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6. Mutations C - F.

Posted by StarMasterFor group 0
StarMaster
GM, 7 posts
Mon 19 Sep 2022
at 18:04
  • msg #1

6. Mutations C - F


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: C ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


CARAPACE, PARTIAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You gain a chitinous carapace that gives you natural armor that covers your torso and head. It grants you an AC of 14. However, most clothing and armor won’t fit you unless it is custom made for you.


CARAPACE, TOTAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Self 
USE:Constant MODIFIER:Constitution 
You gain a chitinous carapace that gives you a natural armor that covers your entire body. This grants you an AC of 16 but reduces your Speed by 5 feet. You cannot wear other armor over top of your carapace and clothing has to be custom made for you.


CATERWAUL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:up to 10 minutes AREA OF EFFECT:300/150 feet 
USE:At will MODIFIER:Constitution 
When attacked or endangered, you emit a high-pitched howling wail that alerts all other creatures within a 300-foot radius. All creatures within 150 feet are unable to fully concentrate owing to the deafening din you emit. They therefore suffer a -4 penalty to all melee attacks and Skill checks as well as a -6 penalty to all ranged attacks and mental attacks.


CETACEAN
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are kin to dolphins and porpoises. You have webbed fingers and toes that allow you to swim at great speeds (30 feet per round). You breathe through a blowhole on back or top of your head, and you can hold your breath for 15 minutes in or out of the water. You also see underwater using echo-location (sonar).


CHAMELEON POWERS
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:One hour AREA OF EFFECT:Body 
USE:Once every 30 minute rest MODIFIER:Mental Strength 
___You have the ability to alter your coloration to blend in with your surroundings. You are even constantly changing color while moving. Each time you wish to use this Mutation, you must make a Mutation check to enable it. With success, you are well-blended in. Watchers may detect you if they have reason to look and make a Perception check with a -4 penalty. Once detected, though, attacks against you are at –4.
___If you move while using this power, viewer’s Perception checks are only at –2. Even though this Mutation is a conscious power, there is no negative applied to other activities while it is in use. You may use this power for up to a full hour at a time, where after 30 minutes must be spent resting before it is used again.


CLAIRVOYANCE
--         -- M -- 
RANGE:600 feet DAMAGE:N/A 
DURATION:While concentrated on AREA OF EFFECT:Body 
USE:Once per hour MODIFIER:Mental Strength 
You have the ability to close your eyes and focus mental energy in order to see the world from a phantom vantage point. You can see from this point in space as if you were actually there and viewing it in person with your own eyes. This vantage point passes through any material except lead and travels at a rate of 15 feet per round. If you succeed at a Mutation check by 5 or more, you can also hear what is said at the location.


CLONE PODS
--         -- -- F 
RANGE:Self DAMAGE:Death 
DURATION:Constant/36 hours AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
Only carnivorous mutant plants of a large size can possess this plant mutation, typically plants related to the willow tree. The mutant plant has several systems that work in symbiosis with each other, the first is a sweet fruit that induces sleep, the second are vines that ensnare the sleeping victim and raises him into the treetop, and the third is a giant seed pad that contains a vegetable clone of the victim. Anyone eating one of the sweet fruit must succeed at a Constitution check against a Tox 12 poison or fall sleep. The ensnared victim’s life becomes in-sync with the vegetable clone growing in the pod. It takes 24 hours for the vegetable clone to mature and hatch out of the seed pot, and as the clone gains life, the victim loses his. As the clone is hatched, the victim dies. The mutant plant usually has a dozen inert clone pods located just below the soil, and what a victim is capture, the mutant plant pushes the triggered clone pod above the soil. The resulting vegetable clone is a copy of the victim except that the vegetable clone is a deep green in color. The mutant plant used the vegetable clone to destroy any neighboring plants that may be in competition for food. The vegetable clone only has a limited lifespan of 36 hours.


COGNITIVE IMMORTALITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
___If you are at 0 or lower Life Points, you are dying. You can consciously select a new body from those available around you. If, on the other hand, you are at -11 Life Points or lower, your mind automatically attempts to transfer to another body—usually the closest suitable one even if that’s not one you would choose.
___If you can’t overpower the other mind (Mutation check versus target’s Mental Strength), you still make the transfer but you are in the backseat (not in control), though you can influence the other mind.
___If Mutation check is a Critical Success, the other mind is obliterated; no memories of its knowledge or skills are available to you.
___If your Mutation check is successful by 5 or more points, the other mind is overpowered and relegated to the backseat. You have access to its knowledge and skills.
___If your Mutation check is just barely successful (by 0-4 points), you share the body with the other mind. It triggers a Dual Mind Mutation, and you take a -4 penalty on tasks if you aren’t in agreement.


COLD GENERATION
--         -- M -- 
RANGE:60 feet DAMAGE:10d6 
DURATION:Instantaneous AREA OF EFFECT:25-foot long cone, 15-foot base; up to 3 targets
USE:Once per hour MODIFIER:Mental Strength 
You are able to project a blast of cold in any desired direction, causing flash-freeze damage to any matter in the path of the blast.


COMBAT ADAPTATION
--         -- M -- 
RANGE:Melee combat DAMAGE:+1 damage die per successful attack 
DURATION:one combat AREA OF EFFECT:one target 
USE:Once per combat MODIFIER:Mental Strength 
With this power, you gain great insight into the strengths and weaknesses of opponents when engaging them in melee combat. With each successful attack against the targeted opponent, you increase your ability to kill your enemy by adding an additional die to your damage checks. Thus, fighting an enemy with a dagger checks an additional d4 for each successful attack after the first. This Mutation only remains in effect while fighting a single opponent and immediately ends if you switch to another enemy or when the combat encounter ends. If your opponent flees the battle, for example, and is encountered later, you would not receive the additional damage dice but must start the process anew.


