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MUTATIONS

IN
Dungeons and Dragons
Converted by Giles P Kiser
Original Work by Andy Collins and Jeff Grubb

These are rules converted from Gamma World 5th Edition rules for use in Dungeons and Dragons
rd
3 Edition. I chose to use Gamma World rules instead of straight Alternity for the mere fact of mental
mutations already figured into the system without having to do a separate conversion of psionics rules
(which I wouldn’t do simply because official rules for psionic powers for 3E comes out in the spring).
These rules are not tested and may be unbalancing, so revisions may be in order.

There are three categories of mutations: physical mutations (those that alter the body), mental mutations
(those that alter the abilities of the character’s mind), and drawbacks (harmful mutations that can effect the
mind and body).
Mutations are rated as either Ordinary, Good, or Amazing. This measures the power of the
mutation in relation to other skills or powers. Drawbacks are rated as Slight, Moderate, or Extreme
depending on their severity.
Each mutation has an activation condition (Permanent, Automatic, or Activated) and a related
ability score. Permanent mutations are always in operation whether or not the character wants them to be.
Automatic mutations perform only when the character is subject to the right conditions. Activated
mutations require to an aciton to use.
Characters cannot have different versions of the same type of power, like having both Improved
Healing, Enhanced Healing, and Hyper Healing.
Mutations never get better as the character gains levels. The way the mutation is written is the
best the power will ever be.

Determining and Developing Mutations


Mutations are caused by radiation or in worlds with magic (like most worlds using D&D) by being
bombarded by powerful magical forces. In games in which the characters start out with mutations, most of
them are born with the abnomalities. These rules cover determining mutations via randomization and the
developmentation of mutations due to being near to radiation after character creation has been completed.

Radiation:
Radiation is a powerful force. It can cure, kill, and mutate life not hardy enough to withstand its power.
Radiation causes changes to the genetic structure of lifeforms and therefore brings about illness or
mutation. There are several levels of radiation, each representing a different amount of radiation, the
higher the level, the more a character will have to check to see if he succumbs to a mutation. Mutations
brought on by radiation are always determined randomly. Determining radiation sickness isn’t directly
related to developing mutations, so it won’t be discussed here, but if a character develops a mutation due to
radiation he more than likely hit with a bout of radiation sickness as well.
When entering irradiated areas, the character(s) must pass a Fort save every so often depending on
the level of radiation. As the radiation levels increase, so do the DC of the save and the frequency in which
the saves must be rolled. If a character fails a save, that means that the character has developed a mutation.
He then rolls another Fort save in order to determine the strength of the mutation that he has acquired.
Table 1: Radiation
Radiation Level Fort Save Modifier/DC Frequency
R0 No checks None
R1 No checks None
R2 +2/10 1/week
R3 No Modifier/12 1/day
R4 -2/15 1/hour
R5 -4/20 1/minute
Table 2: Potential Mutations
Fort Save Roll Possible Mutation? Onset
1-3 Yes* 10d6 minutes
4-9 Yes 2d4 hours
10 and Up No --
*Apply a –3 penalty to the roll on Table 3: Radiation and Mutation

Table 3: Radiation and Mutation


Fort Save Roll Mutational Changes
1-3 Random Good mutation drawback
4-9 Random Ordinary mutation drawback
10-11 No mutation
12-17 Random Ordinary advantageous mutation
18 and Up Random Good advantageous mutation

Note that some species may be more resistant to the effects of radiation. If your campaign includes areas of
magic that can cause mutations, then characters from species that are highly magic resistant (like Dwarves)
should be allowed to use their magic resistance against the effects of mutation. If you are using radiation to
cause mutations, it may be a good idea to allow those magic-resistant species to use their magic resistance
against radiation effects as well. This shows that the species is particuarly hardy against genetic-altering
forces.

Characters Starting with Mutations:


There are two ways to determine what mutations your characters can have. One way is to totally allow the
roll of dice to decide what mutations you will receive. The other is to roll to see what the strengths of the
mutations are and then allow the player to choose precisely the mutations that he wants. Whatever method
is chosen is completely up to the DM, so ask first before beginning the process of character creation.

Guided Randomization:
This method allows the player to select how he wishes to divide his mutation points between physical and
mental muatations, as well as the specific power level of each mutation and drawback. Once this is
determined, roll a d20 on the appropriate column of Table 8: Physical Mutations or Table 9: Mental
Mutations, or d12 on the appropriate column of Table 10: Drawbacks to determine the mutations and
drawbacks possessed by the character. If not rolling for origin, the character has 7 points to distribute
among his mutations and 4 points of drawbacks. The cost of each mutation is different depending on the
power rank. Ordinary mutations (and Slight drawbacks) cost 1 point, Good Mutations (and Moderate
drawbacks) cost 2 points, and Amazing mutations (and Extreme drawbacks) cost 4 points. No mutant can
have more than three Ordinary mutations, two Good mutations, or one Amazing mutation.

Pure Randomization:
If you choose this method, first roll d8 and compare the result to Table 5: Mutation Point Distribution. The
number in the row marked “P” is how many points of physical mutations the character has, while the
number in the “M” row notes the number of mental mutation points he has.
Now find the number of Physical mutation points on Table 7: Mutation Randomizer and roll the
indicated die. This tell you the specific power level of each physical mutation. Then, do the same for
Mental mutations.
Finally, roll d20 on the appropriate column of Table 8: Physical Mutations or Table 9: Mental
Mutations, or d12 on the appropriate column of Table 10: Drawbacks to determine the exact mutations
possessed by the character.
<House Rules> Normally, even with this method, the character would have 4 drawback points, but
seeing as how the character many not end up with 7 points of mutations. I came up with a house rule to
even out the drawbacks in realtion to the mutation points. When a character has 1-2 points of mutations, he
has 1 drawback point, 3-4 gets 2 drawback points, 5-6 gets 3 drawback points, and 7 mutation points
garners all 4 drawback points.
There is a third way to generate mutations that is similar to the Pure Randomization method. It is taken
from the Alternity PHB instead of the Gamma World setting book. It yeilds characters with fewer
mutations, but that may be better for some DM’s wanting to start up mutations in his existing campaign
without having characters with too many powers. Roll on Table 6: Mutant Origin and then simply use that
number on Table 7: Mutation Randomizer to determine mutation powers. The points can be split between
Physical and Mental mutations as the player sees fit.

**Note that the two systems may not yeild even powered characters, so DM’s are advised to choose one
method and use only that one to create mutant characters.

