Kuseru Satsujin wrote:NEW MUTANT WEAPONS
Entangling Suction
This provides an attractive force equivalent to a P.S. of 20 for a range of 20 feet (6 m). Characters caught in this suction must make a contested strength check (1D20 + P.S. attribute) or be sucked toward the mouth of the creature.
Stun Discharge
Damage: Victims must save vs non-lethal poison or suffer a -4 on initiative, and -3 to strike, parry, and dodge. Duration 1D6 melee rounds. Roll to save against each successful strike.
Paralyzing Discharge
Damage: Victims are dazed, -10 to strike, parry and dodge, and reduce attacks per melee round by half for 2D4 melees. A successful saving throw of 16 or higher means that the person has successfully fought off the effect and is unimpaired except loses initiative and one melee action. Roll to save against each successful strike.
Kill Discharge
Damage: Does 6D6 S.D.C. damage. A successful saving throw of 18 or higher means that the person has fought off the effect and is unimpaired except losing initiative and one melee action. Roll to save against each successful strike.
NEW MUTANT ANIMAL POWERS
Advanced Teeth Touch
This functions identically to Advanced Touch, but the teeth are the sensing organ.
Breathing: Gills
This allows a creature to breathe underwater. It is automatic for all aquatic-dwelling mutants.
Breathing: Lungs
This allows a creature to breathe in the air. It is automatic for all land-dwelling or flying mutants.
Breathing: Dual Breathing
This allows a creature to breathe both in the air AND underwater.
Camouflage Skin Pattern
See MotY, 18
Camouflage Flaps
These flaps imitate vegetation and help conceal the mutant from observation, +10% to Prowl and +15% to Blend or Hide.
Digging Telson
This is a tail section that functions as per Digging, page 69
Electroreception, Active
This ability has all the features of Passive Electroreception, but provides a larger picture of the surrounding area; 400 feet (122m) to detect prey and objects up to Size Level 10, double for larger creatures, and can follow ships/submarines or other objects which give off a strong electrical field for up to 6 miles (9.6 km). Blindness penalties are negated within 400 feet (122m) and halved up to 800 feet (244m) away. Correspondingly, this also makes the creature using active electroreception detectable from double the normal distance.
Electroreception, Passive
Also known as Electroception, this is the ability to detect electrical fields. This allows the character to detect and follow the magnetic field of the earth as well as the flow of current in an aquatic environment, equal to a navigation skill of 80%. In addition, this ability provides a clear picture of the local environment, including objects, muscle movement in living creatures, machines, electrical conduit, and other sources of electrical fields, even in absolute darkness. This ability can be used to track prey by the electrical field they give off. Range: 200 feet (61m) underwater for prey and objects up to Size Level 10, double for larger creatures, 3 miles (4.8 km) for following ships/submarines and the earth's magnetic fields as well as aquatic currents. Blindness penalties are negated within 200 feet (61m) and halved up to 400 feet (122m) away. +30% to range for sharks, rays, skates, and other members of the Elasmobranch sub-class of fish.
Hold Breath (in air)
page 72, but applies to creatures with gills.
Limb Regeneration
Provides the ability to regenerate lost or damaged limbs within 1D4 days.
Luminescent Patch
This acts as a lure, by making the mutant appear to be another, smaller, creature. Smaller fish, upon which the mutant feeds, are attracted to the patch, mistaking it for food. Make a saving throw vs Reptile Brain for creatures to determine if they make this mistake and move closer to the mutant.
Nictating Membrane
A.R. 11 for the eyes and +5 S.D.C.
Retractable Eye-Stalks
Provides an A.R. of 9 for the eyes when retracted.
Sense Electromagnetic Radiation
The ability to sense electromagnetic activity is so acute it can detect brain activity and neural circuitry. Like a living E.E.G. and E.K.G. machine, the creature can detect signals from the brain, recognize deficiencies and aberrations and pinpoint the cause, such as blood clots, tumors, brain or spinal damage, heart problems, paralysis, physical and internal injury, fatigue, and pain. They can also detect brain implants. The ability also helps them to sense and actually see electromagnetic energy that is invisible and often undetectable by humans. This enables them to see, feel, recognize and follow energy trails in the earth like highways or roads with identifying markers to better navigate the oceans and seas even in complete darkness. Range: 30 feet (9.1m)
Sense Movement
Similar to Sensor Whiskers, but no air usage. [Lateral Line] (Can detect vibration/movement in the water and air; equal to advanced touch. Penalties for blindness are half.
Sensing Hairs
Equivalent to Heightened Touch
Shell-holding Telson
This tail section is used for holding empty seashells around the mutants body. Provides protection equivalent to Superheavy Exoskeleton Body Armor. A.R. 18 S.D.C. 500
Swimming: Predator
Advanced Swimming Skill, Depth Tolerance: Unlimited. Swimming skills, Quick Turns & Stops: Can stop on a dime, Tight Circle/Turn: Tight circles and turns in an area a small as 15 feet (4.6m) in diameter. Dive: Up to 3000 feet (914m) at double normal speed.
Swimming Telson
Swimming fan; allows the character to swim backwards at ½ their normal swimming rate.
Swimming Uropods
These are swimming legs used solely for swimming, doubling swimming speed.
Toxin Resistance
Advanced Toxin Resistance, MDU, page 18
VESTIGIAL DISADVANTAGES
No Lungs
-5 BIO-E, cannot breathe in air. Must be purchased if Breathing: Gills is selected, not available if Breathing: Dual Breathing is selected.
No Gills
-5 BIO-E, cannot breathe in water. Must be purchased if Breathing: Lungs is selected, not available if Breathing: Dual Breathing is selected.
Diet: Vampirism
This diet requires the creature to feed on at least two pints (about one liter) of blood once every 48 hours, if not every day. The creature can try to resist the desire and fast. But, with each passing 24 hour period of abstinence, the hunger grows more powerful. Attempts to consume anything else will make the character violently ill (-3 on initiative, -2 on all other combat moves, reduce Spd by 40%).
Diet: Cannibalism
Fundamentally identical to Diet: Carnivore, but limited to meat from one’s own species.
Limited Buoyancy
The character tends to sink unless actively swimming.
Limited Respiration
The character must be moving in order to breathe.
Molting: Annual
Molting is a growth process, in which their size increased by 20%, necessitating the loss of the hard carapace (the character loses any benefits of natural body armor or exoskeleton armor and suffers a -20 to S.D.C. during the period), until a new one can be grown (a process taking 6-8 weeks). This process occurs once a year.
Molting: Semi-Annual Molting
Identical to Annual Molting, but occurs once every six months.
Molting: Quarterly Molting
Identical to Annual Molting, but occurs once every three months.
Molting: Advanced Molting
Identical to Annual Molting, but occurs once every other month.
Neutral Buoyancy
The character doesn’t sink or rise when not swimming.
Upside Down Paralysis
If a shark is inverted, it becomes catatonic for 15 minutes, essentially paralyzed and does not respond to stimulation.
Vestigial Pleopods
These are huge swimming legs that constantly get in the way, flailing wildly about and reducing swimming speed by half.
Vestigial Uropods
Identical to Vestigial Tail.
Vestigial Pereiopods & Vestigial Legs
These are extra sets of under-developed legs. They reduce walking speed by 40% for each pair of legs and are constantly bumping and knocking things over, getting snagged or hitting those around the mutant (no damage, just annoying). When used as weapons (i.e. kicking) they do, at most, one point of damage and get no bonuses to strike, parry, or dodge. Moreover the character is -10% to hide and prowl for each pair of vestigial legs.