Turning it into a horror setting Turning it into a horror setting posted in Gamma World forum comment posted by derek_holland
 Turning it into a horror setting posted in Gamma World forum comment posted by derek_holland A new mutation modifier- De-ager. Whenever the mutation is used, the mutant becomes one year younger.
This doesn't sound bad but consider if it is applied to a power the mutant needs to survive. In no time at all they are reduced to small children and will be much weaker in the wastes.
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While hunting the heroes find wild game that explodes into goo when slain. Anyone touching the goo becomes highly flammable for a few days (and don't realize it).
And wildfire season just started...
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A slavers' compound is surrounded by carnivorous plants. They have a venom that makes their bites addictive and so any survivors have a compulsion to return and feed themselves to the vegetation.
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The Created have started trading useful artifacts for PSH hearts. They may not be able to use the Invaders' tech and the machines don't want anyone else either.
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A badder sett activated a terraforming artifact and now it is transforming the region from deep underground. Many burrowing species appear, some terrible predators. The only way to stop the waves of these critters is to go into the depths and shut down the machine.
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An optic enhancing artifact alters its user's eyes, resulting in selective blindness. Roll 2d6 common items and creatures they can no longer see.
Note that this isn't as bad as the 1e defect Complete Mental Block, which prevents the mutant from sensing the indicated creature type at all. Still the inability to see duracrete walls can be a serious problem while exploring a ruin made of the stuff. 
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