COMPLETE MENTAL BLOCK
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You are immune to mental attacks. Your Mental Strength improves by 2.


CONFUSION
--         -- M -- 
RANGE:40 feet DAMAGE:Confusion 
DURATION:30 seconds / 5 rounds AREA OF EFFECT:one creature 
USE:Mental Strength times per 24 hours, once per hour max. MODIFIER:Mental Strength 
You make a Mutation check versus the target’s Mental Strength as long as the target is within range. If successful the target engages in bizarre and unpredictable actions that last 5 rounds. If the target resists, they are still Shaken. What the target does if you are successful can be determined randomly or the GM can just choose an option that seems reasonable for the situation.
 1.Flees screaming and ranting.
 2.Shaken and babbling.
 3.Does nothing but defend while trying to grasp reality.
 4.All actions at -2 while fighting vertigo.
 5.Attacks largest, most dangerous thing nearby (including allies or friends).
 6.Information overload: the victim passes out.


CONTROL ANIMALS
--         -- M -- 
RANGE:50 feet DAMAGE:Special 
DURATION:6 minutes AREA OF EFFECT:Special 
USE:Three times per day MODIFIER:Mental Strength 
Controlling animals is different than controlling birds or insects. Normally, you can control only one animal at a time regardless if it’s a tiny chipmunk or a huge elephant. No Mutation check needs to be made to do this. If, however, you wish to try to control more than one, THEN you need to make a Mutation check. If you succeed, the number of animals you can now control function like a herd, pack, pride, etc. For every point you succeed by, you can control another animal (except as noted below) provided they all have a common directive such as “attack the bear”. Note that you can never control any Mutated Animals using this Mutation.
Normal Animals:cat, lion, tiger, dog, wolf, bear, squirrel, raccoon, opossum, kangaroo, monkey, gorilla, hamster, fox, muskrat, elephant, rhinoceros, hippopotamus, giraffe, goat, pig, armadillo, anteater, etc.
Herd Animals:horse, cows, cattle, deer, sheep, reindeer, buffalo, bison, elk, moose, llamas, antelopes, etc.
Colony Animals:prairie dogs, meerkats, mice, rabbits, beavers, etc.
Amphibians and Reptiles:These are a special case—you can only ever control one at a time. This includes alligators, crocodiles, snakes, lizards, skinks, salamanders, geckos, frogs, turtles, komodos, etc.
Fish:This is another special case. Small aquatic creatures such as catfish, trout, pike, etc. you can control as a school (rather than a pack). You can only control one at a time of larger creatures such as sharks, barracudas, swordfish, tuna, etc. Note that dolphins and whales are mammals and are treated as normal animals.


CONTROL BIRDS
--         -- M -- 
RANGE:100’ DAMAGE:Special 
DURATION:up to 6 minutes AREA OF EFFECT:Special 
USE:Once per 24 hours MODIFIER:Mental Strength 
You can use your mental power to control birds. The exact type of bird must be determined when this Mutation is gained, though Critical Success on a Mutation check will let you control a different type of bird. Only birds within range can be controlled, of course. If you are in the desert, you shouldn’t expect to encounter penguins. Controlled birds follow your commands to the letter as long as those commands are something they can actually do and it involves staying within range. Typical commands include: attack, distract, gather, fetch. They will not, however, kill themselves on command or do something that would obviously cause their death. Attacking is a defense mechanism so that doesn’t count.
Type—Small birds:hummingbirds, wrens, jays, cardinals, tanagers, swallows, crows, etc.; up to 20 at a time as a flock.
Type—Medium birds:hawks, smaller owls, parrots, large ravens, ducks; up to six at a time as a flock.
Type—Large birds:condors, eagles, vultures, larger owls, larger hawks, swans, flamingos, storks, pelicans; one at a time.
Type—Flightless birds (small):road runner, grebe, rails, kiwis: up to 6 at a time.
Type—Flightless birds (large):ostriches, emus, rheas, cassowaries, penguins; one at a time.
Type—Game birds:grouse, chicken, turkey, pheasant, quail, partridges; up to 6 at a time.


CONTROL BODY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:3d6 minutes AREA OF EFFECT:Self 
USE:Once every 8 hours MODIFIER:Constitution 
With a successful Mutation check, you may increase the normal level of a specific body function. However, you take 3 points of damage every time you use this Mutation.  Normally, you can only improve one area per use, but if you succeed your check by 5 or more, you can improve two functions. Critical Success means you can improve all of them at the same time, but you take 12 points of damage. The exact effects are:
Hearing:You hear everything within 300 feet and can’t be surprised (though catching exact meanings may still be difficult).
Muscle Control:You speed up your body to twice its normal level of functioning, doubling movement rates and allowing for twice the number of attacks in Physical (not Mental) combat.
Sight:You gain the ability to see up to 180 feet at night, in fog, or in water and you can visually gauge radiation intensity.
Smell:You may distinguish smells not normally within your olfactory range, much like a dog. You can track like a bloodhound and can determine when poison is present in something (food, container, etc.).
Touch:You gain an intuitive understanding of the structure of anything you touch. In combat, this increases the damage you can do via direct contact by 12 points.


CONTROL GRAVITY
--         -- M -- 
RANGE:50 feet DAMAGE:Special 
DURATION:1 round per Mental Strength AREA OF EFFECT:Single Target 
USE:Once per hour MODIFIER:Mental Strength 
With a successful Mutation check, you are able to control the relative mass of a target creature or object, making them heavier or lighter in a range from 0.1-5 gee’s. If the change would cause the target damage, it can resist the change with a Mental Strength check. This effect lasts for 1 round per point of your Mental Strength. Victims subjected to increased gravitational forces will have their movement rate lowered by one-half (cumulatively) by each additional 1g, effectively rendering them prone and immobile at 5-Gees. Falling creatures or objects that have their mass increased take extra damage of 1d6 x 1-Gee in addition to normal falling damage, while those with reduced gravity can take less damage even to the point of floating to the ground like a feather. Decreased gravity makes a target’s steps lighter, and can double its movement and jumping distances.


