With the physical mutations out of the way in the previous three posts, we now head over to the next section of beneficial mutations – the mental mutations! I’ll probably stick to 10 or so per day again, and have this finished by the end of the week.
This list modifies Ability Boost through to Density Alteration (others), adding in notation for using Mutation Scores for each.
Once per day the mutant is capable of concentrating his mental energy to such a degree that one of his abilities is boosted by the MS of this mutation for 1d10 consecutive rounds, or he gains half his MSmod to attack rolls for 1d10 rounds. The character may choose either of these options each time the mutation is used.
Through years of exposure to a certain substance (chemicals or radiation, for instance), or concentrated form of energy (such as heat, cold, or light) in the mutant’s environment, a resistance against said source has been accumulated, allowing the mutant to take more damage from one of these sources. This mutation gives the mutant a hit point reserve equal to
the total of a roll of his MS worth of d6. This hit point reserve is used to take damage from the substance he is resistant to before it begins to affect his regular pool of hit points. This separate pool heals in the same manner and at the same time as the character’s hit point pool, even if that rate is changed by other mutations such as acute hyper healing or body adjustment.
Acute Hyper Healing
The character may concentrate his mental energies to allow him to heal at (MSmod + 1 ) times the normal rate. He will also be free from physical pain and fatigue for up to 24 hours. This power may be used once per week.
This mental mutation can reduce an opponent’s mutational capabilities, eventually removing all forms of mutation and returning it to its original, unadulterated form. On each round after a successful mental attack with this mutation (using the mutant’s MS instead of WIL on the table), the target has one mutation removed permanently (randomly determined), until none are left. Rarely (5%), this power allows a powerful mutant to regress a pure specimen further down the evolutionary line, to a previous stage of its evolution. For example, a pure human might become a dimmer-witted Homo erectus, and onward. This attack may only be attempted for the duration of one encounter, whether it succeeds or not, and cannot be used again for 1 week.
The character can heal all of his hit points once every 24 hours. In addition, if the character is in a life or death situation, this mutation can double his physical attributes (Strength, Dexterity, movement) for 3d10 rounds. This power may only be used once per week per point of MSmod.
The character is so attuned to the minute body language of others that he can tell what they are going to do before they do it. This gives him a bonus to hit in combat equal to 1/2 of his MSmod (rounded down) and a bonus to damage of his MSmod on a successful attack.
Control Light Waves
The character can control light, creating a number of interesting effects. He can bend light around himself, becoming invisible in dark areas with an MSmod of +1, in shadowy areas with an MSmod of +2, or in brightly lit areas with an MSmod of +3 or higher. He may remove all light from a small area (MS radius in feet) at a range of MS x 3 feet. He may also completely dissipate laser fire anywhere within this MS x 3 foot range. All of these effects require concentration, such that the mutant may move at full speed but not attack when concentrating on using this mutation.
The mutant can change the weather in the local area. It takes 1 round to use the mutation and an additional 6-MSmod rounds for the effects to manifest. The mutant calls forth weather appropriate to the climate and season of the area.
Season | Possible Weather
Spring | Tornado, thunderstorm, sleet storm, or hot weather
Summer | Torrential rain, heat wave, or hailstorm
Autumn | Hot or cold weather, fog, or sleet
Winter | Frigid cold, blizzard, or thaw
Late winter | Hurricane-force winds or early spring
The mutant controls the general tendencies of the weather, such as the direction and intensity of the wind, but cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. Contradictory weather conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
This mutation allows the character to return any incoming damage to the origin of the attack. For this power to work the mutant must use every bit of his concentration, taking no other actions. Any movement of more than one or two small steps will cause this power to fail.
The power gradually builds up, allowing (MSmod)d6 hp worth of damage to be turned the first round. This increases by 1d6 per round up to a maximum of (10+MS)d6 hp worth of damage. The mutant only takes damage that is above his current hp level of damage turning. For instance, in the first round the character rolls 3d6, with a result of 14. He may turn up to 14 hp of damage the first round. The next round he adds 1d6 to the current running total of 14. He can keep the power working as long as he remains still and concentrating, and he may maintain concentration when he receives damage. The mutant cannot turn attacks that cause no damage. If such powers are successful, they can interfere with this ability.
Density Alteration (Others)
This mutation grants the ability to instantly alter the body density of a target, thus shrinking or enlarging, with maximum enlargement based on the mutant’s Mutation Score:
MS | Max | Min
3-8 | 1.25 | 1/2
9-14 | 1.5 | 1/3
15-17| 1.75 | 1/4
18+ | 2 | 1/8
Each fraction of a body size change is accompanied by an equal fraction increase or decrease to armor class and speed. For example, reduction of size by 1/4 also reduces (improves) armor class and movement by 1/4. Becoming twice as large increases armor class by a multiple of two (to a maximum of 10) and divides movement in half as well. Note that reduction of body density to 1/8 makes a character impervious to damage from sharp implements. This mutation has a range of MS x 10 feet, a duration of 1d4 turns, and cannot be used on the mutant who wields it.