• Don't link to the video of the Christchurch shooting, or repost links to the shooter's manifesto.

[WIR] Gamma World, first edition (1978)

Strange Visitor

Grumpy Grognard
Validated User
No, that's a legitimate response; it was mostly that most of the opposition should be assumed to be centered around human size pretty heavily, unless their write-up explicitly calls them out otherwise, or in some other fashion that suggests it; and that simply being based on a real world creature that's small does not really do that (as the various giant bugs show). But that was probably less than clear from what I've said.
 

Sleeper

Red-eyed dust bunny
Validated User
I generally agree, the median is 2 m, which is approximately human size. But that doesn't create any great pressure to say a mutant salamander described as small is just slightly smaller than a human, or that it's more salamander sized. Skim through the phrasing in the book -- a 2 m lily is described as large, which is more likely a comparison to normal lily pad sizes than human sizes, though that's debatable (2 m in diameter would be visually impressive compared to 2 m in height). The 0.5 m herkel is described as a "relatively small fish", and that's clearly relative to fish size not human size (because there are a bunch of other mutated fish in the 1 m range). The narl ep is described as an "enormous tree", but while 50 m is small compared to trees like the sequoia or douglas fir, it's considerably larger than even a big oak tree, so it's probably relative to tree sizes as well. On the other hand the 0.1 m zarn is described as "little", but that's pretty damn big for a beetle so it's probably in comparison to humans. But that doesn't support the argument very well, because it that means the small (little) keeshin could be 0.1 m. But overall, there's little evidence one way or the other. We really don't know how small the keeshin is. I prefer slightly smaller myself, but the 1 m from 2e would probably have been my guess based on the distribution and the way GW favors round units (there are a more 1, 2, or 3 m creatures than all the other sizes put together).
 

Sleeper

Red-eyed dust bunny
Validated User
PART 8: MUTATIONS (Overview and Physical Defects)
If anyone curious, here are the most common mutations. The number is the chance to roll that particular mutation when rolling 1d100 on that particular table, though the actual percentage chance may be a bit higher for beneficial mutations, when accounting for the reroll option. Defects are marked with a (D). Including the special options (rerolls, pick any mutation, and extra mutation) in parens.

Humanoids
Physical mutations
  • 6 heightened strength, (pick any mutation)
  • 5 new body parts, taller
  • 4 heightened constitution, shorter, (reroll with no defects allowed)
  • 3 increased speed
  • 1-2 everything else
Mental mutations
  • 10 heightened intelligence
  • 5 heightened brain talent, life leech, will force
  • 4 complete mental block (D), epilepsy (D), fear impulse (D), hostility field (D), (reroll with no defects allowed)
  • 3 force field generation, mental blast, multiple damage (D), poor dual brain (D), telekinesis
  • 1-2 everything else (including 1 pick any mutation)
Mutated animals
Physical mutations
  • 8 taller
  • 6 heightened constitution, (pick any mutation)
  • 4 heightened strength, partial carapace, photosynthetic skin, (reroll with no defects allowed)
  • 3 chameleon powers, heightened taste, multiple body parts, regeneration, shorter, ultravision
  • 1-2 everything else
Mental mutations
  • 15 heightened intelligence
  • 5 mental defense shield, will force
  • 4 force field generation, intuition, (reroll with no defects allowed)
  • 3 de-evolution, directional sense, epilepsy (D), life leech, mental defenselessness (D), multiple damage (D), poor dual brain (D)
  • 1-2 everything else (including 1 pick any mutation)
Plant mutations
  • 10 size increase
  • 8 new senses
  • 7 new plant parts
  • 6 radiated plant fiber
  • 5 mobility
  • 4 aromatic powers
  • 3 boring tendrils, dissolving juices
  • 1-2 everything else (including 2 roll an extra mutation and 1 pick any mutation)
Only plants have a chance to increase their mutation count. Humanoids and mutated animals are 6 times more likely to be able to pick a physical mutation than a mental mutation. Stronger, tougher, smarter, bigger, smaller, and more/extra body parts are common among humanoids and mutated animals, but of those only bigger is common among plants. More exotic abilities that are also common to both humanoids and mutated animals are life leech, boosting a power, epilepsy, an annoying extra mind, and taking double damage. Humanoids are more likely to be better at figuring out artifacts, have double attacks, a mind blast, or telekinesis. On the downside, humanoids are also more likely to be blind to or fear a specific type of creature, or to irritate everyone around them. Mutated animals are more likely to be able to blend into their surroundings, have armor, heal quickly, drink sunlight, and have improved taste or see power signatures. On the downside, they're more likely to have pathetic mental defenses.
 

