Gamma Terra Revisited Dragon Magazine #194 New Mutations

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    Create even more bizarre GAMMA WORLD game mutantswith these new mutations

    Now that TSR has unleashed theGAMMA WORLD 4th Edition game on thegaming public, players once again canenjoy that marvelous class of characterabilities: mutations. Oh, sure, there arepure strain humans and robots onGamma Terra, but the vast majority ofGAMMA WORLD game players like to playmutated humans, animals, and evenplants. Why? Because the combination of

    mutations generated for a GAMMAWORLD player character is unique toeach individual. Characters do not usuallybelong to races, so no other characterhas that singular mix of mutations, skills,and nowin the 4th Edition gamechar-acter classes.

    Creating new mutations is also one ofthe big kicks for GAMMA WORLD gamemasters. It is always enjoyable to see aplayers eyes go wide when she rolls amutation she has never heard of or hearshow a previously known mutation is nowslightly different.

    This article is an expansion of the Physi-

    cal Mutations table on page 18 of theGAMMA WORLD rulebook and incorpo-rates new and altered physical mutations.Some mutations have been expanded toinclude more options within their originaldefinitions, while others are completelynew. By perusing this list of new powers, aGM may learn how to combine existingmutations and devise new ones to suit hisown particular campaign. GMs shouldfeel free to reassign the percentages listedhere if any of the mutations are inappro-priate for the campaign.

    lands of Gamma Terra.

    In any case, there is more variety in thisnew list due to the additions and redefini-

    tions, which ultimately means moremutants roaming the strange and savage

    by Kim EastlandArtwork by Tom Baxa

    Mutation descriptions

    Anti-NecrobiosisPhysical; Automatic, no MP

    The mutant undergoes necrobiosis, thenatural death of tissues caused by wear oraging, at an incredibly slow rate. Thecharacter ages so slowly that his naturallifespan is 500+1d100 years. The mutantwith this power is not immortal; she can

    be killed in an accident or combat. Agingeffects of any kindnatural, mutational,magical, or by deviceage the characteronly 20% of the normal effect. Further-more, this mutation allows the characteran additional +3 bonus on any Healthrolls vs. disease, poisons, or radiation.

    Darkness CreationPhysical; Activated, MP 4d6-L

    The mutants body can absorb light, witha radius of 5 + (MP modifier) meters. Theeffect lasts for 1d10+(MP modifier) rounds.This darkness blocks all illumination intothe area up to an intensity equal to that of a

    glow cube. All other brighter lights, such asfloodlights, arc lamps, the Photogenerationmutation, etc., have their intensities andtheir ranges halved. A PC mutant cannotsee in his own area of darkness, but it isrumored that some creatures with thismutation can see in it as if it were daylight.Lowlight amplification mutations anddevices do not work in a Darkness Creationarea, though infravision and ultravision dowork. Once activated, this darkness existsuntil either the mutant switches it off orthe duration ends, even if the character isunconscious or dead.

    DefectsPhysical; Varied

    Most of the physical defects have been

    gathered under this heading in the mastertable. Roll 1d12 and consult the subtableto see which defect the character has.Remember, no PC can have more thanone physical defect. Most of these defectscan be found in the rulebook, but thePhased Out and Uncontrollable PowerWave defects are new and explained here.

    Phased Out (Physical; GM Activated,MP 4d6-L): The GM rolls this defective ver-

    sion of the new Phasing mutation onceper day. First, roll a hi/low die and 1d12.This will determine what hour of the day,starting at midnight, the defect will occur.Second, the GM rolls to activate the defect;a +2 modifier is allowed if the characteris involved in stressful activity, such ascombat. Third, the GM rolls 1d10 + 10 forthe number of rounds the defectivemutant will be Phased Out.

    Uncontrollable Power Wave (Physi-cal; GM Activated, MP 4d6-L): The GM rollsthis defective version of the new PowerWave mutation once per day. When thecharacter is created, the GM must consult

    the Power Wave mutation for range, dam-age, and so on, then roll on the revisedHands of Power mutation subtable to seewhat kind of power is emitted. Next, herolls a hi/low die and 1d12 to find at whathour of the day, starting at midnight, thedefect occurs. Finally, at the appointedtime, the GM rolls to activate the defect; a+2 modifier is allowed if the character isinvolved in stressful activity, such as com-bat. The Uncontrollable Power Wavemutation causes tremors within theplayer character that he can feel, occur-ring 1d4+2 rounds before the actualexplosion of energy.

