Mutation work

Mutation work. Organizing notes.
This commit is contained in:
Jaysyn904
2022-03-05 21:55:40 -05:00
parent 1ae53f7417
commit 5b7e04ff13
63 changed files with 1505 additions and 409 deletions

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Amphidians" is a catch-all term to describe engineered mutants that have a frog, salamander or similar amphibians as their genetic progenitor.
Amphidian Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, amphidians have no special bonuses or penalties due to their size.
- Amphidians base land speed is 30 feet.
- Water Breathing: Amphidians can breathe air & underwater.
- Natural Swimmers: Amphidians recieve a +10 to Swim checks.
- Skill Affinity (Jump): Amphidians recieve a +4 to Jump checks.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,11 @@
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Androids are the most human-like synthetics. While close inspection reveals the synthetic nature of the androids skin, hair and eyes, to the casual observer an android appears to be a human being (even going so far as to have body temperature, breath and saliva). Maintaining the outward appearance of an android is labor intensive and expensive; in the Gamma World, many androids (or their owners) do not have the necessary resources, so the android begins to appear ragged, worn and ill-used. Over time, an unkempt android appears more like a walking corpse than a human being.
Android Ability Adjustments: -2 CHA, +2 INT
Special Abilities:
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
- Medium Robot base land speed is 30 feet.
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Arach" is a catch-all term to describe engineered mutants that have a spider, scorpion or similar arachnid as their genetic progenitor.
Arach Ability Adjustments: -2 CHA
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
- Medium: As Medium creatures, arachs have no special bonuses or penalties due to their size.
- Arach base land speed is 40 feet.
- Natural Climber: Arachs recieve a +10 to Climb checks.
- Skill Affinity (Jump): Arachs recieve a +4 to Jump checks.
- Exoskeleton: An arachs exoskeleton grants a +2 Natural Armor Bonus.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Aviad" is a catch-all term to describe engineered mutants that have any variety of bird as a genetic progenitor.
Aviad Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
- Medium: As Medium creatures, aviads have no special bonuses or penalties due to their size.
- Aviad base land speed is 30 feet.
- Skill Affinity (Search) & Skill Affinity (Spot): An aviad's sharp eyes receive a +2 bonus to Search checks and a +4 bonus to Spot checks.
- Wings: An aviad's wings give them a +2 dodge bonus & immunity to terrain effects.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,12 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Flowering greenfolk are known as bloomers. As being generally attractive to most other creatures on Gamma Terra isn't always a good thing, bloomers are able to subtlety effect other sentient creatures via their pheromone-like pollen.
Bloomer Ability Adjustments: +2 CHA, +2 CON
Special Abilities:
- Medium: As Medium creatures, bloomers have no special bonuses or penalties due to their size.
- Bloomer base land speed is 20 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Skill Affinity (Intimidate) & Skill Affinity (Bluff): Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollens.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Caniniod" is a catch-all term to describe engineered mutants that have dogs, wolves, coyotes and similar animals as a genetic progenitor.
Caniniod Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
- Medium: As Medium creatures, caniniods have no special bonuses or penalties due to their size.
- Caniniod base land speed is 30 feet.
- Skill Affinity (Listen) & Skill Affinity (Spot): Caniniods have heightened senses and recieve a +4 bonus to Listen & Spot checks.
- Natural Weapon: Caniniods can make an natural bite attack for 1d4 damage.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
Creeper Ability Adjustments: +2 DEX, +2 CON
Special Abilities:
- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
- Creeper base land speed is 30 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,12 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from cacti & succulents are called culens. They are generally vigorous and tough with a knack for surviving in harsh climates with few resources.
Culen Ability Adjustments: +4 CON
Special Abilities:
- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
- Culen base land speed is 20 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Spiny Hide: Culens are covered with blunt spines that provide a +1 Natural Armor bonus.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,10 @@
Cyborgs are stock humans that have for various reasons, been fitted with one or more cybernetic implants early on in their lives. Like regular stock humans, most are very similar to ancient humans with the major exception of directly interfacing their bodies with one or more machines. However, cyborgs on Gamma Terra can run a huge range of sizes and appearances, from the lucky scavenger that finds an ancient but unobtrusive nightvision cybereye self-installation kit to disembodied brains eternally piloting war machines capable of leveling entire cities.
Stock Human Ability Adjustments: None
Special Abilities:
- Medium: As Medium creatures, cyborgs have no special bonuses or penalties due to their size.
- Cyborg base land speed is 30 feet.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- TBD

View File

@@ -0,0 +1,12 @@
`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 final 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. Mutant Dwarfs are much smaller and weaker than normal humans and other mutants but are quicker & more agile.
Mutant Dwarf Ability Adjustments: -2 STR, +2 DEX
Special Abilities:
- Small: As Small creature, a Mutant Dwarf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but are unable to use large weapons such as scythes, polearms & some high-tech heavy weapons.
- Mutant Dwarf base land speed is 20 feet.
- 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 for the negative one.
- 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 suffers a 3 to her save against mutation).
- Spontaneous Mutation: The biochemical soup that makes up much of Gamma Terra's environment can produce random effects on mutant characters. Whenever a mutant character gains a class level or is knocked down to 0
or fewer hit points, the character must make a Fortitude save as if the character had encountered a mild mutagen or gain a new mutation. Moreaus and humans do not spontaneously mutate in this fashion.`

View File

@@ -0,0 +1,5 @@
You are one of the "Engineered" a sentient, genetically uplifted animal descended from a species that may or may not have been driven to extinction in the centuries after the Final Wars. The Engineered are some of the most common mutants on Gamma Terra, 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.
All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
Engineered characters begin with their choice of 2 minor positive mutations, 1 major positive mutation and also get 1 random minor negative mutation.

