Sonic Scream in Gamma World | World Anvil

Sonic Scream

Both the character’s lungs and vocal chords mutate, allowing her to not only compress the air in her lungs, but also exhale it through her enhanced vocal chords with such force the she emits a powerful sonic scream. The scream either damages an opponent or interferes with the functionality of his inner ear, causing his sense of balance to fail. The character’s neck usually swells noticeably with this mutation.   Type: Major positive.   Effect: This transformation encompasses two distinct effects. When the character receives it as a mutation, roll 1d6. On a result of 1-3, her vocal chords emit an audible scream; on a 4-6, her vocal chords emit a subsonic scream. A character with one of these effects cannot manifest the other; re-roll if Sonic Scream comes up twice. Biodevices grant one predetermined effect or the other.   Upon mutation, the character gains the ability to emit a scream so loud as to shatter eardrums. The power causes 3d6 points of sonic damage and affects all individuals with unprotected hearing in a 60-foot cone (Fortitude save DC 10 + half character level + Constitution modifier for half). Those who fail are also deafened for 2d6+3 rounds. Characters with the Improved Senses mutation get a -5 penalty on the Fortitude save, whereas characters with the Weakened Senses mutation are immune to this power.   Alternatively, the character emits a scream at a low frequency, inaudible by normal humans, but which interferes with the inner ear (the system that regulates a human’s centre of balance). Individuals with unprotected hearing in a 60-foot cone must make Fortitude saves (DC 10 + half character level + Constitution modifier) or lose their sense of balance for the next 1d6+4 rounds. For the duration of the effect, they are at a -4 penalty on all actions that require a functional sense of balance, and actions that require hand-eye coordination more complex than picking something up from the ground (the penalty also applies to Reflex saves). The penalty increases to -6 if the character attempts to move at a pace faster than normal walking speed. The victim’s speed is reduced by -10 feet. Individuals without inner ears are immune to this power.   As a side effect of the mutant’s improved lungs, she can now hold her breath twice as long as a normal human (both versions of the mutation grant this effect).   Biotech: Implant, Graft.


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