GW4 To D20 Mutations Conversion
GW4 To D20 Mutations Conversion
( BaddKar ma)
Fi r st l et me st ar t by sayi ng t hat al l of t he cr edi t goes t o
Br uce Nesmi t h and J ames M. War d f or t he 4
t h
edi t i on r ul es pr i nt ed
by TSR i n 1992. I am si mpl y at t empt i ng t o keep t hese goodi es i n
ser vi ce f or t he D20 Moder n and D20 syst ems.
Her e ar e t he 4
t h
Edi t i on Gamma Wor l d mut at i ons conver t ed over t o
t he D20 Moder n/ Gamma Wor l d D20 set t i ng. The new ver si on of GW,
t he 6
t h
i ncar nat i on I guess, was t er r i bl y shor t on what makes t he
game so good. These mut at i ons ar e f or our set of house r ul es
( 95% D20 Moder n) , but t hey shoul d f i t about any campai gn usi ng
t he D20 or D20 Moder n Syst em. Bel ow ar e f ew t hi ngs t hat I have
t o say.
Savings Throws Most of t he savi ngs t hr ows ar e gear ed t owar ds
t he at t acker s l evel and how wel l he at t acked. Exampl e, most
at t ack mut at i ons f r om t he 4
t h
Edi t i on have an MP, whi ch i s t he
mut at i on power scor e. Our house r ul es now t r eat t hese ( t he MP)
as r anks, j ust l i ke ski l l s, t o be devel oped. So i f a mut ant
want s t o be good wi t h t he ol Hands of Power - Zapping Hands, he
can now devel op i t by usi ng hi s ski l l poi nt s t o r ai se a mut at i on
r at her t han a ski l l . Anyways, t he mut ant at t acks t he t ar get and
uses t he f ol l owi ng f or mul a:
5 + MP + 1d20 = DC or t hr eat l evel .
What ever t hi s t ot al equal s i s t he number t hat t he t ar get must
r each on t he savi ngs t hr ow or be af f ect ed by t he power .
Poisons Poi sons, and r adi at i on damage f or t hat mat t er , ar e
t aken di r ect l y out of t he D20 Moder n Cor e Rul ebook. Saves f or
t hemar e t r eat ed wi t h t he f ol l owi ng savi ngs t hr ow f or mul a:
5 + MP + Poi son DC = DC or t hr eat l evel .
Changes Some mut at i ons such as Radiating Eyes, Death Field
Generation, Magnetic Control, and Telekinesis wer e vi ewed as t oo
weak see we beef ed t hem up a l i t t l e. I f t hat doesn t wor k f or
you, t hen change t hemas you f eel necessar y.
I f you l i ke what you see her e and want t he sour ce f i l e t o bet t er
f i t your syst em and edi t t he or i gi nal document , j ust emai l me
and I l l send i t out . Peace.
BK
Achilles Heel [D]
Physi cal , Pl an ; Per manen , no MP t t
The mut ant has a cr uci al weakness i n a par t i cul ar body l ocat i on. It he
i s ever st r uck t her e, he t akes doubl e damage and i s i n such pai n t hat
he cannot at t ack or per f or m ot her act i ons f or t he next r ound. A
nat ur al r ol l of a 20 , i f i t hi t s, i s assumed t o have hi t t hi s spot t he
Achi l l es heel . A cal led shot can al so be used t o i nt ent i onal l y hi t i t .
The pl ayer can pi ck any poi nt on hi s body, such as a f i st - si zed pl ace
on hi s head, hi s st omach, or hi s gr oi n. Pl ant s shoul d choose a
si mi l ar pl ace on t hei r bodi es.
Adaptation
Pl an ; Aut omat i c , no MP t
The pl ant can adapt ( become i mmune) t o any physi cal at t ack f or m
t hat has har med i t . On t he r ound i t i s at t acked, i t must deci de
whet her or not t o begi n t he pr ocess of adapt at i on. It can dr op a
pr evi ous i mmuni t y t o adapt t o a new at t ack. The pl ant can have a
t ot al of t hr ee adapt ed i mmuni t i es at any gi ven t i me. It t akes f ive
days f or t he pl ant t o compl et e t he adapt at i on pr ocess. Ther e ar e no
r est r i ct i ons t o us act i vi t i es dur i ng t hi s t i me.
For example, i f i t adapt s t o f i r e at t acks, i t gr ows a f lame r esi st ant
bar k. If i t adapt s t o l aser s, i t mi ght devel op a r ef lect i ve ext er i or . For
t he pur poses of t he ada t at i o mut at i on, physi cal at t acks ar e di vi ded p n
i nt o cut t i ng at t acks, pi er ci ng at t ac ks and bl udgeoni ng at t ac ks , and
adapt at i on mus t be made t o each i ndi vi dual l y. Gunshot s ar e
consi der ed t o be pi er ci ng at t acks.
Air Sail
Physi cal , Pl ant ; Aut omat i c, no MP
The char act er s body i ncor por at es a st r uct ur e si mi l ar t o a f i xed
wi ng or par achut e t hat al l ows hi m t o gl i de. A f l yi ng squir r el is an
example of an animal wit h an ir sail. The char act er gl i des 50% f ast er a
t han he nor mal l y moves on f oot . He must l ose at l east 1 f oot of
al t i t ude f or ever y 20 f eet of f or war d movement . The Game Mast er
may f or ce a st eeper decline in bad weat her . Diving speeds ar e
doubled, but t he char act er loses 5 f eet of alt it ude f or ever y 10 f eet
t r aveled. Al t er ed humans wi t h t hi s mut at i on get a - 2 penal t y f or
Robot Recogni t i on.
Allergy [D]
Physi c al , Pl ant ; Per manen , no MP t
The mut ant suf f er s a r eact i on t o an or di nar y subst ance, such as
pol l en, i r on or mi l k. So l ong as he i s i n cont act wi t h t he subst ance
( br eat hi ng, t ouchi ng, eat i ng, et c.) , t he Game Mast er r ol l s an at t ack
agai nst t he mut ant ' s Heal t h, usual l y at t he begi nni ng of t he r ound.
Most subst ances r equi r e a FORT save of DC 10 . However , t he Game
Mast er can set higher int ensit ies f or hi gher concent r at i ons or
ext r eme cont act . If t he at t ack i s successf ul , t he mut ant l oses one
act i on f or t he r ound. Thi s usual l y means t hat he cannot at t ack and
can onl y move at hal f nor mal r at e. Rol l a d20 on t he t able bel ow f or
t he specific aller gy.
Aller gy Table M- 1
1 Pol l en 11 Ani mal Fur
2 Cl ay 12 Sal t
3 Oi l 13 Wood & Paper
4 Pl ast i c 14 Feat her s
5 Ir on 15 Speci f i c Ani mal
6 Speci f i c Pl ant 16 Pai nt
7 Di gest ed Meat 17 Bone & Ivor y
8 Si l ver or Gol d 18 Cot t on or Wool
9 Leat her 19 Soap
10 Speci f i c Mi ner al 20 Speci f i c Dr ug
Allurement
Pl ant : Aut omat i c, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The plant const ant ly gives of f a sweet - smelling f r agr ance t hat has a
seduct ive, hypnot ic ef f ect on cr eat ur es of animal Int elligence (1) or
lower . It incr eases t he ef f ect ive CH of t he pl ant by 5 pl us t he MP
modi f i er . Non- sent i ent cr eat ur es ar e " at t acked" by t he f r agr ance up
t o 50 f eet plus MP mod x 5 f eet away, t imes t wo f or cr eat ur es down
wind and t imes t en f or cr eat ur es wit h t he Height ened Smel l
mut at ions. They def end wit h a WILL save of DC 5 + MP Mod + 1d20. If t he
at t ack is successf ul, t hey ar e compel led t o t ouch t he pl ant and be near
i t . Thi s at t ack can onl y be made once per cr eat ur e. If i t f ai l s, t he
cr eat ur e is always able t o ident if y t he plant and r eject t he af f ect s of
i t s allur ement . The ef f ect s of llu ement ar e br oken if t he vict im suf - a r
f er s damage f r om an at t ack.
Anti-LifeLeech
Physi c al , Pl ant ; Aut omat i c , no MP
The mut ant i s i mmune t o l i f e l e c h and ot her dr ai ni ng at t acks. He e
i s able t o r ever se t he f l ow of anot her l i f e l ech f i el d, dr ai ni ng Id6 e
poi nt s f r om t he at t acki ng cr eat ur e i nt o hi msel f . These poi nt s f i r st
heal hi s damage and t hen add t o hi s hi t poi nt t ot al . Hi s hi t poi nt s
c an never exc eed hi s CN x 10 . Addi t i onal hi t poi nt s f ade away af t er
an hour .
AttractionOdor [D]
Physi c al , Pl ant ; Pe manent , no MP r
Animals and humans wit h at t r act ion odor have a st r ong, musky scent ,
whi l e pl ant s smel l sweet and per f umed Mut ant s wi t h t his def ect can
aut omat ically be t r acked up t o 10 miles away by any mut ant wit h
heigh ened smell or by pr edat or s. In t he wilder ness, t he mut ant is t
t wice as likely t o at t r act t he at t ent i on of a pr edat or . Gi ant i nsect s or
her bivor e gr azer s ar e usual l y at t r act ed t o pl ant s t hat have t hi s
def ect .
Beguiling
Ment al; At t ack, MP 4d6 L -
Save: WILL ( 5+MP MOD+1d20) , Cr i t = 20 (2x Dur at i on)
Wi t h a successf ul ment al at t ack, t he char act er can i nsi nuat e a
soot hi ng and f r i endl y at t i t ude i nt o anot her cr eat ur e. The t ar get
cr eat ur e must be no f ur t her t han 75 f eet away, pl us 5 f eet x MP
modi f i er . If t he t ar get cr eat ur e i s appr oached i n a f r iendly manner
af t er a successf ul at t ack, t he t ar get get s a - 5 modif ier t o t he WILL
save on any at t it ude r olls when dealing wit h t he mut ant . If t he beguil-
i ng at t ack i s successf ul , t he cr eat ur e wi l l not at t ack t he begui l er ,
but mi ght at t ack hi s f r i ends, dependi ng upon t he ci r cumst ances and
t hei r act i ons.
Bodily Control
Physi cal , Pl ant ; At ac , MP 4d6 L t k -
The mut ant can t empor ar i l y enhance any one body f unct i on. If he
chooses a sense, i t wor ks j ust l i ke t he i ght ened s nse mut at ion. He he e
can also choose t o enhance one of his physical at t r ibut es (PS, DX or
CN), just like t he mut at ion hei ght ene phy i cal at t r i but . The ef f ect d s e
l ast s 5 +MP modi f ier r ounds. He can only height en a par t icular sense
or at t r i but e once ever y 24 hour s.
BodyChange[D]
Physi c l ; Aut mat i c, no MP a o
Some par t s of t he mut ant ' s body ar e alt er ed in a cosmet ic way. These
al t er at i ons have no si gni f i cant game ef f ect upon t he char act er . None
of t hese mut at i ons shoul d al l ow t he char act er an ext r a abi l i t y, or
di sabi l i t y, of any si gni f i cance. Rol l a d20 t wi ce on t he t able t o
det er mine t he changes. Alt er ed humans wit h t his mut at ion get a 2
penalt y f or Robot Recogni t ion.
Body Change Table M- 2
1
Odd Ski n Col or
11
Bony Skul l Ri dge
2
Si ngl e Eye
12
Mane/ Br i st l es
3
Ext r a Fi nger s
13
Tr anspar ent Ski n
4
Odd Hai r Col or
14
Complet el y Hai r l ess
5
Webbed Fi nger s
15
Scales/ Feat her s
6
For ked Tongue
16
Saggi ng Fol ds of Ski n
7
Ant ennae
17
Mi sshapen Head
8
Cr est
18
Pat ches of Fur / Ski n
9
Vest i gi al Wi ngs
19
Non- pr ehensi l e Tai l
10
Mi spl aced Faci al Feat ur es
20
Enl ar ged Facial Feat ur e
Carapace
Physi c al , Pl ant ; Aut omat i c , MP 4d6 L -
Thi s i s a par t i al or t ot al ( 50 / 50 chance) bony shel l t hat pr ot ect s t he
mut ant ' s body l i ke ar mor . A par t i al car apace cover s t he head and
back, pr oviding a nat ur al ar mor against at t acks f r om behind. A t ot al
ca apace gr ant s t he same Ar mor Class f r om f r ont and back. The base r
Ar mor Class is 15 + MP modif ier . The DX bonus is t hen applied as nor mal
(see " Char act er Gener at ion" ). Plant s have t hick, t ough bar k inst ead of a
shell. Al t er ed humans suf f er a 2 penal t y on Robot Recogni t i on.
Ther e i s no penal t y f or RFLX save wi t h a par t i al car apace, a t ot al
car apace yiel ds a - 2 RFLX save modi f i er on most saves.
Carnivorous Jaws
Pl ant ; Aut omat i c, MP 4d6- L
Cr it = 20 (2x Damage)
Most plant s do not eat . They live of f of soil and sunlight . However , a pl ant
wi t h t hi s mut at i on can eat meat or ot her pl ant s wi t h i t s j aws. It s
" t eet h" ar e act ual l y t i ght l y spaced t hor ns i n i t s maw. It s st omach i s
mer el y a body cavi t y f i l l ed wit h weak acids t hat digest t he meat and
ot her mat er ials ver y slowly. The jaws do Id6 + MP modi f i er damage
per bi t e. The pl ant i s st i l l abl e t o sust ai n i t self wit h just soil and
sunl ight , but i t i s an uncomf or t able exist ence and if wit hout soil or
sunlight t he mut ant plant sust ains a - 1penalt y f or ever y 48 hour s t hat is
cumulat ive. The plant must make a FORT save ever y 48 hour s at DC 10 +
modif ier s. For ever y FORT save t hat is f ailed t he plant loses one point of
t empor ar y const it ut ion.
ChameleonPower
Physi cal , Pl ant ; Move, MP 4d6- L
This mut at ion allows t he char act er t o aut omat ically blend i nt o any
backgr ound. Hi s body col or at i on aut omat i cal l y mat ches t he color s of
any backgr ound t hat is wit hin a met er . Be awar e t hat his clot hes or
ot her belongings do not change color . His skin (or leaves) cont inuously
change as t he mut ant moves. The mut ant can decide t o make his skin
any single color not r elat ed t o his backgr ound, or can choose t o look like
his nor mal self . When chameleon power is act ivat ed and t he mut ant is
act ive, t he mut ant get s 5 + MP modi f ier added t o his Hide checks. Whi l e
not moving t he, t he char act er get s a 10 + MP modif ier t o his Hide ski l l.
Chemical Susceptibility [D]
Physi cal , Pl ant ; Aut omat i c, no MP
Save: FORT saves ( - 5)
The char act er has a - 5 penalt y applied when at t empt ing a FORT save
agai nst al l poi sons, dr ugs or ot her t oxi c chemi cal s. He get s dr unk
t wice as quickly as a nor mal char act er , t ypically f r om j ust one cup of
an al cohol i c bever age. The damage f r om al l chemi cal at t acks i s
doubl ed as ar e t he ef f ect and r ecover y t i mes.
Confusion
Ment al ; At t ac k, MP 4d6 - L
Save: WILL ( 5+MP MOD+1d20) , Cr i t = 20 (2xDur at i on)
If t he ment al at t ack usi ng t hi s mut at i on i s successf ul , t he vi ct i m i s
conf used. The t ar get must make a WILL save t o avoi d t he ef f ect s of
t hi s mut at i on. Rol l a d20 each r ound on t he t abl e bel ow f or t he
act ions t aken by t he af f ect ed cr eat ur e. The ef f ect s last f or 2d6
r ounds. Conf usi on has a r ange of 75 f eet , pl us 5 f eet per MP
modif ier .
