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10. Mutations R - Z.

Posted by StarMasterFor group 0
StarMaster
GM, 11 posts
Mon 19 Sep 2022
at 18:06
  • msg #1

10. Mutations R - Z


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: R ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


RADIATION EYES
--         -- M -- 
RANGE:100 feet DAMAGE:Variable 
DURATION:Instantaneous AREA OF EFFECT:Single target 
USE:once per hour MODIFIER:Mental Strength 
You can emit a blast of radiation from your eyes that has an Intensity level equal to your Mutation score.


RADIATED FIBER
--         -- M -- 
RANGE:per Intensity DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
The plant absorbs radioactive material which causes it to constantly give off radiation equal to its Mutation score. It is also immune to radiation.


RADIATION SENSITIVITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
This plant is able to blend in with the damaging power of any given radiation and not be affected. The plant can activate color band machinery by matching radiation types.


RADIOACTIVE
--         -- M -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:60-foot radius 
USE:Constant MODIFIER:Mental Strength 
Your body constantly emits low Intensity radiation. You are therefore immune to all mild and low Intensity radiation yourself. In addition, your body acts as a radiation battery, storing the energy for later use. Once every 12 hours, as a free action, you can release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to Intensity 8 radiation (Constitution check, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con). Alternately, once per day, you can emit a focused stream of Intensity 12 radiation at a single target.


REBOUND, MENTAL
--         -- M -- 
RANGE:Self DAMAGE:Special 
DURATION:Instant AREA OF EFFECT:Singe attack/attacker 
USE:Constant MODIFIER:Mental Strength 
Whenever you are subject to an energy attack, you can make a Mutation check to reverse the attack back at the attacker. This effect works as long as the attacker is within sight. Note, though, that most attackers will be immune to their own energy attack.


REBOUND, PHYSICAL
--         -- M -- 
RANGE:Touch DAMAGE:Variable 
DURATION:Instantaneous AREA OF EFFECT:Body of the attacker 
USE:Once per 24 hours MODIFIER:Mental Strength 
Whenever you get hit by a physical attack, you can throw it back at the attacker for the exact same damage you would have taken as long as you do so within the next ten rounds. This effect works as long as the attacker is within sight. The damage is not striking damage, but the “effect” of the damage sustained. This can be done once in a 24-hour period.


REFLECTION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Once per round AREA OF EFFECT:Body 
USE:Constant/Special MODIFIER:Mental Strength 
You can wholly or partially reverse an attack against you by standing still and concentrating on it. With a successful Mutation check you Reflect back up to Mental Strength x 2 damage. Every 5 points you succeed by increases the multiplier by 1 to a max of x 5. If you have already acted this round, the check is at -2, if you moved as well then it is at -4. If you act later in the round, all those actions are at -2 and your Speed is 15 feet max. You are also immune to Life Leech.


REGENERATION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Once every 12 hours MODIFIER:Constitution 
You can instantly heal wounds and trauma sustained by you when activated and works like a Natural Healing check. This does not need to be used within the “golden hour.” A successful Mutation check restores a number of Life Points equal to your Mental Strength score, while Critical Success restores all lost Life Points. This mutation may restore permanent Crippling Injuries (lost limbs, digits, eyes, etc) at the GM’s discretion about how long such activity will take, and whether you need to eat a lot to replace the lost mass.


REPELLING FORCE
--         -- M -- 
RANGE:5 feet DAMAGE:N/A 
DURATION:5 rounds AREA OF EFFECT:Variable 
USE:Twice per day MODIFIER:Mental Strength 
You can create an invisible barrier that can be used to block attacks, seal passages, etc. This manifests itself in sides of 5 feet wide by 5 feet tall. The initial side has a Toughness of 4 + Mental Strength modifier and will be knocked down if that should be overcome. Each additional contiguous side desired causes all sides to have 2 less Toughness. Thus a 15 feet wide wall for a mutant with an 8 Mental Strength would only have 8 Toughness per side. This barrier is invisible, yet quite solid and will block gas, water, etc.


