Mutagenics
Mutagenics by Iczer
The character can alter the biological structure of others to make radical changes.
1) Afflict: The character can warp another to randomly mutate. The target character rolls once on the mutation table, and then halves his PB attribute. This horrible affliction is painful and debilitating, reducing attacks and speed by half, lowering PE and PP by 2 and halving all combat bonuses. The target must also save Vs pain or be stunned for 1d4 rounds. Afflict takes all actions in a given round to perform and is extremely taxing, able to be performed once per day. The victim saves vs this transformation (PE) needing a 14 or better. Afflictions last 10 minutes per level of the character. Any one who saves is immune for 24 hours.
2) Aid: alternatively, a willing underling may choose to be mutated. The target character receives 2 rolls on the mutation table. Such subtle changes are much less painful. The character loses 2 PP from the awkwardness of the new body, and –2 to dodge but is otherwise unaffected. Changes last 5 minutes per level.
3) Alter bioforms. The character can take a test group of biological organisms and make them more (or less) competitive by scaling up their evolution. Up to 100 tiny members may be affected,(smaller than a mouse, including insects and bacteria) 25 small members(mice to small dogs), 10 medium (smaller than human) 5 large (human size to horse size) or 1 very large(elephants, rhinos and great whales) may be affected per level. Alterations are awkward, and require 3 days for tiny, 1 weeks for small 12 days for medium, 3 weeks for large and 5 weeks for very large creatures. This time is regular daily contact with the group. After this time the character can elicit one of the following affects.
- Adaptation: The offspring of the affected creatures gain 1d4 minor adaptations to better suit them to the environment of their birth place. Rats in a cage may develop smaller builds, and more efficient diets. While Zoo Tigers may develop stripes that resemble bars and paler fur tones.
- Extinction: in many ways the reverse of adaptation, this ability removes the target creatures ability to reproduce. Typically lowering birth rates by half, fertility by half, Doubling the chance for miscarriages and so on. Only the target group is affected, but their offspring is similarly cursed. This may be used in reverse, to increase a target group’s fertility and birth rates.
- Mutation: the affected creatures carry the seeds of genetic discord in their DNA. Their offspring will be born with functional mutations. These mutations are randomly determined, but occur uniformly through the whole group. 1 or 2 mutations may be chosen (or alternatively 5-25 Bio-E).
- Speciation: The hardest trick to do. The affected creatures will give birth to 1d4 variant species. Each variant is a subtle but noticeable variation amongst it’s kind. The effects are noticeable to any trained eye who examines the new species (behaviour patterns are odd, diet is expanded etc)