    Since this is an extremely difficult defectfor the character to play with, the GM maywish to grant the player character an

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    additional saving throw when the defectactivates. Whenever the character startstrembling, the player can be allowed aMS + IN modifier roll to keep the explo-sion from occurringa willpowerattempt made by the character to containhis explosive nature.

    FlightPhysical; varied

    The mutant can fly by a specific meansthat is rolled on the Flight subtable using1d6. When maneuvering while flying, theMP Score is used instead of the DXAttribute. Details on each new type offlight follow (some have been changedfrom the rulebook):

    Gas Bags (Plant; Activated, MP 4d6-L):See the rulebook, page 32.

    Wings (Automatic, MP 4d6-L): See therulebook, page 47.

    Air Sail (Automatic, MP 4d6-L): See the

    rulebook, pages 26-27.Whirling (Activated, MP 4d6-L): Thecharacter can spin his body and whirl hisarms at great speeds. While doing this, hecan fly or hover in place like a helicopter.He has a flying speed of 10 + (MP modi-fier). A spinning character can maneuverin the air as well as one with wings, but hedoes tire more quickly and so can onlywhirl for a number of minutes equal tothis MP score. Once on the ground, hecannot fly for at least an hour.

    While whirling, he has a +1 bonus tohis AC, and no one with less than a PS of40 and a DX of 30 can grasp or wrestle

    him. While whirling, themutant can still make

    and +1 damage bonus. However, a spin-ning character can perform no otheraction except this attack or flying. He can-not dive or perform mental mutationsunless he has the Dual Brain mutation,

    Energy Release [Activated, MP 4d6-L):The mutant can focus and expel a certain

    type of energy about herself; whendirected below and behind her, thisenergy propels her through the air. Thetype of energy is up to the character whenshe is created. Heat, sonics, gravitic waves,and magnetic pulses are the most com-mon types. The energy surrounding heralso grants her a +2 AC bonus. The airspeed for this type of flight mode is20 + (MP modifier), but never slower thanhalf of that. This energy release is so pow-erful that a -2 modifier is applied for thepurpose of maneuvering. A character canfly this way for 1d6 +2 + (MP modifier)rounds before she must land. She need

    not rest, but she must build up the energyagain for three hours.The mutant can do little else than fly

    when this mutation is activated, but shecan use this flight to attack. She does thisby flying into the target, using her body asa powerful ram. This causes (2+MP modi-fier) 1d6 bludgeon damage to the target,with damage to the flyer equaling 2 + (MPmodifier). The mutant can control or emitthis energy in no other way.

    Note: If the mutant has one of thepower attack mutations and it is the sametype as the energy release mutation sheuses to fly, she is allowed this power

    attack while flying.

    Gas GenerationUse the Gas Generation mutation in the

    rulebook on page 33, but roll 1d10 on theappropriate subtable on the Revised Phys-ical Mutation List. The first six types of gasare described in the rulebook; the othersare detailed here.

    Partial Nerve Damage: Treat as theDiminished Sense: Touch defect while thegas lasts.

    Extreme Irritation: Treat as the DoubledPain defect while the gas lasts.

    Molecular Agitation: Treat as Pyrokine-sis to everyone in the area, building updamage per round as per the mutation.

    Molecular Insulation: Treat as Cryokine-sis to everyone in the area, building updamage per round as per the mutation.

    Hands of PowerThis expands and slightly revises the

    existing mutation, given in the rulebook

    on page 33. The mutations description isthe same, but roll 1d12 on the expandedsubtable to determine the type of energyreleased. Energy types are detailed here:

    Zapping Hands: Bolts of electricity.Hot Hands: Microwave heat.Laser Hands: Short-range laser beams;

    players choice of what kind.Gamma Hands: Deteriorating radiation

    causing 3d6 damage only; no other checksneed be made.

    Cold Hands: Shimmering waves of arc-tic cold; can even freeze liquids.

    Weed-Whacker Hands: Defoliatingwaves of sonics that damage only plant

    life.Blaster Hands: White flash and a bang,an unarmed attack as aphysical combat action,with a +2 THAC

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    just like the blaster weapons.Disrupter Dukes: Accelerated charged

    particles fired; damage is increased to3d8+ (MP modifier).

