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Back to Gates of Creation

The Fate of Terra Campaign

Campaign written by J-Man


It is the year 12,115 AD. Mankind has long since spread out across the vastness of space, creating a vast interstellar empire. Technology has expanded almost beyond comprehension. Disease, famine and the other negative aspects of the 'human' condition are virtually unknown.

In the 10th millenium of the Imperial Terran Empire, this golden age of wonder came to an abrupt end.....

A great battle was fought among the stars between two warring factions. The colony worlds fought for their freedom against the increasing tyranny of Imperial Terra. Terra fought to maintain her power over the colonies. Huge fleets of ships clashed; planets were turned into charred, lifeless orbs. Populations were bombed into oblivion.

Billions died, yet the war waged on year after bloody year; death following death and chaos reigned supreme. The colonies of man fought a desperate battle against the Imperial legions of Terra. Grim and resolute, they clung to their planets expecting only death.

Finally, In a decisive battle, the tide was turned and the colonies of man lay seige to Terra herself. With ships poised to capture the last Imperial stronghold, one final terror was unleashed. Sudden, unstoppable death spread out from Terra, laying waste to everything in it's path. The ragged remnants of the colonies fled in any ships that could carry them. Outward, along the rim of the galaxy they went, seeking a safe haven in which to find a new life for themselves.

Terra herself did not escape unscathed; wretched bands of maimed survivors struggled merely to survive, numb with the shock of their civilization's downfall. Entire cities were dead. Anarchy ruled. The descent into barbarism and savagery was swift and complete.

The colonists that fled Terra's wrath faced their own trials. Many ships were too damaged to make the long journey and failed. Some mysteriously disappeared while others crashed on planets not suitable for life. Some were sabotaged and destroyed by hidden terran agents. Only a small handful successfully made planetfall on worlds suitable for colonization. From this small handful of worlds sprang a new galactic civilization which has lost all memory of Terra. For 2,000 years people have slumbered in the peaceful sleep of forgetfulness.

But things change...............................






























Back to Main The Game

Players may choose to play either 'colonial' or 'terran' characters.

Colonial types start on one of the listed planets in this section. They also get to roll a race from the races chart listed here. To further flesh out colonial characters, choose a job for them on the services list.

Terran types start on Terra, choosing a type and get to roll for mutations. They may buy equipment from the equipment list. The Terran player's wealth is determined from his/her Social Class Score. After rolling the Social Class attribute, look on this chart to determine your character's wealth and rank.




























Back to Main The Players

Player Name Character Homeworld Status Notes
Mark Warren Gra Karsh Terra Waiting n/a
Deborah DeLong Sheyaila D'ah Chamois HOLD n/a
Gary Hicks none Regina Rolling n/a
Fabian Benavente Juno Terra Waiting n/a
Martin Dougherty Jael Kallonner Palique HOLD n/a
Allen McMillan Abrum Clane Terra Waiting n/a
Dan Head none none Rolling n/a
Vad Varo none Terra Rolling n/a
Rusty Garrett none ???? Rolling n/a
Moses Wildermuth none ???? Rolling n/a
Pat H. Dor Xorbel Terra Rolling n/a






























Back to Main The Credits


Campaign Design :       Jory M. Earl (J-Man)
Additional Design:      Bill G. Briley (Hoodlum)

Play Testers :             Mike LaRochelle (Lostpup)
                                    Bill Briley
                                    Tim Mitchell
                                    Mark Clement
                                    Craig Clement
                                    Aaron
                                    Pat Looper (Durbin)
                                    Linda Bailey






























Back to Main The Aliens


First, Roll or Choose a race from this chart :

