
  which limb is broken on humanoid attackers:
  d4 Roll
  Limb
  1
  Left leg
  2
  Right leg
  3
  Left arm
  4
  Right arm
   The opponent loses the use of a broken
  limb and has a -3 penalty applied to his DX
  until the limb is healed.  1d8+3 weeks are
  required to heal a broken limb.  If the
  attacker’s leg is broken, his movement is
  reduced to ¼ normal (½ normal with
  assistance).
  Breaks limb/jaw:  The attack breaks the
  attacker’s attacking limb or jaw (depending
  on the type of attack).  A broken limb cannot
  be used and reduces the attacker’s DX by 3.
  A broken leg reduces the attacker’s
  movement rate to ¼ normal (½ normal with
  assistance).  A broken jaw will not allow the
  attacker to eat anything which requires
  chewing.  If a wild creature’s jaw is broken,
  he will usually starve to death.  The injury
  will heal in 1d8+3 weeks.
  Breaks weapon:  If the attacker is using a
  non-artifact weapon, it breaks during the
  failed attack. An artifact has a 30% chance
  of breaking.
  Bruises limb/jaw:  The attacker injures
  his attacking limb or his jaw (if attacking
  with a bite).  If his limb is injured, his DX is
  reduced by 1.  If the injured limb is a leg, his
  movement is reduced to ¾ normal.  If his jaw
  is injured, the attacker can only eat soft
  foods without pain until the bruise heals.
  Additionally, any future attacks with his
  injured limb or bite receive a -2 penalty and
  for each successful attack there is a 10%
  chance that the attacker breaks limb/jaw.
  This injury requires 1d4 days to heal.  If this
  special effect occurs twice, the attacker’s
  limb or jaw is broken (see breaks limb/jaw).
  Drops weapon:  The attacker drops his
  weapon and it falls to the ground.  There is a
  20% chance that the weapon will slide 1d2
  meters away; otherwise, the weapon will
  land roughly at the character’s feet.  The
  attacker may only retrieve the weapon
  without moving if it is within 1 meter.
  Falls prone:  The attacker slips and falls
  prone.  While lying prone, he suffers a -4
  penalty to all attack rolls and his Armor
  
  Secrets of the Ancients
  26
  Class until he spends an action to stand.
  Additionally, half of the attacker’s DX
  modifier to AC is lost while prone.
   Hits head:  The attacker must make a
  successful CN check to remain conscious.  If
  he is successful, he becomes stunned.
  Hits himself:  The attacker hits himself
  with the weapon.  The weapon only causes
  ½ normal damage.
  Hits ally:  The attacker misses his
  opponent, causing his attack to be directed at
  an ally within range.  If no allies are within
  range of the weapon, the attacker becomes
  injured instead.  If more than one ally is
  within range, the target of the accidental
  attack is chosen randomly.  The attacker
  rolls a new attack against the AC of the
  target ally.  If successful, the ally receives
  normal damage from the attack.
  Hits nearby ally:  The attacker misses his
  opponent, causing his attack to be directed at
  a nearby ally.  If no allies are within range of
  the weapon, the attacker hits himself.  If
  more than one ally is nearby, the target of the
  accidental attack is chosen randomly.  The
  attacker rolls a new attack against the Armor
  Class of the target ally.  If successful, the ally
  receives normal damage from the attack.
  Loses consciousness:  The attacker loses
  consciousness for 1d3 x10 minutes.
  Loses grip:  The attacker loses his grip
  on his weapon and it falls to the ground.
  There is a 60% chance that the weapon will
  slide 1d2 meters away, otherwise, the
  weapon will land roughly at the character’s
  feet.  The attacker may only retrieve the
  weapon without moving if it is within 1
  meter.
  Malfunctions:  If the attacker’s weapon
  is a bow or crossbow, the attacker drops
  weapon.  If the weapon is a pistol, rifle,
  laser, etc., then the weapon is jammed or in
  energy flux, requiring 1d2+1 combat rounds
  to correct.  In such a situation, no shot is
  fired.  If the weapon is a thrown weapon, it
  is so far off-target that there is a 50% chance
  that the weapon cannot be found after the
  battle.
  Malfunctions seriously:  If the attacker’s
  weapon is a bow or crossbow, then the
  weapon’s string breaks.  If the weapon fires
  projectiles (i.e., bullets, etc.), then the
  weapon explodes, causing 2d8 points of
  damage to the user.  If this occurs, the user
  will not be able to use the hand that held the
  weapon for 1d4+1 days and his hand may be
  crippled (25% chance).  If the weapon is an
  energy weapon, it suffers an overload.  When
  an overload occurs, the weapon fires enough
  energy for two shots instead of one (which
  still misses) and requires 1d2+2 combat
  rounds to correct.  Additionally, there is a
  10% chance that the weapon will suffer a
  critical overload, in which case it will emit a
  loud, high-pitch wail and explode in 1d4
  combat rounds.  When the weapon explodes,
  it causes 1d8 points of damage per shot left
  in the power cell to everyone within 4
  meters.  If the weapon is a thrown weapon, it
  breaks upon impact.
  Slips:  The attacker receives a -3 penalty
  to all of his attack rolls and his Armor Class
  for the remainder of the combat round.  He
  also suffers a +2 initiative penalty for the
  next combat round.
  Twists ankle:  The attacker twists his
  ankle, reducing his movement rate to ¾
  normal.  Additionally, his DX is reduced by
  1.  The attacker’s ankle will heal in 1d4 days.
  If this special effect occurs twice, the
  attacker’s ankle is broken.  If broken, the
  attacker receives a -3 penalty to his DX and
  his movement rate is reduced to ¼ normal
  (½ normal with assistance) until the ankle is
  healed (these penalties include the previous
  
  Secrets of the Ancients
  27
  -1 penalty and movement penalty).  1d8+3
  weeks are required to heal the ankle.
  Robotic Critical Hit System
  By Reginald Blue
  Many robotic units have several banks of
  redundant weapons, yet there is apparently
  no need for them.  Or is there?  This set of
  rules is an attempt to explain these
  redundancies.  It could also be applied to
  vehicles or humans wearing powered armor.
  This critical damage system is based on the
  success of attack rolls. If a person is using
  indirect fire (i.e. aiming a grenade at the
  ground beneath a robot), there is no chance
  for critical damage. Also, if a robot has an
  active kinetic force field, then no critical
  damage can possibly be inflicted until the
  force field has been brought down.
  For each number on an attack roll above
  the required necessary to hit a robot there is
  a cumulative 5% chance of inflicting critical
  damage on the robot.  This means that if
  Rolf has a THAC of +5 versus a robot with
  an AC of 20 and he rolls a 19 on the die (for
  a 24 total), he then has a 20% chance of
  causing critical damage. This chance is
  reduced by half if the robot has duralloy
  armor and the weapon being used is an
  energy weapon (reducing the chance to 10%
  in the above example) or if the robot has an
  active energy force field.  Additionally, these
  special modifications are cumulative
  (reducing the chance of  causing special
  damage to a mere 5% in the above example
  if Rolf had wielded some type of energy
  weapon and the robot had duralloy armor
  and an active energy force field).
  Normally, the system critically damaged,
  is determined randomly by rolling 1d20 and
  consulting the table below; however, a
  character may choose to make a called shot.
  This does not change the chance to inflict
  critical damage, but it does cause the
  character to suffer a -4 penalty to his attack
  roll (although any successful attack roll will
  hit the specified  system).  Note that a
  character cannot make a called shot for a
  system that is not externally visible unless he
  is familiar with the robotic unit (i.e., he has
  made a successful Use Artifacts check in the
  past concerning the type of robot).
  d20
  Roll
  System
  01-05 Armor
  06-10 Weapon
  11-14 Movement
  15-16 Internal
  17-18 Force Field Generator
  19
  Sensor
  20
  CPU
  After rolling a system, consult the
  following descriptions for the exact effect.  If
  a system is rolled which has already been
  destroyed (or doesn’t exist), then either roll
  randomly to determine another system or
  simply use internal.
  Armor:  Roll 1d20 and consult the
  following table for the effect on the robotic
  unit.
  d20
  Roll
  Effect
  01-16 -1 to AC
  17-19 -2 to AC
  20
  -3 to AC
  Note that the AC of the robot cannot
  drop below 10.  If the AC is already at 10
  then the damage is inflicted to internal.
  Weapon/Movement/Internal/Force Field
  Generator/Sensor/CPU:  The exact weapon
  or sensor should be determined randomly.
  Roll 1d20 to determine the effect and
  duration of the damage on a system.
  
  Secrets of the Ancients
  28
  d20
  Roll
  Effect
  Duration
  01-10 Disabled
  1d4 rounds
  11-14 Light damage
  Minor repair
  needed
  15-17 Moderate damage Significant repair
  needed
  18-19 Heavy damage
  Major repair
  needed
  20
  Destroyed
  Vital component
  needed
  Note that a system which has received
  light, moderate, or heavy damage previously
  and the same effect (or a lesser damage
  effect other than disabled) is rolled a second
  time, then the effect moves down the table
  one row.  For example, a robot’s blaster
  weapon receives moderate damage.  It is
  damaged again and light damage is rolled.
  Due to the previous moderate damage, the
  damage effect is noted as heavy damage.  If
  destroyed had been rolled then the blaster
  would be destroyed.  If the damage effect
  rolled had been disabled, then the blaster
  would have simply been disabled for the
  noted duration – the effect would not have
  been modified.
  A disabled system is unusable for the
  duration specified.  During this time, the
  system reverts to secondary pathways and
  resets.  When the indicated duration has past,
  the system is fully operational again.
  Any system which receives light,
  moderate, or heavy damage cannot be used
  until repaired.  For those robots which have
  the ability to repair system damage, consider
  the damage to be 2 points for each level (i.e.,
  2 points at light damage, 4 points at
  moderate damage, and 6 points at heavy
  damage).  If the internal system suffers this
  type of damage, then a particularly sensitive
  location has been hit.  The attack causes
  50% more damage than normal.
  A system which is destroyed cannot be
  repaired by any internal repair system and
  can only be repaired at a repair facility (or by
  an examiner’s lucky roll).
  Industrial Hazards
  By Bob Crichton
  One of the rarer forms of ancient ruins is
  the ancient factory, source of the many
  wondrous artifacts that give proof to the
  legends.  While factories may provide great
  treasure, there can be great danger involved
  in their exploration.
  Materials
  Many of the materials used in a factory
  are hazardous in one way or another.  These
  hazards can be due to toxicity (poisons),
  flammability, reactivity (acids and other
  corrosives), radioactivity, or physical
  dangers.
  Most Gamma Terra inhabitants have
  some resistance to industrial poisoning –
  after all, they have been living in a very
  polluted environment for several generations.
  However, there is a good chance of severe
  illness if they wander around sniffing at
  chemical drums.  Bear in mind that
  corrosives frequently give off poisonous
  vapors that can also directly damage the skin
  and eyes.  Also, many flammable liquids can
  be ignited from a distance due to their
  vapors.  Radioactive hazards (if present) are
  commonly encountered in the vicinity of a
  power plant (if there is one), or in an area
  where quality checks were/are performed (x-
  ray sources, etc.).  Additionally, industrial
  materials can present a physical hazard even
  if totally inert.
  
  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 thing
  you see is a sign that reads “Diamond Dust
  – Wear respirator at all times.”
  Other good examples of dangerous inert
  materials are oil (nice and slippery) and the
  standard Heavy ObjectTM waiting to fall on
  the characters when they cause any vibration
  in the old, rickety beams.
  Energy Sources
  Some energy dangers are obvious; a
  poorly insulated electrical line can spell death
  for the first being to brush by it since the last
  century.  Remember - if the victim is still
  being shocked, others can get shocked by
  touching him.  Many industrial processes
  involve a great deal of heat, with the obvious
  potential for burns, especially if a hot
  substance sprays from an item.  High
  pressure is another good hazard; a break in a
  pipe can lead to shrapnel, a loose hose can
  whip about with a great deal of kinetic force,
  and of course, there is always the
  aforementioned hot substance spraying out
  of a leak.  Additionally, a large leak in a
  hydraulic line can produce a stream of oil
  that can easily cut flesh.  A small leak can
  put a mist of oil in the air – just waiting for
  some guy with a torch to come by and ignite
  it.  Most of these examples will only be
  problems in a factory with a working power
  plant, but could be the result of a single
  functioning item (i.e., a functioning
  engineering bot).
  Inhabitants
  Inhabitants (both  flesh and metal) of
  industrial complexes present special
  problems.  Industrial machines may not even
  recognize humans, and, if their safety
  interlocks are damaged/worn, could easily do
  unpleasant things at the most inconvenient
  times (i.e., while the character is examining
  the machine’s workings, the item – hydraulic
  press/laser drill/acid shower/etc. – hums
  suddenly and. . . ).  The more sophisticated
  robots would give characters the normal
  chances for Robot Recognition checks, but
  would also be intelligent enough to want to
  know what these visitors are doing
  unescorted and may contact a security bot.
  Living inhabitants are another can of
  worms (perhaps literally).  Descendants of
  the human staff might be able to operate the
  machines or might function as either
  Archivists or Followers of the Voice.  In any
  case, they would view outsiders with
  suspicion.  Non-sentient life would have
  evolved to fit into the niches available and
  may have incorporated some bizarre
  adaptations.  For example, a mutated worm
  may resemble a frayed electrical cable and
  attach to live cables so it can deliver an
  electrical shock to anyone within reach, or a
  mushroom may release diamond dust into the
  air at the same time as its spores so the
  spores are more likely to find a weakened
  host.
  Rewards
  One of the obvious possible rewards of
  exploring a factory is a lifetime supply of
  whatever 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 Monty
  Haul).   Even if the factory is totally non-
  operational, there may be a large stock of
  
  Secrets of the Ancients
  30
  product that was awaiting shipping when the
  disaster came.  In addition, there may be a
  large supply of raw materials, which may be
  more valuable.  After all, 20 canisters of
  liquid duralloy is potentially far more
  valuable than the 10,000 belt buckles that the
  factory made from it.  Bear in mind that if
  the factory has its own power supply, it
  probably kept producing until it ran out of
  raw material.
  Industrial machinery is probably of little
  value in its current form – it is frequently
  very specialized for a given function, and
  might require complete rebuilding to do
  anything else.  However, it could be a good
  source of repair parts, or could even be
  traded to any up-and-coming industrial
  society.  Additionally, the industrial complex
  probably houses robots of various sorts to
  operate the machinery.  Bear in mind that
  they would be dedicated machines with only
  the most basic programming beyond what is
  needed for manufacturing.
  The maintenance department is a
  completely different story.  It probably has a
  few light and medium engineering bots,
  which would have the necessary
  programming and supplies to deal with a
  wide array of equipment problems.  The
  maintenance department is also the most
  likely place to find working equipment, as
  the bots would have priority commands to
  maintain themselves in working order.  This
  area would certainly have power cell
  chargers, various useful hand tools, and a
  wide variety of electronic and mechanical
  components.
  There would also be some kind of
  administrative department, containing the
  main control computers, offices for any
  personnel, and communication equipment. If
  there was a large number of employees, there
  would also be a cafeteria or food synthesizer.
  Vehicles might be found in the Shipping
  Department, and some of the warehousing
  vehicles/bots might function.
  
