; GW1MUT.ipt ; created 8/29/2020 3:08:18 PM : This is a library of all mutations for Gamma World 1.0 core rule book. : after library then a chart for each genotype : after i am complete I will make such librarys for each version and addons. : when finished I will make a MASTER file for each genotype that randomizes mutations among all versions : TABLE: GW1Mutation Roll: 1d6 01-02: Physical [@PhysicalMutations01] 03-04: Mental [@MentalMutations01] 05-06: Plant [@PlantMutations01] : : Physical Mutations TABLE: PhysicalMutations01 roll: 1d49 01-01: ATTRACTION ODOR (D): The mutant’s body secretes a substance which will attract carnivores. 02-02: BODY STRUCTURE CHANGE (D): Much latitude is left to the referee on this defect. Generally, this involves the replacement of essential elements, such as calcium in bones, with some other damaging substance that will lower the body’s resistance to outside force. Possible changes might include: lack of calcium in bones - they break easily; no body hairs - anywhere - beware of dust; only one eye in center of head - no depth perception; and so on. 03-03: CHAMELEON POWERS: This is the ability to change the body color in order to blend in with the surroundings. The color change will be almost instantaneous and, once changed, the mutant need not concentrate on the color(s) desired. It is left to the referee to determine the effectiveness of this mutation in any given situation. 04-04: DENSITY CONTROL: A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant’s body shrinks and becomes more dense. Shrinking raises the armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A oneeighth size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming more dense also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed. To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous. 05-05: DIMINISHED SENSE (D): One of this mutant’s senses (sight, smell, taste, etc.) will not function at normal levels (i.e., mutant may not smell an approaching predator or smell the burning woods he is in). 06-06: DOUBLE PHYSICAL PAIN (D): This defect causes the mutant to be so sensitive to physical pain that all damage sustained will be doubled. 07-07: ELECTRICAL GENERATION: This gives a being an “eel-like” ability to emit electrical shocks, each melee turn, for 3 dice (3d6) of damage to those touching the mutant. 08-08: FAT CELL ACCUMULATION (D): A mutant with this problem will be fat (twice as large as normal). The referee will determine how much this impairs the mutant’s movement and fighting ability. It is possible that only certain body parts, rather than the entire body, might be affected (such as the head, one arm, one thigh). 09-09: GAS GENERATION - MUSK: This gives the mutant a gas, or musk gland. Much like a skunk, the mutant may expel this musk or gas, causing repulsion, unconsciousness, or even death in the beings at which it is directed. Range: 10 meters. Suggestions: obscuring gas, irritating gas, paralysis gas, poison gas, poison musk, blinding musk, and so on. 10-10: HEAT GENERATION: This allows the mutant to cast beams Of heat from its hands (paws/tentacles) that do 4 dice (4d6) of searing heat damage. The beams have a maximum range of 15 meters and may be used every 3 melee turns. 11-11: HEIGHTENED BALANCE: Beings with this mutation are able to maintain their balance in difficult circumstances and will never fall into a pit, trip over a rope or wire, or land in any way but on their feet. If undisturbed, they can climb sheer walls and walk tightwires with no chance of falling. 12-12: HEIGHTENED CONSTITUTION: This adds 2 additional hit points for every point of the mutant’s constitution. It also gives an 18 resistance to poison and adds three points to the mutant’s radiation resistance. 13-13: HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may penalize such a mutant by reducing its armor class when it is encumbered. 14-14: HEIGHTENED HEARING: As the name suggests, this is the ability to detect and identify even the slightest noise up to 60 meters away. Because of this, any being with this mutation cannot be surprised (see SURPRISE). 15-15: HEIGHTENED PRECISION: This is the ability to determine weak points in opponents and structural weaknesses in material objects. Because of this, mutants with this ability do 2 dice of damage over and above all damage they would normally inflict with any weapon used. 16-16: HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this, cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with that being, such as campsite or possessions. 17-17: HEIGHTENED STRENGTH: This mutation allows its owner to cause 3 dice of damage over and above all damage he would normally inflict with non-powered weapons. 18-18: HEIGHTENED TASTE: Mutants with this ability can detect poisons at a touch of the tongue and can determine whether any given substance is edible. 19-19: HEIGHTENED TOUCH: Mutants with this power have a better chance to figure out the use of ancient devices (see ARTIFACT USE AND OPERATION). Given time, a mutant with heightened touch can “feel” the weak points of any given object. This ability could be very useful when trying to pick a safe, open a locked door, or escape from confinement. 20-20: HEIGHTENED VISION: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers). Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight. 21-21: HEMOPHILIA (D): The lack of blood clotting agents in the mutant’s blood causes serious bleeding in even the smallest of cuts. Once this mutant has lost even 1 hit point, he begins to bleed and loses 2 extra hit points per melee round until he has time to stop and bind his wounds. 