
<nodehandler class="tabber_handler" icon="tabber" module="containers" name="GammaWorld Mutations" version="1.0">
  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Physical" version="1.0">
    <text multiline="1" send_button="0">PHYSICAL MUTATIONS
As their name suggests, physical mutations alter a mutant's physical form-anything from granting gills or wings to allowing control over the hero's biological processes.


TOUCH-DELIVERED MUTATIONS
Some physical mutations note that their damage can be conveyed by a touch. If the mutant simply wants to touch an unwilling target (say, as opposed to striking with a punch), he receives a -1 step bonus to the Unarmed Attack skill check.


Physical Mutation Descriptions
========================

ACID TOUCH
Good, Activated, CON
Once per day the mutant can secrete a corrosive substance from his fingertips that lasts for 1 round (4 phases). The mutation is activated on demand and does not require an action. Any target struck by the acid secretion suffers damage based on a Constitution feat check made by the mutant: Marginal, d4s; Ordinary, d4w; Good, d4+2w; Amazing, d6+2w (En/O). Note that this damage is in addition to any incurred by the attack. On a Critical Failure, the mutant suffers d4w instead.


BIORHYTHM CONTROL
Ordinary, Permanent, WIL
The mutant is more capable of fighting off adverse physical effects. He gains a -1 step bonus to Stamina or Resolve-physical resolve skill checks.


CHAMELEON FLESH
Amazing, Activated, CON
The mutant can alter his skin color and texture to blend into the background. One full round of concentration is required (any other actions during this round suffer a +2 step penalty). Once complete, opponents suffer a + 1 to +4 step penalty to attempts to spot or target the mutant (including Awareness-perception, Investigate-search, and any Ranged Weapons skill), depending on visibility and background. If the mutant moves or is more than half-covered by clothing (which doesn't blend), reduce the penalty by 1 step.


DERMAL REINRORCEMENT/ARMOR PLATING
Ordinary/Good/Amazing, Permanent, CON
This encompasses three varieties of natural armor. A mutant with Dermal Reinforcement has layers of tough tissue just beneath his skin that grant armor of d4+ 1 (LI), d4 (HI), d4-1 (En). These tissue layers are undetectable to the eye or touch. A mutant with Dermal Armor has tough organic plates just beneath his skin (obvious to the touch, but not visible) that grant armor of d6+1 (LI), d4+1 (HI), d4 (En). With Dermal Plating, the mutant has large sections of chitinous plating growing over his skin (which may appear reptilian, insectoid, or crustacean, at the player's whim). This grants armor of d6+2 (LI), d6+1 (HI), d6+1 (En), but also reduces the mutant's Dexterity by 1 point. If this mutation is used in conjunction with actual armor, the character rolls for each type and uses the more favorable result.


DUAL BRAIN
Amazing, Automatic, INT
The mutant has a secondary brain located in the head or torso at the player's choice. The hero's mental mutations are confined to the primary brain, though the second brain has 2 additional mental mutation points. Should the hero's primary brain be affected by an empathic or telepathic power, the secondary brain automatically takes over all bodily functions (though any mental mutations controlled by the primary brain will be unavailable). The secondary brain (which otherwise remains dormant) has the same Intelligence, Will, and Personality scores, as well as all skill ranks possessed by the primary brain.


ELECTRIC AURA
Good, Activated, WIL
This mutation gives a hero special capacitorlike organs in his nervous system that produce an electrical field. When activated, the mutant can inflict extra damage in unarmed combat or when wielding a metallic (ferrous) weapon. This damage is based on the result of a Will feat check made by the mutant: Marginal, d4sj Ordinary, d4+2s; Good, d8+2s; Amazing, d4+1w (En/O). Note that this damage is in addition to any incurred by the attack. Each activation lasts for 2 full rounds (8 phases), after which the mutant suffers 1 point of fatigue damage. This power will also short out most electronic equipment, including any worn by the mutant while it is active.


ENERGY ABSORPTION
Amazing, Automatic, CON
This power allows the mutant to act as something like a &quot;lightning rod&quot; for energy attacks. Any time the mutant is struck by an energy (En) attack, subtract 2d4 from the primary damage inflicted. Secondary damage is calculated using this reduced result.


ENERGY METAMORPHOSIS
Amazing, Automatic, CON
The mutant uses incoming energy damage to heal. This mutation negates d4+1 points of primary damage from any energy (En) attack and immediately restores an equal number of lost stun, wound, or mortal points (the type of damage restored is the same as the type of primary damage coming in). Extra points of healing are converted from mortal to wound to stun (4:2:1). Any excess damage not negated is then applied (roll armor effects normally).
--Example: A mutant with this power hass 4s and 6w remaining (from 8 each) when he is hit for 5w from an energy attack. Rolling d4+1 for the mutation, the player gets a total of 3. Thus, the mutant first heals his two lost points of wound damage, then the remaining point of wound healing is converted into 2s of healing. Next, the leftover 2w of damage is applied as normal. Assuming the mutant wears no armor, he'll suffer 2w of primary damage and Is of secondary damage. After the attack, the mutant is still down 2w but has a net gain of Is.


ENERGY REFLECTION
Amazing, Automatic, CON
Similar to Energy Absorption, this mutation allows a hero to neutralize d4+1 points of primary damage from any energy (En) attack. Secondary damage is calculated using the reduced result. In addition, the neutralized damage is reflected back at the attacker, automatically hitting. If the mutant is wearing armor, energy can be neutralized but not reflected.


ENVIRONMENTAL ADAPTATION
Ordinary, Permanent, CON
Changes in the mutant's physiology make him comfortable in an inhospitable environ\ent. The player may choose one of the following adaptations: hot climate, arid climate, cold climate, or thin atmosphere. The mutant can function comfortably in the selected climate as long as conditions stay within that within which a human could survive. Any penalties associated with functioning in the selected environment are reduced by 2 steps.


EXTRA BODY PARTS
Good, Permanent, CON
The mutant has double the normal number of a specific body part. Roll d6 to determine the body part: l=arms, 2=legs, 3=eyes, 4=ears, 5=mouth, 6=player's choice or other. In most cases, these body parts will be found at useful locations (arms attached to the torso, eyes in the head, and so forth).
   An extra pair of arms allows the hero to take an additional action at no penalty to either action, but only if both actions are essentially identical (firing similar guns or swinging similar weapons at the same target, for instance). An extra pair of legs increases the hero's sprint, run, walk, easy swim, and swim movement rates by 25%. A second pair of eyes or ears grants the hero a -2 step bonus to Awareness-perception and similar skill checks relying on that sense. An extra mouth allows a hero to talk and eat at the same time, or to perform two bite attacks on the same target (assuming the hero's bite inflicts any damage).
   Other versions of this mutation should be adjudicated by the Gamemaster. For instance, having ten fingers on each hand might grant a bonus to Manipulation skill checks, while having an extra pair of wings (for those heroes who already have wings via a mutation) could increase the hero's fly movement rate.


GILLS
Ordinary, Permanent, CON
The mutant has gills which allow him to breathe water as easily as air. The mutant's body is also somewhat better adapted to movement through water; increase swim and easy swim movement rates by 50%.


GLIDING
Good, Permanent, DEX
The mutant has large flaps of skin (like a flying squirrel) or other body parts that allow him to use the glide movement rate. The hero is incapable of gaining altitude without a substantial updraft. The mutant's body is also somewhat lighter than normal; he permanently loses 1 point of Constitution.


