Notes :
Planar Vision (P) With this ability, the mutant can penetrate the opacity of solid objects with his eyes, seeing through 1 meter of solid matter per point of mental strength. The mutant may read only the surface thoughts of other beings. Similar to mass mind, this mutation may affect more then 1 creature at a time, up to the mutant's MS/2. The mutant may also bring a like umber of beings under his/her mental control, inducing a dream-like trance state on them. While under the mutants' influence, they will obey his/her commands as determined by a reaction roll or mental attack, adding a dm+1 for every 6 points of the mutant's MS. The mutant can also implant 1 post-hypnotic directive for the target creature(s) to follow, lasting for 1 day per pt. of the mutant's MS afterwards, then fading. Selective amnesia or memory blocks may be implanted for the same duration. This allows the mutant to converse with other mutants with this mutation, via radio waves. The range for this mutation is 1 kilometer per point of MS. This mutation is line-of-sight only; meaning two mutants with this ability on opposing hemispheres of a planet cannot converse. This mutation is susceptible to all the problems regular radio transmissions face. The mutant may, upon scanner frequencies, attempt to "tune in" to any radio broadcast, upon a successful roll of 18+, (1d20).
This ability allows the mutant to transfer his mental essence into his own body - in the future! This ability allows travel 1 week per point of MS. Therefore a mutant with an MS of 18 could travel 18 weeks into his/her own future. If the mutant is DEAD when he/she arrives in the future, the mutant must immediately 1 day – 100% 5 weeks - 65% 1 week – 90% 6 weeks - 60% 2 weeks - 80% 7 weeks - 55% 3 weeks – 75% 8 weeks - 50% 4 weeks - 70% 9 weeks - 45% An unsuccessful try snaps the mutant's mind back into his body in the "present", doing 1d6 damage and causing 1-4 minutes of disorientation. This mutation may be used once a week and regardless of success, requires the mutant to rest 1d6 hours afterwards, doing nothing. With this ability, the mutant may transport himself, other beings, or inanimate objects through a dimensional doorway. The mutant may transport 10 kilograms more mass beyond his own weight, per point of MS. This mutation may be used once a week and drains the mutant of 50% of his hit points, requiring rest to rejuvenate lost vitality at the normal rate. This is the ability to transmute matter from one form to another. 1 centimeter of matter, per point of MS, may be affected. This mutation may be used once every 24 hour period. Through sheer force of will upon matter, a mutant may damage an opponent an amount of damage equal to the mutant's own hit point total, translating the opponent’s matter into energy. This mutation severely drains the user, making him/her fall unconscious for 1d6 hours and draining all but 10% of the mutant's own hit points. This mutation has a range of 1 meter, and damage is halved for every meter beyond that. This mutation may be used once a week. When a mutant with this ability spends 1 hour "memorizing" an area, he may teleport him/herself, inanimate objects, or another being instantly back to the area, no matter where the mutant is. Memorized locations fade after 1 day, so the mutant must re-memorize the area each day or "forget" it's unique quantum signature. This mutation affects anything up to the mutant's own body weight, plus 5 kilograms per point of MS. This is the ability to pin-point the mutant's exact location wherever the mutant may be, at all times. This mutation operates on the sub-conscious level, requiring no concentration to use. This mutation also allows the precise judgement of relative distances to objects or places and a +1 dm to hit with any non-powered weapon for every 3 points of the mutant's IQ. If the mutant is ever moved while unconscious, he/she sustains 8d6 of damage and is disorientated for 1d12 hours. The mutant can never "get lost", even if teleported. This allows the mutant to create a field of electromagnetic force within a radius of 20 meters. This mutation may dampen other electrical devices or powered vehicles. If delivered in one large pulse, it can fry electronic devices that are not shielded against EMP interference. This may be used once every 24 hours. The field only remains as long as the mutant concentrates on it. This allows the mutant to regenerate the lost hit points of another being at a rate of 10 points per point of MS. This mutation may used once a week. This mutation requires "touch" or physical contact. Afterwards, the mutant is drained of 10% of his/her own hit points and must rest 1d6 hours. This is the ability to generate one random mutational defect per melee, for 1d6 melees, in an opponent. Effects are permanent. This may be used only once a week. This allows the mutant the ability to project brilliant beams of energy at an opponent, doing 1d6 damage per pt. of CN. This