    Gravitic Pulse Paws: No damage, buthalves targets movement rate and num-bers of actions performed by increasing

    the gravity around it.Fluctuating Fists: Hands emit alternat-ing heat waves and cold blasts, damaginglike Hot and Cold Hands to living targets,but causing double damage to materialssusceptible to expansion and contraction:concrete, metal, plastics, etc.

    Stun Mitts: A magnetic pulse that doesno damage but acts as a stun ray pistol.

    Alternating Emissions: Roll 1d10 on thischart each time the mutation is used tosee what energy is emitted (Stun Mittscannot be generated with this form of themutation).

    Improved VisionPhysical; Automatic, No MPThis mutation entry simply combines

    similar, existing mutations.

    InsomnusPhysical; Permanent, No MP

    The mutant has little or no need forsleep. Roll 1d6 and consult the table belowto see what sleep the mutant may require:

    1d6 Sleep needs01-03 Mutant needs four hours of sleep

    every 24 hours

    04-05 Mutant needs two hours of sleep

    every 24 hours06 Mutant needs no sleep at all

    Material TransformationPhysical; Activated, MP 4d6-L

    The mutant is able to touch a certaintype of material and transform it intoanother material. The area affected is theitem touched, plus any amount of the samematerial connected to it within a l-meter

    radius. If dealing with a large area like awall, the depth of the material transformedis 30 cm (about a foot). The materialsaffected are established upon the creationof the character and never change. Anexample of this mutation is the hoops abil-ity to transform metal into rubber. Thetransformation is permanent until some-one with the reverse Material Transforma-tion power changes it back. The mutant

    1d100

    0102

    03

    04-0506

    0708-11

    01

    02

    03

    0405

    06

    0708

    0910

    11

    12

    Mutation

    Anti-Life LeechAnti-Necrobiosis (N)Bodily Control*Carapace*Chameleon Power*Darkness Creation* (N)Defects (C)

    Achilles Heel (D)Allergy (D)

    Attraction Odor (D)Chemical Susceptibility (D)Diminished Sense (D)Doubled Pain (D)Energy Sensitivity (D)Fadeout (D)

    Nocturnal (D)Photodependent (D)Phased Out* (D,N)

    12

    13-1415

    16

    17-1801

    Uncontrollable Power Wave

    (D,N)Density Control (Self)*Dual BrainEnergy Absorption*Energy Metamorphosis*Flight*

    Gas Bags*02-03 Wings*04 Air Sail*05 Whirling (N)

    06 Energy Release (N)

    19 Gas Generation*01 Stench02 Blinding03 Poison, Debilitative04 Hallucinogenic05 Paralytic

    Revised Physical Mutation List

    06 Burning

    07 Partial Nerve Damage (N)

    08 Extreme Irritation (N)09 Molecular Agitation (N)10 Molecular Insulation (N)

    20-21 Hands of Power*01 Zapping02 Hot03 Laser

    04 Gamma05 Cold (N)06 Defoliating (N)

    must roll 1d12 to determine what materialis affected and 1d6 to determine whatmaterial results. Any duplication, such aswood into wood, must be rerolled.

    Material touched (rol l 1d12)

    1. Duralloy

    2. Leather3. Plastic4. Stone or rock5. Wood6. Synthetics (e.g., nylon)7. Rubber8. Bone9. Cloth10. Glass11. Pottery or ceramics

    07 Blaster (N)

    0808 Disruption (N)Disruption (N)

    0909 Gravity Pulse (N)

    1010 Fluctuating (N)Fluctuating (N)1111 Stun (N)Stun (N)

    12 Alternating Emissions (N)Alternating Emissions (N)

    2222 Heightened BalanceHeightened Balance

    23-2623-26 Heightened Physical AttributeHeightened Physical Attribute

    2 72 7 Heightened PrecisionHeightened Precision

    28-29 Heightened SenseHeightened Sense

    3030 Heightened Speed*Heightened Speed*

    31-3231-32 ImmunityImmunity

    33-3433-34 Improved Vision (C)Improved Vision (C)

    01-0201-02 Infravision*Infravision*

    03-04 Night Vision*Night Vision*0 5-06 Ultravision*Ultravision*

    35 Insomnus (N)Insomnus (N)

    3636 Kinetic Absorption*Kinetic Absorption*

    3737 Material Transformation* (N)38-39 Multiple LimbsMultiple Limbs

    40-69 New Body Parts (C)