CONTROL INSECTS
--         -- M -- 
RANGE:40 feet DAMAGE:N/A 
DURATION:1d6 minutes AREA OF EFFECT:Special 
USE:Twice per day MODIFIER:Mental Strength 
___You can control the actions of insects by the power of your mind. Nearly all insects count as Tiny creatures; anything larger than that is probably a Mutant Animal. Normally, you can control a dozen similar insects per point of Intelligence modifier. They will act as a swarm. What you can get them to do depends on the type of insect. While many can attack/bite, some are just annoying, some can only move things or dig holes, and others may just look pretty (butterflies).
___Typical insects you can control include bees, wasps, hornets, locusts, ants, mosquitoes, fleas, flies, termites, etc. Worms, beetles, butterflies, moths, etc. don’t typically swarm so you are limited to just a single dozen of them.
___Scorpions, spiders and tarantulas are a special case—you can only control one at a time.


CONTROL PERCEPTION
--         -- M -- 
RANGE:100 feet DAMAGE:N/A 
DURATION:5 rounds (or permanent) AREA OF EFFECT:one creature 
USE:Three times per day MODIFIER:Mental Strength 
You are able to implant sensory input directly into another creature’s brain. You make a Mutation check against the target’s Mental Strength. Success allows you to control the target’s perceptions for 5 rounds. For example, you can make an enemy believe the group is running away and it will react as if the party members are in the new position. Outside of combat, you could trick a shopkeeper into believing that you paid for an item when no money changed hands. Once your control ends, the target will still not realize that his perceptions were being altered unless he succeeds at an Intelligence check at -4.


CONTROL PLANTS
--         -- M -- 
RANGE:40 feet DAMAGE:N/A 
DURATION:1d6 minutes AREA OF EFFECT:One plant 
USE:Twice per day MODIFIER:Mental Strength 
You may control the actions of one plant within range if a successful Mutation check is made. This is an opposed check vs. Intelligence (it automatically succeeds if the plant isn’t intelligent). However, you can’t make the plant do anything it isn’t physically capable of doing—it can’t mover, for example, if it doesn’t have some form of Mobility. You can control only one plant at a time.


CONTROL WEATHER
--         -- M -- 
RANGE:About 1 mile DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:300-foot radius 
USE:Once per day MODIFIER:Mental Strength 
You can create and control the weather outdoors in a 300 foot radius, with varying effects based on the type of weather present. You must succeed at a Mutation check to change the weather. Normal success means you can increase or decrease the Weather Category (CAT) by one step. For every 5 points you succeed by, you can change the weather CAT by 2 steps. Critical Success indicates you can create any CAT you choose regardless of how many steps in takes… OR you can manifest weather indoors in a small confined space. The desired effect will manifest in 1d4 minutes and last as long as you concentrate (up to 3x Mental Strength max in rounds) and then usually take another 10 minutes to dissipate (return to normal). You can effect a change of one step up or down in each aspect of the current weather per success. Temperature can be made to vary by 10 degrees Celsius (18 degrees Fahrenheit) and winds can be doubled or halved in speed or created at a speed equal to your Mutation score.
CATCLOUDS/PRECIPITATIONTEMPERATUREWIND 
1DrySwelteringDead Calm 
2ClearHotCalm 
3Light Clouds/Haze/FogWarmLight Breeze 
4Partly CloudyCoolStrong Wind 
5Cloudy/Mist/Light Rain/Fog/Light SnowColdHigh Gusts 
6Heavy Clouds/Sleet/Heavy Rain/Heavy Snow/HailFreezingStorm 
7Driving Sleet/ BlizzardArcticHurricane 


CORPULENCE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your body is corpulence incarnate. Your body has a hard time converting food into muscle, instead turning it into fat and storing it for some future need. You gain +1 Constitution, but –10 feet to your Speed and you cannot run. Most clothing and armor will simply not fit you unless specially made.


CRYOKINESIS
--         -- M -- 
RANGE:40 feet DAMAGE:1d6 per round cumulative 
DURATION:up to 4 rounds AREA OF EFFECT:one target 
USE:Once every 10 minutes MODIFIER:Mental Strength 
You have the ability to decrease the temperature within a localized area or target inflicting 1d6 cold damage with a successful Mutation check. For each consecutive round you concentrate on the same target the damage increases by +1d6 to a max of 4d6 on the fourth round. You must maintain concentration but need not make another check to maintain this power. Once the power has been used and dropped for any reason, it cannot be used again for 10 minutes.


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


DARK CREATION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:Mutation score x 3 feet radius 
USE:3 times in 24 hours MODIFIER:Mental Strength 
You are able to emit an area of darkness equal in radius to your Mutation score x 3 feet. This darkness is not of sufficient intensity to harm anyone by itself, but it goes block all illumination of an intensity up to that of a glow cube. All other bright lights—including that of a floodlight, a light generation or light creation, etc.—have their intensity reduced by half, which also applies to range, damage, and so on. You cannot see in your own area of darkness. Unless consciously turned off, this darkness exists until the end of the duration set for it, even if you fall unconscious or dead.

This message was last edited by the GM at 03:57, Fri 18 Nov 2022.
StarMaster
GM, 27 posts
Wed 12 Oct 2022
at 03:23
  • msg #2

6. Mutations C - F


 
~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: D (continued) ~~~~~~~~~~~~~~~~~~~~~~~~~
 


DARK DEPENDENCY
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
The darkness is your friend. You must stay in dim light. In bright light (not moonlight or starlight) you suffer nervousness and are nearly blind (–2 to attack or Perception checks for something beyond 25 feet). In addition, you take 1d6 damage per round whenever you are exposed to bright light. On the other hand, you see in dim light as well as others see in full daylight.
PLANT:The plant takes 1d8 damage per round exposed to bright light.


