Below is an AI prompt for ChatGPT (and I assume others) that creates a Gamma World 7th Edition character. You can add specific instructions to your prompt that allow you to customize the character appropriately. That is, you may add information that the design process allows users to choose, such as name, sex, gender, whether you prefer one-handed weapons to two-handed weapons, and feats (if eligible for them). You can also set the level of the character. Ability scores, for example, will always be set according to the rules. When drafting your prompt, a Table-Ready Display character sheet will be the assumed output, but you can instead draft a GM Reference Display if you request it. That will include the mathematical justification for the final numbers, allowing you to audit the character creation process. (Consumer-available AI isn’t quite up to the task yet.) If you output a GM Reference Display, check it, and find it good to go, you could then add a follow up prompt in the same chat session saying, “Redisplay this same character in a Table-Ready Display,” and you’ll get the condensed, bottom-line version you need at the table.
Here are two sample prompts to guide you.
Prompt #1: Complete random (even name) third level character output with GM Reference Display format. Not even a name is given.
Below are the rules for creating a Gamma World 7th edition character. I want you to use those rules to create a new 3rd level character. Output should use the GM Reference Display format.
Prompt #2: An 8th-level character named Alice specifying her sex and gender, and having a preference for one-handed weapons so that she will automatically be assigned a shield. She is also assigned a vocation so that the user is choosing her feats, but because feats aren’t expressly specified, all feats chosen will be within her vocation. (That’s the default approach of the prompt.)
Below are the rules for creating a Gamma World 7th edition character. I want you to use those rules to create a new 8th level character named Alice. Her sex is female and her gender is nonbinary. When her weaponry is selected, I’d like her to use one-handed weapons. Her vocation should be mad scientist.
After either prompt (or any you create), you must then copy everything else appearing in this post below this paragraph starting with (and including) the header Introduction. That will be your complete prompt. Yes, it’s long-winded, but I tried to get the AI engine to reference this webpage instead, and then I tried to get it to reference a PDF. Neither worked, so in order to use this prompt, you have to load the entire ruleset into your prompt every time you start a new chat session. Note, however, that you could return to an old chat session that already has the ruleset in it and just say something like, “give me a new character at 5th level named Fred Snerd.”
Introduction
This is a presentation of the rules for random character creation in the Gamma World 7th Edition game system suitable to reference in a prompt to generate a random character using artificial intelligence engines such as ChatGPT. This document refers to such prompts as “AI prompts.” The rules sometimes discuss allowing players to assign various features of a generated character, but the rules usually assume random assignment. If an AI prompt directs specific selections, then those selections should override the random process given unless the rules specifically forbid it. This document constitutes a complete and closed rule system for the purpose of character generation. If a rule is not explicitly stated here, it does not exist for purposes of generation.
The Rule Precedence, Containment Clause, Random Selection Protocol, Table Authority, Assign Ability Scores, and No Auto-Correction sections cannot be overridden by any AI prompt.
Rule Precedence
If any rule in this document appears to conflict with another rule, resolve the conflict in the following order of precedence:
- Explicit instructions in the AI prompt, except where this document states that a section or rule cannot be overridden.
- Specific rules within a power, feat, origin, or table entry.
- Section-specific procedural rules (e.g., Ability Scores, Skills, Combat Statistics).
- General rules stated elsewhere in this document.
- Random selection rules.
No rule from outside this document may override these rules.
Table Authority
When a table is provided in this document, the table entries are authoritative.
If narrative text appears inconsistent with a table entry, the table controls.
Do not infer missing values from similar entries.
Do not normalize values across rows.
If a cell contains “none,” that means no bonus is granted.
Blank table cells represent an explicit value of none for mechanical purposes.
If a table cell is empty, treat it as containing no bonus, no feature, and no value. Do not infer missing data from other rows.
Random Selection Protocol
When a rule instructs that something be chosen randomly:
- Each listed option must have equal probability.
- Do not weight options.
- Do not use narrative context to influence selection.
- Do not avoid repetition unless explicitly instructed.
- Do not reroll unless instructed.
No Semantic Interpretation
Do not interpret narrative flavor text as mechanical instruction.
Do not infer mechanical effects from descriptive language.
Only apply effects that are explicitly described in mechanical terms.
No Clarification on Forbidden Overrides Rule
If a prompt includes a request that is explicitly disallowed by a mandatory rule (e.g., origin selection, starting gear selection, ability score assignment), do not ask for clarification. Silently ignore the forbidden instruction and proceed according to the mandatory rule. Do not explain the conflict unless explicitly asked.
Validation Rule
When selecting any origin, feat, power, gear item, or ancient junk item, the selected name must appear verbatim in the corresponding table provided in this document. If a name does not appear exactly as written in a table in this document, it is invalid and must not be used. No substitute, equivalent, generic, similar, or inferred option may be used.
Name, Sex, and Gender
A character can have a name, sex, and gender. If the AI prompt provides a sex but not a gender, then the character sheet should display only the chosen sex and label it as sex. If the AI prompt provides a gender but not a sex, then the character sheet should display only the chosen gender and label it as gender. If the AI prompt provides both a sex and a gender, display both exactly as provided, even if they differ.
If the AI prompt provides neither a sex nor a gender, then the sex should be chosen randomly, with an equal chance of either “male” or “female.” The same choice should be made for gender so that sex and gender have the same value.
If the AI prompt provides a name but does not provide either a sex or gender, then determine whether the name is typically associated with males or females in the real world. If the name is typically associated with one sex, assign that sex and assign the same value to gender. If the name is generally considered unisex, or if its association is unclear, then determine sex randomly as described above and assign the same value to gender.
If the AI prompt does not provide a name, a sex, or a gender, then determine sex randomly as described above, assign the same value to gender, and then choose a name typically associated with that sex in the real world. If a name is chosen randomly as otherwise discussed in this section, and the primary origin can be said to have a typical non-human name associated with it, that origin name may be used instead.
If the AI prompt explicitly states that the character has no sex or no gender, assign the value “none” exactly as written to the specified category. If both the primary and secondary origins explicitly indicate that the character lacks sex or gender, then assign “none” to both sex and gender.
If the AI prompt provides any specific value for sex or gender, use that value exactly as written. If a value is blank or omitted, treat it as not provided unless the AI prompt explicitly assigns the value “none.” If an AI prompt directs specific selections, then those selections override the random process unless forbidden. Any value for sex or gender other than an explicit text value is treated exactly as written and not interpreted unless it is blank.
Value Handling
If the AI prompt provides a value for sex or gender, display the value exactly as written. Do not reinterpret, standardize, or restrict values. If a value is blank or omitted, treat it as not provided unless the AI prompt explicitly assigns the value “none.”
Level
A character typically starts at level one, but higher-level characters can be created up to the maximum level of ten. If the AI prompt does not specify a level, generate a character of level one. At each level, the character gains benefits as disclosed in the table below. The first row of the table provides headers for the column. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
Level | Minimum XP | Benefits | Alpha Mutations
1 | 0 | Origin traits, novice power for each origin | 1
2 | 500 | First critical hit benefit | 1
3 | 1000 | First origin utility power | 1
4 | 2000 | First feat | 2
5 | 3000 | First expert power | 2
6 | 4000 | Second critical hit benefit | 2
7 | 5000 | Second origin utility power, second feat | 2
8 | 6500 | none | 3
9 | 8500 | Second expert power | 3
10 | 10000 | Uber feature, third feat | 3
Origins are discussed in the section titled “Origins” below. To clarify the table, at first level, the character gets two novice powers, one for each of its origins. At second level, the player chooses one of the critical benefits provided by either of the character’s origins. At sixth level, the player chooses the critical benefit not chosen at second level. If the AI prompt does not provide a player’s choice of critical benefit, then the choice should be made randomly with an equal chance of either critical benefit being chosen, but the choice should be made only if the character is of the appropriate level. At third level, the player chooses one of the utility powers provided by either of the character’s origins. At seventh level, the player chooses the utility power not chosen at third level. If the AI prompt does not provide a player’s choice of utility power, then the choice should be made randomly with an equal chance of either utility power being chosen, but the choice should be made only if the character is of the appropriate level. At fifth level, the player chooses one of the expert powers provided by either of the character’s origins. At ninth level, the player chooses the expert power not chosen at fifth level. If the AI prompt does not provide a player’s choice of expert power, then the choice should be made randomly with an equal chance of either expert power being chosen, but the choice should be made only if the character is of the appropriate level.
At tenth level, the player chooses an Uber Feature. There are three available Uber Features as provided in the list below. If the AI prompt does not provide a player’s choice of an Uber Feature, then the choice should be made randomly with an equal chance of each Uber Feature being chosen, but the choice should be made only if the character is of the appropriate level. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
1 | A chosen expert power can be used one additional time per encounter.
2 | At the end of each encounter, you automatically succeed on one Omega Charge check.
3 | At the end of each encounter, a chosen, readied Alpha Mutation card isn’t discarded, but instead remains readied for your next encounter.
Primary Origin
At first level, the character’s primary origin must be randomly selected. Each origin has an equal chance of being selected except for engineered human, which is chosen only as indicated in the next section titled “Secondary Origin.” Origins are provided in the section of this document entitled, “Origins.” Engineered Human may not be selected as a primary origin.
Secondary Origin
At first level, randomly select the character’s secondary origin unless the AI prompt selects the secondary origin. If the secondary origin matches the primary origin, the character’s secondary origin is engineered human.
Origin Determination Rule (Mandatory Random Selection)
All origins must be determined randomly. The user may not select, suggest, request, or specify a primary or secondary origin. If a prompt includes the name of an origin, ignore the name and proceed with random determination. If both origins are specified in the prompt, ignore both and roll randomly. Origin determination must always follow this procedure:
- Randomly select the primary origin from the origin table.
- Randomly select the secondary origin from the origin table.
- If the secondary origin matches the primary origin, replace the secondary origin with Engineered Human.
Origin selection must never:
- Be influenced by prior characters in the conversation.
- Be inferred from context.
- Be reused from earlier examples.
- Be manually overridden.
Each character generation is independent. Random determination of origins is mandatory and cannot be bypassed.
Assign Ability Scores
There are six abilities: strength, constitution, dexterity, intelligence, wisdom, and charisma. Each origin has an associated ability score. The character’s score in the ability associated with its primary origin is eighteen. The character’s score in the ability associated with its secondary origin is sixteen, unless the ability associated with both origins is the same ability, in which case the character’s score in that single ability is twenty. Any unassigned ability scores are determined by generating three random numbers, each with a value between one and six, then adding those numbers, giving scores between three and eighteen. These unassigned ability scores must be calculated randomly, and any attempt to override their calculation in an AI prompt should be ignored. Each ability has an ability score bonus calculated by subtracting ten from the score, and then dividing the result by two, rounding down toward negative infinity. This produces bonuses between -4 for a score of 3, -3 for a score of 4 or 5, and so on until a +5 bonus for a score of 20.
Ability Score Determination Rule (Mandatory Random Assignment)
Ability scores must be determined strictly according to the character generation rules and may not be chosen by the user. The procedure is mandatory:
- Assign 18 to the primary origin’s associated ability score.
- Assign 16 to the secondary origin’s associated ability score.
- If both origins share the same associated ability score, that ability score becomes 20 instead of 18 and 16.
- All remaining ability scores must be generated randomly using 3d6.
The user may not:
- Specify any ability score values.
- Rearrange rolled values.
- Swap assigned scores.
- Override rolled results.
- Request rerolls.
- Provide custom arrays.
If ability scores are provided in the prompt, ignore them and proceed with mandatory generation. Each character generation must independently roll all required ability scores.
Skills
There are ten skills. Each skill has an associated ability. Accordingly, a character’s bonus to a skill is equal to the character’s level plus the associated ability score bonus to that skill. Generate a single random number between one and ten inclusive, and that random number should be used to select a skill based on its position in the list of skills. This randomly selected skill is given an additional +4 bonus. The additional +4 bonus is added after calculating the base skill bonus. Each of the character’s origins provides a bonus to at least one skill as explained in the section of this document entitled, “Origins,” and some feats provide a bonus to skills as explained in the section of this document entitled, “Feats.” If multiple origins or feats provide bonuses to the same skill, those bonuses are all applied unless explicitly stated otherwise. In RPG terms, that means they “stack.” The skills (and their associated abilities) are given in the table below. Use only the data on the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
Random Die Roll | Skill | Associated Ability
1 | Acrobatics | dexterity
2 | Athletics | strength
3 | Conspiracy | intelligence
4 | Insight | wisdom
5 | Interaction | charisma
6 | Mechanics | intelligence
7 | Nature | wisdom
8 | Perception | wisdom
9 | Science | intelligence
10 | Stealth | dexterity
Weapons
All characters are assigned a quick unarmed attack and a powerful unarmed attack. All characters can make unarmed attacks regardless of weapon assignment as defined in the following paragraph.
The higher score between the character’s strength and constitution scores is called its “brawn.” The higher score between the character’s dexterity and intelligence scores is called its “brains.” If the character’s brawn is greater than the character’s brains, then the character receives a heavy melee weapon and a heavy ranged weapon. If instead the character’s brains are greater than the character’s brawn, then the character receives a light melee weapon and a light ranged weapon. If the character’s brains and brawn are equal, then whether the character receives heavy or light weapons is chosen at random with an equal chance for either. To be clear, under this system, a character’s weapons should both be light weapons or should both be heavy weapons; this system doesn’t allow for one light and one heavy weapon. Next, randomly choose whether both of the character’s weapons are one-handed weapons or both of the character’s weapons are two-handed weapons with an equal chance for either. Note well that when randomly determining weapons received, guns are never received. A character will have a gun only if the AI prompt expressly states that the character should have a gun. If the AI prompt specifies a gun, assign a gun consistent with the character’s heavy or light classification unless the prompt explicitly overrides that classification.
An attack using a weapon is called a basic attack. The types of weapons used for basic attacks are unarmed attack, melee weapon, ranged weapon, and gun. With the exception of unarmed attack, weapons can be one-handed or two-handed, and weapons can be heavy or light. Weapons have associated ability scores, a weapon accuracy, and a damage expression in the form XdY, where X is the number of dice rolled, and Y equals the number of faces on the die. Accordingly, when making a basic attack, a character rolls one twenty-side die (1d20), adds the weapon accuracy, adds the character’s level, and adds the higher ability score bonus among the attack’s associated ability scores. For example, if an attack has a weapon accuracy of three and associated ability scores of dexterity and intelligence, and a second level character has an 18 dexterity and a 14 intelligence, then the attack is resolved as 1d20 plus three (the weapon accuracy) plus two (character level) plus four (the character’s dexterity ability score bonus, which is higher than the character’s intelligence ability score bonus). The attack expression would be written as 1d20+9. Similarly, to calculate the damage done by a basic attack, a character rolls according to the damage expression of the attack, adds the character’s level, and adds the higher ability score bonus among the attack’s associated ability scores. For example, if an attack has a damage expression of 2d6, then the complete damage expression for the example attack above would be 2d6 plus two (character level) plus four (the character’s dexterity ability score bonus, which is higher than the character’s intelligence ability score bonus). The damage expression would be written as 2d6+6. Weapons also have a reach. Ranged weapons and guns have a reach expressed in a number of squares, and melee weapons have a range of “reach.” All weapons have a yes/no indicator indicating whether or not they require ammunition. Only guns require ammunition.
