Collecting new Mutations & Drawbacks.

For Discussion of all things Mutant Future (especially spidergoats).

Re: Collecting new Mutations & Drawbacks.

Postby Agrippa » Thu Sep 20, 2012 3:35 am

These were all made using Dyson Logos' Mutant Omega rules so you might have to modify them for your own games. They also use an idea of mine called mutation augments. Every three or four levels a mutant PC can choose a mutation to augment.

Physical Mutations

Immovable
You’re especially resistant to being moved by attacks. You gain a +4 bonus per MSmod against all attempts to push, rush, trip, or throw you, and reduce the distance you are knocked back by an attack.
Additionally, when you’re struck with a slam attack (i.e. unarmed attack such as punches or kicks), you suffer less damage while your attacker suffers more! For each MSmod of Immovable, 2d6 points of damage from the slam attack is shifted from you to your attacker, up to your enemy's attack damage. So a mutant with an MSmod of +4 in Immovable would shift up to 8d6 points of damage back to his attacker.
To gain the benefits of this mutation, you cannot move more than your normal speed in a round. If you move at accelerated speed, i.e. running, your Immovable MS is halved. If you move all out or at three times normal speed, you lose the benefit of Immovable for the round.
Unstoppable (Mutation Augment): Your speed has no effect on your immovability; you can move all out while retaining your full effect MS. You also subtract your Immovable MS from an opponent’s Immovable MS before determining its effect, including the damage from a slam attack, allowing you to slam Immovable opponents for more damage than usual. You cannot reduce an opponent’s effective Immovable MS below 0.

Increased Strength See Mutant Future or Mutant Omega
Super-Strength (Mutation Augment): You’re capable of lifting and carrying more than normal for your Strength score, maybe much more. Each rank of Super-Strength multiplies your weight allowences by yor MSmod+1. Your Super-Strength also gives you a +1 bonus per MSmod on Strength checks involving sustained application of strength or pressure, including grapple checks and breaking objects, but not melee or grappling damage.

Increased Balance: See Mutant Future or Mutant Omega
Wall Walking (Mutation Augment): You can walk up and down walls and other vertical surfaces at (MSmod/4) base land speed up to normal land speed. Above MSmod +4 you can run up walls too.
Water Walking (Mutation Augment): You can move or stand on the surface of water, quicksand, and other liquids without sinking. Your speed is (MSmod/4) base land speed up to normal land speed. Above MSmod +4 you can run on water too.

Insubstantial
You can assume a less solid form, with each Insubstantial MSmod becoming progressively less solid. You can switch between normal and an Insubstantial form once per round. This mutation may be use once per day per MSmod.
  • MSmod 1: You become fluid. You can flow or squeeze through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grapple—that is not watertight. You cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still carry objects, although your manual dexterity may be limited (at the ML’s discretion).
  • MSmod 2: You become a cloud of gas or fine particles. You have no Strength in gaseous form, but you are immune to physical damage. Energy attacks still affect you normally, as do area effects. You can flow through any opening that is not airtight.
  • MSmod 3: You become coherent energy. You have no Strength, but you are immune to physical damage. Energy attacks (other than the energy making up your form) damage you normally. You can pass through solid objects, but energy resistant barriers, like heavy shielding or force fields, block your movement.
  • MSmod 4: You become incorporeal. You can pass through solid matter at your normal speed and you are unaffected by physical and energy attacks. You have no Strength and cannot affect the physical world. Your mental and sensory effects still work normally.

Draining Touch
The mutant in possession of this trait drain the life from an individual living foe when latching on to them. When attacking an enemy the mutant may make a Strength check to pin him or her. When engaged the mutant drains a number of hit points per round from his victim based on draining touch's MSmod; +1: 1d3, +2: 1d4, +3: 1d6, +4: 1d8 or +5: 1d10. Due to the rapid metabolism of the victim's blood or life force every two points of damage inflicted heals heals one point of damage from the attacking mutant. Excess hit points may go to a seperate blood/vitality pool equal to three times the mutant's Constitution score. This pool is reserved for boosting some of the mutants power and self healing.

Mental Mutations

Energy Blade

A mutant with this power can manifest a straight blade-like energy beam typically extending from the back of the hand. It's length varies, reaching from 11" (dagger sized) all the way to 78" (glaive) based on MSMod. This mutation requires a great deal of concentration to use, barring all spell casting and certain other mental mutations. In addition if the mutant suffers damage equal to or greater than three times his Willpower score from a single attack he is treated as subject to a mental attack, using the attacker's Strength (or Dexterity when using missile weapons) score. If this mental attack succeeds the mutant loses this psychic weapon for 1d4+2 rounds. Because the energy blade functions as an actual weapon it still requires an attack roll to hit but gain no Strength based damage bonus.