IMPROVED/ENHANCED/HYPER DURABILITY
Ordinary/Good/Amazing, Permanent, CON
This description includes three separate mutations. Improved Durability increases the mutant's stun rating by 3 points, Enhanced Durability increases the mutant's wound rating by 3 points, and Hyper Durability increases the mutant's mortal rating by 3 points. In the case of Enhanced and Hyper Durability, this comes with slight or substantial alterations in body form (such as thicker hide or increased bulk) which can be spotted by an Awareness-perception check (with a -l or -2 step bonus, respectively) .


IMPROVED/ENHANCED/HYPER HEALING
Ordinary/Good/Amazing, Activated, CON
This description includes three separate mutations. In each case, the mutation may be consciously activated once per day, requiring a full round. (If the mutant is rendered unconscious, the mutation automatically activates if it has not yet been used in that 24-hour period.) The mutant then makes a Resolve-physical resolve skill check. With Improved Healing, the mutant recovers 1s/2s/3s,1w (Ordinary, Good, or Amazing success). Enhanced Healing restores 2s/3s,lw/4s,2w,1m, while Hyper Healing restores 3s,1w/4s,2w/4s,3w,1m. In addition, when activated Enhanced and Hyper Healing grant a -l or -2 step bonus (respectively) to Stamina-endurance skill checks related to mortal damage for one hour.


IMPROVED/ENHANCED/HYPER IMMUNITY
Ordinary/Good/Amazing, Permanent, CON
This description includes three separate mutations. A mutant with Improved Immunity gains a -2 step bonus to Constitution feat checks to counter the effects of disease, infection, or biological agents. When being treated to heal damage from these causes, the hero providing the treatment receives a -2 step bonus. Enhanced Immunity increases these to a -3 step bonus, while Hyper Immunity increases them to a -4 step bonus.


IMPROVED/ENHANCED/HYPER METABOLISM
Ordinary/Good/Amazing, Activated, CON
The mutant can boost metabolic rate to grant bursts of strength and speed. When boosted, the hero receives a -1, -2, or -3 step bonus (for the Improved, Enhanced, or Hyper version) to the following skill checks: Athletics, Melee Weapons, Unarmed Attack, Acrobatics, and Movement. He also gains a 1-, 2-, or 3-point increase to any damage inflicted by a successful Unarmed Attack or Melee Weapons skill check. In addition, Hyper Metabolism grants a -1 step bonus to the mutant's action check.
   Each adrenaline boost lasts for d4+1, d6+1, or d6+2 rounds; at the end of this time, the hero suffers fatigue damage (1 point, d4+1 points, or d4+2 points, respectively) .


IMPROVED/ENHANCED/HYPER PHYSICAL ABILITY SCORE
Ordinary/Good/Amazing, Permanent, STR/DEX/CON
When this mutation appears, the player rolls d6 to determine which ability score is increased: 1-2, Strength; 3-4, Dexterity; 5-6, Constitution. The Improved version of this mutation increases the ability score by 1 point, the Enhanced version by 2 points, and the Hyper version by 3 points.


IMPROVED/ENHANCED/HYPER REFLEXES
Ordinary/Good/Amazing, Permanent, DEX
The mutant gains a -1, -2, or -3 step bonus (for the Improved, Enhanced, or Hyper version) to her action check.


IMPROVED/ENHANCED/HYPER SENSES
Ordinary/Good/Amazing, Permanent, WIL
The mutant gains a -1, -2, or -3 step bonus (for the Improved, Enhanced or Hyper version) to Awareness-perception checks or Investigate skill checks in which touch, taste, smell, sight, or hearing playa part.


INCREASED BALANCE
Ordinary, Permanent, DEX
The mutant's improved equilibrium grants her a -2 step bonus to Acrobatics skill checks.


INCREASED PRECISION
Good, Permanent, DEX
The mutant gains a -1 step bonus to hit with any attack (melee or ranged), and any penalty for range is decreased by 1 step.


INCREASED SPEED
Ordinary, Permanent/Activated, CON
The mutant's movement rates increase by 25%. In addition, he may trigger a burst of speed that doubles his movement rate for one minute (5 rounds). This inflicts 1 point of fatigue damage.


METAMORPHOSIS
Good, Activated, CON
The mutant can reshape his bodily features to match any being he has viewed. The mutant doesn't actually gain or lose mass, so he can't change his apparent size by more than a few centimeters. When used as a disguise, those attempting to see through it suffer a +4 step penalty to Awareness-perception skill checks. The mutant may keep the new form indefinitely, though he returns to normal if he falls asleep, is rendered unconscious, or is killed.


NATURAL ATTACK/IMPROVED
Good/Amazing, Permanent, STR
The mutant gains a natural attack form, such as claws, fangs, spikes, or horns. Replace the hero's normal unarmed damage with d6+2s/d4w/d4+2w (LI), or d4w/d4+2w/d4m (LI) for the Improved version. If the player chooses to make the natural weapon retractable, reduce damage figures by 2 (to a minimum of 1 point).


NEW BODY PARTS
Good, Permanent, CON
The mutant has one or more body parts not normally found on his species. The specific body part(s) are up to the player (with Gamemaster approval); examples include a pair of tentacles, a trunk, a prehensile tail, a marsupial pouch, or a set of antennae. The player is encouraged to be creative in his choice. The specific effect of this mutation will vary widely depending on the body part selected. In most cases it should result in a minor added ability, a -1 step bonus to a broad skill, a -2 step bonus to a specialty skill, or a minor improvement to an existing ability. For instance, a prehensile tail might let the hero take an additional action (at the normal penalties) while still having a free hand, while a pair of antennae might grant a -1 step bonus to Awareness skill checks.
   Note that this mutation may not duplicate the effects of any Amazing-quality mutation (such as Flight), though it may be similar to Ordinary or Good mutations.


MIGHT VISION
Ordinary, Permanent, WIL
The mutant has eyes that are extraordinarily sensitive to ambient light (like a cat's), which reduces obscurity penalties she would otherwise suffer by 2 steps. This mutation provides no help in total darkness.


OVERSIZED LIMBS
Ordinary, Permanent, CON
The mutant's arms or legs (player's choice) are 150% their normal length. Longer arms allow for greater reach, while longer legs add 25% to sprint, run, and walk movement rates.


PHEROMONES
Ordinary, Activated, WIL
The mutant can release pheromones that sap the willpower of creatures within 10 meters. Each creature that can be affected (see below) must make a Resolve-mental resolve skill check to determine the effect: Critical Failure, reduce Intelligence and Will resistance modifiers by 5; Failure, reduce by 3; Ordinary, reduce by 2; Good, reduce by 1; Amazing, no effect. The effects last for as long as the mutant maintains the pheromones and remains within 10 meters of the affected creature. Note that while this mutation is active, creatures tracking the mutant by scent gain a -2 step bonus to Investigate-track skill checks.
   Pheromones are only effective on creatures of the same general type as the mutant (mammalian, reptilian, avian, and so forth). Thus, the pheromones of a mutated human would have no effect on a sleeth, but would affect a human, sasquatch, or hoop.


