Terra Tertia
A
post-apocalyptic Risus
Adaptation of Gamma World by Hank
Harwell
Version
2.2 3/3/06
In
the early 1980's, gaming giant TSR released a science-fiction role-playing game
(RPG) entitled Gamma World. It was set in a distant future after
an unknown apocalypse reduced civilization to Dark Ages levels. However, people were not only struggling
against their environment for survival, they had to deal with glowing
radioactive cities, monstrous mutations (even some amongst their own kind),
gleaming, insane robots, and the occasional mysterious device of the long-dead
Ancients. Life became a little
harder.
Risus is a fun little game system
written by the highly creative S. John Ross. Rather than statting
out skills or attributes, characters in Risus
are described by using clichés.
In
order to get the maximum use out of this adaptation, you will need access to a
copy of the Risus
rules (which are free and easily obtainable via the Internet) and a copy of one
of the various (1,2,3, or 4) editions of Gamma
World (which are not free, and only the 3rd and 4th editions are readily
available). A copy of The Risus
Companion is recommended but not required. This conversion might make sense without the GW rules;
all that is really needed is the setting detail, and you could piece enough of
that together by visiting the sites listed below under References.
Character Creation
Characters
are built using the standard 10-dice method (i.e., spreading ten dice across
various clichés to describe your character). Referring to the Risus
rules, the following advanced options should be used: I, II and III (Hooks and Tales, Pumps,
and Double-Pumps). Funky Dice can
be used for powerful mutations.
From The Risus
Companion, Lucky Shots and Questing Dice are also recommended. If you don't have the Companion, don't
worry; these will be summarized below.
As
noted above, characters are built by the use of clichés, that describe
(in very broad terms) abilities, skills, motivations, philosophy/religion,
competency and many other things.
The number of dice allotted to each cliché indicates its
strength.
Sample Character: Chazz
Pure
Strain Human Swordsman (4)
Bitter
Deposed Clan Chieftain (3)
Collector
of Ancient Trinkets (2)
Questing
Dice (destroy all mutant badgers) [] [] [] [] []
Chazz is a Pure Strain Human (PSH), that is, a human with no mutations
whatsoever. He was also the
chieftain of a small clan of other PSH's, until he
was deposed by a rival leader. This occured as a result of his inability
to lead his tribe to a fertile area to settle. Although he is a strong fighter, simple
economics proved to be his undoing.
His
wife and children left with him, only to be slaughtered by a band of Badders, thus establishing his hatred of mutated badgers.
He
now wanders the wasteland collecting items of interest in the belief that
someday, one of them will return him to power.
Lucky Shots and Questing
Dice
The
alert reader will note that the clichés listed for Chazz
do not total 10. A player can
purchase five (5) Questing Dice for
every one (1) cliché die. If
Chazz happened to stumble upon a Badder
(mutant badger) patrol, he could spend one of his Questing Dice to supplement a
combat roll to boost his chance of success. However they can only be used on rolls
involving his quest. Lucky Shots are similar. They are purchased at a 3-for-1 rate,
but can be used for any roll Chazz just has to make.
Suggested Clichés
Cliché [What
Its Good For]
Blacksmith [working
with fire, working with iron, making tools]
Cook [developing
recipes, mixing ingredients, preparing food]
Explorer [reading
maps, drawing maps, discovering trails]
Farmer [knowing
the proper seasons for planting, knowing how to get the best crops, plowing,
fertilizing, weeding, reaping]
Fisherman [knowing
where to fish, baiting a hook, landing "a big one," casting a net,
drawing a net, mending a net, telling "fish tales".
Gambler [taking
risks, knowing cards, calculating percentages, dealing cards, reading faces,
rolling dice, loading dice, marking cards, bluffing]
Herbalist [recognizing
herbs, knowing which herbs to use for a given reason, how to find them and use
them and how to make healing salves and medicines]
Horseman [breeding
horses for desired abilities, riding horses]
Hunter [tracking
prey, shooting animals, skinning animals]
Leatherworker [curing
leather, carving leather, making leather products]
Loremaster [knowing
history, writing history, keeping track of dusty books, talking about the past]
Mechanic [building
engines, fixing engines, salvaging engines]
Musician [reading
music, playing music]
Sailor [tying
knots, piloting boats, navigating rivers]
Scavenger [pulling
parts from wrecks, selling/trading parts, building contraptions]
Thief [breaking
into houses, stealing things, fencing things, picking pockets]
Trader [bartering,
fast-talking, appraising]
Wanderer
(“Disowned”) [going
it alone, being weird and antisocial, not bathing]
Weaponsmith [making
weapons]
Weaponsmaster [using
multiple weapons]
Weaver/Tailor [making
cloth, making clothes, repairing clothes]
Woodworker [carving
wood, whittling wood, making tools and furniture out of wood]
Writer [reading
books, writing books]
Of Mutants And Men
PC's
& NPC's, flora & fauna
What
separates Gamma World from other
sci-fi games is the availability of mutations. Terra
Tertia has attempted to maintain this
aspect. Mutants come in three main
varieties: Humanoids (mutated
humans), mutated animals and mutated plants.
