Gamma Knave: Cosmetic and drawback mutations

Cover art from Famine in Far-Go (Jim Holloway, 1982)

This post is a follow-up to the "Gamma Knave" post I made recently, in which I shared a whole bunch of Gamma-World-style mutations adapted for Knave 2e. All of those mutations were cool superpowers. These are the other kinds: the ones that are harmful to you and the ones that just make you look different.

Cosmetic mutations

I think the best way to use this table is by rolling a few times, throwing out anything you don't like, and stopping when you feel you've got a look. There are no mechanical impacts from these features; balance ain't a concern here.

1 Asymmetrical 26 Stripes 51 Long, sharp nose 76 Long ears
2 Hunched 27 Textured skin 52 No nose, just nostrils 77 No external ears
3 Feathers 28 Transparent skin 53 Nose leather 78 Pointed ears
4 Fur 29 Red eyes 54 Large facial features 79 Smooth, simple ears
5 Hairless 30 Orange eyes 55 Bestial features 80 Tiny ears
6 Lumpy 31 Magenta eyes 56 Blocky features 81 Prominent browridge
7 Scales 32 Silver eyes 57 Sharp features 82 Cobra hood
8 Shaggy 33 Golden eyes 58 Smooth features 83 Dewlap
9 Red skin 34 Solid black eyes 59 Green hair 84 Long neck
10 Orange skin 35 Black scleras 60 Cyan hair 85 Long limbs
11 Yellow skin 36 No scleras 61 Blue hair 86 Stumpy limbs
12 Green skin 37 Horizontal pupils 62 Purple hair 87 Additional fingers and toes
13 Cyan skin 38 Vertical pupils 63 Magenta hair 88 Fewer fingers and toes
14 Blue skin 39 Additional eyes 64 Spiny hair 89 Large hands and feet
15 Purple skin 40 Compound eyes 65 Mane 90 Pads on palms and soles
16 Magenta skin 41 Large eyes 66 Antennae 91 Long fingers
17 White skin 42 Fangs 67 Crest 92 Webbed fingers
18 Gray skin 43 Pointed teeth 68 Head fin 93 Fins
19 Black skin 44 Tusks 69 Head tentacles 94 Vestigial tail
20 Bioluminescence 45 Long tongue 70 Antlers 95 Long tail
21 Facial markings 46 Catfish whiskers 71 Curled horns 96 Bushy tail
22 Mottled skin 47 Beak 72 Long horns 97 Pointed tail
23 Multicolored 48 Snout 73 Tiny horns 98 Vestigial wings
24 Reflective skin 49 Broad, flat nose 74 Long head 99 Strange odor
25 Speckles 50 Bulbous nose 75 Beast ears 100 Strange voice

Drawback mutations

Cover art from The Mind Masters (Jeff Easley, 1983)

I realized that I ought to switch to the Gamma World 5e terminology of "drawbacks" instead of the more common "defects" when I noticed how many harmful mutations were basically real issues actual humans have. I mean, I'm totally fine seeing my nearsightedness and colorblindness described as "defects", but I don't get to decide what hurts other folks.

Anyway, I did 90 beneficial mutations, and I wanted a 1d100 table, so that meant just 10 drawbacks. I think Gamma World editions usually have a harmful mutation percentage of around 15–20%, so I'm being relatively kind to my theoretical players here! But I ran some tests (in a spreadsheet, naturally) and I like the results with a 10% drawback rate a lot better than higher percentages. At 20%, I saw way too many characters with more harmful mutations than beneficial ones.

  1. Allergy
  2. Electrical Sensitivity
  3. Hostility Field
  4. Impaired Sense
  5. Light Response
  6. Poor Respiration
  7. Prey Scent
  8. Susceptibility
  9. Thermal Sensitivity
  10. Water Dependency

Allergy

Roll a random substance.

1 Blood 8 Gold 15 Pollen
2 Bone 9 Iron 16 Salt
3 Clay 10 Leather 17 Silver
4 Cotton 11 Oil 18 Water
5 Dust 12 Paint 19 Wood
6 Feathers 13 Paper 20 Wool
7 Fur 14 Plastic

While in contact with this material, you suffer severe irritation and are unable to take actions or move at more than half speed unless you succeed on a CON check.

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Electrical Sensitivity

You experience pain, disorientation, and minor hallucinations when exposed to electrical or magnetic fields. Handling a charged power cell or standing within 20' of a large, powered machine is enough to impose a -2 penalty on all of your checks. More severe exposure can have worse effects.

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Hostility Field [psychic]

You constantly project an irritating psychic field out to a radius of 100', causing annoyance and alienation in sapient living creatures. Reactions with affected creatures are rolled twice, keeping the worse result. Affected creatures will preferentially target you in combat. Spending a week in your company lets someone become acclimated to the field.

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Impaired Sense

Roll a random sensory impairment.

1 Anosmia. You have no sense of smell and reduced taste sensitivity.
2 Impaired Hearing. You can't hear normal conversation beyond 10' or loud sounds beyond 30'.
3 Nearsightedness. You suffer -2 on ranged attacks beyond 50' and can only perceive general movement beyond 200'.
4 No Depth Perception. You have difficulty judging the distance of objects and suffer -2 on ranged attack rolls.
5 Numbness. You don't feel pain and have very limited tactile and temperature perception. You suffer -5 on checks to perform fine manual work.
6 Total Color Blindness. You can't perceive color at all.

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Light Response

Roll to determine your relationship with light.

1–3 Dependency. You're completely blind in dim light, but intense light can't blind you. You have trouble staying conscious without light, and suffer -2 to all checks after an hour in the dark.
4–6 Sensitivity. Bright light is painful and blinding to you, but you see well in dim light. You suffer 1d6 damage if you spend a whole watch exposed to bright light.

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Poor Respiration

You can't hold your breath for more than 2 rounds. If you engage in strenuous activity (such as combat) without resting for at least 1 turn afterwards, you suffer 1d6 damage from fatigue. If you engage in strenuous activity for 1 turn, you fall unconscious.

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Prey Scent

You produce a distinct odor that attracts carnivores. When traveling, you have an additional chance each watch to have an encounter which will always be with predatory animals. Carnivores will preferentially target you in combat.

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Susceptibility

Roll to determine which danger you find difficult to resist.

1–3 Chemical. You suffer -5 on checks to resist drugs and toxins.
4–6 Psychic. You suffer -5 when defending in a psychic struggle.

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Thermal Sensitivity

Roll to determine which temperature extreme is especially dangerous for you.

1–3 Cold
4–6 Heat
7–8 Cold or heat

Any damage you suffer from extreme temperatures of that type is taken as direct damage.

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Water Dependency

You suffer 1d6 damage if you spend a whole watch without being immersed (or at least doused) in water.

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