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8. Mutations M - P (Physical)

Posted by StarMasterFor group 0
StarMaster
GM, 9 posts
Mon 19 Sep 2022
at 18:05
  • msg #1

8. Mutations M - P (Physical)


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: M ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


MAGNETIC BEAM
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:Constant with full concentration AREA OF EFFECT:Personal 
USE:Once per hour MODIFIER:Mental Strength 
You are able to focus a beam of positive (push) or negative (pull) magnetic energy, allowing you to either pull or repel a metallic object of 25 lbs. or less. You cannot manipulate the metal or the fields of magnetism beyond the effects of the beam.


MAGNETIC CONTROL
--         -- M -- 
RANGE:Mental Strength x 2 in feet DAMAGE:N/A 
DURATION:Mental Strength rounds AREA OF EFFECT:5     
USE:Once per hour MODIFIER:Mental Strength 
You can create and control magnetic fields to repel or attract or otherwise move ferrous metal objects. This operates just like Telekinesis but only affects those items than can be magnetically manipulated.


MASS MIND
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:One or more other mutants 
USE:Constant MODIFIER:Mental Strength 
You may link your mind with one or more other mutants that you are touching and enhance that mutant’s Mental Mutations by +1 per success and raise of the Mass Minding mutant's Mental Strength Roll. So long as they are touching they may use one power held by all at that advantage. Each extra linked individual that has the same power adds another +1. The GM will decide how each power is augmented by the link. Persons cannot be forced to link against their will.


MATERIAL TRANSPARENCY
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Permanent AREA OF EFFECT:Special 
USE:Once per 6 hours MODIFIER:Mental Strength 
You have the ability to alter the index of refraction of any non-living matter that you touch. By touching an item or a material and succeeding at a Mutation check (modified by the item’s Material Strength), you can turn it permanently transparent without changing that material’s strength, armor class, or other physical properties. Living organisms are not affected by this Mutation although inanimate matter may be by making a special roll. The amount of material turned transparent is up to you, with a maximum area of 30 square inches or 1 cubic foot per use. Thus, if you wanted to turn a larger area transparent, you do it in several stages. This mutation is best used on items that a party member wishes to see through, like ammunition clips, walls, etc. Successful material transformation makes the material as clear as glass. Failure has no effect.
 MATERIALMATERIAL STRENGTHMODIFIER--MATERIALMATERIAL STRENGTHMODIFIER 
 Paper:00 Glass:12-4  
 Fabric:00 Ice:12-4  
 Cardboard:2-1 Silk/webs:13-4  
 Rope:3-1 Metal Chains:14-4  
 Soft Plastic:4-2 Stone:16-5  
 Rubber:5-2 Ceramic:18-5  
 Leather:6-2 Metal Bars:18-5  
 Wood:8-3 Metal Plates:20-6  
 Wire:9-3 Metal Alloy:120-10  
 Hard Plastic:10-3 Duralloy:600-20  


MAXIMUM EFFICIENCY
--         -- M -- 
RANGE:touch DAMAGE:N/A 
DURATION:while concentrated on AREA OF EFFECT:1 item 
USE:Twice in 48 hours MODIFIER:Mental Strength 
You can concentrate on an item and get it to perform perfectly and with maximum efficiency for the next combat round. However, the item must be in working condition to begin with. This can happen twice in a 48-hour period. You must always be able to see the item being improved. If other living beings are touching the object when this power is first employed, the effect does not work. Weapons, for example, will always do maximum damage while you are concentrating on it.


MEDITATIVE STATE
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Instant AREA OF EFFECT:Body 
USE:Once per day MODIFIER:Constitution 
You are capable of entering a trance state that greatly accelerates healing while simultaneously reducing the need for air, water or food. For each hour spent in a meditative state, you will heal 4 Life Points of damage (or, if you succeed at a Mutation check by more than 5 pints, you’ll heal 8 Life Points). During a meditative state, your body is essentially in a state of suspended animation and requires no oxygen, water, or food. You cannot be awakened from a meditative state, and must always announce in advance how long you plan to stay in the meditative state.


MENTAL BLAST
--         -- M -- 
RANGE:60 feet DAMAGE:2d6 (+1d6) 
DURATION:Instantaneous AREA OF EFFECT:one creature 
USE:1 per 5 rounds MODIFIER:Mental Strength 
You can make a mental attack that causes physical damage. You make a Mutation check against the target creature’s Mental Strength. A successful attack does 2d6 damage to the head (or wherever the brain is). Success by 5 or more increases the damage by +1d6. This damage ignores armor and is ineffective on things without an organic brain or mind; thus, you can’t mentally attack computers or robots, but can attack a borg).


