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18:09, 2nd May 2024 (GMT+0)

7. Mutations G - L.

Posted by StarMasterFor group 0
StarMaster
GM, 8 posts
Mon 19 Sep 2022
at 18:05
  • msg #1

7. Mutations G - L


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: G ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


GAMMA RAY EYES
--         -- M -- 
RANGE:Mental Strength x 2 in feet DAMAGE:Knock out 
DURATION:Instantaneous AREA OF EFFECT:One creature 
USE:Once per 24 hours MODIFIER:Mental Strength 
You can emit a ray of ebony light from your eyes which is capable of taking an opponent out of the action for a while. This is an opposed Mutation score vs. Mental Strength check between you and the target. If the target fails, he is KO’d for 1 minute. After that time he may awaken with a successful Mental Strength check.


GAS GENERATION: BLINDING FUMES
--         P -- -- 
RANGE:20 feet DAMAGE:Blinded 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to generate and exude some type of gas from the pores in your skin. You are immune to your own gaseous expulsions. All others must make a Constitution check at -2 each round to not succumb to the effect, with success indicating the target either held their breath, moved outside the range, or they are just naturally immune or otherwise unaffected by the gas. Anyone failing the check is blinded for 3d6 minutes.
VARIANT:You can emit the gas from pores in the palms of your hand and direct it at a single target. However, the gas will rapidly expand from that point outward.


GAS GENERATION: FOUL ODOR
--         P -- -- 
RANGE:20 feet DAMAGE:Nausea 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to generate and exude a foul odor from the pores in your skin. You are immune to your own gaseous expulsions. All others must make a Constitution check at -2 each round to not succumb to the effect, with success indicating the target either held their breath, moved outside the range, or they are just naturally immune or otherwise unaffected by the gas. Anyone failing the check is nauseated for 6 minutes and suffers -2 penalty to all actions.


GAS GENERATION: HALLUCINOGENIC MIST
--         P -- -- 
RANGE:20 feet DAMAGE:N/A 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to exude a hallucinogenic gas from the pores in your skin. You are immune to your own gaseous expulsions. All others must make a Constitution check at -3 penalty each round to not succumb to the effect, with success indicating the target either held their breath, moved outside the range, or they are just naturally immune or otherwise unaffected by the gas. Anyone failing the check trips out for 20 minutes. While tripping, they see strange visions, kaleidoscopic colors, and nothing appears real. They might see a dragon where there’s a windmill and attack it. They might have a conversation with a giant pipe-smoking caterpillar. They might just sit/stand there and watch the shape-changing clouds roll by.


GAS GENERATION: MUSK MELANGE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:1 mile 
USE:Once per day MODIFIER:Charisma 
You give off a strong musk scent that attracts animals. When they show up, they’ll want to be near you, rub up against you, and will protect you from your enemies and sometimes from your friends and allies. Carnivores have a 50% chance of wanting to eat you. Make a Mutation check to see how many animals show up—1 per point you succeed by but always a minimum of 1 even if the check isn’t successful. Critical success, on the other hand, will attract an entire herd or pack or flock or pride, etc.


GAS GENERATION: PARALYTIC MIASMA
--         P -- -- 
RANGE:20 feet DAMAGE:Paralyzed 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to generate a paralytic miasma (gas) from the pores in your skin. You are immune to your own gaseous expulsions. All others must make a Constitution check at -2 each round to not succumb to the effect, with success indicating the target either held their breath, moved outside the range, or they are just naturally immune or otherwise unaffected by the gas. Anyone failing the check becomes paralyzed for 10 minutes.


GAS GENERATION: POISON GAS
--         P -- -- 
RANGE:20 feet DAMAGE:Exhaustion/Death 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to exude a poisonous gas from the pores in your skin. You are immune to your own gaseous expulsions. The Toxicity Level (Tox) of the poisonous gas is equal to your Mutation score. Anyone coming in contact with the gas must make a Constitution check at -2 each round to not succumb to the effect, with success indicating the target either moved outside the range at the last minute or else they are just naturally immune or otherwise unaffected by the gas. Anyone failing the check immediately becomes Exhausted, with death occurring 12 minutes later.


