Physical Mutation List

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  1. Chameleon Powers
    Chameleon powers allow the mutant to alter his body color to blend into his surroundings. The color change will be almost instantaneous and once changed, the mutant need not concentrate on the color desired.
  2. Density Control
    Density control allows the mutant to increase the density of his molecular structure which has the side-effects of improving his armor class and reducing both his speed and agility. Every melee turn that the mutant increases his density, his 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 mutant’s dexterity by one. Additionally, the mutant reduces his 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 mutant is completely immobile. The density increase may be active for 1-10 melee turns or can be negated immediately by the mutant. The power can only be used once a day.
  3. Electrical Generation
    The mutant can emit an electrical shock from his body, causing three dice of damage each melee turn to anyone he touches (use normal combat procedure). This shock may be conducted by a metal weapon.
  4. Fangs*
    Available to mutant animal only. The mutated animal has fangs which may be used to bite others.
  5. Fur Change*
    Available to mutant animal only. The fur change mutation is a change in the normal color of the mutant or the ability of the fur to reflect one type of energy exactly like the physical reflection mutation.
  6. Gas Generation
    Gas generation allows a mutant to expel a gas from his lungs or other areas of the body which causes some ill effect (possibly unconsciousness or even death) to anyone who inhales it. The referee must agree with the chosen effect. The intensity of this poisonous odor is determined by rolling three dice.
  7. Gills
    Gills give the mutant the power to live under the water as well as on land, but require a much more extensive respiratory system than normal (forcing the body shape to change in some manner to incorporate the larger lungs).
  8. Heat Generation
    The heat generation mutation allows the mutant to generate extreme heat from his body, causing three dice of burn damage each melee turn to anyone he touches (use normal combat procedure). This heat may be conducted by a metal weapon.
  9. Heightened Balance
    The mutant has an amazing ability to maintain balance in difficult circumstances. He will never fail into a pit, trip over a rope or wire, or land any way but on his feet from a long fall. He can also climb almost perfectly sheer walls and walk across a suspended 1/2-inch-thick rope with no chance of falling if left undisturbed. The mutant’s heightened balance increases his dexterity score by three (to a maximum of 18).
  10. Heightened Dexterity
    The mutant has enhanced reflexes which allow him to dodge many attacks while unencumbered. These reflexes improve his natural armor class to 1. His dexterity score is also increased by three (to a maximum of 18).
  11. Heightened Hearing
    Heightened hearing allows a mutant to hear and identify separate sounds in a 200 foot (62 meter) radius. The mutant can never be surprised because the mutation works through and around solid objects.
  12. Heightened Precision
    The mutant has the instinctive ability to determine an opponent’s weak points and structural weaknesses in material objects. Targeting such an area with an attack allows the mutant to cause two extra dice of damage.
  13. Heightened Smell
    The mutant is able to smell and identify separate odors from a great distance (200 feet). He can never be ambushed by non-plant creatures. The mutant can even follow any scent trail less than a day old over any surface except water.
  14. Heightened Strength
    The mutant has increased muscle mass, particularly in his arms (or other attack limbs). His strength score is increased by four (possibly beyond 18). He causes an extra three dice of damage with unpowered melee weapons.
  15. Heightened Taste
    Heightened taste allows a mutant to identify any poisonous substance at a touch of the tongue. The mutant may also identify whether a plant is edible.
  16. Heightened Touch
    The heightened touch mutation grants the ability to feel an object’s structural weaknesses or possible function. Given enough time (as determined by the referee), the mutant can cause two extra dice of damage to a specific object per the heightened precision mutation or gain a +10% bonus to the roll to understand the function of an item.
  17. Heightened Vision
    The mutant is able to see clearly over long distances (one mile) and see into the infrared and ultra-violet spectrums.
  18. Light Generation
    A mutant with the light generation mutation may emit an extremely bright light which blinds those within 25 feet for 1-4 melee turns.
  19. Multiple Body Parts
    The mutant has additional appendages which he may use normally. Examples of multiple body parts include 1-10 extra arms, eyes, or legs.
  20. New Body Parts
    The mutant has one or more beneficial organs, glands, or appendage that are not normal for his species. Examples include a heat-sensing organ, tentacles, a gas-generating gland, a poison resistance gland (defense of 18 against poison), or even suction pads on arms or feet.