22-22: INCREASED METABOLISM (D): This defect forces the mutant to spend great amounts of time feeding. It must carry large quantities of food when traveling, and in combat, must stop every 5th melee turn and spend one turn eating, before returning to battle, or lose 1 point of physical strength and 2 hit points each melee turn thereafter. NOTE: these losses are temporary (unless the mutant is killed) and may be replaced at the same rate if the mutant takes time out to eat. 23-23: INCREASED SPEED: Mutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a much shorter time than normal and, in combat, they are allowed to strike twice each melee turn. 24-24: INFRAVISION: This power allows the mutant to see any heat’ producing body. At night, everything will seem like day to this mutant. Flashes of heat, such as laser blasts, explosions, raging fires, or even torches at close range, will blind this being for a short period of time. The full light of day will also be painful if endured for any length of time. 25-25: LIGHT GENERATION: This is the ability to emit high candlepower beams of light through the eyes. The blinding effect (which works even in full daylight) incapacitates the viewers by lowering both their armor class and “to-hit” chance by 4 points for 1-4 (d4) melee turns. This is a flash much like a camera flash bulb, and is thus not generally useful as illumination for explorers. Effective range: 10 meters. 26-26: MULTIPLE BODY PARTS: Multiply any normal bodypart(except the brain), so that the mutant has a greater number of legs, or more eyes, or the complete use of 1-10 additional arms, etc. 27-27: NEW BODY PARTS: Add one or more parts, not usually found on the being in question, such as: third eye (in back of head), feelers (radiation sensitive), antennae (light sensitive), pincers, fur coat, feathers, radiation absorbing organ, and so on. 28-28: NO RESISTANCE TO BACTERIA (D): The mutant with this defect will have little or no resistance to sickness, making any infection or illness a serious thing. It is necessary to have disease causing agents in the game if this mutation is used. A cut from a dirty sword may cause blood poisoning. The scratch of the claws of certain meat-eating creatures may cause serious infection, or a simple cold, caught from a tribesman, may turn into pneumonia. All of these examples may cause up to 10 points of damage per day, and are very hard to cure. 29-29: NO RESISTANCE TO POISON (D): Exposure to any poison will kill this mutant unless the appropriate antidote is quickly administered. 30-30: NO SENSORY NERVE ENDINGS (D): This defect cancels the warning systems of the mutant’s body. Although the mutant cannot feel pain, he also cannot detect a surprise attack from behind, tell if his body has been punctured, or know when to regenerate lost hit points. This defect adversely affects the mutant’s ability to figure out ancient devices by adding 2 points to each die roll when trying to figure out ancient artifacts(see ARTIFACTS AND EQUIPMENT). 31-31: OVERSIZED BODY PARTS: This constitutes a beneficial increase in size to a certain part of the body which gives that part a corresponding increase in power. Example: larger eyes for greater vision, longer legs for greater speed, etc. Only one part of a being’s body may be so affected. 32-32: PARTIAL CARAPACE: A partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6. 33-33: PHOTOSYNTHETIC SKIN: This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heal lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at onehalf speed in periods of darkness. 34-34: PHYSICAL REFLECTION: With this mutation, the skin of the mutant reflects even the most intense forms of energy away from its body in random directions. This reflection should work for only one type of energy, such as: heat, sonic, radioactive, electrical, etc. 35-35: POOR RESPIRATORY SYSTEM (D): This mutant has trouble getting needed oxygen into the blood stream, making him weaker and requiring him to rest after fighting for 5 melee turns. Failure to rest after 5 rounds of combat causes this mutant to faint for 1-6 minutes after the 6th melee turn. 36-36: QUILLS/SPINES: These defensive weapons usually cover the mutant’s arms or legs. Treat the touch of each quill as doing dagger damage to the victim. Some mutants may be able to throw their quills at a distance (up to 3 meters). Spines are larger and stronger than quills. Each spine does 1-12 (d12) points of damage if it strikes a target, and these can be thrown in the same manner. Growth of replacement quills or spines takes a minimum of one week. 37-37: RADIATED EYES: This gives the mutant the power to emit a damaging blast of radiation through the lenses of its eyes (roll 3d6 to determine intensity) This power may be used once every 4 melee turns and has an effective range of 10 meters. 38-38: REGENERATION: This allows the being to heal itself and replace lost bit points. One hit point is regenerated per 5 kilograms of body weight per day. 39-39: SHAPECHANGE: This is the ability to assume the outward appearance of a mammal, insect, or reptile, but not have the abilities of the creature being mimicked. At the start of the campaign, the mutant must choose which of the above types of creatures it is to imitate. Completing the shapechange requires 2 melee turns of relative inactivity (making no attacks) on the part of the mutant. 40-40: SHORTER: To determine how short to make a mutant, roll percentile dice (2d10) two times for 0-99 results. Treat 00 as zero rather than 100 as is usual. Add the two results together. This gives the mutant’s height in centimeters. The change decreases the metabolic rate of the mutant and also causes a marked reduction in its ability to do damage to opponents in physical combat. Such small mutants will be very hard to hit in physical combat. The referee is to determine what these effects will be. 41-41: SKIN STRUCTURE CHANGE (DY As the name implies, the skin of the mutant changes for the worse. Suggestions: thin skin - add 1 point to each die of damage sustained; water soluble skin contact with water does 1 die of damage per melee turn; phosphorescent skin - mutant glows in the dark (enough to reveal position, not enough to see by); light sensitive skin - skin burns for 1-3 dice of damage when exposed to bright light. 42-42: SONIC ATTACK ABILITY: This is the power to generate high-frequency sound waves that are damaging to exposed tissues at short range. The damage amounts to 3 dice (3d6) and is not selective. All beings (except the mutant) within a radius of 10 meters are affected and the dice are rolled once, with each suffering that amount. Sonic attacks may be made once very 4 melee turns. 