Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Defect ideas:
- Compulsive Skill is Moderate and requires a mental resolve check to not perform the skill at inappropriate times.
- Discoloring Touch lasts for one hour, one day, or one week for Slight, Moderate and Extreme levels. The Extreme version also adds a distinctive odor, unique to the mutant.
- Additional Poison turns an additional substance into an irritant for the mutant. It is Moderate or Extreme depending on how common the substance is.
- Nightmare Lure draws an individual creature of a specific species every time the mutant sleeps. The critter will not attack the mutant but everyone else is game. The strength of the critter determines if the defect is Moderate (soul besh, parn) or Extreme (obbs, sep, cal-then).
- Daily Deciduous Limbs is an Extreme defect where the mutant loses their limbs at midnight and they regrow, becoming useful at noon. Nocturnal species reverse the times.
- Pain Sense Rewired is a Slight defect that changes how pain feels. It is still as distracting and so this does not change the penalties of feeling pain.
- Arboreal Sleeper is a Slight defect that prevents the mutant from sleeping unless they are at least 10 meters above the ground.
- Shocker is an Extreme defect that harms the mutant every time they touch technology that is charged, such as an energy cell, artifact, cyberware, etc. They take 1d6s every phase they are in contact with the item or items (no additional damage from multiple sources of power).
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