  21. Out-Sized Body Parts
    The mutant has one or more enlarged and enhanced organ, gland, or appendage. This beneficial enhancement may increase an associated ability score by two, but not beyond the 18 maximum. Larger eyes would allow greater vision and visual clarity. A larger heart would increase endurance and the mutant’s constitution score.
  22. Partial Carapace
    A partial carapace is a thick shell covering the back and head of a mutant. The shell reduces damage done to those areas by half and improves the mutant’s base armor class from behind to 6. If the shell absorbs an amount of damage equal to either twice the mutant’s constitution score or 20 (whichever is higher) from a single attack, the shell is cracked. If cracked, the shell requires 1-12 months to regrow and during that time, damage done to the mutant in the covered areas is doubled.
  23. Physical Reflection
    The mutant’s skin is able to reflect a specific type of energy randomly away from him. The energy reflected may be cold, electricity, heat, light, paralysis ray, or radiation.
  24. Poison Claws or Fangs
    The mutant has a gland which produces a toxic poison as well as a method of introducing that poison into another’s bloodstreams (usually claws or fangs). The effects of the poison must meet the approval of the referee. The poison intensity is determined by rolling three dice.
  25. Quills
    Areas of the mutant’s body (usually arms or legs) are covered with extremely sharp quills. These quills cause 1-4 points of damage when contacted with force and may be thrown or ejected 1-10 feet from the mutant.
  26. Radiated Eyes
    A mutant with radiated eyes may focus a beams of radiation through his eyes. These beams combine into an intensity 10 radiation attack. This power can only be used once every four melee turns and has a maximum range of 10 yards.
  27. Regeneration
    The mutant is able to heal at an increased rate. He may regenerate 15 hit points, plus one for each constitution point past 10, per day. This will occur naturally when the mutant sleeps, but he may consciously invoke this ability by concentrating and resting for five minutes.
  28. Shapechange
    There are two different types of the shapechange mutation: one allows a mutant to assume the outer appearance of another type of creature while the second allows the mutant to alter his body to be unaffected by radiation. When imbued with the ability to change appearance, the mutant may only mimic a specific category of creature (animal, insect, or reptile) and must keep roughly the same mass (only a 1/4 change at most). He cannot mimic a creature’s mutations. Optionally, the mutant with shapechange may mimic all creature categories if he has no other physical mutations.
  29. Shorter
    The mutant is 1-20 inches shorter than the average height of six feet and correspondently smaller. If only three feet in height or less, the mutant receives a -3 to his strength score (to a minimum of 3) and gains a +1 bonus to his attack rolls against standard human-sized or larger opponents.
  30. Sonic Abilities
    Sonic abilities allow a mutant to generate high sonic frequencies that cause three dice of damage to organic tissue at short range. The mutant can only generate the sonic frequencies once every four melee turns. All living creatures within 10 yards of the mutant suffer the sonic damage.
  31. Speed Increase*
    Available to mutant animal only. Twice a day, the mutant is able to activate a special gland that allows him to move twice as fast as normal for five melee turns. This speed translates into an additional action per melee turn, such as an extra physical attack or movement.
  32. Symbiotic Attachment*
    Available to mutant animal only. The symbiotic attachment mutation allows the mutant to consciously control another’s body. For this power to work properly, physical contact must be maintained between the mutant and his target. Once physical contact has been established, it requires three melee turns (i.e., 30 seconds) for the mutant to assert control.
  33. Taller
    The mutant is 6-25 feet in height with a normally proportioned body. For every four feet over six feet, the mutant adds three to his strength score (to a maximum of 20) and adds an extra die of damage to unpowered melee weapons. For every eight feet over six feet, the mutant suffers a -1 penalty to attack rolls against standard human-sized or smaller opponents.
  34. Teeth*
    Available to mutant animal only. The mutated animal has teeth.
  35. Total Carapace
    A total carapace is a thick shell covering the entire body of a mutant. The shell reduces damage done to the mutant by half, improves the mutant’s base armor class to 3, and reduces the mutant’s speed by 1/4. When the mutant has lost over half his hit point total, his carapace is cracked and he suffers triple damage from attacks.
  36. Wings
    Wings allow a mutant to fly 100 yards per melee turn. He can only fly when weighing 125 lbs. or less and carrying no more than 1/4 his own body weight.

* Available to mutant animal only.

Physical Mutation List

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