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GW4 To D20 Mutations Conversion

This document provides converted 4th Edition Gamma World mutations for use with the D20 Modern/Gamma World D20 system. It summarizes the changes made to adapt the mutations, such as treating Mutation Power scores as ranks that can be developed. It also provides several example mutations with brief descriptions, such as Achilles Heel, Adaptation, Air Sail, and Allergy. The author invites feedback and requests to share the full source file.

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Tony Holcomb
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100% found this document useful (1 vote)
182 views24 pages

GW4 To D20 Mutations Conversion

This document provides converted 4th Edition Gamma World mutations for use with the D20 Modern/Gamma World D20 system. It summarizes the changes made to adapt the mutations, such as treating Mutation Power scores as ranks that can be developed. It also provides several example mutations with brief descriptions, such as Achilles Heel, Adaptation, Air Sail, and Allergy. The author invites feedback and requests to share the full source file.

Uploaded by

Tony Holcomb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BaddKar ma s Mut at i on Conver si on

( 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.

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