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THE COMPLETE
MUTATIONS GUIDE
OR
A list of the weird genetic alterations
that add spice to your game
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INTRODUCTION
Some month ago I was reading the mutation's list in Gamma world campaign setting
from Andy Collins and Jeff Grub when I was creating my character for a Gamma world
campaign and I thought “there are too few of them!”.
I began inventing some new mutations to fit the idea of character that I had. I
discovered that it was really hard. I thought I was a creative person but...
I began searching for new ideas and new mutations to be used, and downloaded all fan-
based material that could relate to mutations in RPG's.
I found a file containing a big deal of articles from Dungeon magazine on Gamma world
and some of them listed mutations. I saw some mutations too on Action Check online
magazine.
From my past gaming experiences (mostly D&D and d20) I can say that d20 has his
own choice of mutations from various books (d20 has a Gamma world setting too), so I
decided to convert the ones that don't have already an Alternity version.
At last I searched the forums o A.net to see if someone had already posted some
mutations I could use.
I found Derek Holland's mutation thread and after asking permission I have taken some
of his ideas (well... a lot of them but I thought it was a pity to leave all his stuff in a
forum thread). All mutations I found and created are in this book. I have also a small
section where some additional rules on mutations are listed.
I hope this book could help you to design interesting mutants to use in your game. But
this book is not completely finished (maybe it will never be), I am still searching and
inventing, and you can send me your mutations to be added to the book.
You can contact me at: [email protected]
Someone_else
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INDEX
Pag.New mutation point rules 4Physical mutations 5Mental mutations 11Drawbacks 13A couple roleplay-oriented mutations 18Credits 19
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MUTATION POINT RULES
Having only 7 mutation points is too low for you?Do you want to create a really muted mutant?These quick and simple rules are what you need!
First: select/randomize the mutations and add up all mutation points.Second: select/randomize the drawbacks and add up all drawback points. Third: divide “mutation points” by “drawback points” to obtain a score called “Mutation score”.Fourth: the GM decides how much powerful wants to be the mutants in his campaign, so he chooses a Mutation score from below, the mutant's score must be close to that value. (GM's fiat on what values are “close” enough)
Really Realistic: 0,5Realistic: 1
Gamma World PHB: 1,75Heroic: 2
Super-Heroic: 3
The Really Realistic one is the most difficult, because the mutant has to offset his mutation points with double that value in drawback points.The Realistic one is the most balanced, all mutation points are payed off by the same amount of drawback points.The Gamma World PHB one has a ratio of 7 mutation points for every 4 point of drawbacks, like on Gamma World PHB.The Heroic one creates more powerful heroes, only a half mutation points are payed off by drawback points.The Super-Heroic one creates very powerful heroes, because only a third of the mutation points are payed off by drawback points.
MUTATION POINT COST
I repeat the mutation point cost and drawback point cost, just in case you don't have another handbook handy.
Mutation strength
Cost (pts)
Drawback strength
Cost (pts)
Ordinary 1 Ordinary 1
Good 2 Good 2
Amazing 4 Amazing 4
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PHYSICAL MUTATIONS
Table 1: Physical mutations
Ordinary mutations Good mutations Amazing mutations
Decr. Life Support Aldis Eyes Decr. Life Support
Enlarged Lungs Avoidance Scent Genetic Sampling
Grasping Spines Cast-iron stomach Hyp. Cyberability
Great horns Dazzling Display Improved EMP blast
Halters Decr. Life Support Indestructible
Impr. Cyberability EMP blast Kinetic Absorption
Keromones Enh. Cyberability Silk production
Mucus Packaging Enh. Gravity Adaption Sound Imitation
Silk production Hollow Fangs Unlimited lifespan
Spiny Hair Improved lifespan X-ray vision
Turtle Eyes Organic Radio Zeppelin Sacks
Plasma Spheres
Platelet Factory
Power Drain
Power Eater
Power Source
Rad. Consumption
Scent Spot
Silk production
Ultravision
Useful Gland
Wall crawler
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Aldis EyesG, Activated, WIL
The mutant can transmit and receive information through his eyes. Transmitting involves sending light and does not interfere with normal vision. The range is line of sight. Two mutants with Aldis Eyes can communicate this way, but can be built a device to allow communication with others without it (a hand-held computer with a visual sensor). This mutation is named after the aldis lamp.
Avoidance ScentG, Activated, WIL
Within the cloud, which is 10 meters in diameter, those wishing to harm the mutant take a +2 step penalty to all attacks. Creatures with an INT of less than 4 must make a WIL feat check, or avoid the mutant completely.
Cast-iron stomach G, Permanent, CON
The mutant can eat any type of biomass (plant, animal, mushroom or mold) and gain nutrition from it, plus he receives a -2 step bonus when saving against all ingested biological agents (they simply get digested as biomass) or natural poisons that the food could contain (like the death cap's poison, but not the arsenic that someone could put into it).