GAS GENERATION: VAPOR OF FEAR
--         P -- -- 
RANGE:20 feet DAMAGE:Fear 
DURATION:5 rounds, depending on wind AREA OF EFFECT:20-foot radius 
USE:Once per Hour MODIFIER:Constitution 
You have the ability to generate Fear gas from the pores in your skin. You are immune to your own gaseous expulsions. Anyone who inhales the gas and isn’t otherwise immune to it or to fear needs to succeed at a -4 Mental Strength check at -4 penalty or flee in fear as fast and as far as they can for the next 5 rounds. If fleeing isn’t possible, they’ll cower and cringe in the nearest corner. Critical Failure indicates they’ll lapse into coma.


GENETIC FUSION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are a fusion of two other types of creature, such as Human and a horse to produce a centaur. It’s up to the GM to decide if the two creatures you choose make sense in his campaign.


GENIUS: ECONOMIC
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Charisma 
You have heightened mental capabilities—you are a wheeler-dealer and are +2 to any buying-selling venture and can get up to 3 times the normal value or discount that others would get. If you succeed at an Opposed Intelligence check, you gain 50% more value for an item you are selling or get a 25% discount on an item you are buying. If you succeed by 5 or more, these numbers increase by 2. Succeeding by 10 increases sale to 3 times normal value or discount to 75%!


GENIUS: MECHANICAL
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
Your heightened mental capabilities give you a +2 bonus to figure out artifacts and other mechanism-related skill checks. Your Intelligence also increases by +2 points.


GENIUS: MILITARY
--         -- M -- 
RANGE:Self DAMAGE:+2 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
You have heightened mental capabilities—you inherently use strategies and tactics in combat that give you +2 bonus to hit targets, a +2 bonus to all damage done, and a +2 bonus to your Armor Class.


GENIUS: POLITICAL
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
Your heightened mental capabilities give you a +3 bonus to all of your Charisma checks.


GENIUS: POLYMATH
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
Your heightened mental capabilities caused you to explore a range of different creative activities via experience, training and hobbies. This doubles your number of Starting Skills without actually increasing your Intelligence.


GENIUS: SCIENTIFIC
--         -- M -- 
RANGE:Self DAMAGE:+4 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
You have a +2 bonus to figuring out any given artifact, and any weapon you make will do 4 extra points of damage. It takes 3 times as long to make such weapons, however.


GENIUS: SOCIOLOGICAL
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Charisma 
Your mind is particularly acute when dealing with sociological information (laws, mores, culture, etc.). As a result, you add your Mutation score to your Intelligence score when using this type of information. Furthermore, you gain the Bargain skill (or gain a skill level if you already have the skill) as well as a +2 bonus to your reaction roll to Impress, Pacify, or Parley checks.


GRAVITY INVERSION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
This plant has the ability to ascend or climb vertical surfaces and hang upside down from the ceiling or other overhead super-structure… provided the plant also has the Mobility Mutation.


GRAVITY NEGATION
--         -- M -- 
RANGE:25 feet DAMAGE:Special 
DURATION:24 hours AREA OF EFFECT:50 ft x 50 ft area 
USE:Once per day MODIFIER:Intelligence 
___You can configure an area trap of sorts in which the normal gravity is negated for a finite period of time or until the effects are somehow disrupted. If you have sufficient time to concentrate without any outside distractions or interruptions, you can do this automatically. If you attempt to use it as an immediate defense or attack against a creature, you need to succeed at Mutation check.
___Since the world is spinning, the surface is actually moving at 1,000mph. Once you negate gravity, anyone or anything in that area that isn’t anchored down will go flying away that fast. However, it only takes a few seconds to move out of the area of effect, at which point gravity returns. The effect of this is that the creature or object appears to have been flung upward 100 feet and 200 feet outward.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: H ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


HEALING TOUCH
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:One or more creatures 
USE:Once every 24 hours MODIFIER:Mental Strength 
___Once every 24 hours, you can use your own bio-energy to heal a number of Life Points of damage equal to your Mutation score to a single Mutant (Animal, Human or Plant). However, you cannot affect a Pure Strain Human. Oddly, you also cannot heal yourself.
___If you succeed at a Mutation check, you can distribute the healing to more than one creature as you see fit.
___If you succeed at a separate Mutation check within one minute, you can heal an extra x2 Life Points.
___If you succeed at a separate Mutation check, you can heal again after only 12 hours but then can’t do it again for a week after that.