Roll Race Structure Notes
01 Athshean BMBP Ape-like
02 Chulplex QMBP Translucent
03 Cinruss MULTI Insectoid
04 Cygnan BMBP Lizard
05 Cygnostik BMQP Insectoid
06 Czill BMBP Motile Plant
07 Gen BMBP Mutant Human
08 Demu BMBP Lobsteroid
09 Dilbian BMBP Ursoid
10 Dirdir BMBP Insectoid
11 Fuzzy BMBP Mammal
12 Ishtarian BMQP Lionoid
13 Jem H'dar BMBP Reptillian
14 Human BMBP n/a
15 Mersian BMTP Insectoid
16 Overlord BMBP Flyer
17 Pnume BMBP Humanoid
18 Puppeteer BMTP Mammal
19 Faltharian BMBP Humanoid
20 Trysterian BMBP Avian
21 Zacathan BMBP Reptillian
22 Riim BMBP Avian
23 Ruml BMBP Mammal
24 Betazoid BMBP Humanoid
25 Sulidor BMBP Mammal
26 Thrint BMBP Reptillian
27 Tran BMBP Feline
28 Triped TMTP Mammal
29 Sime SPECIAL Mutant Human
30 Vegan BMBP Feline
31 Hrruban BMBP Feline
32 Kzinti BMBP Feline
33 Venturi QMBP Amphibian
34 Topide BMBP Lizard
35 Wookie BMBP Mammal
36 Vulcan BMBP Humanoid
37 Black Phraint BMBP Insectoid
38 Deodanth BMBP Humanoid
39 Ylene BMBP Humanoid
40 H'Harnian BMBP Humanoid
41 Llor BMBP Humanoid
42 Slan BMBP Mutant Human
43 White Phraint BMBP Insectoid
44 Vardda BMBP Mutant Human
45 Quiplid BMBP Humanoid
46 Skeggjatt BMBP Humanoid
47 Thorumbian BMBP Humanoid
48 Onhla BMBP Humanoid
49 Thanist BMBP Humanoid
50 Quespondon BMBP Humanoid
51 Formian BMHP Insectoid
52 Spinner BMBP Humanoid
53 Blue Chasch BMBP Lizard
54 Green Chasch BMBP Lizard
55 AA QMDP Insectoid
56 Argan OCTO Arachnoid
57 Pilosian BMBP Flyer
58 Valerian BMBP Humanoid
59 Dralasite MORPH Amorphous
60 Vrusk BMOP Insectoid
61 Yazarian BMBP Flyer
62 Sathar BMTP Annelidoid
63 Mirt Corp Ahm QMBP Humanoid
64 Shilamakka BMBP Humanoid
65 Bellatrix XIV OCTO Octopoid
66 Thhh QMQP 8 Eyes
67 Calamorian DMTP Spheroid
68 Agitarian BMBP Ram-like
69 Gedemondas BMBP Ape-like
70 Red Phraint BMBP Insectoid
71 T'sa BMBP Reptillian
72 Shrakken BMBP Insectoid
73 Ferengi BMBP Humanoid
74 Talthoi BMBP Humanoid
75 Rahsesh BMBP Humanoid
76 Varkksol BMBP Humanoid
77 Zhodani BMBP Humanoid
78 Hani BMBP Humanoid
79 Kif BMBP Humanoid
80 Mahendo'Sat BMBP Humanoid
81 Stsho BMBP 3 Genders
82 Thalassan BMBP Humanoid
83 Hetairan BMBP Humanoid
84 Klendathu B MULTI Brain Caste
85 Klendathu W MULTI Warrior Caste
86 Klendathu Wr MULTI Worker Caste
87 Irsk BMBP Tele-Cloning
88 Garnishee MULTI Starfishoid
89 Salaman BMTP Salamanderoid
90 Blue Phraint BMBP Insectoid
91 Dreegh BMBP Vampire
92 Rull MULTI Insectoid
93 Vogon BMBP Horrid
94 Klingon BMBP Humanoid
95 Romulan BMBP Humanoid
96 Andorian BMBP Humanoid
97 Gorn BMBP Sauroid
98 Hawkman BMBP Humanoid
99 Tholian SPECIAL Crystalline
00 Vargr BMBP Canine
Notes :
Structure refers to the number of motive/manipulative limbs a race has.

B=Bi     T=Tri     Q=Quadro       P=Penta     H=Hexa     O=Octa      D=Deca      Special=Specific to race/mutation
OCTO=Only octapedal - no manipulative appendages      MULTI=Limbs used as manipulative & locomotive appendages
MORPH=Alien can create limbs as needed from it's body     Manous=Hands      Pedal=Feet
Example : BMBP=Bimanous Bipedal, QMDP=Quadromanous Decaped






























Back to Main The Colonies

Roll Planet Name Subsector System Data Remarks
01 Cronor Cronor A636934-D-Z Zhodani Frontier Capital
02 Terra Nova Querion C786342-A Non-Industrial
03 Mire Darrian A665A95-B-D Confederation Capital
04 Iderati Five Sisters A887798-C-N Rich, Agricultural
05 Jewell Jewell A777999-C-2 Industrial
06 Frenzie Vilis A200436-A-N Non-Industrial
07 Gram Sword Worlds A895957-B-B Industrial
08 Collace District 268 B628943-D-S Industrial
09 Regina Regina A788899-A-2 Rich
10 Lanth Lanth A879533-B-2 Non-Industrial
11 Lunion Lunion A995984-D-2 Industrial
12 Glisten Glisten A000986-F-2 Asteroid Belt
13 Aramis Aramis A6B0556-B-2 Non-Industrial
14 Rhylanor Rhylanor A434934-F-2 Subsector Capital
15 Mora Mora AA99AC7-F-2 Industrial
16 Trin Trin's Veil A894A96-F-2 Industrial
17 Durendal Sword Worlds B687334-B-B Non-Industrial
18 Excalibur Sword Worlds B324755-A-B None
19 Valhalla Rhylanor E365432-5 Non-Industrial
20 Tanith Sword Worlds A57530A-B-B Lucas Trask's World






























Back to Main Statistics


I use 9 basic attribute scores, which are :


  1. Strength    
  2. Dexterity    
  3. Endurance    
  4. Constitution    
  5. IQ    
  6. Mental Strength    
  7. Education    
  8. Social Class    
  9. Charisma

Use 4d6 to roll attributes, discarding the lowest die cast. Do this for all attributes EXCEPT : Social Standing & Education.