Conf usion Table M- 3
1 St ands St i l l
2 Si t s Indi an St yl e
3 Pl ays on Fl oor
4 Wander s Sl owl y
5 Si t s and Dr ool s
6 Cr i es Li ke a Baby
7 At t acks Near est Cr eat ur e
8 Scoot s on Knees
9 Fl aps Ar ms Li ke Bi r d
10 Begi ns t o Exer ci se
11 Sni f f s Near est Cr eat ur e
12 At t acks Near est Inani mat e Obj ect
13 Spi ns Li ke a Top
14 Wal ks Backwar ds
15 At t acks Random Enemy
16 Hops Li ke a Fr og
17 Yodel s
18 Begi ns t o Undr ess
19 Begi ns t o Sneak Away
20 Takes Per sonal Invent or y
Contact PoisonSap
Pl ant ; A t omat i c, MP4d6- L u
Save: FORT ( 18+MP MOD)
Anyt i me t he plant i s i nj ur ed i n combat , i t exudes a t hi ck, st i cky sap
f r om t he wound t hat i s poi sonous upon cont act wi t h ski n. Thi s poi son
i s t r eat ed as Cur ar e on t able 2- 5 of t he D20 Moder n RPG. It i s i deal
f or coat i ng weapons, but does not l ast l ong. The sap har dens t o a
nont oxi c r esi n wi t hi n an hour . The pl ant must suf f er a wound of at
l east 2 poi nt s t o coat a dagger . It t akes a wound of 5 poi nt s t o coat a
swor d. Obvi ousl y t he plant char act er i s not goi ng t o be t hr i l l ed about
donat i ng any si gni f i cant amount of i t s sap. Plant s ar e i mmune t o t he
ef f ect s of t he sap. For ever y poi nt of MP mod, t he mut ant can
decr ease t he si ze of t he wound needed t o coat a weapon. For
example a MP mod of 5 woul d coat a swor d wi t h onl y a 1poi nt wound
t o t he pl ant . The MP mod al so i ndi cat es t he number of at t acks t hat
may be made bef or e t he sap i s gone f r om t he weapon. The MP mod i s
al so added t o t he DC of 18 t o r esi st t he poi sons ef f ect s.
DeathFieldGeneration
Ment al ; At t ack, MP 4d6- L
Save: FORT ( 10+MP MOD+1d20) , Cr i t = 19, 20 ( Speci al )
The char act er makes an at t ack on al l l i vi ng t hi ngs wi t hi n 60 f eet , plus
5 f eet per poi nt MP modi f i er . Any cr eat ur e, f r iend, or f oe t hat f ai l s a
FORT save wi l l have most of t hei r hi t poi nt s dr ai ned away. The
cr eat ur e i s l ef t wi t h onl y hi t poi nt s equal t o hi s CN scor e ( Hi t Di ce f or
monst er s) . If t hi s does not do at l east 10 poi nt s of damage t o t he
cr eat ur e, t hen i t i s r educed t o 0 hi t poi nt s, di sabled st at us. Any
cr eat ur e wi t h zer o or f ewer hi t poi nt s i s ki l l ed i nst ant l y, dr ai ned t o
- 10 hi t poi nt s. Al l nor mal pl ant s, smal l ani mal s, or ot her si mpl e l i f e
f or ms ar e assumed t o have been at t acked successf ul l y and suf f er
t he consequences. Int er est i ngl y, ger ms and ot her mi cr oscopi c
or gani sms ar e unaf f ect ed.
If t he mut ant r ol l s a 19- 20 , t he cr i t i cal t hr eat t hr eshol d f or t hi s
mut at i on, t he mut ant has pr oject ed a devast at i ngl y l et hal f iel d whi ch
al l cr eat ur es who f ai l t he save ar e r educed t o - 1 hi t poi nt and ar e
dyi ng.
The mut ant usi ng t hi s power l oses hi t poi nt s j ust as i f he had al so
been hi t by deat h f iel d gener at i on, whi ch means he mi ght be
i ncapaci t at ed or even die. However , r ecor d t he l ost hi t poi nt s
separ at el y. Assumi ng t hat usi ng hi s power di dn' t r educe hi m t o zer o
hi t poi nt s, he r ecover s one hi t poi nt ever y hour unt i l t he damage
caused by usi ng t hi s power i s healed. These l ost hi t poi nt s can al so
be cur ed nor mal l y wi t h ot her mut at i ons or ar t i f act s. The char act er
can onl y use t hi s power once a week.
An i nt er est i ng dr awback of t hi s mut at i on i s t hat when t he mut ant i s
exci t ed, agi t at ed, or ner vous t he mut ant exudes a f ai nt bl ack mi st
t hat envelopes t he mut ant . A Spot check at DC 10 wi l l not i ce t hi s i n a
l i ght ed ar ea or dur i ng day t i me. A DC of 25 wi l l be needed t o sense
t hi s at ni ght . In dar kness wi t h no back dr op, t hi s adds a +2 t o al l Hi de
r ol l s.
DensityControl, Others
Ment al ; Ful l , MP 4d6- L
Save: WILL ( 5+MP MOD+CH LVL)
The char act er i s able t o cont r ol t he densi t y of ot her l i vi ng cr eat ur es.
The ef f ect s of t hi s power ar e i dent i cal t o densi t y cont r ol , sel f , gi ven
bel ow. However , t he mut ant must successf ul l y at t ack t he vi ct i m
ment al l y t o change hi s densi t y. If t he t ar get i s wi l l i ng, subt r act 10
f r om hi s savi ngs r ol l . Any char act er wi t h f ive levels of concent r at i on
i s aut omat i cal l y af f ect ed i f t hey choose t o be ef f ect ed. The mut ant
chooses how smal l or how lar ge hi s t ar get becomes, wi t hi n t he l i mi t s
of hi s power . Par t s of a t ar get cannot be changed, onl y t he whol e
t ar get .
DensityControl, Self
Physi cal , Ful l ; Ac i vat ed, MP 4d6 L t -
The mut ant i s abl e t o cont r ol hi s body' s densi t y. Incr eased densit y
means t he char act er wei ghs t he same, but i s smal l er . The mut ant can
shr i nk t o 50% smal ler , pl us 5 % x MP modi f i er . No char act er can
shr i nk bel ow 5 % of hi s or i gi nal hei ght . Decr eased densi t y means t he
char act er wei ghs t he same, but i s l ar ger . The mut ant can gr ow up t o
10 0 % l ar ger , pl us 10 % x MP modi f i er .
The char act er ' s speed i ncr eases or decr eases by t he same
per cent age t hat he gr ows or shr i nks. Hi s AC i mpr oves by 1 f or ever y
10 % he shr i nks, but i t wor sens by 1 f or ever y 20% he gr ows. Thi s i s
f r om t he i ncr eased or decr eased t oughness of t he f l esh as wel l as t he
smal l or l ar ger t ar get t hat t he char act er becomes. The char act er i s
i mmune t o t he densi t y cont r ol , ot her s mut at i on.
Devolution
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20) , Cr i t = 20 (2x Damage)
Wi t h a successf ul devol ut i on ment al at t ack, t he char act er i s abl e t o
r ever se t he evol ut i onar y pr ocess i n a si ngl e cr eat ur e. Mut at ed
char act er s l ose a mut at i on ( chosen r andoml y) when at t acked t hi s
way. For t he pur poses of t hi s at t ack, a mut at ed ani mal ' s
speech/ hands mut at i on subst i t ut e i s consi der ed a mut at i on, but t hi s
i s onl y l ost af t er al l ot her mut at i ons have been el i mi nat ed. The
devolved vi ct i m r egai ns l ost mut at i ons at a r at e of one a week.
Pur e st r ai n humans l ose a poi nt f r om a ment al at t r i but e ( WIS, INT,
CHA chosen r andoml y) when hi t . Once t hei r hi ghest ment al at t r i but e
i s an 8, t he pr ocess begi ns t o wor k on t hen appear ance. They gr ow
body hai r , st ar t dr aggi ng t hei r knuckl es, et c. Pr ol onged exposur e
t ur ns t hem i nt o cavemen, t hen apes. They al so r egai n t hei r at t r i but es
at a r at e of one poi nt a week.
DiminishedSense[D]
Physi cal ; Aut omat i c, no MP
The mut ant has a di mi ni shed sense. Rol l a d6 t o det er mi ne whi ch one
i s af f ect ed. On a r ol l of 6, t he pl ayer can pi ck whi ch sense.
D6 Rol l Di mi ni shed Sense Table M- 4
1 Sight - The mut ant i s near si ght ed and i s unable t o
di st i ngui sh anyt hi ng ot her t han mot i on beyond
100 f eet . - 4 Spot checks beyond 100 f eet .
2 Hearing- The mut ant i s par t i al l y deaf and i s unabl e t o
hear nor mal conver sat i on beyond 10 f eet , or l oud noi ses
beyond 25 f eet . - 4 t o al l Li st en checks.
3 Touch- The mut ant suf f er s f r om a t ot al l ack of
t ouch and i s unabl e t o f eel heat or col d, wet or
dr y. He i s unable t o f eel pai n f r om wounds, but i s
able t o f eel t he j ar r i ng hi t of t he weapon ( so t hi s
mut at i on does not af f ect hi t poi nt l osses) . The
mut ant i s unable t o f eel when an obj ect i s sl i p
pi ng f r om hi s hands. - 4 on al l checks t hat r equi r e a sense
of t ouch.
4 Smell - The mut ant has no sense of smel l , and i s
unawar e of i nvi si bl e gas at t acks. - 4 on al l checks or
saves t hat r equi r e smel l .
5 Taste- The mut ant has no sense of t ast e, and i s unawar e
of i ngest ed poi sons or chemi cal s. - 4 on al l checks or
saves t hat r equi r e t ast e.
Directional Sense
Ment al ; Aut omat i c, no MP
The mut ant i s i ncapable of get t i ng l ost . He always has a complet e
spat i al sense of wher e he i s and how he got t her e. Thi s abi l i t y does
not f unct i on whi l e he i s sl eepi ng or ot her wi se unconsci ous.
DissolvingJuices
Pl ant ; At t ack, MP 4d6- L
Cr i t = 20 (2x Damage)
The pl ant can secr et e concent r at ed aci d t hat does 3d6 + MP modi f i er
damage over a one- mi nut e ( t en- r ounds) per i od. Af t er a mi nut e of
di ssol vi ng, al l t he aci d i s used up. If cont act ed f or onl y a r ound, i t
does 2 poi nt s of damage. The pl ant can secr et e t he aci d once ever y
f our hour s. If unused, t he aci d r emai ns pot ent f or an hour bef or e
degener at i ng i nt o a har mless f l ui d. The pl ant can spi t t he aci d 5
pl us MP modi f ier f eet .
Displacement
Ment al ; At t ack, MP 4d6- L
Thi s mut at i on cannot be act i vat ed consci ousl y. The char act er s
subconsci ous r eact s t o l i f e- t hr eat eni ng danger by t elepor t i ng hi m
away f r om i t . The danger does not have t o be r eal . So l ong as t he
char act er bel ieves hi msel f t o be i n danger of bei ng ki l l ed t hat r ound,
he i s di spl aced. Any t i me t he char act er i s i ncapaci t at ed whi l e
f i ght i ng, he i s di spl aced. Di spl acement moves hi m 20 0 f eet , pl us 10
f eet x MP modi f i er . The di r ect i on of di spl acement i s usual l y back t o-
war d wher e t he char act er came f r om. Di spl acement wi l l not
knowi ngl y pl ace a mut ant i nt o a si t uat i on wher e hi s l i f e is
i mmediat el y t hr eat ened. Thi s power wi l l not wor k mor e t han once i n
an hour .
DoubledPain[D]
Physi cal , Pl a t ; Aut omat i c, no MP n
The char act er suf f er s t wi ce t he nor mal amount of pai n f r om a
wound. If he has l ess t han hal f hi s hi t poi nt s l ef t , he suf f er s a - 2
penal t y on al l ski l l s and act i ons. The pai n i s so gr eat t hat i t i nt er f er es
wi t h hi s abi l i t y t o t hi nk and act . He has a - 4 penal t y on any at t acks on
t he ner vous syst em and t hose di r ect l y i nvolvi ng pai n. A successf ul
save wi l l r educe t he - 4 t o a - 2. The DC f or t he save is 20.
Dual Brain
Physi cal , Pl ant ; Aut omat i c, no MP
The mut ant has t wo br ai ns. The second br ai n can be l ocat ed
anywher e t he pl ayer chooses i n t he t or so or head. It does not
necessar i l y mean t he char act er has t wo heads; t he char act er ' s
si ngl e head mi ght be enl ar ged t o hol d t wo br ai ns. Thi s second br ain
has Id3 ext r a ment al mut at i ons. Add 2 t o t he char act er ' s INT t o
account f or t he t wo br ai ns wor ki ng t oget her . Any ment al at t ack can
onl y succeed i n at t acki ng one of t he br ai ns. The Game Mast er
det er mi nes r andoml y whi ch br ai n i s at t acked. Bot h br ai ns have t he
same IN, MS and CH scor es.
Duality
Ment al ; Aut omat i c, no MP
The char act er i s able t o do t wo di ssi mi l ar act i ons at t he same t i me.
Thi s i s not wal ki ng and chewi ng bubble gum at t he same t i me. It i s
wiel di ng a swor d i n one hand whi l e wor ki ng a combi nat i on l ock i n t he
ot her . The char act er can make one ext r a at t ack per r ound, so l ong as
he uses t wo di f f er ent weapons and/ or mut at i ons, i ncl udi ng ment al
mut at i ons. The char act er i s aut omat i cal l y ambi dext r ous and can use
a weapon i n each hand wi t h no modi f i er s.
Electrical Generation
Physi cal , Pl ant ; At t ack, MP 4d6- L
Cr i t = 20, ( 2x Damage)
The mut ant i s abl e t o bui l d up an elect r i cal char ge i n a speci f i c par t
of hi s body ( hands, t ai l , head, et c.) chosen by t he pl ayer . If t hat par t
of t he mut ant ' s body t ouches anyt hi ng, up t o 3d6 of elect r i cal
damage i s r eleased.
In essence, t he mut ant i s const ant l y char gi ng an i nt er nal bat t er y,
even when sleepi ng or f i ght i ng. Each r ound he accumul at es enough
cur r ent f or a Id6 elect r i cal at t ack. The i nt er nal bat t er y cannot hol d
mor e t han t hr ee di ce of elect r i ci t y. The mut ant can choose t o
di schar ge one, t wo, or t hr ee di ce i n any given at t ack, so l ong as he
has t hat much lef t i n st or age.
The mut ant must add hi s MP modi f i er t o t he t ot al damage. He can add
t hi s damage t o a nor mal melee at t ack i f he i s wiel di ng a met al
weapon. The char act er onl y t akes hal f damage f r om elect r i ci t y.
Empathy
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The char act er i s able t o r ead t he di l ut i ons and emot i onal i nt ensi t y of
anot her cr eat ur e. He can al so t r y and f or ce an emot i on upon a
cr eat ur e. Bot h of t hese power s r equi r e a successf ul ment al at t ack.
The Game Mast er may appl y modi f i er s t o t ake i nt o account how
r adi cal l y t he char act er t r i es t o shi f t hi s opponent ' s emot i ons.
Remember , an i nt el l i gent cr eat ur e i s i nf l uenced by hi s emot i ons, but
not r uled by t hem. Range i s 50 f eet pl us MP modi f ier x5 f eet .
For ced Emot i on Table M- 5
DC EmotionShift
15 Reser ved t o f r i endl y
20 Angr y t o r eser ved
25 Host i l e t o angr y
30 Host i l e t o f r i endl y
EnergyAbsorption
Phy i cal , Pl ant ; A t omat i c, MP 4d6- L s u
The char act er i gnor es t he f i r st 10 poi nt s + MP modi f i er of damage
f r om a par t i cul ar t ype of physi cal ener gy at t ack. The char act er i s
i mmune t o physi cal par al ysi s. Rol l a d6 and consul t t he t able.
Ener gy Absor pt i on Table M- 6
1d6 Energy/Absorbed
1 Radi at i on
2 El ect r i ci t y
3 Laser s
4 Heat / Fi r e
5 Col d
6 Pl ayer ' s Choi ce
EnergyMetamorphosis
Phy i cal , Pl a t ; Aut omat i c, MP 4d6- L s n
The mut ant can conver t t he f i r st 10 poi nt s + MP modi f i er of damage
f r om a par t i cular t ype of physi cal ener gy at t ack and use i t t o heal
hi msel f . If t he char act er has excess ener gy t o conver t and no
damage t o heal , i t cr eat es an over l oad. The mut ant t akes double t he
r emai ni ng ener gy damage as nor mal damage and cannot conver t
ener gy f or t he next 6 r ounds. Rol l a d6 and consul t t he t able shown i n
ener gy absor pt i on, above.