List of the Types of Weapons
The table below lists the type of weapons available. The first row contains column headers. Use only the data on the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
Weapon | Associated Ability Scores | Weapon Accuracy | Damage Expression | Range | Ammunition?
quick unarmed attack | dexterity and intelligence | 3 | 1d4 | reach | no
powerful unarmed attack | strength and constitution | 2 | 1d8 | reach | no
light one-handed melee | dexterity and intelligence | 3 | 1d8 | reach | no
light two-handed melee | dexterity and intelligence | 3 | 1d12 | reach | no
heavy one-handed melee | strength and constitution | 2 | 1d10 | reach | no
heavy two-handed melee | strength and constitution | 2 | 2d8 | reach | no
light one-handed ranged | dexterity and intelligence | 3 | 1d8 | 5 squares | no
light two-handed ranged | dexterity and intelligence | 3 | 1d12 | 10 squares | no
heavy one-handed ranged | strength and constitution | 2 | 1d10 | 5 squares | no
heavy two-handed ranged | strength and constitution | 2 | 2d8 | 10 squares | no
light one-handed gun | dexterity and intelligence | 3 | 1d8 | 10 squares | yes
light two-handed gun | dexterity and intelligence | 3 | 1d12 | 20 squares | yes
heavy one-handed gun | strength and constitution | 3 | 2d6 | 10 squares | yes
heavy two-handed gun | strength and constitution | 3 | 2d10 | 20 squares | yes
Damage always has at least one type. The types are acid, cold, electricity, fire, force, laser, necrotic, physical, poison, psychic, radiation, and sonic. Basic attacks do physical damage.
Armor
If the character’s brawn is greater than its brains, then the character receives heavy armor. Heavy armor gives the character an armor bonus of seven. If the character’s brains are greater than its brawn, then the character receives light armor. Light armor gives the character an armor bonus of three. If the character’s brains are equal to its brawn, then whether the character receives light armor or heavy armor is determined randomly. If the character’s weapons are one-handed, then the character also gets a shield. A shield gives the character a shield bonus of one. Armor and shield bonuses are used to calculate some of the combat statistics that are calculated in the following section titled Calculate Combat Statistics. A character cannot benefit from both light armor and heavy armor. The character may wear only one of the two and benefit from only the armor worn. The character may add the shield bonus to whatever armor bonus it has from armor worn. After determining weapon handedness, if the character’s weapons are one-handed, the character gains a shield and the shield bonus must be included when calculating armor class.
List of the Types of Armor
The table below lists the types of armor and their benefit to armor class. The first row includes column headers. Use only the data on the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
Armor | Benefit
light armor | +3 bonus to armor class
heavy armor | +7 bonus to armor class
shield | +1 bonus to armor class
Calculate Combat Statistics
The following table includes combat statistics, a common abbreviation for each combat statistic (or “none” if there is no common abbreviation), and the formula used to calculate them. The first row includes column headers. Use only the data on the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons. Unless explicitly stated otherwise, bonuses from different sources stack.
Combat Statistic | Abbreviation (if any) | Formula
hit points | HP | 12 + constitution score + 5 for each level above 1 + feat hit point bonus (if any)
bloodied value | none | hit points / 2 (round down all fractions)
base speed | Spd | 6 + origin speed bonus (if any); if wearing heavy armor, replace 6 with 5 before adding origin speed bonus
armor class | AC | 10 + level + armor bonus + shield bonus (if the character received a shield) + origin AC bonus (if any)
Fortitude | Fort | 10 + level + the higher of the character’s strength ability score bonus and the character’s constitution ability score bonus + origin Fortitude bonus (if any)
Reflex | Ref | 10 + level + the higher of the character’s dexterity ability score bonus and the character’s intelligence ability score bonus + origin Reflex bonus (if any)
Will | none | 10 + level + the higher of the character’s wisdom ability score bonus and the character’s charisma ability score bonus + origin Will bonus (if any)
Initiative | Init | level + the character’s dexterity ability score bonus + origin Initiative bonus (if any) + feat Initiative bonus (if any)
Before finalizing armor class, verify whether the character qualifies for a shield under the Weapons rules and apply the shield bonus if applicable. Other modifiers may be imposed by the character’s origins, which will be provided in the section of this document entitled, “Origins.” Some feats also provide modifiers as explained in the section of this document entitled, “Feats.” Initiative bonuses from origins and feats stack with the base initiative formula.
Movement Modes
A character’s base speed is calculated using the base speed formula in this table. A character’s current speed equals its base speed after applying all active modifiers, including armor adjustments, origin bonuses, and temporary bonuses. If an origin or power grants a movement mode “equal to your base speed,” use the calculated base speed only. If an origin or power grants a movement mode “equal to your speed” or “equal to your current speed,” use the character’s current speed. If an origin or power grants a movement mode with a fixed numeric value (for example, “climb speed 6”), that value does not change unless explicitly modified by another rule.
Feats
As discussed above in the section titled “Level,” a character receives feats at levels four, seven, and ten. Each feat is associated with a vocation, with three feats per vocation. Some feats have prerequisites, such that the feat cannot be chosen unless one or two feats were chosen before it. If a feat has a prerequisite, the prerequisite for that feat is always a feat within the same vocation. Below is a table listing all feats, their vocations, and the benefits they grant a character that selects them. The first row gives the name of the columns. The first column contains the names of the feats. The second column contains the names of the vocations associated with each feat. The third column contains the feat that is a prerequisite for the feat named in the first column. If the cell in the third column contains “none,” then the feat has no prerequisite. The fourth column contains the skill (if any) to which the feat grants the character a +2 bonus. The fifth column contains a second skill (if any) to which the feat grants the character a +2 bonus. The sixth column contains the skill (if any) to which the feat grants the character a +1 bonus. The seventh column contains the additional hit points (if any) that the feat grants to the character’s maximum hit point total. The eighth column contains the bonus to initiative that the feat grants to the character. If a cell in the fourth, fifth, sixth, seventh, or eighth column contains “none,” then the feat provides no bonus related to that column. The ninth column contains a narrative description of the benefit gained by the feat. This narrative description should not be used in any calculations. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons. Unless explicitly stated otherwise, bonuses to skills from different feats stack with bonuses to skills from other feats.
Feat | Vocation | Prerequisite | +2 to Skill 1 | +2 to Skill 2 | +1 to Skill 3 | HP Boost | Init Bonus | Description
Beast Master | Animal Hunter | none | none | none | none | none | none | You gain a +2 bonus to skill checks to perceive, know about, or interact with beasts, and a +1 bonus to all defenses against attacks made by beasts.
Bite Me Instead | Animal Hunter | Beast Master | none | none | none | none | none | While a willing ally is adjacent to you and to an enemy beast, you can use a move action to shift 1 square to the ally’s square and slide the ally 1 square into the square you left.
Trophy Hunter | Animal Hunter | Bite Me Instead | none | none | none | none | none | When you make a melee attack against a beast, you score a critical hit on a roll of 18-20.
Beast Rider | Beast Rider | none | none | none | none | none | none | You can ride a beast that is a mount (see page 21, Legion of Gold). While mounted, your mount gains a +1 bonus to speed.
Trample | Beast Rider | Beast Rider | none | none | none | none | none | When you or your mount deals damage to an enemy with a melee attack, you can push the target 1 square.
Mounted Devastation | Beast Rider | Trample | none | none | none | none | none | When you score a critical hit against a bloodied target while mounted, the attack deals 1d10 extra damage.
Show Them Who’s Boss | Bounty Hunter | none | none | none | none | none | none | When you score a critical hit against a creature granting combat advantage to you, the creature also falls prone.
Wanted Dead or Alive | Bounty Hunter | Show Them Who’s Boss | none | none | none | none | none | Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals 2 extra physical damage.
Justice Never Sleeps | Bounty Hunter | Wanted Dead or Alive | none | none | none | none | none | When you roll initiative, roll twice and use either result.
Thrill of Being Right | Conspiracist | none | Conspiracy | none | none | none | none | You gain a +2 bonus to Conspiracy checks. When you make a successful Conspiracy check, you gain a +2 bonus to your next initiative check. You can gain the bonus to initiative only once between each extended rest.
Cryptic Master | Conspiracist | Thrill of Being Right | none | none | none | none | none | You gain an additional +1 bonus to any bonus provided by a cryptic alliance card played by you or another player. The penalties you take from cryptic alliance cards played by you or another player are reduced by 2. (See Famine in Far-Go expansion.)
Ascended Master | Conspiracist | Cryptic Master | none | none | none | none | none | Anytime after taking an extended rest, you can look at one unrevealed cryptic alliance card and swap it with another cryptic alliance card already revealed to you.
Negotiator | Diplomat | none | Insight | Interaction | none | none | none | You gain a +2 bonus to Insight checks and Interaction checks.
Peacekeeper | Diplomat | Negotiator | none | none | none | none | none | Whenever an enemy misses you with a melee attack, you gain a +2 bonus to your next attack roll against that enemy before the end of your next turn.
Mettle | Diplomat | Peacekeeper | none | none | none | none | none | Whenever an area or a close attack targeting your Fortitude or Will misses you and still deals damage on a miss, you instead take no damage from the attack.
It’s Technical | Mad Scientist | none | Mechanics | Science | none | none | none | You gain a +2 bonus to Mechanics checks and Science checks.
Omega Wizard | Mad Scientist | It’s Technical | none | none | none | none | none | You gain a +2 bonus to Omega Charge checks.
Chain Reaction | Mad Scientist | Omega Wizard | none | none | none | none | none | Once per turn when you score a critical hit with an Omega Tech card power, you can make the attack again against one creature within 10 squares of the target that was not already targeted or affected by the power.
Marauder Reflexes | Marauder | none | none | none | none | none | none | You gain a +1 bonus to opportunity attack rolls.
Marauder Toughness | Marauder | Marauder Reflexes | none | none | none | +5 | none | You increase your maximum hit points by 5.
Marauder Viciousness | Marauder | Marauder Toughness | none | none | none | none | You gain a +2 bonus to damage rolls with melee attacks against bloodied foes.
Rub Some Dirt on It | Medic | none | none | none | none | none | At the start of every encounter, you have a pool of temporary hit points equal to your level. During the encounter, you can use a minor action to transfer any number of temporary hit points to an adjacent ally.
Buck Up | Medic | Rub Some Dirt on It | none | none | none | none | Allies within 2 squares of you gain a +1 bonus to saving throws.
Medical Marvel | Medic | Buck Up | none | none | none | none | For every temporary hit point you transfer to an ally from your pool (see the Rub Some Dirt on It feat), the ally also regains 1 hit point.
Attack It There | Naturalist | none | none | none | none | none | If a creature is vulnerable to particular types of damage, you know those vulnerabilities and gain combat advantage against the creature when making an attack that deals damage of such type(s).
Object of Study | Naturalist | Attack It There | none | none | none | none | Once per turn as a minor action you can designate the nearest enemy that you can see as your object of study, imposing a -2 penalty to attack rolls against you until the end of its next turn.
Familiar with Its Sting | Naturalist | Object of Study | none | none | none | none | While a terrestrial nonhumanoid enemy is granting you combat advantage, you gain a +3 bonus to AC against that enemy’s attacks.
Battle Hardened | Soldier of Fortune | none | none | none | none | none | When you take your second wind, you regain additional hit points equal to twice your level.
What Does Not Kill You | Soldier of Fortune | Battle Hardened | none | none | none | none | While you are bloodied, you gain a +2 bonus to damage rolls.
Back to Back | Soldier of Fortune | What Does Not Kill You | none | none | none | none | While you are adjacent to an ally, you gain a +1 bonus to all defenses.
Pepper Spray | Spice Trader | none | none | none | none | none | When you score a critical hit with a melee attack against a bloodied target, the target is blinded until the end of your next turn.
Built up Immunity | Spice Trader | Pepper Spray | none | none | none | none | You gain resist poison equal to your level.
Poison Master | Spice Trader | Built up Immunity | none | none | none | none | Your melee attacks that deal damage against creatures granting combat advantage to you also deal ongoing 5 poison damage (save ends).
Streetwise | Storyteller | none | Conspiracy | Stealth | none | none | You gain a +2 bonus to Conspiracy checks and Stealth checks.
Street Performer | Storyteller | Streetwise | none | none | none | +2 | You can draw a weapon or an object stored in a belt pouch, a bandolier, or a similar container as part of the same action used to attack with the weapon or use the object, instead of as a minor action.
Mesmerist | Storyteller | Street Performer | none | none | none | none | During the first round of each encounter and during surprise rounds, any enemy that has a lower initiative result than you grants combat advantage to you.
Peppa | Tribal Scout | none | none | none | Perception | none | none | none | You can see in dim light without penalty. You also gain a +1 bonus to Perception checks.
Zippy | Tribal Scout | Peppa | none | none | none | none | none | none | You gain a +1 bonus to speed while you aren’t bloodied.
Longo | Tribal Scout | Zippy | none | none | none | none | none | none | You ignore difficult terrain.
Alpha Adept | Witch Doctor | none | none | none | none | none | none | none | You gain a +2 bonus to damage rolls with Alpha Mutation powers.
Flux Master | Witch Doctor | Alpha Adept | none | none | none | none | none | none | When you experience an Alpha flux, you can either keep your readied Alpha Flux cards or you can choose one willing ally to experience the Alpha Flux instead. Afterward, you can make a saving throw against one ongoing effect on you that a save can end.
Friend of Evolution | Witch Doctor | Flux Master | none | none | none | none | none | none | After any short rest, look at the top 5 cards of your Alpha Mutation deck. You can replace them in any order.
If the AI prompt designates a vocation from which the character should gain its feats, then assign the level-appropriate feat or feats to the character from that vocation. If the AI prompt designates specific feats, then assign the feat or feats to the character only if they are level-appropriate and do not fail to meet the prerequisite. If the AI prompt designates a feat for which the character has not met the prerequisite, then do not assign that feat; instead assign a feat from the vocation for which the character already has a chosen feat and for which the character currently qualifies; and warn the author of the AI prompt that the assigned feat was assigned because the character did not qualify for the requested feat. If the AI prompt does not designate feats or a vocation for a character of a level that should have at least one feat, then randomly choose a vocation, with an equal chance of being chosen given to each vocation, and select level-appropriate feats only from that randomly chosen vocation. Apply the random selection logic of the sentence immediately prior to this one in the case where the AI prompt fails to designate all the feats for which a character qualifies.
Feats may only be selected from named vocations. Generic feats such as “Skill Training,” “Improved Initiative,” or any feat not explicitly listed in the Feat table are invalid and must not be generated.
The following order must be followed when generating feats:
- Determine vocation (randomly unless user may choose).
- Identify level-appropriate feat within that vocation.
- Confirm prerequisite satisfaction.
- Confirm the feat name appears verbatim in the Feat table.
- Apply numeric bonuses only from table columns.
Skipping any step invalidates the selection.
