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Mutated Plants for the Gamma World Game

by: Neil Spicer

 

The latest rules addendum to the Gamma World Roleplaying Game provided the means for creating mutated animal heroes. Those rules were meant to expand the choices available to players of the game. Nonetheless, one special class of mutants was neglected in both the new release of Gamma World (5th edition) and the supplemental rules given in Dragon Magazine, Issue #272. This forgotten class of mutants doesn’t come as a surprise really. After all, we often miss seeing the forest for the trees. We are talking, of course, about mutated plants. In this article you will finally discover the guidelines for creating your own mutated plant heroes for the Gamma World campaign setting, according to the Alternity rules.

Species

There are more varieties of plant-life than animal-life in almost every locale of the world. Depending on the types of ecosystems your Gamemaster decides to set within his or her campaign, a nearly unlimited array of mutated plants will exist to choose from. In general, all mutated plant heroes should fall into one of the species categories listed below:

Categories:

Brush/Shrub

Heroes from this class of plants include almost any nondescript, bush-like plant. They often tend to look so ordinary that in the wild most other creatures will pass them by without even noticing them. They are also incredibly hardy plants that have adapted very well to the harsh challenges of life upon Gamma Terra. Holly bushes, ferns, and hedges are some examples of plants that fall into this category.

Flower

These heroes tend to represent the most beautiful creatures in the plant kingdom. They almost always have a slim, delicate physique that leaves them more vulnerable to the forces of nature than their cousins. All mutated flower plants will have natural blooms that add to their appeal. They also cannot tolerate most poisons or drugs due their more delicate structure and take precautions to avoid such substances whenever possible. Daffodils, lilies, roses, and tulips are just a few of the plants that fall into this category.

Fungi

Technically, heroes from this category are not truly plants, but they are included here as another mutant species available to players and follow the same rules for hero creation as mutated plants. The mind of a fungus is incredibly different, however, than most other creatures upon Gamma Terra. As a result of this trait, they typically enjoy a higher resistance against encounter skills that seek to manipulate them, and actually shield their emotions from all other sentient life forms. These heroes also have the ability to see naturally in the dark. Mold, mildews, and mushrooms of any kind fill this category of plants.

Succulent

Heroes of this variety are some of the most tenacious life forms in existence, carefully rationing and storing water inside their fleshy interiors to insure survival. Consequently, they have the unique ability to survive in extremely arid conditions far longer than most of their companions. These plants also come with a natural defense of thorns and spikes to keep away predators, which the mutated variety has turned into a potent offensive weapon. Cacti and almost all kinds of desert plants fall in this category, but other fleshy plants such as aloe vera can be included here, too (minus the natural attack form, of course).

Tree

Heroes from this group are the "kings" of the plant kingdom. Easily the largest of all mutated plants, trees come in a huge variety of shapes and sizes, but generally fall into two sub-categories: evergreens and non-evergreens. Evergreens tend to be more susceptible to damage from fire, but do not suffer the penalties that non-evergreens experience in cold environments. Regardless, all trees enjoy a natural armor advantage from the bark that surrounds their exterior, as well as incredibly tough club-like arms for use in combat. Oaks, fruit trees, pines, and weeping willows all come from this category of plants.

Vine

Heroes from this class of plants are incredibly agile and are naturally more mobile than most other mutated plants. They also tend to have faster reaction speed than some people and animals. Ivy, kudzu, and any creeper-like plants make up this category.

Weed

Heroes of this kind tend to be shunned and looked down upon by most other plants. The rest of Gamma Terra usually ignores them as well, due to their naturally unobtrusive appearance. Much like mutated brush and shrubs, weeds can easily be overlooked in the wilderness when hiding among other plants. They are quite resistant to damage, having a natural tendency to shrug off stun damage, or even wounds, and still survive. Despite this advantage, weed-like plants suffer from a definite weakness against poisons and drugs, one of the most effective ways to slow them down. Brambles, Dandelions, and any number of Grass-like plants fill this category.

While other options certainly exist, players should find that almost any plant fits into these categories. Sometimes, it can be difficult to decide on one or the other, such as the case of a flowering shrub or a brush-sized bramble. For example, rose bushes have been known to grow very large and could easily be considered a shrub, but traditionally, we tend to think of them as flowers instead. Always consult your Gamemaster to determine the proper categorization of any plant. He or she should have the final say in the matter.

Your choice from among the categories listed above will help to refine the process of creating your mutated plant hero since it will determine your character’s natural traits, ability score limitations, as well as the total number of mutation points you will get to spend. The Species Notes section at the end of this article should provide a number of stock plant species to work with, but you should always feel free to define something that might be missing. Again, work with your Gamemaster during this process.

Make sure to note any special characteristics about your chosen species, both from the Species Notes section at the end of this article, as well as the following table. These traits are described later in more detail under the Mutations section.

Table 1: Mutated Plant Traits

Type

Traits

Size

Movement

Ground Fly Swim

Brush

Improved Durability, Natural Armor (Dermal Reinforcement)

Medium

¾

None

¾

Flower

Pheromones/Blooms, Toxin Intolerance

Small

½

None

½

Fungi

Empathic Shield, Thermal Vision, Light Sensitivity

Small

½

None

½

Succulent

Natural Attack, Environmental Adaptation (arid)

Medium

¾

None

½

Tree

Improved Durability, Natural Armor (Dermal Armor), Natural Attack, Evergreens – Susceptible to Damage (En – fire only), Non-Evergreens – Environmental Sensitivity, slight (cold), Susceptible to Damage (En – cold only)

Large

Full

None

¾

Vine

Improved Reflexes, Increased Balance

Medium

Full

None

¾

Weed

Improved Durability, Improved Immunity, Toxin Intolerance

Small

½

None

½

Size and Shape:

Despite the real-life size of the base species that is chosen, all mutated plant characters will be a minimum of 1 meter in height. Those types listed as Small in Table 1 are approximately 1 to 1.5 meters tall; those listed as Medium are between 1.5 and 2.5 meters tall; while those listed as Large are approximately 2.5 to 4 meters tall. Mutated plants are also assumed to have eyes, ears, and a voice-box, actually growing these extra organs to sense and communicate with the world around them. They also come with "hands" capable of grasping objects and using tools. At the player’s option, the character can be created without these "hands", restricting its ability to wield tools easily. See Drawbacks, below, for more on this.

