• Don't link to the video of the Christchurch shooting, or repost links to the shooter's manifesto.

[WIR] Metamorphosis Alpha (1976)


Registered User
Validated User
G. Physical and Mental Mutations

Players roll 1d4 each for the number of physical and mental mutations and then pick them from the appropriate charts. The referee will the roll for one physical or mental defect mutation, or one of each, depending on how many mutations the character has.

The physical mutations are given first, a list of 30 with a further 12 physical defects. The list is not in alphabetical order.

Some physical mutations may make it impossible to have other physical mutations. These are as follows:

Taller: Cannot be Shorter (obviously), cannot have Gills (they would not serve increased weight/air needs), cannot have a Total Carapace (it would be too heavy), cannot have

Wings (the body would be too heavy). The limitation on gills seems to ignore the existence of whale sharks and basking sharks, but for humanoid creatures I’ll go with it.

Shorter: Heightened Strength is reduced to having the strength of a normal man, Taller is not noted but obviously is cancelled by Shorter.

Gills will negate any sonic abilities. This is interesting. I suppose the gills reshape the throat and vocal areas.

Partial or Total Carapace will negate any of the following: Taller (Total Carapace only), Chameleon Powers, Light Generation, Heightened Dexterity, Heightened Precision, Heightened Balance, Wings, Shapechange. You give up a lot to have a shell.

Wings negate being Taller, having a Total Carapace.

Note: Shipboard creature mutations encountered (in other words non-player characters) may actually have these combinations of mutations. In such cases they are considered a defects by the referee and may harm or hinder the mutant in certain situations.

Physical Mutations Explained:

1. Taller: With 6 feet being the normal size this mutation may range up to an effective limit of 25 feet. This will increase the metabolic rate and increase strength potential doing double, triple or quadruple damage in combat at referee’s option. The errata sheet clarifies this to height being 5 feet plus 1d20 feet in height. Damage is increased by one die for every 4 feet over normal height, striking potential (to hit) is reduced by 1 for every 8 feet over normal height.

2.Shorter. With 6 feet being the norm the mutation may range down to 1 inch in height. This reduces metabolic rate and strength potential, but also makes it harder to be struck in hand to hand combat (referee’s option). Modified by the errata to rolling 1d20 for a score in inches and subtracting that from the normal height of the being. The errata does not seem to make for short enough mutants to me. Gamma World 1e rolls d% twice for a height in centimeters, counting 00 as 0 not 100.

3.Out-sized body Parts: Increase in size and power fo one part of a mutant’s body. Larger eyes for increased vision, larger heart for increased endurance and stamina. As noted in the description of the poison chart under the Constitution ability this could also include the appendix to filter toxins from the blood. Only one body part can be increased.

4. New Body Parts: these are things not normally found on the human body. A heat sensing organ, tentacles, a gas generating gland. Might also include a human head for a plant, a poison resistance gland (giving the mutant a resistance of 18), or suction pads on the arms of any given creature.

5. Poison Claws or Fangs: The intensity of the poison is up to the referee. I usually roll 3d6.

6. Multiple Body Parts: Extra arms, legs, eyes, etc.

7. Regeneration; Allows the mutant to use his body weight to heal damage. Figure 10 pounds of body weight heals 1 hit point per day. The normal healing rate is 1 hit point per day of rest. Regeneration is in addition to this and presumably does not require resting to heal.

8. Gas Generation: Much like a skunk, gas is expelled from the lungs or “other parts of the body”. The gas can cause things like unconsciousness or death in beings inhaling it. (effects at referee’s option) Again I usually roll 3d6 for the intensity and use the poison chart to determine if the gas has an effect.

9. Quills: Usually along the arms and legs. The quills do dagger damage when touched. They may be thrown for short ranged attacks, up to 10 feet.

10. Gills: Ability to breathe underwater. Requires a larger respiratory system, with increased lung size. So clearly not just gill slits on the side of the neck.

11. Chameleon Powers: Change body color to match surroundings. Color change is nearly instantaneous and does not require concentration to maintain. Obviously this is more effective if the mutant is not wearing heavy clothing or armor.

12. Radiated Eyes: the ability to emit intensity 10 blasts of radiation from the eyes once every 4 melee rounds effective range is 10 yards.

13. Electrical or Heat Generation: Like an electric eel, do electrical or heat damage to those touching the mutant. 3d6 damage each melee turn, use normal To Hit procedure.