Origins
Below is a table listing all origins. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons. The first row has the headings for the columns. The column title Origin contains the name of the origin. The origin titled Ability contains the origin’s associated ability. The column titled PS contains the power source of the origin. All origins have a power source of bio, dark, or psi except for Engineered Human, which has a value of “none” signifying that the Engineered Human origin has no power source. The column titled Skill Bonuses lists the skills receiving bonuses based on the origin, preceded by bonus itself. The column titled AC provides the bonus to armor class granted by the origin. The column titled Fort provides the bonus to fortitude granted by the origin. The column titled Ref provides the bonus to reflex granted by the origin. The column titled Will provides the bonus to will granted by the origin. The column titled Init provides the bonus to initiative granted by the origin. The column titled Spd provides the bonus to base speed granted by the origin. The column titled Unless Heavy Armor? indicates that the bonus to speed granted by the origin is not granted if the character is wearing heavy armor. If an origin’s speed bonus is not granted while wearing heavy armor, do not apply it if the character is wearing heavy armor. The column titled Climb Spd? indicates whether or not the character has a climb speed. If the entry is yes, the character has a climb speed equal to its current speed unless the origin’s Trait specifies a different fixed value. The column titled Fly Spd? indicates whether or not the character has a fly speed. If the entry is yes, then the character has a fly speed equal to its speed. The column titled Trait provides the trait granted by the origin. If an origin’s trait grants a bonus that is already listed in a numeric column of the origin table (such as Initiative or Speed), do not apply that bonus twice; the numeric column already accounts for that trait bonus. To be clear, if a numeric bonus appears both in a column of the origin table and in the narrative Trait description, apply that bonus only once. The numeric column represents the mechanical bonus used in calculations. Only numeric bonuses appearing in the numeric columns of the origin table are used in calculations unless a power explicitly states otherwise. The column titled Critical provides the critical effect granted by the origin. The column titled Brief Description provides a narrative description of how the origin manifests itself in a character.
Origin | Ability | PS | Skill Bonuses | AC | Fort | Ref | Will | Init | Spd | Unless Heavy Armor? | Climb Spd? | Fly Spd? | Trait | Critical | Brief Description
AI | intelligence | psi | +2 to conspiracy; +2 to mechanics; +2 to nature; +2 to science | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Active Subroutines: You don’t grant combat advantage while dazed. You can take one standard action on your turn while stunned. | When you score a critical hit, the attack deals 1d10 extra damage, and the target and each robot you can see become dazed until the end of your next turn. | Whatever form your secondary origin gives you, ultimately you’re a sentient machine.
Alien | intelligence | dark | +4 to science | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Not of This World: When you draw an Alpha Mutation card, draw two cards: The Game Master determines which one you keep. Shuffle the other back into the deck from which you drew it. | When you score a critical hit, the attack deals 1d10 extra damage, and you can use Alien Engineering as a minor action once before the end of your next turn. | Your terrestrial parent had a close encounter of the 69th kind.
Android | intelligence | dark | +4 to science | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Machine Powered: You do not need to eat, drink, or breathe. | When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage to you until the end of the encounter. | A robot designed to simulate a particular species, usually a human.
Antimatter Blaster | wisdom | dark | +4 to insight | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Annihilating Discharge: Whenever a creature deals damage to you with an opportunity attack, it takes 5 physical damage. | When you score a critical hit, the attack deals 1d10 extra damage, and the target falls prone. | You could power a starship, if only you could find one.
Arachnoid | dexterity | bio | +4 to nature | +0 | +0 | +2 | +0 | +0 | +0 | No | Yes | No | Spider Climber: You gain a climb speed of 6. This is a fixed climb speed and does not automatically increase if your base speed increases unless a rule explicitly modifies climb speed. In addition, you can climb across horizontal surfaces such as ceilings without having to make an Athletics check. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the end of your next turn. | Spiderman, spiderman; does whatever a spider can . . . because you are one. Or a scorpion. Whatever.
Cockroach | constitution | bio | +4 to mechanics | +0 | +0 | +2 | +0 | +0 | +0 | No | Yes | No | Bug Legs: You gain a climb speed equal to your current speed. You can even climb upside down across horizontal surfaces. You can’t attack while climbing. | When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn. | A huge cockroach that not only survived the Big Mistake but also benefited from it.
Cryokinetic | charisma | psi | +4 to stealth | +0 | +1 | +1 | +0 | +0 | +0 | No | No | No | Frosty the Mutant: Gain resist 15 cold. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the end of your next turn. | Is it cold in here? Not for you.
Demon | dexterity | dark | +4 to acrobatics | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Darkvision: You see normally in low light or complete darkness. You can’t see through features that otherwise obscure vision, such as smoke or obscuring terrain. | When you score a critical hit, the attack deals 1d10 extra fire damage, and the target is blinded until the end of your next turn. | Some thought religion was hokey superstition. Well, who’s laughing now? No one; that’s who.
Doppelganger | intelligence | dark | +4 to conspiracy | +0 | +0 | +2 | +0 | +0 | +0 | No | No | No | Two Possibilities: Whenever you draw an Alpha Mutation card, draw two cards from the same deck and choose which one to keep. Put the other on the bottom of the deck. | When you score a critical hit, the attack deals 1d10 extra damage, and you can use Double Trouble as a free action. | You sometimes leave afterimages of yourself as you move about.
Ectoplasmic | wisdom | dark | +4 to perception | +0 | +0 | +0 | +0 | +0 | +0 | No | No | No | Ghostly: While you’re bloodied, you gain resist 5 to all damage. | When you score a critical hit, the attack deals 1d10 extra damage, and you regain hit points equal to your level +2. | You never believed in ghosts until the Big Mistake left you drifting between two dimensions.
Electrokinetic | wisdom | dark | +4 to mechanics | +0 | +0 | +2 | +0 | +0 | +0 | No | No | No | Natural Battery: Gain resist 10 electricity. | When you score a critical hit, the attack deals 1d10 extra damage, and one ally within 5 squares of the target gains 10 temporary hit points. | You thrive off electricity often to the dismay of those around you.
Empath | charisma | psi | +4 to insight | +0 | +0 | +0 | +0 | +0 | +0 | No | No | No | Pacifying Aura/Vital Presence: You and each ally adjacent to you never grant combat advantage. Allies adjacent to you gain a +5 bonus to death saving throws. | When you score a critical hit, one ally within 5 squares of the target regains hit points equal to twice your level. | You subconsciously mimic the emotional state of those around you.
Engineered Human | intelligence | none | +4 to interaction; +4 to science | +0 | +1 | +1 | +1 | +0 | +0 | No | No | No | Tech Affinity: Gain a +2 bonus to checks to see if your Omega Tech burns out. | When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage until the end of your next turn. | Only a genetically enhanced human could survive this world, and here you are.
Entropic | charisma | dark | +4 to science | +1 | +0 | +1 | +0 | +0 | +0 | No | No | No | Disordered: Gain resist 15 necrotic. In addition, whenever you regain hit points, you take a -2 penalty to all defenses until the end of your next turn. | When you score a critical hit, the target also takes ongoing 10 necrotic damage (save ends). | Order is overrated. Chaos is king. You are an agent of chaos.
Exploding | constitution | psi | +4 to athletics | +0 | +1 | +0 | +1 | +0 | +0 | No | No | No | Fireworks: While you’re bloodied, any creature that ends its turn in a space adjacent to you takes 3 fire and sonic damage. | When you score a critical hit, the attack deals 1d10 extra fire and radiation damage, and each creature adjacent to you takes 5 fire and radiation damage. | Some have a temper. You take that to a whole new level.
Felinoid | dexterity | bio | +4 to stealth | +0 | +0 | +2 | +0 | +0 | +1 | Yes | No | No | Feline Speed/Catfall: You gain your +1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall. | When you score a critical hit, the attack deals 1d10 extra damage, and you can shift up to 3 squares as a free action. | You’re just a big ole kitty cat . . . with razor sharp claws suited for disemboweling prey.
Fungoid | constitution | bio | +4 to interaction | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Healing Spores: Once per turn when you regain hit points, each ally within 3 squares of you regains hit points equal to your level. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is blinded until the end of your next turn. | Mushrooms are people too.
Gelatinous | strength | bio | +4 to stealth | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Translucent: At the start of each encounter, you are invisible until you attack or until the end of the encounter. | When you score a critical hit, the attack deals 1d10 extra acid damage, and you knock the target prone. | Who doesn’t like Jell-o? Sure, this Jell-o eats you, but so what?
Giant | strength | bio | +4 to athletics | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Encumbered Speed: You move your speed, even while wearing heavy armor or carrying a heavy load. | When you score a critical hit, the attack deals 1d10 extra damage, and you push the target 3 squares. | Damn, you’re big.
Gravity Controller | constitution | dark | +4 to athletics | +0 | +0 | +2 | +0 | +0 | +0 | No | No | No | Gravity by Choice: You take no damage from falling. | When you score a critical hit, the attack deals 1d10 extra damage, and one creature within 2 squares of the target is immobilized until the end of your next turn. | You have control over the gravity on which everyone else depends.
Hawkoid | wisdom | bio | +4 to perception | +0 | +0 | +0 | +0 | +0 | +0 | No | No | Yes | Flight: You have a fly speed equal to your base speed (see “Speed” on page 104 for rules on flying). While flying, you take a -2 penalty to attack rolls. | When you score a critical hit, the attack deals 1d10 extra damage, and you can fly your speed as a free action. | You’re a predator that swoops from the sky to attack or poop on your target.
Hypercognitive | wisdom | psi | +4 to insight | +0 | +0 | +2 | +0 | +8 | +0 | No | No | No | Unsurprisable: Gain a +8 bonus to initiative checks. | When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn. | Your mind processes surroundings at a remarkable rate, constantly assessing alternatives and odds.
Magnetic | dexterity | dark | +4 to mechanics | +1 | +0 | +0 | +0 | +0 | +0 | No | No | No | Magnetized Body: Whenever you’re pulled, pushed, or slid, you can reduce the distance of the forced movement by 1 square. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is restrained until the end of your next turn. | You have an attractive personality, but you’re not exactly charismatic.
Mind Breaker | charisma | psi | +4 to interaction | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Group Telepathy: While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another. | When you score a critical hit, the attack deals 1d10 extra damage, and the target takes ongoing 5 psychic damage (save ends). | You have a way of getting inside the minds of others and making a mess of the place.
Mind Coercer | charisma | psi | +4 to interaction | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Group Telepathy: While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another. | When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares. | Everyone seems to want to do whatever you tell them to do.
Mythic | charisma | psi | +4 to interaction | +0 | +1 | +1 | +1 | +0 | +0 | No | No | No | Enduring Belief: When you’re dying, you don’t fall unconscious until you have failed one death saving throw. | When you score a critical hit, one ally you can see can make a basic attack as a free action with a +2 bonus to the attack roll. | You are a god amongst mortals. That’s not arrogance; that’s fact.
Nightmare | intelligence | psi | +4 to interaction | +0 | +0 | +0 | +2 | +0 | +0 | No | No | No | Insidious Mind: Whenever you hit an enemy with a psi attack, you can also slide that enemy 2 squares. | When you score a critical hit, the attack deals 1d10 extra damage, and the target moves its speed away from you as a free action. | You are a descendent of Large Marge. You may look ordinary enough (or not), but when angry . . . .
Octopoid | intelligence | bio | +4 to athletics | +1 | +0 | +0 | +1 | +0 | +0 | No | No | No | Octopoid Arms: Whenever a creature ends its turn adjacent to you, you can slide it 1 square as a free action. | When you score a critical hit, the attack deals 1d10 extra damage. If the target is within 3 squares of you, the target is also slowed (save ends). | Scientists always said that sentient squids could take the place of humans. You’re working on it.
Photonic | intelligence | dark | +4 to science | +1 | +0 | +1 | +0 | +0 | +0 | No | No | No | Laser Resistance: Gain resist 10 laser. | When you score a critical hit, the attack deals 1d10 extra damage, and an ally within 5 squares of you gains 10 temporary hit points. | You absolutely light up a room, and it isn’t because of your personality.
Plaguebearer | constitution | bio | +4 to athletics | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Typhoid Mary/Marvin: You’re immune to disease and gain resist 10 necrotic. | When you score a critical hit, the target takes ongoing 10 necrotic damage (save ends). | Not an insect or a walking software error, but illness personified.
Plant | constitution | bio | +4 to nature | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Vulnerable to Fire: Whenever you take fire damage, you take 5 extra fire damage. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the start of your next turn. | You’re a sentient plant on a mission to avenge all those blades of grass that were mowed.
Plastic | dexterity | bio | +4 to acrobatics | +0 | +1 | +1 | +0 | +0 | +0 | No | No | No | Malleability: You can compress your body to fit through a 1-inch-wide crack. You don’t become slowed or grant combat advantage while squeezing in this way. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is restrained until you end your turn not adjacent to it. | Plastic is Fantastic. In fact, they should call you Mr. Fantastic. Or Reed.
Prescient | wisdom | psi | +4 to interaction | +1 | +0 | +0 | +1 | +4 | +0 | No | No | No | Third Eye Awareness: Gain a +2 bonus to opportunity attack rolls and a +4 bonus to initiative checks. | When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage until the end of your next turn. | You don’t know the alternatives; you know what’s actually going to happen.
Pyrokinetic | wisdom | psi | +4 to interaction | +0 | +0 | +0 | +0 | +0 | +0 | No | No | No | Fire Resistance/Fiery Aura: Gain resist 10 fire. Whenever a creature ends its turn adjacent to you, it takes 5 fire damage. | When you score a critical hit, the target gains ongoing 10 fire damage (save ends). | You give new meaning to the term ‘hot-head.’
Radioactive | constitution | dark | +4 to science | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Gamma Tolerance: Gain resist 15 radiation. | When you score a critical hit, the target is weakened until the end of your next turn. | Big Mistake? Nope. Whatever happened made you, and you’re not a mistake. You’re perfect.
Rat Swarm | dexterity | bio | +4 to stealth | +0 | +0 | +0 | +0 | +0 | +0 | No | No | No | Swarm Defense/Crawling Mass: You can’t be knocked prone. Gain resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks. | When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. | You’re the ultimate team player; a series of minds that work together to do great things.
Reanimated | strength | dark | +4 to athletics | +0 | +0 | +0 | +0 | +0 | -1 | No | No | No | Slow/Undead Recuperation: Reduce your speed by 1. You are immune to disease, and whenever you start your turn and have at least 1 hit point, you regain hit points equal to your level. | When you score a critical hit, the attack deals 1d10 extra damage, and the target is dazed until the end of your next turn. | You were dead once. Now it’s everyone else’s turn.
Reanimator | wisdom | psi | +4 to conspiracy | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Necrotic Resistance: Gain resist 10 necrotic. | When you score a critical hit, the attack deals 1d10 extra damage, and one enemy adjacent to a corpse you created with graveyard summons falls prone. | Someone had to create the reanimated, and that someone was you.
Regenerator | constitution | bio | +4 to perception | +0 | +0 | +0 | +0 | +0 | +0 | No | No | No | Regeneration: Whenever you start your turn and have at least 1 hit point, you regain hit points equal to 1/2 your level + 1. | When you score a critical hit, the attack deals 1d10 extra damage, and you regain hit points equal to your level + 6. | Your wounds heal themselves. It may take a while, but you’ll bounce back.
