Altered Mutations - 5th
Derek Holland
On seeing how Gamma World 5th Edition reduced the power of some mutations, while making defects mandatory, I decided to pump up the power on the weakened mutations back up. I also altered some of the other mutations.
Acid Touch
Good, Activated, CON
The production of the acid costs the mutant one fatigue point per day. Otherwise it is identical to the rulebook.
Death Field Generation
Amazing, Activated, WIL
The mutant inflicts 2d4w on a successful mental resolve check and d4m on a failed one. The mutant generating the Death Field may be affected by the field, so must also make the mental resolve check. Otherwise it is identical to the rulebook.
Life Leech
Amazing, Activated, WIL
This mutation can drain stun and wound damage. Otherwise it is identical to the rulebook.
Magnetic Control and Telekinesis
Good, Activated, WIL
These mutations have a cost of a fatigue point per hour, or fraction of an hour, of use. Both move objects according to the magnetic control entry in the rulebook.
Telekinetic Blast
Good, Activated, WIL
I reduced this to a Good mutation.
Telepathic Blast
Amazing, Activated, PER
Damage is increased to a WIL feat check by the target: M d4+2w, O d6+1s, G d4+1s, A d4s
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