14. Sonic Abilities: High frequency sonics that damage tissues, 3d6 to all within 10 yards, can be repeated once every 4 melee turns, Does burn type damage.

15. Light Generation; High candlepower beams of light incapacitate viewers within 25 feet for 1d4 melee turns, even in full daylight.

16. Physical Reflection: Reflect one type of energy away in a random direction. heat ray, paralyzation dart, electrical, radiation, etc.

17. Partial Carapace: Thick shell covering back and head. Reduces damage done to those areas of the body by one half. If the shell is cracked by a blow or energy weapon it takes 1d12 months to grow back, during which time all damage done to the mutant is doubled. Also increases base armor class.

18. Total Carapace: This shell over the entire body. Reduces all damage done by one half. Reduces speed of the mutant by one fourth. When a mutant with this mutation has taken over one half of his total hit point damage all damage is tripled until the wounds are healed. The carapace heals at the mutant’s normal healing rate. This mutation also increase the base armor class.

19. Heightened Smell: 200 foot range. Allows tracking any trail less than a day old over any surface but water. Identify campsites, possessions, etc by smell if have been in contact with the owners and learned their scent. Can never be ambushed by non-plant creatures (check definition, it is different from being surprised). There is a definition of being surprised, it basically is negated by being aware of the other creature. So not sure exactly what this note means. I suppose it means surprise is still possible in situations where the mutant would be unable to smell the attacker, underwater, behind a sealed ship’s door, etc.

20. Heightened Hearing: Sense and identify separate sounds in a 200 foot radius. Can never be surprised because the mutation works through and around solid objects. Interestingly does not take extra damage from sonics.

21. Heightened Touch: Allows a better chance of figuring out ancient devices because the mutant can “feel” the logical use of the device he holds. Given time can feel the weak points of any given object causing the object’s eventual destruction. Unfortunately no rules mechanics are given for either of these abilities.

22. Heightened Vision: See clearly and over long distances (one mile) and to see into infrared and ultraviolet spectrum.

23. Heightened Taste: I denitrify poison with touch of the tongue and tell which plant materials are edible.

24. Heightened Dexterity: Gives an armor class of 1 if the mutant is not heavily encumbered. Reduce the armor class if the mutant is carrying heavy objects.

25. Heightened Strength: Increase physical power above and beyond the 18 possible roll. Do 3 extra dice damage with non-powered weapons, except bows, etc.

26. Heightened Precision: determine weak points on opponents and structural weaknesses in objects. Do extra 2 dice damage with any weapon used. Interesting that this is a physical mutation, as it seems to be a mental ability.

27. Heightened Balance: Never fall, trip or land any way but on his feet. Can climb sheer walls and walk over 1/2 inch ropes suspended in the air with no chance of falling.

28. Wings: Usable wings giving a flight speed of 100 yards per melee turn. Can only fly if carrying less than 1/4 of body weight. Errata page specifies that mutant must weigh less than 125 pounds in order to fly with this mutation.

29. Shapechange: Ability to assume the outer appearance of one of the three groups of mutations (animal, insect, or reptile) but not have the powers of those mutations. Must choose which group at the start of the campaign, can only choose one. Change requires two melee turns of complete inactivity. A mutant with Shapechange can choose no other physical mutations if they want to be able to freely change into any being of a broad the, if they choose to only be able to change into one specify sort of creature they can freely choose other physical mutations.

“Subclassification of Shapechange”: An offshoot of the shape change mutation. Ability to sense radiation, draw power from it, and imitate the force so the mutatt is unaffected by damaging radiation. This is immediate and works as a defense against the radiated eyes mutation. This should be considered separate from the shape change mutation and may be freely selected with other mutations. Not sure why this was listed as a subcassification of shape change and not a separate mutation.

30: Density Control: Change the molecular structure of the body, thus increasing armor class. Starting with the being’s base armor class the mutant can increase armor class by 1 every melee turn they change density, losing mobility in direct proportion. A mutant that goes to an armor class of 2 will be completely immobile but very unpiercable. An armor class 5 allows the mutant to move at half speed. This change lasts for 1-10 full turns and can be negated immediately by the mutant. The power can be used once per day. A “full turn” is not defined in the game. Presumably it is the same as D&D’s ten minute turn, as a melee turn is given as ten seconds. The only other turn given is the wilderness movement turn of one hour. Perhaps the change is meant to last 1-10 hours. I think though if either melee turns or hours had been intended those terms would have been used, so ten minute turns seems most likely.

