28.11.2018 Views

Metamorphasis Alpha

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!