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1 Acid Spit 2 Ageless 3 Air Lock 4 Amphibian

5 Arena Trap 6 Cat 7 Corpse Eater 8 Curse

9 Cryokinesis 10 Deer 11 Extendable Neck 12 Extreme Reflexes

13 Fire Immunity 14 Flame Breather 15 Floral 16 Fluffy

17 Four-Armed 18 Frog Legs 19 Giant 20 Gooey

21 Hooves 22 Horns 23 Hover 24 Human Magnet

25 Human Mole 26 Human Plant 27 Human Squid 28 Hypnosis

29 Ice Immunity 30 Insectoid 31 Insect Wings 32 Livewire

33 Luminescence 34 Manbeast 35 Mime 36 Mimic

37 Mind Terror 38 Multiple Organs 39 Natural Armor 40 Natural Weaponry

41 Owl 42 Parasite 43 Pathokinesis 44 Piercing Stare

45 Pill Bug 46 Pincers 47 Puppeteer 48 Pyrokinesis

49 Quills 50 Reptilian 51 Rot-Eater 52 Sonar

53 Spider Eyes 54 Spores 55 Sprinter 56 Stinger

57 Super 58 Telepathy 59 Tentacled Arms 60 Thinker


Digestion

61 Tracker 62 Beastmaster 63 Clairvoyance 64 Electric

65 Telekinetic 66 Human Toad 67 Vampire 68 Viscous

69 Sponge

Roll a d6 and a d10. Reroll if higher than 61. (or RNG)

Acid Spit
Glands in your mouth generate a potent acid. You can:
● Spit acid at a target at up to Near range. Costs 1 MP. deals one point of damage directly
and one more each turn until the victim rolls to Move. Armor works against the acid.
● Use your acid to melt a thin rope or bar, or a small object. Costs 1 MP.
● Open a simple lock. Costs 1 MP

Ageless
You have acquired something the Ancients sought.
● Upon acquirement, all MP are lost.
● Passive. No MP to maintain.
● Gain knowledge of Ancient’s language
**CANNOT START GAME/CHARACTER WITH THIS MUTATION.

Air Lock
You can eliminate the effects of weather. You can:
● Spend 1 MP to automatically Endure extreme heat or cold.
● Spend 2 MP to avoid being struck by lightning. Spend 3 MP to redirect lightning to
another target.

Amphibian
Your body has inherited traits from fishes and reptiles, making you equally at home under water
as on land. With this mutation, you can:
● Breathe underwater for a few minutes. Cost: 1 MP. You swim quickly and smoothly like a
fish.
● Use your slippery scales to absorb damage from external attacks. Every MP spent
eliminates one point of damage. (R)
● Bite an enemy at Arm’s Length with your numerous, small and very sharp teeth. It inflicts
damage equal to the number of MP you spend.

Arena Trap.
You can limit the area where things happen. You can:
● Create an invisible dome to trap living creates in a fixed area. Spend 1 MP per 5 square
feet.
● Maintain a trap. Spend 1 MP per turn in combat to maintain the arena, no matter the
size.

Cat
Hewwo? You:
● Have hunter instincts. You can spend 1 MP to choose your prey -- it must be within sight,
or have left a track for you to follow. You can follow the scent of your prey even when
several days have passed. When you attack your prey, you can spend 1 MP to get a
bonus to your first attack against it, whether it be +1 to Fight or Shoot.
● Have claws and razor sharp fangs. When you have succeeded in a roll of Fight
(unarmed) against an enemy, you can spend MP to increase damage. Every MP
increases damage by one.

Corpse-Eater
Your metabolism is abnormally robust, as well as your jaws and teeth. You can:
● Eat raw meat, even several days after the prey’s death, without suffering Rot points.
Small game counts as one ration of grub each. Bigger creatures -- or humanoids -- count
as two rations.
● Bite a victim at Arm’s Length. The attack inflicts damage equal to the number of MP
spent.