This is the list of beneficial physical mutations.
Last edited:


Registered User
Validated User
Physical Defects:

31. Multi-armed (1-10 extra arms) These arms tend to get in the way of each other and reduce coordination giving a -1 to the hit probability of the mutant for each extra arm. The mutant concentrate and use any two of his or her arms at the same time, this does make it difficult to tie them up. If a tricky player tries to cut off the extra arms they will loose 2 points of dexterity and 2 hit points, permanently, for each arm they cut off.

32. Body Structure Change: This a negative change in the structure of the body. Such as replacing the calcium in the bones and body with some other substance, making the character more susceptible to outside force. Or making a part of the body water-soluble, or breathing nitrogen instead of oxygen which would slow movement by 50%. Whatever change must be a defect.

33. Skin Structure Change: A change in the structure of the skin, perhaps heavy scales slowing the mutant by as much as 50%, or sensitivity to temperatures over 76 degrees F causing 2d6 burns for every hour exposed. What ever change must be a defect.

34. Hemophilia: the absence of blood clotting factors. The individual referee must determine the precise bleeding effects and what must be done to stop it. In GW 1e this causes 2 extra hit points in blood loss every round after wounding util the mutant stops and bandages the wounds.

35. Bacterial Non-resistance: The mutant has no resistance to sickness. If the referee has this mutation in his game he should also include things that cause disease and infection. the examples given are recommended to do 10 dice of damage per day and be very hard to cure. That sounds like a death sentence! In GW 1e this reduced to a more livable 10 hit points per day.

36. No Sensory Nerve Endings: the mutant cannot feel pain or use their sense of touch in any way. Obviously this precludes the Heightened Touch mutation. The character will not be aware being wounded, etc.

37. Poor Respiration System: This makes the mutant weaker and reduces their endurance. They can only fight for 5 melee turns before they need to stop and rest for an hour or two.

38. Diminished Senses: This is the failure of a sense to work at normal human levels. It should only apply to one sense.

39: Attraction Odor: This makes the mutant smell very tasty to any meat eating creature.

40: Near-sightedness or Double Vision: Vision so bad the mutant is stumbling along, the mutant's chance to hit with physical attacks is reduced by 50%.

41: No Resistance to Poison: Any poison is fatal, no matter what mutant's constitution, unless an antidote is administered in time.

42: Double Effect of Physical Forces: The body is so fragile the mutant always takes double damage.

These are really nasty. Every mutant has at least a 50% chance of having one.

Unka Josh

Social Justice Game Dev
RPGnet Member
Validated User
For pure strain human types I also make a couple of modifications. I allow them to roll their abilities with 4d6 dropping the lowest. This gives slightly better ability scores than 3d6, an advantage that helps characters who do not get mutations to be competitive. It can be explained as humans having evolved slightly to be tougher, stronger, etc. I also allow PSH characters to roll their hit points on 8-sided dice instead of 6-sided. I borrowed this from Gamma World. Added to the leadership potential ability and human mastery of androids and robots these modifications make PSH characters a little more appealing to play.
Leadership Potential does more than it looks like, IIRC. Doesn't the Artifact Use chart run off of it, meaning only PSHs can figure out artifacts? Or am I mis-remembering that chart?


Registered User
Validated User
Leadership Potential does more than it looks like, IIRC. Doesn't the Artifact Use chart run off of it, meaning only PSHs can figure out artifacts? Or am I mis-remembering that chart?
In the original printing, yes, Leadership Potential was used for the Artifact Use chart. This was corrected to Mental Resistance in the article 'Some Ideas Missed in Metamorphosis Alpha" from Dragon #5, Mental resistance being the ability more analogous to Intelligence. Interestingly the reprint of MA lists Mental resistance on the chart, but retains Leadership Potential in the text. The ability to recruit loyal followers is nothing to sneeze at, especially since they are loyal until death, and the character can recruit a potentially unlimited number of mutants as followers. I feel like many players overlook the value of followers, henchmen and hirelings.

Unka Josh

Social Justice Game Dev
RPGnet Member
Validated User
In the original printing, yes, Leadership Potential was used for the Artifact Use chart. This was corrected to Mental Resistance in the article 'Some Ideas Missed in Metamorphosis Alpha" from Dragon #5, Mental resistance being the ability more analogous to Intelligence. Interestingly the reprint of MA lists Mental resistance on the chart, but retains Leadership Potential in the text. The ability to recruit loyal followers is nothing to sneeze at, especially since they are loyal until death, and the character can recruit a potentially unlimited number of mutants as followers. I feel like many players overlook the value of followers, henchmen and hirelings.
...Yeah, I really did have an old version, didn't I?