Social Class & Education are rolled with 2d6.

So you will make a total of 7 rolls with 4d6 and 2 rolls with 2d6. Remember 'd6' refers to a six-sided die. These scores may be assigned to the attributes you choose. For instance, say you wanted STRENGTH to be the highest and one of your 7 rolls was an '18'. You put that value under STRENGTH and assign the next attribute.

After you have made these rolls, add the appropriate dm's for Race. Your CONSTITUTION determines how many6-sided dice you will roll for your Hit Point Total. Roll this amount, re-rolling any 1's.

          Example :
You make 7 rolls with 4d6 : 12, 17, 13, 11, 14, 15, 18

You decide that you want your character to primarily be a strong fighter type. Since strength is a priority, you assign "18" out of your 'pool' to STRENGTH.

Next, you decide since he is strong, it would be nice to HIT occasionally. So Dexterity becomes your next priority. You assign that "17" to Dexterity. You do this with each attribute until you have used up your pool of rolls.






























Back to Main Services


Here is a list of services available to the Colonial Player :

   Pirate
   Belter
   Surface Navy
   Diplomat
   Doctor
   Flyer (Atmosphere Craft)
   Barbarian
   Bureaucrat
   Rogue
   Noble
   Scientist
   Hunter
   Mercenary Marines
   High Guard
   IBIS (Imperial Bureau of Interstellar Security)
   Army
   Scouts
   Merchant
   Other Service





























Back to Main Terran Player Types

  1. Pure-strain Human
  2. Mutant Humanoid
  3. Mutant Animal
  4. Mutant Plant


Pure-Strain Human types do not receive any mutations. They have more immunity to the harmful effects of radiation and some diseases. Being descendant from Imperial Terran Stock, they are naturally recognized by the various sentient technology that still exists in pockets of civilization or in ruins. They also get modified rolls for dealing with any other Imperial technology they may uncover.

Mutant Humanoids are the descendants of radiation ravaged survivors. Still basically human in form, they employ a host of mental and physical powers called mutations. They are affected normally by diseases and radiation. When dealing with sentient technology, they take a - die modifier.

Mutant Animals are the offspring of various species of fauna that existed before the great war. These folk are generally intelligent but have little or no writing skills. Due to their nature, some may find it extremely difficult to communicate without the right kind of vocal apparatus. They may also suffer the lack of proper manipulative appendages which makes it difficult to use artifacts. Because of this, mutant animals tend to have an extra mutation and health that offsets this.

Mutant Plants can often be the most difficult types to play. Not recognized by any sentient devices and unable to use any artifacts, they seemed destined for failure. However they do receive mutations and are immune from almost all diseases. Radiation is not quite as harmful to them as it is to humanoids and animals. Although ignored by sentient devices, this can actually be beneficial. Military Units are likely to ignore a plant character as harmless whereas a humanoid or animal may be captured and or killed.





























Back to Main Terran Player Equipment List

Item

Cost

Notes

Coffee

1

by pound

Bacon

2

by pound

Beef

3

by pound

Flour

1

by pound

Mess kit

10

knife/fork/spoon/plate/bowl/cup (wood)

Canteen

5

carries 1 day of water

Iron rations

3

1 Week supply

Waterskin

1

1 day supply of water

Large Leather Bag

6

each

Small Leather Bag

2

each

Backpack

12

each

Ale

1

per bottle

Wine

1

per bottle

Dried Rations

2

Week supply

Metal Cookware

50

utensil/pot/plate/large pot/bowl/fire grate

Duralloy Cookware

1000

Same as above, IF available

Wood staff

1

1d4 damage

Matches

1

small box of 24

Tinderbox

1

includes fire starter

Torches

1

each

Candles

1

each

Lantern

15

comes with one flask of oil

Flask of Oil

2

1d6 hours of fuel for lantern

Iron Spikes

5

set of 6

Small Rock Hammer

3

1d4 if used as a weapon

Plasticord

10

per 10 meter length

Hemp Rope

2

per 10 meter length

Lexicon

1

Trade Tongue, various other dialects

Fire Water

20

per flask; covers 1 meter area, 3d6 damag

Repellant

5

per tube; each tube has 25 applications

Steel Mirror

25

each

Eye Glass

18

each

Paste/Glue

15

per tube; 15 uses

Arrow Poison

15

per tube; 10 uses

Fungicide

25

per tube; 5 applications

Herbicide

25

per tube; 5 applications

Kineto Null

200

per can; 1 use 30 meter area

Creature Almanac

12

each; Lists local hazards

Area Map

3

each; shows local area

Cart

50

each; small, wooden wagon with handle

Chariot

150

each; requires riding animal to pull

Horses

260

each

Centisteeds

500

each; subject to availability

Brutorz

700

each

Hoppers

350

each; subject to availability

Podogs

400

each; subject to availability

Canoe

100

holds 2 people

Boat

250

Small sail/oars; holds 6 people

Large Cart

150

requires riding animal to pull

Wagon

800

requires 4 riding animals to pull

Wooden Raft

70

carries 4 people

Duralloy

30

each; small, fragments



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