Mutant (UnCommon):

%Roll: Mutant Abilities:

01-70:   Common

71-90:  UnCommon

91-00:   Rare

 

%Roll: UnCommon Mutant Abilities

01-25:   Body Weapon                (Ability)   (Modification-Point cost 40)

26-50    Characteristic Gain       (Ability)   (Modification-Point cost 60)

51-75:   Heal                               (Ability)   (Modification-Point cost 60)

35-51:   Immunity to Pain           (Ability)   (Modification-Point cost 20)

52-68:   Oxygen                           (Ability)   (Modification-Point cost 20)

76-00:   Rubber Mutant              (Ability)   (Modification-Point cost 30)

69-84:   Steel Skin                       (Ability)   (Modification-Point cost 30)

85-00:   Suprise Resistance        (Ability)   (Modification-Point cost 24)

 

 

Body Weapon (Adventurer Abilities (levels 0+) Return to top

 

The following natural weapons will be gained by the Mutant:

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

20

Ability, Power, Spell Preparation:

None.

Area of Effect:

Mutant only.

Avoidance-Roll:

None.

Damage:

x2 damage of a normal weapon of it’s type (See: “Explanation”).

Duration:

Permenent until retracted.

Effect Time:

Instant.

Explanation:

Return to top

This unique power will produce the following weapon-types from the body of the mutant. The following weapons are only retractable (they are not strapped on as you would a conventional weapon):

 

Types: For damages, this weapon is considered as:

Elbow-blade (Elbow-blade at x2 damage (see: “Elbow-blade” in the Weapons Book).

 

Finger-blades (Finger-blades at x2 damage (see: “Finger-blades” in the Weapons Book).

 

Fist-blades (Fist-blades at x2 damage (see: “Fist-blades” in the Weapons Book).

 

Foot-blade (Foot-blade at x2 damage (see: “Foot-blade” in the Weapons Book).

 

Horns on head (Katana at x2 damage (see: “Katana” in the Weapons Book).

 

Knee-blade (Knee-blade at x2 damage (see: “Knee-blade” in the Weapons Book).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

The time it take to draw a weapon from it’s sheath (which will take one attack).

Maximum Adjustment:

None..

Notes:

Body Weapons are permanent and retractable.

 

The following are the additional # of attacks vs. the Mutannt's level:

x2 damage at level   0 - 5th.

x3 damage at level   6th - 12th.

x4 damage at level   13th. - 20th.

x5 damage at level   21st - 29th

x6 damage at level   30th - 39th

x7 damage at level    40th - 51st

x8 damage at level    52nd - 63rd

x9 damage at level    64th - 77th

x10 damage at level  78th - 92nd

x12 damage at level  93rd - 108th

                                    For every 20 levels advanced, the

                                    Mutant will gain an additional x to

                                     his or her weapon (i.e.x13, x14. x15,

                                     x16, x17, etc.

 

The Mutant will gain attacks per levels:

0 - 12th.:        +1

13th. - 25th.:  +3

26th - 40th:    +4

41st - 55th:    +5

56th - 70th:    +6

71st - 85th:    +7

86th - 100th:  +8

101st - 115:    +9

116th - 130th: +13

                         For every 15 levels advanced, the Mutant

                         will gain +1 additional attack.

 

Only one type of weapon can be used at one time.

 

Range:

The following are some specifics of Body Weapon:

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

Body Weapons are considered as Rank (magical) weapons (+1 damage added per level of the Mutant).

Susceptibilities:

None.

Value:

40,000 white-gold

Return to top

 

 

Characteristic Gain (Adventurer Abilities (levels 0+) Return to top

 

Mutant can pick the characteristic to add to.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

30. See: "Explanation".

Ability, Power, Spell Preparation:

None.

Area of Effect:

Mutant only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

24 hours.

 

See: "Explanation".

Effect Time:

Instant.

Explanation:

Return to top

The Mutant will gain 1-D6 +3 temporary characteristics. Write these characteristics on the front page of the character sheet. The Mutant can use these point instantly, and in anysituatio).

 

Once these points are used, and once the situation or "Duration" has expired, they may be gone forever.

 

After using up all the characteristics, if the Mutant can make a successful Wisdom check (wisdom = % chance), these points may not be lost (no Luck can be used to be successful on this roll).