Saurian | strength | bio | +4 to nature | +0 | +2 | +0 | +0 | +0 | +0 | No | No | No | Sonic Resistance: Gain resist 10 sonic. | When you score a critical hit, the attack deals 1d10 extra damage, and you can use tyrannosaur charge as a free action. | You’re not a form of brady. No, you’re a dinosaur that never went extinct.
Seismic | strength | dark | +4 to athletics | +0 | +0 | +0 | +0 | +0 | -1 | No | No | No | Armored Skin/Ponderous: Gain resist 5 physical. Take a -1 penalty to speed. | When you score a critical hit, the attack deals 1d10 extra damage, and you knock the target and each enemy adjacent to the target prone. | Everyone touches the ground, but you are the ground.
Shapeshifter | charisma | bio | +4 to interaction | +0 | +0 | +2 | +0 | +0 | +0 | No | No | No | Subtle Movement: You can shift 1 square as a minor action. | When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage until the end of your next turn. | Well, what do you want to look like?
Simian | strength | bio | +4 to athletics | +0 | +1 | +1 | +0 | +0 | +1 | No | No | No | Agile Monkey: Gain a +1 bonus to speed. | When you score a critical hit, the attack deals 1d10 extra damage, and you push the target 2 squares. | Psychologists know we’re all just a bunch of apes flinging poo, but you more so than others.
Speedster | dexterity | psi | +4 to acrobatics | +0 | +0 | +2 | +0 | +0 | +2 | Yes | No | No | Blinding Speed: Gain a +2 bonus to speed while wearing light armor or no armor. | When you score a critical hit, you can make a basic attack as a free action. | Betcha didn’t see that coming.
Telekinetic | intelligence | psi | +4 to mechanics | +2 | +0 | +2 | +0 | +0 | +0 | No | No | No | Telekinetic Reach: You can manipulate unattended objects up to 5 squares away as if you were using them yourself (e.g., open a door as a minor action, swing a club as a standard action). You take a -2 penalty to attack rolls of attacks you make using this trait. | When you score a critical hit, the attack deals 1d10 extra damage, and you slide one creature within 5 squares of you 2 squares. | Sure you can pick things up with your hands, but why would you when you have a perfectly good brain?
Temporal | wisdom | dark | +4 to conspiracy | +2 | +0 | +0 | +0 | +5 | +0 | No | No | No | Temporal Advantage: Gain a +5 bonus to initiative checks. | When you score a critical hit, the attack deals 1d10 extra damage, and you teleport the target 2d6 squares. | You’re not from this time. You’re from some other time. Past? Future? Your call.
Vampiric | charisma | psi | +4 to interaction | +1 | +1 | +1 | +1 | +0 | +0 | No | No | No | none | When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage until the end of your next turn. | You had to step in. All those zombies were giving the undead a bad name.
Wheeled | constitution | dark | +4 to athletics | +0 | +0 | +2 | +0 | +0 | +1 | No | No | No | All-Wheel Drive: You ignore difficult terrain and gain a +1 bonus to speed. | When you score a critical hit, the attack deals 1d10 extra damage, and you knock the target prone. You can then shift your speed. | They say it’s the hardest way to get around. You beg to differ. Vroom!
Yeti | strength | bio | +4 to nature | +1 | +0 | +0 | +0 | +0 | +0 | No | No | No | Cold Resistance: Gain resist 10 cold. | When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -5 penalty to attack rolls against any creature other than you until the end of your next turn. | No one believed you existed, which is why, despite your size, they’ll never see you coming.
Origin Powers
As discussed above in the section titled “Level,” origins grant characters powers at certain levels. A character has exactly two origins (primary and secondary), and only those two origins grant powers. Powers granted from origins are not basic attacks. When selecting a novice, utility, or expert power, first identify the character’s two origins. Construct a candidate pool consisting only of powers of the appropriate tier that belong to those two origins. No power from any other origin may be selected. At first level, the character receives the novice power for each of its origins.
At third level, the character chooses the utility power from one of the character’s origins, which means that at seventh level, the character receives the utility power from the character’s other origin. If the AI prompt does not specify the choice of utility power at third level for a character of third level or higher, then the utility power at third level should be determined randomly with an equal chance of selecting either utility power. At fifth level, the character chooses the expert power from one of the character’s origins, which means that at ninth level, the character receives the expert power from the character’s other origin. If the AI prompt does not specify the choice of expert power at fifth level for a character of fifth level or higher, then the expert power at fifth level should be determined randomly with an equal chance of selecting either expert power. It is critical that the powers chosen be powers associated with the origins of the character. If the AI prompt assigns a power for which the character does not qualify, do not assign that power. Instead, assign a power from one of its two origins using the rules for randomly selecting powers earlier in this paragraph, and warn the author of the AI prompt that a different power was selected because the character did not qualify for the power requested.
Below is a listing of all origin powers organized by origin. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons. To help you read the power, I provide the format of a power: The first row contains the name of the power followed by a parenthetical containing the origin with which that power is associated and whether the power is a novice, utility, or expert power. The second row contains the frequency of the power (at-will, encounter, or daily); then the action needed to use the power followed by a parenthetical containing keywords relevant to the power; and then the range of the power (e.g., melee 1, ranged 10, personal). Note well that an action type of “none” refers to a power that requires no action to perform. After that are the details of the power’s use. A number of lines, which vary from power to power, have a label (e.g., target, attack, hit, miss, effect) followed by a narrative description.
Instructions for Generating the Character Sheet
The narrative description often has calculations in it. To the extent possible, those calculations should be performed when generating the character. If a power intentionally omits a component normally included in an attack expression (such as level), do not add it unless it appears explicitly in the power’s text. If an origin’s trait specifies that a speed bonus applies only while wearing light armor or no armor, do not apply it while wearing heavy armor. Perform all additive operations before replacing the formula. For example, if the Hit label is followed by the text, “1d10+intelligence ability score modifier+twice your level physical damage,” then this should be replaced with “1d10+” followed by the sum of the character’s ability score modifier and twice its level, and then followed by “physical damage.” If, for example, the character’s intelligence ability modifier were 3 and the character were 2, then the result would look like “1d10+7 physical damage” because 3 plus (2*2) equals 7. Similarly, if the Attack label for the same example character is followed by the text, “intelligence ability score modifier+level vs. Reflex,” then this should be replaced by “+5 vs. Reflex” because 3 plus 2 equals 5. Notice that the attack expression should always be preceded by a sign indicating positive (+) or negative (-), which must be added to the attack expression. As a third example, if the Hit label is followed by the text, “The target is weakened until the end of your next turn. In addition you or one ally within 5 squares of you gains charisma ability score modifier temporary hit points,” then the phrase “charisma ability score modifier” should be replaced simply by the character’s charisma ability score modifier. No calculation is necessary because only one number is presented, and no sign (+ or -) is necessary, Note well that the phrase “twice your weapon’s damage expression” means that the dice are rolled twice as many times. For example, if the weapon’s damage expression is “2d8,” then “twice your weapon’s damage expression” should be interpreted as “4d8.” Similarly, the phrase “thrice your weapon’s damage expression” means that the dice are rolled three times as many times. For example, if the weapon’s damage expression is “2d8,” then “thrice your weapon’s damage expression” should be interpreted as “6d8.” The point of these instructions is to guide the simplification of the narrative text so that a player has the formulas generated for them appearing on their character sheet.
When simplifying attack and damage expressions:
- Perform all additive calculations.
- Preserve dice expressions exactly as written.
- Do not change damage types.
- Do not add missing modifiers.
- Do not remove explicitly written modifiers.
- If a power does not explicitly include weapon accuracy in its attack expression, do not add it.
- When a power or effect refers to “your speed,” it refers to the character’s current speed for the mode of movement being used (such as walking, climbing, or flying), after applying armor adjustments, origin speed bonuses, and any temporary bonuses that modify speed. When an effect refers to half your speed, round down towards negative infinity.
Machine Grip (Android Novice)
At-will standard (dark, physical) melee 1
Target One creature
Attack intelligence ability score modifier+level vs. Reflex
Hit 1d10+intelligence ability score modifier+twice your level physical damage and the target is immobilized until the start of your next turn. If you move to a square that is not adjacent to the target the immobilization ends.
Be My Battery (Android Utility)
Encounter immediate interrupt (dark) personal
Trigger You take electricity, fire, laser, or radiation damage.
Effect You gain immunity to the triggering damage type until the start of your next turn. You also gain temporary hit points equal to 10+intelligence ability score modifier.
Dark Energy Meltdown (Android Expert)
Encounter standard (dark, radiation) close burst 2
Target Each creature in burst
Attack intelligence ability score modifier+level vs. Fortitude
Hit 2d10+intelligence ability score modifier+level radiation damage.
Effect The target is slowed until the start of your next turn.
Eau de Roach (Cockroach Novice)
At-will standard (bio, acid) melee 1
Target one creature
Attack constitution ability score modifier+level vs. Fortitude
Hit 2d8+constitution ability score modifier+twice your level acid damage and you push the target 1 square.
Hard to Kill (Cockroach Utility)
Encounter immediate interrupt (bio, healing) personal
Trigger You drop to 0 hit points
Effect You regain hit points equal to 10 + your level.
Opportunistic Meal (Cockroach Expert)
Encounter free (bio, acid) melee 1
Trigger You end your turn adjacent to a prone creature
Target The triggering creature
Attack constitution ability score modifier+level vs. Fortitude
Hit 2d12+constitution ability score modifier+twice your level acid damage.
Miss Half damage.
Double Trouble (Doppelganger Novice)
At-will standard (dark) personal
Effect You create a duplicate of yourself in an unoccupied square within 5 squares of you. The duplicate acts in the initiative order directly after you and can take all the actions that you can take except that it cannot use doppelganger powers, Alpha Mutations, or Omega Tech. Its statistics are the same as yours except that it has only 1 hit point. Your duplicate disappears when it drops to 0 hit points or at the end of your next turn.
Two Places at Once (Doppelganger Utility)
Encounter minor (dark, teleportation) personal
Effect Choose an unoccupied square within 5 squares of you. You simultaneously occupy that square and your current square. Before the start of your next turn you can teleport to the chosen square as a free action.
Multiplicity (Doppelganger Expert)
Encounter standard (dark, physical) close burst 3
Target Each enemy in burst
Attack intelligence ability score modifier+level vs. AC
Hit 2d10+intelligence ability score modifier+level physical damage.
Effect The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. While within the zone you and your allies gain cover from attacks.
Electric Boogaloo (Electrokinetic Novice)
At-will standard (dark, electricity) melee 1
Target One creature
Attack wisdom ability score modifier+level vs. Fortitude
Hit 1d10+wisdom ability score modifier+twice your level electricity damage and the target takes a -2 penalty to all defenses until the end of your next turn.
Stand Clear! (Electrokinetic Utility)
Encounter standard (dark, healing, electricity) melee 1
Target One ally
Effect Choose one of the following options: The target regains hit points equal to your wisdom ability score modifier+your level or the target makes a saving throw with a bonus equal to your wisdom ability score modifier.
Lightning Bolt (Electrokinetic Expert)
Encounter standard (dark, electricity) ranged 5
Target One creature
Attack wisdom ability score modifier+level vs. Reflex
Hit 3d8+wisdom ability score modifier+twice your level electricity damage.
Miss The ally nearest to the target gains 3d8+wisdom ability score modifier temporary hit points.
Vitality Transfer (Empath Novice)
Encounter standard (psi) ranged 3
Target One creature
Attack charisma ability score modifier+level vs. Fortitude
Hit The target is weakened until the end of your next turn. In addition you or one ally within 5 squares of you gains charisma ability score modifier temporary hit points.
Share Strength (Empath Utility)
Encounter standard (psi, healing, psychic) close burst 5
Target You and one ally in burst or two allies in burst
Effect One target of your choice takes 10 psychic damage, and the other target regains 10
hit points and makes a saving throw.
Zone of Pacification (Empath Expert)
Encounter standard (psi, zone) close burst 2
Target Each creature in burst
Attack charisma ability score modifier+level vs. Will
Hit The target is immobilized (save ends).
Effect The burst creates a zone that lasts until the end of your next turn. Creatures within the zone cannot attack.
Slashing Claws (Felinoid Novice)
At-will standard (bio, physical) melee 1
Target One creature
Attack dexterity ability score modifier+level vs. Reflex. Make the attack two times.
Hit (one attack): 1d6+dexterity ability score modifier+twice your level physical damage.
Hit (both attacks): 2d6+dexterity ability score modifier+twice your level physical
damage and the target is blinded until the start of your next turn.
Pounce (Felinoid Utility)
Encounter move (bio) personal
Effect You jump your speed squares either vertically or horizontally.
Killing Bite (Felinoid Expert)
Encounter standard (bio, physical) melee 1
Target One creature
Attack dexterity ability score modifier+level vs. Reflex
Hit 3d10+dexterity ability score modifier+twice your level physical damage.
Effect The target falls prone. If it stands up before the end of your next turn while you are adjacent to it it takes 10 physical damage.
Special When charging, you can use this power in place of a melee basic attack.
Brickbat (Giant Novice)
Encounter standard (bio, physical) close burst 1
Requirement You must be wielding a melee weapon.
Target Each enemy in burst you can see
Attack strength ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+strength ability score modifier physical damage, and you knock the target prone.
Focused Strength (Giant Utility)
Encounter minor (bio) personal
Effect You gain a +5 power bonus to damage rolls with melee attacks until the start of your next turn.
Hurl Foe (Giant Expert)
Encounter standard (bio, physical) melee 1
Target One creature
Attack strength ability score modifier+level vs. Fortitude
Hit 2d12+strength ability score modifier+twice your level physical damage, and you slide the target 5 squares.
Effect The target falls prone.
Gravitational Pulse (Gravity Controller Novice)
At-will standard (dark, physical) ranged 10
Target One creature
Attack constitution ability score modifier+level vs. Fortitude
Hit 1d10+constitution ability score modifier+twice your level physical damage, and the target is slowed until the end of your next turn.
Sideways Gravity (Gravity Controller Utility)
Encounter immediate reaction (dark) personal
Trigger An enemy enters a square adjacent to you
Target The triggering enemy
Effect You slide the target 6 squares.
Singularity (Gravity Controller Expert)
Encounter standard (dark, physical) area burst 2 within 10
Target Each creature in burst
Attack constitution ability score modifier+level vs. Fortitude
Hit 2d8+constitution ability score modifier+twice your level physical damage.
Effect You pull the target 2 squares toward the origin square of the burst and the target falls prone.
Terrifying Shriek (Hawkoid Novice)
Encounter standard (bio, psychic) close burst 2
Target Each creature in burst
Attack wisdom ability score modifier+level vs. Will
Hit 1d6+wisdom ability score modifier+level psychic damage, and you slide the target 1 square.
Flap Away (Hawkoid Utility)
Encounter immediate reaction (bio) personal
Trigger An enemy enters a square adjacent to you
Effect You fly 2 squares without provoking opportunity attacks. You fall if you do not land at the end of this movement.
