Physical Mutations
Mutant characters have 5 free Mutation points (Mp) that they
can use to buy their changes. Anything beyond this and the mutant will need to
buy Defects [D] on a 1-for-1 basis. Example: Dudoa spends 1 point of his 5 on
Internal Compass, and 4 on Density Control. He wants to be resistant to acid,
so he buys Resistance to Acid at DR5 for (5Mp). To pay for this, he buys two
defects, Bipolar (2Mp) and Epilepsy (3Mp).
NOTE: These mutations are taken almost verbatim from the 4th
Edition (not 4E) of Gamma World and modified for d20 rules, as well as D20
Future, D20 Apocalypse and a couple of other places. All information is the
property of the original authors.
A
·
Ability Decay – Physical [D]
(4Mp): One of your Physical ability scores (your choice) permanently decreases
by 2. You cannot apply this drawback to an ability score of 3 or less.
·
Achilles Heel [D] (3Mp): The
mutant has a crucial weakness in a particular body location. If he is ever
struck there, he takes double damage and is in such pain that he cannot attack
or perform other actions for the next round. A natural roll of a 20 is assumed
to have hit this spot—the Achilles heel. A called shot can also be used to
intentionally hit it. The player can pick any point on his body, such as a
fist-sized place on his head, his stomach, or his groin.
·
Acidic Saliva (1Mp): Your bite
attack deals an extra 1d4 points of acid damage with each successful hit.
·
Adrenaline Jolt (3Mp): Once per
day, as a free action, you can temporarily increase either your Strength or
your Dexterity by 1d4+1 points.
·
Air Sail (2Mp): The mutant has a
built-in air sale, like a gliding squirrel. Gliding is 50% faster than running,
but the glider 1m of altitude for every 10m of distance covered.
·
Allergy [D] (2Mp): The mutant is
severely allergic to something. If the character ever comes in contact with the
substance, a DC15 Fort saves must be rolled for. If the character fails, she is
only capable of taking partial actions until well away (5m+) from the allergen.
·
Anti-Life Leech (3Mp): The mutant
is immune to Life Leech, and can actually reduce the attack by 1d6 damage done
by that power if nearby and heal himself for that same amount. These temporary
HP are used first and will naturally disappear after 1 hour.
·
Attraction Odor [D] (2Mp): Animals
and humans with attraction odor have a strong, musky scent. Mutants with this
defect can automatically be tracked up to 10km away by any mutant with
heightened smell or by predators. In the wilderness, the mutant is twice as likely
to attract the attention or a predator.
B
·
Blood Hunger [D] (1Mp): You must
drain a pint of blood from a living creature once every 24 hours. Doing so is
an attack action, and you can only drain blood from a willing, helpless, or
dying (but not dead) creature.
·
Bodily Change [D] (1Mp): Some
parts of the mutant’s body are altered in a cosmetic way. These alterations
have no significant game effect upon the character. None of these mutations
should allow the character an extra ability, or disability, of any
significance. Examples would be green hair, an extra pair of fingers or a
non-prehensile tail. This defect may be taken up to three times, but each
mutation must be different.
·
Bodily Control (3Mp): The mutant
is able to enhance his physical (Str, Dex, Con) by 1 point for every 2
character levels she possesses. This increase lasts for one hour, and the power
can only be used once every 24 hours.
·
Brittle Bones [D] (2Mp): Your
massive damage threshold decreases by 3. In addition, you take an additional
1d6 points of damage from a fall.
C
·
Cage of Flesh [D] (4Mp): The
deformed character is so morbidly obese, and has such great control over his or
her voluminous folds of skin, the character can envelop and suffocate an
adversary within their endless rolls of fat. Characters with this deformity
have their base weight tripled. Benefit: The obese character receives a +8
deformity bonus on all grapple checks, and their great weight gives the
character a +4 deformity bonus on all attempts to resist trip attacks or
over-runs. The obese character receives a +2 natural armor bonus. The massive
layers of fat help protect the character from physical assault, giving the
obese character the equivalent of light fortification (a 25% chance of ignoring
critical hits).
Armor built for the character must accommodate his
incredible bulk, and these modifications double the armor’s price, as if the
obese character were non-humanoid. Additionally, this deformity reduces the
character’s Charisma by –2, and due to the strain this mutation puts on the
character’s heart the obese character becomes fatigued after a number of rounds
of intense physical activity equal to his Constitution modifier.
·
Cannibalistic [D] (2Mp): You are
only able to subsist on the flesh of your own kind. Mutant humans must consume
pure or mutated humans, felines must consume other felines, etc. A character
can go without food for 3 days, in growing discomfort. After this time, the
character must make a Constitution check each day (DC 10, +1 for each previous
check) or take 1d6 points of nonlethal damage.
Characters who have taken
nonlethal damage from lack of flesh are fatigued. Nonlethal damage from
starvation cannot be recovered until the character gets food or water, as
needed.
·
Carapace (3 or 5Mp): The mutant
has hard scales or a bony shell covering important locations of his body. For
3Mp the character has a +3 Natural Armor bonus. For 5Mp the Natural Armor
increases to +5.
·
Chameleon Power (2Mp): When
stationary, the character is able to blend into his surroundings, unseen.
Clothing and gear do not share this power. When active, the character gains +10
to Hide rolls. The power stops working when the character moves again.
·
Chemical Susceptibility [D] (2Mp):
The character has a -4 penalty when making Fort saves against poisons, drugs or
other toxic chemicals. He gets drunk twice as quickly as a normal character,
typically from just one cup of an alcoholic beverage.
·
Claws (3Mp): You gain a single
claw attack that deals slashing damage dependent on your size: Small 1d4,
Medium-size 1d6, Large 1d8.
·
CMH (1Mp): You have Cretinistic
Muscular Hypertrophy - i.e. Brawn Over Brains. Your body is extremely muscular,
but you are functionally retarded to an extent. You gain +4 to your Str, but -2
to Int and Wis.
·
Combat Fear [D] (2Mp): After
initiative is rolled but before you take your first action in combat, make a
Will saving throw (DC 15). If you fail the Will save, you are shaken for the
rest of the encounter.
·
Conjoined Twins [D] (6Mp): In the
womb, a zygote divides, and divides again, but some-thing goes wrong. Where
there should have developed a pair of identical siblings there is a bizarre
hybrid. Instead of two twins, each with their own limbs, mind and soul, there
is an ungainly hodgepodge of limbs and commingled organ systems. Two minds
develop, sometimes with stunningly different personalities, but they are forced
to coexist in a body barely developed enough to sustain one of them. Conjoined
twins may be linked skull to skull, sharing brain tissue and face like melted
wax, or others might share a torso, each with their own pair of arms,
additional legs, even obscenely doubled, vestigial sex organs. Until relatively
recently most conjoined twins died in utero, or during birth, and many often
killed their mothers during the complicated, bloody delivery. Very few
conjoined twins ever survived to adult hood. Conjoined Twins are considered a
single character for most purposes. A few unique roleplaying complications
aside, the Conjoined character is a single humanoid that has been trans-formed
into something almost inhuman.
While the Conjoined Twins are effectively a single character
each twin has his or her own alignment/affiliation, and each radiates its own
alignment. The creature’s alignments must be within one step of each other.
Conjoined Twins have -2 Dex, Int +2, Wis +2, Cha -2. Having an additional mind
and personality means the Conjoined Twin is a little smarter, cleverer and more
perceptive than ordinary mortals, because the Conjoined character essentially
has two brains working on any problem. However the Conjoined Twins are hideous,
visually disturbing and prone to self loathing, limiting their effectiveness as
orators, leaders, and commanders. Their unusual limb placement means that most
Conjoined Twins move stiffly and painfully, at best (Reduce the base creature’s
land speed by 10 ft. If the creature has a fly or swim speed it is also reduced
by 10 ft, and in the case of flight speeds, the creature’s airborne
maneuverability class can never be any better than poor).
D
·
Density Control (4Mp): The mutant
can control her density, shrinking or growing as desired. The mutant can shrink
to 50% smaller, +5% for every odd level. The mutant can grow up to 100% larger,
with an additional 5% for every odd level. Shrinking improves the AC by 1 for
every 10%, whereas enlargement worsens it by 1 for every 10%. Additionally,
your density can not be controlled by other living things.
·
Doubled Pain [D] (2Mp): The
character suffers twice the normal amount of pain from a wound. Once he is at
50% of his unwounded Hit Points or less, he automatically takes a -4 on all
Skill Checks, To Hit rolls and AC. This condition remains active for as long as
the character is at 50% or lower.
·
Dual Brain (5Mp): The mutant has
two brains, possibly contained by two heads if desired. This mutation adds +2
to the character’s Int score as the two work together. The second brain gets a
free 1-3 Mental Mutations of the player’s choice. A mental attack only affects
one brain at a time. Both brains have the same Int,
Wis and Cha.
