d20 Modern - Mutations PDF
d20 Modern - Mutations PDF
d20 Modern - Mutations PDF
Materials for Use With the ALTERNITY and D20 MODERN Roleplaying Games
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Mutant (Template)
<Description of mutant template goes here.>
Template Traits
“Mutant” is a template that can be added to any animal, humanoid, giant, monstrous
humanoid, ooze, plant, or vermin. The creature’s type changes to aberration, though it
does not automatically gain darkvision. It uses all the base creature’s statistics and
special abilities except as noted below.
Challenge Rating: Same as the base creature +2.
Hit Dice: Same as the character.
Speed: Same as the character, modified by mutations as appropriate.
Defense: Same as the character, modified by mutations as appropriate.
Attacks: Same as the character, modified by mutations as appropriate.
Special Qualities: A mutant retains all the special qualities of the base creature
and gains the additional special qualities described under Mutations and Defects,
below.
Ability Scores: Same as the character, modified by mutations as appropriate.
Allegiances: Same as the character.
Skills: Same as the character.
Feats: Mutants with mental mutations gain the bonus feat of Wild Talent.
Talents: Same as the character.
Advancement: By character class.
To determine the number of starting physical mutations the character has and whether
or not he or she has mental mutations, roll d6 and consult the following table:
MUTATIONS
d6 Roll 1 2 3 4 5 6
# Physical 1 2 3 4 5 0
Mental? Y Y Y Y N Y
Table 1: Starting Mutations
Physical Mutations
Physical mutations are Special Qualities (SQ) that are always considered extraordinary
from a game standpoint. Although many physical mutations in a post-apocalyptic
setting mimic spell-like and supernatural abilities from other D20 products, within the
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post-apocalyptic milieu they follow the rules laid down on p. 225 of the D20 MORDERN
Core Rulebook:
Extraordinary abilities are nonmagical and are not subject to anything that
disrupts magic. Using an extraordinary ability is a free action unless noted
otherwise.
This holds true even when a physical mutation exactly duplicates a mental mutation
(see below), as a whole different array of forces are at work in generating the effect.
Potency Levels
Initially, all physical mutations have a potency level (PL) of 0. This number can be
raised to a maximum of 5 in one of two ways:
Character Creation
When the mutated character is first created, the player can opt to “trade-in” a beneficial
mutation for an increased PL in another. The player may not do this with defects,
however. The player may swap as many beneficial mutations for PLs as he or she sees
fit (with the GM’s permission).
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Type
The first line below the mutation’s name describes its type (Physical, Mental, Plant).
Key Ability
After the mutation type comes the key ability associated with it in parenthesis. A
character with this mutation must have a score in this ability equal to at least 10 plus the
mutation’s potency level in order to have this mutation. For example, claws’ key ability
is Strength; thus a character with this mutation must have a Strength score of 10 to
have this mutation at 0-level potency, a Strength score of 11 to have it at 1st-level
potency, a Strength score of 12 to have it at 2nd-level potency, etc.
A character who does not have a score of 10 in a given mutation’s key ability cannot
possess that mutation and must pick or re-roll another.
Descriptors
Descriptors are a way of classifying mutations that have some common characteristic,
and are often useful for knowing which creatures are or are not affected by a mutation.
A mutation’s descriptor (if any) appears in brackets on the line containing the type and
key ability. Descriptors used for the mutations presented here include electricity, fire,
and mind-affecting.
Display
When mutations manifest, secondary displays often accompany the primary effect. The
mutation display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or
visual (Vi). Each mutation describes the sort of display that accompanies it (if any).
Manifestation Time
Unless otherwise noted, manifesting a mutation is a free action.
Range
Each mutation has a range that is tied to its potency level, as listed in the mutation
description. A mutation’s range is the maximum distance from the mutated character
that the mutations effect can be projected or occur. The range categories are the same
as the ones used for spells in the D20 MORDERN Core Rulebook.
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Saving Throw
Most harmful mutations allow an affected target a saving throw to avoid some or all of
the effect. Each mutation lists which saving throw type applies. The DC for a saving
throw to resist a mutation is 10+ the mutated character’s key ability modifier. The terms
used to define the various types of saving throws and results are the same as for spells
in the D20 MORDERN Core Rulebook.
Characters do not have to use their mutant powers at their full PL; indeed a character
who has exhausted his supply of MPP might still be able to manifest his or her mutant
powers at 0 level potency.
Characters can manifest mutations at 0-level potency a number of times per day equal
to 3 + ½ their total character levels. Additional manifestations cost 1 MPP each.
Descriptive Text
A mutation’s descriptive text explains how the mutation works or what it does.
Potency Benefits
A description of the benefits accrued at each potency level for the physical mutation in
question.
Acidic Bite
Physical (Con) [Acid]
Display: Ma, Vi; Manifestation Time: Attack action; Range: Touch; Effect: Acid
damage; Duration: Instantaneous; Saving Throw: None
A mutant with an acidic bite may use this ability on any creature it has successfully
entered into a grapple with. Any creature that takes damage from an acidic bite also
takes 1d6 points of acid damage. The acid continues to eat away at the target, dealing
1d6 points of acid damage for one additional round per potency level of the mutation, or
until the wound is washed with at least 1 pint of water (or some other appropriate liquid).