PHOTOGENERATION
Amazing, Activated, WIL
The mutant can generate light from his body. Whenever desired, the mutant can cause his body to glow, providing light equivalent to daylight in a 5-meter radius. Alternatively, he can generate a tremendously bright light. This flash forces everyone within 10 meters who is facing the mutant to make a Constitution feat check, the results of which indicate the duration of blindness: Critical Failure, d4 hours; Failure, d6 minutes; Ordinary, d6 rounds; Good, d4 rounds; Amazing, no blindness. After this flash, the mutant cannot generate light (normal or bright) for 4 hours.


PHOTOSYNTHEllC SKIN
Amazing, Automatic, CON
The mutant does not need to eat if he spends at least three hours each day in bright sunlight (or twice that in dim sunlight). In addition, the mutant gains a -2 step bonus to Resolve-physical resolve skill checks made to heal damage if he spends the time resting in bright sunlight. Unfortunately, the mutant suffers 150% normal damage from light-based attacks (such as lasers) due to the oversensitivity of his skin.


POISON ATTACK
Amazing, Activated, STR
The mutant has the ability to produce a toxin, as well as a method of delivering the poison to a victim. Roll d4 to determine the type of poison and delivery system: 1, hemotoxin (insinuative); 2, neurotoxin (insinuative or inhaled, player's choice); 3, irritant (inhaled); 4, player's choice. (See the guidelines under &quot;Poison&quot; in Chapter 3.)
   An insinuative delivery system injects the poison directly into the target's bloodstream through the use of a natural weapon, such as fangs, claws, or a stinger (the hero must have the Natural Attack or Improved Natural Attack mutation, or a similar natural ability, to have this delivery system). A successful Unarmed Attack-brawl skill check is required to deliver this poison.
   Inhaled poisons are delivered via a sharp exhalation of breath or a burst of gas released from an internal bladder. The spray affects all targets within 4 meters in the direction the mutant is facing, and the poison remains airborne for 1 round after it's released.
   The mutant may only have asingle dose of poison available at any given time. Every hour after using this mutation, the hero may make a Resolve-physical resolve skill check to produce a new dose (+2 step penalty if the mutant produces hemotoxin, +1 step penalty if neurotoxin, no penalty if irritant).


RADIATING EYES
Amazing, Activated, WIL
The mutant can project dangerous radiation from his eyes, affecting all targets In a cone-shaped area 10 meters long and 5 meters wide at its base. Each target in this area must make a Constitution feat check with the following results: Critical Failure, Terminally ill (10/20/30 minutes); Failure, Extremely ill (1/3 hours); Ordinary, ill (6 hours); Good, ill (12 hours); Amazing, No effect. The mutant must also make this Constitution feat check, though he gains a -3 step bonus.


RADIATION TOLERANCE
Ordinary, Permanent, CON
The mutant has a - 3 step bonus to Constitution feat checks for purposes of resisting radiation.


REDUNDANT VITAL ORGANS
Good, Permanent, CON
This mutation protects a character's vital life systems-cardiovascular, respiratory, nervous, and digestive-by providing backup organs that can function and maintain life if the primary systems are damaged. All mortal damage inflicted on the mutant. is reduced by half (though the mutant suffers secondary damage based on the full amount), and the mutant gains a -3 step bonus to Stamina-endurance skill checks related to mortal damage.


REJUVENATION
Good, Activation, WIL
The mutant can consciously restore lost stun or fatigue points. Once per hour, he may make a Resolve-physical resolve skill check, the result of which provides 2, 4, or 6 &quot;rejuvenation points&quot; (for an Ordinary, Good, or Amazing success). It costs 2 rejuvenation points to restore a lost fatigue point or 1 point to restore a lost stun point; the hero can &quot;mix and match&quot; to restore both fatigue and stun points if desired. Excess rejuvenation points are lost. Note that this healing is in addition to any normally afforded the hero by the passage of time.


SIZE CHANGE
Good, Permanent, STR or DEX
The mutant's body has been permanently increased (a STR-basedmutation) or decreased (DEX-based) in height (roll d4: 1-2 increased, 3-4 decreased) by 50%. Note that because mass increases or decreases by the cube of the change in height, a larger hero weighs just over 3 times normal while a smaller hero weighs only one-eighth normal.
   Larger heroes gain 50% to movement rates, gain 1 point to Strength, and subtract 1 point from Dexterity. Smaller heroes reduce their movement rates by 50%, lose 1 point from Strength, and add 1 point to Dexterity.
   Heroes with this mutation may be incapable of using or wearing normal-sized equipment, and may encounter other difficulties at the Gamemaster's option.


SKELETAL ENHANCEMENT
Amazing, Permanent, CON
The mutant's skeleton is far stronger than normal. Unarmed attacks, blunt attacks, and falls inflict only half damage (both primary and secondary). The mutant inflicts +2 damage in unarmed combat, and permanently gains +1 to his Constitution.


SONAR
Ordinary, Permanent, WIL
The mutant can &quot;see&quot; by emitting high-pitched squeaks and listening to them reflect off surfaces (like a bat). This negates all but 1 step of penalty due to darkness or poor visibility, though fine or two-dimensional details (such as writing) cannot be determined. The range of the sonar is limited to 100 meters.


THERMAL VISION
Good, Permanent, WIL
The mutant can see into the infrared spectrum, spotting objects by the heat they radiate. As long as objects and other characters aren't the same temperature as the surrounding area, the hero receives a -3 step reduction to penalties relating to obscured situations, including total darkness.


TOXIN TOLERANCE
Ordinary, Permanent, CON
The mutant's body can process toxic substances with great efficiency, reducing their effects. He gains a -2 step bonus to Constitution feat checks made to resist poisons or drugs.


VASCULAR CONTROL
Ordinary, Permanent, WIL
The major blood vessels in the mutant's body can limit blood loss due to injury by constricting and then rerouting blood around damaged areas. This reduces primary mortal damage suffered by 1 point (but does not affect secondary damage), and provides a -1 step bonus to Stamina-endurance skill checks related to mortal damage.


WINGS
Amazing, Permanent, DEX
The mutant has large wings (feathered, gossamer, bat, or whatever the player desires). This allows her to use the fly and glide movement rates. By purchasing ranks in the Acrobatics-flight skill, she can improve her ability to move through the air. Without this skill, the success of any attempt to fly is determined by an untrained skill check (one-half Dexterity with a +1 step penalty).
   The mutant's body is also light-framed, with hollow bones and efficient musculature; she permanently loses 1 point from her Strength score and 2 points from her Constitution score, while adding 1 point to her Dexterity score. The mutant's wingspan is about 6 meters, so it's nearly impossible to conceal her wings.
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  </nodehandler>
  <nodehandler class="textctrl_handler" icon="note" module="forms" name="Mental" version="1.0">
    <text multiline="1" send_button="0">MENTAL MUTATIONS
In their descriptions, many mental mutations are classified as empathic, telekinetic, or telepathic. This is significant because certain defensive mutations provide protection against one of these types of powers. The following mutations are considered empathic: Empathic Blast, Empathic Burst, Empathic Scan, and Empathic Symbiosis.

The following mutations are considered telekinetic: Cryokinesis, Flight, Levitation, Photokinesis, Pyrokinesis, Telekinesis, Telekinetic Blast, and Telekinetic Hand.

The following mutations are considered telepathic: Confusion, Contact, Fatigue Generation, Illusion Generation, Induce Phobia, Invisibility (Improved), Mental Domination, Mental Paralysis, Mindwipe, Suggestion, Telepathic Blast, Telepathic Scan, and Translation.


