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30. Mental Control Over Physical States: This mutation is the unconscious ability to disregard<br />
things like pain warnings and override things like fatigue and blood loss for up to 1 day. This<br />
also increases the mutant's chances of surviving mortal wounds in that he or she can heal four<br />
times as fast as normal. In situations of overwhelming danger (judge’s option) the mutant will<br />
have double his or her normal strength, dexterity, and speed for 5-50 melee turns (usable once a<br />
week).<br />
31. De-evolution: The power to strip abilities from mutants by regressing them along their<br />
ancestral lines. If this power works (treat as mental attack) it begins with the being’s greatest<br />
special ability (judge’s option) being taken away forever, and removing 2 more abilities on every<br />
subsequent melee turn the force is in action. This power is usable only once every 7 days. This<br />
power will last to the end of the combat, be it 1 melee round or 100.<br />
32. Telekinetic Arm: This mutation takes on the form of a tangible arm with the power to fight<br />
as a human with the strength of 18 up to 50 yards away from the mutant, floating always from 1-<br />
6 feet off the ground. The arm cannot be hit by nonpowered weapons. The arm must always be<br />
visible to the controlling mutant.<br />
33. Dual Brain: This mutation takes the form of 2 brains with all the powers 2 brains imply (not<br />
necessarily in I head). This allows a being to figure out any given artifact faster, and while a<br />
mental attack may affect 1 brain, the other brain can over-ride any harmful effects and control<br />
the body. These brains may have only 3 other mental mutations (total).<br />
34. Heightened Brain Talent: This mutant will be able to figure out the workings of any artifact<br />
in one third the time. This mutant gets 2 saving throws against mental attack. It is impossible to<br />
tell a lie to a mutant with this power without his knowing it.<br />
35. Genius (either military, scientific or economical): This mutation splits itself into having<br />
only one of the following:<br />
A Military Genius will have a plus 4 chance of hitting with any weapon and win do one dice of<br />
damage over and above any given weapon damage.<br />
A Scientific Genius will have a plus 10% chance for figuring out any given artifact, and any<br />
weapon he or she makes will do 4 extra points of damage. It takes 3 times as long to make<br />
weapons of this type, however.<br />
An Economic Genius will be able to turn a triple profit on anything he or she tries to sell, and<br />
will have a leadership potential like a human.<br />
36. Temporal Fugue: A mutant’s ability to make perfect replicas of himself by shunting back<br />
and forth in the time stream (never staying). The mutant is able to make 1-10 doubles of himself<br />
per week that will last 5 full turns or until death. For each double killed in battle the mutant must<br />
rest after the battle for 1 week. All doubles appear together but each will fight as an individual<br />
with no real coordinated attack plan. It is up to the referee to decide how many can be produced