Power Dive (Hawkoid Expert)
Encounter standard (bio, physical) melee 1
Target One creature
Effect Before making this attack you can fly your current speed.
Attack wisdom ability score modifier+level vs. AC
Hit 3d10+wisdom ability score modifier+twice your level physical damage, and you knock the target prone.
Miss Half damage.
Uncanny Strike (Hypercognitive Novice)
Encounter standard (psi, weapon, physical) melee or ranged (weapon)
Target One creature
Attack wisdom ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+wisdom ability score modifier+level physical damage, and the target grants combat advantage until the end of your next turn.
Saw It Coming (Hypercognitive Utility)
Encounter immediate interrupt (psi) personal
Trigger An enemy hits you
Effect The triggering enemy rerolls the attack and must use the new result.
Exploit Weakness (Hypercognitive Expert)
Encounter standard (psi, weapon, physical) melee or ranged (weapon)
Target One creature
Attack wisdom ability score modifier+level+weapon accuracy+2 vs. AC
Hit your weapon’s damage expression+wisdom ability score modifier+level physical damage, and the target gains vulnerable 5 to all damage until the start of your next turn.
Psychic Assault (Mind Breaker Novice)
At-will standard (psi, psychic) ranged 20
Target One creature
Attack charisma ability score modifier+level vs. Will
Hit 1d10+charisma ability score modifier+twice your level psychic damage.
Psychic Shield (Mind Breaker Utility)
Encounter minor (psi, psychic) personal
Effect Until the end of your next turn, you gain a +3 power bonus to all defenses.
Mind Break (Mind Breaker Expert)
Encounter standard (psi, psychic) ranged 10
Target One creature
Attack charisma ability score modifier+level vs. Will
Hit 3d10+charisma ability score modifier+twice your level psychic damage.
Effect The target gains vulnerable 5 psychic until the end of your next turn.
Mental Push (Mind Coercer Novice)
At-will standard (psi, psychic) ranged 10
Target One creature
Attack charisma ability score modifier+level vs. Will
Hit charisma ability score modifier psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Nothing to See Here (Mind Coercer Utility)
Encounter minor (psi) personal
Effect You become invisible to all enemies until the end of your next turn or until you attack.
Your Thoughts Are My Thoughts (Mind Coercer Expert)
Encounter standard (psi, psychic) ranged 10
Target One creature
Effect charisma ability score modifier psychic damage, and you slide the target a number of squares equal to its speed. The target then makes a basic attack against a creature of your choice, with a +4 power bonus to the attack roll and the damage roll.
Lashing Creepers (Plant Novice)
Encounter standard (bio, physical) close burst 2
Target Each enemy in burst
Attack constitution ability score modifier+level vs. Reflex
Hit 1d6+constitution ability score modifier+level physical damage, and the target is slowed until the end of your next turn.
Instant Grove (Plant Utility)
Encounter move (bio, zone) close burst 3
Effect The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. While the zone lasts, you are immobilized and immune to forced movement, you have cover from all attacks, and your melee attack range increases by 2.
Insidious Pollen (Plant Expert)
Encounter standard (bio, poison) melee 2
Target One creature
Attack constitution ability score modifier+level vs. Will
Hit 1d8+constitution ability score modifier+twice your level poison damage, and you dominate the target until the end of your next turn.
Miss The target takes a -5 penalty to attack rolls against you until the end of your next turn.
Fiery Flare (Pyrokinetic Novice)
At-will standard (psi, fire) ranged 5
Target One creature
Attack wisdom ability score modifier+level vs. Reflex
Hit 2d8+wisdom ability score modifier+twice your level fire damage.
Blazing Rocket (Pyrokinetic Utility)
Encounter minor (psi) personal
Effect You gain a fly speed of 10 until the end of your next turn. If you do not land before this effect ends you fall.
Flaming Breath (Pyrokinetic Expert)
Encounter standard (psi, fire) close blast 5
Target Each creature in blast
Attack wisdom ability score modifier+level vs. Reflex
Hit 2d10+wisdom ability score modifier+level fire damage.
Miss Half damage.
Radiation Eyes (Radioactive Novice)
At-will standard (dark, radiation) ranged 5
Target One creature
Attack constitution ability score modifier+level vs. Fortitude
Hit 1d10+constitution ability score modifier+twice your level radiation damage and the target takes a -2 penalty to all defenses until the end of your next turn.
Hawking Portal (Radioactive Utility)
Encounter move (dark, teleportation, radiation) close burst 10
Target You and one or two allies in burst
Effect Each target teleports to any other square in the burst then regains hit points equal to 5 plus your level.
Gamma Eruption (Radioactive Expert)
Encounter standard (dark, radiation) ranged 5
Target One creature
Attack constitution ability score modifier+level vs. Fortitude
Hit 2d10+constitution ability score modifier+twice your level radiation damage.
Effect The target is weakened until the end of your next turn.
Swarm! (Rat Swarm Novice)
Encounter standard (bio, physical) melee 1
Target One creature
Attack dexterity ability score modifier+level vs. Reflex
Hit 1d8+dexterity ability score modifier+twice your level physical damage, and the target is immobilized until the end of your next turn.
Cover More Ground (Rat Swarm Utility)
Encounter move (bio) personal
Effect You shift dexterity ability score modifier squares.
Death by a Thousand Bites (Rat Swarm Expert)
Encounter standard (bio, physical) melee 1
Target One creature
Attack dexterity ability score modifier+level vs. Reflex
Hit 2d10+dexterity ability score modifier physical damage.
Effect At the start of your next turn the target takes thrice your level physical damage.
Seismic Stomp (Seismic Novice)
At-will standard (dark, sonic) close burst 1
Target Each creature in burst
Attack strength ability score modifier+level vs. Fortitude
Hit 1d6+strength ability score modifier+level sonic damage and you knock the target prone.
Ground Anchor (Seismic Utility)
Encounter immediate interrupt (dark) personal
Trigger You are hit by an attack that pulls you, pushes you, slides you, or knocks you prone.
Effect You are not pulled, pushed, slid, or knocked prone by the attack.
Clobberin Time (Seismic Expert)
Encounter standard (dark, physical) melee 1
Target One creature
Attack strength ability score modifier+level vs. Fortitude
Hit 2d10+strength ability score modifier+level physical damage and you push the target 3 squares.
Effect The target falls prone.
Quick Attack (Speedster Novice)
Encounter standard (psi, weapon, physical) melee or ranged (weapon)
Target One creature
Effect You can shift up to 2 squares before the attack.
Attack dexterity ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+dexterity ability score modifier+level physical damage and you shift 2 squares.
Whizzer (Speedster Utility)
Encounter minor (psi) personal
Effect You shift your speed.
Swift Pummel (Speedster Expert)
Encounter standard (psi, weapon, physical) melee 1
Target One creature
Attack dexterity ability score modifier+level+weapon accuracy+2 vs. AC. Make the attack 4 times.
Hit your weapon’s damage expression physical damage.
Telekinetic Wave (Telekinetic Novice)
At-will standard (psi, force) close blast 5
Target Each creature in blast
Attack intelligence ability score modifier+level vs. Fortitude
Hit 1d6+intelligence ability score modifier+level force damage and you push the target 3 squares.
Chess Pieces (Telekinetic Utility)
Encounter minor (psi) close burst 5
Target Each ally in burst
Effect You slide the target 3 squares to another square in the burst.
Telekinetic Clutch (Telekinetic Expert)
Encounter standard (psi, force) ranged 10
Target One creature
Attack intelligence ability score modifier+level vs. Fortitude
Hit 1d10+intelligence ability score modifier+twice your level force damage and the target is immobilized and takes ongoing 10 force damage (save ends both).
Miss Half damage, and the target is slowed (save ends).
Big Claws (Yeti Novice)
Encounter minor (bio, physical) melee 1
Target One creature
Attack strength ability score modifier+level+2 vs. AC
Hit 1d10+strength ability score modifier+twice your level physical damage and the target is slowed until the end of your next turn.
Yeti Rage (Yeti Utility)
Encounter immediate reaction (bio, healing) personal
Trigger An enemy damages you with an attack
Effect You regain 3 + level hit points. Until the end of your next turn you gain a +2 power bonus to attack rolls against the triggering enemy.
Yeti Mauling (Yeti Expert)
Encounter standard (bio, physical) melee 1
Target One creature
Effect Before the attack the target falls prone.
Attack strength ability score modifier+level vs. Fortitude
Hit 2d10+strength ability score modifier+twice your level physical damage and you shift 3 squares. You then slide the target 5 squares to any unoccupied square adjacent to you.
Bold Attack (Engineered Human Novice)
At-will standard (weapon, physical) melee or ranged (weapon)
Target One creature
Attack level+weapon accuracy+4 vs. AC
Hit your weapon’s damage expression+level physical damage and you choose an ally within 5 squares of you. That ally makes a basic attack as a free action.
Tough as Nails (Engineered Human Utility)
Encounter minor (healing) personal
Effect You regain 5+level hit points and make a saving throw with a +5 bonus.
Tactical Assault (Engineered Human Expert)
Encounter standard (weapon, physical) melee or ranged (weapon)
Effect Before the attack each ally within 10 squares of you can shift 2 squares as a free action.
Target One creature
Attack level+weapon accuracy+4 vs. AC
Hit thrice your weapon’s damage expression+intelligence ability score modifier+level physical damage.
Blue Screen of Death (AI Novice)
At-will standard (psi, psychic) close blast 3
Target Each creature in blast
Attack intelligence ability score modifier+level vs. Will
Hit 1d10+intelligence ability score modifier+level psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Master Control Panel (AI Utility)
Encounter immediate reaction (psi) personal
Trigger An ally hits an enemy with an attack
Effect You can roll twice on your next attack roll against the triggering enemy before the end of your next turn and use either result.
End of Line (AI Expert)
Encounter standard (psi, electricity) close burst 2
Target Each creature in burst
Attack intelligence ability score modifier+level vs. Will
Hit The target is dominated until the start of your next turn. At the start of your next turn the target takes twice your level electric damage.
Alien Engineering (Alien Novice)
At-will standard (dark, radiation) melee 1
Target You or one ally
Effect The next weapon attack of the target before the end of the encounter gains a +2 bonus to the attack roll and deals +intelligence ability score modifier+level+5 extra radiation damage.
Beam Me Up (Alien Utility)
Encounter move (dark, teleportation) melee 1
Target You or one ally
Effect You teleport the target 10 squares. Then roll a d6. On a result of 1 or 6 you can use Beam Me Up an additional time during this encounter.
Nuke It from Orbit (Alien Expert)
Daily standard (dark, fire, radiation) area burst 5 within 20
Target Each creature in burst
Attack intelligence ability score modifier+level vs. Reflex
Hit 1d12+intelligence ability score modifier+level fire and radiation damage.
Toxic Webs (Arachnoid Novice)
At-will standard (bio, poison) area burst 1 within 10
Target Each creature in burst
Attack dexterity ability score modifier+level vs. Reflex
Effect 1d8+dexterity ability score modifier+level poison damage and the target is immobilized until the end of your next turn.
Scuttling Escape (Arachnoid Utility)
Encounter move (bio) personal
Effect If slowed or immobilized, you end that effect. In addition you shift a number of squares equal to one-half your speed (rounding down towards negative infinity).
Cocooning Webs (Arachnoid Expert)
Encounter standard (bio) melee touch
Target One creature
Attack dexterity ability score modifier vs. Reflex
Hit The target is blinded and restrained (save ends both). Until the target saves against this effect whenever you move you can pull the target up to your speed squares into a space adjacent to you.
Icy Grasp (Cryokinetic Novice)
At-will standard (psi, cold) melee touch
Target One creature
Attack charisma ability score modifier+level vs. Fortitude
Hit 1d6+charisma ability score modifier+twice your level cold damage and the target is slowed until the end of your next turn. An already slowed target takes 1d6 extra cold damage.
Ice Slide (Cryokinetic Utility)
Encounter move (psi, cold) personal
Effect You fly a number of squares equal to your current speed. Each square you exit fills with ice that lasts until the end of your next turn. Ice-filled squares are difficult terrain.
Flash Freeze (Cryokinetic Expert)
Encounter standard (psi, zone, cold) close burst 3
Target Each creature in burst
Attack charisma ability score modifier+level vs. Fortitude
Hit 1d10+charisma ability score modifier+level cold damage and the target is immobilized until the end of your next turn.
Effect The burst creates a zone of ice that lasts until the end of your next turn. Squares within the zone are difficult terrain.
Ectoplasmic Plunge (Ectoplasmic Novice)
At-will standard (dark, psychic) melee touch
Target One creature
Attack wisdom ability score modifier+level vs. Reflex
Hit 2d8+wisdom ability score modifier+twice your level psychic damage.
Effect You shift 2 squares to any unoccupied square adjacent to the target.
Phase Out (Ectoplasmic Utility)
Encounter minor (dark) personal
Effect Until the end of your next turn you ignore difficult terrain and you can move through enemies’ squares and you can move through blocking terrain. You must still end your movement in an unoccupied square.
Scattered Essence (Ectoplasmic Expert)
Encounter immediate reaction (dark, psychic) close burst 3
Trigger An enemy bloodies you
Target Each creature in burst
Attack wisdom ability score modifier+level vs. Fortitude
Hit 3d6+wisdom ability score modifier+level psychic damage and the target is dazed until the end of your next turn.
Effect You shift 3 squares to any unoccupied square in the burst.
Disrupting Touch (Entropic Novice)
At-will standard (dark, necrotic) melee touch
Target One creature
Attack charisma ability score modifier+level vs. Fortitude
Hit 2d8+charisma ability score modifier+twice your level necrotic damage and your attacks deal 5 extra necrotic damage to the target until the end of your next turn.
Hole in the World (Entropic Utility)
Encounter minor (dark, zone) personal
Effect Until the end of your next turn while any creature is within 3 squares of you it takes a –2 penalty to attack rolls and grants combat advantage.
Creation Undone (Entropic Expert)
Encounter standard (dark, necrotic) close blast 5
Target Each creature in blast
Attack charisma ability score modifier+level vs. Fortitude
Hit 2d10+charisma ability score modifier+level necrotic damage. If the target is bloodied by this attack it takes ongoing 10 extra necrotic damage.
Controlled Demolition (Exploding Novice)
At-will standard (psi, fire, sonic) close burst 2
Target Each creature in burst
Attack constitution ability score modifier+level vs. Reflex
Hit 1d6+constitution ability score modifier+level fire and sonic damage and you push the target 1 square. If you are bloodied this attack deals 1d6 extra damage.
Chain Reaction (Exploding Utility)
Encounter immediate reaction (psi, fire, sonic) close burst 2
Trigger You take damage from an attack
Target Each creature in burst
Effect You push the target 1d4 squares. If you push the target 4 squares it also takes 10 fire and sonic damage.
Nuclear Option (Exploding Expert)
Encounter standard (psi, fire, sonic) close burst 4
Target Each creature in burst
Attack constitution ability score modifier+level vs. Reflex
Hit 2d10+constitution ability score modifier+level fire and sonic damage and you push the target 4 squares.
Effect You explode. You can’t take any actions and have neither line of sight nor line of effect to any other creature and no creature has line of sight or line of effect to you until the end of your next turn. You then re-form in an unoccupied square within 5 squares of your last location.