HEAT BREATH
--         P -- -- 
RANGE:25 feet DAMAGE:3d6 
DURATION:Instant AREA OF EFFECT:25-foot x 15-foot cone 
USE:Once every 3 rounds up to 7 times per day MODIFIER:Constitution 
You can breathe a blast of heat from your mouth or other respiratory orifice. This blast creates a cone of heat 25 feet long and 15 wide at its maximum extent, allowing for up to three adjacent targets to be affected by the blast. This mutation grants no special heat protection to you and, in special circumstances, it is possible for you to be affected by your own heat blast (such as when using this Mutation in a confined space).

This message was last edited by the GM at 18:42, Thu 02 Mar 2023.
StarMaster
GM, 30 posts
Fri 14 Oct 2022
at 04:50
  • msg #2

7. Mutations G - L

HEAT GENERATION
--         -- M -- 
RANGE:Touch DAMAGE:2d6 
DURATION:1 round AREA OF EFFECT:One creature touched 
USE:Once per 5 rounds MODIFIER:Mental Strength 
You have the power to generate extreme heat with your appendages. This heat may be used to attack others or ignite flammable materials you are touching. While you cannot be harmed by this power, objects ignited are a different matter. You do 2d6 points of heat damage to targets you touch. If you make a Mutation check and succeed by 5 or more, you inflict an extra +1d6 of damage.


HEAT REACTION
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You are very sensitive to extreme heat—you take twice as much damage when you are attacked by heat weapons or effects (torches, lasers, flames, etc.).


HEIGHTENED BRAIN TALENT
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Intelligence 
You add +1 when attempting to figure out an artifact and to Knowledge checks, and is +2 when defending against a Mental Attack. You may make an Intelligence check to detect lies told in your presence.
STACKS WITH:Heightened Intelligence up to a maximum of 21.


HEIGHTENED CHARISMA
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Charisma 
Your Charisma increases by +3. Whenever you need to make a check for NPC reactions, you can roll twice and take the better result.


HEIGHTENED CONSTITUTION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your Constitution increases by +3. This gives you an extra 3d6 Life Points.


HEIGHTENED DEXTERITY
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
Your Dexterity increases by +3. This enables you to dodge, jump and shift your body position in such a way as to increase your Armor Class by 1 (without the need for any type of armor). This only works when you are not encumbered in any way.


HEIGHTENED INTELLIGENCE
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You are smarter—your Intelligence increases by +3 and you may add +2 when attempting to figure out an artifact and to Knowledge checks. You also have a +1 bonus when defending against a Mental Attack.


HEIGHTENED MENTAL STRENGTH
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Intelligence 
Your Mental Strength increases by +3. You can gain an additional random Mutation without any offsetting Defect. As an alternative, you can take a random Defect in order to choose your new Mutation. This is in addition to the normal rule of choosing a 3rd Mutation for a random Defect.


HEIGHTENED PHYSICAL STRENGTH
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your Physical Strength increases by +3. In addition, your Weight Allowance multiplier for all categories increases by 1, so Unencumbered would be x1.5, a Light Load would be x2, Moderate Load would be x3, Heavy Load would be x4, and Dead Lift would be x5. This is evidenced by your bulging muscles--you have muscles in places that other people don't even have places!


HEIGHTENED PRECISION
--         P -- -- 
RANGE:Sight DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:One target 
USE:Constant MODIFIER:Intelligence 
With a successful Intelligence check and at least a round of observation, you instantly find any weakness in structures, objects or opponents. Any damage you inflict upon the target is increased +2 or by +4 if your attack succeeded by 5 or more points. You are also +2 when figuring out artifacts.


HEIGHTENED SENSE: BALANCE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
You have an uncanny ability to maintain your balance in difficult circumstances. You will never fall into a pit, trip over a rope or wire, or land any way but on your feet. You can also walk across narrow ledges, slippery surfaces, high-wires, thin (one-half inch) ropes suspended in the air with no chance of falling if left undisturbed, and maintain your feet when making long leaps. You add +2 to Dexterity-related checks involving balance.


HEIGHTENED SENSE: HEARING
--         P -- -- 
RANGE:Variable DAMAGE:1d4 points to you from sonic attacks 
DURATION:Constant AREA OF EFFECT:Ears (Body) 
USE:Constant MODIFIER:Constitution 
You possess a superior sense of hearing. You can detect and identify all sounds within 150 feet and cannot be surprised unless sound is lessened or deadened in some way. However, all sonic attacks cause an extra 1d4 points of damage to you.


