Mutation Summation

Tchklinxa's picture
Tchklinxa
July 12, 2015 - 11:04am
In the course of doing conversions I discovered I need to try and understand where the systems in GD, MA & GW differ and are missing or have been renamed, combined and so on... so I have started trying to identify that: Some things have not changed much others a bit. I have a few mutations I suspect are not in Gamma Dawn, but first I nned to make sure it is not uder a different name...

Chameleon Power

Physical, Plant; Activated, SL

Gamma Dawn

(MA1 & GW1)

 

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. Be aware that his clothes or other belongings do not change color. His skin (or leaves) continuously change as the mutant moves. 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. When chameleon power is activated, the character may add SL x 10 to the roll for surprise or any roll involving hiding or stealth.

 

MA1 Notes: Physical: 11. Chameleon Powers: This is the ability to change body color to fit into the surroundings. The color change will be almost instantaneous and, once changed, the mutant need not concentrate on the color desired.

 

GW1 Notes: Physical: 3. 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.


Electrical Generation

Physical, Plant; Activated, SL

Gamma Dawn

(MA1 & GW1)

 

The mutant is able to build up an electrical charge in a specific part of his body (hands, tail, head, etc.) chosen by the player. If that part of the mutant's body touches anything, a damaging arc of electricity is released.

 

In essence, the mutant is constantly charging an internal battery, even when sleeping or fighting. Each round he accumulates enough current for a single charge. The internal battery cannot hold more than SLx2 charges worth of electricity. The mutant can choose to discharge number of his stored charges in any given attack, so long as he has that many charges left in storage. Each charge delivered to a target causes 1d10 damage.

 

The mutant can add this damage to a normal melee attack if he is wielding a metal weapon. The character only takes half damage from electricity. An Anti-Shock Implant nullifies the damage caused by this attack.

 

MA1 Notes: Physical: 13. Electrical or Heat Generation: This gives a being an “eel” type power in emitting electrical shocks or heat damage for 3 dice (each melee turn) to those touching the mutant (use normal To Hit procedure).

 

GW1 Notes: Physical: 7. Electrical Generation: This gives a being an “eel-like” ability to emit electrical shocks, each melee turn, 3 dice (3d6) of damage to those touching the mutant.

 

Gas Generation

 

Physical, Plant; Activated, SL

Gamma Dawn

(Appeared in MA1 & GW1)

 

The character has the ability to spray a visible gas from a specific place on his body (mouth, navel, hands, etc.) chosen by the player. It fills a sphere two meters in diameter. The gas attacks anyone in the area, who must make a STA check to avoid its effects. The effects of the gas last for 5 + SL rounds. The mutant's body holds up to three full doses of gas, and it takes three hours to regenerate a dose. Roll d100 and consult the table below to determine the type of gas. The mutant is immune to that form of gas.

 

Roll

Type of Gas

01-17

Stench. The victim moves at half speed, must leave the gas, and is unable to attack as long as he’s in the area of effect and for SL turns thereafter.

18-33

Blinding. The victim cannot see, and suffers -20 to combat rolls and stumbles about clumsily. The effect lasts until the victim leaves the area of effect, and for SL turns thereafter

34-50

Poison. Intensity is 5 + SL for six turns (i.e. S[5+SL]/T6).

51-67

Hallucinogenic. The victim sees visions; he will move and attack randomly. Referees may want to use the table under the confusion mutation. The effects last while the victim is in the area of effect and for SL turns thereafter.

68-83

Paralytic. The victim is unable to move or attack. The duration is as long as he remains in the area of effect, plus SL turns thereafter.

84-00

Burning. The victim suffers 1d10+SL points of acid damage per round of exposure.

 I need to work up a Letter notaion system for the above...

 

MA1 Notes: Physical: 8. Gas Generation: Much like the skunk, this could be an odor expelled from the lungs or other areas of the body, causing things like unconsciousness or death in other beings that inhale it (as determined by the referee).

