TEXT: Gregorius21778: 
  Weird, contaminated world
  -= Vol. 01: Mental Mutations =-
  Version 1.4; created by Kai Pütz 
  (c) 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  https://gregorius21778.wordpress.com/
  My other products:
  at drivethrurpg.com
  Cover artwork: 
  copyright Art of War Games, used with permission  
  Cover background: 
  Publisher´s Choice Quality Stock Art(c) Rick Hershey / 
  Fat Goblin Games.
  Page background: 
  copyright by the Knotty-Works, used with permission
  Interior artwork: 
  by Maciej Zagorski, copyright The Forge Studios, used with 
  permission.
  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 Got no copy of 
  MutantFuture(TM)? Get it for free!
  How to use this supplement:
  Weird, contaminated world Vol. 1  brings you 20 new mental
  mutations  (eleven  beneficial  and  nine  drawbacks),  three  new
  monsters  and  a  new  optional  “character  race”.  The  product  is
  Mutant Future(tm) compatible, but with a bit of additional work it
  can  be  used  with  other  “OSR  clones”,  too.  The  mental
  mutations are compatible with the “class system” of  Mutants &
  Mazes(tm), but come with a separate random d20 table as well. The
  monsters are  an  addition  to  the  ML´s  arsenal  and  the  new
  “character  race” can  be  used  with  both  the  classic  Mutant
  Future(tm) rules for PC generation as well as those for Mutants &
  Mazes (tm).
  And now,  ...on to the product!
  #
  Mental Mutation
  01 Unintended Neural Telepathy
  02 Splitting Headache
  03 Uintended Telepathic Truthfulness
  04 Death Sensitive
  05 Irritable Telepathic Mind
  06 Noisy Dreams
  07 Leech Intellect
  08 Mind Damper
  09 Open Mind
  10 Pacificator
  11 Confuse
  12 Mental Tracer
  13 Mental Guardian
  14 Hypermind
  15 Mind Sensitive
  16 Manipulate Feelings
  17 Attack Will
  18 Steal Knowledge
  19 Neural Short-Circuit
  20 Neural-Electric Sensitive
  
  01# Unintended Neural Telepathy (Drawback) (Class 1)  
  In any stressful situation the mutant starts to send out unintended telepathic signals into the minds of everyone
  within a 30 feet radius. These signals are unclear thoughts or pictures without any comprehensible meaning.
  Those who receive the signals recognize them as alien and will recognize the mutant PC as the source on a
  successful  Ability Test vs INT. Aside from disturbances in social situations (which are up to the ML), the
  telepathic signals the mutant emits make it impossible for the character to Surprise an opponent.  The same is
  true for any group the character is part of. 
   02# Splitting Headache (Drawback) (Class 2)      
  The character suffers from a splitting headache for 1d6 turns after the use of any mental power, both by or
  against the mutant. The headaches lead to a (-1) penalty to all of Ability Tests. Both the penalty and the duration
  are cumulative. If the penalty already reached the maximum (-4) and the drawback is triggered again, the
  mutant must pass a Saving Throw vs. Death. On a failure the character will instantly die from a heart attack
  due to stress and pain. If the Saving Throw is passed ,the duration is increased by another 1d6 turns.
   03# Unintended Telepathic Truthfulness (Drawback) (Class 1)
           