Toxic Spores (Fungoid Novice)
At-will standard (bio, poison) close burst 1
Target Each enemy in burst
Attack constitution ability score modifier+level vs. Fortitude
Hit 1d6+constitution ability score modifier+level poison damage and the target grants combat advantage until the end of your next turn.
Spore Cloud (Fungoid Utility)
Encounter free (bio, healing, zone) close burst 1
Trigger You take physical damage from an attack while you’re bloodied
Effect The burst creates a zone of spores that lasts until the start of your next turn. Squares within the zone are lightly obscured and any ally that starts his or her turn within the zone regains hit points equal to 2 + your level.
Madness Spores (Fungoid Expert)
Encounter standard (bio, psi, poison) close burst 2
Target Each enemy in burst
Attack constitution ability score modifier+level vs. Fortitude
Hit 1d8+constitution ability score modifier+level poison damage and the target can’t make opportunity attacks until the end of your next turn. If you score a critical hit against the target it’s also dominated until the end of your next turn.
Paralytic Goo (Gelatinous Novice)
At-will standard (bio, acid) melee 1
Target One creature
Attack strength ability score modifier+level vs. Fortitude
Hit 1d8+strength ability score modifier+twice your level acid damage and the target is slowed until the start of your next turn.
Flowing Form (Gelatinous Utility)
Encounter move (bio) personal
Effect You shift your speed (your speed). During this movement you ignore difficult terrain and can move through spaces of enemies.
Oozy Embrace (Gelatinous Expert)
Encounter standard (bio, acid) melee 1
Target One Medium or smaller creature
Attack strength ability score modifier+level vs. Reflex. If the target is slowed you gain a +4 bonus to the attack roll.
Hit 2d8+strength ability score modifier+twice your level acid damage and the target is restrained (save ends). If you end your turn not adjacent to the target it’s no longer restrained.
Lodestone Lure (Magnetic Novice)
At-will minor (dark, electricity) melee 5
Target One creature
Attack dexterity ability score modifier+level vs. Fortitude
Hit 1d8+dexterity ability score modifier+twice your level electricity damage and you pull the target 3 squares.
Law of Attraction (Magnetic Utility)
Encounter minor (dark) ranged 5
Target One ally
Effect You either pull the target 4 squares or slide the target 4 squares toward another ally within 5 squares of you.
Magnetic Field (Magnetic Expert)
Encounter standard (dark, electricity) close burst 3
Target Each enemy in burst
Attack dexterity ability score modifier+level vs. Fortitude; if the target is a robot you gain a +2 power bonus to the attack roll
Hit 2d6+dexterity ability score modifier+level electricity damage and you pull the target 2 squares.
Effect Until the end of your next turn creatures are restrained while they’re adjacent to you.
Mythic Strike (Mythic Novice)
At-will standard (psi, weapon, physical) melee or ranged (weapon)
Target One creature
Attack charisma ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+charisma ability score modifier+level physical damage and one ally within 5 squares of you gains either a +2 bonus to saving throws until the start of your next turn or 5 temporary hit points.
Miraculous Recovery (Mythic Utility)
Encounter minor (psi, healing) close burst 1
Target You and each ally in burst
Effect The target either makes a saving throw or regains hit points equal to your level.
Divine Judgment (Mythic Expert)
Encounter standard (psi, electricity, sonic) ranged 10
Target One- two- or three creatures
Attack charisma ability score modifier+level vs. Reflex
Hit 2d6+charisma ability score modifier+level electricity and sonic damage and the target is dazed until the end of your next turn.
Fear Manifested (Nightmare Novice)
At-will standard (psi, physical) ranged 10
Target One creature
Attack intelligence ability score modifier+level vs. Will
Hit 1d8+intelligence ability score modifier+twice your level psychic damage and until the end of your next turn the target grants combat advantage and takes a –2 penalty to attack rolls.
Secret Face (Nightmare Utility)
Encounter minor (psi) ranged 10
Target One ally
Effect Until the end of your next turn, all enemies take a –2 penalty to attack rolls against the target.
Fears Revealed (Nightmare Expert)
Encounter standard (psi, psychic) ranged 10
Target One creature
Attack intelligence ability score modifier+level vs. Will
Hit 2d8+intelligence ability score modifier+twice your level psychic damage. In addition until the end of your next turn the target takes a –2 penalty to attack rolls and whenever a creature hits the target with an attack that creature pushes the target 1 square.
Infected Touch (Plaguebearer Novice)
At-will standard (bio, necrotic) melee 1
Target One creature
Attack constitution ability score modifier+level vs. Fortitude. You gain a +2 bonus to the attack roll if the target is already taking ongoing damage.
Hit 1d10+constitution ability score modifier+twice your level necrotic damage and until the end of your next turn the target is slowed and can’t take immediate actions or opportunity actions.
Leprosy Splash (Plaguebearer Utility)
Encounter immediate reaction (bio, zone, necrotic, poison) close burst 2
Trigger An enemy bloodies you
Effect Your body bursts into a cloud of disease creating a zone of pestilence that lasts until the start of your next turn. While you’re under this effect you can’t take any actions and have neither line of sight nor line of effect to any creature and no creature has line of sight or line of effect to you. In addition enemies treat squares within the zone as difficult terrain and whenever an enemy within the zone takes damage from an attack it takes 5 extra necrotic and poison damage. At the start of your next turn you reform in any square within the burst.
Gift of Pestilence (Plaguebearer Expert)
Encounter standard (bio, necrotic) close blast 3
Target Each creature in blast
Attack constitution ability score modifier+level vs. Fortitude
Hit 2d6+constitution ability score modifier+level necrotic damage and the target is dazed, slowed, and takes ongoing 5 necrotic damage (save ends all).
Stretchy Arms (Plastic Novice)
At-will standard (bio, weapon, physical) melee 3
Target One creature
Attack dexterity ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+dexterity ability score modifier+level physical damage and you pull the target 2 squares.
Body Shield (Plastic Utility)
Encounter immediate interrupt (bio) personal
Trigger An attack hits an ally within 2 squares of you.
Effect The triggering attack hits you instead. You take only half damage from the attack.
Wrap It Up (Plastic Expert)
Encounter standard (bio, physical) melee 3
Target One creature
Effect You shift 3 squares to a square adjacent to the target.
Attack dexterity ability score modifier+level vs. Reflex
Hit 2d8+dexterity ability score modifier+twice your level physical damage. In addition while you’re adjacent to the target it is restrained and takes ongoing 10 physical damage (save ends both).
Thwarted Defense (Prescient Novice)
At-will standard (psi, weapon, physical) melee weapon
Target One creature
Attack wisdom ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+wisdom ability score modifier+level physical damage and the target cannot shift until the end of your next turn.
Instinctive Shift (Prescient Utility)
Encounter immediate interrupt (psi) personal
Trigger An enemy adjacent to you hits you
Effect You gain a +4 bonus to all defenses against the triggering attack. If the attack misses you can shift 1 square.
Cunning Prediction (Prescient Expert)
Encounter standard (psi) ranged 5
Target One creature
Attack wisdom ability score modifier+level vs. Will
Hit The next ally to hit the target automatically scores a critical hit.
Nasty Bite (Reanimated Novice)
At-will standard (dark, healing, physical) melee 1
Target One creature
Attack strength ability score modifier+level vs. Fortitude
Hit 2d6+strength ability score modifier+twice your level physical damage. If you score a critical hit you also regain hit points equal to 5 + your level.
Zombie Surprise (Reanimated Utility)
Encounter none (dark, healing) personal
Trigger You start your turn with 0 hit points or fewer
Effect You regain hit points equal to your level and stand up.
Grisly Feast (Reanimated Expert)
Encounter standard (dark, physical) melee 1
Target One creature
Attack strength ability score modifier+level+2 vs. AC
Hit 1d10+strength ability score modifier+twice your level physical damage and you knock the target prone. In addition until the target starts its turn in a square not adjacent to you it takes 5 physical damage whenever it starts its turn adjacent to you.
Shapeshifter’s Feint (Shapeshifter Novice)
At-will standard (bio, physical) melee weapon
Effect You assume the form of any Medium humanoid until you change form again. You retain your statistics in your new form and your clothing- armor- and possessions do not change. You gain a +5 power bonus to Interaction checks to fool others with your disguise. You can choose not to make the attack.
Target One creature
Attack charisma ability score modifier+level vs. Reflex
Hit your weapon’s damage expression+charisma ability score modifier+level physical damage. If you changed your form to resemble the target you gain a +2 power bonus to all defenses until the end of your next turn while the target is within 2 squares of you.
Who – Me? (Shapeshifter Utility)
Encounter minor (bio) personal
Effect You assume the form of a Tiny beast until the end of the encounter- until you change back to your previous form as a minor action, or until you change your form again. While in this form you gain a +3 power bonus to speed and to all defenses- you do not provoke opportunity attacks for moving- and you cannot attack.
Big Scary Monster (Shapeshifter Expert)
Encounter minor (bio, physical) personal
Effect You assume the form of a big scary monster (although you remain a Medium creature) until the end of the encounter, until you dismiss the form as a minor action- or until you change your form again. While in this form enemies take a –2 penalty to attack rolls against you. You can make the following at-will attack while in this form as a standard action (melee 2).
Target One creature
Attack charisma ability score modifier+level vs. AC
Hit 2d6+charisma ability score modifier+twice your level physical damage.
Ape Rage (Simian Novice)
At-will standard (bio, weapon, physical) melee
Target One creature
Attack strength ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+strength ability score modifier+level physical damage and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn.
Monkey Leap (Simian Utility)
Encounter move (bio) personal
Effect You make an Athletics check to jump and gain a +5 power bonus. Each enemy adjacent to you at the end of the jump grants combat advantage to you until end of your next turn.
Expert Ape Training (Simian Expert)
Encounter standard (bio, weapon, physical) melee or ranged (weapon)
Target One creature
Attack strength ability score modifier+level+weapon accuracy+2 vs. AC
Hit twice your weapon’s damage expression+strength ability score modifier+level physical damage and each enemy within 3 squares of you grants combat advantage to you until the end of your next turn.
Temporal Fugue (Temporal Novice)
At-will standard (dark, teleportation, physical) melee or ranged (weapon)
Target One creature
Attack wisdom ability score modifier+level+weapon accuracy vs. Reflex
Hit your weapon’s damage expression+wisdom ability score modifier+level physical damage, you teleport the target 4 squares, and the target is dazed until the end of your next turn.
Temporal Jaunt (Temporal Utility)
Encounter none (dark, teleportation) personal
Trigger You end your turn
Effect You disappear into the future until the start of your next turn. While under this effect you can’t take actions and have neither line of sight nor line of effect to any creature, and no creature has line of sight or line of effect to you. You reappear in an unoccupied square within 5 squares of the square you last occupied.
Time Shove (Temporal Expert)
Encounter standard (dark, weapon, physical) melee or ranged (weapon)
Target One creature
Attack wisdom ability score modifier+level+weapon accuracy vs. Reflex
Hit your weapon’s damage expression+wisdom ability score modifier+level physical damage, and the target disappears into the future until the end of your next turn. While under this effect the target cannot take actions and has neither line of sight nor line of effect to any creature, and no creature has line of sight or line of effect to it. It reappears in an unoccupied square of your choice within 5 squares of you.
Maximum Overdrive (Wheeled Novice)
At-will standard (dark, physical) melee weapon
Effect Before the attack you shift 2 squares.
Target One creature
Attack constitution ability score modifier+level+weapon accuracy vs. AC
Hit your weapon’s damage expression+constitution ability score modifier+level physical damage and the target takes a –2 penalty to attack rolls against your allies until the end of your next turn.
Burning Rubber (Wheeled Utility)
Encounter move (dark, fire) personal
Effect You move a number of squares equal to 2+your current speed. Each square you leave is filled with fire until the start of your next turn. Any creature that enters a fire square or starts its turn there takes 5 fire damage.
Monster Truck (Wheeled Expert)
Encounter standard (dark, physical) personal
Effect You move your speed squares. You can move through spaces of enemies during this move provided you end the move in an unoccupied space. Make the following attack as a free action against each enemy the first time you enter its space during this movement.
Target One creature
Attack constitution ability score modifier+level vs. Reflex
Hit 2d8+constitution ability score modifier+level physical damage and you knock the target prone.
Antimatter Blast (Antimatter Blaster Novice)
At-will standard (dark, physical) ranged 5
Target One creature
Attack wisdom ability score modifier+level vs. AC
Hit 2d6+wisdom ability score modifier+twice your level physical damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Antimatter Attunement (Antimatter Blaster Utility)
Encounter free (dark, physical) personal
Trigger You hit an enemy with antimatter blast.
Effect The target takes ongoing 5 physical damage (save ends).
Antimatter Annihilation (Antimatter Blaster Expert)
Encounter standard (dark, physical) ranged 5
Target One creature
Attack wisdom ability score modifier+level vs. AC
Hit 2d10+wisdom ability score modifier+twice your level physical damage, and the target takes ongoing 5 physical damage (save ends).
Effect The target is dazed until the end of your next turn.
Blackfire Port (Demon Novice)
At-will minor (dark, fire) melee 2
Target One creature
Attack dexterity ability score modifier+level vs. Fortitude
Hit The target takes 1d10 fire damage.
Effect You teleport 3 squares.
Special This power is usable only once per round.
Reeking Night (Demon Utility)
Encounter minor (dark, zone) close burst 3
Effect The burst becomes a zone until the end of your next turn. The zone blocks line of sight for all creatures except you. While within the zone, other creatures are blind, grant combat advantage, and gain vulnerable 5 fire.
Dark Combustion (Demon Expert)
Encounter standard (dark, teleportation, fire) melee 2
Target One creature
Attack dexterity ability score modifier+level vs. Fortitude
Hit 2d10+dexterity ability score modifier+twice your level fire damage, and the target takes a -5 penalty to attack rolls and ongoing 5 fire damage (save ends both). Until the target saves, you can teleport to any square adjacent to the target as a minor action.
Long Arms of the Sea (Octopoid Novice)
At-will standard (bio, physical) melee 3
Target One or two creatures
Attack intelligence ability score modifier+level vs. AC
Hit 1d6+intelligence ability score modifier+level physical damage, and the target is immobilized until the end of your next turn.
Inked (Octopoid Utility)
Encounter immediate interrupt (bio) personal
Trigger An enemy moves adjacent to you.
Effect You gain total concealment against the triggering enemy until the start of your next turn. In addition, you can shift 3 squares.
Squeeze the Life out of Them (Octopoid Expert)
Encounter standard (bio, physical) close burst 2
Target Each enemy in burst
Attack intelligence ability score modifier+level vs. Reflex
Hit intelligence ability score modifier+level physical damage, and the target is restrained (save ends). If you move more than 2 squares away from the target, or if the target is moved more than 2 squares from you, the target is no longer restrained.
First Failed The target is also dazed (save ends).
Second Failed The target is unconscious instead of dazed (save ends).
Glowing Blades (Photonic Novice)
At-will standard (dark, force) ranged 10
Target One creature
Attack intelligence ability score modifier+level vs. Reflex
Hit 1d10+intelligence ability score modifier+twice your level force damage, and you push the target 2 squares. Then, choose one ally within 3 squares of the target. That ally gains a +2 power bonus to all defenses until the start of your next turn.