Cyberability Impr./Enh./Hyp. O/G/A, Permanent, CON
The mutant has tissues that allow really invasive cybernetic implants without much problems. Every implant has its “effective size” (for using up cyber tolerance score only) reduced by 1, 2, 3 points respectively for the O, G, A version of this mutation.The reduction will never bring the “effective size” below 0. (it can't improve the cyber-tolerance score itself)
Dazzling DisplayG, Automatic, WIL
The mutant produces colored light from his skin upon command. The patterns generally get the attention of anyone looking at the mutant and can overwhelm their vision (mental resolve check to avoid standing there gawking). The mutant must have his face and arms exposed at the minimum to use this mutation.
EMP Blast /Improved EMP BlastG/A, Activated, WIL
The mutant can emit a field that damages electronics only. The area is 5 meters in diameter, centered on the mutant. Damage is the same as the
natural attack mutations. The mutant can use this twice per day for free and then spend one fatigue point per use thereafter.
Enhanced/Hyper Environmental AdaptionG/A, Permanent, CON
With the Good mutation, the mutant is now able to survive in an otherwise deadly environment. It gives the mutant the ability to survive (i.e. no penalties nor checks to avoid damage from the selected environmental conditions) in ONE of the following GRAPH environments: H1, H3, R2, R0 (if it was a damaging environment for the mutant), A3 (select a specific one, like that of a specific planet), P1, P4. The Amazing one permits survival in an extremely lethal environment. Now the mutant chooses ONE of the following GRAPH environments: H0, H4, R4, A4 (select a specific one, like that of a specific planet), vacuum (P0 and A0).Your mutant can take this mutation all times he wants but, as you may have noticed, every time he must select a different condition to adapt. As the original mutation say, you can't adapt at both two extremes, like being adapted to both H0 and H4. This restriction works even in conjunction with other mutations, if you are adapted to G1 by taking Environmental adaption you can't adapt to G4 taking this mutation.
Enhanced Gravity AdaptionG, Permanent, CON
The mutant body is now adapted to more extreme gravity conditions than G1 or G3 (provided by Gravity Adaption in PHB). To do so it must alter the very form and contents of muscles and bone, thus giving the mutant a different look. The adaption to G0 conditions create a more elongated and tall mutant, negates any penalties for the G0 conditions (obvious) and increases temporarily his dexterity score by 2 point while he is in a G0 environment (in a G1 environment this drops to 1 point). The adaption to G4 conditions create a very strong and stocky mutant, negates any penalties/checks for G4 conditions and increases temporarily his strength score by 2 point while he is in a G4 environment (in a G3 environment this drops to 1 point). This mutation can be taken only once, the mutant cannot be adapted to both G0 and G4 environment. This restriction works with other mutations too, if he is adapted to G1 someway (for example by Gravity Adaption) he can't take this mutation to adapt to G4.
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Enlarged LungsO, Permanent, CON
The mutant takes a breath only once per 3 or 4 minutes because of his chambered and enlarged lungs. Because of this time to drown is tripled and the mutant gets a 1 step bonus against gas attacks.
Zeppelin Sacks A, Activated, DEX
The mutant has sacks full of gas lighter than air fixed to his body. This sacks counter his weight in an atmosphere like earth's (or that of the mutant's planet) allowing him to float like a hot air balloon.The balloon sacks can carry the mutant plus a number of Kg equal to three times his CON. The inflated (and working) balloon is obvious to the sight but the mutant can deflate it completely, and carry it folded into a large modified backpack. He can land by deflating a bit the balloon and then move like a being of his species, but the balloon is still obvious to the sight and its bulk prevents the mutant from entering buildings and caves smaller than a hangar.The process of deflating completely the balloon is very fast, it requires only a round. Inflating it is more time consuming because the mutant's body must synthesize new gas. To completely inflate the balloon from the “backpack form” the mutant spends 5 minutes, to inflate from the “landing form” only takes 1 minute.To maneuver during the flight he must use the same skill as a hot air balloon pilot or Acrobatics- specific “balloon flight” (but unless the mutant carries some propulsion system, the speed and direction of travel is decided by the wind).The balloon instantly repairs holes, but when the mutant runs out of wounds it begins to rupture, losing gas and altitude, bringing the mutant to a soft landing.
Genetic SamplingA, Activated, CON
The mutant can, with physical contact, absorb a Good or two Ordinary mutations. This lasts until the mutant takes another. If the mutant absorbs a Good mutation his stun rating decreases by 2 points until he gives it up for ordinary mutations.
Grasping SpinesO, Permanent, DEX
These spines are found on the wrist and give the mutant a -1 step bonus to Unarmed Attack and sub-skills and when climbing.
Great horns O, Permanent, STR
The mutant sprouts horns capable of damaging or goring a target. The horns may be curled like a ram's or pointed like a bull's. Conversely, he may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose. The mutant can use his horns to enhance his unarmed attack damage. The bonus damage depends on the size: Small +2 Li, Medium +3 Li, Large +4 Li. The mutant can use the horns only once per round.
HaltersO, Permanent, DEX
These appendages are similar to those of flies (they are the modified second pair of wings). When moving through the air, via gliding, wings or just falling, these provide the mutant a -2 step bonus in Acrobatics- flight and fall.