  Whenever the mutant tries to tell a lie the character´s mind will send an unintended telepathic message that 
  reveals the truth instead. Scholars and sages call this drawback “Freudian Telepathy”.
  04# Death Sensitive (Drawback) (Class 2)
  The mutant is sensitive to the trauma, shock and horror of a mind that experiences its own end. Whenever an 
  intelligent being dies within 30 feet of the mutant, the character must immediately succeed on a Saving Throw 
  vs. Stun or will be stunned during his next turn.
  5# Irritable Telepathic Mind (Drawback) (Class 2)
  The mutant unwillingly picks up the thoughts of other intelligent, living beings within 45 feet as a „background 
  noise“ that the character cannot ignore. This background noise leads to a penalty to all mental Ability Tests and 
  to any tests to activate mental powers. The exact penalty depends on who is nearby:
  Just a few long term companions:
  No penalty
  Up to six unfamiliar people:
  [-2]
  Up to twelve people (familiar or not):
  [-3]
  More than this:
  [-4]
  As a beneficial side effect, the mutant cannot be Surprised as long as the character is awake. 
  06# Noisy Dreams (Drawback) (Class 1)
  Whenever the mutant sleeps the ML rolls a d6. On a result of 1 the character´s mind is like a droning noise in the 
  subconscious of everyone within 30 feet. While this is just an uneasy feeling for those who are awake, those who 
  try to sleep will find themselves unable to do so.
  07# Leech Intellect (Drawback) (Class 2)
  The mutant is sensitive to the brain waves of others, and the characters own brain tries to adjust to those of the
  least intelligent being within 20 feet. When the mutant is in the company of another mutant or pure strain
  human whose INT score is lower, the character will lose 1d4 points of Intelligence per hour till the stat drops to
  the same level as that of the other. The INT regenerates with a rate of one point per hour as soon as the mutant
  spends time alone or  surrounded by people whose INT stat is equal or higher than the original stat. 
  
  08# Mind Damper (Drawback) (Class 1)
  The mutant´s minds telepathically sends out negative brainwaves that hamper other peoples thought processes.
  Everybody within 30 feet of the mutant suffers a [-2] penalty on all Intelligence tests and a -10% penalty on all
  Tech-related tests.
  9# Open Mind (Drawback) (Class 3)
  The mutant might have a strong will, but somehow the way the character´s mind works  is extremely vulnerable
  to mental attacks of any kind. The Willpower stat of the mutant is halved in any such case.
  10# Pacificator (Beneficial) (Class 1)
  The mutant´s mind sends out soothing telepathic signals that can be received by all but the most primitive life
  forms (e.g. insects, blobs or reptiles). Thereby the mutant receives a +3 bonus to all Reaction rolls. In situations
  where the circumstances (“the ML”) dictates the response of a creature or mutant, this power has no effect.
  11# Confuse (Beneficial) (Class 2)
  Mental attack: the mutant is able to target up to (Willpower /2) victims within a range of 50 feet, which must roll
  a Saving Throw vs. Stun. Those who fail count as Surprised, those who succeed have their initiative reduced to
  zero during the first round of combat. The power can only be used once a day and leaves the mutant in an absent
  state of mind that leads to a (-1) penalty on all tests for the next 1d6 turns.
  12# Mental Tracer (Beneficial) (Class 1)
  The mutant is able to enter a trance-like state to find “fresh traces” of the mental imprints of other living beings
  within 30 feet. The activation of this power takes one turn and a successful  Ability test vs. Willpower. If
  successful,  the ML will give a hint about the kind and/or number of nearby (or wandering) persons and
  creatures. The Ability test may be re-rolled in case of a failure. 
  13# Mental Guardian (Beneficial) (Class 2)
  The mutant is able to shield up to four individuals within 30 feet against mental attacks with the force of the
  character´s own will. It takes one combat round to activate this power and the effect lasts as long as the mutant
  wishes. When a protected character becomes the target of a mental attack, the mutant´s Willpower is used to
  calculate the success chance instead of that of the victim (if the mutant´s stat is higher). If the attack is successful
  the actual effect is still applied against the original target. The mutant suffers a -1 penalty on all rolls for each
  being that he or she guards this way.
  14# Hypermind (Beneficial) (Class 1)
  The mutant´s mind is in a hyper-aware state that allows the character to note even minor details with ease. The 
  chances to detect traps and hidden doors are thereby increased by two. 
  15# Mind Sensitive (Beneficial) (Class 1)
  Whenever the mutant becomes aware of another character or monster, its mental mutations (if any) may be
  learned immediately. With a successful Ability test vs. Intelligence, the character is even able to determine the
  exact mutant power/s.
  
