TEXT: PLAYTEST
  DOCUMENT
  VERSION 1.1
  DEC 2010
  
  PLAYTESTER 
  CREDITS
  If you have played with this or another 
  edition of the Mutant Omega playtest 
  documents and have any comments, 
  adjustments or modifications to pro-
  pose, please contact dyson.logos@
  gmail.com to have your name as well 
  as your playtest groups’ names added 
  to this document.
  Development & Design
  DYSON LOGOS
  Playtesting
  RYAN EVANS, LORNE MATTHEWS, JASON 
  PARENT, JULIE SCOTT, MICHAEL SMITH
  Special Thanks
  DANIEL PROCTOR and RYAN DENISON 
  (for opening the floodgates)
  JIM WARD 
  (for my favourite editions)
  MY BLOG READERS 
  (for feedback & encouragement)
    
  Table of Contents
  Credits  
   
   
   
   
  Page 2
  Mutation Scores Overview 
   
   
  Page 3
  Mutation Tables  
   
   
   
  Page 3
  Mutation Descriptions 
   
   
   
  Page 4
   
  Physical Mutations 
   
   
  Page 4
   
  Mental Mutations 
   
   
  Page 9
  Open Game License 
   
   
   
  Page 14
  Notes on this edition
  This edition of the Mutant Omega playtest document includes 
  roughly 20 new mutations, as well as the Mutation Score sys-
  tem. It does not at this time contain new drawbacks, a mutation 
  score system for drawbacks, nor plant mutations - most of which 
  will be included in a later playtest document.
  Formatting is obviously still sub-par, with orphans abounding 
  (although with few or no widows). 
  
  Mutation Scores
  Almost all beneficial mutations have a mutation score. When-
  ever you determine that a mutant has a mutation, roll 3d6 (alter-
  nately, if you want a higher-pow-
  ered game, roll 4d6 and drop the 
  lowest die) to determine the Muta-
  tion Score for that mutation.
  Some mutations use the score di-
  rectly, while others use the Muta-
  tion Score Modifier (MSmod). The 
  Mutation Score Modifier is deter-
  mined based on the mutation score 
  in question.
  Mental Mutations now use the Mutation Score instead of the 
  mutant’s Willpower on the mental attack table.
  Determining Mutations
  Mutant Omega characters receive mutations as normal, except 
  that there are no drawbacks directly on the mutation tables. 
  There are two methods of dealing with this. 
  The first is to make any roll of 81+ a roll on the drawbacks table 
  - this produces results most like those of the classic rules. 
  The second option is that all mutants receive one mental and 
  one physical drawback as part of their starting alotment of mu-
  tations, and roll for the others as beneficial mutations. Using 
  this system, rolls of 86+ become either “roll again” or “player’s 
  choice” depending on how “nice” the ML is.
  d100
  Physical Mutation
  01-03
  Aberrant Form
  04-05
  Adrenal Control
  06-07
  Chameleon Epidermis
  08-09
  Complete Wing Development
  10
  Density Alteration
  11-12
  Dermal Poison Slime
  13-14
  Diffuse Grey Matter
  15
  Dual Headed
  16-17
  Dwarfism
  18-19
  Echolocation
  20-21
  Energy Ray
  22
  Energy-Retaining Cell Structure
  23-24
  Epidermal Photosynthesis
  25-26
  Fragrance Development
  27-28
  Gas Generation
  29-30
  Gigantism
  d100
  Physical Mutation
  31-32
  Growing
  33-34
  Increased Balance
  35-36
  Increased Precision
  37-38
  Increased Physical Attribute
  39-40
  Increased Sense
  41-42
  Metamorph
  43-44
  Mouth of the Glutton
  45-46
  Multiple Stomachs
  47
  Natural Armor
  48-49
  Night Vision
  50-51
  Optic Emissions
  52-53
  Parasitic Control
  54
  Pockets
  55-56
  Poison Tumours
  57-58
  Prehensile Tail
  59-60
  Quickness
  61
  Redundant Organs
  62-63
  Reflective Epidermis
  64
  Regenerative Capability
  65
  Savage Genitalia
  66-67
  Shriek
  68-69
  Skeletal Enhancement
  70-71
  Spiny Growth
  72-73
  Stomach Tosser
  74-75
  Thermal Vision
  76
  Toxic Weapon
  77-78
  Ultraviolet Vision
  79-80
  Unique Sense
  d100
  Physical Drawbacks
  01-06
  Albinism
  07-12
  Bizarre Appearance
  13-17
  Epidermal Susceptibility
  18-22
  Frailty
  23-27
  Hemophilia
  28-33
  Increased Caloric Needs
  34-38
  Obese
  39-44
  Pain Insensitivity
  45-49
  Pain Sensitivity
  50-54
  Pituitary Deformation
  55-60
  Poison Susceptibility
  61-65
  Prey Scent
  66-71
  Reduced Immune System
  72-77
  Reduced Oxygen Efficiency
  MS Modifier
  MS
  MSmod
  3-7
  +1
  8-12
  +2
  13-15
  +3
  16-18
  +4
  19+
  +5
  
  d100
  Physical Drawbacks
  78-82
  Sensory Deficiency
  83-88
  Simian Deformity
  89-95
  Slow Mutant
  96-00
  Vision Impairment
  d100
  Mental Mutations
  01-02
  Ability Boost
  03-04
  Accumulated Resistance
  05-06
  Acute Hyper Healing
  07-08
  Aggressive Telepathic Switchboard
  09-10
  Ancestral Form
  11-13
  Body Adjustment
  14
  Brain Flayer
  15-17
  Combat Empathy
  18-19
  Control Light Waves
  20-21
  Control Weather
  22-23
  Damage Turning
  24
  Density Alteration (Others)
  25-26
  Disintegration
  27-29
  Dual Cerebellum
  30-32
  Empathy
  33-34
  Fleet of Foot
  35-36
  Flight, Psionic
  37-39
  Force Screen
  40
  Force Screen, Greater
  41-42
  Increased Willpower
  43-44
  Intellectual Affinity
  45
  Killing Sphere
  46-48
  Know Direction
  49-51
  Mental Barrier
  52-53
  Mental Phantasm
  54-55
  Mental Dampening
  56-57
  Metaconcert
  58-59
  Mind Reflection
  60-62
  Mind Thrust
  63-64
  Neural Telekineses
  65-67
  Neural Telepathy
  68
  Plane Shift
  69-70
  Possession
  71-73
  Precognition
  74-75
  Quick Mind
  76-77
  Teleport
  78-79
  Temperature Control
  80
  Vampiric Field
  d100
  Mental Drawbacks
  01-15
  Atrophied Cerebellum
  16-29
  Dual Cerebellum (Defective)
  30-44
  Mind Reflection (Defective)
  45-53
  Negative Empathy
  54-69
  Phantasmal Damage
  70-85
  Phobia
  86-00
  Weak Will
  Physical Mutations
  (Beneficial)
  Aberrant Form 
   
