Gamma World: Mutation Codex


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Heightened Balance
The subject gains the ability to maintain her balance in difficult situations.
Type: Positive Minor
Effect: The subject gains a +4 bonus on all Balance checks.
Biotech: Implant
 


Sound Imitation
The subject can imitate any sound or voice that they have heard.
Type: Minor Positive
Effect: Gives a +10 to all Disguise Skill checks to imiate a voice or sound.
Biotech: Implant

Heightened Sense of Smell
The subject can identify odors and things by smell.
Type: Minor Positive
Effect: Subject gains the Scent ability.
Biotech: Implant

Fur
The subjects body is covered in heavy fur.
Type: Minor Positive
Effect: Subject gains +2 Defense and 5 points of Cold Resistance. The hot conditions the subject would get a -2 on any rolls to resist heat fatigue.
Biotech: none.
 

Allergy
The mutant suffers a adverse reaction to an ordinary substance.
Type: Minor Negative
Effect: So long as he is in contact with it (breathing, touching, etc.) and 1d4+1 rounds afterwords, his reaction is so severe that he can move at only half the normal rate and all attack rolls, saves, intituative rolls, and skill checks are at a -2.
Biotech: None

NOCTURNAL
They subject is senstive to bright light and usually sleeps during the day.
Type: Minor Negative
Effect: During daylight hours or in bright light, the mutant suffers a -2 penalty to intituative and attack rolls due to sluggishness and light senstivity.
Biotech: none
 
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I am a big fan of the PA genre and would be interested in hosting some pages for these mutations, some racial guidelines presented in a separate thread for Omega World, and some other PA content. I have a portion of my site currently with d20 and OGC that I have written and would like to add a section for Post Apocalyptic d20 and OGC content.

Does any have any objections to this or already have plans to set up a page for this codex?

If most are agreeable I will begin working on these pages removing particular pieces if anyone objects to something they wrote.

In a related item, I want join one of the GW webrings after I get this content up. Any recommendations?

Perhaps I should start a d20 Post Apocalyptic Webring since this will not be strictly GW but rather GW, Darwins World, Omega World, and Mutazoids.
 


Now that you mention it...

I smell a Netbook coming on. Actually, I was thinking of "lifting" some of Yellow Sign's mutations and PDF-ifying them into a spiffy handout for my players...and then thought others might be interested in having something like that.
 

Dual Brain
The subject grows a second independent brain.
Type: Positive Major
Effect: The subject has 2 brains, usually located in a single cranium. The addition of a second brain boosts the character's Intelligence by 2 points. Additionally, the second brain allows the subject to make a second Willpower save to resist an effect if he fails the save on the first try.
Biotech: None
 
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Unbalanced as all hell, but it wouldn't be Gamma World without it -

Death Field Generation
The subject projects a field that deals damage to all living organisms in its area of effect.
Type: Positive Major
Effect: The subject projects a field in a 30 ft. radius that causes all living beings in its area of effect (allies included) to take 1d6 hit points of damage per level of the subject (Fortitude save DC 10 + 1/2 subject's character level + subject's Wisdom modifier for half damage). Creatures that do not possess Constitution scores are immune to this ability. After each use, the subject becomes dazed for 1d10 minutes. A successful Fortitude save (DC = damage rolled) will reduce this time by half.
Biotech: Implant

Double Physical Pain
The subject is extremely senstitive to pain.
Type: Negative Major
Effect: Any physical damage inflicted on the subject will also cause an equal amount of non-lethal damage to be inflicted at the same time.
Biotech: None

lyonstudio - I have no objections to anyone using the mutations I converted. :)
 

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