MENTAL BLOCK
DEFECT         -- M -- 
RANGE:Self DAMAGE:-1d4 possibly 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
___Your mind reacts to extreme stress by blocking out its source. There is a 1% chance when you have an unpleasant or violent experience that your mind will afterwards develop a block about some physical element of the experience. In future, you will be unable to sense (by sight, touch, sound or smell) items or entities of the same type even when attacked by them. When forced into direct sensory contact with the object of the block (by close proximity, not distant sighting), you suffer 1d4 damage per round of contact from tension. The classes of items or entities that might be blocked include: one particular species of Plant (or Plants with the same mutation), a Robot (or a particular type of Robot), a Security Monitor, a Humanoid or Mutated Animal with the same Physical Mutation, etc.
___This is your inability to see or even come near one of the items listed. While you can operate logically in the presence of your block, you cannot use or touch this object or even be aware of it if it attacks you. The four items should be self-explanatory and apply to only 1 item in the given categories. The individual types are determined by the GM (i.e. fish, bird, wolf, etc.).


MENTAL BOMB
--         -- M -- 
RANGE:150 feet DAMAGE:6d6 (+2d6) 
DURATION:Instantaneous AREA OF EFFECT:single creature 
USE:once per minute MODIFIER:Mental Strength 
You mental attack is similar to a Mental Blast but it is much more powerful. You make a Mutation check against the target creature’s Mental Strength. A successful attack does 6d6 physical damage to the head (or wherever the brain is). Success by 5 or more increases the damage by +2d6. This damage ignores armor and is ineffective on things without an organic brain or mind; thus, you can’t mentally attack computers or robots, but can attack a borg).


MENTAL CONTROL OF BODY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Instantaneous or 10 minutes AREA OF EFFECT:Body 
USE:Once per day MODIFIER:Mental Strength 
You may override physical pain and alter your body internally to halt blood loss and combat heat and cold, ignoring any Shaken results and damage penalties for the duration. You also immediately recover a number of Life Points equal to your Mutation score. In extreme situations, you may also use this Mutation to increase Strength and Dexterity–based Attribute checks by +3 (to a maximum of 21) and double your Speed with a successful Mutation check. This effect lasts 10 minutes.


MENTAL DEFENSE SHIELD
--         -- M -- 
RANGE:Self or 100 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You have a mental shield that is always in force and that adds 4 points to all Mental Strength checks you make to resist mental attacks. It also allows you to be aware of any other mutant with mental powers within a 100-foot radius.


MENTAL DEFENSELESSNESS
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You lack Mental Strength. All checks vs. any kind of Mental Attack are at -4.


MENTAL FEEDBACK
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:One creature 
USE:Once per day MODIFIER:Mental Strength 
Your neural pathways are lined with nano-particles of copper. This copper nano-mesh creates a mental barrier which functions on principles similar to a Faraday cage. You take half damage from all mental attacks and double the original damage is reflected back to the attacker. When two mutants with this power are engaged in mental combat, an exponential feedback loop is created. Each time the attack is reflected in the loop, make a Mental Strength attack increasing the strength of the original attack by one each time until one of you is reduced to zero Life Points at which point the dead mutant’s head explodes.


MENTAL INVISIBILITY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Mutation score in rounds AREA OF EFFECT:Mutation score radius in feet
USE:Once per hour MODIFIER:Mental Strength 
You can affect the minds of all those within range to make yourself unnoticeable. A successful Mutation check affects everyone within a radius in feet equal to your Mutation score. However, if you detect something to attract attention or a new creature enters the range, the creature is allowed to make a Mental Strength check to override the Invisibility. Your Mental Invisibility lasts for one round per Mutation score.


MENTAL PARALYSIS
--         -- M -- 
RANGE:Mental Strength in feet DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:One creature 
USE:Once per round MODIFIER:Mental Strength 
On a successful opposed Mutation score vs. Mental Strength check you can suppress the nervous system of another entity causing the victim to be incapable of physical or mental action. Each round a new check is made, but the victim is at a –2 if he was held the previous round. If four consecutive rounds of paralysis are maintained, the target loses a Fatigue Level for every further round held so.


MENTAL REFLECTION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:One Mental Attack 
USE:Constant MODIFIER:Mental Strength 
You are able to reflect mental attacks. Whenever you are successfully attacked mentally, you make a Mutation check as an immediate reaction. If your check is greater than the attack roll then the mental attack is reflected away in a random direction. If you succeed by more than 5, the attack is reflected back at the attacker, though he may be immune to his own mental attack. If the attacker also has Mental Reflection, a quantum feedback occurs and both you and your attacker take 20 points of damage and are rendered unconscious for 20 minutes.


MENTAL REPAIR
--         -- M -- 
RANGE:10 feet DAMAGE:N/A 
DURATION:While concentrating AREA OF EFFECT:Mutant bodies 
USE:1 per turn MODIFIER:Mental Strength 
You are able to heal 1 Life Point every three rounds to all mutants within 10 feet of you. You can heal a number of points of damage up to your Mutation score in a 72 hour period.


MENTAL SENSING
--         -- M -- 
RANGE:600 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Specific Mutants 
USE:Once per 72 hours MODIFIER:Mental Strength 
You are able to sense all mutants with mental abilities within 600 feet. You can only use this once in a 72-hour period. This ability adds +2 bonus to any attacks you make within range.


MENTAL SHIELD
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
You have huge reserves of will to draw upon when resisting a Mental Attack. You gain a +4 bonus to your Mental Strength checks to resist the attack. In addition, you automatically sense anyone with a mental Mutation within 100 feet, whether or not the mutation is in use. You don’t know the nature of the mutation until it is used against you, but you always know who is mentally attacking you.