43-43: SYMBIOTIC ATTACHMENT: This allows the mutant to link with them nervous system of another creature. The mutant must first hit its victim with an attacking appendage (claw, fang, etc.) and then maintain contact for three melee turns. The mutant will then be in complete control of both bodies. If contact is broken, the control is lost; to re-establish control requires three additional melee turns. 44-44: TALLER: To determine how tall to make any given mutant, roll a die (d6) for a 1-6 result and add this to a basic 2 meters. This will yield beings ranging from 3 to 8 meters tall. For every additional meter of height over 2 meters, this mutant may add a bonus of 1 point to each of its damage dice when its strikes an opponent in physical combat with a non-powered weapon. However, for every 2 meters of additional height, this mutant must subtract 1 point from its “to hit” die roll when striking an opponent in physical combat. The number of hit points the mutant has is not affected. 45-45: TOTAL CARAPACE: The total carapace is a thick shell that covers the entire body of the mutant. It reduces all damage done to the mutant by half and raises its armor class to 4. This shell is cumbersome, and it reduces its owner’s movement rate by onefourth. 46-46: ULTRAVISION: This allows the mutant to see the ultraviolet end of the light spectrum. In addition to UV emissions, he will be able to see such things as: radiation, energy cells, mental mutations that affect the physical environment, and the electrical workings of machines. 47-47: VISION DEFECT(D): Mutants with this defect suffer from one of the many possible eye problems such as myopia, astigmatism, etc., but are not blind. They must subtract 4 points from their die roll to hit opponents in combat and they have difficulty seeing objects over 15 meters away. 48-48: WEIGHT DECREASE (D): This weakens the mutant so that it is slowed by one-fourth in every endeavor, with its physical strength reduced by one-fourth, as well. 49-49: WINGS: The growth of usable wings allows the mutant to fly through the air at a rate of 12 meters per melee turn. When flying, the mutant may carry no more than the equivalent of one-fourth of its own body weight. Mutants weighing over 80 kilograms will probably not be able to fly but can still make wingassisted leaps over objects such as walls or trees. : Mental Mutations : TABLE: MentalMutations01 roll: 1d49 01-01: ABSORPTION: A being with absorption is able to withstand an additional number of hit points of damage, equal to its current hit point total, of one of the following types of damage: Roll die (d6): 1 = cold, 2 = heat, 3 = light, 4 = paralysis rays, 5 = radiation, 6 mental blasts. 02-02: ANTI-REFLECTION (D: This dangerous defect gives the mutant a 25% chance, each time he uses a mental power, of having the attack or defense reversed. This would cause a mental attack to come back and damage the mutant instead of his target, and a mental defense to apply to the opponent instead of the mutant. 03-03: COMPLETE MENTAL BLOCK (D: This is the inability of the mutant to see or even come near (intentionally) one of the following types of things or creatures: Robotic, Technological (non-robotic), Plant, or Animal. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block. Only one creature of the types mentioned, i.e. a security robot, as determined by the referee, should constitute a mutant’s mental block. 04-04: CRYOKINESIS: This is the ability to cause living matter, water, or anything else that will freeze, to suffer cold damage and possibly freeze solid (referee’s discretion). On the first melee turn, 1 die (d6) of damage is done, and through undisturbed concentration, up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. The effective range of this mutation is 25 meters. 05-05: DEATH FIELD GENERATION: In one melee turn, this mutation drains all but one of the hit points from all beings within 20 meters. When a being uses a death field, he is not affected by it except that he can do nothing else for 1-20 (d20) melee turns, as he will be lying on the ground, nearly unconscious. 06-06: DE-EVOLUTION: This is the power to strip abilities from a mutant opponent by regressing it along its ancestral lines. If this power works (treat as a mental attack), it begins by taking away, permanently, the opponent’s greatest special ability (referee’s choice). On every subsequent melee turn, another special ability is thus removed, until the mutant’s opponent is returned to its original stock. This power lasts for the duration of one combat situation, however long that may take, has a range of up to 30 meters, and may be used once per week. 06-07: DENSITY CONTROL (others): Note the definition of Density Control (Self), #30 under PHYSICAL MUTATIONS, give it a range of 30 meters, and use it as an offensive or defensive power on other beings. 08-08: DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace their path at any time, even if blindfolded. 09-09: DUAL BRAIN: Any mutant with this power has 2 brains (not necessarily 2 heads), both of which function normally and which may have, between them, up to 3 additional mental mutations. This allows the mutant a minus 1 on all die rolls when trying to figure out any ancient artifacts (see ARTIFACT USE). When under mental attack, one brain may suffer the effects while the other keeps the mutant functioning normally (moving, striking, attacking, etc.). A Dual Brain allows two mental saving throws and if either one is successful, the mental attack on the mutant fails. Both brains have the same mental strength (rolled at the start of the campaign by the player), but any increase in mental strength due to surviving mental attacks is awarded at one-half the normal rate. 10-10: EMPATHY: This allows the mutant to sense the feelings (hate, fear, hunger, pain, etc.) of others. An empathetic mutant can force emotions on nonintelligent beings of any type (treat non-intelligent creatures as having a 12 for mental resistance). Thus a mutant could force a pack of wild dogs away in fear, or entice a food animal closer for the kill. Range: 30 meters. 11-11: EPILEPSY (D): This is a body paralysis that occurs for various reasons. When attacks come on, the body is unable to respond to the environment around it and remains motionless. The referee should set up a consistent set of variables to determine when these attacks come on (i.e. 10% chance per melee turn during physical combat, or 25% chance immediately preceding any combat situation, etc.). 