 

GW1 Notes: Physical: 9. 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, musk, blinding musk, and so on.

 

 Gills

Physical; Automatic, no SL

Gamma Dawn

(MA1)

 

The mutant has the ability to breath water as well as air. The type of water, salt or fresh, matches the nearest large body of water in the campaign. Mutated Species with this mutation suffer an additional -5 penalty on racial reaction rolls.

 

MA1 Notes: Physical: 10. Gills: These give a mutant the power to live under the water, but require a much more extensive respiratory system (meaning the body shape will change to make room for the larger lungs).

 

GILLS                                              Will negate any sonic abilities

I don't know why this is?

GW1 Notes: Not in GW1

 Hands of Power [Heat Generation]

Physical; Activated, SL

 

The character's hands (or the equivalent) can emit blasts of energy with a range of 15 meters, plus one meter per SL. The energy does 1d10 + SL damage. Roll d100 on the table below to determine the type of energy. The mutant is only immune to that form of energy in his hands (or the equivalent emitting limb). Other parts of the body are not immune. The mutant can store 5 + SL blasts. It takes 8 hours to regenerate a blast.

 

Roll

Energy Absorbed

01-25

Zapping hands (bolts of electricity)

26-50

Hot hands (microwave heat)

51-75

Laser hands (short-range laser beams)

76-00

Gamma hands (radiation, S(SL)/R(2d10) intensity rather than damage)

 

MA1 Notes: Physical: 13. Electrical or Heat Generation: This gives a being an “eel” type power in emitting electrical shocks or heat damage for 3 dice (each melee turn) to those touching the mutant (use normal To Hit procedure).

 

GW1 Notes: Physical: 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.

 

 Multiple Limbs [Multiple Body Parts]

Physical, Plant; Automatic, no SL

Gamma Dawn

(First appeared in MA1 & GW1 as Physical only mutation).

 

The character has 1d5 extra arms or legs (50/50 chance of either, but not both). Extra legs are attached at the hip. Extra arms can be attached anywhere on the torso, as long as they are still useful to the character. A plant with this mutation has a 50/50 chance of possessing extra limbs used for locomotion (legs) or limbs used for manipulation (arms). These can be vines, branches, or roots. Mutated Species with this mutation suffer a -10 penalty on racial reaction rolls.

 

Each extra leg adds 2 meters/turn to the character's walking speed and +5% to any RS roll involving slipping or being knocked down. Extra arms each improve the character's manual dexterity by +5% when all of them can be used for the task. The character can make one additional attack in a round by using his extra arms if the attacks are virtually identical in nature. For example, he could swing a sword and an axe, but not swing a sword and fire a bow and arrow. The number of extra arms does not affect the number of extra attacks. Five extra arms still result in only one extra attack per round. Multiple ranged attacks must all be aimed at the same target.

 

If a character has Duality, he can do two actions that his number of arms might allow, such as fire two longbows. What a site that would be!

 

MA1 Notes: Physical: 6. Multiple Body Parts: These are appendages not usually found on the body in excess numbers. These include things like the complete use of 1-10 extra arms, or a greater number of eyes, or a greater number of legs.

 

GW1 Notes: Physical: 26. Multiple Body Parts: Multiply any normal body part (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.

 New Body Parts [New Plant Parts]

Physical, Plant; Automatic, no SL

Gamma Dawn

(First appeared in MA1, then in GW1, was two mutations now one).

The mutant grows body parts not normally found on his species. The character gets as many of these parts as is reasonable, one tail, a pair of pincer claws, etc. Animal and plant characters can get true arms with hands, snakes can get real legs, etc. Whatever the mutant acquires, it must be usable and beneficial. A second head means only a single bran, but there are two sets of sensory organs (eyes, ears, etc.). Roll a d10 on the table below. If the character already has that body part, he can choose to get a second set of them or re-roll. Mutated Species with this mutation suffer a -10 penalty on racial reaction rolls.