Curse
You have an unexplainable ability to affect other people. You can:
● Place a Curse on an opponent within Near distance. Once creating a curse, you must
first spend MP equal to the amount of trauma you’d like to give the opponent. Then, you
may set a time for the curse to go off. Free: immediately OR within a turn. 1 MP up to
one minute. 2 MP up to an hour. 3 MP up to a day.

Cryokinesis
You have the ability to freeze things with the power of your mind. You can:
● Freeze a living creature within arm’s length. Deals one point of damage for every
Mutation Point you spend. Requires close contact.
● Freeze a surface of water – either everything at Near distance or a bridge of ice one
meter wide stretching from your feet a short distance in any direction across water. The
ice can carry the weight of several people and lasts for about an hour before melting.
● Put out a fire or cool down a hot object. Larger fires require spending 1 Mutation Point.

Deer
You are a deer-person. You:
● Are an herbivore. You can live off of all kinds of plants in nature, even those that are
inedible to humans. By spending a MP, you can eliminate the need to eat and drink for a
day.
● Have an animal ability to sense danger, and react to a threat faster than your enemy can
attack. You can activate this power when an enemy tries to Sneak close by. Every MP
you spend modifies your Scout roll by +2. You must spend MP before you roll.
● Have antlers. You can use these for attacking and defending in close combat. For each
MP you spend before you roll for Fight, you get a +2 modification from your antlers.

Extendable Neck
Your neck has the ability to stretch out several feet. You can:
● Stretch your neck to get a better view over very tall objects or buildings. Cost 1 MP.
● Thrust your neck into an opponent. You may hit an opponent up to Short distance for 1
MP per damage.
● Bend your neck around objects to bind them. Spend 1 MP to hold an opponent in a
grapple.

Extreme Reflexes
You have superhuman reflexes, and you can:
● Add +5 to your initiative roll at the beginning of a conflict. You can ever use this effect to
increase your initiative score by +5 during conflict -- but then it will cost you a maneuver.
● Fight or Shoot and enemy several times in the same turn. Every extra attack costs you 1
MP. (E)
● Dodge when someone Fights you, or Shoots at you. Every MP spent reduces the
damage you take by one. You must activate the effect before you roll for armor. (R)

Fire Immunity
You are immune to fire and heat. You can:
● Spend a MP to not take damage from fire.
● Spend a MP to automatically Endure harsh heat.

Flame Breather
You can spew out flammable gases and ignite them on the way through your gullet to create a
deadly cascade of fire. You can:
● Set fire to a flammable object. Costs 1 MP.
● Spew fire at an enemy at up to Near range. You inflict damage equal to the number of
MP you spend.
● Breath fire at a number of enemies equal to MP spent. Each one takes one point of
damage.

Floral
You have flowers growing on your body. You can:
● Give one of your flowers to an ally. Spend 1 MP to pick a flower from your body. This
heals 2 points of an ally’s doubt. You cannot use this on yourself.
● Gain energy from the sunlight. You get a +2 to your initiative if the combat happens
during daylight hours.
● Emit strange odors from your flowers. An opponent at Arm’s Length suffers one point of
confusion for every MP spent.

Fluffy
You’re fluffy. Awh! You can:
● Be hugged by other people. They heal one point of doubt AND confusion for every MP
you spend.
● Stay warm and retain heat. Spend 1 MP to automatically endure harsh heat or cold.
● Absorb some damage. Spend 2 MP to absorb 1 damage dealt to you.(Being fluffy isn’t
as good as being made of steel, but it’s still a little better than not having any protection.)

Four-Armed
You have four arms rather than two. You can:
● Fight twice in a row, in the same turn. The extra attack costs you 1 MP and your
maneuver for the turn. (E)
● Defend yourself against several close combat attacks in the same turn. Every defense
after the first one costs you 1 MP. (E)
● Climb with ease. You can spend 1 MP instead of rolling to Move when performing a
difficult climb.

Frog Legs
With your powerful, frog-like legs muscles you can perform superhuman leaps. You can:
● Jump about 30’ horizontally or 15’ vertically. Costs 1 MP.
● Leap on an enemy at up to Short range and immediately Fight them in the same turn. It
will cost you 1 MP and your maneuver for the turn. (E)
● Get out of a dangerous situation by jumping to safety. Spend 1 MP instead of rolling to
Move when you want to escape from a conflict.

