Gamma Nova
Nova list of Radiation and Mutations:
Master List of Mutation Effects and Radiation
Poisoning Damage
Situation Time
of Exposure
1
round 1 minute 10
mins. 1 hour 1
day
Character in irradiated area:
Lightly irradiated weak
weak weak
weak weak
Moderately irradiated weak
weak low
low
low
Highly irradiated
low low
moderate
moderate moderate
Severely irradiated moderate
moderate high high
severe
Character exposed to radiation source:
Mildly radioactive weak
weak low
low
low
Highly radioactive moderate
moderate high high
severe
Severely radioactive moderate
high severe
severe severe
There are four levels of Mutagens: Weak to Low, Moderate, Strong to High, and Intense to Severe. A Fortitude Save must be made with the following DC’s; Weak 5, Moderate 10, Strong 18, Intense 22+. If the save is failed, the PC will acquire a random mutation from the Mutagen Result table. Pure Strain Humans have a +5 racial bonus to their saves against Moderate and Strong mutagens. A single mutagen source can affect a PC only once in a 12-hour period, unless it is of Intense level. Successful resistance to a mutagen gives a +1 bonus to all other mutagenic exposure for the next 12 hours.
Radiation Poisoning
Intensity Fort
Save DC Initial Damage Secondary
Damage
Weak/Low 5-9
1d2
Con 1
Con
Moderate 10-17
1d2
Con 1d2
Con
Strong /High 18-21
1d3
Con 1d3
Con
Intense/Severe 22-24
1d6
Perm Con 1d4 Con
If even a single point of damage from a radioactive source or weapon gets through protection, the PC must immediately make a Fort Save with the DC set by the table above according to the level of intensity of the radiation. Genotype bonuses do not apply to this roll. If a PC fails the first Fortitude save, he takes the initial damage. Even those who resisted the initial damage must make a second save to avoid the secondary damage. Anyone who failed either save and took any temporary or permanent Con damage now suffers from radiation poisoning, and must make a Fort save against the same DC every 24 hours or suffer the secondary damage again. Treat injury can be used, with a difficulty class the same as the DC of the intensity of the radiation, and if successful drops the intensity one level (strong to moderate, moderate to weak, weak to cured, etc.). If the player takes even one point of damage, he must also roll another Fortitude save (the DC being the level of the radiation) or undergo mutation. Use the table below to find out what kind of mutation the player gains.
Mutagen Result Table
Weak Source Moderate Source Strong
Source Intense Source Result
1-6 1-5
1-4
1-3
Minor
Positive Mutation
7-12 6-10
5-8 3-6
Minor
Negative Mutation
- 11
9-10
7-9
Major
Positive Mutation
- 12
11-12
10-12
Major Negative Mutation
Back to top
Master List of Mutations-Positive Minor
| 01 Ability Enhancement GWPH p. 94 02 Claws DW p. 78 03 Adrenaline Boost GWPH p. 94 04 Improved Hearing GWPH p. 94 05 Improved Vision GWPH p. 94 06 Inkwell GWPH p. 94 07 Metabolic Boost GWPH p. 94 08 Nimble Fingers GWPH p. 94 09 Parasite GWPH p. 94 10 Strong Grip GWPH p. 94 11 Illusions GWMM p. 26 12 Light Distortion Field DW p. 82 13-14 Photogeneration *new 15 Sensory Antennae *new 16-17 Quills *new 18-19 Green Skin *new 20-21 Density Control (others) *new 22 Increased Body Density DW p. 82 23 Optic Emissions DW p. 84 24 Psionic Resistance *new 25 Rad Feeder *new 26-27 Gas Generation *new 28 Changeling *new 29 Magnetic Senses *new 30-31 Defensive Field *new 32-33 Dermal Suction DW p. 78 34-35 Chameleon Epidermis DW p. 78 36 Cryokinesis *new 37-41 Tailed GWPH p. 216 *new 42-43 Simian Deformity DW p. 85 44-45 Skeletal Fortification DW p. 85 46-47 Spontaneous Electric Charge G. DW p. 85 48-49 Weather Manipulation GWPH p. 210 50-51 Hyper Olfactory (Scent) DW p. 82 52-54 Aberrant Horn Development DW p. 75 55 Stench DW p. 86 |
|
New Positive Minor Mutations:
Mane & Bristles
This mutant has a ruff of thick, heavy long fur over his head, neck,
throat, back, and shoulders, and a set of fine, sensitive whiskers similar
to a feline.
Benefit: The mutant gains +1 on Reflex saves, and +2 on Search
checks where he can get down on all fours and use his whiskers as sensing
devices. He receives a +1 natural armor bonus and a +4 Fortitude save
on physical attacks that target the head/neck (Decapitating attacks,
etc.).
Advancement: This mutation may be advanced once, whereby the
mutant gains a shaggy fur all over his body, gaining +1 natural armor
bonus all the time, and a +4 Fortitude save vs. slashing, piercing,
or bludgeoning attack forms that require one. Note that this mutation
cannot be advanced if the character already has another type of skin
mutation (Such as Protective Dermal Development, for example).
Heightened Balance
The mutant with this power has developed a fine sense of motor control
and knowledge of where his body exists in three dimensions, due to a
random mutation in the balance center of the ears.
Benefit: The mutant receives a +2 circumstance bonus to all
Reflex Saves, and a permanent +4 bonus to all Balance checks.
Advancement: This mutation may not be advanced. It cannot be
taken with the Underdeveloped Organ, Inner Ear defect.
Photogeneration
Using a formerly dormant pseudo-gland in the brain, the mutant generates
a powerful burst of light to emit from within his own mind, amplified
by the lenses of his eyes.