Sample Character: Rex
Alpha Male
Cunning Leader in the Ranks
of the Fit (3) [Barking Orders,
Leading a Troop of Mutated Animals, Studying Military History & Tactics]
Club-wielding Hunter
(2) [Tracking Prey, Clubbing
Victims]
Rockhound (1) [collecting pretty
rocks]
Sample Mutant Clichés
from Gamma World
Cliché [What
Its Good For]
Badder [Looking like a bipedal sentient badger, ]
Hoop [Looking like a large sentient rabbit,
communicating by telepathy, transmuting metal to rubber]
In Terra Tertia, it is possible to have a
“do-it-yourself” mutant.
Start with the stock: Human, Animal, or Plant. Add a few mutations (as clichés),
and voila! Instant Mutant!
Sample Mutations
Cliché [What
Its Good For]
Boring
tendrils [putting
down roots, climbing, grabbing]
Carnivorous
jaws (Plant) [eating
what bugs you]
Chameleon
Powers [camouflaging]
Cryokinesis [giving
the cold shoulder, freezing things mentally]
Electrical
Generation [shocking
people, things who touch, giving off a bolt of electricity]
Explosive
and/or radiated fruit or seeds [shooting
or dropping seeds or fruit that explode]
Gas
generation [giving
off bad BO]
Heat
Generation [Making
things warmer]
Heightened
Physical Ability (specify) [being
bigger, being stronger, being faster]
Heightened
Balance
Heightened
Constitution
Heightened
Dexterity
Heightened
Precision
Heightened
Strength
Increased
Metabolism
Increased
Speed
Heightened
Sense (Sight, Smell, Hearing, etc.) [seeing
farther, identifying and tracking odors, discerning faint sounds]
Heightened
Hearing
Heightened
Smell
Heightened
Taste
Heightened
Touch
Heightened
Vision
Infravision [seeing
things in the infrared spectrum, seeing heat-producing things in the dark]
Light
Generation [carrying
your own light, shining out in the darkness]
Manipulation
vines [grabbing
things, moving things, waving]
Mental
control over physical state [slowing
down breathing, speeding up metabolism, going into a self-induced coma]
Mental
defense shield [avoiding
mental-based attacks]
Multiple Body
Parts (specify) [having
extra arms, legs, etc.]
Photosynthetic
Skin [making
food from light, giving off oxygen, living off of carbon dioxide]
Poison Resistance [shaking
off annoying snake, insect bites, not getting sick after ingesting poison]
Radiation
Resistance [shaking
off exposure to high doses of radiation, not developing mutations]
Partial/total
Carapace [having
a hard shell]
Pyrokinesis [setting
things on fire telepathically]
Quills/Spines [having
sharp, pointy, sticky things covering your body instead of hair]
Radiated eyes [emitting
a blast of radiation energy through the eyes]
Razor edged
leaves [cutting
through things, people, etc.]
Shapechange [mimicking
the shape and appearance of animal, but not the abilities]
Sonic attack
ability [blasting
people with supersonic waves]
Ultravision [seeing
in the ultraviolet spectrum, seeing things that produce radiation energy andelectrical workings]
Wings [flapping,
flying]
We, Robots
'bots
& 'droids
Robots
and Androids are artificial beings designed to perform various repetitive,
dangerous, tedious, or otherwise menial tasks. In Terra
Tertia, they can be allies, enemies, or
obstacles.
Sample Character: GR8-1 (Government Robot 8-1)
Pompous
diplomatic android [4] [can translate over 30 language groups, including
dialects, observes several national customs, performs protocol functions]
Short-circuiting
public service robot (2) [goes off on a Hitler-esque speech
tirade, orders executions for no apparent reason, stutters]
Sample Robot Clichés
Cliché [What
Its Good For]
Cargo
Lifter (Light, Heavy) [lifting
cargo to and from transports]
Cargo
Transport (size) [moving
cargo from one place to another]
Ecology
Bot (Agricultural) [Farming,
planting, weeding, irrigating, harvesting]
Ecology
Bot (Wilderness) [studying
life in the wild, protecting new growth, putting out wildfires, caring for
animals]
Engineering
Bot [making
repairs to other mechanical units, building other mechanical units]
Medical
Robotoid [performing
surgery, giving first aid, diagnosing illnesses, dispensing medicines]
Security
Robotoid [keeping
the peace, patrolling, subduing life forms bent on breaking the peace or
harming one another]
General
Household Robotoid [dusting,
cleaning, vacuuming, washing]
Supervisory
Borg [controlling
lesser robotic units, communicating with think tanks, having organic material]
Defense/Attack
Borg [defending
Supervisory Borgs or Cybernetic Installations,
attacking agressors]
Warbot [waging
war]
The Six Billion Domar Man
Cyborgs
Cyborgs are organic beings who are enhanced by the implantation of cybernetic
equipment, or are cybernetic equipment enhanced by the implantation of organic
tissue. Players may wish to
redefine a mutation as a cybernetic implant instead.
