Mutation Master List - Metamorphosis Alpha

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Mutation Master List
Physical Mutations
Physical Mutations
Albino*
Altered Metabolism/Biochemistry
Ambidexterity
Carapace (Partial)
Carapace (Total)
Chameleon Powers
Density Control (Self)
Dormant State
Dual Brain**
Electrical Generation
Electrostatic Sense
Energy Reflection
Enhanced Legs
Flight
Fungicide Gland
Gas Generation
Gills/Lungs
Heightened Balance
Heightened Dexterity
Heightened Hearing
Heightened Precision
Heightened Smell
Heightened Strength
Heightened Taste
Heightened Touch
Heightened Vision
Immunity
Improved Metabolism
Incendiary Spray
Increased Energy Reflection
Increased Size
Infravision
Intestinal Control
Light Generation
Lightning Rod
Magnetic Resonance
Material Transformation
Metal Skin
Multiple Body Parts
New Body Parts
Oversized Body Parts
Physical Reflection
Poison Glands
Poor Vision*
Quills
Radiated Energy
Radiated Eyes
Reference
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 92
Metamorphosis Alpha Rulebook, pg. 93
NEW
Metamorphosis Alpha Rulebook, pg. 93
MAJOR #4, pg. 6
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
Metamorphosis Alpha Rulebook, pg. 93
NEW
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
MAJOR #4, pg. 6
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
NEW
MAJOR #4, pg. 6
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
Metamorphosis Alpha Rulebook, pg. 94
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 94
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 94
Physical Mutations
Reference
Radiated Flesh*
MAJOR #4, pg. 6
Regeneration
Metamorphosis Alpha Rulebook, pg. 94
Repulsion Odor*
Metamorphosis Alpha Rulebook, pg. 94
Reverse Transformation
MAJOR #4, pg. 6
Secretion
Metamorphosis Alpha Rulebook, pg. 94-95
Sensory Deficiency*
MAJOR #3, pg. 9
Shapechanging
Metamorphosis Alpha Rulebook, pg. 95
Shorter
Metamorphosis Alpha Rulebook, pg. 95
Sonar
Metamorphosis Alpha Rulebook, pg. 95
Sonic Abilities
Metamorphosis Alpha Rulebook, pg. 95
Speech
Metamorphosis Alpha Rulebook, pg. 95
Susceptibility*
MAJOR #3, pg. 9
Swift Movement
Metamorphosis Alpha Rulebook, pg. 95
Taller
Metamorphosis Alpha Rulebook, pg. 95
Temperature Resistance
Metamorphosis Alpha Rulebook, pg. 95
Thick-Skinned
MAJOR #3, pg. 9
True Breed
Metamorphosis Alpha Rulebook, pg. 95
Ultravision
Metamorphosis Alpha Rulebook, pg. 95
Vampirism*
Metamorphosis Alpha Rulebook, pg. 95
Wings
Metamorphosis Alpha Rulebook, pg. 95
* Disadvantageous mutation, or at least as disadvantageous as advantageous.
** When taking this mutation, one can either take one of the listed disadvantages or another
disadvantageous mutation.