HEIGHTENED SENSE: SMELL
--         P -- -- 
RANGE:Variable DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Nose (Body) 
USE:Constant MODIFIER:Constitution 
You possess a superior sense of smell. You can identify odors up to 150 feet away on calm days. Windy days vary. After one hour of studying someone or something with your nose, you can tell where they’ve been in the last few days, up to a week at most. You gain a +2 bonus to Tracking if you can get a good scent of your prey, but you have a –2 penalty to resist Allurement, Aromatic Powers and Attraction Odor.


HEIGHTENED SENSE: TASTE
--         P -- -- 
RANGE:Variable DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mouth (Body) 
USE:Constant MODIFIER:Constitution 
You possess a superior sense of taste. You can identify items by taste if you’ve ever tasted it before and you know by taste if something is safe to eat.


HEIGHTENED SENSE: TOUCH
--         P -- -- 
RANGE:Variable DAMAGE:x2 
DURATION:Constant AREA OF EFFECT:one object 
USE:Constant MODIFIER:Dexterity 
You possess a superior sense of touch. All Attribute checks involving touch are made at +2. You can also, given time, feel the weak points of any given object. This allows you to deal double damage to the object when you hit it.


HEIGHTENED SENSE: VISION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You possess superior vision. Your enlarged eyes let you see clearly up to a mile (distinguishing individuals at that range). Ability has 1/3 range in darkness.


HEMOPHILIA
DEFECT         P -- -- 
RANGE:Self DAMAGE:1 point per round 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your body lacks the necessary blood-clotting agents that cause bleeding to stop. This makes even the smallest of cuts a serious problem. A small cut will do 1 point of bleed damage per round, a medium cut will do 2 points of damage per round, and a large/serious cut will do 3 points of bleed damage per round. Means of stopping this continuous bleed include bandages, cauterizing, pressure, superglue, and coagulant drugs. In the case of bandages and pressure, the wound will heal itself sufficiently in about 20 rounds that it will no longer bleed, and therefore the pressure and bandages can be removed. You can make a Mutation check after 30 rounds without treatment to see if the wound healed and sealed itself on its own.


HEMOPHOBIA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You have an irrational fear of the sight of blood. Whenever you see blood, you feint. You can be roused by shaking, slapping, the application of smelling salts, or injury.


HOSTILITY FIELD
DEFECT         -- M -- 
RANGE:Mental Strength radius in feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:100-foot radius 
USE:Constant MODIFIER:Mental Strength 
You radiate a mental energy field that makes everyone in range irritable and quarrelsome. Those who are aware of the problem and have spent a week or more in your company are immune. Others must make a Mental Strength check to not pick a fight with an enemy (neutral party if no enemy present, friend if no neutral party present). Your Charisma is –2.

This message was last edited by the GM at 13:24, Thu 20 Oct 2022.
StarMaster
GM, 31 posts
Fri 14 Oct 2022
at 05:00
  • msg #3

7. Mutations G - L

HUNGER: BLOOD
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Once per 24 hours MODIFIER:Constitution 
___You crave the taste of blood. Moreover, you need to drink blood to survive. You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 from the blood loss.
___If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the Attribute damage caused by blood deprivation in 1d6 rounds. Attribute damage caused by blood deprivation cannot be restored through natural healing.
Special:You must have a natural bite attack to take this drawback.
___This is primarily the Defect that produces Vampires.


HUNGER: BRAINS
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Once per 24 hours AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You crave the taste, texture and nutrients of brain matter from living creatures. Moreover, you need to consume a handful of brains to survive. You must eat a handful of brains from a living or recently dead (within 8 hours) creature once every 24 hours. Doing so is usually an attack action, and generally any living creature whose brains you eat probably dies from the action. Chilled monkey brains are considered a delicacy.
___If you go 24 hours without consuming brains, you take 1d4 points of Constitution damage. Eating brains afterwards cures the Attribute damage caused by brains deprivation in 1d6 rounds. Attribute damage caused by brains deprivation cannot be restored through natural healing.
___This is primarily the Defect that produces Zombies.


HUNGER: CANNIBALISM
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Once per 72 hours AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You crave the taste, texture and nutrients of your own kind, whether that is Human, animal or plant. Moreover, you need to eat some part of one of them once every 72 hours to survive. Doing so is usually an attack action, and generally any living creature will probably have to be killed before you can eat them.
___If you go 72 hours without consuming some part of another of your kind, you take 1d4 points of Constitution damage. Eating someone afterwards cures the Attribute damage in 1d6 rounds. Such Attribute damage cannot otherwise be restored through natural healing.


