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Shatner
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==Mutations== '''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 mutation can double his physical attributes (Strength, Dexterity, movement) for 3d10 rounds. This power may only be used 4 times per week. '''Epidermal Photosynthesis''' Characters with this mutation get energy from the sun, processing 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 (4x) 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 depleting 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. '''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. '''Dual Cerebellum (Defective)''' The character has a second brain that hinders his thought processes. This brain has 1d4 mental mutations of its own (half of which should be defects, round up), which should be kept secret from the player until an opportunity to discover them comes about during play. This second brain may have an entirely different personality and motives than the character, and may try to foil the character’s actions at inconvenient times. This is up to the ML’s discretion. This “Hyde” brain may attempt to take over the mutant’s body, as the mutation possession, once per month for a duration of 24 hours. '''Phobia''' Shatner has an irrational fear of the dark, plant shrouded places where the sun can't shine. He's utterly terrified of deep forests, vine-choked bridge overpasses and grass-covered barrows. He'll go underground, into buildings and other similar places out of the sunlight, but it's always those damned plants trying to choke out the light that get him every time. Whenever he comes face to face with the object of his fear, he flees immediately, throwing anything in his hands at the feared object/creature in an effort to distract or harm it. He will flee in the opposite direction at full movement for 1d4 rounds.
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