12-12: FEAR IMPULSE (D): This mutation, for one reason or another, simply causes unreasonable fear of an object or animal and makes the mutant unable, for any reason, to look at that thing without feeling total fear and running away (dropping everything in the process). A six sided die is rolled to determine the object of fear. 1 = random mutated animal, 2 = random mutated insect, 3 = random non-mutated creature, 4 = any robot, 5 = any computer, 6 = any talking plant. The referee is to determine the specific creature involved, if any, in this fear impulse. 13-13: FORCE FIELD GENERATION: This endows the mutant with the power to create an invisible wall of energy through which physical objects may not pass. The wall forms around the body of the mutant (about 15 centimeters out) and will take 5 dice of accumulated damage (as though it were the mutant) before being forced down. The force field requires no effort to maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. Only one such force field may be generated by the mutant in a 24 hour period. 14-14: GENIUS CAPABILITY: Roll a six-sided die. The mutant becomes one of the following: DIE ROLL RESULT 1,2 A military genius with a plus 4 chance “to hit” with any weapon, and causes one extra die of damage to be inflicted. 3,4 A scientific genius who may subtract 1 point from each die roll when trying to figure out ancient artifacts (see ARTIFACTS & EQUIPMENT). Any weapon this mutant makes, such as a crossbow, sling, trap, etc., will do 4 extra points of damage with each hit. However, it takes three times as long for this mutant to make any given weapon of this type. 5,6 An economic genius who will be able to turn a triple profit on anything he or she tries to sell, and possesses the charisma bonus (+ 3) of a Pure Strain Human. 15-15: HEIGHTENED BRAIN TALENT: Mutants with this ability will be able to figure out the workings of any artifact in one-third the normal time (i.e. 40 minutes for 10 die rolls on the ARTIFACT USE & OPERATION chart instead of 2 hours) and they receive 2 saving throws against mental attacks. Note, however, that if this mutant has a double brain, he does not get four saving throws. It is impossible to tell an undetected lie to a mutant with heightened brain talent. 16-16: HEIGHTENED INTELLIGENCE: Add 4 points to the mutant’s mental resistance rating (not to exceed 18) and subtract 2 points from the die rolls when this mutant is trying to figure out an artifact (see ARTIFACT USE & OPERATION). 17-17: HOSTILITY FIELD(D): This is a repugnant unconscious field set up in a 30 meter radius around the mutant. Any being with an intelligence of 16 or less, friend or foe, will have a 20% chance of wanting to attack the mutant upon first entering the field. 18-18: ILLUSION GENERATION: This is the ability to create images in the minds of other beings who are within 30 meters of the mutant. Such illusions will have any visual, audible, and olfactory aspects the sender wishes, and are dispelled only when a viewer attempts to touch the illusion. 19-19: INTUITION: This allows the mutant to be subconsciously aware of what any opponent intends to do. This results in adding one point to the mutant’s “to hit” probability with any weapon, and 3 points to each die of damage he inflicts. This mutation cannot be used while other mental powers are being used. 20-20: LIFE LEECH: This is the power to drain life energy from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. This range is increased by 3 meters for every 4 points of mental strength possessed by the mutant. Life leech will drain away 6 hit points per melee turn (i.e., cause 6 points of damage) from each being in range and add a like number of hit points to the mutant’s total. It the mutant with life leech takes damage, the hit points are first subtracted from those points leeched. Those leeched hit points that are not destroyed in combat. dissipate after 24 hours. 21-21: LIGHT WAVE MANIPULATION: This allows the mutant and everything he is wearing or carrying, to become invisible at will, to negate the effect of a laser, or to create a patch of total darkness (2 meter radius) anywhere within 10 meters of the mutant. Although this mutant can only make himself invisible, the ability to create darkness or stop laser blasts may be used anywhere within his 10 meter range. 22-22: MAGNETIC CONTROL: This is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate ferrous object. The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful. There is no weight restriction, and the mutation has a range of 100 meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours. 23-23: MASS MIND: This allows the mutant to empathize with creatures of a like nature (same type) or like power (mental control, mass mind, telepathy, etc.) in order to amplify the effects of its own powers. Mass mind works in direct proportion to the number of minds participating. A mutant with mass mind and mental blast abilities could get together with another creature with mental blast and, together, deliver a double strength mental blast twice the normal distance. 24-24: MENTAL BLAST: This is the ability to launch a mental assault worth 3 dice (d6) of damage on any being within 15 meters. It may be used every other melee turn. 25-25: MENTAL CONTROL: This mutation allows the takeover of another being’s body. While in control, the mutant experiences all the sensory impressions of the controlled being, and is totally unaware of his own body (which remains motionless). If the being under control is knocked unconscious or dies, the controller suffers the same fate. To establish control, the mutant must be within 15 meters of his intended victim. Thereafter, there is no range restriction to this mutation. The mutant may break off control and “return” to his own body at any time. 26-26: MENTAL CONTROL OVER PHYSICAL STATE: This is the ability to unconsciously disregard things like pain warnings and override problems such as blood loss or fatigue for up to one full day. This control enables the mutant to heal wounds (recover lost hit points) four times as fast as normal. In situations of overwhelming danger (referee’s decision), the mutant will have double his normal strength, dexterity, and speed for 5-50 melee turns (5d10). This mutation may be used only once per week. 27-27: MENTAL DEFENSELESSNESS (D): Disregard the mental strength of the mutant as rolled. It is now 3. 