E
·
Electrical Generation (5Mp): The
mutant builds up a massive electrical charge in their hands, and this charge
will inflict 3d6 points of damage to anything or anyone touched. It takes 1
round to replenish 1d6 worth of electrical damage. The mutant takes half-damage
from electrical attacks.
·
Energy Diffusion (3Mp+): You
become resistant to damage (DR5) to two types of energy or even more resistant
(DR10) to specific type of energy, chosen from the following list: chemical
(acids and the like), electricity, electromagnetic, gravitational, kinetic,
radiant (light, lasers, etc), radiation, sonic, thermal (heat, cold, etc). The
first 5 or 10 points of damage from these sources is completely ignored. The
mutation only costs 3 points initially. More can be purchased, but the cost is
cumulative (the first costs 3, the 2nd costs 4, etc).
·
Energy Metamorphosis (4Mp): The
character can convert the first 10 points +1 point per level of incoming damage
from a specific type of physical energy: electricity, electromagnetic,
gravitational, kinetic, radiant (light, lasers, etc), radiation, sonic, or
thermal (heat, cold, etc). He uses this damage to instantly heal himself.
Excess damage is simply lost.
·
Energy Reflection (4Mp): The
character can reflect the first 10 points +1 point per level of incoming damage
from a specific type of physical energy: electricity, electromagnetic,
gravitational, kinetic, radiant (light, lasers, etc), radiation, sonic, or
thermal (heat, cold, etc) and turn it into an attack. Use the grenade chart to
determine the direction the energy travels, and the attack roll of the original
attack to determine any attacks the reflected beam will make.
·
Energy Sensitivity [D] (1Mp): The
character feels pain, and suffers a -2 penalty on all Skill checks, To Hit and
AC, whenever he is Within 2m of a large energy source, such as a robot, car,
artificial force field, etc. Small items, such as a hand-held device that uses
a power cell, only cause him a -1 penalty on actions. The Game Master might
choose to have a mutant with energy sensitivity take damage in the presence of
powerful energy fields.
·
Epilepsy [D] (3Mp): Epilepsy can
be passed genetically, and can also result from diseases or brain injury. At
random times throughout their lives, epileptics lose control of their bodies,
going into uncontrollable spasms. Drawbacks: Any time the epileptic rolls a
natural one on any attack roll or saving throw, he or she must immediately make
a Fort save (DC 18) or go into an epileptic seizure. During these episodes,
which can last up to several minutes, the epileptic remains dimly aware of the
world around him, but cannot move, speak or take any effective action. A
successful save means the character ‘fights off’ the episode, only losing a rounds
worth of actions. An epileptic seizure lasts for D20 rounds. During this time,
the epileptic can be ‘brought around’ if he receives a DC 22 Heal check, or
receives any form of healing.
·
Exoskeleton (5Mp): You gain a +3
natural armor bonus to Defense, or your existing natural armor bonus improves
by 3.
·
Extra Arm (3Mp): As a creature
with one extra arm, you gain a +2 mutation bonus on Climb checks and grapple
checks. For the purposes of combat, the extra arm is treated as an “off hand”
(that is, you still have only one primary hand).
·
Extra Arms (6Mp): As a creature
with more than two arms, you gain a +4 mutation bonus on Climb checks and
grapple checks. For the purposes of combat, both extra arms are treated as “off
hands” (that is, you still have only one primary hand).
F
None
G
·
Gas Generation (3Mp): The
character has the ability to spray a visible gas from a specific place on his
body (mouth, navel, hands, etc.) chosen by the player. It fills a sphere two
meters in diameter. The gas attacks with a DC15 Fort Save required. The effects
of the gas last for 5 rounds plus the character’s Con modifier. The mutant’s
body holds up to three full doses of gas, and it takes three hours to
regenerate a dose. Roll and consult the table below to determine the type of
gas or pick if desired. The mutant is immune to that form of gas.
d6 Roll & Type of Gas
Stench. The victim moves at half speed, must leave the gas,
and is unable to attack.
Blinding. The victim cannot see, and suffers -4 to To Hit
and - 2 to AC.
Poison. Initial Damage 2d12, Secondary Damage 2d12.
Hallucinogenic. The victim sees visions; he will move and
attack randomly. GMs may want to use the table under the confusion mutation.
Paralytic. The victim is unable to move or attack.
Burning. The victim suffers 2d6 points of acid damage, plus
the character’s Con modifier, per round of exposure.
·
Gills (2Mp): The mutant has the
ability to breath water as well as air. The type of water, salt or fresh,
matches the nearest large body of water in the campaign.
H
·
Hands of Power (4Mp): The
character’s hands (or the equivalent) can emit blasts of energy with a range of
15 meters, plus one meter per Con modifier. The energy does 3d6 + Con damage.
Roll on the table below to determine the type of energy if desired. The mutant
is only immune to that form of energy in his hands (or the equivalent emitting
limb). Other parts of the body are not immune. The mutant can store 5 + Con
modifier blasts. It takes eight hours to regenerate a blast.
d4 Roll & Type of Hands
Electrical hands (bolts of electricity)
Hot hands (microwave heat)
Laser hands (short-range laser beams)
Sonic hands (intense subsonic vibrations)
· Heat/Cold Susceptibility [D] (1Mp): The character takes
double damage from prolonged exposure to extreme heat or cold.
·
Heightened Balance (2Mp): The
character never loses his balance. He can still be knocked over by an attack,
but gets a +4 modifier to his Ref save. He never falls on slippery surfaces,
can walk across a tightrope in a strong wind, can fight normally while hopping
on one foot, etc.
·
Heightened Physical Attribute
(5Mp): One of the mutant’s three physical attributes (Str, Dex, Con) is
dramatically improved. The improvement lS visibly obvious in most cases For
example, heightened Strength means bigger muscles. The amount of the increase
is 6 minus the modifier of the original value. For example, a mutant with a
Strength of 13 has an modifier of +1. He takes Heightened Strength, and he adds
6 to his Strength minus the original +1 modifier. Eighteen (13+5=18) becomes
his new Strength. This formula gives larger modifiers to characters that have
lower scores. A negative modifier actually adds to the total! The mutant always
gets a minimum +2 to the attribute, regardless of the MP modifier of the
original value.
·
Heightened Precision (4Mp): The
character has an uncanny ability to aim or place things precisely. This does
not affect the other aspects of his Dexterity. His To Hit for all ranged
attacks gets a +4 and he never suffers range penalties.
·
Heightened Sense (3Mp): The mutant
has an enhanced sense, modified as follows:
Sight. The mutant can make his vision telescopic or
microscopic, allowing for the perception of twice as much detail at distances
or up close. When calculating ranged attack distance penalties, ranges are
treated as extending twice as far.
Hearing. The mutant can hear things twice as far away or
with twice as much sensitivity. By concentrating, he can hear on frequencies
normally inaudible to his kind, such as ultrasonic or subsonic.
Touch. The mutant’s sense of touch becomes fine enough to
distinguish slight changes in texture, moisture, temperature, residues etc.
Smell. The mutant can identify and distinguish individuals
by smell. He can track creatures up to a kilometer away by smell alone. He can
detect faint traces of materials or gas.
Taste. The mutant can identify poisons or chemical residues
by tasting merely a tiny drop. (He does not suffer the effects consuming this
extremely small amount.) He can determine the individual components of any food
or drink.
Heightened Speed (3Mp): The mutant adds 5 + his Con modifier
permanently to his base speed. He is also able to move with bursts of
hyperspeed, adding 50% to his normal speed for up to six rounds. He must rest
an hour before being able to use this power again. If the mutant has multiple
modes of movement (walking‘ flying, swimming, etc.)‘ he must choose only one
for which this mutation applies.
·
Horns or Antlers (3Mp): The
character has some sort of horns or antlers growing out of his head. They can
be up to 20% as long as the character is tall. On a normal human, this is about
as long as his forearm. In melee combat, he can head butt for 1d6 points of
damage. If he charges, he gets a normal modifier and does 2d6+2 points of
damage. The character can not be disarmed without removing the growths.
·
Hydrocephalectic [D] (5Mp) Blood
and spinal fluid built up in the deformed character’s skull during childhood,
damaging the character’s brain through unceasing pressure. The character’s
skull is fragile and swollen like a melon, and the character’s dull eyes seem
to push out of a too-small skull. Reduce the hydrocephalectic character’s
Intelligence score by –4. Additionally, the character’s large skull is
extremely fragile, meaning the character suffers 1.5 times the usual amount of
damage from bludgeoning weapons.
·
Hypersensitivity (3Mp): You gain a
+2 mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight
as a bonus feat.
I
·
Immunity (4Mp): The mutant is
immune to a particular form of damage or hazard. Roll 1d8 on the table below to
determine the exact immunity.
