Gamma World

Two-Headed Mutants

I picked up the new version of Gamma World about a week ago, and it is a really great game.  While the card boosters seem a bit overpriced, the main game is a pretty good value.  The box contains the 160 page rule book, poster maps, and character/monster tokens.  The box also contains 4 character sheets that seem like a bit of an afterthought – they’re enough for one game to start, but with high character mortality, they might last one session before you need more sheets.

Character creation is random.  The first step is rolling two origins for your character that can be anything from android to yeti.  Then you pick out weapons and armor and get a few random pieces of salvaged gear.  The first character I rolled up was a telekinetic yeti that I decided would wear an old deep water diving suit and carry an anchor as a weapon.

If you haven’t already picked it up, I’d recommend taking a look.

The other day, @gamefiend from At-Will asked about origin ideas that weren’t included in the game.  The first thing that popped into my head was a two-headed origin, so I decided that I should try fleshing it out.  Here is the result:


You have two heads.

Two heads are better than one, especially when they manage to get along.  Your extra head makes you more resistant to attacks against your mind and lets you focus on multiple foes at once.

Appearance: You have two heads sprouting from your shoulders.  Some two-headed mutants have heads that are nearly identical while on others the two heads are wildly different.

Two-Headed Traits

Mutant Type: Constitution; Bio; +2 to bio overcharge.

Skill Bonus (Level 1): Gain a +4 bonus to Perception checks.

Redundant Brains (Level 1): Gain a +5 bonus to saving throws to end the dazed or stunned conditions.

Look Both Ways (Level 1): You do not grant combat advantage when flanked.

Two-Headed Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to attack rolls until the end of its next turn.

Two-Headed Powers

Double Headbutt – Two-Headed Novice

When you have two hammers, everything looks like even more like a nail.  You slam both your foreheads into your foe.

At-Will + Bio, Physical

Standard Action, Melee 1

Target: One creature

Attack: Constitution + your level vs. Fortitude.  Make the attack two times.

Hit (one attack): 1d6 + Constitution modifier + twice your level physical damage.

Hit (both attacks): 2d6 + Constitution modifier + twice your level physical damage, and the target is dazed until the start of your next turn.

Pay Attention! – Two-Headed Utility

One of your heads shouts at the other in order to shake off the effects of that last hit.

Encounter + Bio

Immediate Interrupt, Personal

Trigger: An effect would make you become dazed, dominated, or stunned.

Effect: You do not become dazed, dominated, or stunned.  Otherwise, the triggering effect works as normal.

The Wonders of Working Together – Two-Headed Expert

Your two heads work in unison to unleash a pair of attacks.

Encounter + Bio, Physical, Weapon

Standard Action, Melee or Ranged weapon

Targets: One or two creatures

Attack: Constitution + your level + weapon accuracy vs. AC.  Make two attacks.

Hit: 1[W] + Constitution modifier + twice your level physical damage.

Updated 10/22:

After a good discussion with @atminn, I’ve modified the expert power (see below).  I’ve also posted a formatted pdf with the origin that is available here.

Didn’t Think I Was Looking? – Two-Headed Expert

Just when your opponent sees an opening, your extra set of eyes pays off and you perform a devastating counter attack.

Encounter + Bio, Physical, Weapon

Immediate Interrupt, Melee weapon

Trigger: An opponent makes a melee attack against you.

Target: The opponent that triggered the power.

Attack: Constitution + your level + weapon accuracy vs. AC.

Hit: 2[W] + Constitution modifier + twice your level physical damage.

Effect: You gain a +2 power bonus to all defenses against the triggering attack.

Updated 11/15

I got some feedback from FaustianPenguin on the WotC forums that an immediate reaction would not work for Pay Attention! since a character cannot take immediate reactions after being dazed, dominated, or stunned.  I’ve changed the power to an interrupt to make it work as originally intended.  The updated version of the pdf is available here.


UPDATE: I’ve compiled all of my Gamma World material into a single pdf. You can download the latest version here.

By Scott Boehmer

A game enthusiast and software engineer.

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