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Hardcover Machines and Mutants Book

ISBN: 1588460673

ISBN13: 9781588460677

Machines and Mutants

Part of a book series Gamma World takes place in the mid-25th century, more than a century after a second nuclear war had destroyed human civilization. The game's designers took inspiration from the... This description may be from another edition of this product.

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Format: Hardcover

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Mutants and Machines?

The original and more appropriate title in some ways since this book deals a little more with the organic than the metallic.As an addition to the d20 Gamma World system this book is a must have. It is well set up and presented with only a few minor glitches here and there. (and a whooooole lotta typoes.) The art is again all black and white, with a good range and a fair representation of the creatures in question. Virtually every entry gets an illustration here. There are a few art goofs, in particular the depiction of the snake headed Hisser as human headed, and some other quirks. But for the most part the art is very good and they have some talented folk on hand. Two big problems are that the back of the book declares that inside you will find rules for creating your own mutations and rules for interacting with the technological AI driven items of the Gamma World. These things are nowhere in the book. Another oddity is that in the entire book there is only ONE directly PC useable mutation. Virtually all of the mutations used by creatures are FX and not truely for use by players.Where this gets muddled is when one finds species set up to be used as PC playable... and they are using the creature mutations... The good stuff about the book though will hopefully outweigh the goofs and omissions. There is a good deal of background into interspersed with each entry and the writing is overall fairly good and well thought out. The book has dozens of new creatures both new to the d20GW setting and a few familliar faces from the older editions such as the previously mentioned Hisser. These creatures range from not just the hazardous, but cover a few neutral and beneficial ones as well. Multi-armed serpent people, illusion generating raccoons, combat modified engineered humans, eels that swim through flesh and bone as if it were not there, dolphins modifies for land dwelling and with an agressive wolf's instincts, and many more. The robotics section introduces a wide array of mechanical and nanite driven entities and gives again a good spread of the banefull and the usefull. Mobile junk-mail robots, feral appliances modified with weaponry, mutant hunting infiltration and elimination units, mobile towers, group cyborgs, Art given sanity blasting form, and more. There is even a new cybernetic race available as PCs. AI automobiels. The third section covers naturally occuring creatures and diseases and gives the GM some new and unusual things to toss at the players. Diseases that render the victem feral, horse shaped plants, environmental cleanup bacteria that work a little TOO well, horse-sized elephants, and other things to perplex and harass the players with. The last section introduces some new Feats that boost aspects of mutations. and finishes with a batch of new Advanced Classes, one being the Hybrid Diplomat, a human who uses an implant to slowly metamorphose themselves into a hybrid of human and one choosen species. This book shoul
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