Thursday, December 30, 2021

Flavor: Alpha Mutations

Alpha Mutations

    Due to the constant dimensional fluxes, strange radiations and a whole host of other reasons, all mutants can and will develop temporary Alpha Mutations. When the character is at rest for the evening, they must make a FORT save with a DC of 15. If the character has recently been exposed to radiation (by way of environment, drinking Omega Ale, etc) within 12 hours, the DC raises to an 18. If they have taken a Mutation Blocker, the DC drops to 12. If the save is failed, the character temporarily gains a mutation from the following list (not all mutations are represented due to their biological complexity). These mutations will last for 4d6 hours, minus 1 hour for every bonus point in CON that the character has. The mutations develop over a period of one hour and are useless during this time.

    The character is completely able to use (or suffer from) the Alpha Mutation as if he was born with it. If there are multiple versions of a particular mutation, the version is determined randomly. If the character is wearing clothing or armor when a mutation that enlarges or radically changes his physical form (such as Size Change or Carapace) is gained, the clothing is destroyed. Armor will cause immense pain in the form of 1d4 points of damage per round until the armor is removed.

    When the duration is up, the Alpha Mutations will slowly fade over an hour's time. They can not be used in any way during the fading process. There is no known way to make an Alpha Mutation permanent, and many sentients have died trying to do so.

    It is recommended that the Player or the GM use a random number generator to determine which Alpha Mutation is gained. As new mutations are created for the game, they will be added to the list.

  1. Ability Decay
  2. Achilles Heel
  3. Acidic Saliva
  4. Adrenaline Jolt
  5. Air Sail
  6. Allergy
  7. Anti-Life Leech
  8. Attraction Odor
  9. Beguiling 
  10. Blood Hunger
  11. Bodily Change
  12. Bodily Control 
  13. Brittle Bones
  14. Cage of Flesh
  15. Cannibalistic 
  16. Carapace 
  17. Chameleon Power
  18. Chemical Susceptibility
  19. Claws 
  20. CMH 
  21. Combat Fear
  22. Compulsion
  23. Confusion 
  24. Death Field Generation
  25. Density Control
  26. Density Control, Others
  27. Devolution 
  28. Directional Sense 
  29. Displacement 
  30. Doubled Pain 
  31. Duality 
  32. Electrical Generation
  33. Empathy 
  34. Energy Diffusion
  35. Energy Metamorphosis
  36. Energy Reflection
  37. Energy Sensitivity 
  38. Epilepsy
  39. Exoskeleton 
  40. Extra Arm
  41. Extra Arms
  42. Fear Generation
  43. Force Field Generation
  44. Gas Generation
  45. Gills 
  46. Hands of Power
  47. Healing Hands
  48. Heat/Cold Susceptibility
  49. Heightened Balance
  50. Heightened Mental Attribute
  51. Heightened Physical Attribute
  52. Heightened Precision
  53. Heightened Sense
  54. Heightened Speed
  55. Horns or Antlers 
  56. Hostility Field
  57. Hypersensitivity 
  58. Illusion Generation
  59. Immunity 
  60. Infravision 
  61. Intuition 
  62. Kinetic Absorption
  63. Leaper 
  64. Levitation 
  65. Life Leech
  66. Light Sensitivity
  67. Lost Arm 
  68. Magnetic Control
  69. Mass Mind
  70. Melt
  71. Mental Blast
  72. Mental Control
  73. Mental Invisibility
  74. Mental Multiplier 
  75. Mental Paralysis
  76. Mental Reflection
  77. Mentally Defenseless
  78. Metamorphosis 
  79. Molecular Disruption
  80. New Body Parts
  81. Night Vision
  82. Nocturnal 
  83. Oversized Limbs
  84. Periodic Amnesia
  85. Pheromone Attraction
  86. Pheromone Repulsion
  87. Phobia
  88. Photodependent 
  89. Photogenaration 
  90. Photokinesis
  91. Photosynthetic Skin
  92. Plant/Animal Control 
  93. Poor Respiration
  94. Prehensile Tail
  95. Psychometry 
  96. Pyro/Cryokinesis
  97. Quills or Spines
  98. Radiating Eyes 
  99. Regeneration 
  100. Repulsion Field
  101. Seizures 
  102. Sense Reduction
  103. Shapechange 
  104. Size Change
  105. Skeletal Reinforcement 
  106. Skin Structure Change
  107. Sonar 
  108. Sonic Blast
  109. Sound Imitation
  110. Stunning Force
  111. Summoning
  112. Symbiotic Attachment
  113. Tail 
  114. Telekinesis 
  115. Telekinetic Flight
  116. Telekinetic Hand
  117. Telepathy 
  118. Teleport Object 
  119. Teleportation 
  120. Tentacles 
  121. Thick Fur Coat
  122. Thick Hide
  123. Third Eye
  124. Thought Imitation
  125. Total Healing 
  126. Transfusion 
  127. Ultravision 
  128. Venomous Bite 
  129. Vocal Imitation 
  130. Weak Immune System
  131. Will Force
  132. Wings 