Table 5: Mutation Point Distribution


D8 1 2 3 4 5 6 7 8
P 1 2 3 4 5 6 7 0
M 6 5 4 3 2 1 0 7

Table 6: Mutant Origin


1d8 Origin of Mutation(s)
1-5 Engineered mutation(s); roll on Table 6A below
6-8 Naturally occurring mutation(s); roll on Table 6B below
Table 6A: Engineered Mutations
1d8 Uniqueness of Mutation(s) Mutation Points Drawback Points
1-5 Belongs to a mutant community 1d4 1d4
6-8 Individual with unique mutation(s) 1d4+1 1d4+1
Table 6B: Natural Mutations
1d8 Uniqueness of Mutation(s) Mutation Points Drawback Points
1-3 Belongs to a mutant community 1d4+2 1d4+1
4-8 Individual with unique mutation(s) 1d4+3 1d4+2

Table 7: Mutation Randomizer


# Points Die Roll Distribution
0 (n/a) Any None
1 (any) Any 1O
2 (any) Odd 2O
Even 1G
3 (any) Odd 3O
Even 1 O, 1 G
4 (d6) 1-2 2 O, 1 G
3-4 2G
5-6 1A
5 (d6) 1-2 3 O, 1 G
3-4 1 O, 2 G
5-6 1 O, 1A
6 (d6) 1-2 2 O, 2 G
3-4 2 O, 1 A
5-6 1 G, 1 A
7 (d6) 1-2 3 O, 2 G
3-4 3 O, 1 A
5-6 1 O, 1 G, 1 A

Table 8: Physical Mutations


D20 Ordinary Good Amazing
1 Biorhythm Control Acid Touch Chameleon Flesh
2 Dermal Reinforcement Dermal Armor Dermal Plating
3 Environmental Adaptation Electric Aura Dual Brain
4 Gills Enhanced Durability Energy Absorption
5 Improved Durability Enhanced Healing Energy Metamorphosis
6 Improved Healing Enhanced Immunity Energy Reflection
7 Improved Immunity Enchanced Metabolism Hyper Durability
8 Improved Metabolism Enchanced Physical Ability Hyper Healing
9 Improved Physical Ability Enhanced Reflexes Hyper Immunity
10 Improved Reflexes Enhanced Senses Hyper Metabolism
11 Improved Senses Extra Body Parts Hyper Physical Ability
12 Improved Balance Gliding Hyper Reflexes
13 Improved Speed Increased Precision Hyper Senses
14 Night Vision Metamorphosis Natrual Attack, improved
15 Oversized Limbs Natural Attack Photogeneration
16 Pheromones New Body Parts Photosynthetic Skin
17 Radiation Tolerance Redundant Vital Organs Poison Attack
8 Sonar Rejuvenation Radiating Eyes
19 Toxin Resistance Size Change Skeletal Enhancement
20 Vascualar Control Thermal Vision Wings

Physical Mutations
Touch-Delivered Mutations: Some physical mutations note that their damage can be conveyed by a touch.
If the mutant simply wants to touch an unwilling target instead of punching, he recieves a +1 bonus to the
attack roll.

Descriptions:
Acid Touch (Good, Activated, CON): Once per day the mutant can secrete a corrosive substance from his
fingertips that lasts for 1 round. The mutation is activated on demand and does not require an action. Any
target struck by the acid suffers 1d6 + Constitution modifier damage (Fort save for half damage). Note that
this damage is in addition to any incurred by the attack. On an attack roll of 1 or 2, the mutant suffers 1d4
damage instead.

Biorhythm Control (Ordinary, Permanent, WIS): The mutant is more capable of fighting off adverse
physical effects. He gains a +1 bonus to Fort saves.

Chameleon Flesh (Amazing, Activated, CON): The mutant can alter his skin color and texture to blend into
the background. One full round of concentration is required (-2 to any other actions during this round). If
the mutant is distracted (by damage for instance), he must either pass a Concentration skill check or be
forced to attempt to use the mutation at a later time (the next round for instance). Once complete, foes
suffer a –1 to –4 penalty to attempts to “Spot” or target the mutant (including Search skill checks)
depending on the visibility and background. If the mutant moves of is more than half-covered by clothing
(which doesn’t blend), reduce the penalty by 1.

Dermal Reinforcement/Armor/Plating (Ordinary/Good/Amazing, Permanent, CON): A mutant with Dermal


Reinforcement gains a +1 bonus to his natural AC. This mutation is undetectable to the eye or touch.
Dermal Armor allows a +2 bonus to natural AC due to organic plates just beneath the skin which is obvious
to the touch, but not visible. Dermal Plating allows a +3 bonus to natural AC due to chitinous plating
growing over his skin (which may appear reptilian, insectoid, or crustacean, at the player’s whim). Dermal
Plating does reduce the mutant’s Dexterity score by 2. If the mutant wears armor, he must pay to have it
resized (anywhere from +33 to +50% the base cost of the armor) if he has the Dermal Plating mutation.

Dual Brain (Amzing, Automatic, INT): The mutant has a secondary brain located in the head or torso at the
player’s choice. The character’s mental mutations are confined to the primary brain, though the secondary
brain can have up to 2 Ordinary or 1 Good mental mutation(s). Should the character’s primary brain be
affected by an mind-affecting spell or power, the secondary brain automatically takes over all bodily
(though any mental mutations controlled by the primary brain will be unavailable). The secondary brain
(which otherwise remains dormant) has the same Intelligence, Wisdom, and Charisma scores, as well as all
skill ranks possessed by the primary brain.

Electric Aura (Good, Activated, WIS): This mutation gives a character special capacitorlike organs in his
nervous system that produce an electrical field. When activated, the mutant can inflict extra damage in
unarmed combat or when wielding a metallic (ferrous) weapon. 1d6 + Constitution modifier points of
damge is added to the attack. Each activation lasts for 2 full rounds, after which the mutant suffers 1 point
of subdual damage. This power will also short out most electronic equipment, including any worn by the
mutant while it is active.

Energy Absorption (Amazing, Automatic, CON): This power allows the mutant to act as something like a
“lightning rod” for energy attacks. Any time the mutant is struck by an energy attack (including spells like
lightning bolt or magic missile if the DM allows), subtract 2d4 from the damage inflicted.

Energy Metamorphosis (Amazing, Automatic, CON): The mutant uses incoming energy damage to heal.
This mutation negates 1d4+1 points of damage from any energy attack (including spells like lightning bolt
or magic missile if the DM allows) and immediately restores an equal number of lost hit points (including
subdual damage which is healed first).

Energy Reflection (Amazing, Automatic, CON): Similar to Energy Absorption, this mutation allows a
character to nuetralize 1d4+1 points of damage from any energy attack. In addition, the neutralized
damage is reflected back at the attacker, automatically hitting. If the mutant is wearing armor, energy can
be neutralized but not reflected.

Environmental Adaptation (Ordinary, Permanent, CON): Changes in the mutant’s physiology make him
comfortable in an inhospitable environment. The player may choose one of the following adaptations: hot
climate, arid climate, cold climate, or thin atmosphere. The mutant can function comfortably in the
selected climate as long as conditions stay within that which a human could survive. Any penalties
associated with functioning in the selected environment are reduced by 2 to a maximum of 0.

Extra Body Parts (Good, Permanent, CON): The mutant has double the normal number of a specific body
part. Roll 1d6 to determine the body part: 1= arms, 2= legs, 3= eyes, 4= ears, 5= mouth, 6= player’s choice
or other. In most cases, these body parts will be found at useful locations (arms attached to the torso, eyes
in the head, and so forth). An extra pair of arms allows the hero to take an extra action at no penalty to
either action, but only if both actions are essentially identical (attacking with similar weapons at the same
target, for instance). Extra legs increase the character’s movement rate by 25% (round down). A second
pair of eyes or ears grants the character a +2 bonus to Spot or Search (for eyes) or Listen (for ears) skill
rolls. An extra mouth allows the character to eat and talk at the same time, or to perfrom two bite attacks
(if the bite does any damage at all). Other versions of this mutation should be passed by the DM.

