UNOFFICIAL GAMMA WORLD 5th Edition FAQ Compiled by Dennis Payne (dulsi@identicalsoftware.com) July 11, 2000 Contents 1) Where are the Mutant Animals? 2) Where are the Mutant Plants? 3) Where are the Death Machines and other Robots? 4) Where did the Sasquatch come from? 5) How do you recover from stun knockout? Stun Recovery (p47) and Knockout Recovery (p48) disagree with each other. 6) How does the Movement-trailblazing skill work? They mention in the Movement section (p50) and Skill section (p85) that it reduces the penalty for movement in difficult terrain but don't go into detail. 1) Where are the Mutant Animals? The rules for humanoid mutant animals can be found in Dragon #272. There are no official rules for non-humanoid mutant animals found in the previous versions. 2) Where are the Mutant Plants? There are no offical rules for mutant plants. Neil Spicer developed unofficial rules which will be appearing in the August issue of Action Check. 3) Where are the Death Machines and other Robots? Robots were left out of the new Gamma World rules. The Dataware supplement for Alternity gives all the necessary rules. The descriptions of the technology use the StarDrive view of progress levels. Wayne Shaw believes Shadow Age tech to be about 7.5. 4) Where did the Sasquatch come from? The "Mutant Manual" in Dragon #98 contains a creature called "Mountain Men (Squatches)" which is believed to be the basis for the new race. Besides the initial idea, the similarities are rather small. The original creature does fear technology but sufficiently to refuse to use any technology. Instead of claws they punched and had a poisonous bite. They weren't even tough enough to warrant the durability. They do however have abilities remarkably similar to the Weren and Sasquatch found in StarDrive and Dark Matter respectively. There have been a few suggestions on that a new species of mutant bears would make a better choice for the race. 5) How do you recover from stun knockout? Stun Recovery (p47) and Knockout Recovery (p48) disagree with each other. The Stun Recovery (p47) rules match those given in the Alternity PHB. 6) How does the Movement-trailblazing skill work? They mention in the Movement section (p50) and Skill section (p85) that it reduces the penalty for movement in difficult terrain but don't go into detail. Based on the description in the Gamma World rulebook, you would role a Movement-trailblazing skill check. An Ordinary success would reduce the step penalty by one. A Good success removes two steps and an Amazing would remove three steps. Keep in mind this only affects the penalty for terrain. Step penalties for darkness, inclement weather, and other situations are unaffected. If the character rolled a Critical Failure, the step penalty increases by three. However, according to Neil Spicer this differs somewhat from the Alternity PHB rules. Here is what he wrote: Regardless, I think I remember seeing something in the original Movement-trailblazing description about reducing the amount of time it takes to cover distances over rough terrain...in addition to the Stamina-endurance check bonuses in resisting fatigue. Essentially, this further interpretation allows> the hero to make a skill check and an Ordinary success enables him or her to find a better path, coming out ahead of folks that just blunder their way into> the terrain and out the other side. Of course, Good and Amazing skill check results trims the amount of time down even further, and a Critical Failure actually leads the heroes off into a dead-end, causing them to lose time as they constantly double-back. There was no set figure about what time units should be used in rewarding successful skill checks. I think that has to be defined by the GM in each situation. I would probably go so far as to suggest that seriously rough> terrain might require a complex skill check of increasing levels of difficulty terrain might require a complex skill check of increasing levels of difficulty> to cross. The reasoning here would be that once you got into a deep, dark swamp you can more easily lose your bearings and become lost, even if the initial trailblazing skill check allowed you to make good time at first. Your guide/scout would need to keep making skill checks to stay on the better path and re-evaluate the lay of the land as some new situation comes up over the horizon.