Hollow FangsG, Permanent, STR
These fangs inflict normal unarmed damage (I.e. only stun). After pinning the opponent, the mutant can use them to inflict damage equal to natural attack plus 3 in draining blood or sap (the 3 points replace any strength bonuses, if any). Note that some creatures have acidic or poisonous blood or sap.
Improved Lifespan/UnlimitedG/A,Permanent,CON
The biological mechanisms that regulate the aging of the mutant are altered in some way. How this exactly works is up to you, your mutant can appear as fresh as a teenager even if he is a thousand years old or he could appear really old, in any case his appearance does not influence the game mechanics. Improved Lifespan means that the mutant ages three times slower, on the other hand, Unlimited Lifespan means that the mutant does not age at all.Both does NOT mean that the mutant is immortal, he can still be killed by standard means. (guns, fire, poisons, radiations, a lighting on his head...) Things that age the mutant are lessened for the Good version (3 years of artificial aging means that the mutant ages only 1 year) and totally useless on a mutant with the Amazing one.
IndestructibleA, Permanent, CON
The mutant now has Good toughness, but gains no armor rating from this mutation.
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Decreased Life SupportO, G, A, Permanent, CON
The mutant needs less food and water to survive, due to more efficient metabolic processes. The Ordinary mutation reduces the consumption of food and water to a 75% of the base amount. The Good reduces consumption to 50% of the base amount and raises the time the mutant can hold his breath before the checks by 50%.The amazing one drops the food and water consumption do a mere 25% of the standard and extends the time he can hold his breath by 100%.
KeromonesO, Activated, WIL
The mutant has the ability to communicate with others with this mutation via scent. The difference between a pheromone and a keromone is that the latter affects different species. The normal range is 5 meters and this can be affected by air movement. Only general ideas can be transmitted.
Kinetic AbsorptionA, Automatic, CON
This mutation is identical to energy absorption except it reduces high impact damage.
Mucus PackagingO, Activated, CON
The mutant can produce a slime that inhibits decay. Each day, enough mucus is produced to protect 25 Kg of meat, vegetables, corpses and other organic material. The slime lasts 1 year.
Organic RadioG, Activated, INT
The mutant has the ability to send and receive radio signals. It takes the mutant one phase to tune into any particular frequency. The range is 5 Km in open terrain and without interference, mountains and interference fields can reduce the range.
Plasma SpheresG, Activated, INT
The mutant can create small spheres of low grade plasma by touching solid objects. A one cm sphere of the object is converted and the plasma is stable until someting comes into contact with it. The resulting explosion does d6w/d8s/d4s (En/O) damage and has a range of 1/2/4 meters. The mutant can create INT/3 spheres per day.
Platelet FactoryG, Permanent, CON
Thrombocyte (platelet) production within the bone marrow is increased to a high level, resulting in the formation of “Platelet Factories”. When a wound affects the body, the increased amount of platelets in the bloodstream stops bleeding at the site, lessening the trauma from large wounds. When a character takes damage from an attack, the Platelet Factory prevents the secondary damage.
Power DrainG, Activated, CON
The mutant gains the ability to suck stored energy out of batteries, power cells, and other items that store energy. By making physical contact with a battery or other accumulator power supply, he can spend an action to drain the battery of all its stored power. This mutation allows him to to pull out the power from everything ranging from a small flashlight battery to a laser rifle power pack to the batteries used in Vehicles and robots (spaceship grade hardware is immune). Doing so is not totally safe, because the energy must be discharged somewhere. The mutant must pass a Resolve-physical resolve check with a penalty linked to the size of the battery: 0 if small item (flashlight, portable radio), +1 if medium item (energy pistol power pack, computer, small robot), +2 if large item (energy rifle/SMG power pack, medium robot, small vehicle), +3 if very large item (Heavy weapon power pack, big robot, vehicle, power armor).If he fails the check the device is still drained but he loses all his stuns, and if he was trying to drain a Large or very large item he suffers d4 wounds too.Note that energy generators, like fusion reactors or mechanical generators, cannot be drained in this manner since they generate energy, rather than merely store it.
Power EaterG, Activated, CON
The mutant can feed himself by siphoning electric energy. By making physical contact with a battery or other accumulator power supply, he can spend an action to drain the battery of all its stored power. He can feed himself for a day if he drains half his CON score in medium items (energy pistol power pack, computer, small robot). 5 small item = medium item = 1/5 large item. After he has drained enough items to feed himself for that day he cannot drain any more until the next day. (no, you cannot become fat by draining hundreds of power packs,
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this mutation works like a “internal battery”)Note that he can feed himself from a generator too, that will provide him “unlimited” food. Water is still required for survival. Air too.