Sustenance:

All mutated plants sustain themselves in a different manner than animals or humans. Complete nourishment for a day can be achieved by "taking root" in the soil for an hour, during which the mutant cannot move. In addition, a mutated plant needs three hours of bright sunlight, or six hours of dim sunlight, but it can still stay active during this time. Most artificial lights cannot substitute for sunlight, but extended periods can be endured, accumulating a +1 step penalty to all actions for each day spent without the sun. In addition, each day that passes without sunlight forces the mutated plant to make a Stamina-endurance check to avoid losing 1 wound point. Any success avoids the loss, but the accumulated daily penalty to all actions is applied to the check. Prolonged periods of this kind of hardship will result in enough massive penalties to the Stamina-endurance check that the plant will eventually become heavily wounded, then mortally wounded, and finally die, just as a human would if he or she starved to death.

A mutated plant also has the same water needs as humans and animals, although it usually obtains this while taking root in the soil. If the plant doesn’t meet these requirements (due to drought, for example), it suffers the same consequences as a loss of sunlight (+1 cumulative step penalty/Stamina-endurance check to avoid 1 point of wound damage, per day).

Exceptions to these conditions do exist. The fungi species, for example, does not require sunlight at all, and the succulent species requires water at only a rate of once every three days, and even then only half as much as other plants. Assess the cumulative +1 step penalty and Stamina-endurance checks against a succulent plant every three days that it goes without water. Lastly, some plants are carnivorous in nature and capable of consuming meat, much like animals or humans. For more on this selective ability, see the Mutations section, below.

Ability Scores

Divide 60 points among the six Abilities – STR, DEX, CON, INT, WIL, and PER – and assign those Ability Scores to your hero. Make sure to arrange them so that your hero abides by the minimum and maximum limitations for Ability Scores for your hero’s species category, as given in Table 2: Mutated Plant Ability Scores, below. (Mutations and drawbacks can eventually raise or lower these ability scores beyond the listed limits.)

Table 2: Mutated Plant Ability Scores

Type

STR

DEX

CON

INT

WIL

PER

Brush

6-14

4-14

6-15

4-12

6-14

4-14

Flower

4-11

6-15

4-12

4-14

4-14

8-16

Fungi

4-12

4-12

6-14

6-15

8-16

4-11

Succulent

6-14

4-14

6-15

4-12

6-14

4-13

Tree

9-16

4-11

6-16

4-12

4-14

4-13

Vine

4-11

8-16

4-13

4-14

4-13

4-14

Weed

4-13

6-15

6-15

4-13

6-15

4-12

Mutations

Each mutated plant hero has a number of mutation points as listed for its type in Table 3: Plant Mutation Points. In some cases, the plant’s particular species (as suggested in the Species Notes at the end of this article) might adjust this number up or down. This cannot reduce the character’s starting pool of mutation points below 1 or increase it above 11. Regardless of the character’s total pool of mutation points, remember that no character can have more than 3 Ordinary mutations, 2 Good mutations, or 1 Amazing mutation. Physical mutations should be chosen from the modified table GW35a: Plant Physical Mutations, appearing below. Mental mutations should still be chosen from Table GW36 on page 69 in the Gamma World Campaign Setting rulebook.

At the player’s option, and at the cost of 1 mutation point, the mutated plant can be declared a carnivorous or herbivorous variety, thereby enabling it to eat meat or other plants to sustain itself (though it would still need water). Such a plant would continue to have the ability to survive off soil, water, and sunlight, giving it an advantage over most other heroes, but its preferred method of feeding would become that of a carnivore or herbivore.

Table 3: Plant Mutation Points

Type

Points

Brush

5

Flower

7

Fungi

5

Succulent

4

Tree

4

Vine

5

Weed

6

 

As stated in the Gamma World Campaign Setting rulebook, Ordinary mutations cost 1 mutation point; Good mutations cost 2 mutation points; and Amazing mutations cost 4 mutation points. The following list can be used to randomly generate your hero’s mutations or, with your Gamemaster’s permission, you may select them directly instead.

Table GW35a: Plant Physical Mutations

D20

Ordinary

Good

Amazing

1

Biorhythm Control

Acid Touch/Dissolving Juices

Chameleon Flesh

2

Dermal Reinforcement

Dermal Armor

Dermal Plating

3

Environmental Adaptation

Electric Aura

Dual Brain

4

Improved Durability

Enhanced Durability

Energy Absorption

5

Improved Healing

Enhanced Healing

Energy Metamorphosis

6

Improved Immunity

Enhanced Immunity

Energy Reflection

7

Improved Metabolism

Enhanced Metabolism

Explosive Seeds

8

Improved Physical Ability

Enhanced Physical Ability

Finger Vines

9

Improved Reflexes

Enhanced Reflexes

Hyper Durability

10

Improved Senses

Enhanced Senses

Hyper Healing

11

Increased Balance

Extra Body Parts

Hyper Immunity

12

Increased Speed

Gliding/Gas Bags

Hyper Metabolism

13

Night Vision

Increased Precision

Hyper Physical Ability

14

Oversized Limbs

Metamorphosis (plants only)

Hyper Reflexes

15

Pheromones/Blooms

Natural Attack

Hyper Senses

16

Radiation Tolerance

New Body Parts/Fruit

Natural Attack, Improved

17

Sonar

Redundant Vital Organs

Photogeneration

18

Spore Cloud

Rejuvenation

Poison Attack

19

Toxin Tolerance

Size Change

Projectile Seeds

20

Vascular Control

Thermal Vision

Skeletal Enhancement

Plant Physical Mutation Descriptions:

Below are the descriptions of the new plant physical mutations that have been added to Table 35a, above. Most of these mutations will alter the mutant’s physical form in some obvious way. In addition there are some old mutations that have notes added to them with regard to mutated plants.