 

Roll

Part

Roll

Part

1

Tentacles

6

Claws or fangs

2

Trunk

7

Crab-like pincers

3

Extra eyes

8

Arms or legs

4

Tail

9

True hands

5

Second head

10

Kangaroo-like pouch

 

 

MA1 Notes: Physical, Human/Animal; Automatic 4. New Body Parts: These are things not usually found on the human body. Example: a heat sensing organ, tentacles, or a gas generating gland.

 

Physical, Plant; Automatic 21. New Plant Parts: This is the plant having things like eyes, human type arms, etc.

 

GW1 Notes: Physical, Human (47-51%) /Animal (46-47%); Automatic 27. New Body Parts: Add one or more parts, not usually found on the being in question, such as: third eye (back of head), feelers (radiation sensitive), antennae (light sensitive), pincers, fur coat, feathers, radiation absorbing organ, and so on.

 

Physical, Plant (%); Automatic 21 (40-46%). 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.

 

 

 Oversized Body Part [Out-Sized Body Parts & Oversized Body Parts]

Physical; Automatic, no SL

Not in Gamma Dawn only appears as Oversized Limbs.

(First appeared in MA1, then in GW 1).

 

The character has eyes, heart, lungs (or whatever) that are larger than normal. 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, larger lungs for holding breath longer or no fatigue at high altitudes, etc. Only one part of a being’s body may be so affected. This cannot be limbs that is a separate mutation. Mutated Species with this mutation suffer a -10 penalty on racial reaction rolls.

 

MA1 Notes: Physical, Human/Animal ; Automatic 3. Out-Sized Body Parts: This is an increase in certain areas of the body, with a subsequent increase in power. Example: larger eyes for greater vision, a larger heart for greater endurance. Only one item of a being’s body may be increased when choosing this mutation.

 

GW1 Notes: Physical, Human (58%)/Animal (52%); Automatic 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 powerExample: larger eyes for greater vision, longer legs for greater speed, etc. Only one part of a being’s body may be so affected.

 

Oversized Limbs [Out-Sized Body Parts & Oversized Body Parts]

Physical, Plant; Automatic, no SL

Gamma Dawn

 

The character has arms, legs, tentacles, or vines (or whatever) that are longer than normal. Longer arms, tentacles or vines allow for greater reach. Longer legs give the character +5 on his base speed. Only one set of limbs is lengthened. These cannot be limbs that both provide movement and tool use, only one or the other. The limbs are anywhere from 20% to 100% oversized. Roll (2d5)x10% to find the exact percentage. Mutated Species with this mutation suffer a -10 penalty on racial reaction rolls.

 

Notes: Oversized Limbs used to be part of Oversized Body Parts. Appears in Gamma Dawn as both an Physical (61-62) & Plant mutation  (60-64)


Poison [Poison Claws or Fangs, Vines, Thorns, Throwing Thorns, Contact Poison Sap]

Physical, Plant; Automatic, SL

Gamma Dawn

(First appeared in MA1 & GW1 as a variety of poisonous mutations, now reduced to two mutations see Poison Thorns).

The character can generate a special poison that is delivered by a natural attack, i.e. claws, teeth, nails, spit, tail barb, quills, horns, etc. The poison has an intensity of 5 + SL (i.e. S(5 + SL)/T6). The mutant can store enough poison for three successful attacks. It takes three hours to regenerate one dose. The mutant is immune to his own poison, and gets a +10% STA modifier when attacked by other poisons. Choose which type of poison (destructive, debilitative, paralytic) randomly.

 

 

MA1 Notes: Physical: 5. Poison Claws or Fangs: The secretions of a new gland in the body that makes a toxic fluid injected by a piercing agent. The intensity of the poison is up to the referee.

 

Plant: 2. Poison Vines: A prickly vine that is able to inject its toxic fluid (intensity level is at referee’s option) at a touch on the skin.

 

Plant: 3. Poison Thorns: A hollow sharp thorn filled with poison (intensity level is at judge’s option) that releases its fluids upon penetration.

