Gamma Knave: Cosmetic and drawback mutations
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
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.
- Allergy
- Electrical Sensitivity
- Hostility Field
- Impaired Sense
- Light Response
- Poor Respiration
- Prey Scent
- Susceptibility
- Thermal Sensitivity
- 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.
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.
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.
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. |
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. |
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.
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.
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. |
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.
Water Dependency
You suffer 1d6 damage if you spend a whole watch without being immersed (or at least doused) in water.