MENTAL TRANSPARENCY
--         -- M -- 
RANGE:100 feet DAMAGE:N/A 
DURATION:While concentrating AREA OF EFFECT:All creatures with a 100-foot radius
USE:Three times per day MODIFIER:Mental Strength 
You possess this strong form of illusion that makes it impossible for non-intelligent beings, as well as intelligent beings that fail a Mental Strength check, to see you. While it is impossible to see you, you can still be heard, smelled and touched. The effective range of this Mutation is 100 feet. You may move while using Mental Transparency but you cannot make any form of attack without disrupting this mutation’s use.

This message was last edited by the GM at 04:00, Sat 15 Oct 2022.
StarMaster
GM, 33 posts
Sat 15 Oct 2022
at 04:19
  • msg #2

8. Mutations M - P (Physical)

MENTAL WEAKNESS: CHARISMA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Charisma 
If the world was ‘normal’ once again, you’d be considered to have a personality disorder. As the synapses and neurons in your brain have not completely formed, your Charisma decreases by -1 and your personality is just a bit off-kilter. You also have 1 or 2 quirks that others may not find agreeable.


MENTAL WEAKNESS: INTELLIGENCE
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
Your brain is underdeveloped. You take a -1 to your Intelligence as well as a -2 to figuring out artifacts.


MENTAL WEAKNESS: MENTAL STRENGTH
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Mental Strength 
Your Mental Strength lacks the depth and force that it should. It decreases by -1.


MERGE
--         P -- -- 
RANGE:touch DAMAGE:N/A 
DURATION:One round per Mutation score AREA OF EFFECT:Body 
USE:Once per day MODIFIER:Mental Strength 
You have the ability to physically merge with non-living items by shifting your body out of phase and provided the item (such as a wall) are at least as large as you are. While thus merged, you can still see and hear what goes on around you if it’s normally something you could see and hear. You are also completely undetectable by others—all they see is the wall. Some materials and some energy fields may interfere with this, so you would need to succeed at a Mutation check to merge with those items.


METALLIC LIMB TRANSFORMATION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Up to 15 rounds AREA OF EFFECT:Limbs (Body) 
USE:Once per hour MODIFIER:Constitution 
You are able to transform at will one or two limbs from organic flesh and bone composition to complete duralloy composition. You are able to manipulate the shape and size of the duralloy limb(s) completely while retaining absolute control of the limbs so transformed. If the duralloy limb is somehow broken before reverting to its organic state, the limb remains in its duralloy state and does not return to flesh and bone until you are back to full Life Points.


MIGRAINES
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Variable AREA OF EFFECT:Mind (Body) 
USE:Intermittent MODIFIER:Constitution 
You experience throbbing migraine headaches every so often. They don’t necessarily happen every day, but they can.  At the start of every day, make a Mutation check. Success means no migraine that day. With failure, however, the migraine begins in one hour by point failed (one minute if result less than 1). Each migraine lasts for a number of hours equal to your Mutation score. A successful Mutation check that succeeds by 5 or more can reduce this to just 3 hours. Critical Success reduces it to 1 hour but a Critical Failure will double the duration. It can be accompanied by any of the following symptoms (choose two):
 Confused 
 Difficulty speaking 
 Feel drained 
 Flashes of light 
 Nausea and vomiting 
 Pain that throbs or pulses; -2 penalty to all actions 
 Pain usually on one side of your head, but often on both sides 
 Pins and needles sensations in an arm or leg; -10 feet to Speed 
 Sensitivity to light; -2 penalty to all actions in the light 
 Sensitivity to sound, and sometimes smell and touch 
 Vision loss; blurred vision, double vision, blind 
 Washed out; pale and tired 
 Weakness or numbness in the face or one side of the body 
NOTE: This is mostly meant as a role-playing defect.


MIMICRY
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Special AREA OF EFFECT:Body 
USE:1 per day MODIFIER:Constitution 
This plant can alter its appearance and shape to assume the form or any creature or item. The difficulty is left to the GM. The plant does not alter its size, merely its appearance, and the plant gains none of the innate abilities of the form mimicked. The plant’s original Attributes and mutations are retained. The plant may take its time and change over the course of 1 minute, or attempt to speed things up with a successful Mental Strength check. The plant may mimic things up to Mental Strength hours per day total.


MIND CONTROL
--         -- M -- 
RANGE:50 feet DAMAGE:N/A 
DURATION:24 hours or special AREA OF EFFECT:one creature 
USE:once per 24 hours or special MODIFIER:Mental Strength 
You can send your psyche to gain complete control of another creature’s body while yours lies dormant in a fugue state. This is a mental attack; you make a Mutation check against the target’s Mental Strength. If successful, the controlled body may move freely out of the initial range of the attack. If the occupied body is killed, you die as well. If your body is killed, you’re in the new body for good, or until the original owner gains control again. You can only return to your own body when it’s within the initial control range. You have no access to the controlled body’s mind or Mental Mutations and the controlled is essentially out of the game until you let go. You must rest for 24 hours after you return to your own body before you can use this Mutation again.


