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5. Mutations A - B.

Posted by StarMasterFor group 0
StarMaster
GM, 5 posts
Mon 19 Sep 2022
at 18:03
  • msg #1

5. Mutations A - B


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: A ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


ABSORPTION: COLD
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of cold damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ABSORPTION: ELECTRICITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of electricity damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ABSORPTION: HEAT
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of heat damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ABSORPTION: LIGHT
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of light damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ABSORPTION: RADIATION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of radiation damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ABSORPTION: SONIC BLAST
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can absorb 1 point of sonic damage equal to your Mutation score. Damage absorbed in this way is noted as Temporary Life Points, but otherwise has no effect on you—they don’t actually do damage so they cannot be deflected. Any damage beyond these points affects you as normal and may be deflected. When real damage is taken, it is subtracted from these temporary Life Points first. If you are unwounded, the absorbed Temporary Life Points dissipate at a rate of 1 point every four hours.


ACCELERATE GROWTH
--         -- M -- 
RANGE:Mental Strength in feet DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:Body 
USE:1 per 24 hours MODIFIER:Mental Strength 
You can cause unintelligent plants to grow faster and bigger with a successful Mutation check. The area affected is equal to a 20-foot radius. The growth can have several different results, including:
ENTANGLE:The plants may grow into an entangling thicket with a Physical Strength equal to your Mental Strength. This growth takes 2 rounds.
BLOSSOM or BEAR FRUIT:The plants may mature and bear fruit in 10 minutes.
SHAPE:The plants can be grown into specific shapes, using your Mental Strength to determine success and the GM's opinion of the difficulty involved. This could take anywhere from a few minutes to an hour.


ACCELERATED AGING
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You go through an accelerated growth spurt, reaching maturity by the time you are 5 years old. However, you will die of old age by the time you are 30 years old. You take aging penalties at 20 and again at 25.


ACHILLES HEEL
DEFECT        P -- -- 
RANGE:Self DAMAGE:x2 to you 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have a crucial weakness in your body. Whenever this specific spot is struck, you suffer double damage from that attack, and must make a Constitution check minus the (Defect) score or suffer the effect of a slam. When an attack is specifically aimed to strike this weakness, the damage reduction of your armor is reduced to just the AC score. Without specifically targeting your weak spot, any attack that hits by 5 or more points manages to hit that spot anyway.
Roll 1d6 to determine the location of this vital spot, or the GM may create its location.
 ROLLLOCATION ROLLLOCATION 
 1back of skull 4some joint shoulder 
 2forehead 5belly/chest 
 3jaw 6bottom of foot 


ACIDIC VOMIT
--         P -- -- 
RANGE:5 feet DAMAGE:3d6/2d6/1d6 
DURATION:3 rounds AREA OF EFFECT:50-foot diameter 
USE:once per 3 rounds up to 3 times per day MODIFIER:Constitution 
You can regurgitate a quart of acid from a special organ attached to your stomach and project the acid up to 5 feet away. The quart of acid can cover a 5-foot diameter of surface area. Once the acid is spewed, it does 3d6 points of acid damage to any target hit in the first round, 2d6 damage on the second round, and an additional 1d6 points of damage on the third round. After the third round, the acid becomes inert and harmless.


ADAPTATION
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant develops immunity to some type of physical attack not involving edged weapons once it has survived that type of attack one time. The immunity manifests itself as a 6-point damage reduction to that attack form and the new Mutation arises 1d4 days after surviving that attack. It never gains Immunity from Mental Attacks except for those that physically manifest themselves to do damage.


ADRENALINE SURGE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:4 rounds AREA OF EFFECT:Body 
USE:once per day MODIFIER:Constitution 
Once per day, as a free action, you can flood your bloodstream with extreme amounts of adrenaline to temporarily boost either your Strength or Dexterity by 1d4+1 points. The increase lasts for 4 rounds. You can also double your Speed for 4 rounds. However, this does not work with the Decreased Speed defect. A Mutation check that succeeds by 5 or more points lets you double the duration.


AEROKINESIS
--         -- M -- 
RANGE:150 feet DAMAGE:Special 
DURATION:Constant with full concentration AREA OF EFFECT:varies 
USE:once per day MODIFIER:Mental Strength 
___You can control the direction and intensity of air currents. You cannot fly with this Mutation but you can fill a sail, create micro-burst downdrafts, or even a small tornado (whirlwind/dust devil). You can control a light breeze with little effort and only a fraction of your concentration, but a strong wind requires your full attention.
___You can create a micro-burst that is a forceful crush of air down onto an area 30 feet in diameter. The micro-burst attack is a WC 4 attack and does 6d6 damage but you must spend 3 rounds of full focused and uninterrupted concentration to prepare the micro-burst, and then must make a Constitution check. If the check does not succeed then you must rest one hour. Critical Failure means you fall unconscious from the stress for 2 hours.
___You can also create and control a small tornado. The tornado is WC 4, does 2d6 points of damage per round, and can move 10 feet per round. You must spend two rounds of full focused and uninterrupted concentration to prepare the tornado and then may drive the tornado for 1d6+1 rounds.
___Additionally you can change the air pressure around a specific target’s head; this attack is a WC 2 and does 1d6 damage. The air pressure can be done in a single round, but still requires your full attention.


AGELESS
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
At the age of 25, you stopped aging. Your physique and features do not change no matter how old you get chronologically, and you will never suffer the ravages of old age. You take no penalties for age.


ALLERGY
DEFECT        P -- F  
RANGE:100 feet DAMAGE:N/A 
DURATION:Special AREA OF EFFECT:System Shock 
USE:Constant MODIFIER:Constitution 
___You suffer an allergic reaction to some foreign substance that you came in contact with, inhaled, ate, or it was injected into you. You must succeed at a Constitution check versus your own Mutation score or else suffer a penalty of -5 to all actions. Stronger concentrations of this substance or a closer presence to the creature may result in higher penalties. Critical Failure means you go into anaphylactic shock.
___The allergic reaction lasts as long as you are in contact with the item and for 1d10 minutes after escaping contact with the substance. Some substances that you might be allergic to include:
 Animal furGlutenShellfish 
 Bee StingsInsect stingsSilver 
 BoneIronSoap 
 CatsLactoseSpecific animal 
 ClayLatexSpecific chemical 
 CottonLeatherSpecific drug 
 DanderMoldSpecific mineral 
 Digested meatNutsSpecific plant 
 DogsOilWood & paper 
 DustPaintWool 
 EggsPlastic  
 FeathersPollen  
___What symptoms you experience depends on your Constitution check. If you have symptoms, you choose which ones. If exposure to the substance you’re allergic to is severe (as determined by the GM), you take a -4 penalty on your Constitution check.
 If you fail by 6 or more points, you experience 5 symptoms.
 If you fail by 5 points or less, you experience 4 symptoms.
 If you succeed by 0 or 1 point, you experience 3 symptoms.
 If you succeed by 2-5 points, you experience 2 symptoms.
 If you succeed by more than 5 points, you experience only 1 symptom.
Critical Success means you aren’t affected at this time. Symptoms can include:
 Anxiety lightheadedness 
 difficulty breathing restlessness 
 difficulty swallowing shortness of breath 
 Dizziness swelling of face and throat 
 drop in blood pressure vomiting  
 Hives wheezing 
 itchy rash   


ALLUREMENT
--         -- -- F 
RANGE:30 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:30 feet 
USE:Constant MODIFIER:Constitution 
This plant’s fragrance has a hypnotic effect on intelligent beings, attracting them to it and seducing them into thinking that it is beneficial and should be cherished. The effect lasts until the plant makes a Physical Attack, but the plant does get Initiative. A Mental Strength at a -2 penalty can be made to resist the allure.