Explosive Seeds

Amazing, Activated, STR

The mutant plant grows and carries d2+1 seeds of a volatile nature. The plant’s Constitution adjusts this number as if it had a resistance modifier (i.e., +1 seed for CON 11-12, +2 for 13-14, etc.). These items can be willingly plucked and hurled as if they were fragmentation grenades. All targets within 2 meters of the explosion suffer Amazing damage (d6+2w), targets between 2 and 6 meters away suffer Good damage (d4+2w), and targets between 6 and 10 meters suffer Ordinary damage (d4w). Anything farther than 10 meters away isn’t affected by the blast. Note that this mutation comes with an inherent danger to the mutant as well. On any Amazing hit by an opponent or any fall of a significant distance, the mutant must make a Stamina-endurance skill check to avoid having one of the explosive seeds prematurely released and dropped at its feet. The resulting explosion would, presumably, leave the mutant within the 2-meter range of the blast radius. These seeds can be re-grown in 1 month and can only stay on the plant for up to 3 months before becoming useless.

Finger Vines

Amazing, Permanent, DEX

In addition to any other "hands" a mutated plant might have, this mutation provides an extra set (1d4) of vines that can be used to manipulate objects. The length of these vines is usually only 5 meters, though this amount can be modified by the plant’s Constitution score as if it had a resistance modifier (i.e., +1 meter for CON 11-12, +2 for 13-14, etc.). Also, one 20-centimeter (eight-inch) segment per finger vine can be detached from the plant and still controlled remotely by its parent-vine. The parent-vines can control these segments up to 10 meters away (also adjusted for the plant’s Constitution score, as above), but are incapable of any other actions while doing so. If the plant can’t see the finger vines or segments, they must move around by touch only, as if blind and deaf, suffering a +3 step cumulative penalty to most actions. These vines/segments are relatively weak; however, and each vine has physical ability scores of only STR 3, DEX 4, and CON 4, while segments have STR 2, DEX 4, CON 3. These vines/segments move at a much slower pace than the rest of the plant, with a movement rate based on the lower STR and DEX scores (i.e., Sprint 6, Run 4, Walk 2). These vines/segments are capable of fine manipulations, such as working with tools, a computer, or even a weapon of some kind, though their relatively low STR may prevent them from interacting with some objects. If multiple vines/segments are combined to perform a physical task upon the same target, add their STR and DEX scores together and roll a single skill check based on the higher abilities, treating it as a single action with respect to performing multiple actions in the same phase. The plant can always choose to perform two similar actions with one "normal" hand and one finger vine (or a combined set of finger vines) in the same phase at no penalty. If multiple segments or vines are assigned similar, but separate, tasks and the plant attempts to perform them all in the same phase, a cumulative +2 step penalty applies to each additional action after the first vine. In such a case, the first vine’s action would suffer no penalty, the next vine would receive a +2 step penalty, the next a +4 step penalty, and so on. If the plant attempts completely different actions in the same phase, all of the vines suffer a +2 cumulative step penalty. Regardless of the number of vines/segments a plant may have, the number of actions that the hero can attempt in a single round is not affected by this mutation.

Examples: A mutated plant has 3 finger vines in addition to its two "normal" hands and it faces a single opponent whom it intends to attack. If it tried to perform two attacks in the same phase with its "normal" hands, it would apply the usual +2 step penalty to the primary action and +4 step penalty to the secondary action. If the plant chose instead to use its finger vines to perform the second attack, neither action would suffer a penalty. It could attempt that second attack with only one vine by picking up a single weapon and striking with it (at STR 3, DEX 4), or use additional vines to combine their ability scores at the task (e.g., all three vines would give STR 9, DEX 12). If additional weapons were available, the plant could also choose to attack the same opponent more than two times in the same phase, but with increasing penalties. The attack with the "normal" hand and first vine would still receive no penalty, but the second vine would receive a +2 step penalty, and the third vine would have a +4 step penalty. If it chose instead to attack once with a "normal" hand, again with a single vine, and then a third time with its remaining two vines combined upon a single weapon, the resulting penalties would be different. The first and second attack would suffer no penalty and the third attack would suffer only a +2 step penalty for the simultaneous action (but also gain the benefit of a higher combined ability score, i.e., STR 6, DEX 8). The total penalties would amount to 0/0/+2 steps. If there were actually two different opponents and the plant attempted to split its attacks, the first attack with the "normal" hand would have no penalty, but each following attack by the vines would suffer a +2 cumulative step penalty. Obviously, combining actions in this way is possible, but much more difficult. Still, a mutated plant wielding four or five different weapons can be quite an intimidating sight.

If these vines or segments are ever attacked directly by an opponent their durability rating is based upon their individual CON scores (i.e., 4/4/2/2 for vines, 3/3/2/2 for segments). A vine or segment that is knocked unconscious may be revived according to the normal knockout rules. A vine or segment that is "slain" is considered destroyed. In addition, remote-controlled segments cannot stay separated from the plant’s body for very long. If they are not rejoined in an hour, they will wither and die. If a vine is "slain" while its segment is detached, the segment is also lost (i.e., it cannot be reattached to a different surviving vine) and no more control can be exercised over it. New finger vines or segments can be re-grown to replace those that are lost in a week, and multiple vines or segments can be re-grown at the same time.

