Gamma World: Mutation Codex

Yellow Sign

Explorer
Now first off, I want to say that I am a big fan of Gamma World. I just got the new Gamma World Players Handbook and I am just alittle disappointed at the short list of mutations. But being the gungho gamer that I am, I am not going to let that stop me. I know that there are alot creative and intelligent people on these boards. So this is what I am proposing. Lets fill in the gaps and come up with some more Mutations, Nanotech, Psionics, and Cyberwere. Dust off those old Gamma World books and lets get to converting. Heck make them up as you go if you wish.

So what do you think?

Let me get the ball rolling.

Low Light Vision
The subjects eyes are large and they are more sensitive to light.
Type: Minor Positive Mutation
Effects: Treat as low light vision per the 3.5 Players Handbook.
Biotech: Implant, Graft.
 

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Increased Balance
The subjects sense of balance is heightened to near superhuman levels.
Type: Minor Positive
Effect: +4 to all balances check and the subject can take 10 on any balance check.
Biotech: none.

Heat Generation
The subjects hands produce heat.
Type: Minor Positive
Effect:The subject can cause their hands or equivalent extremity to heat up to the point of igniting flammable material or upon a touch attack deal 1d8 + 1/character level in heat damage. This can be done up to 3 times after which a use is regenerated after one hour.
Biotech: Graft.

Carapace
The subject has a hard protective shell or plates.
Type: Minor Positive
Effect: The subject gains a DR of 5/-.
Biotech: Implant, Graft.

Increased Speed
The subject moves faster.
Type: Minor Positive
Effect: The subjects speed is increase by 5'. Each additional mutation of this type increases his/her speed by another 5'.
Biotech: Implant
 
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Quills/Small Spurs
Subjects Body is partially covered with quills or small spurs
Minor postive:
Effect: an additional 1d6 damage while gappling; can be removed and thrown or used in hand to hand combat for 1d6 damage. Anyone gappling subject is at a minus 2. Quills/spurs grow back at 1d6 plus level per week. Subject has difficulty wearing normal cloths (optional?)

Optional GM rule: subject can "flex" their body to project up to 3 quills/spurs per round up to 30' for 1d6 damage each.

Improved Quills/Spurs
Subjects body is completely covered with quills or small spurs
Major positive:
Effect: as minor plus; anyone grappling with the subject is a minus 4; subject gains DR of ?/?; and can flex body to project up to 6 quills/spurs per round, up to 45' for 1d6 damage each. Quills/spurs grow back 1d6 plus level per week. Subject cannot wear any normal fitted clothing.

Let me know if you think this is too much??

Gallo22
 

Gallo22 said:
Quills/Small Spurs
Subjects Body is partially covered with quills or small spurs
Minor postive:
Effect: an additional 1d6 damage while gappling; can be removed and thrown or used in hand to hand combat for 1d6 damage. Anyone gappling subject is at a minus 2. Quills/spurs grow back at 1d6 plus level per week. Subject has difficulty wearing normal cloths (optional?)

Optional GM rule: subject can "flex" their body to project up to 3 quills/spurs per round up to 30' for 1d6 damage each.

Improved Quills/Spurs
Subjects body is completely covered with quills or small spurs
Major positive:
Effect: as minor plus; anyone grappling with the subject is a minus 4; subject gains DR of ?/?; and can flex body to project up to 6 quills/spurs per round, up to 45' for 1d6 damage each. Quills/spurs grow back 1d6 plus level per week. Subject cannot wear any normal fitted clothing.

Let me know if you think this is too much??

Gallo22

Maybe it should be that anyone attacking the subject with a hand to hand attack or a small melee weapon will take 1d4 damage from the quills and have the ranged attack be equal to a dart.....hummm I will have to think this one over.......very interesting....
 

No problem Yellow Sign. I'm very open to suggestions. I plan on putting alot of work into updating the mutations from 4th edition GW and start on creating rules for plant characters! I already started last night.

Gallo22
 

What do you think about this?


Quills/Spines
Patches of sharp quills/spines grow on the subjects body.
Type: Minor Positive
Effect: Any attack from a natural weapon, hand to hand attack, or successful grapple inflicts 1d4/1d6 points of damage on the attacker. The subject can also project as a attack action a quill/spine for 1d4/1d6 points of damage, crit x2, range inc. 10'. The subject can do this up to 20 times and can regenerate 1d4 quills/spines per day. The subject gains quills on the first instance of the power and with spines on a second. Any further rolls of this mutation are rerolled.
Biotech: Graft
 

Giantism
The subject is larger than normal.
Type: Minor Positive
Effect: Treat the subject as one size larger than they normally are. Medium become Large. Large become Huge. The subject is able to use large weapons one handed and Huge weapons two handed. They also get a 10' reach. Subjects defense is -1 if large, -2 if huge.
Biotech: none

Dwarfism
The subject is smaller than normal.
Type: Minor Positive
Effect: Treat the subject as one size smaller than they normally are. Medium become Small. Small become Tiny. Subject uses weapons per their size. Subjects defense is +1 if small, +2 if tiny. Any hide skill checks are made at a +2 if small, +4 is tiny.
Biotech: none.

A mutant cannot have both Giantism and Dwarfism. Reroll if they allready have one or the other.
 
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Electrical Generation
The subject gains the ability to emit minor electrical shocks.
Type: Positive Minor
Effect: The subject can emit an electrical shock to creatures he touches (as a touch attack) or that touch him. The subject can emit a shock as an unarmed attack action, once per round for 1d6 electrical damage.
Biotech: Implant

Hostility Field
The subject generates a telepathic field that causes all beings entering the field to become hostile towards the subject.
Type: Negative Major
Effect: This is a subconscious telepathic field 60 ft. in diameter that constantly surrounds the subject. Any being with an Intelligence score that enters the field must make a Willpower save (DC = 10 + subject's Charisma modifier) or instantly attack the subject.
Biotech: None
 
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Radar/Sonar
The subject gains the ability to "see" without eyes as well as disproportionately large ears, antennae, or hearing orifices.
Type: Positive Major
Effect: The subject gains blindsight in a 30 foot radius. Any effect that prevents the subject from hearing will negate this ability.
Biotech: Implant/Graft
 
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