EnergyReflection
Physi cal , Pl a t ; Aut omat i c, MP 4d6- L n
The char act er can r ef lect t he f i r st 10 poi nt s + MP modi f i er of a
par t i cular t ype of physi cal ener gy at t ack. Rol l a d6 and consul t t he
t able shown i n ener gy absor pt i on t o det er mi ne t he exact t ype of
ener gy. To f i nd t he di r ect i on t hat t he ener gy i s r ef lect ed, r ol l Id8 and
consul t t he di agr am. The beam aut omat i cal l y hi t s i nani mat e object s;
t ar get s i n t he r ef l ect ed di r ect i on must make a RFLX save at DC 15. If
t he t ar get i s det er mi ned t o be unawar e of t he r ef l ect i ng at t ack or
unable t o r eact t he DC i s 25.
EnergySensitivity[D]
Phy i cal , Pl ant ; A t omat i c, no MP s u
The char act er f eel s pai n, and suf f er s a - 2 penal t y on al l ski l l s and
act i ons whenever he i s wi t hi n 50 f eet of a l ar ge ener gy sour ce, such
as a r obot , car , ar t i f i ci al f or ce f iel d, et c. Smal l i t ems, such as a hand-
hel d devi ce t hat uses a power cell , onl y cause hi m a 1 penal t y on
act i ons. The Game Mast er mi ght choose t o have a mut ant wi t h ener gy
sensi t i vi t y t ake damage i n t he pr esence of power f ul ener gy f iel ds. Hi s
FORT saves ar e lower ed by 3 agai nst ener gy.
ExplosiveSeeds
Pl a t ; At t ack, MP4d6- L n
Cr i t = 20, ( 2x Damage)
These nut - l i ke seeds expl ode i f t hey ar e hur led ont o a har d sur f ace.
Fi r e wi l l al so t r i gger t hem. The seed does 3d6 + MP modi f i er poi nt s of
damage t o anyt hi ng wi t h 5 f oot r adi us. The plant can have up t o 5
+MP modi f i er seeds at a t i me. Each t akes a mont h t o gr ow mi nus MP
modi f i er days t i mes 2 and can st ay on t he pl ant f or 3 mont hs. If t he
pl ant i s subject ed t o f i r e or cr ushi ng bl ows (a mace, a f al l , et c.) , he
must make a RFLX save vs. t he at t ack or set of f a seed. A weapon can
onl y t r i gger a si ngl e seed, but ar ea af f ect s l i ke f i r e or f al l s can
t r i gger many seeds. In t hat case, r ol l f or ever y seed, a - 4 RFLX must
be made or anot her goes of f . Int ense f i r es or sever e f al l s may
i ncr ease t he chances of t r i gger i ng a seed.
Fadeout [D]
Physi cal ; Aut omat i c, no MP
The mut ant has a t endency t o f all unconsci ous dur i ng t i mes of hi gh
st r ess. Thi s i s a r esul t of hi s adr enal glands secr et i ng depr essant s
r at her t han adr enal i ne. On t he f i r st r ound of any combat or ot her
hi gh- st r ess si t uat i on, t he char act er must make a WILL save at DC 15
or col l apse f or Id4 + 1 r ounds. The DC may be set t o a hi gher l evel
gi ven cer t ai n t i mes of ext r emely hi gh st r ess or anxiet y.
Fear Generation
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The char act er can i nst i l l f ear i n hi s chosen t ar get . The vi ct i m f l ees
away f r om t he char act er at maxi mum speed f or one mi nut e ( t en
r ounds) . If t he vi ct i m i s cor ner ed or t r apped, he wi l l go ber ser k,
f i ght i ng unt i l he can get f r ee. The t ar get must make a WILL save t o
avoi d t he ef f ect s of t hi s mut at i on. The r ange i s 100 f eet pl us 5 f eet
per MP modi f i er .
Finger Vines
Pl a t ; Aut omat i c, MP4d6- L n
In addi t i on t o any ot her l i mbs t he pl ant has, i t get s Id4 f i nger vi nes.
These vi nes ar e 15 + MP modi f i er f eet l ong. They can move at a speed
of 5 f eet pl us MP modi f i er per r ound ( whi ch i s f ai r l y sl ow) . They can
gr asp object s and per f or m f i ne mani pulat i ons, such as pushi ng
but t ons or wor ki ng i nst r ument s. Each vi ne has a PS of 1 ( no MP
modi f i er ) and a DX of 5 + MP modi f i er . If mul t i pl e vi nes ar e bei ng
used, add t hei r Physi cal St r engt hs and Dext er i t i es t oget her .
One 20- cent i met er (ei ght - i nch) segment per f i nger vi ne can be
det ached and st i l l be cont r ol led by t he pl ant . It can cont r ol t hem up t o
25 f eet away, pl us 5 x MP modi f i er f eet . If t he pl ant can' t see t he
f i nger vi nes, t hen t hey must move ar ound by t ouch onl y, as i f bl i nd
and deaf . If t he f i nger vi nes ar e not r ej oi ned wi t h t he body i n an hour ,
t hey wi t her and di e. A new f i nger vi ne t akes a week t o gr ow (but
mul t i pl e new vi nes may gr ow si mul t aneousl y) .
ForceFieldGeneration
Ment al : At t ack, MP 4d6- L
The mut ant i s abl e t o cr eat e an i nvi si bl e bar r ier of f or ce ar ound
hi msel f t hat pr ot ect s hi m f r om physi cal danger . Thi s i ncl udes ener gy
at t acks and r adiat i on.
The f or ce f iel d f or ms a smoot h sur f ace about hal f a met er f r om t he
mut ant ' s ski n. The char act er cannot make physi cal at t acks whi l e t he
f or ce f iel d i s up, but can use his ment al power s. The f or ce f iel d
absor bs 25 + MP modi f i er t i mes t wo poi nt s of damage. It r enews
i t sel f at a r at e of 5 + MP modi f i er poi nt s per 10 r ounds, or one
mi nut e. It can be kept up 5 + MP modi f i er mi nut es. Af t er t hat , t he
char act er must dr op t he f or ce f ield f or an hour bef or e usi ng i t agai n.
If t he f or ce f iel d t akes enough point s of physi cal damage t o dest r oy
i t , t he char act er must make a FORT check at t he level of damage
t aken t o t he f iel d or f al l unconsci ous. Any excess damage i s appl i ed t o
t he char act er . If t he char act er f al l s unconsci ous due t o a ment al
at t ack or some speci al ci r cumst ance, t he f or ce f iel d shut s of f at t he
end of t he r ound.
Fruit
Pl ant ; A t omat i c, MP4d6- L u
The pl ant char act er gr ows ber r ies or some ot her t ype of f r ui t t hat
may have a usef ul f unct i on. It t akes a mont h mi nus MP modi f i er days
t o gr ow a f r ui t , and mul t i pl e pieces of f r ui t may be gr owi ng at one
t i me. A plant char act er can have up t o 5 + MP modi f i er f r ui t gr owing
at any par t i cul ar t i me. The f r ui t st ays f r esh f or a mont h bef or e
r ot t i ng and f al l i ng of f . The f r ui t can be any si ze, f r om a st r awber r y t o
a melon, and can be any col or or t ext ur e select ed by t he pl ayer upon
gener at i ng hi s char act er . Pl ant char act er s cannot benef i t f r om
eat i ng f r ui t because of t hei r unusual di gest i ve syst ems. Rol l Id8 and
r ef er ence t he t abl e bel ow f or whi ch t ype of f r ui t t he char act er can
gr ow.
D8 Rol l Fr ui t Type Table M- 7
1 Sustenance- The f r ui t pr ovi des enough nut r i t i on
f or a nor mal - si zed human f or one day.
2 Poison-The f r uit i s poi sonous. Tr eat as Cur ar e.
FORT save vs. DC 18 pl us MP mod.
3 PoisonAntidote- The f r ui t aut omat i cal l y negat es
1d4 of any t ype of poi son.
4 Antibiotic-Heal s 5 + MP modi f i er poi nt s i n 24 hour s i f
smear ed i nt o wound.
5 Stimulant-Impr oves t he char act er ' s ener gy level ,
count er act i ng f at i gue and sleep. If t he af f ect ed
char act er i s not suf f er i ng f r om f at i gue, i t pr ovi des
a + 1modi f ier t o al l act i ons f or 4 hour s.
6 RadiationAntidote-The f r ui t el i mi nat es 1d4 poi nt s of
r adi at i on si ckness i n 4 hour s, al t hough nor mal r adi at i on
damage i s not cur ed.
7 PainKiller-The char act er does not f eel pai n, and
i gnor es MP mod poi nt s of damage. It s l ast s 5 + MP
modi f i er hour s.
8 Imitation-The f r ui t i mi t at es anot her chemi cal or
special i zed poi son not i n t he above l i st .
Gas Bags
Pl ant ; Ful l , 4d6- L
The pl ant has an i nf l at able bl adder t hat f i l l s wi t h hel i um. The bl adder
expands t o t wi ce t he si ze of t he plant and al l ows i t t o f l oat away. The
pl ant can car r y 15 pounds per point of MP. It t akes a f ul l mi nut e ( si x
r ounds) t o i nf l at e i t compl et el y. It can cont r ol i t s al t i t ude by r eleasi ng
hel i um f r om t he bl adder or by synt hesi zi ng mor e t o f i l l i t , whi ch i s
t r eat ed as a f ul l act i on. It r i ses at a r at e of 5 f eet per r ound at
maxi mum i nf l at i on. It cannot cont r ol whi ch di r ect i on i t f l oat s and i s at
t he mer cy of t he pr evai l i ng wi nds.
Gas Generation
Physi cal , Pl ant ; At t ack, MP 4d6- L
Save: FORT ( 5+MP MOD + Poi son DC)
The char act er has t he abi l i t y t o spr ay a vi si bl e gas f r om a speci f i c
pl ace on hi s body ( mout h, navel , hands, et c.) chosen by t he player . It
f i l l s an ar ea of ef f ect of a 10 f oot r adi us. The ef f ect s of t he gas last
f or 5 r ounds + MP modi f i er . The mut ant ' s body hol ds up t o t hr ee f ul l
doses of gas, and i t t akes t hr ee hour s t o r egener at e a dose. Rol l Id6
and consul t t he t able bel ow t o det er mi ne t he t ype of gas. The mut ant
i s i mmune t o t hat f or m of gas. Each t ype of gas r equi r es a FORT ( 5 +
MP MOD + Poi son DC) save.
D6 Rol l Type of Gas Tabl e M- 8
1 Stench-The vi ct i m moves at hal f speed, must l eave t he
gas, and i s unabl e t o at t ack. DC 15
2 Blinding-The vi ct i m cannot see. Tea Gas. DC 15 r
3 Poison- Tr eat as Sar i n ner ve gas. DC 18
4 Hallucinogenic-The vi ct i m sees vi si ons; he wi l l
move and at t ack r andoml y. GMs may want t o use
t he t able under t he Conf usi on mut at i on. DC 16
5 Paralytic- The vi ct i m i s unabl e t o move or at t ack. Tr eat
as Puf f e Fi sh Poi son. DC 13 r
6 Burning-The vi ct i m suf f er s 2d6 poi nt s of aci d damage,
pl us MP modi f ier per r ound of exposur e.
Gills
Physi cal ; Aut omat i c, no MP
The mut ant has t he abi l i t y t o br eat h wat er as wel l as ai r . The t ype of
wat er , sal t or f r esh, mat ches t he near est l ar ge body of wat er i n t he
campai gn. Al t er ed humans wi t h t hi s mut at i on suf f er a - 1 penal t y f or
Robot Recogni t i on.
Hands of Power
Physi cal ; At t ack, MP 4d6- L
Cr i t = 20, ( 2x Damage)
The char act er ' s hands ( or t he equi valent ) can emit bl ast s of ener gy
wi t h a r ange of 50 f eet , pl us 5 f eet per MP modi f i er . The ener gy does
3d6 + MP modi f i er damage. Rol l Id4 on t he t able bel ow t o det er mi ne
t he t ype of ener gy. The mut ant i s onl y i mmune t o t hat f or m of ener gy
i n hi s hands ( or t he equivalent emi t t i ng l i mb) . Ot her par t s of t he body
ar e not i mmune. The mut ant can st or e 5 + MP modi f i er bl ast s. It t akes
ei ght hour s t o r egener at e a blast .
These beams of ener gy can be any col or t he pl ayer chooses, t hough
t hey t ypi cal l y r epr esent t he at t i t ude of t he char act er . An evi l
char act er mi ght have bl ack or dar k bl ue zappi ng hands, whi l e a good
char act er mi ght have whi t e or yell ow mi cr owave bl ast s. Rol l on t abl e
M- 9 f or t he t ype of ener gy t he mut ant has.
Ener gy Type Table M- 9
1d4 Energy Type
1 Zappi ng ( el ect r i ci t y)
2 Hot ( mi cr owave)
3 Laser ( l aser beams)
4 Gamma ( Radi at i on)
Gamma hands use t he r adiat i on t able bel ow f or damage. Gamma
hands ar e t r eat ed as t he of expo e accor di ng t o MP. MP modi f i er s sur
of 1- 2 = Mi l d, 3- 4 = Low, 5- 6 = Moder at e, 7- 8 = Hi gh, and 9+ =
Sever e.
Radi at i on Exposur e Table M- 10
Degreeof Exposure FORTSave DC Damage
Mi l d 12 1d4- 1Con*
Low 15 1d6- 1Con*
Moder at e 18 1d6- 2 Con*
Hi gh 21 1d6 Con*
Sever e 24 2d6 Con*
* Hi t poi nt s may be l ost as a r esul t of CON l oss.
HeightenedBalance
Physi cal ; Aut oma i c, no MP t
The char act er never l oses hi s balance. He can st i l l be knocked over
by an at t ack, but get s a +4 modi f ier on al l RFLX saves. He never f al l s
on sl i pper y sur f aces, can wal k acr oss a t i ght r ope i n a st r ong wi nd,
and can f i ght nor mal l y whi l e hoppi ng on one f oot , et c.
HeightenedMental Attribute
Ment al ; Aut omat i c, no MP
One of t he char act er ' s t hr ee ment al at t r i but es ( WIS, INT, CHA) i s
dr amat i cal l y i mpr oved. Whi ch at t r i but e i mpr oves i s chosen r andoml y.
The amount of t he i ncr ease i s 6 mi nus t he MP modi f i er of t he or i gi nal
value. For exampl e, a mut ant wi t h a Char i sma of 12 has an MP modi f i er
of + 1. Wi t h hei ght ened ment al at t r i but e, he adds 6 ( 6- 1 =5) t o hi s
Char i sma. Twelve ( 13 + 5 = 17) becomes hi s new Char i sma. Thi s
f or mula gi ves lar ger modi f ier s t o char act er s t hat have l ower scor es.
A negat i ve MP modi f i er act ual l y adds t o t he t ot al ! The mut ant always
get s a mi ni mum +2 modi f ier t o t he at t r i but e, r egar dl ess of t he MP
modi f i er of t he or i gi nal value.
HeightenedPhysical Attribute
Physi cal , Pl a t ; Aut omat i c, no MP n
One of t he mut ant ' s t hr ee physi cal at t r i but es ( STR, DEX, CON) i s
dr amat i cal l y i mpr oved. The i mpr ovement i s vi si bl y obvi ous i n most
cases. For exampl e, hei ght ened Physi cal St r engt h means bi gger
muscles. Use t he same r ules f ound i n hei ght ened ment al at t r i but e f or
cal culat i ng t he i ncr ease.
HeightenedPrecision
Physi cal ; Aut omat i c, no MP
The char act er has an uncanny abi l i t y t o ai m or pl ace t hi ngs pr eci sel y.
Thi s does not af f ect t he ot her aspect s of hi s Dext er i t y. Hi s t ot al t o hi t
f or r anged at t acks get s a +4 modi f i er , and he never suf f er s r ange
i ncr ement penal t i es. Al so, he never suf f er s a penal t y f or cal l ed shot s
i n melee or r anged at t acks.
HeightenedSense
Physi cal , Pl an ; Per manen , no MP t t
The mut ant has an enhanced sense. Rol l Id6 t o det er mi ne whi ch one i s
enhanced. On a r ol l of 6, t he pl ayer can pi ck whi ch sense i s
hei ght ened. Mul t i pl e hei ght ened sense mut at i ons wi l l gr ant mul t i pl e
modi f i er s t o t he SN scor e.