ANAEROBIC
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your metabolism can be maintained indefinitely by breathing any of a variety of gasses, including carbon dioxide, nitrogen, and methane, but no oxygen. With this Mutation, you only suffer one-half damage from gas-based attacks and may breathe freely underwater.


ANIMAL EMPATHY
--         P -- -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:2d4 rounds AREA OF EFFECT:single target animal 
USE:once per day MODIFIER:Mental Strength 
You can feel the thoughts and memories of non-intelligent animals. You have an effective Charisma 18 (unless already higher) with non-intelligent animals, with a 40% chance the animal will be friendly and follow you. You may have a maximum number of animal followers equal to your Mutation score. You cannot command the animals, but some canines and simians can be taught simple tricks based on certain command words. Canines have a 20% chance to learn one trick per thirty days, and simians have a 30% chance to learn one trick per 30 days.


ANIMAL PARTS
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant has gained some body part that resembles that of an animal. The exact effect and nature of this animal part should be invented, but some examples are:
Heart: 
Claws:It has claw-like barbs at the end of its leaves with which it can make melee attacks against any creature that gets close.
Ears:A dozen ears grow out of the stalk in various places around it. It gives the plant the ability to hear sounds, noises and voices up to 100 feet away even if it can’t fully understand what they mean.
Feathers: 
Fur: 
Tail:+1 bonus to Balance checks
Teeth:You get a bite attack.
Trunk: 
Web Spinner:Webs can create a snare, or they can attack 20 feet to grapple a target.
Wings:These wings may give the plant mobility.


ANTHROPOMORPHISM
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This Mutation alters an animal’s or plant’s anatomy such that it now walks upright on two legs (barring some other Mutation), it has two arms and one head with eyes, ears, nose and mouth on its head like a Human.


ANTI-CHARISMA
DEFECT         -- M -- 
RANGE:50-foot radius DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Charisma 
All persons within range feel an irrational disgust at your physical appearance and personal habits, regardless of your actual appearance or Charisma or whether they are familiar with your habits or not. You take a -5 penalty to all reaction rolls towards you and the party you are with. Anyone with Intelligence above 18 is immune to this Mutation. However, your Charisma is reduced by –2. Those who have live or closely worked with others suffering from this Mutation will be able to overcome their revulsion within 1d4 days contact with you. Others will never entirely adjust to this Mutation in you.


ANTI-LIFE LEECH
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Mental Strength 
You are immune to the effects of Life Leech. In fact, when you are attacked by a Life Leech attack, you make a Constitution check. A success means that the Life Leeching Mutant takes a Fatigue Level and is stunned. If your Constitution check succeeds by more than 5, then the Leecher is Incapacitated for 3 rounds. If the check fails, the Life Leecher is still Fatigued.

This message was last edited by the GM at 16:52, Wed 12 Oct 2022.
StarMaster
GM, 22 posts
Tue 11 Oct 2022
at 04:26
  • msg #2

5. Physical Mutations

APATHY FIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:1d6 minutes AREA OF EFFECT:All within 100-foot radius 
USE:Four times per day MODIFIER:Mental Strength 
Up to four times per day, you are able to broadcast apathy in a 100 foot radius. The field will cause living intelligent beings to lose focus on what they are currently doing, while less intelligent creatures will cease actions and possibly wander off. This is treated as a normal mental attack.


ARMOR
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Leaves (Body) 
USE:Constant MODIFIER:Constitution 
This plant has large thick leaves that provide a level of armor for the plant. The leaves provide AC 15 protection. The leaves can be harvested and fashioned into armored tunics or into shields.


AROMATIC POWERS
--         -- -- F 
RANGE:150 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant’s strong fragrance reminds those who smell it of their favorite food, causing them to follow the scent to its source. The effect is broken once the plant attacks. A Mental Strength check versus the Mutation score can be made to resist.


ARTERIAL WEAKNESS
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your veins and arteries lack elasticity so that they do not close off when cut to stop bleeding. Damage from cutting or puncturing attacks are at +3.


ATTACK REVERSAL
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
Whenever you make a Mental Attack, if your Mutation check results in a Critical Failure then your attack is reversed and takes immediate effect upon you.


AUDITORY FREQUENCY WELL
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:  AREA OF EFFECT:40-foot diameter circle 
USE:At will or constant MODIFIER:Constitution 
This plant emits a nearly undetectable ‘white noise’ sound that acts as a noise-canceling agent within a 40-foot diameter circle, eliminating the ability of characters to have normal person-to-person communication. This noise-canceling effect can be “at will” or constant at the GM’s discretion.


AVERSION FIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:3d6 days AREA OF EFFECT:Single target 
USE:Once per day MODIFIER:Mental Strength 
Once per day, you can place a field of mental energy around a man-sized object that will last for 3d6 days. Any living intelligent being attempting to touch the object must successfully defend against a mental attack in order to touch the object. Those who fail can get no closer than 3 feet. Once the object has been touched by an intelligent living being, the effect is destroyed.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: B ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


BEGUILING
--         P -- -- 
RANGE:50-foot radius DAMAGE:Special 
DURATION:5 rounds, per resistance check AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
There’s just something about you that others find cute or sweet or adorable or fascinating. All creatures within range need to make a Mental Strength check in order to attack you, and even if they do, they’ll use the least powerful of their weapons or powers when they do. Every three rounds, they may attempt to break free of the Beguiling by making a Mental Strength check at –2. Once freed, the creature will not be affected by this mutation for 24 hours.


BIOLUMINOSITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:  AREA OF EFFECT:30-foot radius 
USE:Once per day MODIFIER:Constitution 
Once per day, you can cause your skin to glow blue, providing moderate light within a 30-foot radius. You can choose to make your entire body glow or just a selected part of your body (such as your hand, your nose, etc.). This light will not emit heat, and does not interfere with Infravision, etc. If you lose consciousness while using this ability, the glow will rapidly fade.


