Saturday, January 24, 2026

Character #24: Gamma World 1E, another Mutant!

 

I had fun with the mutations on my first Gamma World character, so I thought I would do another one and see what comes up. Hopefully it won't be this guy
 

Everyone that played 1E Gamma World was always on the lookout for these guys though



So 4D6-lowest for abilities:

Mental Strength 14, not bad
Intelligence 9
Dexterity 11
Charisma 11
Constitution 16 ..... so 16D6 for HP!
Physical Strength 13

So a good Mental Strength means I'm hoping for some good mental mutations with some attacks. Thos 16D6 for hit points from my constitution gives me 62 HPs!

I roll 1D4 each for number of Mental and Physical Mutations. 3 each.

Physical Mutations
1. First roll gets me a free choice. I take Partial Carapace, which means I take half damage and have a base AC of 6
2. Attraction Odor (defect): His body secretes a substance which will attract carnivores.
3. Increased Metabolism (Defect): Must stop every 5 combat rounds to eat for one round, or lose 1 point of physical strength and 2 Hp per turn (temporary loses). Must spend twice as much time as normal foraging, and also carry more food

Mental Mutations
1. Heightened Brain Talent: Takes only 1/3 the time to figure out ancient artifacts; gets 2 saving throws versus mental attacks; impossible to lie to
2. Telekinetic Arm: Can control a 20m long arm and hand that is fully functional with a strength of 18; must be able to see where it would be to control it; arm can only be hit by powered weapons; it it is hit then mutant takes the damage normally
3. Light Wave Manipulation: Invisibility at will including everything he's wearing; can negate the effect of a laser up to 10m; can create a 2m radius area of total darkness up to 10m away.

Wow, I'm loving these mutations! After the two defects in physical I was getting worried, but the mental more than made up for it! 

In my cursory reading of the rules though, I can't figure out what damage my telekinetic arm could do with a strength of 18. I thought it would be a physical attack, but there's nothing on the Weapon Class table to relate it to. So it's a mental attack, with my Mental Strength of 15, a better than even chance to hit up to pretty high mental strength levels in the target. I think just hitting with that arm would be his main form of attack.

Light Wave Manipulation though is the really over powered mutation. It's like getting an Invisibility Cloak at 1st Level! Plus negate the effect of lasers, and up to 10m range on that!

So here's Kona Moea, 30 year old mutant of the aftermath.

MS 14
INT 9
DEX 11
CHR 11
CON 16
PhS 13
HP 62
AC 5 (partial carapace plus shield).

Kona is always slightly sweating, and thus emitting a musky odor that seems to attract carnivores. This makes traveling, and sleeping, very hazardous. Kona's solution has been to use his Light Wave Manipulation ability to remain invisible. If a predator does approach, while their sense of smell would usually lead them right to him, Kona the uses his Telekinetic Arm to start pounding on the attacker at a range of 20 meters. For normal predators, this usually works to frighten them and scare them off since they can't see what is attacking them. At night he seeks shelter, or at least a tree, where he can set trip wires with noise makers to alert him, to once again use his telekinetic arm.

Perhaps these abilities are related to his heightened brain abilities. While he is of slightly below average intelligence, he can figure out ancient artifacts with amazing rapidity, and can detect anytime anyone is telling him a lie. All this brain activity and capability is fueled by a metabolism requiring him to eat twice as much as a normal human his size. If he is exerting himself, such as in physical combat, he would need to stop every 5 rounds to eat or start suffering weakness that would continue to increase until he was incapacitated. 

Kona takes advantage of his attraction musk as a source of food: he doesn't have to hunt, the meat is always hunting him!

Kona has also discovered he can manipulate light waves. This gives him the ability to turn himself (along with everything he is wearing) invisible by bending the light waves around himself. He can also create a 2m patch of total darkness up to 10 meters away. This ability also means he can negate a laser blast that is within 10 meters, so lasers are ineffective against him.

All in all, Kona is a good guy to have on your team. And he needs a team, to help battle the predators that constantly find him out. But you'll never be lied to, will have use of found ancient artifacts in no time, and lasers can't touch you. And the crazy mental arm can help in all kinds of situations. Not a bad tradeoff.



#CharcaterCreationChallenge

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