28-28: MENTAL DEFENSE SHIELD: This ability adds 4 points (not to exceed 18) to the mutant’s mental resistance rating. In addition, this mutant will sense any other being with mental powers within a 30 meter radius, whether those powers are being used or not. 29-29: MOLECULAR DISRUPTION: This is a dangerous but powerful ability that may only be used infrequently. Upon attempting molecular disruption, whether it works or not, the mutant is reduced to 1 hit point and onehalf movement for 1 full day. The chance of success varies with the subject matter involved: metal and dense material have a 3% chance of being disrupted per point of mental strength, stone and non-living material has a 4% chance per point of mental strength, and living organisms have a 5% chance of being disrupted per point of mental strength possessed by the mutant. Up to 50 kilograms of contiguous matter, within a range of 30 meters, may be destroyed in this manner. For example: A mutant with a mental strength of 15 would have a 75% chance of disrupting an obb (see CREATURES) and a 45% chance of disrupting a metal door. Once this ability is employed, a varying number of days (referee rolls d6, with result unknown to player) must pass before it will have any chance of succeeding again. 30-30: MOLECULAR UNDERSTANDING: This power allows the mutant to know the weaknesses of any object and its separate parts. Because of this, the mutant does 1 extra die of damage, over and above any damage he would normally inflict in combat. Mutants with this power are also able to instantly figure out the use of any artifact on CHART A, and subtract 2 points from the die roll on the other charts (see ARTIFACT USE & OPERATION). 31-31: MULTIPLE DAMAGE (D): This causes the mutant involved to double, or even triple (referee’s option) any damage sustained by the mutant. This occurs not because the damage has really been inflicted, but because the mutant thinks it has. 32-32: PLANAR TRAVEL: This is the ability to open doors to alternate planes of existence. The mutation manifests itself as a 3 x 3 meter opening lasting up to 3 full melee turns at the discretion of the mutant. These planes of existence may or may not be populated (with referee-inspired creatures), but once entered, there is no way to leave them (unless the mutant reopens the door), so they make perfect pieces of exile. Only one such door may be opened per week. 33-33: POOR DUAL BRAIN (D): This is a second brain which handicaps the function of the primary brain. It may take over the body at strange times, have several defects, or even counteract a mental power of the good brain in difficult situations. The extent and effects of this mutation should be determined by the referee and may be kept a secret from the mutant until the moment of truth. 34-34: PRECOGNITION: This is the power to sense dangerous situations which will affect, personally, the mutant having the power. It is effective only 3 minutes into the future and requires intense concentration to work. For instance, if the mutant is about to open a door, he may use precognition to see what would happen if he did open the door. It is perfectly legal to change the course of history by acting on such information and not, for example, open the door to receive the ambush waiting on the other side. When a mutant with precognition foresees damage about to be done to his own body, the shock to his nervous system is such that he receives one die (d6) of damage immediately. If the mutant should foresee his own death, he immediately takes two dice (d6) of damage and fails unconscious for 3-18 (3d6) minutes. The referee may wish to limit the number of times this ability can be used in a day (perhaps by rolling d4 or d6). 35-35: PYROKINESIS: This is the ability to cause living matter or anything that is reasonably flammable, such as wood, or plastic, to suffer heat damage and eventually burst into flame. On the first melee turn 1 die (d6) of damage is done (not necessarily fire) and through undisturbed concentration, up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a mutant with pyrokinesis. The referee determines when and if a fire starts. The effective range of this mutation is 25 meters. 36-36: RADAR/SONAR: Creatures with radar or sonar have large ears, antennae, or hearing orifices. Much like bats or dolphins, they can walk or fly day and night, “seeing” without using their eyes. They also receive a bonus of plus 2 on all “to-hit” probabilities. The range of this mutation is usually 30 meters, but is tripled if the mutant has heightened hearing. 37-37: REFLECTION: This mutation requires great concentration, and the mutant must remain motionless while exercising it. On the first melee turn of concentration, up to 3 dice of damage (of any type) is sent back to the beings who inflicted it. On the second melee turn of concentration up to 4 dice of damage is reflected, and so on, until, on the 18th and final turn of this power, up to 20 dice of damage may be reflected. Note: Reflected damage may not exceed damage inflicted. Reflection is usable only once every 24 hours, and while in use, the mutant is subject to simple attacks, such as light generation, which incapacitate, but do no dice of damage. This mutant can maintain concentration and reflection powers even if it takes damage, so long as no other action (combat, fleeing) is initiated. While reflecting, the mutant receives no damage unless damage inflicted exceeds reflecting ability. For example, if the mutant is hit by a laser pistol (which does 5 dice of damage) on the first melee turn of concentration, 3 dice will be reflected and the mutant will receive 2 dice of damage. 38-38: REPULSION FIELD: This is similar to a force field, only a repulsion field may be formed up to 15 meters awe from the mutant and may be used to surround or trap other beings. In all other respects it functions like a force field. Indeed, a mutant with this ability could use it exactly like a force field if he so desires, and it could be termed an improved force field. 