DJChallix

Gygaxian Gen-Xer
Validated User
If anyone curious, here are the most common mutations. The number is the chance to roll that particular mutation when rolling 1d100 on that particular table, though the actual percentage chance may be a bit higher for beneficial mutations, when accounting for the reroll option. Defects are marked with a (D). Including the special options (rerolls, pick any mutation, and extra mutation) in parens.

Humanoids
Physical mutations
  • 6 heightened strength, (pick any mutation)
  • 5 new body parts, taller
  • 4 heightened constitution, shorter, (reroll with no defects allowed)
  • 3 increased speed
  • 1-2 everything else
Mental mutations
  • 10 heightened intelligence
  • 5 heightened brain talent, life leech, will force
  • 4 complete mental block (D), epilepsy (D), fear impulse (D), hostility field (D), (reroll with no defects allowed)
  • 3 force field generation, mental blast, multiple damage (D), poor dual brain (D), telekinesis
  • 1-2 everything else (including 1 pick any mutation)
Mutated animals
Physical mutations
  • 8 taller
  • 6 heightened constitution, (pick any mutation)
  • 4 heightened strength, partial carapace, photosynthetic skin, (reroll with no defects allowed)
  • 3 chameleon powers, heightened taste, multiple body parts, regeneration, shorter, ultravision
  • 1-2 everything else
Mental mutations
  • 15 heightened intelligence
  • 5 mental defense shield, will force
  • 4 force field generation, intuition, (reroll with no defects allowed)
  • 3 de-evolution, directional sense, epilepsy (D), life leech, mental defenselessness (D), multiple damage (D), poor dual brain (D)
  • 1-2 everything else (including 1 pick any mutation)
Plant mutations
  • 10 size increase
  • 8 new senses
  • 7 new plant parts
  • 6 radiated plant fiber
  • 5 mobility
  • 4 aromatic powers
  • 3 boring tendrils, dissolving juices
  • 1-2 everything else (including 2 roll an extra mutation and 1 pick any mutation)
Only plants have a chance to increase their mutation count. Humanoids and mutated animals are 6 times more likely to be able to pick a physical mutation than a mental mutation. Stronger, tougher, smarter, bigger, smaller, and more/extra body parts are common among humanoids and mutated animals, but of those only bigger is common among plants. More exotic abilities that are also common to both humanoids and mutated animals are life leech, boosting a power, epilepsy, an annoying extra mind, and taking double damage. Humanoids are more likely to be better at figuring out artifacts, have double attacks, a mind blast, or telekinesis. On the downside, humanoids are also more likely to be blind to or fear a specific type of creature, or to irritate everyone around them. Mutated animals are more likely to be able to blend into their surroundings, have armor, heal quickly, drink sunlight, and have improved taste or see power signatures. On the downside, they're more likely to have pathetic mental defenses.
If you had a real-life mutation, it would be "Genius Number Crunching." Thanks for the info! Very intriguing. (y)
 

Sleeper

Red-eyed dust bunny
Validated User
Thanks!
I had not realized the mental defects were weighted so highly in the probabilities. Thank you for this breakdown.
The large number of mental defects in the lists is because mental defects are more common. But there are more physical defects (14 instead of 8), so the overall likelihood of defects on the physical and mental tables are actually really close. When it comes to the incidence of defects, it's the difference between humanoids, mutated animals, and plants that's most striking:

28% humanoid physical defects (14)
25% humanoid mental defects (8)

17% animal physical defects (14)
18% animal mental defects (8)

7% plant defects (4)

If you love defects, play a humanoid. If you hate defects, talk your referee into letting you play a mutated plant.
 
Last edited:
Top Bottom