Red-eyed dust bunny
I like the way that some physical mutations preclude/modify others. Clever.
(Nope, that wasn't me just pointing that out. Nope, nope.)
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.
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.
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.