MATT'S
MUTANT FUTURE PAGE
Clarifications
Gigantism
Pick height 9' to 24' or 6'+3d6'
Size Bonus Mod: 9'=+1, 12'=+2, 18'=+3,
24'=+4
Size Ratio Mod: 9' x 1.5, 12' x 2, 18' x
3, 24' x 4
Damage: Add
additional damage dice as per Size Bonus Mod for hand to hand (HTH)
attacks.
Example: A sword does 1d8. In the
hands of an 18' giant it does 4d8.
Armor Class:
Penalize base AC according to Size Bonus Mod.
Encumbrance:
Adjust carrying capacity by Size Ratio Mod.
Example: A normal guy can carry 40 lbs
and still move 120'/40'. A 12' giant can carry 80 lbs and move
120'/40'.
Feats of strength:
STR characteristic score is not adjusted on the PC sheet, but strength
ability is by whichever mod makes more sense for the task.
Usually Size Bonus Mod for dice rolls and Size
Ratio Mod for capacity calculations.
Examples: A normal guy bashes a door 2
out of 6. An 18' giant gets +3 so bashes a door 5 out of 6.
If a normal guy
could bench press 150 lbs, a 24' giant could bench x4 or 600 lbs.
Force Screen
Can be used
twice a day. Greater
Force Screen is still once a day.
Additional Mutations
Blatently stolen from Gamma
World, and various post-apocalyptic rpg websites
Sentient Mind Detection (mental)
This allows
the mutant to detect sentient,
organic life (humans, animals, plants, aliens). R=180'
Repelling Odor/Gas Generation/Musk
(physical)
The mutant
can expel a gas or musk causing
repulsion, unconsciousness, blindness, death, etc... 30'
range.
Example: The mutant can produce a substance similar
to a skunk's musk. The stench overwhelms any creature that fails a
saving throw versus poison (WIL mod), and it must flee outside the
range (30'). Every 5 rounds a repelled creature may try to save
vs poison (WIL mod). If it succeeds it can approach again, but it
still has to save every 5 rounds or flee (each successful ST adds +1 to
the next). Creatures with enhanced smell are minus 5 to ST.
360 Degree Vision (physical)
The mutant has
multiple optical sensors around its
head, giving it a 360 Degree field of vision. This mutant gains a +5
bonus to its perception, and it cannot be surprised by visible
creatures or attacks. On the down side, because of the mutant being so
optically enhanced, the subject suffers two additional point of damage
per die from light based attacks.
Suspended Animation (mental)
A mutant with this
ability can slow its breathing,
heartbeat, and other life signs to almost stopped for up to 10 + WIL
mod minutes per CON point. The mutant is unable to perform any kind of
task during this time, as it appears that the mutant is dead. The
mutant must wait at least as long as the ability was used for before
using it again. Any mutation that can detect brainwaves will allow
detection that the mutant is alive.
Hold Breath (physical)
The mutant
can hold their breath for up to WIL
+ CON minutes.
Allergy (D) (physical)
The mutant
suffers a reaction to an ordinary
substance. So long as
he is in contact with it (breathing, touching, etc.), his reaction is
so severe that he can move at only half the normal rate and cannot
attack. Possible allergies are to animal fur or dander, pollen,
perfume/musk, or to some specific plant or animal.
Amphibian (physical)
The mutant
has the ability to breathe under
water. The mutant is
completely at home in the water (full movement, no penalties to
attacks, etc.). However, the mutant must submerge daily for at least a
few minutes or lose 1-6 hit points per day.
Healing Touch (physical)
The mutant
can heal the wounds of others by
touch. Each touch
bestows a number of hit points on the recipient equal to the mutant's
Constitution score. There is no limit to how many times this
power is
used, but it is only effective on a particular recipient once per 12
hours.
Universal Digestion (physical)
The mutant
is able to digest and derive
nourishment from anything
he can chew, swallow, or shove down his throat. Note: teeth are not
affected by this mutation, so the mutant cannot necessarily take bites
out of solid metal, but he can swallow nuts and bolts with no ill
effect.
Confusion (mental)
If the
mutant makes a successful mental
attack, the victim is
confused for 2d6 rounds. Roll on the table below to determine the
effect. Range: 60'
1-2 Stands still
3-4 Wanders in a
random direction
5
Performs an
incomprehensible/pointless action
6
Attacks randomly chosen opponent.
Danger Sense (mental)
The mutant
can sense imminent, active danger
on a ST of 15. Add
INT modifier to roll. "Active" danger means the mutant would
sense an
ambush, but not trap devices or poisons.
Enfeeblement (mental)
If the
mutant makes a successful mental
attack, the target's
physical strength is reduced to 3 as long as the mutant concentrates on
the effect.
Mental Battery (mental)
The mutant
can power any item within 30 feet
with mental energy
for up to their WIL in minutes. Every 10 min beyond that there is
a 5
percent chance of burnout (cumulative in a 24 hour period, or until
after 8 hours of solid sleep). Powering an item takes concentration;
the mutant can move while concentrating, but not attack or perform
complicated actions. Burnout: 01-50 Unable to use
power for one day,
51-79 Unconscious 1-20 min. plus Unable to use power for one day,
80-100 As 51-79 plus take 1-20 pts. damage
Mental Invisibility (mental)
The mutant
can mentally force creatures within
90' not to notice
him. The mutant must make a successful mental attack for each
creature
in range.
Mental Paralysis (mental)
With a
successful mental attack, the mutant
can paralyze a
target. The victim is unable to move or speak, but can still
think and
use mental mutations. The effect lasts as long as the mutant
concentrates on it, with a maximum of one minute per point of WIL.
Molecular Manipulation (mental)
The mutant
is able to bend and shape (but not
disintegrate) the
molecules of a particular material (metal, stone, plastic,
wood...).
This power can affect 10 cubic feet of material per 6 points of WIL
(rounded down). It is useable once per day.
Photographic Memory (mental)
The mutant
is able to imprint any image on his
memory and recall
it later in every detail. This power conveys the ability to
remember
well, but the player must state when the mutant is making the effort to
remember every detail of a particular sight.
Berries/Fruit (plant)
The mutant
produces berries or fruit with
properties that can
affect other mutants (but not the mutant itself). Possibilities
include: poison of random intensity (3-18), poison antidote
(halts
effects of any poison), heal 2-12 points of damage, radiation antidote,
sedative, stimulant, etc. Remember that berries are seasonal, and some
limits should be imposed on how long they remain effective (e.g. one
month of ripeness "on the vine" and two weeks of
freshness/effectiveness after being picked).
Burning Hands (physical)
The mutant
can emit heat from his hands (or
other appendages), doing additional damage in unarmed combat. The
damage is based on the result of a WIL ability roll by the mutant, and
lasts up to 12 rounds. The mutant has to wait at least as long as
they last used the ability before using it again.
succeed
by extra
damage
match or
+1 +1d4
+2 to +4
+1d4+2
+5 to +7
+1d8+2
+8 or
more +1d12+2
Sound Imitiation (physical)
The mutant
can perfectly imitate any sound he
has heard before, and has the ability to reproduce a Shriek (as the
mutation) immediately after hearing (and surviving) one. The mutant can
only reproduce each sonic blast once after hearing it, and doing so
causes 1 point of fatigue damage to the mutant.