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Gamma and World
Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978.
Gamma World takes place in the mid-25th century, more than a century after a second nuclear war had destroyed human civilization.
The war that destroyed civilization in Gamma World is only vaguely described in most editions of the game, and what details are provided change from version to version.
In many editions of the game technology is at best quasi-medieval ( in the first edition, the crossbow is described as " the ultimate weapon " for most Gamma World societies ).
Some, such as the 2010 edition, feature advanced, but rare, technology that is risky to use due to the average Gamma World character not knowing how to properly operate such devices.
The post-apocalyptic inhabitants of Earth now refer to their planet as " Gamma World " ( or " Gamma Terra " in later editions ).
Gamma World is a chaotic, dangerous environment that little resembles pre-apocalyptic Earth.
( Random tables of such improbable mutations are a hallmark of every edition of Gamma World.
Gamma World player characters include unmutated humans ( referred to as " Pure Strain Humans " in most editions ), mutated humans, sentient animals or plants, and androids.
A recurrent source of conflict on Gamma World is the rivalry among the " Cryptic Alliances ", semi-secret societies whose ideological agendas — usually verging on monomania — often bring them into conflict with the rest of the Gamma World.
Throughout the game's many editions, Gamma World has almost always remained strongly influenced by Dungeons & Dragons and other role-playing games of the time.
Four of those abilities ( Charisma, Constitution, Dexterity and Intelligence ) have the same name and functions in both games, and the Physical Strength and Mental Strength attributes in Gamma World closely parallel Strength and Wisdom in D & D.
All versions of Gamma World eschew a realistic portrayal of genetic mutation, instead giving characters fantastic abilities ( often resembling comic book superpowers ) such as electrical generation, infravision, quills, sonic attacks, multiple limbs, dual brains, total body carapaces, precognition, planar travel, weather manipulation, telepathy, and " life leeching ".
Characters in all versions of Gamma World earn experience points during their adventures, which cause the character's Rank ( in some editions, Level ) to increase.
Unlike D & D, however, the first two editions of Gamma World do not use a concept of character class, and increases in Rank do not affect the character's skills or combat abilities.
The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions.
( The ACT concept is drawn from the Marvel Super Heroes game published by TSR shortly before development of Gamma World < nowiki >'</ nowiki > s third edition.
Gamma World < nowiki >'</ nowiki > s fourth edition abandoned the Action Control Table in favor of mechanics derived from the Advanced Dungeons & Dragons 2nd Edition rules, although some mechanics presage Alternity and the 3rd edition D & D rules.
The fifth and sixth versions of Gamma World take the game's tendency of mimicking other games to its logical end, adopting the rules systems of other games wholesale: The fifth edition of the game uses the Alternity rules, while the sixth edition uses the d20 Modern rules.
Both of those systems, not coincidentally, use game mechanics inspired by D & D, giving Gamma World characters six ability scores, and measuring character development through increases in character class level.
Despite these differences, it is possible to use characters and monsters from a D & D game in Gamma World and vice versa.

Gamma and Campaign
* GamingReport. com: S & S Studios To Publish Gamma World Campaign Setting For d20 Modern, retrieved June 16, 2006.

Gamma and ISBN
* Gamma World Referee's Screen ( ISBN 0-935696-78-4 )
* GWAC1, Gamma World Referee's Screen and Mini Module ( ISBN 0-935696-78-4 )
* GWAC2, Gamma World Character Sheets ( ISBN 0-88038-139-6 )
* GW8, Gamma Base by Kim Eastland ( ISBN 0-88038-405-0 )
The 4th edition of Gamma World ( ISBN 1-56076-401-5 ) was a 192-page softcover book, written by Bruce Nesmith and James M. Ward, published in May 1992 by TSR.
* Gamma World Player's Handbook by Bruce Baugh, Ian Eller, Mikko Rautalahti, and Geoff Skellams ( ISBN 1-58846-069-X )
* Gamma World Game Master's Guide by Bruce Baugh, Werner Hager, Lizard, and Doug Oglesby ( ISBN 1-58846-068-1 )
* Gamma World Mutants and Machines by David Bolack, Gareth Hanrahan, Patrick O ' Duffy, and Chuck Wendig ( ISBN 1-58846-067-3 )
* Gamma World Beyond the Horizon by Ellen Kiley ( ISBN 1-58846-977-8 )
* Gamma World Out of the Vaults by James Maliszewski, John Snead, and Ellen P. Kiley ( ISBN 1-58846-022-3 )
* D & D Gamma World Roleplaying Game by Richard Baker and Bruce R. Cordell ( ISBN 978-0-7869-5508-4 )
* D & D Gamma World Expansion Kit: Famine in Far-go by Robert J. Schwalb ( ISBN 978-0-7869-5509-1 )
* D & D Gamma World Expansion Kit: Legion of Gold by Richard Baker and Bruce Cordell ( ISBN 978-0-7869-5510-7 )
* Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, Design Patterns, ISBN 0-201-63361-2

Gamma and was
The bride, daughter of Rhodes Semmes Baker Jr. of Houston and the late Mrs. Baker, was president of Kappa Kappa Gamma and a member of Mortar Board at Aj.
In 1903 the first cheerleading fraternity, Gamma Sigma, was founded.
White was also a member of the Aleph Samach and Quill and Dagger societies and Phi Gamma Delta ( FIJI ).
He was also a member of the Alpha Gamma Rho Fraternity, Pi chapter.
* Gamma was one of the names used in the 2005 Atlantic hurricane season as Tropical Storm Gamma.
The original Gamma World boxed set ( containing a 56-page rulebook, a map of a devastated North America, and dice ) was released in 1978.
At least one other TSR product was announced -- Metamorphosis Alpha to Omega, an adaptation of Metamorphosis Alpha's campaign setting to Gamma World's rules ( Anon 1981 ).
Work on the adaptation was halted when a 2nd edition of Gamma World was announced.
The second edition Gamma World boxed set ( with rules designed by Ward, Jaquet, and David James Ritchie ) was released in 1983.
The 3rd edition of Gamma World was another boxed set, credited to James M. Ward and published in September 1985.
The 5th version of Gamma World was a supplement for the science-fiction game Alternity.
In September 2002, Omega World, a d20 System mini-game based on Gamma World and written by Jonathan Tweet, was published in Dungeon 94 / Polyhedron 153.
In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting the game out of print again.
It was well received by the Gamma World community.
He attended Yale University, where he was a member of Sigma Tau Gamma and the St. Elmo Society, graduating in 1964.
The company was responsible for primary engineering of the Epsilon ( I ) platform, Epsilon II platform, Delta ( I ) platform, Delta ( II ) platform, Gamma platform and played an important role in the development of especially the higher-end, more-refined version of the Gamma II platform.
While on a mission to the Gamma Quadrant, Worf was captured and sent to a prison camp where he met the real General Martok and was reunited with the real Dr. Bashir, who had both been captured and replaced by changelings.
He enrolled his daughter, Frances, at SU, where she was initiated in the newly formed Gamma Phi Beta sorority.
The much reduced constellation lost several brighter stars to neighbouring constellations: Beta Telescopii became Eta Sagittarii, which it had been before Lacaille placed it in Telescopium, Gamma was placed in Scorpio and renamed G Scorpii by Benjamin Gould, Theta Telescopii reverted to its old appellation of d Ophiuchi, and Sigma Telescopii was placed in Corona Australis.

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