HUNGER: FLESH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Once per 48 hours AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You have a bizarre craving for the taste and nutrients of raw flesh though it can be the flesh of Humans or animals. This goes beyond just eating meat--you need to eat some raw flesh once every 48 hours to survive. The flesh can’t have been dead for more than 8 hours.
___If you go 48 hours without consuming some raw flesh, you take 1d4 points of Constitution damage. Eating raw flesh afterwards cures the Attribute damage in 1d6 rounds. Such Attribute damage cannot otherwise be restored through natural healing.


HUNGER: RADIATION
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Once per 72 hours AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___You have a nearly insatiable craving for radiation. You need to be exposed to a cumulative Intensity 12 radiation source for 10 minutes every 72 hours to survive. This can be an Intensity 6 radiation for 20 minutes, Intensity 4 radiation for 30 minutes, etc.
___If you go 72 hours exposure to sufficient radiation, you take 1d4 points of Constitution damage. Full exposure afterwards will cure the Attribute damage in 5 rounds. Such Attribute damage cannot otherwise be restored through natural healing.


HUSK: ABLATIVE SKIN
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:1d3+1 rounds AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You can heal from light wounds by literally removing the damaged flesh. If you have sustained an injury of five or fewer points of damage, and the GM has declared that the injury is a “flesh wound”, then you are eligible to shuck off that injured husk of flesh. You must spend 1d3+1 rounds concentrating on the power. The desired area of flesh will become dry and brittle. You will then be able to pull away the dry flesh to expose the uninjured flesh below. This power cannot assist in healing wounds that go deeper than a flesh wound, or injuries of 3 points of more of damage.


HUSK: PROTECTIVE SHEATH
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Special 
USE:Constant MODIFIER:Constitution 
Whenever you take physical damage, your body produces a protective sheath around the injured area. It heals 1 Life Point per minute and falls off in 24 hours or when all damage has been healed.


HUSK: REGENERATION POD
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:One hour AREA OF EFFECT:Body 
USE:Special MODIFIER:Constitution 
___Whenever you are reduced to 5 Life Points or less, your body generates a protective pod of solidified energy around you that produces healing enzymes and a regenerative bioelectric field that restores all lost Life Points (and lost limbs and damaged organs) in one hour. It requires a successful Mental Strength check to keep the pod from forming if you feel it is inconvenient at that time. It also requires a successful Mental Strength check to trigger the pod into forming if you wish to regenerate lost limbs or organs even though you still have many Life Points left.
___The pod has a hardness of 20—at least 20 points of damage need to be dealt to it to even begin to penetrate the 100 hit points it has.
___If the pod is generated more than once in a 48 hour period, you sustain a -1 Constitution drain each time after the first.


HYPNOTIC VOICE
--         -- M -- 
RANGE:120 feet DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:One or more persons 
USE:Once every four hours MODIFIER:Mental Strength 
___You have a hypnotic quality to your voice that can alter the mental state of anyone that you target and that can hear you. In this state, the target’s attention is focused on you, his peripheral awareness is reduced, and he has an enhanced capacity to respond to suggestion.
___If the target fails a Mental Strength check, you can now attempt to retrieve and integrate early trauma from the target, have him recall events more accurately, tell you the truth, you can implant false memories, and you can make simple suggestions that the target will follow. This Mutation is language dependent (unless you also have Telepathy)—the target has to be able to understand you.
___You can attempt to affect more than one person by succeeding in your Mutation check by more than 5 points. In this case, suggestions have to be something that they all can follow (such as “you are getting sleepy” or “these are not the mutants you are looking for”).



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: I ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


ILLUSION GENERATION
--         -- M -- 
RANGE:120 feet DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:60-foot radius 
USE:Once every four hours MODIFIER:Mental Strength 
You have the power to create illusions that can be seen, heard and smelled. Anyone seeing the illusion needs to succeed at a Mental Strength check at -2 penalty versus your Mutation score at -2 to disbelieve the illusion. The illusion lasts for 5 minutes but once set running, you do not need to concentrate on it any more.
NOTE:The more fantastic the illusion is, the easier it is to disbelieve. A tropical rainstorm in the middle of a desert would be suspicious, for instance. Also, illusions can be very powerful—even though the rainstorm illusion wouldn’t have any tactile effect, the person experiencing the illusion could convince himself that he feels the rain on his face.