Gills (Ordinary, Permanent, CON): The mutant has gills which allow him to breathe water as easily as air.
The mutant’s body is also somewhat better adapted to movement through water; allowing the character a
+2 bonus to any Swim skill rolls.

Gliding (Good, Permanent, DEX): The mutant has large flaps of skin (like a flying squirrel) or other body
parts that allow him to glide forward 2 feet for every foot that he drops. The mutant cannot gain altitude
without aid of a substantial updraft. The mutant’s body is also somewhat lighter than normal; he
permanently loses 1 point of Constitution.

Improved/Enhanced/Hyper Durability (Ordinary/Good/Amazing, Permanent, CON): Improved durability


increases the mutant’s subdual damage total by 3 points, Enhanced Durability increases the mutant’s hit
point total by 3 points and subdual damage 3 points, and Hyper Durability increase the mutant’s hit point
total by 6 and subdual by 3 beyond that. Enhanced and Hyper Durability increase the thickness of the
character’s hide which is noticable on a successful Spot skill roll with a DC of 14 and 16 respectively.
Improved/Enhanced/Hyper Healing (Ordinary/Good/Amazing, Activated, CON): Which each version of
this mutation, the character may consciously activate the power once per day, requiring a full round. (If the
mutant is rendered unconscious, the mutation automatically activates if it has not been used in that 24-hour
period.) The mutant must then pass a Fort save (DC 16). Improved Healing heals the character for 1d4
damage. Enhanced Healing heals for 1d6 points. Hyper Healing heals the mutant for 1d8 points. The
healing is on the character himself only.

Improved/Enhanced/Hyper Immunity (Ordinary/Good/Amazing, Permanent, CON): A mutant with


Improved Immunity gains a +2 bonus to Fort saves against disease, infection, or biological agents
(including spells with such effects). Also, any healing administered on the mutant to counter the effects of
the above taints heals +2 extra points. Enhanced allows a +3 save/healing bonus and Hyper allows for a +4
bonus.

Improved/Enhanced/Hyper Metabolism (Ordinary/Good/Amazing, Activiated, CON): The mutant with this


mutation gets a +1, +2, +3 bonus (for Improved, Enhanced, or Hyper version) to the following rolls:
Balance, Climb, Jump, Swim, and Tumble skill checks, and to all melee weapon and unarmed attack rolls.
The character also gains a 1, 2, 3 point increase to damage done by melee weapon and unarmed attacks. In
addition, Hyper Metabolism also grants a +1 bonus to Initiative rolls. Each adrenaline boost lasts for
1d4+1, 1d6+1, or 1d6+2; at the end of this time, the character suffers subdual damage (1 point, 1d4+1
points, or 1d4+2 respectively).

Improved/Enhanced/Hyper Physical Ability Score (Ordinary/Good/Amazing, Permanent, Str/Dex/Con):


When this mutation appears, the player rolls 1d6 to determine which ability score is increased: 1-2,
Strength; 3-4, Dexterity; 5-6, Constitution. The increase is 1, 2, or 3 points for Improved/Enhanced/Hyper
versions respectively.

Improved/Enhanced/Hyper Reflexes (Ordinary/Good/Amazing, Permanent, Dex): The mutant gains a +1,


+2, or +3 bonus to his initiative rolls.

Improved/Enhanced/Hyper Senses (Ordinary/Good/Amazing, Permanent, Wis): The mutant gains a +1, +2,
or +3 bonus (for the Improved, Enhanced, or Hyper version) to Listen, Spot, and Search skill rolls, or any
other skill roll that taste, touch, smell, sight, or sound plays a part.

Increased Balance (Ordinary, Permanent, Dex): This mutation grants a +2 bonus to any Balance or Tumble
skill rolls.

Increased Precision (Good, Permanent, Dex): The mutant gains a +1 bonus to all attack rolls. Ranged
attacks increase their Range Increment by 15ft.

Increased Speed (Ordinary, Permanent/Activated, Con): The mutant’s movement rate increases by 25%
(rounded to the closest number divisible by 5). In addition, he may trigger a burst of speed that doubles his
movement rate for 5 rounds. This inflicts 1 point of subdual damage.

Metamorphosis (Good, Activated, Con): The mutant can reshape his bodily features to match any being he
has viewed. The mutant doesn’t actually gain or lose mass, so he can’t change his apparent size by more
than a few centimeters. When used as a disguise he gains a +4 bonus to the Disguise skill roll, and a –4
penalty to everyone else’s opposed Spot skill rolls. The mutant may keep the new form indefinitely,
though he reverts to normal if he falls asleep, is knocked unconscious, or is killed.

Natural Attack/Improved (Good/Amazing, Permanent, Str): The mutant gains a natural attack form, such as
claws, fangs, spikes, or horns. Replace the character’s normal unarmed damage with the appropriate
damage die per the character’s size (seen below). Characters with the Improved version figure their
damage dice as if they were one category larger in size. If the player chooses to make the attack form
retractable, reduce damage figures by 2. (Table taken from Dragon #276’s “How to Create a Monster”
article.)
Size Bite Damage (Fang) Claw Damage (Claw) Gore Damage (Horn,
Spike)
Fine - - 1
Diminutive 1 1 1d2
Tiny 1d2 1d2 1d3
Small 1d3 1d3 1d4
Medium-size 1d4 1d4 1d6
Large 1d6 1d6 1d8
Huge 1d8 2d4 2d6
Gargantuan 2d6 2d6 2d8
Colossal 2d8 2d8 4d6

New Body Parts (Good, Permanent, Con): The mutant has one or more body parts not normally found on
his species. The specific parts are up to the player (to be approved by the DM); examples include tentacles,
a trunk, a prehensile tail, or a marsupial pouch. The specific effect of this mutation will vary widely, but in
most cases it should result in a minor added ability, or a +1 or +2 bonus to a specific skill roll(s). For
instance, a mutant with antennae may gain a +1 bonus to Listen skill rolls. This mutation may not duplicate
the effects of any Amazing-quality mutation (such as flight), though it may be similar to Ordinary or Good
mutations.

Night Vision (Ordinary, Permanent, Wis): The mutant gains Low-light vision, with all the benefits that
come with it. If the character already has Low-light Vision or Dark Vision, choose a different mutation.

Oversized Limbs (Ordinary, Permanent, Con): The mutant’s arms or legs (player’s choice) are 150% their
normal length. Longer arms allow for greater reach (and a AoO threatening area), while longer legs add
25% to the character’s movement rate.

Pheromones (Ordinary, Activated, Wis): The mutant can release pheromones that sap the willpower of
creatures within 30 feet. Each creature that can be affected must make a Will save with a DC of 14
(modified by the mutant’s Wis score). Those that fail the save do nothing but sit and stare off into space
for 1d4 rounds (they still gain AC bonuses from armor, but not from Dex or other movement-based AC
bnouses). Anyone tracking the mutant while this power is active, gain a +2 bonus to any Track skill rolls.
Pheromones are only effective on creatures of the same general type as the mutant (mammalian, reptilian,
avian, and so on). Thus, the pheromones of a mutant human would not effect a lizardman, but would effect
humans, orges, goblins, and other such creatures.