REPULSION FIELD
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:up to 10 minutes AREA OF EFFECT:25-foot square or 5-foot diameter bubble
USE:once per day MODIFIER:Mental Strength 
You have the ability to form an invisible wall of energy that will not allow a physical object to pass. You can move this wall out to a maximum of 50 feet and can surround and trap other beings in a sort of bubble. It can take 25 points of damage before being forced down. It takes damage just as creatures do from things like swords and ray guns. It takes no effort to maintain the repulsion field if you remain motionless.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: S ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


SAP TRAP
--         -- -- F 
RANGE:Touch DAMAGE:N/A 
DURATION:Indefinite, or 1 hour AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
The sap excreted by this plant acts as a permanent super-glue, adhering to any object or creature that touches the surface of the plant. This glue bond is unbreakable, except by lasers, an atomic torch, or similar heat-based attacks. Killing the host plant will also cause the sap glue to slowly dissolve over the course of about 1 hour.


SECOND WIND
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:Body 
USE:Once per day MODIFIER:Constitution 
Your body stores a natural reserve of energy that enables you to shrug off minor wounds with ease. Once per day, as a free action, you can trigger this Second Wind and release that reserve of energy to heal yourself of a number of Life Points equal to your Constitution.


SEED MOBILITY
--         -- -- F 
RANGE:150 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Seeds 
USE:Constant MODIFIER:Dexterity 
This plant has mobile seed pods that are physically or mentally linked to the parent plant. These seeds move at a Speed of 10 feet per round and can have a variety of nasty things associated with them. If disturbed or handled, they react. They may also react just to your proximity. Have fun making things up. Some examples include:
Aroma:They smell good. If you pick one up, the aroma rubs off on you, it can’t be washed off, and it remains for one week.
Explosive:The seed erupts in an explosive burst that does 3d6 points of damage.
Poison gas eruption:Constitution check or fall unconscious for 5 minutes.
Purring sound:This soothing sound lulls you into a false sense of security and makes you want to return the seed to the plant.


SEISMIC SENSITIVITY
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant can sense vibrations in the ground or air in a radius of 120 feet. This allows the plant to make ranged attacks (etc.) without having to rely on sight or lighting conditions.


SEIZURES
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:2d6 rounds AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You suffer from sudden, uncontrolled electrical disturbances in the brain that can cause changes in your behavior, movements, feelings, and in levels of consciousness. When faced with a stressful situation (especially a surprise attack), make a Mutation check.
 Critical Success indicates you have only one symptom.
 Ordinary success indicates you have two symptoms.
 Failure indicates you have one symptom for each point you failed by.
 Critical Failure means you fall unconscious.
In any case, you can do nothing else while in the seizure's grip. You choose your symptoms from the following list:
 Difficulty maintaining balance; dizzy, head spinning
 Constitution check or fall down
 Difficulty swallowing
 Difficulty walking; half movement; stumbling about
 Hallucinations
 Loss of fine motor skills, such as picking up objects
 Loss of muscle coordination
 Loss of muscle tone or weakness
 Memory loss and other thinking (cognitive) impairment
 Slurred speech or stuttering 
 Spasms; jerky motions 
 Unusual involuntary movements; twitching 
 Vision problems; blurred vision; seeing double 


SENSE TIMELINE
--         -- M -- 
RANGE:Self DAMAGE:-4 to you 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You have mild precognitive abilities that result in your ability to avoid damage by subconsciously anticipating attacks, even when these are surprise attack of which you would not normally be away. All damage rolls against you are automatically reduced by 4 points.


SILENCE FIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:One hour AREA OF EFFECT:10-foot radius 
USE:Once per two hours MODIFIER:Mental Strength 
You can generate a zone of silence around you in a 10-foot radius. A successful Mutation check activates it and it remains in place until you lose consciousness or an hour passes. You may move around while concentrating on this Mutation although you cannot engage in combat. The field completely eliminates all sound that enters it, including sonic attacks. No one can talk to anyone within the field nor can anyone within the field be heard. The silence field grants you a +20 to any surprise roll.