BLINDSIGHT
--         P -- -- 
RANGE:Self (30 feet) DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You can perceive things in your immediate vicinity without sight. You have blindsight with a range of 30 feet. Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, you maneuver and fight as well as a sighted creature. Invisibility and darkness are irrelevant. You usually do not need to make a Perception check to notice creatures within range of your blindsight ability.


BODY CHANGE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
These are just cosmetic changes.
 Completely hairless:Not even any eyebrows.
 Enlarged facial feature:big eyes, big nose, big chin, big ears
 Extra fingers:You have 6 fingers on each hand.
 Forked tongue:Looks weird but doesn't work any differently.
 Misplaced facial feature:While this could get really weird, it just might be something like bony ridges on your forehead.
 Misshapen head:Could be elongated or flattened forehead.
 Odd hair color:Pink, blue, purple, green, orange?
 Odd skin color:Pink, blue, purple, green, orange?
 Patches of fur:These might grow in odd locations.
 Pointy ears:Just like Elves.
 Sagging folds of skin:Makes clothes hard to fit.
 Single eye:This could mean you look like a cyclops.
 Transparent skin:Your muscles can be seen.


BODY CONTROL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:3d6 min AREA OF EFFECT:Body 
USE:Once each 8 hrs. MODIFIER:Mental Strength 
You temporarily increase one body function of your choice. You must make a Mutation check--if successful the function is increased as listed. Success by 5 or more grants a bonus of +1 as applicable while Critical Success grants a bonus of +2. However, you suffer a level of Fatigue at the expiration of the Mutation’s duration, recoverable after 5 minutes of rest.
HEARING:You can hear everything within 200 feet and can’t be surprised. All sonic attacks against you are +2 to hit and damage while this is in effect.
MUSCLE CONTROL:You speed up your body to twice the level of functioning. You can take two actions per round at no multi-actions penalty.
SIGHT:You gain the ability to see up to 120 feet at night, in fog or in water and can visually gauge radiation intensity.
SMELL:You can distinguish faint smells, identifying their source and adding +2 to Tracking, and you may detect when poisons are present within something.
TOUCH:You gain an intuitive understanding of the structure of something touched. All work or attacks upon this structure are at +2.


BODY PART, MODIFIED: APPENDIX
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You possess an enhanced and activated appendix that provides immunity to any poisons with a Toxicity Level (Tox) equal to or less than your Mutation score. Poisons with a greater Tox are still only half effective.


BODY PART, MODIFIED: CLAWS
--         P -- -- 
RANGE:Self DAMAGE:1d6+1 per clawed hand 
DURATION:Constant AREA OF EFFECT:Hands (Body) 
USE:Constant MODIFIER:Strength 
Your fingernails and toenails have grown longer and tougher, becoming claws that you can attack with, doing 1d6+1 points of damage with each clawed hand that hits.


BODY PART, MODIFIED: CLAWS (POISONOUS)
--         P -- -- 
RANGE:Self DAMAGE:1d6+1 per clawed hand + poison 
DURATION:Constant AREA OF EFFECT:Hands (Body) 
USE:Constant MODIFIER:Strength 
Your fingernails and toenails have grown longer and tougher, becoming claws that you can attack with, doing 1d6+1 points of damage with each clawed hand that hits. With a successful attack, they also deliver Intensity-7 poison.


BODY PART, MODIFIED: EFFICIENT MUSCLES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your muscles function more efficiently than others of your species. You never suffer from Fatigue or Exhaustion.


BODY PART, MODIFIED: EYES (COMPOUND)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
Instead of normal eyes, you have compound eyes like those of some insects that stick out of the side of your head. You can see nearly behind you-you can never be surprised by anyone attacking from the rear.


BODY PART, MODIFIED: EYES (MAGNI-VISION)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:Eyes (Body) 
USE:5 times per day MODIFIER:Constitution 
With a successful Mutation check, you can see 5 times as far as your normal vision for 5 minutes. As long as this Mutation is functioning, your normal vision takes a -5 penalty on all Perception checks, but you can end your Magni-Vision any time you want as a free action.


BODY PARS, MODIFIED: EYES (MICRO-VISION)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:Eyes (Body) 
USE:5 times per day MODIFIER:Constitution 
With a successful Mutation check, you can see microscopic details that are otherwise unseen by regular eyesight. As long as this Mutation is functioning, your normal vision takes a -5 penalty on all Perception checks, but you can end your Micro-Vision any time you want as a free action.


BODY PART, MODIFIED: EYES (PERISCOPIC)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Two minutes at a time, one minute between uses MODIFIER:Mental Strength 
You can extend your eyes from their sockets on 6-foot long flexible stalks, allowing you to peer around corners, over barricades, and similar obstacles. When this Mutation is not in use, you appear normal aside from a slight protrusion of your eyes. To keep your eyes from drying out, you can only use this ability for up to two minutes before needing to retract them back into their sockets. He must then wait a full minute before using the Mutation again.


BODY PART, MODIFIED: FANGS
--         P -- -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
Your teeth mutated into vicious fangs. This gives you a vicious bite attack that deals piercing damage dependent on your size: Small does 1d4, Medium does 1d6, and Large does 1d8. If you get multiple attacks in a round, you can bite multiple times, though probably not different targets. Your bite is treated as a natural weapon.


BODY PART, MODIFIED: FANGS (POISONOUS)
--         P -- -- 
RANGE:Self DAMAGE:Special + Poison 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
___Your teeth mutated into vicious fangs. This gives you a vicious bite attack that deals piercing damage dependent on your size (Small does 1d4, Medium does 1d6, and Large does 1d8) as well as injecting poison into your victim’s bloodstream. Any creature you successfully hit with your bite attack must succeed at a Constitution check to negate the effects (initial and secondary damage -1d4 Con). The Toxicity (Tox) of the poison is equal to your Mutation score.
___If you get multiple attacks in a round, you can bite multiple times, though probably not different targets. Your bite is treated as a natural weapon.


BODY PART, MODIFIED: HAIR (BRISTLES)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Hair (Body) 
USE:Constant MODIFIER:Constitution 
You have thick bristly hair that provides a natural armor up to 3 locations giving those areas a +2 bonus to AC. Bristles may also function as Heightened Sense: Touch.


BODY PART, MODIFIED: HAIR (MANE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Hair (Body) 
USE:Constant MODIFIER:Constitution 
You have a thick mane of hair that covers torso and head and that provides natural armor of +1. The exact color, shape, and location is left up to you to decide.