Benefit: Creating a Photogenerative impulse is a ranged touch
attack, and the opponent must make a Reflex save (DC is 10+1/2 the character’s
level + his Con modifier) or be blinded for 1d6+2 minutes. A second
Fortitude save (DC 15) needs to be made a minute later, or else the
opponent is blinded permanently. The mutant can use this power a number
of times a day equal to his Con modifier (minimum one time per day,
even if his Con modifier is negative).
Advancement: The mutation can be advanced three times. The
first advancement doubles the duration of the time the opponent is blinded,
and makes the Reflex Save at a -2. The second advancement makes the
beam into a cone with a base of 30’. The third advancement makes
the cone into a burst, with everyone within a 30’ radius around
the mutant affected by the searing, intense light.
Sensory Antennae
The character with this mutation sprouts two long, filamentary strands
just above the eyebrows.
Benefit: These highly-sensitive organs can detect the presence
of heat and electric activity within 50 feet. If a warm-blooded creature
is hiding in the area, the mutant gains a +5 bonus on his Spot check
to locate it. Functioning electronic devices (including computers and
digital time bombs) are difficult to conceal from the character, who
gains another +5 bonus to detect these within his range as well. The
mutant also gains a +5 bonus to detect a Bluff or Disguise check to
determine if a creature is an Android or other synthetic life form.
Advancement: Each advancement of the mutation nets the creature
an extra 20 feet of range, and a further +2 bonus. The mutation can
only be advanced 5 times (for a total of 150’ range, +10 bonus
maximum).
Quills
The mutant with this power has poisonous spines growing from his heels,
elbows, knees, wrists, and shoulders. Benefit: With a successful
grapple attack, the mutant delivers his potent venom to the victim.
He can also fire these quills as a ranged attack. They have a range
of 10, and do 1d3 points of piercing damage. If hit by a flying quill
or scratched by a grapple attack, the opponent must make a Fortitude
save (DC is 10+1/2 the mutant’s level + his Con modifier) or take
2D6 temporary Dexterity damage. The ability score loss lasts for 1 day.
The victim of these attacks often flop around on weakened limbs, with
joints giving up as the toxin spreads through their bloodstream.
Advancements: Each advancement of the mutation increases the damage
by 1d3, the duration by 1 day, and the Fortitude Save DC by 2. The mutation
can only be advanced 5 times.
Green Skin
The mutant has developed from partial plant stock, and so has developed
an atavistic development returning him to his “roots”.
Benefit: The character's skin is a bright green color, making
it impossible for him to pass as human, but giving him a +6 circumstance
bonus to hide in forested areas. He also needs only 1/4th the food requirements
of a normal character, provided he can get adequate water and sunlight.
The photosynthetic process that sustains the mutant also makes it impossible
for him to have any other dermal mutation (the character cannot have
the Chameleon Epidermis, Protective Dermal Development, or the advanced
form of the Mane and Bristles mutations, or the Hirsuite Horror or Skin
Structure Change defects and this mutation. If he rolls this mutation
randomly and he already has one of these mutations, re-roll it.).
Advancements: This mutation can only be advanced twice. The
first advancement allows the character to actually survive without food,
so long as he can enjoy 4 hours of sunlight a day. If he does not, he
needs to each 1/4th the amount a normal-sized member of his genotype
would or suffer the effects of starvation as normal. The second advancement
of this mutation actually allows the mutant to regenerate at twice the
normal healing rate (2 x his level per day) so long as the mutant can
enjoy 8 hours of sunlight a day. If he gets less than 8 hours, he heals
as normal.
Density Control (others)
The mutant with this mutation enjoys the incredible power to make his
enemies actually slow down in combat, as the molecules in their bodies
become denser than normal.
Benefit: The mutant can target one living creature within 30’
with this power. The target must overcome a Reflex save with the DC
of 10 + ½ the mutant’s level + the mutant’s Dex modifier.
If the target fails, it is slowed; it may only make a single attack
or move action each round, but not both, nor may it take a full-round
action. Slowed creatures suffer a -2 penalty to Defense, melee attack
rolls, melee damage rolls and Reflex saves, and may only jump half as
far as normal. The effects of this power last 1d6 rounds, after which
the molecules in the target’s body return to normal. A mutant
can use this power a total number of times per day equal to his Constitution
modifier (or at least 1 time per day if his Con modifier is a negative
number).
Advancements: Each advancement of this power increases the
duration that the power lasts by 1d6, and increases the difficulty of
the saving throw by +2.
Psionic Resistance
A mutant with this ability can shrug off the telepathic Neural mutations
of others more easily, as his brain is configured differently than most
humanoids.
Benefit: Whenever the mutant is forced to make a Will save
vs. a Neural mutation or psionic or psychic attack, he gains a +5 inherent
bonus to his saving throw. In addition, even if he fails his saving
throw, the effects of the telepathic power only last half as long as
normal (if longer than instantaneous). If the mutant is normally allowed
a Will save for half damage from a mental attack, on a failed save he
only takes half damage, or no damage for a successful save.
Advancements: The power can be advanced five times; each advancement
raises the inherent bonus by +1 (to a total +10 bonus maximum).
Rad Feeder
The Deadlands give rise to all sorts of bizarre forms of life, adapted
to survive and cradled in their radioactive bosom. The Rad Feeder mutant
actually is able to turn doses of lethal radiation into energy he can
use to heal his body from injury.
Benefit: Using the Radiation Chart, determine the level of radiation.