Cryptic Alliance: Cult of the Mouse

Cult of the Mouse

Slogan: “Hey, kids! You wanna' buy something?” 

Agenda: The Cult of the Mouse is benign toward children, less so to toward adults of any species that are not found among the membership. Their only obvious goal to date is to help its members survive and thrive, with the unspoken goal of increasing the size of their stronghold.

Behavior: Members of the CotM prefer to spend their days laughing, singing, playing pranks and having a good time. They especially love trading and selling, and the sheer number of shops in the fortification will astound any that see it. Trade Caravans are always welcome, provided that one of the Membership species is included.

Background: The Cult of the Mouse is based out of Orlando Florida, where they possess a large military compound. In one dimension before the Big Mistake, this location was an amusement park that was popular throughout the country. In another, the area was a complex dedicated to furthering the goals of the Great American Empire. When the Big Mistake took place, both locations fused into one (as did almost all of the inhabitants, which killed them instantly). When the dust settled, the complex was empty aside from deadly combat robots in the form of lovable cartoon characters. Nearly one hundred years later, a colony of mutated mice discovered it. They were seconds away from being vaporized when the Control Brain recognized that many of them appeared to look like the images of the Master Mouse that were plastered everywhere. They were taken into the base and treated by the robots as saviors.


Organization: The CotM is commanded by a mutant mouse named Winifred (called Wini by her friends). She is known as the SubMaster. Below her is a council made up of various mutant animals (duck, dog, lion, pig, bear, cat, rabbit and donkey). Any mutant animal is able to join the CotM, but only animals represented by those on the council have the right to vote on various measures that affect the entire group and are considered citizens. All members are expected to defend the base if required, no matter their citizenship status.

Conflict: The Ranks of the Fit, The Created, Zoopremists, Knights of Genetic Purity and the Iron Society have all attacked the CotM at one time or another. While the aims of some of these groups don't differ too far from the Cult, the compound is an incredibly tempting and desirable target. Many of the original robot characters are still functional and quite deadly, armed with a variety of Omega Tech weaponry. There is a manufacturing plant deep underground as well, and all members are assigned a laser rifle, laser pistol, combat knife and breastplate. All of these items are prominently emblazoned with the sacred image of the Master Mouse and are painted in bright and gaudy colors.

Winifred, the Submaster




(Yes, this is a god damned parody of Disney and Mickey Mouse. No copyright infringement is implied in any way, shape or form. As a parody, it is protected under the First Amendment and the multitude of parody laws.)

Flavor: Map of Gamma Terra


This is the map for the Gamma Aftermath campaign. It differs significantly from the "official" Gamma World maps in multiple ways, but should be reasonably familiar to all players. Trade routes between major "cities" (the ruins of Pre-Mistake American cities) are shown below.




Thursday, December 23, 2021

Creature: Purow

Purow



Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +2 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee
Full Attack: 2 claws, +9 melee (1d8+6) and bite (+4 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
Environment: Temperate hills and forests
Organization: Usually solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral 
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: --

These great housecats stand more than 6 feet tall at the shoulder and are about 14 feet long. They weigh from 800 to 1200 pounds. While they may be gigantic, they continue to act as housecats always have (zoomies in the middle of the night are terrifying to behold).

