Metamorphosis Alpha: In Search of Adventure
Mental Mutation List
Absorption allows the mutant to absorb one type of energy: cold, electricity, heat, light, paralysis ray, radiation or mental blast. However, the mutant can only absorb an amount of energy damage equal to his hit point total per day. Once he has passed this maximum, he receives double the damage from such energy attacks for the rest of the day.
- Charismatic Effect
Charismatic effect grants the ability to create flashing light patterns up to 50 feet away. The light flashes affect a five-foot diameter area and can be moved to surround creatures, blinding them for 1-10 melee turns.
The mutant may create intense cold in a roughly two-meter diameter area up to 25 meters away. Each consecutive melee turn that the mutant concentrates this power on a living being, he causes a cumulative one die of damage until reaching the maximum of 10 dice (i.e., one die of damage the first turn, two dice of damage the second turn, etc.). By the tenth turn of concentration, the mutant will have completely frozen an object or being.
De-evolution allows a mutant to strip away evolved mutations from another mutant, regressing him along his ancestral line. With a successful mental attack, the mutant permanently removes his opponent’s greatest mutation (as determined by the referee). Once successful, the mutant may continue to concentrate on his opponent and remove two more mutations each subsequent melee turn. The mutant may continue in this way until his opponent has regressed to his pure ancestral stock with no mutations. De-evolution has a range of 100 feet and is usable only once a week.
- Death Field Generation
A mutant with death field generation may drain the life force of all other living creatures within 60 feet, reducing them to a single hit point. Using this power debilitates the mutant, forcing him to rest and not take any other actions for 1-20 melee turns.
- Density Control (others)
The mutant is able to increase the density of another being’s molecular structure which has the side-effects of improving his target’s armor class and reducing both his target’s speed and agility. A successful mental attack is required to start the process. Every melee turn that the mutant increases his target’s density, his target’s natural armor class improves by one (which does not improve the protection of his armor if it has a better armor class). Every two melee turns of using this power reduces the target’s dexterity by one. Additionally, the mutant reduces his target’s speed by 30% after two melee turns, 1/2 after three melee turns, and 60% after five melee turns. After six melee turns or greater with the power active, the target is completely immobile. The density increase is active for 1-10 melee turns or can be negated immediately by the mutant. The power can only be used once a day and has a range of 100 feet.
- Dual Brain
The mutant has two brains (but may or may not have two heads) and is ambidextrous. The second brain has 1-3 mental mutations and allows the mutant to have a second non-movement action during combat; however, this second action may not duplicate a previous action (i.e., attack with the same weapon twice) or invoke a physical mutation if one has already been used. A mental attack must succeed twice to affect the mutant (although it is still considered a single attack); however, the mutant’s mental defense is only raised after he defends against three mental attacks instead of the normal one. The mutant also gains a +10% bonus when examining an artifact.
- Force Field Generation
A mutant with force field generation may create an invisible wall of psychic energy that protects him from physical harm. This wall forms roughly five inches in front of the mutant and requires no effort to maintain, but the mutant must remain immobile. The wall can absorb five dice of accumulated physical damage before dissipating. This power can only be invoked once daily.
- Genius (military, scientific or economic)
The genius mutation has three separate forms: military, scientific, or economic. A military genius will be able to quickly analyze the combat techniques of an opponent, allowing him to exploit weaknesses. As such, the mutant gains a +4 bonus to attack rolls and causes an additional die of damage. A scientific genius has an amazing capacity to analyze and apply complex theories about life and matter. He gains a +10% bonus when evaluating artifacts. He may also create masterfully-designed weapons which cause four extra points of damage but require triple the normal creation time. An economic genius has a complex understanding of social interactions involving goods and services. He is an expert haggler who knows how you best exploit the goals of others. He can generally sell items at triple their normal value and has a leadership potential score with which he can garner followers as a true human.
- Heightened Brain Talent
Heightened brain talent allows a mutant to evaluate an artifact in 1/3 the normal time, automatically detect a lie, and require two successful attack rolls for a mental attack to him (still considered one attack).
- Heightened Intelligence
A mutated animal or plant with heightened intelligence gains human-level intelligence. A mutant human or other mutant who already has human-level intelligence with this mutation increases his mental resistance by four (to a maximum of 18). Heightened intelligence is required by a mutant with four mental mutations.
- Illusion Generation
The mutant is able to create realistic illusions in the minds of others within 100 feet (31 meters). The illusion appears absolutely real until physically touched by an affected being.
Intuition makes the mutant subconsciously aware of probabilities and allows him to choose the best possible outcome. The mutant gains a +1 bonus to attack rolls, a +3 bonus to damage, and can never be surprised. However, these effects cannot be combined with consciously active mutations.