New Body Parts/Fruit

Good, Permanent, CON

In addition to the normal range of new body parts available to a mutant that rolls or selects this mutation, a mutant plant can opt for the new body part to take the form of a special kind of fruit. The plant grows berries or some other type of edible fruit that may have a useful function. It takes a month to grow a fruit, and multiple pieces of fruit may be growing at once. The mutant can have up to d4+1 pieces of fruit on its body at any one time, in various stages of growth. This amount is modified by the plant’s Constitution as if it had a resistance modifier (i.e., +1 fruit for CON 11-12, +2 for 13-14, etc.). The fruit stays fresh for a month before rotting and falling off. The fruit can be any size, from a blueberry or apple to a coconut or watermelon, and can be any color or texture as selected by the player at the time of character creation. Mutated plants cannot benefit from eating their own fruit, but they can provide it to other non-plant characters. Unless otherwise stated below, the fruits must be consumed for them to have any effect whatsoever. This mutation can be selected more than once, but if so, a different type of fruit should be selected each time. The following table describes the benefits of various kinds of fruit, and can optionally be used to randomly generate the variety that the hero is capable of growing:

D12

Type of Fruit

1

Anesthetic – This fruit can render its victim unconscious, either willingly or unwillingly. If the victim fights against the effects, a Constitution feat check determines the results. Critical Failure, victim is knocked out (all stun points lost); Failure, victim suffers d6+2s; Ordinary, d6s; Good, d6-1s; Amazing, d4-1s. If the victim is knocked out (either willingly or unwillingly), the effects are exactly like normal stun recovery as detailed in the Gamma World rules. They last for the remainder of the round in which he or she was knocked out and the entirety of the next round as well. Starting in the round after that, the subject makes a Resolve-physical resolve skill check, but with a +2 step penalty due to the remaining anesthetic in the victim’s system. On any success, the character finally becomes conscious but cannot attempt any other actions in the upcoming round.

2

Antibiotic –This fruit provides a –3 step bonus to Constitution feat checks to fight off disease. This process isn’t instantaneous, but rather it provides the bonus over a period of d8 days, hopefully giving the treated character enough time to recover fully. The antibiotics provided by this fruit might not be effective against rare or new microbes, at the Gamemaster’s discretion.

3

Anti-radiation Serum – This fruit provides a –2 step bonus to Constitution feat checks when fighting off the effects of any form of radiation.

4

Anti-venom – This fruit acts as an antidote for natural poisons, such as snake bites and scorpion stings. If the victim receives a dose of anti-venom within the poison’s onset time, he or she gains a –4 step bonus to his or her Constitution feat check. This bonus is halved if the anti-venom is administered after the poison begins to affect the victim. Anti-venom may be ineffective on some toxins or unusual poisons, at the Gamemaster’s discretion.

5

Coagulant – This fruit can be made into a paste that causes clotting at the point of injury without thickening the blood throughout the body. A dose of coagulant gives a dying character a –3 step bonus to his or her next Stamina-endurance check, making it much more likely that his or her condition will not worsen for at least the next 24 hours. The Knowledge-first aid skill is needed to successfully apply the coagulant to a creature’s wounds (i.e., it is not ingested).

6

Mental Enhancement – This fruit temporarily provides a bonus to mental mutations by boosting the mental acuity of whomever eats it. If a particular mental mutation requires a skill or feat check to use, the fruit provides a –1 step bonus to do so; if the mutation forces a target to make a skill or feat check to resist, that check suffers a +1 step penalty. If neither of these situations apply to a particular mental mutation, the fruit has no effect on that mutation. These mental enhancement effects last for d4+1 rounds per fruit consumed.

7

Pain-Killer – This fruit provides anyone that eats it with the ability to function normally and temporarily ignore some or all of the situation penalties for suffering large amounts of mortal (but not fatigue) damage. The first time during a combat scene when the treated character has received at least 1 point of mortal damage, he or she makes a Stamina-endurance check. This check does not count as an action, and takes place before any other characters act. The result of this endurance check lasts for the rest of the combat scene. Any penalties caused by the damage are applied to the check. For instance, if a single attack causes a hero to suffer 2 points of mortal damage the check is made with a +2 step penalty, because the character is dazed. The results of the endurance check determine the amount of penalties that can be ignored. On a Critical Failure, the pain-killer magnifies the pain to overwhelming and the hero cannot act for 2d4 phases. On a Failure, the hero suffers from damage penalties as per the normal rules. On an Ordinary success, the hero ignores 1 step of penalty; a Good success, the hero ignores 2 steps of penalty; Amazing success, the hero ignores 3 steps of penalty. Note this penalty reduction can never result in a bonus. It can only offset the penalties. The pain-killers have no effect on dying or death results.

8

Poison – The fruit is an ingested poison. Roll a d6 to determine the type: 1, hemotoxin; 2, neurotoxin; 3, necrotoxin; 4, caustic agent; 5, paralytic; 6, irritant. Table GW28 on page 58 of the Gamma World Campaign Setting rulebook lists the appropriate damage results for any poison that is ingested.

9

Restorative – When processed into a paste and smeared upon a wound, this fruit is capable of healing damage like a trauma pack. This provides a –2 step bonus to any user’s Knowledge-first aid skill check or a –3 bonus to a Medical Science-treatment skill check to heal wounds or stun damage. It can also be used to stabilize a mortal wound. One fruit provides enough paste to provide a bonus on three attempts to heal wounds and three attempts to heal stun damage. It can only be used once to stabilize mortal damage. Any amount of leftover paste cannot be preserved, and it loses its potency in just ten minutes after exposure to the elements.

10

Sedative – This fruit has a calming effect on anyone that eats it. Sedated individuals suffer a +3 step penalty to all action checks and actions. This penalty is reduced by 1 step per hour (or some other time unit, at the Gamemaster’s discretion) until the effect wears off. Victims that consciously struggle against the effects are entitled a Constitution feat check: Critical Failure, victim loses all fatigue points; Failure, normal +3 penalty applies; Ordinary success, penalty reduced to +2; Good, penalty reduced to +1; Amazing, sedative has no effect.

11

Stimulant – This fruit heightens the awareness and alertness of whomever eats it, temporarily offsetting the effect of fatigue damage or stun damage or both. Each fruit provides one dose of stimulant that functions in all respects like the pharmaceutical of the same name from the Ancient-age equipment list.

12

Sustenance – The fruit provides enough nutrition for a normal-sized human for one day.

