Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Mental mutations
Induce Magnetic Field
Good, Activated, WIL
The mutant can create a magnetic field in a ferrous metal object or reverse the polarity of an existing magnet. The range is 10 meters. This mutation will likely damage many Ancient Age devices, those that rely on magnetic fields. It will likely not harm Shadow Age tech, including androids and robots.
Memorize Molecular Makeup
Ordinary, Automatic, INT
The mutant can scan the chemical makeup of objects they touch and remember them thereafter. There are no limits on the number of formulas the mutant can memorize. This mutation helps with the creation of formulae and boosts the uses of mutations such as Chemical Gland and Alter Atomic Compostion.
Telekinetic Saw
Amazing, Activated, WIL
The mutant has a form of telekinesis that is used to break up objects. This can be used to cut off sections or do internal damage, carving things from within. The damage is based on a mental resolve check and does 1d6s/1d4w/1d6w to the object per round. The toughness of the object does impact the amount of damage inflicted.
Projected Sound Replication
Ordinary, Activated, INT
The mutant has an ability to duplicate any non-damaging sound they have heard at a distance. The range is 30 meters.
Conceal Projectile
Ordinary, Activated, INT
This mutation turns one object up to 1 Kg invisible. It has a range of 100 meters, can be used once per minute and only can be applied to objects in motion that the mutant can see (so most likely Low Impact ammo). Mechanically, this inflicts a -2 penalty to the target's Dexterity Resistance Score for this attack only.
Post replies at
AlternityRPG.net forum#alternity #rpg #alternity-rpg