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20:25, 2nd May 2024 (GMT+0)

Mutational Musings.

Posted by StarMasterFor group 0
StarMaster
GM, 37 posts
Sat 15 Oct 2022
at 22:19
  • msg #1

Mutational Musings

FYI: It was my OCD that made me go through all 11 sources for the Mutations.

Metamorphosis Alpha
MA: Mutation Manual
Gamma World 1e
Gamma World 2e
Gamma World 3e
Mutations Unlimited (Dragon Magazine article by Kim Eastland)
Gamma World 4e
d20 Future
d20 Apocalypse
Gamma World 6e
Savage Worlds Gamma World

Apparently, the only sources I don't have (and couldn't find) are Gamma World 5e (Alternity version), Omega World, and Gamma World 7e.


Since just about every version had its own take on Mutations (even to the point of simply renaming them), I had to formulate a consistent format for them and then tweak each one to fit that format.

There were a number of Mutations that I didn't include either because I thought they wouldn't be playable or just were too absurd.
This message was last edited by the GM at 20:16, Tue 18 Oct 2022.
Drudge
player, 5 posts
Mutated Human
Sun 16 Oct 2022
at 16:40
  • msg #2

Mutational Musings

     Okay, I just saw the Movement/Encumbrance/Travel stuff ... and I got a couple of questions.

First: I'm simply saying that Drudge's height is 4-feet tall (...and saying his whole family is similarly "Altitude Challenged"), but I wasn't thinking of his height as a Defect.  However, neither was I thinking of it as any kind of Advantage.  He (and his family) are just Short.

     Now, I only got to see the two versions of "Short" that you have/had up for a short time -- HA!! -- I think there is/was a "Short" Physical Mutation which has some advantageous benefit -- but only if you're shorter than 3-feet.

     Similarly, I think I also saw a Defect for shortness which just ... didn't impress me, either.

     I am sorta expecting that Drudge's "Shortness" or "Dwarfism" may be a Defect -- but I'm hoping not ^_^

     So, Santa, my Christmas Wish is for your Definitions of the Short Mutation, ASAP...


Second:  I have picked the HEIGHTENED PHYSICAL STRENGTH mutation for Drudge...

     My body's appearance is all bulging, solid muscles.  My Physical Strength
     increases by +3. I can lift 6 times my Physical Strength and can carry
     4 times my Physical Strength while marching without being Heavily Burdened.


     Oh, so many questions... ^_^
     Actually, most of my issues are probably just Terminology issues.

     Right.  My PST before Mutations was 16.  Adding +3 changed it to 19.  Is that gonna be allowed because I'm a Mutated Human, or am I capped at the listed 18 PST?

     Where you say, "without being Heavily Burdened", is that the same as "Heavy Load", or did you mean to say, "without being Burdened", which would be the same as "Unencumbered"?  It looks like "Light Load" may be the "base weight" from which the other carrying capacities are derived...

     "6 times my Physical Strength" and "4 times my Physical Strength" does that mean my PST Score (19) times 4 or 6?  Those would be: x6 = 114 and x4 = 76.  Is this a Base Weight, to which I them add the Weight Allowance?  Or is the listed Weight Allowance the Base Weight, and I add the x4/x6 result to that?  Or, for purposes of this specific Mutation, do I not even use the Weight Allowance?
StarMaster
GM, 38 posts
Mon 17 Oct 2022
at 01:18
  • msg #3

Mutational Musings

You got me on the Heightened Physical Strength Mutation. It was copied straight from the book, and would have meant kilograms.

I just overlooked bringing it into line with the rest of the rules I'm using (lbs. instead of kg. for example, though I try to use both).

It's been revised now. The new definition just increases your Weight Allowance multiplier by 1, so Unencumbered would be x1.5, a Light Load would be x2, Moderate Load would be x3, Heavy Load would be x4, and Dead Lift would be x5.

Also, the maximum of 18 for Humans applies to Pure Strain Humans and unmutated Humans. That's the whole point of Mutations--they 'break' the rules, pushing creatures beyond the 'norm'.


I've yet to hear anyone claim that being short is a 'Defect' or even a Mutation. I'm not even sure why short people are short in the first place. It's genes, but other factors can also contribute, such as environment and diet.

The 'defect' in Gamma World terms would be achondroplasia.
Drudge
player, 6 posts
Mutated Human
Mon 17 Oct 2022
at 16:08
  • msg #4

Mutational Musings

In reply to StarMaster (msg # 3):

Okay, cool.  I like the PST mod you've come up with -- it's simple and fits in well with an established game mechanic.  Nice.

So, it's okay, then for me to say that "short and heavy" just "runs in the family" -- maybe as result of a mutation to an ancestor, but now it's "just the way we are"?  Exxxxxxcellent!