MOBILITY
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant can use roots or vines or other adaptations to give it the ability to move about. Speed is a base of 10 feet but can be increased by an additional 10 feet each time this Mutation is acquired.


MOLECULAR AGITATION
--         -- M -- 
RANGE:touch DAMAGE:N/A 
DURATION:5 minutes AREA OF EFFECT:1 gallon 
USE:Twice per day MODIFIER:Mental Strength 
Twice per day, you can agitate molecules in non-living objects that you touch, such as boiling water in a pot using your hands or recharging a chemical battery. You cannot raise the temperature of any object past the boiling temperature of water, but can boil a gallon of water in a minute or charge a battery in five minutes.


MOLECULAR DISRUPTION
--         -- M -- 
RANGE:10 feet DAMAGE:disintegration 
DURATION:Permanent AREA OF EFFECT:special 
USE:Once per day MODIFIER:Mental Strength 
You are able to disrupt matter at the molecular level, effectively completely disintegrating up to 20 pounds of matter per Mutation score. However, it requires a Mutation check against a modified AC of the material as follows:
 MATERIALAC--MATERIALAC 
 Cloth10 Soft wood20 
 Rope11 Hard wood22 
 Glass13 Soft plastic23 
 Pottery14 Hard plastic24 
 Flesh15 Soft rock25 
 Bone16 Concrete26 
 Rubber17 Hard rock27 
 Leather18 Soft metal29 
 Plants19 Hard metal30 
    Duralloy32 
This power is so taxing on you that immediately after using it you fall unconscious for 4 hours whether the use was a success or not.


MOLECULAR REARRANGEMENT
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:One object at a time 
USE:Constant MODIFIER:Mental Strength 
You have the ability to rearrange the molecules in an inanimate, nonliving item by merely touching it (and succeeding on a Mutation check). You can alter the size, shape or basic structure of the item. Thus, you can change a piece of metal into a basic tool with which you are familiar, a pile of dead vegetation into edible food (though perhaps of dubious quality), or a branch into a bow. Some restrictions apply, though. For example, the item or material created must be the same weight as the original material. Materials cannot be changed into other materials, such as metal to wood. Also, any item created must be something with which you are familiar. More complicated or detailed tools and item can be created, but a greater penalty will apply. The maximum amount of weight in pounds that you can change at any one time is equal to your Mutation score. This Mutation also allows you to purify tainted food or water.


MOLECULAR RE-INTEGRATION
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:One object 
USE:Constant MODIFIER:Mental Strength 
You have the ability to cause a damaged or broken object to reform into its original undamaged or unbroken condition. All pieces of it must be present or at least enough of it to not make a significant difference for your ability to work. For example, if you drop a ceramic vase on the floor and it breaks, you can cause it to reform into its unbroken form with a successful Mutation check. The size of the object you can ‘mend’ is only 4 cubic feet so you can’t ‘repair’ a damaged vehicle (though you might be able to fix the door or the engine). If the object wasn’t working in the first place, you may not be able to make it work with this Mutation.


MOLECULAR SENSING
--         -- M -- 
RANGE:Touch DAMAGE:+1d4 
DURATION:Constant AREA OF EFFECT:Special 
USE:Constant MODIFIER:Mental Strength 
You instinctively understand the structure of anything you touch. You add +1d4 to damage when attacking something you have already touched and you add +1 to figure out Artifacts.


MOLECULAR STAGNATION
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:One round AREA OF EFFECT:Special 
USE:Twice per day MODIFIER:Mental Strength 
Twice per day, you can drain energy from objects that you are touching, such as dropping the temperature of water to freezing point or draining the power from a chemical battery. You can freeze a gallon of water in a minute or drain the power from a chemical battery in 20 seconds. Draining a chemical battery will restore 4 Life Points to you.


MULTI-ARMED
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Arms (Body) 
USE:Constant MODIFIER:Dexterity 
You have 1-10 extra arms that interfere with your manipulation ability, causing a -1 penalty per arm from all Strength or Dexterity-based actions. There is a slight advantage in that you can concentrate and use any 2 or your arms at one time, making it very difficult to tie you up or for any opponent to know which arm you’re attacking with. Note: if you try to be tricky and cut off these extra ‘bothersome’ arms, you will lose 2 points of Dexterity and 2 Life Points permanently for every arm cut off because the arms are closely tied to your central nervous system.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: N ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


NARCOLEPSY
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
When the going gets tough, YOU go to sleep! In stressful situations (or whenever the GM feels likes it would be a good time) you must make a Mutation check or suffer from a Nap Attack—you fall asleep for the next 10 rounds. It’s possibly for you to remain standing while asleep: you merely have to make a Constitution check to do so. However, you can be awakened as normal, but if the stressful situation that prompted it still exists, you’ll fall right back to sleep.