Power SourceG, Activated, CON
The mutant's body can generate an electric current that can power small devices,vehicles, and even energy weapons.Spending an action, he can provide a single battery or power cell with a full charge simply by making physical contact with it. This allows him to fully recharge a vehicle battery, refill an energy weapon’s ammunition to full capacity, or restore life to battery-powered robot. Naturally this has a price, the mutant loses some fatigue points depending on the size of the battery recharged: 1 if small item (flashlight, portable radio), 2 if medium item (energy pistol power pack, computer, small robot), 3 if large item (energy rifle/SMG power pack, medium robot, small vehicle), 4 if very large item (Heavy weapon power pack, big robot, vehicle, power armor).
Radiation ConsumptionG, Automatic, CON
The mutant can metabolize ionizing radiation. The mutant treats Radiation levels in the graph sale as if they were one grade lower, plus the ability to ignore food requirements while in the presence of such radiation. The mutant still needs water though.
Scent SpotG, Activated, WIL
The mutant can effectively do what a dog does with its urine- communicate with liquids. Unlike dogs, most mutants use spit and can change the contents of the message. Mutants with this mutation can interpret the messages. Can be built a device to allow communication with others without the mutation (a hand-held computer with a chemical sniffer sensor). A spot lasts for 48 hours and a mutant can use this ability a number of times per day equal to his constitution score.
Silk productionO/G/A, Activated, CON
The mutant creates silk like a spider, but the exact location of the gland is not stated here, it may be like Spider Man's or like a real spider, be creative.At Ordinary, silk production simply creates rope equal to hemp. It produces 10 meters per minute and can be used 10 minutes per day.At Good the amount created is two times as much
as the Ordinary mutation, and silk production can have many different effects. The mutant chooses one during character creation and then may not change.- Sticky webs inflict a 1 step penalty to strength feat checks to escape- Slippery webs inflict a 1 step penalty to dexterity feat checks to climb- Toxic webs either act as an irritant or paralyzer; toxic effects last for 4 hours- Strong rope is equal to nylon (see the GW book for hemp and nylon)- Thin line inflicts a 2 step penalty to perception checks to detect- Thick line is as tough as wood (ie it can be used as wood)- Elastic line can stretch twice as far as normal before breakingAt Amazing, the amount of silk produced is tripled. The mutant chooses one during character creation and then may not change.- Choose any Good version and double its strength- Invisible line inflicts a 2 step penalty to intuition checks to detect- Bladed/spiny line causes d2w per phase of contact- Toxic silk acts as a hemotoxin; this lasts for 10 minutes- Strong line is as tough as iron- Impact line produces spears (treat as a thrown spear in all ways); 4 can be produced per day- Memory line is as tough as wood and has 2 forms; only the mutant can change it back and forth
Sound ImitationA, Activated, INT
The mutant can imitate any M, O or G sound he has heard within the last 24 hours.
Spiny HairO, Permanent, DEX
Like some spiders and insects, the mutant is covered with hair. Unlike mammalian hair, this "fur" is hard and sharp, anyone attacking the mutant with a natural attack or short melee weapon (sword or smaller) takes d4-2s LI/O damage. It also makes wearing clothes and armor difficult. Armor negates the hair damage and loses one point of protection due to the poor fit. Now the mutant's hair look like Infected Sarah Kerrigan's from Starcraft.
Turtle EyesO, Automatic, DEX
The mutant's eyes retract when exposed to danger, including Amazing light. This makes the mutant immune to most attacks that cause blindness.
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UltravisionG, Automatic, WIL
The mutant can see most forms of energy, including radiation and lasers. He can tell if power cells and machinery have power and the radiation level of an ambient. The range is normal sight.
Useful Gland G, Permanent, CON
Mutant has a gland that produces a substance that can be useful. It can be a drug, a specific chemical or, more simply, nutritive milk. The mutant produces 2 dose of drug OR 1 deciliter (about 1/5 of a pint) of chemical OR 2 doses of milk every ½ his Con hours (one dose of milk, roughly one liter, can feed a human for one day).The products can be dispensed by a nipple or something more weird (like a small proboscis) at GM's choice.The gland does not work for free, the mutant needs to eat 100% more for every dose of milk, for every 2 doses of drug or for every deciliter of chemical.
Wall crawler G, Permanent, DEX
The mutant can walk walls and cling to ceilings like a spider. He has tiny barbs on his hands and feet to facilitate climbing, fingers and toes secrete a transparent adhesive (or lots of tiny filaments like a gecko) that lets him cling to smooth surfaces.As long as the hands and feet are uncovered, the mutant can climb perfectly smooth, flat, vertical surfaces. In addition, he gains a -4 steps bonus on all checks related to climbing. Wearing gloves OR footwear reduces the bonus to -2 steps, and wearing gloves AND footwear negates the bonus entirely.
X-ray visionA, Activated, WIL
The mutant can see through solid matter. X-ray vision allows him to see through 0,5 m of brick or stone, 0,02 m of metal or composite alloy, and up to 1 m of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks vision. X-ray vision has a maximum range of 6 m and allows the mutant to see as if he was looking at something in normal light, even if there is no illumination. While he is using this ability he is emitting X-rays, so radiation detectors or EM detectors can track him.