SIREN CALL
--         -- -- F 
RANGE:Self DAMAGE:None 
DURATION:Indefinite AREA OF EFFECT:30-foot radius 
USE:Constant MODIFIER:Constitution 
This plant’s flowers quiver gently in the breeze, creating a soothing and tranquil aria that attracts animals and sentient being, eventually lulling them to sleep if than 1 hour is spent in the area. Victims may be wakened normally by loud noises or shaking, but otherwise continue to sleep indefinitely, eventually dying of dehydration and becoming fertilizer for the plant.

This message was last edited by the GM at 03:11, Mon 17 Oct 2022.
StarMaster
GM, 41 posts
Mon 17 Oct 2022
at 03:13
  • msg #2

10. Mutations R - Z

SIZE CHANGE: LARGER THAN NORMAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Constitution 
You are 12 inches taller and 50 pounds heavier as well as being very stocky. You gain a +2 to your Physical Strength and your Constitution, but -1 to your Dexterity. However, you also gain +20 Life Points. You may have trouble finding clothes and armor that fit you, though.


SIZE CHANGE: SHORTER
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your growth is extremely stunted. Your height and weight both decrease by 10% x 1d4+1, and your Physical Strength is reduced by 1 for each 10%. However, if your final height is 3 feet or less, your AC increases by 2.


SIZE CHANGE: SMALLER THAN NORMAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are 12 inches shorter and 30 pounds lighter and though your physique is thinner and you appear frail, you are wiry. You add +1 to your Physical Strength and your Constitution.


SIZE CHANGE: TALLER
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are extremely tall and all of your physical parts are increased accordingly. Humanoids have a basic height of 6 feet. The height for Mutated Animals will vary greatly and must be assigned by the GM. Whatever the base height, roll 1d6 and add that number in feet to your height. Physical Strength is increased by +1 for each additional foot (up to a maximum of 21). Your weight also increases by +10 pounds per additional foot and your Constitution increases by +1. You require twice the normal rations and water needs. Clothing and armor that fit you may be hard to find.


SMOKESCREEN
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:20-foot diameter 
USE:Once per day MODIFIER:Mental Strength 
You expel a blend of chemicals through your pores that quickly turn into a cloud of smoke when they come in contact with air. This cloud engulfs you and the surrounding area. Once per day, as a free action, you can produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The smokescreen blocks all sight, including darkvision, beyond 5 feet. A creature 5 feet away has onehalf concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). This ability does not function underwater. A moderate wind disperses the cloud in 4 rounds. A strong wind disperses the cloud in 1 round. It is left up to the Player to decide what color smoke is produced (white, gray, black, blue, red, orange, purple, green, etc.).


SONIC BAFFLER
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:15-foot diameter “bubble”
USE:Once per 2 hours MODIFIER:Mental Strength 
___You can create a 15-foot diameter “bubble” around you that muffles ambient noise. Your body absorbs all sound occurring inside the area of effect, making it nearly impossible to hear anything within the bubble. When in effect, creatures inside the area of effect are 95% likely to remain unheard by those outside of the bubble, allowing them to move with utmost stealth and achieve surprise. Any sound occurring inside the bubble is affected, making it impossible for those in the area of effect to communicate verbally. This mutation can be used once every two hours.
___The drawback of this mutation is that you are highly susceptible to sonic attacks originating from outside the bubble’s boundaries and directed at creatures inside the area of effect while the bubble exists. Your body absorbs sonic energy striking inside the bubble, automatically inflicting double damage to you.


SONIC BELLOW
--         -- M -- 
RANGE:Self DAMAGE:10 or 20 points 
DURATION:Constant AREA OF EFFECT:50-foot radius 
USE:Once per hour MODIFIER:Mental Strength 
You can vocalize high-frequency sound waves as a loud shout that cause damage to organic and inorganic material in a 50-foot radius. You make a Mutation check as an attack that delivers 10 points of damage to those within the area of effect whose Material Strength is 10 or less. If your check succeeds by 5 or more, you do 20 points of damage.


