Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Of course I come up with a mutation theme perfect for Halloween a week afterwards. It is the second one.
A Critical mutation has the body grow light bulb-like cysts that project light, including point defense lasers. These are directed by new eyes that grow along side the cysts. Together they provide near immunity to physical attacks, destroying the weapons or ammo that try to strike the mutant. The only exceptions I can think of are those that are cloaked (invisible missiles) and those moving too fast (e.g. railguns).
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Socket parts allow the mutant to claim part of another living thing, using it for a short duration. Some examples:
- Empty secondary heads that accept brains. The mutant gains access to up to three skills at half the ranks of the donor.
- Limb sockets that accept specific or any sort of size-appropriate limbs. If the mutant had a pair of these, they could be used to take on blaash wings for poor flight.
- Finger gloves (i.e. existing digits that can slip into another's fingers) can increase fine manipulation or gain access to a specialized form of the sense of touch.
- Replaceable jaws. The donor's skull has to be broken to allow the mutant to use the upper and lower sets of teeth, whatever replaced the teeth, arthropod mouthparts, squid beaks, etc.
In all cases the grafted parts only last 3d12 hours and then die.
Now isn't that the perfect horror mutation?
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