NECROTIC STENCH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:10 minutes AREA OF EFFECT:10-foot radius 
USE:Three times per day MODIFIER:5     
___You possess special glands that create a noxious cloud with an odor identical to rotten meat. The vile smell is equivalent to Intensity 6 poison. Any creature possessing a sense of smell caught in the cloud failing a Constitution check becomes nauseated by the odor, suffering a -1 penalty to attack checks (both physical and mental). This nausea persists for five minutes after exiting the odiferous cloud.
___You may also use this odor to ‘play possum’ by feigning death and emitting the foul-smelling cloud. Predatory mutants of animal intelligence will likely live you alone unless tremendously hungry. Scavenging mutants may not be so picky, however, and dine readily on such easy pickings at the GM’s discretion.
VARIATIONS:The smell might be that of skunk, or it could be ‘fire and brimstone’ (sulfur; ‘rotten eggs’).


NEGATE RADIATION
--         -- M -- 
RANGE:10 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:single creature or you, 3 times per day
USE:Constant MODIFIER:Mental Strength 
You are able to slow down the effects of radiation upon others as well as yourself to the point of reducing or eliminating all but one point of damage per round that contact with radiation is maintained.

This message was last edited by the GM at 03:34, Wed 22 Mar 2023.
StarMaster
GM, 39 posts
Mon 17 Oct 2022
at 02:14
  • msg #3

8. Mutations M - P (Physical)

NEW SENSE: CHEMICAL
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant senses the chemical makeup of the surrounding area in a 150-foot radius. The greater the variation from the background norm, the more clearly the plant “sees”. Basically the higher the Tech Level of the bulk of the target’s equipment, the better the plant can focus its attention and attacks.


NEW SENSE: DIRECTIONAL
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Like a bird’s homing instinct, you always know which way is north because you’re tuned in to the planet’s magnetosphere. You can always find your way back to any place you have visited in the last 48 hours. A successful Mutation check lets you determine direction and distance to any other place you’ve visited. Some Mutations may keep this from working and it may be suppressed if you are within a very strong magnetic field, such as near a Tesla coil or in a Faraday cage.


NEW SENSE: ELECTRICAL
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
Like a shark in water, you can sense the flow of electricity up to 2,000 feet away. This includes the electrical impulses of an organic creature’s nervous system (including brain activity). Sensing it is automatic, but it requires a successful Mutation check to determine what the source is (Human, animal, plant or machine) and determine direction and distance. However, this check is modified by +1 for every hundred feet closer you get.


NEW SENSE: ENERGY
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
This plant can sense energy within 500 feet, though very strong energy sources might be detectable from either farther away. If the plant is intelligent and succeeds at a Mutation check, it will know the energy’s intensity, nature, direction and distance.


NEW SENSE: LIFE FORCE
--         -- M -- 
RANGE:200 feet DAMAGE:N/A 
DURATION:while concentrated on AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You are attuned to the web of energy that flows through and connects all living things. The presence of living creatures within 200 feet can be felt empathically and automatically. It requires a successful Mutation check to learn the approximate size, direction, and distance of the life form. Living creatures can never gain surprise on you.
PLANTS:Plants sense life forces at the target’s Mental Strength x 5 feet away, thus the more life force in the creature, the sooner the plant knows about it. If the target is within a sealed system of some kind, the plant cannot sense it.


NEW SENSE: MAGNETIC
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
This sense detects magnetic fields, including anything that is using electricity, such as computers, electrical devices, and anything else that might also generate an electrical field. With a successful Mutation check you can determine the strength of the magnetic field as well as the direction and distance to it. It is also possible to detect metals, especially ferrous metals. This also requires a Mutation check, but you gain a +5 bonus to locate ferrous metals.


NEW SENSE: MENTAL WAVES
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You can detect the alpha wave emissions of living intelligent (INT 4+) creatures, allowing you to detect and determine their emotional states. You can always determine the direction from which these Mental Waves come as well as the emotions being felt, but it requires a successful Mutation check to identify what type of creature they are coming from and how far away they are… up to 500 feet.


NEW SENSE: RADAR
--         -- M -- 
RANGE:150 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You have a sensory organ somewhere in or on your body (it does not have to be obvious or visible) that sends out and receives in return a low level pulse of radio waves. This allows you to detect creatures and obstacles in the dark or other adverse visibility conditions (such as fog or smoke) up to 150 feet. When in those conditions, you gain a +2 bonus to your AC (unless your opponent also has this Mutation) and you are +2 to hit them. The range is x10 if you are detecting something in the air rather than on the ground.


NEW SENSE: RADIATION
--         -- M -- 
RANGE:Self DAMAGE:N/A or Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You can sense the presence of radiation within 500 feet, though higher intensities might be detectable even farther away. For every Intensity Level greater than your Mutation score, the range increases by 100 feet. In any case, you must succeed at a Mutation check to determine type of radiation, direction, distance and actual intensity.


NEW SENSE: SIXTH
--         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
You have an intuitive sense of when something in your surroundings isn’t quite right, especially if that ‘something’ could be a danger to you. This ‘danger sense’ is automatic, but you need to succeed at a Mutation check to determine if that danger is a nearby ambush, a rickety building you are about to enter, a trapped floor in the next room, a bridge that might not support your weight, etc.