   
   
   
   
  This mutation covers a wide array of effects over the entire bodi-
  ly structure of the mutant. Roll 1d8 to determine the nature of 
  the mutation.
  1-2 Enlarged Parts: Some aspect of the mutant’s body has grown 
  to an abnormally large size and, as a result, has increased func-
  tionality. Because this is a benefit all limbs and organs are as-
  sumed to be affected in concert (i.e. both arms, both legs, etc.). 
  For example, this mutation could manifest as an MSmod bonus 
  to damage if arms are larger than normal, or a 2xMS to move-
  ment for longer or larger legs.
  3-4 Xenomorphism: The character gains a unique organ/limb 
  with a new function, such as an extra pair of eyes on stalks, a pre-
  hensile proboscis, a limb or body part from another species, or a 
  set of tentacles that act as extra arms. An extra body part from 
  another species may (50%) be equipped with a natural weapon. 
  The new organ or limb uses the MS for all ability checks, attacks, 
  and so on.
  5-6 Extra Parts: Any organ or limb that is normally present may 
  be multiplied. An extra normal organ (extra heart, extra set of 
  lungs) may be acquired, which could increase hit points by the 
  MSmod. To generate a random number of a given
  body part roll 1d4+1 and multiply by that number, or a number 
  may be selected. The brain and/or head cannot be duplicated by 
  this mutation. The body part must be selected at character gen-
  eration.
  7-8 Natural Weapon: The mutant is equipped with a natural weap-
  on, such as horns, teeth, or claws (select at character creation). 
  These will inflict damage as determined based on the MSmod: 
  +1 = 1d4, +2 = 1d6, +3 = 1d8, +4 = 1d10, +5 = 2d6. The character 
  may only attack once per round with a natural weapon, unless 
  he possesses more than one attack per round. A natural weapon 
  may (25%) be equipped with a toxic weapon, such as poison.
  
  Adrenal Control 
   
   
   
   
   
  The mutant can trigger an adrenaline rush once per day that in-
  creases his Strength, Dexterity and Constitution by his MSMod 
  for 1 round per point of Mutation Score. His natural movement 
  speed is also increased by 30’. After the rush, the mutant suffers 
  a penalty to those ability scores equal to half the bonus (round 
  down) for 1 hour.
  Chameleon Epidermis 
   
   
   
   
  The mutant’s outer cellular structure has been mutated, allowing 
  the cells to actually alter their lucidness, appearance, and color. 
  In effect, this allows the mutant to subtly change colors on a cel-
  lular level. The being may hide, if stationary, almost as if invis-
  ible. The color change takes place immediately, and requires no 
  concentration by the mutant. Characters looking for the mutant 
  must roll over the MS on a d20, with bonuses or penalties based 
  on the situation (-5 on the roll in complete darkness, +0 for day-
  light and immobile, -5 if mobile in daylight). Characters wearing 
  heavy armor or fully garbed receive no benefit from Chameleon 
  Epidermis.
  Complete Wing Development 
   
   
   
  The mutant has developed a complete set of wings, either in the 
  form of fleshy membranes, feathery wings, bat-like extremities, 
  or even scaly or insect-like versions. With these wings the char-
  acter can fly with a movement 60’ + (30’ x MSmod). The mutant 
  may fly while carrying only 25% of his body weight. Creatures 
  over 150 pounds cannot use these wings for flight, but they leap 
  to a distance of 60’ + (30’ x MSmod) with a maximum height of 
  40’ + (20’ x MSmod).
  Density Alteration 
   
   
   
   
   
  This mutation grants the ability to instantly alter body density, 
  thus shrinking or enlarging. A mutant’s maximum enlargement 
  or shrinkage depends on his mutation score.
  MS 
  Max 
  Min
  3-8 
  1.25 
  1/2
  9-14 
  1.5 
  1/3
  15-17 
  1.75 
  1/4
  18+ 
  2 
  1/8
  Each fraction of a body size change is accompanied by an equal 
  fraction increase or decrease to armor class and speed. For ex-
  ample, reduction of size by 1/4 also reduces (improves) armor 
  class and reduces movement by 1/4. Becoming twice as large 
  increases armor class by a multiple of two (to a maximum of 9) 
  and doubles movement. Note that reduction of body density to 
  1/8 makes a character impervious to damage from sharp imple-
  ments.
  Dermal Poison Slime  
   
   
   
   
  The mutant is covered in a thick gooey slime (like a frog) that is 
  poisonous to those who touch or attempt to ingest the mutant. 
  The class of the poison (as shown on the poison table) is equal to 
  1/2 of the MS of the mutation. Successful bare-hand attacks and 
  bite attacks against the mutant require the attacker to attempt 
  a saving throw versus poison. Bare-hand attacks made by the 
  mutant have the same effect.
  Diffuse Grey Matter  
   
   
   
   
  The mutant has no standard structural brain, and instead uses 
  his entire nervous system to operate as an alternate advanced 
  neural network. This grants a bonus equal to the MSmod+1 
  against all mental attacks.
  Dual Headed  
   
   
   
   
   
  The mutant has developed a second head next to the first. He 
  can only be surprised on a roll of 1 on 1d6. Apply the MSmod bo-
  nus on all rolls whenever using senses where two heads would be 
  better than one (listening, looking, searching for traps).
  Dwarfism 
   
   
   
   
   
   
  Mutated genes have altered the mutant’s physical size, an effect 
  either related to a pituitary defect or a change in the genetic
  program during the years of body growth and development. 
  With this mutation, the mutant is a dwarf, a mutant with sub-
  stantially decreased size and body weight. To figure out the 
  character’s size, start with a base of 6 feet and subtract the MS-
  mod measured in feet. The character’s diminutive size makes it 
  harder to damage opponents, but also makes it more difficult 
  for opponents to land successful blows on the mutant, since he 
  presents such a small target. A dwarf mutant has a +1 to hit tar-
  gets of human sized or larger with a non-powered hand weapon. 
  He does -1 to damage for every 1’ shorter than he is from 3 feet, 
  with an equal reduction (improvement) of AC for each foot he is 
  shorter than 3’.
  Echolocation  
   
