Mutative Assault
Mutative assault [Major] by Iczer
'Thats right, I have a little something for you'
The character has the ability to alter the mutations of others, acting as a boon for some, but equally able to act as a bane to others.
1) Absorb Mutation: By touching an opponent, and expending 2 attacks, the character can absorb the mutations of others. this process is uncomfortable but otherwise harmless. a temporary drain lasts only 3d4 weeks. This power can also remove obvious physical powers, stemming from a biological alteration (Wings, hardened skin, natural body armor, quills etc..). An unfavorable drain is resisted with a saving throw (14+. The target has +1 to save for every extra mutation drained at once, and a +2 for every power, +4 for draining any major power)
2) Hold mutations: The character holds the genetic template for the duration, until returned. The character cannot acquire the use of any mutations he has stored, but it does allow him to keep a record of his current repertoire. He can also hold a 'permanent' mutation in his repertoire long after the mutation has returned to it's owner. The character can hold 2 mutations, plus 1 per level of experience (minor powers count as two mutations, majors count as 4)
3) Bestow mutation: The reverse of this process, the character can take any mutations in his current reservoir, and bestow them on another. This process requires 2 actions, touch and a saving throw if undesired. Mutations bestowed in this fashion are lost from his repertoire (except if one his 'permanently' stored mutations). Mutations gained in this fashion fade after 4d6 hours (+2d6 hours per level).
4) Cosmetic manipulation: The character also can manipulate the genes of others in a more benign manner. Each change listed below has a HP cost associated with it, as instantaneous genetic manipulation is a bit painful, both the changer and the changed. (Note, embryonic forms take no damage from this ability, as their structure is still fairly morphic at that stage of development)
- Cure genetic disorders, such as obesity, albinism etc. 1d6 to both parties.
- Grant a purely cosmetic mutation: 3d6 to both parties
- Restore a lost PE point 5d6HP to the character, 2d6 to the target
- Alter genetic code to favor excellent appearance. adds 1d4 PB, a change that takes 2d6 weeks to finish. 5d6 damage to both parties and can be done only once to an individual.
- Afflict another with crippling mutations. Inflicts 6d6 on both parties, but the target begins to bubble and swell, gaining 1d4 random mutations and losing 1d4 from PP and halving PB. Targets have a +3 to resist this.
- 'Normalize' unstable genetic conditions. This generally lessens the effects of uncontrollable powers, if not remove them.
- Make someone a mutant, or remove their mutant abilities completely (when doing this the target is reduced to 1d4 HP, while the character is reduced to a mere 1 HP. any new mutants gain 1d4 mutations and gains 1 major and 1-2 minor powers. any person stripped of thier mutant abilities becomes a normal human being. characters gain a +6 to save against this application.)
Notes: Any change afflicted in this fashion takes 6d6 minutes to perform, in which an unwilling target may attempt to leave contact. at any rate, any undesired change can be saved against, needing a 14+, with all PE bonuses added.