Strangers In A Strange World
Cryptic
Alliances
Cryptic
Alliances are quasi-religious/political factions that have aligned themselves
toward a common goal. Some are neutral, some are benign and some are
hostile. Below is a list of the
Cryptic Alliances as clichés that players may want to use for their
characters. More detail can be had
by consulting any of the Gamma World rulebooks, or by perusing the Internet
(see References, below)
Sample Cryptic
Cliché [What
Its Good For]
Archivists [worshipping
artifacts, storing artifacts, recognizing artifacts and robot types, begging,
buying and stealing artifacts]
Brotherhood
of Thought [traveling
in threes, seeking peace between races, unifying intelligent creatures,
practicing defensive unarmed martial art]
Followers of
the Voice [worshipping
computers, living near ancient installations, obeying computers, searching for
computers]
Friends of
Entropy (The Red Death) [killing,
maiming, looting]
Healers [treating
illnesses and wounds, caring for the injured, wandering the countryside in
search of someone to care for, using Ancient technology, knowing about and
using medicinal herbs]
Knights of
Genetic Purity ("Purists") [hunting
down and destroying mutated humans, fighting with sword or lance, riding, using
ancient technology weapons, serving as mercenaries]
Radioactivists [worshipping
radiation god, having a resistance to radiation, lurking in
Restorationists [recovering
ancient information, seeking to rebuild the lost civilization, using Ancient
technology weapons, working with robots, avoiding other cryptic alliances]
Seekers [hating
technology, convincing humans and mutants to work together, living in large
cities, possessing wealth, being suspicious of animal mutants]
The Created [working
for artificial beings to rule the world, believing that computers, cyborgs, robots and androids should continue, subverting
and sabotaging human and humanoid plans]
The Iron
Society [working
to destroy Pure Strain Humans, living near radiated areas, using mutant powers
and Ancient technology in battle]
Ranks of the
Fit [limiting
rulership to mutated intelligent animals, living
under a military code, conquering areas, using simple weapons with limited
Ancient technology]
Zoopremisists [being
a sentient mutated animal, terrorizing opponents, seeking to establish mutant
animals as world leaders, living in secret among other mutants, signaling
others telepathically, making bombs, avenging threats or discrimination to
animals, opposing the Ranks of the Fit]
Withering Heights
"Dead
zones" and Hazards
Many
locations in Terra Tertia
still glow with radiation energy as a result of the Apocalypse. Some mutations allow mutants to emit
radiation or poison as a part of their makeup. These become hazards that will be
encountered by the characters.
Should
the character be exposed to radiation or poison, he will have to make a saving
throw. Essentially, the GM should
take the cliché rating for the source of the radiation/poison (i.e.,
Glowing Slag Heap That Used To Be Lubbock, Texas [4]), roll the dice, and the
result establishes the target number for the player to beat. If the player makes his saving throw, he
avoids exposure; if not, he is given a condition. Until the player is cured of the
radiation/posions exposure, he must beat the saving
roll again, or get progressively worse (i.e, lose
cliché dice) until he is reduced to zero and dies from radiation
sickness/poisoning. The GM will
determine how to cure the condition. (credit: Vincent Diakuw’s
Dungeonautica
Site)
Ye Newe
Curiosity Shoppe
Technology
of the Ancients
The
technology of the ancients is still out there, waiting to be rediscovered and
used. Many characters in Terra Tertia
will not understand what certain devices are, nor how to use them. In order for a character to use any
device, the GM must first decide if its operational, then how many
cliché dice to assign to it.
The GM and the player begin a combat round. If the device wins, the character just
can’t figure it out. If the
player wins, he is able to operate the device. All sorts of devices are available to
the character to find, from digital music players to exercise equipment to cell
phones and ray guns.
References
Universal
Gamma World Conversion Chart, courtesy of the Gamma World Mail Group
The Apocalyptic Post (webzine)
DabberDave’s Gamma World Website
The Post-Apocalyptic Forge – chock
full o’ PA goodness!
Vincent
Diakuw’s Dungeonautica
Site
Disclaimer: material presented here is an adaptation of the Gamma World system from
TSR/WOTC for Risus:
The Anything RPG by S. John Ross. This material is not official and is not endorsed
by TSR/WOTC nor by S. John Ross/Cumberland Games and
Diversions.