13
_notes/genotypes/Ent.txt Normal file
View File

@@ -0,0 +1,13 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees are called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
Ent Ability Adjustments: +2 STR, +2 CON
Special Abilities:
- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
- Ent base land speed is 20 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Skill Affinity (Intimidate): A Ent's towering size gives it an advantage in intimidation..
- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,12 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Equin" is a catch-all term to describe engineered mutants that have donkeys, horses, zebras and similar animals as a genetic progenitor.
Equin Ability Adjustments: +2 STR
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, equin have no special bonuses or penalties due to their size.
- Equin base land speed is 40 feet.
- Skill Affinity (Listen): Equins have keen hearing.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Felid" is a catch-all term to describe engineered mutants that have a jaguar, leopard, lion or similar animals as a genetic progenitor.
Felid Ability Adjustments: None
Special Abilities: None
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, felids have no special bonuses or penalties due to their size.
- Felid base land speed is 30 feet.
- Skill Affinity (Hide) & Skill Affinity (Move Silently): Felids are naturally stealthy.
- Darkvision: Felids can see in the dark as well as daylight.
- Natural Weapon: Felids can make two natural claw attacks for 1d4 damage each.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1 @@
Sentient plants, or greenfolk, are a wondrous new life form. Sentient Plants have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance. Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 random minor negative mutation.

View File

@@ -0,0 +1,13 @@
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
Large Robot Ability Adjustments: +2 STR, -2 DEX, -2 CHA, +2 INT
Special Abilities:
- Large: Large Robots have a +2 modifier to Strength and -2 modifier to their Dexterity.
- HD Increase: Large robots increase their class Hit Die type by one (for example, from a d8 to a d10), to a maximum of a d12.
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
- Large Robot base land speed is 30 feet.
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Marsu" is a catch-all term to describe engineered mutants that have a kangaroo, koala, possum or similar marsupial as their genetic progenitor.
Marsu Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, marsus have no special bonuses or penalties due to their size.
- Marsu base land speed is 30 feet.
- Darkvision: Marsus can see in the dark as well as daylight.
- Natural Climber: Marsus recieve a +4 to Climb checks.
- Natural Leapers: Marsus recieve a +4 to Jump checks.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,11 @@
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
Medium Robot Ability Adjustments: -2 CHA, +2 INT
Special Abilities:
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
- Medium Robot base land speed is 30 feet.
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Mustel" is a catch-all term to describe engineered mutants that have a ferret, otter, skunk or similar musteline as their genetic progenitor.
Mustel Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, mustels have no special bonuses or penalties due to their size.
- Mustel base land speed is 30 feet.
- Skill Affinity (Tumble) & Skill Affinity (Balance): Mustels are natural acrobats.
- Natural Weapon: Mustels can make two natural claw attacks for 1d4 damage each.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