Mental Mutations
Mental Mutations
Absorption
Alpha Wave Generation
Aversion*
Backlash
Blood Fury*
Charismatic Effect
Clarity
Confusion
Cryokinesis
Death Field Aura
De-evolution
Density Control (Others)
Detection
Domination
Dual Mentality**
Empathy
Fear Impulse*
Fear Induction
Force Field Generation
Force Ladder
Genius (Military)
Genius (Technological)
Healing
Heightened Brain Talent
Heightened Intelligence
Heightened Mental Condition
Reference
Metamorphosis Alpha Rulebook, pg. 96
Metamorphosis Alpha Rulebook, pg. 96
NEW
Metamorphosis Alpha Rulebook, pg. 96
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 96
MAJOR #3, pg. 9
Metamorphosis Alpha Rulebook, pg. 96
Metamorphosis Alpha Rulebook, pg. 96
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
MAJOR #3, pg. 9
NEW
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97
Metamorphosis Alpha Rulebook, pg. 97-98
Metamorphosis Alpha Rulebook, pg. 98
Metamorphosis Alpha Rulebook, pg. 98
Mental Mutations
Reference
Illusion
Metamorphosis Alpha Rulebook, pg. 98
Impulsive*
NEW
Indecisive*
NEW
Intuition
Metamorphosis Alpha Rulebook, pg. 98
Invisibility
Metamorphosis Alpha Rulebook, pg. 98
Levitation
Metamorphosis Alpha Rulebook, pg. 98
Life Leech
Metamorphosis Alpha Rulebook, pg. 98
Lowered Mental State*
MAJOR #4, pg. 6
Magnetic Control
Metamorphosis Alpha Rulebook, pg. 98
Mass Mind
Metamorphosis Alpha Rulebook, pg. 98
Mental Blast
Metamorphosis Alpha Rulebook, pg. 98
Mental Block*
MAJOR #3, pg. 9
Mental Control
Metamorphosis Alpha Rulebook, pg. 98
Mental Control Over Physical States
Metamorphosis Alpha Rulebook, pg. 98
Mental Defense Shield
Metamorphosis Alpha Rulebook, pg. 98
Mental Grenade
Metamorphosis Alpha Rulebook, pg. 98
Mental Map
Metamorphosis Alpha Rulebook, pg. 98
Mental Paralysis
Metamorphosis Alpha Rulebook, pg. 98
Mental Transfer
Metamorphosis Alpha Rulebook, pg. 98
Mental Trigger
Metamorphosis Alpha Rulebook, pg. 98
Mind Wipe
Metamorphosis Alpha Rulebook, pg. 99
Molecular Disruption
Metamorphosis Alpha Rulebook, pg. 99
Null Field Generation
Metamorphosis Alpha Rulebook, pg. 99
Obsession*
NEW
Pack Mentality
Metamorphosis Alpha Rulebook, pg. 99
Pain Transmission*
Metamorphosis Alpha Rulebook, pg. 99
Phasing
Metamorphosis Alpha Rulebook, pg. 99
Planar Travel
Metamorphosis Alpha Rulebook, pg. 99
Precognition
Metamorphosis Alpha Rulebook, pg. 99
Predator Shield
MAJOR #3, pg. 10
Pyrokinesis
Metamorphosis Alpha Rulebook, pg. 99
Reflection Power
Metamorphosis Alpha Rulebook, pg. 99
Repulsion Field Generation
Metamorphosis Alpha Rulebook, pg. 99
Submission*
NEW
Telekinesis
Metamorphosis Alpha Rulebook, pg. 99-100
Telekinetic Arm
Metamorphosis Alpha Rulebook, pg. 100
Telepathic Void
Metamorphosis Alpha Rulebook, pg. 100
Telepathy
Metamorphosis Alpha Rulebook, pg. 100
Teleportation
Metamorphosis Alpha Rulebook, pg. 100
Temporal Fugue
Metamorphosis Alpha Rulebook, pg. 100
Territorial*
NEW
Theta Trigger
Metamorphosis Alpha Rulebook, pg. 100
Time Field Manipulation
Metamorphosis Alpha Rulebook, pg. 100
Weather Manipulation
Metamorphosis Alpha Rulebook, pg. 100
Will Force
Metamorphosis Alpha Rulebook, pg. 100
* Disadvantageous mutation, or at least as disadvantageous as advantageous.
** When taking this mutation, one can either take one of the listed disadvantages or another
disadvantageous mutation.