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MENTAL MUTATIONS
Table 1: Mental mutations
Ordinary mutations Good mutations Amazing mutations
Loner Genius Adaptive Brain
Teammate Joy Stealer
Work affinity Super Genius
Water Detection
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Adaptive Brain A, Activated, INT
The mutant's neurons quickly rewire themselves to change abilities and adapt to new experiences. As some activities of his life are left behind, the neurons can disassemble the neural pathways to learn whatever new activity has replaced it. In more simple terms the mutant can dump a broad skill and all associated specialty skills for a new broad skill and new associated specialty skills. Alternatively he could dump a specialty skill to acquire or boost another existing specialty skill (he transfers skill points, not ranks).To achieve this he must previously spend some time observing the desired skills: it takes one day of observing per skill point necessary to learn the broad skill and one day of observing an expert (someone with more skill ranks than the mutant) per skill rank in a specialty skill. The mutant cannot achieve a higher rank in the specialty skill than the expert observed, even if he has enough skill points to do that. The mutation can only exchange skill points between skills, it can't be used to dump a skill and save all the skill points for a later time, or to take perks, remove flaws and purchase achievement benefits. (if some skill points remain unused they can be pooled up with the ones received at a new level)
Genius /Super GeniusG/A,Permanent,INT
The mutant is a true genius in his field. Choose a broad skill, then the cost of its associated specialty skills is decreased by 1 point (cumulative with any other profession's or mutation's discount)and the time required to perform each step of a complex skill check is halved. If he is a Super Genius the above is still valid but when the mutant uses any of its broad skill's associated specialty skills he treats each result as if it was one grade higher (Crit. Failure->Failure, Failure->Ordinary, Ordinary->Good... and so on).
Joy StealerA, Activated, WIL
The mutant can suck the emotions out of a sapient within 50 meters. Both the mutant and target must make mental resolve checks to determine if the mutation is effective. If effective, the target loses all emotion based penalties and bonuses and takes a 2 step penalty to interaction skills for 48 hours. This mutation can be used once per day.
Water DetectionO, Activated, WIL
The mutant has the ability to sense the general direction of standing water (not animals, plants, etc.) within 1 Km of land. He can also sense if there is water underground (to the max of 3 Km) with a radius of 10 meters around the mutant.
Work affinity O, Permanent, INT
The mutant likes a lot doing some boring or exhausting activities (something like being on patrol at night, moving heavy loads, waxing the floor, etc..). He will always do his best when engaged in his favored activity. This gives the mutant a -2 step bonus to all actions made to accomplish that task. Choose well his “favored” activity, because only in that situation the bonus applies.
Teammate O, Permanent, WIL
The mutant is the best teammate ever known, he has just the right tool handy, he knows what you need before you say something and so on.The mutant gives a -1 step bonus to others in his squad when occupied in tasks where help is appreciated (GM fiat on what cannot have any bonus from help).This power works only on the mutant's trusted friends and obviously the mutant cannot help himself. Since this mutation relies on a low-power telepathic ability, it is blocked by anything that blocks telepathic powers/mutations.
Loner O, Permanent, WIL
The mutant's instinct works best when alone, he receives a -1 step bonus to all checks when he is alone (or believes he is alone). This is a low-power clairvoyance ability, as such can be fooled or blocked by any means that block clairvoyance FX powers/mutations.
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DRAWBACKS
Table 2: Drawbacks
Slight Drawbacks Moderate Drawbacks Extreme Drawbacks
Festering Sores Allergy Albinism
Glow in the Dark Bone Strips Blood Hunger
Impaired Speech Color Blind Bloody
Incr. Life Support Combat fear Chemical Dependency
Uncontrolled Voice Cyclopean Vision Conditional Mutation
Emot. Color Change Emot. Color Change
Highly Flammable Frail Body
Incr. Life Support Gravity Distortion
Light Distortion Incr. Life Support
Lost Limb One Way adaption
One Way adaption Partial Phase
Rapid Aging (M) Rapid Aging (E)
Reptile Brain Reptile Brain
Stubby Fingers Unstable Genome
Ultraviolet Allergy Walking Bomb
Weird feeding Weight Decrease
Weak Thorns
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AlbinismE, Permanent, CON
The mutant is an albino or comes from a community that never sees the sun. In bright light, the mutant has a 2 (G light) or 3 (A light) penalty to all physical skills. If exposed for an hour or more, the mutant becomes temporarily blind and will only regain his sight after a few hours in low (M) or no light conditions.
Allergy M, Automatic, CON
The mutant suffers a adverse reaction to an ordinary substance.As long as he is in contact with it and 1d4+1 rounds afterwards, his reaction is so severe that he can move at only half the normal rate and all actions have a +2 step penalty.
Blood hunger E, Permanent, CON
The mutant craves the taste of blood. Moreover, he needs to drink blood to survive. The mutant must drain 0.5 l of blood from a living animal once every 24 hours. Doing so is an attack action, and he can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d4 points of wound damage from the blood loss. If the mutant goes 24 hours without consuming blood, he takes 1d4 points of Constitution damage. Drinking 0.5 l of blood cures the ability damage caused by blood deprivation in 1d6 rounds. The mutant should drink real blood from a living organism with a biochemistry similar his own to gain nutrition from it. Drinking alien blood is dangerous, he could risk poisoning or worse but as always, GM has the final word on this.Ability damage caused by blood deprivation cannot be healed in any way.The mutant must have a natural bite attack to have this drawback.