   
   
   
   
  The mutant has the ability to gather information on his surround-
  ings by using a type of natural sonar. The mutant must emit a 
  noise (some kind of clicking or speech will do), which then re-
  verberates off of the surface of any surrounding objects or crea-
  tures, is picked up by an external sense organ and translated into 
  a rough, colorless picture of all objects in the mutant’s surround-
  ings. This allows the character to interact with the surroundings 
  as if he has sight, even if he does not have eyes or regular sight 
  is obscured. This does not allow the mutant to see through ob-
  jects, nor will it allow him to read text or see pictures. This works 
  for a range of (20 x MSmod) feet, multiplied by the MSmod of 
  Increased Hearing if the mutant also has that mutation. Mutants 
  with this ability will have a better chance of striking an opponent, 
  
  receiving a bonus to hit in combat equal to 1/2 of their MSmod.
  Energy Ray 
   
   
   
   
   
   
  Every 3 rounds, this mutation grants the ability to emit a blast of 
  energy (roll 1d6; 1-2 heat, 3-4 cold, 5 radiation, 6 electricity) from 
  the hands (or other upper appendages) that inflicts 2d6+(1d6/
  MSmod) hit points of damage to a distance of MSx5 feet. Only 
  one type of energy may be chosen at character creation.
  Energy-Retaining Cell Structure 
   
   
   
  The mutant’s body has a higher than normal level of electrical 
  energy coursing through his body, energy which he can focus 
  into a shock capable of damaging opponents who touch him. 
  This electrical shock does 1d6/MSmod hp damage.
  Epidermal Photosynthesis  
   
   
   
  Characters with this mutation get energy from the sun, process-
  ing it through their bodies as though it were food. If they spend 
  long periods of inactivity in direct sunlight, they will be able to 
  heal wounds more quickly ([MSmod+1] times faster) than the 
  regular healing rate (1d3 per day of complete rest). When they 
  are out of the sun (i.e. at night or in a dark cave) they are forced 
  to move more slowly in order to conserve their rapidly deplet-
  ing energy. This reduces their movement to 50% of the normal 
  rate. Such characters are also more susceptible to cold and heat, 
  and they suffer a –2 penalty to saving throws versus cold or heat 
  based energy attacks.
  Fragrance Development 
   
   
   
   
  The mutant has the ability to produce a subtle yet hypnotic fra-
  grance. The fragrance is generally derived from mutated pher-
  omones/hormones (that are emitted at the mutant’s will), but 
  could come in another form-spores, for instance. Once per day 
  the mutant can emit a scent that forces up to (MSmod x 3) HD of 
  creatures, or any single creature with less than (MS) HD (or (MS) 
  CON) within (MS) feet to save versus poison or fall into a hypnot-
  ic trance for 2d4 rounds. Victims may be ordered to commit any 
  act that is not suicidal, up to and including attacking friends.
  Gas Generation 
   
   
   
   
   
  The mutant can naturally create and spray one type of gas. The 
  effects of the gas vary, but in all cases cover an area of 1 foot 
  diameter per point of Mutation Score, and remains in effect for 1 
  round per point of MSMod. The special effects of the gas can be 
  avoided completely with a successful save versus poison. Special 
  effects last for 1 turn.
  Roll 
  Gas Effects
  1. 
  Nausea. Victims suffer -2 on all attack rolls and AC.
  2. 
  Paralysis. Victims are stunned.
  3. 
  Blinding. Victims are blinded.
  4.  
  Irritant. Victims suffer -3 on all saves.
  5.  
  Euphoric. Victims suffer -6 Willpower
  6. 
  Radioactive. Gas is Class MSMod radiation.
  Gigantism 
   
   
   
   
   
   
  Mutated genes have altered the mutant’s physical size, an effect 
  either related to a pituitary defect or a change in the genetic pro-
  gram during the years of body growth and development. While 
  this serves to increase strength and size potential substantially, 
  the mutant is nonetheless noticeably different than others of his 
  species. Add the Mutation Score (MS) in feet to the height of the 
  mutant (assuming a base height of 6 feet tall), achieving sizes 
  between 9 and 24 feet. The mutant gets a bonus to damage, 
  based on his height. Note that all mutants with gigantism suffer 
  a -1 penalty to hit creatures 3’ tall or smaller.
  Gigantism Modifiers
  Height  
   
  9’ 
  12’ 
  18’ 
  24’
  Damage Dice Bonus* 
  +1 
  +2 
  +3 
  +4
  *The Damage Dice Bonus is only applicable to non-powered 
  hand weapons.
  Growing 
   
   
   
   
   
   
  Every time the mutant gains a level, increase his height by MS-
  mod inches, his weight by 2xMS pounds, and his hit points by 
  MSmod.
  Increased Balance 
   
   
   
   
   
  The character will never fall or stumble, and can climb almost 
  any surface without being in danger of losing balance. Any situ-
  ation which would call for a chance to lose balance (requiring an 
  ability check or saving throw), the mutant can add the MS of this 
  mutation to the roll.
  Increased Precision  
   
   
   
   
  The mutant treats long range for all missile weapons as being 
  medium range. He also gains a bonus to all damage rolls from 
  successful attacks equal to (MSMod - 1). 
  Increased Physical Attribute  
   
   
   
  [Strength, Dexterity, Constitution]  
   
   
  One or more physical attributes is increased. Roll 1d6 to deter-
  mine the specific effects.
  1-2 Increased Strength: The character can summon bursts of 
  great strength, dealing an extra 1d6 per point of MSmod when 
  damaging an opponent with a hand-to-hand weapon.
  3-4 Increased Dexterity: The character’s AC is adjusted (down-
  wards) by his MSmod. This bonus is cumulative with any other 
  DEX bonuses.
  