If the mutant is in a Weak/Low or Moderately Irradiated area, he regains
1 hp of damage per day over and above his normal healing rate. If in
a Strong or Highly Irradiated area, he regains 1 hp per hour. If he
is within a Severe/Intensely Irradiated area, he regains 1 hp per round.
Exposure to brief forms of radiation which do not last an entire round
(such as being hit by a Mutation Grenade or a Fusion Rifle) do not heal
the character at all.
Prerequisite: The mutant with this mutation must also have
the Radiation Immunity Minor mutation. If he doesn’t, the mutation
is dormant in him. The mutant cannot have the Radiation Leak Major Defect
with this power. If this power is rolled randomly and the mutant already
has that defect, re-roll it.
Advancements: This mutation cannot be advanced.
Gas Generation
The lungs of the character have unique biochemical factories which enable
the mutant to expel a cloud of greenish-black gas.
Benefit: This gas fills a sphere with a radius of 30’ around
the mutant. Anything within the thick, billowing vapor gains the benefit
of 9/10ths concealment. The gas lasts for 1d6 rounds per point of the
mutant’s Con modifier (a minimum of 1d6 rounds if the Con mod
happens to be negative). The mutant can expel gas a number of times
a day equal to his Con modifier (or at least once, if hid Con mod happens
to be negative).
Advancements: The mutation can only be advanced twice. The
first advancement makes the gas irritating and annoying: creatures within
must make a Fort Save (DC equal to 10 + ½ the mutant’s
level + the mutant’s Con modifier) or be nauseated for 2d4 rounds.
The second advancement makes the gas caustic as well; in addition to
the concealment and the nausea, anyone inside the cloud also takes 1d4
acid damage per round as tiny droplets condense on the skin.
Changeling
The mutant’s skin and body structure are highly adaptable: from
birth, he has been able to fit into whatever crowd of people is most
advantageous. A survival mechanism usually found in the insect world,
this mutation may have been a deliberate attempt to make sure some particular
DNA survived no matter what final form the human race took on.
Benefit: By touching another humanoid creature (the donor), the
mutant can morph his body; massive adrenaline factories enhance the
cell production of the mutant, changing his skin color, height, weight,
gender, and size (within 1 step up or down) to match that of the donor.
The mutant gains a +10 species bonus on Disguise checks to pass as a
member of that creatures’ race (Pure Strain Human, Gren, Underling,
Hisser, Serf, etc.). He can even hide his own physical mutations with
the use of this power, so long as he is able to touch a non-mutated
human. If he loses a limb due to this change, the limb is unusable until
he resumes his normal shape (such as losing legs to become a Hisser).
If he attempts to impersonate a specific member of a race, he gains
a +5 bonus to his Disguise Check. Note that the mutant doesn’t
actually gain any of the mutations or powers or abilities (other than
perhaps gaining a swim or climb speed) of the donor from the change—the
effects are only cosmetic. The mutant can only use this power once per
day, and the change lasts until the mutant wills it to end or he loses
consciousness (normal sleep does not end the effects).
Advancements: Each advancement of the mutation adds +1 to the
number of times the mutant can use the power per day.
Magnetic Senses
The character with this mutation grows a hard, metallic tentacle from
his scalp.
Benefit: This organ is actually an electromagnetic receptor, and
can detect the presence of magnetic disturbances within 100 feet. If
a robot or synthetic life form is located within the area, the mutant
can detect it with a DC 15 spot check. Hovercraft and advanced flying
machines (such as hoverbikes and patrolling Police Robots) are difficult
to conceal from the character, who can use a Listen roll to detect these
propulsion devices at twice the normal distance. The mutant can also
pick up radio signals (AM/FM/Walkie-Talkie) with his mutation as well,
tuning in his reception by force of will.
Advancement: Each advancement of the mutation nets the character
an extra 50 feet of range. It can only be advanced a total of 5 times,
for a total range of 350 feet.
Defensive Field
The mutant has developed an advanced nervous system, whose electric
impulses do a lot more than deliver sensations to the brain: they actually
protect the character from contact. Each tiny nerve ending acts as a
node for a complex electrical “net” or field.
Benefit: As a move action, the mutant can activate this field,
which inflicts 1d6 electrical damage upon anyone touching the mutant
or striking him with a metal weapon in melee combat. Anyone damaged
by this field must also make a Fortitude Save (DC equals 10 + ½
the mutant’s level + the mutant’s Con modifier) or be knocked
unconscious for 1d4 rounds. The field lasts for a total of 3+the mutant’s
Con modifier in rounds (at least 4 rounds in the case of a negative
Con modifier). He can use this power a number of times a day equal to
his Con modifier (at least 1 time per day in the event of a negative
Con modifier).
Advancements: The mutant can advance this power three times.
Each advancement increases the damage done by the field by 1d6, and
increases the number of times he can use the power a day by 1 (to a
maximum of 4d6 damage, 4+Con modifier rounds).
Cryokinesis
The brain of the mutant can send waves of force that drastically slow
down the movement of the molecules in a target’s body, effectively
chilling them to the bone.
Benefit: The character can affect one target within 30’
and do 1d4 points of cold damage for every 2 character levels. The target
can make a Reflex save (DC equal to 10 + ½ the mutant’s
level + the mutant’s Dex modifier) for half damage. Generating
the cold blast is a full-round action. The mutant can use the mutation
a number of times per day equal to 3 + his Con modifier (minimum 3 in
case the Con modifier is negative).
Advancements: Each advancement of this mutation allows the
character to pick another target within 30’, and increases the
Reflex save by 1.
Tailed
The mutant gains a tail like that of a monkey or a dinosaur.