D6 Rol l Hei ght ened Sense Table M- 11
1 Sight - The mut ant can make hi s vi si on t el escopi c or
mi cr oscopi c, al l owi ng f or t he per cept i on of t wi ce as much
det ai l at di st ances or up cl ose. The get s a +4 on al l Spot
and Se h checks. When cal culat i ng r anged at t ack ar c
di st ance penalt i es, r anges ar e t r eat ed as ext endi ng t wi ce
as f ar . The mut ant gai ns a +4 when usi ng ski l l s or saves
t hat i nvolve/ coul d i nvolve si ght .
2 Hearing- The mut ant can hear t hi ngs t wi ce as f ar away
or wi t h t wi ce as much sensi t i vi t y. By concent r at i ng, he can
hear on f r equenci es nor mal l y i naudi bl e t o hi s ki nd, such as
ul t r asoni c or subsoni c. The mut ant gai ns a +4 t o al l Li st en
checks or when usi ng ski l l s or saves t hat i nvolve/ coul d
i nvolve smel l .
3 Touch-The mut ant ' s sense of t ouch becomes f i ne enough
t o di st i ngui sh sl i ght changes i n t ext ur e, moi st ur e,
t emper at ur e, r esi dues et c. The mut ant gai ns a +4 bonus
when usi ng t hi s sense f or l ocat i ng hi dden door s, checki ng
t o see i f a char act er i s br eat hi ng shal l ow, et c. The mut ant
gai ns a +4 when usi ng ski l l s or saves t hat i nvolve/ coul d
i nvolve t ouchi ng.
4 Smell-The mut ant can i dent i f y and di st i ngui sh i ndi vi dual s
by smel l . He can t r ack cr eat ur es up t o a mi l e away by
smel l al one. He can det ect f ai nt t r aces of mat er i al s or gas.
The mut ant gai ns a +4 when usi ng ski l l s or saves t hat
i nvolve/ coul d i nvol ve smel l .
5 Tase The mut ant can i dent i f y poi sons or chemical t -
r esi dues by t ast i ng mer ely a t i ny dr op. ( He does not suf f er
t he ef f ect s consumi ng t hi s ext r emel y smal l amount .) He
can det er mi ne t he i ndi vi dual component s of any f ood or
dr i nk. The mut ant gai ns a +4 when usi ng ski l l s or saves
t hat i nvolve/ coul d i nvolve t ast e.
HeightenedSpeed
Physi cal ; Act i vat ed, MP 4d6- L
The mut ant adds 5 + MP modi f i er per manent l y t o hi s base speed. He
i s al so able t o move wi t h bur st s of hyper speed, addi ng 50 % t o hi s
nor mal speed f or up t o si x r ounds. He must r est an hour bef or e bei ng
able t o use t hi s power agai n. If t he mut ant has mul t i pl e modes of
movement (wal ki ng, f l yi ng, swi mmi ng, et c.) , he must choose onl y one
f or whi ch t hi s mut at i on appl i es.
Horns or Antlers
Physi cal ; Aut oma i c, no MP t
The char act er has some sor t of hor ns or ant l er s gr owi ng out of hi s
head. They can be up t o 20% as l ong as t he char act er i s t al l . On a
nor mal human, t hi s i s about as l ong as hi s f or ear m. In melee combat ,
he can head but t f or Id6 poi nt s of damage. If he char ges, he get s a +2
at t ack modi f i er and does 2d6 + 2 + STR modi f i er poi nt s of damage.
Al t er ed humans suf f er - 2 t o t hei r Robot Recogni t i on.
HostilityField[D]
Ment al ; Aut omat i c, no MP
The char act er const ant l y pr oj ect s a ment al f i el d t hat makes ever yone
i n i t i r r i t abl e and quar r elsome. Thi s f i el d has a 100 f oot r adi us. Those
awar e of t he pr oblem, and who have spent a week or mor e i n t he
char act er ' s company at some t i me, ar e i mmune t o i t s ef f ect s. Ot her
cr eat ur es make a WILL save of DC 15 on any r eact i on r ol l s. Any
cr eat ur e f i r st ent er i ng t he f iel d get s a negat i ve f i r st i mpr essi on of
t he char act er , and may even act i vel y di sl i ke hi m. If char act er s ent er
t he f iel d i n an agi t at ed or host i l e st at e, t he f iel ds save DC i s
i ncr eased t o 25.
IllusionGeneration
Ment al ; At t ack, MP 4d6- L
The char act er can cr eat e an i l l usi on t hat exi st s onl y i n t he mi nd of t he
vi ct i m, i f t he at t ack i s successf ul. The i l l usi on must be composed of
t hi ngs t hat t he char act er has seen or exper ienced. The i l l usi on
af f ect s ever yone, i ncl udi ng hi s f r iends, wi t hi n 10 0 f eet pl us MP
modi f i er t i mes 5 f eet of hi m. The sent ient s ent er i ng t he ar ea must r ol l
a WILL save or bel ieve t he i l l usi on. The i l l usi on i t sel f can appear t o be
f ur t her away t han t he r ange of t he mut at i on, but t he t ar get char act er
must be wi t hi n r ange of t he i l l usi on pr oject i ng mut ant . If t he vi ct i m
moves out of r ange whi l e an i l l usi on i s act i ve, t he i l l usi on di ssi pat es
f or hi m onl y. The char act er can use t hi s power once ever y f our
hour s.
The i l l usi on i s st at i c and unmovi ng unl ess t he char act er concent r at es
on mani pul at i ng i t , a f ul l act i on. It i s complet e f or al l of t he af f ect ed
sent i ent s senses. However , i t has no wei ght or r esi st ance t o a push.
Hi t t i ng t he i l l usi on i n combat , doesn' t j ar t he at t acker ' s ar m. Bei ng hi t
by t he i l l usi on doesn' t cause t he def ender t o r ock back f r om t he bl ow.
A l i ght t ouch wi l l not r eveal t hi s. If a har d push or a successf ul at t ack
i n combat i s made agai nst t he i l l usi on, a new save must be made t o
see i f t he vi ct i m st i l l bel i eves t he i l l usi on. If t he vi ct i m i s expr essi ng
doubt and pushes or at t acks t o t est t he val i di t y of t he i l l usi on, i t
aut omat i cal l y di ssi pat es. The i l l usi on can be mai nt ai ned f or 5 +MP
modi f i er r ounds.
Immunity
Physi cal , Pl ant ; Aut omat i c, no MP
The mut ant i s i mmune t o a par t i cul ar f or m of damage or hazar d. Rol l a
d8 on t he t able bel ow t o det er mi ne t he exact i mmuni t y.
Immuni t y Tabl e M- 12
1d8 Immunity Type
1 Soni c 5 Poi son/ Chemi cal s
2 Ment al 6 Dr ai ni ng/ Leechi ng
3 Gas 7 Cor r osi ves/ Aci d
4 Par al ysi s/ Neur al 8 Di sease/ Bi ol ogi cal
Infravision
Physi cal , Pl ant ; Aut omat i c, no MP
The char act er can det ect t he heat pat t er ns of l i vi ng cr eat ur es, even
at ni ght . Such cr eat ur es st and out l i ke a beacon agai nst a cooler ,
nonl i vi ng backgr ound. Inf r avi si on does not al l ow f or det ai l or col or
ever yt hi ng appear s as a dul l , f eat ur eless r ed. The object ' s or
cr eat ur e' s shape can be seen, however . Add a +10 si t uat i on bonus
when usi ng t hi s mut at i on at ni ght , and a +5 dur i ng t he day. Ar eas of
ext r eme heat negat e t hi s mut at i on. If t he mut ant i s on or i n f i r e or
has suf f er ed a pl asma at t ack, t he mut at i on wi l l wor k as t he
char act er i s sheddi ng excess heat .
Intuition
Ment al ; Aut omat i c, MP 4d6- L
The char act er can sense what anot her cr eat ur e i s about t o do j ust
bef or e i t act s. Bef or e any encount er , al l cr eat ur es wi t hi n 100 f eet pl us
5 f eet per poi nt of MP modi f ier must make a WILL save. If t he save
f ai l s, f or t he dur at i on of t he encount er , any opponent t hat was
successf ul l y at t acked must announce hi s i nt ended act i on t o t he
i nt ui t i ng char act er . Af t er al l af f ect ed opponent s have done so, t he
char act er can choose hi s cour se of act i on.
If t he si t uat i on i s j ust combat , wi t h no unusual act i ons, t he i nt ui t i ng
char act er get s a +2 t o any at t ack r ol l he makes agai nst af f ect ed
opponent s. He knows wher e t hey wi l l move and st r i ke a f r act i on of a
second bef or e t hey act ual l y do i t .
The Game Mast er can secr et l y r ol l t he char act er ' s at t ack on
opponent s t hat ar e sneaki ng up on t he char act er or at t acki ng wi t h
sur pr i se. If t he at t ack i s successf ul , t he char act er senses t he danger
j ust bef or e i t happens.
Kinetic Absorption
Physi cal , Pl ant ; At t ack, MP 4d6- L
The mut ant gener at es a f iel d t hat absor bs ki net i c ener gy. Anyt hi ng
t hat i s movi ng i n t he f iel d l oses some vel oci t y. Obj ect s f al l sl ower ,
al t hough t he char act er hi msel f does not . Any at t ack by a bl udgeoni ng
weapon does l ess damage ( 10 +MP modi f i er poi nt s l ess) . Sl ashi ng and
pi er ci ng at t acks do 5 + MP modi f i er poi nt s l ess damage. A
bl udgeoni ng at t ack may end up doi ng no damage at al l . Pi er ci ng and
sl ashi ng weapons do at least 1 poi nt of damage t o an unar mor ed
char act er . Ener gy and ment al at t acks ar e unaf f ect ed by t hi s
mut at i on. The char act er can mai nt ai n t he f i el d f or 10 r ounds, pl us one
r ound per MP modi f i er . Af t er t hat t i me, he must l eave i t of f f or an
hour bef or e t ur ni ng i t on agai n.
Levitation
Ment al ; At t ack, 4d6- L
The char act er can r ever se t he ef f ect s of gr avi t y upon hi msel f or
anot her object or cr eat ur e. The af f ect ed object r i ses of f t he gr ound
and f l oat s at a hei ght speci f ied by t he char act er . He cannot cont r ol
any si de t o si de mot i on t hat mi ght happen as a r esul t of wi nds or
ot her f or ces. He can l i f t 220 l bs. pl us 45 l bs. Per MP modi f i er . The
af f ect ed object r i ses at a r at e of f i ve f eet per second, or 25 f eet per
r ound. When t he power i s shut of f , or get s out of r ange of t he mut ant ,
t he obj ect f l oat s down at t he same speed. He can keep t hi s up f or 5 +
MP modi f i er r ounds. The mut ant must wai t an hour bef or e usi ng i t
agai n. What ever i s bei ng l evi t at ed must r emai n wi t h 50 f eet of t he
l evi t at or at al l t i mes. Thi s means t hat t he l evi t at or can l evi t at e hi msel f
t o any hei ght .
LifeLeech
Ment al ; At t ack, MP 4d6- L
Save: FORT ( 5+MP MOD+1d20)
The mut ant i s abl e t o dr ai n t he l i f e f or ce out of any cr eat ur e. Smal l
ani mal s and nor mal pl ant s ar e not af f ect ed by l i f e leech. Most
common ani mal s over a f oot i n si ze qual i f y. Pl ant s onl y qual i f y i f t hey
ar e mobi l e or sent ient . The char act er dr ai ns 5 + MP modi f i er hi t
poi nt s f r om al l such cr eat ur es wi t hi n 25 f eet each r ound. He can
cont i nue t o use t hi s power f or 5 + MP modi f ier r ounds, but t hen must
r est i t f or at least 24 hour s. Al l cr eat ur es t hat ar e of suf f i cient si ze
must make a FORT save.
The hi t poi nt s dr ai ned f r om near by cr eat ur es ar e f i r st used t o heal
any damage he has t aken. Any l ef t over poi nt s ar e put i nt o a speci al
pool of hi t poi nt s. Al l subsequent at t acks do damage t o t hi s hi t poi nt
pool . Onl y when t he pool i s empt y do at t acks af f ect t he cr eat ur e' s
or i gi nal hi t poi nt s. Af t er f our hour s, what r emai ns of any of t hese
" phant om" hi t poi nt s i n t he pool begi n t o f ade at a r at e of 5 + MP
modi f i er per r ound. The hi t poi nt pool cannot exceed t he char act er ' s
MP x 10.
Magnetic Control
Ment al ; At t ack, MP 4d6- L
The char act er can cr eat e a magnet i c f i el d anywher e wi t hi n 100 f eet +
5 f eet per MP modi f i er of hi msel f . Once cr eat ed, he can move t he
f i el d or el i mi nat e i t and cr eat e a new one. Any i r on or st eel object
mi ght be pul l ed t owar d t he f iel dhow f ast i s det er mi ned by t he
wei ght of t he object . A f i st - si zed obj ect moves at f ive met er s a r ound.
Lar ger object s move mor e sl owl y.
Any wei ght up t o 100 Ibs. pl us 25 Ibs. per MP can be l i f t ed of f t he
gr ound when t he f i el d i s 5 f eet away. Ever y 5 f eet f ur t her away, t he
wei ght i s halved. For example, a mut ant able t o af f ect 10 0 pounds can
onl y l i f t 25 pounds i f t he object i s 15 f eet bel ow t he f i el d. ( The object
i s f i ve ext r a met er s away and 60 halved i s 30, and halved agai n i s
15.) The char act er can pul l t wi ce t he def i ned wei ght acr oss a sur f ace.
If magnet i c cont r ol i s used t o at t ack machi ner y, t he mut ant at t acks
wi t h hi s mut at i on agai nst t he physi cal AC of t he machi ne and i gnor es
t he machi nes har dness r at i ng. A hi t does 3d6 + MP modi f i er damage
t o t he machi ne. Thi s onl y wor ks i f t he char act er i s at t empt i ng t o pl ace
t he f iel d i nsi de t he body of t he machi ner y.
The mut ant can al so mani pul at e obj ect s made out met al and use t hem
as pr oject i l es t o at t ack wi t h. Wi t hi n t he maxi mum r ange t he mut ant
can ef f ect a number of object s equal t o hi s MP modi f ier (up t o a
maxi mum of 8 ) an hur l t hese met al object s at gr eat speed t owar ds a
t ar get . The t ar get i s gr ant ed a RFLX save vs. t he at t acker s t ot al
at t ack r ol l . If t he save f ai l s consul t t he t abl e below. It ems can be used
as l ong as i t i s 50% met al or gr eat er . So an MP modi f i er of 1 woul d
al l ow t he char act er t o use met al obj ect s t hat ar e di mi nut i ve i n si ze t o
do 1poi nt of damage. The same char act er wi t h an i ncr eased level t o a
MP of 6, coul d do si x poi nt s of damage i f t her e ar e number of met al
object s cl ose enough t o suppor t he at t ack.
For each si ze level t hat i s i ncr eased, t he char act er must subt r act
t hat l evel f r om t he MP modi f i er t o see how many obj ect s can be used
as weapons. Exampl e, t he char act er wi t h an MP bonus of 6 can use 6
di mi nut i ve object s t o do 6 poi nt s of damage, whi l e t hat same
char act er can use onl y t wo l ar ge object s whi ch do 2d6 each. An MP
modi f i er can always l i f t t he appr opr i at e object si ze.
Magnet i c Cont r ol At t ack Table M- 13
MPModifier Object Size Damage RFLXDCSave
1 Di mi nut i ve 1 5+MP Mod+1d20
2 Ti ny 1d3 6+MP Mod+1d20
3 Smal l 1d4 7+MP Mod+1d20
4 Medium 1d6 8+MP Mod+1d20
5 Lar ge 2d6 9+MP Mod+1d20
6 Huge 4d6 10 +MP Mod+1d20
7 Gar gant uan 8d6 11+MP Mod+1d20
8 Colossal 10 d6 12+MP Mod+1d20
Mass Mind
Ment al : At t ack, 4d6- L
The mut ant i s abl e t o boost anot her char act er ' s ment al power s by
channel i ng ener gy f r om hi msel f and anyone wi t h suf f i ci ent WIS
t ouchi ng hi m i nt o one of t he char act er s t ouchi ng hi m. He must be i n
physi cal cont act wi t h t he ot her char act er and concent r at i ng on t hat
act i on. He can t hen add 5 + MP modi f i er t o t he mut at i on power scor e
of t he ot her char act er ' s power . For example, a char act er wi t h a mass
mi nd MP modi f i er of 3 t ouches a char act er wi t h ment al bl ast MP
scor e of 12. The second char act er can now use his ment al blast as i f
i t wer e a scor e of 20 ( 12 + 5 + 3) . Thi s af f ect s bot h t he at t ack r ol l and
t he amount of damage he does.