BloodyE, Automatic, CON
The mutant skin and mucous membrane are very brittle, constantly bleeding. He leaves drops of blood everywhere, this makes tracking him easier (-4 step bonus to the tracker), identifies him as a mutant, attracts all predators in the range of miles, and reduce the mutant's wound points by 2.
Bone StripsM, Permanent, CON
The mutant has knobs and strips of bone that are exposed all over the body. They do not act as armor and in fact increase impact damage by 1 point due to the sensitivity of the bones. The amount on the hands also, in stressful situations, causes a 1 step penalty to all skills that requires the use of hands.
Chemical dependency E, Permanent, CON
The mutant relies on a medical compound to survive. If he goes 24 hours without taking a dose of his tailored chemical compound he must make a successful Resolve-physical resolve with a +1 step penalty or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of chemical cures the ability damage caused by deprivation in 1d6 rounds. Ability damage caused by deprivation cannot be restored through natural healing.This drawback should be taken only in PL5 or higher campaigns (when building tailored chemicals is possible) but the chemical could be even an “alchemic potion” or a “herbal tea” or something more weird (maybe connected to a tailored Useful Gland mutation).
Clinging SkinM, Automatic, DEX
The mutant has constantly growing skin that is super tacky. He leaves a hunk of skin on everything he touches. This makes tracking him easy (4 step bonus to the tracker), identifies him as a mutant, makes for extremely awkward social moments and generally makes the mutant's life miserable.
Combat fear M, Automatic, WIL
Due to a chemical imbalance in his brain, the mutant is gripped by an inexplicable fear whenever he faces a dangerous or frightening situation. During the first round of combat or other high-stress situation he must make a Resolve-mental resolve check. In case of failure or critical failure, he is shaken for the rest of the encounter, taking a +2 step penalty on all actions. If he succeeds, he overcomes his moment of fear and negates the ill effects.
Conditional MutationE, Automatic, CON
This defect causes one activated, automatic or permanent mutation to function only under certain conditions. These are generally environmental like
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amount of sunlight or radiation, humidity or even forcing the mutant to consume something not considered edible to his species. GMs, be creative here.
Color BlindM, Permanent, WIL
This mutation prevents characters from seeing colors. The mutant sees the world around him in black and white. His style and his camouflaging abilities will suffer A LOT. Apply a +2 penalty anywhere the ability to see colors is important.
Cyclopean VisionM, Permanent, WIL
The mutant has only one eye in the middle of the head like a cyclops. Or one of his eyes does not work. This loss of perspective and pinpointing capabilities causes a +2 step penalty to all attacks.
Emotional Color ChangeM/E, Automatic, PER
The mutant changes color depending on his mood. The moderate version has the color change limited to the eyes, hands or somewhere that can be hidden. This inflicts a 2 step penalty to Culture, Deception and Interaction checks (if the other can see the colors and knows what they mean). The extreme version has all the skin of the mutant affected by this, adding a small glow that allows others to see his color in the dark (and obviously see where he is). A -4 skill penalties apply, but also the mutant takes a -1 penalty to Stealth checks.
Festering sores S, Automatic, CON
The mutant's skin is covered with painful, festering sores. The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When the mutant wears any type of armor, increase its armor penalty by +2.
Frail BodyE, Permanent, CON
The body of the mutant is REALLY frail, the structures that would have made it of Ordinary toughness now can barely hold his body together. This means that his body is now considered of Marginally toughness. Obviously nothing prevents him from using a standard Ordinary toughness armor to get a decent protection.Ah yes, now the mutant's skin feels like a baby's.
Glow in the DarkS, Permanent, CON
The mutant produces a glow that is most noticeable in dark conditions. It both marks the mutant as such and inflicts a one step penalty to Stealth checks.
Gravity distortionE, Automatic, WIL
Everything within 20 meters of the mutant is affected by a wild gravity field that changes every day. Roll d4 for current effect: 1- G0, 2- G1, 3- G2, 4- G3. Unlike normal gravity, this directs things towards or away from the mutant (roll randomly every time the field changes). Anything not secured (mutant's companions as well) will suffer ill effects: they begin to “fall” on the mutant or “fall” away from him, if someone is hit roll damage as per an object fallen from the original distance object-target (in the gravity corresponding to that of the field). The mutant will be most likely wear the heaviest armor available (when all stones in a 20 meter radius can “fall” on him he is going to need it) and will carefully clean a wide area around where he sleeps to avoid being injured by sudden field changes. The damage that projectile weapons shot at the mutant does not change (the rounds are fast and the acceleration that gravity adds/subtracts is too low to affect damage), but all shots that enter the field (including those directed to the mutant only if the field is oriented to make things fall away from the mutant) suffer a penalty due to the different direction of the gravity: -1 step if G1, -2 if G2, -3 if G3. The field is active even on the mutant clothing and equipment, I don't think that a t-shirt could endure G3 for long...