Giant
You are massive. You're almost twice as tall and twice as heavy as the average mutant. You can:
● Break chains with your bare hands. Costs 1 MP.
● Shove or toss a heavy object without having to roll Force. One target of your choice within
Near range suffers 1 point of damage for each MP spent.
● Use your hulking frame to shrug off damage from external attacks. Every MP spent reduces
the damage by 1. (R)

Gooey
You’re gooey. Ew! You can:
● Slow down an opponent in combat. Spend 1 MP to reduce their initiative by 2.
● Avoid being grappled. If an opponent were to grab you or get a hold of you, spend 1 MP
per success to have them fail.

Hooves.
You have hooves where feet should be. You can:
● Climb walls that are otherwise too vertical to normally scale. When using the Move skill
up a vertical surface, you succeed automatically. To help others, you must make a roll
● as normal.
Jump higher and farther than your peers, 30’ horizontally or 15’ vertically. Cost 1 MP.
● You may kick an opponent and inflict 1 damage per 1 MP spent.

Horns
You have sturdy, curled horns on the top of your head. You:
● Have a thicker skull than most. If you were to gain a critical injury to the head, spend 1
MP to not take it.
● Can ram into an opponent. Costs 1 MP per damage dealt.
● Can ram into solid objects or walls to knock them down. Costs 1 MP.

Hover
You can hover. You may:
● Spend 1 MP to be lifted 1-2 feet. This applies for approximately 100 feet of horizontal
movement. This can be done over solid ground, water, lava, and anything that has a
consistent or flat surface.

Human Magnet
You have the ability to generate strong magnetic fields at will. You can:
● Push away or attract metal objects within Short range, weighing no more than yourself.
Costs 1 MP.
● Throw metal objects at a target at up to Short range. The damage is equal to the number
of MP you spend.
● Shield yourself against bullets and other metal weapons. Every MP you spend reduces
the damage from such an attack by one. (R)

Human Mole
You have taken on the attributes of a mole. You have beady eyes, heavy digging claws, and you are
perfectly at home underground. You can.
● Tunnel through the ground around 30 feet (about one range category in a conflict) for every
MP spent.
● Escape conflict by burrowing down into the ground (this means you do not have to roll to
Move). Costs 1 MP.
● -For a few minutes, detect the vibrations of every creature within Short range that is in
contact with the ground and pinpoint their location, even in total darkness. Costs 1 MP.

Human Plant
Your body has inherited traits from the plant world. You can:
● Get nourishment from sunlight. Spend 1 MP instead of eating one ration of grub. Only
works outdoors.
● Your body is covered in sharp thorns that you can use in close combat. Inflicts one point
of damage for every MP you spend.
● Use your bark-like skin to absorb some damage from external attacks. Every MP spend
reduces the damage by one. (R)

Human Squid
You have inherited tentacles and other traits from the octopus and squid family. You can:
● Catch smaller objects and creatures at up to Near range with your tentacles. Costs 1 MP.
● Spray ink at a target at up to Near range. For every MP spent, the victim is completely blinded
for one turn and during this time, suffers the effects of total darkness.
● Squeeze through a hole or crevice only a few inches wide. Costs 1 MP.

Hypnosis
You are able to hypnotize an opponent who is looking at you within Short range. You may
spend:
● 1 MP to have your opponent lose their next maneuver
● 2 MP to have your opponent miss their next tactic
● 4 MP to have your opponent miss their next turn.

Ice Immunity
You are immune to ice and cold. You can:
● Spend a MP to not take damage from ice.
● Spend a MP to automatically Endure harsh cold.

Insectoid
Your body has inherited traits from the insect world. You can:
● Use your hardened skin to reduce damage from external attacks. Every MP spend
reduces the damage taken by one. (R)
● Climb a completely vertical surface for a few minutes, at the cost of 1 MP.
● Quickly heal light wounds. Every MP spent heals one point of damage -- even if you are
broken. The mutation can’t heal serious or critical injuries.

