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.