Menta1 Mutation Descriptions
============================


BATTLE SENSE/IMPROVED
Ordinary/Good, Permanent, INT
The mutant has an intuitive sense of combat that grants him a -1 step bonus to action checks (-2 step bonus for Improved version).


CLAIRAUDIENCE
Good, Activated, INT
The hero can project her mind to a selected location (up to 1 kilometer away) and hear sounds as if she were there. Each use of this mutation lasts 5 rounds (1 minute). If the mutant uses this power a second time before an hour has passed, she suffers 1 point of fatigue damage.


CLAIRVOYANCE
Good, Activated, INT
The mutant can project his mind to a selected loca-
tion (up to 1 kilometer away) and see as if he were
there. Each use of this mutation lasts 5 rounds (1
minute). If the mutant uses this power a second time
before an hour has passed, he suffers 1 point of
fatigue damage.


CONFUSION
Ordinary, Activated, PER
The mutant can telepathically confuse the mental processes of a single visible target within 30 meters. The target suffers a +1 step penalty to all actions, and may attempt a Resolve-mental resolve skill check to resist further effects; failure indicates the target acts as indicated by the roll of a d6: 1 = stands still; 2 = wanders away; 3 = attacks nearest creature; 4 = attacks nearest inanimate objectj 5 = repeats last action takenj 6 = performs nonsensical noncombat action such as hopping up and down or giggling uncontrollably. This power can be used once per round, and its effects last for 5 rounds (1 minute).


CONTACT
Ordinary, Activated, PER
The mutant can send and receive thoughts to and from another character within 1 kilometer, as if the two were standing next to one another having a conversation. Note that this does not allow the mutant to read another's thoughts (unless those thoughts are specifically sent to the mutant by a willing target). Since the communication is on a telepathic level, the individuals need not share a language.
   If desired, the mutant can instead create a mental link between any number of characters within 10 meters of him. This allows all individuals to communicate with each other telepathically as noted above (though it is impossible to &quot;filter out&quot; any of the conversation, thus, all characters hear all sent thoughts as if they stood together in a room).


CRYOKINISIS
Amazing, Activated, WIL
The mutant can telekinetically slow the movement of molecules in an object or even air to decrease its temperature. This mutation requires one full phase of concentration before it takes effect. When used on a target, the victim must make a Constitution feat check, the result of which indicates the damage suffered: Critical Failure: the target suffers d6w and is rendered unconscious for d4 rounds; Failure: d6+2s; Ordinary: d4s; Good: d4-2s; Amazing: no effect. Alternatively, the mutant can cool a 5-meter-radius area, which inflicts the same damage to all targets within the area, but grants a -2 step bonus to the Constitution feat check. In either case, the range is 30 meters and the mutation can be used once per hour.


DANGER SENSE
Ordinary, Permanent, WIL
The mutant's heightened intuitive powers grant a -2 step bonus to Awareness-intuition skill checks.


DEATH FIELD GENERATION
Amazing, Activated, WIL
When the mutant uses this power, all living creatures (including the mutant) within 20 meters must make a Resolve-physical resolve skill check. If it succeeds, the creature suffers d4s. If it fai Is, the creature suffers 2d4w (no secondary damage is inflicted). Armor does not protect against this damage, as it represents a pure loss of life force. Those damaged by this mutation may make a physical resolve skill check each hour; any success indicates that all damage suffered by Death Field Generation disappears. This power may be used only once per week.


DIRECTIONAL SENSE
Ordinary, Permanent, INT
The mutant has an instinctive sense of direction and is almost incapable of becoming lost. She gains a -3 step bonus to any Navigation skill checks.


DUALITY
Good, Permanent, WIL
The mutant can perform two related actions (such as attacking with a weapon in each hand) at no penalty, and can perform two unrelated actions (such as firing a gun while picking a lock) with no penalty to the first action and a +2 step penalty to the second. The mutant is also considered to be ambidextrous and can use a weapon in either hand normally.


EMPATHIC BLAST
Ordinary, Activated, PER
The mutant can implant a strong emotion in the mind of a single visible target within 30 meters. Typical emotions (and their effects) are as follows:

Courage: -2 step bonus to Resolve skill checks
Fear: +2 step penalty to Resolve skill checks
Love: -2 to target's Intelligence and Will resistance modifiers
Hatred: +2 to target's Intelligence and Will modifiers
Anger: +1 step penalty to all actions
Happiness: -1 step bonus to all actions

An unwilling target is allowed a Resolve-mental resolve skill check to resist the effects of Empathic Blast. The mutant cannot affect himself with this mutation. The effects last for 1 minute (5 rounds), and the power can be used once per round.


EMPATHIC BURST
Good, Activated, PER
This duplicates the effects of Empathic Blast except that it affects d4+1 targets within 30 meters of the mutant. The player may select which targets are affected by this mutation; all targets are allowed a Resolve-mental resolve skill check to resist. The mutant cannot affect himself with this mutation. It may be used once per minute.


EMPATHIC REFLECTION
Good, Automatic, WIL
The mutant automatically reflects empathic attacks made against him. The user of the empathic power is affected as if the target had used the power on her. Empathic scans made against the mutant read the scanning character's emotions instead.


EMPATHIC SCAN
Ordinary, Activated, INT
The hero can &quot;read&quot; the surface emotions of another character within sight. In addition to the obvious advantages this grants, the mutant also gains a -1 step bonus when using encounter skills against that target. The mutant can scan one target per round.


EMPATHIC SHIELD
Ordinary, Permanent, WIL
The mutant gains +1 to his Intelligence and Will resistance modifiers and a -1 step bonus to Resolve skill checks. He is immune to empathic scans.


EMPATHIC SYMBIOSIS
Amazing, Activated, PER
This powerful mutation allows the hero to form a long-lasting empathic link with another character. This symbiosis permanently connects the emotional states of the two creatures. What one feels, the other also feels (though at a lesser intensity). The sharing of emotions is automatic and instantaneous; thus, each individual always knows the emotional state of the other, but is never overwhelmed by it. Consciously withholding feelings from a linked individual requires a Will feat check every round.
   In addition, the Intelligence and Will resistance modifiers of each individual in the symbiosis become equal to the sum of all linked individuals. Thus, if three individuals with Intelligence 11 (+IINT resistance modifier) were empathically linked, they would each have a new Intelligence resistance modifier of +3 (the sum of the Intelligence resistance modifiers of all individuals).
   To create this empathic link, the mutant must make a Personality feat check. If used on a unwilling target, apply the target's Will resistance modifier to the feat check. However, if used on a willing target, apply the reverse of the Will resistance modifier (a stronger Will increases, rather than decreases, the chance of success). In addition, apply a +1 step penalty for each individual already empathically linked to the mutant. If the feat check fails, the mutant can never again attempt to use Empathic Symbiosis on that target.
   An Empathic Symbiosis shouldn't be entered into lightly, but only with individuals who are trusted by the mutant. The Gamemaster should reinforce the loss of privacy created by this mutation, as well as the incredibly strong emotional bond it forges.


FATIGUE GENERATION
Good, Activated, WIL
The mutant can induce fatigue in a visible target within 30 meters. This inflicts 1 point of fatigue damage to the target, but the mutant also suffers 1 point of stun damage. The power can be used once per round.