Gliding/Gas Bags

Good, Activated, WIL

The mutant has an inflatable bladder that fills with helium or some other lighter-than-air gas. The bladder expands to twice the size of the mutant and allows it to float away at up to 75% of the Fly movement rate from Table GW7 on page 26 in the Gamma World Campaign Setting rulebook. The mutant can purchase and use the Acrobatics-flight skill to properly control vertical lift, but has no control of lateral movements, being subject to the whims of the prevailing winds. Without this skill, the success of any attempt to fly is determined by an untrained skill check (one-half Dexterity with a +1 step penalty). The inflation process takes a full minute to provide enough lift to fly, and can only be invoked three times per day without penalty. Further use of this mutation in the same day requires a Resolve-physical resolve skill check with any success providing enough gas for another flight. Even so, any Acrobatics-flight skill checks will suffer a +1 cumulative penalty for each use beyond the norm. Once airborne, the mutant can drift on the winds for the same length of time that any normal character could travel before becoming fatigued. In other words, it is impossible to sleep while traveling in this manner, and the mutant must land eventually. If the mutant plant is knocked unconscious, falls asleep, or suffers Amazing damage and fails a Stamina-endurance check while traveling aloft, the gas will begin to escape, dropping it at an alarming rate. Treat the Severity of Impact on Table GW26 (page 56 in the Gamma World Campaign Setting rulebook) as one category less than a regular fall of the same distance due to the natural braking advantage provided by the remaining gas.

Natural Attack/Improved

Good/Amazing, Permanent, STR

The mutant gains a natural attack form, such as thorns, jaws, choker vines, or razor-edged leaves. Replace the hero’s normal unarmed damage with d6+2s/d4w/d4+2w (LI), or d4w/d4+2w/d4m (LI) for the Improved version. If the player chooses to make the natural weapon retractable, reduce damage figures by 2 (to a minimum of 1 point). The actual form that the natural attack takes can be determined randomly by rolling d6: 1, Thorn-covered arms; 2, Spikes; 3, Jaws or fangs; 4, Choker or squeezing vines; 5, Razor-edged leaves; 6, Club-like arms.

Pheromones/Blooms

Ordinary, Activated, WIL

The mutated plant has blooms that provide a –1 step bonus on Interaction-charm and -seduce skill checks. These blooms can also release pheromones that sap the willpower of creatures within 10 meters. Each creature to be affected must make a Resolve-mental resolve skill check to determine the effect: Critical Failure, reduce Intelligence and Will resistance modifiers by 5; Failure, reduce by 3; Ordinary, reduce by 2; Good, reduce by 1; Amazing, no effect. The effects last for as long as the mutant maintains the pheromones and remains within 10 meters of the affected creature. Note that while this mutation is active, creatures tracking the mutant by scent gain a –2 step bonus to Investigate-track skill checks. This mutation does not work on other plants, but it does affect one class of animals (i.e., mammal, reptile, bird, etc.).

Spore Cloud

Ordinary, Activated, WIL

The mutant plant has d4+1 spore sacks that it can fire at will. This amount is modified by the plant’s Constitution as if it had a resistance modifier (i.e., +1 sack for CON 11-12, +2 for 13-14, etc.). It takes one month to grow a new sack. When activated, the sack bursts, releasing a thick cloud of spores that is the equivalent of a smoke grenade. These spores fill an area in a 6-meter radius around the plant. The spore cover lasts for d4+4 rounds. It provides Good cover (+2 penalty to opponents’ attempts to attack) and applies a +2 penalty to Awareness checks for all characters within the area of effect, including the mutant until he or she leaves. High winds can disperse the cloud and limit the spore cover’s duration considerably.

Projectile Seeds

Amazing, Activated, DEX

The mutated plant has a number of pointed seeds/pods growing on its body. This amount is modified by the plant’s Constitution as if it had a resistance modifier (i.e., +1 seed/pod for CON 11-12, +2 for 13-14, etc.). Typically, they look like fat thorns, spikes, or nut-like seeds, sometimes with a pressurized gas bag beneath them. The mutant can fire or throw these seeds with the appropriate skill, as if they were a ranged weapon of the type rolled or selected from the following table. These seeds can be re-grown at a rate of one seed per the time period indicated and can stay on the plant for up to 3 months before becoming useless. (Note: Some statistics such as range and number of actions have been altered since these are organic in nature and not exact duplicates of the indicated weapon type):

D6

Weapon

Skill

Acc

Md

Range

(S / M / L)

Type

Damage

(O / G / A)

# of

Act.

# of Seeds

Re-grow Time

1

Bow

Ranged-bow

+1

F

20 / 40 / 100

LI/O

d4w/d4+2w/d4+3w

2

d6+4

3 Days

2

Flare Gun

Ranged–pistol

+2

F

4 / 8 / 20

En/O

d6s/d4w/d4+1w

1

d4+4

5 Days

3

Javelin

Athletics–throw

0

F

Per STR

LI/O

d4w/d4+1w/d4+2w

1

d8+6

5 Days

4

Pistol

Ranged–pistol

+1

F

4 / 8 / 30

HI/O

d4w/d6w/d4m

2

d6+4

7 Days

5

Shotgun

Ranged–rifle

0

F

6 / 12 / 30

HI/O

d4w/d6w/d4m (x2 Short/Half Long)

1

d4+2

10 Days

6

Shuriken

Athletics–throw

0

F

Per STR

LI/O

d4s/d4w/d4+1w

3

d12+6

3 Days

Traits:

In addition to the mutation points possessed by a mutated plant, the "Traits" column in Table 1 includes a number of naturally appearing traits common to each category. Most correspond to the mutation (or drawback) of the same name and are detailed below.

With the Gamemaster’s permission, the player of a mutated plant hero can choose for his or her character not to have one or more of the standard traits. If so, they should be replaced by additional mutation (or drawback) points as appropriate. For instance, a mutated succulent plant that had the Natural Attack mutation removed would gain back two mutation points to spend.

