01: Sonic Flight (Wingless)
02: Body Armor
03: Alter Physical Structure Plasma
04: Enhanced Physical Strength
05: Alter Physical Structure: Metal
06: Discharge Plasma From Hands
07: Optical Blast
08: Manipulate Elemental Forces: Earth
09: Enhanced Agility
10: Seep
11: Withstand Extreme Temperatures: Heat
12: Immunity To Energy
13: Discharge Fire From Hands
14: Enhanced Immunity (Poisons/Toxins)
15: Alter Physical Structure: Fire
16: Infra Red Vision
17: Invisibility (Normal)
18: Enhanced Endurance
19: Intangibility
20: Manipulate Elemental Forces: Weather
21: Molecular Manipulation: Freeze
22: Shape Shift
23: Alter Physical Structure: Stone
24: Absorb
25: Mental Lash
26: Alter Mass
27: Withstand Extreme Temperatures: Cold
28: Generate Force Field
29: Enhanced Speed
30: Discharge Electricity
31: Magnetism
32: Alter Physical Size: Growth
33: Elasticity
34: Manipulate Kinetic Energy
35: Negate Mutant Abilities
36: Mental Suggestion
37: Tele-Electronics
38: Wingless Flight
39: Molecular Manipulation: Disintegration
40: Bend Light
41: Teleport Object
42: Winged Flight
43: Enhanced Senses
44: Alter Form of Matter
45: Alter Physical Structure: Ice
46: Discharge Lasers From Hands
47: Invisibility (True)
48: Molecular Manipulation: Agitation
49: Alter Physical Size: Shrink
50: Manipulate Elemental Forces: Water
51: Retractable Blades (Hands)
52: Absorb Thought
53: Manipulate Gravity
54: Molecular Manipulation: Alteration
55: Invulnerability
56: Empathic Transfer
57: Discharge Greek Fire From Hands
58: Alter Physical Structure Liquid
59: Teleport
60: See In All Directions
61: Live Without Nourishment
62: Enhanced Charisma
63: See All Light Spectrums
64: Regeneration
65: Enhanced Perception Rate
66: Alter Energy Level
67: Control Radiation
68: Current Travel
69: Radar
70: Mist
71: Advanced Lungs
72: Telekinesis
73: Heat Field
74: Discharge Kinetic Force From Hands
75: Krinn Skeleton
76: Become Power Source
77: Extraordinary Physical Beauty
78: Control Light
79: Super Human
80: Super Human Speed And Leaping
81: Control Plants
82: Stun
83: Adhesion
84: Charge
85: Destructive Intangibility
86: Chameleon
87: Extraordinary Intelligence
88: Enhance structural integrity
89: Discharge Plasma From Eyes
90: Negate Mutant Abilities (Major)
91: Astral Projection
92: Recall
93: Alter Physical Characteristics
94: Communicate With And Control Animals
95: Reduced Damage
96: Mimic
97: Discharge Lightning From Eyes
98: Manipulate Elemental Forces: Fire
99: Healing Factor
00: Super Human (Advanced)
Note: There are two forms of mutant abilities:
Passive: These are abilities that never truly have to be used, like strength or
enhanced agility, for they are always in use.
Active: These are abilities that must be used such as discharge Plasma from
hands.
01 Sonic Flight: This ability enables the mutant to fly at speeds exceeding that
of sound. The mutant can reach the speed of sound, 760 mph, in a matter of
seconds. The mutant also receives a plus 4 to dodge while flying.
Active
02 Body Armor: This ability gives the mutant ultra dense skin, a built in armor.
The skin is so dense that low damage weapons suck as knives and punches do
no damage (60 damage or less is ineffective). The Character receives an additional 1000 body points.
Passive
03 Alter Physical Structure Plasma: This ability would allow the character to become actual plasma gas. The heat and light produced from plasma gas is extreme, thus the character would also receive immunity to heat. The plasma would burn at approximately 10,000 degrees Fahrenheit. The character's overall body points would increase by 2000 points when Plasma.
Active
04 Enhanced Physical Strength: This ability empowers the mutant with super
natural strength. The Character receives an additional 100 to the Physical
Strength attribute.