  Secrets of the Ancients
  31
  Equipment
  Equipment
  Karl stared in wonder at the strange
  device he had found lying in a half-buried
  shed of the ancients.  Questions raced
  through his mind:  How long had it laid here?
  What purpose had it been used for?  The
  only one who knew the answers for certain
  was the long-dead owner, and he was no
  help.
  Karl examined the artifact for minutes,
  then hours, but was finally forced to concede
  defeat.  Whatever purpose the item had
  served was beyond his comprehension.  He
  gently placed the toaster into a large sack at
  his belt and began the climb back to the
  entrance he had stumbled upon. . .
  Several new types of equipment and
  weapons are introduced in this section.
  Additionally, new rules concerning these
  items are discussed.
  New Equipment
  Hydrator
  by ZorOne
  Tech Level: V
  Complexity: 19
  Duration: 20
  Avg. Cost: 1250 domars
  Weight: 2.5 kg
  This is a box ½ meter by ½ meter, with
  one switch and one button.  The switch has
  two labeled settings: dehydrate and
  rehydrate.  There are two doors, one large
  and one much smaller.  In the large
  compartment there is a plastic box with no
  lid, roughly the size of the compartment.  In
  the smaller compartment there is a clear
  plastic bottle.
  If an organic substance that contains
  water is put into the box,  the switch set for
  New Equipment
  New
  Avg.
  Wt.
  Tech Level/
  Equipment
  Cost
  (Kg) Complexity
  Hydrator
  1250
  2.5
  V, 19
  Hypodermic
  Injector
  300
  0.2
  IV, 12
  Mysosyn
  75
  0.1
  III, 10
  Sensyn
  60
  0.1
  V, 10
  Sustak
  60
  0.1
  IV, 10
  dehydrate, and the button pushed, the
  substance will have the majority of its water
  extracted and placed into the bottle.  Food
  that is dried with the hydrator will be
  preserved for years.  The water produced by
  this process is uncontaminated and drinkable.
  If the switch is set for rehydrate, the
  organic substance will have its water content
  restored, returning to its original state.  To
  rehydrate, the dehydrated substance must be
  placed into the box and water placed in the
  bottle.  If not enough water is placed into the
  bottle, the hydrator will not function.  With
  the switch in the rehydrate position, and the
  button pushed, the substance is restored.
  The hydrator is powered by one solar
  energy cell, which will last for 20 functions.
  If the unit is set out in the sun it will recharge
  10 functions per day.  If there is not enough
  time to allow for a normal charge, a new
  energy cell can be placed in the unit.
  
  Secrets of the Ancients
  32
  Hypodermic Injector
  by Kerry Jordan
  Tech Level: IV
  Complexity: 12
  Duration: SpecialAvg. Cost: 300 domars
  Weight: 0.2 kg
  The hypodermic injector is an advanced
  hypodermic syringe.  The main body of the
  injector is a plastic cylinder (usually colored
  white) 20 centimeters long and 5 centimeters
  in diameter.  One end of the cylinder has a
  soft circular bowl (similar to a suction-cup)
  attached at a 45 degree angle.  There are two
  buttons on the body (marked “ON/OFF” and
  “INJECT” on units not worn by time).
  There is also a black strip that runs along the
  back of the injector, opposite the suction-cup
  bowl.
  To use the injector, a person must press
  the ON/OFF button and then guide the bowl
  attachment across a patient’s body.  When
  the injector detects that it is in the proper
  location for the injection, the INJECT button
  begins to flash with a green light.  If the
  INJECT button is then pressed, a powerful
  chemical jet projects out of the center of the
  bowl attachment and the patient receives a
  standard dose of the chemical stored in the
  injector.  The injector will shut off
  automatically after 5 minutes, but the user’s
  manual recommends that the user shut off
  the unit manually after each use.
  The injector determines the correct
  location for the injection and the correct
  dosage of the medication via a simple
  scanner and computer chip.  When a new
  chemical is loaded (via a trapdoor on the
  bottom of the unit), the injector should be
  programmed with the correct treatment and
  storage information for the chemical.  This
  programming is accomplished using the
  unit’s infrared port (the black strip).  The
  injector’s storage unit may hold a maximum
  of 90 ml.  The injector may be loaded with,
  but is not limited to, the following drugs:
  accelera dose, antiradiation serum, cur-in
  dose, interra shot, mind booster, misosyn,
  pain reducer, sensyn, stim dose, suggestion
  change drug, sustak, and sustanence dose.
  Additionally, the hypodermic injector
  requires little power.  It will run indefinitely
  using its built-in solar battery (which receives
  its power from the unit’s black strip).
  Misosyn
  by Sammy Spade
  Tech Level: III
  Complexity: 10
  Duration: SpecialAvg. Cost: 75 domars
  Weight: 0.1 kg
  Misosyn is a mood altering substance
  that causes euphoric feelings of
  invulnerability and aggression.  When
  discovered in ancient installations, it is
  contained within a 10 centimeter long
  disposable jet spray tube (10 ml dose);
  however, many knowledgeable inhabitants of
  Gamma Terra have rediscovered the
  manufacture of this drug.  In some areas,
  use(abuse) is rampant among enforcers and
  other combat-centric adventurers.  The user
  will often take an intramuscular injection just
  prior to entering combat.  With small doses,
  the user feels “tough and ready for combat.”
  With larger doses, the user feels invincible
  and has difficulty controlling aggressive
  urges.  Users almost always feel that they did
  better in combat due to the drug (assuming
  they survived).  In certain areas, use of the
  drug has been outlawed.
  The first 10 ml injection causes the user
  to become consumed with inflicting damage
  on his foes.  This aggressive desire grants the
  user a +4 THAC melee bonus, a +2 damage
  bonus with melee weapons, and a -4 AC
  penalty for 6 rounds.
  A second dose of misosyn causes the
  user to enter a battle rage in which he is
  
  Secrets of the Ancients
  33
  unaware of any wounds inflicted upon him.
  The character receives a +6 THAC melee
  bonus, a +4 damage bonus with melee
  weapons, and a –4 penalty to his AC for 5
  combat rounds.  Additionally, the character’s
  HP total is monitored by the GM instead of
  the player.
  A third 10 ml dose causes the user to
  enter a berserk rage.  The user must
  immediately engage an opponent in melee
  combat.  An affected individual is unaware of
  any wounds received in combat. The
  character receives a +8 THAC melee bonus,
  a +6 damage bonus with melee weapons, and
  a -8 penalty to his AC for 4 rounds.
  Additionally, the character’s HP total during
  this time is monitored by the GM instead of
  the player.
  Misosyn also has several possible side
  effects.  Each 10 ml injection should be
  considered an intensity 5 health hazard.  The
  following table should be consulted for the
  effects.
  Misosyn Side Effects
  Stage Roll
  Duration Effect
  –
  <13
  None
  None
  I
  13-18 6 rounds
  Mild
  psychosis*
  II
  19+
  6 rounds
  Major
  psychosis**
  *Character will attack as long as any
  opponents remain, regardless of wounds or other
  consequences.
  **Character no longer recognizes friends,
  foes, or innocents.  He will attack individuals
  randomly.
  Sensyn
  by Sammy Spade
  Tech Level: V
  Complexity: 10
  Duration: 1 hour Avg. Cost: 60 domars
  Weight: 0.1 kg
  Through an unknown mechanism, this
  substance heightens the all the senses of the
  user.  The effect is the same as having the
  heightened sense mutation for sight, hearing,
  touch, smell, and taste.  The character will
  feel as though his senses are “on fire.”  He
  can focus on particular sounds, or
  distant/faint objects.  The drug is
  administered via a 15 centimeter long
  disposable jet spray tube.  The effects last 1
  hour.
  Sensyn does have several possible side
  effects.  Each dose should be considered an
  intensity 5 health hazard.  The following
  table should be consulted for the effects.
  Sensyn Side Effects
  Stage Roll
  Duration Effect
  –
  <10
  None
  None
  I
  11-13 20 secondsSlight
  hallucinations*
  II
  14-16 40 secondsMedium
  hallucinations
  **
  III
  17+
  1 minute
  Major
  hallucinations
  ***
  *Character sees sinister moment out of the
  corner of his eye.
  **Character sees things and hears sounds that
  do not exist.  He may hear imagined mumbled
  conversations, someone hiding in shadows, etc.
  ***Character interacts with things that do not
  exist.  He may believe that he is in a dangerous
  situation or under attack.
  
  Secrets of the Ancients
  34
  Sustak
  by Sammy Spade
  Tech Level: IV
  Complexity: 10
  Duration: 24 hrs Avg. Cost: 60 domars
  Weight: 0.1 kg
  Only 10 ml of sustak may restore 20% of
  a character’s base Hit Points for 24 hours.  It
  is effective only on humans and sentient
  animals.  It is usually administered (using a
  disposable jet spray tube) when treating
  emergency trauma situations in the field or
  entering a dangerous environment.
  Sustak does have several possible side
  effects.  Each 10 ml injection should be
  considered an intensity 5 health hazard.  The
  following table should be consulted for the
  effects.
  Sustak Side Effects
  Stage Roll
  Duration Effect
  –
  <16
  None
  None
  I
  16-20 1 hour
  No benefit*
  II
  21-25 2 hours
  2d8*
  III
  26-30 3 hours
  2d8*
  IV
  31-35 4 hours
  4d8* &
  unconscious
  V
  36+
  –
  Dead
  *Sustak healing does not take effect.
  New Weapons
  The tables found on the next page
  introduce new ranged weapons and
  warheads for the GAMMA WORLD® game.
  The format corresponds to the format used
  in the rules book.
  Weapons
  All of the weapons from the New
  Ranged Weapons table are described in this
  section.
  Composite Heavy Crossbow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 40 domars
  Weight: 9 kg
  This recurve crossbow is the result of
  combining materials in a laminer form. These
  materials increase both the strength and
  range of the crossbow.
  The technique for producing composite
  bows and crossbows was reintroduced to
  Gamma Terra by a mysterious weaponsmith
  named Drax.  Not much is known about
  Drax, but the weapons he designed still
  circulate through the civilized lands of
  Gamma Terra and are highly prized.
  Composite Light Crossbow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 25 domars
  Weight: 7 kg
  This weapon is a lighter version of the
  composite heavy crossbow.  Consult the
  composite heavy crossbow description for
  more information.
  Composite Long Bow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 40 domars
  Weight: 2 kg
  The composite long bow is produced by
  combining the materials used in the
  production of the composite heavy
  crossbow.  Consult the composite heavy
  crossbow description for more information.
  
  Secrets of the Ancients
  35
  New Ranged Weapons
  Base
  THAC Short
  Rate
  Shots/
  Avg.
  Weight Tech Level,
  Ranged Weapons Damage Bonus Range of Fire
  Reload Cost
  in Kg
  Complexity
  Composite heavy
  crossbow
  2d8+1
  0
  16
  1/3*
  1
  40
  9
  II
  Composite light
  crossbow
  2d6+1
  0
  13
  1/2**
  1
  25
  7
  II
  Composite long
  bow
  1d8+1
  0
  11
  1
  1
  40
  2
  II
  Composite short
  bow
  1d6+1
  0
  9
  1
  1
  25
  2
  II
  Composite pistol
  crossbow
  1d4+1
  0
  10
  1
  1
  35
  1
  II
  Compound bow
  2d6+1
  0
  12
  1
  1
  120
  2
  III
  Compound
  crossbow
  3d6+1
  0
  17
  1/2**
  1
  150
  8/4+
  III
  Ice needler
  1d3
  +4++
  6
  8
  100
  2700
  3
  V, 12
  Pistol 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 Missiles
  Warheads
  --------- Grenades* ---------
  -- Missiles/Micromissiles --
  for Grenades
  Blast
  Avg.
  Blast
  Avg.
  Tech
  and Missiles
  Damage
  Radius
  Cost
  Damage
  Radius
  Cost
  Level
  Gas, corrosion
  Special
  10
  7500
  Special
  **
  18000
  VI
  Gas, 
  Intensity
  Intensity
  hallucinogenic
  15
  10
  600
  20
  **
  1500
  IV
  Gas, nausea
  Intensity
  Intensity
  (vomit)
  15
  10
  600
  20
  **
  1500
  IV
  Hell
  20d6**
  20
  Priceless
  **
  20
  Priceless
  VI
  Prism
  Special
  5
  200
  Special
  **
  300
  V
  Shaped-charge
  4d6
  10
  1000
  N/A
  N/A
  N/A
  IV
  Warbler
  Special
  10
  500
  Special
  **
  1200
  V
  * Consult comment in rules book.
  ** Consult the warhead’s description.
  
  Secrets of the Ancients
  36
  Composite Pistol Crossbow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 35 domars
  Weight: 1 kg
  This version of the pistol crossbow is the
  result of combining certain materials in a
  laminer form.  This combination is used to
  create all of the various composite bows and
  crossbows. Consult the composite heavy
  crossbow description for more information.
  Composite Short Bow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 25 domars
  Weight: 2 kg
  This weapon is a short bow version of
  the composite heavy crossbow.  Consult the
  composite heavy crossbow description for
  more information.
  Compound Bow
  by David Wheeler
  Tech Level: III
  Complexity: 3
  Duration: N/A 
  Avg. Cost: 120 domars
  Weight: 2 kg
  A compound bow has a long string
  threaded through a series of pullies that give
  the bow an increase to power and range, but
  when drawn to more than half pull, they
  reduce the strength needed to maintain the
  pull.  These bows are rare, costing three to
  four times that of regular bows, and the
  knowledge required to make them is only
  beginning to resurface.  (In my campaign
  world there are currently only four bowyers
  capable of producing compound bows.)
  Compound bows require sturdy shafted
  arrows and bolts since there is an 85%
  chance that a wooden shaft will be splintered
  on impact (or on release as well if the arrow
  or bolt has survived a previous shot).
  However, given the hardy nature of certain
  mutated trees, the GM may allow wooded
  shafts to be used.  These high quality shafts
  would only be available at a bowyer’s shop
  that makes compound bows.
  Compound Crossbow
  by David Wheeler
  Tech Level: III
  Complexity: 4
  Duration: N/A 
  Avg. Cost: 150 domars
  Weight: 8 kg (4 kg artifact crossbow)
  This weapon is a crossbow version of the
  compound bow.  Consult the compound bow
  description for more information.
  Ice Needler
  by Derek Holland
  Tech Level: V
  Complexity: 12
  Duration:  
  Avg. Cost: 2700 domars
  100 shots
  Weight: 3 kg (+1 when full)
  This specialized needler fires slivers of
  ice meant to shred the flesh of the target.
  The weapon is larger than a normal needler,
  having an attached water tank and hose that
  extend down the user’s forearm.  The gun’s
  tank must be refilled with water every 100
  shots (the power cell usually needs to be
  replaced at this time as well).
  The Bonapartists have successfully
  duplicated the ice needler in their Research
  & Development lab in Elda, although their
  weapon requires a bulky backpack unit.
  Pistol Crossbow
  by David Wheeler
  Tech Level: II
  Complexity: N/A
  Duration: N/A 
  Avg. Cost: 30 domars
  Weight: 1 kg
  This weapon is identical to its larger
  brother in all respects save that it is the size
  of a pistol and has reduced stats to reflect
  this.  It is a popular weapon among assassins
  since it can be easily concealed and the bolts
  can be coated with poison.
  