Corrosives/acids
Disease/biological
Draining/life leech
Gas attacks
Mental attacks
Paralysis
Poisons/chemicals
Sonic attack
·
Infravision (2Mp): Darkvision is
the extraordinary ability to see with no light source at all, out to a range
specified for the creature. Darkvision is black and white only (colors cannot
be discerned). It does not allow characters to see anything that they could not
see otherwise invisible objects are still invisible, and illusions are still
visible as what they seem to be. Likewise, darkvision subjects a creature to
gaze attacks normally. The presence of light does not spoil darkvision.
J
None
K
·
Kinetic Absorption (1Mp+): The
character gains DR2/- versus blunt attacks, including falling or slam attacks.
The character can spend up to 5Mp, and every point spent equals two DR points.
L
·
Leaper (1Mp): You gain a +10
mutation bonus on all Jump checks.
·
Light Sensitivity [D] (1Mp): A
creature with this defect is dazzled (–1 penalty on attack rolls, Search
checks, and Spot checks) in bright sunlight or within the radius of other
bright lights.
·
Lost Arm [D] (3Mp): You lose one
arm of your choice. You cannot effectively wield weapons that require two hands.
In addition, you take a -2 penalty on Climb checks, Swim checks, and grapple
checks.
M
·
Metamorphosis (5Mp): The character
can transform his body into a duplicate of anyone he touches. If he
successfully touches a victim, the victim must make a Will save of DC15 + the
character’s Wis bonus. If
the attack succeeds, then the mutant is transformed into an exact duplicate of
his victim. The mutant can keep this form indefinitely, but if he falls
unconscious or goes to sleep, he reverts to his regular form.
He gains the victim’s physical attributes (Str, Dex, Con,
unarmored AC, Hit Points, etc)), all of his physical mutations, and his
physical appearance. The character loses all of his own physical attributes and
physical mutations. However, he keeps his own mind and personality, his own
mental attributes (Int, Wis,
Cha), his own mental mutations, and any of his own attributes derived from
mental attributes (skill checks, etc.).
N
·
New Body Parts (2Mp): The mutant
grows body parts not normally found on his species. The character gets as many
of these parts as is reasonable, one tail, a pair of pincer claws, etc. Animal
and plant characters can get true arms with hands. snakes can get real legs,
etc. Whatever the mutant acquires, it must be usable and beneficial. A second
head means only a single brain, but there are two sets of sensory organs (eyes,
ears, etc.). Roll 1d10 on the table below. If the character already has that
body part, he can choose to get a second set of them or re-roll.
Arms or legs
Claws or fangs
Crab-like pincers
Extra eyes
Kangaroo-like pouch
Second head
Tail
Tentacles
True hands
Trunk
·
Night Vision (1Mp): A creature
with low-light vision can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of shadowy illumination. It retains the
ability to distinguish color and detail under these conditions. A creature with
low-light vision can read a book as long as even the tiniest candle flame is
next to her as a source of light.
·
Nocturnal [D] (1Mp): The character
normally sleeps during the day and is active at night. He can see normally by
moonlight and starlight but suffers as if he had the diminished sight mutation
when in daylight.
O
·
Oversized Limbs (3Mp): The
character has arms, legs, tentacles, or vines (or whatever) that are longer
than normal. Longer arms, tentacles or vines allow for greater reach. Longer
legs give the character +5 on his base speed. Only one set of limbs is
lengthened. These can not be limbs that both provide movement and tool use, only
one or the other. The limbs are anywhere from 50% to 100% oversized. Roll 10%
to find the exact percentage.
P
·
Pheromone Attraction (6Mp): You
gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate
checks made against creatures within 30 feet of you.
·
Pheromone Repulsion [D] (2Mp): You
take a -4 penalty on all Diplomacy and Handle Animal checks made against
creatures within 30 feet of you.
·
Photodependent [D] (2Mp): The
character requires constant light to stay conscious. An hour in the dark forces
him into a sluggish state. In this state he suffers a -2 penalty to all of his
attributes, including To Hit, Saves, etc. Five full minutes of bright or normal
light restores the character completely. He suffers 1d6 points of damage for each
full 24 hours spent in the dark, which means that a normal night’s sleep does
no harm The character can never be sunburned, blinded or harmed by normal
sunlight. Lasers still harm him normally.
·
Photogenaration (3Mp): The mutant
is able to generate a tremendously bright flash of light from a specific part
of his body (hands, eyes, hair, etc.) chosen by the player. This flash blinds
everyone looking at him within 10 meters (20 meters in the dark). It is treated
as an attack against the victim’s health with an DC equaling 15 plus the
character’s Con modifier The character cannot be blinded by bright lights, but
takes damage normally from lasers and the like.
·
He can store enough light for
three flashes, but it takes four hours to regenerate a used flash. As an
alternative to the bright and sudden light discharge, the mutant can use up a
flash to glow With a light equal to normal daylight for 10 + Con modifier
rounds. The glow this creates illuminates a 10-meter-radius area.
·
Photosynthetic Skin (2Mp): The mutant
does not need to eat if he spends at least three hours a day in bright sunlight
(six hours in dim light). He can be moving and doing normal actions during this
time. He still needs to drink normal amounts of water. If the character spends
a full eight hours basking in the sun, he heals his level in Hit Points.
However, the mutant also suffers 50% damage from light based attacks, such as
lasers, due to the over-sensitivity of his skin.
·
Poor Dual Brain [D] (4Mp): The
character has a second brain and an alternate personality controlling it. This
brain has one mental mutation, which may be a defect even if the other brain
already has a defect.
During times of stress (i.e., the first round of combat),
there is a 5% chance of the second brain seizing control of the body. This new
personality hates the dominant personality. This does not mean that it hates
the other characters in the group. They must deal with it as a separate
individual. An hour after the stressful period has ended, the dominant brain
regains control of the character’s body.
This mutation is only allowed if the player agrees to
roleplay the second personality. Let the player determine the personality of
his alter ego, within reason.
·
Poor Respiration [D] (3Mp): The
mutant cannot take deep breaths. He cannot hold his breath for more than two
rounds. After six rounds of strenuous activity (fighting, climbing, etc.), he
must make a Fort save (DC 15). Each round of continued activity, the intensity
of the attack increases by 1. If the mutant’s Save ever fails, he faints from
lack of oxygen for 2d6+3 rounds. To complete strenuous activities that take a
long time, the character needs twice as much time as normal because of the
frequent rest breaks he is forced to take.
·
Prehensile Tail (4Mp): A prehensile
tail grants a +2 mutation bonus on Balance checks. It can also grasp and
manipulate a simple object up to one size category smaller than the creatures
size category.
·
Proteus Syndrome [D] (4Mp):
Proteus syndrome is a congenital disorder that causes skin overgrowth and
atypical bone development, often accompanied by tumors over half the body. It
is a progressive condition wherein children are usually born without any
obvious deformities. Tumors of skin and bone growths appear as they age. The
severity and locations of these various asymmetrical growths vary greatly but
typically the skull, one or more limbs, and soles of the feet will be affected.
There is a risk of premature death in affected individuals due to deep vein
thrombosis and pulmonary embolism caused by the vessel malformations that are
associated with this disorder. Because of carrying excess weight and enlarged
limbs, arthritis and muscle pain may also be symptoms. The defect itself
results in the mutant having –2 Dex, -2 Con and moving at ½ normal Speed.
Q
·
Quills or Spines (3Mp): The
character has quills, like those of a porcupine, all over his body. The player
instead can choose to have ridges of spines along his back, arms, legs and tail
(if he has one). The mutant can fire quills each round like darts using the
small, pressurized air sacs at the base of each. Each quill does 1d4 damage and
has a range of five meters
Spines cannot be fired, but make the mutant a formidable
unarmed combatant. In unarmed combat, he does 1d6 extra damage per blow. When
struck by an unarmed opponent he gets to make an immediate Attack of
Opportunity with these spines. Grappling or wrestling the character (quills or
spines) in an automatic hit.
R
·
Radiating Eyes (3Mp): The mutant
has the ability to project a beam of radiation through its eyes. The beam does
2d6 plus the character’s Con modifier. Once fired the radiation stored in the
character’s body builds up 1 point of damage a round until it reaches its
maximum possible intensity. The mutant can fire it at any time, but the
intensity might not be at its peak.
The character gains a +4 Save versus radiation. If the
mutant has more than one set of eyes or visual organs, it can only project
radiation through one set of them (unless this mutation is rolled multiple
times).
·
Regeneration (5Mp): Creatures with
this extraordinary ability recover from wounds quickly and can even regrow or
reattach severed body parts. Damage dealt to the creature is treated as
nonlethal damage, and the creature automatically cures itself of nonlethal
damage at a fixed rate per round, equal to the creature’s Con modifier.
Certain attack forms, typically acid, fire and radiation,
deal damage to the creature normally; that sort of damage doesn’t convert to
nonlethal damage and so doesn’t go away. A regenerating creature that has been
rendered unconscious through nonlethal damage can be killed with a coup de
grace. The attack cannot be of a type that automatically converts to nonlethal
damage.