Passive
05 Alter Physical Structure Metal: This mighty ability turns the character into
a walking tank. His entire body, both internal and external, become metal.
The characters speed and agility are reduced by half. Also, the Character
Receives an additional 2000 body points. The Character's weight is increased
by 2000 lb., and the strength is increased by 50. Physical endurance is
increased by 10.
Active
06 Discharge Plasma From Hands: This ability allows the character to shoot
plasma from his hands with a range of 50 feet and a damage of 200 plus
100 per level of experience.
Active
07 Optical Blast: This ability allows the character to project a beam of
concentrated energy from his eyes inflicting 250 damage plus 50 per level of
experience at a range of up to 250 feet.
Active
08 Manipulate Elemental Forces Earth: This ability allows the character to summon
the forces of earth and unleash it's fury. The character is able to manipulate
the size and shape of the ground. Release lava from the earth. The Lava can
inflict a maximum damage of 500. Other damages such as collapsing earth are
determined by the GM, with a base of 75.
Active
09 Enhanced Agility: This passive ability gives the character superb agility
and flexibility. +30 to Agility.
Passive
10 Seep: This ability allows the character to seep into solid objects, to share
his mass with a nonliving object. The character is limited by the size of the
objects he seeps into, this is dictated by the GM, but should not be smaller than 1/8 the character's total size.
Active
11 Withstand Extreme Temperatures Heat: This ability allows the character to
tolerate intense temperatures of heat up to 5000 degrees.
Passive
12 Immunity To Energy: This ability provides the character with immunity to three
forms of energy. Heat such as fire, Electric such as a taser, and Energy such
energy weapons.
Passive
13 Discharge Fire From Hands: This ability enables the mutant to shoot blasts of
fire and flame for his hands inflicting 150 plus 50 per level of experience at a range of 25 feet.
Active
14 Enhanced Immunity: The character has an advanced immunity system protecting him
from most poisons, toxins and disease. +50 to Save Vs. Poisons.
Passive
15 Alter Physical Structure Fire: This ability allows the character to become
living fire. The Mutant burns at 700 degrees but can regulate his temperature
plus or minus 600 degrees. The character's over all Body points are increased by
1000 while in the flame form.
Active
16 Infra Red Vision: this ability allows the character to view the infra red light
spectrum.
Active
17 Invisibility (Normal): This ability allows the character to become invisible,
and can not be seen by normal means. Though the use of infra red or
radar the character can be detected.
Active
18 Enhanced Endurance: this ability allows the character to exert himself for
extended amounts of time and never suffer from fatigue. +40 to Physical
endurance.
Passive
19 Intangibility: This ability allows the character to become intangible. The
character is able to pass through solid objects freely and is immune to many
forms of attacks including heat, and kinetic attacks. The character is however
vulnerable to electrical shock, and poisons since they pass directly into the
blood stream.
Active
20 Manipulate Elemental Forces Weather: This ability allows the character to
command the forces of weather and bend them to his will. The character is able
to fly at 150 mph using wind, and is able to use a variety of attacks. Such as
lightning (200 damage-shock) or hail (10-70 damage). What ever the character can
perceive, but it is however limited. The character cant for instance make all of
north America have a heat wave, only a small area. 500 ft radius.
Active
21 Molecular Manipulation Freeze: This ability allows the character to slow the
movement of molecules in effect freezing the object. This ability requires actual skin to skin contact.
Active
22 Shape Shift: This ability allows the character to change his shape to whatever
his heart desires. This only limitation is that the character may not increase or
decrease his mass. The character can alter the size, shape, and color oh his
physical self, the character can easily assume the identity of others or disguise
himself.
Active
23 Alter Physical Structure Stone: This ability allows the character to transform
himself into living rock. This character become a walking mountain, the over all
weight increases by 1500 lb. and the over all Body Points increase by 1200.
Active
24 Absorb: This ability allows the character to absorb the physical propitious of
anything he touches. The character is able become steel or rock or even krinn.
Any bonuses are determined by the GM.
Active
25 Mental Lash: This ability allows the character attack his opponents with a serge
of mental energy causing temporary incapacitation, d6 turns, and 100 damage
form the main body.
Active
26 Alter Mass: This ability allows the character to increase of decrease his
weight. The maximum the character is able to increase by is 8000 lb. or 4 tons,
and the minimum is 35 lb.
