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Metamorphasis Alpha

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point for 7 full days and moves at one-half speed for that amount of time. The mutation affects<br />

different states of matter differently: metal and dense material have 3% chance of being affected<br />

per mental resistance point (affecting up to 100 pounds of material at a time), stone and nonmetal<br />

material have a 4% chance of being affected per mental resistance point (affecting 100 pounds of<br />

material), and biological organisms at a 5% per mental resistance point (affecting any amount of<br />

material in a single unit). This effect manifests itself in the disappearance of the material forever.<br />

26. Time Field Manipulation: The ability to travel or send objects through the currents of time.<br />

The use of this mutation requires an 18 intelligence and a “heightened intelligence” on the part of<br />

the mutant. The force required to send objects through time varies with the material involved.<br />

While material moves through time it does not move through space, so wherever the material<br />

started in the ship is where the material ends. The energy required drains one-half the hit points<br />

from the mutant for 1-8 days and reduces the mutant to one-half speed for 1-12 days. Using the<br />

percentile dice the following graph is used for time traveling:<br />

BACK IN TIME: PERCENT CHANCE OF WORKING:<br />

1 week 1-95%<br />

25 weeks 1-95%<br />

1 year 1-80%<br />

5 years 1-75%<br />

10 years 1-60%<br />

25 years 1-50%<br />

50 years 1-30%<br />

100 years 1-20%<br />

250 years 1-10%<br />

With resisting material (defined as being owned by another person) there is less of a chance of<br />

being sent into time: metal & powered units -10%, stone and other inorganic material -15%,<br />

biological material -20%. If objects are to be sent into the future for the given times subtract 25%<br />

for each division. The only limit in the amount of material sent is that the sender can only send<br />

what he or she is touching at the time. The draining and slowing down of the mutant happens<br />

even if the material does not get sent into time.<br />

27. Death Field Generation: This mutation drains all the hit points but 1 from all beings<br />

(friends or foe) within 60 feet of the mutant in 1 melee turn. When a mutant uses this mutation he<br />

is not affected by it except that he can do nothing else for 1-20 melee turns.<br />

28. Planer Travel: The ability to open ways to alternate planes of existence. This mutation<br />

manifests itself in a 10 by 10 opening lasting up to 3 full turns. These planes of existence may or<br />

may not be populated (by referee-inspired creatures), but once entering there is no way to leave<br />

them (unless a mutant reopens the plane), so they make perfect jails. Only one of these may be<br />

made in a week.<br />

29. Will Force: The ability, through sheer force of will, to double anyone facet of a mutants<br />

abilities. It can be used in conjunction with any other powers, or it may be used to increase<br />

hitting ability by 1, etc. It lasts from 1-10 full turns and cannot be used again for 2 days.

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