Photogeneration (Amazing, Activated, Wis): Whenever desired, the mutant can cause his body to glow ,
providing light equivalent to daylight in a 15 foot radius. Alternatively, he can generate a tremendously
bright light. This flash forces everyone within 30 feet to pass a Fort save with a DC of 17 or be blinded
1d4 rounds. After this flash, the mutant cannot generate light (normal or bright) for 4 hours.

Photosynthetic Skin (Amazing, Automatic, Con): The mutant does not need to eat if he spends at least 3
hours a day in bright sunlight (or twice that in dim sunlight). In addition, the mutant gains a +2 hit point
bonus to any healing done while resting in bright sunlight. Unfortunately, the mutant suffers 150% more
damage from light-based attacks (such as lasers) due to the oversensitivity of his skin.

Poison Attack (Amazing, Activated, Str): The mutant has the ability to produce a toxin, as well as a method
of delivering the poison to a victim. Roll 1d4 to determine the delivery system of the poison: 1, injury; 2,
inhaled; 3-4 player’s choice. No matter the choice of delivery, the DC of the poison is 18, do 1d6 Dex
Initial Damage, and 1d6 Secondary Damage. For poison to be delivered via attack, the character must have
a natural attack form other than unarmed (fangs, claws, horns, or spikes would do), the save roll is made
after each successful attack until the poison have been successfully delivered. Inhaled poisons are
delivered via a sharp exhalation of breath or a burst of gas released from an internal bladder. The spray
affects all targets within 12 feet in the direction the mutant is facing, and the poison remains airborne for 1
round after it’s released. The mutant can only have a single dose of poison available at any given time.
Every hour after using this mutation, the character may attempt to pass a Fort save with a DC of 16 to
produce a new dose (-2 penalty if the mutant has injury-delivered poison, -1 if the poison is the inhaled
version).

Radiating Eyes (Amazing, Actiavted, Wis): The mutant can project dangerous radiation from his eyes,
affecting all targets in a cone-shaped area 30 feet long and 15 feet wide at its base. Each target in this area
must pass a Fort save (DC 15) or fall ill as if suffering from the effects of the Red Ache disease. The
mutant must also roll the save, but does so with a +3 bonus.

Radiation Tolerance (Ordinary, Permanent, Con): The mutant has a +3 bonus to Fort saves for purposes of
resisting radiation.

Redundant Vital Organs (Good, Permanent, Con): The mutant has double the amount of vital organs,
allowing the mutant to still survive past –10 hit points by now having to suffer –15 hit points worth of
damage before death. Also the mutant gains a +3 bonus to Fort saves against massive damage.

Rejuvination (Good, Activation, Wis): The mutant can consciously heal subdual damage. Once per hour,
he may attempt a Fort save with a DC of 14 with a –1 penalty to the roll for every 2 points of subdual
damage. If the save passes, the mutant heals 1d4 points of subdual damage. Note that this healing is
addition to any normally afforded the hero by the passage of time.

Size Change (Good, Permanent, Str or Dex): The mutant’s body has been permanently increased or
decreased in height (roll 1d4: 1-2 increased, 3-4 decreased). The size of the character shifts one category in
the direction rolled. For instance, a medium-size character that rolls a size increase, becomes a large-sized
character. Increased size characters gain 1 point of Strength, increase their movement rate by 10, but lose
one point of Dexterity. Decreased size characters gain 1 point of Dexterity, reduce their movement rates by
10, and lose 1 point of Strength. Also, remember that changing size categories also means new bonuses or
penalties for size to AC and attack rolls and changes in the types of weapons the character is able to weild
and the size of armor that must be bought. It is assumed that the size change is just enough to be classified
a different size category.

Skeletal Enhancement (Amazing, Permanent, Con): The mutant’s skeleton is far stronger than normal.
Unarmed attacks, blunt attacks, and falls inflict only half damage. The mutant inflicts +2 damage in
unarmed combat, and permanently gains 1 point of Constitution.

Sonar (Ordinary, Permanent, Wis): The mutant has echolocation abilities like a bat. This negates all
darkness penalties by 3, though fine or two-dimensional details (like writing) cannot be determined. The
range of the character’s sonar is 300 feet.

Thermal Vision (Good, Permanent, Wis): The mutant can see into the infrared spectrum, spotting objects
by the heat they radiate. As long as objects and other characters aren’t the same temperature as the
surrounding area, the character recieves a +3 bonus to Spot and Search skill rolls even in total darkness.

Toxin Tolerance (Ordinary, Permanent, Con): The mutant gains a +2 bonus to any saves against poisons or
drugs.

Vascular Control (Ordinary, Permanent, Wis): The major blood vessels in the mutant’s body can limit the
blood loss due to injury by constricting and then rerouting blood around damaged areas. This reduces the
amount of damage taken from an attack by 1, and allows a +1 bonus to saves against massive damage.

Wings (Amazing, Permanent, Dex): The mutant has large wings (feathered, gossamer, bat, or whatever the
player desires). This allows the character to fly at average manuverability. The mutant’s body is also light-
framed, with hollow bones and efficient musculature; he permanently loses 1 point of Strength and 2 points
of Constitution, while adding 1 point to his Dexterity score. The mutant’s wingspan is about 18 feet
(increase or decrease by 3 feet for every size category over or below medium-size), so they are impossible
to conceal.
Table 9: Mental Mutations
D20 Ordinary Good Amazing
1 Battle Sense Battle Sense, Improved Cryokinesis
2 Confusion Clairaudience Death Field Generation
3 Contact Clairvoyance Empathic Symbiosis
4 Danger Sense Duality Flight
5 Directional Sense Empathic Burst Hyper Mental Ability
6 Empathic Blast Empathic Reflection Life Leech
7 Empathic Scan Enhanced Mental Ability Magnetic Control
8 Emapthic Shield Fatigue Generation Mental Domination
9 Improved Mental Ability Illusion Generation Mental Paralysis
10 Invisibility Induce Phobia Mindwipe
11 Life Detection Invisibility, Improved Precognition
12 Mental Enhancement Kinetic Shield Psychic Projection
13 Mind Over Body Levitation Psychic Void
14 Natural Learner Mental Enhancement, Psychometry
Improved
15 Photographic Memory Photokinesis Pyrokinesis
16 Psychic Perception Postcognition Telekinetic Blast
17 Quick Thinking Suggestion Telekinetic Hand
8 Telekinesis Telepathic Blast Telekinetic Reflection
19 Telepathic Resistance Telepathic Scan Telepathic Reflection
20 Translation Telepathic Shield Transfusion

Mental Mutations
Battle Sense/Improved (Ordinary/Good, Permanent, Int): The mutant gains a +1 bonus to initiative rolls (+2
for the Improved version).

Clairaudience (Good, Activated, Int): Works the same as the Clairaudience spell with the following
changes: range of 3000 feet, lasts 5 rounds, and if it is used a second time before an hour has passed the
mutant suffers 1 point of subdual damage.