DAYLIGHT STASIS
DEFECT         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Unlike other plants, this one is active at night and enters stasis in daytime (ignoring everything, including attacks). Subconscious Mutations operate normally during stasis.


DE-EVOLUTION
--         -- M -- 
RANGE:Mental Strength DAMAGE:Special 
DURATION:Permanent AREA OF EFFECT:Single creature 
USE:Once per day MODIFIER:Mental Strength 
You have the ability to strip away Mutations and abilities from targets by regressing the victim along its evolutionary path. If you succeed at a Mutation check vs. the target’s Mental Strength check the victim loses his most powerful mutation (GM decides). Pure Strain Humans lose 1d6 from their highest Attribute instead.


DEACTIVATION
--         -- M -- 
RANGE:120 feet DAMAGE:N/A 
DURATION:5 rounds + AREA OF EFFECT:1 device 
USE:5 deactivations per day MODIFIER:Mental Strength 
You can remotely deactivate certain devices, technological equipment, and even weapons being used against you. A successful Mutation check against the item being targeted will deactivate it for 5 rounds + 1 round for every 2 points you succeed by. This deactivation ability does not apply to androids and only a Critical Success will affect a robot.


DEATH FIELD GENERATION
--         -- M -- 
RANGE:Self DAMAGE:60 points 
DURATION:Instantaneous AREA OF EFFECT:35-foot radius 
USE:Once per day MODIFIER:Mental Strength 
You can drain away the life energy of everyone in range. If you succeed at your Mutation check, you drain away 60 Life Points from everyone, essentially incapacitating most creatures and seriously wounding others, leaving them Shaken. Targets can make a Constitution check for half damage, but will still be Shaken. Unfortunately, you must then succeed at a Mental Strength check or fall unconscious for 10 rounds afterward.
PLANT:A plant’s Death Field is an anti-life pollen cloud. This cloud isn’t blocked by force fields and does not affect other plant life. The plant then must succeed at a Mental Strength check or fall into a torpor for 10 minutes afterward.


DECREASED METABOLISM
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You react much slower to things around you. In combat, you roll 2d20 for Initiative and use the lower of the two dice. Additionally, you are –2 to Attribute checks involving reaction (catch the edge of the pit before tumbling over, etc.).


DECREASED SPEED
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
Your coordination and leg musculature aren’t as well developed as they normally should be. Thus, you are unable to move as quickly as normal. Your Speed is reduced by 10 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.
Special:You can gain this Defect multiple times. Its effects stack.


DENSITY CONTROL, OTHERS
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:One creature 
USE:Twice per day MODIFIER:Mental Strength 
You have the ability to temporarily increase or decrease your target’s density. Even if the target is a willing recipient, you need to succeed at an opposed Mutation check vs. the target’s Mental Strength to overcome its natural resistance.
DECREASE:The target and everything it’s wearing or carrying becomes less dense. This effectively increases the target’s Speed and makes it a bit harder to hit. All attackers have a chance to miss him when they attack because he’s become partially insubstantial.
INCREASE:The target and everything it’s wearing or carrying becomes denser. This extra density makes him slower, but it also makes him harder to hit and damage.
MUTATION CHECKDENSITYDECREASED DENSITY
Critical FailureNo changeNo change
Ordinary Failure90%+1 to AC, 10% miss chance; +5 feet to Speed
Ordinary Success75%+2 to AC, 25% miss chance; +10 feet to Speed
Success by 5 or more50%+3 to AC, 50% miss chance; +20 feet to Speed
Critical Success25%+10 to AC, 80% miss chance; +40 to Speed
MUTATION CHECKDENSITYINCREASED DENSITY
Critical FailureNo changeNo change
Ordinary Failure110%+1 to AC, 2 DR
Ordinary Success125%+2 to AC, 5 DR; -5 feet to Speed
Success by 5 or more150%+4 to AC, 10 DR; -10 feet to Speed
Critical Success200%+8 to AC, 20 DR; -20 feet to Speed


DENSITY CONTROL, SELF
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:Body 
USE:Twice per day MODIFIER:Mental Strength 
You have the ability to temporarily increase and decrease your density. A successful Mutation check produces the following results:
DECREASE:You and everything you are wearing or carrying becomes less dense. This effectively increases your Speed and makes you a bit harder to hit. All attackers have a chance to miss you when they attack because you’ve become partially insubstantial.
INCREASE:You and everything you are wearing or carrying becomes denser. This extra density makes you slower, but it also makes you harder to hit, gives you damage resistance, and also gives you Temporary Life Points.
MUTATION CHECKDENSITYDECREASED DENSITY
Critical FailureNo changeNo change
Ordinary Failure90%+1 to AC, 10% miss chance; +5 feet to Speed
Ordinary Success75%+2 to AC, 25% miss chance; +10 feet to Speed
Success by 5 or more50%+3 to AC, 50% miss chance; +20 feet to Speed
Critical Success25%+10 to AC, 80% miss chance; +40 to Speed
MUTATION CHECKDENSITYINCREASED DENSITY
Critical FailureNo changeNo change
Ordinary Failure110%+1 to AC, 2 DR
Ordinary Success125%+2 to AC, 5 DR, +5 Temporary Life points; -5 feet to Speed
Success by 5 or more150%+4 to AC, 10 DR, +10 Temporary Life Points; -10 feet to Speed
Critical Success200%+8 to AC, 20 DR, +20 Temporary Life Points; -20 feet to Speed


DIMINISHED SENSE: HEARING (Defect)
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Ears (Body) 
USE:Constant MODIFIER:Constitution 
You are hard of hearing. You have a -2 penalty to Perception checks to hear anything within 10 feet. This penalty increases to -5 beyond that. People talking to you may often have to repeat what they said before you get it. Whether this helps you against sonic attacks is left up to the GM to determine.