Creatures with regeneration can regrow lost portions of
their bodies and can reattach severed limbs or body parts. Severed parts die if
they are not reattached. Regeneration does not restore hit points lost from
starvation, thirst, or suffocation. Attack forms that don’t deal hit point
damage ignore regeneration. An attack that can cause instant death only
threatens the creature with death if it is delivered by weapons that deal it
lethal damage. A creature must have a Constitution score to have the
regeneration ability.
S
·
Sense Reduction [D] (1, 3 or 6
Mp): One of your senses is deadened, damaged or simply doesn’t work as well as
it should. The effects are -
Hearing (3 Mp) - You have hearing loss which results in a -5
to all Listen checks.
Sight (3 Mp) - You take a -4 penalty on all ranged increments
and -1 to Spot checks. This is reduced to -2/-0 if proper eyewear is
worn.
Smell (1 Mp) - You can’t smell anything. You have a -4 to
all rolls involving smelling things.
Taste (1 Mp) - You can’t taste anything. You have a -4 to
all rolls involving tasting things.
Touch (6 Mp): You simply can’t feel anything beyond slight
pressure. Worst of all, you aren’t able to tell if you are injured - the GM
will keep track of your hp for you, and will only give you visual clues to your
injuries instead (“Your leg is bending the wrong way.”)
Shapechange (4Mp):The mutant is able to change his body’s
physical appearance to match that of any creature of his size category that he
has seen. Animals and humans can only imitate animals and humans. Plants can
only imitate plants. The mutant does not get any of the physical or mental
abilities of the creature he imitates, other than the obvious ones. For
example, he can duplicate quills, but is not able to fire them. He can fly with
imitated wings, but not do fancy aerial maneuvers.
The character retains all of his own combat scores,
attributes and mutations not affected by the change. Clothing or equipment is
never affected or duplicated. The change lasts for (5 + Con modifier) X 10
minutes. For example, if the Con modifier is 1, then the change would last for
6 x 10 = 60 minutes. Afterward the mutant can’t shapechange for four hours.
·
Size Change (1 to 5Mp): The
character is larger or smaller (50/ 50 chance of either) than normal by 10% for
every MP spent. This is how much shorter or taller the character has become.
For example, a cost of 3 means that the character is 30% shorter or taller. A
typical man is roughly 2 meters tall. A 30% reduction places him at 1.4 meters
tall (4 feet). A 50% increase makes him 2.6 meters tall (8 feet).
Physical strength is increased (taller) or decreased
(shorter) by 1 for each 10% change. Dexterity is increased if the character is
shorter and decreased if he becomes taller (plus or minus 1 for each 10%
change). If the character becomes too large or too small, he may qualify for AC
modifiers. Base speed remains the same regardless of the height change.
·
Skeletal Reinforcement (5Mp): Your
massive damage threshold increases by +3. In addition, the damage you take from
a fall is reduced by one die.
·
Skin Structure Change [D] (2Mp):
The mutant’s skin is defective in some manner, causing ongoing problems.
Albino - You have no pigment in your skin. You are unhealthy
(-2 to Con) and suffer from Light Sensitivity (see Defect: Light Sensitivity).
Glows - The mutant can be seen at night at up to 10m, but is
not bright enough to serve as a light source.
Semitransparent - The mutant’s skin and muscle is partially
see-through, allowing bone, blood and organs to be visible Needless to
say, this is rather disturbing to most humanoids (-2 Cha).
Thin Skin - You have very thin, leathery skin. You take 1
additional point of damage each time you are wounded.
Water Dependent - The mutant takes 1 point of damage for
every three hours he is out of the water, and 2 if he is also in hot and dry
conditions. It only takes a splash of water or a sponge bath once every three
hours for him to avoid the effects.
Water Soluble - Water does 1 point of damage per round to
the mutant and 2 if he is totally immersed.
·
Sonar (2Mp): The character can
“see” using sonar He can emit hundreds of high-pitched squeaks pct round that
only other characters with sonar can hear. His brain automatically processes
the reflected sound, giving him information about the position, size, movement
and density of objects within 100 meters. He can only get a vague sense of
shape about them. Any round that the character is using his sonar, he cannot be
talking. The mutant with sonar automatically gets either double-sized ears or
antennae (his choice).
·
Sonic Blast (4Mp): The character
is able to project a beam of focused sound. It does 3d6 + Con modifier points
of damage. It is projected in a cone 10m long and 5m wide at the terminating
end. Fragile or brittle objects, such as glass, which fall within the area of
effect are likely to break or shatter. The Game Master should use his judgment
about what breaks and what doesn’t - small crystal tubes are likely to,
reinforced glass less likely, etc. The mutant can use this attack once every
four rounds. The character is immune to the deadly effects of sonic blasts.
·
Sound Imitation (2Mp): The mutant
is able to imitate any sound that he has heard in the last 24 hours. He can
hear any frequency of sound, including sonar. He can only imitate voices by
using the exact words he heard spoken by the voices. The imitative process
works like a tape recorder, not a translator. The character is immune to the
harmful effects of any sound but can not imitate destructive sounds like the
sonic blast mutation produces. He cannot imitate himself.
T
·
Tail (1Mp): The tail provides a +2
mutation bonus on all Balance checks. In addition, you gain a single tail slam
attack that deals bludgeoning damage dependent on your size: Small 1d4,
Medium-size 1d6, Large 1d8.
·
Tentacles (6Mp): You gain 2 or 4
tentacles. Either way, the tentacles grant a +4 mutation bonus on grapple
checks. They can also grasp and manipulate a simple object of your size
category or smaller.
·
Thick Fur Coat (1Mp): You gain a
+4 mutation bonus on Fortitude saves against extreme cold temperatures.
·
Thick Hide (3Mp): Your skin is
tough and resilient. You gain a Natural Armor bonus of +2.
·
Third Eye (2Mp): A functioning
third eye is visible just above the bridge of the character’s nose. Characters
marked by this deformity are supposedly blessed with great wisdom and spiritual
insight, and are said to be able to see the invisible. Priests, prophets and
mad messiahs are often marked by this deformity. Characters with this mutation
receive a +2 deformity bonus to Wisdom, and can naturally see the invisible.
·
Transfusion (2Mp):The mutant is
able to heal another character, but not himself, by touching the wound. Each
round he can heal 1d8 + his Con modifier in damage. A single person or creature
can only be healed by a specific user of transfusion once per day. Each round
of healing he also suffers 1d4 points of damage himself. Plants can only use
this power on other plants. People and animals can only use this power on other
people or animals.
U
·
Ultravision (3Mp): The mutant is able
to see virtually any form of energy. He can see normally at night using
ultraviolet light. He can detect the magnetic fields of machines and power
cells. He can see mental mutations in action. He can see heat and cold, and can
see laser beams. Attacks based upon an energy form (not mental mutations) have
a 1 in 6 (a roll of 1 on 1d6) chance of blinding the character for 1d4 rounds
if he is looking in that general direction. Seeing a normally invisible attack
does not give the mutant an option to avoid the attack or any AC modifier
unless the attack takes more than one round to complete.
V
·
Venomous Bite (6Mp): Any creature
you successfully hit with your bite attack must make a successful Fortitude
save (DC 10 + one-half your level + your Constitution modifier) to negate the
effects (initial and secondary damage 1d4 Con).
·
Vocal Imitation (2Mp): The
character can imitate normal sounds from any source that he has heard in last
24 hours. He can duplicate the sound of a person’s voice or an animal noise.
Unlike Sound Imitation, the mutant can make up his own words or make any noise
that could conceivably come from the creature being imitated. He can not
imitate theSound Blast mutation, and is not immune to Sound Blast. He can not
imitate sounds he is unable to hear.
W
·
Weak Immune System [D] (1Mp): You
take a -2 penalty on all Fortitude saves against poison, disease, and radiation
sickness.
·
Wings (3Mp): The character has
feathered, insectoid or leathery wings that are each as long as the character
is tall. The character gains the ability to fly at a speed of 10 + the
character’s Con modifier. The mutant can take a -2 to Con (representing hollow
bones) and double this movement. Maneuverability is always poor.
X
None
Y
None
Z
None
Mental Mutations
For all mental attacks, the victim of the attack must make a
saving throw against the attack. This is a FORT or WILL save with the DC equal
to 5 plus the attacker’s level plus the attacker’s WILL bonus. For example,
Shesa uses a Mental Blast against an Ark.
She is 7th level and has a WILL bonus of +2. The Ark
must make a WILL save vs DC 14 (5 + 7 + 2).
A
None
B
·
Beguiling (4Mp): With a successful
mental attack, the character can insinuate a soothing and friendly attitude
into another creature. The target creature must be no further than 75 feet
away, plus 5 feet/WILL bonus. If the target creature is approached in a
friendly manner after a successful attack, the target gets a -5 modifier to the
WILL save on any attitude rolls when dealing with the mutant. If the beguiling
attack is successful, the creature will not attack the beguiler, but might
attack his friends, depending upon the circumstances and their actions.