FLIGHT
Amazing, Activated, WIL
The mutant can telekinetically fly at her fly movement rate. She may carry up to 10 kg per point of Will while flying. The mutant suffers a +2 step penalty to any actions taken while flying (except when hovering). Each minute of continuous flight after the first forces the mutant to make a Will feat check or suffer 1 point of fatigue damage. If the mutant runs out of fatigue points while flying, she immediately drops to the ground (suffering impact damage).


ILLUSION GENERATION
Good, Activated, PER
The mutant can telepathically implant an illusion in the mind of a visible target within 30 meters. The illusion has no substance, so it can fool only the eyes and ears. A successful Awareness-intuition skill check (at a +1 step penalty) will allow the target to &quot;see through&quot; the illusion. Maintaining the illusion requires some concentration on the part of the mutant; she suffers a + 1 step penalty to all other actions while doing so. Each minute (5 rounds) or fraction thereof after the first minute that the illusion is maintained costs the mutant 1 point of fatigue damage.


IMPROVED/ENHANCED/HYPER MENTAL ABILITY SCORE
Ordinary/Good/Amazing, Permanent, INT/WIL/PER
When rolled or selected, the player should roll d6 to determine which Ability Score is increased: 1-2, Intelligence; 3-4, Will; 5-6, Personality. The Improved version of this mutation increases the Ability Score by 1 point, the Enhanced version by 2 points, and the Hyper version by 3 points.


INDUCE PHOBIA
Good, Activated, PER
The mutant can telepathically induce a severe phobia in a visible target within 30 meters. This can be anything the mutant desires, from birds to people to guns to open spaces. Assuming that the object of the phobia is present, the target must immediately make a Will feat check; failure indicates that he freezes or flees the scene, as appropriate. Even if the target succeeds, he suffers a +1 step penalty to all actions while the object of his phobia is present. This mutation may be used once per hour, but only once per day on any given target. Its effects last for 10 minutes.


INVISIBILITY/IMPROVED
Ordinary/Good, Activated, PER
The mutant can implant a limited form of telepathic illusion that prevents a single visible target within 30 meters from perceiving his presence. The mutant simply doesn't register to the target's senses, though an Awareness-intuition skill check (with a +1 step penalty) may note that something is amiss.
   The Improved version of this mutation allows the mutant to affect up to six targets, or to mask up to six individuals from a single target. All targets to be affected, or all individuals to be masked, must be within 10 meters of all other targets or individuals.
   The invisibility created by either version of this mutation lasts for 5 rounds (1 minute), and may be used once per hour.


KINETIC SHIELD
Good, Activated, WIL
The mutant can create an invisible barrier that protects him from physical attacks. Damage from LI attacks is reduced by 2 points, while damage from HI attacks is reduced by 1 point (before checking armor). The mutant can use this power once per hour, and each use lasts 5 rounds (1 minute).


LEVITATION
Good, Activated, WIL
The mutant can telekinetically levitate herself (plus 10 kg per point of Will) into the air at a rate of 2 meters per phase. This mutation allows only vertical movement; the mutant cannot move horizontally (except by pushing off of objects, which grants horizontal movement at a rate of 1 meter per phase). The mutant can ascend, descend, or hover at will while the mutation is active. The hero suffers a +1 step penalty to any action while levitating (except when hovering). Each round of continuous levitation after the first forces the mutant to make a Will feat check or suffer 1 point of fatigue damage. If the mutant runs out of fatigue points while levitating, she immediately drops to the ground (suffering impact damage).


LIFE DETECTION
Ordinary, Activated, INT
When this mutation is activated, the character can detect all living creatures in a 30-meter radius. If desired, the player may narrow the criteria to detect only a specific type of cre!ature (such as mammals, reptiles, sentient beings) or a specific species (such as humans, sleeth, or sasquatch). This mutation may be used once per hour and lasts for 1 round.


LIFE LEECH
Amazing, Activated, WIL
When life leech is activated, the mutant drains d4 stun points from all animals within 10 meters. These points are added to the mutant's stun rating (though it cannot exceed 3x the mutant's normal maximum stun rating). Stun damage inflicted on the mutant is taken from the extra stun points first, which otherwise fade after 4 hours. Note that wound or mortal points cannot be drained with this power.
   The mutant may use this power once per hour at no risk to himself. However, each additional activation in the same hour inflicts 1 point of fatigue damage to the mutant.


MAGNETIC CONTROL
Amazing, Activated, WIL
This mutation allows the hero to control lines of magnetic force. This is similar to Telekinesis, although the mutant can move only iron, steel, or other ferrous objects within 30 meters of himself. The mutant can move objects up to 200 kg at a rate of 4 meters per phase in any direction. For every additional 50 kg of mass, the movement rate decreases by one-half meter. Any other actions taken while the mutant is using this power suffer a +2 step penalty.
   This power can also damage electronic equipment. When used in such a manner, a successful Will feat check by the mutant disables the device until it can be repaired.
   The mutant can use this power for up to 5 rounds (1 minute) without tiring. However, after this period the mutant must rest the mutation for one hour or he suffers 1 point of fatigue damage for each additional round of use.


MENTAL DOMINATION
Amazing, Activated, PER
The mutant can telepathically take control of another being's mind and command the target to do her bidding. The result of a Personality feat check by the mutant applies a +1, +2, or +3 step penalty to the target's Resolve-mental resolve skill check made to resist the effect. The target must be within sight when the domination attempt is made, but can be commanded at any range after that. The duration of the domination is 1 hour. Any commands specifically against the target's nature grant a new mental resolve skill check to break free (with the same penalty that was applied to the original check).
   This mutation is physically tiring to the hero using it. When the effect ends, she suffers 1 point of fatigue damage. Only one target can be dominated at a time.


MENTAL ENHANCEMENT/IMPROVED
Ordinary/Good, Permanent, WIL
The mutant's mental mutations are more powerful than normal. If the mutation requires a skill or feat check to use, the mutant gains a -1 step bonus; if it forces a target to make a skill or feat check to resist, that check suffers a +1 step penalty. If neither of these apply, mental enhancement has no effect on that mutation.
   Improved Mental Enhancement increases the bonus or penalty to 2 steps.


MENTAL PARALYSIS
Amazing, Activated, PER
The mutant can telepathically paralyze a target's motor control, causing him to drop to the ground like a puppet whose strings have been cut. The target (who must be visible and within 30 meters) is allowed a Resolve-mental resolve skill check to resist; otherwise, she is incapable of movement for d4+1 rounds. Of course, mental mutations and other abilities which don't rely on movement may be used while under the effect of this mutation. The mutant may use this power once per hour.


MIND OVER BODY
Ordinary, Activated, PER
The mutant can consciously override his own body's physiological response to fatigue or injury. Once per hour, the hero may make a Will feat check. On an Ordinary result, he can ignore 1 step of penalties resulting from fatigue or mortal damage. A Good result allows him to ignore 2 steps of penalties, while an Amazing result lets him ignore 3 steps of penalties. The duration of the effect lasts for one hour (but may be extended by another activation of the mutation). Note that this mutation can only negate penalties, never grant a bonus.


MINDWIPE
Amazing, Activated, PER
The mutant can telepathically erase a portion of a target's memory. The target must be visible and within 30 meters, and she gets a Resolve-mental resolve skill check to resist. Failure indicates that the mutant can erase up to 1 hour of the target's memory. This action may be repeated to erase larger portions; however, each additional attempt by the mutant against the same target grants the target a cumulative -1 step bonus to resist, and any successful mental resolve skill check negates all memory erasure by the mutant.