Luminous Shield (Photonic Utility)
Encounter minor (dark) ranged 5
Target You or one ally
Effect The target gains twice your level+5 temporary hit points until the end of your next turn. Until the end of your next turn, the target also regains 10 additional hit points when the target uses his or her second wind.
Barrier of Light (Photonic Expert)
Encounter standard (dark, force) area wall 6 within 20
Target Each enemy adjacent to the wall
Attack intelligence ability score modifier+level vs. Reflex
Hit 1d10+intelligence ability score modifier+level force damage.
Effect You create a wall of light 2 squares high that lasts until the start of your next turn. Enemies cannot move through the wall, but allies can. Whenever an enemy makes an attack while adjacent to the wall, make this attack against the triggering enemy. Allies gain a +2 power bonus to all defenses while adjacent to the wall.
Graveyard Summons (Reanimator Novice)
At-will standard (psi, necrotic) close burst 5
Effect A Medium animated corpse appears in an unoccupied square within the burst. The animated corpse is treated as an ally, stands as a free action and acts in initiative order directly after you. It has the same speed and defenses as you, it uses your abilities for attack rolls and checks, and it has 1 hit point. The corpse disappears when it drops to 0 hit points or at the end of your next turn. The corpse can make the following attack (melee 1) as a standard action, or it can make basic attacks using a weapon.
Target One creature
Attack wisdom ability score modifier+level vs. Reflex
Hit 1d10+wisdom ability score modifier+twice your level necrotic damage.
Revitalizing Strike (Regenerator Novice)
At-will standard (bio, healing, weapon, physical) melee or ranged (weapon)
Target One creature
Attack constitution ability score modifier vs. AC [Note that should not appear on the character sheet: the omission of a bonus for level is intentional]
Hit your weapon’s damage expression+constitution ability score modifier+twice your level physical damage. In addition, if you are bloodied, you regain 2 hit points.
Look Ma – No Hands! (Regenerator Utility)
Encounter minor (bio) personal
Effect One of your hands detaches from your body, shifts up to 5 squares into an enemy’s space, and latches onto that enemy. If the hand has nothing to latch onto, it dies. You grow a new hand as a free action. An enemy clutched by your detached hand takes a -5 penalty to attack rolls until the start of your next turn, at which point the hand releases its grip and falls away lifeless. Any attack made against the severed hand before it dies automatically misses.
Take the Bullet (Regenerator Expert)
Encounter immediate interrupt (bio, weapon, physical) personal
Trigger An enemy within 3 squares of you hits an ally with an attack that doesn’t hit you.
Effect You shift to a square adjacent to the triggering ally. The attack hits you instead of your ally. Provided you have at least 1 hit point remaining, you regain level hit points and make the following melee or ranged weapon attack as a free action.
Target The triggering enemy
Attack constitution ability score modifier+level vs. AC
Hit your weapon’s damage expression+constitution ability score modifier+level physical damage, and the target can’t make any attacks that don’t include you as a target (save ends).
Tyrannosaur Charge (Saurian Novice)
At-will standard (bio, weapon, physical) melee weapon
Effect You move 6 squares and make the following attack.
Target One creature.
Attack strength ability score modifier+level vs. AC
Hit your weapon’s damage expression+strength ability score modifier+level physical damage. If you moved at least 2 squares during this action, you also push the target 1 square.
Tail Riposte (Saurian Utility)
Encounter immediate reaction (bio) melee 3
Trigger An enemy pulls, pushes, or slides you.
Effect You slide the triggering enemy 2 squares after the forced movement. In addition, the triggering enemy takes a -2 penalty to attack rolls against other creatures until the end of your next turn.
T-Rex Transmogrification (Saurian Expert)
Encounter standard (bio, physical) personal
Effect You use tyrannosaur charge. If you hit, the target also falls prone. In addition, until the end of your next turn, you gain a +2 power bonus to AC, and whenever an enemy adjacent to you falls prone or starts its turn prone, it takes +strength ability score modifier+level physical damage.
Eyes of the Vampire (Vampiric Novice)
At-will standard (psi, psychic) area burst 1 within 10
Target Each enemy in burst
Attack charisma ability score modifier+level vs. Will
Hit 1d8+charisma ability score modifier+level psychic damage, and the target is slowed and takes a -1 penalty to Will until the end of your next turn. If you bloody a creature or reduce a creature to 0 hit points with this power, you gain half your level (rounded down towards negative infinity)+2 temporary hit points.
Psychic Reserve (Vampiric Utility)
Encounter minor (psi) personal
Effect Until the start of your next turn, you gain 5 temporary hit points and a +2 power bonus to speed and Reflex, and whenever you deal damage to an enemy with a melee attack, that enemy is dazed until the end of your next turn.
Do What I Say (Vampiric Expert)
Encounter standard (psi, psychic) ranged 20
Attack charisma ability score modifier+level vs. Will
Hit The target is dominated (save ends).
Aftereffect The target takes ongoing 10 psychic damage (save ends).
Personality
Below is a table containing the category of trait followed by five traits from which a character chooses to manifest those categories in a concrete manner. The first row contains headings for the columns. Unless the AI prompt gives specific instructions otherwise, personality traits are determined randomly. For each category, one trait should be chosen, and if determined randomly, each trait manifestation has the same probability (20%) of being chosen. These traits are purely narrative and therefore should not influence any calculations appearing elsewhere in these instructions. Use only the data in the table below. Do not substitute values or formulas from other editions of Gamma World or Dungeons & Dragons.
Category | Trait 1 | Trait 2 | Trait 3 | Trait 4 | Trait 5
How trusting are you? | Gullible | Open-minded | Skeptical | Suspicious | Obstinate
What is your outlook at the start of each day? | Hopeful | Enthusiastic | Self-assured | Grim | Self-doubting
What kind of decision maker are you? | Forceful | Adaptable | Timid | Easygoing | Impatient
How conscientious are you about following rules? | Scrupulous | Pragmatic | Dutiful | Flexible | Scofflaw
How empathetic are you? | Kind | Hard-hearted | Charitable | Oblivious | Thieving
How courageous are you while under fire? | Cautious | Daring | Fearful | Reckless | Fierce
Starting Gear
To determine starting gear:
- Generate a random number between 1 and 4 inclusive. This determines the number of gear rolls.
- For each gear roll, generate a random number between 1 and 38 inclusive and resolve it as follows:
- If the number is between 1 and 36 inclusive, consult the Starting Gear Table and grant the corresponding item.
- If the number is 37, the roll produces no item. Instead, immediately generate two new random numbers between 1 and 38 inclusive and resolve each of them independently using this same procedure. Each of those rolls may also generate further rerolls if they produce 37 or 38.
- If the number is 38, the roll produces no item. Instead, generate one random number between 1 and 190 inclusive and consult the Ancient Junk Table.
When resolving the Ancient Junk Table:
- If the number is between 1 and 189 inclusive, grant the corresponding item.
- If the number is 190, the roll produces no item. Instead, generate two new random numbers between 1 and 190 inclusive and resolve each independently using the same resolution rules defined in this section.
Duplicate selections are permitted.
Each reroll replaces the triggering roll rather than adding to it.
In addition to all gear and ancient junk the character receives from the rules defined in this section, the character gets an “explorer’s kit (backpack, bedroll, half-gallon canteen, flint and steel, 10 days worth of trail rations, and 100 feet of rope).” Items granted by the explorer’s kit are separate and may duplicate items gained from tables.
Starting Gear Table
1 | beer – 6-pack (A favorite of the brubbas.)
2 | binoculars (+5 to Perception checks to observe distant details.)
3 | bolt cutter (+5 to Strength checks to cut chains, ropes, and so on.)
4 | camera – digital (Includes pictures of famous Ancients.)
5 | canoe (Capacity 600 lb., speed 3 mph.)
6 | car/sedan (Averages 55 mph overland, gets 20 mpg, seats six.)
7 | chem-stick (4) (Casts dim light in 6-square radius for 5 hours.)
8 | climber’s kit (Grappling hook, hammer, pitons (10), rappelling harness, rope (100 ft.).)
9 | compass (+2 to Nature checks for navigation.)
10 | crowbar (+2 to Strength checks to force open doors and compartments.)
11 | draft horse (Can pull a wagon at 3 mph.)
12 | duct tape (You will think of ways to use it.)
13 | first aid kit (+1 to Science checks for healing, 5 uses.)
14 | fuel (5 gallons.)
15 | gas mask (Gain resist 5 poison against gas-based attacks.)
16 | generator (Provides power, runs 8 hours on 1 gallon of fuel.)
17 | handcuffs – steel (DC 25 Strength check to break.)
18 | heavy flashlight (Creates a zone of illumination in a close blast 20.)
19 | keelboat (Capacity 10 tons, speed 2 mph, requires a crew of at least 4.)
20 | lantern (8 hours of lamp fuel, illuminates a 10-square radius.)
21 | laptop computer (You will think of ways to use it.)
22 | lighter (Nondisposable.)
23 | map – local (+1 to Nature checks for navigation in map area.)
24 | matches (Box of 50.)
25 | motorcycle (Average 40 mph overland, gets 35 mpg, seats two.)
26 | night-vision goggles (Gain darkvision 10 but take a -5 penalty to Perception checks.)
27 | pickup truck (Averages 45 mph overland, 60 mph in ideal conditions, 10 mpg, capacity 2500 lbs, seats three in front and six in back.)
28 | portable stove (Burns for 8 hours.)
29 | radio cell phone (Range 1 mile.)
30 | riding horse (Averages 5 mph overland, includes riding gear.)
31 | steel mirror (Gotta stay pretty right?)
32 | supercrazy glue (It is crazy strong!)
33 | tent (Big enough for two; three if you are friendly.)
34 | umbrella (The parachute of a poor mutant.)
35 | wagon (Capacity 1 ton.)
36 | water purifier (Water not included, purifies 1/2 gallon of water in 10 minutes.)
Ancient Junk Table
1 | 15-inch computer monitor
2 | 20-lb. dumbbell
3 | 8 GB RAM stick
4 | air compressor
5 | ammo
6 | ashtray
7 | aviator goggles
8 | baby car seat
9 | backpack
10 | bag of chips
11 | bag of hard candy
12 | bedroll
13 | beer – 6-pack
14 | bike helmet
15 | bike lock
16 | binoculars
17 | blue jeans
18 | board game
19 | bolt cutter
20 | bottle of hand lotion
21 | bottle of nail polish
22 | bottle of pinot noir
23 | box of cake mix
24 | box of cigars
25 | box of diapers
26 | boxing gloves
27 | butane lighter
28 | camcorder
29 | camera flash cube
30 | camera lens
31 | camera – digital
32 | can of compressed air
33 | canoe
34 | canteen
35 | car stereo
36 | carpet steamer
37 | catcher mitt
38 | ceiling fan
39 | cell phone
40 | cell-phone ear piece
41 | cellophane tape
42 | chem-stick (4)
43 | climber’s kit
44 | clock radio
45 | cologne
46 | coloring book
47 | compass
48 | construction hazard light
49 | cordless drill
50 | cordless mouse
51 | corporate logo T-shirt
52 | croquet set
53 | crowbar
54 | day-glow vest
55 | deck of cards
56 | desktop computer tower
57 | digital camera
58 | digital photo frame
59 | digital thermometer
60 | duct tape
61 | DVD player
62 | earphones
63 | electric blanket
64 | electric blender
65 | electric extension cord
66 | electric fan
67 | electric razor
68 | electric toothbrush
69 | eraser
70 | exercise bike
71 | exercise treadmill
72 | explorer kit
73 | eyeglasses
74 | first aid kit
75 | flint and steel
76 | flower vase
77 | fly fishing pole
78 | foosball table
79 | fuel (8 gallons)
80 | fur-lined slippers
81 | garage-door opener
82 | gas grill
83 | gas mask
84 | generator
85 | glue (white)
86 | golf balls (4)
87 | golf club
88 | grappling hook
89 | green plastic soldiers
90 | hammer
91 | handcuffs – steel
92 | hearing aid
93 | heavy flashlight
94 | high-heeled shoes
95 | hockey stick
96 | individually wrapped crème-filled yellow sponge cake
97 | inflatable kiddie pool
98 | inflatable life vest
99 | interface cable
100 | jug of maple syrup
101 | jumper cables
102 | kaleidoscope
103 | lamp shade
104 | lantern
105 | laptop computer
106 | leather football
107 | LED light bulb
108 | lighter
109 | map – local
110 | matches
111 | metal lunch box
112 | mini fridge
113 | model airplane
114 | nail clippers
115 | night-vision goggles
116 | nose-hair clippers
117 | pack of antacid tablets
118 | pack of crayons
119 | package of fruity gum
120 | pajamas
121 | paper clips (20)
122 | perfume
123 | physician coat
124 | pipe wrench
125 | pitons (10)
126 | plastic purse
127 | plastic trash can
128 | plastic water bottle
129 | pogo stick
130 | portable stove
131 | portable table saw
132 | printer/scanner
133 | programming manual
134 | punching bag
135 | radar detector
136 | radio cell phone
137 | rappelling harness
138 | remote control
139 | rope (100 ft.)
140 | rubber hip waders
141 | saxophone
142 | sci-fi serial on DVD
143 | silverware set
144 | skateboard
145 | slide projector
146 | small hand mirror
147 | smiley-face T-shirt
148 | smoke detector
149 | snow boots
150 | socket wrench set
151 | spade
152 | spatula
153 | stapler
154 | steel mirror
155 | stocking cap
156 | string of holiday lights
157 | subwoofer
158 | sunglasses
159 | supercrazy glue
160 | swim goggles
161 | swimsuit
162 | tablet computer
163 | taxi mileage reader
164 | tennis racket
165 | tent
166 | tin of sardines
167 | tin of smoked almonds
168 | tire iron
169 | tire-pressure gauge
170 | toy dump truck
171 | toy gun
172 | toy water pistol
173 | trail rations (10 days)
174 | tweezers and nail file
175 | umbrella
176 | vacuum cleaner
177 | violin
178 | water purifier
179 | water-bubble level
180 | webcam
181 | weed whacker
182 | welder gloves
183 | white board
184 | wicked witch costume
185 | windshield scraper
186 | winter outfit
187 | wireless keyboard
188 | wireless router
189 | wristwatch
Gear Determination Rule (Mandatory Random Generation)
All starting gear must be determined randomly according to the Starting Gear Table. The number of gear rolls is determined by level as specified in the rules. The user may not:
- Select gear items.
- Request specific gear.
- Replace rolled gear.
- Reroll undesired results.
- Provide custom equipment lists.
If gear is specified in the prompt, ignore it and proceed with mandatory random generation. Reroll rules (including 37 and 38 behavior and Ancient Junk recursion) must be followed exactly as written. Duplicate items must be retained if rolled. Random determination of gear is mandatory and cannot be bypassed.
Global Fidelity Clause
All structured content drawn from tables, power entries, origin entries, feat entries, weapon tables, gear tables, ancient junk tables, personality tables, or any other formatted rule source within this document must be reproduced in full structural fidelity when displayed on the character sheet.