BODY PART, MODIFIED, LEGS (JUMPER)
--         P -- -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Legs (Body) 
USE:Constant MODIFIER:Physical Strength 
You have backward facing legs roped with muscle. You can perform bounding leaps up to 5 times your height and land without taking damage. You can also use your strange means of locomotion as a weapon. By vaulting into the air above an enemy, you can perform a “death from above” attack that causes 1d6 points of damage per 10 feet dropped in addition to your normal attack.


BODY PART, MODIFIED, LEGS (LEAPER)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Legs (Body) 
USE:Constant MODIFIER:Physical Strength 
You have normal looking legs but with super-strong muscles that allow you to make incredible leaps. This does not increase your normal Speed, but it does give you a special movement—a series of hopping leaps that can double your movement for a number of rounds equal to your Constitution modifier (always a minimum of 1). Additionally, you add +1 to “Evasive” and “Charging” movement per melee. You can travel at 3 miles per hour.


BODY PART, MODIFIED: LIMB (WEAPON ARM)
--         P -- -- 
RANGE:Touch DAMAGE:By weapon type 
DURATION:Constant AREA OF EFFECT:Arm (Body) 
USE:Constant MODIFIER:Physical Strength 
One of your limbs is replaced by a large outcropping of bone in the shape of a normal ax, mace, or sword. This bone weapon has the same Weapon Class and Damage as the melee weapon it mimics. This Mutation can be taken a second time to upgrade the weapon to the larger, heavier version of the weapon.


BODY PART, MODIFIED: MARSUPIAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:personal 
USE:Constant MODIFIER:Constitution 
This mutation grants a biological pouch on your abdomen. The pouch is biologically capable of caring for an infantile mutant that shares the same genetics as the marsupial mutant. The pouch is also capable of hiding small objects. Rule of thumb: if the profile of the object can be held in your flat and outstretched hand without little to no overhang, then it should fit without too much discomfort. Anything larger than that will both be uncomfortable to house in the pouch and it will be apparent to outside observers that you have something stashed in the pouch.


BODY PART, MODIFIED: NERVES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your nerves function 25% faster than normal, granting you a +4 bonus to all Initiative and Dexterity checks.


BODY PART, MODIFIED: PATAGIA
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Arms (Body) 
USE:Constant MODIFIER:Dexterity 
Membranes grow under your arms and connect to your body that allow you to double your movement for one round as you glide the distance. You make no sound. With a running leap, your movement is 5 times normal movement. You can only do this once every other round. Jumping off a high structure (building, cliff, rock, tower, tree, etc.), you can glide 100 feet for every 10 feet of height.

BODY PART, MODIFIED: QUILLS
--         P -- -- 
RANGE:20 feet DAMAGE:2d6 
DURATION:Instantaneous AREA OF EFFECT:Up to three targets 
USE:10 times before you run out of quills MODIFIER:Dexterity 
You have quills all over your body. There are total of 10d10 quills. Quills may be thrown for STR in damage. Up to 6 may be flung at once as a volley and if the throw check is a success check 1d6 to see how many have struck. Each striking quill past the first adds +1 to a single damage check. Lost quills grown back in 3 days.

This message was last edited by the GM at 13:29, Tue 11 Oct 2022.
StarMaster
GM, 23 posts
Tue 11 Oct 2022
at 04:27
  • msg #3

5. Physical Mutations

APATHY FIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:1d6 minutes AREA OF EFFECT:All within 100-foot radius 
USE:Four times per day MODIFIER:Mental Strength 
Up to four times per day, you are able to broadcast apathy in a 100 foot radius. The field will cause living intelligent beings to lose focus on what they are currently doing, while less intelligent creatures will cease actions and possibly wander off. This is treated as a normal mental attack.


ARMOR
--         P -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Leaves (Body) 
USE:Constant MODIFIER:Constitution 
This plant has large thick leaves that provide a level of armor for the plant. The leaves provide AC 15 protection. The leaves can be harvested and fashioned into armored tunics or into shields.


AROMATIC POWERS
--         -- -- F 
RANGE:150 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant’s strong fragrance reminds those who smell it of their favorite food, causing them to follow the scent to its source. The effect is broken once the plant attacks. A Mental Strength check versus the Mutation score can be made to resist.


ARTERIAL WEAKNESS
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your veins and arteries lack elasticity so that they do not close off when cut to stop bleeding. Damage from cutting or puncturing attacks are at +3.


ATTACK REVERSAL
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
Whenever you make a Mental Attack, if your Mutation check results in a Critical Failure then your attack is reversed and takes immediate effect upon you.


AUDITORY FREQUENCY WELL
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:  AREA OF EFFECT:40-foot diameter circle 
USE:At will or constant MODIFIER:Constitution 
This plant emits a nearly undetectable ‘white noise’ sound that acts as a noise-canceling agent within a 40-foot diameter circle, eliminating the ability of characters to have normal person-to-person communication. This noise-canceling effect can be “at will” or constant at the GM’s discretion.


AVERSION FIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:3d6 days AREA OF EFFECT:Single target 
USE:Once per day MODIFIER:Mental Strength 
Once per day, you can place a field of mental energy around a man-sized object that will last for 3d6 days. Any living intelligent being attempting to touch the object must successfully defend against a mental attack in order to touch the object. Those who fail can get no closer than 3 feet. Once the object has been touched by an intelligent living being, the effect is destroyed.


BEGUILING
--         P -- -- 
RANGE:50-foot radius DAMAGE:Special 
DURATION:5 rounds, per resistance check AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
There’s just something about you that others find cute or sweet or adorable or fascinating. All creatures within range need to make a Mental Strength check in order to attack you, and even if they do, they’ll use the least powerful of their weapons or powers when they do. Every three rounds, they may attempt to break free of the Beguiling by making a Mental Strength check at –2. Once freed, the creature will not be affected by this mutation for 24 hours.


BIOLUMINOSITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:  AREA OF EFFECT:30-foot radius 
USE:Once per day MODIFIER:Mental Strength 
Once per day, you can cause your skin to glow blue, providing moderate light within a 30-foot radius. You can choose to make your entire body glow or just a selected part of your body (such as your hand, your nose, etc.). This light will not emit heat, and does not interfere with Infravision, etc. If you lose consciousness while using this ability, the glow will rapidly fade.


BLINDSIGHT
--         P -- -- 
RANGE:Self (30 feet) DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You can perceive things in your immediate vicinity without sight. You have blindsight with a range of 30 feet. Using non-visual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, you maneuver and fight as well as a sighted creature. Invisibility and darkness are irrelevant. You usually do not need to make a Perception check to notice creatures within range of your blindsight ability.