SONIC BLAST
--         -- M -- 
RANGE:Self DAMAGE:3d6 
DURATION:one round AREA OF EFFECT:50-foot cone 
USE:Once every four rounds MODIFIER:Mental Strength 
You can generate high frequency sound waves that cause damage to exposed tissues. Everyone within range (except you) takes 3d6 from your Sonic Blast. You can only emit your Sonic Blast once every 4 rounds. It cannot be selective in that it does damage to all in a radius of 30 feet except you. It is in the form of burn-type damage.


SONIC DISSONANCE
--         -- M -- 
RANGE:30 feet DAMAGE:variable 
DURATION:Constant AREA OF EFFECT:Living bodies 
USE:Once every 24 hours MODIFIER:Mental Strength 
You can create a dissonant noise that inflicts sonic damage all around you. In the first round it inflicts 1d6. If you continue it for a second round, it gets louder and stronger and inflicts an additional 2d6+8 points of damage. If you continue the Dissonance into the third round, it inflicts another 3d6+12 points of damage. The Dissonance can’t be used again for 24 hours. All creatures within a 30-foot circle around you are affected if they are composed of living flesh. This Mutation does not affect androids or robots.


SONIC ROAR
--         -- M -- 
RANGE:30 feet DAMAGE:One-half Mutation score 
DURATION:Constant AREA OF EFFECT:10-foot radius 
USE:Once per 24 hours MODIFIER:Mental Strength 
You can vocalize extremely high-frequency sound waves in a loud roar once every 24 hours. While the high-frequency carries a long way, only creatures with exceptional hearing (such as cats and dogs) will be able to hear it beyond 300 feet. These waves cause damage to the exposed tissue of every creature that the roar is directed at. You select a target—the target as well as everyone within 10 feet of that target or in a straight line between you and the target takes damage equal to one-half your Mutation score.


SOUND IMITATION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:one round AREA OF EFFECT:Body 
USE:One sound per round MODIFIER:Constitution 
You can imitate any sound that you have heard in the last 24 hours. This includes that of a Sonic Blast. Additionally, you are immune to Sonic Blasts.


SPACE RENDING
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:While concentrated on AREA OF EFFECT:N/A 
USE:once per hour MODIFIER:Mental Strength 
You are able to tear a pair of small, linked wormholes in the fabric of space. These wormholes are roughly the size of your fist and can be created anywhere within 50 feet. Inserting anything into one wormhole causes it to immediately appear exiting the paired hole, but peering into a hole only shows inky blackness. These wormholes have many uses: a melee weapon thrust against a distant foe, relocating the source of a mutant power attack, unlocking a door from the opposite side, grabbing a small item from a distant location.


STATIC FIELD
--         -- M -- 
RANGE:Self or up to 100 feet DAMAGE:N/A 
DURATION:30 minutes AREA OF EFFECT:100-foot radius area 
USE:Twice in 24 hours MODIFIER:Mental Strength 
You can generate a static field either centering around you or centering on a place or object up to 100 feet away. On a successful Mutation check, the field activates and covers a 100-foot radius. Transmission of broadcast beams through that area are jammed until the field disappears because of time duration, you choose to cancel it, or you are rendered unconscious. Communicators, television, radio, security and surveillance equipment, and similar devices are completely jammed, as are all broadcast power beams which robots and large machinery use. Radar and sonar of all types are also completely blocked. Strangely enough, Telepathy and Empathy mutations are also affected, and anyone using them must make a Mental Strength check or suffer Mental Shock.


STUNNING FORCE
--         -- M -- 
RANGE:Self DAMAGE:unconscious 
DURATION:Variable AREA OF EFFECT:30-foot radius 
USE:Once every 2 hours MODIFIER:Mental Strength 
You make a Mutation check to activate this power. When activated, you can emit a globular field of stunning force. Those in the area of effect are stunned for one round and must make a Constitution check or become unconscious for 1d4 minutes (1d6 hours if Pure Strain Human). With a Critical Success, you can change the Area of Effect to a 100-foot cone, and anyone caught in it takes a -2 penalty to their Constitution checks.


