After the End, Gamma World, Goblinoid Games, House Rules, Mutant Future, Mutations, Post Apocalyptic, RPG
Now that the weekend is over, I tackle the last eleven beneficial physical mutations from Mutant Future, rewriting them so they use a Mutation Score to determine the power level of the mutation.
This list handles Parasitic Control through to Unique Sense.
If the character can attack and latch onto another creature for (6 – MSmod) rounds, he or she will maintain control over the creature as long as the two are in physical contact.
The mutant has developed a special tail. The tail is not necessarily a balancing tool, but more of an “additional limb”.
The tail can grapple objects like a hand (much like a new world monkey’s tail), allowing the mutant to hang from tree limbs, for instance, leaving the arms and legs free to perform other actions of a more complex and agile nature. Some typical bonuses granted by the mutation might be a bonus to Dexterity checks when climbing or balancing equal to the MSmod (doubled if climbing trees), etc. The tail can also be used in more mundane ways, such as holding a light source, so the character can employ both hands to fight. The tail cannot use weapons or hold a shield, however, as it is not quite that dexterous.
This mutation makes the mutant much quicker in all respects. Movement speed is increased by (MSmod x 1/3), mental tasks take (1/MSmod) as long to accomplish, and if the MSmod is +3 or higher, the character may attack two times per round in physical combat (not mental combat).
The character’s skin is essentially impenetrable to a particular form of energy. At character creation, roll 1d8. A roll result of 1-2 is electricity, 3-4 is heat, 5-6 is cold, and 7-8 is radiation. The mutant will reduce damage from this energy source by 5 x MSmod points per round or attack.
When provided with proper rest and food, this mutation allows the character to recuperate from injury at a staggering rate. Given time, mutants may re-grow severed limbs.
The character heals MSmod extra hit points per day. If he should be so unfortunate as to lose a limb or extremity (and survive), the lost body part will regenerate over a period of 1d4+2 weeks. A head may never be regrown, and characters do not regenerate from death.
The mutant’s vocal cords are substantially altered, allowing him to produce sounds both above and below the normal human auditory range. The culmination of this ability seems to be a focused shout, using the sonic vibrations on everyone in the immediate vicinity of the mutant.
Once per day, the mutant can let out a horrible shriek that affects everyone within MS-foot radius of him. Targets in the
area of effect must save versus stun attacks or take 1d4 points of sonic damage and be deafened for 1d6+MSmod rounds. Those who successfully save are unaffected. Mutants with the mutation echolocation suffer a -2 penalty to save.
Parts of the mutant’s body are covered with prickly spines which deal damage based on the MSmod, as follows:
MSmod | Damage
+1 | 1d3
+2 | 1d4
+3 | 1d6
+4 | 1d8
+5 | 1d10
Spines can be removed and thrown as a dagger. With a little effort, small spines (up to 1d4 damage) are capable of being hidden beneath normal clothing, but the medium and large spines are virtually impossible to conceal because of their size.
The character can see the heat generated by living beings, heat-emitting weapons, or other natural heat sources. This vision functions to a distance of MS x 5 feet if the mutant has ordinary vision as well, or to MS x 10 feet if thermal vision is the only form of sight the mutant possesses (the eyes emit infrared radiation to boost the distance). If a mutant has ordinary vision and thermal vision, the thermal vision is only usable in darkness, and it takes 1 round to transition between them. Immense flashes of heat or those coming from close proximity to the character can be overwhelming, blinding the character for 2d4 rounds.
The character is endowed with a weapon that is toxic to those affected by it. This could be in the form of a gas that affects everyone in a specific radius, a spray that can affect a specific target, or a bite/sting that affects a target at a range of touch. Some common types of toxic weapons are paralyzing venoms, blinding gasses or sprays, and acidic bodily fluids. The range or radius of the attack is up to MSmod x 10 feet. Any kind of poison has a poison class equal to up to 1/2 of the MS, or alternative effects may be designed with the ML with that table as a guideline.
The character can see the UV spectrum and will be able to see objects that emit this type of energy. This spectrum includes gamma radiation, x-rays, and other high intensity radiation. As a result, a character with this vision can see if areas have a high level of background radiation. At night, this vision allows a character to see to a distance of MS x 30 feet. Since this vision relies on heavy background radiation, it is not useful underground unless there is a source of radiation for illumination. If a mutant has ordinary vision and ultraviolet vision, the ultraviolet vision is only usable in darkness, and it takes 1 round to transition between each form.
The mutant with a unique sense may detect certain kinds of phenomenon that are not detectable by the usual senses. These might include the ability to “feel” radiation to a distance of MS x 5 feet, “smell” water within MS x 500 feet, or sense when certain kinds of weather are imminent. The player and Mutant Lord may devise an appropriate sense, and what its range will be. Some senses may have corresponding new organs.
Maciej Q-workshop said:
You got some mighty old dice of ours in your logo!
Send me your address and I’ll send You a new elven dice set to change the one You have now 😉
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