C
·
Confusion (4Mp): If the mental
attack using this mutation is successful, the victim is confused. Roll a d20
each round on the table below for the actions taken by the affected creature.
The effects last for 2d6 rounds. Confusion has a range of 75 feet, plus 5 feet
per WILL bonus.
Confusion Table
1 Stands Still
2 Sits Indian Style
3 Plays on Floor
4 Wanders Slowly
5 Sits and Drools
6 Cries Like a Baby
7 Attacks Nearest Creature
8 Scoots on Knees
9 Flaps Arms Like Bird
10 Begins to Exercise
11 Sniffs Nearest Creature
12 Attacks Nearest Inanimate Object
13 Spins Like a Top
14 Walks Backwards
15 Attacks Random Enemy
16 Hops Like a Frog
17 Yodels
18 Begins to Undress
19 Begins to Sneak Away
20 Takes “Personal” Inventory
D
·
Death Field Generation (6Mp): The
character makes an attack on all living things within 60 feet, plus 5 feet per
point of WILL bonus. Any creature, friend, or foe that fails a FORT save will
have most of their hit points drained away. The creature is left with only hit
points equal to his CN score (Hit Dice for monsters). If this does not do at
least 10 points of damage to the creature, then it is reduced to 0 hit points,
disabled status. Any creature with zero or fewer hit points is killed
instantly, drained to -10 hit points. All normal plants, small animals, or
other simple life forms are assumed to have been attacked successfully and suffer
the consequences. Interestingly, germs and other microscopic organisms are
unaffected. If the victim rolls a 1 or 2 , the mutant has projected a
devastatingly lethal field which all creatures who fail the save are reduced to
-1 hit point and are dying.
The mutant using this power loses hit points just as if he
had also been hit by death field generation, which means he might be
incapacitated or even die. However, record the lost hit points separately.
Assuming that using his power didn’t reduce him to zero hit points, he recovers
one hit point every hour until the damage caused by using this power is healed.
These lost hit points can also be cured normally with other mutations or
artifacts. The character can only use this power once a week. An interesting
drawback of this mutation is that when the mutant is excited, agitated, or
nervous the mutant exudes a faint black mist that envelopes the mutant. A Spot
check at DC 10 will notice this in a lighted area or during day time. A DC of
25 will be needed to sense this at night. In darkness with no back drop, this
adds a +2 to all Hide rolls.
·
Density Control, Others (5Mp): The
character is able to control the density of other living creatures. The effects
of this power are identical to density control, self, given below. However, the
mutant must successfully attack the victim mentally to change his density. If
the target is willing, subtract 10 from his savings roll. Any character with
five levels of concentration is automatically affected if they choose to be effected.
The mutant chooses how small or how large his target becomes, within the limits
of his power. Parts of a target cannot be changed, only the whole target.
·
Devolution (6Mp): With a
successful devolution mental attack, the character is able to reverse the
evolutionary process in a single creature. Mutated characters lose a mutation
(chosen randomly) when attacked this way. For the purposes of this attack, a
mutated animal’s speech/hands mutation substitute is considered a mutation, but
this is only lost after all other mutations have been eliminated. The devolved
victim regains lost mutations at a rate of one a week. Pure strain humans lose
a point from a mental attribute (WIS,
INT, CHA chosen randomly) when hit. Once their highest mental attribute is an
8, the process begins to work on then appearance. They grow body hair, start
dragging their knuckles, etc. Prolonged exposure turns them into cavemen, then
apes. They also regain their attributes at a rate of one point a week.
·
Directional Sense (1Mp): The
mutant is incapable of getting lost. He always has a complete spatial sense of
where he is and how he got there. This ability does not function while he is
sleeping or otherwise unconscious.
·
Displacement (3Mp): This mutation
cannot be activated consciously. The characters subconscious reacts to
life-threatening danger by teleporting him away from it. The danger does not
have to be real. So long as the character believes himself to be in danger of
being killed that round, he is displaced. Any time the character is
incapacitated while fighting, he is displaced. Displacement moves him 200 feet,
plus 10 feet x WILL bonus. The direction of displacement is usually back toward
where the character came from. Displacement will not knowingly place a mutant
into a situation where his life is immediately threatened. This power will not
work more than once in an hour.
·
Duality (4Mp): The character is
able to do two dissimilar actions at the same time. This is not walking and
chewing bubble gum at the same time. It is wielding a sword in one hand while
working a combination lock in the other. The character is automatically
ambidextrous and gains the Two-Weapon Fighting feat.
E
·
Empathy (3Mp): The character is
able to read the dilutions and emotional intensity of another creature. He can
also try and force an emotion upon a creature. Both of these powers require a
successful mental attack. The Game Master may apply modifiers to take into
account how radically the character tries to shift his opponent’s emotions.
Remember, an intelligent creature is influenced by his emotions, but not ruled
by them. Range is 50 feet plus WILL bonus x5 feet.
Forced Emotion DCs
15 - Reserved to friendly
20 - Angry to reserved
25 - Hostile to angry
30 - Hostile to friendly
F
·
Fear Generation (3Mp): The
character can instill fear in his chosen target. The victim flees away from the
character at maximum speed for one minute (ten rounds). If the victim is
cornered or trapped, he will go berserk, fighting until he can get free. The
target must make a WILL save to avoid the effects of this mutation. The range
is 100 feet plus 5 feet per WILL modifier.
·
Force Field Generation (4Mp): The
mutant is able to create an invisible barrier of force around himself that
protects him from physical danger. This includes energy attacks and radiation.
The force field forms a smooth surface about half a meter from the mutant’s
skin. The character cannot make physical attacks while the force field is up,
but can use his mental powers. The force field absorbs 25 + WILL bonus times
two points of damage. It renews itself at a rate of 5 + WILL bonus points per
10 rounds, or one minute. It can be kept up 5 + WILL bonus minutes. After that,
the character must drop the force field for an hour before using it again. If
the force field takes enough points of physical damage to destroy it, the
character must make a FORT check at the level of damage taken to the field or
fall unconscious. Any excess damage is applied to the character. If the
character falls unconscious due to a mental attack or some special
circumstance, the force field shuts off at the end of the round.
G
None
H
·
Heightened Mental Attribute (5Mp):
One of the mutant’s three mental attributes (Int,
Wis, Cha) is dramatically improved. The
improvement isn’t visibly obvious in most cases. The amount of the increase is
6 minus the modifier of the original value. For example, a mutant with a
Strength of 13 has an modifier of +1. He takes Heightened Intelligence, and he
adds 6 to his Intelligence minus the original +1 modifier. Eighteen (13+5=18)
becomes his new Intelligence. This formula gives larger modifiers to characters
that have lower scores. A negative modifier actually adds to the total! The
mutant always gets a minimum +2 to the attribute, regardless of the WILL bonus
of the original value.
·
Hostility Field [D] (3Mp): The
character constantly projects a mental field that makes everyone in it
irritable and quarrelsome. This field has a 100 foot radius. Those aware of the
problem, and who have spent a week or more in the character’s company at some
time, are immune to its effects. Other creatures make a WILL save on any
reaction rolls. Any creature first entering the field gets a negative first
impression of the character, and may even actively dislike him. If characters
enter the field in an agitated or hostile state, the fields save DC is
increased by 5.
I
·
Illusion Generation (5Mp): The
character can create an illusion that exists only in the mind of the victim, if
the attack is successful. The illusion must be composed of things that the
character has seen or experienced. The illusion affects everyone, including his
friends, within 100 feet plus WILL bonus times 5 feet of him. The sentients
entering the area must roll a WILL save or believe the illusion. The illusion
itself can appear to be further away than the range of the mutation, but the
target character must be within range of the illusion projecting mutant. If the
victim moves out of range while an illusion is active, the illusion dissipates
for him only. The character can use this power once every four hours.
The illusion is static and unmoving unless the character
concentrates on manipulating it, a full action. It is complete for all of the
affected sentients senses. However, it has no weight or resistance to a push.
Hitting the illusion in combat, doesn’t jar the attacker’s arm. Being hit by
the illusion doesn’t cause the defender to rock back from the blow. A light
touch will not reveal this. If a hard push or a successful attack in combat is
made against the illusion, a new save must be made to see if the victim still
believes the illusion. If the victim is expressing doubt and pushes or attacks
to test the validity of the illusion, it automatically dissipates. The illusion
can be maintained for 5 + WILL bonus rounds.
·
Intuition (4Mp): The character can
sense what another creature is about to do just before it acts. Before any
encounter, all creatures within 100 feet plus 5 feet per point of WILL bonus
must make a WILL save. If the save fails, for the duration of the encounter,
any opponent that was successfully attacked must announce his intended action
to the intuiting character. After all affected opponents have done so, the
character can choose his course of action. If the situation is just combat, with
no unusual actions, the intuiting character gets a +2 to any attack roll he
makes against affected opponents. He knows where they will move and strike a
fraction of a second before they actually do it. The Game Master can secretly
roll the character’s attack on opponents that are sneaking up on the character
or attacking with surprise. If the attack is successful, the character senses
the danger just before it happens.
