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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