    7070 Phasing* (N)71 Photogeneration*Photogeneration*

    7272 Plasma Spheres* (N)Plasma Spheres* (N)7373 Poison*Poison*

    74 Power Touch* (N)

    7575 Power Wave* (N)Power Wave* (N)

    76-7776-77 Regeneration*Regeneration*7878 Shapechange*Shapechange*

    7979 Shapechange Into Object* (N)

    8080 Silence Field* (N)Silence Field* (N)

    81-8381-83 Size ChangeSize Change84-85 SonarSonar

    86 Sonic Blast*Sonic Blast*878 7 Sonic Roar* (N)Sonic Roar* (N)

    8888 Sound ImitationSound Imitation

    89-9189-91 Transfusion*

    92 Vocal ImitationVocal Imitation

    93-9493-94 Zip Healing* (N)

    95-9695-96 New GM-created mutationNew GM-created mutation

    97-99 Roll two mutations, rerollingRoll two mutations, rerollingthis resultthis result

    00 Player chooses one mutationPlayer chooses one mutation

    * Mutation has a power score; roll 4d6-L* Mutation has a power score; roll 4d6-L(C) The new mutation selection com-(C) The new mutation selection com-

    bines previously separated mutationsbines previously separated mutationsunder one headingunder one heading

    (D) Defect(N) New or altered mutation

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    metal)12. Metal (roll a hi/low die for soft or hard

    Resultant material (roll 1d6)1. Fleshlike, organic, living substance2. Rubber3. Wood

    4. Leaflike fiber5. Glass6. Metal (roll a high/low die for soft or

    hard metal)

    New Body PartsPhysical; Automatic, No MP

    This mutation is similar to that found inthe rulebook on page 39, but combines allthe unusual body parts under this head-ing. These include such standards as Pho-tosynthetic Skin, Gills, Horns and Antlers,Poor Dual Brain (D), Poor Respiration (D),Quills or Spines, Skeletal Enhancement,and so on, along with any new ones the

    GM wishes to add. Once this selection isrolled, the player has a 10% chance for adefective new or altered body part. Other-wise, he should select a beneficial muta-tion, with the GMs guidance.

    PhasingPhysical; Activated, MP 4d6-L

    Once per day, the mutant can vibratethe molecules of her body (and all itemsshe is wearing and carrying) so that shemoves out of phase with the worldaround her. This does not affect the statusof anyone else, but it allows the mutant totravel through any substance except a

    force field at a movement rate of 3. Whilephased, the character still requires nor-

    mal light to see but appears to others as aghostlike form not easily recognizable.She cannot affect nonphased creatures inany way, nor can they affect her withoutbeing Phased themselves. Phased charac-ters can react to each other normally, as ifon the same plane of existence.

    The duration of this mutation is20 + (MP modifier) rounds. The charactercan phase back into real time/space eitherthrough her own desire or because themutations duration has lapsed normally.If a mutant, for any reason, suddenlyPhases back to her normal state while anobject intersects her body in any way, shesuffers terrible damage equal to half hernormal available hit points (not her cur-rent total, but her normal maximum) ifless than half her body intersects theobject. If more than half of her body isinterrupted by solid matter, instant deathresults. In either case, she loses whatever

    body parts were molecularly bonded withother materials.

    Plasma SpheresPhysical; Activated, MP 4d6-L

    By activating this mutation, the charac-ter can create a sphere of invisible, stable,low-grade plasma by merely touching asurface. The sphere is 1 cm in diameterand can be seen by only the mutant pro-ducing it and anyone with Ultravision orthe proper detection equipment (which isextremely rare). The sphere remainswherever the mutant creates it, whetheron a path, an item, in a doorway, etc. If

    anyone else touches the sphere, itexplodes immediately in a 2-meter radiusfor 1d8+ (MP modifier) damage. A forcefield touching the sphere will not detonateit, so it is possible for someone with aworking force field to step on a sphereand not detonate it. This mutation gener-ates an unusual plasma energy that is notincluded in the standard Energy Absorp-tion, Reflection, or Conversion mutations.The mutant can create 4+ (MP modifier)

    spheres per day. Untouched spheres fadeaway after 1+ (MP modifier) hours.