Highly FlammableM, Permanent, CON
The mutant's body is composed of really flammable material, any check to avoid catching fire fails automatically and the mutant must spend twice the standard time to stop the flames. This makes smoking a much more dangerous affair....
Impaired speech S, Automatic, INT
The mutant has a defect that affects his speech: he stutters, talks really quickly or really slowly, his voice is disturbingly high- or low- pitched. In any case this grants the mutant a +2 step penalty in every action that needs speech (Interaction sub-skills, Leadership sub-skills and so on)
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Increased Life SupportS, M, E, Permanent, CON
The mutant needs more food and water to survive, due to inefficient metabolic processes (or very high energy requirements of the mutated body). The slight drawback doubles the consumption of food and water. The moderate one triples that consumption and diminishes the time the mutant can hold breath for 75% of the standard time. The extreme one multiplies the food and water consumption by four and halves the time he can hold his breath.
Light DistortionM, Automatic, WIL
The mutant's warped mind causes a bending of light around him. This is not enough to provide any combat bonuses; in fact it reduces the mutant's DEX resistance modifier by one as the field is obvious in lighted conditions. The GM may provide a small bonus with scaring off animals. Otherwise it causes a 2 step penalty to all handle animal checks.
Lost limb M, Permanent, CON
One of the mutant's arms or legs withers or gets eaten away, leaving behinda stump. If the mutant loses an arm he cannot effectively wield weapons that require two hands. If he loses a leg his movement decreases by 50%.In either cases he takes a +2 step penalty on Climbing, Swimming, and grappling. He can replace his lost limb with a cybernetic one, assuming such technology is available and he can afford it.
One-Way AdaptionM/E, Permanent, CON
The Mutant is no more comfortable in the humans (or his species) native environment. Choose a mutation that removes the penalties for operating in a GRAPH. If the mutant is in a GRAPH x grades higher or lower than the one designated by that mutation he suffers the same penalties as a normal human would when is in a GRAPH x grades higher or lower (respectively) than the Earth's GRAPH. Example: the mutant is adapted to G3, with this drawback when he is in G2 he suffers the same penalties as a normal human would suffer in G1. If he was in G4 he would suffer as a human in G3.The grade of this drawback is dependent on the grade of the mutation it is linked to: Medium drawback for Good mutation and Extreme drawback for Amazing mutation.
Partial PhaseE, Automatic, WIL
The mutant is partially out of phase with the universe and must make a mental resolve check to interact with physical objects on a daily basis. The GM must keep count of the number of critical failures. Any more than 5 in one week results in the mutant fading away forever.
Rapid aging M/E, Permanent, CON
The mutant ages at an increased rate, he appears many years older than his actual age. Double (for the moderate version) or triple (for the extreme version) the actual age to get the mutant's effective age. The effective age determines ability score penalties, as usual.
Reptile BrainM/E, Automatic, WIL
The mutant has some stimulus that causes a reaction. For the Moderate version, this is generally not dangerous, but can be socially awkward. The Extreme version is dangerous. When the stimulus is detected, the mutant automatically does some action. This could be howling at the moon and lit lightbulbs or attacking arks. When it may cause serious harm to the mutant, he may make a mental resolve check (at a +3 step penalty) to run away until the stimulus is no longer detected.
Stubby FingersM, Permanent, DEX
The fingers of the mutant are too short, this impaires his manipulatory ability. The mutant takes a 2 step penalty to all skills that require the use of his hands.
Ultraviolet allergy M, Automatic, CON
Ultraviolet light (including direct sunlight) burns the mutant's flesh. It causes him 1d4 points of wound damage per minute (or fraction thereof) even trough any light clothing the mutant is wearing.
Uncontrolled voiceS, Automatic, CON
The mutant's voice constantly changes volume (d4 every round: 1- M, 2- O, 3- G, 4- A sound levels). Beyond making it obvious where he is and that he is a mutant, there are no penalties. (well, maybe he won't be a very good singer)
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Unstable GenomeE, Automatic, CON
The genetic material of the mutant is quite unstable, creating new genes and mutating the older ones. This leads to an “unstable” mutant, who can change his mutations trough time. At the end of a week he rolls a number of CON feat checks (with a +2 step penalty) equal to the number of mutations he has (except this) to see if the mutation “disappears”. All the mutation points derived from the mutations that disappear form a pool that must be spent to take random-chosen new mutations (at random strengths).
Walking BombE, Perm, CON
The mutant's body contains highly explosive gases or really reactive chemicals that wait for only a signal to deflagrate. When triggered the body of the mutant explodes (and he dies instantly). Everything in a 5 meter radius suffer En/G mortal damage equal to one quarter the mutant Constitution score, everything in a 20 meter radius suffers En/G wound damage equal to half the mutant Con score, everything in a 40 meter radius suffers En/G stun damage equal to the mutant Con score. The main problem about this is that the mutant does not know how he can trigger the blast, and maybe not even that he can explode at all. So a triggering event must be set by GM but no one should know.... until the BOOOM. Funny if I might say.
