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Gamma World Campaign Setting

Produkttyp: Quellenmaterial ¸ Softcover mit 192 Seiten für [Alternity]

Sprache: Englisch

Verlag: TSR * [HP]

Preis: 28 Euro (ca. Preis, unverbindlich, ggf. gerundet)

Erstveröffentlichung: 2000

Rezension: keine vorhanden

Hinweis: Alle Angaben ohne Gewähr auf Richtigkeit oder Vollständigkeit!
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Info-Text:
Here it is again... the game that doesn't want to die. Gamma World is back in its fifth edition with yet another rules system (this time it has been ported to the Alternity rules created by TSR)... and it's dead before it could start seriously. Even before Gamma World 5th Edition (GW5 for short from now on) was published¸ TSR announced that the Alternity line won't be supported with any further commercial products after the end of this year. How much unofficial support there will be is left to be seen.

Earth has gone to hell due to some kind of [nuclear / biological / chemical] war waged by the Ancients. There is not much left except for the radiated remains of cities¸ mutant settlements and technological artifacts no longer fully understood by the survivors. Gamma World never has been very scientific (earlier editions had everything from sentient plant PCs to instant mutation effects due to radiation). Mutations and the wonders of discovering technological remains of the Ancients have always been a big part of many campaigns. Mutations mostly were pretty weird (everything from two brains to a life leech aura).Life in Gamma Terra usually was short and hard¸ many campaigns were full of action and the game was able to cover all kinds of gaming styles from mystery over action to downright silly. All previous editions of Gamma World left the joice between serious¸ weird¸ mysterious or outright sill campaigns in the hands of the GM.

Eight hundred years ago¸ everything went to hell. Cities vanished¸ forests burned¸ and an entire civilization died in nuclear fire¸ gengineered plagues¸ and mutagenic poisons. Gamma Terra is what's left¸ a world blighted by radioactive deserts¸ deadly ruins¸ and thousands of new and dangerous species armed and armored with bizarre mutations and the wreckage of technology. Humanity is no longer the master of the world. Strap on your sword and ready your blaster - it's time to brave the wild frontiers!

This fresh new look at a classic campaign setting is designed for the ALTERNITY science fiction roleplaying game. This book contains everything a Gamemaster and player needs to create and play adventures in GAMMA WORLD¸ including a condensed version of the ALTERNITY game rules¸ customized to the GAMMA WORLD setting. * Play a pure strain human¸ mutant¸ or any of four other hero species. * Looking for mutations? Choose from 120 different ones¸ including many old favorites updated for the new edition. * Select one of four professions¸ and build your hero from an array of nearly 100 different skills. * Pick from dozens of weapons for your hero¸ ranging from swords and crossbows to BattleKlaws and blaster rifles. * Battle any of over two dozen mutated denizens of GAMMA WORLD¸ or test you strength against the dreaded Cryptic Alliances! * Includes three adventure designed as a framework for a Gamemaster's GAMMA WORLD campaign. The ALTERNITY Player's Handbook and Gamemaster Guide are not required for use of this product.

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