may be used every 48 hours. This allows the mutant to use his own bio-energy field to recharge drained energy cells. One such energy cell may be fully restored per use. This mutation takes 1d8 hours to recharge a cell, and requires the mutant to rest for 24 hours. This allows the mutant to create a small pocket of "frozen time", affecting a one meter radius. Anything inside the field is held "in stasis" until the mutant concentrates on removing the field. This mutation may be used once a week. Heightened Density Control (P) This is the ability to control the mutant’s density on the atomic level. With this ability, the mutant can increase his/her density and physical attributes accordingly. This mutation may be used once a day and allows a +1 to all physical abilities per pt. of the mutant’s MS and lowers armor class by 5. The mutant can also control the gravitational attraction of his/her body to the physical world, allowing a form of ‘flight’. This flight works just as walking, i.e. the faster the mutant travels, the more taxing the effort becomes and the sooner he/she must rest. This allows the mutant to reconstruct him/herself after his/her body suffers a major physical trauma. At least 51% of the mutant’s body must remain intact for this mutation to work. The mutant takes 1 day for each 10% of his/her body to re-grow. After this re-growth period, the mutant will continue to function at a -3 to all attributes for another day. There is a 5% chance for every 10% of the mutant’s body that is destroyed, that all physical attributes will be permanently lowered by 1d4. For example, a mutant that has 45% of his/her body destroyed has a 20% chance of suffering permanent complications due to trauma. This allows the mutant to receive ‘thought impressions’ from inanimate objects. This ability subtracts 3 rolls from the Artifact Use Chart and a DM of -1 while figuring the artifact out. Beings with this mutation can get a general impression of who the previous owner was and what the artifact was used for. If the purpose is not familiar to the mutant, then the GM must describe in relevant terms what the object was used for. This mutation may be used once every 24 hours. Molecular Control Over Physical State (M) This allows the mutant, through sheer force of will, to affect the molecules in his/her body so that he/she can physically penetrate solid objects. This mutation cannot be used to breach any kind of force field or living material. It may be used once every 24 hours. Mutants with this ability can project an intense, searing beam of light from their eyes, doing 3d6 damage. This mutation may be used every round in lieu of any attacks with weapons as the mutant must concentrate and focus it’s vision to produce the beams. The effective range of this mutation is 10 meters and is dissipated in rain or fog. Mists and other reflective materials are immune to this form of attack. Ablative forms of protection will absorb the beam’s energy and ‘ablate’ until the ablative material has been destroyed, taking several turns to do so. This ability allows the mutant to see and hear through the eyes and ears of another. The mutant must ‘touch’ his/her victim initially, transferring special RNA molecules in the contact. The mutant can then later enter a trance-like state, activating the transferred RNA molecules in the host body, allowing the mutant to passively ‘possess’ the victim’s sensory apparatus. The mutant is unable to influence the victim in anyway, and is basically just ‘along for the ride’. Mutants with this ability can project a ‘psychic’ duplicate of their physical body. This psychic form may function on it’s own, directed by the mutant. The psychic body is visible as an ethereal form and if attacked by non-physical attacks will take damage. The psychic body has the same hit point total as the physical, and when it is killed, the mutant loses 10% of his/her own hit points and experiences ‘psychic shock’, stunning the mutant for 1d20 minutes. This allows the mutant to separate mind from body. While separated, the body lies in a comatose state, the mind dimly aware of it. The separation can last up to 1d4 days, +1 day for every 5 points of MS. At the end of this time, the mind must return to the body or the being’s consciousness will expand until it’s individual atoms lose cohesion and drift apart. If the body is killed, the consciousness will disintegrate immediately. This mutation may only be used once a week. Mutants with this gland secrete a viscous acidic substance that may be spit at a victim or applied through touch, depending on the mutant. The acid does 3d6 per melee until diluted by large amounts of water. This mutation may be used every other melee. Mutants with dual lung capacity have a second set of lungs - for breathing under water. The mutant may comfortably breathe on land or under water with no adverse effects. This allows the mutant to control his/her own body temperature, raising it or lowering it