Weak ThornsM, Permanent, CON
The mutant's body is covered with large, boney structures that neither act as armor nor allow the use of normal clothing, armor and similar items. Everything of such nature costs the mutant triple, if it can be made at all.
Weight decrease E, Permanent, CON
The mutant diminishes greatly his reserves of fat, effectively halving his weight. This obviously has some serious consequences: he begins to starve (apply the rules for starvation) after only 2 days without food. He also suffers a +3 step penalty to stamina checks to counter the effects of cold.
Weird FeedingM, Permanent, CON
The mutant can no more gain nourishment from his species standard food. He must rely solely on the new kind of feeding added by one of his mutations. Goes without saying that this drawback can only be added if the mutant can feed in other ways, otherwise this is a suicide. Water is still required for survival. Air too.
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A couple of roleplay-oriented mutations
Two Heads (Two PC in one body)?, Permanent, CON
The mutant has two functional heads on two necks and each is a PC. The two heads are not mentally linked and need to talk or use other ways to communicate. The body can be fully controlled by either of them or they can share the control of body parts. Each head/PC has his action check score and makes his action check, thus the two heads act independently. For example while one controls the legs and spends his actions to run, the other can control the arms and uses his actions to shoot to a target: one looks forward and one looks the enemy. This can lead to some problems, in our example if the head/PC that moves the legs acts before the other he can go out of the range of the guns, wasting the other head/PC's chance to hit something, but it can still wait the other, as GMG says, and act at the same time. In the unfortunate case that one head/PC wants to do something and the other wants to stop it both make a PER check, the greatest degree of success wins (if they achieved the same degree of success re-roll).If you haven't noticed the fact of sharing a body means a few things:the S/W/M rating is one, the two aspiring PC must choose the same physical scores (Str, Dex, Con) because they are going to “merge” and these will be the scores of the shared body, the heads should be of the same sex of the body (unless you want to play a really embarrassing mutant) but this last is not mandatory.Remember that there is no “second head” each one is fully fledged PC, it can voice its opinions and disagree/argue with the other head/PC as the player sees fit. This mutation can add a lot of fun if used correctly, but can become a frustrating impediment as well... player and GM warned!
Multimorphism (one PC many bodies)?, Permanent, CON
The mutant's consciousness exists simultaneously in more than one body. They closely resemble twins or triplets with a single guiding mind. Roll a d6: 1-4 = two bodies, 5-6 = three bodies. All bodies are treated like different beings and act and attack as different individuals, except as noted below.All bodies are identical in appearance (like twins) and have the same ability scores. Mutations rolled before multimorphism is rolled are common to all bodies, but those rolled after this mutation are split evenly between them (which may make the separate bodies look different).Each multimorph can sense everything the other bodies can, IN ANY CASE, even if they are light years apart (or in different dimensions). Somehow, long distances between the “twins” are really unnerving to the consciousness, this means that they suffer a +1 step penalty to all skill checks when a body is not in the proximity of the other(s). A single consciousness guides the bodies, but each body has its own brain, so mental attacks are handled as if the bodies were different heroes. All bodies may be hit by the same area attack if near each other, and the damage applies like they were different individuals.Stuns, wounds and mortals are specific for each body, they cannot "loan" to another body. Each body heals itself at the normal rate, effectively multiplying the character's overall healing rate. If one body dies, The survivor(s) must make a mental resolve check with a +3 penalty to avoid becoming insane (= taking 3 mental flaws at the max severity without receiving any skill point)
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CREDITS
Mutations are from:
Derek Me Converted from
d20
Converted from
other sources
Aldis Eyes Adaptive Brain Blood hunger Multimorphism
Avoidance Scent Allergy Chem. dependency
Bloody Cast-iron stomach Combat fear
Clinging Skin Color Blind Cyclopean Vision
Conditional Mutation Cyberability Festering sores
Dazzling Display Enh. Grav. Adaption Great horns
Decreased Life Support Enh./Hyp. Envir. Adaption Lost limb
Emotional Color Change Frail Body Rapid aging
EMP blast Genius/Super Genius Ultraviolet allergy
Enlarged Lungs Highly Flammable Wall crawler
Genetic Sampling Impaired speech X-ray vision
Glow in the Dark Impr./Unlim. lifespan
Grasping Spines Loner
Gravity distortion Platelet factory
Halters Power Drain
Hollow Fangs Power Eater
Improved EMP blast Power Source
Increased Life Supp. Teammate
Indestructible Unstable Genome
Joy Stealer Useful Gland
Keromones Walking Bomb
Kinetic Absorption Weight decrease
Light Distortion Weird feeding
Mucus Packaging Work affinity
Mutagen Waste Zeppelin Sacks
Organic Radio
Partial Phase
Plasma Spheres
Radiation Cons.
Reptile Brain
Scent Spot
Silk production
Sound Imitation
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Spiny Hair
Turtle Eyes
Ultravision
Uncontrolled voice
Water Detection
Weak Thorns
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