DIMINISHED SENSE: SMELL/TASTE
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You have no sense of taste and smell. You cannot smell or taste when food is spoiled or rotten and can therefore be easily poisoned. You rely on sight and touch to tell if something might be edible. On the other hand, you gain a +2 bonus to all checks versus gas attacks.


DIMINISHED SENSE: TOUCH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your sense of touch is impaired and all touch-related activity is at –2. This modifier does not affect attacking or defending.


DIMINSISHED SENSE: VISION (BLURRED)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
Your eyes don’t focus too well. It may be a case of astigmatism, but it may also have something to do with the rods and cones. In any case, nearly everything looks like a blur to you though you’ve learned to distinguish between blurs such that you don’t mistake a friend for an enemy. You take a -4 penalty on all Perception checks by day and a -8 penalty at night.


DIMINISHED SENSE: VISION (COLOR BLIND)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You cannot distinguish between red and green or blue and yellow and you may not even be able to see things of a certain color at all. You take a -2 penalty to Perception when examining things.


DIMINISHED SENSE: VISION (FAR-SIGHTEDNESS)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
Things look clear to you far away but are blurry and indistinct if closer than 10 feet. You take a -3 penalty on any attacks you make within that close range. Additionally, you can’t read any printed material, such as papers, books, instruction manuals, etc.


DIMINISHED SENSE: VISION (NEAR-SIGHTEDNESS)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You can’t focus on objects that are a greater distance away from you than your Intelligence score (in feet). You can only see things at point blank range at night. If you make an attack at a greater distance, you take a -5 penalty.


DIMINISHED SENSE: VISION (NO DEPTH PERCEPTION)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You cannot determine the distance of objects and take a -2 penalty to all actions that require you being able to judge the distance, such as making ranged attacks.


DIMINISHED SENSE: VISION (TUNNEL VISION)
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You have little peripheral vision and take a -1 penalty on surprise checks. Foes attacking from the side gain a +2 bonus to hit you.


DISPLACEMENT
--         -- M -- 
RANGE:Special DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:One use per hour MODIFIER:Mental Strength 
You have the power to avoid danger by automatically teleporting up to 75 feet away within line of sight whenever you encounter a hazard. You can decide when it goes into effect; it can only be used after successful hits, but before damage is checked. A Mental Strength check is made to determine success; -2 if you are Shaken. This does not count as an Action and may be used at anytime in the round as long as you are just about to take damage. Unconscious/Incapacitated creatures are unable to use this power. The GM determines where you teleport to.
PLANT:The plant has the power to avoid danger by automatically teleporting up to 75 feet away when encountering a hazard. While a subconscious mutation, the plant may still decide when it goes into effect and it can be used after successful hits, but not after damage is checked. The GM determines where the plant teleports to. This automatic response will not work if there is no safe place to teleport to.


DUAL BRAIN
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Brain (Body) 
USE:Constant MODIFIER:Mental Strength 
You have two brains (though not necessarily two heads) stuffed into your enlarged head. Both of them work normally and each one can have a full set of Mental Mutations. You are +2 to figuring out Artifacts. When being Mentally Attacked, two separate checks must be made and if either attack check fails, the attack fails! You may make two Mental Attacks of your own (one per brain) or one Mental and one Physical attack per round. When you sleep, one brain can remain alert, but it will need its rest time, too.

This message was last edited by the GM at 16:55, Wed 12 Oct 2022.
StarMaster
GM, 28 posts
Wed 12 Oct 2022
at 12:52
  • msg #3

6. Mutations C - F

DUALITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
Your brain functions like a multi-processor that enables you to do two unrelated things at once within the physical limits of your body. You are effectively ambidextrous. You can make two attacks of any type in a round with no penalty for doing so (including no off-handed modifiers). Or you can perform two separate tasks, such as draw while reading a book, tie a knot while drinking, etc. If you also have a Dual Brain, this Mutation applies to both of them so that you can do four things at once!


DUPLICATION PODS
--         -- -- F 
RANGE:Self DAMAGE:1d6 
DURATION:1 round AREA OF EFFECT:30-foot radius 
USE:Once per flower per day MODIFIER:Constitution 
This plant has a dozen gigantic flowers that can duplicate in one round any object placed within one of them. Duplicated objects appear like perfect replicas but are, in fact, seed pods that burst in a cloud of spores within 1 hour, causing 1d6 points of damage to anyone within 30 feet. If a pod is cut open prematurely, it bursts immediately. Plants with this Mutation feed on electrical and chemical energy, and any technological object placed within it flowers is returned completely discharged of all power after duplication.


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


EDIBLE MATERIAL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Resistance 
Your body produces an edible material that others can consume. The amount of edible material produced per week is equal to half (round up) of your Mutation score. Unfortunately, you can’t benefit from your own edible material. Carnivores, of course, consider all of you edible. Pure Strain Humans will probably consider your edible material as ‘contaminated’ and it may affect them adversely anyway. Otherwise, your edible material may have an unusual taste and texture. Where this edible material is located is up to you as is the size, form and texture. This edible material, once removed, remains viable for 24 hours. Some examples follow:
Berries:These pale blue strawberry-sized berries grow around your wrist.
Fruit:These black-and-gold striped fruit are the size of a cherry and grow down the front of your chest and stomach in a line consisting of 20.
Nuts:These pea-sized nuts grow in a dozen or so clusters on your back. Each cluster holds 20 nuts.
Jerky:while it may look like a long thin strip of skin that you peel off your arms, it is actually the equivalent of dried jerky. It’s not tough at all, though, and generally tastes like chicken.
POSSIBLE SPECIAL EFFECT: 
Boosted Strength:Strength increases by +1 per pound of fruit or nuts consumed. This effect lasts for 1 hour.
Radiation Resistance:increases by +2 per pound of fruit or nuts consumed; effect lasts for 1d4 rounds.
Sense Radiation:eating one fruit or nut allows you to see radiation intensities for 1 round, and you can distinguish between strong radiation and weak radiation.


