Mutations Manual 1 1
Mutations Manual 1 1
MUTATIONS GUIDE
OR
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INTRODUCTION
Some month ago I was reading the mutation's list in Gamma world campaign setting
from Andy Collins and Jeff Grub when I was creating my character for a Gamma world
campaign and I thought there are too few of them!.
I began inventing some new mutations to fit the idea of character that I had. I
discovered that it was really hard. I thought I was a creative person but...
I began searching for new ideas and new mutations to be used, and downloaded all fanbased material that could relate to mutations in RPG's.
I found a file containing a big deal of articles from Dungeon magazine on Gamma world
and some of them listed mutations. I saw some mutations too on Action Check online
magazine.
From my past gaming experiences (mostly D&D and d20) I can say that d20 has his
own choice of mutations from various books (d20 has a Gamma world setting too), so I
decided to convert the ones that don't have already an Alternity version.
At last I searched the forums o A.net to see if someone had already posted some
mutations I could use.
I found Derek Holland's mutation thread and after asking permission I have taken some
of his ideas (well... a lot of them but I thought it was a pity to leave all his stuff in a
forum thread). All mutations I found and created are in this book. I have also a small
section where some additional rules on mutations are listed.
I hope this book could help you to design interesting mutants to use in your game. But
this book is not completely finished (maybe it will never be), I am still searching and
inventing, and you can send me your mutations to be added to the book.
Someone_else
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INDEX
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Pag.
4
5
11
13
18
19
0,5
1
1,75
2
3
The Really Realistic one is the most difficult, because the mutant has to offset his mutation points with
double that value in drawback points.
The Realistic one is the most balanced, all mutation points are payed off by the same amount of drawback
points.
The Gamma World PHB one has a ratio of 7 mutation points for every 4 point of drawbacks, like on
Gamma World PHB.
The Heroic one creates more powerful heroes, only a half mutation points are payed off by drawback
points.
The Super-Heroic one creates very powerful heroes, because only a third of the mutation points are payed
off by drawback points.
Mutation
strength
Cost
(pts)
Drawback
strength
Cost
(pts)
Ordinary
Ordinary
Good
Good
Amazing
Amazing
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PHYSICAL MUTATIONS
Table 1:
Physical mutations
Ordinary mutations
Good mutations
Amazing mutations
Aldis Eyes
Enlarged Lungs
Avoidance Scent
Genetic Sampling
Grasping Spines
Cast-iron stomach
Hyp. Cyberability
Great horns
Dazzling Display
Halters
Indestructible
Impr. Cyberability
EMP blast
Kinetic Absorption
Keromones
Enh. Cyberability
Silk production
Mucus Packaging
Sound Imitation
Silk production
Hollow Fangs
Unlimited lifespan
Spiny Hair
Improved lifespan
X-ray vision
Turtle Eyes
Organic Radio
Zeppelin Sacks
Plasma Spheres
Platelet Factory
Power Drain
Power Eater
Power Source
Rad. Consumption
Scent Spot
Silk production
Ultravision
Useful Gland
Wall crawler
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Aldis Eyes
G, Activated, WIL
Avoidance Scent
G, Activated, WIL
Cast-iron stomach
G, Permanent, CON
Cyberability Impr./Enh./Hyp.
Enhanced/Hyper Environmental
Adaption
G/A, Permanent, CON
Dazzling Display
G, Automatic, WIL
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Enlarged Lungs
Great horns
O, Permanent, CON
O, Permanent, STR
Zeppelin Sacks
A, Activated, DEX
Genetic Sampling
A, Activated, CON
Grasping Spines
O, Permanent, DEX
Halters
O, Permanent, DEX
Hollow Fangs
G, Permanent, STR
Improved Lifespan/Unlimited
G/A,Permanent,CON
Indestructible
A, Permanent, CON
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Platelet Factory
O, G, A, Permanent, CON
G, Permanent, CON
Keromones
G, Activated, CON
O, Activated, WIL
Kinetic Absorption
A, Automatic, CON
Mucus Packaging
O, Activated, CON
Organic Radio
G, Activated, INT
Power Drain
The mutant gains the ability to suck stored energy
out of batteries, power cells, and other items that
store energy. By making physical contact with a
battery or other accumulator power supply, he can
spend an action to drain the battery of all its stored
power. This mutation allows him to to pull out the
power from everything ranging from a small
flashlight battery to a laser rifle power pack to the
batteries used in Vehicles and robots (spaceship
grade hardware is immune).
Doing so is not totally safe, because the energy
must be discharged somewhere. The mutant must
pass a Resolve-physical resolve check with a penalty
linked to the size of the battery: 0 if small item
(flashlight, portable radio), +1 if medium item
(energy pistol power pack, computer, small robot),
+2 if large item (energy rifle/SMG power pack,
medium robot, small vehicle), +3 if very large item
(Heavy weapon power pack, big robot, vehicle,
power armor).