Clairvoyance (Good, Activated, Chr): Works the same as the Clairvoyance spell with the following
changes: range of 3000 feet, lasts 5 rounds, and if it is used a second time before an hour has passed, the
mutant suffers 1 point of subdual damage.

Confusion (Ordinary, Activated, Chr): Works the same as the Confusion spell with the following changes:
affects only 1 foe, foe gets a –1 penalty to the Will save, can be use once per round, lasts 1 round.

Contact (Ordinary, Activated, Chr): The mutant can send and receive thoughts with any number of others
within a 30 foot radius. He cannot read thoughts, except for those willingly sent to him, and thoughts sent
when contacting multiple others are heard by all connected. Since the conversation is on a telepathic level,
language barriers need not be concerned.

Cryokinesis (Amazing, Activated, Wis): This power can be used two different ways, the first is to use it on
a single target within the mutant’s line of sight, the second is to freeze a section of air (a 15 foot radius
area). Both usages do the same damage (1d6+ Wisdom modifier, Fort save (DC 16) for no damage, plus
the target falls unconcious for 1d4 rounds), but the area affect version allows anyone in the area of effect
gain a +2 bonus to the Fort save.

Danger Sense (Ordinary, Permanent, Wis): The mutant gains a +1 bonus to Listen and Spot skill rolls.

Death Field Generation (Amazing, Activated, Wis): When the mutant uses this power, all living creatures
(including the mutant) within 60 feet must make a Fort Save (DC 16). If it passes, the creature suffers only
1d4 subdual damage. If the save fails, the creature suffers 2d4 damage. Those damaged by this power may
make a Fort save (DC 16) each hour to make any damage disappears. This power may only be used once
per week.

Directional Sense (Ordinary, Permanent, Int): The mutant gains a +3 bonus to Intuit Direction skill rolls.

Duality (Good, Permanent, Wis): The mutant gains the Ambidexterity feat.

Empathic Blast (Ordinary, Activated, Chr): Works the same as the Emotion spell with the following
changes: affects only one target within 90 feet, lasts for 5 rounds, and can used once per round.

Empathic Burst (Good, Activated, Chr): Works the same as the Empathic Blast mutation except that affects
1d4+1 targets within 90 feet of the mutant.

Empathic Reflection (Good, Automatic, Wis): The mutant automatically reflects any emotion affecting
power or spell back on the caster. The caster acts as though the spell or power was originally used on him
instead of the mutant. Empathic Scans made on the mutant read the scanning character’s emotions instead.

Empathic Scan (Ordinary, Activated, Int): The mutant can read the surface emotions of another character
within sight. In addition, the mutant also gains a +1 bonus to any social-based skill rolls against that
character. The mutant can scan one character per round.

Empathic Shield (Ordinary, Permanent, Wis): The mutant gains a +1 bonus to Will saves and becomes to
any emotion scanning powers or spells.

Empathic Sybiosis (Amazing, Activated, Chr): This allows the mutant to create a permanent empathic link
between himself and another character. This links the emotional states of the two involved. What one
feels, so does the other. The sharing of emotions is automatic and instantaneous, but are never
overwhelmed by the emotions of the other. Conciously withholding feelings from a linked character
requires a Will save (DC 18). In addition, the Intelligence and Wisdom modifiers of each individual
become equal to the sum of all linked. For instance if one character ha an Intelligence modifier of +2 and a
Wisdom modifier of +1 while the other character has an Intelligence mod of +1 and a Wisdom mod of –1,
they both now have modifiers of +3 and +1 (Intelligence and Wisdom respectively). To create the link, the
mutant make an opposed Charisma check against the character he’s entering the link with. If entering into
a link with an unwilling character, the character gets to add his Wisdom modifier to his Charisma check
roll. However, if the character is willing, take the Wisdom modifier and use it to modify the mutant’s
Charisma roll instead. Also, add a –1 penalty for each individual already empathically linked to the
mutant. If the opposed Charisma check fails, the mutant can never attempt it again with that individual.

Fatigue Generation (Good, Activated, Wis): The mutant can induce fatigue in a visible target within 90 feet
(-2 Str and Dex plus the inability to run or charge until the character gets 8 hours of rest). The target(s) get
a Will save (DC 14) to fight off the effects. This power can be used once per round.

Flight (Amazing, Activated, Wis): The mutant can telekinetically fly at his normal movement rate. He may
carry up to 20 pounds per point of Wisdom while flying. The mutant suffers a –2 penalty to any actions
taken while flying (except when hovering). Every 5 rounds of continuous flight after the first forces the
mutant to make a Will save (DC 12 +1 DC every 5 rounds after) or suffer 1 point of subdual damage. If the
mutant runs out of subdual points while flying, he immediately drops to the ground possibly suffering
damage from the fall (if high enough in the air).

Illusion Generation (Good, Activated, Chr): The mutant can implant an illusion of no substance (fools only
the eyes and ears) into the mind of one character within 90 feet. The character affected is allowed a Will
save (DC 14) to see through the illusion. Maintaining the illusion requires some concentration, so getting
struck while using this power will cease the illusion (unless a Concentration skill roll is passed), and any
other action made while using this power suffer a –1 penalty. Every 5 rounds after the first 5 rounds that
the illusion is maintained costs the mutant 1 point of subdual damage.
Improved/Enhanced/Hyper Mental Ability Score (Ordinary/Good/Amazing, Permanent, Int/Wis/Chr):
When this mutation appears, the player rolls 1d6 to determine which ability score is increased: 1-2,
Intelligence; 3-4, Wisdom; 5-6, Charisma. The increase is 1, 2, or 3 points for Improved/Enhanced/Hyper
versions respectively.

Induce Phobia (Good, Activated, Chr): Works the same as the Fear spell with the following changes:
affects only one character within 90 feet and the source of the character’s phobia must be present and
within sight of the target (the player decides what the target will be afraid of). If the character fails his Will
save (DC 15), he freezes in fear (loses any movement-based AC bonuses like Dexterity bonuses). Even if
the save succeeds, he still suffers a –1 penalty to all attack and skill rolls while the object of his phobia is
present. This power may only be used once per hour, but only once per day on any given target. The
effects last for 50 rounds or until the object of the phobia is removed from the character’s sight for more
than 5 rounds.

Invisibility/Improved (Ordinary/Good, Activated, Chr): Allows only a single visible target within 90 feet to
not see the mutant. The mutant doesn’t register to any of the target’s senses (though a successful Listen or
Spot skill roll with a –1 penalty will allow the target to see the mutant regardless). The Improved version
of this mutation allows the mutant to affect up to six targets, or to mask up to six individuals from a single
target. All targets to be affected must be within 30 feet of each other. Both versions last 5 rounds and can
only be used once per hour.

Kinetic Shield (Good, Activated, Wis): The mutant creates an invisible barrier that helps protect him from
harm. Attacks that hit the character reduce the damage done by 2. Damage from high-impact weapons,
like firearms, or attacks from anything with a Strength score of 20 or more are only reduced by 1.