39-39: SOUND IMITATION: Similar to thought imitation, this allows a mutant to recreate sounds that it hears and throw back sonic attacks immediately after hearing (and surviving) them. This mutant cannot remember how to recreate sounds, it merely repeats what it hears. 40-40: TELEKINESIS: This enables a mutant to lift objects, other than the mutant himself, into the air and move them about. The mutant can only telekinese as much weight as he could normally lift, and he must strain as though he were actually carrying the object of his telekinesis. Only objects within 15 meters may be thus lifted, and the mutant may only keep them aloft for 5 melee turns, after which time he must rest for another 5 melee turns before again using this power. When telekinesis is attempted on living creatures, or things that they are holding, the referee should treat it as a mental attack on that being, which must succeed before the object may be lifted. 41-41: TELEKINETIC ARM: This mutation manifests itself as a 20 meter long human arm (complete with hand), capable of doing anything a normal human arm and hand can do, with a strength of 18. To function, it must always be visible to the mutant. This arm cannot be hit by non-powered weapons, while powered weapons will do normal damage to the mutant if they hit this arm. 42-42: TELEKINETIC FLIGHT: Mutants with this ability can fly through the air at a variable speed (1-20 meters per second), carrying only as much as they could carry normally. 43-43: TELEPATHY: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 10 meters away. 44-44: TELEPORTATION: The mental transference of the mutant’s physical self to another place is called teleportation, and works up to a range of 30 kilometers. The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival. 45-45: THOUGHT IMITATION: This power allows mutants to immediately return any thought or mental attack directed at them, although it does not negate the effects of such attacks on themselves. A mutant with thought imitation is able, any time he wishes, to exactly copy the communication patterns of those creatures with whose thought patterns he is familiar, even if those creatures do not speak a language known by the mutant. Note: The power to return a mental attack is temporary. Once a mental blast has been returned, the mutant does not know how to repeat it. This mutant can, however, recall communications patterns at a later date. 46-46: TIME FIELD MANIPULATION: This is the ability to travel or send objects through the currents of time. The use of this mutation requires an 18 intelligence and a “heightened intelligence” on the part of the mutant (i.e. this is rare). If the mutant does not have both, roll another mutation. The ability to send objects through time varies with the material involved, and distance in time required. The material travels through time, but remains in the same spot on GAMMA WORLD. The energy required, whether or not the attempt succeeds, drains one-half the hit points from the mutant for 1-8 (d8) days and reduces the mutant’s speed to one-half for 1-12 (d12) days. The percentile dice are used to determine the success of time travel: DISTANCE TRAVELED PERCENT CHANCE IN TIME: OF SUCCESS: 1 week 1-95% 25 weeks 1-85% 1 year 1-80% 5 years 1-75% 1 0 years 1-60% 25 years 1-50% 50 years 1-30% 1 00 years 1-20% 250 years 1-10% The preceding chart is for the mutant and/or any inanimate object not belonging to another being sent into the past. Material which is part of or belongs to another being is more difficult to send through time: subtract 10% for metal or powered items, subtract 15% for stone and other inorganic material, and subtract 20% for biological material (such as another being). To send objects into the future, subtract 25% from each increment on the above table. The mutant must be able to touch whatever he is attempting to send through time and the energy drain occurs even if the attempt fails. 47-47: TOTAL HEALING: This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour period. 48-48: WEATHER MANIPULATION: This allows the mutant to manipulate the weather in the area he is in. The newly-created weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration will be broken.) The mutant must concentrate for a full minute (6 melee turns) before the weather begins changing, and it takes another 2 minutes (12 melee turns) for the change to be completed. The weather will be affected in a 10 kilometer radius around the mutant. The weather cannot be radically changed, i.e. from below zero to a 100 degree heat wave. The extent of manipulation possible depends upon the prevailing conditions: Possible Extent Aspect of Weather Prevailing Conditions of change Cloud Cover/ Clear Very clear Precipitation Partly cloudy/Hazy Partly Cloudy Clear Cloudy Misty/light rain/ Light snow/Sleet/ Small hail Cloudy Partly cloudy Deep clouds Fog/Heavy rain/ Heavy snow/Driving sleet/Large hail Temperature Hot Sweltering heat Warm Warm Hot Cool Cool Warm Cold Cold Cool Arctic cold Wind Calm Dead Calm Light wind Light Wind Calm Strong wind Strong Wind Light wind Gale Gale Strong wind Storm Storm Gale Hurricane/Typhoon All three aspects of the weather can be manipulated, but only as shown. For example, a day which is clear and warm with a light wind can become a hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example. Success is not automatic. There is a base 90% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rain, for example) the chance of success drops to 50%, and double the time is required (12 melee turns of initial concentration, 24 melee turns to accomplish the change). If a change two degrees away form the prevailing conditions is desired (such as warm to arctic cold), the chance of success is only 10% and triple the time is required (18 and 36 melee turns). The percentile dice (2d10) are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day. 49-49: WILL FORCE: This is the ability, through sheer force of will, to double any one of a mutant’s abilities. It can be used in conjunction with any other power, or