TEXT: Gregorius21778: 
  30 Unique Senses
  for Post-Apocalyptic Science Fantasy OSR RPG
  Version 1.0; written by Kai Pütz
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017
  Artwork:
  Cover Background:
  Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  Quick Covers - Vol.4: Heavy Metal illustrated by Rick Hershey 
  by Empty Room Studios Publishing
  Page (background) by Avalon Games (modified version)
  Mutant Future(TM) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(TM) and
  Mutants & Mazes(TM) are trademarks of Daniel Proctor. These trademarks are used under the Mutant
  Future(TM) Trademark License 1.1 
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  About this supplement:
  The entry for the “Unique Sense” mutation on p. 26 of the Mutant Future(tm) core rules says
  (among other things) that “The player and Mutant Lord may devise an appropriate sense,
  and what its range will be.”  Well, I might not be your Mutant Lord (aka “Game Master”),
  but I am a GM and kinda good at fleshing out details. So, I hereby present to you a collection
  of unique senses for your RPG characters, all written for and compatible with Mutant
  Future(tm).
  Enjoy!
  
  A word about the rules...
  To avoid creating “adventure breakers” (i.e.  a mutant power that is a fail-safe way of uncovering a
  secret that is the main plot device an adventure, and will thereby ruin the plot), most of the senses have
  only succeed (or: do fail) on a given result of a d6. The GM is encouraged to always make such rolls in
  secret, bot to keep up the tension and in order to save the game (if it needs to be saved).  Some of the
  senses may not be overly useful (or much too useful) in a given game world, thereby I did not offer a
  random table to determine a sense. As the core rules already stated, the GM should sit down with the
  player to determine the sense. This supplement only offers suggestion (and hopefully, inspiration) to the
  GM. 
  01# Airborne Poisons/Toxins
  The mutant is sensible in regard to the air he or she breathes and will note any dangerous
  concentration of poisons or toxins within one round. The character is not able to identify the
  exact hazard, unless he or she has encountered it already in the past.
  02# Alignment
  After the character has made himself familiar with another character for at least one turn, the
  mutant may learn the true alignment of the NPC. The GM rolls a d6 in secret. On a result of 1-5,
  the PC was able to determine the true alignment of the NPC, otherwise the GM may tell the player
  a lie.
  03# Blood
  The smell of blood stings out to the mutant like nothing else. If there are blood splatters in a
  room, the character will note them even if they are small, and any attempts to track a wounded
  beast or person will only fail under very adverse conditions. The only exception old blood traces:
  1 day old
  may find/follow the trace on 1-5 on a d6
  2 days old
  may find/follow the trace on a 1-3 on a d6
  3 days old
  may find/follow the trace on a 1 on a d6
  04# Blood Relation
  The mutant does not know why, but he or she is able to tell if two persons or beasts are closely
  related to another after three rounds. The character is only able to identify close relations (up to
  two generations), and there is a slim chance of failure (a result of 1 on a d6).
  05# Cadavers
  Out in the open, the character is able to locate a rather fresh cadaver (a couple of days old) from
  up to 200 yards away. Inside an enclosed environment, the mutant is only able to smell dead
  bodies up to two rooms away (and only as long as those rooms are not airtight). 
  06# Edible Food
  In order to learn if a food source is edible or dangerous, the mutant just needs to touch it with the
  tip of his or her tongue. As a result, the character cannot be poisoned through food or drink.
  