STUNTED GROWTH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Somewhere between the age of 8 and 16, your body stopped growing in physical stature. Internally, everything is fine but you will look this way for the rest of your life (barring some other Mutation) until you start showing signs of old age.


SUMMONING
--         -- M -- 
RANGE:Half mile DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:One creature 
USE:Once per 12 hours MODIFIER:Mental Strength 
You may attempt to summon and command one unintelligent (INT less than 4) mobile creature within range by making a successful opposed Mental Strength check. The creature will serve you as long as you maintain concentration upon this action. A creature already in your presence cannot be summoned. Once summoned and set free, they cannot be summoned again.


SUSCEPTIBILITY: CHEMICAL
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You take a -5 penalty when making a Constitution check against drugs or other toxic chemicals. You get drunk twice as quickly as a normal character, typically from just one cup of an alcoholic beverage.


SUSCEPTIBILITY: POISON
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have no resistance to poison or organisms that act like poisons. You make your poison-resisting Constitution checks at an additional –3.


SYMBIOSIS
--         P -- -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:one creature 
USE:Constant MODIFIER:Constitution 
This plant can attach itself to another living being. The chemicals coursing through the victim’s body make it want to hold and protect the plant. The only problem exists as the plant keeps growing and becomes larger than the victim can carry. When this happens, the victim doesn’t want to move and eventually dies from dehydration. The victim will fight to prevent the plant from becoming attached: plant’s Mental Strength vs. the victim’s Constitution.


SYMBIOTIC ATTACHMENT
--         P -- -- 
RANGE:Touch DAMAGE:possible death 
DURATION:Variable AREA OF EFFECT:one creature 
USE:Constant MODIFIER:Mental Strength 
You can control a creature if you can successfully touch it and make an opposed Mutation check. Once so attached to the creature, you can control every action of the victim until the attachment is broken. When controlled, all the powers and abilities of the vassal can be commanded. As long as physical contact is maintained this control is enacted automatically for 24 hours. The controlled creature may attempt to battle free every 4 hours after that with a Mental Strength vs. Mental Strength contest. When set free/ broken free the victim is treated as Fatigued. If the controlled critter dies while in contact, you die as well. It takes 3 rounds to willingly break concentration. If violently separated, both make a Constitution check at –2 or are Shaken.


SYNESTHESIA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
The sensory receptors in your brain have been jumbled. You can see sound, taste color, hear smells and smell tastes. Or you might only be able to smell and taste sounds. This tends to happen simultaneously with your normal sense. Thus, you might see the color green while also tasting it and hearing it. In this case, your neurons have sent a signal to both your visual cortex as well as your taste bud receptors, so it simply tastes ‘green’. When making a Perception check, you roll two dice and take the lesser of the two rolls. This signifies that your senses are confusing you. This may also apply to other situations.

This message was last edited by the GM at 06:52, Thu 18 May 2023.
StarMaster
GM, 42 posts
Mon 17 Oct 2022
at 04:57
  • msg #3

10. Mutations R - Z


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: T ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


TECHNOLOGY AMNESIA
--         -- M -- 
RANGE:30 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:single creature 
USE:once per hour MODIFIER:Mental Strength 
With a successful mental attack, you cause a creature to immediately forget how to properly use any technological device of complexity 10 or less. The knowledge of those devices’ correct use temporarily vanishes from the target’s kind, forcing him to rely on only the simplest devices and weaponry, such as clubs, spears and fire. While under the effect of this Mutation, the victim cannot attempt to figure out devices, even ones he formerly knew how to operate properly. The lost knowledge returns after one hour.