Plant Mutations
Plant Mutations
Acidic Secretion
Reference
Metamorphosis Alpha Rulebook, pg. 101
Plant Mutations
Addictive Substance
Adhesive Sap
Aromatic Powers
Attraction Odor
Berries
Bioluminescence
Dissolving Juices
Divisional Body Segments
Electrical Generation
EMP Generation
Empathy
Environmental Change
Explosive Seeds/Flowers
Fruit
Gas Pod
Hallucinogenic
Hallucinogenic Spores
Heat Generation
Heat Resistance
Immunity
Increased Senses
Inflammable
Infravision
Intelligence
Larger Than Normal
Light Generation
Magnetism
Manipulation Vines
Mobility
Mood Altering Substance
Multiple Limbs
New Body Parts
New Senses
Oxidizing Tendrils/Sap
Parasitic Growth (Aggressive)
Parasitic Growth (Passive)
Physical Reflection
Poison Contact Sap
Poison Pollen
Poison Thorns
Poison Throwing Thorns
Poison Vines
Protective Skin/Bark
Radiated Plant Fiber*
Radiation Absorption
Radiation Sensitivity and Imitation
Radioactive Blast
Reflective Texture
Regeneration
Repulsion Odor
Seed Projectiles
Serrated Foliage
Reference
MAJOR #3, pg. 4
MAJOR #3, pg. 4
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 4
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 4
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 8
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 4
MAJOR #3, pg. 4
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 4
MAJOR #3, pg. 8
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 5
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
Metamorphosis Alpha Rulebook, pg. 101
MAJOR #3, pg. 5
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #3, pg. 5
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #3, pg. 5
NEW
NEW
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #4, pg. 6
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #3, pg. 5
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #3, pg. 8
Metamorphosis Alpha Rulebook, pg. 102
Metamorphosis Alpha Rulebook, pg. 102
MAJOR #3, pg. 5
NEW
Metamorphosis Alpha Rulebook, pg. 102
Plant Mutations
Reference
Shape Change
Metamorphosis Alpha Rulebook, pg. 102
Shielding Bark/Skin
MAJOR #3, pg. 5
Size Change
Metamorphosis Alpha Rulebook, pg. 102
Smaller Than Normal
Metamorphosis Alpha Rulebook, pg. 102
Sonic Ability
Metamorphosis Alpha Rulebook, pg. 102
Sonic Lull
MAJOR #4, pg. 6
Speech
Metamorphosis Alpha Rulebook, pg. 103
Spikes/Thorns
Metamorphosis Alpha Rulebook, pg. 103
Spore/Pollen Sack
Metamorphosis Alpha Rulebook, pg. 103
Squeeze Vines
Metamorphosis Alpha Rulebook, pg. 103
Sticky Pollen/Spores
MAJOR #3, pg. 5
Stimulant
MAJOR #3, pg. 6
Symbiotic Attachment
Metamorphosis Alpha Rulebook, pg. 103
Tangle Vines
Metamorphosis Alpha Rulebook, pg. 103
Telepathy
Metamorphosis Alpha Rulebook, pg. 103
Texture Change
Metamorphosis Alpha Rulebook, pg. 103
Ultravision
Metamorphosis Alpha Rulebook, pg. 103
* Disadvantageous mutation, or at least as disadvantageous as advantageous.
New Mutations
New Physical Mutations
Electrostatic Sense: Found most often among aquatic mutants, electrostatic sense gives the
mutant the ability to probe the nearby waters for solid objects (including other life forms). It will only give
silhouettes, but it will look around corners provided the “line of effect” is in range (up to 40’). Relying on
this sense for ranged attacks suffers a -2 penalty, as does attempting to identify a specific target.
Incendiary Spray: The mutant has an incendiary chemical chamber somewhere on its person that
mixes two or more chemicals into a flammable or perhaps just scalding burst that, through steam power,
bursts from the mixing chamber up to 20 feet. The blast has a Weapon Class of 18 and does 2d6 points of
damage. The character can store one spray for every 4 points of Constitution it has, and recovers a spray
every 12 hours.
Magnetic Resonance: The mutant is able to sense magnetic variations caused by energy and
matter. It is far from a precise sense, but it can detect a vaguely humanoid or animal outline, detect energy
spikes from energy weapons, etc. Although one cannot recognize one person from another with this sense,
it can detect the difference between materials, and is precise enough to target a body for attacks at a -2
penalty, or a -1 penalty if the target is primarily metal. It is sensitive out to 30’, and functions through solid
objects, giving a hazy sense of what is occurring on the far end of solid obstructions. However, powerful
magnetic fields act as “smoke clouds” against this sense.
