Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland I have posted a heck of a lot of mutations to the mailing list, here are the best ten of the recent batches:
Thermal Language
Ordinary, Activated, CON
The mutant can alter the patterns of heat on his skin, allowing him to hide from (-2 step bonus) or secretly communicate with those see or otherwise sense infrared light.
Mapping Echolocation
Ordinary, Activated, CON
The mutant can use high pitched clicks to accurately map her surroundings, to a maximum range of 100 meters. Everything larger than 10 centimeters is revealed, as are some unusual materials- those that are reactive to sound.
Trap Fruit
Good, Activated, CON
The plant can create up to five trap fruits per day. Each has an odor that is difficult to resist (+2 step penalty to mental resolve checks) and those who do take a bite find their faces caught by a snap trap that inflicts 1d4s per phase. Destroying the trap is easy as it has no armor and only 3/3 wound/stun points.
Sonic Cooking
Ordinary, Activated, CON
In addition to creating standard meals, this mutation can be used for other processes such as promoting fermentation, preservation (i.e. sterilizing the food), or seasoning (i.e. chemically altering some of the food into other flavors).
Vault Sapling
Amazing, Activated, CON
The mutant can spawn guardians for caches. In addition to protecting the concealed or buried loot, the sapling can also be commanded to bring the items to the parent plant as long as it is within one kilometer. The GM determines the stats for the saplings.
Active Misdirection Organisms
Good, Activated, CON
The mutant creates tiny versions of himself that obscure his path and creates new ones. The process takes ten minutes. The clones only live for an hour and then die and rot into spoor, adding more to confuse pursuers.
Entertainment Station
Ordinary, Activated, CON
A descendant of vegetation altered by the Ancients, the plant grows toys that are easily harvested and knows the rules to many games. The plant picks which toys grow, up to fifty per day.
Shackles (D)
Moderate, Automatic, CON
The mutant's skin reacts to certain materials by extruding hooked spines. In effect the character or critter velcros itself to the material, with the potential of immobilization. Strength feat checks are needed to escape.
Data Interception (D)
Moderate, Permanent, CON
The mutant can sense communication between ambient technological devices, those embedded in the environment as well as artifacts. This is extremely distracting as it is ever present, inflicting a +2 step penalty to all actions, including Action Checks. Only if the mutant is trained by a machine can she ever begin to understand the information. Even then it will be limited to the most basic concepts.
Genetic Correction
Amazing, Activated, WIL
This mutation is used on pregnant individuals, seeds, eggs, etc. It reduces the number of mutations borne by the young by 1d6. If this reduces the number to zero, the creature will be born of its stock species. (For obvious reasons, the Radioactivists and Iron Society hate mutants with this power.)
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