Mind you, there were mutations that gave you bonuses on those charts... that you couldn't roll on if you were a mutant. Kinda needed some errata, there.


Registered User
Validated User
Oh, the game had all sorts of interesting contradictions and inconsistencies. I am trying to pick them out as I go along. And offer my attempt at possible solutions where I can. Part of the old school charm. ;)


Registered User
Validated User
Mental Mutations Explained:

There are 37 of these plus 8 mental defects. Again they are listed in no particular order.

1. Heightened Intelligence: We touched on this one in the discussion of the mental resistance ability. This gives a +4 to mental resistance factor, to a maximum of 18, and increases the ability to figure out ancient ship devices. This second ability must be represented by a higher mental resistance giving a better chance on the artifact use charts as there is no other benefit described in the rules. It is necessary for all mutated animals and plants (if they need to communicate and react logically), but not, as we have seen from the character examples, apparently for player characters, and there are some mutated animal based creatures in the game that are obviously of human level intelligence, but do not posses this mutation, most of these are humanoid animals. It is necessary to choose it if a being rolls a 4 for his mental mutation abilities roll. This last is interesting. Mutant characters with 4 mental mutations will then have Heightened Intelligence and their choice of 3 others, not free choice of 4.

2. Mental Paralysis: The ability to override the nerve centers of another being causing non-movement. If maintained for over 3 melee turns the victim will die. So it even paralyzes involuntary muscles like breathing. Errata: The mutation has a range of 100 feet and the victim gets a saving throw every melee turn until death. Presumably this means to roll on the mental attack chart each melee turn, as the game des not have saving throws.

3. Teleportation: The ability to transfer the mutant's physical self to another part of the ship within 3 miles. The mutant is only able to teleport themself they cannot send others. If the mutant has not spent at least 8 hours memorizing the destination they have a 25% chance of receiving 10d6 damage when they teleport into the area.

4. Levitation: This allows the mutant to lift their body and the weight they can carry normally with one hand vertically into the air. This lifting can last for up to 25 melee turns, the mutant is then immediately required to rest for 5 melee turns. No other activity may be undertaken while levitating. This last limits its utility a fair bit. No arial snipers.

5. Telepathy: Read another creature's thoughts and/or emotions and send your own to them. The two characters do not need o speak the same language, telepathy serves as a translator. Works on all beings within 25 feet.

6. Mass Mind: Join together multiple minds of the same species or possessing the same mental mutation to increase mental power. The increase occurs in direct proportion to the number of joined minds.There is a 5% possibility of death (by mind burnout) after the first melee turn, increasing by 5% every melee turn thereafter for all participants.

7. Precognition: Concentrate to sense danger witch will personally effect the mutant. The mutant can then act in response to avoid the danger. Errata: If the mutant forces their own death they take 6 hit points damage, if the force their own injury they take 1 point of damage.

8. Illusion generation; Create illusions with sight, sound and smell in minds of others within 100 feet. Only touch will convince them that the image is false.

9. mental Control: Mentally take over control of another's body. While controlling another body the mutant uses the sense of that body and is unable to use their own body. If the controlled body dies or is knocked unconscious the controller suffers the same fate. 50 foot range to establish control, but no range limit once control is established. At any time the controller can give up control and return to their own body.

10. Telekinesis; Lift objects with your mind, up to the weight the mutant could normally lift. Maximum lift time is 5 melee turns, with 5 melee turns of rest required after that. If trying to lift a living creature or an item held by a living being treat the attempt as a mental attack. errata: Range limit is 50 feet.

11. Force Field Generation: Creates an invisible energy shield 5 inches in front of the mutant's body. This prevents physical objects from passing and will 5 dice of accumulated damage before being forced down. After the field's destruction the mutant must wait one day before the power can be used again. 5 dice is not huge, but it's not bad either.

12. Repulsion Field generation; Create a force field up to 50 feet away. The field can be used to surround living beings in a bubble. Errata: When creating a bubble the mutant can mentally lift it and the objects within up to the weight they could normally lift. The bubble may be formed around the mutant or used to block openings. The maximum size of the sphere produced is not given but I would think 10 feet is reasonable if it is not surrounding a creature.


Registered User
Validated User
13. Mental Blast: Inflict 3d6 damage every melee turn of successful attack. Errata: 100 foot range.