New Mental Mutations
Aversion: The mutant is particularly intolerant of a type of creature in particular. They are unable
to take orders or directions from that creature. If the creature successfully uses Leadership Potential to
convince the mutant of something, the mutant will instead be convinced of exactly the opposite thing. If
given a choice between valid targets of aggression, members of the Aversion group are first on the list.
When determining what the mutant is averse to, choose from or roll on the following chart.
2d6
Aversion
2
Avians
3
Computer Artificial Intelligences
4
Felines
5
Robots
6
Amphibians
7
Intelligent Plants
8
Arachnids
9
Androids
10
Canines
11
Humanoids
12
Reptiles
Contrary: The mutant reacts poorly to the opinions of others. The mutant suffers a -6 penalty to
LP, and if the target of an attempt to persuade or convince them using Leadership Potential, there is a 3 in 6
chance of the mutant doing exactly the opposite (as much as is possible).
Fear Induction: The mutant can cause somebody to succumb to irrational fear. With a successful
mental attack, the victim is rendered unable to attack the foe and must, if able, flee from the foe. This
attack may be sustained one round to the next – if it is not, another roll for the mental attack is made each
round with a cumulative -1 to the attacker’s Mental Resistance each round until the victim succeeds, at
which point the power is broken.
Impulsive: The mutant is especially responsive to convincing arguments. Others gain +2 bonus to
convincing the character of things using Leadership Potential.
Indecisive: Indecisive mutants hesitate strongly. Add 2 to the target number to determine if they
are surprised. Normally this makes it a 1-4 on 1d6, but even if there is no chance of them being surprised
there is a 2 in 6 chance of them reacting as if surprised simply on hesitation. The mutant suffers a -6
penalty to LP.
Obsession: The mutant wants to collect and carry as much as they can of a specific category of
item. They also gain a +2 bonus to figuring out such items, above any other modifiers. The focus of the
Obsession is chosen or rolled below.
1d6
Obsession
1
Armor and Defensive Items
2
Computer Electronics
3
Food, Drink, Rations, etc.
4
Fuel and Batteries
5
Medical Items
6
Weapons
Submission: The mutant is completely submissive to a certain category of creature. Other
creatures gain a +4 bonus to all rolls to wield Leadership Potential on the mutant, and the mutant must
make a roll of Mental Resistance against the target’s Leadership Potential to attack it. The type of creature
is rolled or chosen below.
2d6
Aversion
2
Avians
3
Computer Artificial Intelligences
4
Felines
5
Robots
6
Amphibians
7
Intelligent Plants
8
Arachnids
9
Androids
10
Canines
11
Humanoids
12
Reptiles
Territorial: The mutant is possessive of its things and its living space, and does not share them. If
it views a creature as a “possession”, then it can “share” its things with that creature. While in its own
domain or dealing with its own things, it cannot take instruction or receive orders. The mutant can make
trade normally.
New Plant Mutations
Parasitic Growth: The plant is able to insinuate spores or seeds into other creatures that will
potentially kill those creatures to grow new young plants from their bodies. There are two forms, varying
by how aggressive they are. Parasitic growths might be Seed Projectiles, and may also be Symbiotic
Growths.
 The aggressive version will inflict 1 point of damage per round to the victim until it is cut or
burned out (inflicting 1d damage per minute the creature has been infesting the victim, twice that
amount for those not medically trained). Once the creature has died, a new plant will grow from
the remains.
 The passive version will settle in, remaining for 1 day per point of Constitution of the foe and
slowly growing. Removal requires cutting or burning, inflicting 1d damage per day the creature
has been infested.
Seed Projectiles: The plant carries a number of seeds that it can shoot up to 50 feet. These seeds
are WC 18 and inflict 2d damage. The plant carries one seed for every three points of Constitution, and
replaces shot seeds in a day.
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