NATURAL LEARNER
Ordinary, Automatic, INT
When this mutation is rolled, the player must select an Ability Score. When learning a skill or increasing the rank of any skill based on that score, the hero may attempt an Intelligence feat check. If successful, the skill point cost for that skill or skill rank is decreased by one point. 
   This reduction is cumulative with profession discounts, but not with any reduction gained from the Teach skill. The cost of any skill or skill rank can't be reduced below 1 point.
   The player must commit to purchasing the skill before attempting the feat check, and the hero must have sufficient skill points available to purchase the skill even if the feat check fai Is.


PHOTOGRAPHIC MEMORY
Ordinary, Permanent, INT
The mutant has a flawless memory, remembering everything she has ever experienced.


PHOTOKINESIS
Good, Activated, WIL
The mutant can telekinetically excite the molecules in an object so that they give off illumination. After one phase of concentration, the object begins to glow, illuminating a 5-meter-radius area with light equivalent to normal daylight. The effect lasts for 1 minute (5 rounds) and may be used once per hour.


POSTCOGNITION
Good, Activated, WIL
The mutant can &quot;see&quot; flashes of events that occurred in an area in the past. The result of an Awareness-intuition feat check by the mutant indicates the clarity of the sight: Ordinary, the hero senses general emotions left in the area; Good, she also receives brief flashes of events that mayor may not make sense to her; Amazing, she experiences a brief encounter as if she were at the scene when the events occurred.
   With Postcognition, the mutant generally taps into the most significant or emotional event of an area, though this mutation only rarely allows sight beyond one day per point of the mutant's Will. This mutation may be used only once per day, and only one success is allowed in any given area (thus, if the mutant gets an Ordinary success, she can't come back the next day to try for a better success).


PRECOGNITION
Amazing, Automatic/Activated, WIL
With this mutation, the character can receive impressions about possible future events. A mutant usually doesn't consciously employ this mutation Instead, the Gamemaster can call for the mutant to make an Awareness-intuition skill check when a precognitive flash might occur. On an Ordinary success, the mutant perceives vague images of a future event. On a Good success, she receives brief flashes of coming events that may or may not make sense to her. On an Amazing success, she actually experiences a brief encounter as though she is at the scene when the events transpire.
   Precognition generally allows a mutant to see events up to one day in the future per point of Will, though the Gamemaster can adjust this for story purposes.
   Forcing a precognitive flash applies a +3 step penalty to the skill check and costs the hero 1 point of fatigue damage. Furthermore, regardless of the success of the attempt the power is &quot;exhausted&quot; and can't be used for 2d6 days.


PSYCHIC PERCEPTION
Ordinary, Automatic, INT
The mutant automatically detects the activation of any mental mutation within 100 meters, and may make an Awareness-intuition skill check to determine the source. If a character with an inactive or permanent mental mutation mental mutation passes within 30 meters of the mutant, the Gamemaster may make a secret Awareness-intuition skill check to see if the hero detects the character.


PSYCHIC PROJECTION
Amazing, Activated, INT
The mutant can project his consciousness to any point within 1 kilometer. This psychic projection is invisible and can travel at the speed of thought, penetrating any barrier at will. The mutant's consciousness can perceive its environment as if the mutant were there (though he can't employ any physical or mental mutations through this ghostly presence). While projecting, the mutant's body lies insensate and helpless. This mutation is physically taxing; for every minute (or fraction thereof) that the mutant psychically projects, he suffers 1 point of fatigue damage.


PSYCHIC VOID
Amazing, Permanent, WIL
The mutant's mind is completely undetectable by empathic or telepathic scans, registering as only a blank slate. He is immune to empathic and telepathic attacks. Mutations that contact the character's mind, such as Contact or Translation, fail to function on him.


PSYCHOMETRY
Amazing, Activated, INT
The mutant can read psychic impressions from inanimate objects. The mutant must touch or wear the object to gain insight into who has used it and in what context. What the hero senses depends on the result of an Intelligence feat check. On an Ordinary success, the mutant receives simple emotions associated with the object. A Good success allows the mutant to see simple images associated with the object. On an Amazing success, the mutant experiences a brief encounter as if she were the person using the object or its owner. Generally, psychic residues of this nature last for a few hours, though residues related to particularly emotional events (such as a murder) may last for days or weeks, at the Gamemaster's discretion.
   This power may be used only once on any given object, and only once per day at any rate. The Gamemaster can automatically activate this skill to provide a clue or otherwise direct a story.


PYROKIKESIS
Amazing, Activated, WIL
The mutant can telekinetically excite the molecules of an object or the air to increase its temperature. This mutation requires one full phase of concentration before it takes effect. When used on a living target, the victim must make a Constitution feat check, the result of which indicates the damage suffered: Critical Failure, the target suffers d6w and ignites, suffering equal damage each round until the fire is extinguishedj Failure, d4w; Ordinary, d4s; Good, d4-2s; Amazing, no effect. Alternatively, the mutant can heat up a 5-meter-radius area, which inflicts the same damage to all targets in the area but grants a - 2 step bonus to the Constitution feat check. In either case, the range is 30 meters and the mutation can be used once per hour.


QUICK THINKING
Ordinary, Permanent, INT
The hero's mind works more quickly than others. This results in a -1 step bonus to all Intelligence-based skill checks.


SUGGESTION
Good, Activated, PER
The mutant can telepathically implant a suggestion in the mind of a visible target within 30 meters that the target believes to be its own. The target may make a Resolve-mental resolve skill check to resist, the result of which determines the duration of the suggestion: Critical Failure, 3 hoursj Failure, 1 houri Ordinary, 1 round; Good or Amazing, no effect. A reasonable suggestion incurs a +1 or +2 step penalty to the mental resolve skill check, while a suggestion of something opposed to the target's nature grants a -1 to -3 step bonus. Most targets will not realize afterward that the idea was not their own, although the Gamemaster could allow a Will feat check to recognize that fact.
   Suggestion may be used once per 10 minutes.


TELEKINESIS
Ordinary, Activated, WIL
The mutant can move objects using only her mind. She can lift up to 100 kg at a rate of 1 meter per phase or push up to 200 kg at 2 meters per phase. Normal impact damage rules apply to an object dropped from a height or a target struck by a moving object. A mutant cannot use this power on herself.


TELEKINETIC BLAST
Amazing, Activated, WIL Once per round, the mutant can unleash a blast of pure telekinetic force, inflicting d6+2s (LI) to a single visible target within 10 meters.


TELEKINETIC HAND
Amazing, Activated, WIL
The mutant can manipulate small objects at a distance of 30 meters using only her mind. This allows her to wield a weapon, fire a gun, push a button, pick a lock, disarm a bomb, or perform any similar action (though the attempt suffers a +1 step penalty). The hero uses her normal skill rank for such an action, but the skill score is determined by adding the rank to her Will, rather than the normal ability used by the skill. Thus, if a mutant with Dexterity 12, Will 10, and rank 4 in Manipulation-lockpick attempted to pick a lock telekinetically, the skill score would be 14 (10+4) rather than 16 (12+4). Normal penalties apply for attempting multiple actions simultaneously. This power can be maintained for up to 1 minute (5 rounds). A second use of this mutation before 1 hour has passed inflicts 1 point of fatigue damage to the mutant.