 

Roll on the following chart to see where these points will go (if the avoidance-roll was successful):

 

%Roll: Temporary Characteristics:

01-07:   Ability-Points: 1 temporary characteristic point

                                       per 2 ability-points.

 

08-14:   Aging: Age yourself 1 year per 1 temporary

                          characteristic point expended (Mutants

                          gain 1 ability/power per 10 years they have

                          aged).

 

15-21:   Base Damage-Points: 1 temporary characteristic

                                                   point per 2 damage-points.

 

22-28:   Blood-Points: 1 temporary characteristic point

                                      per 2 blood-points.

 

29-34:   Characteristic: 2 temporary characteristic points

                                        per 1 permanent.

 

35-40:   Damage-Points: 1 temporary characteristic point

                                          per 10 damage-points.

 

41-46:   Level up!: All temporary characteristic points

                                used to increase to the next level!

 

47-52:   Experience-Points: 300 experience-points

                                              per 1 temporary characteristic

                                              point.

 

53-58:   Language: 1 temporary characteristic point

                                 per language learned.

 

59-64:   Luck: 1 temporary characteristic point per

                         2 luck-points.

 

65-70:   Other Significant Feature! All points temporary

                                                          characteristic points

                                                          to roll for a random

                                                          Other Significant Fear.

                                                          Roll on the beginning

                                                          chart, for you may end

                                                          up getting more than one.

 

71-76:   Oxygen-Points: 1 temporary characteristic point

                                         per 2 osygen-points.

 

77-82:   Spell-Points: 1 temporary characteristic point per

                                    2 spell-points.

 

83-88:   Modification-Points: 1 temporary characteristic

                                                 point per 5 modification-points.

 

89-94:   Body Weapon Damage: 1 temporary characteristic

                                                       point per to increase the

                                                       damage of 1 of your natural

                                                       body weapon by 10 points.

                                                       If you do not have body

                                                       weapons, roll again.

 

95-00:   Weapons Trained in: 1 temporary characteristic

                                                  point to learn 1 conventional

                                                  weapon of your choice (staff,

                                                  sword, bow, etc.).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Mutant only.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

40,000 white-gold

Return to top

 

 

Heal (Adventurer Abilities (levels 0+) Return to top

 

Mutant can heal self, or another, all physical flesh wounds (lost damage-points only).

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

30 for self / 60 for another.

Ability, Power, Spell Preparation:

None.

Area of Effect:

Self or other.

Avoidance-Roll:

None.

Damage:

None.

Duration:

3 turns (15 seconds).

Effect Time:

3 turns (15 seconds).

Explanation:

Return to top

This ability will heal the Mutant, or another, of lost damage-points at a rate of 1/3 the total damage sustained each turn for three turns.

 

If the Mutant, or other, is damaged while the power of this ability is active, 1/3 will be healed on the next turn.

Hand Movement:

Touch.

Healing:

Target will be fully healed in 3 turns (15 seconds). Heal up 1/3 of the damage taken per turn.

Immunities:

None.

Invoke time:

1 turn (5 seconds)

Maximum Adjustment:

None.

Notes:

After Heal has been invoked upon self, or another, other wounds taken will not heal (it must be invoked once again).

Range:

Touch.

Resting Time:

3 turns (15 seconds)

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

60,000 white-gold

Return to top

 

 

Immunity to Pain (Adventurer Abilities (levels 0+) Return to top

 

Mutant is 100% immune to pain.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

10

Ability, Power, Spell Preparation:

None.

Area of Effect:

Self.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

Effect Time:

Instant.

Explanation:

Return to top

This will numb all the Mutant's wounds, and cause future wounds to not be felt for the “Duration”.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

Self.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Oxygen (Adventurer Abilities (levels 0+) Return to top

 

Mutant does not need to breath to live.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

10

Ability, Power, Spell Preparation:

None.

Area of Effect:

Self.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 hour (720 turns) x your current level.

Effect Time:

Instant.

Explanation:

Return to top

The Mutant does not need to breath to live while the “Duration” is in effect (but Mutant can drown if he or she breaths in water).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

2 turns (10 seconds).

Maximum Adjustment:

None.