    Power TouchPhysical; Activated, MP 4d6-L

    This mutation is similar to Hands ofPower, and the type of energy emitted is

    rolled on the table under that mutation.This mutation differs from the latter,though, in that: a) the mutant must touchhis target to cause damage (make a suc-cessful Unarmed Combat attack if target isunwilling); b) the damage is 1d6+ (MPmodifier); c) the mutant can store 10 + (MPmodifier) blasts; and, d) one blast is regen-erated every hour.

    Power WavesPhysical; Activated, MP 4d6-L

    The mutant has the power to emit spe-cial energies from his body, somewhatlike the Hands of Power mutation. How-

    ever, the blast affects a 15-meter-radiusarea from the user, plus 1 meter per MPmodifier. The damage is still 3d6 + (MPmodifier), but it radiates out in wavesfrom the mutant for 2 + (MP modifier)continuous rounds, even if he moves orperforms other actions. Once started, itstops only if the mutant loses conscious-ness or dies. The mutant is completelyimmune to the effects of this power, no

    matter what the source. Once the wavesstop, two hours are required to regener-ate another blast. Roll on the expandedHands of Power mutation subtable for thetype of energy emitted.

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    greatly increased healing is an attempt tomake the game more playable inextremely tough situations. Other muta-tions, such as Transfusion, may also bealtered like this.)

    Shapechange Into ObjectPhysical; Activated, MP 4d6-L

    The mutant can assume the shape of anyitem or nonsentient geographic feature(such as a normal tree, a boulder, etc.) thatshe has touched for at least two consecu-tive turns. A Difficulty rating modifier may

    be assigned by the GM based on how differ-ent the size and shape is from the beingsoriginal form. This change allows themutant to duplicate any of the natural phys-ical abilities of the assumed form, such as aswords edge and, thus, its damage, butdoes not duplicate the inner mechanical orenergy workings, or magical or mutationalabilities, such as a laser beam (though shecould look like a laser pistol), an internalcombustion engines ability to burn gaso-line and run, etc. It takes one torn to trans-form. Unlike the other Shapechangemutation, all the beings gear or clothing

    Silence FieldPhysical; Activated, MP 4d6-L

    The mutant can generate a field ofsilence around himself that extends in aglobe with a radius of 2 + (MP modifier)meters. Once activated, the field lasts for

    10+ (MP modifier) rounds, whether or notthe mutant loses consciousness. Themutant can store enough energy to create1+ (MP modifier) silence fields. It takes fourhours to regenerate a field. The field com-pletely negates all sound within it, includ-ing sonic attacks. Anyone in this fieldduring a sonic attack is also exempt fromits damage. The player characters cannottalk with anyone within the field, as nosound can be heard at all, including pleasof help beyond the partys line of sight. Asilence field grants the user a +4 to anyStealth or Surprise roll he must make.

    transform with her, as long as she is notheavily encumbered.

    While changed, the character retainsher mental mutations and awareness (IN,MS, a Perception of 4, and her own per-sonality), but is immobile (the mutant can-not transform into any device ascomplicated as any type of functionalvehicle). It is up to the GM to determinewhat physical mutations she keeps, if any,when the mutant changes.

    The duration of this mutation is muchshorter than the normal Shapechange

    mutation, being (5+ (MP modifier)) x 10rounds.

    Sonic RadarPhysical; Activated, 4d6-L

    This mutation is similar to the SonicBlast mutation, with two important excep-tions: a) it is not a projected sonic beam,but an area-effect attack with a radius of10+ (MP modifier) meters; and, b) themutant can use this attack once every10-(MP modifier) rounds.

    Zip HealingPhysical; Activated, 4d6-L

    This mutation differs from Total Heal-ing, so it has been moved to the physicalmutation list. This mutation reflects the

    bodys recuperative powers, not a men-tal attempt to override pain or talk thebody into something. (The faster,

    Replace the first paragraph of the TotalHealing mutation, found in the rulebook

    on page 47, with: The character can com-pletely heal himself of all his lost hit pointsonce per 24-hour period. He can do thisup to (MP modifier)-1 times per week, butnever less than once per week. It takes4-(MP modifier) rounds for all these hitpoints to return, but always at least oneround. The GM can figure out what per-cent of the lost hit points return every tornif necessary. The healing mutant may donothing more than stand or lie downwhile he heals. He must consume threetimes the normal food and water rationseach day that he uses this mutation.

    The second paragraph of the Total Heal-

    ing mutation stands unaltered except forthe last sentence, which should read,One attempt can be made at the end ofevery round of healing, if the healingmutant has uninterrupted concentration.

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