TELEKINETIC REFLECTION
Amazing, Automatic, WIL
The mutant automatically reflects any telekinetic attacks made against him (such as Telekinesis or Telekinetic blast). The user of such a power is affected as if the protected mutant had initiated the power against her.


TELEPATHIC BLAST
Good, Activated, PER
The mutant can direct a powerful blast of mental energy into the mind of a visible target within 30 meters. The blast inflicts d4+1s, and armor provides no protection. The power may be used once per round.


TELEPATHIC REFLECTION
Amazing, Automatic, WIL
The mutant is immune to and automatically reflects any telepathic attack made against him (including Confusion, Telepathic Blast, Telepathic Suggestion, Mental Domination, Mental Paralysis, and Mindwipe). The user of such a power is affected as if the protected mutant had initiated the power against her. Telepathic powers that don't represent an attack (such as Illusion Generation, Translation, Telepathic Contact, Telepathic Invisibility, and Telepathic Scan) simply fail to function against the mutant.


TELEPATHIC RESISTANCE
Ordinary, Permanent, WIL
The mutant has an innate resistance to telepathic powers (including Confusion, Illusion Generation, Telepathic Blast, Telepathic Invisibility, Telepathic Scan, Telepathic Suggestion, Mental Domination, Mental Paralysis, and Mindwipe). He gains a -1 step bonus on any skill or feat check made to resist such abilities.


TELEPATHIC SCAN
Good, Activated, PER
The mutant can telepathically read the surface thoughts of a visible target. Each use of this ability lasts 1 round (4 phases). The mutant may use this power once per hour at no risk to himself; however, each additional use (or each additional round a scan is extended) causes 1 point of fatigue damage to the mutant.


TELEPATHIC SHIELD
Good, Activated, WIL
The mutant can render himself immune to telepathic powers, as noted under &quot;Mental Mutations,&quot; above. The mutation can be activated once per hour and lasts for 10 minutes.


TRANSFUSION
Amazing, Activated, WIL
The mutant can transfer his life force to another by touch. This mutation requires a successful Resolve-physical resolve ski II check, the success of which indicates the maximum amount of wound or mortal points the mutant transfers to the target: Critical Failure, the mutant suffers 1w but heals no damage in the target; Failure, no effect; Ordinary, 1w; Good, 2w; Amazing, 3w or 1m. The mutant may use this ability once per round.


TRANSLATION
Ordinary, Permanent, INT
The mutant's brain automatically translates the spoken words of any sentient creature. The mutant can also choose to have her brain translate words before she speaks them, allowing such creatures to understand her. Note that the mutant technically doesn't know any extra languages-she couldn't speak an unknown language unless she was actually communicating with a speaker of that language-nor can the mutant translate written or audio-recorded documents. The mutation grants no ability to communicate with nonsentient animals or plants.
   Since this mutation relies on a low-level telepathic ability, it is blocked by the Telepathic Shield and Telepathic Reflection mutations.
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    <text multiline="1" send_button="0">DRAWBACKS

Unfortunately, the great power afforded by mutations doesn't come for free. As stated earlier, every mutant has 4 points of drawbacks. The power of these drawbacks can be assigned randomly or by choice, using the same rules noted above for selecting mutations. Simply replace any reference to a Ordinary, Good, or Amazing mutation with a Slight, Moderate, or Extreme drawback.

Slight drawbacks aren't readily apparent to the casual observer, but manifest in weaknesses that can hinder a mutant in some situations. Moderate drawbacks often have a visible sign of their presence and can greatly hinder a mutant in certain situations. Extreme drawbacks have a clearly visible appearance or severe effect on the mutant's capability to act unhindered.

As with mutations, a mutant can't have more than one version of the same drawback. If the same drawback is rolled twice, or a lower- or higher-powered version of the same drawback is rolled, disregard the second roll and roll again.


Drawback Descriptions
=====================

Below are descriptions of the various drawbacks. Note that in many cases, multiple versions of the same drawback (such as Slight, Moderate, or Extreme cases of the drawback) are listed together.


ATTRACTION ODOR
Slight, Permanent, CON
The mutant emits a musky scent that tends to attract
predators. Those tracking the mutant by scent gain a -3
step bonus to Investigate-track skill checks. The
Gamemaster should also increase the likelihood of pred-
ators stalking and attacking the mutant.


DIMINISHED SENSES
Slight/Moderate/Extreme, Permanent, WIL
The mutant is less perceptive than normal. This results in a +1, +2, or +3 step penalty to Awareness-perception and Investigate-search or track skill checks (for the Slight, Moderate, or Extreme version of this drawback), as well as to any other skill checks that rely on sensory input. The mutant also has a +1, +2, or +3 step penalty to any attack at long range.


DEADLY IMMUNITY
Extreme, Automatic, CON
The mutant's immune system works to attack organisms outside the mutant' body. Once per day, the mutant makes a Constitution feat check with a - 2 step bonus. The result determines the potency of the infectious disease the mutant produces that day: Critical Failure, the disease affects only the mutant himself, inflicting a +2 step bonus to all actions for 24 hours; Failure, potential victims receive a -1 step bonus to Constitution feat checks to resist the disease; Ordinary, +1 step penalty to the victim's check; Good, +2 step penalty; Amazing, +3 step penalty.
   At some point during the day (determined by the Gamemaster) and lasting for d4 hours, the mutant becomes contagious. During that period, the mutant's body changes grotesquely, developing boils, oozing pus, and becoming generally disgusting to look at. Anyone who comes within 2 meters of the mutant during this time must make a Constitution feat check to resist the disease (with the modifier noted above).
   The disease takes 24 hours to take effect in a victim, after which the victim suffers a +2 step penalty to all actions for 24 hours. At the start of the third day (and each successive day until the illness breaks), the victim makes a Constitution feat check to determine any further effects: Critical Failure, increase penalty by 1 step; Failure, no change; Ordinary or better, the illness ends and the victim is back to normal.


ENVIRONMENTAL SENSITIVITY
Slight/Moderate/Extreme, Permanent, CON
Select one of the following environments: hot, cold, wet, arid. In that particular environment, the mutant operates with a +2, +3, or +4 step penalty to all actions (for the slight, moderate, or extreme version of this drawback). This penalty is cumulative with any other penalties that may apply.


FADEOUT
Moderate, Automatic, WIL
The mutant has a tendency to fall unconscious during times of high stress. On the first round of any combat or other high-stress situation, the mutant must make a Resolve-physical resolve skill check (with a -2 step bonus) or lose all remaining stun points. Normal rules for recovering from loss of stun points apply.


HOSTIlITY FIELD
Moderate, Permanent, PER
The mutant constantly projects a telepathic field that makes everyone within 30 meters irritable and quarrelsome. This inflicts a +3 step penalty to any Personality-based skill checks (or other encounter skill checks) made against such targets. In addition, these targets' initial attitudes are automatically Hostile. Those aware of the drawback and who have spent at least a week in the mutant's company are immune to its effects.


LIGHT SENSITIVITY
Slight, Permanent, CON
The mutant's eyes are abnormally sensitive to light. In normal daylight, the mutant suffers a +1 step penalty to any action. In a well-lit room or bright sunlight, the penalty increases to +2 steps, or to +3 steps if silhouetted in a spotlight or other high-intensity beam. Protective goggles can reduce this penalty by one step (but never below a + 1 step penalty).


PHOTODEPENDEHT
Moderate, Permanent, CON
The mutant requires constant light to remain conscious. Each hour spent in darkness inflicts 1 point of fatigue damage (which is restored by 30 minutes exposure to light, or 5 minutes in bright sunlight).