If mul t i pl e char act er s ar e t ouchi ng t he mut ant , he i s able pool t hei r
Ment al St r engt hs t o add t o t he ment al mut at i on of one of t hem. The
mut ant can channel ener gy f r om 5 +MP modi f i er cr eat ur es at most .
Onl y sent i ent , l i vi ng cr eat ur es can cont r i but e, and al l cont r i but i ng
char act er s can do not hi ng el se whi l e t hey ar e apar t of t he mass
mi nd. Each cr eat ur e t ouchi ng t he mut ant usi ng mass mi nd ( except t he
r eci pi ent ) i s able t o cont r i but e 5 poi nt s t o t he pool of ment al ener gy.
Char act er s wi t h t he dual i t y mut at i on may st i l l per f or m physi cal
act i ons whi l e cont r i but i ng t o a mass mi nd, but may not per f or m ot her
ment al act i ons or at t acks.
Mental Blast
Ment al ; At t ack, 4d6- L
Save: WILL ( 5+MP MOD+1d20)
Cr i t = 20, ( 2x Damage + St un)
The mut ant can di r ect l y at t ack t he mi nd of anot her cr eat ur e using
t he t ot al r ank bonus scor e of t hi s power . The cr eat ur e at t acked must
have at least ani mal - level i nt el l i gence. If t he at t ack i s successf ul , i t
does 3d6 +MP modi f i er poi nt s of damage. The damage i s t aken of f of
t he vi ct i m' s hi t poi nt s, j ust l i ke a physi cal at t ack. Thi s power bui l ds up
Id6 at a t i me, as descr i bed under t he sect i on on elect r i cal gener at i on.
The mut ant must add hi s MP modi f i er t o t he t ot al damage. A cr i t i cal
r ol l of nat ur al 20 and a f ai l ed save at t empt s means t he t ar get t akes
double damage and i s st unned. The r ange i s 50 f eet pl us 5 f eet per
poi nt of MP modi f i er .
Mental Control
Ment al ; At t ack, 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The char act er can t ake cont r ol of anot her cr eat ur e' s body at a
di st ance of 25 f eet + 5 f eet per MP modi f i er or l ess. Sent i ent pl ant s
ar e onl y able t o cont r ol ot her pl ant s. Ani mal s and humans ar e onl y
able t o cont r ol each ot her . Br ai n pat t er ns ar e t oo di ver gent f or t he
mut at i on t o wor k bet ween t he pl ant ki ngdom and t he ani mal ki ngdom,
but humans and ani mal s ar e si mi l ar enough f or i t t o wor k bet ween
t hem. Whi l e t he mut ant usi ng ment al cont r ol i s cont r ol l i ng t he ot her
cr eat ur e, hi s own body l ies unconsci ous. The ot her cr eat ur e' s body
must r emai n wi t hi n 250 pl us 10 x MP modi f i er f eet . He br i ngs none of
hi s ment al or physi cal abi l i t i es wi t h hi m, onl y hi s per sonal i t y and
per sonal knowl edge. Once i nsi de t he ot her cr eat ur e' s body, he does
not aut omat i cal l y know how t o use any of i t s i nher ent power s or
abi l i t i es unl ess he has seen t hem i n use. Anyt hi ng obvi ous f r om t he
cr eat ur e' s physi cal f or m he does know how t o use (wi ngs, cl aws, et c.) .
He can spend an act i on " at t acki ng" t he body agai n wi t h t he ment al
cont r ol power t o gai n addi t i onal knowledge. If successf ul , he lear ns
one r andom power or abi l i t y of t he cr eat ur e t hat was not obvi ous
f r om i t s physi cal f or m.
The char act er can r et ur n t o hi s own body at any t i me, but i s f or ced t o
r et ur n af t er 5 +MP modi f ier r ounds. If t he body he i s cont r ol l i ng di es,
t hen he i s r educed t o - 1 hi t poi nt s. If hi s own body i s r educed t o
negat ive hi t poi nt s, he i s f or ced t o r et ur n t o hi s own body, l osi ng
cont r ol of t he body he was i n. If hi s own body i s dest r oyed whi l e he i s
out si de of i t , t hen he di es. The mut ant must r est af t er usi ng ment al
cont r ol f or at l east f our hour s bef or e usi ng t hi s power agai n.
Mental Invisibility
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The char act er can ment al l y f or ce al l cr eat ur es wi t hi n r ange t o not
not i ce hi m. Thi s i ncl udes f r iends or f oes. Any cr eat ur e wi t hi n r ange
must at t empt a WILL save t o no be ef f ect ed by t he ar ea ef f ect at t ack.
Any cr eat ur e successf ul l y at t acked cannot sense t he char act er . The
ot her s ar e able t o sense hi m. The r ange f or ment al i nvi si bi l i t y i s 50
f eet , pl us 5 x MP modi f i er f eet . The f iel d l ast s f or 5 + MP modi f i er
r ounds.
When a new cr eat ur e ent er s t he ar ea of ef f ect , i t s must at t empt a
WILL save at t he same level t o sense t he char act er . Cr eat ur es t hat
cl ear l y sense t he char act er and t hen ar e f or ced not t o when t hey
ent er t he ar ea of ef f ect get a +5 modi f i er t o t hei r WILL save agai nst
t he i nvi si bi l i t y. Cr eat ur es at t acked i n melee by t he char act er
i mmediat el y sense hi m. However , t he char act er does get one f r ee
at t ack.
Mental Multiplier
Me t al ; At t ack, MP 4d6- L n
The mut ant i s abl e t o enhance one of anot her char act er ' s ment al
mut at i ons at a di st ance. He adds 5 + MP modi f i er t o t he ot her
char act er ' s MP scor e. He can onl y af f ect a si ngl e char act er t hi s way.
Thi s power wor ks at a r ange of 50 f eet , pl us 5 x MP modi f i er f eet . The
char act er can al t er nat el y choose t o af f ect t he ot her char act er ' s
mut at i on' s r ange, doubl i ng i t . In t hi s case, t he st r engt h of t he
mut at i on i s not af f ect ed. Ment al mul t i pl i er may not be used t o double
t he r ange of an ar ea of ef f ect ment al mut at i on.
Mental Paralysis
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The char act er i s able t o i sol at e t he vi ct i m' s mi nd f r om t he vol unt ar y
mot or cent er s of hi s br ai n wi t h a successf ul ment al at t ack. The
vi ct i m st i l l br eat hes, hi s hear t st i l l beat s, hi s eyes bl i nk, et c. However ,
he cannot move hi s l i mbs, speak, or cont r ol any ot her l ar ge muscles.
The vi ct i m usual l y col l apses on t he gr ound when af f ect ed by t hi s
at t ack. The char act er must at t ack t he vi ct i m ever y r ound t o cont i nue
t he par al ysi s. The vi ct i m can st i l l use ment al power s and sense t he
wor l d ar ound hi msel f nor mal l y. Range i s 50 f eet pl us 5 f eet per MP
modi f i er poi nt .
Mental Reflection
Ment al ; Aut omat i c, MP 4d6- L
The char act er i s able t o r ef lect ment al at t acks. Whenever he i s
successf ul l y at t acked ment al l y, he r ol l s a save wi t h t hi s mut at i on
i mmediat el y. If hi s save r ol l i s hi gher t han t he at t ack t ot al of t he
at t acker t hen t he ment al at t ack i s r ef lect ed. If hi s count er at t ack
succeeds, t hen t he or i gi nal at t acker suf f er s t he ef f ect s of hi s own
ment al at t ack. It i s possi bl e f or an at t ack t o be r ef lect ed, but not
af f ect t he or i gi nal at t acker ( t he at t acker get s t o save vs. hi s own
at t ack) . A char act er can r ef lect a ment al cont r ol at t ack, but does not
hi msel f get cont r ol over t he ot her char act er .
MentallyDefenseless [D]
Ment al ; Aut omat i c, no MP
The char act er suf f er s a - 5 on al l WILL save at t empt s.
Metamorphosis
Physi cal ; At t ack, MP 4d6- L
The char act er can t r ansf or m hi s body i nt o a dupl i cat e of anyone he
t ouches. If he successf ul l y t ouches a vi ct i m, he can t hen at t ack t hat
char act er ' s body wi t h t hi s mut at i on. If t he at t ack succeeds, t hen t he
mut ant i s t r ansf or med i nt o an exact dupl i cat e of hi s vi ct i m. The
mut ant can keep t hi s f or m i ndef ini t el y, but i f he f al l s unconsci ous or
goes t o sleep, he r ever t s t o hi s r egul ar f or m.
He gai ns t he vi ct i m' s physi cal at t r i but es ( STR, DEX, CON, At t acks, AC,
hi t poi nt s, mut at i ons et c. Ment al at t r i but es and ski l l s ar e not i ncl uded) ,
al l of hi s physi cal mut at i ons, and hi s physi cal appear ance. The
char act er l oses al l of hi s own physi cal at t r i but es and physi cal
mut at i ons. However , he keeps hi s own mi nd and per sonal i t y, hi s own
ment al at t r i but es ( WIS, INT, CHA) , hi s own ment al mut at i ons, and any
of hi s own at t r i but es der ived f r om ment al at t r i but es ( Saves, ski l l s,
et c.) .
The mut ant s own body must save vs. t he cr eat ur e t hat he t ouches. If
t he save i s successf ul , t he mut ant changes i nt o an exact physi cal
dupl i cat e.
Met amor phosi s At t ack Table M- 14
DC ChangeLevel
10 Same Genot ype
15 Same Speci es
20 Di f f er ent Genot ype
25 Di f f er ent Speci es
30 Un- mut at ed Li f e For m
Molecular Disruption
Ment al ; Ful l , MP 4d6- L
Save: FORT ( 5+MP MOD+1d20)
Cr i t = 20, ( Special )
The mut ant i s abl e t o di si nt egr at e any obj ect . He can af f ect up t o 5
pl us hi s MP modi f i er x 25 pounds of mat er i al . The object i s assi gned
an AC equivalent based upon t he dur abi l i t y and i nt egr i t y of i t s ma-
t er ial . The l i st bel ow i s a gui del i ne. Each mat er ial l i st ed can come i n a
var iet y of st r engt hs. For example, nyl on r ope i s t ougher t han hemp
r ope.
If mol ecular di sr upt i on i s used agai nst a l i vi ng cr eat ur e, i t does Id8
damage f or ever y 25 pounds dest r oyed. For ever y one i ncr ement
over t he AC of a l i vi ng cr eat ur e, 25 pounds wer e ef f ect ed. Thi s at t ack
must t ouch f lesh and al l def ensi ve bonuses of t he t ar get ar e
cal culat ed. Thi s power i s so t axi ng on t he char act er t hat , i mmedi at el y
af t er usi ng i t , he must r est f or f our hour s or r i sk per manent l y l osi ng 1
poi nt of CON. If t he char act er does not r est af t er usi ng t hi s abi l i t y he
must make a FORT save at DC 20 or l ose t he poi nt per manent l y. Rest
means no wal ki ng, f i ght i ng, usi ng mut at i ons of any sor t , et c. About al l
he can do i s t al k whi l e si t t i ng or r ecl i ni ng. A cr i t i cal t hr eat r ol l of 20
doubles t he MP modi f i er .
Mol ecul ar Di sr upt i on Table M- 15
Material AC Material AC
Cl ot h 10 Sof t Wood 20
Rope 11 Har d Wood 22
Gl ass 13 Sof t Pl ast i c 23
Pot t er y 14 Har d Pl ast i c 24
Fl esh 15 Sof t Rock 25
Bone 16 Cement 26
Rubber 17 Har d Rock 27
Leat her 18 Sof t Met al 29
Pl ant s 19 Har d Met al 30
MultipleLimbs
Physi cal , Pl ant ; Aut omat i c, no MP
The char act er has Id4 ext r a ar ms or legs (a 50/ 50 chance of ei t her ,
but not bot h) . Ext r a legs ar e at t ached at t he hi p. Ext r a ar ms can be
at t ached anywher e on t he t or so, so l ong as t hey ar e st i l l usef ul t o t he
char act er . A pl ant wi t h t hi s mut at i on has a 50 / 50 chance of
possessi ng ext r a l i mbs used f or locomot i on ( l egs) or l i mbs used f or
mani pulat i on ( ar ms) . These can be vi nes, br anches, or r oot s. Al t er ed
humans suf f er a 2 penal t y f or Robot Recogni t i on when t hey possess
t he mul t i pl e l i mbs mut at i on.
Ext r a l egs each add 2 t o t he char act er ' s speed and t o any balance r ol l
i nvolvi ng sl i ppi ng or bei ng knocked down. Ext r a ar ms each i mpr ove
t he char act er ' s manual dext er i t y by 2 when al l of t hem can be used
f or t he t ask. The char act er can make double t he nor mal number of
at t acks i n a r ound by usi ng hi s ext r a ar ms i f t he at t acks ar e vi r t uall y
i dent i cal i n nat ur e. For example, he coul d swi ng a swor d and an axe,
but not swi ng a swor d and f i r e a bow and ar r ow. The number of ext r a
ar ms does not af f ect t he number of ext r a at t acks. Fi ve ext r a ar ms
st i l l r esul t i n onl y double t he number of at t acks. Mul t i pl e r anged
at t acks must al l be ai med at t he same t ar get .
NewBodyParts
Physi cal , Pl a t ; Aut omat i c, no MP n
The mut ant gr ows body par t s not nor mal l y f ound on hi s species. The
char act er get s as many of t hese par t s as i s r easonable, one t ai l , a
pai r of pi ncer cl aws, et c. Ani mal and pl ant char act er s can get t r ue
ar ms wi t h hands, snakes can get r eal legs, et c. What ever t he mut ant
acqui r es, i t must be usable and benef i ci al . A second head means onl y
a si ngl e br ai n, but t her e ar e t wo set s of sensor y or gans (eyes, ear s,
et c.) . Rol l a d10 on t he t able bel ow. If t he char act er al r eady has t hat
body par t , he can choose t o get a second set of t hem or r e- r ol l .
Al t er ed humans suf f er t he not ed penal t y on Robot Recogni t i on ( RR)
f or havi ng t he new body pans mut at i on.
New Body Par t s Table M- 15
Night Vision
Physi cal ; Aut omat i c, no MP
The char act er i s able t o see wel l i n l ow l i ght condi t i ons. Many
noct ur nal ani mals have t hi s abi l i t y nat ur al l y. Wi t h a f ul l moon shi ni ng,
a char act er wi t h ni ght vi si on can see as wel l as ot her char act er s can
see dur i ng t he day. On a ni ght wi t h no moon, he can see as wel l as i f i t
wer e a f ul l moon. The char act er ' s dayt i me, or br i ght l i ght vi si on, i s
unaf f ect ed.
Nocturnal [D]
Physi cal ; Aut omat i c, no MP
The char act er nor mal l y sl eeps dur i ng t he day and i s act i ve at ni ght .
He can see nor mal l y by moonl i ght and st ar l i ght , but suf f er s as i f he
had t he di mi ni shed si ght mut at i on when i n dayl i ght . The char act er
must make FORT save at DC 10 or suf f er a - 2 t o al l r ol l s f or t he day.
For successive each day t hat t he char act er oper at es on a r ever sed
schedule adds a - 1t o t he save t hr ow. Af t er a week, t hat char act er wi l l
begi n t o t empor ar i l y l ose CON poi nt s at t he r at e of 1per week.
OversizedLimbs
Physi cal , Pl ant ; Aut omat i c, no MP
The char act er has ar ms, legs, t ent acles, or vi nes ( or what ever ) t hat
ar e l onger t han nor mal . Longer ar ms, t ent acles or vi nes al l ow f or
gr eat er r each. Longer legs give t he char act er + 5 on hi s base speed.
Onl y one set of l i mbs i s lengt hened. These cannot be l i mbs t hat bot h
pr ovi de movement and t ool use, onl y one or t he ot her . The l i mbs ar e
anywher e f r om 50% t o 10 0% over si zed. Rol l ( Id6+4) x 10% t o f i nd t he
exact per cent age. Al t er ed humans wi t h t hi s mut at i on suf f er a - 2
penal t y on Robot Recogni t i on.