  5-6 Increased Constitution: The character receives MS x2 in ex-
  tra hit points, and receives MSmod to all saving throws versus 
  poison.
  Increased Sense  
   
   
   
   
   
  [Touch, Taste, Sight, Hearing, Smell] 
   
   
  One or more senses is very acute, allowing the mutant to sense 
  things others may not. Roll 1d10 to determine the sense.
  1-2 Increased Vision: This allows the mutant to see things as far 
  as MSmod miles away if there is a clear line of sight. This mu-
  tation comes with the benefit of ultraviolet vision and night vi-
  sion.
  3-4 Increased Hearing: A character may distinguish even the qui-
  etest sounds at a range of MSx10 feet. This also
  allows the mutant to pick out sounds from a jumble of noises. 
  Mutants with increased hearing cannot be surprised because 
  they will always hear any movement in their vicinity, and they 
  can listen at a door successfully with a roll of their MSmod+1 or 
  less on 1d6.
  5-6 Increased Smell: A mutant with this mutation can pick up 
  scents at MSx10 feet and tell the difference between
  various smells even if some seem overwhelming to others. Crea-
  tures that are upwind can never surprise this character.
  7-8 Increased Touch: This increased sense grants +MS% to tech-
  nology rolls.
  9-10 Increased Taste: This ability does not have a range, but it 
  ensures that a character cannot be poisoned and will always be 
  able to tell by tasting whether something is capable of being 
  eaten for nourishment (this mutation does not have a Mutation 
  Score)
  Metamorph  
   
   
   
   
   
  The character can choose (at character creation) another crea-
  ture that he or she can transform into. The character does not 
  gain the mutations of the creature, just the physical appearance 
  and natural abilities (such as claws or sharp teeth). This physical 
  change (in either direction) takes 2 full rounds of inactivity be-
  fore it is complete. Any natural weapons gained by this mutation 
  are restricted in damage to the following (based on the MS). Any 
  natural abilities (such as great leaping and so on) are restricted 
  to a bonus equal to the MSmod.
  MSmod  
  Natural Weaponry Damage Max
    +1 
   
  1d4
    +2 
   
  1d6
    +3 
   
  1d8
    +4 
   
  1d10
    +5 
   
  1d12
  Mouth of the Glutton 
   
   
   
   
  The mutant gains the ability to swallow objects as large as a 
  large dog or a small person – basically anything smaller than 
  the mutant itself. Of course, the object must be within the grasp 
  of the mutant. If the creature serving as lunch for the mutant is 
  not dead when swallowed, it may suffocate if it cannot get out. 
  The mutant will digest the creature as food – undigestible parts 
  (bones, shoes, artifacts, teeth, etc) will be eliminated normally.
  The mutant must successfully attack the target twice – once to 
  grab the target (dealing no damage) and once again to swallow 
  it. The target gets a single save vs death, and otherwise cannot 
  escape unless equipped with natural weapons. The target will die 
  in half it’s Constitution rounds unless it can cut its way out or be 
  cut out. If the victim does damage equal to one half the mutant’s 
  hit points from within the stomach, he has cut his way out.  The 
  mutant can consume its own body mass in food every 36 hours 
  minus his mutation score. 
  Multiple Stomachs  
   
   
   
   
  The mutant has developed a series of interconnecting stomachs 
  (similar to those of a cow), which allow him to break down and 
  digest nearly any substance, be it animal, vegetable, or mineral.
  The mutant can subsist on nearly anything that is not inherently 
  poisonous and also gains a bonus equal to his MSMod on saves 
  against ingested poisons.
  Natural Armor 
   
   
   
   
   
  This mutation indicates that the character has grown a natural 
  defense mechanism over the entire body. It can be thick fur, 
  scales, a shell, or even rubbery skin. This armor is moderate (1-3 
  on 1d6) or extreme (4-6 on 1d6). Moderate armor provides an AC 
  bonus (reduction) equal to the MSmod, while extreme natural 
  armor grants an AC bonus (reduction) of the MSmod+3, but re-
  duces movement to 75% of its regular rate.
  Night Vision  
   
   
   
   
  Individuals with this mutation can see in complete darkness to 
  a range of MSx5 feet by utilizing minute amounts of available 
  light. Vision is in black and white only, and does not function 
  in utter darkness underground, since some small light must be 
  present (starlight, moonlight), even if it is so dim normal sight 
  does not perceive it.
  Optic Emissions 
   
   
   
   
   
  This mutation takes two forms. Roll 1d6, and on a roll of 1-3 the 
  mutant character receives the ability to project a flash of very 
  bright light from the eyes (bright eyes), blinding an opponent 
  within MSmod x 10’ for 1d4 rounds. This blindness causes the 
  opponent a penalty of -4 to attack rolls and increases his armor 
  class by 4. This ability is useful regardless of daytime or night-
  time. On a roll of 4-6, the character has the ability to discharge 
  
  a burst of radiation from the eyes (gamma eyes), that can reach 
  30’. The radiation class (as defined on the radiation table in the 
  Adventuring section) is equal to 1/2 of the MS.
  Parasitic Control 
   
   
   
   
   
  If the character can attack and latch onto another creature for (6 
  – MSmod) rounds, he or she will maintain control over the crea-
  ture as long as the two are in physical contact.
  Pockets 
   
   
   
   
   
   
  The mutant has MSmod “pockets” in each of which he can store 
  up to 1 pound or 1/4 gallon. When empty they are typically un-
  noticeable, but may be visible when full depending on their lo-
  cation. There is a 25% chance that the pockets are “radiation 
  shielded” and can safely transport biohazardous and radioactive 
  substances. There is a further 25% chance that the pockets can 
  be removed (dealing 1d6 damage) and regrow after 1d6 days.
  Poison Tumours 
   
   
   
   
   
  The mutant is covered in grotesque tumours, cysts and sores 
  filled with noxious pus. Whenever hit with a sharp weapon in 
  melee combat, the attacker (and often others within five feet of 
  the mutant) is splattered with this pus. If the attacker hits with a 
  natural weapon, the pus automatically hits and deals 1d6 + MS-
  Mod damage (and those who bite the mutant must also make a 
  save vs stun or be stunned for 1 round). If the attacker hits with 
  a melee weapon, everyone within (1/2 MS) feet of the mutant 
  must make a save vs poison or suffer 1d6 damage.
  Prehensile Tail 
   
   
   
   
   
  The mutant has developed a special tail. The tail is not necessar-
  ily a balancing tool, but more of an “additional limb”.
  The tail can grapple objects like a hand (much like a new world 
  monkey’s tail), allowing the mutant to hang from tree limbs, for 
  instance, leaving the arms and legs free to perform other ac-
  tions of a more complex and agile nature. Some typical bonuses 
  granted by the mutation might be a bonus to Dexterity checks 
  when climbing or balancing equal to the MSmod (doubled if 
  climbing trees), etc. The tail can also be used in more mundane 
  ways, such as holding a light source, so the character can employ 
  both hands to fight. The tail cannot use weapons or hold a shield, 
  however, as it is not quite that dexterous.
  Quickness 
   
   
   
   
   