  Secrets of the Ancients
  37
  Warheads
  Warheads can be identified by physical
  shape, color, and markings.  Color is a very
  important characteristic since many warheads
  have similar shapes, and the effects of time
  may fade any identifying markings (or the
  markings may not be understandable to a
  GAMMA WORLD® character).  Therefore, the
  table below was designed in order to
  reference the colors of the various types of
  warheads.  Color lists the different base
  colors of the warheads.  The body of the
  warhead is this color.  Band 1 field lists the
  color of the first band around the warhead
  encountered when travelling up the body of
  any type of missile (from the nose to the tail)
  or grenade (from the bottom to the pin).  If
  no color is listed in this field, the warhead
  does not have the band.  Band 2 refers to the
  second such band encountered.
  Gas, Corrosive
  by Keith Johnson
  Tech Level: VI
  Complexity: 6
  Avg. Cost: 7500/18000 domars
  Corrosion gas causes damage to all
  metallic objects (i.e., robots, armor, vehicles,
  etc.) within the area of the gas.  Treat as a
  destructive poison gas, but it affects only
  inorganic instead of organic matter.  Reduce
  the Armor Class of metallic objects by 1 for
  every round spent in the gas cloud.  For
  Warhead
  Color
  Band 1
  Band 2
  Chemex*
  Olive drab
  Red
  N/A
  ECM*
  Olive drab
  Blue
  N/A
  Energy**
  Olive drab
  Blue
  Blue
  Fire Foam**
  Red-orange
  N/A
  N/A
  Fission*
  Black
  Red
  Green
  Flare, Parachute*
  Gray
  Yellow
  Yellow
  Fragmentation*
  Olive drab
  Yellow
  N/A
  Gas, Corrosive
  Gray
  Red
  Green
  Gas, Hallucinogenic
  Gray
  Red
  Yellow
  Gas, Nausea (Vomit)
  Gray
  Red
  Red
  Gas, Poison*
  Olive drab
  Gray
  Red
  Gas, Tear**
  Gray
  Red
  N/A
  Gravity*
  Olive drab
  Tan
  N/A
  Hell
  Black
  Red
  Red
  High Explosive*
  Olive drab
  Yellow
  Yellow
  Photon*
  Olive drab
  Red
  Yellow
  Prism
  Gray
  Red
  Tan
  Shaped-Charge
  Olive drab
  Yellow
  Tan
  Smoke*
  Olive drab
  White
  N/A
  Stun*
  Gray
  Red
  Blue
  Tangler*
  Gray
  Tan
  N/A
  Torc*
  Olive drab
  Red
  Tan
  Warbler
  Gray
  Tan
  Tan
  *Consult the rules book for the warhead’s description.
  **Consult “Treasures of the Ancients” for the warhead’s description.
  
  Secrets of the Ancients
  38
  duralloy, reduce the AC 1 point for every 2
  rounds of exposure.  When computing the
  hazard attack against a robot or metal
  vehicle, use the robot’s or vehicle’s AC
  instead of Health.  Grenades are considered
  intensity 15 hazard attacks, while
  missiles/micromissiles are considered
  intensity 20.  The blast radius for missiles is
  20 meters while the blast radius for
  micromissiles is only 15 meters.
  Gas, Hallucinogenic
  by Keith Johnson
  Tech Level: IV
  Complexity: 6
  Avg. Cost: 600/1500 domars
  This warhead contains a powerful
  hallucinogenic drug.  Each round a character
  spends in the gas cloud, he must make a
  Health check.  If he fails, the drug begins to
  take effect.  While under the drug’s control,
  the character moves and attacks randomly,
  as per the confusion mutation (consult the
  rules book).  Roll on the debilitative poison
  table for length of effects.  Additionally, all
  of the character’s skills and derived
  attributes are halved for the next 2d10 hours
  because he can’t be sure whether anything is
  real or imaginary!  The blast radius of the
  micromissile is 15 meters.  The blast radius
  of the missile is 20 meters.
  Gas, Nausea (Vomit)
  by Keith Johnson
  Tech Level: IV
  Complexity: 6
  Avg. Cost: 600/1500 domars
  The nausea gas warhead (or vomit gas
  warhead as it is sometimes called) causes
  organic beings caught in the cloud to vomit
  (retch, upchuck, regurgitate, barf, puke, cat,
  heave, hurl, toss their cookies, do the
  technicolor yawn, etc.).  Each round, any
  being in the area of effect must make a
  Health roll.  If he fails, he begins to barf (and
  we’re not talking that lightweight stuff,
  we’re talking that chunky, industrial waste
  puke!!) and may take no other actions for
  1d6 rounds.  Grenades are intensity 15
  attacks while missiles are intensity 20
  attacks.  Plants that subsist solely on
  sunlight, soil, and water are immune to the
  gas.  Determine the effects on the debilitative
  poison table; each stage represents 1 round
  of heaving.
  Hell
  by Keith Johnson
  Tech Level: VI
  Complexity: 14
  Avg. Cost: Priceless
  The hell warhead contains a microscopic
  speck of antimatter within a magnetic
  containment field.  The containment field is
  powered by a miniature quantum power
  coupling (as described in Treasures of the
  Ancients).  The grenade causes an incredible
  20d6 points of damage to its targets.
  However, damage is reduced by 5d6 for
  every 5 meters distant from the center of the
  blast.  Additionally, all those in the area of
  effect must also make a check against
  intensity 15 radiation.  The warhead also
  releases an electromagnetic pulse which will
  knock out unshielded machinery and
  electronics (as per an ECM warhead) within
  100 meters.  The micromissile version causes
  20d8 points of damage while the hell missile
  causes 20d10.
  Prism
  by Keith Johnson
  Tech Level: V
  Complexity: 6
  Avg. Cost: 200/300 domars
  When detonated, this device forms a
  slightly opaque cloud of prismatic crystals,
  designed to reflect laser beams and block
  radar.  Radar, lasers, laser sights, and laser
  guidance cannot penetrate the cloud.  The
  cloud reduces Perception by 2.  Although the
  detonation of the warhead causes no
  
  Secrets of the Ancients
  39
  damage, the prismatic crystals are harmful if
  breathed.  For every round an unprotected
  character spends in the cloud, he takes 1d6
  (if caused by a grenade), 1d8 (if caused by a
  micromissile), or 1d10 (if caused by a
  missile) points of damage. The blast radius of
  the micromissile is 10 meters while the blast
  radius of the missile is 15 meters.
  Shaped-Charge
  by Keith Johnson
  Tech Level: IV
  Complexity: 6
  Avg. Cost: 1000 domars
  Shaped-charge grenades (there are no
  missile versions of this device) are used
  against heavy armor, may only be fired from
  grenade launchers, and are only impact-
  detonated.  They are basically the same as
  high explosive grenades, but cause less
  damage.  Shaped-charge grenades provide a
  +4 THAC bonus against armor.  If the armor
  worn by the target provides less than +4
  protection, the grenade merely negates the
  armor’s protection and does not give the full
  +4 bonus.
  Warbler
  by Keith Johnson
  Tech Level: V
  Complexity:  6
  Avg. Cost: 500/1200 domars
  The warbler warhead is a non-lethal
  weapon, originally used for riot dispersal.
  When it goes off, it “screams” at a deafening
  pitch, oscillating up and down the audible
  scale and on nerve-wracking subsonic levels.
  The scream lasts 30 seconds.  Every living
  thing in the blast radius must make a
  successful IN check with a -3 penalty or flee
  the area at top speed.  Those remaining will
  suffer a -2 penalty to all rolls due to the
  distracting noise.  The noise of a warbler can
  be heard for hundreds of meters, and normal
  conversation will be impossible within 50
  meters of one.  Anyone remaining in the field
  for more than 20 seconds will be deafened
  for (30 - CN)  minutes.  A character with a
  sound filter, an airtight helmet, or the silence
  field mutation may not be affected by a
  warbler.  The blast radius of a missile
  warbler is 40 meters while the micromissile’s
  blast radius is 25 meters.
  
  Secrets of the Ancients
  40
  Cryptic Alliances
  Cryptic Alliances
  Gloria beamed with pride as she waited
  for the ceremony to start.  From atop the
  platform, she had a view of the entire
  gathering – her friends, family, and soon-to-
  be peers.  She could hardly contain her
  excitement.  Her thoughts were momentarily
  darkened, however, when she noticed Jaz
  and Martha Lightstar.  They were both
  dressed in black, the color of mourning and
  penance, due to the death of their son,
  Toom.  Toom had been a fellow initiate with
  Gloria and had taken the test along with her,
  but the glow had not found him worthy.
  Gloria’s attention snapped back to the
  ceremony as the music began, heralding the
  entrance of the Senior Rad Tech, Garl.
  Soon, Gloria would become a full member of
  the Radioactivists. . .
  Cryptic alliances add a whole new level
  to any GAMMA WORLD® campaign.  They are
  the “movers” and “shakers” of Gamma
  Terra.  This section describes several new
  alliances, specifically designed to be suitable
  for any campaign.
  
  Secrets of the Ancients
  41
  Arannists
  [Terra-ists]
  by Daniel Movrich
  Bon-Bramos (a mutated Komodo
  dragon) was once a high ranking leftist
  Zoopremist who felt strong in animal
  supremacy.  He oversaw all terrorist training
  operations as well as developmental
  explosives programs for many years, until he
  met an altered turtle named Arannus.
  Arannus was an elder of the Seekers, who
  loved to speak about the philosophies of
  Gamma Terra.  Bon-Bramos was instantly
  intrigued with Arannus’s teachings and
  thoughts while Arannus believed he could
  help soothe his new friend’s destructive
  tendencies.  They remained teacher and pupil
  for quite some time until the day they met a
  group of Purists.  The encounter proved fatal
  for old Arannus, but Bon-Bromas managed
  to escape.
  “Their weapons,” he thought, “were
  made for men.  Their clothing, housing,
  cities. . . all forms of technology are made
  for man – not animals.”
  On that day, Bon-Bromas declared war
  on technology and all it represented.
  On that day, the Arannists were born. . .
  “The most important part of Gamma
  Terra is the Terra. . . buildings are blemishes
  on the land” is a noted quote of Bon-
  Bromas.
  The Arannists are a highly secretive
  alliance.  If any member is found in a town or
  city, he is immediately arrested (usually
  beaten) and charged with any destructive
  crimes recently committed against the city.
  It is believed that Arannists may hold some
  of the higher positions in many of the other
  alliances.  It is suspected that they may be
  sabotaging new structures currently in
  construction or surveying ancient sites and
  new manufacturing plants for future Arannist
  attacks.
  Traditional:  Traditionalists are the main
  reason this alliance is so hated and feared.
  They actively seek out opportunities to
  destroy civilization altogether.  They believe
  that technology can be used if it is used for
  the good of the cause.  The use of a cobalt
  bomb to destroy an entire city would be a
  celebrated event.  Most members of this
  group hate pure strain humans and will only
  tolerate altered humans if they do not live an
  urban setting.
  Reformed:  All technology, even simple
  tools, is shunned.  All creatures live as their
  ancestors did ages ago (no shelter, hunt for
  food, survival of the fittest, etc.).  Members
  of this group of thought are not nearly as
  organized as their counterparts.  If any of
  these members happen upon artifacts or
  technology of any kind (usually found or
  taken from prey), they will usually bury these
  items in unmarked locations.
  Symbol:  Unknown.  The members of
  this alliance are sworn to secrecy – anyone
  divulging information regarding group
  activities will be tortured to death, but not
  before their loved ones are tortured in front
  of their eyes.
  Benefits:  The benefits of this alliance
  are identical as those of the Zoopremists.
  Additionally, they receive training in the
  different architectural structures and
  advanced bomb making techniques.  All
  bombs made by an Arannist trained in this
  manner gain +2 additional dice of damage
  and double their normal blast radius (i.e., a
  1st level Arannist can make a bomb that
  causes 5d4 points of damage and has a blast
  radius of 10 m).
  Restrictions:  The character must defend
  any mutated animal (defending with his
  natural weapons: claws, teeth, etc.) out-
  
  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 the
  damage caused to any “man-made” structure
  or the direct elimination of artifacts and
  technology.  An additional multiplier should
  be rewarded for the destruction of multiple
  story buildings (i.e., the destruction of a two
  story building would provide a x2 experience
  point multiplier).
  Notes:  Traditional Arannists can be
  disruptive as player characters.  The Game
  Master may not want to allow this alliance as
  a player character alliance.
  
  Secrets of the Ancients
  43
  Female Supremacists
  [Feminists]
  by Keith Johnson
  Following the cataclysm, a True Woman
  reflected on the world before and after the
  Shadow Years.  She reached the unalterable
  conclusion that men were responsible for all
  the troubles of humanity and determined then
  and there that they would never have another
  chance to destroy civilization.  She began to
  speak, and women listened.  The result was
  the formation of the Female Supremacists.
  This alliance is open only to females of
  all genotypes, although only True and
  Altered females usually hold the highest
  position of authority.
  Traditional:  The belief of traditionalists
  is that men are second-class citizens at best,
  slaves at worst.  Males are only useful as
  servants, laborers, and studs.
  Reformed:  This branch believes the
  world would be better off without males.
  They actively seek to destroy all men.  They
  apparently do not realize this would cause
  the extinction of all sentient life.  This is the
  “lunatic fringe” of this cryptic alliance.  They
  are extremely violent (Violent Femmes, get
  it?) and tend toward terrorism and
  lesbianism.
  Symbol:  A single rose encircled by a
  whip is the alliance’s symbol.  It is usually
  worn openly on jewelry.
  Benefits:  Feminists receive a +3
  initiative adjustment and +2 THAC bonus
  when engaging in combat with a male who
  has encountered them for the first time.  This
  bonus lasts one round only.
  Restrictions:  This cryptic alliance is
  not available to player characters!
  Experience Point Bonus:  Not
  applicable.
  Notes:  As a general rule, these women’s
  belief in their own superiority is beyond
  arrogance.  Males trying to negotiate with
  them will do so at a tough (10) or worse
  difficulty level with his reaction roll.  Many
  are rigid and inflexible in their views, but
  some can be sympathetic to players, most
  especially if there are women in the party’s
  ranks.  They plan to extend their dominion
  over all Meriga.
  