BODY CHANGE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
These are just cosmetic changes.
Completely hairless:Including no eyebrows.
Enlarged facial feature:big eyes, big nose, big chin, or big ears, etc.
Extra fingers:Probably six fingers on each hand.
Forked tongue:Looks weird but has no other ability.
Misplaced facial feature:???
Misshapen head:Elongated, flattened forehead, bony ridges on forehead.
Odd hair color:Pink, blue, green, purple, orange, copper, gold, etc.
Odd skin color:Pink, blue, green, purple, orange; striped, spotted, camouflage, etc.
Patches of fur:These might be in odd places or just heavier in normal places.
Pointy ears:Just like an Elf.
Sagging folds of skin:Interferes with clothing.
Single eye:You might be a cyclops.
Transparent skin:Your muscles can be seen.


BODY CONTROL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:3d6 min AREA OF EFFECT:Body 
USE:Once each 8 hrs. MODIFIER:Mental Strength 
You temporarily increase one body function of your choice. You must make a Mutation check--if successful the function is increased as listed. Success by 5 or more grants a bonus of +1 as applicable while Critical Success grants a bonus of +2. However, you suffer a level of Fatigue at the expiration of the Mutation’s duration, recoverable after 5 minutes of rest.
HEARING:You can hear everything within 200 feet and can’t be surprised. All sonic attacks against you are +2 to hit and damage while this is in effect.
MUSCLE CONTROL:You speed up your body to twice the level of functioning. You can take two actions per round at no multi-actions penalty.
SIGHT:You gain the ability to see up to 120 feet at night, in fog or in water and can visually gauge radiation intensity.
SMELL:You can distinguish faint smells, identifying their source and adding +2 to Tracking, and you may detect when poisons are present within something.
TOUCH:You gain an intuitive understanding of the structure of something touched. All work or attacks upon this structure are at +2.


BODY PART, MODIFIED: APPENDIX
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You possess an enhanced and activated appendix that provides immunity to any poisons with a Toxicity Level (Tox) equal to or less than your Mutation score. Poisons with a greater Tox are still only half effective.


BODY PART, MODIFIED: CLAWS
--         P -- -- 
RANGE:Self DAMAGE:1d6+1 per clawed hand 
DURATION:Constant AREA OF EFFECT:Hands (Body) 
USE:Constant MODIFIER:Strength 
Your fingernails and toenails have grown longer and tougher, becoming claws that you can attack with, doing 1d6+1 points of damage with each clawed hand that hits.


BODY PART, MODIFIED: CLAWS (POISONOUS)
--         P -- -- 
RANGE:Self DAMAGE:1d6+1 per clawed hand + poison 
DURATION:Constant AREA OF EFFECT:Hands (Body) 
USE:Constant MODIFIER:Strength 
Your fingernails and toenails have grown longer and tougher, becoming claws that you can attack with, doing 1d6+1 points of damage with each clawed hand that hits. With a successful attack, they also deliver Intensity-7 poison.


BODY PART, MODIFIED: EFFICIENT MUSCLES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your muscles function more efficiently than others of your species. You never suffer from Fatigue or Exhaustion.


BODY PART, MODIFIED: EYES (COMPOUND)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
Instead of normal eyes, you have compound eyes like those of some insects that stick out of the side of your head. You can see nearly behind you-you can never be surprised by anyone attacking from the rear.


BODY PART, MODIFIED: EYES (MAGNI-VISION)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:Eyes (Body) 
USE:5 times per day MODIFIER:Constitution 
With a successful Mutation check, you can see 5 times as far as your normal vision for 5 minutes. As long as this Mutation is functioning, your normal vision takes a -5 penalty on all Perception checks, but you can end your Magni-Vision any time you want as a free action.


BODY PART, MODIFIED: EYES (MICRO-VISION)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:Eyes (Body) 
USE:5 times per day MODIFIER:Constitution 
With a successful Mutation check, you can see microscopic details that are otherwise unseen by regular eyesight. As long as this Mutation is functioning, your normal vision takes a -5 penalty on all Perception checks, but you can end your Micro-Vision any time you want as a free action.


BODY PART, MODIFIED: EYES (PERISCOPIC)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Two minutes at a time, one minute between uses MODIFIER:Mental Strength 
You can extend your eyes from their sockets on 6-foot long flexible stalks, allowing you to peer around corners, over barricades, and similar obstacles. When this Mutation is not in use, you appear normal aside from a slight protrusion of your eyes. To keep your eyes from drying out, you can only use this ability for up to two minutes before needing to retract them back into their sockets. He must then wait a full minute before using the Mutation again.

This message was last edited by the GM at 14:18, Tue 11 Oct 2022.
StarMaster
GM, 24 posts
Tue 11 Oct 2022
at 13:39
  • msg #4

5. Mutations A - B

BODY PART, MODIFIED: FANGS
--         P -- -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
Your teeth mutated into vicious fangs. This gives you a vicious bite attack that deals piercing damage dependent on your size: Small does 1d4, Medium does 1d6, and Large does 1d8. If you get multiple attacks in a round, you can bite multiple times, though probably not different targets. Your bite is treated as a natural weapon.


BODY PART, MODIFIED: FANGS (POISONOUS)
--         P -- -- 
RANGE:Self DAMAGE:Special + Poison 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
___Your teeth mutated into vicious fangs. This gives you a vicious bite attack that deals piercing damage dependent on your size (Small does 1d4, Medium does 1d6, and Large does 1d8) as well as injecting poison into your victim’s bloodstream. Any creature you successfully hit with your bite attack must succeed at a Constitution check to negate the effects (initial and secondary damage -1d4 Con). The Toxicity (Tox) of the poison is equal to your Mutation score.
___If you get multiple attacks in a round, you can bite multiple times, though probably not different targets. Your bite is treated as a natural weapon.


BODY PART, MODIFIED: HAIR (BRISTLES)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Hair (Body) 
USE:Constant MODIFIER:Constitution 
You have thick bristly hair that provides a natural armor up to 3 locations giving those areas a +2 bonus to AC. Bristles may also function as Heightened Sense: Touch.


BODY PART, MODIFIED: HAIR (MANE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Hair (Body) 
USE:Constant MODIFIER:Constitution 
You have a thick mane of hair that covers torso and head and that provides natural armor of +1. The exact color, shape, and location is left up to you to decide.


BODY PART, MODIFIED, LEGS (JUMPER)
--         P -- -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Legs (Body) 
USE:Constant MODIFIER:Physical Strength 
You have backward facing legs roped with muscle. You can perform bounding leaps up to 5 times your height and land without taking damage. You can also use your strange means of locomotion as a weapon. By vaulting into the air above an enemy, you can perform a “death from above” attack that causes 1d6 points of damage per 10 feet dropped in addition to your normal attack.


BODY PART, MODIFIED, LEGS (LEAPER)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Legs (Body) 
USE:Constant MODIFIER:Physical Strength 
You have normal looking legs but with super-strong muscles that allow you to make incredible leaps. This does not increase your normal Speed, but it does give you a special movement—a series of hopping leaps that can double your movement for a number of rounds equal to your Constitution modifier (always a minimum of 1). Additionally, you add +1 to “Evasive” and “Charging” movement per melee. You can travel at 3 miles per hour.