J
None
K
None
L
·
Levitation (4Mp): The character
can reverse the effects of gravity upon himself or another object or creature.
The affected object rises off the ground and floats at a height specified by
the character. He cannot control any side to side motion that might happen as a
result of winds or other forces. He can lift 220 lbs. plus 45 lbs. Per WILL
bonus. The affected object rises at a rate of five feet per second, or 25 feet
per round. When the power is shut off, or gets out of range of the mutant, the
object floats down at the same speed. He can keep this up for 5 + WILL bonus rounds.
The mutant must wait an hour before using it again. Whatever is being levitated
must remain with 50 feet of the levitator at all times. This means that the
levitator can levitate himself to any height.
·
Life Leech: [5Mp] The mutant
is able to drain the life force out of any creature. Small animals and normal
plants are not affected by life leech. Most common animals over a foot in size
qualify. Plants only qualify if they are mobile or sentient. The character
drains 5 + WILL modifier hit points from all such creatures within 25 feet each
round that fails a FORT (DC 10 + Will mod) save. He can continue to use this
power for 5 + WILL modifier rounds, but then must rest it for at least 24
hours. All creatures that are of sufficient size must make a FORT save.
The hit points drained from nearby creatures are first used
to heal any damage he has taken. Any leftover points are put into a special
pool of hit points. All subsequent attacks do damage to this hit point pool.
Only when the pool is empty do attacks affect the creature’s original hit
points. After four hours, what remains of any of these “phantom” hit points in
the pool begin to fade at a rate of 5 + WILL modifier per round. The hit point
pool cannot exceed ½ the character’s unwounded HP.
M
·
Magnetic Control (5Mp): The
character can create a magnetic field anywhere within 100 feet + 5 feet per
WILL bonus of himself. Once created, he can move the field or eliminate it and
create a new one. Any iron or steel object might be pulled toward the field—how
fast is determined by the weight of the object. A fist-sized object moves at
five meters a round. Larger objects move more slowly. Any weight up to 100 Ibs.
plus 25 Ibs. per WILL bonus can be lifted off the ground when the field is 5
feet away. Every 5 feet further away, the weight is halved. For example, a
mutant able to affect 100 pounds can only lift 25 pounds if the object is 15
feet below the field. (The object is five extra meters away and 60 halved is
30, and halved again is 15.) The character can pull twice the defined weight
across a surface. If magnetic control is used to attack machinery, the mutant
attacks with his mutation against the physical AC of the machine and ignores
the machines hardness rating. A hit does 3d6 + WILL bonus damage to the
machine. This only works if the character is attempting to place the field
inside the body of the machinery.
The mutant can also manipulate objects made out metal and
use them as projectiles to attack with. Within the maximum range the mutant can
effect a number of objects equal to his WILL bonus (up to a maximum of 8) an hurl these metal objects at great speed
towards a target. The target is granted a REF save vs. the attacker’s total
attack roll. If the save fails consult the table below. Items can be used as
long as it is 50% metal or greater. So an WILL bonus modifier of 1 would allow
the character to use metal objects that are diminutive in size to do 1 point of
damage. The same character with an increased level to a WILL bonus of 6, could
do six points of damage if there are number of metal objects close enough to
support he attack.
For each size level that is increased, the character must
subtract that level from the WILL bonus to see how many objects can be used as
weapons. Example, the character with an WILL bonus of 6 can use 6 diminutive objects to do 6 points of damage, while that same
character can use only two large objects which do 2d6 each. An WILL bonus can
always lift the appropriate object size.
Magnetic Control Attack
WILL bonus/Object Size/Damage
1/Diminutive/
2/Tiny/1d3
3/Small/1d4
4/Medium/1d6
5/Large/2d6
6/Huge/4d6
7/Gargantuan/8d6
8/Colossal/10d6
·
Mass Mind (4Mp): The mutant is
able to boost another character’s mental powers by channeling energy from
himself and anyone with sufficient WIS
touching him into one of the characters touching him. He must be in physical
contact with the other character and concentrating on that action. He can then
add 5 + WILL bonus to the mutation power score of the other character’s power.
For example, a character with a mass mind modifier of 3 touches a character
with mental blast score of 12. The second character can now use his mental
blast as if it were a score of 20 (12 + 5 + 3). This affects both the attack
roll and the amount of damage he does. If multiple characters are touching the
mutant, he is able pool their Mental Strengths to add to the mental mutation of
one of them. The mutant can channel energy from 5 + WILL bonus modifier
creatures at most. Only sentient, living creatures can contribute, and all
contributing characters can do nothing else while they are apart of the mass
mind. Each creature touching the mutant using mass mind (except the recipient)
is able to contribute 5 points to the pool of mental energy. Characters with
the duality mutation may still perform physical actions while contributing to a
mass mind, but may not perform other mental actions or attacks.
·
Mental Blast (4Mp): The mutant can
directly attack the mind of another creature using the total rank bonus score
of this power. The creature attacked must have at least animal-level
intelligence. If the attack is successful, it does 3d6 + WILL bonus points of
damage. The damage is taken off of the victim’s hit points, just like a
physical attack. This power builds up Id6 at a time, as described under the
section on electrical generation. The mutant must add his WILL bonus to the
total damage. A roll of a natural 1 on a failed save attempts means the target
takes double damage and is stunned. The range is 50 feet plus 5 feet per point
of WILL bonus.
·
Mental Control (4Mp): The
character can take control of another creature’s body at a distance of 25 feet
+ 5 feet per WILL bonus or less. Sentient plants are only able to control other
plants. Animals and humans are only able to control each other. Brain patterns
are too divergent for the mutation to work between the plant kingdom and the
animal kingdom, but humans and animals are similar enough for it to work
between them. While the mutant using mental control is controlling the other creature,
his own body lies unconscious. The other creature’s body must remain within 250
plus 10 x WILL bonus feet. He brings none of his mental or physical abilities
with him, only his personality and personal knowledge. Once inside the other
creature’s body, he does not automatically know how to use any of its inherent
powers or abilities unless he has seen them in use. Anything obvious from the
creature’s physical form he does know how to use (wings, claws, etc.). He can
spend an action “attacking” the body again with the mental control power to
gain additional knowledge. If successful, he learns one random power or ability
of the creature that was not obvious from its physical form.
The character can return to his own body at any time, but is
forced to return after 5 +WILL bonus rounds. If the body he is controlling
dies, then he is reduced to -1 hit points. If his own body is reduced to
negative hit points, he is forced to return to his own body, losing control of
the body he was in. If his own body is destroyed while he is outside of it,
then he dies. The mutant must rest after using mental control for at least four
hours before using this power again.
·
Mental Invisibility (4Mp): The
character can mentally force all creatures within range to not notice him. This
includes friends or foes. Any creature within range must attempt a WILL save to
no be effected by the area effect attack. Any creature successfully attacked
cannot sense the character. The others are able to sense him. The range for
mental invisibility is 50 feet, plus 5 x WILL bonus feet. The field lasts for 5
+ WILL bonus rounds. When a new creature enters the area of effect, its must
attempt a WILL save at the same level to sense the character. Creatures that
clearly sense the character and then are forced not to when they enter the area
of effect get a +5 modifier to their WILL save against the invisibility.
Creatures attacked in melee by the character immediately sense him. However,
the character does get one free attack. Artificial life forms (robots,
androids, etc) are not affected by this power.
·
Mental Multiplier (4Mp): The
mutant is able to enhance one of another character’s mental mutations at a
distance. He adds 5 + WILL bonus to the other character’s MP score. He can only
affect a single character this way. This power works at a range of 50 feet,
plus 5 x WILL bonus feet. The character can alternately choose to affect the
other character’s mutation’s range, doubling it. In this case, the strength of
the mutation is not affected. Mental multiplier may not be used to double the
range of an area of effect mental mutation.
·
Mental Paralysis (5Mp): The
character is able to isolate the victim’s mind from the voluntary motor centers
of his brain with a successful mental attack. The victim still breathes, his
heart still beats, his eyes blink, etc. However, he cannot move his limbs,
speak, or control any other large muscles. The victim usually collapses on the
ground when affected by this attack. The character must attack the victim every
round to continue the paralysis. The victim can still use mental powers and
sense the world around himself normally.
Range is 50 feet plus 5 feet per MP modifier point.
·
Mental Reflection (3Mp): The
character is able to reflect mental attacks. Whenever he is successfully
attacked mentally, he rolls a save with this mutation immediately. If his save
roll is higher than the attack total of the attacker then the mental attack is
reflected. If his counterattack succeeds, then the original attacker suffers
the effects of his own mental attack. It is possible for an attack to be
reflected, but not affect the original attacker (the attacker gets to save vs.
his own attack). A character can reflect a mental control attack, but does not
himself get control over the other character.
