Volume 1: Issue 1: Inaugural : Aug 2000
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Converted 4th Mutations to 5th
by Derek Holland

Regeneration
Amazing, Automatic, CON (second version costs 5 mutation points)
Regeneration has 2 forms, the first (which costs 4 mps) allows the gives the mutant +2 bonus steps in recovering stun points and the mutant regenerates 1 wound point per hour of rest. The second (which costs 5 mps) gives the mutant +1 bonus step to a physical resolve check for mortal damage. If the result is good or amazing, the mutant will not die, and he will regenerate one mortal point per day of rest. If the result is ordinary, the mutant stops losing mortal points and must make physical resolve checks each hour to see if he starts regenerating the lost points. If the result is a CF, the mutant dies horribly as his body twists itself in trying to heal. The mutant must also eat 3 times the normal amount while healing or lose one CON point for every 3 mortal points regenerated. He will regain the CON points after consuming the needed amount of food.

Sonic Blast
Amazing, Activated, CON (requires 5 mutation points) 
Once per round the mutant can release a unleash of high-decibel sound. It affects everything in a cone 3 meters by 10 meters and does damage according to a CON feat check: M- d4s, O d6+2s, G d4w, A d6+2w (O/En). A CF does d6+2s to the mutant. If the mutation is used more than 10 time in an hour, each additional time costs the mutant a fatigue point.

Immunity to Damage
Amazing, Automatic, CON
The mutant is immunr to: 1) sonic attacks, 2) empathic and telepathic attacks, 3) gas based attacks, 4) paralysis, 5) corrosives/acids/bases, 6) liquid poisons/chemicals, 7) life leech, 8) diseases/bioweapons, 9) GM's chose, 10) player's chose.

Gas Generation
Good, Activated, CON
The mutant can emit a 2 meter diameter sphere of vapor from a specific location on his body that does one of the following:
1) Stench- all within the cloud, except the mutant, moves at 1/2 speed and is unable to do anything but retch while in the cloud.
2) Blinding- all within the cloud, except the mutant is blind for all time spent in the cloud and for d4 phases after he leaves it
3) Poison- q.v. Poison Attack
4) Hallucinogenic- the victim sees hallucinations for all the time spent in the cloud and for d4 phases after leaving it. Q.v. confusion for possible effects.
5) Paralytic- q.v. Poison Attack
6) Burning- the cloud does damage according to a CON feat check: M d4s, O d4w, G d6+1w, A d8+2w, CF d4w to mutant.

Force Field Generation
Amazing, Activated, WIL
For 5 rounds every 4 hours, the mutant can raise a personal force field that acts as armor- 2d4 (LI), d6 (HI), d6 (En).

Molecular Disruption
Amazing, Activated, INT
Once per day, the mutant can destroy the molecules of a single object that masses .5 to 10 kg depending on the substance (the GM must determine the amount). To larger objects, it carves a hole out of it (but it can still only affect one object when dealing with small things). To living flesh, it does damage according to a INT feat check: O d3w, G d6w, A d2m. A CF does d3w to the mutant.

Teleport Object
Good, Activated, WIL
The mutant can teleport one object per 4 hours. It can be no more than 20 Kg and it can travel no more than 10 Km. This can be only be used to go to a location the mutant has studied for an hour.

Teleportation
Good, Activated, WIL
The mutant can teleport himself up to 10 Km with up to 30 Kg of equipment. This can only be used to go a location the mutant has studied for 2 hours.