Benefit: While it is obvious the character is a mutant, he
can use the tail either as a whip (1d4 damage, range 10’) or as
a club (1d6 bludgeoning damage) whenever the full attack option is used.
If the mutant has natural attacks (claws) secondary attacks are made
at -5. Feats such as Multiattack can reduce this penalty. He also gains
a +2 inherent bonus to Balance checks, Trip attempts, and opposed Grapple
checks.
Advancements: This mutation can only be advanced twice. The
first time allows the mutant to be able to use the tail as a primary
attack, with no penalties, even making attacks of opportunity with it.
Special: The character cannot wear normal armor unless it is altered
to fit his anatomy.
Anti-Life Leech
The power reserves of the mutant’s cell structure are resilient
and difficult to damage.
Benefit: Whenever the mutant is attacked by a life-draining
attack (such as the Serf’s Life Drain attack, or the Ark’s
Life Leech ability), the power is turned back on the attacker instead.
In the case of Life Leech, the mutant gains the hit points, while the
initiator of the attack takes the damage. In the case of the Life Drain,
the mutant is completely unaffected by this power (he is not forced
to make a save, as he is immune). Should the situation arise, he is
also immune to life-draining attacks, and negative levels. Negative
energy actually heals the character.
Advancements: None.
Back to top
Master List of Mutations-Negative Minor
| 01-05 Ability Degradation GWPH p. 94 06-07 Cowardice GWPH p. 94 08-10 Cracking Joints GWPH p. 94 11-12 Glass Jaw GWPH p. 94 13-14 Greedy Metabolism GWPH p. 94 15 Malformed Mouth GWPH p. 94 16-18 Soft Skin GWPH p. 94 19 The Hirsute Horror GWPH p. 94 20-22 The Stench GWPH p. 94 23-25 Tribal Mentality GWPH p. 94 26-28 Weakened Hearing GWPH p. 94 29-31 Weakened Vision GWPH p. 94 32-33 Light-Sensitive *new 34 Fear Impulse *new 35-36 Periodic Amnesia *new 37-38 Heat Reaction *new 39 Attraction Odor *new 40 Fat Cell Accumulation *new 41 Weight Decrease *new 42 Light Dependency *new |
43 Skin Structure Change *new 44 Narcolepsy *new 45 Phobia DW p. 89 46-48 Aberrant Deformity DW p. 86 49-52 Adrenaline Deficiency DW p. 86 53-55 Anaphylaxis DW p. 87 56-58 Attention Deficit DW p. 87 59 Bilirubin Imbalance DW p. 87 60 Bizarre Pigmentation DW p. 87 61-64 Night Blindness DW p. 89 65-68 Brachydactyly DW p. 87 69-72 Dyslexia DW p. 88 73-76 Hunchback DW p. 89 77-80 Immune System Abnormality DW p. 89 81-84 Negative Chemical Reaction DW p. 89 85-89 Photolumin. Aural Emission DW p. 90 90-94 Photosensitivity DW p. 90 95-98 Roll Twice 99-100 Roll on the Major Negative Mutation Table Instead |
New Negative Minor Mutations:
Fear Impulse
The mutant has experienced traumatic events at critical stages of his
mental development, and cannot cope with new experiences.
Penalty: Whenever the mutant has taken damage over ½
his hit points, or been forced to make a Massive Damage check, from
that point on all attacks similar to the one which caused the damage
(gun, physical creature attack, mutation effect) will be greatly feared
by the character. When forced to confront his fear, the character must
make a Will Save (DC 15) or Cower. Even if he faces his fear, he will
be Panicked for the remainder of the encounter, and may flee.
Advancement: Each advancement of the mutation increases the
DC by 2.
Periodic Amnesia
The mutant’s inner mind cannot process forces beyond its immediate
control When forced into these situations, it retreats within itself
and deliberately blocks the painful memories.
Penalty: This occurs whenever the mutant has taken damage over
½ his hit points, or fails to make a Massive Damage check. From
the point that he is pushed over this threshold, until the character
has recovered (completely healed his hit points back to maximum) he
will have no recollection of the events. This time period will be a
complete blank when he tries to remember them. The last thing he remembers
is being hit by whatever caused the damage. If the character gains experience
from defeating a creature, this experience is lost until he can somehow
regain his memory of the event.
Advancement: Each advancement cuts the multiplier by ½,
i.e. if he takes damage equal to ¼, or 1/8 of his total hit points.
Heat Reaction
The character’s skin and internal organs are incredibly sensitive
to variations in temperature, as if the body were actually cold-blooded.
Penalty: The mutant adds +1 point of damage/die from fire or
heat effects.
Advancement: Each advancement of this defect adds +1 to the
die damage (maximum of +5).
Attraction Odor
The mutant gives off “prey pheromones” which distract those
creatures whose diet consists of mainly meat.
Penalty: The character can easily be tracked by his scent,
and the range at which he can be sensed by such a feat is effectively
doubled. In addition, he suffers a -2 circumstance penalty when using
the following feats: Bluff, Diplomacy, Disguise, Gather Information,
and Intimidate, where the creature he is attempting to influence is
a carnivore (but not an omnivore, so it would affect Lions, but not
Stock humans).
Advancement: None.
Fat Cell Accumulation
The character’s body is subject to the production of more fat
cells than any other. The fats in his food do not break down, and instead
are stored. A full 50% of other food intakes are mistakenly stored as
fat as well.
Penalty: The mutant suffers a speed reduction of 1/3 (so a
move of 30 would become 20). He can only carry ¾ of his normal
weight allowance, and uses only half his Constitution for checks regarding
Swim, Climb, Run, and other physical effects. His weight increases 150%.