IMITATION
--         P -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:At will MODIFIER:Constitution 
You are able to reproduce an array of non-harmful (non-sonic) sounds with perfect accuracy. Both natural and artificial sounds can be imitated, up to and including human speech. This includes tone and accents though probably not a particularly speech pattern. You have to have heard the sound previously (represented by a Mutation check).
PLANT:The plant is not necessarily intelligent but experience has taught it that certain sounds attract various creatures and it imitates sounds most likely to attract the curious.


IMMUNITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You are immune to a particular form of damage or hazard. You can choose from one of the following:
 Corrosives/acids
 Disease/biological attacks
 Draining/life leech
 Gas attacks
 Mental attacks
 Paralysis/neural attacks
 Poisons/chemicals
 Sonic attacks


INCREASED METABOLISM
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your increased metabolism causes you to spend 25% of each day searching for and consuming food. For every full minute of combat or other strenuous activity, you must stop and rest for 30 seconds. Otherwise, you fall unconscious for 10 rounds.


INCREASED SPEED
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:6 rounds AREA OF EFFECT:Body 
USE:Once per day MODIFIER:Constitution 
You can double your basic Speed with a successful Mutation check. Additionally, you may take an extra action for the next 6 rounds. If your check succeeds by 5 or more, you ignore the –2 running modifier while running and all actions taken are at +1.


INHIBITING FIELD
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mental Strength radius in feet 
USE:Constant MODIFIER:Mental Strength 
You emit an inhibiting field within which no Mental Mutations will work. This doesn’t stop such attacks coming in from outside the area of effect, nor defending against such attacks.


INK EXPULSION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:One hour, unless disrupted AREA OF EFFECT:60 foot diameter 
USE:Twice per day MODIFIER:Constitution 
___You are able to expel a large cloud of a dark ink-like substance from glands on your neck, creating a barrier of darkness that cannot be seen through normally. The cloud will stay in place unless there is something present, such as a breeze or current, to cause the cloud to dissipate. This will be most effective in liquid or zero-gravity environments.
___You cannot see through this ink cloud any better than others. A light breeze (or lazy current) will dissipate it in 5 rounds, a strong breeze (or strong current) in 3 rounds, and any wind (or current) stronger than that will dissipate it in one round. Otherwise, it starts to disperse naturally in 10 rounds after an hour.


INSANITY
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Sporadic MODIFIER:Mental Strength 
Your brain has a few synaptic gaps that result in occasional short circuits that cause bouts of erratic behavior. Whenever subjected to stress, a Mutation check must be made. If successful, nothing happens. If the check is failed, the amount failed by will trigger one of the following irrational behaviors based on the result. You will not distinguish friend from foe. However, these synaptic gaps also stimulate heightened mental functioning: your Intelligence and Mental Strength increase to 21. The GM may step in whenever it’s convenient and declare you have snapped for a while.
FAILED BY...TYPE OF INSANITYBEHAVIOR
 1Grim:You will not attack anyone, but will silently and grimly defend anyone you consider a friend for 5 minutes. You gain +5 bonus to all defensive actions, but suffer a -1 penalty to Initiative.
 2Depressed:You fall down sobbing uncontrollably for 5 minutes, and all your actions function as if you are suffering from Pain.
 3Aggression:You leap to attack the weakest beings (GM’s choice) around you for 1 round.
 4Mania:You stand in place screaming, defending yourself and only attacking those who come near.
 5Hysteria:You laugh hysterically, seeing all actions as absurd, silly and pointless. You may even do bizarre things for 5 minutes, such as bang your head against a wall for 3 rounds before doing something else.
 6Egotistical:You think you have the answers to all problems and will take great risks, even attacking the most powerful foe (GM’s choice) present for 1 round.
 7Catatonic:You stand motionless for 5 minutes.
 8Destructive:You will attempt to destroy equipment (particularly artifacts), tools, or structures for 5 minutes.
 9Attack Friend:Any attempts to restrain you from harming yourself results in you attacking them, possibly attempting to knock them out. This lasts for 10 minutes.
 10+Despondent:Overcome with the hopelessness of your situation, you may become suicidal or attack blindly in hopes of relief through pain. This lasts for 5 minutes.


