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Up to 90ft
789 - divisional body segments
This mutant can remove one or more body parts, which move and function
independently.
Abdomen and legs separate.
722 - armored skin
This mutant may strengthen its skin at will, turning it into protective armour that
appears strange and unusualbone, glass, ice, metal, or plastic, for example. While
the mutants skin is armoured, it suffers from an impaired sense of touch and does
not feel pain. The mutant can switch between its normal and armoured skins at will.
696 - telepathy
This mutant can read the minds of other sentient creatures and/or send telepathic
messages composed of thoughts and emotions. Actual language is not translated
between individuals, but images, feelings, and intentions can be understood across
culture barriers.
Area effect: Everyone within range that the mutant knows personally.
Can only read minds
80ft
Can only transfer language, untranslated
505 - ADD
This mutant is unable to concentrate on a single task for long periods of time, is
easily distracted, and usually forgets what it is supposed to be doing.
300 - Long Life
This mutant, unless killed, will live about twice as long as others of its species,
and will not suffer the effects of aging until very late in its life.
80 - Horns
One big horn
782 - Summon Minion
Can summon a creature to do one task. The more difficult the task, the more likely
the creature will disobey.
615 - Clairaudience
Mutant can overhear a location, person, or topic it knows.
Mutant can overhear a location it knows.
Range: A couple miles (3km).
Requires trance state.
172 - Tail
Scorpion tail with venom
5 - Animal Feet
Bird Feet
88 - Internal Weapon
This mutant can produce a weapon from its own body, or transform part of its body
into a weapon. The mutant can produce a single weapon, or one weapon per limb.
These weapons can be hidden when not in use.
Ranged weapon
Duplication
This mutant can separate into two identical beings, both with the same mind. These
two bodies may act independently, but always retain the same sentience and share
the same knowledge and sensory information. These two bodies can become one again
at any time. If either one is killed, roll 1d100 for minutes the mutant will be
incapacitated. On a roll of 100, mutant recovers instantly.
Feathers -
This mutant has feathers on part or all of its body.
Sonar -
This mutant emits high-frequency sound and listens to the reflections in order to
navigate its surroundings. It can operate normally in darkness, and knows the shape
of its surroundings within a hundred feet (30m). Creatures and devices able to
detect high frequencies will be alerted to the mutants presence when it uses
sonar.
Omnivore -
This mutants digestive system is so hardy it can eat any organic material without
ill effects, including spoiled meat, contaminated water, and the waste products of
other creatures.
Linguistic Aptitude -
This mutant has a flair for languages, finding it easy to learn and remember new
languages and dialects, spoken and written, without a lot of practice.
Aura Reading -
With an inmate understanding of body language, facial features and even subtle
pheromones, this mutant can perceive a rough and vague picture of a persons
temperament, mental state, physical and mental capabilities, psychic abilities, and
connections with other people. The mutant can turn this ability on and off at will.
Nightmare Portal -
This mutant possesses, inside its mind, a doorway to a world full of horror. It
suffers from nightmares, but no other ill effects. Others are not as safe, however,
and those using any sort of mentally invasive psychic powers on the mutant risk
being consumed by nightmares.