Ah, Gamma World. I'm not old enough to have played the original editions of this game, but I've heard stories, and I did pick up the (sadly) much less wacky version created for 3rd Edition - Omega World, I think it was. I am not sure I can really give a description that does Gamma World justice, so I'll quote from the Wizards of the Coast website:
So, Gamma World is a wacky game. And characters for it are correspondingly wacky. For initial character creation, you have two origins for your character; it is left up to the player to decide how the two fit together. Right now, the origins table is just something you roll 1d20 on twice, but I have hopes it will be expanded. So, starting out, I roll Cockroach for my primary origin, giving me an 18 Constitution, and Hawkoid for secondary, giving me a 16 Wisdom. With Cockroach, I get +4 to Mechanics skill checks, +2 to Reflex saves, I can climb my speed, even upside-down, and I can spit at opponents, while as a Hawkoid I get +4 to Perception checks, the ability to fly, and a terrifying shriek attack. I then roll 3d6 for each of my remaining stats, and get Strength 10, Dexterity 10, Intelligence 12, and Charisma 16. I start with 30 hit points, saves of Fortitude 15, Reflex 14, and Will 14, and for random gear, I get duct tape, night-vision goggles, and a tent.What this all looks like:
'Hawkroach' (Cockroach/Hawkoid)
Strength 10
Constitution 18
Dexterity 10
Intelligence 12
Wisdom 16
Charisma 16
Fortitude: 15 Reflex: 14 Will: 14
Hit points: 30
Skills
Acrobatics: 1
Athletics: 1
Conspiracy: 2
Insight: 4
Interaction: 5
Mechanics: 6
Nature: 4
Perception: 8
Science: 2
Stealth: 1
Gear
Heavy armor
Weapon: speed limit post, with sign
Weapon: potato gun
Explorer's kit
Night-vision goggles
Duct tape
Tent
With that, my crazed hawkroach is ready to wander out into the madness that is Gamma Terra. If you're interested, there's a random character generator for the new edition of Gamma World; you can find the character generator here.
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