Levitation (Good, Activated, Wis): Works the same as the Levitate spell with the following changes: the
amount of wieght that can be levitated equals to the mutant plus 20 pounds per point of Wisdom, the speed
of levitation is 5 feet, and the mutant suffers a –1 penalty to any actions made while levitating (except when
hovering). Each round of levitation after the first continuous 5 rounds forces a Will save (DC 15) or take 1
point of subdual damage. If the mutant loses all of his subdual points while levitating, he falls to the
ground possbily taking falling damage.

Life Detection (Ordinary, Activated, Int): The mutant can detect all living creatures in a 90 foot radius. If
desired, the player may narrow the criteria to detect only a specific type of creature (such as mammal,
reptiles, sentient beings, etc,) or a specific species (such as human, elf, dwarf, or sleeth). This power may
be used once per hour and lasts for 1 round.

Life Leech (Amazing, Activated, Wis): When this power is activated, the mutant drains 1d4 subdual
damage points from all animals within 30 feet. These points are added to the mutant’s subdual damage
point total (though it cannot exceed 3x the normal limit). Damage inflicted on the mutant is drained from
the excess points first at a rate of 1 point of subdual damage = 1 point excess lost or 1 point of normal
damage = 2 points of excess lost. Extra points fade after 4 hours whether they’ve been used up or not. The
mutant may use this power once per hour at no risk to himself. However, any additional activations within
that same hour cause the mutant to become fatigued.

Magnetic Control (Amazing, Activated, Wis): The mutant can move iron, steel, or other ferrous object
within 90 feet of him as if he were using the Telekinesis spell. The mutant can move objects up to 400
pounds at a rate of 15 feet per round. For every additional 100 pounds of weight, the movement rate
decreases by 5 feet. Any other actions taken while using this power suffer a –2 penalty. This power can
also damage electronic equipment. When used in such a manner, a successful Will save (DC 17) by the
mutant disables the device until it can be repaired. The mutant can use this power for up to 5 rounds
without tiring. However, after this period the mutant must rest the mutation for 1 hour of he suffers 1 point
of subdual damage for each additional round of use.

Mental Domination (Amazing, Activated, Chr): The mutant can telepathically take control of another
being’s mind and command the target to do his bidding. The mutant’s Charisma modifier is the penalty to
the target’s Will save (DC 18). The target must be within sight when the attempt is made, but can be
commanded at any range after that. The duration of the domination is 1 hour. Any commands specifically
against the target’s nature grant a new save attempt to break free (with the same penalty as before). This
mutation is physically tiring to the character using it. When the effect ends, the mutant becomes fatigued.
Only one character can be dominated at a time.

Mental Enhancement/Improved (Ordinary/Good, Permanent, Wis): The mutant’s mental mutations are
more powerful than normal. If the mutation requires a saving throw to be made by the character, he gets a
+1 bonus to the save (+2 for the Improved version). Any saves that have to be made by a target of a mental
mutation suffers a –1 penalty (-2 for the Improved version). If neither of these apply to a certain mutation,
then this mutation has no effect.

Mental Paralysis (Amazing, Activated, Chr): The mutant can cause one target visibly within 90 feet to drop
to the ground and not move for 1d4+1 rounds (only if he fails his Will save with a DC of 17). The victim
can use any powers that do not require movement and are still able to see and hear (though they can’t move
their eyes). This power is usable only once per hour.

Mind Over Body (Ordinary, Activated, Chr): Once per hour, the character may make a Will save with a DC
of 15 (modified by the severity of the situation as deemed by the DM) to surpress the effect of fatigue.
This lasts only for one hour, at which time the mutant must either try to use the power again or succumb to
fatigue once more.

Mindwipe (Amazing, Activated, Chr): The mutant can telepathically erase a portion of a target’s memory.
The target must be visible and within 90 feet, and gets a Will save (DC 17) to resist. Failure indicates that
the mutant can erase up to 1 hour of the target’s memory. This action may be repeated to erase larger
portions; however, each additional attempt by the mutant against the same target grants the target a
cumulative +1 bnous to the saving throw. Any successful save negates all memory erasure by the mutant.

Natural Learner (Ordinary, Automatic, Int): When this mutation is developed, the player must select an
ability. When learning a skill or increasing the rank of any skill based on that ability, the character may
attempt an Intelligence check versus DC 13. If successful, the skill point cost for that skill is decreased by
one. (Yes, this does mean that some skills could be learned and increased for free.) The player must
commit to selecting the skill before attempting the check, and he must also have enough skill points to
purchase the skill before attempting the check.

Photographic Memory (Ordinary, Permanent, Int): The mutant has a flawless memory, remembering
everything he has ever experienced.

Photokinesis (Good, Activated, Wis): The mutant can telekinetically cause an object to glow. It takes one
turn of concentration, and illuminates a 15 foot radius with light equivalent to normal daylight. The effect
lasts for 5 rounds and may be used once per hour.

Postcognition (Good, Activated, Wis): With a successful Wisdom check versus a DC set by the DM
depending on the situation, the mutant can see flashes of past occurances that happened in an area. The
flashes may or may not make sense and usually deal with times of strong emotion. This power rarely
allows sight beyond one day per point of the mutant’s Wisdom score. This power can only be use once per
day, and only one success is allowed in any given area.

Precognition (Amazing, Automatic/Activated, Wis): With this mutation, the character can receive
impressions about possible future events. A mutant usually doesn’t conciously employ this mutation.
Instead, the Dm can roll a Will save (against DC 17 modified for the situation) for the character. If the save
passes on a roll of a natural 20, the character actually experiences a brief encounter as though he is at the
scene when the events transpire. Any other passing saving throw, give the character brief flashes of future
events. This power usually allows the mutant to see events up to one day in the future per point of
Wisdom, though the Gm can adjust this for story purposes. Forcing a precognitive flash applies a –3
penalty to the Will save and costs the mutant 1 point of subdual damage. Also, regardless of the success of
the save, the power is used up for 2d6 days.

Psychic Perception (Ordinary, Automatic, Int): The mutant automatically detects the activation of any
mental mutation or psionic power within 300 feet, and may make an opposed Wisdom check against the
user of the detected power to determine the source. If a character with an inactive or permanent mental
mutation or a psionic character with an active power passes within 90 feet of the mutant, the DM may make
a secret Wisdom check to see if the character detects the other character.

Psychic Projection (Amazing, Activated, Int): The mutant can project his consciousness to any point within
3000 feet. This psychic projection is invisible and can travel at the speed of thought, penetrating any
barrier at will. The mutant’s consciousness can percieve its environment as if the mutant were there
(though he can’t employ any other mutations or powers through this ghostly presence). While projecting,
the mutant’s body lies insensate and helpless. This mutation is physically taxing; for every 5 rounds that
the mutant psychically projects, he suffers 1 point of subdual damage.

Psychic Void (Amazing, Permanent, Wis): The mutant’s mind is completely undetectable by any form of
scanning, be it by mutations, psionics, or spells. The mutant is also immune to mind controlling or altering
spells and powers.