13
_notes/genotypes/Myco.txt Normal file
View File

@@ -0,0 +1,13 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from fungus & lichens are called mycos. They are tough and hardy with a penchant for surviving where other creatures can't. Mycos have a generally alien mindset, even in regards to other greenfolk.
Myco Ability Adjustments: +1 WIS, +2 CON
Special Abilities:
- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
- Myco base land speed is 20 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +1 to all Fortitude saves.
- Rubbery Hide: Mycos rubbery flesh makes them immune to subdual damage.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Porcin" is a catch-all term to describe engineered mutants that have a hog, pecarry or similar swine as their genetic progenitor.
Porcin Ability Adjustments: +2 CON
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, porcin have no special bonuses or penalties due to their size.
- Porcin base land speed is 30 feet.
- Pigheaded: Porcins recieve a +2 Bonus to Will saves due to their innate willfulness.
- Tough Hide: Porcins thick skin gives them a +1 Natural Armor Bonus
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Primax" is a catch-all term to describe engineered mutants that have a ape, monkey, gorilla or similar primate as their genetic progenitor.
Primax Ability Adjustments: +2 DEX
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
- Medium: As Medium creatures, primax have no special bonuses or penalties due to their size.
- Primax base land speed is 30 feet.
- Skill Affinity (Climb): Primax are proficient climbers.
- Natural Weapon: Primax can make an natural bite attack for 1d4 damage.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,10 @@
Pure-strain humans are those individuals who have, through technology and physical isolation, remained largely unmolested by the ravages of the Final Wars. Hailing from remote communities or protected environments built before the Final Wars, pure-strain humans are the oldest new members of Gamma Terra. Though blessed with the technology and knowledge of the previous age, pure-strain humans lack personal experience and often even theoretical information about the environments of Gamma Terra.
Pure-Strain Human Ability Adjustments: -2 STR, -2 CHA, +2 INT, +2 CON
Special Abilities:
- Medium: As Medium creatures, pure-strain humans have no special bonuses or penalties due to their size.
- Pure-Strain Human base land speed is 30 feet.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Reptoid" is a catch-all term to describe engineered mutants that have a crocodile, tortise, snake or similar reptile as their genetic progenitor.
Reptoid Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, reptoids have no special bonuses or penalties due to their size.
- Reptoid base land speed is 30 feet.
- Skill Affinity (Tumble): Reptoids are highly aware of their surroundings.
- Natural Weapon: Reptoids can make an natural bite attack for 1d4 damage.
- Scaly Hide: Reptiods have scaly skin that grant them a +2 Natural Armor.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Rodet" is a catch-all term to describe engineered mutants that have a mouse, porcupine, rabbit or similar rodent as their genetic progenitor.
Rodet Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, rodets have no special bonuses or penalties due to their size.
- Rodet base land speed is 30 feet.
- Natural Weapon: Rodets can make an natural bite attack for 1d4 damage.
- Nimble Reflexes: Rodets receive a +2 Reflex bonus due to their heightened agility.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,13 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Rumin" is a catch-all term to describe engineered mutants that have a cattle, antelope, goat or similar ruminant as their genetic progenitor.
Rumin Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, rumins have no special bonuses or penalties due to their size.
- Rumin base land speed is 30 feet.
- Natural Weapon: Rumin can make an natural gore attack for 1d4 damage.
- Skill Affinity (Concentration) & Skill Affinity (Intimidate): Rumins are even keeled but terrifying when roused.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Sectiod" is a catch-all term to describe engineered mutants that have a bee, ant, beetle, cricket or similar insect as their genetic progenitor.
Sectiod Ability Adjustments: -2 CHA
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, sectiods have no special bonuses or penalties due to their size.
- Sectiod base land speed is 30 feet.
- Skill Affinity (Climb) & Skill Affinity (Jump): Sectoids are natural climbers & leapers.
- Wings: A sectiod's wings give them a +2 dodge bonus & immunity to terrain effects.
- Exoskeleton: A sectiod's exoskeleton grants a +1 Natural Armor Bonus.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,12 @@
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Bush-like greenfolk are known as shrubbos. They are generally agile & have no trouble blending in with both natural & urban environments.
Shrubbo Ability Adjustments: +2 DEX, +2 CON
Special Abilities:
- Medium: As Medium creatures, shrubbos have no special bonuses or penalties due to their size.
- Shrubbo base land speed is 20 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Skill Affinity (Hide) & Skill Affinity (Move Silently): Shrubbos are very good at making themselves unnoticed.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).

View File

@@ -0,0 +1,12 @@
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
Small Robot Ability Adjustments: -2 STR, +2 DEX, -2 CHA, +2 INT
Special Abilities:
- Small: Small Robots have a 2 modifier to Strength and +2 modifier to their Dexterity.
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
- Small Robot base land speed is 30 feet.
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.

View File

@@ -0,0 +1,11 @@
Stock humans are the most common genotype on Gamma Terra. They are like ancient humans in almost every way, though they are perhaps somewhat hardier, and possess the same infinite potential of those of antiquity. Despite the competition from other races, mutants in particular, stock humans may yet reclaim their position as the dominant species.
Stock Human Ability Adjustments: None
Special Abilities:
- Medium: As Medium creatures, stock humans have no special bonuses or penalties due to their size.
- Stock Human base land speed is 30 feet.
- Quick To Master: 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.

View File

@@ -0,0 +1,11 @@
True Mutants, the most numerous sub-group of mutants, 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 final 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.
Mutant Ability Adjustments: None
Special Abilities:
- Medium: As Medium creatures, mutants have no special bonuses or penalties due to their size.
- Mutant base land speed is 30 feet.
- 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 for the negative one.
- 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 suffers a 3 to her save against mutation).
- Spontaneous Mutation: The biochemical soup that makes up much of Gamma Terra's environment can produce random effects on mutant characters. Whenever a mutant character gains a class level or is knocked down to 0 or fewer hit points, the character must make a Fortitude save as if the character had encountered a mild mutagen or gain a new mutation. Greenfolk, engineered and humans do not spontaneously mutate in this fashion.

View File

@@ -0,0 +1,14 @@
The Engineered are some of the most common mutants on Gamma Terra, 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 strains origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Ursin" is a catch-all term to describe engineered mutants that has any varety of bear as a genetic progenetor.
Ursin Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, ursins have no special bonuses or penalties due to their size.
- Ursin base land speed is 30 feet.
- Skill Affinity (Climb): Ursins are adept climbers.
- Natural Weapons: Ursins can make two natural claw attacks for 1d4 damage.
- Tenacious: Ursins recieve a +2 Bonus to Fortitude saves.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- 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 suffers a 3 to her save against mutation).