  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 to
  work for anyone who can meet their price.
  They are highly skilled and extremely
  secretive; little is known about their
  practices.  Once a person becomes a member
  of the Red Death, he is a member for life
  (whether he wants to be or not).  No one is
  allowed to leave the alliance alive.  The
  group is also tightly bound.  If one of their
  number is wronged, the entire alliance may
  be asked to seek vengeance.
  Perspective employers must deal honestly
  with the Red Death – telling the assassins all
  they know of the target(s) and any probable
  complications.  If any vital information is
  withheld, the Red Death will exact a
  reckoning.  An interesting note about the
  Red Death is that if a target succeeds in
  defeating his chosen assassin, he does not
  have to fear any future assassination
  attempts.  The Red Death will honor their
  foe by canceling the current contract on him
  and by not accepting any further ones.
  Traditional:  These assassins believe
  that assassinations should be attempted only
  using the weapons and equipment available
  to the target.  Thus, if a target lives in a Tech
  Level II society, only Tech Level II
  equipment should be used by the assassin.
  Reformed:  These assassins believe that
  the target should be eliminated using any and
  all equipment available, no matter the
  technology involved.
  Symbol:  Cleaning a dagger with a red
  cloth followed by thrusting the dagger
  through the cloth.
  Benefits:  Members are able to accept
  assassination contracts.  They also receive a
  +1 bonus to Stealth.
  Restrictions:  This cryptic alliance is
  not available to player characters!
  Experience Point Bonus:  Not
  applicable.
  Notes:  The members of this alliance are
  not common thugs or murderers (as depicted
  in previous editions of the GAMMA WORLD®
  game).  They are highly-skilled assassins.
  Generally, they avoid frontal assaults in favor
  of more subtle means.  They are also highly
  suspicious and may not necessarily believe
  that someone is a member simply because he
  knows the alliance’s symbol.
  
  Secrets of the Ancients
  45
  Creatures
  Creatures
  All men of fighting age lined the city’s
  walls, weapons ready, waiting – they knew
  what was coming.  Scouts had started
  bringing in reports weeks ago, warning that
  the five year reprieve was over.  The thought
  masters had returned.
  Suddenly, a shout went up in the upper
  watch towers.  “South!  Serfs!  South!”  The
  men’s attention focused to the south as an
  army of serfs marched into view.  They were
  horribly mutated humans, wearing shreds of
  ancient uniforms they had scavenged from
  some God-forsaken ruins.  They produced
  nothing; they took what they wanted or
  needed from others, usually by brute force.
  The men on the walls made final
  preparations – the battle for Grenby was
  about to commence. . .
  Gamma Terra is inhabited by many
  mutated and deadly creatures.  This section
  introduces several new creatures for use with
  any GAMMA WORLD® game campaign.
  
  Secrets of the Ancients
  46
  Brathseps [Land Killer Whales]
  by Kerry Jordan
  Number:
  2d8
  Percept:
  20
  Stealth/R.U.: 
  +10
  AC: 
  17
  MD:
  18
  Health:
  20
  Speed:
  -
  Burrow
  15
  Level:
  10
  Hit Dice:
  26 (92)
  THAC:
  +10
  Attacks:
  1
  Bite
  9d12
  Int:
  Low
  Morale:
  18
  Size:
  H (8 m)
  XP Value:
  5000
  Frequency:
  Very Rare
  Organization:
  Pod
  Activity Cycle:
  Day
  Diet:
  Carnivore
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Any desert (or any plains)
  Physical Mutations:
  None
  Mental Mutations:
  Telepathy (10)
  Special Powers:
  Exceptional burrowing
  Description:  The land killer whale is similar to its preferred
  prey, 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 and
  a limited form of telekinesis.  Other than these features, it resembles
  its ancestors; it has a black body marked by a white belly and
  individual markings.  Unlike seps, brathseps must occasionally
  burrow to the top of the ground in order to breathe.  In order to catch
  a breath, the brathsep first clears its blow hole of any sand – creating
  a small cloud of dust up to 2 meters in height.  The land killer whale
  only needs to get air once every 10 minutes.
  Combat:  A brathsep is not inherently hostile and does not attack
  unless provoked or hungry.  There is a 35% chance that an
  encountered land killer whale is hungry.  When hunting, the brathsep
  senses any motion on the ground within 60 meters and silently
  burrows toward it.  It then lunges out of the earh, attacks with its
  deadly bite, and dives back into the earth.  It requires a full combat
  round for the brathsep to reposition itself for another attack, so it
  usually attacks every other round (from a different direction).
  Society:  Brathseps form special bonds with the other members of
  their group.  They will defend their young and wounded to the best of
  their ability.  Using telepathy, they may also act in concert to bring
  down prey larger than themselves.
  The brathsep’s preferred source of food and worst enemy is the
  sep.  If forced to choose between attacking a character or a sep, the
  brathsep will always attack the sep.
  Chameleon Beasts
  by Don Brown
  Number:
  1/Opponent
  Percept:
  12
  Stealth/R.U.: 
  +18
  AC: 
  21
  MD:
  -
  Health:
  14
  Speed:
  18
  Level:
  5
  Hit Dice:
  15 (55)
  THAC:
  +15
  Attacks:
  3
  Bite
  2d8
  Claws (2)
  1d12
  Int:
  Exceptional
  Morale:
  -
  Size:
  M (2 m long)
  XP Value:
  5000
  Frequency:
  Unique
  Organization:
  Pack
  Activity Cycle:
  Any
  Diet:
  None
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Ancient installations
  Physical Mutations:
  Adaptation, chameleon powers (24),
  heightened dexterity
  Mental Mutations:
  None
  Special 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 background
  environment.  They are silent predators with no vocal cords.
  Chameleon beasts are grown in a lab by an AI computer as an
  anti-intruder defense system.  Each creature requires one hour to
  grow and is grown with an interface to the AI, which directs all
  actions.  All chameleon beasts have a life span of twenty-four hours.
  At the end of this period, they slowly dissolve into a gooey mess.  If
  the AI is destroyed, all the existing beasts become dormant.
  Combat:  When the security system’s AI detects unauthorized
  intruders, it immediately begins growing chameleon beasts (one for
  each intruder).  The AI monitors the intruders during the beasts’
  growth and incorporates the three most appropriate attack forms into
  the creatures’ adaptation ability (i.e., if the intruders are armed with
  and prefer to use flame throwers and swords, the beasts will be grown
  with adaptation immunities to heat attacks, slashing attacks, and
  piercing attacks).  After the beasts are grown, they immediately rush
  to attack the intruders.  The chameleon beasts are completely
  controlled and monitored by the AI during combat.  Should the first
  generation of beasts be defeated, the AI grows a second generation of
  beats with the most useful adaptation immunities (based on the
  intruders battle with the first generation).  This process continues
  until 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 of
  biogenetic material.
  Society:  Chameleon beasts are under total AI control and do not
  have a society.  Tech Level VI technology is required to create the
  chameleon beast anti-intruder defense system.
  
  Secrets of the Ancients
  47
  Death Gems [Hummers]
  by Kerry Jordan
  (Original idea conceived by Steve Saunders)
  Number:
  9d6
  Percept:
  22
  Stealth/R.U.: 
  +9
  AC: 
  25
  MD:
  19
  Health:
  19
  Speed:
  3
  Flying
  34
  Level:
  9
  Hit Dice:
  3 (11)
  THAC:
  +9
  Attacks:
  1
  Peck
  1d6
  Int:
  Semi
  Morale:
  19
  Size:
  S (.5 m)
  XP Value:
  6000
  Frequency:
  Rare
  Organization:
  Swarm
  Activity Cycle:
  Day
  Diet:
  Carnivore
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Temporate forest
  Physical Mutations:
  Energy reflection (11), heightened
  speed (14)
  Mental Mutations:
  None
  Special Powers:
  Poison
  Description:  Death gems are brilliantly colored, mutated
  hummingbirds.  They are larger than their moden-day ancestors, and
  generally, instead of patches of color, death gems have one solid
  coloring – either red, green, blue, or yellow.
  Combat:  These fragile creatures (at least, for Gamma Terra) do
  not attack other creatures directly, but group together to slowly wear
  down a selected victim.  Even though the death gem’s beak has been
  known to puncture plate mail armor, it is not the beak that potential
  prey must fear, but rather, the poison held within.  When a death gem
  wounds an opponent, a small amount of poison is injected.  By itself,
  this poison acts as a intensity 1 neurotoxin (consult the table to the
  right).  However, the death gem poison has a delayed cumulative
  effect - for each wound inflicted, the death gem injects more poison,
  adding an additonal intensity level to the poison’s effect.  The poison
  does not take effect until 3 rounds after the injection of the last dose.
  Generally, death gem swarms are lead by an alpha male, who
  determines 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 in
  for an attack and then fly away – presenting very difficult targets.
  After 2-3 rounds, the swarm will break off to allow their poison to
  defeat their prey.  Later, they will return for their reward.  If the alpha
  male is killed, the swarm will break off the attack until another male
  gains dominance – at least 30 minutes to 1 hour later.
  Society:  Death gems are never found solitarily, but work in a
  group.   A swarm chooses one tree in which to build their nests each
  year.  During the spring, each female lays 2-3 eggs which hatch 3
  weeks later.
  Death Gem Neurotoxin
  Stage
  Roll
  Duration
  Effect
  -
  < 1
  None
  None
  I
  1-3
  -
  1d4
  II
  4-7
  -
  1d6
  III
  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 & incapacitated
  VII
  26-30
  3 days
  3d4 & coma
  VIII
  31+
  -
  Dead
  *Character’s muscles twitch uncontrollably.  Character suffers a
  -4 penalty to combat rolls.
  **Character’s muscles twitch uncontrollably.  Character can only
  act physically once every two rounds.  Character suffers a -6 penalty
  to combat rolls.
  ***Character’s muscles twitch uncontrollably and his heart has a
  fluctuating beat.  Character suffers a -8 penalty to all combat rolls.
  Character can only act physically once every two rounds.  Any
  strenuous physical activity (i.e., combat) by the character requires a
  challenging (5) Consitution check.  If the check fails, the character
  suffers a heart attack.
  
  Secrets of the Ancients
  48
  Orcoids
  by Kerry Jordan
  Number:
  2d10
  Percept:
  12
  Stealth/R.U.: 
  +8
  AC: 
  18
  MD:
  20
  Health:
  18
  Speed:
  -
  Flying
  7
  Swimming
  7
  Level:
  8
  Hit Dice:
  20 (70)
  THAC:
  +8
  Attacks:
  1
  Bite
  8d8
  Tailslap
  6d8
  Ram
  8d8
  Int:
  Average
  Morale:
  17
  Size:
  H (8 m)
  XP Value:
  11000
  Frequency:
  Rare
  Organization:
  Pod
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Large bodies of water
  Physical 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 spend
  much of their time peacefully hunting schools of fish, but can become
  deadly enemies when aroused.
  Combat:  In combat, orcoids employ group tactics.  They will use
  their death field generation mutation and immunity to it to
  maximum effect.  In the case of surface combat (i.e., the attackers are
  in boats), some of the orcoids will use their telekinetic flight
  mutations to ram or bite their opponents, while their brethren attack
  the ship.  Due to the large single horn protruding from their foreheads
  and the protective shell surrounding it (much like the triceratops of
  ancient times), orcoids can ram ships with little harm to themselves
  but cause massive damage to the ships.
  In the case of underwater combat, orcoids generally attack with
  their sharp teeth, inflicting 8d8 points of damage per bite.  However,
  if pressed by an attack from the side or rear, an orcoid can normally
  deliver a devastating tailslap for 6d8 points of damage.
  If one orcoid is severely harmed, it’s brethren will attempt to
  distract its opponent(s) and allow the wounded orcoid to retreat from
  battle.
  Society:  Orcoids form special bonds with the other members of
  their group.  They will defend their young and wounded to the best of
  their ability.   Because of their deadly fighting skills, few things in the
  water frighten them.  Therefore, they are not shy when around other
  life forms.  As long as they are not disturbed, they generally keep an
  indifferent attitude toward other life forms.  They communicate in a
  rudimentary language of high pitched sounds.
  It is rumored that the blubber from orcoids can be refined and used
  to create an oil which protects against the effects of the death field
  generation mutation.  However, due to the difficulty in finding and
  killing orcoids, this rumor has not been verified.
  Rasp Brambles
  by Bob Crichton
  Number:
  1d8
  Percept:
  15
  Stealth/R.U.: 
  +2
  AC: 
  13
  MD:
  12
  Health:
  12
  Speed:
  4
  Level:
  2
  Hit Dice:
  6 (21)
  THAC:
  +3
  Attacks:
  3
  Thorns (3)
  2d6
  Int:
  Low
  Morale:
  10
  Size:
  M (2 m)
  XP Value:
  175
  Frequency:
  Uncommon
  Organization:
  Herd
  Activity Cycle:
  Day
  Diet:
  Herbivore
  Tech Level:
  0
  Artifacts:
  A
  Climate/Terrain:
  Temperate forests
  Physical Mutations:
  Thorns (12), electrical generation (16)
  Mental Mutations:
  None
  Special Powers:
  None
  Description:  This plant is generally peaceful, but is known to fly
  into a rage if its berries are picked without permission.  It
  superficially resembles a raspberry bush, but has the ability to vibrate
  its thorns rapidly, creating a “chainsaw” effect which can rapidly
  abrade 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 uses
  its electrical generation attack only as a last resort, reserving it until
  it has lost at least half of its hit points.
  Society:  The rasp bramble prefers a sedentary existence, moving
  only when necessary. It is commonly domesticated by the lil for use
  as an active defensive wall.
  