Advancement: The mutation can only be advanced once. If so,
the mutant loses ½ his speed, and can only carry ½ his
normal weight allowance. He can only hold his breath for 3 rounds, and
cannot swim or climb effectively. His weight increases 200%.
Weight Decrease
The mutant’s body cannot hold onto fat cells, which are burned
through at an incredible rate. Also, his bones and muscle structure
begin to fail as they are stripped to feed the body’s inordinately-consuming
nature.
Penalty: The mutant with this defect has a -1 circumstance
penalty to his to hit rolls, and can only carry ¾ of his normal
weight allowance. He also has a circumstance penalty of -5 when he is
grappled, trampled, overrun, or tripped, as he can’t effectively
hold his ground with his atrophied musculature. The mutant suffers a
weight loss of 25%.
Advancement: The mutation can only be advanced once. If so,
the mutant loses 50% of his current weight, and can carry only ½
his normal weight allowance. He suffers a -2 penalty to Strength in
addition to the -1 from the first application of this defect, and a
-10 circumstance penalty when grappled, trampled, overrun, or tripped.
Light Dependency
The mutant has come to live in such a UV-saturated environment that
his body cannot exist without massive doses of this radiation.
Penalty: The mutant takes 1d6 damage per round – his
Con modifier (minimum of 1 point) when in complete darkness. This lessens
to 1d6 damage/hour in torchlight/starlight conditions. He is not affected
by weapons that blind opponents (dazzle rifles, photon grenades).
Advancement: Each advancement of this defect causes a d6 extra
damage (maximum 5d6).
Special: This defect cannot be chosen with either the Sensitive
Sight mutation or Albinism defect.
Skin Structure Change
The membranes of the mutant’s skin are extremely porous, and tend
to osmose more and more fluid until the cells burst.
Penalty: The mutant takes 1d6 damage/round when immersed over
25% in water, and 2d6 damage/hour when exposed to rain.
Advancement: Each advancement of the mutation adds 1d6 to the
damage taken (maximum 5d6/round for immersion, 6d6/hour for rain).
Narcolepsy
The mutant’s brain cannot handle the stress of combat, and tend
to retreat into a pleasurable “sleep zone” when threatened.
Penalty: When making a Intelligence-based skill check (Disable
Device, Decipher Script) where the mutant’s life or the life of
his companions are in danger, have the mutant roll a Will Save (DC 15).
If he fails, he falls Unconscious, just as if he had been damaged down
to 0 hit points, for a duration of 2D4 rounds – Con modifier (minimum
of 1 round). During this time, he had best have friends present, otherwise
he can be coup de grace’d easily by an opponent who takes a full-round
action.
Advancement: Each advancement causes the DC to increase by
2 points.
Light Sensitive
The person with this mutation is used to living a life in complete darkness,
either underground or in some sort of unlit facility.
Penalty: The mutant suffers a -4 circumstance penalty on all
attack, save, and skill rolls in direct sunlight, or any bright, intense
light. Sunglasses do not help, and the character can only avoid the
debilitating effects by completely covering his eyes.
Advancement: Each advancement of the ability increases the
penalty by 2, to a maximum of -10.
Back to top
Master List of Mutations- Positive Major
| 01-02 Arachnofiber Production GWPH p.
94 03-04 Fire Lungs GWPH p. 94 05-07 Frog Legs GWPH p. 94 08 Harmonious Pheromones GWPH p. 94 09-11 Mental Overdrive GWPH p. 94 12-13 Solar Discharge GWPH p. 94 14-15 Sonic Scream GWPH p. 94 16-17 Stinger GWPH p. 94 18-19 Wings GWPH p. 94 20-21 Energy Immunity DW p. 79 22-23 Radioactive Vision *new 24-25 Independent Cerebral Control DW p. 82 26 Life Drain *new 27-28 Intuition *new 29 Repulsion Field *new 30-32 Life Leech *new 33-34 Displacement *new 35-38 Force Field Generation *new 39-40 Sonic Reflection *new 41-43 Incorporeal *new 44-47 Confusion *new 48-50 Directional Sense *new |
51-54 Energy-Retain Cell Structure DW p. 80 55 Devolution *new 56-57 Autism DW p. 77 58-59 Density Control (self) *new 60-61 Mass Mind *new 62 Molecular Disruption *new 63 Thought Imitation *new 64 Fragrance Development DW p. 81 65 Sound Mimicry *new 66-67 Protective Dermal Development DW p. 84 68-70 Pyrokinetic Pulse Generation DW p. 84 71-73 Adrenaline Control DW p. 77 74-76 Dual Cerebellum DW p. 79 77 Dual Headed DW p. 79 78 Extreme Resilience DW p. 81 79-81 Interior Moisture Reservoir DW p. 82 82-86 Neural Mutation – Precognition 87-91 Neural Mutation – Telekinesis 92-96 Neural Mutation – Telepathy 97-98 Pick One Mutation 99-100 Roll Twice |
New Positive Major Mutations
Directional Sense
This mutant has developed a fine sense of motor control and knowledge
of where his body exists in three dimensions.
Benefit: The mutant cannot get lost, as he automatically knows
which are the cardinal directions, and exactly how far it is from known
places (for example, he would know he is precisely 27.6 miles from his
last encampment, 76.2 miles from his home base, and 5.3 meters from
the last rock he climbed over). He gets a +2 bonus to his ranged attack
roll if he has been in a location where his target is now standing,
and enjoys a +5 bonus on his Navigate and Survival Skills as they relate
to distance.
