Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Some new defects
Scramble Language
Moderate, Automatic, WIL
The mutant projects a field that prevents themself and others from using verbal languages, or the primary method of communication for unusual species (such as light patterns for squid or odors for ants) by disabling a center in the brain. The field is 5 meters in diameter and everyone within it must use alternate forms to communicate (sign language, writing, etc.)
Wandering Fog Bank
Moderate, Automatic, WIL
The mutant emits vapors to a range of 5 meters, though strong wind can deform it to a tear drop shape to a maximum of 2 by 8 meters. The vapors come from humidity and the mutant's flesh if needed. In arid locations, the mutant must consume twice as much water, otherwise they will die from dessication twice as quickly. Inside the fog bank vision is reduced to 30 cm. If the mutant stays still, the surfaces in the bank become wet and slick, inflicting a +2 step penalty to any actions that include walking or similar motion.
Wandering Prism
Extreme, Automatic, WIL
The mutant's subconscious bends light to a range of 10 meters. It inflicts a +4 step penalty to all actions of the mutant and others within the field that relate to physical actions. The angle of refraction changes every phase, so no one can adapt and reduce the penalties relating to the field (with the exception of military robots that run much faster).
Ectolumination
Extreme, Automatic, WIL
The mutant causes all unshielded objects within 5 meters to glow (Ordinary illumination level). The duration is five times the time the mutant stayed near the object. For example, if the mutant was near a table for two hours, the light it emits will last for ten hours.
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