Atomic Shadows Mutations
Mutations are supernatural powers derived from evolution and/or radiation exposure.
GAINING MUTATIONS
Mutated Humans, Animals, and Plants begin with several benign mutation powers. Randomly roll your mutations on the Benign Mutations List. You gain a new mutation at even numbered levels.
All benign mutations have two tiers of power. You must take the first tier before taking the second. You cannot take any second tier mutations at your character’s first level. If you roll a mutation you already possess, you gain the second tier. If you have both versions already, re-roll the dice.
You can also gain more mutations, both benign and harmful, from radiation exposure, along with damage caused by the radiation levels. All creatures immune to the mutation effect, such as Pure Strain Humans, can still suffer radiation damage but are not transformed otherwise.
ACTIVATING MUTATIONS
Some active mutations require a check to use them. As a part of your Action, roll a d20 and add the listed ability modifier.
The Difficulty Class is 11 for Tier One Mutations, and 12 for Tier Two. If you fail a check, you cannot use that mutation until the next dawn.
If you roll a Natural 1 on your check, you are also Dazed for 1 round and can only use the Move Action.
Unless stated otherwise, activating a mutation does not count as an action.
MUTATION SAVES
Some mutations require the target to make an ability check versus your Mutation Roll as the Difficulty Check (DC).
Benign Mutations
- Absorption
- Acceleration
- Armoured Skin
- Attraction
- Augment
- Biocontrol
- Burrow
- Chameleon
- Cryokinesis
- Electrical Generation
- Elemental Breath
- Empathy
- Energy Blade
- Energy Resistance
- Enhanced Vision
- Feral
- Force Field Generation
- Gills
- Hivemind
- Illusion Generation
- Inertia Control
- Leaper
- Life Leech
- Light Generation
- Manipulate Earth
Benign Mutations
- Mental Blast
- Mental Disruption
- Metamorphosis
- Mind Control
- Morph Limb
- Multiple Limbs
- Natural Weapons
- Oily Skin
- Poisonous
- Psychometry
- Pyrokinesis
- Radiation Backlash
- Scent
- Skeletal Enhancement
- Sonic Shout
- Sound Imitation
- Spines or Quills
- Tail
- Telekinesis
- Telepathy
- Teleport
- Transform
- Wall Walker
- Webbed Digits
- Wings
Harmful Mutations
You can acquire a harmful mutation whenever you are exposed to too much radiation damage.
Ability Decay
Bleeder
Brittle Bones
Cold Susceptibility
Combat Fear
Curative Resistance
Festering Sores
Heat Susceptibility
Hostility Field
Lethargy
Light Sensitivity
Mental Vulnerability
No Nerve Endings
Pheromone Attraction
Shrivelled Arm
Stunted Leg
Thin Skin
Toxic Blood
Toxic Susceptibility
Weakened Body
REMOVING HARMFUL MUTATIONS
You can remove a single harmful mutation by taking an “Anti-mutagen” dose.
After taking the “Anti-mutagen” dose you must roll a d20. On a Natural 20 you cure all harmful mutations if you have more than one. On a Natural 1 you remove a random benign mutation instead.