NEW SENSE: SONAR
--         P -- -- 
RANGE:75 feet DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Also known as echo-location, you have either enlarged ears or antennae that allow you to “see” by using sound waves. You can move normally in negative visibility conditions and are +1 to hit in melee combat. If you also have Heightened Sense: Hearing the range is tripled. Those who have high-frequency hearing can hear your beeps and pings unless you are asleep. You must make a Constitution check when attacked by Sonic Blasts or take an additional +3 damage.


NEW SENSE: VIBRATIONS
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Intelligence 
You can sense vibrations caused by movement through objects touched, including the ground. You can always determine direction of the cause but you need to succeed at a Mutation check in order to determine the direction the source is moving and what that source might actually be.


NO NERVE ENDINGS
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Touch (Body) 
USE:Constant MODIFIER:Constitution 
You lack pain receptors in your skin and cannot feel pain. The upshot is you are never Shaken from physical trauma and all Wound Penalties are reduced by a level (thus 1 Wound, no penalty, 2 Wounds, -1 Penalty, etc.), the downside is you may be wounded and not even know it.


NOCTURNAL
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Eyes (Body) 
USE:Constant MODIFIER:Constitution 
You only go out at night, normally sleeping during the day and only becoming active at night. You can see normally by moonlight and starlight but even marginally in total darkness. However, you also suffer from diminished sight when in daylight. You squint your eyes nearly shut in bright light, giving you a -6 penalty to all Perception checks and any action or task that relies on vision. Even with sunglasses, you can only see blurred images within 30 feet; anything beyond that is lost in the glare.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: O ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


ODOR: ATTRACTION
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:up to 10 miles, depending on the wind
USE:Constant MODIFIER:Constitution 
You emit a strong body odor that attracts carnivores of all types. They don’t come to have tea and good conversation.


ODOR: STENCH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:up to 10 miles, depending on the wind
USE:Constant MODIFIER:Constitution 
___You emit a strong body odor that repels creatures of all types. While it isn’t unbearable, it’s definitely unpleasant enough for creatures to avoid spending much time around you if they can help it as well as keep their distance when talking to you and always trying to stay upwind of you. You suffer a -2 penalty on reaction checks with other people. If you are meeting the other party members for the first time, the penalty is -4. If you are communicating with someone at a distance—shouting to someone across a river or talking on the radio, for example—the penalty doesn’t apply.
___Anyone trying to track you by scent gains a +8 bonus to do so.


OSMOSIS LEARNING: PHYSICAL TOUCH
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:1 tool, device or weapon per day.
USE:Once per day MODIFIER:Mental Strength 
You can, almost instantaneously, learn how to operate a mechanical tool, tech device or weapon, simply by holding or touching the item, concentrating for 3 rounds, and then succeeding at a Mutation check. You can put that knowledge to use immediately. This knowledge only lasts for 72 hours unless you repeat the process two more times on the same device/tool, in which case the information is permanently fixed into your brain.


OSMOSIS LEARNING: VEHICULAR
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:1 vehicle per day 
USE:Once per day MODIFIER:Mental Strength 
You can, almost instantaneously, learn how to operate any vehicle (land, air, or water), regardless of prior operating knowledge or experience, simply by touching the vehicle, concentrating for 3 rounds, and then succeeding at a Mutation check. You can put that knowledge to use immediately. This knowledge only lasts for 72 hours unless you repeat the process two more times on the same vehicle, in which case the information is permanently fixed into your brain.


OSMOSIS LEARNING: WRITTEN WORD
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Instantaneous AREA OF EFFECT:1 book, manual or manuscript per day
USE:Once per day MODIFIER:Mental Strength 
You can, almost instantaneously, learn the contents and meaning of a written work (book, operating manual, data pad extraction) simply by touching or holding the written word, concentrating for 3 rounds, and then succeeding at a Mutation check. You can then put that knowledge to use immediately. This knowledge does not fade away.

This message was last edited by the GM at 06:07, Mon 17 Oct 2022.
StarMaster
GM, 40 posts
Mon 17 Oct 2022
at 02:26
  • msg #4

8. Mutations M - P (Physical)


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: P ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


PARANOIA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind 
USE:Constant MODIFIER:Intelligence 
You are suspicious and untrusting of everyone around you. Every coincidence, every slight connection is a conspiracy. You know, in your heart, someone out there is trying to get you. Maybe he hasn’t found you yet, or maybe he’s just waiting for the right time. If a triggering event occurs (determined by you and the GM), you may need to succeed at a Mutation check or flee allies, possibly even attack those closest to you. Even with success, this more mild case may still cause bickering and argumentativeness.


PARANOIA PROJECTION
--         -- M -- 
RANGE:Line of Sight DAMAGE:N/A 
DURATION:3d6 minutes AREA OF EFFECT:Target creature 
USE:Once per hour MODIFIER:Mental Strength 
If successful, this opposed mental attack will cause the target to become suspicious and untrusting of those around him. In severe cases, the target may flee allies or attack those closest to them, while more mild cases may cause bickering and argumentativeness.


PERIODIC AMNESIA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
Whenever you suffer 2 or more Wounds you must make a Intelligence check or lose all memory of the preceding 1d12 days.