Roll Part Description
1 Tent acl es
1d4 t ent acles, 1/ 4 t he
char act er s STR. To mani pulat e
t hem r equi r es an at t ack act i on. -
# of t ent acles RR
2 Tr unk
1/ 2 char act er s STR, l ocat ed i n
pl ace of nose. - 6 RR
3 Ext r a Eyes
1d2 eyes, +2 Sear ch and
Spot checks. - 2 RR
4 Tai l
1/ 2 STR, Unar med at t ack
f or 1d6. - 2 RR
5 Second Head
+2 INT, Spot , Sear ch, and
Li st en checks. - 10 RR.
6 Cl aws/ Fangs
1d4 Unar med at t ack. - 2 RR
7 Cr ab Pi ncer s (2)
1d4 damage each , i mpr oved gr ab,
- 6 RR.
8 Ar ms/ Legs
As " Mul t i pl e Li mbs" - # of
Li mbs RR
9 Tr ue Hands
Fi ne mani pul at i on, can use
human devi ces. + 1RR
10 Kangar oo Pouch
+10 Conceal smal l and Ti ny
object s. Hol ds 5 pounds.
Periodic Amnesia[D]
Ment al ; Aut omat i c, no MP
In t i mes of st r ess ( i .e., t he f i r st r ound of combat ) , t he mut ant has a
chance of f or get t i ng t he last 24 hour s ( WILL Save = DC 15) . The chance
t hat amnesi a mi ght occur i s r ol l ed no mor e t han once per hour . For
ext r emely st r essf ul si t uat i ons, t he Game Mast er may i ncr ease t he
odds ( DC 25) . The r esul t s of f or get t i ng ar e one r ound of st andi ng
conf used, even i n combat . When he snaps out of t he conf usi on, t he
char act er wi l l pr obabl y not r emember why he i s wher e he i s, or what
he i s supposed t o be doi ng ( but he wi l l def end hi msel f agai nst obvi ous
aggr essi on) .
In cal m si t uat i ons, t he char act er has a sl i ght chance ( DC 10) of not
r emember i ng si mpl e t hi ngs or not r ecal l i ng ol d memor ies. If he i s t ol d
t o go t o a shop and buy suppl i es, t her e i s a smal l chance he wil l
f or get what he was supposed t o buy. If cal l ed upon t o r emember t he
name of a f r iend f r om year s back, he mi ght not . Remember , t hi s
shoul d be r ol l ed no mor e t han once an hour .
Char act er s who f or get a per i od of t i me, f act or memor y can be " r e-
i nf or med" of t he mi ssi ng i nf or mat i on by t hei r compani ons ( pr ovi ded
t hei r compani ons know t he i nf or mat i on) . Whi l e t hey t hen t echni cal l y
st i l l do not r emember , t hey can f unct i on as i f t hey di d. Esper s can
br i ng back t he lost memor ies of any cr eat ur e whi ch submi t s t o
Hypnosi s.
Phobia[D]
Ment al ; Aut omat i c, no MP
The char act er has an unr easonabl e f ear of somet hi ng. When f or ced
t o conf r ont hi s f ear , he must make a WILL Save of 15 or do what ever is
necessar y t o avoid it . This usually means r unning away as f ast as he can.
If he can' t r un away, t he char act er " goes nut s." He scr eams, r uns in
cir cles, si t s i n a cor ner sobbing, or what ever t he Game Mast er chooses
as a hyst er ical r eact ion. Physical or ment al combat against t he object
of his f ear is not allowed if t he char act er has f ai l ed hi s WILL save. The
Game Mast er mi ght adj ust t he di f f i cul t y i n unusual si t uat i ons as
bei ng cor ner ed, sudden emer si on, or sur pr i se as a f ew exampl es.
Phobi a Table M- 16
1
Open Spaces
11
Hei ght s
2
Br i ght Li ght
12
Cr owds
3
Dar kness
13
Par t i cular Ani mal
4
Loud Noi ses
14
Insect s or Spi der s
5
Di sease
15
Machi nes or Robot s
6
Bei ng Touched
16
Smal l Spaces
7
Bl ood
17
Hi gh Speeds
8
Sent i ent Pl ant s
18
Bei ng Al one
9
Fi r e
19
Pur e St r ai n Humans
10
Wat er
20
Bei ng Under gr ound
Photodependent [D]
Physi c al , Pl ant ; Aut omat i c , no MP
The char act er r equi r es const ant l i ght t o st ay consci ous. An hour i n t he
dar k f or ces hi m i nt o a sl uggi sh st at e. In t hi s st at e he suf f er s a - 2
penal t y t o al l of hi s act i ons. Fi ve f ul l mi nut es of br i ght or nor mal l i ght
r est or es t he char act er complet ely. He suf f er s Id6 point s of damage
f or eac h f ul l 24 hour s spent i n t he dar k, whi c h means t hat a
nor mal ni ght ' s sl eep does no har m. The char act er can never be
sunbur ned or har med by nor mal sunl i ght . Laser s st il l har m hi m
nor mally.
Photogeneration
Physi cal , Pl a t ; At t ack, MP 4d6- L n
The mut ant i s abl e t o gener at e a t r emendousl y br i ght f l ash of l i ght
f r om a speci f i c par t of hi s body ( hands, eyes, hair , et c.) chosen by t he
player . This f lash bli nds ever yone looking at him wi t hi n 30 f eet (60 f eet
in t he dar k). It is t r eat ed as a RFLX save. The char act er cannot be
bl i nded by br i ght l i ght s, but t akes damage nor mal l y f r om l aser s and
t he l i ke.
He can st or e enough l i ght f or t hr ee f l ashes, but i t t akes f our hour s
t o r egener at e a used f lash. As an alt er nat ive t o t he br i ght and sudden
l i ght di schar ge, t he mut ant can use up a f l as h t o gl ow wi t h a l i ght
equal t o nor mal day l i ght f or 10 + MP modif ier r ounds. The glow t hi s
cr eat es il lumi nat es a 30- f oot - r adius ar ea.
Photokinesis
Ment al ; At t c , MP 4d6 L a k -
The mut ant c an bend or c hange l i ght . He c an set up a f iel d ar ound
hi msel f t hat bends most of t he l i ght ar ound hi s body and r edi r ect s i t
back on i t s or i gi nal pat h. Thi s makes hi m i nvi si bl e f or al l pr act i cal
pur poses. Anybody wi t hi n 5 f eet of hi m i s i nsi de t he f i el d and sees
hi m nor mal l y. In most cases, t hi s i ncl udes anybody i n mel ee wi t h
hi m.
Some of t he l i ght i s l et i nsi de t he f i el d, al l owi ng t he char act er t o
see and be seen i nsi de i t . As a r esul t he t akes hal f damage f r om
l aser s when usi ng phot oki nesi s i n t hi s manner .
Phot oki nesi s can al t er t he wavel engt h of a beam of l i ght away f r om
t he mut ant ' s body. Thi s can negat e t he ef f ect of a l as er weapon or
ot her l i ght s our c e. The mut ant c an change t he col or of a l i ght
beam, or r educe i t s wavel engt h bel ow t he vi si bl e spect r um. I n t hat
case t he l i ght i s " put out ." Laser s can be cycled up, f r om IR t o UV or
micr owave ( maser s) , or down. The damage of t he weapon changes,
but not t he at t ack modi f i er . He can al so at t empt t o " put out " t he
l aser .
If t he l i ght sour ce he i s t r yi ng t o af f ect , say a l aser r i f l e, i s movi ng
or i n t he hands of an opponent , t hen t he char act er must " at t ack" t he
l i ght sour ce. It s AC does not i ncl ude any of t he opponent ' s ar mor
i nt ended onl y t o st op damage, such as pl at e mail , but does i ncl ude
ever yt hi ng el se, such as DX modif ier s and level adjust ment s. A t ypical
moving light on a t r ack woul d be AC 10. A wi l dl y swi ngi ng l i ght on a
cable mi ght be a 20 .
The char act er can maint ai n his power f or 5 + MP modif ier r ounds. He
must r est f or f our hour s bef or e usi ng i t agai n. He can only do one of
t he above ef f ect s each r ound. He cannot make hi msel f i nvi si bl e and
af f ect di st ant l i ght sour ces.
Photosynthetic Skin
Physi cal ; Aut omat i c, no MP
The mut ant does not need t o eat if he spends at least t hr ee hour s a
day i n br i ght sunl i ght ( si x hour s i n di m l i ght ) . He can be movi ng and
doi ng nor mal act i ons dur i ng t hi s t i me. He st ill needs t o dr ink nor mal
amount s of wat er . If t he char act er spends a f ul l ei ght hour s baski ng i n
t he sun, he heal s hi s CON modi f i er i n poi nt s of damage. However ,
t he mut ant al so suf f er s + 50% damage f r om l i ght based at t acks,
such as l aser s, due t o t he over sensi t i vi t y of hi s ski n.
Plant/Animal Control
Ment l ; At t ack, MP 4d6 - L a
Pl ant / ani mal cont r ol i s t he same as ment l cont r ol , but i t wor ks on a
plant s if t he char act er is human or animal, and on humans and ani mal s
i f t he char act er i s a pl ant . It does not f unct i on on cr eat ur es wi t h t he
same ment al makeup as t he char act er .
Poison
Physical, Plant ; At t , MP4d6- L ack
Cr i t = 20, ( 2x Damage)
Save: FORT ( 5+MP MOD+Poi son DC)
The char act er can gener at e a speci al poi son t hat i s del i ver ed by a
nat ur al at t ack, i .e. cl aws, t eet h, nai l s, spi t , t ai l bar b, qui l l s, hor ns,
et c . The mut ant c an st or e enough poi son f or t hr ee successf ul
at t acks. It t akes t hr ee hour s t o r egener at e one dose. The mut ant i s
i mmune t o hi s own poi son, and get s a +2 FORT save modi f i er when
at t ac ked by ot her poi sons. Consul t t he t abl e bel ow f or t he t ype
of poi son. The poi sons bel ow ar e l oc at ed i n t he D20 Moder n Cor e
Rul ebook. Same s aves as Gas Gener at i on.
Poi son Tabl e M- 17
1d6 TypePoison
1 Cur ar e ( DC 18)
2 Cyani de ( DC 16)
3 Puf f er Fi sh ( DC 13)
4 Rat t l esnake Venom ( DC 12)
5 Scor pi on/ Tar ant ul a ( DC 11)
6 St r ychni ne ( DC 19)
Poisonous Thorns
Pl a t ; Aut omat i c, MP4d6- L n
Cr i t = 20 , ( 2x Damage)
The pl ant ' s body i s cover ed wi t h smal l t hor ns. Anyone making st r ong
cont act wit h t he plant (st r iking or wr est ling it ) i s scr at ched. These
t hor ns wi l l penet r at e cl ot hi ng, but not leat her or heavy f ur gar ment s.
The t hor ns ar e coat ed in poisonous dew t hat has int ensit y of 5 + MP
modif ier . The dew is const ant l y secr et ed, but dr i es out i n hal f an
hour , maki ng i t i mpr act i cal t o t r ansf er t he poi son t o weapons or t o
t r y and st or e i t . Rol l on Tabl e M- 17 f or t he t ype of poi son.
Poor Dual Brain[D]
Physi al , Pl ant ; Aut oma i c , no MP c t
The char act er has a second br ain and an alt er nat e per sonal i t y
cont r ol l i ng i t . Thi s br ai n has one ment al mut at i on, which may be a
def ect even if t he ot her br ain alr eady has a defect .
Dur i ng t i mes of st r ess ( i .e., t he f i r st r ound of combat ) , A WILL save
of DC 10 must be made or t he second br ai n wi l l sei ze cont r ol of t he
body. Thi s new per sonali t y hat es t he domi nant per sonali t y. Thi s does
not mean t hat i t hat es t he ot her char act er s i n t he gr oup. They must
deal wi t h i t as a separ at e i ndi vi dual . An hour af t er t he st r essf ul
per i od has ended, t he domi nant br ai n r egai ns cont r ol of t he
char act er ' s body.
Thi s mut at i on i s onl y al l owed i f t he pl ayer agr ees t o r ol e- pl ay t he
second per sonal i t y. Let t he pl ayer det er mi ne t he per sonal i t y of hi s
al t er ego, wi t hi n r eason.
Poor Respiration[D]
Physi cal ; Aut omat i c , no MP
The mut ant cannot t ake deep br eat hs. He cannot hol d hi s br eat h f or
mor e t han t wo r ounds. Af t er six r ounds of st r enuous act i vi t y ( f i ght i ng,
cl i mbi ng, et c.) , he must FORT save at DC 10 or be st unned. Each r ound
of cont inued act ivit y, t he FORT save DC int ensit y is incr eased by 1. If t he
mut ant ever f ails t he FORT save he f aint s f r om lack of oxygen f or 2d6 + 3
r ounds. To complet e st r enuous act ivi t ies t hat t ake a long t ime, t he
char act er needs t wice as much t ime as nor mal because of t he
f r equent r est br eaks he is f or ced t o t ake.
ProjectileSeeds
Pl a t ; At t ack, MP 4d6- L n
Cr it = 20, (2x Damage)
The plant has 5 + MP modif ier point ed seed pods gr owing on it s body.
They look like f at t hor ns, and each has a pr essur ized gas bag under neat h
it . The plant char act er can f ir e t hese seeds up t o 50 f eet away. A seed
does Id6 + MP modif ier in damage. The seeds t ake a week minus t he MP
MOD t o gr ow back, a mi ni mum of 24 hour s is r equir ed t o gr ow a seed.
Psychometry
Ment al ; Ful l , MP 4d6 L -
The mut ant is able t o r ead t he past of any it em (not l iving ent i t ies) he
t ouches. Those event s most char ged wit h emot ion come t hr ough t he
clear est . He can use his power as of t en as he wishes, but only once a day
per object . If successf ul, he get s a + 3 modi f i er f or Use Ar t i f act s wit h
t hat object , i f he succeeds by 5 or mor e he gai ns enough i nf or mat i on
t o use t he object .
The psychic impr essions f ade wit h t ime, but ar e r einf or ced by a sent i ent
cr eat ur e handl i ng and usi ng t he object . The char act er r olls a WILL
save, similar t o an at t ack, adds his t ot al r ank bonus f or psychome y, t r
and consul t s t he t abl e bel ow. The Game Mast er may choose t o appl y a
bonus or penal t y f or ext r emel y emot ional event s associat ed wit h t he
object or f or t he lack of t hem. Al so, t he char act er wi l l onl y gai n one
use per obj ect per successf ul WILL save. So i f t he gr oup i s
at t empt i ng t o under st and what a panel of comput er s does, onl y one
abi l i t y at a t i me wi l l be r eveal ed. Once a pur pose i s under st ood, t he
char act er can at t empt t o gai n ot her ever y 24 hour s.
For example, an I.D. car d is being r ead wit h psychomet r y t hat was last
used 10 year s ago would have a DC of 25. Af t er r oll i ng t he dice and
adding any modi f ier s, he ends up wi t h an adjust ed di e r oll of 26. He can
r ead t he past of t he obj ect f or t he l ast t en year s.
Psycomet r y Tabl e M- 18
TimePassed DC TimePassed DC
1Hour 5 1Year 20
12 Hour s 8 5 Year s 23
1Day 10 10 Year s 25
1Week 13 10 0 Year s 30
1Mont h 15 50 0 Year s 35
1Season ( 3 Mont hs) 18 10 0 0 Year s 40
Pyro/Cryokinesis
Ment l ; Ful l , MP 4d6 L a -
Cr i t = 20 , ( 2x Damage)
The mut ant has t he abi l i t y t o c hange t he t emper at ur e i n an ar ea.
Roll Id6. On a 1- 3 , he has t he abilit y t o incr ease (py ine is) t he r ok s
t emper at ur e. On a 4- 5, he can decr ease (c r o ine is) it . On a 6, he can y k s
do bot h (t he m ine is). The power has a r ange of 100 f eet , plus 5 f eet r ak s
per MP modif ier point , and af f ect s eit her a localized ar ea 5 f eet in di-
amet er or a single object no lar ger t han 5 f eet . This object can be a
per son, but he def ends wi t h a RFLX save f or damage. If an obj ect
hel d by a per son i s t ar get ed, t he per son def ends agai nst t he at t ack
wi t h hi s physi cal AC.
