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.