Environmental Adaptation

Most mutated plants have a natural sensitivity to the climate of Gamma Terra in one way or another, although some have adapted to shrug off a few of these effects. In the case of a beneficial mutation, this is equivalent to the Environmental Adaptation mutation, which rules out the selection or random generation of an Environmental Sensitivity for the same climate. If the player still wishes to take an Environmental Sensitivity drawback, he or she will have to select a different climate than the Environmental Adaptation. For example, a mutated succulent plant hero automatically begins with Environmental Adaptation (arid) and could not select Environmental Sensitivity (arid) as well.

Mutated succulents have the Environmental Adaptation trait.

Environmental Sensitivity

Some mutated plants have an inborn trait that causes them to suffer in certain environments. This manifests as a penalty to all actions while attempting to function in that environment. This penalty is cumulative with any other penalties that may apply.

Mutated trees that fall into the non-evergreen sub-category have the Slight Environmental Sensitivity (cold) trait (+2 to all actions in cold environments).

Empathic Shield

The minds of sentient plants can be very different from those of animals, and for some this trait manifests as a natural mental shield that makes it more difficult to read their emotions and general attitude. This grants certain plants a +1 bonus to their Intelligence and Will resistance modifiers, and a –1 bonus to Resolve skill checks. In addition, a mutated plant with an Empathic Shield is immune to Empathic Scans of all kinds.

Mutated fungi naturally have the Empathic Shield trait, even with respect to other plants.

Improved Durability

Some plants have a natural ability to absorb more damage than usual granting them the equivalent of the Improved Durability trait. The mutated plant receives 3 extra points to its stun rating. If the player of a mutated plant with this trait rolls or selects the Improved Durability mutation, it automatically becomes the Enhanced Durability mutation at no additional cost. If he or she rolls or selects the Enhanced Durability mutation, it becomes the Hyper Durability mutation at the cost of 1 additional mutation point. If he or she rolls or selects the Hyper Durability mutation, it is upgraded to Hyper Durability at the cost of only 3 mutation points.

Mutated brush/shrubs, trees, and weeds have the Improved Durability trait.

Improved Immunity

Some plant-stocks begin life with a natural hardiness and ability to survive the worst that the elements can throw at them. For mutated plants that are descended from these species, this ability manifests itself as the Improved Immunity mutation, granting them a –2 step bonus to Constitution feat checks to counter the effects of disease, infection, or biological agents. When being treated to heal damage from these causes, the hero providing the treatment to a mutant with this trait receives the same –2 step bonus. If the player of a mutated plant with this trait rolls or selects the Improved Immunity mutation, it becomes the Enhanced Immunity mutation at no additional cost. If he or she rolls or selects the Enhanced Immunity mutation, it becomes the Hyper Immunity mutation at the cost of 1 additional mutation point. If he or she rolls or selects the Hyper Immunity mutation, it becomes Hyper Immunity at the cost of only 3 mutation points.

Mutated weeds have the Improved Immunity trait.

Improved Reflexes

Some mutated plants are naturally more mobile than others, able to react faster than normal, and granting them the equivalent of the Improved Reflexes mutation. This grants a –1 step bonus to all action checks. If the player of a mutated plant with this trait rolls or selects the Improved Reflexes mutation, it becomes the Enhanced Reflexes mutation at no additional cost. If he or she rolls or selects the Enhanced Reflexes mutation, it becomes the Hyper Reflexes mutation at the cost of 1 additional mutation point. If he or she rolls or selects the Hyper Reflexes mutation, it becomes Hyper Reflexes at the cost of only 3 mutation points.

Mutated vines have the Improved Reflexes trait.

Increased Balance

Some mutated plants have gained a better sense of equilibrium, granting them the equivalent of the Increased Balance mutation. The mutant gains a –2 step bonus to all Acrobatics skill checks.

Mutated vines have the Increased Balance trait.

Light Sensitivity

Although most mutated plants enjoy direct sunlight, some of them are sensitive to bright light granting them the equivalent of the Light Sensitivity drawback. In normal daylight conditions, the mutant suffers a +1 step penalty to any action. In a well-lit room or bright sunlight, the penalty increases to +2 steps, or to +3 steps if silhouetted in a spotlight or other high-intensity beam. Protective goggles can reduce this penalty by one step (but never below a +1 step penalty).

Mutated fungi suffer from a Light Sensitivity drawback.

Natural Armor

A mutated plant with Natural Armor automatically has armor equivalent to the Dermal Reinforcement mutation (d4+1/d4/d4-1). If the player of a mutated plant with this trait rolls or selects Dermal Reinforcement, he or she replaces it with the Dermal Armor mutation at no additional cost. If the mutated plant hero starts with Dermal Reinforcement and the player rolls or selects the Dermal Armor mutation, the Natural Armor upgrades to Dermal Plating at the cost of 1 additional mutation point. Lastly, if the mutated plant hero starts with Dermal Reinforcement and the player rolls or selects the Dermal Plating mutation, it upgrades to Dermal Plating at the cost of only 3 mutation points.

Some species of plants might start with this trait as Dermal Armor instead (d6+1/d4+1/d4). If this is the case, and the player of the mutated plant hero rolls or selects the Dermal Reinforcement mutation, a different mutation should be taken instead. If the player rolls or selects the Dermal Armor mutation, it will upgrade to Dermal Plating at no additional cost. If the player rolls or selects the Dermal Plating mutation, it upgrades to Dermal Plating and 2 mutation points are regained.

Mutated brush and trees have the Natural Armor trait.

Natural Attack

Some mutated plants have developed natural attack forms granting them the equivalent of the Natural Attack mutation (d6+2s/d4w/d4+2w). If the player of a mutated plant with Natural Attack rolls the Natural Attack mutation, he or she replaces it with Improved Natural Attack (d4w/dr+2w/d4m) at no additional cost in mutation points. If the player of a mutated plant with Natural Attack rolls or selects the Improved Natural Attack mutation, he or she upgrades the Natural Attack to Improved Natural Attack and regains 2 mutation points.

Mutated trees and succulent plants have the Natural Attack trait.

Pheromones/Blooms

Some mutated plants automatically come with flowering blooms or some other feature that produces a "heady" scent. This is equivalent to the Pheromones/Blooms mutation.