Insect Wings
You have grown fly-like or butterfly-like wings on your back. You can:
● Fly up to 100’ -- then you must land.
● Fly up to an enemy at up to Short range and immediately Fight them in the same turn. It
costs you 1 MP and your maneuver for the turn. (E)
● Create an intense buzzing noise that drives people up the walls. A number of persons
equal to MP spent suffer one points of doubt each.

Livewire
Your body acts as a living Tesla coil, generating crackling arcs of electricity. You can:
● Touch an electronic device and power it for around an hour. Costs 1 MP.
● Strike a target with a bolt of lightning at up to Near range. Inflicts one point of damage per
MP spent. Armor has no effect.
● -Generate a paralyzing pulse of electricity through your entire body, dealing one point of
Fatigue per MP you spend to whomever comes into direct physical contact with you
(unarmed close combat, for example). (R)

Luminescence
Just like fireflies and certain types of fish, your body has a natural ability to emit light. You can:
● Release a burst of light at a target up to Near range. For every MP spent, the victim is
completely blinded for one turn, and during this time suffers the effects of total darkness.
● Light up an area around you, up to Short distance (about 100’) for a few minutes. Costs
1 MP.
● Briefly bend the light around you, to obscure your presence. You can use this effect to
escape from a conflict without rolling to Move.
Manbeast
You are half human, half savage beast. You can:
● Attack one or more enemies at Arm’s Length with your fangs and your claws. They will
take a total amount of damage equal to the number of MP spent.
● Let rip a bestial roar. One enemy per MP spent, at up to Near range, suffers one point of
doubt.
● Never give up. When you are broken by damage or fatigue you can get up again and
recover trauma points equal to MP spent. You will still suffer the effects of any critical
injuries.

Mime
You can interact with air as if it takes the form of various solid objects. You can:
● Climb invisible stairs, 15’ vertically per MP spent. Other people may not use your stairs
unless they also have the Mime mutation.
● Hit an opponent with an invisible blunt object. Spend 1 MP to form the object, then roll to
Fight as if it were a blunt instrument (+1 to Fight, Damage 1, Arm’s Length)
● Create a wall in front of you and your allies. Spend 1 MP to block non-animate objects
from hitting you. (Cannot be used as a shield or to defend in combat)

Mimic
You can adapt to mutants around you. You can:
● Spend 1 MP to copy a single effect of a mutation within Arms Length range for a turn.
Mutations still require MP to be spent. 1 MP to acquire the mutation, and however many
points to activate the mutation from there.
● Spend 2 MP to copy a mutation in its entirety for 3 turns.

Mind Terror
Your brain has the ability to affect the minds of others and create vivid hallucinations, at up to
Near range. You can:
● Torment your victim with visions that inflict confusion or doubt (your choice) equal to the
number of MP spent.
● Confuse others to make them miss their next action. Only works on humanoids. Costs 1
MP per victim.
● Create an illusion so grand that the victim will believe it to be real. Costs 2 MP.

Multiple Organs
You have more than one of several of your organs. You can:
● Hold your breath for a very long time, due to having multiple pairs of lungs. Spend 1 MP
to hold your breath for several minutes on end.
● Withstand wounds to the organs better than your compatriots. When receiving a critical
injury to an organ, you may decrease the negative effect of the injury by 1, down to zero,
with 1 MP spent per value of effect dropped (I worded this weird and I can’t figure out
how to word it rn, but like if you have a -3 to something, you can spend 1 to get it down
to a -2, 2 to get it down to a -1, or 3 to get it down to 0)

Natural Armor
You have a protective shell or hard scales that protect you. You can:
● Spend 1 MP to absorb damage. This may be done up to 5 points of damage.

Natural Weaponry
You’ve acquired a power not unlike some heroes from the Ancients’ comics. You can:
● Spend 1 MP to extend bone-like claws from your hands. +2 Fight, 1 Damage, Near
Range, regenerate slowly when broken.
● 1 MP to instinctively attack against melee enemy. Deals 1 damage maximum.
Reactionary.

