Gamma World: Mutation Codex

Chameleon
The subjects skin/hair changes colors to match his/her surroundings.
Type: Minor Positive
Effect: +5 to Hide Checks and the subject can hide in plain sight. A second roll of Chameleon increases the Hide bonus to +10.
Biotech: Graft, Implant.

Cyrokinesis
The subject and lower the temperture of objects and his/her surroundings.
Type: Major Positive
Effect: The subject can do any of the follow effects as a standard action.
1. Lower the temperture in a 25' + 5' per level radius by 10 degrees every round that the subject concentrates (maximum of effect of 10 degrees per level.) 2. Create a sheet of ice that has the same effect of a Grease spell (DC 15). 3. Create a effect equal to a Chill Metel spell (DC 15). and 4. Project a beam of cold equal to a range touch attack that does 1d4 cold damage per 3 levels. Effects 2, 3, and 4 can done once every 1d6+1 rounds.
Biotech: none

Language Mastery
The subject can speak and understand any spoken language.
Type: Minor Positive
Effect: The subject can speak and understand any spoken language after hearing it for 1d4 minutes. The effect lasts for 24 hours after which the subject needs to hear the language spoken again for 1d4 minutes to relearn it.
Biotech: Implant
 
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Cyclopic
The subject has only one eye.
Type: Minor Negative
Effect: The subject has a -2 with all ranged attacks.

Epilepsy
The subject has epileptic fits.
Type: Major Negative
Effect: Once per game session at the GM's choice usually during times of stress or nerivousness, the subject has a epileptic fit lasting 2d4+1 rounds. During that time the subject is unconscious. A successful heal check (DC 20) can half the time the subject is remains unconscious.
 
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Regeneration
The subject heals wounds at a terrific rate.
Type: Major Positive
Effect: The subject gains Fast Heal 5 and can regenerate lost limbs in 1d4 days.
Biotech: Implant

Animal Empathy
The subject can communicate with animals on a empathic level.
Type: Minor Positive
Effect: The subject gains +10 to all animal handling checks.
Biotech: None

Stench
The subject reeks of a foul smell.
Type: Major Negative
Effect: The subject has a -4 all all charisma based skill checks. Any hide attempts are also at a -4. The subject can also be shunned by others due to his/her smell.
 
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Yellow Sign said:
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

I think this a good balance change! Thanks.

Gallo22
 

Gallo22 said:
I think this a good balance change! Thanks.

Gallo22


Your Welcome
:)

While I am going to keep pumping out mutations, I think I am going to try and tackle the whole mutant animal/plant thing. I have a few ideas brewing right now. BTW any suggestions or comments are greatly appricated!
 

madirishman said:
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.

I am very interested in a PDF version.
 

Yellow Sign said:
Your Welcome
:)

While I am going to keep pumping out mutations, I think I am going to try and tackle the whole mutant animal/plant thing. I have a few ideas brewing right now. BTW any suggestions or comments are greatly appricated!

Also. I have not stopped on giving help to this project. I've just been busy. Hopefully tonight and thru the weekend I can add some stuff. Hopefully others will join in as well.!!

As far as the mutant animal goes. I really think the 4th edition rules, pages 12 and 13, I think are perfect for this. They are on scale with the D20 system and should do fine! I put up a thread about it on EN World, somewhere. But I'd love to hear your creative thoughts!!

Gallo22
 

Heh

Yellow Sign said:
Language Mastery
The subject can speak and understand any spoken language.
Type: Minor Positive
Effect: The subject can speak and understand any spoken language after hearing it for 1d4 minutes. The effect lasts for 24 hours after which the subject needs to hear the language spoken again for 1d4 minutes to relearn it.
Biotech: Implant

Heh. Completely implausible, but as I often say, real linguistics and sci-fi stories rarely make good companions! (I managed to - well, OK, almost managed to - suppress my disbelief when Voyager had the alien who could do the same thing!)

Keep 'em coming,
Patrick :D
 

VorpalBunny said:
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

My only comment on this (and I haven't finished reading my GW) is that Blindsight is HEINOUSLY overpowered. I would check it for balance with other mutations and maybe lessen the radius.

-W.
 

LcKedovan said:
My only comment on this (and I haven't finished reading my GW) is that Blindsight is HEINOUSLY overpowered. I would check it for balance with other mutations and maybe lessen the radius.

-W.

Hmmm. I converted this mutation from GW1. Looking over my copy of GW6, I didn't see any similiar FX to gauge this ability with - but, in d20 Modern typically the average distance you see for blindsight is 30 ft. I think 20 ft. would probably work well, but anything less would probably not be all too useful to the PC, IMO.

Any ideas? :)
 

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