Post by bigpurpleape007 on Apr 29, 2016 1:40:47 GMT -8
Hello all, I am surprised to say I have noticed that there is not a lot of new mutations out here. So I’m going to post some of the new mutations that my group uses. Most of these were taken from other sources and then changed and edited to work within the Mutant Epoch game system and our groups play style.
I would like to say that I give all credit where credit is due, to both the creators of Gamma World, and to William McAusland, and I am in no way laying any claim to any of their material, printed or otherwise.
Ok, now on to the fun stuff, any ideas or comments are welcome.
Name: Air Sail
Description/Effects: The character's body incorporates a skin membrane structure that is similar to a parachute or wing that allows him to glide. A flying squirrel is an example of an animal with an air sail. The character glides 50% faster than he normally moves on foot. He must lose at least 1 meter of altitude for every 10 meters of forward movement. The Game Master may force a steeper decline in bad weather.
Name: Antlers
Strike Value: +5 per rack (pair)
Damage: 2d6 per rack
Description/Effects: The mutant’s head supports a rack (pair) of Antlers 1 to 2 meters long. If he already has one set, he grows a second. The antlers are useful in melee to gore or slash opponents. This attack can be used alone or in combination with other melee attacks, with strength and accuracy modifiers applied normally, plus, any weapon skill points adding to this mutation. For each rack, add +5 SV to the overall number and 2d6 DMG per rack on a successful strike. Relic helmets cannot be worn, nor shell class armor unless the mutant has the antlers cut off permanently. Antlers produce only a slight appearance penalty of -4 points per rack. Each rack adds 4kg to the mutant’s base weight.
Name: Blind Sense
Range: 10 meters
Description: The mutant has developed a sense that allows him to detect creatures within a limited range even in circumstances where normal vision is impaired (such as blindness, total darkness, or creature invisibility). This ability could take the form of Echolocation, Tremor Sense, or Vibration Sense, etc. The player and GM work out the exact specifics together.
Effects: The mutant gains the Blind Sense ability at a range of 10 meters. Cover, darkness, and invisibility are irrelevant to this enhanced sense. The mutant does not usually need to make Perception checks to notice creatures within the range of his Blind Sense (but GM has final say).
Name: Carapace
Description/Effects: Character develops a thick protective insect like carapace shell over either part or all of his body. Depending on the thickness rating of the specified shell, defense value, movement rate, body weight, and appearance are adjusted. Due to the way this armor folds at the joints, juts and curves, etc. no relic armor other than ballistic, riot and bomb squad armor can be worn, while combat armor can be modified if given d6+1 days to adjust it. A punch, kick, or head-butt from this character will inflict 2d6 base damage as opposed to d6. Roll 1d6. On a roll of 1 or 2, the character develops a Total Carapace. On a roll of 3-6, the character develops a Partial Carapace.
D6 Shell Defense Move App Wt
Rating Value Penalty Penalty
1-2 Partial -25 -2.5m -d6+3 +60kg
3-6 Full -50 -1.25m -d6+8 +35kg
Name: Chameleon Powers
Description/Effects: This mutation allows the character to automatically blend into any background. His body coloration automatically matches the colors of any background that is within a meter of him. His skin (or leaves) continuously change as the mutant moves. The character's body odors are also masked by a chemical discharge. The mutant can decide to make his skin any single color not related to his background, or can choose to look like his normal self. Be aware that clothes or other belongings do not change color. When Chameleon power is activated, the character is treated as if he has 3 points in the Stealth Skill.
Name: Dual Brain
Description/Effects: Character has two brains (but not necessarily two heads) both of which work normally and each of which has a full set of Mental Mutations (roll only for mutations in the additional brain when this mutation occurs). Characters with this mutation get a +10 bonus on die rolls when figuring out artifacts. When undergoing a Mental Attack, two separate attacks are rolled (one against each brain). If either fails, the Mental Attack is unsuccessful. Character can make two Mental Attacks of his own (one per brain) or one Mental and one Physical Attack per Turn. Both brains have/use the same Intelligence and Willpower attributes.
