Encounter Tables for Gamma World (or Mutant Future), Part 6 (The End!)

This presents the last in my series of posts regarding the old Encounter Tables I made for 1st Edition Gamma World back in the early 80s to compensate for some missing pages of encounters from my copy of the rulebook.   As a reminder, I've tried to revise these slightly to comply to Mutant Future rules. 

The other encounters in this series can be found here: Part 1 (#1 - #5 and also explains why these encounter tables exist in the first place), Part 2 (encounters #6 - #10), Part 3 (encounters #11-15), Part 4 (encounters #16-20), and Part 5 (encounters #21-25).

In this installment, we find a few new mutations and "monsters" that had no corresponding lists in the Mutant Future rulebook; some of these actually came from 2nd Edition Gamma World, which I had acquired in the middle of making these encounter tables. 


Encounter #29, the "Army of the Dark Brotherhood" is from Hiero's Journey, with the serial numbers filed off for copyright protection. 


Enjoy!


The following is designated open game content per the Open Game License.



  1. Riding Dogs (2) [AL N, MV 120’ (40’), HD 4, #AT 1, DG 2d6 (bite), SV L4 , ML 6, Mutations: one has none; the other has dual cerebellum and neural telepathy.]
    These two mutated mongrels are large enough to ride as mounts and can understand simple commands.   They are immune to all forms of poisons.  These two particular dogs served as mounts for a pair of explorers who were slain.  They are well-trained, but are extremely hungry and are reverting to a more savage state.  Offers of food will calm them down and enable the characters to use them as mounts. 
  2. “Beggar Rodents” (3)  [AL N, MV 120’ (40’), AC 5, HD 4, #AT 1, DG (by weapon; see below), SV L4, ML 9, Mutations: empathy, force screen (greater), mental phantasm, neutral telekinesis, neural telepathy, optic emissions (bright eyes).]
    One beggar rodent (the leader) carries a warp-field sword (DG 1d8+16) and a stun pistol.
    The second beggar rodent carries a fusion rifle (DG 7d6). 
    The third beggar rodent carries a radiation rifle with three shots left in its battery. 
    They also are carrying one missile launcher (DG 150 points in a 300’ radius). 
    These crafty, bipedal mutated raccoons have a knack for acquiring and figuring out how to use ancient technological weapons.  These three will not engage a strong party unless they can figure out a way to use their missile.
  3. “Friends of Chaos” (41) [AL C, MV 120’ (40’) or by vehicle (motorcycles), AC 4, HD 5, #AT 1, DG 1d8 (crossbow) or 1d8 (sword) or 1d8 (spear) or 1d4 (dagger), SV L4, ML 8]. 
    Mutations:
    Five have aberrant form – natural weapons (quills, DG 1d6) and natural armor (scales).
    Nine have toxic weapon (gas generation; causes blindness for 1d8 hours).
    Ten have metamorph.
    Twelve have night vision and shriek.
    Four are pure humans with no mutations.
    These members of a loosely organized alliance will, as their name implies, attack the characters on site. 
  4. Army of the Dark Brotherhood (103) [AL C, MV 120’ (40’)]
    Humanoids (23) [AC 9, HD 6, #AT 1, DG 1d3 (hand-to-hand), SV L8, ML 10, Mutations:
    The leader has confusion (can use once every 24 hours; roll 1d4: on a 1, the subject stands mute and does nothing, on a 2-3, the subject attacks the nearest creature, and on a 4, it attacks the character using this mutation.  Effects last for three rounds), killing sphere, possession, summoning (can summon one non-intelligent mobile entity with an INT less than 4 within a range of 1 kilometer to appear before him and serve him; usable once every 12 hours).
    Two have mental barrier and vampiric field.
    Three have teleportation and mind thrust.
    Four have empathy (used to instill fear so creatures run away).
    Five have mind thrust and neural telekinesis.
    Eight have mental phantasm.
    These humanoids act as leaders for the bulk of the army (below).
    “Lethal Mutations” (80).
    Humanoid Reptiles (25) [AC 5, HD 8, #AT 1, DG 2d6 (two-handed sword) or 2d6 (bite) or 1d6 (claws), SV L9, ML 9.
    Mutant Baboons (26) [AC 4, HD 9, #AT 2, DG 2d6 (two-handed sword) and 2d6 (bite), SV L10, ML 10.
    Man-Rats (27) [AC 5, HD 6, #AT 1, DG 1d10 (bite) or 2d4 (claws), SV L8, ML 9.
    “Were-Bears” (2) [AC 1, HD 10, #AT 2, DG 6d6 (bite) and 2d8 (claws), SV L10, ML 10.
    This army serves the “Dark Brotherhood.”  The leaders are very powerful humanoids with mental mutations only; physically, they appear as pure humans.  The mutated animals in the army mostly walk upright and use human-made weapons.  Their primary goal is the destruction of all remaining pure humans and the spreading of evil.

Comments