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part of the gaming experience and shapes the unique journey and survival strate-
gies of the characters.
by Jonas Weikel
Mutation: Kinetic absorption allows the character Mutation: The character’s legs and skeletal struc-
to absorb and convert kinetic energy into personal ture are much denser and stronger than usual,
strength. granting them exceptional strength and resilience.
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Features and properties: Used to withstand physical Features and properties: The character can carry
attacks, temporarily increase strength, or as a buff heavier loads and is more resistant to physical
in close combat. impact. This makes them an excellent combatant
Effect: For every taken trauma, each MP converts and resource carrier.
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1 point of trauma into +1 in strength for the next Effect: Natural armor 1 / MP. Lasts for 1D6+2 rounds.
action. Always able to carry 2 extra loads.
Mutation: Acoustic manipulation provides control Mutation: The character can heal wounds and inju-
over sound waves and frequencies. ries at a much faster rate than a normal human.
Features and properties: Used to create sound bar- Features and properties: They can recover from
tions or confusion.
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riers, dampen or amplify sounds, and create distrac-
TELEKINESIS
TIME DISPLACEMENT
Mutation: Telekinesis grants the character the abil-
ity to move and manipulate objects with the power of Mutation: The character can temporarily affect the
thought, allowing them to lift, throw, or manipulate time around them, either slowing it down or accel-
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even use objects as weapons by hurling them at roundings or to speed up oneself to act faster than
opponents. their enemies.
Effect: GM determines possibilities based on a good Effect: +2 to Initiative per MP. Lasts for the duration
explanation and description. of the battle.
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Mutation: The character possesses skin that emits Mutation: The character’s legs possess feather-
toxic substances upon contact with other creatures. like properties, allowing them to jump and move
Features and properties: They can use their toxic extremely smoothly and swiftly.
skin for close combat by injuring enemies that come Features and properties: They can evade dangers by
too close. jumping high or quickly away and can also use this
Effect: Inflicts 1 point of trauma or stress per MP. ability to reach difficult-to-access places.
Effect: Gear Bonus +1 to Move per MP.
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MUTATIONS
Mutation: The character can fire plasma beams Mutation: This mutation allows the character to
from their hands or body. temporarily reshape their molecular structure to
Features and properties: They can use plasma either pass through obstacles or change their physi-
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as a powerful weapon or create distractions and cal form in various ways, such as making themselves
destruction. elastic or thickening their skin to become more resistant.
Effect: Damage 1 / MP. Skill: Shoot. Features and properties: The character can use
this ability for infiltration by blending in with the
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environment.
PLANT MANIPULATION Effect: GM determines possibilities based on a good
explanation and description.
X
Mutation: The character possesses the ability to
communicate with plants and influence their
growth and behavior. TELEPORTATION
Features and properties: They can control plants to
create obstacles, lure or divert enemies, and even Mutation: The character has the ability to teleport
grow food in unfavorable conditions. themselves short distances.
which can be invaluable for survival and avoiding Features and properties: They can create water-
dangers. based attacks, form barriers, or even extract water
Effect: Can hear conversations up to 50 meters per MP. from the humidity in the surroundings.
X
Effect: Water attack dealing 1 damage per MP, Water
Shield providing 1 Armor per MP or generate 1 water
CAMOUFLAGE SKIN per MP.
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