TELEKINESIS
--         -- M -- 
RANGE:Intelligence in feet DAMAGE:N/A 
DURATION:1 minute (10 rounds) AREA OF EFFECT:one object 
USE:Mental Strength times per day MODIFIER:Mental Strength 
You must make a Mutation check to activate the mutation. You may lift up to 10x your Mental Strength on a success, 50x your Mental Strength with a Critical Success. You can not only lift it but move it around horizontally as you direct.


TELEKINETIC ARM
--         -- M -- 
RANGE:Intelligence in feet DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:Self 
USE:Twice per 24 hours MODIFIER:Mental Strength 
You can create a shimmering arm and hand of force. The arm is similar to your own and eerily stretches forth from you. It may be manipulated like a normal limb and may not be damaged by physical attacks. Energy attacks striking the arm cause you to make a Mutation check or the Telekinetic Arm vanishes. The arm has Strength and Dexterity equal to your Mental Strength.


TELEKINETIC FLIGHT
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Mental Strength in minutes AREA OF EFFECT:Self 
USE:1/2 Mental Strength times per day MODIFIER:Mental Strength 
You must make a Mutation check to activate this mutation. You may fly at a Speed equal to your Mental Strength with a Climb number half that. On a Critical Success, your flying Speed is doubled for the duration.


TELEKINETIC SHIELD
--         -- M -- 
RANGE:50 feet DAMAGE:-3d6 
DURATION:Instantaneous AREA OF EFFECT:N/A 
USE:once every 2 rounds MODIFIER:Mental Strength 
You can react out of initiative order to create an invisible wall of force that reduces the damage of one attack by 3d6. This shield can be used for self-protection or to aid any creature within 50 feet. You remain in initiative order, but do not get to act on your turn this round.


TELEPATHY
--         -- M -- 
RANGE:Mental Strength x10 in feet DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:1 creature per Mental Strength modifier
USE:Constant MODIFIER:Mental Strength 
You may communicate with other creatures through projected thought and emotions. This transcends languages and works with all creatures. Common beasts will only grasp simple concepts. You may also attempt to read thoughts and emotions with a successful Mutation check, though this may be opposed.


TELEPORT OBJECT
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:Instant AREA OF EFFECT:one object 
USE:Once per hour MODIFIER:Mental Strength 
You can cause any one object within range massing less than 25 lbs to leap into your hand. You may make weapons held by enemies to leave their hands and jump into your own, but must make a Mutation Mental Attack to do so. Each use temporarily reduces your Mental Strength score by 1. If you keep using this Mutation until your Mental Strength reaches 0, you fall unconscious and don’t recover until you have at least 3 Mental Strength again.


TELEPORTATION
--         -- M -- 
RANGE:Variable DAMAGE:3d6 / 1d10 
DURATION:Instant AREA OF EFFECT:Self 
USE:Once per hour MODIFIER:Mental Strength 
On a successful Mutation check, you can teleport yourself and your gear up to a number of miles equal to his Mental Strength modifier (minimum of 1 mile). There is no penalty for line of sight, but if the landing spot is out of view and you haven’t studied your landing spot for at least 8 hours you will suffer 3d6 in damage. If the Mutation check succeeded by more than 5 then reduce the damage to 1d10. All energy fields and force fields will prevent teleportation.


TEMPERATURE SENSITIVITY
DEFECT         P -- -- 
RANGE:Self DAMAGE:+2 points from heat, cold or energy 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Constitution 
This plant is extremely sensitive to heat and cold and takes an extra 2 points of damage from attacks using heat, cold or energy.


TEMPORARY TECHNOLOGICAL COMPREHENSION
--         -- M -- 
RANGE:30 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:single creature 
USE:Once an hour MODIFIER:Mental Strength 
You can temporarily steal the knowledge of the proper use of a technological device from the mind of another. You must succeed at a Mutation check to do so. If successful, you gain the ability to use a single type of technological device as if you had succeeded in figuring out the device yourself. This Mutation is most effective when used against a target that is in the midst of using a technological device as it steals the knowledge most recently at the forefront of the target’s thoughts. For example, if this Mutation is employed on e a subject that is operating a device at the time of the mental attack, you learn the proper means of working that device. If used on a subject that is not currently employing a technological device, you gain the skill to use a random artifact the subject is familiar with (as determined by the GM). This acquired knowledge fades after one hour. Forgotten knowledge provides no bonuses to rolls made to figure out devices at a later date at you never fully internalized the proper function in your own mind, forgetting it like a dream upon awakening.