EIDETIC MEMORY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
___You are able to recall any prior experience, knowledge, or fact that you have been exposed to with near perfect accuracy. You chance of perfectly recalling any information is 100% minus 5% for each prior use of this power that day. The GM should make these checks, and supply you with erroneous memories or inaccurate information whenever a missed memory check warrants such a result.
___Additionally, when you analyze an artifact on the Item Complexity Table, the item being studied is considered to have an item complexity level two ranks higher. You are also able to build or repair equipment in half the normal time if you have read a manual on the equipment, or have previous experience of working on such an item. You also have a 40% chance to mimic any voice pattern or style of speech you have heard before.


ELASTICITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +10 mutation bonus on Escape Artist checks. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. For example, a 6-foot-tall character (72 inches) can squeeze through a 7-inch-wide, 7-inch-tall opening or passage. A creature using this mutation to move through a tight space moves at one-quarter normal speed.


ELECTRICAL GENERATION
--         -- M -- 
RANGE:Touch DAMAGE:Variable 
DURATION:Instantaneous AREA OF EFFECT:One creature touched 
USE:Once per minute MODIFIER:Mental Strength 
You can do electrical damage to targets you touch equal to 1d6 per Constitution modifier (minimum of 1). You make a Mutation check when using this power--if you succeed by more than 5, you inflict an extra 2d6 of electrical damage.
PLANT: Plant does 2d6 electrical damage to targets that touch it.  |


ELECTROMAGNETIC ENERGY WELL
--         -- M -- 
RANGE:25 feet DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:25 foot by 25 foot area 
USE:Five times per day MODIFIER:Mental Strength 
You are able to drain or absorb electromagnetic energy (excluding laser or plasma-based energy attacks) from devices that pass within range. You can then convert that energy into either Accelerated Healing or Accelerated Growth.


ELECTROMAGNETIC PULSE
--         -- M -- 
RANGE:60 feet DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:60-foot radius 
USE:once per day MODIFIER:Mental Strength 
You can unleash a powerful electromagnetic pulse (EMP), disrupting all non-robotic and AI electronics for 5 rounds. This might shut down electronic weapons, navigation systems and vehicles, radios, portable computing devices, or other devices at the GM’s discretion. Most devices will reset themselves at the end of 5 rounds. Others can be reset manually. Unless the device is hardened against EMP, stored information is wiped out and forever gone... unless some sort of non-electronic backup storage is present.


ELECTRONIC EMPATHY
--         -- M -- 
RANGE:30 feet DAMAGE:N/A 
DURATION:5 rounds AREA OF EFFECT:single device 
USE:Once per hour MODIFIER:Mental Strength 
You can establish an empathic connection with electronic devices, though only one at a time. You can view and understand in your mind’s eye any information in the electronic device by reading the device’s “mind”. If the device has an artificial intelligence that is self-aware (robots and some computers), it is possible for it to resist you empathic connection. For the purposes of this mutation, use the robot’s computer unit to determine its Mental Strength. The GM should determine what equivalent logic system an intelligent computer is utilizing.
Single Logic System= MS 12 
Dual Dependent Logic System= MS 14 
Dual Independent Logic System= MS 16 
Triple Semi-Independent Logic System= MS 18 
If you are successful in establishing an empathic connection with an intelligent electronic device, you cannot control that device but you can read any secrets that are stored in the artificial mind.


EMPATHY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:100-foot radius 
USE:Constant MODIFIER:Mental Strength 
You can sense the presence of sentient creatures within range. This can allow you to assess situations, and where useful, your gain a +2 Mutation bonus to any Charisma checks you need to make. You can also detect lies by making a successful Mutation check.


ENERGY ABSORPTION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You have the ability to cancel out the first 10 points of damage you take from any attack involving radiation or energy weapons. Additionally, paralysis rods (and similar weapons) have no effect on you. This also applies to Radiation exposure.


ENERGY CANCELING
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:50-foot radius 
USE:Constant MODIFIER:Mental Strength 
This plant gives off an aura that warps dark matter in the space around it. The aura negates the use of a single type of energy (heat, electrical, sonic, light, or radiation). Any Mutation or device that uses that type of energy does not function within the area of effect. Likewise, attacks from the energy source are nullified once they enter the zone of effect.


ENERGY DRAIN
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:30-foot diameter 
USE:Constant MODIFIER:Mental Strength 
This plant gains sustenance from electrical and chemical energy. It drains battery cells at a rate of one-quarter power per ten minutes. The mutant plant stores the collected energy in pods that grow just barely below the soil at the base of the mutant plant. The pods are about 5” in diameter and have a hard outer shell similar to a coconut shell. The pods can be used jerry-rigged as a substitute for a hydrogen cell. The mutant plant typically produces 2d4 pods.


ENERGY HANDS: ELECTRICAL
--         -- M -- 
RANGE:30 feet DAMAGE:2d10 AP 4 shock 
DURATION:Instantaneous AREA OF EFFECT:Single target 
USE:Twice per day MODIFIER:Dexterity 
You have the ability to generate bolts of electricity (a.k.a. lightning) from your hands through conscious molecular agitation. You need to make an attack to hit the target. If you choose to make a Mutation check instead, success means you hit plus do an additional half damage out to twice the range.


