Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Skins for a trio of mutations. Note the last one is a bit dark.
Hands of Power
- The forearms glow before the hands emit the beams. It almost looks as if they contain machinery that is not evident if the limbs are cut open.
- The fingers disintegrate and become part of the beam. They then regenerate in the phase thereafter.
- Portals form over the palms and the energy is drawn from elsewhere.
- The hands transform into spheres, cubes, fractal antennae, yexils, cats' cradles of energy weave, or anything the player or GM can think of. They revert the phase after the mutation is used.
Radiating Eyes
- The mutant's face and skull become transparent and the beam is emitted from the brain.
- A ghastly aura appears around the characters, creatures and objects affected. This lasts for 1d4 rounds after they are irradiated.
- In the air between the mutant and target there are particles and gasses that fluoresce various colors.
- In the air between the mutant and target and on the target's surface there are tiny, and harmless, explosions. These are microbes and spores that exploded after mutating and gaining lethal mutations.
Exploding Fruit
- The mutant grasps a small animal or mobile plant that is no more than 1/2 Kg in mass and charges it. The mutant then throws the critter and its explodes, acting as a smoke grenade (Ordinary mutation), fragmentation grenade (Good mutation), or plasma grenade (Amazing mutation). This can be done no more than 1/2 the mutant's CON score per day.
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