  07# Electric Fields
  The presence of an electromagnetic field within
  10 feet  raises the mutants  hackles, and aside
  from a few exceptions all technical devices and
  active power lines produce such a field. If there
  is no other active technical device around, the
  character  will  note  a  new  source  in  range
  automatically.  If  there  already  are
  electromagnetic fields around the mutant (e.g.
  from the ready energy weapon of a comrade or
  from a robotic character), the new source will be noted automatically if it is stronger than the
  others (based on the energy source). If a new electromagnetic field is equal in strength to a
  present one, there is an X out of 6 chance that the mutant will not note the new source, where X is
  the number of already present, active energy sources of the same strength. The character may re-
  roll such a test after one turn on turn of concentration (counts as a Search test).
  08# Explosives & Ammo
  To  the  mutant  explosives  and  conventional  ammunition  (that  uses  a  chemical  reaction  to
  accelerate a projectile) have distinctive smell. While the character does not automatically note
  that “aroma”, he or she will find such items automatically during a Search test (no roll needed).
  09# Ferrous Metal
  The mutant is able to sense larger amounts of ferrous metal within 20 feet. A ferrous object has a
  “X out of 6” chance of being automatically noted by character, where “X” is equal to the weight of
  the object in pounds. The GM may rule that certain alloys are harder to detect due to a lower
  amount of ferrous metal in them (d8, d10 or d20 instead of d6). 
  10# Instability
  The mutant is highly sensitivity for micro-vibrations, and thereby able determine if the ground he
  or she steps onto is stable or not. At first, the character will only recognize that the ground is
  “unstable”,  but  not  to  which  degree.  The  mutant  may  learn  the  latter  after  one  turn  of
  concentration (counts as a  Search test), and the GM should then reveal to the player what the
  chances are that the ground (or structure) will collapse. While this power allows the character to
  identify primitive pit traps in the wilds, it will not help him or her in regard to ultra-modern pit-
  traps (where the ground is stable until something triggers the trap and everything gives).
  11# Intelligence
  It takes the mutant not more than 2d6 rounds of observation or interaction to determine the
  Intelligence of being that is within 10 feet of him or her. This power does not work against
  computers, robots or other forms of artificial intelligence.
  12# Lies
  The instincts of the mutants are sharp, and when any other character tells the mutant a lie he or
  she will note that on 1-4 on a d6.  The mutant will not be able to say what the truth is, and he or
  she will not sense an “omission” either. This power does not work against computers, robots or
  other forms of artificial intelligence.
  1
  Power Pack
  2
  Power Clip
  3
  4
  5
  6
  Plutonium Clip
  7
  Field Strength Table
  Power Cell
  Power Beltpack
  Power Backpack; Radioactive Battery
  Minifusion Cell
  
  13# Mental Powers
  The (latent) psychic abilities of the mutant allow him or her to notice any active use of a Mental
  Mutation within 20 feet immediately, as long as either the user or the target is within range. The
  character is only able to tell that a power is used,  but not who the user or the target is, or what
  exact power is used.
  14# Moral
  Gauging the guts or ferocity of another being takes the mutant nothing more than a glance and a
  moment, as he or she feels it. The character may determine the current Moral of any other being
  (or  homogeneous  group)  within  20  feet  after  1d4  rounds.  In  case  of  a  group  that  is  not
  homogeneous, the mutant will have to seize each “type” of being after the other. This only works
  on living beings, robots and other “un-living things” will automatically be taken for a “Moral:10
  creature” by the character.
  15# Mutant Plant
  The mutant is able to identify a Plant Mutant on sight (1-3 on a d6 in case of a casual glance, or
  automatically when the character studies the plant in question for 2d6 rounds). “Plant Mutant”
  refers to any plant-being with an intellect at least on par with that of an animal. It will not help to
  identify plants that are “just” radioactive or poisonous. 
  16# Mutation Type
  After 1d6 rounds the mutant is able to tell if another mutant with 10 feet is a “stable mutation”
  (and thereby, part of a new breed or race) or a “unique mutation”. Of course, there is a slight
  margin of failure (1 on a d6). This power is mainly useful to determine if there is chance to run
  into more creatures of a given type in the local area. 
  17# Direction
  The mutant always knows where “North” is, and will never lose direction.
  18# Numbers & Amounts
  The brain of the mutant has an uncanny ability to count and to determine amounts. The character
  may determine the number of coins in a stash, rats in a swarm or people in a crowd. Depending on
  the exact numbers, this either happens immediately or after up to 3d6 rounds (determined by the
  GM). This ability does have limits, and the mutant is not able to count the sand grains on a beach.
  19# Pheromones
  The character´s senses are attuned to pheromones, and if the air within 10 feet around mutant
  contains a concentration that is high enough to trigger a certain game effect, the mutant will
  know it immediately and will be able to name the effect.
  20# Prey
  On the hunt, the character develops the keen senses of a predator in regard to the traces of prey
  animals, and may thereby re-roll any check for hunting once (see p. 38).
  