Mutated flowers automatically begin with the Pheromones/Blooms trait.

Susceptible to Damage

Some mutated plants are more susceptible to a certain kind of attack. Whenever the appropriate type of damage is inflicted upon the mutant, one extra point of primary damage is added. Secondary damage is not affected by this condition, however.

All mutated flowers suffer from a susceptibility to low-impact (LI) or crushing damage. Mutated trees that fall within the evergreen sub-category suffer from a susceptibility to all fire or heat-induced energy (En) damage. Non-evergreen mutated trees suffer from a susceptibility to cold damage instead (such as Cryokinesis as well as a few energy-based weapons from the Invader-age).

Thermal Vision

Some mutated plants have "eyes" that are specially attuned to recognizing heat signatures. This is equivalent to the Thermal Vision mutation which grants a –3 step reduction in penalties relating to obscured situations where objects and other characters aren’t the same temperature as the surrounding area (even in total darkness). If the player of a mutated plant rolls or selects the Thermal Vision mutation, re-roll or choose a different Good mutation.

Mutated fungi have the Thermal Vision trait.

Drawbacks

Mutated plants have only 2 points of drawbacks (2 Slight drawbacks or 1 Moderate drawback). These are selected in the same manner as listed in Chapter 4: Mutations in the Gamma World Campaign Setting rulebook, using Table GW37 on page 75.

Automatic Drawbacks:

All mutated plants begin with some drawbacks automatically, which will depend on the category that you initially chose for your hero.

Physical Change, (Minor/Major)

All mutated plants, except for flowers, automatically have the Physical Change (major) drawback. Thus, they suffer a +4 step penalty to Personality-based skill checks, as well as any other skill check made to interact with those who might find such "deformities" distasteful. At the Gamemaster’s discretion, the character can reduce or ignore this penalty when dealing with similar species (for instance, a mutated bramble interacting with a mutated rose/thorn bush). If the player of a mutated plant rolls or selects the Physical Change (minor or major) drawback, select a different drawback instead.

Mutated flowers only have the Physical Change (minor) drawback because of their natural trait of Pheromones/Blooms. Most everyone (including animals) do not notice a flower’s "deformities" as much as the beauty of its blooms. This grants them the benefit of the doubt, but even flowers still have to struggle in interacting with those outside of their species that are uncomfortable dealing with such an alien creature. If the player of a mutated plant rolls or selects the Physical Change (major) drawback, the blooms are assumed to be offensive in some way and Physical Change (minor) is upgraded to Physical Change (major).

Susceptible to Damage

Mutated flowers also automatically have the Susceptible to Damage (low-impact) drawback, reflecting their delicate nature. Thus, they suffer an additional 1 point of primary damage from any attack that inflicts low-impact (LI) damage. Secondary damage is not affected by this drawback.

Optional Drawbacks/Restrictions:

Poor Manipulation

The player can, with his or her Gamemaster’s approval, automatically select the Slight or Moderate Poor Manipulation drawback, which greatly restricts the plant’s ability to use its limbs to manipulate objects. The character suffers a +2 step penalty (+3 for the Moderate drawback) to any skill checks requiring manual dexterity. These skills include (but are not necessarily limited to) Athletics-throw, Heavy Weapons, Melee Weapons, Manipulation, Ranged Weapons, Vehicle Operation, Computer Science, Demolitions, Knowledge-first aid, Medical Science-surgery and treatment, Security-set/disarm traps, and Technical Science-invention, juryrig, and repair. (Mutated vine characters cannot select this option.)

Photodependency

The player can also, with his or her Gamemaster’s approval, select the Moderate Photodependency drawback, which greatly restricts the hero’s ability to function in total darkness. The mutant requires constant light to remain conscious, and for each hour spent in lighting conditions of Moonlight or worse, he or she will suffer 1 point of fatigue damage. This damage can be restored by 30 minutes exposure to Daylight, or 5 minutes in Bright Sunlight. (Mutated fungi characters cannot select this option.)

Environmental Sensitivity

Lastly, the player has one other option that he or she may select at the beginning of character creation, and it is the equivalent of the Slight or Moderate Environmental Sensitivity drawback. One of the following environments must be selected: hot, cold, wet, or arid. In that particular environment, the mutated plant operates with a +2 step penalty (+3 for the Moderate drawback) to all actions. This penalty is cumulative with any others that may apply. If the Slight Environmental Sensitivity drawback is chosen by the player and later Slight Environmental Sensitivity is again rolled or selected, the player may choose to automatically upgrade the previous Environmental Sensitivity to Moderate or choose an additional environment that also induces a penalty to the hero’s actions.

Radiation

Mutated plants suffer from the same morphic genetics problem as any mutant. This causes them to be more likely to receive additional mutations or drawbacks from exposure to radiation. See a further explanation for this under "Radiation" beginning on page 58 of the Gamma World Campaign Setting rulebook.

Profession

Using the Gamma World Campaign Setting rulebook, select a profession – Combat Spec, Diplomat, Free Agent, or Tech Op – that fits the character concept you have in mind for your hero. Each profession will provide certain special benefits to the heroes who belong to it, as described on pages 19-20 in the rules.

Most mutated plants will tend toward professions that maximize the use of their natural abilities; for instance, mutated trees make better Combat Specs than Free Agents. Mutated flowers make better Diplomats than Combat Specs. Mutated vines can certainly excel as Free Agents. Don’t let any of this stop you from making a unique character, though – if you want your mutated flower to be a Combat Spec, give it a try!

Skills

Like other Gamma World heroes, mutated plants get six free broad skills. These are listed in Table 4: Mutated Plant Broad Skills. Note that some plant species come with one free rank of a specialty skill that fits their natural abilities. For instance, mutated vine characters are natural climbers and mutated flowers can almost universally charm those with whom they interact.

