Volume 1: Issue 2: Early Fall
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2nd Edition Mutations
John Traglio

Altered Body: "Centaurish" Form
RANGE: Self TYPE: U P
DURATION: Constant USE: Constant
NUMBER: Self DAMAGE: Variable

EFFECTS: The character's legs are replaced with the body of an animal. 
Movement rates and damage (if any) are given below.

DIE ROLL RESULT
1 HORSE:
The character's legs are replaced with body of a horse. The character can kick for 2d6 damage. Land speed: 7 / 900 / 21
2 TIGER: The character's legs are replaced with the body of a tiger. The character can claw with the two front paws for 2d6 damage. Also, if the opponent is large enough, the character can rend with its two rear paws for 2d8 damage; this can only happen if the front paws both had successful attacks. Land speed: 8 / 800 / 40
3 SNAKE: The character's legs are replaced with the body of a snake. The character is capable of constricting for 2d6/round. Land speed: 8 / 40 / 16
4 BIRD: The character's legs are replaced with the body of a bird. If allowed by the GM, the character will be capable of flight. The character is capable of attacking with its talons for 1d8 damage and capable of wing buffets for 1d6 damage. Air speed: 4 / 400 / 18 Land speed: 6 / 600 / 12 
5 SPIDER: The character's legs are replaced with the body of a spider. The character is capable of 12 meter leaps, spinning webs, and climbing walls at 2/3 its movement rate. Land speed: 4 / 900 / 20
6 SCORPION: The character's legs are replaced by the body of a scorpion. The character has a stinger that does 1d6 points of damage, poison type and intensity must be chosen by the GM. Also, 10% have claws that do 1d10 damage each. Land speed: 7 / 900 / 18
7 LIZARD: The character's legs are replaced by the body of a monitor lizard. the character is capable of clawing for 1d8 damage and a tail slap for 2d6 damage. Land speed: 12 / 900 / 18
8 GM'S CHOICE

Note: The "lower" body does not have its own set of organs. Most organs (the heart, reproductive organs, lungs, etc..) are just larger based on the body shape. The main body systems (circulatory, digestive) are as one. Also, to get the full attack capabilities of the "lower" body, dual brain and/or duality may be required.


Chitin Armor
RANGE: Self TYPE: U P
DURATION: Constant USE: 5 times a day
NUMBER: Self DAMAGE: Variable

EFFECTS: This mutation allows the character to generate a chitinous growth over his or her body. It takes one round to be fully armored. This armor will take 3 X Constitution in damage before being useless. The armor can be "turned off" at will, though when used again, it counts against the 5 times it can be used.


Body Weaponry
RANGE: Self TYPE: U P
DURATION: Constant USE: Constant
NUMBER: Self DAMAGE: Variable

EFFECTS: This mutation causes organic weaponry to grow from the character's body.

DIE ROLL RESULT
1 SCYTHE:
This mutation causes a jointed blade to grow from elbow or forearm. The scythe is continually growing and must be filed down if not used. The scythe does 1d10 damage.
2 CLAWS: This mutation causes large claws to grow from the character's hands. 30% are retractable, those that are not hamper the use of hand held weapons. The claws do 1d8 damage each.
3 POISON DARTS: This mutation causes a dart firing organ to form. This organ generates 1d20 darts a day. The GM must determine the effect of the poison and its intensity. Each dart does 1d4 damage plus poison effect.
4 JAWED TONGUE: This mutation causes the character's tongue to enlarge and lengthen and to form a set of nasty teeth. The bite is poisonous and the GM must determine the effect and intensity of the poison. The bite does 1d6 damage plus poison effect. 
5 ROLL TWICE
6 GM CHOOSE