Mutant in Gamma World | World Anvil

Mutant

In the Gamma World, the term “mutant” refers to any and all non-synthetic, non-human creatures. When speaking of PCs, the definition is much the same, with the added distinction that they are intelligent, talking things. Despite the nearly infinite varieties of mutants, PCs will fit into one of these four basic groups.   Engineered Animals: These are some of the most common mutants in the Gamma World, and the most likely to breed true and create communities of their own. Final Wars-era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure, and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any mammal imaginable, and a few reptiles and birds have been elevated to this human-like status, and to varying degrees.   Engineered Humans: Engineered humans were almost as common as engineered animals during the Final Wars, but served different purposes. In the case of engineered humans, certain advantageous traits were either enhanced from within or grafted onto the standard human genome. Far more valuable than mere animals, engineered humans served as spies, scientists, explorers, crusaders, and super-soldiers. Only the strains of engineered humans that could breed true remain in the Gamma Age, but scholars suspect that a far greater variety of sterile engineered humans existed during the Final Wars. Their genetic material may yet remain in hidden laboratories, pure-strain human arcologies, or similar locations.   New-Folk: New-folk are the result of accidental mutations caused by the rampant environmental damage of the Final Wars and ambient biotech pollutants; unlike true mutants, they breed true (at least one generation must pass on their mutated traits to earn the name new-folk). Much rarer than engineered mutants and even true mutants, new-folk represent nature’s ability to adapt in even the direst of circumstances. New-folk make up a very small percentage of the mutant population, and are rarely encountered in groups larger than an extended family, or small village, but nonetheless qualify as a species all their own—and may very well be the inheritors of the Gamma World.   True Mutants: These, the most numerous sub-group, are the result of random genetic accidents that occur because of the biotech soup floating in the air and water, the background radiation left over from the Final Wars’ finally volleys, and the desperate attempts by nature to put things right. Degenerate humans, elevated animals, and hybrids between the two: no two true mutants are alike. Most true mutants die shortly after birth, their bodies so twisted by defects that they cannot survive. Other true mutants are those who have been blessed even as they have been cursed, whose defects do not overwhelm their advantages. Stock humans and even other sorts of mutants who metamorphose further after exposure to mutagens during the course of their lives also fall into the category of true mutant.  
APPEARANCE
Mutants vary far too much to support more than the vaguest generalities about their appearance. Most mutants are bipedal humanoids, have traits displaying their mutations (cat-like eyes for night vision, thick scars for natural armour, etc.), and retain traits representative of their original stock (human or animal). Of course, none of these rules are hard and fast, and any given mutant may break any or all of them.  
COMMUNITIES
Mutants usually form communities of their own. This is particularly true among engineered animals and new-folk; both groups prefer to take comfort and find protection among their own kind. Engineered humans live among stock humans more often than not; while in many cases, their appearance may be no more innocuous than that of another strain of mutant, they fit into human social ideals more readily. True mutants find homes wherever they can. While less overt mutants are able to live among both humans and mutants, those suffering from extreme mutations are shunned by all but the most liberal of societies. Bands such mutants, nomads living as bandits or hunter-gatherers, are common.  
RELATIONS
Most mutants understand why they are feared and shunned by humans: mutants represent both the sins of the past as well as a future in which humanity is only a historical footnote. Neither humans nor mutants often articulate it in those words, but the sentiment is there. On the human-mutant continuum, where extreme mutations (engineered or accidental) represent one pole and pure-strain humans the other, the closer in to the centre, where stock humans overlap with the mildly mutated, the better relations are between human and mutant. Necessity can, of course, help balance the scale; even pure-strain humans will show grudging respect for the mutant guides that lead them to fresh water and fertile soil.   Where the relationships between humans and mutants are often defined by mutual fear, tempered by need and even “programmed” behaviour, the relationship between mutants and synthetics is almost entirely undefined. Biotechnology and cybernetics were competing technologies throughout the decades before the Final Wars, united only occasionally by nanotechnological projects. Some synthetics were designed to hunt down and destroy mutants, while some engineered animals and humans were designed to quickly identify intrusion by androids and cyborgs. In the Gamma World, mutants and synthetics do not generally find themselves competing for the same space or resources, which reduces the conflict between the groups, but inherent distrust persists occasionally.  
ALLEGIANCES
For new-folk, engineered animals, and other mutants living among their own kind, family (nuclear or extended, blood or adopted) is the most important allegiance. Family keeps one safe, provides for one’s needs, and promises a future for one’s offspring. To the emergent races of the Gamma World, these are the three most important aspects of life. After family, community is an important factor in the lives of mutants, as is friendship for those lucky enough to have bonded with people outside the family or community. Mutants living in a harsh world that often looks at them like either predators or prey, put little stock in philosophical ideals, organized religions, political beliefs, or complex social structures.   For engineered animals and mutants, genetically engineered behaviour can determine the beliefs and values of an entire mutant strain. Even long after the masters are dead, the servants are still working to accomplish their tasks, and a player character saddled with such a burden would certainly provide for interesting roleplaying opportunities.  

MUTANT RACIAL TRAITS

Abilities: Mutants gain a +2 bonus to any two ability scores and a -2 penalty to any one ability score. Both a bonus and penalty may be applied to the same ability score (effectively cancelling each other out), but the two bonuses may not be applied to the same score. The chosen ability scores will generally reflect the mutations a particular mutant character has.   Size: Mutants are Medium creatures and have no bonuses or penalties due to their size (unless a mutation or other ability changes this).   Speed: Mutants have a base speed of 30 feet (unless a mutation or other ability changes it).   Mutant Characteristic: New-folk and true mutants (not engineered animals and engineered humans) choose one of the following:
  • Small: The mutant is Small sized and gains a +1 size bonus to attack rolls and Defence, and a +4 size bonus on Stealth checks. In addition, the mutant gains a +2 bonus to Dexterity (this does not stack with the ability bonuses above, so a mutant who selects this characteristic should place their other bonuses in different abilities). Base speed decreases to 20 feet.
  • Fast: The mutant gains Fleet as a bonus feat.
  • Low-Light Vision: The mutant gains the night vision mutation. This does not count towards the mutant's total number of starting mutations as detailed below.
  • Keen Senses: The mutant receives a +2 species bonus on Perception checks.
  • Darkvision: The mutant gains the darkvision mutation. This does not count towards the mutant's total number of starting mutations as detailed below.
  Mutations: Mutant characters begin with 3 minor positive mutations, 1 major positive mutation, and 1 minor negative mutation. Choose the positive mutations, and then roll randomly for the negative one. If the negative mutation directly cancels out a positive one, re-roll it unless the player and GM agree that it’s suitable to have a mutant character end up less mutated than usual.   You may also choose to add additional mutations to your character at creation, using the following options:
  • Give up 2 minor positive mutations for an additional major positive mutation, for a total of 1 minor and 2 major rather than the usual 3 and 1.
  • Choose an additional minor positive mutation and roll randomly for an additional minor negative mutation, with the same option for re-rolling directly conflicting mutations described above.
Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a -2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens). This penalty increases by -1 for every two character levels (for example, a 2nd-level mutant Strong Hero suffers a -3 to her saves against mutation).   Spontaneous Mutation: The biochemical soup that makes up much of the Gamma World environment can produce random effects on mutant characters. Whenever a new-folk or true mutant character gains a class level or is reduced to 0 or fewer hit points, the character must make a Fortitude save (DC 5) as if the character had encountered a mild mutagen. Failure means the character gains a random new mutation. Engineered animals and engineered humans do not spontaneously mutate in this fashion.


Cover image: Trash Planet by nkabuto