Name: Duality
Description/Effects: Character can do two unrelated things at once within the physical limits of his body. He can, for example, make 2 attacks of any type(s) in a Turn. If the character also has a Dual Brain, he can do four things at once.
Name: Elongation
Usage: as Willpower in Rounds
Description: The mutant’s tendons, muscles, and cartilage have developed to allow for extreme stretching without tearing. This permits the mutant to extend her arms, legs, neck and torso to almost twice their normal length without ill effect.
Effects: By extending his limbs, the mutant can add 5 feet to his reach. Optionally, the mutant can instead increase his base movement by 2 meters (he cannot do both simultaneously). Elongating his body stresses the tendons and muscles and cannot be maintained indefinitely without harm. A mutant can elongate for 1 round per point of Willpower per day (minimum 5 rounds).
Name: Emergency Displacement
Range: 60 meters
Usage: once per hour
Description/Effects: Character's body automatically displaces itself to avoid danger. The point to which the body displaces must be within 60 meters of the character and is chosen by the GM. When use of this power would place the character in greater danger, the power will not operate. Thus, a character would not be transported out of a lifeboat into the icy seas simply because he was being threatened. If a hostile passenger's knife was rapidly descending toward his throat, however, the mutation might cause him to be displaced.
Name: Energy Absorption
Range: Body
Usage: Constant
Duration: Constant
Description/Effects: The mutant can absorb an amount of damage equal to your characters Healing Rate +5 points per Rank from each attack involving energy weapons (lasers, etc) or radiation. The energy is then dissipated harmlessly into the air.
Name: Energy Reflection
Range: 5 meters
Description/Effects: The character can reflect 50% of any damage, up to a maximum of 10 points per attack, of any damage done to him from a particular type of physical energy attack. Roll a d6 to determine the exact type of energy reflected, 1-cold, 2-electricity, 3-heat, 4-light, 5-microwaves and 6-radiation. To find the direction that the energy is reflected, roll a 1d8, with 1 being the direction of the original attack. The beam automatically hits inanimate objects, but must still roll to hit against any moving or living targets. Use the original attacker's To Hit for this attack.
Name: Expanded Optic Orbit
Defense Value: -10
Description: The skull of the mutant has evolved to allow a special kind of eye movement. The orbit (socket) of each eye is much deeper than normal and new eye muscles have developed along the interior walls of the cavity. These new muscles allow the mutant to instinctively pull his eyes back and into his skull when they are threatened. In effect, the eyes of the mutant retract back and down into the head, out of harm’s way.
Effects: A mutant with this mutation looks normal most of the time, but when his eyes are threatened, they sink back, leaving hollow, empty holes. This mutation negates the effects of weapons, devices, or other effects that cause blindness.
Name: Gamma-Ray Visual Sensitivity
Description: This mutation allows the mutant to literally “see” emissions of gamma rays within his field of vision.
Effects: Such emissions appear as bright glowing patches or “auras,” warning the mutant of a dangerous area, object, or creature (the GM is only required to describe the aura as dim for low radiation levels, bright for higher levels, or brilliant for extremely high levels). The range of the mutant’s detection is roughly equivalent to his natural sight.
Name: Hands of Power
Range: by power
Usage: twice per day per Rank
Strike Value: by power
Damage: by power
Hazard Check: by power
Description/Effects: Character can assault anything in range with one of 4 powers. Roll 1d4 to determine which one he has.
Roll 1d4
1. Hot hands; your hands emit a blast of searing flames (see Heat Pulse-44 for exact effects).
2. Electrical Hands; your hands emit an arc of lightning (See Electrical Pulse-31 for exact effects).
3. Gamma Hands; your hands emit a burning blast of Radiation (see Radioactive Pulse-68 for exact effects).
4. Withering Hands; your hands cause the victim to age 1d10 years. You have a SV +10 to TOUCH your victim. Upon a successful attack, the victim must make a Willpower based type G Hazard Check or immediately age 1d10 years.
