Mutations
Mutations (rules, examples, misc) posted in Gamma World forum comment posted by derek_holland Light to Mass and Chemical Gland are two of the mutations that I posted to this thread ages ago. They both allow for the creation of substances. Alter Atomic Composition simply converts one material to another, though there are possibly complexities such as byproducts, catalysts and sequential reactions. It is only when we get to Alter Physical State* that the weird really starts. It allows for the changes to the physical traits of matter. Some of the possibilities include magnetism, density, transparency**, conductivity, incandescence, radioactivity, pizeoelectric activity, and reactivity.
For example, one town could have large, metal walls that are transparent to infrared light. That means they heat slowly, providing needed shade in this part of the wastes as well as allowing the citizens to use their IR lasers to defend the settlement by shooting straight through walls. The lasers may do less damage, but the ability to use total cover like that and in combination with kill lanes, it is a no brainer.
Another example is how surface marine people can reduce the density of their metal tools, thus making them float if accidentally dropped overboard. The other traits of the tools stay the same, they simply become lighter.
And then there is the possibility of impact lights, clubs of wood that glow after they strike something. People underground find them invaluable.
This is the sort of mutation I love, one that allows the players to use their creativity and imaginations.
* I do know it is in Twisted Genomes, but I think I wrote an earlier version in this thread.
** Or anything else optical, such as refraction and filtering effects.
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