The mutant is able to mentally lift himself vertically into the air. He can only lift himself and anything he can normally carry in one hand. Levitation has a maximum duration of 25 melee turns and requires the mutant’s full concentration (other actions are not allowed). The mutant must rest for five melee turns after using this power.
- Life Leech
Life leech allows a mutant to steal life energy from all semi-intelligent and intelligent living creatures within 30 feet plus 10 feet for every four points of the mutant’s mental resistance. Each affected creature will lose six hit points which will in turn be available to the mutant for a day. When damaged, the mutant will lose these temporary hit points before subtracting the damage from his own total. The affected creatures will only regain these lost hit points through standard healing processes.
- Magnetic Control
Magnetic control grants a mutant the ability to control magnetic fields in order to mentally move ferrous material. A ferrous object with an active power supply generates a field which distorts this mutation, making it immune to the effects. Attempting to move a unpowered ferrous object requires a mental attack against a mental defense of 12. Magnetic control is not limited by weight, but has a maximum range of 100 yards.
- Mass Mind
The mutant is able to mentally combine and coordinate the mental efforts of creatures of the same species or with the same mutation. This mental bond allows a single individual within the group to use a shared mutation with range, duration, and power level multiplied by the number of creatures in the group. For example, a group of four mutants with the mental blast mutation and a member with the mass mind mutation could join forces to create a quadruple strength mental blast. There is a cumulative 5% chance per melee turn that a group bonded this way will suffer mind burnout and everyone will die.
- Mental Blast
Mental blast allows the mutant to directly damage another’s mind. A successful attack causes three dice of damage. The maximum range is 100 feet.
- Mental Control
The mutant is able to mentally control another being’s body. When in control of another body, the mutant’s body remains completely immobile and he no longer has access to his own body’s senses. Instead, the mutant experiences everything through his controlled body. If the controlled body is killed or knocked unconscious, then the mutant suffers the same fate. However, other damaging effects are not transferred to the mutant’s body. The initial mental attack for control has a maximum range of 50 feet (15.5 meters), but there is no maximum range once control is established. The mutant may end his control at any time and return his consciousness to his own body. The controlled being remembers everything that occurred during his possession.
- Mental Control Over Physical States
In times of stress (as determined by the referee), the mutant has an enhanced fight-or-flight response, increasing his pain thresholds and providing a huge boost of energy. This state doubles the mutant’s strength and dexterity scores as well as his movement speed. It expires after 5-50 melee turns and can only occur once a week. The mutant’s natural healing is also enhanced by this mutation: his rate of healing is quadruple the normal rate.
- Mental Defense Shield
A mutant with the mental defense shield mutation will add four points to his mental defense (to a maximum of 18). He will also be aware of any active mental powers within a 30 meter radius (but this ability does not allow him to identify the powers).
- Mental Paralysis
Mental paralysis allows a mutant to mentally override the nerve centers of another and force him to remain immobile. The maximum range of this mutation is 100 feet. A mental attack roll is required to establish and maintain this power. If the mutant maintains this control for over three consecutive melee turns, his victim will die.
- Mental Transparency
The mutant is able to cloak himself from semi-intelligent and intelligent living creatures within 100 feet (31 meters). With a successful mental attack, the mutant cannot be seen by the target. However, the mutant can still be detected by non-visual senses such as hearing, touch, and smell. While cloaked, the mutant may move and perform other actions, but if he makes any kind of attack, he loses his invisibility.
- Molecular Disruption
Molecular disruption grants the mutant the ability to disintegrate matter. The chance of a successful disintegration is based upon the target material and the mental resistance of the mutant. Metal and other dense matter of 100 lbs. or less have a 3% chance per point of mental resistance of being disintegrated. Stone and other non-metallic, non-biological matter of 100 lbs. or less have a 4% chance per point of mental resistance of being disintegrated. Biological matter (a single creature or unit) has a 5% chance per point of mental resistance of being disintegrated. Molecular disruption has a maximum range of 100 feet. Invoking this ability (whether successful or not) reduces the mutant’s hit point total to one and reduces the mutant to half speed for one week.
- Planar Travel
Planar travel allows a mutant to open gateways to alternate planes of existence. Such a gateway created by this power appears as a two-dimensional opening through which the connecting alternate plane can be seen. The gateway cannot be moved once established and lasts for three melee turns. This power can only be used once a week.