  21# Radiation
  The mutant´s organs have developed a sensibility for strong radiation. As soon at the character
  enters the effective range of a radiation source (i.e. where a Saving Throw would be called for), he
  or she will note the presence with a chance of X, where X is is equal to the Radiation Class. The die
  used for the check is determined by the interval of the Saving Throws.
  Every round
  to quick to be noted in time (see below)
  Every turn
  1d4
  Every hour
  1d6
  Other:
  1d8
  If the initial test is failed, the mutant will automatically note the radiation as soon as the first
  Saving Throw  becomes necessary (even if it is passed by the character).
  22# Radio Signals
  The mutant will know when he or she is in the range of an active radio signal. The character will
  not be able to “hear” the transmission and will not know the exact location of the signal source,
  but after 2d6 rounds of concentration the mutant is able to tell if the signal has become stronger
  or weaker than before (if it is still there).
  23# Remaining Energy
  When the mutant touches a source of stored energy (e.g. an energy cell)  with his or her bare
  hands (or paws/tentacles/whatever), the character is able to tell how much energy is left in it. In
  order to do so, the character must know a reference (e.g. must have held another half empty or
  full energy cell before).
  24# Ruins
  The mutant is able sense ruins of the ancestors in the wider area. This might be due to a “racial
  memory”, a sixth sense or a mental sensibility for the psychic imprints of such places. The more
  people used to inhabit the place, the easier it is to sense: the ruins of a city may be located from
  literally miles, a building complex from about 500 yards away and a small outpost can only be
  detected by the character when he or she is already close by (e.g. 100 yards).
  25# Sickness
  Sick people (and beasts) smell  wrong to the mutant. After 1d6 turns, the character will know
  whenever another living being with 10 feet is ill. If the character has encountered the disease in
  question before, he or she will even be able to name it.
  26# Strength
  The mutant has supernatural senses that allow him or her to gauge the vitality of other beings. As
  a game effect, the character will know the exact remaining hit points of any being within 20 feet
  after 1d6 rounds, as well as the hit dice.
  27# Synthetics / Replicants
  Artificial life may disguise itself as natural life by any means, but the mutant will feel or smell the
  difference most of the time.. After 1d6 turns the character is able to identify a synthetic robot or
  replicant as such on a result of 1-4 on a d6.
  
  28# Territory (Beasts)
  The mutant´s sense of smell is accustomed to the scent of the markings that wild animals and
  mutant beasts leave to claim their territory. Whenever the character enters a new area, the GM
  may tell the player what kind of beasts and creatures are likely to be encountered therein. But not
  all beasts mark their territory with their scent, and the mutant is not able to identify a beasts or
  monsters he or she has never met before (GM´s choice).
  29# Time
  The character has an uncanny grasp on the passing of time, and may always tell what hour of the
  day it is or how much time has passed, even after the character has lost consciousness. 
  30# Weather Changes
  The mutant will feel all but the most minor of weather changes 1d6 turns before they happen.
  Depending on the mutation, this may be a hunch or instinct, or a slight pain in the deformed
  bones.  Any kind  of  dangerous  weather  change will be identified  by the character as  such
  (“...something -bad- is brewing up....”) on a result of 1-4 (d6). 
  
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