This is the latest in my series on Gamma World. The rest can be found on my blog's main page. Thanks to everyone who is contributing their comments and ideas; the end result is better for it!
Today I have three new Origins for you, origins based on the idea that age matters. This is key to many post-apocalypse settings. Gamma Terra is the only world which young people have ever known, but in the kind of game I want to run, there are some who are old enough to have had lives -- sometimes long ones -- before the Crash.
Generation Origins
These origins are intended for a Gamma World game which is set closer to the Big Mistake. Films like the Road Warrior cycle are good examples of these games, in which middle-aged and elderly heroes remember the world as it was, even as a new generation grows up adapted to a mutated world.
All of these origins are specifically intended to be Secondary Origins, probably with the Engineered Human as primary. If you are using random origins and roll a Generation Origin, your other origin automatically becomes Primary. They are also designed to boost the Leader role, so they provide healing and other buffs.
Young

You are a child or adolescent, no older than nineteen. All your life has been spent in the strange world of Gamma Terra, and you can imagine no other existence. Your life may be difficult and brief, but at the same time you are the embodiment of hope for what remains of mankind. If the world is to have a future, that future depends on you.
Mutant Type: Dexterity; no power source
Skill Bonus (level 1): Gain a +4 bonus to Stealth and Interaction checks.
Slippery (level 1): Gain a +2 bonus to Reflex.
Not Your Time (level 1): Gain a +2 bonus to death saves.
Desperation Young Novice
The sight of your desperate attack against a dangerous foe helps an ally ignore his wounds.
At-Will • Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage and one ally within 5 squares of you can use his second wind.
Lucky Young Utility
It’s never cool to cap a kid.
Encounter • Immediate Interrupt
Target: One creature who has just hit you with an attack
Effect: The target must re-roll the attack.
All Grown Up Young Expert
With a furious blow, you remind those around you that you’re no longer a snot-nosed kid.
Encounter
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 3[W] + your level physical damage and all allies within 5 squares of you are +2 on attack rolls until the end of your next turn.
Survivor

You remember the World As It Was. You might have been only a child, however, and were certainly no older than a young adult. In the years since then, you have survived every imaginable trial, including plagues, radiation, global catastrophe and the death of all your friends and loved ones. Coming of age in Gamma Terra has left you bitter and hardened, but tougher than you were before.
Mutant Type: Constitution; no power source
Skill Bonus (level 1): Gain a +4 bonus to Athletics and Nature
Rugged (level 1): Gain a +2 bonus to Fortitude.
Survivor (level 1): +2 bonus to saves against disease and radiation.
Inspiring Attack Survivor Novice
We don’t need another hero. Because we have you.
At-Will • Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage and one ally within 5 squares of you regains 5 + your level hit points.
Shake it Off Survivor Utility
You don’t have time to bleed.
Encounter
Minor Action Close burst 5
Target: One ally
Effect: The ally regains hit points equal to his bloodied value and makes a saving throw
Get a Move On Survivor Expert
To stay alive, you have to keep moving.
Encounter
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 3[W] + your level physical damage and each of your allies can move their speed.
Old

You lived a full life before the Big Mistake, and now are one of the oldest human beings still alive. Others say you are lucky, but you know that it is your skill and determination that has kept you going. Others look to you for wisdom and knowledge far in excess of other folk. However, because of your age and the terrible things you have had to endure, your body is frail and your time is nearly at an end.
Mutant Type: Wisdom; no power source
Skill Bonus (level 1): Gain a +4 bonus to Conspiracy and Insight
Too Stubborn to Die (level 1): Gain a +2 bonus to Will
Time to Die (level 1): You have a –2 penalty to death saves
False Bravado Old Novice
Your brave words conceal inner frailty
At-Will • Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage and one ally within 5 squares of you gains 5 + your level temporary hit points.
Wise Advice Old Utility
You get farther with kind words and a gun than with just a kind word.
Encounter • Immediate Interrupt
Target: One ally who has just rolled a skill check or attack roll.
Effect: The ally can re-roll the check or attack roll.
Reserve Power Old Expert
I said the red button! The red button!
Encounter
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your level + 4 + weapon accuracy vs. AC
Hit: 3[W] + your level physical damage and one ally within 10 squares of you re-readies an Omega Tech item he has already used this encounter.