Active
27 Withstand Extreme Temperatures Cold: This ability allows the character is able
to endure extremely cold temperatures from -300 degrees.
Passive
28 Generate Force Field: This ability allows the character to produce a field of
force that prevents objects from penetrating. The field contains 1000
non-locational points of armor and can only be generated once per day.
Active
29 Enhanced Speed: This ability increases the character's overall speed by 100
mph. + 2 to dodge and + 1 attack per turn.
Passive
30 Discharge Electricity: This ability allows the character to generate bolts of
electricity at a voltage of 1200. The victims suffer 200 damage from the Main
Body and must Save Vs. Knockout.
Active
31 Magnetism: This ability allows the character to control and manipulate the power
of magnetism. The character can levitate metallic objects, bend and deform
metal. The character is limited to objects weighing under 5,000 lb., and if more
than five separate objects are levitated the character must roll percentile for
each object to determine if control can be maintained. At level 5 the character is able to generate once per day a 1,000 armor point magnetic force field. At level 10 the weight limit increased to 10,000 lb. and he is able to alter the magnetic field around him, providing Invisibility. At level 20 the weight limit is virtually unlimited, as the mutant is able to magnetically super charge metal. This will amplify his powers, the more metal, the stronger the ability is.
Active
32 Alter Physical Size Growth: This ability allows the character to increase the
size of his physical self. The character can double his size twice, or any size
between that size. Strength and damage also may double.
Active
33 Elasticity: This Ability allows the character to bend and stretch his body is if
it were rubber. The Character bounces like a ball when he falls (up to 500 feet), normal bullets and
other low damage weapons do no damage (100 or less). The character's over all Body Points are
increased by 500.
Passive
34 Manipulate Kinetic Energy: This ability allows the character to manipulate the
energy produced by movement, friction and mass around himself. Character has the
ability to survive falls from great distances (up to 1 mile), deflect kinetic attacks (character
receives half damage on all kinetic attacks). Additionally, the character also receivesDischarge Kinetic Force From Hands
Passive/Active
35 Negate Mutant Abilities: This ability will allow the character to cancel out all active mutant abilities in a 20 foot area.
Active
36 Mental Suggestion: This allows the character to suggest an action or opinion to
another intelligent being. If the mutant has a higher metal endurance than his target, they my suggest actions they would not do normally. A percentile check must be done when attempting this. At level 10 the character may suggest actions that may be harmful to the target. Example: shoot yourself. A percentile check must always be done.
Active
37 Tele-Electronics: This ability allows the character to gain instant knowledge of
any electronic or mechanical device simply by touch. Once at level 5 the character may also control devices with a metal link without actually touching them.
Active
38 Wingless Flight: This allows the character to fly without the use of wings or
any outside power. Maximum speed is 200 Mph. +2 to dodge.
Active
39 Molecular Manipulation: Disintegration: Character is able to slowly serve the bond between molecules, in effect causing them to literally disintegrate.
Resulting in a thick colorless liquid. Skin to skin contact is required.
Active
40 Bend Light: This ability allows a character to deflect, refract and otherwise
manipulate light. This allows you to bend rays of light around yourself to give
the appearance of invisibility, parry lasers, bending flashlight beams around corners, etc.
Active
41 Teleport Object: This allows the character to teleport any object smaller than 2 cubic feet and with up to 1/2 their mass within a 20 foot radius. The object however must have a relatively unobstructed path to its destination. Objects cannot be teleported inside solid or liquid matter.
Active
42 Winged Flight: The character has a set of wings which allows him to fly around
at a maximum speed of 200 mph.
Passive
43 Enhanced Senses: Character has extraordinary ranges of senses. Player can
distinguish faint variations of texture, colors can clearly see up to 1 mile, and
is able to smell a rotting fish half a mile away. Because of the sharp senses, the character cannot be surprised.
Passive
44 Alter Form of Matter: The user can alter the shape and consistency of matter into simple, stable forms. For instance, the mutant can shape a wooden branch into a functioning key or a lump of scrap metal into a sharpened blade.