BODY PART, MODIFIED: LIMB (WEAPON ARM)
--         P -- -- 
RANGE:Touch DAMAGE:By weapon type 
DURATION:Constant AREA OF EFFECT:Arm (Body) 
USE:Constant MODIFIER:Physical Strength 
One of your limbs is replaced by a large outcropping of bone in the shape of a normal ax, mace, or sword. This bone weapon has the same Weapon Class and Damage as the melee weapon it mimics. This Mutation can be taken a second time to upgrade the weapon to the larger, heavier version of the weapon.


BODY PART, MODIFIED: MARSUPIAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:personal 
USE:Constant MODIFIER:Constitution 
This mutation grants a biological pouch on your abdomen. The pouch is biologically capable of caring for an infantile mutant that shares the same genetics as the marsupial mutant. The pouch is also capable of hiding small objects. Rule of thumb: if the profile of the object can be held in your flat and outstretched hand without little to no overhang, then it should fit without too much discomfort. Anything larger than that will both be uncomfortable to house in the pouch and it will be apparent to outside observers that you have something stashed in the pouch.


BODY PART, MODIFIED: NERVES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your nerves function 25% faster than normal, granting you a +4 bonus to all Initiative and Dexterity checks.


BODY PART, MODIFIED: PATAGIA
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Arms (Body) 
USE:Constant MODIFIER:Dexterity 
Membranes grow under your arms and connect to your body that allow you to double your movement for one round as you glide the distance. You make no sound. With a running leap, your movement is 5 times normal movement. You can only do this once every other round. Jumping off a high structure (building, cliff, rock, tower, tree, etc.), you can glide 100 feet for every 10 feet of height.

BODY PART, MODIFIED: QUILLS
--         P -- -- 
RANGE:20 feet DAMAGE:2d6 
DURATION:Instantaneous AREA OF EFFECT:Up to three targets 
USE:10 times before you run out of quills MODIFIER:Dexterity 
You have quills all over your body. There are total of 10d10 quills. Quills may be thrown for STR in damage. Up to 6 may be flung at once as a volley and if the throw check is a success check 1d6 to see how many have struck. Each striking quill past the first adds +1 to a single damage check. Lost quills grown back in 3 days.


BODY PART, MODIFIED: SKELETON (DURALLOY)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Whether as a product of medical experimentation, exposure to massive doses of radiation, or a birth defect, your bones have all been laced with nearly unbreakable duralloy. Owing to the material’s tensile strength, this not only makes you stronger than average--both your Constitution and Strength are increased by +2—but you gain an additional 7 Life Points. Additionally, the damage dice from all non-mental attacks on you are reduced by half. This mutation is not without its downsides. You take double damage from sonic attack due to sympathetic resonance, and you are susceptible to control by magnetic forces.


BODY PART, MODIFIED: SKELETON (ENHANCED)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are big-boned--your bone structure is larger and stronger than average. Both your Constitution and Strength are increased by +1. You can ignore one critical hit per day (if it’s one that indicates a broken bone if that kind of detail is being used). Any broken bones heal twice as fast.


BODY PART, MODIFIED: SKELETON (DOUBLE-JOINTED)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
A combination of flexible bones and loose joints increase your Dexterity by +1. You can twist and contort your body to fit into and through very small spaces without any pain, discomfort or aftereffects. You gain a +4 bonus to resist grappled checks and to escape from any bindings.


BODY PART, MODIFIED: SKIN (HOLOGRAPHIC)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Skin (Body) 
USE:Constant MODIFIER:Constitution 
Your skin is comprised of tiny multi-faceted crystals that can bend and refract visible light at will, giving you the equivalent of +1 to your AC. You appear invisible to normal vision except for a dimly perceptible rainbow-fringed outline. Your skin also allows you to reflect laser beams and thus take no damage from laser hits. However, at least 50% of your skin must be exposed for this power to be effective.


BODY PART, MODIFIED: SKIN (METALLIC)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:10 rounds AREA OF EFFECT:Skin (Body) 
USE:Once per hour MODIFIER:Constitution 
Your skin has the ability to temporarily transform into organic steel, granting the equivalent of full body armor (AC 18) for 10 rounds, after which this power may not be used for one hour. Your movement is slowed by one-half when this power is activated.


BODY PART, MODIFIED: SKIN (PHOTOSYNTHETIC)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Skin (Body) 
USE:Constant MODIFIER:Constitution 
You have skin that produces nutrients that serve your needs with 1/4 the normal food and water consumption as long as there is plenty of sunlight (or some equivalent). In darkness, Speed is halved. You suffer +2 points of damage from heat and cold attacks.


BODY PART, MODIFIED: SKIN (REFLECTIVE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Skin (Body) 
USE:Constant MODIFIER:Constitution 
Your skin reflects the most intent forms of a particular type of energy, doing so in a random direction. You suffer no damage from this type of attack. You must decide what type of energy your skin reflects when you gain this Mutation: Cold, Electrical, Heat, Laser, Radiation or Sonic.


BODY PART, MODIFIED: SKIN (SCALES)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Skin (Body) 
USE:Constant MODIFIER:Constitution 
You skin has a reptilian nature—it is covered in scales similar to that of a modern snake or viper, except that it gives you a +3 bonus to your Armor Class.  is decreases your Armor Class by a factor of 3 on account of the scales becoming harder in substance than soft human skin.


BODY PART, MODIFIED: TONGUE (PREHENSILE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Dexterity 
You have the ability to extend your tongue up to 6 feet and perform simple manipulation tasks with it. Your tongue has the equivalent Physical Strength equal to ¼ of your normal Physical Strength (rounded up) and is therefore able to lift and manipulate small or light objects such as untying simple knots in a rope, flicking a switch or snatching handcuff keys from an unsuspecting guard, etc. Such attempts require a successful Dexterity check to perform.

This message was last edited by the GM at 13:57, Tue 11 Oct 2022.
StarMaster
GM, 25 posts
Tue 11 Oct 2022
at 13:40
  • msg #5

5. Mutations A - B

BODY PART, MULTIPLE: EXTRA LIMBS
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You possess 1d4 additional appendages of some type. You may gain the ability to make additional melee and unarmed combat attacks. Some possibilities include: Arms or Legs.


BODY PART, MULTIPLE: EYES (THIRD EYE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Head (Body) 
USE:Constant MODIFIER:Constitution 
You have a Third Eye in the middle of your forehead. This eye gives you trinocular vision---+6 on all Perception checks. This eye may be the source of the following Mutations (if you have them): Radar, Sonar, Gamma Ray Eyes, Psychometry, Clairvoyance.