Advancement: None.
Devolution
Using the power of his will and also the inherent mutagenic strands
of his own DNA, the mutant can effectively remove the effects of mutation
from a creature, making it more like its primitive ancestors.
Benefit: The mutant must make a touch attack against the target.
If the target fails a Fortitude Save vs. a DC of 10 + the mutant’s
Con modifier + ½ the mutant’s level, the target is stripped
of one random mutation or defect (player’s choice as to which).
If the mutation has been advanced, he can only remove one advancement.
This is very draining to both the mutant and the target, who immediately
take 5d6 nonlethal damage. The mutant must first have the Radiation
Immunity mutation to have this power.
Advancement: None.
Density Control Self
Straining the limits of his elastic body and powerful adrenaline super-pituitary
gland, the mutant can spontaneously grow to titanic proportions.
Benefit: The mutant has the incredible power to make himself
one size category larger at will. He can do so for 1d4 + Con modifier
in rounds, once per day. He gains all the benefits and suffers all the
penalties of the new size category. This affects the mutant only, not
his equipment.
Advancement: Each advancement of this mutation increases the
mutant’s Strength and Constitution by +1, but his size category
does not change. He must possess the Elongation mutation first before
he can apply the effects of Density Control. If he does not possess
Elongation, the mutation is dormant in him.
Radioactive Vision
Similar to the mutation Optic Emissions, the mutant with this power
has the ability to generate streams of powerful ions within his skull,
and fire them by focusing the beams through the lenses of his eyes.
Benefit: The character can use his Radioactive Vision to target
one creature with a base range of 30’ and do 2d4 points of energy
(radiation) damage. The attack is an invisible ray, and as long as the
mutant can see his target (the target has less than 100% cover or concealment)
he cannot miss. If the target is hit by the attack, a saving throw (Fortitude
DC 15) must be made, or the target will take radiation poisoning Con
damage, just as if he had been exposed to a Moderate level source of
radiation. Failing the secondary save means the target can gain mutations
as a result of the radiation as normal. Generating the radiation and
firing it is a full-round action. The mutant can use his Radioactive
Vision a number of times per day equal to 3 + his Con modifier (minimum
3 in case the Con modifier is negative).
Advancements: Each advancement of this mutation allows the
character to increase the damage by 1d4.
Life Drain
When a mutant uses this power, a small, specialized organ in his brain
dies, and telepathically projects a “genetic shutdown” message
to all living creatures nearby. The mutant’s power even affects
microbial life, making the area of his signal a barren, dead waste in
which nothing will grow again.
Benefit: Every living thing within 30’ of the mutant
when he uses this power must make a DC 12 Fortitude save, or be reduced
to -1 hit points, exactly as if they had been hit by a massive damage
attack. Creatures affected naturally stabilize, and do not lose any
further hit points. Biotech devices, plants, and beings normally immune
to massive damage are all affected by this devastating power, although
non-sentient Constructs are not. The mutant using this power is not
immune to it’s effects, and may very well find himself killed
by his own mutation, if he fails his save. The psionic organ takes 1
month to re-grow, and in the meantime the power cannot be used. If the
mutant is interrupted during the full-round attack, he must make a Concentration
Check or lose the use of the power for another month as it “malfunctions”.
Certain mutations make this power less devastating: a mutant with Anti-life
leech is immune to its effects completely.
Advancements: This mutation cannot be advanced.
Intuition
The brain is an incredible organ for processing thought…even those
belonging to someone else. Mutants with this ability can sense the initial
reactions of their opponents, reading their unconscious body language
and knowing what actions their foes will attempt almost as soon as they
do.
Benefit: The mutant with this ability is never caught flat-footed,
and receives a +1 intuitive bonus to Defense, and on attack and initiative
rolls.
Advancements: This mutation cannot be advanced.
Repulsion Field
The mutant has learned to use the planet’s natural magnetic field
to surround his body like a sheath, and to repel the effects of kinetic
attacks.
Benefit: Erecting a Repulsion Field is a move-equivalent action.
The field is invisible, and while up, the mutant is protected in all
directions from physical attacks. The field acts as a barrier, absorbing
the force of any melee weapon, natural weapon, or projectile. It has
30 hit points of resistance. Damaging the field over 30 hit points brings
it down immediately. The field automatically regenerates 1d6 hit points
on the mutant’s initiative. Radiation and Energy attacks penetrate
the field as if it did not exist. The mutant can use this power once
per day.
Advancements: Each advancement of this power gives the field
1 point of Hardness.
Life Leech
The mutant’s body has produced a psychic “well” of
energy inside his body, which can be filled by the plasma-like life-force
of others, making him temporarily healthier and stronger.
Benefit: All living creatures (including plants, vermin, and
sentient Constructs such as Androids but not Robots) within a 5-foot
radius of the mutant (every square he threatens) take 1d6 energy damage
every time the mutant initiates this power. The mutant gains these “leeched”
hit points as temporary hit points. This power can be used a number
of times per day equal to the mutant’s Con bonus, or at least
once per day in the case of a negative Con bonus score.
Note: Targets with the Anti-Life Leech mutation actually reverse the
effects upon them…see the Anti-Life Leech power description for
details.
Advancements: Each advancement of the power increases the reach
by 5 feet (so 1 advancement would make the power work with a 10-foot
radius, 2 advancements is 15 feet, etc. up to a maximum of 30 feet).
Displacement
Similar to the Light Distortion Field power, the mutant with Displacement
can bend light waves around his body using photochemicals in his sweat.
In this case, however, the effect is like that of a mirage; the mutant
is actually standing a few feet away from his actual location.