in regards to the prevailing conditions. The ranges of temperatures the mutant can withstand is derived from a base temperature of 20° Celsius, adding or subtracting 10° per point of CN. For example, a mutant with a CN of 18 could survive within an ice cold range of -160° Celsius to a steaming hot 200° ! This mutation does not offer a defense against hot or cold attacks as the mutant must concentrate 6 full rounds before optimizing his/her body temperature to the surroundings. Mutants with this ability are able to stretch or elongate portions of their anatomy due to the great elasticity in their cellular structure. The amount of change that may be applied to an appendage is +30 centimeters per point of CN. For example, a mutant with an 18 CN could conceivably stretch an arm 540 centimeters. Appendages that are elongated take double damage from all physical attacks. A mutant with this ability is able to utilize all physical attributes in the more efficient manner possible. After 1d4 minutes of intense concentration, the mutant is able to add 1 point for every 2 points of MS to each of his/her physical attributes. Mutants like this are able to travel twice as far as normal and need half as much food and water. Physical attributes slowly return to normal after 1 hour and the mutant must spend 1 day out of every two in deep, uninterrupted sleep or take 1d6 damage per hour afterwards. Metabolic Control gives a mutant 100% resistance to poisons and 50% resistance to other forms of illness; radiation affects the mutant normally. The mutant, while resting, recuperates hit points at a rate of 2 points per day, and any medicine works twice as fast as normal. Any appendages the mutant has are endowed with small poison producing glands. Horns, claws, spines, etc, all do intensity 3d6 poison damage in addition to their normal damages. These tiny glands produce enough poison for 1d10 uses per day. A being with this mutation is easily able to take mental ‘photographs’ of information he/she sees, or hears or experiences. Just hearing enough of a language will allow the mutant to speak it, although not fluently. Seeing a map only once, commits that map in perfect clarity, to memory. When using the Artifact Chart, these mutants take half the time figuring things out and apply a -4 DM to their rolls. With this ability, mutants, by touch, can cause living cell tissue to disrupt, doing 3d6 per melee of continued contact. The initial touch causes beings with a CN lower then 14 to become stunned for 1d6 turns, while beings with a CN 14+ and 17- are stunned for 1d4 turns. CN’s of 18+ are unaffected. Mutants with this ability get a +3 DM on the Reaction Table and are ‘naturals’ for leading. Other mutants generally tend to instinctively admire and respect such beings. Henchmen or hirelings will work at half pay. Charisma is raised 2 points, (not to exceed 18), and no moral checks are made against these individuals. This allows the mutant to emit a mental blast of conflicting reality at all targets within a 5 meter radius, friend or foe alike. Each target must save against mental attack or stagger around in confusion for 1d8 melees. Afterwards, all affected targets attack with a -3 DM applied to all attacks that are physical in nature. This mutation may be used once every 24 hours. This is the ability to throw out a 5 meter radius power-dampening field. All unshielded power sources are immediately drained and all powered machines are rendered inactive. Machines protected by force fields or specially shielded alloys are not affected by this mutation. This mutation may be used once every 24 hours. This is the ability to sense the most important features of any area not directly in the mutant’s sight. For every 2 points of MS, the mutant can ‘see’ 1 meter away. Example : The mutant comes up to a door. Inside the room, there are 6 Hoops. The mutant can ‘sense’ there are 6 large moving bodies in the room, but nothing else. Non-living items cannot be sensed therefore robots and other machines remain invisible. This specific ability allows a mutant to ‘see’ and area that is physically far away, in great detail as if the mutant was actually there. Range is 1 meter per point of MS. This mutation can be used once every 24 hours. Like Clairvoyance, this ability allows the mutant to have knowledge of places that are physically removed from him/her. However, only hearing is affected, allowing the mutant to hear anything that is said, any sound that is made. Range is 1 meter per point of MS. This mutation can be used once every 24 hours. All but the most basic physical processes of the body can be suspended with this mutation. A mutant with this form of bodily control can place him/herself into a state of suspended animation just by willing it. Each state may last up to 1 day per point of MS+CN. Example : A mutant with an 18 CN and an 18 MS can remain suspended for 36 days. During suspension, the body requires no food or water, and extremely little