Wednesday, July 8, 2020

mutants

MUTATIONS
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone

1d20 - mutations

1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.

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