Omega World Mutations (1d53)

1d53 Result

1

 Fortitude    +4 to Vigor rolls made to resist poison, disease, and extreme temperatures

2-3

Gills    Breathe Underwater

4

 Willpower    +4 to Spirit rolls when resisting against Psychic Attack

5

Blindsense    Pinpoint (but don't see) creatures within 30 ft.

6

Chameeon Skin    +4 to Stealth when hiding, or opposing a Notice roll

7

 Climbing Hooks    Climbing rolls are made every 20" (instead of 10"), and penalties are halved 1

8

Double Healing    Natural healing is checked once per day (instead of every five) 1

9

Fleet Feet    Gain the Fleet-Footed Edge (raise the running die type by one each time this is stacked)

10

Poison Immunity    Immune to poison

11

Keen Ears    +6 to Notice rolls dependent on hearing

12

Keen Eyes    +6 to Notice rolls dependent on sight

13

Keen Nose    +6 to Notice rolls dependent on smell

14

Low Light Vision    Ignore penalties for Dim and Dark lighting

15

Padded Feet    +4 to Stealth rolls made to move quietly

16

Resist Radiation    +2 to resist the effects of radiation

17

Swimmer        Swimming pace is equal to Athletics skill

18

Tail    +2 to rolls made to balance, jump, or swim

19

Tentacles    +2 to entangle foe with a grapple, and to oppose foe attempting to break free

20

Tremor Sense    Sense the location of moving creatures in contact with the ground

21

Uncanny Dodge    Gain the Dodge Edge

22

Blindsight    Use non-visual senses to operate without vison

23

Claws       Str+d4

24

Darkvision        See in pitch black conditions

25

Dual Brain      Advantage on Smarts rolls

26

Empathy    Detect the presence of minds and their basic emotional states

27

Fur    +1 armor, +4 to resist cold

28

Horns    Str+d6 damage

29

Leech Damage    Transfer wound from target to yourself

30

Overpowering Stench    All living creatures within range suffer -1 to all actions

31

Quills    Damage to entangled victim is Str+d4

32

Spring Legs    +2 to all Agility rolls made to perform acrobatic maneuvers involving jumping, double jump distance

33

Tougher    +1 Toughness

34

 Acidic Bite    Successful bite does Str+d6 damage, then d4+d6 damage one round later

35

Scales    +2 Armor

36

Great Reserves    +2 to Soak rolls

37

Haste Self    Pace is doubled, multi-action penalty begins at three actions instead of two

38

Heightened Agility    Raise Agility by one die type

39

Heightened Smarts    Raise Smarts by one die type

40

Heightened Spirit    Raise Spirit by one die type

41

Heightened Strength    Raise Strength by one die type

42

Heightened Vigor    Raise Vigor by one die type

43

Pincers    Single pincer attack does Str+d6 damage, double pincer attack does Str+d8 damage

44

Psychic Immunity    Immune to psychic effects

45

Regeneration    Roll Vigor every round to heal any damage sustained

46

Exoskeleton    +3 Armor

47

Shaper    Alter your appearance; may add Chameleon Skin, Fleet Feet, Wings, Gills, Tail, or Climbing Hooks

48

Telepathy    Communicate mind-to-mind, 5" range 3

49

Force Field      Generate a force field with a Toughness of 10

50

Light Warp       Wrap light around yourself, acts as the Deflection power

51

Lightning     Touch Electric touch attack, 6d6 damage once per day 4

52

Psychic Double      Project a ethereal psychic double, 1/day

53

Psychic Healing Heal up to three wounds per day. 4