The character is unaffected by the power emanating from his own hands.
Name: Heightened Precision
Range: Line of Sight
Duration: Combat or 10 minutes
Strike Value: +10
Damage: +2d6
Hazard Check: type B Perception check
Description/Effects: The character has a talent for instantly finding any weaknesses in objects, opponents and structures. The character spends one turn examining his target and making his hazard check. If the hazard check is successful, he gains a bonus to his SV and DMG for the next 24 hours. Or he can add a +10% to any hazard check made when attempting to figure out artifacts or other objects.
Name: Immunity
Description/Effects: This just adds a few additional possible immunities to the list, otherwise no other changes to Immunity-49.
Roll 1d20
1. Acids/Corrosives
2. Biological Attacks/Disease
3. Chemicals/Drugs/Poisons
4. Cold
5. Draining/Life Leech
6. Electricity
7. Gas Attacks
8. Heat
9. Lasers/Light
10. Mental Attacks
11. Microwaves
12. Neural Attacks/Paralysis
13. Radiation
14. Sonics/Sonic Attacks
15. Suffocation
16-20. Reroll
Name: Interior Moisture Reservoir
Description: Like a camel, the mutant has an internal water reservoir (most likely located in the buttock and stomach area), which collects residual moisture in the body that can be used later on to provide the mutant with an emergency water source in circumstances where there is none unavailable. Effects: The mutant can survive for a full week without water.
Name: Invisibility
Range: Body
Usage: twice per day per Rank
Duration: 10 minutes
Defense Value: -25 while Invisible
Hazard Check: type A Willpower to activate
Hazard Check: type F Perception to be seen
Description/Effects: The mutant's body possesses cells that may be altered through concentration, so that light passes right through them making the character transparent and potentially invisible. An invisible creature also masks its heat source. When a mutant wants to become invisible he must concentrate and make a type A Hazard check, however the strain on his body from going invisible causes his to take 1d6 points of damage each time he goes invisible.
Name: Kinetic Absorption
Usage: twice per day per Rank
Duration: as Willpower in Rounds
Description/Effects: This mutation negates the first 15 points of physical damage per round. Damage from energy weapons is applied normally.
Name: Radar/Sonar
Range: 30 meters
Strike Value: +5
Description/Effects: Character has enlarged ears or antennae, allowing him to use radar or sonar to navigate. He can move normally in negative visibility conditions and adds 5 to his SV in Physical Combat. Range is tripled if the character also has Heightened Hearing. The character takes 2d6 damage from loud noises and triple damage from Sonic attacks. He emits high-pitched beeping sounds except when asleep and thus signals his presence to those who can hear high frequencies.
Name: Shape Change
Usage: twice per day per Rank
Duration: as Willpower in minutes
Description/Effects: The mutant can assume the shape of any insect, mammal, or reptile that he has seen and studied up close. It takes 3 rounds of concentration to change shape and the shape lasts for his Willpower in minutes or until the mutant decides to resume his own shape. Once changed, the mutant gains all of the new shapes physical characteristics (such as fins or wings, but not mutations) and the mutants own attributes don’t change. For example, if the new form can climb, fly or swim, the mutant can now do that, but his ability is based off of his own attributes.
Name: Skeletal Enhancement
Description/Effects: The mutant’s body structure is stronger than normal, with thicker bones and reinforced joints. This allows the mutants body to negate the first 10 points of physical damage per round, and it reduces fall damage by 50%. Unlike Kinetic Absorption, this mutation is always active.
Name: Transfusion
Description/Effects: The mutant is able to heal another person, but not himself, by touching the wound. See Healing Touch-43 to determine the mutant's level of the mutants healing ability. The mutant can only heal a person once per day in this manner. Each time the mutant uses Transfusion he suffers ld4 points of damage to himself. Plants can only use this power on other plants. Mutants can use this power on other people but not plants.
Name: Ultravision
Description/Effects: The mutant sees into the ultraviolet spectrum and also "sees" radiation intensity, electro-magnetic energy and the presence of mutation effects that impact on the environment. He is blinded for 1 minute if he looks directly at a laser beam.