Okay, so, that's 1 Physical Mutation down for Drudge -- the foundation of his concept -- he's strong and can carry a lot.

Now I just gotta decide on the next mutation -- Physical or Mental.

StarMaster's suggested that Telekinesis could work well with the "carrying a lot" concept -- it's just another way to "lift" things.

In order to get Blue skin would require the Body Change defect.  I'm trying to avoid any defects, and I'm not married to the blue skin idea (I only thought of it because the icon I picked is blue), so I might pass on that.

While I haven't been thinking of things "Mental" with Drudge -- he's got an average INT, and I'm thinking to play him as a "plain farmboy" personality -- but there', like, 5 Skills I'd love to have! ^_^  Right now Drugde only gets 1 bonus skill from his very average 10 INT.  And I don't know that I wanna increase that INT, just for a couple more skills...

Hey, StarMaster!  How about a Mental Mutation -- call it "Genius: Polymath" and just have it give extra skills, like, maybe, INT Mod x2...

Hey, now -- put down that Encyclopedia, Man! I was just kidding!  No!  No, don't -- *SMACK!*
StarMaster
GM, 44 posts
Mon 17 Oct 2022
at 19:28
  • msg #5

Mutational Musings

Probably the main reason there wasn't any Mutation similar to what Drudge suggested is because GW1e didn't have skills. It wasn't a game where you were expected to do anything but kill 'monsters' and gather up the loot. Then again, that was mostly the entire premise of rpgs at that time. You had a 'role' as a fighter. Diplomats and thieves and scientists weren't thought to be anything that the target audience (whoever they really were) at the time would be interested in. Kind of harkens back to the old cartoon in Dragon Magazine where a barbarian, a wizard, a rogue and a cleric and sitting around a table in an inn and playing Papers & Paychecks.

Even if someone thought of it, they probably thought of it in the more modern term of a Renaissance Man. In Gamma World, there really wasn't supposed to be any place that could have supported the creation of that kind of character.

Anyway, after thinking about it for a bit, it did seem like a good idea. Particularly on RPoL, since combat gets a bit drawn out, and most players who are writing posts have a greater interest in the role-playing part rather than the hack-and-slash part.

So, Genius: Polymath has been added as a Mutation.


Drudge also suggested a skill called Labor or some such. I'm not really sure it's necessary, but he did have a point. So I've added Laboring to the skills list.
Drudge
player, 7 posts
Mutated Human
Mon 17 Oct 2022
at 19:33
  • msg #6

Mutational Musings

In reply to StarMaster (msg # 5):

     Uhhhh .. Me am more than Pretty Face!  ^_^
StarMaster
GM, 48 posts
Thu 20 Oct 2022
at 03:41
  • msg #7

Mutational Musings

Turns out a couple of errors crept into the Mutations List.

Fade Out is a Mental Defect, not a Physical Mutation.

Healing Touch is a Mental Mutation, not a Physical Mutation.

New Sense: Electrical has been inserted into the Mental Mutations list.


If anyone spots any other glitches, just let me know.
Kabal Shryke
player, 1 post
Mutated Human
Thu 20 Oct 2022
at 23:16
  • msg #8

Mutational Musings

GENETIC FUSION
-- P -- --
RANGE: Self DAMAGE: N/A
DURATION: Constant AREA OF EFFECT: Body
USE: Constant MODIFIER: Constitution
You are a fusion of two other types of creature, such as Human and a horse to produce a centaur. It’s up to the GM to decide if the two creatures you choose make sense in his campaign.

Using the example of the Centaur above, what benefits are actually gained?


Another question regarding some of the Constitution increasing mutations.  Example, one gives +2 Con and says it adds 7 life points.  Is that 7 in addition to the 2d6 the plus to constitution will give?
StarMaster
GM, 50 posts
Fri 21 Oct 2022
at 02:20
  • msg #9

Mutational Musings

Since it'd be nearly impossible to come up with all the permutations of combining two different species, it's kind of up to the player (working with the GM) to decide what the benefits are for his particularly combination.

In the case of a centaur, it'd clearly be a quadruped and thus have more stable footing, have a greater Speed, and carry more. Not sure if there'd be any other benefits. And there'd be the disadvantage of not fitting into most buildings.

The other two fusions that I'm aware of are the Hybsil (man-deer) and the Wemic (man-lion).

I suppose 'monsters' like the griffin and the hypogriff would also qualify. Probably the Satyr, too, though that could just be a standard Mutation.


Good point about the Heightened Constitution. I'm not sure what edition the rule came from. I think the assumption was that this was a Mutation that you'd get later on rather than at the start, so not sure if you got additional Life Points then as well.

I'll have to get back to you on this.
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