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.
- Ability Decay
- Achilles Heel
- Acidic Saliva
- Adrenaline Jolt
- Air Sail
- Allergy
- Anti-Life Leech
- Attraction Odor
- Beguiling
- Blood Hunger
- Bodily Change
- Bodily Control
- Brittle Bones
- Cage of Flesh
- Cannibalistic
- Carapace
- Chameleon Power
- Chemical Susceptibility
- Claws
- CMH
- Combat Fear
- Compulsion
- Confusion
- Death Field Generation
- Density Control
- Density Control, Others
- Devolution
- Directional Sense
- Displacement
- Doubled Pain
- Duality
- Electrical Generation
- Empathy
- Energy Diffusion
- Energy Metamorphosis
- Energy Reflection
- Energy Sensitivity
- Epilepsy
- Exoskeleton
- Extra Arm
- Extra Arms
- Fear Generation
- Force Field Generation
- Gas Generation
- Gills
- Hands of Power
- Healing Hands
- Heat/Cold Susceptibility
- Heightened Balance
- Heightened Mental Attribute
- Heightened Physical Attribute
- Heightened Precision
- Heightened Sense
- Heightened Speed
- Horns or Antlers
- Hostility Field
- Hypersensitivity
- Illusion Generation
- Immunity
- Infravision
- Intuition
- Kinetic Absorption
- Leaper
- Levitation
- Life Leech
- Light Sensitivity
- Lost Arm
- Magnetic Control
- Mass Mind
- Melt
- Mental Blast
- Mental Control
- Mental Invisibility
- Mental Multiplier
- Mental Paralysis
- Mental Reflection
- Mentally Defenseless
- Metamorphosis
- Molecular Disruption
- New Body Parts
- Night Vision
- Nocturnal
- Oversized Limbs
- Periodic Amnesia
- Pheromone Attraction
- Pheromone Repulsion
- Phobia
- Photodependent
- Photogenaration
- Photokinesis
- Photosynthetic Skin
- Plant/Animal Control
- Poor Respiration
- Prehensile Tail
- Psychometry
- Pyro/Cryokinesis
- Quills or Spines
- Radiating Eyes
- Regeneration
- Repulsion Field
- Seizures
- Sense Reduction
- Shapechange
- Size Change
- Skeletal Reinforcement
- Skin Structure Change
- Sonar
- Sonic Blast
- Sound Imitation
- Stunning Force
- Summoning
- Symbiotic Attachment
- Tail
- Telekinesis
- Telekinetic Flight
- Telekinetic Hand
- Telepathy
- Teleport Object
- Teleportation
- Tentacles
- Thick Fur Coat
- Thick Hide
- Third Eye
- Thought Imitation
- Total Healing
- Transfusion
- Ultravision
- Venomous Bite
- Vocal Imitation
- Weak Immune System
- Will Force
- Wings
No comments:
Post a Comment