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Metamorphasis Alpha

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12. Repulsion Field Generation: Similar to the force field except this will move to a maximum<br />

range of 50 feet (15.5 meters) and can surround and trap other beings in a sort of bubble. In all<br />

other respects it is as a force field.<br />

13. Mental Blast: The ability to cause direct damage with the mind. This damage is worth 3 hit<br />

dice per melee turn of successful attack.<br />

14. Mental Defense Shield: This is always in force and will add 4 points to a being’s mental<br />

resistance rating (with the rating never going over 18). It will also allow the mutant to be aware<br />

of any other mutant with mental powers within it meter radius.<br />

15. Reflection Power: This mutation, through mental concentration, repels, damaging energies<br />

directed at the body. This manifests itself in reflecting hit dim damage of any type. On the first<br />

melee turn of concentration 3 dice of damage is reflected, on the second turn 4 dice is reflected,<br />

going to the 18th turn of concentration in which 20 dice is reflected. The only thing wrong with<br />

this power is that the mutant must not move at all and is subject to simple attacks that do no<br />

damage but do incapacitate a person. After using this mutation the mutant is unable to do it again<br />

for a day.<br />

16. Pyrokinesis: The ability to cause living matter, or the product of living matter to suffer heat<br />

damage and eventually burst into fire. On the first melee turn 1 of burning damage is done (not<br />

necessarily fire) and through undisturbed con concentration up to 10 dice of damage can be<br />

accomplished in the 10th melee turn with the referee deciding when the actual fire starts. There<br />

is a range limitation 25 meters for this mutation to be effective.<br />

17. Cryogenics: This mutation uses the same limitations as Pyrokinesis except applies to a<br />

freezing power. The use of this mutation for 10 melee turns will can complete freezing of an<br />

object or being.<br />

18. Weather Manipulation: This mutation is essentially a control of air pressure on a massive<br />

scale, with a little bit of luck thrown in to get some of the effects wanted. Percentile dice am used<br />

at the beginning of the attempt and if the roll is not made for the listed weather condition wanted<br />

the pressure systems will not bend to the will of the mutant for at least 24 hours.<br />

Weather Chance of Time It Takes<br />

Conditions Occurring in Melee Turns<br />

Light Breeze 1-90% 1<br />

Gusty Winds 1-75% 2<br />

Light Rain 1-65% 3<br />

Thunder Storm 1-50% 4<br />

Fog 1-45% 5<br />

Light Snow Storm 1-30% 6<br />

Blizzard 1-25% 7<br />

Below Zero Weather 1-10% 8

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