ENERGY HANDS: EXPLOSIVE
--         -- M -- 
RANGE:30 feet DAMAGE:4d6 
DURATION:Instant AREA OF EFFECT:10-foot radius 
USE:Ten times per day MODIFIER:Constitution 
You have the ability to project short-ranged concussive blasts from your fingertips up to 10 times per day (or once for each finger). These miniature bomb blasts do 4d6 of explosive damage, affecting all within a 10-foot radius of the targeted creature or area. Both hands must be free to employ this mutation.


ENERGY HANDS: GAMMA
--         -- M -- 
RANGE:50 feet DAMAGE:Mutation score Intensity 
DURATION:Instantaneous AREA OF EFFECT:One target 
USE:3 times per day MODIFIER:Mental Strength 
You have the power to project invisible waves of gamma ray (radiation) energies from your hands through conscious molecular agitation. You are immune to radiation intensities equal to or less than your own radiation. This is a directed attack.


ENERGY HANDS: HEAT
--         -- M -- 
RANGE:Self DAMAGE:2d10 AP 4 
DURATION:Instantaneous AREA OF EFFECT:30 foot by 15 foot cone; 1-3 adjacent targets 
USE:3 times per day MODIFIER:Mental Strength 
You have the power to project jets of fire energy from your hands through conscious molecular agitation. This fire is in a cone 30 feet long and 15 feet wide at its base. Any creature caught in this zone takes 2d10 points of AP 4 fire damage.


ENERGY HANDS: WITHERING
--         -- M -- 
RANGE:40 feet DAMAGE:Age 1d10 years 
DURATION:Instantaneous AREA OF EFFECT:Single target 
USE:3 times per day MODIFIER:Mental Strength 
You have the ability to project a special type of withering energy from your hands through conscious molecular agitation. Your hands cause target to age 1d10 years. Life forms must make a Constitution check or lose 1 point of Constitution.


ENERGY METAMORPHOSIS
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
This mutation is dormant unless you also have Absorption. If you have both, you convert electricity, light, heat, microwaves and radiation into energy that automatically heals damage equal to the Life Points that would have been inflicted. Only energy that comes into direct contact can be used in this way.  Excess energy is converted to temporary Life Points at the rate of 1 Life Point per 2 points of energy. These temporary Life Points last for 1 hour and any damage you take during that time comes from the temporary Life Points first. No healing affects these temporary Life Points, though—once they are gone, they’re gone.

This message was last edited by the GM at 16:57, Wed 12 Oct 2022.
StarMaster
GM, 29 posts
Wed 12 Oct 2022
at 16:58
  • msg #4

6. Mutations C - F

ENERGY NEGATION: ATOMIC POWER
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:60-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that causes non-organic sources of atomic energy within range to stop working. Once you leave the area the source returns to operating normally again. You may attempt to dampen this field with a successful Mental Strength check. The dampening lasts for 1d10 minutes on a success with an additional 1d10 minutes per raise. Once the duration has expired, the field’s back and you take a Fatigue Level and cannot attempt another dampening until the fatigue has been lifted in about an hour. If you drop unconscious while dampening, the field snaps back on as well.


ENERGY NEGATION: BROADCAST POWER
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that cause all broadcast power to stop working. Once the item leaves the area of effect they operate normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: ELECTRICITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that neutralizes the flow of electricity in the area and causes electrical and electronic devices to stop working. It does not affect living creatures, though. Once an item leaves the area of effect it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: HEAT
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that neutralizes all heat and causes all fire- and heat-generating devices to stop working. This results in an area of intense cold, but since it doesn’t affect living entities, the cold does not cause any damage. Fire-based and heat-based attacks simply have no effect in the area. Once an item leaves the area of effect, though, it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: HYDROGEN CELLS/POWER
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that causes all non-organic sources of energy emissions (batteries, power cells, solar cells, etc.) within range to stop working. Once the item leaves the area of effect they operate normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: LIGHT/LASERS
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that cancels out all light and keeps all light-generating devices from working. This includes infrared, ultraviolet, and lasers, and results in an area of total darkness. Once an item leaves the area of effect it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: MICROWAVES
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that neutralizes all microwaves and devices that emit or use microwaves, such as communicators and satellite uplinks. Once an item leaves the area of effect it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: RADIO WAVES
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that neutralizes all radio waves and stops all devices that use radio waves from working (such as radios, wifi systems and some communicators. Once an item leaves the area of effect it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY NEGATION: SONICS
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:40-foot radius 
USE:Constant MODIFIER:Mental Strength 
You generate an inhibiting field around you that neutralizes all sound within 40 feet as well as stop all sound generating devices from working. This creates total silence within the area of effect. Once an item leaves the area of effect, it operates normally again within 1 round. You can dampen this field with a successful Mutation check. The dampening lasts for 5 minutes on a success with an additional 5 minutes if you succeed by 5 or more. Once the duration has expired, the field’s back and you must wait 5 minutes before attempting to dampen the field again.


ENERGY REFLECTION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:One energy attack 
USE:Constant MODIFIER:Mental Strength 
You can reflect a particular type of physical energy attack. The amount you can reflect is equal to your Mutation score. The type of energy you can reflect must be one of the following: Cold, Electricity, Heat/fire, Lasers, or Radiation. The energy attack is reflected away from you in a random direction (use any standard scatter diagram), but it will only be reflected back at the attacker if your Mutation check succeeds by more than 5 points. For the most part, though, your attacker is probably immune to his own attack.


ENERGY SENSITIVITY
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You suffer intense physical pain and hallucinations upon coming in range of a non-organic energy source. Power Cells will cause a –1 to all Attribute checks every round, while robots and other larger devices will cause you to make a Constitution check each round within the area or suffer a Fatigue level. In addition you cannot make any Mental Attacks while in range of a non-organic energy source.


