Mutant Power Feats

  1. Power Focus

You have devoted considerable training to one particular mutation.

Prerequisite: At least one Mutation Power

Choose one Power you possess.

Benefit: Gain +2 Power Attack when using that Power.

Special: May be selected multiple times for different Powers.

  1. Power Specialisation

One aspect of your mutation is particularly dangerous.

Prerequisite: Power Focus

Choose one damaging Power.

Benefit: Attacks made using that Power inflict +2 damage per damage die.

Example:

A 4d10 Elemental Control attack receives +8 damage.

  1. Controlled Power

You have learned extraordinary restraint.

Prerequisite: Any damaging Mutation Power

Benefit: You may choose to inflict any amount of damage up to the amount rolled.

You may also use normally destructive abilities against objects or environments without automatically causing collateral damage.

This is particularly useful for Energy Projection, Elemental Control and Super Strength.

  1. Precise Power

You can place your attacks with exceptional accuracy.

Prerequisite: Ranged Mutation Power

Benefit: You suffer no penalty for firing a mutation attack into melee combat.

You also gain +1 on ranged Power Attacks.

  1. Power Stunt

You have learned to use your mutation in unusual ways.

Prerequisite: Any Mutation Power

Choose one specific Power.

Benefit: Once per encounter, you may use that Power in a reasonable way not specifically described by its normal abilities.

Examples include:

  • Using Telekinesis to create an emergency shield
  • Using Elemental Control to extinguish a fire
  • Using Energy Projection to weld metal
  • Using Super Strength to generate a shockwave
  • Using Invisibility to conceal another small object
  • Using Technopathy to overload nearby electronics

The GM determines what is reasonable.

This feat should reward creativity rather than simply provide additional damage.

  1. Overcharge

You can push your mutation beyond its safe limits.

Prerequisite: Mutation Power Rank 2+

Benefit: Once per encounter, you may Overcharge a Power.

Treat that Power as one Rank higher for a single Action.

A Rank 5 Power instead receives an appropriately enhanced effect determined by the GM.

After using Overcharge, make a:

Fortitude save DC 15 + normal Power Rank.

Failure causes Fatigue.

A natural 1 causes Exhaustion instead.

  1. Fast Activation

Using your mutation has become almost instinctive.

Prerequisite: Mutation Power Rank 2+

Benefit: Choose one Power ability that would normally require an Action to activate but does not directly inflict damage or incapacitate an opponent.

You may activate it as a Move Action instead.

Examples include:

  • Invisibility
  • Shapeshifting
  • Flight
  • Defensive Telekinesis
  • Certain biological adaptations

GM approval is required for the chosen ability.

  1. Mutant Endurance

Your body has adapted to the strain caused by your abilities.

Prerequisite: Any Mutation Power

Benefit: Gain +2 Fortitude against Fatigue, Exhaustion and adverse effects caused by your own mutation.

Once per day, you may ignore the Fatigued condition caused by using a Power.

  1. Combined Powers

You have learned to use two aspects of your mutation simultaneously.

Prerequisite: Two Mutation Powers or two appropriate abilities from the same Power

Benefit: Once per encounter, you may combine two compatible abilities into a single Action.

Examples:

Flight + Energy Projection
Perform a high-speed aerial attack.

Telekinesis + Super Strength
Hurl an extraordinarily heavy object.

Invisibility + Telepathy
Remain concealed while psychically communicating.

Elemental Control + Flight
Create a spectacular elemental aerial manoeuvre.

The GM determines the mechanical result based upon the combination attempted.

Combined Powers should primarily create new tactical possibilities, rather than simply doubling damage.

  1. Signature Move

Every great hero eventually develops one.

Prerequisite: Level 5+

Create a named Signature Move based upon your mutation.

Examples:

Bedrock's Seismic Hammer

WhiteNoise's Static Rush

Seastrike's Tempest Strike

Princess's Heartburst

Work with the GM to define the attack or manoeuvre.

Benefit: Once per encounter, when performing your Signature Move, choose one:

  • +2 Attack
  • +4 Damage
  • +2 Save DC
  • +10 feet forced movement
  • Another comparable effect approved by the GM

And yes.

Players are strongly encouraged to shout the name.

It would be terribly disappointing if they didn't.