BODY PART, MULTIPLE: EYES (FOUR EYES)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Intelligence 
___You have an extra pair of eyes. You decide where they are located.
___You have an extra pair of eyes above your normal eyes.
___You have an extra set of eyes in the back of your head. You can never be surprised from behind.
___You have an extra eye in the palm of each hand. As long as you aren’t wearing gloves or holding something in your hand, you are constantly moving your hands about to see things to your side, behind you and details you might normally miss. You gain a +6 bonus on all Perception checks where vision is relevant.
___However, you also take a -2 penalty to Constitution checks against light attacks.
___Any Mutation that affects vision applies to all eyes.


BODY PART, MULTIPLE: EYES (SIX EYES)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Intelligence 
You have six eyes arrayed around your head enabling you to see in all directions at once. You gain a +4 bonus on all Perception checks from the multiple viewpoints and you can never be surprised.


BODY PART, NEW: ANTENNAE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Head (Body) 
USE:Constant MODIFIER:Constitution 
You have a pair of antennae growing out of your head. While it is possible that they are merely decorative rather than functional, it’s most likely that they enhance some sense.
Hearing:Your antennae are sensitive to sound waves. You gain a +2 bonus to Perception checks to hear something.
Smell:Your antennae register smells just like your nose, giving you a +2 bonus to Perception checks to detect smells and to track by scent.
Radio waves:Your antennae are sensitive to radio waves. You can detect direction and strength of a radio wave source, the latter of which may give you an approximation of distance.
Radiation:Your antennae are sensitive to radiation. You can detect direction and intensity of radiation sources, thus you can tell when you are getting closer to or farther away from a source of radiation.


BODY PART, NEW: ANTLERS
--         P -- -- 
RANGE:Self DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:Head (Body) 
USE:Constant MODIFIER:Strength 
You have grown a set of antlers like those on deer, reindeer, elk, moose, or caribou that are up to 6 feet long/across. You can use these as a physical attack inflicting 2d6 points of damage. If you can charge at least 30 feet then the damage is doubled.


BODY PART, NEW: CREST
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Head (Body) 
USE:Constant MODIFIER:Charisma 
You have a hollow bone crest that begins from your forehead and then arcs back over your head. This crest is 18” long and is comprised of hollow bone. The crest’s hollow chambers are connected to your sinuses. If you force an exhalation of air out of the crest, then you produce a long loud foghorn sound. The height and color of it (black, rainbow, goldenrod, etc.) is up to you to decide.


BODY PART, NEW: FUR
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your body is covered with a thick matting of fur that gives you a +1 bonus to your Armor Class, completely protects you from the cold and cold attacks, and reduced damage from heat attacks by half. Under some circumstances, it may also grant you a +4 bonus to hide as if it was camouflage, depending on its coloration. Possible colors that might do this include black, white, golden, brown, auburn, green, mottled, or striped (black and orange or black and white).


BODY PART, NEW: GILLS
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have developed a set of gills as well as normal lungs. You may breathe water. Poison Gas automatically kills you if you are exposed to it for more than 3 rounds.


BODY PART, NEW: HORNS
--         P -- -- 
RANGE:Self DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:Head (Body) 
USE:Constant MODIFIER:Constitution 
You have grown a set of horns up to 6 feet long/across, and may use these as a physical attack inflicting damage depending on the type of horn. More often than not, only one horn (if you have more than one) can attack at the same time because they are on opposite sides of your head. If you can charge at least 30 feet then the damage is doubled.
Devil horns:+1d4 with head butt
Longhorns:1d8 piercing
Ram horns:2d8 slam
Rhino horn:2d8 gore
Triceratops horns:3d6 piercing; two long forehead horns and a nose horn.
Tusks:1d8 gore
Unicorn horn:1d6 piercing


BODY PART, NEW: MANDIBLES
--         P -- -- 
RANGE:Self DAMAGE:2d4 
DURATION:Constant AREA OF EFFECT:Face (Body) 
USE:Constant MODIFIER:Strength 
You possess a pair of mandibles that stick out from the sides of your mouth. They prevent you from making a bite attack but can attack as a bite instead that does 2d4 damage.


BODY PART, NEW: PINCERS
--         P -- -- 
RANGE:Self DAMAGE:1d8 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Strength 
You have a pair of pincers like that of a crab or lobster. They either replace your hands or they grow out of your body under your existing arms. They don’t give any additional attacks, but can be used to attack instead of your hands.


BODY PART, NEW: SPINES
--         P -- -- 
RANGE:Self / 4/8/16 DAMAGE:1d6 / Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have spines that grow along your back and tail (if you have a tail), etc. There are around 20 spines that do 1d6 damage if you are rubbed up against, more if you are grappled or grappling. Unlike Quills, Spines can’t be fired at opponents.


BODY PART, NEW: TAIL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have a tail that is an extension of your spinal column growing out of the base of your spine. It is either a thin tail like that of a cat or a thick tail like that of a kangaroo. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
Thin Tail:The cat-like tail grants you a +4 bonus to any balance checks you need to make.
Thick Tail:A kangaroo-like tail can act like a third leg that gives you a +4 bonus to resist being knocked down or make a slam attack against an adjacent opponent to the side or rear. Your tail provides a +2 Mutation bonus on all Balance checks. In addition, you gain a single tail slam as a natural weapon attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail.
SPECIAL:A creature that already has a tail or any other Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Barbed Tail mutation.


BODY PART, NEW: TAIL (ARTICULATED)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a tail that is an extension of your spinal column growing out of the base of your spine. This tail ends in a small hand that is able to wield small melee weapons and pistols. It might be able to operate other devices provided those devices can be operated one-handed.
SPECIAL:A creature that already has a tail cannot gain this mutation.


BODY PART, NEW: TAIL (BARBED)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a tail that is an extension of your spinal column growing out of the base of your spine. The tail ends in a barb shaped somewhat like an arrowhead. You can make a natural weapon attack against an opponent adjacent to your rear or on either flank. A successful hit delivers 2d6 points of piercing damage.
SPECIAL:A creature that already has a tail cannot gain this mutation.


BODY PART, NEW: TAIL (PREHENSILE)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
___You have a tail that is an extension of your spinal column growing out of the base of your spine. It grants you a +4 bonus to any balance checks you need to make. It can also grab, grasp, seize, hold and manipulate a simple object up to one size category smaller than your own. For example, a Medium-size creature can use its prehensile tail to grasp and manipulate an object of up to Small size. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
___Your prehensile tail is incapable of fine manipulation such as wielding a pistol. It can, however, wield a small melee weapon like a dagger, but does so at a -2 penalty. It can only attack an opponent adjacent to your rear, though.
___You can “hang” from your prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up your other limbs.
SPECIAL:A creature that already has a tail cannot gain this mutation.