Owl
Hoot hoot! You are:
● Nocturnal. You prefer being active at night. Your eyes require only a minimum of light to
see as if by full daylight. You get a +1 modification to Sneak, Shoot, and Scout at night.
By spending a MP, you can ignore all effects of darkness for a few minutes.
● Silent. You can move without any sound. You activate this power when rolling for Sneak.
Spend 1 MP to automatically succeed on a Sneak roll
● Spent 1 MP to yak up a pellet that can be used as ammunition for a ranged weapon (but
not as money like a real bullet) (Maneuver)

Parasite
You are a human parasite, capable of absorbing the life-force of other living humanoid beings at
Arm’s Length. You can:
● Steal one point of any attribute from the victim for every MP you spend. You cannot
exceed your own maximum score. This effect does not heal serious or critical injuries,
and has no effect on permanent trauma.
● Steal a mutation from another mutant. Costs 1 MP. You can use the mutation in the next
turn -- after that, the victim gets it back.
● Heal another humanoid’s trauma. Every point point to be healed costs 1 MP, and will
inflict the same mount (and type) of trauma on you. You can even heal serious or critical
injuries -- this will cost you 2 and 4 MP, respectively, but not damage you.
● You won 4 Oscars. Well deserved.

Pathokinesis
You have the ability to affect the emotional state of others, at up to Near range. You can:
● Instill fear or anxiety in others. Your victim suffers one point of doubt for every MP you
spend.
● Heal one point of doubt per MP spent. This effect requires you to touch your target. You
can heal your own doubt.
● Affect the mood of a group. You cannot control specific actions, only spend a general
sense of anger, joy, sorrow, love, or fear. This effect, which is roleplayed, lasts after a
few minutes. Costs 1 MP.

Piercing Stare
Your fiery spirit occasionally manifests through your eyes. You can:
● Focus a beam of light through your life to hurt an opponent. You may spend 1 MP per
point of damage you wish to inflict.
● Spend 1 MP to melt locks, cut through most metals, or burrow a short distance.
● Spend 10 MP in a single burst to annihilate entire structures.
● WARNING: Instead of “Lockdown”, this mutation becomes incredibly unstable and
uncontrollable. Suffer 4 Fatigue after effect.

Pill Bug
You can curl your body up into a sphere. You may:
● Spend 1 MP to curl yourself up. Maneuver. You have +3 to defend while in sphere mode.
● Spend 3 MP to curl yourself up. Reactionary.
● Spend 1 MP to revert to your regular shape.

Pincers
You have pincers where hands should be. You can:
● Not wield common items and weapons very easily. You may not wield complex tools and
weapons as one normally could. Simple tools, such as long, single handled ones, are
able to be wielded, but with some difficulty.
● Cut through rope, wood, even solid chain. If an object couldn’t normally be torn apart by
regular means (at GM’s discretion), spend 1 MP to cut through it.
● Death grip an opponent. 1 MP for 2 damage. Stackable.

Puppeteer
By sheer force of will you can take control of other humanoid creatures and turn them into your
puppets. You can:
● Decide what the victim’s next action is. Cost is 1 MP. You need to look the victim in the
eyes, which is only possible at up to Near range. The victim rolls for the action normally.
If you want him to use a mutation, you must spend the extra MP yourself. If you force the
victim to hurt himself, he suffers weapon damage plus one for every MP spent.

Pyrokinesis
You have the ability to set things on fire with pure force of will. You can:
● Set fire to a flammable, inanimate object. Costs 1 MP.
● Make a living being burst into flame, at up to Near range. Inflicts one point of damage
per MP spent. Armor has no effect.
● Melt ice or heat a cold area, eliminating the effects of severe cold for one hour. Costs 1
MP.