Combat
Improved Grab (Ex): To use this ability, a purow must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a purow charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Skills
Purow have a +4 racial bonus on BalanceHide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Wednesday, December 22, 2021

Creatures: Phase Cat

Phase Cat


Size/Type: Large Feline
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Tentacle +9 melee (1d6+4)
Full Attack: 2 tentacles +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: 
Special Qualities: Darkvision 60 ft., phasing, lowlight vision, resistance to ranged attacks
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Skills: Hide +10, Listen +5, Move Silently +7, Spot +5
Feats: Alertness, Dodge, Stealthy
Environment: Temperate Hills
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: +4

Phase beasts are large, six-legged felines that have a pair of lashing tentacles protruding from their shoulder blades. Due to their ability to partially phase through the time-space continuum, while alive it is quite difficult to pinpoint their exact locations.

Combat
Phase cats rake opponents with their tentacles and bite foes that get close.

Phasing (Su): A time-bending effect continually surrounds a phase cat, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight.

Resistance to Ranged Attacks (Su): A phase cat gains a +2 resistance bonus to saves against any ranged mutation or attack that specifically targets it (except for ranged touch attacks).

(Yes, shamelessly stolen from Displacer Beast) 

Saturday, December 18, 2021

Race: Scab

Scab












Size/Type: 
Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 leather), touch 12, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Spiked club +2 melee (1d6)
Full Attack: Spiked club +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: None
Language: Scabbish
Climate/Terrain: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil

A scab stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A scab's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Scabs wear clothing of used leather, tending toward drab, soiled-looking colors. Scabs speak Scabbish (a dirty and guttural language); those with Intelligence scores of 12 or higher also speak Trade.

Most scabs encountered outside their homes are warriors.

COMBAT
Being bullied by bigger, stronger creatures has taught scabs to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Scabs have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

SKILLS
Scabs have a +4 racial bonus on Move Silently and Hide checks. 

Challenge Rating
Scabs with levels in NPC classes have a CR equal to their character level -2.

Scabs As Characters
Scab characters possess the following racial traits.

  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A scab's base land speed is 30 feet.
  • Darkvision mutation out to 60 feet.
  • +4 racial bonus on Move Silently and Hide checks.
  • Automatic Languages: Scabbish. Bonus Languages: Trade, Human Regional Language
  • Favored Class: Rogue
Level Adjustment: +0

(Yes, shamelessly stolen from Goblins) 

Thursday, December 16, 2021

Campaign Background

    In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 P.M. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality.

    In some of these universes, little had changed; it didn't make a big difference which team won the 2011 World Series, for example. In other universes, there were more important divergences: The Gray Emissary, who was carrying gifts of advanced technology, wasn't shot down at Roswell in 1947, the Black Death didn't devastate the known world in the 14th century, the dinosaurs didn't die out, Nikolai Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done. When reality stabilized again, an instant after the Big Mistake, the familiar Earth of the 21st century was replaced by one formed from many different realities.

    The year is now 2162 (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It's been a hundred and fifty years since the Big Mistake, and the Earth is a very different place. The ruins of the Ancients (that's you and me) litter a landscape of radioactive deserts, mutated jungles, and vast, unexplored wildernesses. Strange new creatures, such as beetles the size of cars and super-evolved badgers with Napoleonic complexes, roam the world. The survivors of humanity gather in primitive tribes or huddle in trade towns that rarely rise above the technology of the Dark Ages. Even the nature of humanity is now different, because generations of exposure to radiation, mutagens, and the debris of other realities have transformed humans into a race of mutants who have major physical alterations and potent mental abilities.

    This is the world of the GAMMA WORLD Roleplaying Game, using D20 Modern (aka 3.5 Ed D&D rules) with the 7th Edition GW world background (and, of course, some house rules). I just like it a bit more than the traditional "we nuked everything" trope. It's a world of dangerous mutant monsters, jungle-grown ruins of the cities of the Ancients, and mysterious artifacts of awesome technology. It's your world to survive, to explore, and to conquer - if you're up to the challenge.


New Mental Mutation: Healing Hands

 New Mental Mutation: Healing Hands

Healing Hands (5Mp): This mutation allows the mutant to lay her hands on herself or another and heal 1d8 Hp damage plus her level a number of times per day equal to her CHA bonus. This healing takes 1 round per point healed, and does not cure disease, eliminate poisons or toxins, regrow limbs or heal lost ability points. It will heal damage done by disease, poison and radiation, however.


Monday, December 13, 2021

Mutations

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