Code: Select all
MSMod Weapon    Length (in inches) Damage
1    Dagger     11"                2d4
2|Short sword   23"                2d6
3|Normal sword  39"                2d8
4|Longsword     51"                2d10
5+|Glaive       78"                2d12, can be set versus charge and can strike enemies five feet away without being thrown

Healing Touch

With this mutation the user can heal wounds and cure ailments on those he touches. The beneficiary is healed by 2d6(+1d6 per MSMod) points of damage, but only responds to this treatment once per turn. Mutants with this healing power can also employ any one of the following abilities mentioned below.

Code: Select all
MSMod Effect
1     Cure blindness, deafness, paralysis and fear. This takes one full round.
2     Cure poison. This takes two full rounds.
3     Removes 1d4 points of ability damage. This takes three full rounds.
4     Acts as the spell restoration. Takes four full rounds.
5     Acts as the spell greater restoration. Takes five full rounds.


Permeate
You can pass through solid objects as if they weren’t there at all with a movement rate of (MSmod/4) base speed. An MSmod of +5 grants you the ability to run through solid objects too. You cannot breathe while inside a solid object, so you need to hold your breath. You may also need an Enhanced Sense (such as X-Ray Vision) to see where you’re going.

Mental Barrier: See Mutant Future or Mutant Omega.
Iron Will (Mutation Augment): Your very being is resistant to hostile psychic influences, body and mind. As a result any psychic atttack made against you, whether mental or physical in nature must succeed a number of times equal to your Mental Barrier's MSmod. This would include attacks such as Mind Thrust but doesn't protect you from telekinetically hurled objects.
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Re: Collecting new Mutations & Drawbacks.

Postby Malcadon » Sat Oct 06, 2012 3:05 pm

sniderman wrote:I posted about this at my blog, but there's a system-generic list-of-mutations resource available. There are 650 mutations listed, followed by an assortment of random tables depending on your needs and/or RPG genre. Did I mention the download is free? Did I mention the 160-page digest print book is less than $5.00? Good stuff here:

The Metamorphica: A Book of Random Mutation Tables

Thanks for the heads-up Snider about the book! I ordered it last week, and it came it yesterday. It is beyond useful! It is now an essential for my PA games!!!
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Re: Collecting new Mutations & Drawbacks.

Postby Atomic Ray » Mon Oct 15, 2012 2:15 am

Great great great...I left a review!
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
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Re: Collecting new Mutations & Drawbacks.

Postby Gamma_Lich » Mon Nov 05, 2012 2:52 pm

A few rough ideas for new mutations:

+Geyser: The mutant can absorb moisture, channel it underground, heat the water, and unleash a geyser beneath a threat. Can be altered with other liquids for variations.
+Intestinal Serpents: The mutant can spawn serpentine minions when his organ are exposed as a form of defense.
+Brittle Beam: The mutant can project a beam that weakens solid matter, so it becomes easier to destroy.
+Vorpal Field: The mutant can generate a field of energy around a weapon, increasing the sharpness of the weapon to dangerous levels.

+Energy Globes: The mutant can create orbs of energy that can act like grenades. The energy type can be changed, from kinetic, heat, electrical, to all different kinds.
+Sharp Tongue: The mutant's tongue is naturally edged to allow it to cut most unarmored flesh.
+Lich Touch: The mutant can cause rapid necrosis with a touch. Terrifying, but handy when dealing with creature with a regeneration.
+Decaying Edge (Vorpal Field+Lich Touch): The mutant can create a field of necrotic energy around a melee weapon that after a hit, the damaged area suffers rapid necrosis that eventually spreads over the body.
+Coldsnap Globes (Energy Globes+Temperature Control): The mutant can create create milky blue orbs of energy that upon detonation, suck the heat out of an area, freezing all in the radius.

Sharkskin: The mutant has sandpaper like skin, making physical attacks against her somewhat difficult.
Shape Glass: The mutant can mold glass like dough, as well as increase the durability of any glass just by touching it.
Timeline Bolt: The mutant can project bolts of coronal energy forward and backward along an enemies timeline, damning her in the past or future.
Genetic Harmony: The mutant is better able to handle combo mutations with less drawbacks.
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