That's our list of new prime mutations, hope you like them.
I would like to say that I give all credit where credit is due, to both the creators of Gamma World, and to William McAusland, and I am in no way laying any claim to any of their material, printed or otherwise.
Ok, now on to the fun stuff, any ideas or comments are welcome.
Name: Air Sail
Description/Effects: The character's body incorporates a skin membrane structure that is similar to a parachute or wing that allows him to glide. A flying squirrel is an example of an animal with an air sail. The character glides 50% faster than he normally moves on foot. He must lose at least 1 meter of altitude for every 10 meters of forward movement. The Game Master may force a steeper decline in bad weather.
Name: Antlers
Strike Value: +5 per rack (pair)
Damage: 2d6 per rack
Description/Effects: The mutant’s head supports a rack (pair) of Antlers 1 to 2 meters long. If he already has one set, he grows a second. The antlers are useful in melee to gore or slash opponents. This attack can be used alone or in combination with other melee attacks, with strength and accuracy modifiers applied normally, plus, any weapon skill points adding to this mutation. For each rack, add +5 SV to the overall number and 2d6 DMG per rack on a successful strike. Relic helmets cannot be worn, nor shell class armor unless the mutant has the antlers cut off permanently. Antlers produce only a slight appearance penalty of -4 points per rack. Each rack adds 4kg to the mutant’s base weight.
Name: Blind Sense
Range: 10 meters
Description: The mutant has developed a sense that allows him to detect creatures within a limited range even in circumstances where normal vision is impaired (such as blindness, total darkness, or creature invisibility). This ability could take the form of Echolocation, Tremor Sense, or Vibration Sense, etc. The player and GM work out the exact specifics together.
Effects: The mutant gains the Blind Sense ability at a range of 10 meters. Cover, darkness, and invisibility are irrelevant to this enhanced sense. The mutant does not usually need to make Perception checks to notice creatures within the range of his Blind Sense (but GM has final say).
Name: Carapace
Description/Effects: Character develops a thick protective insect like carapace shell over either part or all of his body. Depending on the thickness rating of the specified shell, defense value, movement rate, body weight, and appearance are adjusted. Due to the way this armor folds at the joints, juts and curves, etc. no relic armor other than ballistic, riot and bomb squad armor can be worn, while combat armor can be modified if given d6+1 days to adjust it. A punch, kick, or head-butt from this character will inflict 2d6 base damage as opposed to d6. Roll 1d6. On a roll of 1 or 2, the character develops a Total Carapace. On a roll of 3-6, the character develops a Partial Carapace.
D6 Shell Defense Move App Wt
Rating Value Penalty Penalty
1-2 Partial -25 -2.5m -d6+3 +60kg
3-6 Full -50 -1.25m -d6+8 +35kg
Name: Chameleon Powers
Description/Effects: This mutation allows the character to automatically blend into any background. His body coloration automatically matches the colors of any background that is within a meter of him. His skin (or leaves) continuously change as the mutant moves. The character's body odors are also masked by a chemical discharge. The mutant can decide to make his skin any single color not related to his background, or can choose to look like his normal self. Be aware that clothes or other belongings do not change color. When Chameleon power is activated, the character is treated as if he has 3 points in the Stealth Skill.
Name: Dual Brain
Description/Effects: Character has two brains (but not necessarily two heads) both of which work normally and each of which has a full set of Mental Mutations (roll only for mutations in the additional brain when this mutation occurs). Characters with this mutation get a +10 bonus on die rolls when figuring out artifacts. When undergoing a Mental Attack, two separate attacks are rolled (one against each brain). If either fails, the Mental Attack is unsuccessful. Character can make two Mental Attacks of his own (one per brain) or one Mental and one Physical Attack per Turn. Both brains have/use the same Intelligence and Willpower attributes.
