Mental Cost 4

Density Control, Others (Emitter?)

Cost: 4

Mutation Score: Yes

Type: Emitter

Activation: Activated

Range: 25m + 1m/MP mod

Duration: 1 hour

Modifier: MS

Use: Twice per day

Area of Effect: One target

Effect: Change size

Description: The character must make a ranged touch attack against his opponent. If successful then he may alter his opponent’s density as per the density control mutation.

Force Field Generation (Mutant)

Cost: 4

Mutation Score: yes

Type: Mutant

Activation: Activated

Range: self

Duration: 5 + mutation mod rds

Modifier: MS

Use: Once per hour

Area of Effect: Self

Effect: Creates a force field

Description: On activation the character gains a 1d8/mutation score shield for the duration against all attacks (except against telepathic attacks and telekinetic attacks). If the character falls unconscious then the field shuts off at the end of the round.

Dual Brain (Mutant)

Cost: 4

Mutation Score: no

Type: Mutant, Plant

Activation: Automatic

Range: Self

Duration: Variable

Modifier: n/a

Use: Unlimited

Area of Effect: Self

Effect: Gain Second Brain

Description: The character gains a secondary brain located somewhere in his body (it does not have to be the head). The secondary brain gains 1/2 the mutation points of the primary brain (which cannot be accessed when the brain is dormant). If the character's primary mind is ever mentally controlled, the secondary brain will take over until the control duration ends. The character cannot access mental mutations from his primary brain during that time. The character also gets a +2 INT bonus.

Heightened Mental Attribute (Passive)

Cost: 4

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Mental ability bonus

Description: Roll 1d3 on the chart below and increase that attribute by 2.

Attribute Roll

INT 1
WIS 2
CHA 3

Mental Enhancement (Passive)

Cost: 4

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Mental bonus

Description: The character gains a +4 bonus to all his mental mutation scores.

Weather Manipulation (Emitter)

Cost: 4

Mutation Score: yes

Type: Emitter

Activation: Activated

Range: Line of Sight

Duration: One day

Modifier: MS

Use: Once per 24 hours

Area of Effect: Circle with radius equal to range

Effect: Change Weather

Description: The mutant may change the weather based on current conditions. The mutant must concentrate for 1 minute and the weather will change 1d10 minutes later.

Weather Change Desired DC

Change Temperature 5 + 0.25 x (Celsius Temperature Change)

Change Wind Speed 5 + 0.25 x (Wind speed in KPH)

Change Precipitation Rate 5 + Rain fall in cm/day

Create Fog 20

Create Thunderstorm 20

Create Tornado 30

Any combination Total DC – 5 per effect over one

Thus if the character wants to create a driving thunderstorm (with 96 kph winds and 25 cm of rain per day) on a calm day, the difficulty will be 69 (20 + 29 + 30 – 5 – 5).

Life Leech (Emitter)

Cost: 4

Mutation Score: yes

Type: Emitter

Activation: Activated

Range: self

Duration: Instant

Modifier: Intelligence

Use: 1+1/2 mutation score/day

Area of Effect: 30 ft. radius centered on self

Effect: Summary of Effect

Description: The character drains 1d4 + mutation score wound points from any small or larger opponent in the radius of effect. Fortitude save for half damage DC(10+mutation score+Intelligence mod).

Photographic Memory (Passive)

Cost: 4

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Never Forgets

Description: The Character has perfect recall of everything they've experienced. The character gains a +2 bonus on checks to remember things, including resistances against effects that alter or erase memories. The character can make any Knowledge skill check untrained, meaning they can answer questions involving difficult or obscure knowledge without ranks in the skill.

Telekinetic (Passive) (Cost 5)

Cost: 5

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Telekinesis is a class skill.

Description: Telekinesis is a Class skill