Psychometry (Amazing, Activated, Int): The mutant can read psychic impressions from inanimate objects.
The mutant must touch or weat the object to gain insight into who has used it and in what context. The
player then rolls and Intelligence check against a DC set by the DM due to the difficulty of the reading (a
DC of 15-17 is the norm). A passing check allows the mutant to see simple images and emotions dealing
with the object. A check roll of a natural 20 allows the mutant to experience a breif encounter dealing with
the object as if he were the person using the object or its owner. Generally, imprints usually only last a few
hours, but imprints from murders can last for days or weeks, at the DM discretion. The power may only be
used once on any given object. The DM may automatically activate this power to provides clues or
otherwise direct a story.

Pyrokinesis (Amazing, Activated, Wis): This mutation can be used in one of two ways. The first is by
targeting a single target. The target has to pass a Fort save (DC 16) or suffer 1d6+ mutant’s Wisdom
modifier fire damage and anything that the mutant is wearing that is flammable ignites, suffering equal
damage each round until extinguished. A passed save means the target takes no damage. The second use
allows the mutant to heat up a 15 foot radius area, which inflicts 1d6+ mutant’s Wisdom modifier in fire
damage to any in the area, but each target gains a +2 bonus to the Fort save. In either case, the power takes
1 turn of concentration before it has any effect, has a range of 90 feet, and can only be used once per hour.

Quick Thinking (Ordinary, Permanent, Int): The mutant’s mind works faster than normal, gaining a +1
bonus to all Intelligence-based skill rolls.

Suggestion (Good, Activated, Chr): Works the same as the Suggestion spell (as if cast by a level 3
character), and can be used once every 10 minutes.

Telekinesis (Ordinary, Activated, Wis): Works the same as the Telekinesis spell (as if used by a 5th level
character). The mutant cannot use this power on himself.

Telekinetic Blast (Amazing, Activated, Wis): Once per round, the mutant can unleash a blast of pure
telekinetic force, inflicting 1d6+2 + Wisdom modifier damage to a single visible target within 30 feet.

Telekinetic Hand (Amazing, Activated, Wis): The mutant can use this power to manipulate objects with his
mind as if he were actually using his own hands. This means that he can wield a weapon, fire a crossbow
or gun, push a button, pick a lock, and so on with a –1 penalty to the roll. Skill ranks are figured using the
character’s Wisdom modifier instead of the usual ability. This power can be maintained for up to 5 rounds.
A second use of this power before 1 hour has passed inflicts 1 point of subdual damage to the mutant.
Telekinetic Reflection (Amazing, Automatic, Wil): The mutant reflects any telekinetic or force spell attack
back onto the caster as if the caster was the initial target.

Telepathic Blast (Good, Activated, Chr): The mutant can direct a powerful blast of mental energy into the
mind of a visible target within 90 feet. The blast does 1d4+1 + Charisma modifier damage on the target.
This power may be used once per round.

Telepathic Reflection (Amazing, Automatic, Wisdom): The mutant is immune to and automatically reflects
any telepathic or mind-affecting attack made against him (this includes spells and powers like Confusion,
Suggestion, and such). The use of such a power is affected as if the protected mutant had initiated the
power against him. Telepathic powers and mind-affecting spells that are not attack simply fail.

Telepathic Resistance (Ordinary, Permanent, Wis): The mutant gains a +1 bonus to saving throws against
any mind-affecting power or attack.

Telepathic Scan (Good, Activated, Chr): The mutant can telepathically read the surface thoughts of a
visible. Each use of this ability lasts 1 round. The mutant can use this power once per hour at no risk to
himself; however, each additional use (or each additional round a scan is extended) causes 1 point of
subdual damage to the mutant.

Telepathic Sheild (Good, Activated, Wis): The mutant can render himself immune to telepathic powers
once per hour for 10 minutes.

Transfusion (Amazing, Activated, Wis): The mutant can transfer his life force to another by touch. The
mutation requires a successful Fort save (DC 16). On a natural roll of 1, the mutant suffers 1 point of
damage and heals none. On a passed save the mutant transfers 1d4 hit points, and on a natural roll of 20
the mutant heals 1d6 + Constitution modifier in damage, but loses none himself.

Translation (Ordinary, Permanent, Int): The mutant’s brain instantly translates the spoken words of any
sentient creature, and the mutant can have his words translated to others. Since this ability requires low-
level telepathic interaction, Telepathic Sheild and Telepathic Reflection using mutants are immune to this
power.

Table 10: Drawbacks


1d12 Slight Moderate Extreme
1 Attraction Odor Diminished Senses, Moderate Deadly Immunity
2 Diminished Senses, Slight Environmental Sensitivity, Diminished Senses, Extreme
Moderate
3 Environmental Sensitivity, Fadeout Environmental Sensitivity,
Slight Extreme
4 Light Sensitivity Hostility Field Physical Change, Major
5 Radiation Sensitivity Photodependent Poor Dual Brain
6 Reduced Ability Score, Slight Physical Change, Minor Poor Memory
7 Sound Sensitivity Reduced Ability Score, Reduced Abilty Score,
Moderate Extreme
8 Temporary Weakness, Slight Severe Phobia Siezures
9 Thermal Intolerance Slow Reflexes Susceptible to Damage,
Highly
10 Toxin Intolerance Susceptible to Damage Temporary Weakness,
Extreme
11 Weak Immunity Temporary Weakness, Moderate Weak Metabolism, Extreme
12 Weak Metabolism, Slight Weak Metabolism, Moderate Wild Mutation

Drawbacks
Attraction Odor (Slight, Permanent, Con): The mutant emits a musky scent that tends to attract predators.
Those tracking the mutant by scent gain a +3 bonus to their Track skill rolls. Therefore the mutant tends to
get attacked much more often by predators.

Diminished Senses (Slight/Moderate/Extreme, Permanent, Wis): This drawback results in a –1, -2, or –3
penalty (for Slight, Moderate, Extreme respectively) on all Ranged attacks, plus all Listen, Spot, Search,
and Track skill rolls (plus any other skills that rely on sensory input).

Deadly Immunity (Extreme, Automatic, Con): The mutant’s immune system works to attack organisms
outside the mutant’s body. Once per day, the mutant rolls a Fort save (DC 16) with a +2 bonus. On natural
roll of 1 on the save, only the mutant is affected by disease (-2 penalty to all attack and skill rolls for 1 day).
Failed saves allows potential victims a +1 bonus to their own Fort saves against the mutant’s disease.
Passed saves give a –1 penalty to the Fort saves of others. On a natural roll of 20, anyone rolling a Fort
save against the disease suffers a –3 penalty. At some point during the day (determined by the DM) the
mutant becomes contagious for 1d4 hours. During this period, the mutant’s body changes grotesquely,
developing boils, oozing pus, and becoming generally disgusting to look at. Anyone coming within 5 feet
of the mutant during this time, must pass a Fort save (DC 15, plus the modifier listed above) or be infected
with the disease. The disease takes 1 day to take effect, after which the victim suffers a –2 penalty to all
actions for 1 day. At the start of the third day (and every day after until the illness breaks), the victim
makes a Fort save (as above). If the roll results in a natural 1, the penalties of the disease increase by 1, all
other failures deem that the illness stays at the same level. If the save passes, the illness breaks.

Environmental Sensitivity (Slight/Moderate/Extreme, Permanent, Con): Select one environment type (hot,
cold, wet, or arid). In that environment, the mutant suffers a –2, -3, or –4 penalty to all actions (for Slight,
Moderate, and Extreme versions respectively).