  16# Manipulate Feelings (Beneficial) (Class 1)
  Mental attack: the mutant is able to influence the minds of other beings and to change their mood, but has no
  control over the outcome. If successful, the ML rolls (once more) on the random reaction table (taking all
  modifiers into account) and applies the result to the situation. The mutant can only use this power once per day.
  17# Attack Will (Beneficial) (Class 2)
  Mental attack: the mutant´s mind lashes out against the target´s sheer will in an attempt to weaken and break it.
  If successful, the target´s Willpower is reduced by 1d6 points. If the mental attack is not successful, the mutant
  cannot use this power on that target for the next 1d6 turns. If the Willpower stat is reduced below 5, the target
  will either become completely docile (if it was not in a fight before) or will try to flee (if currently in a fight). Any
  Willpower damage this power causes is recovered at a rate of 1 point per turn.
  18# Steal Knowledge (Beneficial) (Class 1)
  Mental attack: the mutant is able to “steal” the knowledge of the use of a technological artifact from another 
  living being within 30 feet. The object of the knowledge must be known by the mutant and he must specify the 
  object before the attack. The mutant cannot “steal” knowledge from a target that does not have said knowledge. 
  Likewise (and with the ML´s approval), the mutant can opt to steal a specific information from a target´s mind, 
  like the code for a door or what is waiting within the next room. If a power was unsuccessfully used on a target, 
  the power can never be used on this target again.
  19# Neural Short-Circuit (Beneficial) (Class 2)
  Mental attack: the mutant is able to destroy a technological artifact within 30 feet if the artifact is “powered” in 
  some way. Certain items are to complex, well-shielded or big to be affected. The ML is the final arbitrator in 
  regard to which artifacts this power may be used against, but is advised to allow the use against every personal 
  device or weapon. 
  20# Neural-Electric Sensitive (Beneficial) (Class 1)
  The mutant is sensitive to the unique electro-neural impulses of the techno-brains of nearby A.I. and futuristic 
  “smart” systems. The character thereby cannot be Surprised by robots, drones or automatic weapon systems.
  
  Monster: Invisible Giant Spider
  No. Enc.:
  1 (1)
  Alignment: 
  Neutral
  Movement:
  60´ (20´) 
  Movement:
   120´ (40`) [Web]
  Armor Class: 6
  Hit Dice:
  3
  Attacks:
  1 (bite)
  Damage:
  1d6; poison
  Save:
  L:2
  Morale:
  7
  Mutations: Control Light Waves*
  These creatures are 5´ long, thick-bodied arachnids of white or gray color. Like many spiders do, they build large 
  nets which are up to 15´feet in diameter and made of thick, sticky strands. Their mutant power allows them to 
  turn both the net and themselves invisible, so that they just need to wait at the edges of it till something runs 
  into the webbing. The net is strong enough to call for a successful test for forcing doors to break free (rolled at the 
  start of the victims turn). While the invisibility of both net and spider ends when the spider moves, those who 
  ran into the net will be Surprised on a roll of 1-5 when a spider and a net seemingly appear out of nowhere. The 
  bite of the spider delivers a class 8 poison (deals 8d6 of damage on a failed Saving Throw). 
  Monster: Gestaltdog
  No. Enc.:
  2d6 (3d6)
  Alignment: 
  Neutral
  Movement:
  180´ (60´)
  Armor Class: 7
  Hit Dice:
  2
  Attacks:
  1 (bite)
  Damage:
  1d4
  Save:
  L:1
  Morale:
  7
  Mutations:
  Telepathy, Metaconcert (3 WIL per Gestaltdog); Confuse;
  Gestaltdogs look like common, large dogs. They are usually found in city ruins, but some populations have
  migrated into the wilds. Adventures usually cannot tell a Gestaltdog apart from a common one until a pack of
  these mutated creatures attack. Then their nature becomes evident as their growls and snarls are projected right
  into the mind of their prey. While they behave much like regular dogs or wolves do, their attack always includes
  the use of the  Confuse mutation by one of their numbers, its Willpower bolstered by the others through
  Metaconcert.
  