PHYSICAL CHANGE (MINOR/MAJOR)
Moderate/Extreme, Permanent, CON
With the minor version of this drawback, the mutant has an obvious though minor physical alteration that marks him as not quite human. Examples include strange skin color, strange eye color or shape, strange skin texture, tapered ears, webbed fingers, and so forth. This change inflicts a +2 step penalty to all Personality-based skill checks, as well as any other skill check made to interact with those who might find such deformities distasteful.
   With the major version, the mutant has an obvious, major physical alteration that marks him as distinctly different from humans. Examples include rocky skin, feathers, fur, a beak instead of a mouth, flipperlike arms, or a tail. This inflicts a +4 step penalty to the skill checks noted above.
   This drawback cannot grant the hero any physical benefit. For instance, scaly skin cannot act as armor, and large ears grant no Awareness-perception skill check bonus.


POOR DUAL BRAIN
Extreme, Automatic, INT
The mutant has a secondary brain and an alternate personality controlling it. On the first round of any combat or other high-stress situation, the mutant must make a successful Resolve-mental resolve skill check (with a -3 step bonus) or the secondary brain takes control. The personality of the second brain hates the dominant personality (but not necessarily any of the mutant's allies). An hour after the stressful period has ended, the dominant brain regains control of the mutant's body.
   The secondary brain has 2 points of mental mutations, and any mental mutations controlled by the primary brain cannot be used while the secondary brain is in control. The secondary brain has full access to the hero's skills and has the same Ability Scores as the primary brain.
   This mutation is only allowed if the player agrees to roleplay the second personality. Let the player determine the personality of his hero's alter ego, within reason.


POOR MEMORY
Extreme, Automatic, WIL
In times of stress, the mutant has a tendency to forget recent events. On the first round of any combat or other high-stress situation, the mutant must make a Resolve-mental resolve skill check (with a -2 step bonus). The result of the skill check indicates the lost memory: Critical Failure, 24 hours; Failure, 4 hours; Ordinary, 10 minutes; Good or Amazing, no effect. If memory loss occurs, the hero is automatically confused for 1 full round as he takes stock of his current situation.


RADIATION SENSITIVITY
Slight, Permanent, CON
The mutant's body has a significantly lower tolerance for harmful radiation. She suffers a +2 step penalty to Constitution feat checks made to resist the effects of radiation.


REDUCED ABILITY SCORE
Slight/Moderate/Extreme, Permanent, any
One of the mutant's ability scores is reduced by 1, 2, or 3 point (for the Slight, Moderate, or Extreme version of the drawback). Determine which ability score is linked to the majority of the hero's mutations, then consult the table below to find the ability to be reduced.

TABLE GW38: RELATED ABILITIES
Mutation Ability    Reduce This Score
STR                 INT
DEX                 STR
CON                 DEX
INT                 PER
WIL                 CON
PER                 WIL


SEIZURES
Extreme, Automatic, WIL
On the first round of any combat or other high-stress situation, the mutant must make a Resolve-physical resolve skill check (with a -2 step bonus). The result of the skill check indicates the duration of the seizure. Critical Failure, 2d4 rounds; Failure, Id4 rounds; Ordinary, 1 round; Good or Amazing, no effect. During a seizure the muscles of the character's body spasm and twitch uncontrollably, causing him to fall to the ground helpless. The mutant remembers nothing that occurs during the seizure.


SEVERE PHOBIA
Moderate, Automatic, WIL
The mutant has an overwhelming fear of something that is relatively common in the campaign. Examples include birds (or birdlike creatures), snakes (or snakelike creatures), moving vehicles, enclosed spaces, heights, and so forth. Whenever confronted with the object (or situation) of his phobia, the mutant must make a Will feat checkj failure indicates that he freezes or flees the scene, as appropriate. Even if the mutant succeeds, he suffers a +1 step penalty to all actions while the object of his phobia is present.


SLOW REFLEXES
Moderate, Permanent, DEX
The mutant's decreased natural reflexes inflict a +1 step penalty to her action checks.


SOUND SENSITIVITY
Slight, Permanent, CON
The mutant's ears are abnormally sensitive to sound. Normal background noise inflicts a +1 step penalty to the mutant's actions, loud conversations or similar noise inflicts a +2 step penalty, while sirens, explosions, or other extremely loud noises inflict a +3 step penalty. Protective earplugs can reduce the penalty by one step (but never below a + 1 step penalty).


SUSCEPTIBLE TO DAMAGE/HIGHLY
Moderate/Extreme, Permanent, CON
Select a type of damage by rolling d6: 1-3 LI; 4-5 HI; 6 En. Whenever the mutant is hit by that type of damage, increase the primary damage by 1 point (or by 3 points for the Highly Susceptible version). Secondary damage is not affected by this drawback.


TEMPORARY WEAKNESS (SLIGHT/MODERATE/EXTREME)
Automatic, any
Whenever the mutant uses any mutation, he suffers a temporary loss of 2, 3, or 4 points (for the Slight, Moderate, or Extreme version of the drawback) from the ability noted on TABLE GW38: RELATED ABILITIES. For example, if the mutant uses Telekinesis (a Will-based mutation), his Constitution would be reduced. This loss lasts d4, 2d4, or 2d6 hours (depending on the severity of the drawback). Mutations which are not consciously activated but function only in specific circumstances (such as Energy Reflection) inflict the loss each time they function. Mutations which have no activation (such as Dermal Plating) do not activate this drawback. If the mutant has no activated mutations, reroll this drawback.


THERMAL INTOLERANCE
Slight, Permanent, CON
The mutant has a poor temperature-regulating system, suffering a +2 step penalty to Stamina or Survival skill checks made in hot or cold conditions.


TOXIN INTOLERANCE
Slight, Permanent, CON
The mutant has trouble processing toxic substances, and suffers a +2 step penalty to Constitution feat checks made for the purposes of defeating poisons or drugs.


WEAK IMMUNITY
Slight, Permanent, CON
The mutant has a weak immune system. She suffers a +2 step penalty to Constitution feat checks made to resist disease, infection, and biological agents. When the mutant is being treated to heal damage inflicted by such conditions, the character rendering treatment receives a +2 step penalty.


WEAK METABOLISM (SLIGHT/MODERATE/EXTREME)
Permanent, CON
The mutant's inefficient metabolism inflicts a +1, +2, or +3 step penalty to the following skill checks: Athletics, Melee Weapons, Unarmed Attack, Acrobatics, and Movement.
   In addition, each Strength-based skill attempted by a mutant with moderate or extreme Weak Metabolism incurs 1 or 2 points of fatigue damage, respectively. 


WILD MUTATION
Extreme, Automatic, WIL
The character's mutations are &quot;wild,&quot; meaning the hero has limited control over when they activate. Whenever the mutant faces a tense situation, she must make a Will feat check. Failure indicates that one of her mutations (chosen randomly by the Gamemaster) activates, whether the mutant wants it to or not. With any success, the mutant retains control of her abilities. Mutations with a duration longer than 1 round allow a Will feat check each additional round to let the mutant regain control over it.
   Mutations with no specific activation (such as Dermal Plating, Gills, Improved Ability Score, or Telepathic Reflection) are not affected by this drawback. If the mutant has no mutations with specific activations, this drawback may not be selected for the character.
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