Active
45 Alter Physical Structure Ice: This ability allows the character to transform
his body into ice. The character takes half damage from lasers and takes double
damage from heat and flames. The character's total body points are increased by
1200. Character also gains immunity to cold temperatures and ice based attacks.
Active/Passive
46 Discharge Lasers From Hands: This ability allows the character to emit high
damage concentrated beams of light from his fingertips, inflicting 200 damage
+50 per level of experience.
Active
47 Invisibility (True): This allows the character to become completely undetectable
by any means, the character is actually quantum phased between dimensions, only part of the physical self is present. Enough to interact with the world, including being damaged.
Active
48 Molecular Manipulation Agitation: This ability enables the character to
increase the temperature of a nonliving object by accelerating the movement of
the molecules contained within the object. Skin to skin touch is needed for this ability to work.
Active
49 Alter Physical Size Shrink: This ability allows the character to reduce his
physical size down to 6 inches.
Active
50 Manipulate Elemental Forces Water: This allows the character to manipulate the
forces of water, as well as locate nearby water sources. (Consult GM for damage)
Active
51 Retractable Blades : Character has a set of claws natural to him, they
can be retracted and sheathed at will. The blades inflict 75 damage. The claws can be located anywhere on the body. The palms, forearms, knuckles, etc.
Passive/Active
52 Absorb Thought: This allows a character to, through physical contact, absorb
a random assortment of memories contained in an intelligent beings mind. The
knowledge the character receives begins to slowly dissipate within d6 turns. After
d4 more turns the knowledge is totally gone.
Active
53 Manipulate Gravity: This allows the character to control the aspects of gravity 50 ft
around him. Character is able to fly at 500 mph. (consult GM)
Active
54 Molecular Manipulation Alteration: Character can slowly manipulate the molecular structure of an object. This allows a character to change a lump of
coal into a diamond for example.
Active
55 Invulnerability: Character can no longer be hurt by any physical means.(See glossary entry)
Passive
56 Empathic Transfer: This manipulative ability allows the mutant to implant into the target's mind basic emotions such as joy, awe, hatred, etc., but in no means allows the user to influence actions directly. The Character is limited to targets with a lesser intelligence and a 20 foot radius.
Passive
57 Discharge Greek Fire From Hands: Character is able to discharge a substance
that ignites upon contact with air that is nearly impossible to extinguish. The
fire inflicts 200 damage plus 50 per turn allowed to burn plus 25 per level of
experience. Has a range of 20 feet.
Active
58 Alter Physical Structure Liquid: This ability allows a character to manipulate
the consistency of his physical form to liquid. Overall body points is increased
by 200. All kinetic attacks are reduced by half.
Active
59 Teleport: This ability allows a character to move himself through temporal space
and travel to any visible site within five miles. (Line of site.)
Active
60 See In All Directions: This ability allows a character to literally see in a
360 degree radius at once. The character can not be surprised and receives a +2
to dodge.
Passive
61 Live Without Nourishment: Character does not need to eat or drink.
Passive
62 Enhanced Charisma: Character radiates an aura of pleasantness and power, this
invokes feelings of trust, fear, and envy in any one the player comes in contact
with. Character receives a natural 20 charisma.
Passive
63 See All Light Spectrums: Character can naturally see in all light spectrums,
including infrared and ultraviolet spectrums. The character is able to switch between spectrums at will.
Active
64 Regeneration: This allows a character to regenerate completely with no signs of
damage from and wound. This includes the loss of limbs(however if head is lost
it must be placed back on to rejoin, consult GM). Character heals 50 body points
per turn. Additionally, once per day the character may heal himself for up to 50% of his total body points. This action requires intense concentrations.
Passive
65 Enhanced Perception Rate: The character's mental perception rate is nearly twice that of a normal mutant, and resulting in faster reaction times. The world seems to move slower. The character is however limited to his own ability and speed as far as his own movement, and the character could not dodge an incoming bullet for example. The resulting bonus would entail +2 to dodge, +2 strike, and +2 attacks per turn.
Passive
66 Alter Energy Level: The character is able to alter existing energy forms in matter by impeding or exciting molecules by physical touch. This ability allows the user to speed up or slow the transition of energy released, such as lowering the energy level in water and making ice, or increasing the energy level of light out of a flashlight and making a laser beam. The mutant is not capable of halting molecular energy or raising energy levels to an extremely volatile level, such as attaining "absolute zero" temperatures or creating immense nuclear chain reactions. GM discretion will be used in practical usage.