Notes:

Ability-points expended to invoke this power will not begin to regenerate until the “Duration” has expired.

Range:

Self.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Rubber Mutant (Adventurer Abilities (levels 0+) Return to top

 

Rearange your molecular structure to be as pliable as the cured sap of the Sharinga Tree.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

15

Ability, Power, Spell Preparation:

None.

Area of Effect:

Mutant only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 minute (12 seconds) (1 minute per 7 levels advanced).

+1 minute per scroll memorized after learning this ability.

Effect Time:

3 turns (15 seconds)

Explanation:

Return to top

When the Mutant falls, if the fall is greater than his or her height, he or she can invoke Rubber Mutant.

 

When this is done, the Mutant will strike the surface he or she lands upon. Upon landing, the Mutant will bounce upward at 1/2 the height of the fall taken.The Mutant will then fall once again, impacting the surface to take only 1% of the normal fall damage.This bouncing effect will continue on until a fall no greater than x2 the Mutant's height has been achieved. After this, the Mutant will no longer rebound rupward.

 

Remembger:

The Mutant will take damage, but at only 1% of the normal damage per bounce.

 

All damages sustained (as minimal as they may be) will be rounded up to the nearest point.

 

Each time the Mutant bounces, 1-8 area of his or her body will take damage.

 

All damage taken during these falls (or bounces) will be considered as bruising damage.

Hand Movement:

None.

Healing:

None.

Immunities:

Instant (unless the Mutant is under x2 his or her height).

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Mutant only.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

30,000 white-gold

Return to top

 

 

Steel Skin (Adventurer Abilities (levels 0+) Return to top

 

Rearange your molecular structure to be as pliable as the cured sap of the Sharinga Tree.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

15

Ability, Power, Spell Preparation:

None.

Area of Effect:

Mutant only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

+1 turn per scroll memorized after learning this ability.

Effect Time:

Instant.

Explanation:

Return to top

This ability will cause what appears to be liquid-steel to cover the Mutant. This steel is considered as plate armor, with all special abilities and damage-points applying to the Mutant just as if he or she was wearing a set of plate armor.

 

The temperament of the alloy of Steel Skin will be as follows:

Level of Mutant: Type of plate armoring special abilities to be used:

Level 1-10: Gage-steel plate

Level 11-20: Shank-steel plate

Level 21-30: Krakkin-steel plate

Level 31-40: Earthen-steel plate

Level 41-50: Admontanium-steel plate

Level 51-60: Krannik-steel plate

Level 61-70: Starr-steel plate

Level 71-80: Mystical-steel plate

Level 81+: Koar-steel plate

 

See: Plate Armors in the “Armor Book” for details on special abilities to turn specific attacks.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

2 turns (10 seconds)

Maximum Adjustment:

Koar-steel plate special abilities.

Notes:

None.

Range:

Mutant only.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

Fire and Lightning cause Maximum strike (highest damage of three rolls) against the Mutant during the “Duration” of this power.

Value:

30,000 white-gold

Return to top

 

 

Surprise Resistance (Adventurer Abilities (levels 0+) Return to top

 

Mutant will not be surprised if an “Awareness Check” is successful.

 

Modification-Point Cost (M.P.C.) : 24

Prerequisites --------------------------- : Mutant.

Ability-points to Invoke:

12

Ability, Power, Spell Preparation:

None.

Area of Effect:

Mutant only.

Avoidance-Roll:

“Awareness Check” (your Awareness will be the % chance (roll your % chance or below to succeed).

Damage:

None.

Duration:

Permanent ability that is constantly in effect. The Mutant must have the ability-points to invoke this power, or it will not work.

Effect Time:

Instant.

Explanation:

Return to top

Mutant will have a % chance of never being surprised. See: “Avoidance-roll”. This power will not warn the Mutant of surprises against a comrades or allies.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. Passive ability that is always in effect. The Mutant does not have to invoke this ability.

Maximum Adjustment:

None.

Notes:

None.

Range:

Mutant only.

Resting Time:

None.

Spell-points to Cast:

None. This is an ability.

Spell Preparation:

None. This is an ability.

Special:

None.

Susceptibilities:

None.

Value:

30,000 white-gold

Return to top