 

Plant: 4. Poison Throwing Thorns: These are larger thorns (about 6 inches long) that a plant can launch through the air at short ranges (from 2-12 feet) that release their poison (intensity level at judge’s option) upon penetration.

 

Plant: 5. Contact Poison Sap: A toxic substance that is able to cause damage even though it does not penetrate the blood stream (intensity level is up to the referee.)

 

 

GW1 Notes: No Poison Claws or Fangs in GW1. Plant:  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.

 

Plant: 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.)

 

Plant: 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).

 

Poisonous Thorns [Poison Thorns, Throwing Thorns, Contact Poison Sap]

Plant; Automatic, SL

Gamma Dawn

(Appears in MA1 & GW1 as several mutations, see Poison)

The plant's body is covered with small thorns. Anyone making strong contact with the plant (striking or wrestling it) is scratched. These thorns will penetrate clothing, but not leather or heavy fur garments. A skeinsuit blocks it completely. The thorns are coated in a poisonous dew that has intensity of 5 + SL (i.e. S(5 + SL)/T6). The dew is constantly secreted, but dries out in half an our, making it impractical to transfer the poison to weapons or to try and store it. The type of poison (destructive, debilitative, paralytic) is chosen randomly.

2 mutations in GD but reading these 2 they could have been one I think.

Pyro/Cryokinesis [Thermakinesis, Crypgenics]

Mental; Activated, SL

Gamma Dawn

(MA1 & GW1)

 

The mutant has the ability to change the temperature in an area. Roll a d100. On a 1-50, he has the ability to increase (pyrokinesis) the temperature. On a 6-8, he can decrease (cryokinesis) it. On a 9-10 he can do both (thermakinesis). The power has a range of 25 meters, plus 5 meters per SL, and affects either a localized area 2 meters in diameter or a single object no larger than 2 meters. This object can be a person, or an object on or held by the person.

 

By concentrating for one turn, the mutant heats (or cools) an area, causing d5 points of damage to any creatures within the area. On the second round of concentration, the damage rises to 2d5 (no flames yet). On each successive round pyrokinesis or cryokinesis causes an additional d5 of damage. When it reaches 10d5 points of damage, it no longer increases, but can continue at that level until the power is shut off.

 

The mutant can concentrate for 5 + SL rounds. After that he must rest the power for three hours. If his concentration is broken during the buildup of power, the rest requirement takes affect.

 

Mutants with pyro/cryokinesis take half damage (rounded up) from heat/cold attacks (not including lasers).

 

Round

Damage

Round

Damage

1

d5

7

7d5

2

2d5

8

8d5

3

3d5

9

9d5

4

4d5

10

10d5

5

5d5

11

10d5

6

6d5

12

10d5

 

Round                  Damage                  Round                  Damage

Once a flammable object reaches 3d5 (3 rounds), it ignites. Once ignited, flammable materials continue to burn without the application of pyrokinesis. With cryokinesis, water freezes at the 3d5 limit. Frozen liquids will then burst sealed containers.

 

If pyro/cryokinesis is applied to an object, a creature holding that object must make a LOG check in order to force himself to maintain his hold on the object. In the first round, there is no penalty to the roll. For each round after, the penalty increases by +5 per round.

A heated (or cooled) object may be voluntarily dropped at any time. If the object heated cannot be dropped, as is the case with armor, then the person wearing it takes damage s if he were in a heated area.

 

 

MA1 Notes: Mental: 16. Pyrokinesis: The ability to cause living matter, or the product of living matter to suffer heat damage and eventually burst into fire. On the first melee turn 1 of burning damage is done (not necessarily fire) and through undisturbed con concentration up to 10 dice of damage can be accomplished in the 10th melee turn with the referee deciding when the actual fire starts. There is a range limitation 25 meters for this mutation to be effective.