Active
67 Control Radiation: This ability allows a character to manipulate radiation
energy in every aspect. The character is able to produce high levels of
radiation around him (200 rads), discharge nuclear fire from hands (300 damage
+50 per level of experience), and is immune to the affects of radiation,
character has limited x-ray vision(50 foot), character is able to generate an
intense glow(victims suffer -2 to strike and dodge), is able to detect
radioactive elements and increase the temperature around him up to 2000
degrees for a 10 ft radius. (consult GM)
Active/Passive
68 Current Travel: Character can turn himself into electricity and travel through
electrical currents and inhabit any conductive substance.
Active
69 Radar: Character is able to sense and track moving objects within 300ft radius.
Character can not be surprised, +1 to dodge.
Passive
70 Mist: Character is able to disperse his physical self into a thick fog-like
mist. Speed is decreased by 1/2 and wind may affect this as well. Character is
completely immune to all forms of physical attacks. Character is able to bring
along an additional 200 pounds of weight.
Active
71 Advanced Lungs: Character has superior lungs and is able to capture and
regulate oxygen much more efficiently. +5 Physical Endurance, can survive without
oxygen for 30 minutes.
Passive
72 Telekenesis: This allows a character to manipulate the objects around him,
up to 1000 pounds, for each object over 5 being manipulated a percentile dice
must be rolled to determine loss of control (consult GM). The character is able to fly at upto 400 miles per hour. At level 5 the character is able to generate once per day a 1,000 armor point Telekenetic force field (non-environmental). At level 10 the weight limit increased to 5,000 lb. At level 15 the weight limit increases to 10,000 lbs. and object limit is withdrawn.
Active
73 Heat Field: This ability allows a character to generate a field of intense heat
around himself(10 foot radius). Character is immune to heat (consult above
ability: Withstand Extreme Temperatures: Heat). Objects within the field suffer
500 damage per turn of exposure until destroyed, character can increase the
temperature up to 2000 degrees.
Active
74 Discharge Kinetic Force From Hands: Character can expel a controlled force of
physical movement towards an object dealing massive damage. Up to 5000 pounds of
pressure can be expelled. +5 to parry
Active
75 Krinn Skeleton: The character's skeleton is made of true organic krinn. Overall
body points are doubled. Strength is increased by 30, weight is increased by
3000 pounds, and speed is reduced by half, -2 to dodge.
Passive
76 Become Power Source: This strange ability allows the user to utilize his own bio-electrical energy to power various machines and devices. This includes but is not limited to: internal-combustion engines, energy weaponry, cloaking devices, force-fields and alien technologies. The character can maintain the energy output to a selected device for one half hour per level of experience.
Active
77 Extraordinary Physical Beauty: Character is possesses almost supernatural
beauty (natural 100) Has to beat the Guys/Gals off with a stick.
Passive
78 Control Light: This allows a character to manipulate light in all aspects,
including intensity. can also create or disperse light.
Active
79 Super Human: Character is in prime physical condition, This include the
physical as well as mental attributes. +20 to strength. +10 to speed. +20 to
physical endurance. +20 to intelligence. +25 physical beauty. +10 to Charisma. +10
to agility. add 800 to all body points.
Passive
80 Super Human Speed And Leaping: Character is able to run at incredible
speeds(200 mph) and leap up to(800 feet across and 400 feet straight up). +5 to
dodge. +15 to agility, and +2 attacks per turn.
Passive
81 Control Plants: Allows the character to manipulate all forms of plant life. 50
foot radius (consult GM for damage)
Passive
82 Stun: This ability allows the character to both mentally and physically
incapacitate living targets by touch (skin to skin)
Active
83 Adhesion: Character can natural adhere to any surface. Is able to climb walls
and completely vertical surfaces with the greatest of ease. +80% to climb +5 to
strength.
Active
84 Charge: This ability allows the character to charge objects with an explosive
form of psycho-kinetic energy. Damage varies depending upon size and weight of object, the maximum damage is 2000. It may take much time to actually charge the object. (consult GM).
