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Today is Sunday December 09, 0277

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Mutations:

I'm using BRP for the mutations and I've mostly got them converted over. To view the information for all the converted mutations, click here.

Mutations: The GURPS Way

Below is the method I was using to create/modify the Gamma World mutations to fit the GURPS game system. Since we're not using GURPS for this campaign, it no longer is valid. But I wanted to keep it here for posterity.

I was stuck on a method of determining mutations for my game that doesn't follow the character generation method that GURPS is great for. Namely, with my conversion, I was still using the old random generation method. But GURPS is a system for generating characters by using points.

So, starting in January, all characters will be allowed to gain mutations by selecting the one that they want, instead of a random roll. Below are the new house rules I will be using.

If a character gets exposed to a source that would mutate them, be it radiation, bio-chemical, etc. they will be allowed to purchase any mutation that they have points for. If the character does not have points for a mutation, I will allow them to take a defect to offset the cost of the mutation, or put limitations on the mutation to lower it's cost.

If they do not have the points necessary to purchase the mutation that they want, they will not be mutated by the source and will have to either expose themselves to another source at a later time, or get a defect or limitation.

2001-2019 John E. Gunter, johnprime.com


The material presented here is my original creation, intended for use with the GURPS Atomic Horror/Space systems from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

The Gamma World campaign setting is only used as inspiration for my campaign world all conversions to the GURPS system are my own and are not offically endorsed by Wizards Of The Coast.