Ruins and Radiation (tm) -- Sneak Peek: Mutations
Posted: Thu Dec 31, 2009 8:39 pm
Here is a small sampler of some of the mutations to be found in the upcoming Ruins and Radiation (tm) game to be released by Atomic Clock Enterprises (tm) -----
Stalker: A mutant having this mutation is a skilled hunter and tracker, capable of following even the most minute of trace evidence with great accuracy, even after conditions may have changed, such as after a rainfall or river crossing. Additionally, the mutant is talented at the arts of core physical deception, such as remaining unseen or moving without sound, across a range of natural and manufactured terrain. When attempting any check that corresponds to such affinity, consider the mutant a trained individual for the action; if the mutation is determined by random result, each successive time bestows a +1 bonus to the same checks.
Blindsight: With this mutation, the affected individual retains full ocular ability in conditions of absolute darkness using a combination of echolocation or sonar to view a field equal to their normal visual range in spherical diameter (it does not penetrate solid objects so those with full cover are not revealed by Blindsight; if used while submerged, the distance is doubled.) This effectively treats all objects and beings as being fully visible, even if hidden by other means (except those which directly diffuse the mind) negating all penalties for attacks, armor class, checks and saves, including those which are normally applied against ranged attacks in this state the mutant can also determine size, general configuration (such as numbers of individuals in a pack,) and speed of anything that passes within this field of view. If the mutant becomes blind, such as losing eyes (or being hit by a flash-bang), there is no impact on the use of Blindsight; however, should complete silence exist, this ability cannot be used within its area of effect. A creature that possesses the Keen Hearing mutation is negatively affected by the use of Blindsight such unfortunate mutants receive a -2 penalty on all attack rolls, armor class, and initiative checks; these penalties do not apply to mutants of the same Order as that of the one with Blindsight. A mutation randomization resulting in this ability more than once increases field of effect by ten (10) feet.
Dreadgear: Unfortunately for the mutant with this ability, technological items (anything with at least one power source as defined in its gear details) have the tendency to stop working. When a character with this mutation attempts to use a Tech IV or greater item, roll 1d00 on a result of 30 or lower, the item malfunctions and is drained and rendered useless; items with insular shielding, such as soldier bots or force fields, reduce the percent chance to 10 (reduced by one-third), with a success not permanently affecting the item, shutting it off for 1d4 rounds instead. Gear with backup (or failover power supplies) are not immune, but find their secondary source is reduced to half capacity they still work, however, just for a shorter amount of time. Possessing this mutation more than once results in an increase of failure percentage by 5% for each additional time it is obtained.
Keen Hearing: This mutation bestows extraordinary auditory ability to the mutant having it, allowing sounds to be heard and understood that might otherwise be impossible to detect. It also leaves the mutant vulnerable to high frequency devices and effects, such as a soundburst grenade, resulting in a penalty of -4 on saves or checks to resist, in addition to providing a +6 bonus to all listen rolls. Each time this mutation is determined for the same individual, two automatic success levels are gained that is, if the mutation is gained three times, the mutant will automatically detect noises of difficulty four or less and have a +6 bonus against all others.
Ruins and Radiation and Atomic Clock Enterprises are trademarks of Robert Doyel. The SIEGE Engine and Castles and Crusades are trademarks of Troll Lord Games, used with permission.
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Stalker: A mutant having this mutation is a skilled hunter and tracker, capable of following even the most minute of trace evidence with great accuracy, even after conditions may have changed, such as after a rainfall or river crossing. Additionally, the mutant is talented at the arts of core physical deception, such as remaining unseen or moving without sound, across a range of natural and manufactured terrain. When attempting any check that corresponds to such affinity, consider the mutant a trained individual for the action; if the mutation is determined by random result, each successive time bestows a +1 bonus to the same checks.
Blindsight: With this mutation, the affected individual retains full ocular ability in conditions of absolute darkness using a combination of echolocation or sonar to view a field equal to their normal visual range in spherical diameter (it does not penetrate solid objects so those with full cover are not revealed by Blindsight; if used while submerged, the distance is doubled.) This effectively treats all objects and beings as being fully visible, even if hidden by other means (except those which directly diffuse the mind) negating all penalties for attacks, armor class, checks and saves, including those which are normally applied against ranged attacks in this state the mutant can also determine size, general configuration (such as numbers of individuals in a pack,) and speed of anything that passes within this field of view. If the mutant becomes blind, such as losing eyes (or being hit by a flash-bang), there is no impact on the use of Blindsight; however, should complete silence exist, this ability cannot be used within its area of effect. A creature that possesses the Keen Hearing mutation is negatively affected by the use of Blindsight such unfortunate mutants receive a -2 penalty on all attack rolls, armor class, and initiative checks; these penalties do not apply to mutants of the same Order as that of the one with Blindsight. A mutation randomization resulting in this ability more than once increases field of effect by ten (10) feet.
Dreadgear: Unfortunately for the mutant with this ability, technological items (anything with at least one power source as defined in its gear details) have the tendency to stop working. When a character with this mutation attempts to use a Tech IV or greater item, roll 1d00 on a result of 30 or lower, the item malfunctions and is drained and rendered useless; items with insular shielding, such as soldier bots or force fields, reduce the percent chance to 10 (reduced by one-third), with a success not permanently affecting the item, shutting it off for 1d4 rounds instead. Gear with backup (or failover power supplies) are not immune, but find their secondary source is reduced to half capacity they still work, however, just for a shorter amount of time. Possessing this mutation more than once results in an increase of failure percentage by 5% for each additional time it is obtained.
Keen Hearing: This mutation bestows extraordinary auditory ability to the mutant having it, allowing sounds to be heard and understood that might otherwise be impossible to detect. It also leaves the mutant vulnerable to high frequency devices and effects, such as a soundburst grenade, resulting in a penalty of -4 on saves or checks to resist, in addition to providing a +6 bonus to all listen rolls. Each time this mutation is determined for the same individual, two automatic success levels are gained that is, if the mutation is gained three times, the mutant will automatically detect noises of difficulty four or less and have a +6 bonus against all others.
Ruins and Radiation and Atomic Clock Enterprises are trademarks of Robert Doyel. The SIEGE Engine and Castles and Crusades are trademarks of Troll Lord Games, used with permission.
_________________
If it matters, leave a message at the beep.
Serl's Corner