Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland These run from almost bog standard to very freaky, even for Gamma World.
Chitin Skeleton
Ordinary, Automatic, CON
The mutant's bones are made of the same substance as fungal cell walls and arthropod exoskeletons. It is light and fragile but very easy to repair. The mutant suffers -2 to their Constitution score but also doubles the amount of Wound points healed per resolve check.
Circuit Skeleton
Ordinary, Automatic, CON
The mutant's bones have been replaced with advanced technology. Their cyber tolerance score is doubled but with a catch. The number of implants that exceed the standard tolerance become inert if the mutant takes any Mortal damage. Once that is repaired with surgery, then the devices repower and their functions become available once again.
Circuit Skeleton is a mutation, the result of tech within the body reacting to the mutation process. A cybernetic variation is also possible, one likely found in the Aleerin.
Ancient Skeleton
Good, Activated/Automatic, CON
The mutant has become an ooze that uses the abundant skeletons of dead Ancients to replace their lost bones. The mutation is treated as Skeletal Reinforcement but if the mutant takes any Mortal damage, one of their bones is broken and can not be healed. This results in a permanent -1 to their Constitution score, at least until they find a whole skeleton to use and take an hour flowing from one corpse to the other.
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