   
  This mutation makes the mutant much quicker in all respects. 
  Movement speed is increased by (MSmod x 1/3), mental tasks 
  take (1/MSmod) as long to accomplish, and if the MSmod is +3 or 
  higher, the character may attack two times per round in physical 
  combat (not mental combat).
  Redundant Organs  
   
   
   
   
  The mutant does not die at 0 hit points. He is rendered uncon-
  scious but does not die until reduced to -MS hit points.
  Reflective Epidermis  
   
   
   
   
  The character’s skin is essentially impenetrable to a particular 
  form of energy. At character creation, roll 1d8. A roll result of 1-2 
  is electricity, 3-4 is heat, 5-6 is cold, and 7-8 is radiation. The mu-
  tant will reduce damage from this energy source by 5 x MSmod 
  points per round or attack.
  Regenerative Capability 
   
   
   
  When provided with proper rest and food, this mutation allows 
  the character to recuperate from injury at a staggering rate. Giv-
  en time, mutants may re-grow severed limbs.
  The character heals MSmod extra hit points per day. If he should 
  be so unfortunate as to lose a limb or extremity (and survive), 
  the lost body part will regenerate over a period of 1d4+2 weeks. 
  A head may never be regrown, and characters do not regenerate 
  from death.
  Savage Genitalia 
   
   
   
   
   
  The mutant (regardless of gender) has genitals with some men-
  acing feature(s) – male versions include excessive length, thorns, 
  barbs and club-like weight – female versions are infamous for 
  teeth and meat grinders. While functionless in combat, once 
  there is sexual contact, the target is at the mutant’s mercy and 
  can only survive with a save vs death. The “special features” 
  are typically not evident beneath clothes, and first make their 
  appearance in heavy petting or sexual intercourse. Even if the 
  victim survives, he or she is likely to carry permanent emotional 
  scars. This mutation has no Mutation Score.
  Shriek  
   
   
   
   
   
   
  The mutant’s vocal cords are substantially altered, allowing him 
  to produce sounds both above and below the normal human 
  auditory range. The culmination of this ability seems to be a fo-
  cused shout, using the sonic vibrations on everyone in the im-
  mediate vicinity of the mutant.
  Once per day, the mutant can let out a horrible shriek that af-
  fects everyone within MS-foot radius of him. Targets in the
  area of effect must save versus stun attacks or take 1d4 points of 
  sonic damage and be deafened for 1d6+MSmod rounds. Those 
  who successfully save are unaffected. Mutants with the muta-
  tion echolocation suffer a -2 penalty to save.
  
  Skeletal Enhancement 
   
   
   
   
  The enhanced skeletal structure of the mutant decreases dam-
  age taken from all bludgeoning, concussive, explosive and crush-
  ing attacks by his MSMod.
  Spiny Growth  
   
   
   
   
   
  Parts of the mutant’s body are covered with prickly spines which 
  deal damage based on the MSmod, as follows:
  MSmod Damage
  +1 
  1d3
  +2 
  1d4
  +3 
  1d6
  +4 
  1d8
  +5 
  1d10
  Spines can be removed and thrown as a dagger. With a little ef-
  fort, small spines (up to 1d4 damage) are capable of being hid-
  den beneath normal clothing, but the medium and large spines 
  are virtually impossible to conceal because of their size.
  Stomach Tosser 
   
   
   
   
  The mutant is able to vomit forth all he has recently eaten cov-
  ered in acidic slimy stomach juices. A single blast can cover a sin-
  gle foe. The mutant rolls a missile attack as normal with a range 
  of 1.5 feet times his Mutation Score. If it hits it only deals 1d4 
  damage, but the target must make a save vs stun to avoid being 
  stunned for one full round as he gags and pukes. (Give the target 
  a penalty if the mutant has Mouth of the Glutton and regurgi-
  tates parts of someone the target recognizes). This mutation can 
  be used twice between meals.
  Thermal Vision 
   
   
   
   
   
  The character can see the heat generated by living beings, heat-
  emitting weapons, or other natural heat sources. This vision 
  functions to a distance of MS x 5 feet if the mutant has ordinary 
  vision as well, or to MS x 10 feet if thermal vision is the only form 
  of sight the mutant possesses (the eyes emit infrared radiation 
  to boost the distance). If a mutant has ordinary vision and ther-
  mal vision, the thermal vision is only usable in darkness, and it 
  takes 1 round to transition between them. Immense flashes of 
  heat or those coming from close proximity to the character can 
  be overwhelming, blinding the character for 2d4 rounds.
  Toxic Weapon  
   
   
   
   
   
  The character is endowed with a weapon that is toxic to those af-
  fected by it. This could be in the form of a gas that affects every-
  one in a specific radius, a spray that can affect a specific target, 
  or a bite/sting that affects a target at a range of touch. Some 
  common types of toxic weapons are paralyzing venoms, blind-
  ing gasses or sprays, and acidic bodily fluids. The range or radius 
  of the attack is up to MSmod x 10 feet. Any kind of poison has a 
  poison class equal to up to 1/2 of the MS, or alternative effects 
  may be designed with the ML with that table as a guideline.
  Ultraviolet Vision 
   
   
   
   
   
  The character can see the UV spectrum and will be able to see 
  objects that emit this type of energy. This spectrum includes 
  gamma radiation, x-rays, and other high intensity radiation. As 
  a result, a character with this vision can see if areas have a high 
  level of background radiation. At night, this vision allows a char-
  acter to see to a distance of MS x 30 feet. Since this vision relies 
  on heavy background radiation, it is not useful underground un-
  less there is a source of radiation for illumination. If a mutant has 
  ordinary vision and ultraviolet vision, the ultraviolet vision is only 
  usable in darkness, and it takes 1 round to transition between 
  each form.
  Unique Sense  
   
   
   
   
   
  The mutant with a unique sense may detect certain kinds of 
  phenomenon that are not detectable by the usual senses. These 
  might include the ability to “feel” radiation to a distance of MS x 
  5 feet, “smell” water within MS x 500 feet, or sense when certain 
  kinds of weather are imminent. The player and Mutant Lord may 
  devise an appropriate sense, and what its range will be. Some 
  senses may have corresponding new organs.
  Mental Mutations
  (Beneficial)
  Ability Boost  
   
   
   
   
   
  Once per day the mutant is capable of concentrating his mental 
  energy to such a degree that one of his abilities is boosted by the 
  MS of this mutation for 1d10 consecutive rounds, or he gains half 
  his MSmod to attack rolls for 1d10 rounds. The character may 
  choose either of these options each time the mutation is used.
  Accumulated Resistance 
   
   
   
   
  Through years of exposure to a certain substance (chemicals or 
  radiation, for instance), or concentrated form of energy (such as 
  heat, cold, or light) in the mutant’s environment, a resistance 
  against said source has been accumulated, allowing the mutant 
  to take more damage from one of these sources. This mutation 
  gives the mutant a hit point reserve equal to the total of a roll of 
  his MS worth of d6. This hit point reserve is used to take damage 
  from the substance he is resistant to before it begins to affect his 
  regular pool of hit points. This separate pool heals in the same 
  manner and at the same time as the character’s hit point pool, 
  even if that rate is changed by other mutations such as acute hy-
  per healing or body adjustment.
  