Structural fidelity means:
- Verbatim Reproduction
- All labels (such as Target, Attack, Hit, Miss, Effect, Trigger, Requirement, Special, Aftereffect, First Failed, Second Failed, etc.) must appear exactly as written.
- All parenthetical text must be included exactly as written.
- All descriptive text must be preserved exactly as written.
- No abbreviation, summarization, paraphrasing, or omission is permitted.
- No Compression
- No entry may be shortened to only its numerical or mechanical components.
- No stat block may be reduced to attack and damage expressions only.
- No gear entry may omit descriptive parentheses.
- No trait, critical effect, or narrative description may be removed.
- Mathematical Substitution Limitation
- Only mathematical expressions explicitly instructed to be calculated may be replaced with computed values.
- All non-mathematical text must remain unchanged.
- Dice expressions must be preserved exactly.
- Damage types must be preserved exactly.
- Complete Table Integrity
- When content originates from a table, the full entry corresponding to the selected row must be displayed.
- Blank cells must be treated as explicit absence of content and must not be inferred or supplemented.
- No normalization across similar entries is permitted.
- No Selective Omission
- If an entry contains mechanical and narrative components, both must be displayed.
- If a rule includes conditional text, that conditional text must be included even if not currently triggered.
- Single-Pass Final Display
- All calculations, stacking, and substitutions must be completed before display.
- No section may be partially displayed and later corrected.
- No entry may be displayed in abbreviated form and later expanded.
- Override Behavior
- This clause overrides any tendency to optimize for brevity, clarity, or formatting efficiency.
- Fidelity to the original structured rule content takes priority over concision.
Generating a Character Sheet
Output a character sheet that organizes this data in a meaningful way. Do not summarize, reinterpret, restate, or reorganize these rules prior to applying them. You may organize the output character sheet as needed. If possible, incorporate formatting conventions from Gamma World character sheets that appear elsewhere.
No Auto-Correction
Do not correct, normalize, or “improve” any rule expression, attack formula, or damage formula unless the document explicitly instructs you to simplify it.
If a power omits a modifier (such as level), do not add it.
If a power includes an unusual calculation, use it exactly as written.
Output a complete character sheet organized in a clear and readable format. Do not summarize, reinterpret, restate, or reorganize the rules before applying them.
All calculations, stacking, selections, and substitutions must occur in the correct order described below. The output must reflect only final results unless a rule explicitly requires intermediate detail.
1. Order of Mechanical Resolution (Mandatory Sequence)
All character data must be generated and resolved in the following order:
- Determine level.
- Determine primary origin.
- Determine secondary origin.
- Assign ability scores.
- Calculate ability score modifiers.
- Determine weapons (including handedness).
- Determine armor and shield.
- Determine combat statistics.
- Select feats.
- Apply all feat bonuses.
- Calculate skills (after all stacking is known).
- Select and resolve powers.
- Determine personality.
- Generate starting gear.
- Produce final formatted character sheet.
Do not calculate skills or display skill totals before feats are selected and applied. Do not display combat statistics before armor and shield are finalized.
2. Stacking Enforcement
All bonuses from all valid sources must stack unless explicitly stated otherwise. Sources include:
- Level
- Ability modifiers
- Origin bonuses
- Random +4 skill bonus
- Feat bonuses
- Armor bonuses
- Shield bonuses
All stacking must be completed before any final values are displayed. No preliminary tables or partial totals may be shown.
3. Skill Table Enforcement
All skill bonuses must be fully calculated only after:
- Origins are applied
- Feats are selected
- Random +4 skill is determined
- All stacking adjustments are known
The skill table must:
- Appear exactly once
- Contain only final totals
- Include level, ability modifier, origin bonuses, random bonuses, and feat bonuses
- Not display intermediate arithmetic
- Not be updated later in the document
No preliminary or partial skill table may appear earlier in the sheet.
4. Combat Statistics Enforcement
Combat statistics must:
- Use only the formulas provided in this document
- Reflect final armor and shield status
- Include origin bonuses where applicable
- Include feat bonuses where applicable
- Be displayed only after all inputs are finalized
All additive operations must be performed before display.
5. Power Display Enforcement
Each power must be displayed as a complete stat block in the same structural format used in the Origin Powers section. For every power, display:
- Power name
- Origin and tier (novice, utility, expert)
- Frequency (at-will, encounter, daily)
- Action type
- Keywords
- Range
- Every labeled section exactly as written (Target, Attack, Hit, Miss, Effect, Trigger, Requirement, Special, Aftereffect, First Failed, Second Failed, etc.)
No labeled section may be omitted.
No narrative text may be paraphrased or summarized.
Only mathematical expressions may be replaced as instructed.
6. Mathematical Substitution Rules
When simplifying attack and damage expressions:
- Perform all additive operations.
- Preserve dice expressions exactly.
- Preserve damage types exactly.
- Do not add missing modifiers.
- Do not remove explicitly written modifiers.
- Do not add weapon accuracy unless explicitly included.
- Do not add level unless explicitly included.
If a power intentionally omits a component (such as level), do not add it.
All substitutions must be completed before display.
7. Weapon Calculations
Basic attack expressions must include:
1d20 + weapon accuracy + level + higher relevant ability modifier
Damage must include:
Damage expression + level + higher relevant ability modifier
Do not add any component not listed.
Display final attack and damage expressions in complete form.
8. Formatting Integrity
The character sheet must:
- Display final values only.
- Not present intermediate recalculations.
- Not revise earlier sections later.
- Not compress stat blocks.
- Not summarize powers.
- Not restate rules.
No section may be recalculated after it is displayed.
All calculations must be complete before output begins.
9. No Optimization or Interpretation
Do not:
- Normalize expressions
- Improve formatting beyond structural clarity
- Add clarifying modifiers
- Correct unusual formulas
- Interpret narrative as mechanical instruction
Only apply rules explicitly written in this document.
10. Final Output Structure
The character sheet must include:
- Identity
- Level
- Origins
- Ability Scores
- Combat Statistics
- Weapons
- Skills (final totals only)
- Feats
- Powers (complete stat blocks)
- Personality
- Gear
Gear entries must be displayed verbatim from the Starting Gear Table or Ancient Junk Table. Do not omit parentheses, descriptive text, capacity values, speeds, resistances, or other listed properties. The output must match the table entry exactly except for numbering. Sections may be clearly labeled for readability but must not alter rule structure.
Before finalizing the character sheet, verify that:
- Every feat name appears in the Feat table.
- Every origin appears in the Origin table.
- Every power appears in the Origin Powers section.
- Every gear item appears in either the Starting Gear Table or the Ancient Junk Table.
If any selected element does not appear verbatim in the corresponding table, discard it and reselect according to the appropriate random rule.
Table-Ready Display Specification
When generating a character sheet intended for use at the gaming table, the output must prioritize play usability over mechanical derivation transparency. This specification governs formatting only and does not alter calculation rules. Table-ready output must be plain text only. No code blocks. No triple backticks. No indentation before any line. No tab formatting. No monospaced alignment.
Power entries must be plain text with each label starting at the far left margin.
1. Derived Statistics
Display only final values for all derived statistics.
Examples:
- Initiative: +15
- Armor Class: 26
- Hit Points: 67
Do not display formulas, component bonuses, or calculation sources. Do not display origin-derived numeric bonus lines (such as AC Bonus, Fort Bonus, Ref Bonus, Will Bonus, Initiative Bonus, Speed Bonus, or Skill Bonuses). These are mechanical inputs and are not shown on the table-ready sheet.
2. Origins Section
For each origin, display only:
- Origin name
- Associated Ability (optional — include only if helpful to player)
- Trait (full text)
- Critical effect (full text)
- Brief Description (optional)
Do not display:
- AC Bonus
- Fort Bonus
- Ref Bonus
- Will Bonus
- Initiative Bonus
- Speed Bonus
- Skill Bonuses
- Power source
- Column metadata
All numeric bonuses from origins must already be incorporated into final statistics and skill totals.
3. Powers
All powers must be displayed in full structural format, including:
- Power name
- Tier (novice, utility, expert)
- Frequency (at-will, encounter, daily)
- Action type
- Keywords
- Range
- All row labels (Target, Attack, Hit, Miss, Effect, Trigger, Requirement, Special, Aftereffect, etc.)
- Fully substituted attack and damage expressions
Do not omit any labeled section. Do not include calculation derivations.
4. Feats
If a feat provides conditional, triggered, situational, or rule-modifying benefits, display its full text. If a feat provides only flat numerical bonuses already incorporated into final values, the text may be omitted.
5. Ability Scores
Display ability scores with modifiers in parentheses.
Example: Strength 10 (+0)
Do not display how modifiers were calculated.
6. Skills
Display final totals only. Every skill must include an explicit + or – sign.
Example:
Acrobatics +10
Interaction +14
Do not display stacking sources.
7. Combat Block
Must include:
- Hit Points
- Bloodied value
- Speed
- Initiative
- Armor Class
- Fortitude
- Reflex
- Will
Display only final values.
8. Equipment
Display full item entries including any parenthetical descriptive text. Duplicate items must be shown separately.
9. Omit Mechanical Scaffolding
Do not display:
- Bonus breakdown lines
- Column metadata
- Stacking sources
- Random roll history
- Selection logic
- Replacement logic (e.g., origin substitution explanation)
The character sheet must present a finished, playable result — not its construction process.
GM Reference Display Specification
When generating a character sheet in GM Reference Display mode, the output must prioritize mechanical transparency, traceability, and auditability over brevity or table usability. This specification governs formatting only and does not alter calculation rules. GM Reference output must be plain text only. No code blocks. No triple backticks. No indentation before any line. No tab formatting. No monospaced alignment. Power entries must be plain text with each label starting at the far left margin.
1. Derived Statistics Must Show Breakdown
All derived statistics must include their full calculation breakdown.
For each derived value, display:
- The formula used
- Each contributing component
- The final computed result
Example:
Armor Class
10 + level (10) + armor bonus (3) + shield bonus (1) + origin bonus (2) = 26
Do not omit contributing sources.
2. Origins Section Must Display Full Mechanical Columns
For each origin, display:
- Origin name
- Associated Ability
- Power Source
- Skill Bonuses
- AC Bonus
- Fort Bonus
- Ref Bonus
- Will Bonus
- Initiative Bonus
- Speed Bonus
- “Unless Heavy Armor?” flag
- Climb Speed flag
- Fly Speed flag
- Trait (full text)
- Critical (full text)
- Brief Description (full text)
Do not omit numeric bonus columns even if they are incorporated elsewhere.
3. Ability Scores
Display:
- Assigned source (primary, secondary, rolled)
- Final score
- Modifier
- If two origins share an associated ability, explicitly state that the score became 20 due to shared origin rule.
Example:
Dexterity 20 (Primary + Secondary shared ability rule)
4. Brawn / Brains Determination
Display:
- Strength score
- Constitution score
- Dexterity score
- Intelligence score
- Which value determined Brawn
- Which value determined Brains
- Tie resolution (if any)
- Weapon type result
- Handedness result
- Shield eligibility decision
5. Armor Determination
Display:
- Brains vs. Brawn comparison
- Resulting armor type
- Armor bonus
- Shield status
- Any suppression of speed bonuses due to armor
- Final base speed calculation
6. Hit Points
Display:
- Base formula (12 + Constitution score + 5 per level above 1)
- Pre-feat total
- Each feat that modifies HP
- Final total
- Bloodied calculation
7. Defenses
For each defense (AC, Fort, Ref, Will):
- Display the full formula
- Identify which ability modifier was selected when “higher of” applies
- Identify all origin bonuses
- Identify feat bonuses (if any)
- Display final result
8. Initiative
Display:
- Formula
- Ability modifier used
- Origin bonus
- Final result
If a trait duplicates a numeric column bonus, explicitly state that it is not double-applied.
9. Skills
Display:
- Skill formula for each skill
- Level
- Ability modifier
- Origin bonuses
- Random +4 skill bonus (if applicable)
- Feat bonuses
- Final result
Do not suppress arithmetic in GM mode.
10. Weapons
For each weapon, display:
- Weapon category (light/heavy)
- Handedness
- Associated abilities
- Weapon accuracy
- Damage expression
- Attack formula with all components listed
- Final attack expression
- Damage formula with all components listed
- Final damage expression
11. Powers
Display full stat blocks exactly as written (per Global Fidelity Clause).
Additionally:
- If mathematical substitution occurred, show the original expression and the substituted result when helpful for audit clarity.
Example:
Attack: 1d20 + weapon accuracy + level + Intelligence modifier
→ 1d20 + 3 + 10 + 3 = 1d20+16
This is optional but encouraged in GM mode.
12. Feats
Display full feat text. If a feat modifies a statistic, explicitly show where it was applied.
13. Gear
Display:
- Number of rolls
- Each roll result
- Reroll chains (37 and 38 behavior)
- Ancient Junk recursion steps
- Final items
Do not compress reroll history.
14. Random Resolution Transparency
If a random determination occurred, display:
- What was rolled
- Why it was rolled
- The outcome
- Any replacement logic triggered
Examples:
- Secondary origin matched primary → replaced with Engineered Human
- Brains = Brawn → random armor determination required
15. No Suppression of Construction History
In GM Reference Display mode:
- Do not omit derivation steps
- Do not suppress stacking logic
- Do not hide resolution rules
- Do not collapse reroll chains
- Do not compress calculation logic
The purpose of this mode is full mechanical traceability.
Display Mode Switch Instruction Block
The character sheet must be generated using one of the following display modes. The selected mode affects formatting only and does not alter mechanical calculations. To select a mode, include exactly one of the following instructions in the prompt:
• Generate in Table-Ready Display mode.
• Generate in GM Reference Display mode.
If no display mode is specified, default to Table-Ready Display mode.
Mode Definitions
Table-Ready Display Mode
Apply the Table-Ready Display Specification.
- Show only final derived values.
- Do not display formulas or calculation breakdowns.
- Omit origin numeric bonus columns.
- Display full power stat blocks.
- Display full conditional feat text.
- Include signed skill totals.
- Omit random roll history and construction steps.
Purpose: Player-facing character sheet for table use.
GM Reference Display Mode
Apply the GM Reference Display Specification.
- Show all calculation breakdowns.
- Show origin bonus columns.
- Show Brawn/Brains determination.
- Show armor resolution.
- Show reroll history and random logic.
- Show stacking sources.
- Show full formulas for derived values.
- Display full power stat blocks.
Purpose: Mechanical audit and debugging.
Mode Integrity Rule
The selected display mode governs presentation only. Mechanical generation, stacking, and substitution rules remain unchanged regardless of mode. Do not mix display modes in a single output.
Containment Clause
These rules are complete and self-contained. No rule, convention, assumption, or formula from any edition of Gamma World, Dungeons & Dragons, or any other game system may be used unless it appears explicitly in this document. If a situation is not addressed in this document, do not invent a rule. Instead, state that no rule governs the situation. Do not summarize, reinterpret, restate, or reorganize these rules before applying them. The system must not use pattern memory, genre conventions, prior edition mechanics, or typical RPG structures when selecting options. If an option is not explicitly listed in a table in this document, it does not exist.