   Monster/NPC: Mindchilds
   
  No. Enc.:
  1d6+1 (5d6)
  Alignment: 
  Neutral or Chaotic
  Movement:
  110´ (35´)
  Armor Class: 7 or as  armor
  Hit Dice:
  4
  Attacks:
  1 (see below)
  Damage:
  Mental abilities or sticks and stones (1d4)
  Save:
  L:5
  Morale:
  5 to 10 (1d6 +4)
  Mutatins:
  1d4+1 beneficial mental mutations (the first two always being Neural Telepathy* and 
  NeuralTelekinses*), plus Telekinetic Shellfire (new).
  Telekinetic Shellfire: by their joint efforts, a group of Mindchilds is able to shower opponents with a storm of 
  stones and debris which they hurl at them with their mental powers. The actual damage depends on the number 
  of Mindchilds and what objects the surrounding has to offer, but usually ranges between 1d10, 1d8 or 1d6 points 
  of damage. The mindchilds may attack more than one target by dividing their efforts (which usually leads to an 
  decrease of damage to the next lower die). Victims of such an attack can half the damage with a successful Saving
  Throw vs. Energy Attacks. 
  Mindchilds are a form of stable human mutants that may be encountered as tribes or roving bands. They usually
  inhabit ruins or wooded areas, but do dwell in any habitat one could encounter mutant humans in. They look
  very much like human children and indeed are mutated childs, each of them usually younger than 18 years. 
  Mindchilds begin their life with a set of strong mental mutations that always include a form of Neural Telepathy
  that is limited to other Mindchilds, as well as  Neural Telekineses which starts to develop at the age of six.
  Manifestations of further mental powers are common, and their mental abilities increase till the age of  17 or 18
  years. Due to the constant telepathic contact with other Mindchilds, they do not learn to speak as there is no
  need for this form of communication. That in turn limits their ability to interact with other intelligent beings
  drastically. Tribes and bands of these mutants are uniformly unwelcoming of non-mindchilds and try to drive
  them off their territory whenever encountered. Many have no qualms about kill intruders outright if possible,
  and their hostility for those which they cannot commune with extends to their own kind, too:
  After a Mindchild reaches the age of 17 or 18, its  telepathic connection to the others begins to fail. As the
  youngster is no longer able to commune with the rest of the “family”, he or she is no longer welcome. The group
  drives those individuals away, often without killing them. Any offspring those grown-ups might have had will
  stay with the group. Most outcasts do not survive their first winter alone, and those who do usually live a life as a
  recluse. Former Mindchilds that join communities of other mutants and/or humans are rare, as they usually
  have a bad reputation due to their prior acts.
  New Character Race: Grown-Up Mindchild (Mutant Human)
  Attribute Modifiers:
  WIL +3 (Max: 18); CHA -3; CON:-1; STR:-2
  Hit Dice:
  1d6 per point of CON
  Mutations: one physical and 1d6 mental; with the first mental mutations always being Neural Telekinesis.
  Mutations (Class): as per “Mutant Human”, with Neural Telekinesis counting as a Class II beneficial mutation and
  any beneficial physical mutation being treated as one Class higher as they are during character creation.
  “Grown-Up Mindchild” represents a Mindchild of 18 to 20 years of age that managed to stay alive after being
  outcast by its family, and eventually joined a group of mutants/humans. While the mutant was able to learn a bit
  of the spoken language, he or she is still only able to form very simple sentences and every complex conversation
  will likely leave the character confused . In regard to all other rules, the character is treated as a mutant human
  (MH).
  
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