  Acute Hyper Healing  
   
   
   
   
  The character may concentrate his mental energies to allow him 
  to heal at (MSmod + 1 ) times the normal rate. He will also be 
  free from physical pain and fatigue for up to 24 hours. This power 
  may be used once per week.
  Aggressive Telepathic Switchboard 
   
   
  The mutant can force up to 1/2 MS beings to share their surface 
  thoughts. To remove yourself from the switchboard (or prevent 
  yourself from joining) requires a save versus stun attacks. The 
  mutant can link up anyone within 5 x MS feet, and can maintain 
  contact up to 100 x MS feet.
  Ancestral Form 
   
   
   
   
   
  This mental mutation can reduce an opponent’s mutational ca-
  pabilities, eventually removing all forms of mutation and return-
  ing it to its original, unadulterated form. On each round after a 
  successful mental attack with this mutation (using the mutant’s 
  MS instead of WIL on the table), the target has one mutation re-
  moved permanently (randomly determined), until none are left. 
  Rarely (5%), this power allows a powerful mutant to regress a 
  pure specimen further down the evolutionary line, to a previous 
  stage of its evolution. For example, a pure human might become 
  a dimmer-witted Homo erectus, and onward. This attack may 
  only be attempted for the duration of one encounter, whether it 
  succeeds or not, and cannot be used again for 1 week.
  Body Adjustment 
   
   
   
   
   
  The character can heal all of his hit points once every 24 hours. 
  In addition, if the character is in a life or death situation, this mu-
  tation can double his physical attributes (Strength, Dexterity, 
  movement) for 3d10 rounds. This power may only be used once 
  per week per point of MSmod.
  Brain Flayer  
   
   
   
   
   
  This mutation allows the mutant to “chew up” a victim’s mind, re-
  ducing a targeted mental attribute (Int, Will or Cha) and increas-
  ing the mutant’s experience points (as he gains the lost benefits 
  of the destroyed mental attribute). The mutant can touch a foe 
  and trigger this power, targeting a specific ability score and forc-
  ing the target to make a saving throw against stunning attacks. 
  If the save is failed, the target permanently loses 1 point in that 
  ability score and the mutant gains 100 XP as he absorbs and “di-
  gests” portions of the target’s resolve, memories and personal-
  ity. While “digesting” these thoughts, the mutant cannot use any 
  mental mutations – even if the power failed to work, there is an 
  incomprehensible flood of thoughts, emotions and personality 
  fragments thrust at the mutant, with the same effect. It takes 
  (2d6-MSMod) hours for the mutant to regain the use of mental 
  mutations after triggering this power. Treat results of 0 hours or 
  less as 30 minutes. 
  Combat Empathy 
   
   
   
   
   
  The character is so attuned to the minute body language of oth-
  ers that he can tell what they are going to do before they do it. 
  This gives him a bonus to hit in combat equal to 1/2 of his MS-
  mod (rounded down) and a bonus to damage of his MSmod on a 
  successful attack.
  Control Light Waves  
   
   
   
   
  The character can control light, creating a number of interest-
  ing effects. He can bend light around himself, becoming invis-
  ible in dark areas with an MSmod of +1, in shadowy areas with 
  an MSmod of +2, or in brightly lit areas with an MSmod of +3 
  or higher. He may remove all light from a small area (MS radius 
  in feet) at a range of MS x 3 feet. He may also completely dis-
  sipate laser fire anywhere within this MS x 3 foot range. All of 
  these effects require concentration, such that the mutant may 
  move at full speed but not attack when concentrating on using 
  this mutation.
  Control Weather 
   
   
   
   
   
  The mutant can change the weather in the local area. It takes 1 
  round to use the mutation and an additional 6-MSmod rounds 
  for the effects to manifest. The mutant calls forth weather ap-
  propriate to the climate and season of the area.
  Season  
  Possible Weather
  Spring  
  Tornado, thunderstorm, sleet storm, or hot   
   
   
  weather
  Summer  
  Torrential rain, heat wave, or hailstorm
  Autumn  
  Hot or cold weather, fog, or sleet
  Winter  
  Frigid cold, blizzard, or thaw
  Late winter 
  Hurricane-force winds or early spring
  The mutant controls the general tendencies of the weather, such 
  as the direction and intensity of the wind, but cannot control 
  specific applications of the weather-where lightning strikes, for 
  example, or the exact path of a tornado. Contradictory weather 
  conditions are not possible simultaneously. Control weather can 
  do away with atmospheric phenomena (naturally occurring or 
  otherwise) as well as create them.
  Damage Turning 
   
   
   
   
   
  This mutation allows the character to return any incoming dam-
  age to the origin of the attack. For this power to work the mutant 
  must use every bit of his concentration, taking no other actions. 
  Any movement of more than one or two small steps will cause 
  this power to fail.
  The power gradually builds up, allowing (MSmod)d6 hp worth 
  of damage to be turned the first round. This increases by 1d6 per 
  round up to a maximum of (10+MS)d6 hp worth of damage. The 
  mutant only takes damage that is above his current hp level of 
  damage turning. For instance, in the first round the character 
  
  rolls 3d6, with a result of 14. He may turn up to 14 hp of damage 
  the first round. The next round he adds 1d6 to the current run-
  ning total of 14. He can keep the power working as long as he 
  remains still and concentrating, and he may maintain concentra-
  tion when he receives damage. The mutant cannot turn attacks 
  that cause no damage. If such powers are successful, they can 
  interfere with this ability.
  Density Alteration (Others)  
   
   
   