it may be used to add one point to the mutant’s “to-hit” die rolls. Will force lasts from 1-10 (d10) melee turns and may be used only once every 24 hours. : : Plant Mutations : TABLE: PlantMutations01 roll: 1d42 01-01: ADAPTATION: This allows any plant to instantly become immune to an attack mode, once it survives such an attack. Example: if a plant survives an attack by a laser, it will adapt and subsequent laser attacks will do the plant no damage. There is no way, however, for a plant to adapt to having its limbs or stalks chopped off by swords or axes. 02-02: AROMATIC POWERS: This power is used by carnivorous plants (much like flowers attract bees) to lure food (victims). The plant gives off a strong fragrance that can carry for up to 10 kilometers if the wind is right. The scent causes the beholder to believe that the plant is his (or its) favorite food. When drawn to within 30 meters of this plant, all beings will do nothing but walk directly to the plant, unless they make their saving throw (treat as intensity 8 poison which does not kill, but attracts instead). 03-03: ATTRACTION ODOR (D): With this mutation, the plant’s body or flowers give off an odor that attracts herbivores. 04-04: BACTERIAL SYMBIOSIS: Plants with this mutation allow bacteria harmful to humans and humanoid mutants (or any other specific enemy of the plant) to grow just under the plant’s epidermis. When the plant is damaged (or eaten), the germs are readily released, and are quite likely to get into any open wound on the plant’s assailant, causing instant infection. The referee may want to invent some hideous new bacteria for this. 05-05: BARBED LEAVES: These are very tough leaves, ringed with barbs up to 2.5 centimeters long. They usually attack as saw-edged leaves. If attached to a motile plant part, such as a segmented limb, a sucker vine, a manipulation vine, etc., that part may attack, do damage, and hold or drag the victim with the barbs. The range is, of course, restricted to the length of the plant part wielding the barbed leaves. 06-06: BERRIES: These are useful, though sometimes dangerous, mutations produced by plants that can affect humans and humanoid mutants in many ways: Die Color Effect Roll 1 Purple Heal one die of damage 2 Blue Heal all damage 3 Green Mental Strength + 4 for 1 hour 4 Turquoise Poison (random intensity, 3d6) 5 Orange Radiation (random intensity, 3d6) 6 Orange-Yellow Radiation Resistance + 4 for 1 hour 7 Red-Orange Poison antidote (for one specific poison intensity only) 8 Black Temporary Sonic Resistance for 1 hour Of course, there are many other berries, most of which are merely sources of food. Remember that berries are seasonal, and some limits should be imposed on how long they remain effective. 07-07: BORING TENDRILS: These are tough, mobile tendrils, with which the plant can bore through just about anything. Special acids and abrasive pads enable the tendrils to penetrate: 5 cm of flesh in 1 melee turn 25 mm of wood in 2 melee turns 5 mm of stone in 5 melee turns 5 mm of normal steel in 10 melee turns 3 mm of duralloy in 10 melee turns 08-08: CARNIVOROUS JAWS: These are mouths that do a variable amount of damage (1-8 points per bite). There may be as many as 12 such jaws on any one plant and, if possible, they will be situated at the ends of thick, movable stems. Think of an enormous Venus Fly Trap as a typical example of plant jaws. 09-09: COLOR SENSITIVITY AND IMITATION: This gives the plant the ability to change colors and appearance in order to imitate any other type of plant. Intelligent plants can use this ability to operate color bandactivated machinery. 10-10: CONTACT POISON SAP: Plants with this mutation have, in their sap, a toxic substance of random poison intensity. Once the plant has been damaged and the sap exposed, the poison works on contact with flesh (it does not need to get into the victim). 11-11: DAYLIGHT STASIS (D): This mutation forces the plant to become totally inactive during full daylight. Note: All other plants are in stasis in periods of darkness, although they may grow and heal in darkness. 12-12: DISSOLVING JUICES: This allows the plant to secrete juices that will do 5 dice (d6) of damage per melee turn to any organic matter it contacts. 13-13: DIVISIONAL BODY SEGMENTS: The branches, vines, limbs, trunk, stalk, or whatever is appropriate, of the plant are now segmented much like the bodies and legs of an insect. This gives the plant mobility. 14-14: ELECTRICAL GENERATION: This is the ability of the plant to build up an electrical charge in its body which it may use as a defensive or offensive weapon, much like the electric eel. The shock may be delivered by special vines or simply on contact, and it does a maximum of 4-24 (4d6) points of damage. Once discharged, the plant recharges itself at a rate of one die of shocking damage ability per melee turn. Most plants (80%) will not release another shock until fully recharged, after four melee turns. 15-15: EXPLOSIVE AND/OR RADIATED FRUIT OR SEEDS: Any seed, berry, or fruit becomes an explosive or radioactive hazard. Referee is to determine the strength. Plants with this mutation plus some type of mobility or manipulating vines may hurl their missiles - up to 10 meters for small bush-sized plants, up to 20 meters for larger ones, and up to 30 meters for trees. 16-16: HEAT GENERATION: This gives the plant special heat generating organs that can cast beams of heat that do 4 dice (4d6) of searing damage. The organs are usually located on top or at the ends of motile extremities on the plant. The beams of heat have a maximum range of 15 meters and may be used every three melee turns. Unintelligent plants and plants lacking any special sensory organs will attack anything which comes in range and stand a 25% chance of missing the target with each shot (if a miss is indicated, no “tohit” die roll is made). Intelligent plants and plants with heightened sensory abilities will not always shoot immediately and are more accurate (no penalty when casting beams of heat). No more than 3 such heatgenerating organs may appear in one plant. 17-17: INCREASED SENSES: This mutation gives new (or improved) sensory abilities to the plant, such as sight, hearing, smell, etc. These senses are only useful if the plant is in some way able to utilize them (i.e. it moves, flies, attacks, etc.). 