Benefit: The mutant can initiate this power a number of times
per day equal to his Con modifier (or at least once per day, in the
case where his Con modifier is a negative number). For 10 rounds, the
mutant is displaced. He benefits from a 20% miss chance, exactly as
if he had partial concealment. However, he can still be targeted by
enemies normally. Displacement fools darkvision and low-light vision,
but not Blindsight or Blindsense.
Advancements: Each time the mutant advances this power, he
gains an additional 10% miss chance, up to a total of 50% (for total
concealment) with 3 advancements.
Force Field Generation
The psychic center of the mutant’s mind is powerful enough to
rearrange the molecules around his body to protect him from harm. This
usually manifests as a transparent, bluish globe, but other colors and
shapes are possible.
Benefit: The force field brought up by the mutant’s mind
protects him in all directions from physical and energy attacks. Charging
up the field is a move-equivalent action. The field is quite visible
and acts as a barrier, absorbing the force of incoming attacks. It provides
the mutant with a Damage Resistance of 5/- and Energy Resistance 5 to
all forms of energy (including radiation) while it is active. The mutant
can use this power for 1 minute per day (10 rounds). These rounds may
be taken up at any time, so long as the mutant has time left. He could,
for example, raise his Force Field for 3 rounds, then shut it down for
an hour, then raise it again for 4 rounds and shut it down, and then
raise it again three hours later for 3 rounds.
Advancements: Each advancement of this power allows the mutant
to activate his power for another minute, to a maximum of 5 minutes
(50 rounds).
Sonic Reflection
The mutant’s skin is covered with millions of tiny sound-dampening
cilia in microscopic pores, so that soundwaves and concussive force
touching him are collected and diffused harmlessly.
Benefit: The mutant is completely immune to all sonic energy
attacks. They simply do not work against him. In fact, if the mutant
can make a Reflex save (DC 20) he can actually reflect the sonic attack
back at his attacker.
Note: If the mutant also has the Blindsight mutation, he doubles the
range of his Blindsight. If the mutant also possesses the Improved Hearing
mutation, he gains an additional +3 bonus on his hearing checks.
Advancements: None.
Incorporeal
The mutant has the ability to attune the vibrations of the atoms that
make up his body to a different frequency, so that he can actually move
through solid objects, and cause his body to become ghostlike and insubstantial.
Benefit: Once per day for a number of rounds equal to his Con
modifier (or at least once per day, in case the Con modifier is negative)
the mutant can force his body to become incorporeal. He cannot be touched
by physical things, and cannot be attacked by physical weapons. Energy
weapons such as lasers or blasters have a 50% chance to work on him.
He cannot make physical attacks or manipulate physical objects during
the time he is incorporeal. Vibroswords and daggers, Warp-field Swords,
and Monoblades affect the mutant normally. Incorporeal mutants can be
harmed by other incorporeal creatures as well. The mutant is unaffected
by normal fire, cold, or acids, and is not subject to critical hits
or sneak attacks. He can pass through solid objects at will, although
he cannot see while his eyes are in solid matter. He is also inaudible
until he decides to make a noise. The mutant can operate in water as
well as in air equally well, even if he cannot breathe water. He cannot
take falling damage, and can “float” in any direction, even
straight up, at double his normal speed (although he cannot run). He
has no weight and cannot fall into a pit or trigger a pressure-weighted
trap. He does not leave footprints, has no scent, and makes no noise.
Advancements: Each time the mutant advances this power, he
can manifest it another time per day. This mutation can only be advanced
twice.
Confusion
The mutant with this power has the psychic ability to telepathically
“scramble” the higher thought processes of a sentient being,
effectively shutting down all communication between the parts of the
brain that control logic and reason.
Benefit: Once per day, the mutant can initiate his confusion
power in one sentient beings’ thought processes. The target must
be within 30 feet of the mutant, and gets a Will save with a DC of 10
+ ½ the mutant’s Level. The confusion lasts 2d6 rounds.
A confused target’s actions are determined by rolling percent
dice at the beginning of its turn:
01-10 Attack the mutant who initiated the power with melee or ranged
weapons.
11-20 Act normally.
21-50 Do nothing but babble incoherently.
51-70 Flee away from mutant who initiated the power at top possible
speed.
71-00 Attack nearest creature.
A confused target who can’t carry out the intended action does
nothing but babble incoherently. Attackers are not at any special advantage
when attacking a confused target. Any confused target who is attacked
automatically attacks its attackers on its next turn, as long as it
is still confused when its turn comes. A confused target does not make
attacks of opportunity against any creature that it is not already devoted
to attacking (either because of its most recent action or because it
has just been attacked).
Advancements: One advancement of this mutation will net the
mutant a +1 to the Save, and make the duration last an extra d6 rounds.
This mutation can only be advanced twice.
Mass Mind
Perhaps tapping into the inner mind’s “herd mentality”,
the mutant with this power has the ability to channel the psychic energy
of his friends to help him improve his own powers.
Benefit: If touching any friendly psionic mind (any mutant
with any Neural Mutations) the mutant can add +2 to the number times
he can manifest a Telekinetic Feat. Or, he can instead add +2 to his
saving throw DC when using a Neural power against a foe. He can add
a number of “psionic friends” equal to his Wisdom modifier
only. Using Mass Mind is a full-round action (although the friends he
is touching can act normally, so long as they maintain contact) as the
mutant attunes his alpha-wave brain emissions with those of his supporters.
Advancements: None.
Molecular Disruption
Harnessing the dissociative power of his mind, the mutant can actually
break the covalent bonds of atoms within the bodies of his enemies.