PHEROMONES: ATTRACTION
--         P -- -- 
RANGE:60 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:60 foot radius centered on you
USE:Once per hour MODIFIER:Constitution 
You are able to release supercharged pheromones into the nearby vicinity causing members of the same species within that vicinity to be favorably disposed toward you, ranging from being mildly amenable towards your will or suggestions to a strong physical attraction and a willingness to support you at great lengths. Saves made at -4.


PHEROMONES: REPULSION
DEFECT         P -- -- 
RANGE:60 feet DAMAGE:N/A 
DURATION:1 hour AREA OF EFFECT:10-60 foot radius, centered on you
USE:Once per hour MODIFIER:Constitution 
Your body releases a super-charged pheromone into the nearby vicinity causing members of the same species within that vicinity to be extremely unfavorably disposed toward you, ranging from being mildly irritated towards you and opposed to your will or suggestions to a strong physical fear and hatred of you with an unwillingness to engage under any circumstances. It requires a Constitution check at -4 to resist these effects.


PHOBIA
DEFECT         -- M -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Mind (Body) 
USE:Constant MODIFIER:Intelligence 
___You have an unreasoning, physiological terror of some common aspect of your environment. When in the presence of this phobia’s cause, you must make a Mental Strength check at -2. Success means all actions within the presence are at -2, with a -4 if the check was failed. If the trait die came up 1 then check on the Fear table. Roll 1d6.
Acrophobia:(fear of heights) You suffer extreme terror when more than 30 feet above solid ground. You can do nothing except grab at the nearest object or person and hold on.
Agoraphobia:(fear of open spaces) You are gripped by unreasoning fear when you strays more than 200 feet from a wall or outcropping into an unobstructed space. This causes you to immediately crawl to the nearest obstruction and huddle close to it for 2 hours after which you will leave only to find another sheltered spot.
Ailurophobia:(fear of cats) It isn’t just black cats that generate irrational fear in you, but any kind of cat. Even a picture of a cat can cause trepidation. A failed Mental Strength check will cause you to flee for 20 rounds.
Androphobia:(fear of anthropoidal creatures) You fear all Humanoids, Pure Strain Humans and Mutated Animals descended from anthropoids except for your own type (those possessing the same exact mutations, etc.). When confronted with such persons, you must pass a Mental Strength check or you flee for 20 rounds minus one round per Intelligence modifier.
Botanophobia:(fear of plants) Some trees and bushes can be rather scary-looking and those you fear the most, but most plants (including flowers) make you cringe. Whenever possible, you even avoid walking on grass. You need to succeed at a Mental Strength check to walk on grass or to approach within 100 feet of any other plant.
Colorophobia:(fear of bright color) Dim light and darkness can be your friend because those lighting conditions mute the bright colors that terrify you. If it’s colorful, avoid it… walk around it... or smash it if necessary! Just don’t get close to it! Those bright colors rot your brain!
Demophobia:(fear of crowds (5+ people)) You panic when you see more than 5 sentient beings in a group (except your own close circle of friends and companions) and flee for 20 rounds minus 1 round per point of Intelligence modifier.
 NOTE:You must actually see the group. Simply being in a town will not cause panic unless a group is in sight.
Entomophobia:(fear of bugs, insects, and spiders) You run screaming if you see one!
Haphephobia:(fear of touching) Touching, especially skin to skin, can transfer unseen diseases to and from you, as well as demons and other nasty creatures. This makes it difficult to treat your injuries.
Herpetophobia:(fear of reptiles) Lizards and snakes cause you to flee from them, putting as much distance between you and them as possible! 100 feet might be good, but better make it 200 feet to be on the safe side!
Hydrophobia:(fear of water) You have no problem drinking water or washing with it and even taking a shower doesn’t bother you, but any body of water larger than a bowl scares the bejezis out of you! Even in clear water you just KNOW there’s something lurking in there! You keep at least 20 feet away from water, and you aren’t EVER getting on a boat!
Ligyrophobia:(fear of loud noises) You cringe and cower whenever you hear a loud noise. If it’s only a single sound, you recover after a minute (after you’re sure it’s not going to happen again). The longer the loud noises persist, though, the longer you cower and cringe. This means, of course, that you can’t use firearms.
Mechanophobia:(fear of machines) They are designed to suck your life and soul out of you! Stay away from them! Small electronic devices are probably okay.
Nyctophobia:(fear of darkness) You will, if exposed to darkness, stand frozen in place and scream uncontrollably until light is produced or you are rendered unconscious.
Pathophobia:(fear of infection) You may not know what germs, bacteria and viruses are, but you know there are nasty invisible things (perhaps THE CURSE) that can affect you. Avoid dirt and wash frequently to stop those nasty infections.
Photophobia:(fear of bright light) Bright lights may not hurt you (unless it’s a laser!), but there’s just something about them that sends shivers up and down your spine and make you want to hide somewhere dark. You invariably where dark hooded clothes to cover up from the sun.
Pyrophobia:(fear of fire) Your fear of fire (even a match) will cause you to flee for 20 rounds minus one round per point of Intelligence modifier whenever you see fire or smell smoke. You take double damage from all fire attacks.
Robotophobia:(fear of robots) A robot is a special kind of machine that’s already sucked the life and soul out of someone to give it its own life. Don’t let it take yours! Flee at least 100 feet away and keep your distance.
Technophobia:(fear of technology and devices) Only simple tools whose function, purpose and operation is clearly discernable (bows, wheels, pulleys, etc.) don’t bother you but anything more complicated than that was designed to destroy your soul. Crossbows are probably okay, but firearms are iffy.
Xenophobia:(fear of strangers) This goes beyond just being distrustful of someone you don’t know. Even you’ll admit that strangers aren’t necessarily evil but you aren’t taking any chances—keep your distance.
Zoophobia:(fear of animals) People are just people, right? Well, except maybe the Mutations. But animals are just…wrong! From mice to elephants, wolves and bears and bunny rabbits and cute little kittens—they all scare you. If you can see one, it’s too damn close!
___There are myriad other phobias out there that could be selected instead of the ones above. However, if you select some other option, it should be something that’s reasonable to encounter; coulrophobia (fear of clowns) isn’t likely to crop up very often. If this mutation is acquired during the game, if should reflect something that was near at the time of the mutation’s rise.