If he fails the check the device is still drained but he
loses all his stuns, and if he was trying to drain a
Large or very large item he suffers d4 wounds too.
Note that energy generators, like fusion reactors or
mechanical generators, cannot be drained in this
manner since they generate energy, rather than
merely store it.
Plasma Spheres
Power Eater
G, Activated, INT
G, Activated, CON
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Power Source
G, Activated, CON
Radiation Consumption
G, Automatic, CON
Sound Imitation
Scent Spot
A, Activated, INT
G, Activated, WIL
Silk production
O/G/A, Activated, CON
Spiny Hair
O, Permanent, DEX
Turtle Eyes
O, Automatic, DEX
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Ultravision
G, Automatic, WIL
Useful Gland
G, Permanent, CON
Wall crawler
G, Permanent, DEX
X-ray vision
A, Activated, WIL
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MENTAL MUTATIONS
Table 1:
Mental mutations
Ordinary mutations
Good mutations
Amazing mutations
Loner
Genius
Adaptive Brain
Teammate
Joy Stealer
Work affinity
Super Genius
Water Detection
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Adaptive Brain
Water Detection
A, Activated, INT
O, Activated, WIL
Joy Stealer
Work affinity
O, Permanent, INT
Teammate
O, Permanent, WIL
Loner
O, Permanent, WIL
A, Activated, WIL
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DRAWBACKS
Table 2: Drawbacks
Slight Drawbacks
Festering Sores
Allergy
Albinism
Bone Strips
Blood Hunger
Impaired Speech
Color Blind
Bloody
Combat fear
Chemical Dependency
Uncontrolled Voice
Cyclopean Vision
Conditional Mutation
Highly Flammable
Frail Body
Gravity Distortion
Light Distortion
Lost Limb
Partial Phase
Reptile Brain
Reptile Brain
Stubby Fingers
Unstable Genome
Ultraviolet Allergy
Walking Bomb
Weird feeding
Weight Decrease
Weak Thorns
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Albinism
Bone Strips
E, Permanent, CON
M, Permanent, CON
Allergy
Chemical dependency
E, Permanent, CON
M, Automatic, CON
Blood hunger
E, Permanent, CON
Bloody
E, Automatic, CON
Clinging Skin
M, Automatic, DEX
Combat fear
M, Automatic, WIL
Conditional Mutation
E, Automatic, CON
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Color Blind
M, Permanent, WIL
Cyclopean Vision
M, Permanent, WIL
Festering sores
S, Automatic, CON
Frail Body
E, Permanent, CON
Gravity distortion
E, Automatic, WIL
Highly Flammable
M, Permanent, CON
Impaired speech
S, Automatic, INT
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Partial Phase
S, M, E, Permanent, CON
E, Automatic, WIL
Light Distortion
M, Automatic, WIL
Lost limb
M, Permanent, CON
One-Way Adaption
M/E, Permanent, CON
Rapid aging
M/E, Permanent, CON
Reptile Brain
M/E, Automatic, WIL
Stubby Fingers
M, Permanent, DEX
Ultraviolet allergy
M, Automatic, CON
Uncontrolled voice
S, Automatic, CON
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Unstable Genome
Weak Thorns
E, Automatic, CON
M, Permanent, CON
Walking Bomb
E, Perm, CON
Weight decrease
E, Permanent, CON
Weird Feeding
M, Permanent, CON
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?, Permanent, CON
?, Permanent, CON
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CREDITS
Mutations are from:
Derek
Me
Aldis Eyes
Adaptive Brain
Blood hunger
Avoidance Scent
Allergy
Chem. dependency
Bloody
Cast-iron stomach
Combat fear
Clinging Skin
Color Blind
Cyclopean Vision
Conditional Mutation
Cyberability
Festering sores
Dazzling Display
Great horns
Lost limb
Frail Body
Rapid aging
EMP blast
Genius/Super Genius
Ultraviolet allergy
Enlarged Lungs
Highly Flammable
Wall crawler
Genetic Sampling
Impaired speech
X-ray vision
Impr./Unlim. lifespan
Grasping Spines
Loner
Gravity distortion
Platelet factory
Halters
Power Drain
Hollow Fangs
Power Eater
Power Source
Teammate
Indestructible
Unstable Genome
Joy Stealer
Useful Gland
Keromones
Walking Bomb
Kinetic Absorption
Weight decrease
Light Distortion
Weird feeding
Mucus Packaging
Work affinity
Mutagen Waste
Zeppelin Sacks
Organic Radio
Partial Phase
Plasma Spheres
Radiation Cons.
Reptile Brain
Scent Spot
Silk production
Sound Imitation
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other sources
Multimorphism
Spiny Hair
Turtle Eyes
Ultravision
Uncontrolled voice
Water Detection
Weak Thorns
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