  Secrets of the Ancients
  49
  Slashercats
  by Bob Crichton
  Number:
  1d4
  Percept:
  19
  Stealth/R.U.: 
  +7
  AC: 
  18
  MD:
  13
  Health:
  14
  Speed:
  36
  Level:
  5
  Hit Dice:
  14 (49)
  THAC:
  +7
  Attacks:
  3
  Bite
  1d12
  Claw (2)
  1d12
  Int:
  Semi
  Morale:
  17
  Size:
  L (3 m)
  XP Value:
  1400
  Frequency:
  Rare
  Organization:
  Pride
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Non-artic hills, mountains
  Physical Mutations:
  Heightened precision, heightened
  speed (15), size increase, night vision
  Mental 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 most
  dangerous predators.  Though not truly sentient, it is cunning enough
  to use its mutations to full advantage, and can memorize up to 5
  different locations for teleportation.  It is most active during the
  night, but is potentially lethal at any time.  It is possible to tame kits
  if captured during the first 2 weeks of life, but not afterwards – if
  captured, an older cat will simply teleport to its home territory or den.
  Combat:  Known for fierceness, a slashercat has numerous
  tactics, usually depending on stealth and mental invisibility to reach
  its prey, and then teleporting to a safe place with its kill.  Instances
  have been recorded of a slashercat seizing a victim and then
  teleporting itself and the victim to its den – allowing its kits to
  practice their hunting skills on the poor unfortunate.
  Usually, the weakest member of a group is selected for this.  If a
  kit is seriously injured by a captured individual, the parent then
  cripples the victim and allows the kits to continue their play.  If a
  person survives until the kits are bored (not likely), the parent then
  finishes him off.  Kits have +2 THAC, 5 Hit Dice, and do 1d6 points
  of damage for each claw and bite attack.
  Society:  Slashercats usually live as a pride, consisting of a mated
  pair and their last 2 litters. Each litter consists at birth of 2 male and
  2 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+1
  Percept:
  8
  Stealth/R.U.: 
  +4
  AC: 
  8
  MD:
  8
  Health:
  20
  Speed:
  10
  Level:
  3
  Hit Dice:
  20 (70)
  THAC:
  +3
  Attacks:
  1
  Life drain
  1d6
  Int:
  Low
  Morale:
  17
  Size:
  L (2.5 m)
  XP Value:
  175
  Frequency:
  Common
  Organization:
  Squad
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Tech Level:
  0
  Artifacts:
  None
  Climate/Terrain:
  Swamp
  Physical Mutations:
  None
  Mental Mutations:
  None
  Special Powers:
  Life drain
  Description:  Stickies are your basic big, ugly, smelly, and slimy
  creatures.  They are slightly larger than men.  Their heads are
  oversized, and they basically have no neck.  Their eyes bulge from
  the sockets, their noses are large and flat, and their mouths stretch
  practically from one ear to the other.  Their skin is very thick
  (equivalent to leather armor), and translucent.  Internally, most of
  their organs are redundant (4 lungs, 4 kidneys, 2 livers, 3 hearts,
  etc.).  As a result, their Health and CN scores are quite high.  They
  move 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, the
  closest sticky will attack and the others will soon join.  Stickies
  attack by grabbing onto the creature and using their special life
  draining powers.  Their hands are somewhat sticky (hence the name),
  and their grips are incredible (treat as a PS of 21).  Once attached to
  his victim, a sticky can drain 1d6 hit points per round (which gets
  added to his own hit point total).  The sticky will continue to drain
  the victim until he has died or the hold is broken.  Stickies rely on
  their toughness to endure whatever damage their target inflicts.
  Stickies are also just smart enough to know to avoid their target’s
  weapons.  When they attack, they attempt to wrestle their opponent
  into a defenseless position.  As a result, if a sticky successfully
  captures a creature in his hold, that creature receives a -2 penalty to
  his attack rolls (this effect is cumulative with other sticky attacks).
  Society:  Stickies live in communities of 20-50 individuals.  They
  basically pile branches over a large area, then throw grasses and mud
  all over the top.  Once that is done, they make tunnels into the
  resulting mess and clear out “rooms.”  The males form hunting
  parties, and may be gone for days.  The females remain in the dens to
  raise the young.  This consists of stuffing food into their mouths until
  they are old enough to give birth or hunt.  If the den is threatened, all
  adult stickies will attack.  The females have the same abilities as the
  males, but can only drain life at 1d4 hit points per round.  Their PS
  score is 18 and they have 15 (52) Hit Dice.
  
  Secrets of the Ancients
  50
  Appendix A:
  Appendix A:
  Gamma World Timeline
  Gamma World Timeline
  by Kerry Jordan
  The timeline contained within this
  appendix attempts to describe all the
  important events and discoveries before (and
  after) the cataclysm.  It contains information
  normally only available to the Game Master
  and may not be suitable for players.  The
  timeline is annotated and the sources include
  every product developed for the GAMMA
  WORLD® game or associated with it.
  Contradictions between sources are resolved
  in favor of the products specifically produced
  for the 4th edition of the GAMMA WORLD®
  game.  Additionally, I have taken some
  literary freedom and describe some events
  and discoveries which are not listed in any
  GAMMA WORLD® product.  These
  “unofficial” events and discoveries are
  clearly noted as such.
  Year
  Event/Discovery
  The Age of Wisdom
  The Age of Live Metal
  1940-2019
  1942
  Team under the direction of Enrico Fermi
  successfully brought the world’s first
  reactor to a “critical” state.
  1945
  First atomic bomb detonated by United
  States.
  First use of atomic bomb in warfare. Blast
  killed 70,000 people.  By end of year, total
  of 140,000 people were dead.
  John Eckert and John Mauchly built the
  first general-purpose programmable
  computer (ENIAC).
  1948
  Transistor developed by Walter Brattain
  and William Shockley.
  1949
  First atomic bomb detonated by the
  U.S.S.R.
  1952
  First hydrogen bomb tested by United
  States.
  1954
  First nuclear submarine (Nautilus)
  launched.
  1957
  U.S.S.R. launched first artificial satellite
  (Sputnik I).
  First commercial nuclear power plant built
  in Shippingport, PA by Duquesne Light
  Company.
  1959
  First probe (Luna I) to successfully escape
  Earth’s gravity launched by the U.S.S.R.
  1960
  First workable model of the laser
  demonstrated by Theodore Maiman.
  1961
  First manned spacecraft (Vostok) launched
  by 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 (gene
  splicing) demonstrated.
  1974
  Space probe successfully arrived at Mercury
  (Mariner 10).
  
  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 (Three
  Mile Island) occurred.  Radiation contained
  before being released into the environment.
  Space probe successfully arrived at Saturn
  (Pioneer 11).
  1986
  First nuclear reactor accident in which
  radioactive material was released into the
  environment (Chernobyl) occurred.
  Nuclear reactor exploded, killing 31
  workers.
  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 (Deep
  Space 1).
  2003
  Three optical telescopes placed in solar
  orbit by NASA (Deep Space 3).
  [Assumed event: Based on current NASA planned
  missions]
  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 planned
  missions]
  2008
  Possibly-terraformable planet (Sphere)
  discovered in Alpha Centauri system by
  Deep Space 3 telescopes.
  [Assumed event: Foundation for Columbus mission]
  Watkin’s Disease appears in Atlantic
  Ocean, leading to the death of many types
  of fish. The disease soon spreads to the
  other oceans.
  [Assumed event: Foundation for ecosystem collapse
  mentioned in Metamorphosis Alpha to Omega, page 20]
  2009
  Cure for Watkin’s Disease discovered and
  introduced into all large bodies of water.
  Unfortunately, 30% of the total world fish
  population were already killed by the
  disease.
  [Assumed event: Disease had to be cured before total
  ecosystem collapse]
  Food riots occurred world-wide, causing
  the collapse of many national governments.
  [Assumed event: Foundation for United Americas and
  world government]
  China and other Asian nations combined to
  form the Asian Coalition.
  [Assumed event: Foundation for United Americas and
  world government; coalition name provided by “Before
  the Dark Years”]
  
  Secrets of the Ancients
  52
  2010
  England, France, and other European
  countries combined to form the European
  Alliance.
  [Assumed event: Foundation for United Americas and
  world government]
  Program to renew world fish population
  adopted by all major countries (Project
  Restoration).
  [Assumed event: Some attempt to restore the oceans’
  ecosystems had to be made]
  Brazil and other South American countries
  united to form Unified South American
  Government.
  [Assumed event: Foundation for United Americas and
  world government; government name provided by
  “Before the Dark Years”]
  Soviet Union reformed.
  [Assumed event: Foundation for United Americas and
  world government]
  African nations combined to form the
  United People of Africa.
  [Assumed event: Foundation for United Americas and
  world government]
  United States and Canada joined to form
  United North America.
   [Assumed event: Foundation for United Americas and
  world government; event described in “Before the Dark
  Years”]
  Construction of experimental undersea
  cities by United North America began in
  order to monitor Atlantic and Pacific Ocean
  ecosystems and determine feasibility of
  ocean 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 by
  Deep Space 3 telescopes.
  [Assumed event: Foundation for Columbus mission]
  2012
  Unified South American Government was
  unable to stabilize society.  Unified South
  American Government joined United North
  America to form United Americas.
  [Assumed event: United Americas mentioned in Home
  Before the Sky Falls, pages 2 and 63, and Treasures of
  the Ancients, pages 18 and 41]
  2013
  Possibly-terraformable planet (Barnard IV)
  discovered in orbit around Bernard’s Star
  by Deep Space 3 telescopes.
  [Assumed event: Foundation for Marco Polo mission]
  2014
  First lunar mining facility successfully
  established at Tycho Crater, where large
  amounts of high-grade ore could be found.
  [“A World Gone Mad”, page 74]
  2015
  Construction of Atlantis, Poseidon, and
  Pacific City completed.  7,000 inhabitants
  moved into Atlantis and Pacific City.
  12,000 inhabitants moved into Poseidon.
  [Assumed date: Event discussed in Metamorphosis
  Alpha to Omega, page 20]
  2017
  Atlantis and Poseidon became self-
  sufficient.
  [Assumed event: Based on “initial successes” discussed
  in Metamorphosis Alpha to Omega, page 20]
  2018
  Kurguelen Disaster occurred at Poseidon.
  Daniel Kurguelen went mad and blew the
  main airlock in an attempt to return to the
  surface, killing himself and 10,750 others.
  [Assumed date: Event discussed in Metamorphosis
  Alpha to Omega, pages 20-1]
  Undersea cities project abandoned by
  United Americas.
  [Assumed date: Event discussed in Metamorphosis
  Alpha to Omega, pages 21]
  2019
  First underground spaceport facility
  constructed at Grisome Air Force Base.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 5]
  The Era of Expansiveness
  The Age of Wonder
  2020-2300
  2020
  First orbital colony established by a joint
  effort between European Alliance, Soviet
  Union, and United Americas.  780
  inhabitants initially moved into colony.
  [Assumed event: Based on Metamorphosis Alpha to
  Omega, page 21]
  Possibly-terraformable planet (Gaea)
  discovered in Tau Ceti system by Deep
  Space 3 telescopes.
  [Assumed event: Foundation for Magellan mission]
  
  Secrets of the Ancients
  53
  2030
  Two possibly-terraformable planets (Scion
  and Essence) discovered in Xi Ursae
  Majoris system by Deep Space 3 telescopes.
  [Assumed event: Foundation for Pizarro mission]
  2031
  First self-aware computer with artificial
  intelligence (Adam) developed by United
  States Defense Department.
  [Assumed event: Foundation for development of robots
  with AI]
  Construction of first lunar colony completed
  as an expansion of the Tycho Mine.  The
  combined mine and colony became known
  as Tycho Center.
  [Assumed event]
  2033
  Any human organ could be grown
  artificially.
  [Assumed event]
  Human cloning technique perfected.
  [Assumed event]
  2035
  Ionic nuclear propulsion system developed
  by Christopher Vanderberg. Rocket speeds
  of ½ light speed (assuming a sufficient
  amount of acceleration time) became
  possible.
  [Assumed event: Efficient propulsion system needed for
  interstellar probes]
  First privately-owned AI computer activated
  at the University of Washington.
  [Assumed event: Foundation for development of robots
  with AI]
  2039
  First robot with artificial intelligence
  produced 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 Proxima
  Centauri.  Problem with navigation system
  caused it to crash into an asteroid soon after
  leaving the solar system.
  [Assumed event: At least one unsuccessful interstellar
  probe seemed probable]
  2047
  Unmanned interstellar probe, Columbus,
  launched toward Alpha and Proxima
  Centauri.
  [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 increase
  growth rate of organic materials by Dr.
  Anne Bebris and William Carnett.
  Artificial organs and clones could be grown
  quickly with this procedure.
  [Assumed event]
  2057
  New tritium fusion reactor design
  developed.  Fusion nuclear power plants
  began to replace fission plants.
  [Assumed date: Many GAMMA WORLD® devices are
  fusion powered; fusion reactor design described in
  Metamorphosis Alpha to Omega, page 113-4]
  2060
  Experimental crystal mine operated entirely
  by genetically engineered clones established
  on Moon by Asian Coalition.
  [Assumed event]
  
  Secrets of the Ancients
  54
  2061
  Columbus reached Proxima Centauri and
  surveyed Valorious.  Findings based on
  information from Deep Space 3 telescopes
  determined to be false; key elements were
  not present and the planet was not
  terraformable.  Transmission sent to Earth.
  [Assumed event: Not every planet possibly terraformable
  should be terraformable]
  Various facilities to tap the thermal
  energies beneath the Earth’s crust
  constructed.  Magmatap was the second
  such facility built.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 16, and Gamma World, 4th edition, page 178]
  Weather regulation satellites launched into
  upper atmosphere by European Alliance.
  These satellites could not actually control
  the weather, but could affect the weather.
  Other nations at the same technological
  level soon launched their own satellites.
  [Assumed event]
  2062
  Columbus reached Alpha Centauri and
  surveyed Sphere.  Findings based on
  information from Deep Space 3 telescopes
  confirmed; planet was possibly
  terraformable.  Transmission sent to Earth.
  [Based on Pizarro information in Metamorphosis Alpha
  to Omega, page 21]
  Base established on Mars in order to begin
  experimental terraforming process.
  [Assumed event]
  2063
  Terraforming of Mars began.
  [Assumed event]
  2066
  Sphere transmission from Columbus
  received.
  [Assumed event: Radio waves travel at the speed of light]
  Marco Polo reached Bernard’s Star and
  surveyed Barnard IV.  Findings based on
  information from Deep Space 3 telescopes
  confirmed; planet was possibly
  terraformable.  Transmission sent to Earth.
  [Based on Pizarro information in Metamorphosis Alpha
  to Omega, page 21]
  2068
  Valorious transmission from Columbus
  received.
  [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. Tetsuo
  Aragami and Prof. Heinrich Schmidt.  The
  project’s goal was to create plants that were
  tuned into the planet’s bioelectric energy
  patterns and capable of seeking out
  locations with optimal growing conditions.
  The project was funded by Agritech
  Corporation.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 25]
  2081
  Lunar Clone Incident occurred.  Clones on
  Moon revolted and took the mine
  supervisors as hostages.  Clones wanted to
  be treated equally as naturally-born
  humans.  Asian Coalition sent strike team
  to retake mining facility.  Facility retaken at
  the cost of all clone lives and the lives of
  two of the three supervisors.
  [Assumed event]
  2083
  International treaty signed by majority of
  world leaders that granted clones the same
  rights as naturally-born humans and banned
  the creation of clones.
  [Assumed event]
  Magellan reached Tau Ceti and surveyed
  Gaea.  Findings based on information from
  Deep Space 3 telescopes confirmed; planet
  was possibly terraformable.  Transmission
  sent to Earth.
  [Based on Pizarro information in Metamorphosis Alpha
  to Omega, page 21]
  2085
  Dr. Aragami and Prof. Schmidt learned that
  Agritech hoped to use their research to
  develop a new biological weapon.  The
  researchers destroyed their labs and
  research findings.  The labs’ destruction
  caused genetically altered plant fibers to be
  released into the upper atmosphere.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 25]
  2088
  Procedure to control effects of gravity
  developed 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]
  
