Mutants in the City

From GURPSworld Wiki

Occasional glitches in cellular generation and anomalies in genetic processing result in mutations even in the near-pristine breeding environments of the City. Many of these mutations are discovered prior to final processing of a new body or clone, but they are often missed and go undetected until long after gestation.

Mutants must be registered. Failure to register constitutes treason. Unregistered mutants are not allowed within the secure perimeters of The City. Trespass is punishable by death.

The residual radiation from the old wars and the hostility of Nature have resulted in a number of genetic mutations among those who have chosen to live in the Flats. These mutants are frightening creatures who represent the single greatest threat to the civic order.

Mutant Characteristics

Mutants may have any number of physical deformations which affect their physical abilities. These mutations may be beneficial. For example, some mutants have "hardened skin" (Damage Resistance 2) while others my have supernaturally keen eyesight or hearing.

Mutants have been known to possess psionic abilities such as telepathy or telekinesis. Other mental mutations might result in extraordinary powers such as pyrokinesis or levitation.

It is these often powerful abilities that makes the registration and control of mutants so necessary to the safety and stability of the City. If you see someone doing something extraordinary, don't take chances: report them at once.