GAMMA RITES: Dedicated to 1st/2nd Edition Gamma World

Ratrix Emm (Gamma Marketeer NPC)

Ratrix Emm is a Gamma Marketeer who hires freelance Searchers to bring him artifacts and other treasures that he can sell on the Gamma Market. As a rule, he treats his Searchers well and will give them relatively fair prices. In return he expects loyalty and to be treated fair as well. While Ratrix may come across as a jolly and friendly humanoid, he can be downright ruthless and deadly should the situation arise. Those who betray Ratrix’s trust end up dead. Ratix has many connections through out Downsfew Stat and even in Wiltson Stat (these connections tend to be his buyers).

He has pink skin with black splotches. His normal sized head rests upon a long and thin neck. He has two small holes where a nose should be. He has long thin fingers and toes. His arms and legs are thick and stout. His torso is equally thick and stout (some would say fat). He often dresses in orange robes which conceal his plastic armour.

His stats can be found in the following PDF: Ratrix_Emm_(H)

Dahla Zed (NPC)

Dahla Zed - Humanoid NPC

Dahla Zed - Humanoid NPC


I came across this picture on the net and I knew I had to do a Gamma World write-up for it. So I present…

NAME: Dahla Zed
MORALE: 9
ARMOUR: 9 (light furs)
LAND SPEED: 12 / 900 / 18
TYPE: Humanoid
HIT POINTS: 63

MS: 15          IN: 14          DX: 16
CH: 12          CN: 17          PS: 15

MUTATIONS: Directional Sense, Genius Capability (Military Genius), Heightened Precision, Intuition, Radar/Sonar, Sound Imitation.

EQUIPMENT: Short sword, bone claws (WC: 2; Code ~II; Damage 1d4/D; Cost 10; Kilo 1), light furs.

BACKGROUND: Dahla Zed is a survivor. She grew up in the wild lands of Hiland Creak. She has been in and out of trouble so many times she has lost count. She is headstrong and independent.

Finalized Yorkdown Plaz Area Map

Here’s my finalized Yorkdown Plaz area map. First up is the general map that the PCs would use.

Yorkdown Plaz Area Map

Yorkdown Plaz Area Map

And here’s the GM map showing the major monster/species areas.

Yorkdown Plaz GM Map

Yorkdown Plaz GM Map

Updated Yorkdown Plaz Area Map

Here’s a revised map for the Yorkdown Plaz area.

Yorkdown Plaz Area Map

Yorkdown Plaz Area Map

And here’s a version showing the major monster location/populations.

Yorkdown Plaz Monster Locations

Yorkdown Plaz Monster Locations

Yorkdown Plaz Area Map

Here’s the first draft of the area map for my Yorkdown Plaz GW campaign. The area is based on the Greater Toronto Area (GTA).

Yorkdown Plaz Area Map

Yorkdown Plaz Area Map

Ferax (Nightdwellers, Blackguards)

Name: Ferax (Nightdwellers, Blackguards)

Number: 3d6
Morale: 1d6+2
Hit Dice: 10d6
Armour: 7

Land Speed: 12 / 900 / 18
Air Speed: (see Telekinetic Flight mutation)

MS: 1d10+6             IN: 1d10+4
DX: 1d10+8             CH: 1d8+2
CN: 1d10+6             PS: 1d10+8

Attacks: Large claws (4d6 damage)

Mutations: Dark Dependency (D), Multiple Body Parts (2 extra arms – 4 arms total), Telekinetic Flight, Total Healing, Ultravision.

Description: These mutant Humanoids stand almost 2 metres tall (6′ 6″). They are covered in black shaggy fur and have large claws on their hands and feet (which are also used for climbing). The Ferax are arboreal in nature but will raid the forest floor and nearby areas for food and plunder. Many clans of Ferax live in the Great Forest to the North. They are nocturnal and avoid direct sunlight. The Great Forest is so thick with vegetation that some areas never see the light of day. The Ferax prowl these pockets of constant twilight.

Liobear (Forest Fiends)

This is the write-up for the Liobear that was found in Mighty Samson #1.

Name: Liobear (Forest Fiends)

Number: 1d4-2
Morale: 1d4+5
Hit Dice: 16d6
Armour: 6

Land Speed: 12/900/18

MS: 1d6+4
DX: 1d6+8
CN: 1d12+10

IN: 1d4
CH: 1d4
PS: 2d10+25

Attacks: 1 Bite (8d6 damage), 2 Claws (4d6 damage)

Mutations: Fear Generation, Heightened Sense (Smell), Mane and Bristles, Partial Carapace.

Description: This mutant beast is a combination of the lion and bear. While quadrupedal in nature, it can stand on its hind legs for short periods of time (reduce movement to 1/3 when walking on hind legs). When standing on its hind legs, it is just over 4.8 metres tall (16 ft.). The liobear is extremely aggressive and territorial. Its claws and teeth are extremely sharp and deadly.

Mighty Samson #1 (Gold Key Comics)

I thought I would share this 1964 post-apocalyptic comic from Gold Key Comics. I’m tempted to do a write-up of the liobear.

The Gorr (Skincrawlers, Second Skins)

Updated – Sept 13, 2011

NAME: Gorr (Skincrawlers, Second Skins)

NUMBER: 3d6+3
MORALE: 2d4+2
HIT DICE: 8d6
ARMOUR: 8

LAND SPEED: 12 / 900 / 36

MS: 1d10+4                 IN: 1d12+5
DX: 1d10+8                 CH: 1d6+6
CN: 1d8+6                   PS: 1d10+10

ATTACKS: Bite (2d6 damage + poison of 3d6 Level intensity).

MUTATIONS: Anti-Charisma (D), Directional Sense, Fear Generation, Hands of Power (Hot Hands), Pyro/Cryokinesis, Skeletal Enhancement.

DESCRIPTION: The Gorr are a tribe of Humanoids that have no skin. Their bodies have blood red musculature with black veins. They have yellow cat-like eyes and sharp needle-like teeth. Since they have no skin of their own, they wear the skins of defeated enemies as if they were clothing. Some members will have the skins from multiple victims sewn into a single suit. Their first action in combat is to let out a bloodcurdling roar in an attempt to terrify their intended victim (Fear Generation). They are strictly carnivorous in their diet. Should a Gorr warrior kill his opponent, he gets first choice of the prime meat and his/her skin. The Gorr are ruled by the strongest warrior. The Gorr are predatory hunters who live for the kill.

Slegs (Soul Worms, Puppet-masters)

It has been awhile since I’ve posted anything so here’s a new beastie I created.

Mutant InchwormNAME: Slegs (Soul Worms, Puppet-masters)

NUMBER: 1d4
MORALE: 1d6+2
HIT DICE: 12d6
ARMOUR: 8

LAND SPEED: 12 / 600 / 12

MS: 1d10+4        IN: 2d8+4
DX: 1d10+2        CH: 1d4
CN: 1d12+4        PS: 3d6+4

ATTACKS: 1 Squirt (10d6 acid damage).

MUTATIONS: Chameleon Powers, Life Leech, Mental Control, Sound Imitation, Symbiotic Attachment, Taller (4m Tall), Telepathy.

DESCRIPTION: This species of mutated slug often bond with other species and then use their influence to control the bonded symbiote. Slegs will attach themselves to individuals of power and then manipulate them from the shadows while using their chameleon powers to remain hidden.

The image is by Edd Cartier and was originally published in Travelers of Space (Published by Gnome Press, 1951). Many thanks to the Golden Age Comic Book Stories blog for posting these fantastic images.

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