  Secrets of the Ancients
  55
  2099
  Process developed to combine various
  minerals with high-grade ore in a zero-
  gravity environment to produce duralloy.
  Due to its ore production, Tycho Center
  quickly gained great importance.
  [Assumed date: Gamma World, 4th edition, page 72; “A
  World Gone Mad”, page 74]
  Indianapolis Speedway was converted into
  an 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 use
  force fields; force fields are needed for interstellar colony
  starships]
  2108
  Pizarro reached Xi Ursae Majoris and
  surveyed Scion and Essence.  Findings
  based on information from Deep Space 3
  telescopes confirmed; planets were possibly
  terraformable.  Transmission sent to Earth.
  [Metamorphosis Alpha to Omega, page 21]
  2110
  Control of all lunar facilities (except for
  various military defense bases) was
  centralized at Tycho Center.  All personnel
  from these facilities were moved to Tycho
  Center. With a population of approximately
  50,000, Tycho Center became the only
  inhabited lunar facility.
  [“A World Gone Mad,” page 74]
  2112
  Construction of interstellar colony starship,
  Pioneer, began.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2113
  Warp-pulse communication developed by
  Spacial Communications, Inc.  Warp-pulse
  allowed recorded messages to be
  transmitted at roughly four times the speed
  of light.
  [Assumed event: Some form  of interstellar
  communication needed for colonies]
  2116
  Construction of Pioneer completed.
  Pioneer left Earth with 5,000 colonists.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2120
  First purely pleasure spaceport built
  between the inner and outer rings of Saturn.
  [Assumed event Based on information in Albuquerque
  Starport, page 5]
  2126
  Pioneer reached Sphere.  First interstellar
  colony established.
  [Assumed date: Metamorphosis Alpha to Omega, page
  20]
  2127
  Transmission from Pizarro received.
  [Metamorphosis Alpha to Omega, page 21]
  Terraforming of Mars completed.  Majority
  of Mars successfully terraformed.
  [Assumed event]
  2135
  Construction of interstellar colony starship,
  Casa Nueva, began.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2140
  Construction of Casa Nueva completed.
  Casa Nueva was first starship equipped
  with terraforming equipment.  Casa Nueva
  left Earth with 37,000 colonists.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2143
  Construction of interstellar colony starship,
  Luthien, began.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2147
  Against the Treaty of 2083, Soviet Union
  and Asian Coalition had engaged in a secret
  project to create genetically-engineered
  clone soldiers (Project Hercules).  Project
  Hercules was discovered by other nations.
  Soviet Union and Asian Coalition ended
  program, but international trust had been
  broken.  Arms build-up and cold war began.
  [Assumed event: Based on information in Legion of
  Gold, page 8]
  2148
  Construction of Luthien completed.
  Luthien left Earth with 50,000 colonists.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2150
  United Americas military began building
  survival shelters in order to insure the
  survival of certain high level officials in
  case of attack.
  [Legion of Gold, page 8]
  
  Secrets of the Ancients
  56
  2157
  Casa Nueva reached Bernard IV and began
  terraforming process.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2173
  Terraforming of Bernard IV delayed due to
  malfunction of terraforming equipment.
  Replacement equipment had to be sent from
  Earth.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2183
  Luthien reached Gaea and began
  terraforming process.
  [Assumed event: Based on information in
  Metamorphosis Alpha to Omega, page 20]
  2193
  Meetings between nations lead to
  agreements to reduce arms and increase
  cooperation world-wide.  Cold war between
  nations 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 developed
  which produced roughly twice the power of
  existing fusion reactors.  Process depended
  upon producing several fission reactions in
  a row (termed megafission reaction).
  Several prototype facilities were built at
  various locations; one such location was
  Albuquerque, New Mexico.
  [Assumed event: Foundation for Albuquerque disaster]
  2232
  Terraforming of Gaea completed.  Second
  interstellar 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 the
  manufacture of the cyclorator, fusion rifle,
  graser, and Stokes Coagulator was signed
  by majority of world leaders.  The treaty did
  not call for the destruction or reduction of
  the current supply of these weapons.
  [Cleansing War of Garik Blackhand, page 29;
  cyclorator, fusion rifle, and graser added due to comment
  in Treasures of the Ancients, page 14]
  2261
  Albuquerque Disaster occurred.
  Megafission reactor in Albuquerque
  exploded, killing 5 million and creating a
  crater 25 km in diameter.
  [Albuquerque Starport, page 1]
  Radiation cloud from megafission reactor
  explosion caused a potted fern in the
  Albuquerque Starport to mutate
  dangerously.
  [Albuquerque Starport, page 3]
  2265
  Stasis chamber developed.  The chamber
  was designed to be used for the incurably ill
  and extreme deep space voyages.
  [Assumed event: Stasis chambers were used aboard
  Warden as described in Metamorphosis Alpha to
  Omega, pages 106-7, yet were relatively new before the
  Cataclysm as described in Home Before the Sky Falls,
  page 2]
  2267
  Project Hibernation began in order to
  determine the effects of prolonged stasis
  chamber usage.  Volunteers were selected to
  be placed into stasis for up to 10 years.
  Lieutenant general Peter Thornton was one
  of the volunteers selected.
  [Assumed date: Home Before the Sky Falls, page 2]
  2273
  Legion of Free Men formed to promote a
  united world government.
  [Assumed date: Gamma World, 1st edition, page 3]
  2275
  United Nations gained greater power and
  was joined by all nations.  United Nations
  name changed to United Earth Government
  to reflect these changes.  United Earth
  Government governed by council of seven
  men, elected by national leaders.  Day-to-
  day decisions still made by individual
  national leaders, but world laws had
  precedence over national laws.
  [Assumed event]
  
  Secrets of the Ancients
  57
  2277
  Projected end of Project Hibernation
  reached.  Scientists in charge of project
  determined to continue study with
  undefined end date (test subjects were not
  consulted).  Roughly 50% of test subjects
  had been revived by this point with no ill
  effects.  Stasis chambers considered a
  success.  Peter Thornton remained in stasis.
  [Assumed event: Explanation for 10 year time span in
  Home Before the Sky Falls, page 2]
  Construction of interstellar colony starship,
  Warden, began in geosynchronous Earth
  orbit.
  [Metamorphosis Alpha, page 3; Metamorphosis Alpha
  to Omega, page 21]
  2284
  United States decided to re-evaluate the
  feasibility of underwater habitations.
  Several Sub-Aquan Marine United
  Research And Investigation (SAMURAI)
  stations were established by Jon Reeman as
  a result.
  [Legion of Gold, page 12]
  2288
  Construction of Warden completed.
  Loading of supplies, habitats, and colonists
  began.
  [Metamorphosis Alpha, page 3; Metamorphosis Alpha
  to Omega, page 21]
  2290
  Warden left Earth orbit with 1.5 million
  colonists.
  [Metamorphosis Alpha, page 3; Metamorphosis Alpha
  to Omega, page 21]
  2298
  Interstellar colonies demanded
  independence.  Some countries wanted to
  grant independence to these colonies, but
  majority of countries did not wish to lose
  the benefits of the Earth empire.
  Autonomists formed to promote the
  colonies’ independence and greater
  distribution of power to the individual
  nations.
  [Assumed event: Demand for independence mentioned in
  Metamorphosis Alpha to Omega, page 20; Autonomists
  mentioned in Gamma World, 1st edition, page 3]
  2299
  Prototype of the life chamber developed by
  Dr. Mark Rimer.
  [Assumed date: Treasures of the Ancients, page 30]
  2300
  The Shadow Years
  2300-2307
  Talks between Earth and colonies broke
  down; interstellar war declared.
  Autonomist protested and rioted world-
  wide.
  [Assumed event]
  After a few limited engagements, the
  warring governments realized they were at
  a stalemate: “while Earth had the superior
  forces, it could not send them against any
  one of the rebels without leaving itself open
  to a combined attack by the other two.”
  [Assumed date: Metamorphosis Alpha to Omega, page
  20]
  New Technologies Corp. produced the
  trashman.
  [Assumed date: Treasures of the Ancients, page 84]
  International Earth relations grew worse
  between the nations who wanted the war to
  continue and those who did not.
  [Assumed event]
  2301
  Man-portable force field generators
  developed.
  [Assumed date: Gamma Knights: Battle Book, page 2]
  2302
  Trashman voluntarily taken off the market
  by New Technologies.
  [Assumed date: Treasures of the Ancients, page 84]
  Construction of the Global Network
  Computer (GNC) began.  The GNC was
  designed to coordinate all of Earth’s
  interstellar defenses and protect Earth’s
  nations against attack.
  [Assumed date: Metamorphosis Alpha to Omega, page
  20]
  Process to manufacture liquid metal
  developed by Boon Toe.
  [Assumed date: Treasures of the Ancients, page 76]
  
  Secrets of the Ancients
  58
  2304
  Project Mindkeep founded by Osmond
  Coot.  Purpose of project was to discover
  the Alpha Factor, the key to creating
  beneficial genetic mutations.
  [Assumed date: Alpha Factor, pages 10 and 18]
  Canopus Plague brought to Sol system by
  Star Voyager.  Ship had been on deep space
  exploratory mission to Canopus system and
  returned on auto-pilot to Earth orbit.  Team
  from orbital Spaceport IV sent to
  investigate.  Infected by plague which
  eventually lead to the infection of the
  spaceport.  Unfortunately, two other orbital
  starports were also contaminated due to
  infected refugees from Spaceport IV.  The
  public was told that all complexes were
  destroyed to prevent the possible spread of
  infection.  However, Spaceport IV was not
  destroyed, but kept in quarantine in order to
  study the plague (and the possible military
  uses).
  [Assumed event: Based on Albuquerque Starport, page
  5]
  2306
  5,000 members of the Legion of Free Men
  were killed by a neutron bomb during a
  convention promoting world unity and the
  war.  It was believed that the Autonomists
  set off the bomb.
  [Assumed date: Gamma World, 1st edition, page 3]
  3,000 people killed by the release of nerve
  gas in an office building housing the
  Autonomists’ headquarters.  Several
  hundred Autonomist leaders were also
  assassinated.  It was believed that the
  Legion of Free Men was responsible.
  [Assumed date: Gamma World, 1st edition, page 3]
  High-speed Analog Neurotronic Computer
  (HANC) installed at Grissom Air Force
  Base to control all aspects of the base
  except security.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 5]
  Riots and hostilities around the world rose
  to ever increasing levels.  Group calling
  itself The Apocalypse issued an ultimatum:
  People of the world, you appear bent
  upon the destruction of a civilization that
  has taken centuries to build, and the
  extinction of life on Earth.
  If that is your will... so be it!
  We, The Apocalypse, demand an
  immediate cessation of this insane
  violence, or we will end it for you. . . with
  a force you cannot conceive.
  We have the power!
  The choice is yours!
  [Assumed date: Gamma World, 1st edition, page 3]
  Construction of GNC completed.  Control
  of interstellar defenses and interstellar
  communication routed to GNC.
  [Assumed event: Based on Metamorphosis Alpha to
  Omega, page 20]
  
  Secrets of the Ancients
  59
  2307
  Shuttle arrived at the secondary command
  post of Grissom Air Force Base.
  [Home Before the Sky Falls, page 53]
  The Cataclysm occurred.  As hostilities
  around the world continued,  The
  Apocalypse destroyed the capital of every
  nation on Earth with biological, chemical
  and nuclear weapons.  Additionally, either
  an Autonomist agent or an Apocalypse
  agent infected the GNC with virus in an
  attempt to disable the computer and force
  the world leaders to find a peaceful solution
  with the colonies.  The virus was not well-
  designed and did not cause the GNC to shut
  down; instead, the virus caused severe
  memory core damage and activated the
  computer’s self-defense systems.  The GNC
  immediately blocked all interstellar
  transmissions within the Sol system and
  launched a devastating attack on the
  various colonies within the solar system and
  Earth.  Minutes after the attack was
  launched, scientists at the Fermee
  installation were able to erect an
  experimental force field for protection.
  After the initial attack, the GNC began
  acting unpredictably – occasionally
  launching attacks against various targets
  and then entering stand-by mode.
  However, the GNC’s defense system
  operated correctly and would not allow any
  successful attacks upon the main GNC
  station, no matter the GNC’s state.  The
  GNC’s attacks, combined with the damage
  and confusion caused by The Apocalypse,
  resulted in billions killed and the
  destruction of needed supplies (industrial,
  agricultural, and medical).  The attacks also
  created Earthwound, and a small crack in
  Magmatap’s magma conduit.  Nations
  attacked nations for these limited supplies.
  The resulting wars were termed the Social
  Wars and lead to the total collapse of
  civilization. Waldis and several other
  scientists placed themselves in stasis
  chambers to be awoken 100 years later.
  During this time, warbot #RM-1975 was
  activated at Grissom Air Force Base.
  [Metamorphosis Alpha to Omega, page 21:  Warden
  was roughly 5 light years away from Sol system and
  could not notice cessation of  warp-pulse communication
  from the system until at least one year later; additional
  events based on information in Beta Principle, Bonparr:
  The Unaligned Territories, pages 5 and 16, Gamma
  World, 1st edition, page 3, and Gamma World, 4th
  edition, pages 173-4, and 178]
  The Dark Years
  2308-2325
  2308
  Many Tycho Center colonists traveled to
  Earth.  A few returned to Tycho Center –
  infecting the colony with the deadly
  diseases ravaging the Earth.  All of the
  colonists died.  Ren Odinson, the colony’s
  commander, programmed the colony’s
  main computer to continue all normal
  operations before he died.
  [Assumed date: “A World Gone Mad,” page 75]
  2309
  Radioactive fallout reacted with dormant
  plant fibers from the Columbia Project to
  create the Rambling Woods.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 25]
  2318
  Warden strayed into undetected radiation
  cloud.  Majority of crew and colonists died
  from radiation exposure.
  [Metamorphosis Alpha to Omega, page 22; event
  described in Metamorphosis Alpha, page 3]
  Warden’s armory was looted.
  [Metamorphosis Alpha to Omega, page 113]
  2319
  Scientists left the Saginaw Institute in an
  attempt to aid the rebuilding of civilization.
  Instead of leaving, the president of the
  Institute committed suicide.
  [Assumed date: Mutant Master, pages 12 and 36]
  2325
  Cyberoid Uprising occurred.  In many of
  the intact installations, the artificial life
  forms 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.  The
  terraforming of Scion and Essence initiated
  (Genesis Project).
  [Metamorphosis Alpha to Omega, page 22]
  