ENHANCED SENSE: HEARING
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Ears (Body) 
USE:Constant MODIFIER:Constitution 
Your large pointed ears can detect and identify all sounds within 200 feet. You can't be surprised unless a sound-dampening factor (brick wall, etc.) muffles the sound. However, you suffer double damage from Sonic attacks and you can't use your own Sonic attack abilities (if you have any) without protecting your ears first.


ENHANCED SENSE: HEARING (ULTRASONICS)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Ears (Body) 
USE:Constant MODIFIER:Constitution 
You can hear sound waves in the ultrasonic range much like a dog can. Many machines (though not usually electronic devices) generate ultrasonic noise, especially when they may not be working 100% properly. Although you can’t generate your own ultrasonic sounds, you can still use existing sounds to examine things by their relative densities, thus permitting you to see through things you can touch. Additionally, though not immune to sonic attacks, you only take half damage from them.


ENHANCED SENSE: SMELL
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Nose (Body) 
USE:Constant MODIFIER:Constitution 
___Your olfactory sense (sense of smell) is as good as that of a bear or dog. You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors up to 240 feet away (on calm days) the way humans do familiar sights. On windy days, you only identify odors up to 180 feet away downwind and 120 feet upwind. You can follow a scent trail less than a day old over non-watery surfaces. After one hour of "studying" someone or something with your nose, you can tell where they've been in the last week. However, you are affected by Allurement and Aromatic Powers and detect an Attraction Odor at twice the normal range.
___Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as the Odor: Stench Defect, can be detected at triple normal range. When you detect a scent, the exact location is not revealed—only its presence somewhere within range. You can take a move or attack action to note the direction of the scent. If it moves within 5 feet of the source, you can pinpoint that source. You can follow tracks by smell, making a Mutation check to find or follow a track. There may be a modifier depending on the strength of the quarry’s odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the penalty is -2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


ENHANCED SENSE: TASTE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
Your sense of taste (via your tongue) is hypersensitive to variations in food and you instantly know by taste if something is safe to eat.


ENHANCED SENSE: TOUCH
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Not only are your finger pads exceptionally sensitive such that you can feel the structure of objects or people, but your whole body is sensitive to motion, air currents and pressure, and gravity. You can make a Mutation check to get specific information about an object or person, such as determining the best way to smash down a door.


ENHANCED SENSE: VISION (INFRARED)
--         P -- -- 
RANGE:Sight DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You can see the heat patterns of living creatures especially at night. Anything that radiates heat appears as a glow to you. You can see differences in heat intensity such that cooler areas appear blue while hotter areas appear orange or bright red. You halve the penalties for bad lighting as actual details are somewhat blurred and vague.


ENHANCED SENSE: VISION (NIGHT VISION)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You are able to see well in low light conditions. Many nocturnal animals have this ability naturally. With a full moon shining, you can see as well as other characters can during the day. On a night with no moon, you can see as well as if it were a full moon. Your daytime or bright light vision is unaffected.


ENHANCED SENSE: VISION (ULTRAVIOLET)
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You have the ability to see into the ultraviolet end of the electromagnetic spectrum which allows you to see normally at night using ultraviolet light. You can also see radiation and identify its Intensity, see electromagnetic energy (magnetic fields) and the presence of Mental Mutation effects that impact on the environment. You are blinded for 1 minute if you look directly at a laser beam.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: F ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


FADE OUT
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant (or 5 rounds) AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You have a tendency to fall unconscious during times of high stress. This is a result of your adrenal glands secreting depressants rather than adrenaline. On the first round of any combat or other high-stress situation, there is a 5% chance of you collapsing for 5 rounds.


FEAR GENERATION
--         -- M -- 
RANGE:Mental Strength x 2 in feet DAMAGE:Fear 
DURATION:10 rounds AREA OF EFFECT:One creature or 20-foot radius burst 
USE:Once every two rounds MODIFIER:Mental Strength 
You may cause Fear to those within range. A successful Mutation score check causes one target to make a Constitution check. You can increase the affected area to a 20-foot radius burst by succeeding your Mutation score check by 5 or more. Or you can cause the single target to make its Guts check at -2.


FEAR IMPULSE
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You have an unreasoning fear of an entity or object. When in the presence of this object you must make a Constitution check at -2. Success means all actions within the presence are at -2 while Failure indicates all actions are at -4. Critical Failure means you flee as fast and as far as you can go for 10 rounds before you can make another Constitution check. If fleeing isn’t possible, you’ll cower in the nearest corner and tremble with fear. You and the GM should agree on one of the following options for what prompts your Fear Impulse.
 1.Mutated Animal of GM’s choice
 2.Mutated Insect of GM’s choice
 3.A non-mutated entity of GM’s choice
 4.A type of verbalizing computer of GM’s choice
 5.A type of Robot of GM’s choice
 6.A type of Plant of GM’s choice


FIND WEAKNESS
--         -- M -- 
RANGE:Line of Sight DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:Target creature or object 
USE:Once per hour MODIFIER:Mental Strength 
You are able to mentally assess the structural integrity of objects and creatures to such a fine degree of acuity that the target’s weakest physical point becomes immediately obvious to you. This allows you to add 1d6 of extra damage to any melee blow or missile fire.


FORCE FIELD GENERATION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You can create an energy field of force that wraps around you like a second skin. The field’s strength is equal to Your Mental Strength x2. It can be activated at will without a Mutation check, but a Mental Strength check to initialize the force field can increase its strength. For every 5 points by which you succeed, you increase the multiple by x1 to a total maximum of x4. This is a conscious mutation and requires effort so any other actions taken awhile the field is maintained are at the standard Multiple Action Penalty of –2. Your force field absorbs up to its strength in physical damage (bludgeoning, impact, piercing and slashing but not energy or mental attacks) but is correspondingly diminished by that amount each time. This Force Field will fully regenerate in one hour once exhausted or cancelled and cannot be reinstated until after that time has passed.

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