INSUBSTANTIAL
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant appears as solid vegetation but is in fact a collection of spores and pollen held together in a weak cohesive state, making it difficult to damage. An insubstantial plant is immune to physical attacks, suffering injury only from mental and energy-based attacks. It cannot make physical attacks that rely on solid blows. Insubstantial plant life almost always derives nutrients solely from photosynthesis, lacking physical roots to draw nourishment from the soil. Unless the plant possesses additional mutations to amplify its nutritional requirements, exposure to long-term darkness (more than 48 hours) kills the mutant plant outright.


INTUITION
--         -- M -- 
RANGE:Self DAMAGE:+3 on all attacks 
DURATION:Constant AREA OF EFFECT:special 
USE:Constant MODIFIER:Mental Strength 
You are subconsciously aware of the factors of chance and precognition as well as the intentions of those around you.
 “I’ve got a bad feeling about this.”
You gain +1 bonus to Attacks and Parry, and +3 to damage versus targets within range. You cannot be surprised by creatures within range. It is not useable when other powers are working.
It’s not always about something bad that’s about to happen. It can also be a good thing, such as taking the right path, guessing the right combination, or even finding something important or significant.
 “If I was a key, where would I be hidden?”
Normally, this Mutation functions automatically, and you don’t need to check.


INVISIBILITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Special AREA OF EFFECT:Body 
USE:Once per hour MODIFIER:Mental Strength 
Your body possesses cells that may be altered through concentration so that light passes right through them making you transparent and potentially invisible. This also masks your heat source. When you want to become invisible, you must concentrate and succeed at a Mutation check. The result of that roll defines the degree of difficulty that exists when trying to detect you. While invisible, anyone attempting to locate/sense you needs to succeed at a Perception check versus your Mutation check. If you are motionless, this check takes a -8 penalty. If you are moving, the penalty drops to -4 as your cells can’t adjust that rapidly. You normally remain Invisible for 1 minute per use, but you can extend this by another minute by taking 5 points of damage per additional minute. Because this Mutation is cellular, it does not affect anything you are wearing or carrying.

This message was last edited by the GM at 04:48, Thu 20 Oct 2022.
StarMaster
GM, 32 posts
Fri 14 Oct 2022
at 17:37
  • msg #4

7. Mutations G - L


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: K ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


KINETIC ABSORPTION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:special 
USE:Constant MODIFIER:Mental Strength 
You possess resilient cells that can adapt to physical impact. When damaged by weapons or attacks that cause trauma through physical bludgeoning or impact (maces, clubs, falling, force from explosions), you make a Mutation check to absorb the damage harmlessly. In fact, you absorb one point of damage for every point by which your check succeeds. This absorbed damage is converted into Strength, though it only lasts for one round. Any damage delivered beyond what you absorb is still taken as normal damage. Thus, bull rush, charge, and knock back efforts are ineffective against you, and any attacks made against you as part of that action do only half damage. Piercing weapons (claws, arrows, swords, bullets, etc) are –2 to damage, but are not absorbed. Energy weapons do normal damage.


KINETIC GROWTH
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
The cells of this plant have evolved to feed off of kinetic energy. Any physical blow to the plant will cause the plant to spontaneously grow, absorbing any melee damage done to the plant and immediately converting that damage into added Life Points. For each dice of kinetic damage so absorbed, the plant increases in size by one-half.


KINETIC NEGATION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You constantly radiate an energy field out to 5 feet that nullifies any high-level kinetic energy (anything that would do 1 or more points of damage) entering it. Thus arrows, bullets, spears, etc. simply stop in mid-flight the instant they enter the field and drop to the ground. Anything larger, however, such as a falling boulder or a moving vehicle requires a Mutation check with the result indicating how much kinetic energy is nullified. This could result in 20 points from a falling boulder being reduced to just 2 points, indicating that when it hit you, it was as light as a feather. Likewise, you could conceivably stop a vehicle in its tracks, though it could still be in motion just very slowly.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: L ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


LETHARGY
DEFECT         -- M -- 
RANGE:Mental Strength x 4 in feet DAMAGE:N/A 
DURATION:Mental Strength rounds AREA OF EFFECT:Self or single target 
USE:Twice per 24 hours MODIFIER:Mental Strength 
Due to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger. You take a -2 penalty on all Initiative and Dexterity checks.