Fadeout (Moderate, Automatic, Wis): The mutant has the tendency to pass-out in high-stress situations
(such as combat). Whenever a stressful situation occurs, the mutant must pass a Fort save with a +2 bonus
(usually DC 15, but it should be modified by the DM depending on the level of stress the situation applies)
or fall unconscious as if he has lost all subdual damage points. The mutant can be revived through normal
healing means.

Hostility Field (Moderate, Permanent, Chr): The mutant projects a telepathic field 90 feet around him that
makes anyone in the area cranky and irritable. This inflicts a –3 penalty to any skill or check dealing with
Charisma. Those that know of the drawback and have spent at least a week in the mutant’s company are
immune to the effects.

Light Sensitivity (Slight, Permanent, Con): In normal daylight, the mutant suffers a –1 penalty to all
actions. In a well-lit room or bright sunlight, the penalty increases to –2 or to –3 if silhouetted in a
spotlight or other high-intesity beam. Protective goggles can reduce this penalty by one to a maximum of
0.

Photodependent (Moderate, Permanent, Con): The mutant requires constant light to remain conscious.
Each hour spent in darkness costs the character 1 subdual damage point (which is restored by 30 minutes of
light, or 5 mintues of bright sunlight per point).

Physical Change, Minor/Major (Moderate/Extreme, Permanent, Con): The minor version applies a –2
penalty to any Charisma-based skill or check with other that find minor irregularities (strange skin color,
strange eye color or shape, tappered ears, webbed fingers, etc.) distasteful. The major version applies a –4
penalty. Examples of major changes include beaks instead of mouths, feathers, rocky skin texture, and
tails. These physical changes cannot apply any benefit, so no Ac bonus for a character with a rocky skin
texture.

Poor Dual Brain (Extreme, Automatic, Int): The mutant has a dual brain with an alternate personality.
Whenever the mutant enters into a stressful situation (such as combat), he must pass a Will save with a +3
bonus (usually DC 15, but this can and should be modified due to the level of stress in the situation) in
order to keep the other personality from taking over. The other personality hates the dominant personality,
but not necessarily the mutant’s allies. An hour after the stressful period is over, the dominant personality
regains control. The other brain has 2 points of mental mutations and access to all the dominant brain’s
skills and has the same ability scores. If the dominant brain is taken control of (via mental mutation,
psionics, or spell), the other brain takes over just as with a normal dual brain, but with the new personality.
Once the dominant brain is released from control, the dominant personality takes over control. Do not
allow this drawback unless the player agrees to roleplay it to the fullest.

Poor Memory (Extreme, Automatic, Wis): When entering into a stessful situation, the mutant must pass a
Will save with a +2 bonus (usually with a DC of 15, but this can and should be modified due to the level of
stress in the situation) or lose some of his memories. If the save roll is a natural 1, the mutant loses a full
day of memories; any other failing saves mean the mutant has lost 4 hours of memories. If memory loss
occurs, the character is automatically confused for 1 round as he takes stock of his current situation.

Radiation Sensitivity (Slight, Permanent, Con): The mutant suffer a –2 penalty to Fort saves against
radiation.

Reduced Ability Score (Slight/Moderate/Extreme, Permanent, Any): One of the mutant’s ability scores is
reduced by 1, 2, or 3 (depending on the version). Count the mutant’s mutations, whatever ability score is
linked to the majority of the mutant’s mutations, then consult Table 11: Related Abilities to find the ability
to be reduced.
Table 11: Related Abilities
Mutation Ability Reduce This Score
Str Int
Dex Str
Con Dex
Int Chr
Wis Con
Chr Wis

Siezures (Extreme, Automatic, Wis): Whenever the mutant enters into a stressful situation he must pass a
Fort save with a +2 bonus (the DC is usually 15, but it can and should be modified due to the level of stress
in the situation). On a roll of a natural 1 the mutant suffers from siezures for 2d4 rounds; any other failure
rolls mean duration of 1d4 rounds. During a siezure the muscles of the character’s body spasm and twitch
uncontrollably, causing him to fall to the ground helpless. The mutant remembers nothing that occurs
during the siezure.

Severe Phobia (Moderate, Automatic, Wis): The mutant has an overwhelming fear of something that is
relatively common. This includes things like birds, snakes, moving vehicles, enclosed spaced, heights, and
so forth. Whenever confronted with the object of his phobia, the mutant must pass a Will save (usually
with a DC of 17). If the roll fails, he drops everything and flees in terror. Even a passing save results in a
–1 penalty to all actions while the object of the phobia is present.

Sound Sensitivity (Slight, Permanent, Con): Normal background noise applies a –1 penalty to all actions,
loud conversations or similar noise inflicts a –2 penalty, while sirens, explosions, or other extremely loud
noises inflict a –3 penalty. Earplugs reduce the penalty by 1, but it can never reduce the penalty past –1.

Susceptible to Damage/Highly (Moderate/Extreme, Permanent, Con): Select a type of damage by rolling


1d6: 1-3 Piercing and Slashing, 4-5 Blunt, 6 Magic. Whenever the character takes damage from that type
of attack, increase the damage by 1 (or 3 for Highly Susceptible).

Temporary Weakness (Slight/Moderate/Extreme, Automatic, Any): Whenever the mutant uses any
mutation, he suffers a temporary loss of 2, 3, or 4 points (for the different version of the Drawback) from
the ability noted on Table 11: Related Abilities. The loss lasts for 1d4, 2d4, or 2d6 rounds (depending on
the severity of the Drawback). Mutations which are not consciously activated but function only in specific
circumstances (such as Energy Reflection) inflict the loss each time they function. Mutations that have no
activation (like Dermal Plating) do not activate this drawback. If the mutant has no activated mutations,
reroll this drawback.

Thermal Intolerance (Slight, Permanent, Con): The mutant has suffers a –2 penalty to any actions made in
hot and cold conditions.

Toxin Intolerance (Slight, Permanent, Con): The mutant suffers a –2 penalty to saves against poisons and
drugs.

Weak Immunity (Slight, Permanent, Con): The mutant suffers a –2 penalty to saves against disease,
infection, and biological agents. When the mutant is be treated to heal damage, the character administering
the healing (by way of the Heal skill) suffers a –2 penalty to the roll.

Weak Metabolism (Slight/Moderate/Extreme, Permanent, Con): The mutant suffers a –1, -2, or –3 penalty
(depending on the severity of the Drawback) to the following skills Balance, Climb, Jump, Swim, and
Tumble skill checks, and to all melee weapon and unarmed attack rolls. Also, any Strength-based skill
used by the character inflicts 1, 2 or 3 points of subdual damage to the mutant.

Wild Mutation (Extreme, Automatic, Wis): Whenever the mutant enters into a stressful situation he must
pass a Will save (usually with a DC of 16, but this can and should be modified by the level of stress in the
situation) or have one of his mutations activate on its own (DM’s choice). Mutations with durations of
more than a round allow a Will save chance each round to regain control. Mutations without activations
(like Dermal Plating or Gills) are not affected by this Drawback. If the mutant has no activated mutations,
reroll for this Drawback.

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