![]() ![]() Immunity (1): Choose one of the following hazards-disease, poison, or parasites. For 1 point, they deal Str+d4 damage for two points, they deal Str+d6. Horns (1-2): You have horns that you can use in combat. Hardy (2): A second Shaken result in combat does not cause a Wound for you. You may ignore 2 points of Multi-Action penalties each turn.įast (2): Your Pace increases by +2 and your running die is increased by a die type. You may take this mutation any number of times.Įxtra Arms (3): You have an additional pair of arms. You gain a +4 bonus on rolls to resist that environment’s negative effects, as well as reducing damage from that source by 4. This is a Natural Weapon ( SWADE 104).Įnvironmental Resistance (1): Pick a single environment from this list-cold, fire/heat, or radiation. You may also spend 1 additional point to give your claws AP 2. For 1 additional point, they deal Str+d6 instead. If successful, the burrower adds +2 to their attack and damage rolls that round, or +4 with a raise (you have The Drop, SWADE 100).Ĭlaws (2-4): You have claws that deal Str+d4 damage. You cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn’t see you coming by making an opposed Stealth vs. This is a Natural Weapon ( SWADE 104).īurrower (1): You can burrow through loose earth and move through it at half normal Pace (you cannot run while burrowing). This ability may be taken any number of times.īite (1): You have sharp fangs that deal Str+d4 damage. This ability may be taken up to three times.Īttribute Increase (2): Increase one of your attributes (Agility, Smarts, Spirit, Strength, or Vigor) by one die type also increase the Trait’s maximum by 1. ![]() For 2 points, they are native to the water they cannot drown and move their full Pace when swimming.Īrmored (1): Your mutant has scales, stony skin, or other tough hide, granting them Armor +2. Positive MutationsĪquatic (1-2): For 1 point, your mutant is semi-aquatic and may hold their breath for up to 15 minutes before checking for drowning. Perhaps your character has patches of scales scattered across their skin, or a single horn growing from their temple, or small fangs and yellow eyes. Even those that aren’t specifically horrific in appearance (i.e., the Ugly Hindrance) or those that are attractive by human standards (i.e., Attractive and Very Attractive) are strange and marked in some fashion. Each mutation lists is name, followed by its cost in parenthesis so Extra Arms (3) would mean this positive mutation costs 3 points, while Frail (–1) means this negative mutation is worth 1 point.Īs a note, every mutant is obviously a mutant. At character creation, you must take at least 2 points of positive mutations and 2 points of negative mutations, but you may take as many as 6 of each, so long as they balance out to 0 by the end. Mutations come in two varieties: positive and negative. ![]()
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