By c onc ent r at i ng f or one r ound, t he mut ant heat s ( or cools) an
ar ea, causing Id6 point s of damage t o any cr eat ur es wi t hi n t he ar ea. On
t he second r ound of concent r at i on, t he damage r i ses t o 2d6 ( no
f l ames yet ) . One each successi ve r ound pyr okinesis or cr yokinesis
causes an addit ional d6 of damage. When i t r eaches 10d6 poi nt s of
damage, i t no longer incr eases, but can cont i nue at t hat level unt i l t he
power is shut of f . For ever y t wo r ounds t hat t he mut ant has
mai nt ai ned t he l ock on t he t ar get , he get s an addi t i onal +1 t o t he
at t ack r ol l and t hus t he RFLX save DC f or t he t ar get . So, i f t he
char act er has mai nt ai ned t he mut at i on on a t ar get f or 6 r ounds, t he
char act er get s a +3 t o t he next at t ack r ol l .
The mut ant can concent r at e f or 5 + MP modi f i er r ounds. Af t er t hat he
must r est t he power f or t hr ee hour s. If his concent r at ion is br oken
dur ing t he buildup of power , t he t est r equi r ement t akes af f ect .
Mut ant s wit h pyr o/ cr yokine is t ake half damage (r ounded up) f r om s
heat / col d at t acks ( not i ncl udi ng l aser s) .
Pyr o/ Cr yo Damage Tabl e M- 19
Round Damage Round Damage
1 1d6 7 7d6
2 2d6 8 8d6
3 3d6 9 9d6
4 4d6 10 10 d6
5 5d6 11 11d6
6 6d6 12 12d6
Once a f i r e r eaches 3 d6 , i t i gni t es. Once i gni t ed, f l ammabl e
mat er i al s wi l l c ont i nue t o bur n wi t hout t he appl i c at i on of
pyr oki nesi s. Wi t h cr yoki nesi s, wat er f r eezes at t he 3 d6 l i mi t .
Fr ozen l i qui ds wi l l t hen bur st seal ed cont ai ner s. If
pyr o/ cr yoki nesi s i s appl i ed t o an obj ect , a cr eat ur e hol di ng t hat
obj ect must make a WILL save check t o mai nt ai n i t s hol d on t he
obj ect . A heat ed ( or cool ed) obj ect may be vol unt ar i l y dr opped at any
t i me. If t he obj ect heat ed cannot be dr opped, as i s t he case wi t h
ar mor , t hen t he per son wear i ng i t t akes damage as i f he wer e i n a
heat ed ar ea.
Quills or Spines
Physi cal ; Aut oma i c or At ack, no MP t t
Cr i t = 20 , ( 2x Damage)
The char act er has qui l l s, l i ke t hose of a por cupi ne, al l over hi s body.
The pl ayer i nst ead can choose t o have r i dges of spines along hi s
back, ar ms, legs and t ail ( if he has one). The mut ant c an f i r e I d4 qui l l s
eac h r ound l i ke dar t s usi ng t he smal l , pr essur ized ai r sacs at t he
base of each. Each qui l l does Id4 damage and has a r ange of 15 f eet .
Spi nes c annot be f i r ed, but make t he mut ant a f or mi dabl e
unar med c ombat ant . I n unar med combat , he does I d6 ext r a
damage per bl ow. When st r uck by an unar med opponent , he get s t o
r ol l a si mul t aneous r et ur n at t ack, THAC of 0 , f or t he spi nes, whi ch
do Id6 damage. Gr appl i ng or wr est l i ng t he char act er ( qui l l s or
spi nes) r esul t s i n Id4 + 1 aut omat i c at t acks, THAC of 0 , f or Id6
damage each. Al t er ed sent i ent s wi t h qui l l s or spi nes suf f er a - 2
penal t y f or Robot Recogni t i on.
RadiatingEyes
Physi c l ; At t ack, MP 4d6 - L a
Cr i t = 20 , ( 2x Damage)
Al so known as Gamma Eyes, t he mut ant has t he abi l i t y t o pr oj ect a
beam of r adi at i on t hr ough i t s eyes. The i nt ensi t y i s al ways t r eat ed
as a Sever e r adi at i on hazar d bec ause of t he br ai ns st r ange
magni f i c at i on of t he power . The c har ac t er can st or e hi s MP Mod
i n shot s and t hey r ec har ge at a r at e one ever y t hr ee days.
The char act er ' s head i s i mmune t o r adi at i on at any l evel . If
r adi at i on st r i kes anot her par t of hi s body, he suf f er s saves and
damage nor mal l y. Add + 2 t o t he char act er ' s FORT save agai nst
r adi at i on at t ack. If t he mut ant has mor e t han one set of eyes or
vi sual or gans, i t c an onl y pr oj ec t r adi at i on t hr ough one set of
t hem ( unl ess t hi s mut at i on i s r ol l ed mul t i pl e t i mes) .
The r ange of t he at t ac k i s 10 0 f eet pl us 10 f eet per poi nt of MP
Mod.
Razor-EdgedLeaves
Pl ant ; Aut omat i c o At t ack, no MP r
Cr i t = 20 , ( 2x Damage)
The pl ant ' s sur f ace i s cover ed i n danger ous l eaves. They l ook
nor mal and saf e, but each has a ser r at ed edge t hat can cut and
t ear sof t mat er i al s. Anyone t hat wr est l es t hi s pl ant t akes 2d6
damage each r ound f r om t he l eaves, i f t he pl ant st r i kes out wi t h a
l i mb, i t does Id6 ext r a damage due t o t he l eaves. Anyone punchi ng or
st r i ki ng t he pl ant wi t h an unpr ot ect ed l i mb ( l eat her or wor se ar mor )
t akes Id6 poi nt s of damage.
Regeneration
Physi cal , Pl ant ; Aut omat i c, MP 4d6 - L
The char act er can heal l ost hi t poi nt s at a r at e gr eat er t han nor mal .
He can al so r e- gr ow l ost body par t s. The char act er heals 5 + MP
modif ier point s per day if he r est s, and half t hat (r ounded down) even if
he is act ive. A lost l imb or body par t r educes t he heal i ng t o 1poi nt per
day, even wi t hout r est , but t he mi ssi ng par t i s compl et el y r est or ed
once al l damage t o t he char act er i s heal ed. A l eg t akes 1 mont h t o
r e- gr ow, 3 weeks f or an ar m, 2 mont hs f or a head, 3- 6 weeks f or
var i ous t or so and ot her or gan damage. Char act er s can onl y r e-
gr ow anot her head i f t hey have t wo or have t he dual br ai n
mut at i on. Somet hi ng must keep t he body al i ve f or t hi s mut at i on t o
wor k.
Heal i ng ai ded by t he r egene at i on mut at i on never t akes pl ace at r
wor se r at es t han t he nor mal r at es of heal i ng wi t hout r egener at i on.
RepulsionField
Ment al ; A t ac k, 4d6 - L t
The mut ant i s abl e t o c r eat e an i nvi si bl e wal l of f or ce ar ound any
poi nt ot her t han hi msel f . Under no ci r cumst ance can he be insi de t he
f ield. Unl ike t he f or ce f i ld ge a ion mut at i on, t hi s onl y pr ot ect s e ner t
agai nst physi cal at t acks.
The f i el d f or ms a spher e 3 met er s i n di amet er . It s cent er poi nt c an
be up t o 8 0 f eet away, pl us 15 f eet f or ever y MP modi f i er poi nt . The
f i el d cannot sl i ce t hr ough sol i d obj ec t s, but c an sl i p bet ween t hem
( under t he f eet but above t he gr ound) . It t akes const ant
concent r at i on t o mai nt ai n t he f i el d, a f ul l act i on r ound. The pr oj ect i ng
char act er can move t he f i el d at wi l l .
The r epul si on f i el d absor bs 35 + MP modi f i er t i mes t wo poi nt s of
damage. It r enews i t sel f at a r at e of 5 + MP modi f i er poi nt s per
t ur n. I t c an be kept up 5 +MP modi f i er r ounds. Af t er t hat t he
char act er must dr op t he f i el d f or t hr ee hour s bef or e usi ng i t agai n.
If t he f i el d t akes enough poi nt s of physi cal damage t o dest r oy i t , t he
char act er must make a FORT check at t he l evel of damage t aken t o
t he f i el d or f al l unconsci ous. Any excess damage i s appl i ed t o t he
char act er . If t he char act er f al l s unconsci ous due t o a ment al at t ack or
some speci al ci r cumst ance, t he f or ce f iel d shut s of f at t he end of t he
r ound.
Seizures [D]
Ment al ; Aut mat i , no MP o c
Whenever t he char act er ent er s a st r essf ul si t uat i on, he has a chance
of having a seizur e. A WILL save at t he appr opr iat e DC must be
complet ed. The level of st r ess depends on t he sit uat ion f aced by t he
mut ant . Being dr opped int o a pit of r at t le snakes const it ut es a sever ely
st r essf ul sit uat ion, while t r ying not t o dr op an egg while r unning acr oss
a br idge is a mild cir cumst ance. The seizur e makes all of t he muscles in
his body spasm and t wi t ch uncont r ollably. The char act er cannot r emai n
st andi ng and f al l s t o t he gr ound. He does not r emember anyt hi ng t hat
happened whi l e sei zur i ng. The sei zur e l ast s f or 2d4 r ounds.
Shapechange
Physi cal , Pl ant ; At t ck, MP 4d6 L a -
The mut ant i s abl e t o change hi s body' s physi cal appear ance t o mat ch
t hat of any cr eat ur e of his size cat egor y t hat he has seen. Animal s and
humans can onl y i mi t at e ani mals and humans. Pl ant s can onl y
i mi t at e pl ant s. The mut ant does not get any of t he physi cal or ment al
abi l i t i es of t he cr eat ur e he i mi t at es, ot her t han t he obvi ous ones.
For exampl e, he can dupl i cat e qui l l s, but i s not abl e t o f i r e t hem. He
can f l y wi t h i mi t at ed wi ngs, but not do f ancy aer i al maneuver s.
The char act er r et ai ns al l of hi s own combat scor es, at t r i but es and
mut at i ons not af f ect ed by t he change. Cl ot hi ng or equi pment i s never
af f ect ed or dupl i cat ed.
The change last s f or ( 5 +MP modi f i er ) x 10 mi nut es. For exampl e, i f
t he MP modi f i er i s + 1, t hen t he change woul d l ast f or 6 x 10 = 60
mi nut es. Af t er war d t he mut ant can' t shapechange f or f our hour s.
SizeChange
Physi cal , Pl ant ; Aut omat i c, no MP
The char act er i s l ar ger or smal l er ( 50/ 50 chance of ei t her ) t han
nor mal . Rol l Id6 and mul t i pl y i t by 10 %. Thi s i s how much shor t er or
t al l er t he char act er has become. For exampl e, a r ol l of 3 means t hat
t he char act er i s 3 0 % shor t er or t al ler . A t ypi cal man i s r oughl y 2
met er s t al l . A 30 % r educt i on pl aces hi m at 1.4 met er s t al l ( 4 f eet ) . A
30 % i ncr ease makes hi m 2.6 met er s t al l ( 8 f eet ) .
Physical st r engt h is incr eased (t aller ) or decr eased (shor t er ) by 1 f or
each 10% change. Dext er it y is incr eased if t he char act er i s shor t er and
decr eased i f he becomes t al l er ( pl us or minus 1f or each 10% change) .
If t he char act er becomes t oo l ar ge or t oo smal l , he may qual i f y f or AC
modi f i er s. Base speed r emai ns t he same r egar dl ess of t he hei ght
change.
Skeletal Enhancement
Physi c l ; Aut mat i c, no MP a o
The mut ant ' s skelet on is f ar st r onger t han nor mal. He cannot suf f er
br oken bones f r om any f all less t han 100 f eet or f r om any blow wit h a
f or ce of less t han 10 t ons. All cr ushing bl ows, bashi ng at t acks and f al l s
do hal f nor mal damage. He can do an ext r a 50 % damage i n unar med
combat .
SkinStructureChange[D]
Physi cal ; Aut omat i c, no MP
Rol l I d4 on t he t abl e bel ow t o det er mi ne t he spec i f i c change.
1d4 Roll SkinStructureChange
1. Albino I d4 damage f or ever y f ul l 10 mi nut es -
t he mut ant i s exposed t o br i ght sunl i ght .
2. Glows - The mut ant c an be seen at ni ght , but i s
not br i ght enough t o ser ve as a l i ght sour ce. - 5 Hi de
checks.
3. Water soluble Wat er does 1 poi nt of damage per -
r ound t o t he mut ant and I d4 +1 i f he i s t ot al l y
i mmer sed. Li ght r ai n i s uncomf or t abl e and t he mut ant
oper at es at a - 2. Heavy r ai n does 1 poi nt per r ound, 6
seconds.
4. Water dependent - The mut ant t akes 1 poi nt of
damage f or ever y t hr ee hour s he i s out of t he wat er , and
Id4 + 1i f he i s al so i n hot and dr y condi t i ons. It onl y t akes a
spl ash of wat er or a sponge bat h once ever y t hr ee hour s
f or hi m t o avoi d t he ef fect s.
Sonar
Phy i cal , Pl nt ; At t ack, no MP s a
The char act er can " see" usi ng sonar . He can emi t hundr eds of hi gh-
pi t ched squeaks per r ound t hat onl y ot her char act er s wit h sonar can
hear . His br ain aut omat ically pr ocesses t he r ef lect ed sound, gi vi ng hi m
i nf or mat i on about t he posit ion, size, movement and densit y of object s
wit hin 350 f eet . He can onl y get a vague sense of shape about t hem.
Any r ound t hat t he char act er i s usi ng hi s sonar , he cannot be t al ki ng.
The mut ant wi t h sonar aut omat i c al l y get s ei t her doubl e- si zed
ear s or ant ennae ( hi s choi ce) .
Sonic Blast
Physi cal , Pl ant ; At ac , MP 4d6 L t k -
Cr it = 20, (2x Damage)
The char act er is able t o pr oject a beam of f ocused sound. It does 3d6
+MP modif ier point s of damage. It is pr oj ect ed i n a cone 3 0 f eet l ong
and 15 f eet wi de at t he t er mi nat i ng end. Fr agile or br it t le object s, such
as glass, which f all wit hin t he ar ea of ef f ect , ar e l i kel y t o br eak or
shat t er . Use t he Mol ecul r Di sr upt i on Tabl e M- 15 t o det er mi ne of a
f r agi l e or br i t t l e i t ems such as glass and cr yst al br eak.
SoundImitation
Physi cal ; At t ack, no MP
The mut ant i s abl e t o i mi t at e any sound t hat he has hear d in t he last
24 hour s. He can hear any f r equency of sound, including sonar . He can
only imi t at e voices by using t he exact wor ds he hear d spoken by t he
voices. The imi t at ive pr ocess wor ks l i ke a t ape r ecor der , not a
t r ansl at or . The char act er i s i mmune t o t he har mf ul ef f ect s of any
sound and can i mi t at e dest r uc t i ve sounds l i ke t he soni c bl ast
mut at i on pr oduc es. He c annot i mi t at e hi msel f .
SporeCloud
Pl ant ; At t ck, MP 4d6- L a
The pl ant has spor e sacks t hat i t can f i r e at wi l l , one per r ound. I t
has a t ot al of 5 +MP modi f i er s ac ks . I t t akes a mont h t o gr ow a
new sack. When act i vat ed, t he sack bur st s, f i l l i ng an ar ea of ef f ect
equal t o a 10 f oot bl ast r adi us wi t h spor es. The spor es t hemsel ves
do not har m anyone, but t hey make i t di f f i cul t t o br eat he. Anyone i n
t he ar ea suf f er s a FORT save, i nt ensi t y equal t o t he at t ack pl us 1d20
pl us 5 +MP modi f i er . If t he at t ack i s successf ul , t he vi ct i m i s
r educed t o f i t s of choki ng and gaspi ng. He i s unabl e t o at t ack or
per f or m ot her act i ons. The onl y t hi ng he can do i s move at hal f
speed. Char act er s wi t h t he dual i t y mut at i on l ose one act i on and may
onl y use ment al mut at i ons f or t hei r r emai ni ng act i ons.