BODY PART, NEW: TAIL (REPTILLIAN)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a thick tail that is an extension of your spinal column growing out of the base of your spine. It grants you a +2 Mutation bonus to any balance checks you need to make. It can also be used to make a natural weapon slam attack against an opponent adjacent to your rear or to either flank that delivers 3d6 points of bludgeoning damage.
SPECIAL:A creature that already has a tail cannot gain this mutation.


BODY PART, NEW: TAIL (STINGER)
--         P -- -- 
RANGE:Self DAMAGE:3d6 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a tail that is an extension of your spinal column growing out of the base of your spine and curls up over your back. This tail ends in a stinger that delivers 3d6 points of piercing damage on a successful natural weapon attack to any opponent adjacent to your front or either flank. It does not deliver any poison unless you also have another Mutation that would allow that.
SPECIAL:A creature that already has a tail cannot gain this mutation.


BODY PART, NEW: TAIL (STRANGULATING)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a tail that is an extension of your spinal column growing out of the base of your spine. It grants you a +2 Mutation bonus to all balance checks you need to make. It is also strong enough and flexible enough to strangle an opponent. If you succeed at a natural weapon attack, your opponent is grappled and takes 1d6 points of strangulation damage per round. This is an instinctual defensive mechanism, though, so you cannot use your tail to grab, hold or carry things.
SPECIAL:A creature that already has a tail cannot gain this mutation.

This message was last edited by the GM at 13:55, Tue 11 Oct 2022.
StarMaster
GM, 26 posts
Tue 11 Oct 2022
at 13:44
  • msg #6

5. Mutations A - B

BODY PART, NEW: TENTACLES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have a pair of tentacles that grow out of your back, shoulders or under your regular arms. These tentacles can grab, lift and carry items but they can’t manipulate fine things (like pistols and rifles) nor can they wield melee weapons. They can, however, throw things like rocks or make an unarmed attack.


BODY PART, NEW: TRUNK
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Face (Body) 
USE:Constant MODIFIER:Constitution 
Your nose has grown longer and thicker until it turned into a trunk like an elephant has. It isn’t the size of an elephant’s trunk unless you are the size of an elephant. It has multiple functions, including breathing, olfaction, touching, grasping, and sound production. Your sense of smell is four times as sensitive as that of a bloodhound. The trunk's ability to make powerful twisting and coiling movements allows it to collect food, wrestle with other creatures, and lift up to half your normal Strength limit. It can be used for delicate tasks, such as cracking a peanut shell without breaking the seed. You can use your trunk to suck up food, water, dust or grass to spray at an opponent, though it does no damage, just distracts and annoys them. You can also use your trunk as a snorkel when underwater. And you can use your trunk to wrap around an item and squeeze it.


BODY PART, NEW: WINGS
--         P -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Back (Body) 
USE:Constant MODIFIER:Constitution 
You have working wings that open to about 12 feet wide (or twice your height). You can fly at a Speed of 60 feet per round. The look of the wings is up to you: bat-like, bird-like, butterfly-like, dragonfly-like, or bumblebee-like. These wings aren’t as efficient as those of a bird, so you can only carry a light load at half speed or a medium load at one quarter the speed.
PLANT:The plant possesses leafy vanes that function like wings, thereby giving it mobility.


BODY PART, OVERSIZED: APPENDIX
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your over-sized Appendix effectively reduces the Toxicity Level (Tox) of all poisons in your system by 5 points. Critical Success on your Constitution check to resist a poison means it has no effect on you and you are thereafter permanently immune to that poison.


BODY PART, OVERSIZED: BRAIN
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Brain (Body) 
USE:Constant MODIFIER:Constitution 
Your Brain size has increased. Intelligence and Mental Strength are increased by 3 and your head is noticeably larger.


BODY PART, OVERSIZED: HEART
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Heart (Body) 
USE:Constant MODIFIER:Constitution 
Your Heart has increased in size. Your Constitution is increased by 3 and you gain 12 additional Life Points.


BODY PART, OVERSIZED: LUNGS
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Lungs (Body) 
USE:Constant MODIFIER:Constitution 
Your Lungs have increased in size and that makes you appear barrel-chested. You can hold your breath twice as long as normal, you ignore the first level of Fatigue, and you gain a +2 bonus to any resistance checks versus inhaled gasses.


BODY PART, OVERSIZED: MUSCLES
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
Your musculature has increased dramatically. Your Physical Strength increases by 2 and you can carry twice as much as normal.


BODY PART, OVERZIZED: NERVOUS SYSTEM
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your nervous system has expanded. You gain +10 feet to your Speed and a +2 bonus to all Dexterity checks (including Initiative).


BODY STRUCTURE CHANGE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your organs are not in the same place as a normal creature of your type. Anyone treating your injuries with first aid or Medical skill takes a -2 penalty to their skill checks. However, you can ignore one critical hit per day.


BODY WEAKNESS: BRITTLE BONES
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Melee attacks or any attack that delivers bludgeoning, force or impact damage do an additional +1d4 points of damage.


BODY WEAKNESS: BRUISING
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You don’t take any additional damage from attacks, but any damage that you do sustain takes longer to heal. You heal only 1 point per day of rest regardless of your Constitution modifier or any Mutations. All medicines and medical treatment (whether via Skill or ancient technology) are ever only half as effective.


BODY WEAKNESS: POOR IMMUNE SYSTEM
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your immune system is not as strong as it should be. You take a -2 penalty on all Constitution checks to resist sickness, disease, or poison.


BODY WEAKNESS: SENSITIVE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your body is particularly sensitive to heat, cold, radiation, and even loud noises. These things cause you pain significant enough to cause a –2 penalty to all actions.


BODY WEAKNESS: SKIN (DRY)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your skin is dry and flaky. If exposed to heat above 100 degrees F, your skin bursts into flame doing 1d10 each round until put out.


BODY WEAKNESS: SKIN (RUBBERY)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your skin is rubbery and hard reducing Speed by 1; reduced by 2 in cold weather. You take a -2 penalty to all Dexterity checks.


BODY WEAKNESS: SKIN (SOLUBLE)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your skin lacks cohesion to the point where it is water soluble. You take 1d10 points of damage per minute that more than 25% of you is immersed in water and 2d6 per hour if you are exposed to rain.


BODY WEAKNESS: SKIN (THIN)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your skin is thin and brittle, making it easier to penetrate and tear. You take an extra 2 points of damage from any physical attack.


BODY WEAKNESS (Defect): WEAK STAMINA
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You suffer from poor stamina. Any actions requiring endurance may be performed only 1/2 as long as a normal person would and you suffer a -2 penalty to all Constitution checks.


BONE GUARD
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Part of your body (such as your arms, tail, or head) is covered by thick bone. This improves your AC by +1. If your head is covered in thick bone, you gain a +2 bonus when resisting mental attacks.

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