Download Famine in Far-Go (Gamma World module GW2) by Michael Price PDF

By Michael Price

"Far-Go is dying... the folks are afraid... the animals are losing away... the plants are withering within the fields. not anyone, even Arx Skystone, the excessive priest, understands what has brought on Far-Go's misfortune.You are a part of a bunch of younger adventurers approximately to start the sacred ceremony of maturity. The final wish of survival for Far-Go rests together with your social gathering. in your trip to the woodland of information, you want to look for clues to the starting place of the mysterious plague. This quest could lead you into nice danger... and nice wisdom. As you trip in the course of the savage desert, all you've gotten are you partners, your wits, your strength... and your dreams!!This module comprises referee notes, heritage details, maps, new creatures, mutations, robot devices and new principles for natural pressure people to be used with Gamma global technological know-how delusion Game..."

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Extra resources for Famine in Far-Go (Gamma World module GW2)

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25 1 weapon or 1 ATTACKS: bite MENTAL STRENGTH*: DEXERITY*: CONSTITUTION*: 11 14 7 ARMOR CLASS: HIT POINTS*: 7 30 MASS*: 35 DAMAGE: by weapon or 1-4 INTELLIGENCE*: 16 CHARISMA*: 11 PHYSICAL STRENGTH*: 10 CREATURE TYPE Glowers MENTAL MUTATIONS*: Heightened Brain Talent, Mental Blast, Complete Mental Block (D) PHONETIC PRONUNCIATION PHYSICAL MUTATIONS*: Chamelon Powers, New Body NO. APPEARING: 1/sq. m Parts, No Resistance to Poison (D), Body Structure Change (D) HIT DICE: MOVEMENT: HEIGHT*: 4 0 5 ATTACKS: 1 DAMAGE: 7 glo'-werz ARMOR CLASS: HIT POINTS*: 10 13 1 MASS*: See Below DEXTERITY*: n/a INTELLIGENCE*: CHARISMA*: CONSTITUTION*: 14 PHYSICAL STRENGTH*:n/a MENTAL STRENGTH*: PLANT/VEGETABLE MUTATIONS*: 6 4 Dissolving Juices, Sleep Gas (new) CREATURE DESCRIPTION: These mutant fungi always live near or in radiation zones, and if possible will grow next to sources of water.

These suits were designed only to fit Pure Strain Humans, but Humanoids closely resembling PSH may also wear these suits. ). Damage exceeding 25 points from such attacks in one round only then are subtracted from the current hit point total of the mutant. ) will only do half damage to this mutant, but the damage caused by these weapons will not be absorbed. New Mutations MENTAL MUTATIONS Note: The mutation descriptions are presented in a new form to make accessing the information easier for the GM and players.

Unless freed, a snared victim will suffer 2 dice of damage each round until it dies; at which time the dead creature is fed into the mutant tree's mouth opening. Another attack form the Tarn return the mutant moose becomes a fierce protector of its forest home. The facial expressions of these mutants have been scarred by the cruel effects of radiation, so much so that their crossed-eyes and drooping tongues have made them appear as idiot creatures. This impression is often the downfall of most enemies, since Maali are a dangerous and deadly foe if provoked.

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