oxygen. The mutant decides how long such state will last, and if left undisturbed, will remain in suspended animation until he/she wakes. During this period, the mutant is essentially defenseless to attack. This mutation may be used once a week. This allows the mutant to send minute bursts of bioelectric energy at an opponent. A mutant can cause blindness, make nerves in an arm suddenly go limp, etc. Duration of the effect is 1d4 melee turns, +1 turn for every 6 points of MS. Effective range of this mutation is 1 meter. By concentrating for 5 melee turns, the mutant can temporarily channel his/her base MS score into a single physical attribute. Effects last for 1d6 hours. This mutation may be used once every 24 hours. After concentrating for 5 melee turns, the mutant can add half his/her base MS to IQ and to MS. Example : A mutant with an 18 MS and 10 IQ concentrates, adding +9 to IQ and +9 to MS. Effects last 1d6 hours. This mutation can be used once every 24 hours. This mutation requires 1 hour of undisturbed concentration and allows the mutant to actually reconstruct the atomic structure of inanimate objects, as long as at least 51% of the object remains. This power will not affect 'powered' or 'complex' objects, as determined by the referee. Example : Reconstructing a sword is relatively easy, however trying to reconstruct a warbot would be impossible due to the intricacy of it's components. The referee may wish to limit this power to only things the mutant may have some knowledge of. This mutation can be used once a week. This is the ability to share a peaceful, empathic, commune with all non-sentient life forms. Treat as a mental attack for animals not naturally friendly. (i.e., an angry bear, a hungry mountain lion, etc.) The more distraught an animal is, the higher the chance that it will not commune. Such animals warily skulk away. The mutant can temporarily drain an opponent's MS score, adding it to his/her own. Range is limited to a 1 meter area. Effects last 1d4 hours. This mutation may be used once a week. The mutant, by entering a state of cellular stasis, may slowly grow a copy of him/herself. The growth process takes 1 week, during which the mutant is helpless. Due to the strain of this mutation, it can only be used once a year. The 'clone' is a complete reproduction of the original, including all memories. As soon as the clone becomes aware of it's surroundings, it's personality will begin to diverge from the original, on a quantum level. As time goes by, the clone will develope it's own distinct personality based on it's own life experiences. During times of stress, this defect can lower the mutant's IQ and MS to '3'. There is a 25% chance during every period of great stress, that the mutant will lose his/her mental powers in this way. The effects are temporary, and as soon as the stress is eliminated, they quickly return to normal in 1d6 minutes. This allows the mutant to generate a 1 meter radius cone of complete silence. No sound may penetrate this cone, and the mutant is 100% immune to all forms of sonic attack. This mutation has a duration of 1d4 hours and can be used once every 24 hours. Genius Capability; Mechanical (M) Mutants who are mechanical geniuses are able to puzzle out the workings of all mechanical devices almost instantly. Also, they get a -2 DM on the Artifact Chart when trying to figure out an artifact. Any mechanical weapon built by such a mutant will do 1d6 extra damage. Genius Capability; Botanical (M) Mutants so endowed immediately recognize any common varieties of plant life and can point out anything potentially dangerous. They have an innate knowledge of plants' strengths and weaknesses, allowing them to do 1d6 extra damage while attacking. The mutant is able to grow vegitables almost anywhere, in half the normal time. The mutant unconsciously generates a field in a 30 meter radius which causes all sentient beings with an IQ lower then 16 to immediately 'like' the mutant. Beings with 17+ IQ must roll as if being mentally attacked. Genius Capability; Weather (M) Mutants with this ability can immediately sense changes in the weather and can predict coming storms and earthquakes up to 1d6 hours prior to the change. Mutants with this ability are able to use their own bioelectric fields to create a 'pulse' of electro-magnetic distortion affecting a 3 meter radius. All Electrical devices and unshielded components are instantly destroyed. Since the impulse is so powerful, the mutant falls unconscious for 1d8 minutes after sending such a pulse. This mutation can be used once a week. This allows a mutant to render an opponent unconscious through simple touch. The bioelectric field of the mutant 'shocks' the nervous system of the opponent though this 'touch'. Effect is instantaneous and lasts 1d20 minutes. The mutant has a 'spherical' eye, capable of 360 degree vision. The mutant cannot be 'snuck up on' and surprise rolls made against the mutant suffer a -5 penalty. |