18-18: LOW FERTILITY (D): This severely limits the reproduction rate, reducing the number of these plants that may exist in any one place. If this mutation is rolled twice, the plant becomes extinct. 19-19: MANIPULATION VINES: These are vines that act as appendages for the plant, allowing it the dexterity to handle and manipulate things. They are not as strong as squeeze vines and do no damage by themselves, but they could conceivably wield weapons of all sorts. 20-20: MOBILITY: Plants with mobility are able to walk, slither, or crawl, utilizing motile roots or vines. This does not necessarily imply that the plant has any intelligence. 21-21: NEW PLANT PARTS: With this mutation, the plant is given a new part or set of parts, such as: eyes, ears, arms, an elephant-like trunk, a brain and nervous system, etc. 22-22: NEW SENSES: This gives the plant the sensory capabilities, through adjustments in its normal structures, equal to those of a human. Note: to a plant with no moving parts, or defenses, this mutation will not be particularly useful. Senses are touch, taste, smell, sight, and sound. 23-23: PARASITIC ATTACHMENT: This allows the plant to link with the nervous system of another creature and take control of its body. The plant must first hit its victim with an attacking appendage (tendril, vine, segment) and then maintain contact for three melee turns. The plant will then be in complete control of that being. Unintelligent plants will utilize such creatures for the defense of the plant (or eat them if the plant is carnivorous), while intelligent plants may have other things in mind. If contact with the plant is broken, the control is lost. 24-24: PHYSICAL REFLECTION: With this mutation, the skin or bark of the plant reflects even the most intense forms of energy away from its body in random directions. This reflection should work for only one type of energy, such as heat, sonic, radioactive, electrical, etc. 25-25: POISON THROWING THORNS: These are (1-100) poisoned versions of throwing thorns, covered with poison of random intensity. Growth of replacement thorns takes a minimum of one week. 26-26: POISON VINES: These are non-motile prickly vines. On contact with flesh, they are able to inject their poison (intensity 3-18 (3d6), referee to determine). 27-27: RADIATED PLANT FIBER: With this mutation, certain parts of the plant emit radiation of intensity 3-12 (3d4). This radiation has a range of up to 50 meters and will not harm the plant itself. 28-28: RAZOR-EDGED LEAVES: These are smaller, sharper versions of saw-edged leaves. They generally cover an entire plant. 29-29: SAW-EDGED LEAVES: These are large-toothed, motile leaves, which the plant usually keeps withdrawn or hidden until disturbed. These leaves will viciously attack anything thrust into their midst. There are usually 6-8 such leaves per branch or vine so equipped, each branch doing 1 die (d4) of damage per melee turn. They will only cut cloth, flesh, or other soft materials. 30-30: SEED MOBILITY: With this mutation, motile tendrils allow the seeds to move and become separate entitles from the parent plant. If appropriate, the seeds will have separate mental and physical powers, or may be linked telepathically to the parent. A most insidious application of this mutation can occur in certain carnivorous plants, whose seeds lurk around campsites or sleeping places of animals and then plant themselves in the bodies of their sleeping victims overnight. 31-31: SIZE DECREASE: This makes the plant 1-20 times smaller than normal (d20), i.e., down to a possible 1/20th of normal size. 32-32: SIZE INCREASE: This allows a plant to be 1-20 times normal size (d20). 33-33: SONIC ATTACK ABILITY: This gives the plant the ability, when stimulated or disturbed, to emit a high frequency shriek that will damage exposed tissues of all creatures within a 10 meter radius. The plant itself, and others of its kind nearby, are not harmed by this attack. All other beings in range take 3 dice (3d6) of damage. Sonic attacks may be made once every 4 melee turns. 34-34: SQUEEZE VINES/ROOTS: Squeeze vines (or roots, whichever is more appropriate) are more powerful than tangle vines, and are capable of rapid movement in order to entwine or entangle creatures. Each vine can crush for 2 dice of damage per melee turn and they will not release their grip unless cut apart from the plant. Squeeze vines or roots are a minimum of 5 meters long and can grow to great lengths. 35-35: SPORE CLOUD AND/OR SHOOTING SEEDS: On contact or other stimulus, these will come shooting out of the flower or sporangium doing damage, taking root, or anything else the referee deems appropriate. (For example, see the narl ep under CREATURES.) 36-36: SUCKER VINES: These are manipulation vines (see #9) covered with tiny suction cups that give each vine a dexterity of 18. 19 37-37: TANGLE VINES: These are weak vines, able to move slowly and possessing only minimal strength. A large patch of tangle vines could trip or entangle beings and can even entwine and crush beings with only one hit point remaining. 38-38: TEMPERATURE SENSITIVITY (D): This causes the plant to suffer an extra 2 points per die of any heat, cold, or energy weapon attacks it receives. 39-39: TEXTURE CHANGE: The normal epidermis of the plant is replaced with a tougher substance, such as scales, hide, even metallic-like plates. Any change must be an improvement. 40-40: THORNS/SPINES: These are large (15-30 cm long) spikes covering the plant that do dagger damage if they puncture a being. Generate a random number for each plant, but always more than five. 41-41: THROWING THORNS: These are (1-100) darts that may be cast by the plant up to a distance of 10 meters, depending upon the sensory ability (awareness) of the plant. Each dart does the damage of a dagger if it hits a creature. Growth of replacement thorns takes a minimum of one week. 42-42: WINGS/GAS BAG: These are parts that allow the plant to slowly fly from one area to another. The rate and direction of travel depends largely on the wind. Certain carnivorous plants use this ability to fly in search of food. :