Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by cobalt_phoenix I had figured it wasn't very original, but that is why I mentioned that I really don't get into mutations very much.
Honestly, though, I'm not that much of a fan of making that sort of mutation into a weapon. I know it is done in some cases in nature, but we just don't see it that much. The same for allowing it to make more complex compounds from the stuff it collects. That's just me, though.
I will say that, when I do work on mutations, I try to take an approach where I have a goal and try to work out a way for a stable mutant to meet it.
For example, with that salt gland, I mentioned that it would be useful for mutants that are in salt water. Mostly, I was thinking "if I wanted to create a community of mutants living predominately in the water, what would they need to thrive?" From there, I considered species on Earth that I know do well in water and are at least modestly terrestrial. That includes saltwater crocodiles, sea otters, and (potentially) pinnipeds (though they are not very functional on land, they are an option). All of them also have some way to protect their skin from suffering damage due to saltwater exposure, they have a way to remove excess salt from their bodies, they have webbed digits (to varying degrees), and they all have adaptations for increasing their dive time. After that, I like to combine traits and abilities to make for more interesting mutations.
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