  Secrets of the Ancients
  60
  2360
  Mutated plant life gained full control over
  the hydroponics section in Tycho Center.
  [“A World Gone Mad,” page 75]
  2363
  The main computer at the Saginaw Institute
  mal-functioned.  It began to bury the
  Institute.
  [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 the
  microlabs section in Tycho Center.
  [Assumed date: “A World Gone Mad,” page 75]
  2407
  Waldis awoke from stasis.  All other
  scientists in stasis had died.
  [Beta Principle]
  2432
  Waldis created live metal garden.
  [Assumed date: Beta Principle, page 11]
  2438
  Band of arks stumbled upon Gruesome
  Afbayz (Grissom Air Force Base).  They
  were destroyed by RM-1975 and two other
  warbots.
  [Assumed date: Bonparr: The Unaligned Territories,
  page 5]
  2440
  Vendetti lead by Bromwint discovered and
  attacked the citydomes.
  [Assumed date: Metamorphosis Alpha to Omega, page
  137-8]
  2441
  Descendants of Warden crew killed by a
  mutant army lead by Bromwint.
  [Assumed date: Event described in Metamorphosis
  Alpha to Omega, page 22]
  Genesis Project completed; Scion and
  Essence successfully terraformed.
  [Assumed date: Event described in Metamorphosis
  Alpha to Omega, page 22]
  2442
  Meteor struck Warden and ruptured the
  hull.
  [Assumed date: Metamorphosis Alpha to Omega, page
  133]
  2450
  Tick Shallop docked against Warden.
  [Assumed date: Metamorphosis Alpha to Omega, page
  125]
  2455
  Far-Go founded.
  [Assumed date: Famine in Far-Go, page 2]
  2480
  All veterinarians at the Zoo died from
  various environmental hazards.
  [Assumed date: All Animals Are Equal, page 16]
  2485
  Radiation in The Pit dropped to levels low
  enough to allow plants and small animals to
  inhabit the area.
  [Assumed date: Gamma World, 1st edition, page 179]
  2486
  Healers discovered plant able to generate a
  sound frequency that soothed non-
  intelligent creatures.
  [Assumed date: “Cryptic Alliance of the Bi-month: The
  Healers,” 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 a
  tyrannical rule over the people.  When
  Bonparr central command learned of his
  activities, he was arrested, tried, and
  executed.
  [Bonparr: The Animal Sector, page 17]
  2538
  General Stanley lead four divisions of
  Bonparr infantry, supported by artillery,
  cavalry, and flyers, against Gruesome
  Afbayz (Grissom Air Force Base).  His
  troops were decimated by RM-1975 and
  another warbot.  General Stanley was
  atomized before a retreat was ordered (by
  Colonel Napoleon).
  [Bonparr: The Unaligned Territories, page 7; Gamma
  World, 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 a
  Zoopremist radical.  Colonel Ursal tracked
  down the radical and was promoted to
  general by the Bonparr council of colonels
  as a result.
  [Assumed date: Bonparr: The Animal Sector, pages 7
  and 12]
  
  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 into
  Il-noy River.  Upper portion of river was
  renamed Burning River after the leaked oil
  caught 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: The
  Healers,” page 8]
  2552
  John Law was born.
  [Assumed date: “Cryptic Alliance of the Bi-month: The
  Knights 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: The
  Iron Society,” page 7]
  2558
  Havrilla 23 was shot by Houseman 380
  during an argument over the annual budget.
  The damage left Havrilla 23 paralyzed.
  [Assumed date: Gamma World Adventure Booklet, page
  15]
  2559
  Kris-Pat began his travels.
  [Assumed date: Home Before the Sky Falls, page 58]
  2561
  Lotto was razed and destroyed by arks.  The
  citizens 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 large
  opening into the secondary command post
  of Grissom Air Force Base.
  [Home Before the Sky Falls, page 49]
  Rard Tafor lost the use of his left eye as a
  result 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 “great
  journey.”
  [Assumed date: Bonparr: Animal Sector, page 3]
  2573
  Pygmaeus began delivering foodstuffs at the
  Zoo.
  [All Animals Are Equal, page 7]
  2576
  The Jospeen Manufacturing Company was
  inaugurated.
  [Bonparr: The Animal Sector, pages 33 and 37]
  Radiation levels dropped to tolerable levels
  in Gary (Indiana).
  [Gamma World, 4th edition, page 174]
  Engineers at the Bonparr Technological
  Research Institute in Elda reinvented the
  steam engine.
  [Bonparr: The Animal Sector, pages 30 and 44]
  2578
  Spizella assumed the position of Foremost
  Sparrow of the Administration at the Zoo.
  [All Animals Are Equal, page 6]
  Groun Paurc was elected mayor of
  Defiance.
  [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 of
  Fortain.
  [Assumed date: Bonparr: The Animal Sector, page 49]
  
  Secrets of the Ancients
  62
  2580
  First capture of an entire village by the
  forces of No’tyene’yama.
  [Beta Principle, page 19]
  Replicator malfunctioned at the Zoo.  While
  trying to repair it, the apes and the
  orangutans 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; Gamma
  Knights: Battle Book, page 2; Metamorphosis Alpha to
  Omega, page 22; Treasures of the Ancients, page 2;
  contradicted by Gamma World, 4th edition, page 4]
  
  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 Sky
  Falls.  Lake Geneva: TSR, 1993.
  Eastland, Kim.  Alpha Factor.  Lake Geneva:
  TSR, 1986.
  ---.  Delta Fragment.  Lake Geneva: TSR,
  1987.
  Gamma World Adventure Booklet.  Lake
  Geneva: TSR Hobbies, 1983.
  Gygax, Gary, Luke Gygax, and Paul Reiche
  III.  Legion of Gold.  Lake Geneva: TSR
  Hobbies, 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.  Lake
  Geneva: TSR, 1994.
  Henson, Slade, and Steve Winter.  Gamma
  Knights: Battle Book.  Lake Geneva:
  TSR, 1992.
  Jaquet, Gary, and James M. Ward.  Gamma
  World.  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.  Lake
  Geneva: 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.  Lake
  Geneva: TSR Hobbies, 1982.
  Price, Michael, and Garry Spiegle.  The
  Cleansing 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.”  Polyhedron
  Newszine: 6.
  ---.  “Cryptic Alliance of the Bi-month: The
  Iron Society.”  Polyhedron Newszine: 6.
  ---.  “Cryptic Alliance of the Bi-month: The
  Knights of Genetic Purity.”  Polyhedron
  Newszine.
  ---.  Metamorphosis Alpha.  Lake Geneva:
  TSR Rules, 1976.
  ---.  “A World Gone Mad.”  Dragon June
  1984: 74.
  
  Secrets of the Ancients
  64
  Appendix B:
  Appendix B:
  Gamma World Product List
  Gamma World Product List
  by Robert Flack
  Revised by CdBd3rd, Chris Conboy, Kerry Jordan, and Scott Kent
  This list is broken into several sections.
  These sections are Game Systems,
  Accessories, Adventures, Books, and
  Miniatures.
  All product entries (except miniatures)
  follow the same basic format.  This is a title
  with detailed information underneath.  Some
  entries of the detailed information needs
  explaining, as the entry may not be obvious:
  Company can vary, as TSR, Inc. was not
  always known by that name.  The company
  name is shown as printed on the product.
  Code is the internal code used by TSR,
  Inc.  This makes for a good quick reference
  instead for referring to a product by a long
  name, cryptic ISBN, or stock number.  It is
  certainly easier to say that you’re looking for
  “module GW3” than “The Cleansing War of
  Garik Blackhand.”
  Stock is the number referred to when
  ordering.  If it is a 4-digit number, most
  distributors prefix it with “TSR.”  The
  exception is if it isn’t a 4-digit number, like
  Metamorphosis Alpha or adventures GW2,
  GW3, or GW4.  Some places use only the
  last 4 digits prefixed with TSR for these, but
  not consistently.
  Format is the basic container of the
  product.  I have broken this down into
  several different types:
  Format
  Type
  Description
  Book 
  Approximately 8.5” by  11”
  with a glue bound edge
  Booklet  
  As above but with staples as the
  binding, not glue
  Boxed Set  Materials of varying formats
  gathered in a box
  Folio  
  As booklet, but the light-stock
  cover not attached
  Paperback  A standard paperback book
  Tri-Fold  
  Cover is heavy-stock and has
  third face
  Game Systems
  This section is for products that present
  basic rules.  With the many different rule sets
  GAMMA WORLD® (and related settings) have
  gone through, this constitutes a section by
  itself.  These products also define the
  settings for adventures to be run under their
  systems.
  Metamorphosis Alpha
  Company:  TSR Rules
  ISBN:  None
  Code:  None
  Stock:  SF18-R
  System:  Metamorphosis Alpha
  Copyright:  1976
  Setting:  Starship Warden
  Format:  Booklet
  Author:  James M. Ward
  
  Secrets of the Ancients
  65
  Gamma World, 1st Edition
  Company:  TSR Hobbies, Inc.
  ISBN:  None
  Code:  None
  Stock:  3002
  System:  Gamma World 1Copyright:  1978
  Setting:  Gamma World
  Format:  Boxed Set
  Author:  James M. Ward & Gary Jaquet
  Gamma World, 2nd Edition
  Company:  TSR, Inc.
  ISBN:  None
  Code:  None
  Stock:  7010
  System:  Gamma World 2Copyright:  1983
  Setting:  Gamma World
  Format:  Boxed Set
  Author:  James M. Ward, James Ritchie, Gary
   Jaquet
  Gamma World, 3rd Edition
  Company:  TSR, Inc.
  ISBN:  0-88038-330-5
  Code:  None
  Stock:  7010
  System:  Gamma World 3Copyright:  1986
  Setting:  Gamma World
  Format:  Boxed Set
  Author:  James M. Ward, James Ritchie, Gary
   Jaquet
  Gamma World, 4th Edition
  Company:  TSR, Inc.
  ISBN:  1-56076-401-5
  Code:  None                 
  Stock:  7514
  System:  Gamma World 4Copyright:  1992
  Setting:  Gamma Terra
  Format:  Book
  Author:  Bruce Nesmith & James M. Ward
  Metamorphosis: Alpha to Omega
  Company:  TSR, Inc.
  ISBN:  1-56076-851-7
  Code:  AM7                  
  Stock:  2708
  System:  Amazing Engine
  Copyright:  1994
  Setting:  Starship WardenFormat:  Book
  Author:  Dale “Slade” Henson
  Accessories
  This section is for products that
  consolidate, clarify, or expand upon the basic
  rules 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:  6501
  System:  Gamma World 1Copyright:  1981
  Setting:  Gamma World Format:  Tri-Fold
  Author:  None listed
   (Mini-Module by Paul Reiche III)
  Gamma World Referee’s Screen & Mini-
  Module, 2nd Edition
  Company:  TSR, Inc.    
  ISBN:  0-88038-30-6
  Code:  None                 
  Stock:  6502
  System:  Gamma World 2Copyright:  1983
  Setting:  Gamma World
  Format:  Tri-Fold
  Author:  None listed
   (Mini-Module by Paul Reiche III)
  Gammarauders
  Company:  TSR, Inc.   
  ISBN:  0-88038-475-1
  Code:  None                 
  Stock:  7015
  System:  Gamma World 3Copyright:  1987
  Setting:  Gamma World  Format:  Boxed Set
  Author:  Allen Varney, Jeff Grubb, Mike Breault,
   Zeb Cook
  Revenge of the Factoids
  Company:  TSR, Inc.    
  ISBN:  0-88038-595-2
  Code:  None                 
  Stock:  7016
  System:  Gamma World 3 (Gammarauders)
  Copyright:  1989
  Setting:  Gamma World
  Format:  Folder Set
  Author:  Douglas Niles
  Gamma Knights
  Company:  TSR, Inc.   
  ISBN:  1-56076-402-3
  Code:  None                 
  Stock:  7515
  System:  Gamma World 4Copyright:  1992
  Setting:  Gamma Terra  Format:  Boxed Set
  Author:  Dale “Slade” Henson
  Treasures of the Ancients
  Company:  TSR, Inc.    
  ISBN:  1-56076-577-1
  Code:  GWA1             
  Stock:  7517
  System:  Gamma World 4Copyright:  1993
  Setting:  Gamma Terra  Format:  Booklet
  Author:  Dale “Slade” Henson
  
  Secrets of the Ancients
  66
  The Overlord of Bonparr
  Company:  TSR, Inc.   
  ISBN:  1-56076-599-2
  Code:  GWA2      
  Stock:  7518
  System:  Gamma World 4Copyright:  1993
  Setting:  Gamma Terra
  Format:  Boxed Set
  Author:  None listed
  Adventures
  This section is for products that are
  mostly complete adventures to run with
  specific systems.  Some of these products
  contain additional information that
  supplements the basic rules of a system,
  but are included here since they are primarily
  scenarios to play.  Most of these “modules”
  are easily converted to other GAMMA
  WORLD® systems.
  Legion of Gold
  Company:  TSR Hobbies, Inc.
  ISBN:  0-935696-61-X
  Code:  GW1
  Stock:  7503
  System:  Gamma World 1Copyright:  1981
  Setting:  Gamma World Format:  Folio
  Author:  Gary Gygax with Luke Gygax & Paul
   Reiche
  Famine in Far-Go
  Company:  TSR Hobbies, Inc.
  ISBN:  0-935696-88-1
  Code:  GW2     
  Stock:  117-T-7502
  System:  Gamma World 1Copyright:  1982
  Setting:  Gamma World Format:  Folio
  Author:  Michael Price
  The Cleansing War of Garik Blackhand
  Company:  TSR, Inc.  
  ISBN:  0-88038-015-2
  Code:  GW3    
  Stock:  116-F-7504
  System:  Gamma World 2Copyright:  1983
  Setting:  Gamma World  Format:  Folio
  Author:  Michael Price & Garry Spiegle
  The Mind Master
  Company:  TSR, Inc.  
  ISBN:  0-88038-029-2
  Code:  GW4                  
  Stock:  117-T-7505
  System:  Gamma World 2Copyright:  1983
  Setting:  Gamma World Format:  Folio
  Author:  Phil Taterczynski
  Rapture of the Deep
  (Never published)
  Company:  TSR, Inc.  
  ISBN:  N/A
  Code:  GW5        
  Stock:  7506
  System:  Gamma World 2Copyright:  N/A
  Setting:  Gamma World  Format:  Folio
  Author:  N/A
  Alpha Factor
  Company:  TSR, Inc.      ISBN:  0-88038-294-5
  Code:  GW6    
  Stock:  7509
  System:  Gamma World 3Copyright:  1986
  Setting:  Gamma World  Format:  Folio
  Author:  Kim Eastland
  Beta Principle
  Company:  TSR, Inc.   
  ISBN:  0-88038-404-2
  Code:  GW7                  
  Stock:  7510
  System:  Gamma World 3Copyright:  1987
  Setting:  Gamma World Format:  Folio
  Author:  Bruce Nesmith
  Gamma Base
  Company:  TSR, Inc.  
  ISBN:  0-88038-405-0
  Code:  GW8        
  Stock:  7511
  System:  Gamma World 3Copyright:  1987
  Setting:  Gamma World  Format:  Folio
  Author:  Kim Eastland
  Delta Fragment
  Company:  TSR, Inc.    
  ISBN:  0-88038-406-9
  Code:  GW9                  
  Stock:  7512
  System:  Gamma World 3Copyright:  1987
  Setting:  Gamma World  Format:  Folio
  Author:  Kim Eastland
  