This manifests as a pure-black beam of “light” that lazes
from his eyes for a split second.
Benefit: As a ranged touch attack, once per day, the mutant
can fire a ray from his eyes with a range increment of 30 feet. The
target must make a Fortitude save with a DC of 10 + ½ the mutant’s
level or be disintegrated. Even if the save is made, the target suffers
5d6 damage.
Advancements: None.
Thought Imitation
Powerful memory engrams within the mutant’s brain are able to
re-charge spent neural connections, and turn the Neural powers of his
enemies back upon them.
Benefit: Any hurtful broadcast thought or emotion encountered
by the mutant, whether it be by Neural Telepathy or a creatures’
mental attack, can be stored by the mutant in his brain for a whole
day, and rebroadcast back out at the same intensity. This power works
a number of times per day equal to the mutant’s Wisdom modifier
(or at least once, in case the modifier is a negative number). For example,
if the mutant has a Wisdom score of 16 (Wisdom modifier of 3) and he
is attacked by an enemy mutant with Telekinetic Punch for 1d6 damage,
he can turn around and use that same punch again at any time within
24 hours of his first receiving the damage. If he later is hit by Mind
Crush attack for 2d6 damage, he can re-use that attack as well. He can
only use that particular attack once however, no matter how many times
a day he can use his power. If he gets mentally attacked more times
than his Wisdom modifier allows, then he cannot return any more of these
attacks until his power regenerates itself the next day. He cannot duplicate
any non-damaging Neural powers (such as Flight Trigger, for example),
only those that cause damage.
Advancements: None.
Sound Mimicry
The mutant is a natural mimic, and can duplicate the sounds made by
others.
Benefit: The mutant can repeat back any sonic attack that has affected
him once in a 24-hour period. He can do this a number of times per day
equal to his Con modifier (or at least once, in case his modifier is
a negative number). So for example, if he is hit by a Sonic rifle for
10 points of damage, he can turn around and fire a sonic attack just
like that of the rifle, for 10 points of damage, at any time up until
24 hours have elapsed from the initial attack. The mutant is also sonic
resistant, and gains Energy Resistance: sonic attacks 5. If the mutant
also has Sonic Reflection, he can add +5 inherent bonus to his Reflex
save to reflect the attack.
Advancements: None.
Back to top
Master List of Mutations- Negative Major
| 01-03 Blind Rage GWPH p. 94 04-06 Discordant Pheromones GWPH p. 94 07 Gills GWPH p. 94 08-10 Half-life GWPH p. 94 11-13 Loose joints GWPH p. 94 14 Mental Degeneration GWPH p. 94 15-16 Monster GWPH p. 94 17-21 Nervous Spasms GWPH p. 94 22-26 Radiation Leak GWPH p. 94 27-28 Tumorization GWPH p. 94 29-32 Syncope DW p. 90 33-36 Sensitivity DW p. 90 37-40 Sickle Cells DW p. 90 41-44 Skeletal Deterioration DW p. 90 45-47 Inhibiting Field *new 48-49 Water Dependency *new |
50-53 Atrophied Cerebellum DW p. 87 54-57 Cystic Fibrosis DW p. 88 58-61 Albinism DW p. 87 62-65 Cannibalism DW p. 88 66-67 Critical Vulnerability DW p.88 68-72 Deafness DW p. 88 73-76 Hemihypertrophy DW p. 88 77-80 Hemophilia DW p. 89 81-84 Neurofibromatosis DW p. 89 85-89 Blindness DW p. 87 90-91 Pituitary Deformation DW p. 90 92-94 Terminal Limb Deficiency DW p. 91 95-96 Underdeveloped Organ DW p. 91 97 No Nerve Endings *new 98-99 Pick One 100 Roll Twice |
New Major Negative Mutations
No Nerve Endings
The complex series of neural tissue that deliver the tiny electrical
impulse messages to the brain are either disconnected or have never
developed in the person who suffers from this mutation. This mutation
was once known as congenital "leprosy", and in the new Dark
Age it may have a similar social stigma.
Penalty: The player should only choose this mutation if he
is comfortable with the GM, and GM’s should never force this defect
upon their players without their consent. In effect, the GM must take
control of the Hit Point tally of the character from then on. The GM
will describe the damage to the player that his character sees on his
body, but otherwise the player has no idea of how much damage his character
has taken. He can be sneak attacked an never know he is damaged, unless
there is some obvious visual clue (such as being hit by a grenade or
massive amounts of the mutant’s blood leaking upon the floor).
He could have a knife stuck in his back and never know it, unless someone
else informed him of the fact or he pressed himself against a wall or
hard surface. The mutant is also never affected by Nausea, nor is he
affected by Massive Damage (as his body doesn’t register the “shock
damage”.
Advancement: None.
Inhibiting Field
The mutant has a psionic-dampening effect which originates inside his
brain, but may be completely unknown to him.
Penalty: The mutant cannot initiate any of his neural or mental
mutations, and neither can anyone else within a 15’ radius of
the mutant (friend or foe). Mental effects which come from outside this
area can affect the mutant normally.
Advancement: Each advancement doubles the area, from 15’
to 30’, 30’ to 45’, to a maximum of 5 (90’).
Water Dependency
The mutant has developed a physical need for the comforting presence
of water, and cannot sustain himself without it.
Penalty: The mutant must bathe himself completely in water
at least every 4 hours. If he goes longer than that without immersing
himself, he takes 1d6 damage/ hour that he is dry.
Advancement: Each advancement reduces the time he can be out
of water by 1 hour, for a maximum of 3 advancements (1 hour).