  This mutation grants the ability to instantly alter the body den-
  sity of a target, thus shrinking or enlarging, with maximum en-
  largement based on the mutant’s Mutation Score:
  MS 
  Max 
  Min
  3-8 
  1.25 
  1/2
  9-14 
  1.5 
  1/3
  15-17 
  1.75 
  1/4
  18+ 
  2 
  1/8
  Each fraction of a body size change is accompanied by an equal 
  fraction increase or decrease to armor class and speed. For ex-
  ample, reduction of size by 1/4 also reduces (improves) armor 
  class and movement by 1/4. Becoming twice as large increases 
  armor class by a multiple of two (to a maximum of 10) and divides 
  movement in half as well. Note that reduction of body density to 
  1/8 makes a character impervious to damage from sharp imple-
  ments. This mutation has a range of MS  x 10 feet, a duration of 
  1d4 turns, and cannot be used on the mutant who wields it.
  Disintegration 
   
   
   
   
   
  With this powerful mutation, the mutant can completely destroy 
  matter on a molecular level. Doing so requires so much energy 
  expenditure, however, that the mutant is instantly rendered un-
  conscious, with 1 hp left. The total weight that may be disinte-
  grated is MSx10 pounds and the range is MSx5 feet.
  It is more difficult to disintegrate dense materials. Multiply the 
  mutant’s WIL + MS by 2 to find the percentage chance of disin-
  tegrating metals and stone, or by 4 to figure out the percentage 
  chance of disintegrating wood or living material.
  Once the mutant has used this power, the ML must determine, 
  via a secret 1d6 roll, how many days it will be before the power 
  may be used another time.
  Dual Cerebellum 
   
   
   
   
   
  The character has 2 fully functional brains that work in concert. 
  The mutant receives a bonus of (MS)% to all technology rolls, 
  and the character receives one extra random mental mutation 
  that belongs to the extra brain. Both brains have identical WIL. 
  Having two brains also helps to protect the mutant from mental 
  attacks. Whenever the character is the subject of a mental at-
  tack, the attacker must successfully attack each brain. Note that 
  a character with two brains may or may not have two heads. One 
  brain may be located in an unexpected part of the body, or as 
  part of a small, sickly or undeveloped conjoined twin.
  Empathy 
   
   
   
   
   
   
  The character can attune himself to the emotions of other be-
  ings and is capable of instilling emotions in creatures who are 
  successfully attacked with this mutation. This mutation has a 
  range of MSx10 feet.
  Fleet of Foot  
   
   
   
   
   
  Through telekinesis, the mutant reduces his own weight to 
  1/10th of normal, allowing him to jump up to 2+MSmod times 
  further than normal.
  Flight, Psionic 
   
   
   
   
   
  The character may fly through the air with a movement of up to 
  MS x 10. Any encumbrance will hinder the movement by reduc-
  ing the speed at a level set by the ML.
  Force Screen  
   
   
   
   
   
  This mutation allows the character to create an invisible field of 
  energy that is difficult to penetrate. The force screen is close to 
  the mutant’s body, extending only a few inches from his skin. 
  It is capable of taking 2d6 hp + 1d6 / MSmod worth of damage 
  (the ML determines this secretly each time the power is used) 
  before it collapses, leaving the mutant unprotected. The power 
  may only be used once per day.
  Force Screen, Greater 
   
   
   
   
  This force screen can be used at a range of (2 x MSmod) feet, 
  and is capable of enclosing other creatures. It can take 2d6 hp 
  +1d6 / MSmod  worth of damage before it collapses (the ML de-
  termines this secretly each time the power is used), and can be 
  used once per day. It can also be employed in the same manner 
  as the regular force screen.
  Increased Willpower  
   
   
   
   
  The mutant gains (MSmod) points to his WIL, and gains a bonus 
  of (MS)% to technology rolls.
  Intellectual Affinity  
   
   
   
   
  Thanks to advanced thinking capabilities, the mutant gains one 
  of the following abilities (roll 1d6):
  1-2 Martial Affinity: +(MSmod) to hit in combat and +1d6 dam-
  age.
  3-4 Tinkerer Affinity: Bonus of (2 x MS)% to technology rolls. The 
  character may also make weapons that do extra damage, up to 
  +(MSmod). These weapons take extra long to build.
  
  5-6 Bartering Affinity: +(MSmod) Charisma when trying to sell an 
  object, and any object sold will yield up to a multiple of 1d4+1 in 
  profits if the person being bartered with can afford it.
  Killing Sphere  
   
   
   
   
   
  This powerful mutation allows the mutant to generate a (2 x MS) 
  foot radius sphere of deadly mental energy centered on the
  mutant. Within this sphere of energy all creatures except the 
  mutant (friend or foe!) have their hit points reduced to 1 point, 
  and must save versus stun attacks or be knocked unconscious for 
  1d10 rounds. After using this mutation, the mutant is exhausted 
  from the force of the mental exertion and may move at full rate 
  but not attack for 2d10 rounds.
  Know Direction 
   
   
   
   
   
  The character is incapable of being lost, even if all other senses 
  are somehow nullified. He will always be able to find a location 
  where he has been previously, and will know its relation to any 
  location in which he currently resides. This mutation does not 
  have a Mutation Score.
  Mental Barrier 
   
   
   
   
   
  Any mental attacks against this mutant receive a (MSmod) pen-
  alty to their attack roll. A character with this mutation gains the 
  ability to sense other creatures that have mental mutations at a 
  range of (MS)x10 feet. This secondary ability does not require a 
  roll.
  Mental Phantasm 
   
   
   
   
   
  With this power, the mutant is capable of creating a realistic, il-
  lusory environment in the mind of another conscious creature. 
  These visions are realistic to all senses but touch. Once the target 
  tries to make physical contact with any element of the phantasm 
  it dissolves into reality. This mutation has a range of (MS)x5 feet
  Mental Dampening  
   
   
   
   
  When triggered, all mental mutations used within 2 x MS feet 
  of the mutant have their MS reduced by 1/2 the MS of this mu-
  tation. This mutation works for 1 turn and can be used MSmod 
  times per day.
  Metaconcert  
   
   
   
   
   
  This ability allows the mutant to link its mind with other mutants 
  of a similar type or those who have the same mental mutation. 
  These include those with the Metaconcert mutation, or other 
  mental mutations that facilitate control between the minds of 
  two beings. The mutant may combine his WIL or MS with the 
  WIL or MS of other mutants for conducting a mental attack, or 
  some other joint purpose. A mutant can act in metaconcert with 
  a number of mutants equal to the mutant’s MSmod. Metacon-
  cert cannot be used to enhance itself (so you can’t act in meta-
  concert with another mutant to increase your Metaconcert MS, 
  thus increasing the number of mutants you can metaconcert 
  with).
  Mind Reflection 
   
   
   
   
   
