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Metamorphasis Alpha

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eing taller<br />

having a total carapace<br />

Note: shipboard creature mutations encountered (in other words, nonplayer characters) may<br />

actually have these combinations of mutations. In such cases they are considered as defects by<br />

the referee which may hinder or harm the mutant in certain situations.<br />

Physical Mutations Explained:<br />

1. Taller: With 6 feet being the normal size, this mutation may range up to an effective limit of<br />

25 feet. This height increase calls for a greater metabolic rate, and increases in the strength<br />

potential of the being making double, triple, or quadruple the possible damage done by the being<br />

(judges option).<br />

2. Shorter: With 6 feet being the norm, this-mutation may range down to an effective limit of 1<br />

inch. This change decreases the metabolic rate and the strength potential of the being, and makes<br />

it harder for him to be struck in physical combat (referee’s option),<br />

3. Out-Sized Body Parts: This is an increase in certain areas of the body, with a subsequent<br />

increase in power. Example: larger eyes for greater vision, a larger heart for greater endurance.<br />

Only one item of a being’s body may be increased when choosing this mutation.<br />

4. New Body Parts: These are things not usually found on the human body. Example: a heat<br />

sensing organ, tentacles, or a gas generating gland.<br />

5. Poison Claws or Fangs: The secretions of a new gland in the body that makes a toxic fluid<br />

injected by a piercing agent. The intensity of the poison is up to the referee.<br />

6. Multiple Body Parts: These are appendages not usually found on the body in excess<br />

numbers. These include things like the complete use of 1-10 extra arms, or a greater number of<br />

eyes, or a greater number of legs.<br />

7. Regeneration: This allows the being to use his body weight to heal himself of lost hit points,<br />

(figure 10 pounds of body weight regenerates 1 hit point per day).<br />

8. Gas Generation: Much like the skunk, this could be an odor expelled from the lungs or other<br />

areas of the body, causing things like unconsciousness or death in other beings that inhale it (as<br />

determined by the referee).<br />

9. Quills: These are usually along the arms or legs and serve mainly to prevent contact with the<br />

skin by other beings (treat the touch of each quill as doing dagger damage) or they may be<br />

thrown for Short ranges, (1-10 feet).<br />

10. Gills: These give a mutant the power to live under the water, but require a much more<br />

extensive respiratory system (meaning the body shape will change to make room for the larger<br />

lungs).

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