LEVITATION
--         -- M -- 
RANGE:Mental Strength x 4 in feet DAMAGE:N/A 
DURATION:Mental Strength rounds AREA OF EFFECT:Self or single target 
USE:Twice per 24 hours MODIFIER:Mental Strength 
You may lift yourself or another into the air. Base Load Limit is Mental Strength x 10. For each multiple there is a -1 to your Mental Strength check to activate this power. Once levitation is achieved, the affected target may be raised or lowered Mental Strength inches per round. This ability doesn't affect moving laterally, only up or down (although wind, pulling on ropes, “swimming in air” can move the target around laterally). At the end of the Duration, or if the target drifts out of range, the object returns to the ground at the aforementioned Mental Strength inches, generally gently. If this power is used against an unwilling target, they get to resist the Mental Attack with a Mental Strength check -2.


LIFE DETECTION
--         -- M -- 
RANGE:200 feet DAMAGE:N/A 
DURATION:While concentrated on AREA OF EFFECT:Mind (Body) 
USE:Once per minute MODIFIER:Mental Strength 
You are attuned to the web of energy that flows through and connects all living things. You can empathically feel the presence of living creatures within 200 feet. You know the approximate size, direction and distance of the life form. However, you can’t normally tell if the life form is a plant or an animal or a Human, intelligent, hostile, a carnivore, wounded or dying unless you succeed at a Mutation check. You can learn one of those conditions for every 2 points you succeed by. Living creatures can never gain surprise on you.


LIFE LEECH
--         -- M -- 
RANGE:Mental Strength radius in feet DAMAGE:3 pts 
DURATION:24 hours AREA OF EFFECT:Everyone within range 
USE:1 per turn MODIFIER:Mental Strength 
You have the ability to drain life force at distance. When you activate this Mutation, all targets, friend or foe, within range must make a Mental Strength check versus your Mutation score. If the attack succeeds, each victim takes 3 Life Points of damage and one Fatigue level.
You gain these leeched Life Points as Temporary Life Points and any damage you take is deducted from these Temporary Life Points first. These Temporary Life Points disappear after 24 hours and you cannot drain more than Mental Strength x 2 Life Points per day.


LIGHT DEPENDENCY
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You suffer from a total dependence on light and suffer one level of Fatigue per hour that you are in darkness. This will never take you below Incapacitated. Exposure to bright light reduces this Fatigue by 1 per 5 minutes of exposure. On the other hand, you are never blinded by intense light.


LIGHT GENERATION
--         -- M -- 
RANGE:Mental Strength radius in feet DAMAGE:Blinded for 6 rounds 
DURATION:Instant AREA OF EFFECT:All targets within range 
USE:1 per hour MODIFIER:Constitution 
You can generate an intense flash of light. All victims within range are blinded (Constitution check at –4 to resist) for 6 rounds. You are immune to this effect.


LIGHT MANIPULATION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:1d4 minutes AREA OF EFFECT:Body 
USE:Twice per 24 hours MODIFIER:Mental Strength 
You can cause light to bend around your body, making you and everything on you invisible. You must make a Mental Strength check to activate this power. If it is a success then you are transparent with a vague outline that may be detected. Notice and combat checks are at -6 against you. If your Mental Strength check succeed by 5 or more, then you are completely invisible and the penalty to Notice or hit you is -12. While Invisible, you are immune to lasers and Black Ray Pistols. Attacking someone who can’t see you eliminates the penalty for that round.


LIVING BATTERY
--         P -- -- 
RANGE:Touch DAMAGE:1d6 or 2d6 to self 
DURATION:10 seconds or constant AREA OF EFFECT:one device 
USE:As often as you want as long as you have Life Points left MODIFIER:Constitution 
___You have the ability to power a technological device with your own health. Each use of this power charges the device for 10 seconds as if the proper power source was present for the device. Artifacts that function with a single abrupt power burst (laser pistols, hand dart charger, etc.) cause 2d6 points of damage to you each time you use this Mutation. Devices that utilize less intense power over prolonged periods (paralysis rods, sonic torches, energy converters, vehicles of small size, etc.) inflict 1d6 points of damage for every ten seconds you power the device. The GM must use his own discretion when you try to power larger devices. Alternate: Powering can be done once in a 24-hour period for up to 1 minute at a time.
___Batteries can be filled with energy again, pistols can fire energy blasts without a power cell, and vehicles of small size can be powered. The GM must use his own discretion when you try to power larger devices.

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