Name: Duality
Description/Effects: Character can do two unrelated things at once within the physical limits of his body. He can, for example, make 2 attacks of any type(s) in a Turn. If the character also has a Dual Brain, he can do four things at once.
Name: Elongation
Usage: as Willpower in Rounds
Description: The mutant’s tendons, muscles, and cartilage have developed to allow for extreme stretching without tearing. This permits the mutant to extend her arms, legs, neck and torso to almost twice their normal length without ill effect.
Effects: By extending his limbs, the mutant can add 5 feet to his reach. Optionally, the mutant can instead increase his base movement by 2 meters (he cannot do both simultaneously). Elongating his body stresses the tendons and muscles and cannot be maintained indefinitely without harm. A mutant can elongate for 1 round per point of Willpower per day (minimum 5 rounds).
Name: Emergency Displacement
Range: 60 meters
Usage: once per hour
Description/Effects: Character's body automatically displaces itself to avoid danger. The point to which the body displaces must be within 60 meters of the character and is chosen by the GM. When use of this power would place the character in greater danger, the power will not operate. Thus, a character would not be transported out of a lifeboat into the icy seas simply because he was being threatened. If a hostile passenger's knife was rapidly descending toward his throat, however, the mutation might cause him to be displaced.
Name: Energy Absorption
Range: Body
Usage: Constant
Duration: Constant
Description/Effects: The mutant can absorb an amount of damage equal to your characters Healing Rate +5 points per Rank from each attack involving energy weapons (lasers, etc) or radiation. The energy is then dissipated harmlessly into the air.
Name: Energy Reflection
Range: 5 meters
Description/Effects: The character can reflect 50% of any damage, up to a maximum of 10 points per attack, of any damage done to him from a particular type of physical energy attack. Roll a d6 to determine the exact type of energy reflected, 1-cold, 2-electricity, 3-heat, 4-light, 5-microwaves and 6-radiation. To find the direction that the energy is reflected, roll a 1d8, with 1 being the direction of the original attack. The beam automatically hits inanimate objects, but must still roll to hit against any moving or living targets. Use the original attacker's To Hit for this attack.
Name: Expanded Optic Orbit
Defense Value: -10
Description: The skull of the mutant has evolved to allow a special kind of eye movement. The orbit (socket) of each eye is much deeper than normal and new eye muscles have developed along the interior walls of the cavity. These new muscles allow the mutant to instinctively pull his eyes back and into his skull when they are threatened. In effect, the eyes of the mutant retract back and down into the head, out of harm’s way.
Effects: A mutant with this mutation looks normal most of the time, but when his eyes are threatened, they sink back, leaving hollow, empty holes. This mutation negates the effects of weapons, devices, or other effects that cause blindness.
Name: Gamma-Ray Visual Sensitivity
Description: This mutation allows the mutant to literally “see” emissions of gamma rays within his field of vision.
Effects: Such emissions appear as bright glowing patches or “auras,” warning the mutant of a dangerous area, object, or creature (the GM is only required to describe the aura as dim for low radiation levels, bright for higher levels, or brilliant for extremely high levels). The range of the mutant’s detection is roughly equivalent to his natural sight.
Name: Hands of Power
Range: by power
Usage: twice per day per Rank
Strike Value: by power
Damage: by power
Hazard Check: by power
Description/Effects: Character can assault anything in range with one of 4 powers. Roll 1d4 to determine which one he has.
Roll 1d4
1. Hot hands; your hands emit a blast of searing flames (see Heat Pulse-44 for exact effects).
2. Electrical Hands; your hands emit an arc of lightning (See Electrical Pulse-31 for exact effects).
3. Gamma Hands; your hands emit a burning blast of Radiation (see Radioactive Pulse-68 for exact effects).
4. Withering Hands; your hands cause the victim to age 1d10 years. You have a SV +10 to TOUCH your victim. Upon a successful attack, the victim must make a Willpower based type G Hazard Check or immediately age 1d10 years.
The character is unaffected by the power emanating from his own hands.