14. Mental Defense Shield: Always in force, provides +4 to mental resistance, with a maximum of 18. Also allows the mutant to be aware of all mutants with mental powers within a 30 meter radius. Note the Wardco reprint says "within it meter radius", the original and the Goodman Games deluxe edition give the correct 30 meters.

15. Reflection Power: mentally reflects hit dice damage of any type. The mutant must concentrate without moving. 3 dice damage are reflected on the first melee turn, 4 dice on the second, and so on until the 18th turn when 20 dice of damage are reflected. The mutant is still subject to simple attacks that do no damage but still incapacitate a person. After using this mutation the mutant cannot use it again for one day.

16. Pyrokinesis: The ability to cause living matter, or the product of living matter, to suffer heat damage and eventually burst into flame. Starting with 1 die of heat damage on the first turn of concentration, up to 10 dice on the 10th turn. It is at the referee’s discretion when a fire starts. The range is 25 meters. It is interesting that the mutation specifies living matter and its products. This would mean that you couldn’t heat metal, plastic, water, etc.

17. Cryogenics: This mutation is the same as pyrokinesis except with cold damage. After 10 turns an object or being is completely frozen. Cryokinesis might be a more accurate name for this mutation.

18. Weather Manipulation: Throw percentile dice on a table to change local weather by manipulating air pressure systems. Failure means it cannot be tried again for 24 hours. There is a 25% chance the ship’s computer will correct changes in local weather conditions.

19: Life Leech: Drain hit points from every intelligent and semi-intelligent being within range and add them to the mutants hit points for 24 hours. Range starts at 30 foot diameter and increases for high mental resistance. Errata: Damage is taken from the hit points added by this mutation first. Leeched points never return to their original owners.

20: Charismatic Effect: Project a 5 foot circle of blinding lights up to 50 feet from the mutant The field can be moved to surround beings and blinds them for 1d10 melee turns.

21: Magnetic Control: manipulate magnetic fields to lift and move non-powered, non-animate ferrous materials. There is no weight limit and the mutation has a range of 100 yards, it has a duration of 25 melee turns. Objects being manipulated are treated as having a mental resistance of 12. The example given is lifting a sword into the air, taking with it the character holding on to it, as he refused to let go.

22. Density Control (others): Works exactly the same as physical mutation 30, Density Control , except on other people. The advantage is that you can sow their attacks down. Errata: Works at up to 100 feet range.

23. Mental Transparency: A strong illusion that makes it impossible for non-intelligent beings, and intelligent beings who fail their mental resistance roll, to see the mutant. The mutant can still be heard, felt, smelled, etc. The effective range limit is 100 feet, beings beyond that range will be able to see the mutant normally. The mutant can move but not attack while invisible.

24. Absorption: The mutant can absorb one type of energy, cold, heat, light, paralysis rays, radiation, or mental blasts. The mutant can absorb a up to his number of hit points a day. If this number of hit points is exceeded the mutant will take double damage from this energy form for 24 hours.


Registered User
Validated User
25, Molecular Disruption: This is a dangerous, powerful, one-shot ability that can only be used infrequently. Upon using it, whether successfully or not, the mutant is reduced to 1 hit point for 7 days, and moves at 1/2 speed for that time. (Presumably after the 7 days the mutant begins healing at the normal rate.) The mutant can disintegrate up to 100 pounds of metal, 100 pounds of stone or non-metal, and any amount of material in a single biological organism. The chance of success depends on the mental resistance of the mutant and the material to be disintegrated. The mutation has a 100 foot range and the disintegrated material disappears forever. It is not stated whether or not the mutant must succeed in a mental attack against a living target. The chance of success for disintegrating biological targets is 5% per point of mental resistance of the mutant, so make your own call as to whether you want to require a mental attack roll. The mutation as written suggests that a mental attack roll is not required. Thankfully it can only be used on one target per week.