·
Mentally Defenseless [D] (5Mp):
The character suffers a -5 on all WILL save attempts.
·
Molecular Disruption (4Mp): The
mutant is able to disintegrate any object. He can affect up to 5 plus his WILL
bonus x 25 pounds of material. The object is assigned an AC equivalent based
upon the durability and integrity of its material. The list below is a
guideline. Each material listed can come in a variety of strengths. For
example, nylon rope is tougher than hemp rope. If molecular disruption is used
against a living creature, it does Id8 damage for every 25 pounds destroyed.
For every one increment over the AC of a living creature, 25 pounds were
effected. This attack must touch flesh and all defensive bonuses of the target
are calculated. This power is so taxing on the character that, immediately
after using it, he must rest for four hours or risk permanently losing 1 point
of CON. If the character does not rest after using this ability he must make a
FORT save at DC 20 or lose the point permanently. Rest means no walking,
fighting, using mutations of any sort, etc. About all he can do is talk while
sitting or reclining. A critical threat roll of 20 doubles the WILL bonus.
Molecular Disruption
Cloth 10
Rope 11
Glass 13
Pottery 14
Flesh 15
Bone 16
Rubber 17
Leather 18
Plants 19
Soft Wood 20
Hard Wood 22
Soft Plastic 23
Hard Plastic 24
Soft Rock 25
Cement 26
Hard Rock 27
Soft Metal 29
Hard Metal 32
N
None
O
None
P
·
Periodic Amnesia [D] (2Mp) In
times of stress (i.e., the first round of combat), the mutant has a chance of
forgetting the last 24 hours (WILL Save = DC 15). The chance that amnesia might
occur is rolled no more than once per hour. For extremely stressful situations,
the Game Master may increase the odds (DC 25). The results of forgetting are
one round of standing confused, even in combat. When he snaps out of the
confusion, the character will probably not remember why he is where he is, or
what he is supposed to be doing (but he will defend himself against obvious
aggression). In calm situations, the character has a slight chance (DC 10) of
not remembering simple things or not recalling old memories. If he is told to
go to a shop and buy supplies, there is a small chance he will forget what he
was supposed to buy. If called upon to remember the name of a friend from years
back, he might not. Remember, this should be rolled no more than once an hour.
Characters who forget a period of time, fact or memory can be “reinformed” of
the missing information by their companions (provided their companions know the
information). While they then technically still do not remember, they can
function as if they did. Espers can bring back the lost memories of any
creature which submits to Hypnosis.
·
Phobia, minor [D] (3Mp): A DC 15
Will check is required for a character to be able to force herself into (or
remain within) the presence of the object of her phobia, and even then the
character takes a -2 morale penalty as long as the object of fear remains. In
severe cases, the object of the phobia is imagined to be omnipresent, perhaps
hidden — thus, someone with severe acrophobia (fear of heights) might be
frightened when in an enclosed room on the upper story of a building, even if
there were no window or other way to see how high up the room was.
·
Phobia, major [D] (5Mp): A DC 20
Will check is required for a character to be able to force herself into (or
remain within) the presence of the object of her phobia, and even then the
character takes a -4 morale penalty as long as the object of fear remains. In
severe cases, the object of the phobia is imagined to be omnipresent, perhaps
hidden — thus, someone with severe acrophobia (fear of heights) might be
frightened when in an enclosed room on the upper story of a building, even if
there were no window or other way to see how high up the room was.
·
Photokinesis (4Mp): The mutant can
bend or change light. He can set up a field around himself that bends most of
the light around his body and redirects it back on its original path. This
makes him invisible for all practical purposes. Anybody within 5 feet of him is
inside the field and sees him normally. In most cases, this includes anybody in
melee with him. Some of the light is let inside the field, allowing the
character to see and be seen inside it. As a result he takes half damage from
lasers when using photokinesis in this manner. Photokinesis can alter the
wavelength of a beam of light away from the mutant’s body. This can negate the
effect of a laser weapon or other light source. The mutant can change the color
of a light beam, or reduce its wavelength below the visible spectrum. In that
case the light is “put out.” Lasers can be cycled up, from IR to UV or
microwave (masers), or down. The damage of the weapon changes, but not the
attack modifier. He can also attempt to “put out” the laser. If the light
source he is trying to affect, say a laser rifle, is moving or in the hands of
an opponent, then the character must “attack” the light source. Its AC does not
include any of the opponent’s armor intended only to stop damage, such as plate
mail, but does include everything else, such as DX modifiers and level
adjustments. A typical moving light on a track would be AC 10. A wildly
swinging light on a cable might be a 20. The character can maintain his power
for 5 + WILL bonus rounds. He must rest for four hours before using it again.
He can only do one of the above effects each round. He cannot make himself
invisible and affect distant light sources.
·
Plant/Animal Control (4Mp):
Plant/animal control is the same as mental control, but it works on plants if
the character is human or animal, and on humans and animals if the character is
a plant. It does not function on creatures with the same mental makeup as the
character.
·
Psychometry (3Mp): The mutant is
able to read the past of any item (not living entities) he touches. Those
events most charged with emotion come through the clearest. He can use his
power as often as he wishes, but only once a day per object. If successful, he
gets a + 3 modifier for Use Artifacts with that object, if he succeeds by 5 or
more he gains enough information to use the object. The psychic impressions
fade with time, but are reinforced by a sentient creature handling and using
the object. The character rolls a WILL save, similar to an attack, adds his
total rank bonus for psychometry, and consults the table below. The Game Master
may choose to apply a bonus or penalty for extremely emotional events
associated with the object or for the lack of them. Also, the character will
only gain one use per object per successful WILL save. So if the group is
attempting to understand what a panel of computers does, only one ability at a
time will be revealed. Once a purpose is understood, the character can attempt
to gain other every 24 hours. For example, an I.D. card is being read with
psychometry that was last used 10 years ago would have a DC of 25. After
rolling the dice and adding any modifiers, he ends up with an adjusted die roll
of 26. He can read the past of the object for the last ten years.
Psycometry Table
1 Hour 5
12 Hours 8
1 Day 10
1 Week 13
1 Month 15
1 Season (3 Months) 18
1 Year 20
5 Years 23
10 Years 25
100 Years 30
500 Years 35
1000 Years 40
·
Pyro/Cryokinesis (3 or 5 Mp): The
mutant has the ability to change the temperature in an area. Roll Id6. On a
1-3, he has the ability to increase (pyrokinesis) the temperature. On a 4-5, he
can decrease (cyrokinesis) it. On a 6, he can do both (thermakinesis). The
power has a range of 100 feet, plus 5 feet per WILL bonus point, and affects
either a localized area 5 feet in diameter or a single object no larger than 5
feet. This object can be a person, but he defends with a REF save for ½ damage.
If an object held by a person is targeted, the person defends against the
attack with his physical AC.
By concentrating for one round, the mutant heats (or cools)
an area, causing Id6 points of damage to any creatures within the area. On the
second round of concentration, the damage rises to 2d6 (no flames yet). One
each successive round pyrokinesis or cryokinesis causes an additional d6 of
damage. When it reaches 10d6 points of damage, it no longer increases, but can
continue at that level until the power is shut off. For every two rounds that
the mutant has maintained the lock on the target, he gets an additional +1 to
the attack roll and thus the REF save DC for the target. So, if the character
has maintained the mutation on a target for 6 rounds, the character gets a +3
to the next attack roll. The mutant can concentrate for 5 + WILL bonus rounds.
After that he must rest the power for three hours. If his concentration is
broken during the buildup of power, the test requirement takes affect. Mutants
with pyro/cryokinesis take half damage (rounded up) from heat/cold attacks (not
including lasers).
Pyro/Cryo Damage Table
1 1d6
2 2d6
3 3d6
4 4d6
5 5d6
6 6d6
7 7d6
8 8d6
9 9d6
10 10d6
11 11d6
12 12d6
Once a fire reaches 3d6, it ignites. Once ignited, flammable
materials will continue to burn without the application of pyrokinesis. With
cryokinesis, water freezes at the 3d6 limit. Frozen liquids will then burst
sealed containers. If pyro/cryokinesis is applied to an object, a creature
holding that object must make a WILL save check to maintain its hold on the
object. A heated (or cooled) object may be voluntarily dropped at any time. If
the object heated cannot be dropped, as is the case with armor, then the person
wearing it takes damage as if he were in a heated area.
Q
None
R
·
Repulsion Field (4Mp): The mutant
is able to create an invisible wall of force around any point other than
himself. Under no circumstance can he be inside the field. Unlike the force
field generation mutation, this only protects against physical attacks. The
field forms a sphere 3 meters in diameter. Its center point can be up to 80
feet away, plus 15 feet for every WILL bonus point. The field cannot slice
through solid objects, but can slip between them (under the feet but above the
ground). It takes constant concentration to maintain the field, a full action
round. The projecting character can move the field at will. The repulsion field
absorbs 35 + WILL bonus times two points of damage. It renews itself at a rate
of 5 + WILL bonus points per turn. It can be kept up 5 +WILL bonus rounds.