Name: Heightened Precision
Range: Line of Sight
Duration: Combat or 10 minutes
Strike Value: +10
Damage: +2d6
Hazard Check: type B Perception check
Description/Effects: The character has a talent for instantly finding any weaknesses in objects, opponents and structures. The character spends one turn examining his target and making his hazard check. If the hazard check is successful, he gains a bonus to his SV and DMG for the next 24 hours. Or he can add a +10% to any hazard check made when attempting to figure out artifacts or other objects.
Name: Immunity
Description/Effects: This just adds a few additional possible immunities to the list, otherwise no other changes to Immunity-49.
Roll 1d20
1. Acids/Corrosives
2. Biological Attacks/Disease
3. Chemicals/Drugs/Poisons
4. Cold
5. Draining/Life Leech
6. Electricity
7. Gas Attacks
8. Heat
9. Lasers/Light
10. Mental Attacks
11. Microwaves
12. Neural Attacks/Paralysis
13. Radiation
14. Sonics/Sonic Attacks
15. Suffocation
16-20. Reroll
Name: Interior Moisture Reservoir
Description: Like a camel, the mutant has an internal water reservoir (most likely located in the buttock and stomach area), which collects residual moisture in the body that can be used later on to provide the mutant with an emergency water source in circumstances where there is none unavailable. Effects: The mutant can survive for a full week without water.
Name: Invisibility
Range: Body
Usage: twice per day per Rank
Duration: 10 minutes
Defense Value: -25 while Invisible
Hazard Check: type A Willpower to activate
Hazard Check: type F Perception to be seen
Description/Effects: The mutant's body possesses cells that may be altered through concentration, so that light passes right through them making the character transparent and potentially invisible. An invisible creature also masks its heat source. When a mutant wants to become invisible he must concentrate and make a type A Hazard check, however the strain on his body from going invisible causes his to take 1d6 points of damage each time he goes invisible.
Name: Kinetic Absorption
Usage: twice per day per Rank
Duration: as Willpower in Rounds
Description/Effects: This mutation negates the first 15 points of physical damage per round. Damage from energy weapons is applied normally.
Name: Radar/Sonar
Range: 30 meters
Strike Value: +5
Description/Effects: Character has enlarged ears or antennae, allowing him to use radar or sonar to navigate. He can move normally in negative visibility conditions and adds 5 to his SV in Physical Combat. Range is tripled if the character also has Heightened Hearing. The character takes 2d6 damage from loud noises and triple damage from Sonic attacks. He emits high-pitched beeping sounds except when asleep and thus signals his presence to those who can hear high frequencies.
Name: Shape Change
Usage: twice per day per Rank
Duration: as Willpower in minutes
Description/Effects: The mutant can assume the shape of any insect, mammal, or reptile that he has seen and studied up close. It takes 3 rounds of concentration to change shape and the shape lasts for his Willpower in minutes or until the mutant decides to resume his own shape. Once changed, the mutant gains all of the new shapes physical characteristics (such as fins or wings, but not mutations) and the mutants own attributes don’t change. For example, if the new form can climb, fly or swim, the mutant can now do that, but his ability is based off of his own attributes.
Name: Skeletal Enhancement
Description/Effects: The mutant’s body structure is stronger than normal, with thicker bones and reinforced joints. This allows the mutants body to negate the first 10 points of physical damage per round, and it reduces fall damage by 50%. Unlike Kinetic Absorption, this mutation is always active.
Name: Transfusion
Description/Effects: The mutant is able to heal another person, but not himself, by touching the wound. See Healing Touch-43 to determine the mutant's level of the mutants healing ability. The mutant can only heal a person once per day in this manner. Each time the mutant uses Transfusion he suffers ld4 points of damage to himself. Plants can only use this power on other plants. Mutants can use this power on other people but not plants.
Name: Ultravision
Description/Effects: The mutant sees into the ultraviolet spectrum and also "sees" radiation intensity, electro-magnetic energy and the presence of mutation effects that impact on the environment. He is blinded for 1 minute if he looks directly at a laser beam.
That's our list of new prime mutations, hope you like them.