Potency Benefits: Add 1 point of damage to each d6 rolled for each potency level, to a
maximum of +5.
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Acidic Projection
Physical (Con) [Acid]
Display: Ma, Vi; Manifestation Time: Attack action; Range: Close (25 ft. + 5
ft./potency level); Target: One creature or object; Effect: Acid damage; Duration:
Instantaneous; Saving Throw: Reflex half
The mutant can project a stream of acid from his hands, fingers, or mouth, dealing 1d6
points of damage on a successful hit. The acid continues to eat away at the target,
dealing 1d6 points of acid damage for one additional round per potency level of the
mutation, or until the wound is washed with at least 1 pint of water (or some other
appropriate liquid).
Potency Benefits: Add 1 point of damage to each d6 rolled for each potency level, to a
maximum of +5.
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Acidic Touch
Adrenal Control
Air Sail
Anti-life Leech
Biorhythm Control
Blindsight
Bodily Control
Carapace
Chameleon Power
Claws
Comatose Healing
Darkvision
Dual Brain
Electric Projection
Electrical Generation
Energy Absorption
Energy Metamorphosis
Energy Reflection
Fast Healing
Gas Generation
Genetic Transfusion
Gills
Hands of Power
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Heightened Balance
Heightened Precision
Heightened Sense
Heightened Speed
Horns
Hump
Immunity
Kinetic Absorption
Low-Light Vision
Metamorphosis
Multiple Limbs
Multiple Teeth
Oversized Limbs
Pheromones
Photogeneration
Photosynthetic Skin
Poison
Poison Bite
Poison Projection
Poison Touch
Power Resistance
Quills
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Radiation Geneation
Radioactive Aura
Regeneration
Resistance
Shapechange
Silk Cribellum
Size Change
Size Change
Skeletal Enhancement
Sonic Blast
Sound Imitation
Toxin Tolerance
Transfusion
Vocal Imitation
Wings
Physical Defects
<Rules pertaining to physical defects go here.>
Mental Mutations
Mental mutations are Special Qualities (SQ) that are always considered spell-like from a
game standpoint. Consequently, they follow the rules laid down on p. 226 of the D20
MORDERN Core Rulebook:
Spell-like abilities are magical and work just like spells, though they have no
verbal, somatic, material, focus, or XP components. They are subject to spell
resistance.
…Using a spell-like ability is an attack action unless noted otherwise, and doing
so while threatened provokes attacks of opportunity. A spell-like ability can be
disrupted just as a spell can be.
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…The creature’s caster level never affects which spell-like abilities the creature
has; sometimes the given caster level is lower than the level a spellcasting
character would need to cast the spell of the same name.
This holds true even when a physical mutation exactly duplicates a physical mutation
(see above), as a whole different array of forces are at work in generating the effect.
This might be sensible in a campaign setting where magic, by its very nature, is
extremely rare and powerful vis-à-vis comparatively mundane psionic powers. Still, it
just seems unfair that spell-resistant characters are also automatically power-resistant.
With this in mind, the following optional rule is presented:
Psionics conform to all other rules governing spell-like abilities on p. 226 of the
D20 MODERN Core Rulebook.
It is up to the individual GM to decide whether or not mental mutations are the sole
source of psionic abilities in his or her setting. There may very well be non-mutant
Telepaths and Battleminds out there – members of secret orders of the Ancients who
know how to tap the hidden power inherent in every mind, mutated or otherwise.
Mutant characters with mental mutations may simply be fortunate that they get to enjoy
some of the powers and benefits of these advanced classes without having had to earn
them. Or, perhaps only mutants have psionic powers. It’s all up the GM.
From a game mechanics standpoint, mental mutations are treated as psionic powers as
presented in the D20 MODERN Core Rulebook, subject to the following caveats:
Wild Talents
Characters with mental mutations are automatically considered Wild Talents, per p. 362
of the D20 MODERN Core Rulebook.
Power Lists
Characters with mental mutations treat the Telepath and Battle Mind lists as a single
list. Indeed, a character with mental mutations may pick any psionic power from any
psionic character class list of any level they can “afford,” subject to the GM’s approval
(see below).
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Starting Powers
Assuming the player rolled a “Y” on Table 1, indicating the presence of mental
mutations in his or her character, the next step in the process is to determine the
number of mental mutations the character can have. To do this, roll d4 and consult the
following table:
The number of mental mutations a character can begin play with is determined by the
sum of the character’s Intelligence, Will, and Charisma divided by 3, times the Mental
Mutation Multiplier.
The player may select any number of psionic powers from either of the lists presented
on pp. 363-364 (or additional sources approved by the GM), provided their total levels
are equal to or less than the number previously calculated. Treat 0-level powers as
coming from a “½-Level list.” Rules governing key ability scores and power chains still
apply.
These powers are disctinct and seperate from any generated through possessing
levels in an advanced psionic class.
Power Points
A character with mental mutations has a number of power points per day equal to the
sum of the character’s Intelligence, Will, and Charisma divided by 3, plus ½ his or her
total character levels. Characters with mental mutations receive no bonus power
points.
These points are disctinct and seperate from any generated through possessing
levels in an advanced psionic class.
Mental Defects
<Rules pertaining to physical defects go here.>
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