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MUTATIONS

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This collection of mutations in Mutant: Year Zero represents a diversity of muta-


tions that are a key factor in survival in this post-apocalyptic world. Where
mutated powers not only offer advantages but also challenges and dilemmas
for those who bear them. Exploring and managing these mutations is a central
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part of the gaming experience and shapes the unique journey and survival strate-
gies of the characters.
by Jonas Weikel

Copyright NetMedia Sweden


MUTATIONS

KINETIC ABSORPTION DENSE BONE STRUCTURE

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.

X ACOUSTIC MANIPULATION REGENERATIVE HEALING

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-

Effect: Armor rating 1 / MP against sound or Gear


Bonus +1 / MP to Move.
injuries and even minor illnesses much quicker
than others, making them a valuable asset in dan-
gerous situations.
Effect: Immediately heals 1 point of trauma or stress
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per MP.

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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objects without physically touching them. erating it in their vicinity.


Features and properties: The character can use Features and properties: Time displacement can
telekinesis to move obstacles, block enemies, or be used to either avoid danger by slowing the sur-

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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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TOXIC SKIN FEATHER LEGS

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

PLASMA CASTER MOLECULAR TRANSMUTATION

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.

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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.

explanation and description.


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Effect: GM determines possibilities based on a good Features and properties: This gives them a quick
and unexpected movement, which can be useful for
escape or for launching surprise attacks.
Effect: Moves a distance per MP. The target needs to
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LOW-FREQUENCY HEARING be within sight from the current location.

Mutation: The character has developed hearing to


perceive sounds at low frequencies far beyond a HYDROKINESIS
normal human’s capability.
Features and properties: This allows them to detect Mutation: The character can manipulate and control
threats or pick up sounds from distant sources, water molecules.
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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.

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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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Mutation: The character’s skin can adapt and


change color to blend into the surroundings and BRANCHING
become virtually invisible.
Features and properties: This gives them an incred- Mutation: The character can temporarily branch
ible advantage in sneaking past enemies or when their arms or legs to create multiple limbs.
hunting prey. Features and properties: This grants them superior
Effect: Gear bonus +1 to Sneak per MP or +1 to Move maneuverability, more opportunities for attack or
per MP. defense, and can surprise opponents with unex-
pected movements.
Effect: GM determines possibilities based on a good
explanation and description.

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