PHOTO-DEPENDENT
DEFECT         P -- -- 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You require constant light to stay conscious. An hour in the dark forces you into a sluggish state. In this state, you suffer a -2 penalty to all of your Attribute checks, as well as your initiative, attacks, damage, and Mutation checks. Five full minutes of bright or normal light restores you completely. You suffer 1d6 points of damage for each 24 full hours spent in the dark, which means that a normal night’s sleep does no harm. Additionally, you can never be sunburned or harmed by normal sunlight. Lasers still harm you normally.


PHOTO-GENERATION
--         -- M -- 
RANGE:Self DAMAGE:None 
DURATION:Instantaneous or 10 + MS rounds AREA OF EFFECT:30-foot radius 
USE:three times per day MODIFIER:Mental Strength 
___You are able to generate a tremendously bright flash of light from a specific part of your body (hands, eyes, hair, etc.—your choice). This flash blinds everyone looking at you within 30 feet. It is treated as an attack against the victim’s Constitution with an intensity equaling the Mutation score. You cannot be blinded by bright lights, but takes damage normally from lasers and the like.
___You can store enough energy for three flashes, but it takes four hours to regenerate a used flash. As an alternative to the bright and sudden light discharge, you can use up a flash to glow with a light equal to normal daylight for 10 + Mental Strength rounds. The glow this creates illuminates a 30-foot radius area.


PHOTOKINESIS
--         -- M -- 
RANGE:Self (100 feet) DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
___You can bend or change light. You can set up a field around yourself that bends most of the light around your body and redirects it back on its original path. This makes you invisible for all practical purposes. Anybody within 3 feet is inside the field and sees you normally. In most cases, this includes anybody in melee with you.
___Some of the light is let inside the field, allowing you to see and be seen inside it. As a result, you take half damage from lasers when using Photokinesis in this manner.
___Photokinesis can alter the wavelength of a beam of light away from your body. This can negate the effect of a laser weapon or other light source. You can change the color of a light beam, or reduce its wave below the visible spectrum. In that case, the light is “put out”. Lasers can be cycled up, from IR to UV or microwave (masers), or down. The damage of the weapon changes, but not the WC. You can also attempt to “put out” the laser.
___If the light source you are trying to affect, say a laser rifle, is moving or in the hands of an opponent, then you must “attack” the light source. Its AC does not include any of the opponent’s armor intended only to stop damage, such as plate mail, but does include everything else, such as DEX modifiers and Mutation adjustments. A typical moving light on a track would be AC 10. A wildly swinging light on a cable might be AC 20.
___You can maintain your power for up to 10 rounds. You must rest for four hours before using it again. You can only do one of the above effects each round. You cannot make yourself invisible and still affect distant light sources.


PHYSICAL REFLECTION
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
Your skin reflects away even the most intense forms of a particular type of energy. It is reflected away in a random direction as per a scatter diagram nor do you suffer any damage from this type of attack. When this Mutation is acquired, the type of energy must be selected from the following options: Cold, Electrical, Heat, Laser, Radiation, or Sonic.


PHYSICAL SENSING
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:150-foot radius around you
USE:Constant MODIFIER:Mental Strength 
Vibrations from any moving thing within 150 feet allow you to know where creatures are. Thus, you are never surprised and you can attack as well in the dark as in the light. You also gain a +2 to any attacks you make.


PHYSICAL WEAKNESS: CONSTITUTION
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Your physique hasn’t developed completely, decreasing your Constitution by -1 and reducing your Life Points by -5.


PHYSICAL WEAKNESS: DEXTERITY
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
Your neural pathways never fully developed causing your reflexes and hand-eye coordination to suffer. Your Dexterity decreases by -1 and your Speed decreases by -5 feet.


PHYSICAL WEAKNESS: PHYSICAL STRENGTH
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
Your muscles never completely developed resulting in a -1 to your Physical Strength and reducing your carrying capacity by half.

This message was last edited by the GM at 06:08, Mon 17 Oct 2022.
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