THOUGHT IMITATION
--         -- M -- 
RANGE:Mind DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Mental Strength 
Your mind automatically mimics and returns any thought or Mental Attack directed at you. This doesn’t negate the attack on you, but lets you make your own “free” attack. You can remember and use thought patterns (including Mental Attacks) beamed at you in the previous 24 hours.


TIME DISTORTION
--         -- M -- 
RANGE:Self DAMAGE:1d6 per round of use 
DURATION:10 rounds AREA OF EFFECT:Self 
USE:Once per day MODIFIER:Mental Strength 
You can distort the effects of time on your body so that you can move far faster than normal, reacting to others as if they were standing still. This operates like Speed and Quickness together. You make a Mutation check to activate. Mechanical objects and energy systems aren’t speeded up so you may have trouble using some equipment as fast as you can move. When duration has expired, a Constitution check must be made or suffer a Fatigue Level.


TIME MANIPULATION
--         -- M -- 
RANGE:10 feet per Mental Strength modifier DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:Variable 
USE:Once per week MODIFIER:Mental Strength 
You can attempt to negate one action or effect that took place up to a round previously by making a successful Mutation check. This action may only include you and one item or creature, and this manipulation can only happen if you are alive after the act. No bringing back from the dead; from the maimed is fine.


TIME PHASING
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Special AREA OF EFFECT:one item 
USE:Once per week MODIFIER:Mental Strength 
You can manipulate time to repair a broken item by reaching back to a time when the item was new. This may restore energy to a drained item or fix broken functions. You must have an idea of what is wrong with the item before it can be fixed. This requires an Intelligence check with a suitable modifier for the difficulty, as determined by the GM.


TIME STOPPER
--         -- M -- 
RANGE:Self DAMAGE:cumulative 1d6 per round 
DURATION:Variable AREA OF EFFECT:Self 
USE:once per day MODIFIER:Mental Strength 
You have limited control over the ebb and flow of time. When you invoke this power, time stops as if the pause button were pressed on the universe’s remote control. Initiative order is halted until you rejoin the time continuum. During the time stop event, you can take normal actions while everyone else is frozen in place, but doing so takes a serious physical toll on you. After ever round of actions you perform, you take a cumulative 1d6 points of damage. Thus, for one round, you take 1d6 points, in the second round you take an additional 2d6 of damage, 3d6 in the third round, etc. Your death immediately ends the effect.


TOTAL HEALING
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Self 
USE:4 times per week, once per day MODIFIER:Constitution 
You can instantly heal Life Points and trauma you sustain. This does not need to be used within the “golden hour.” A successful Mutation check restores 1 Life Point per point of Constitution plus an additional 2 Life Points for every point your check succeeds by. This does not work like regeneration, though, in that permanent, Crippling Injuries (lost limbs, digits, eyes, etc) cannot be repaired or replaced. Non-permanent Crippling Injuries can be healed and restored to normal function. It triggers automatically if you sustain damage that takes you to 0 or lower Life Points. Critical Success means you heal all your Life Points in one round.


VEXING VOICE
--         -- M -- 
RANGE:30 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Once per hour MODIFIER:Mental Strength 
A peculiar resonance to your voice tends to rub other creatures the wrong way. Select any living creature within 30 feet of you as the target. Upon hearing your voice, the creature must succeed at a Mental Strength check or be vexed (dazed) for 1 round.


VULNERABILITY, MENTAL
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You are particularly vulnerable to some specific mental attack. Choose one mental attack--you never get a defensive check against that attack. If it does damage, you take double the amount of damage.


