Gamma World: Mutation Codex

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.

It might be hideiously overpowered in D&D but in a Gamma World setting it should not be. You don't have everyone running around invisible like you would in a mid to high level D&D campaign or having to deal with adventuring in the underdark.

Also blindsight is not as good as normal vision. You should only be able to make out shapes and sizes of objects around you. No detail or color. "There is a man sized shape in front of you. You think it's humanoid."
 
Last edited:

log in or register to remove this ad

Back when 3E D&D came out, I converted the mutations from GW Alt to D20. I haven't looked at them in a while, so I have no idea if they are balanced or not, and I used the GW Alt version of generating mutations, which won't technically work in GW D20. If anyone would like to see it, just email me and I'd be happy to send them a copy. I also have a conversion of Alternity Cybernetics done in the same vien.

Kane
 

Williams Syndrome

Mad Irishman:

Actually William's Syndrome is a genetic disease which has a major side effect. The side effect is incredible language proficiency. A six year old child with this syndrome has the vocabulary of a senior college student (a serious senior college student), but his comes with mental retardation and a shortened lifespan. Children with this genetic disease are able to pick up vocabulary and grammar, even from foreign langauge in an incredibly short timespan.

Secondly, even though my father (who does [or rather did] not have William's Syndrome) had a langauge knack that allowed him to pick up basic conversational Vietnamese, Korean, German, and French (though the Parisians wouldn't even try to listen to him) in the space of a few days without any formal training.

Sometimes truth is stranger than fiction.
 

Life Leech Revised

Life Leech
The mutant can drain life energy from all those around him.
Type: Major Positive
Effect: The subject can drain 1 hit point per level from all living sentient beings in a 5 foot radius, +5 feet per Cha bonus modifier. This mutation cannot differentiate between friend of foe.

This ability may be used once every 1d4 rounds.

For each point drained the subject heals one point of damage or gains an additional temporary hit point. These temporary hit points cannot exceed twice the subjects normal hit point total and last 24 hours. If lost through damage they cannot be regained except through further applications of Life Leech.

Note: This version replaces the one possessed by Arks in my campaign. Now, instead of rolling 1d6 for damage they drain 4 points keeping the average pretty much the same. This small change should be more balanced for players who wish to possess this mutation.
 

Quadruped
The mutant has four (or more) legs and appears somewhat like a centaur.
Type: Major Positive
Effect: The mutant is unusually stable. It gets +4 on rolls to resist being tripped. It can also carry more weight (I don't remember off the top of my head how carrying capacity is changed). A humanoid creature at least one size-category smaller than the mutant can use it as a mount.
Biotech: None
 

Unopposable Thumbs
The mutant's hands are useless.
Type: Major Negative
Effect: The mutant cannot use tools or weapons which require opposable thumbs. The mutant can use certain tools in its mouth (up to DM) but has a -4 on all checks while doing so, and it can't use weapons in this fashion.
Biotech: None


Prehensile Tail
The mutant has a tail which it can use to grab items. It cannot use these items effectively but it can hold a lamp or something, leaving its arms free, or it can use the tail as a third arm while climbing and grappling.
Type: Minor Positive
Effect: The mutant gets a +2 bonus to grapple checks and Climb checks.
Biotech: Graft, Implant
 


A poster on the Darwin's World Yahoo group just put up a web-page dedicated to said game. While it's a bit barren right now, there is a link to a netbook that contains some of the 4th ED GW mutations updated for DW...

Tormentor's Darwin World Resources

Oh yeah, I almost forgot...The Darwin's World 2nd Edition print version is now available at RPGMall.

DW2nd Ed is now based on the D20 Modern core rules, whereas the first edition was based 3.0. It's definitely worth a look for GW fans.

More info on the game can be found at Darwin's World.
 
Last edited:

Remove ads

Top