Quills
Your body is covered in millions of sharp spines. You can:
● Pick a simple lock. Costs 1 MP.
● Use your spines defensively, dealing 1 point of damage per MP you spend to whomever
comes into direct physical contact with you (close combat, for example). (R)

Reptilian
Your body has inherited traits from reptiles. You can:
● Change the color and pattern of your skin, like a chameleon. You automatically succeed
a Sneak roll, and attacks against your are performed as in total darkness. You need to
be mostly naked. The effects last for a few minutes. Costs 1 MP.
● Contort your body to push yourself through a hole or passage only a few inches. Costs 1
MP.
● Entrance a humanoid at up to Near range with your reptilian eyes. Your victim suffers
one point of confusion per MP spent.

Rot-Eater
You are totally insensitive to the effects of the Rot. You take Rot points normally, but you can:
● Spend 1 MP to eliminate one point of trauma from the Rot. (R)
● Spend 1 MP to use one of your Rot points to recover one point of any attribute. You can’t
use permanent Rot points.
● Emit concentrated Rot at an enemy at Arm’s Length. Inflics one point of damage for
every MP you spend. Each point also requires one point of Rot, which is consumed in
the attack. You can’t use permanent Rot.

Sonar
By emitting a high frequency sound and listening to its echoes you can:
● Sense your surroundings and effectively see in total darkness for a few minutes. Costs 1
MP.
● Stun enemies at up to Short range. A number of victims equal to MP spent suffer one
point of fatigue each.
● Disrupt an enemy at up to Short range who is Shooting. Every MP you spend eliminates
one success he has rolled. (R)

Spider Eyes.
Instead of two human eyes, you have eight enhanced, spider-like eyes. You can:
● See with perfect vision, even in the dark. You suffer no penalty to seeing through
complete darkness.
● See well without use of most of your eyes. If you were to lose an eye or become injured
in the eye, suffer no penalty to skill checks.
● Find things at eight times the speed of your compatriots. You may spend 1 MP to gain an
automatic success on a Scout roll. Spend more MP to gain a higher level of success.

Spores
You have hidden spore sacs on your body, capable of spraying spore clouds against targets at
up to Near distance. The spores can:
● Make you victim’s eyes sting and his skin itch. For every MP spent your victim suffers
one point of fatigue.
● Stink so horribly that the victim chokes or suffers severe nausea. For every MP spent
your target suffers one point of damage. Armor has no effect.
● Obscure you. Hidden in the cloud, you can escape from a conflict without rolling to
Move. Costs 1 MP.

Sprinter
Your leg muscles are extremely powerful, and you can run extremely fast over a short distance.
You can:
● Double your movement speed during one turn. Every maneuver you spend on
movement counts as two. Costs 1 MP. (E)
● Escape from a conflict without rolling to Move. Costs 1 MP.

Stinger
You have a poisonous stinger somewhere on your body. You can:
● Use your stinger against an opponent. Spend 1MP per damage dealt. Arms length.
● Poison your opponent. Spend 1MP to poison an opponent, giving them one fatigue per
turn until they become broken.
● Poison heals you. If you were to become poisoned, heal one fatigue instead of taking a
point of trauma.

Super Digestion.
Your body can process food (and non-food) in abnormal ways. You can:
● Eat small objects as if they were food. Regain damage equal to the number of small
objects you’ve consumed. Costs 1 MP to use per meal (a large meal of 3 objects would
still cost 1 MP)
● Can heal Confusion by eating grub as well by spending 1 MP per point of trauma.

Telepathy
By pure force of will you can read and affect the mind of other humanoid creatures, at up to
Near range. You can:
● For every MP you spend, get the answer to one of these questions: Is he lying? Is he
hiding something? What is he thinking right now?
● Plant a simple thought in your subject’s mind. He will think it is true. Costs 1 MP.
● Create a mental short circuit to fry your victim’s brain. You inflict one point of confusion
per MP spent.

Tentacled Arms
Your arms are long, boneless and covered in powerful suckers. You can:
● - Catch smaller objects and creatures at up to Near range with your tentacles. Costs 1 MP.
● Perform a grapple attack against an enemy without rolling for Fight. Instead, you
automatically deal 1 damage for each MP spent.
● Use a tentacle to reach out and pull yourself up without needing a Move roll to climb. Costs 1
MP.