Table 4: Mutated Plant Free Broad Skills

Type

STR

DEX

CON

INT

WIL

PER

Brush

Athletics

Stealth

Stamina-endurance

Knowledge

Awareness

Interaction

Flower

-

Acrobatics

-

Knowledge

Awareness

Culture

Deception

Interaction-charm

Fungi

Athletics

-

Stamina

Knowledge

Awareness

Resolve

Interaction

Succulent

Athletics

Unarmed Attack

-

Stamina

Knowledge

Awareness

Interaction

Tree

Athletics

Unarmed Attack

-

Stamina

Knowledge

Awareness

Interaction

Vine

Athletics-climb

Acrobatics

Manipulation

-

Knowledge

Awareness

Interaction

Weed

-

Stealth-hide

Stamina

Survival

Knowledge

Awareness

Resolve

 

The number of additional broad skills your mutated plant hero can start with, and the number of points he or she receives to spend on additional skills, depend on the hero’s species and Intelligence score. Table GW42: Skill List on page 82 of the Gamma World Campaign Setting rulebook contains complete information on how much skills cost and what each one enables a hero to do.

Attributes

Choose one motivation, one moral attitude, and up to two character traits (found in the Gamma World Campaign Setting rulebook beginning on page 22) for your hero. Most mutated plants tend to have traits that match their base species. For instance, mutated fungi are quite often Lazy and/or Mysterious, while some ancient mutated trees can be Ominous or even Quiet and Confident. However, for a change of pace, it might be fun to try a mutated flower who is Aggressive.

Movement:

All mutated plant heroes are assumed to be generally bipedal and capable of walking erect, though most species don’t move at the full normal rate. This is because of their size and the difficulty in walking that a mutated plant experiences by being descended from a life-form that is generally immobile.

Ground

Mutated plant characters still don’t move as quickly as normal humans, mutated humans, or even most mutated animals. Multiply the character’s normal ground movement rates (as determined by Table GW7: Combat Movement Rates on page 26 of the Gamma World Campaign Setting rulebook) by the value listed on Table 1, above, to find its Sprint, Run, and Walk rates. At a cost of 1 mutation point, a player can choose for the mutated plant character to be fully bipedal. This allows the plant to move at the full normal rates listed on Table GW7.

Flying

In the normal world, airborne plants don’t exist in any large numbers, of course, but in the Gamma World setting mutated plants can certainly have the ability to fly. Some of them come with large flaps of organic material that can act like gliders. This provides the equivalent of the Gliding mutation, which would allow the mutant to use the glide movement rate published on Table GW7. If a mutated plant rolls or selects the Gliding mutation twice, the player may opt to increase the mutant’s Glide movement rate by 50%.

Mutated plant heroes are not allowed to select the Wings mutation, however a new plant mutation is available called Gas Bags. This mutation provides a special set of bladders that can be filled with a gas that is lighter-than-air, similar to a balloon, which grants the Fly movement rate at 75%. See the new plant physical mutation descriptions that followed Table GW35a under Mutations, above, for more information on the limitations of this flying method.

Swimming

Most mutated plants can swim, though with some difficulty. Again, they don’t move as quickly through the water as their more-evolved comrades, though some species like Kelp, Seaweed, or the Water Lily might grant a special trait that allows the full normal rate listed on Table GW7. Normally, mutated plants are only allowed to proceed at the Easy Swim rate, and even then an individual plant’s movement rate is determined by multiplying the Easy Swim rate by the fractional value listed on Table 1, above. If a mutated plant hero eventually manages to acquire ranks in the Movement-swim skill, it may multiply the fraction against the Swim rate, instead.

Species Notes

The following is a variety of mutant plant species with additional inherent traits for use as a template to build upon. These are only meant as suggestions, and players should be encouraged to develop their own species in cooperation with their Gamemasters:

Aloe Vera (succulent): No Natural Attack, Bonus mutation – Fruit (restorative leaves).

Apple Tree (tree): Natural Attack (club-arms), Bonus mutation – Fruit, -1 mutation point.

Azalea Shrub (brush): Bonus mutation – Pheromones/Blooms.

Blackberry Bush (weed): Bonus mutations – Natural Attack (thorns), Fruit, -3 mutation points.

Bracket Fungi (fungus): -1 step bonus to Stealth-hide skill checks.

Cactus (succulent): Bonus mutation – Biorhythm control.

Creeper Vine (vine): -1 step bonus to Athletics-climb skill checks, Bonus Mutation – Natural Attack (choker vines), -1 mutation point.

Dandelion (weed): Bonus mutation – Spore Cloud.

Hedge (brush): -1 step bonus to Stealth-hide skill checks, Bonus Mutation – Vascular Control, -1 mutation point.

Holly Bush (brush): Bonus mutation – Natural Attack (razor-edged leaves), -1 mutation point.

Honeysuckle (vine): Bonus mutation – Pheromones/Blooms.

Kudzu (vine): -1 step bonus to Athletics-climb skill checks, Bonus Mutations – Natural Attack (choker vines), -1 mutation point.

Mold (fungus): Bonus mutation – Spore Cloud.

Mushroom (fungus): Bonus mutation – Life Leech, -3 mutation points.

Oak Tree (tree): Natural Attack (club-arms), Bonus mutation – Projectile Seeds (acorns), -3 mutation points.

Pine Tree (tree): Natural Attack (club-arms), Bonus mutation –Pheromones (no Interaction bonus).

Poison Ivy (vine): Bonus mutation – Poison Attack (contact irritant), -3 mutation points.

Redwood Tree (tree): Natural Attack (club-arms), Bonus mutations –Oversized Limbs, Size Change (larger), -2 mutation points.

Rose Bush (flower): Bonus mutation – Natural Attack (thorns), -1 mutation point.

Venus FlyTrap (flower): Carnivorous, Bonus mutation – Natural Attack (jaws), -2 mutation points.

Water Lily (flower): -1 bonus to Movement-swim skill checks, swimming movement rate increased to 100%, Bonus mutations – Gills, Environmental Adaptation (wet), -2 mutation points.

Weeping Willow (tree): Natural Attack (club-arms), Bonus mutations – Finger Vines, -3 mutation points.


Special Thanks to Neil Spicer, for sending me this incredible data & allowing me to post it on my web-page. -B.B.