  Secrets of the Ancients
  67
  Epsilon Cyborgs
  Company:  TSR, Inc.  
  ISBN:  0-88038-477-8
  Code:  GW10                 Stock:  7513
  System:  Gamma World 3Copyright:  1987
  Setting:  Gamma World  Format:  Folio
  Author:  Kim Eastland
  Mutant Master
  Company:  TSR, Inc.  
  ISBN:  1-56076-411-2
  Code:  GWQ1     
  Stock:  TSR 7516
  System:  Gamma World 4Copyright:  1992
  Setting:  Gamma Terra   Format:  Folio
  Author:  Bruce Nesmith
  All Animals Are Equal
  Company:  TSR, Inc.  
  ISBN:  1-56076-638-7
  Code:  GWQ2         
  Stock:  7519
  System:  Gamma World 4Copyright:  1993
  Setting:  Gamma Terra  Format:  Booklet
  Author:  Dale “Slade” Henson
  Home Before the Sky Falls
  Company:  TSR, Inc.   
  ISBN:  1-56076-674-3
  Code:  GWQ3        
  Stock:  7520
  System:  Gamma World 4Copyright:  1993
  Setting:  Gamma Terra 
  Format:  Booklet
  Author:  Beach, Bittner, Eastland, and Reigel
  Books
  This section covers products that can be
  used without the basic rules.  These include
  both the EndlessQuest® system where the
  reader plays through a scenario by choosing
  an action and turning to an entry in the book,
  and pure fiction.
  Light on Quests Mountain
  Company:  TSR, Inc. 
  ISBN:  0-88038-055-1
  Code:  #12           
  Stock:  8512
  System:  EndlessQuest  
  Copyright:  1983
  Setting:  Gamma World  Format:  Paperback
  Author:  Mary Kirchoff and James Ward
  Mystery of the Ancients
  Company:  TSR, Inc.  
  ISBN:  0-88038-217-1
  Code:  #28      
  Stock:  8528
  System:  EndlessQuest   Copyright:  1985
  Setting:  Gamma World  Format:  Paperback
  Author:  Morris Simon
  American Knights
  Company:  TSR, Inc.    
  ISBN:  1-56076-899-1
  Code:  None  
  Stock:  8091
  System:  EndlessQuest  
  Copyright:  1995
  Setting:  Gamma Terra  Format:  Paperback
  Author:  Nick Pollotta
  The 24-Hour War
  Company:  TSR, Inc. 
  ISBN:  0-7869-0198-5
  Code:  None   
  Stock:  8100
  System:  EndlessQuest 
  Copyright:  1995
  Setting:  Gamma Terra  Format:  Paperback
  Author:  Nick Pollotta
  Miniatures
  While this section could be part of the
  Accessories section, it has been separated.
  This is because I consider miniatures to be
  a stand-alone hobby as well as an aid to role-
  playing.  The product entries also don’t fit
  the same format as the other types.
  Gamma World Adventurers Set
  Company:
  Grenadier Models, Inc.
  Code:
  0005
  Description: Boxed set with 20 figures:
  1. Member B.O.T.
  11. Maintenance Robot
  2. Seeker
  12. Medic Robot
  3. Seeker w/Axe
  13. Healer
  4. Protech Armor
  14. Mutant Man
  5. Riot Armor
  15. Battle Armor
  6. Female Warrior
  16. Photon Grenadier
  7. Woman Gunner
  17. Rocketeer
  8. Village Woman
  18. Man Blastergun
  9. Adventurer AK-47a 19. Man Laser Rifle
  10. Adventurer M-16
  20. Heavy Power Armor
  
  Secrets of the Ancients
  68
  Gamma World Denizens Set
  Company:
  Grenadier Models, Inc.
  Code:
  0006
  Description: Boxed set with 20 figures:
  1. Hisser
  11. Tribesman
  2. Hisser
  12. Barksin
  3. Orlen
  13. Badder Chief
  4. Orlen
  14. Tribesman
  5. Sleeth
  15. Tribesman
  6. Android
  16. Iron Society
  7. Android
  17. Iron Society Chief
  8. Serf
  18. Wolfoid
  9. Serf
  19. Wolfoid
  10. Gorilla
  20. Badder
  Gamma World Androids, Class II
  Company:
  Grenadier Models, Inc.
  Code:
  G-01
  Description: Warriors and workers
  Gamma World Human Adventurers
  Company:
  Grenadier Models, Inc.
  Code:
  G-02
  Description: Armed differently
  Gamma World Human Adventurers
  Company:
  Grenadier Models, Inc.
  Code:
  G-03
  Description: None
  Gamma World Grens with Missile
  Weapons
  Company:
  Grenadier Models, Inc.
  Code:
  G-04
  Description: None
  Gamma World Serfs
  Company:
  Grenadier Models, Inc.
  Code:
  G-05
  Description: 2 poses
  Gamma World Orlens
  Company:
  Grenadier Models, Inc.
  Code:
  G-06
  Description: Multi-poses
  Gamma World Healers Cryptic Alliance
  Company:
  Grenadier Models, Inc.
  Code:
  G-07
  Description: None
  Gamma World Restorationists Cryptic
  Alliance
  Company:
  Grenadier Models, Inc.
  Code:
  G-08
  Description: None
  Gamma World Knights of Genetic Purity
  Cryptic Alliance on Foot
  Company:
  Grenadier Models, Inc.
  Code:
  G-09
  Description: None
  Gamma World Brotherhood of Thought
  Cryptic Alliance
  Company:
  Grenadier Models, Inc.
  Code:
  G-11
  Description: Humans, humanoids and animals
  Gamma World Seekers Cryptic Alliance
  Company:
  Grenadier Models, Inc.
  Code:
  G-12
  Description: None
  Gamma World Iron Society Cryptic
  Alliance
  Company:
  Grenadier Models, Inc.
  Code:
  G-13
  Description: None
  Gamma World Tribesman
  Company:
  Grenadier Models, Inc.
  Code:
  G-14
  Description: Human with weapons
  Gamma World Tribesman, Mutants
  Company:
  Grenadier Models, Inc.
  Code:
  G-15
  Description: Barkskins with swords
  
  Secrets of the Ancients
  69
  Gamma World Tribesman, Mutants II
  Company:
  Grenadier Models, Inc.
  Code:
  G-16
  Description: Small winged humanoid
  Gamma World Tribesman, Mutants II
  Company:
  Grenadier Models, Inc.
  Code:
  G-17
  Description: Winged, insect nosed
  Gamma World Women Adventurers
  Company:
  Grenadier Models, Inc.
  Code:
  G-18
  Description: None
  Gamma World Townsmen Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-19
  Description: None
  Gamma World Settlement Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-20
  Description: None
  Gamma World Powered Armor Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-21
  Description: None
  Gamma World Partial Armor Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-22
  Description: None
  Gamma World Arns & Blaash
  Company:
  Grenadier Models, Inc.
  Code:
  G-23
  Description: None
  Gamma World Gerps & Parns
  Company:
  Grenadier Models, Inc.
  Code:
  G-24
  Description: None
  Gamma World Soul Besh & Cal-thens
  Company:
  Grenadier Models, Inc.
  Code:
  G-25
  Description: None
  Gamma World Hissers
  Company:
  Grenadier Models, Inc.
  Code:
  G-26
  Description: 3 poses
  Gamma World Keeshin & Sleeths
  Company:
  Grenadier Models, Inc.
  Code:
  G-27
  Description: None
  Gamma World Menarl & Blight
  Company:
  Grenadier Models, Inc.
  Code:
  G-28
  Description: None
  Gamma World Arks
  Company:
  Grenadier Models, Inc.
  Code:
  G-29
  Description: 2 poses
  Gamma World Badders
  Company:
  Grenadier Models, Inc.
  Code:
  G-30
  Description: None
  Gamma World Hoops
  Company:
  Grenadier Models, Inc.
  Code:
  G-31
  Description: None
  Gamma World Centisteed
  Company:
  Grenadier Models, Inc.
  Code:
  G-32
  Description: None
  Gamma World Brutorz & Rakox
  Company:
  Grenadier Models, Inc.
  Code:
  G-33
  Description: None
  
  Secrets of the Ancients
  70
  Gamma World Podogs
  Company:
  Grenadier Models, Inc.
  Code:
  G-34
  Description: 2 poses
  Gamma World Security & Supervisory
  Company:
  Grenadier Models, Inc.
  Code:
  G-35
  Description: Robots
  Gamma World Medic & Maintenance
  Company:
  Grenadier Models, Inc.
  Code:
  G-36
  Description: Robots
  Gamma World Attack-Defense Borg
  Company:
  Grenadier Models, Inc.
  Code:
  G-37
  Description: None
  Gamma World Ecology/Agriculture Bots
  Company:
  Grenadier Models, Inc.
  Code:
  G-38
  Description: None
  Gamma World Engineering Bots
  Company:
  Grenadier Models, Inc.
  Code:
  G-39
  Description: Medium and light duty
  Gamma World Transport & Lifter Bots
  Company:
  Grenadier Models, Inc.
  Code:
  G-40
  Description: None
  Gamma World Intelligent Ape, Bear,
  Raccoon
  Company:
  Grenadier Models, Inc.
  Code:
  G-43
  Description: None
  Gamma World Various Rifles, Heavy
  Weapons
  Company:
  Grenadier Models, Inc.
  Code:
  G-44
  Description: None
  Gamma World Ancient Weapons
  Company:
  Grenadier Models, Inc.
  Code:
  G-45
  Description: None
  Gamma World Various Medical Devices
  Company:
  Grenadier Models, Inc.
  Code:
  G-46
  Description: None
  Gamma World Mutant Polymorphic Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-47
  Description: Human torsos with parts
  Gamma World Mutant Polymorphic Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-48
  Description: Reptile torsos with parts
  Gamma World Mutant Polymorphic Pack
  Company:
  Grenadier Models, Inc.
  Code:
  G-49
  Description: Animal torsos with parts
  Gamma World Yexil
  Company:
  Grenadier Models, Inc.
  Code:
  G-50
  Description: Giant flying monster
  Gamma World Goliath II Robot Tanks
  Company:
  Grenadier Models, Inc.
  Code:
  G-51
  Description: Laser, missile, and photon howitzer
  Gamma World Goliath II Robot Tanks
  Company:
  Grenadier Models, Inc.
  Code:
  G-52
  Description: Command and recovery
  Gamma World/Star Frontiers Pure Strain
  Humans
  Company:
  TSR, Inc./Grenadier Models, Inc.
  Code:
  TSR5502
  Description: Blister pack with 3 figures of pure
  strain humans
  
  Secrets of the Ancients
  71
  Gamma World/Star Frontiers
  Mutants/Aliens
  Company:
  TSR, Inc./Grenadier Models, Inc.
  Code:
  TSR5505
  Description: Blister pack with 3 figures of mutated
  humans
  Gamma World/Star Frontiers Androids
  Company:
  TSR, Inc./Grenadier Models, Inc.
  Code:
  TSR5508
  Description: Blister pack with 3 figures
  Gamma World/Star Frontiers Cyborgs
  Company:
  TSR, Inc./Grenadier Models, Inc.
  Code:
  TSR5511
  Description: Blister pack with 3 figures
  Gamma World/Star Frontiers Winged
  Ripper & Sand Shark
  Company:
  TSR, Inc./Grenadier Models, Inc.
  Code:
  TSR5803
  Description: Blister pack with 2 figures
  The Ultimate ATV
  Company:
  Ral Partha
  Code:
  10-600
  Description: 21 pieces; large figure based on cover
  of Gamma World 3rd edition game
  box
  
  Secrets of the Ancients
  72
  Appendix C:
  Appendix C:
  Credits
  Credits
  Authors
  Reginald Blue
  <bluerv@surfree.com>
  Game Enhancements: Robotic Critical
  Hit System
  “Long live Gamma Terra!”
  Don Brown
  <dbrown@one.net>
  Creatures: Chameleon Beasts
  CdBd3rd (Gary Hickerson)
  <cdbd3rd@postoffice.worldnet.att.net>
  Addition to Appendix B: Product List
   “Proud owner of way too much Gamma
  World material!”
  Chris Conboy
  <CConboy@optonline.net>
  Addition to Appendix B: Product List
  “Hey – where’s my sonic death farts
  mutation submission?”
  Bob Crichton
  <RCrichton@aol.com>
  Creatures: Rasp Brambles
  Creatures: Slashercats
  Game Enhancements: Industrial Hazards
  Robert Flack
  <flack-rg@salem.ge.com>
  Appendix B: Product List
  Derek Holland
  <dmh71@juno.com>
  Equipment: Ice Needler
  Mutations: Claws, Hypernecrosis, Ionic
  Susceptibility (Lightning Rod), Poison,
  Pyrosensitivity (Heat Sink)
  Keith Johnson
  <ncc74656@airmail.net>
  Cryptic Alliances: Female Supremacists
  Equipment: Warheads
  Kerry Jordan
  <kdjordan@netdoor.com>
  Consult Introduction
  “A Gamma World netbook?  That should be
  easy to do. . .”
  Note: Died during netbook creation
  Scott Kent
  <sfkent@pcisys.net>
  Addition to Appendix B: Product List
  Daniel Movrich
  <dmovrich@execpc.com>
  Cryptic Alliances: Arannists
  Mutations: Comatose Healing, Friction
  Control, Genetic Transfusion, Genius
  Capability, Mental Absorption, Mineral
  Manipulation, Molecular Sense, Multiple
  Teeth, Silk Cribellum
  ZorOne
  <ZorOne@aol.com>
  Equipment: Hydrator
  
  Secrets of the Ancients
  73
  Sammy Spade
  <sammy_spade@hotmail.com>
  Equipment: Misosyn, Sensyn, Sustak
  “This is really cool.”
  Scott Swigart
  <swig@teleport.com>
  Creatures: Stickies
  David Wheeler
  <wyldfyre@cac-bbs.com>
  Equipment: Composite Heavy Crossbow,
  Composite Light Crossbow, Composite
  Long 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 with
  TSR, Inc.
  Images
  The GAMMA WORLD® logo displayed on the
  cover is public domain.  Its use is in
  accordance with TSR, Inc. Internet policies.
  The image can be found on the World Wide
  Web at http://www.wizards.com/
  Corporate_Info/Netlogos.html.
  All other images displayed in this
  compilation are from the CorelDRAW!
  software.  Corel Corporation holds all
  copyrights to those images.  Their use is in
  accordance with Corel Corp. clipart policies.
  Secrets of the Ancients is not affiliated with
  the Corel Corporation.
  
SOURCE: textdata/thevault/Gamma World [multi]/4th Edition/GW4 - Secrets of the Ancients _Internet Pub.pdf