VULNERABILITY, PHYSICAL
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You are particularly vulnerable to some specific physical attack (such as fire, sonic, radiation, Life Leech, etc.) or type of attack (such as bludgeoning, piercing, or slashing). Choose one physical attack--you never get a defensive check against that attack. If it does damage, you take double the amount of damage.
Bludgeoning:You still have to be hit, but any hit that does bludgeoning damage (such as explosions) deals double damage to you.
Cold:You take double damage from any cold attacks and you also take a -2 penalty on any Constitution checks to resist cold effects.
Drugs:You are more susceptible to drugs than others of your kind. You take a -4 penalty on any Constitution checks to resist the effects of drugs. This includes gasses.
Electricity:You take double damage from any electricity attack or shock. This includes Tasers.
Energy:You take double damage from any energy attack not covered by one of the other Vulnerabilities, such as masers. If some other form of energy attack (such as a paralysis rod) doesn’t actually do damage, you take a -2 penalty on all Constitution checks to resist the effects.
Heat:You take double damage from any heat or light based attacks such as lasers.
Piercing:You still have to be hit in melee, but any hit that does piercing damage (including shrapnel) deals double damage to you.
Poison:If a poison does damage, you take twice as much damage. Otherwise, you take a -2 penalty on all Constitution checks to resist the poison.
Radiation:You take double damage from any radiation attack, and the Intensity level of any radiation is one higher for you.
Slashing:You still have to be hit in melee, but any hit that does bludgeoning damage (such as explosions) deals double damage to you.
Sonics:You take double damage from all sonic attacks.


WALLCRAWLER
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You can walk up, down and across walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces. As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 Mutation bonus on all climbing checks. Wearing gloves or footwear reduced the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
___You also gain a +4 Mutation bonus on balance checks when moving across a slippery surface, though wearing any kind of footwear negates this bonus.


WATER DEPENDENCY
DEFECT         P -- -- 
RANGE:Self DAMAGE:1d6 to self 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Constitution 
Your skin must be kept moist by immersion in water once every 4 hours. When this need is not met, you take 1d6 damage per hour until your skin is moistened.


WATER WALKING
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:At will MODIFIER:Mental Strength 
You can increase the surface tension of the area beneath your feet (and hands or paws if you are quadruped or crawling on all fours) so that buoyancy normally lacking in the surface beneath you suddenly exists, thus allowing you to move across the surface walked upon as if it were packed earth. This allows you to walk across water, sand, mud, thin ice, and similar surfaces (without sinking into them) at your full movement rate. You also can walk across closely packed fields of grain or long grass but at one-half your normal movement rate. Adverse conditions (such as choppy waves, swaying grain stalks, or bubbling mud) might require a Mutation check to remain on your feet every 500 feet that you move, and you only move at one-quarter your normal movement Speed. You can never walk on churning water.


WEB
--         -- M -- 
RANGE:60 feet DAMAGE:N/A 
DURATION:1 week AREA OF EFFECT:Single target 
USE:3 times per day MODIFIER:Mental Strength 
Three times per day, you can shoot sticky webbing up to 60 feet (treat as WC 6 attack). This can be from your mouth or other appropriate part of your anatomy. The web will adhere to anything with 2d6+6 strength and will have the same number of Hit Points to sever. The web does not conduct electricity, but will burn easily. The web will remain sticky and in place for one week.


WEIGHT DECREASE
DEFECT         P -- -- 
RANGE:Range DAMAGE:None 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Constitution 
You can’t retain normal body weight and suffer from general debilitation. You are weaker and slower than others. Your Physical Strength is reduced by 3 (to a minimum of 3) and your Speed decreases by 25%. You also take an additional -1 penalty to all attack rolls you make.


WILL FORCE
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:one round AREA OF EFFECT:Doubles one Mutation’s parameters 
USE:once per 24 hours MODIFIER:Mental Strength 
You can exert your will power once every 24 hours to double one Mutation parameter for one round per result factor of the Mutation check. You can double the range, double the damage, double the area of effect, and even double the number of uses.

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