 

Mental: 17. Cryogenics: This mutation uses the same limitations as Pyrokinesis except applies to a freezing power. The use of this mutation for 10 melee turns will cause complete freezing of an object or being.

 

 

 

GW1 Notes: Mental: 4. 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.

 

Mental: 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 may be inflicted on the 10th melee turn by a mutant with pryokinesis. The referee determines when and if a fire starts. The effective range of the mutation is 25 meters.

 

Quills or Spines

 

Physical; Automatic, no SL

Gamma Dawn

(MA1 & GW1)

 

The character has quills, like those of a porcupine, all over his body. The player instead can choose to have ridges of spines along his back, arms, legs and tail (if he has one). The mutant can fire 1d5 quills each round like darts using the small, pressurized sacs at the base of each. Each quill does 1d5 damage and has a range of five meters.

 

Spines cannot be fired, but make the mutant a formidable unarmed combatant. In unarmed combat, he does 1d5 extra damage per blow. When struck by an unarmed opponent, that attacker gets harmed by the spines for 1d5 damage. Grappling or wrestling the character (quills or spines) results in 1d5 automatic attacks, for 1d5 damage each. Mutated Species with this mutation suffer a -10 penalty on racial reaction rolls.

 

MA1 Notes: Physical: 9. Quills: These are usually along the arms or legs and serve mainly to prevent contact with the skin by other beings (treat the touch of each quill as doing dagger damage) or they may be thrown for short ranges, (1-10 feet).

 

GW1 Notes: Quills/Spines Physical: 36. 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 a short 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.

 

Radiating Eyes [Radiated Eyes]

 

 

Physical; Activated, SL

Gamma Dawn

(MA1 & GW1)

 

The mutant has the ability to project a beam of radiation through its eyes. The intensity is SL (i.e. S(3xSL)/R(2d10)). Once fired, the radiation stored in the character's body builds up 1 SL worth of intensity a round until it reaches its maximum intensity in 3 turns. The mutant can fire it at any time, but the intensity might not be at its peak.

 

The character's head is immune to radiation. If radiation strikes another part of his body, he suffers damage normally. Add +10% to the character's STA score against radiation checks. If the mutant has more than one set of eyes or visual organs, it can only project radiation through one set of them (unless this mutation is rolled multiple times). It’s beyond the scope of this game to deal with the other, less combative and quite long-term, effects of radiation.

 

GW1 Notes: Physical: 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.

 

MA1 Notes: Physical: 12. Radiated Eyes: The power to focus radiation through the lens of the eyes to emit a damaging blast of radiation with an intensity of 10 on the radiation chart. This power is limited to once every 4 melee turns and has an effective range of 10 yards.

 

Regeneration

 

 

Physical, Plant; Automatic, SL

Gamma Dawn

(First appeared in MA1 & GW1).

 

The character can heal lost STA points at a rate greater than normal. He can also regrow lost body parts. The character heals 5 + SL points per day if he rests, and half that (rounded down) even if he is active. A lost limb or body part reduces the healing to 1 point per day, even without rest, but the missing part is completely restored once all damage to the character is healed.

 

Healing aided by the regeneration mutation never takes place at worse rates than the normal rates of healing without regeneration.

 

If this power is rolled a second time, then the healing takes place each hour, not each day. If it is rolled a third time (very unlikely), that healing is per turn.

 

MA1 Notes: Physical: 7. Regeneration: This allows the being to use his body weight to heal himself of lost hit points, (figure 10 pounds of body weight regenerates 1 hit point per day).

 

GW1 Notes: Physical: 38. Regeneration: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per day.

 

Size Change [Shorter & Taller, Size Decrease & Size Increase, Larger than Normal, Smaller than Normal]

 

 

Physical, Plant; Automatic, no SL

Gamma Dawn (First appeared in MA1 and then again in GW1 was four mutations now 1).

