Mutation
|
Cost
|
Description
|
Telepathic
|
15
|
You can tell if someone is telling the truith or not. You
gain +25 to intellegence.
|
Teleknetic
|
15
|
This is the ability to move things with your mind. For
moving a large object you can combine your brawn with your
intellegence to help move it. This gives you a +10 to
intellegence. You may use a mind attack 1d6+2. Use the
normal combat rules except instead of using your combat
skill use your intellegance to see if you hit or miss.
|
Fangs
|
2
|
Your teeth have mutated and are razor sharp fangs which
can be used to bite for 1d4+1 damage
|
No Thirst.
|
4
|
You can go over a month with out water. And over 2 months
with out food.
|
Improved Intellegence
|
5
|
You get a 10 to Intellegence.
|
Improved Brawn
|
5
|
You get a plus 10 to Brawn.
|
Disease Immune
|
10
|
You are immune to all diseases.
|
Poison Immune
|
15
|
You are immune to all poison.
|
Disturbed Personality
|
-15
|
Noone likes you because every 25 rounds you do something
unpredictable Roll a 1d6 to determine what they do.
1 - attack ally
2 - freeze for a turn
3 - Nothing
4 - attack nerest object or person
5 - yell uncrontrollably
6 - nothing
|
Extra Leg
|
3
|
Increases quickness by 5
|
Extra Arm
|
5
|
This gives you a +5 to quickness, +5 to brawn and you can
cary and use an extra weapon or item. i.e. you could be
shooting at someone while setting a explosive charge.
|
Tail
|
1
|
Gives you a 3ft tail that you can wag, swing around.
|
Dulled Intellegence
|
-5
|
-10 to intellegence (minimum of 5 INT must be maintained
at all times, you may not add this if it would cause your
INT to go below 5).
|
Horn S/M/L
|
1/2/4
|
You have a small, medium or large horn growing out of
your skull which can be used to gore your opponents
Small - 1d4
Medium 1d6+2
Large 2d4+1
|
Claws
|
2
|
Adds +2 to each fist attack you do.
|
Tail Upgrades
|
Cost
|
Discription
|
Clubbed Tail
|
2
|
There is a hard and heavy mass of bone with no nerves on
the end of the tail, which can be swung at opponents causing
1d6+2 damage
|
Spiked Tail
|
2
|
Your tail has several spikes and studs towards the end of
it which can be swung at opponents causing 1d4+3 damage.
|
Tail Controll
|
2
|
You can use your tail aswell as you can use your hand,
you can wrap it around objects and lift them off the ground.
Brawn is used to determine how much you can lift.
|
Extended Tail
|
1/2
|
You may spend a half point to add 1 ft to the tail upto 6
additional ft.
|
Spear Tail
|
4
|
The end of your tail is extreemly sharp and pointed. It
resembles a crude spear and can be used to stab an opponant
for 1d8+1 damage
|
Spiked Clubbed Tail
|
5
|
A combonation of a clubbed tail and a spiked tail, It can
be swung at an opponent for 1d6+5 damage
|
Clubbed Spear Tail
|
5
|
A combonation of a spear tail and a clubbed tail, it can
be swung at an opponant for 1d8+3 damage
|
Spiked Spear Tail
|
5
|
A Combonation of a spear tail and a spiked tail which can
be swung an an opponant for 2d4+2
|
Spiked Club Spear Tail
|
8
|
A combonation of a spear, clubbed, and spiked tail. It
can be swung at an opponant for 1d8+6 damage.
|