SqueezeVines
Pl ant ; Aut omat i c or At t ack, MP 4d6- L
Cr i t = 20 , ( 2x Damage)
In addi t i on t o any ot her l i mbs t he pl ant has, i t get s Id4 squeeze
vi nes. These vi nes ar e 3 0 +MP modi f i er f eet l ong. They c an move
at a s peed of 5 f eet per r ound, whi c h i s qui t e sl ow. They can gr asp
object s, but not per f or m f i ne mani pul at i ons, such as pushi ng but t ons.
Each vi ne has a physi cal st r engt h of 5 +MP modi f i er . If mul t i pl e
vi nes ar e bei ng used, add t hei r physi cal st r engt hs t oget her . Once a
vi ne has gr abbed somet hi ng, i t can const r i ct , squeezi ng f or 1 poi nt
of damage each r ound per f ul l 5 poi nt s of STR.
StunningForce
Ment al ; At t ack, MP 4d6- L
Cr i t = 20, ( 2x Dur at i on)
The char act er makes a separ at e ment al at t ack on ever yone wi t hi n 75
f eet , pl us 5 f eet f or ever y MP modi f i er poi nt . Thi s st unni ng f or ce
at t ack i s r at her l i ke a ment al shout . Al l af f ect ed cr eat ur es ar e
st unned f or Id6 pl us t he MP modif i er r ounds. Rol l a WILL save at t he
at t ack l evel separ at el y f or each vi ct i m. Cr eat ur es whi ch ar e st unned
ar e i ncapable of t aki ng an at t ack or move act i on or usi ng mut at i ons.
Thi s power af f ect s f r iend and f oe al i ke. Once he has used t hi s power ,
t he mut ant must r est f our hour s bef or e usi ng i t agai n.
Summoning
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20) , Cr i t = 20, ( 2x Dur at i on)
The char act er can send out a t elepat hi c cal l f or a par t i cular species
of cr eat ur e. To do so, he must have a f i r m ment al i mage of what t he
cr eat ur e l ooks l i ke. When t he cr eat ur e ar r i ves and f i r st makes eye
cont act , t he cr eat ur e must r ol l a WILL save vs. t he at t ack. If
successf ul , t he cr eat ur e i s under t he cont r ol of t he char act er f or t he
next 2d6 r ounds. Ot her wi se t he cr eat ur e i s f r ee wi l l ed and does
what ever comes nat ur al l y i n t he si t uat i on. Thi s can i ncl ude at t acki ng
t he summoni ng char act er . The char act er can gi ve t he cr eat ur e
si mpl e commands, such as " ki l l t hem," " br eak t hat ," " car r y us," et c. If
t he same i ndi vi dual cr eat ur e i s ever summoned agai n t hat year , i t
i gnor es t he cal l . Onl y one t ype of cr eat ur e can be summoned and
cont r ol l ed at a t i me.
Any i nt el l i gent cr eat ur e of l ow Int el l i gence ( 5) or above can i gnor e
t he cal l or wi l l i ngl y f ol l ow i t t o i t s sour ce. When i t ar r ives, i t i s
i mmune t o t he cont r ol l i ng power of t he summoni ng mut ant . Range i s
5 mi l es, pl us 1per MP modi f ier poi nt .
Symbiotic Attachment
Ment al ; At t ack, MP 4d6- L
Save: WILL ( 5+MP MOD+1d20)
The mut ant can at t empt t o cont r ol any cr eat ur e he t ouches. He must
successf ul l y t ouch hi s opponent s ski n and whi ch i n some cases coul d
r equi r e a melee at t ack. He can do not hi ng el se whi l e cont r ol l i ng t he
vi ct i m. The cont r ol l ast s unt i l he vol unt ar i l y br eaks cont act , i s some
how separ at ed f r om t he t ar get , or knocked of f . If hi s vi ct i m i s ki l l ed
whi l e he i s at t ached, He must r ol l a FORT save of DC 20 or be r educed
t o - 1poi nt s. A successf ul save means t he char act er i s knocked f or 1d6
r ounds.
If t he vi ct i m f ai l s a WILL save at t he at t ack l evel , t he vi ct i m i s
complet el y cont r ol l ed by t he char act er . He becomes an ext ensi on of
t he char act er ' s own body and must r emai n i n cont act wi t h hi m. The
at t ached char act er cannot r ead t he mi nd or t hought s of t he vi ct i m,
and t her ef or e does not know about any secr et power s or hi dden
weapons. He must be speci f i c about how t he cont r ol l ed cr eat ur e act s.
For example, he coul d not say " at t ack t he r obot wi t h your most
power f ul weapon." That r equi r es t he cont r ol l ed cr eat ur e t o make a
deci si on about what i s hi s most power f ul at t ack. However , he coul d
say " shoot t he r obot wi t h your gun" or " make a f or ce f iel d ar ound my
f r iend." In each case t he speci f i c act i on t o be t aken was r equest ed.
Telekinesis
Ment l ; At t ack, MP 4d6 - L a
The mut ant i s abl e t o move obj ect s up t o 10 0 f eet away, pl us 5 f eet
f or ever y MP modi f i er poi nt , wi t h hi s mi nd. The MP scor e i s t he
Physi cal St r engt h t hat he uses t o l i f t t he obj ec t . Tel eki nesi s c annot
be used f or f i ne mani pul at i ons, l i ke a hand oper at i ng a machi ne. It
can onl y l i f t , car r y, move, t hr ow or r ot at e an obj ect . It cannot wi el d a
weapon, except f or t hr owi ng bi g heavy t hi ngs.
Li f t i ng and car r yi ng obj ect s t el eki net i cal l y i s j ust as f at i gui ng as
car r yi ng t hem physi cal l y. Li ght obj ect s can be car r i ed f or l ong
per i ods of t i me, heavy obj ect s onl y f or a shor t per i od of t i me. The
c har ac t er c annot l i f t hi ms el f . Any at t empt t o l i f t a c r eat ur e
r equi r es a RFLX save by t he t ar get at t he at t ac k l evel . The same
i s t r ue f or at t empt i ng t o mani pul at e an obj ec t i n someone' s
hands. A c har act er t hat i s usi ng t hi s mut at i on, even j ust t o hol d an
obj ect cannot at t ack unl ess he i s al l owed mul t i pl e ac t i ons per
r ound.
Use t he Magne i c Cont r ol r ul es f or usi ng t hi s mut at i on t o at t ac k. t
The onl y di f f er enc e i s t hat t he c har ac t er c an mani pul at e most
ki nds of mat er i al s l i ke r oc ks, wood, and i c e. Al l at t ac k r anges ar e
hal f t hat of Tel e i ne i s however . k s
Telekinetic Hand
Ment l ; At t ack, MP 4d6 - L a
Similar t o t elekinesis, t his power allows t he char act er t o mani pulat e
object s wi t h hi s mi nd up t o 10 0 f eet away, pl us 5 f eet f or ever y MP
modi f i er poi nt . However , t he hand can make f i ne mani pul at i ons t hat
t el eki nesi s cannot . The MP scor e is t he Dext er it y of t he hand. It can
only lif t object s using a STR of 5. It can use weapons, but melee weapons
ar e l i kel y t o have some damage penal t i es due t o t he l ow PS of t he
hand.
Telekinetic Flight
Ment l ; Move, MP 4d6 - L a
The mut ant is able t o lif t only himself wit h t elekinesis. He can f l y at a
maxi mum speed of 20 + MP modi f i er f eet per r ound. Using t his power
is as t axing as r unning. If he is movi ng at hi s maxi mum speed, he
suf f er s t he same f at i gue as i f he r an as f ast as he coul d f or t he
same amount of t i me. A slow, sedat e pace can be maint ained almost
indef ini t ely. Speci f i cal l y, movement usi ng t hi s mut at i on i ncur s f at i gue
as i f t he mut ant wer e r unni ng f or maxi mum speed, j oggi ng f or t wo-
t hi r ds speed, and wal ki ng f or one- t hi r d speed. The char act er can car r y
100 + (25 x MP modif ier ) in pounds of ext r a wei ght .
Telepathy
Ment al ; At t c , MP 4d6 L a k -
Save: WILL ( 5+MP MOD+1d20)
A c har ac t er i s abl e t o r ead mi nds and t r ans mi t hi s t hought s
ment al l y. Readi ng t he mi nd of a host i l e cr eat ur e r equir es a ment al
at t ack. The opponent must be wit hin 250 f eet , pl us 25 f eet x MP
modi f i er . Doubl e t he r ange i f t he ot her cr eat ur e i s cooper at i ng wi t h
t he at t empt . When deal i ng wi t h ot her t elepat hs, t he char act er can
send and r ec ei v e t hought s wi t h a wi l l i ng, t el epat hi c par t ner up
t o 5 + MP modi f i er mi l es.
These same r ul es wor k f or f or ci ng t he mut ant ' s own t hought s i nt o
anot her cr eat ur e' s mi nd. The r eci pi ent of such t hought s wil l know t hat
t he t hought s came f r om an out side sour ce ( " voi ces i n my head" ) .
Cr eat ur es wi t h t elepat hy aut omat i cal l y know when someone i s t r yi ng
t o r ead t hei r mi nds. Ot her cr eat ur es ar e obl i vious t o t he at t empt ,
successf ul or not . A WILL save at t he at t ack wi l l be r equi r ed.
The t elepat h can scan an ar ea up t o 5 + MP modif ier miles. The Game
Mast er makes a ment al at t ack f or t he t elepat h f or ever y cr eat ur e
wi t h an Int el l i gence of at l east 5 wi t hi n t he ar ea t o see i f t he t el epat h
det ect s t hei r pr esence. The t el epat h cannot r ead a det ect ed
cr eat ur e' s mi nd or send hi s own t hought s at t hat r ange, unless t he
cr eat ur e i s a wi l l i ng t el epat h. However , once i n r ange ( see above)
he can make anot her at t ack r ol l t o r ead t he cr eat ur e' s mi nd.
Teleport Object
Ment al ; At t c , MP 4d6 L a k -
The mut ant can t elepor t any object f r om one place t o anot her . He must
be abl e t o see t he obj ect , and i t must be no mor e t han 10 0 + ( 25 x MP
modi f i er ) f eet away f r om hi m. The obj ect cannot wei gh mor e t han t wo
t i mes t he MP scor e i n pounds. If t he object i s being hel d by anot her
cr eat ur e, t he t ar get must make a RFLX save at t he at t ack l evel or t he
obj ect i s t el epor t ed. It s dest i nat i on must al so be wit hin t he above
r ange. The char act er can use t hi s power once an hour .
Teleportation
Ment al ; Move, MP 4d6 - L
The char act er can t elepor t himself t o anot her locat ion. He can t elepor t
once ever y t hr ee hour s. For shor t hops, his dest inat ion must be wit hi n
100 + (25 x MP modif ier ) f eet and clear ly visible.
For l ong j umps, he can memor i ze a l ocat i on by spendi ng sever al hour s
looking at i t and walking ar ound it . The memor ized locat ion is only a 1-
met er - wide cir cle, but it can be up t o 5 + MP modif ier miles away f r om
t he char act er . If he at t empt s t o t el epor t t o a l ocat i on whi ch he di d not
spend at l east ei ght hour s memor i zi ng, he t akes Id6 of damage f or
ever y hour less t han eight t hat he spent examining t he dest inat i on.
The char act er can hold each locat ion in his memor y f or a mont h bef or e
needi ng t o vi si t i t agai n. He can have a number of locat ions equal t o
his INT modif ier (minimum + 1) memor i zed at one t i me.
Thorns or Spikes
Pl ant ; A t omat i c or At t ack, MP4d6- L u
Cr i t = 20, (2x Damage)
The plant ' s body is cover ed wit h t hor ns or spikes. Any at t empt t o
wr est le t he plant cost s t he at t acker 2d6 + MP modif ier point s of
damage. The t hor ns cannot hur t har d mat er ials such as st one or met al.
The t hor ns add Id6 + MP modif ier t o any physical at t ack wit h a limb.
This only applies if t he plant i s not usi ng a weapon or usi ng one wi t h a
ver y shor t r each, such as a dagger . Anyone st r iking t he plant wit h an
unpr ot ect ed l i mb t akes Id6 + MP modi f i er poi nt s of damage.
Thought Imitation
Ment al ; At t ack, no MP
The mut ant i s abl e t o i mi t at e any ment al at t ack or abi l i t y t hat he has
per sonally exper ienced in t he last 24 hour s. The imit at ive pr ocess wor ks
like a t hought t ape r ecor der . The mut ant st ill t akes t he f ull ef f ect of t he
at t ack, but is able t o make a copy and br oadcast i t back at t he sender ,
usi ng t he at t acker ' s die r oll and mut at ion scor e. Such a r eplay would
aut omat i cal l y f ool any t el epat hi c or empat hi c r eadi ngs. The mut ant
can al so i mi t at e dest r uct ive t hought pat t er ns l i ke t he ment al bl a t s
mut at i on pr oduces. He cannot , however , i mi t at e himself .
Total Healing
Ment al : Ful l , MP 4d6 L -
The char act er i s able t o acceler at e hi s r at e of heal i ng. He can r ecover
5 + MP modif ier point s ever y hour of act ive concent r at ion. The mut ant
may not per f or m any ot her act ivit y while using t his mut at ion. These
r ecover ed point s ar e in addi t i on t o any nor mal heal i ng.
This power can be used t o over come poison, disease, or r adiat ion.
Mer ely using t he power halt s t he pr ogr ess of t he poison, chemical,
disease or what ever . To over come it , t he char act er i s gr ant ed a save
agai nst t he condi t i on. One at t empt can be made at t he end of ever y
hour t hat t he mut ant has of uni nt er r upt ed concent r at i on pl us t he
i ni t i al save when expose may have occur r ed.
Transfusion
Physi cal , Pl ant ; Ful l , MP4d6- L
The mut ant i s abl e t o heal anot her char act er , but not hi ms el f , by
t ouc hi ng t he wound. Eac h r ound he c an heal 10 + MP modif ier
point s of damage. A single per son or cr eat ur e can only be healed by a
specif ic user of t r ansf usion once per day. Each r ound of healing he also
suf f er s Id4 point s of damage hi msel f . Pl ant s can onl y use t hi s power
on ot her plant s. People and animals can only use t his power on ot her
people or animals.
Ultravision
Physical , Plant ; Aut om t ic, no MP a
The mut ant is able t o see vir t ually any f or m of ener gy. He can see
nor mally at night using ul t r aviolet l ight . He can det ect t he magnet ic
f ields of machines and power cells. He can see ment al mut at i ons i n
act i on. He can see heat and col d, and even l aser beams. At t acks
based upon an ener gy f or m ( not ment al mut at i ons) have a 1 i n 6 ( a
r ol l of 1 on Id6 ) chance of blinding t he char act er f or Id4 + 1r ounds if he
is looking in t hat gener al dir ect ion. Seeing a nor mally invisible at t ack
does not give t he mut ant an opt ion t o avoid t he at t ack or any AC
modif ier unless t he at t ack t akes mor e t han one r ound t o complet e.
Vocal Imitation
Physical , plant ; Aut omat ic, no MP
The char act er can i mi t at e nor mal sounds f r om any sour ce t hat he has
hear d i n t he l ast 24 hour s. He can dupl i cat e t he sound of a per son' s
voice or an animal noise. Unl ike ound i mi t a i on, t he mut ant can make s t
up hi s own wor ds or make any noise t hat could believably come f r om
t he cr eat ur e being i mi t at ed. He cannot i mi t at e t he soni c bl a t s
mut at i on, and i s not i mmune t o soni c bl ast s. He cannot i mi t at e
sounds he i s not able t o hear .
Will Force
Ment al ; Ful l , MP 4d6 L -
The mut ant can i ncr ease any one ment al mut at i on or ment al
at t r ibut e (INT, WIS, CHA) by using t his power . The mut at i on or at t r i but e
i ncr eases by 5 +MP modi f i er f or 5 + MP modi f i er r ounds. Thi s power
can onl y be used once ever y f our hour s.
Wings
Physi cal ; Aut omat i c, MP 4d6- L
The char act er has wi ngs t hat al l ow hi m t o f l y. The wi ngs ar e each as
long as t he char act er is t all. The player can choose t o have eit her
f eat her ed or l eat her y wings. They gi ve hi m a f l ying speed of 15 f eet +
MP modi f ier . Al t er ed humans and mut at ed ani mal s wi t h t he wi ngs
mut at i on suf f er a - 2 penal t y on Robot Recogni t i on.