After that the character must drop the field for three hours before using it
again. If the field takes enough points of physical damage to destroy it, the
character must make a FORT check at the level of damage taken to the field or
fall unconscious. Any excess damage is applied to the character. If the
character falls unconscious due to a mental attack or some special
circumstance, the force field shuts off at the end of the round.
S
·
Seizures [D] (3Mp): Whenever the
character enters a stressful situation, he has a chance of having a seizure. A
WILL save at the appropriate DC must be completed. The level of stress depends
on the situation faced by the mutant. Being dropped into a pit of rattle snakes
constitutes a severely stressful situation, while trying not to drop an egg
while running across a bridge is a mild circumstance. The seizure makes all of
the muscles in his body spasm and twitch uncontrollably. The character cannot
remain standing and falls to the ground. He does not remember anything that
happened while seizing. The seizure lasts for 2d4 rounds.
·
Stunning Force (4Mp): The
character makes a separate mental attack on everyone within 75 feet, plus 5
feet for every WILL bonus point. This stunning force attack is rather like a
mental shout. All affected creatures are stunned for Id6 plus the WILL bonus
rounds. Roll a WILL save at the attack level separately for each victim.
Creatures which are stunned are incapable of taking an attack or move action or
using mutations. This power affects friend and foe alike. Once he has used this
power, the mutant must rest four hours before using it again. This attack does
not function against inorganic life forms.
·
Summoning (4Mp): The character can
send out a telepathic call for a particular species of creature. To do so, he
must have a firm mental image of what the creature looks like. When the
creature arrives and first makes eye contact, the creature must roll a WILL
save vs. the attack. If successful, the creature is under the control of the
character for the next 2d6 rounds. Otherwise the creature is free willed and
does whatever comes naturally in the situation. This can include attacking the
summoning character. The character can give the creature simple commands, such
as “kill them,” “break that,” “carry us,” etc. If the same individual creature
is ever summoned again that year, it ignores the call. Only one type of
creature can be summoned and controlled at a time. Any intelligent creature of
low Intelligence (5) or above can ignore the call or willingly follow it to its
source. When it arrives, it is immune to the controlling power of the summoning
mutant. Range is 5 miles, plus 1 per WILL bonus point.
·
Symbiotic Attachment (4Mp): The
mutant can attempt to control any creature he touches. He must successfully
touch his opponent’s skin and which in some cases could require a melee attack.
He can do nothing else while controlling the victim. The control lasts until he
voluntarily breaks contact, is some how separated from the target, or knocked
off. If his victim is killed while he is attached, He must roll a FORT save of
DC 20 or be reduced to -1 points. A successful save means the character is
knocked for 1d6 rounds. If the victim fails a WILL save at the attack level,
the victim is completely controlled by the character. He becomes an extension
of the character’s own body and must remain in contact with him. The attached
character cannot read the mind or thoughts of the victim, and therefore does
not know about any secret powers or hidden weapons. He must be specific about
how the controlled creature acts. For example, he could not say “attack the
robot with your most powerful weapon.” That requires the controlled creature to
make a decision about what is his most powerful attack. However, he could say
“shoot the robot with your gun” or “make a force field around my friend.” In
each case the specific action to be taken was requested. This power is
ineffective against inorganic targets.
T
·
Telekinesis (5Mp): The mutant is
able to move objects up to 100 feet away, plus 5 feet for every WILL bonus
point, with his mind. The MP score is the Physical Strength that he uses to
lift the object, and MP is 10 + Level + WILL bonus. Telekinesis cannot be used
for fine manipulations, like a hand operating a machine. It can only lift,
carry, move, throw or rotate an object. It cannot wield a weapon, except for
throwing big heavy things. Lifting and carrying objects telekinetically is just
as fatiguing as carrying them physically. Light objects can be carried for long
periods of time, heavy objects only for a short period of time. The character
cannot lift himself. Any attempt to lift a creature requires a REF save by the
target at the MP level. The same is true for attempting to manipulate an object
in someone’s hands. A character that is using this mutation, even just to hold
an object cannot attack unless he is allowed multiple actions per round.
Use the Magnetic Control rules for using this mutation to
attack. The only difference is that the character can manipulate most kinds of
materials like rocks, wood, and ice. All attack ranges are half that of
Telekinesis however.
·
Telekinetic Hand (3Mp): Similar to
telekinesis, this power allows the character to manipulate objects with his
mind up to 100 feet away, plus 5 feet for every WILL bonus point. However, the
hand can make fine manipulations that telekinesis cannot. The MP score (as per
Telekinesis) is the Dexterity of the hand. It can only lift objects using a STR
of 5. It can use weapons, but melee weapons are likely to have some damage
penalties due to the low PS of the hand.
·
Telekinetic Flight (4Mp): The
mutant is able to lift only himself with telekinesis. He can fly at a maximum
speed of 20 + WILL bonus feet per round. Using this power is as taxing as
running. If he is moving at his maximum speed, he suffers the same fatigue as
if he ran as fast as he could for the same amount of time. A slow, sedate pace
can be maintained almost indefinitely. Specifically, movement using this
mutation incurs fatigue as if the mutant were running for maximum speed,
jogging for two-thirds speed, and walking for one-third speed. The character
can carry 100 + (25 x WILL bonus) in pounds of extra weight.
·
Telepathy (5Mp): A character is
able to read minds and transmit his thoughts mentally. Reading the mind of a
hostile creature requires a mental attack. The opponent must be within 250
feet, plus 25 feet x WILL bonus modifier. Double the range if the other
creature is cooperating with the attempt. When dealing with other telepaths,
the character can send and receive thoughts with a willing, telepathic partner
up to 5 + WILL bonus miles. These same rules work for forcing the mutant’s own
thoughts into another creature’s mind. The recipient of such thoughts will know
that the thoughts came from an outside source (“voices in my head”). Creatures
with telepathy automatically know when someone is trying to read their minds.
Other creatures are oblivious to the attempt, successful or not. A WILL save at
the attack will be required. The telepath can scan an area up to 5 + WILL bonus
miles. The Game Master makes a mental attack for the telepath for every
creature with an Intelligence of at least 5 within the area to see if the
telepath detects their presence. The telepath cannot read a detected creature’s
mind or send his own thoughts at that range, unless the creature is a willing
telepath. However, once in range (see above) he can make another attack roll to
read the creature’s mind. Telepathy can not be used with inorganic minds.
·
Teleport Object (4Mp)” The mutant
can teleport any object from one place to another. He must be able to see the
object, and it must be no more than 100 + (25 x WILL bonus modifier) feet away
from him. The object cannot weigh more than two times the WILL bonus score in
pounds. If the object is being held by another creature, the target must make a
REF save at the attack level or the object is teleported. Its destination must
also be within the above range. The character can use this power once an hour.
·
Teleportation (5Mp)” The character
can teleport himself to another location. He can teleport once every three
hours. For short hops, his destination must be within 100 + (25 x WILL bonus)
feet and clearly visible. For long jumps, he can memorize a location by
spending several hours looking at it and walking around it. The memorized
location is only a 1- meter-wide circle, but it can be up to 5 + WILL bonus
miles away from the character. If he attempts to teleport to a location which
he did not spend at least eight hours memorizing, he takes Id6 of damage for
every hour less than eight that he spent examining the destination. The
character can hold each location in his memory for a month before needing to
visit it again. He can have a number of locations equal to his INT modifier
(minimum + 1) memorized at one time.
·
Thought Imitation (4Mp): The
mutant is able to imitate any mental attack or ability that he has personally
experienced in the last 24 hours. The imitative process works like a thought
tape recorder. The mutant still takes the full effect of the attack, but is
able to make a copy and broadcast it back at the sender, using the attacker’s
die roll and mutation score. Such a replay would automatically fool any
telepathic or empathic readings. The mutant can also imitate destructive
thought patterns like the mental blast mutation produces. He cannot, however,
imitate himself.
·
Total Healing (3Mp): The character
is able to accelerate his rate of healing. He can recover 5 + WILL bonus points
every hour of active concentration. The mutant may not perform any other
activity while using this mutation. These recovered points are in addition to
any normal healing. This power can be used to overcome poison, disease, or
radiation. Merely using the power halts the progress of the poison, chemical,
disease or whatever. To overcome it, the character is granted a save against
the condition. One attempt can be made at the end of every hour that the mutant
has of uninterrupted concentration plus the initial save when expose may have
occurred.
U
None
V
None
W
·
Will Force (4Mp): The mutant can
increase any one mental mutation or mental attribute (INT,
WIS, CHA) by using this power. The mutation
or attribute increases by 5 +WILL bonus for 5 + WILL bonus rounds. This power
can only be used once every four hours.
X
None
Y
None
Z
None