The character is larger or smaller (50/50 chance of either) than normal. Roll 1d5 and multiply by 10%. This is how much shorter or taller the character has become. For example, a roll of 3 means that the character is 30% shorter or taller. A typical human is roughly 2 meters tall. A 30% reduction places him at 1.4 meters tall (4 feet). A 30% increase makes him 2.6 meters tall (8 feet).

Physical strength is increased (taller) or decreased (shorter) by 5 points for each 10% change. Dexterity is increased if the character is shorter and decreased if he becomes taller (plus or minus 5 points for each 10% change). If the character becomes too large or too small, he may qualify for combat modifiers. Base speed remains the same regardless of the height change.

 

Notes: So a 2 meter sized creature max increase is 1 meter = 3 meters  or minimum is 1 meter. Should read “no SL”.

 

 

Originally called Taller & Shorter in MA1 & GW1.

 

MA1 Notes: Physical, Human/Animal; Automatic 1. Taller: With 6 feet being the normal size, this mutation may range up to an effective limit of 25 feet. This height increase calls for a greater metabolic rate, and increases in the strength potential of the being making double, triple, or quadruple the possible damage done by the being (judges option).

 

TALLER                                           Cannot be Shorter (obviously).

                                                         Cannot have Gills (they could not serve increased weight/air needs).

                                                         Cannot have a Total Carapace (it would be too heavy).

                                                                       Cannot have Wings (the body would be too heavy).

 

Physical, Human/Animal; Automatic  2. Shorter: With 6 feet being the norm, this mutation may range down to an effective limit of 1 inch. This change decreases the metabolic rate and the strength potential of the being, and makes it harder for him to be struck in physical combat (referee’s option).

 

SHORTER              Heightened Strength is reduced to having the strength of a normal sized man.

 

9. Larger than Normal: This makes a normally small plant a giant of the species (size is the judge’s option). Example: a venus fly trap can become a 9 foot monster.

 

10. Smaller than Normal: This makes a possibly large dangerous plant very small and therefore very unnoticeable. Example: bamboo which is one inch tall growing among normal grasses and having a deadly poison barb.

 

GW1 Notes: Physical, Human (71-74%)/Animal (69-71%); Automatic  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 he two results together. This gives the mutant’s height in centimeter. 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.

 

Physical, Human (79-83%)/Animal (75-82%); Automatic  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.

Sonic Blast [Sonic Abilities, Sonic Attack Ability]

Physical, Plant; Activated, SL

Gamma Dawn

(MA1 & GW1)

 

The character is able to project a beam of focused sound. It does 2d10+SL points of damage. It is projected in a cone 10 meters long and 5 meters wide at the terminating end. Fragile or brittle objects, such as glass, which fall within the area of effect are likely to break or shatter The Referee should use his judgment about what breaks and what doesn't - small crystal tubes are likely to, reinforced glass less likely, etc. The mutant can use this attack once every four rounds. The character is immune to the deadly effects of sonic blasts. Please note that this attack cannot travel across or work in a vaccum.

 

MA1 Notes: Physical: 14. Sonic Abilities: A power to generate high sonic frequencies that are damaging to tissues (like exposed skin areas) at short ranges. The damage amounts to 3 dice per melee turn and can be repeated once every 4 melee turns. It cannot be selective in that it does damage to all in a radius of 10 yards except the mutant doing it. It is in the form of burn-type damage.

 

GILLS                                              Will negate any sonic abilities

 

GW1 Notes: Physical 42. Sonic Attack Ability: This is the power high-frequency sound waves that are damaging to exposed tissue at short range. The damage amounts to 3 dice (3d10) 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 every 4  melee turns.

I have more to do and look over... I am working on it. I am adding the early description as Notes so I can see what is different all in one place... this will take a while to work through and find where the old form of the mutation is in the GD system or if a new Mutation for GD needs a write up. I started with MA1's mutations and I am then cross referencing to GD and GW1 to figure out what is or isn't in the 2 old games and the GD system... I also have Dragon Magazine Mutations to look over as well. 


 

 

 

 

 

 

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 "Never fire a laser at a mirror."