  The mutant may reflect any mental attack he experiences back 
  at the attacker, but he still suffers the effects of the attack. He 
  may only reflect a power that he has been successfully stricken 
  by, and only as many times as he has been stricken by it. The 
  reflected power strikes the mind of the attacker, and it can never 
  target any other creature. If the reflected power uses a Mutation 
  Score, use the MS of this mutation instead of the source when 
  determining the potency of the reflected attack.
  Mind Thrust  
   
   
   
   
   
  The mutant is capable of firing a bolt of pure mental energy into 
  the mind of another creature, doing 1+(MSmod) d6 hp damage 
  at up to (MS) x 10 feet range. This ability takes time to recharge, 
  and can only be used once every two rounds.
  Neural Telekinesis 
   
   
   
   
   
  With this mutation the character can lift or move (MS)x10 pounds 
  using only the power of his mind. This ability does not extend 
  to lifting the mutant, however. To the mutant, using this pow-
  er feels like lifting the object with his strength, and so requires 
  some concentration. This ability has a range of (MS) x 5 feet, and 
  can only be used to hold things for 1/2 MS rounds before the mu-
  tant becomes tired and must set the objects down. The mutant 
  must rest for 5 rounds before using the power again.
  Any use of this mutation on another creature, or objects carried 
  by another creature, is considered a mental attack and must be 
  handled accordingly.
  Neural Telepathy 
   
   
   
   
   
  Using this ability, the mutant can connect his mind with another 
  creature’s mind and communicate directly, even if the two crea-
  tures speak completely different languages or are of different 
  species. The range of this ability is (MSmod) x 15 feet.
  Plane Shift 
   
   
   
   
   
   
  This mutation grants the power to visit realities in other dimen-
  sions. These dimensions are accessed through temporary doors 
  which the mutant creates using the power of his mind. These 
  doors appear as large portals 10’x10’ in size, and will last for 6 
  rounds or until the mutant closes them intentionally. Once en-
  tered, they cannot be exited without a mutant with this ability 
  opening another door. The mutant can only choose to open doors 
  to worlds he has visited before. Otherwise, the doorway leads to 
  a random world of the ML’s choice and design. This ability only 
  works once per week and does not have a Mutation Score.
  
  Possession 
   
   
   
   
   
   
  The mutant may wrest control over another creature’s body, 
  subjecting himself to all of the sensations the possessed  crea-
  ture experiences. If the creature dies while possessed, the mu-
  tant dies as well. During the time he possesses another body, the 
  body of the mutant is unconscious and vulnerable to attack. He 
  may relinquish control of the body at any time, and will return 
  instantly to his own body. This power works at a range of (MS) x 
  5 feet, but once inside another body the possessor can travel any 
  distance with no ill effects.
  Precognition  
   
   
   
   
   
  The mutant is capable of seeing up to (MSmod) minutes into the 
  future, but only with respect to dangerous things that will
  affect him. If the future indicates that he is going to suffer some 
  form of damage, he immediately suffers 1d6 hp damage. If he is 
  confronted with a vision of his death or of suffering a grievous 
  wound that would take more than ½ of his hit points, he suffers 
  2d6 hp damage and immediately enters a comatose state last-
  ing 1 turn.
  Quick Mind 
   
   
   
   
   
   
  The mutant is capable of learning how to use technology at a 
  much higher rate of speed than other characters (in 1/(MSmod) 
  the time), and receives a bonus of (MSmod) x 10% to technology 
  rolls. When confronted with a mental attack, an attacker must 
  roll to attack three times, succeeding each time (roll three times 
  for the one attack). Because of his incredible leaps of logic, a mu-
  tant with this ability has a (MSmod x 25)% chance of figuring out 
  whether someone is telling the truth.
  Teleport 
   
   
   
   
   
   
  This ability allows the mutant to disappear from one location and 
  appear in a location up to (MS) miles distant without physically 
  crossing the intervening space. If the mutant has never been to 
  the location he is teleporting to or is only slightly familiar with 
  it (ML’s discretion) he has a 35-(MS)% chance of suffering 10d6 
  damage upon arrival as he teleports into a space occupied by an-
  other object, or misjudges some aspect of the location. If he is 
  intimately familiar with his destination or has spent 2d4 hours 
  conjuring an image of the location in his mind he can teleport 
  safely.
  Temperature Control  
   
   
   
   
  With this mutation, the character can raise or lower the tem-
  perature of a visible object within a range of (MS)x10 feet. The 
  specific form of the power must be determined at character gen-
  eration (50% heat, 50% cold). The mental nature of this muta-
  tion requires concentration, and the effect is a graduated level of 
  damage equaling 1d6 per round. The maximum amount of dam-
  age that can be dealt is (MS)d6 per round. The ML will decide 
  when an object or being combusts or freezes completely.
  Vampiric Field 
   
   
   
   
   
  This mutation grants the mutant the ability to absorb the life es-
  sence (hit points) from all creatures (friend or foe) within a foot 
  radius equal to 30+(MS). This power absorbs 1d4+(MSmod) hp 
  per round from all creatures in the radius, and these absorbed 
  points go into a separate reserve for the mutant. All damage to 
  the mutant is taken from these reserved points until they are 
  gone; after this point the mutant’s regular hp begin to be affect-
  ed. Stored hp will disappear after 24 hours
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavic-
  sek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax
  Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor.
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and
  Chris Davis.
  Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors
  Daniel Proctor and Ryan Denison.
  The Quintessential Fighter, 2001 Mongoose Publishing.
  Rokugan, 2001 AEG
  Dragon Star: Starfarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc.
  Traps and Treachery, Copyright 2001, Fantasy Flight Publishing, Inc.
  Galatictic Races, Copyright 2001, Fantasy Flight Publishing, Inc.
  Wrath & Rage, 2002 Green Ronin Publishing, Author Jim Bishop.
  Bastards and Bloodlines, 2003 Green Ronin Publishing, Author Owen K.C. Stephens
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan
  Deadlands d20, copyright 2001, Pinnacle Entertainment Group, Inc.
  Redline, Copyright 2003, Fantasy Flight Publishing, Inc.
  Darwin’s World 2nd Edition: Survivor’s Handbook Copyright 2006, RPGObjects; Authors Dominic Covey and 
  Chris Davis.
  Mutant Omega Playtest Document 1.1 Copyright 2010 Dyson Logos
  Declaration of 
  Open Game Content
  All contents of this playtest 
  document other than graphical 
  elements and the Mutant Omega 
  name are hereby released as 
  Open Game Content as per the 
  Open Game License.
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/Mutant Future Playtest Mutant Omega.pdf