Precognition grants the mutant the ability to foresee future dangers that will affect him personally. Using this power requires intense concentration and the mutant can only sense danger up to three minutes in the future. The mutant may act upon the information obtained and not follow the course of action foreseen. If the mutant sees his own future death, he suffers six points of damage due to the shock to his nervous system. If the mutant sees himself injured, he suffers one point of damage.
The mutant may create intense heat in a roughly two-meter diameter area up to 25 meters away. Each consecutive melee turn that the mutant concentrates this power on a living being, he causes a cumulative one die of burn damage (i.e., one die of damage the first turn, two dice of damage the second turn, etc.). No more than ten dice of damage may be caused in a single turn. A fire may be started by this power, but how many melee turns are required to start the fire is determined by the referee.
- Reflection Power
By intensely concentrating, the mutant is able to randomly reflect energy damage (including kinetic energy from physical blows) away from himself. The mutant must remain immobile while concentrating on this power. During the first melee turn of concentration, the mutant reflects three dice of damage. On each subsequent turn, the mutant reflects an additional die of damage. The maximum duration for this mutation is 18 melee turns (reflecting 20 dice of damage) and it can only be invoked once a day.
- Repulsion Field Generation
A mutant with repulsion field generation may create an invisible sphere of psychic energy that prevents the passage of physical matter. The sphere may be up to 10 feet in diameter and can be mentally moved by the mutant. The sphere can never be more than 50 feet (15.5 meters) from the mutant. The sphere may be created around the mutant, other creatures or objects. The sphere can lift any objects within as long as the mutant could physically pick them up himself. The sphere can absorb five dice of accumulated physical damage before dissipating. This power can only be invoked once daily and the mutant must remain immobile while it is in use.
Telekinesis allows a mutant to mentally lift and move objects other than himself within 50 feet. The mutant may only move an object that he could physically move himself. If he attempts to move another creature or an object held by a creature, he must make a mental attack. The maximum duration of telekinesis is five melee turns. After the power has ended, the mutant must rest an amount of time equal to the amount of time the power was active.
- Telekinetic Arm
Telekinetic arm allows a mutant to mentally form psychic energy into the shape of an arm and hand within 50 yards. This arm of force is invisible to the naked eye and may interact with other objects, including attacking them. The arm floats 1-6 feet off the ground and has an effective strength score of 18. Unpowered weapons have no effect on the telekinetic arm.
The mutant has the ability to mentally communicate with another life form with 25 feet. He may sense another’s surface thoughts or emotions without sending his own.
Teleportation grants the mutant the ability to physically and instantaneously transport himself to another location within three miles. The mutant cannot transport anyone but himself in this manner. He also cannot transport himself to another location he has never seen or had described to him in exquisite detail. The mutant has a 25% chance of suffering 10 dice of damage if he teleports to an area he cannot see and has not spent at least eight hours memorizing.
- Temporal Fugue
A mutant with the temporal fugue mutation is able to shunt himself back and forth in the time stream, creating duplicates of himself in the current time. The mutant is able to create 1-10 duplicates that disappear after five melee turns. These duplicates appear together but are individuals without any coordinated attack plan. After a battle, the mutant must rest one week for every duplicate of himself killed. He can only use this power once a week.
- Time Field Manipulation
The time field manipulation mutation is only available to a mutant with an intelligence of 18 and the heightened intelligence mutation (beyond human-level intelligence). The mutation allows a mutant to travel or send objects he is touching through time. The chance of success depends upon the length of time, the direction in time, and the material being sent (see below). Note that this power sends objects through time, but not through space so the object disappears in the current time and appears in a different time in the same location. Attempting to use this ability (even if unsuccessful) reduces the mutant’s hit point total by half for 1-8 days and reduces his movement speed by half for 1-12 days.
Length of Time Chance of Success 1 Week 95% 25 Weeks 85% 1 Year 80% 5 Years 75% 10 Years 60% 25 Years 50% 50 Years 30% 100 Years 20% 250 Years 10% Modifiers: Metal or powered devices -10% Stone or other nonmetallic, inorganic matter -15% Biological matter (unwilling) -20% Future travel -25%
- Weather Manipulation
The mutant is able to control air pressure on a massive scale, affecting localized weather patterns. The mutant must concentrate to use this power and the chance of success is determined by the desired weather (see below). The mutant can only make one attempt per day but once successful, the mutant only has to continue concentrating to maintain the weather.
- Will Force
A mutant with will force is able to enhance any one facet of an ability. This power is used in conjunction with another mutation or action and doubles one facet of the ability being used. For example, it can be used to double any combat bonus to combat rolls (or increase it from zero to one) or double the damage caused by an attack. Will force has a duration of 1-10 melee turns and can only be used once every two days.