Thinker
Your mind has developed an ability to allow you to survive. You can:
● Spend 1 MP per action to allow for extra actions within a turn. Make Endure rolls every
turned used or suffer a point of Fatigue for each extra action.
● Spend 1 MP to use Move to defend against a Shoot roll.

Tracker
Your sense of smell is extremely well developed. You can:
● Follow the trail of a person or monster -- like a bloodhound. Costs 1 MP per day.
● Sense an enemy Sneaking up on you. Every MP you use knocks out one success rolled
by him. Costs 1 MP.
● Smell grub out in the Zone. Costs 1 MP and gives you D6 rations of Root-contaminated
grub.

Beastmaster
Using a form of telepathy, you can control unintelligent animals and monsters. You can:
● Take total control of a living being that lack Wits within Near range. The cost in MP is
equal to the Strength of the monster divided by 4, rounding up. The monster is a slave to
your will, but cannot be forced to harm itself. Your control lasts for about 30 minutes and
you can perform other actions in the meantime. Your control is broken if you suffer any
kind of trauma. You can only control one monster at a time.

Clairvoyance
For as long as you can remember, you have been able to see what others can’t, using your
inner eye. You can:
● See what is happening at another location at this exact moment. It must be a place
where you have been, or concern a person whom you know well. The vision will only
give a glimpse, you can’t see every detail. Costs 1 MP.
● See what has happened long ago where you are or something connected to an object
that you touch. The vision is often blurry and unclear. Costs 1 MP.
Electric
Like an electric eel, your body can generate a current strong enough to kill. You can:
● Give an enemy within Arm’s Length an electric shock. The damage is equal to the
amount of MP you spend. Armor has no effect.
● Power artifacts or Ark projects that need electricity. Each MP you spend can power the
thing for about 30 minutes.
● Create sparks that can light a fire or light up the area within Near range of you for D6
minutes.

Telekinetic
You can move physical objects with the power of your mind. You can:
● Push or pull an object within short range. It can’t weigh more than yourself. Costs 1 MP.
● Throw small objects towards an enemy at up to Short range. The damage is equal to the
amount of MP you spend. Armor counts.

Human Toad
You have taken on the attributes of a toad. Your skin is wet and covered with warts and your
favorite food is bugs. You can:
● Catch smaller objects and creatures at everything up to Near distance with your long
sticky tongue. Costs 1 MP.
● Secrete a paralyzing poison through the skin, dealing one point of Confusion per MP you
spend to whoever comes into direct physical contact with you, for example, in unarmed
close combat. (R)
● Hibernate for 24 hours and avoid all trauma from cold and lack of grub and water. You
are unable to take any actions while hibernating, but you can come out of it at any time
of your choosing. Costs 1 MP.

Vampire
Your body can use another source as subsistence: human--er, mutant-- blood. You can:
● See in the dark with ease. You can ignore the effects of darkness.
● You have especially sharp canine teeth, and can use them for combat. Bite an opponent
for 1 damager per MP spent.
● Heal yourself by drinking another mutant’s blood. Spend 1 MP to heal 2 damage or
fatigue. The source takes 1 point of fatigue for every MP spent.

Viscous
Your body has the ability to change form, becoming malleable. You can:
● Shift your hand to resemble a pickpocketing device. Spend 1 MP to unlock a simple lock.
● Squish yourself until you are two dimensional. Spend 1 MP to squeeze through a wall or
door with a small opening.
● Dodge a projectile aimed at you in an instant. Spend 1 MP to avoid a Shoot attack
against you. (R).
Sponge
Your body has the ability to absorb water and retain it. You can:
● Soak up rot contaminated water. Give yourself ten slots for water. When you find a
source of water in the zone, roll 1d6 to see how much of it you can absorb. You may
spend 1 MP to roll 2d6.
● Spend 1 MP to purify all the water in your body. You can only purify water you gained by
absorbing.
● Spend 1 MP to squeeze water out of your body for other mutants to use. It costs no MP
to use your own water on yourself.

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