👾Path Of Mutants👾
Mutation
Path
Upon selecting this Path, you create your own Mutated Power. You can have as many positive elements in your Mutated Power as the DM will allow, but you have to counterbalance those positive elements with weaknesses that are just as strong
Your Elements include any type of mutation or metahuman power that you can realistically think of.
Your Restrictions are 1d6 + Stat/Bonus, Action, Double, 30ft Range. Your Mutated Power can be something you activate or always be present passively.
Your Mutated Power rolls off of a stat and skill check of the DM’s choice. The DC is 8 + STAT + Skill Check Bonus
Examples:
Trying to shield yourself with a weapon using it’s damage dice
Forcing creatures to save against your weapon attacks instead of needing to break their AC
Path Of Mutants : Special Rule
Instead of normal Path Upgrades, Abilities, or Perks, the Paths Of Mutants uses Power Progressions.
Power Progressions are a fusion of Abilities and Perks, meaning that they count as either and can be gained by either Training or spending Battle Points
More Power
Power Progression
More Range
Power Progression
4 Points | 3 Max
Increase the damage die of your Mutated Power attack every time you get this power progression:
D6 -> D8 -> D10 -> D12
Requires Mutation
1 Point | 12 Max
Increase the range of your Mutated Power by 10ft
Requires Mutation
Parallel Process
Power Progression
Less Flaws
Power Progression
4 Points | 1 Max
Once per turn after you either use your activation power or your passive power matters, you can use a free action to either use your activation power again or double the effects of your passive
Requires Mutation
4 Points | No Max
Reduce and lessen the effects of one of the weaknesses of your Mutated Power
Requires Mutation
Reactive Power
Power Progression
Times Three!
Power Progression
4 Points | 1 Max
You can now use your Mutated Power as a reaction
Requires Mutation
4 Points | 1 Max
You now have Triple in your Mutated Power restrictions instead of Double
Requires Mutation
4 Points | 1 Max
As a reaction, you are able to transfer your Mutated Power to someone you can think of. If you do this, immediately remove everything from the Path Of Mutants on your sheet.
Requires Mutation
1 Point | No Max
Every time you get this power progression, you can mutate your Mutated Power. This means you can change how your positive elements and weaknesses function. The extent to how much you can change things is up to the DM
Requires Mutation
Extra Powers
Power Progression
Evolving Power
Power Progression
2 Points | 1 Max
When using your power, you can choose to slightly adjust how the power works to fit a situation better. However, using your power like this incurs a -5 bonus to whatever roll you make with them.
Requires Mutation
4 Points | No Max
Gain another positive element to your Mutated Power and an equally strong weakness to go along with that power
Requires Mutation
Altered
Power Progression
In Your Blood
Power Progression
4 Points | 3 Max
When your power is being used, gain a resistance to a damage type related to your Mutated Power
Requires Mutation
2 Points | No Max
Choose one of your racial traits, alter it while including aspects of your power.
Requires Mutation
Power Transfer
Power Progression
Evolution
Power Progression
Heroic Soul
Power Progression
Wicked Soul
Power Progression
2 Points | 5 Max
When making a roll that involves Wicked and Evil ideals, add +1 to the roll
Requires Mutation and You cannot have Heroic Soul
2 Points | 5 Max
When making a roll that involves Heroic and Good ideals, add +1 to the roll
Requires Mutation and You cannot have Wicked Soul