Active
85 Destructive Intangibility: Character can turn totally intangible and pass freely
though solid objects. Character can also become tangible inside objects in the
hope of destroying them (The character's Appropriate body points must exceed
those of the target object)
Active
86 Chameleon: Character is able to altar and bend the visual light spectrum in such a way as he appears to blend in with his environment.
Active
87 Extraordinary Intelligence: Character is unusually gifted and able to learn at
a fast rate. +100 to Intelligence The character also has a perfect photographic memory.
Passive
88 Enhance structural integrity: The character is able to emit a continuous field of energy which enhances a material's strength and durability, thus making existing armor many times stronger and simple weapons like swords sharper. The effects, however are temporary and are limited to the constant emission of the energy field by the mutant. For example, if the character were to remove the material from his field of influence the properties would return to normal, or if the character were to become unconscious it would also return to its original properties. Damage of a simple weapon is increased by a multiple of 2 for every 2 levels of experience and will continue to level 10, resulting in a maximum multiplier of 5. For example, if the character had a dagger that did 50 damage, and was at level two, the dagger would do 100 damage. But if the character was at level 4, the dagger would do 150. This level increase will work for a maximum of 10. The same would apply with armor the armor's strength is increased by a multiple of 2 for every 2 levels of experience and will continue to level 20, resulting in a maximum multiplier of 10. and will continue to level 10, resulting in a maximum multiplier of 5. For instance, a level 2 character would increase the armor points by a multiple of 2, but a level 8 character would increase if by 5.
Passive
89 Discharge Plasma From Eyes: Character can gaze at an opponent and send flaming
plasma towards an opponent. Plasma is -2 to dodge, has a range of 50 feet and
deals 150 damage +75 per level of experience.
Active
90 Negate Mutant Abilities (Major): This ability would allow the character to cancel most active and passive mutant powers, including Invulnerability, Enhanced Agility, Enhanced Strength, etc.
Active
91 Astral Projection: This allows the character to project his mental self out of
his own body. The astral self has 1000 non-locational armor points, is
intangible has limited telekinesis (allow the character to fire and use weapons)
the astral being can exist for d20+5 turns out of its body, this leaves the
normal physical self vulnerable to attack.
Active
92 Recall: Through the use of reading psychokinetic energy tracts the character is
able to actually view past events through the eyes of any living creature up to
5 hours in the past. Any later and psy-tracts are vague and confusing.
Active
93 Alter Physical Characteristics: This allows a character to change minute
physical characteristics such as fingerprints, retina, and, to a small extent,
DNA. The character is also able to altar skin tone and color, hair color and
hair length and overall physical height (consult GM)
Active
94 Communicate With And Control Animals: This is the ability to ask questions and
receive answers from semi-intelligent animals as well as instruct any type of
animal to do a basic task(guard this, kill him, etc.)
Passive
95 Reduced Damage: The character receives half of all the damage dealt to him. This includes all kinetic and energy attacks.
Active
96 Mimic: : The character is able to mimic any mutant's abilities that he comes in physical contact with for 10 minutes per level of experience. The character can use the ability with the same skill as the mutant whom he has mimicked the ability from. The mutant is also able is sense the mutant abilities of mutants in a 20 foot range. The mutant may mimic up to 2 abilities at a time, however the character can release an ability with intense concentration.
Active
97 Discharge Lightning From Eyes: This allows the character to fire bolts of electricity from his eyes at
an opponent. Bolts strike unerringly for 200 damage +100 per level of experience. Range 1,000 Feet.
Active
98 Manipulate Elemental Forces Fire: This allows the character to manipulate fire
in all aspects, this includes intensity, and size (consult GM for standard fire
damage). Character must have a source element(can not create fire, only
manipulate it). Consult above ability Withstand Extreme Temperatures: Heat)
Active/Passive
99 Healing Factor: Character heals at an extraordinary rate, heals without
scaring, and is immune to all poisons and diseases. (Heals 75 body points per
round)
Passive
00 Super Human (Advanced): Character is a Super Human! All attributes are
increased as follows, Strength +50, Intelligence +50, Beauty +25, Charisma +25,
Agility +20, Speed +20. Add 1600 Body Points, +2 dodge, +2 strike, +1 attack per turn.
Passive