26. Time Field Manipulation: Travel and send objects through the currents of time. The use of this mutation requires an 18 intelligence (sic) and a “heightened intelligence”. For intelligence read mental resistance. There is a percentile chart for the chance of moving material through time. The difficulty varies according to the distance travelled through time times range from 1 week to 250 years. The chances of sending resisting material (defined as owned by another person) are lower depending on the type of material. Travel to the future is harder. The use of the mutation is limited to what the mutant can touch. Use of the mutation, whether successful or not drains 1/2 of the mutant’s ht point for 1d8 days and reduces the mutant to 1/2 speed for 1d12 days. Presumable the lost hit points return with normal healing after the time is up. Material moves through time only, it does move through space, so it will end up in the same place on the ship that it started. yes, I know the this is technically wrong, as the ship is moving through space. The difficulty of traveling into the future lints the mutant to traveling 50 years into the future, although they can travel up to 250 years into the past. I suppose this means that if you travel 250 years into the past returning to the present will require series of shorter hops. The game does not say how long it has been since the disaster of passing through the radioactive cloud, but it is possible that a character could travel to the Warden before it occurred.

27. Death Field Generation: When used this mutation drains all but 1 hot point from all beings (friend or foe) within 60 feet of the mutant in 1 melee turn. It has no effect on the mutant other than leaving them unable to act for 1d20 melee turns.

28. Planar Travel: Opening doorways to alternate planes of existence. The opening is 10 feet square and last for up to 3 full turns. The other planes may or may not be populated. These make excellent jails as once the door is closed there is no return unless the mutant reopens the portal to that plane. The mutation may be used only once a week. This is an excellent means to have a crossover adventure with a different RPG.

29. Will Force: Double any one facet of a mutant’s abilities by sheer force of will. This can be used in conjunction with any other powers or used to increase hitting potential by 1, etc. It lasts for 1d10 full turns.

30. Mental Control Over Physical States: Override pain, fatigued bloodless for up to 1 day. Heal at four times the normal rate. Once per week in situations of overwhelming danger (judge’s option) the mutant will have double normal strength, dexterity and speed for 5d10 melee turns.

31. De-evolution: The power to strip abilities from mutants by regressing them along ancestral Ines. On successful use (treated as a mental attack) this will strip away the beings greatest special ability (judge’s option), and remove 2 more abilities each subsequent melee turn. The abilities are removed permanently. The mutation may be used once per week and lasts till the end of combat, be it 1 melee turn or 100. Errata: the mutation has a range of 100 feet.

32. Telekinetic Arm: A tangible arm that can fight with the power of a human with strength 18. The arm floats 1 to 6 feet above the ground. It must always be visible to the mutant and cannot be hit by non-powered weapons.

33. Dual Brain: The mutant has two brains (not necessarily in one head). This allows the mutant to figure out any given artifact faster, and while a mental attack may affect one brain the other can override any harmful effects and take over control of the body. The two brains may only have a total of 3 other mental mutations. Errata :his mutation allows two mental saving throws to be used for every mental attack, but triple the number of attacks is needed raise a mutant’s mental resistance by one. Presumably the character gets two rolls per week instead of the normal one to figure out artifact use.

34. Heightened Brain Talent: This mutant will be able to figure out the workings of any artifact in 1/3 the time. The mutant gets two saving throws against mental attack. It is impossible to tell a lie to a mutant with this power.

35. Genius (either military, scientific, or economical): This mutation splits itself into having only one of the following:

A Military Genius will have a +4 chance of hitting with any weapon and do an extra dice of damage over and above any weapon damage!

A Scientific genius will have a +10% chance of figuring out any artifact, and any weapon he makes will do 4 extra points of damage. It takes 3 times as long to make weapons of this type however. Of course, no rules for making weapons or how long this takes are given in the game.

An Economic genius will turn a triple profit on anything they well, and will also get a leadership potential ability the same as a human character. This last makes economic genius definitely worth considering for a character.

36. Temporal Fugue: The mutant shunts back and forth in the time stream creating duplicates. The mutant can create 1-10 doubles per week that will last 5 full turns or until death. For each double killed in battle the mutant must rest after the battle for 1 week. The doubles all appear together but each will fight individually with no coordinated attack plan. It is up to the referee to determine how many doubles can be produced in a days time without exceeding the limitation. For example it might take 10 seconds to produce one copy, but the player would not be able to produce anther copy for 18 hours thereafter. The referee may check each week to determine how many copies can be produced that period basing it on 1d10.

37. Intuition: Subconscious awareness of the factors of chance and precognition. The mutant can do a +3 on damage, +1 to hit, and never be surprised. This ability is not usable when other powers are functioning.

When reference is made to “mental resistance saving throws” I presume a roll on the mental attack chart is meant, as the game does not use saving throughs. Thus a character that gets two saving throws would require two successful attacks against it.

Although not explicitly stated I would consider any use of a mental mutation that affects an unwilling target to be treated as a mental attack.
Top Bottom