Unstable Metahuman

The **Unstable Metahuman** is genetically modified with synthetic Gene Five, or Gene 'Negative Five' as it is colloquially known. The instability is caused by a missing component in synthetic Gene Five. What this leads to is a chaotic mess of a soldier who more often than not is just as dangerous to themselves as they are to enemies. But there are some who learn how to manage their defective modifications to become just as dangerous as the purpose-built Stable Metahumans.

## Class Traits

### Health

**Hit Dice:** 1d10 per Unstable Metahuman Level

### Proficiencies

**Armor:** Light, Medium, Heavy and Shields

**Weapons:** Light, Medium, Heavy, Simple and Martial Melee

**Tools:** Two of your Choice

**Languages:** Two of your Choice

**Attack DC:** 8 + Proficiency + Str/Con Mod

**Saving Throws:** All

### Starting Equipment

* Reinforced Jacket or Padded Armour
* 9mm Pistol or .357 Revolver
* 20 Rounds of Pistol Ammo or 15 Rounds of Heavy Pistol Ammo
* Simple of Martial Melee Weapon
* 2d4 x 10 Atlas Dollars

## 1st Level

### Genetic Defects

When you make a Skill Check or Attack Roll, you must roll a 'Splice Dice.' On a 1, you must roll on the Genetic Defect Table. When you enter combat, the chance of a Genetic Event occuring increases by 5% at the start of every round to a maximum of 20% (1 to 4 on the d20). This resets when combat ends, or if you experience a Genetic Event. You can only experience one Genetic Event per turn. When you roll a 20 on the Splice Dice, you are able to choose between either triggering a Genetic Event or resetting the counter to 1.

### Life Experience

You've been around the block a few times before getting modified- you gain Proficiency in Unarmed Strikes, Heavy Weapons and Armour, as well as Shields.

### Enhanced Skeleton

At 1st Level you gain an Enhanced Skeleton. Choose one option from the list below:

#### **Hyperstim Frame**

Whilst Bone Marrow Stimulants are usually stable, application and use of them is a lengthy and expensive process. Meanwhile, PRGA-prototyped Hyperstim shots are cheap, effective and *extremely dangerous.* While regularly, 80% of Hyperstim users are killed by the process, when you take this ability it is assumed you survive. In doing so, you gain the following abilities:

* **Passive-** You grow 30 inches taller and your size category changes to Large. You count as Full Cover to anyone standing behind you.
* **Passive-** You gain an additional +2 Hit Points per Level.
* **Passive-** Your Strength and Constitution increase by 2, along with the Maximum for each Score.
* **Passive-** Your Dexterity Score decreases by 2 and you have Disadvantage on Dexterity Saving Throws.
* **Passive-** When you hit with an Unarmed Strike, you deal 1d4 + Strength as opposed to 1 + Strength.
* **Passive-** Your AC in Heavy Armour is decreased by 1 as your massive form is incredibly easy to hit.
* **Passive-** You gain *Resistance II* to **Bludgeoning** Damage.

#### **Hardened Steel Alloy Skeleton**

Whilst bone is, by weight, stronger than steel, back-alley geneticists have figured out a foolproof way to make steel work as a skeleton- modify your body to warp your skeleton from 10-18 kg of bone to 40kg+ of hardened Chrome-Vanadium Steel, granting you the following abilities:

* **Passive-** Your Maximum Strength and Constitution Scores both increase by 4 as you new frame can support far greater muscle mass and withstand more punishment.
* **Passive-** You can utilize your heavy structure as a weapon in combat. When you land a strike with a Melee Weapon you deal an extra 1d4 Damage of the weapon's base type. In addition, when you deal Critical Damage to an enemy with a Melee or Unarmed Strike you may choose to knock them *Prone*. Your extra damage effect increases to 1d6 at 7th Level and 1d8 at 15th Level.
* **Passive-** Your body weight increases by 100%.
* **Passive-** You are unable to Swim, and will immediately sink in water at a speed of 30ft per round.
* **Passive-** You permanently lose 5ft of your movement speed.
* **Passive-** You are not *Immune* to **Magnetic** Damage.

#### **Obsidian Crystal Frame**

Your body is enhanced with obsidian glass spines and reinforcements grafted onto and inside your bones, making you tougher and most importantly *spinier,* as large obsidian spines protrude from your elbows, shoulders, knees, along your backbone and most obviously a pair of obsidian horns on your head as if you were the devil itself.

* **Passive-** When you make an Unarmed Strike you now deal 1d6 + Strength **Piercing** Damage as your knuckles now have vicious obsidian shards rupturing through the skin as you have a natural pair of spiked knuckles. You also deal Critical Damage on a roll of a 19 or 20 with these Natural Weapons.
* **Active-** When an enemy within 5ft of you hits you with a Melee or Unarmed Strike you may use your Reaction to impale them upon one of your many obsidian spines. They take **Piercing** Damage equal to 1d6 + your Metahuman Level. If they dealt Critical Damage to you with this attack, your Reaction deals Critical Damage to them.
* **Passive-** When you *Grapple* an enemy or are physically *Grappled* by an enemy, they take 1d12 + your Strength in **Piercing** Damage both when the Grapple is initiated and then at the start of each turn while the Grapple remains active.

## 2nd Level

### Purposeful Overload

When you reach the maximum chance for a Genetic Event in combat, you can instead choose to surge immediately without rolling.

## 3rd Level

### Major Modification I

At 3rd Level, you may choose **one** modification from the list below:

#### **Acidic System**

Your blood and sweat become violently acidic, shielding your body and allowing you to utilize acid in your combat skills.

* **Passive-** You gain *Resistance II* to **Acid** Damage and cannot gain the *Corrosive Burning* Condition. You are also *Immune* to all Acid of your own creation.
* **Active-** As a Strike as a part of your Attack Action, you can spit acid at an enemy. Make a Strike Roll using Strength, and on a Hit the target takes 2d4 + your Strength Modifier in **Acid** Damage. The target must then make a Wisdom Save against your Attack DC or become *Frightened* of you for one minute. Thye may repeat the Saving Throw at the end of each of their turn, ending the effect on a Success. The damage of this attack increases to 2d6 at 7th Level and 2d8 at 15th Level. The Range of this attack is equal to 5ft x your Strength Modifier.
* **Active-** As an Action, you can vomit an extremely acidic bile over the ground. You cover a 3x3 area in front of you with a toxic zone that lasts for one minute. Any character asides from you who enters the zone or starts their turn in the zone must make a Dexterity Saving Throw or take 6d6 **Acid** Damage. When you use this ability, you must wait one minute before doing so again.

#### **Body Hypermorphia**

Your body gains the ability to rapidly mutate and grow to do insane things. Regeneration for you is now second nature, and the extra things you can do are only limited by your imagination.

* **Passive-** You regenerate Hit Points equal to your Constitution Modifier at the start of your turn both in and out of combat (every six seconds). This factor still applies if you are *Incapacitated*. If you are *Burning*, however, this effect cannot heal you. This effect can regrow missing limbs,
* **Active-** You can remove a part of your body and transplant it in a wounded ally, allowing the flesh to warp and become identical genetically to your ally's body. This allows you to heal your allies for massive amounts. As an Action, you may take **Slashing** Damage up to half your Hit Point total and heal an ally within 5ft for twice as much. If you wish to attach a new appendage or eye to an ally, you need to deal an Epic Injury tom yourself and must take half your Max Hit Point total.
* **Active-** You gain the ability to morph your body and transform your appearance. Over the course of 10 minutes, you can shift your form. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You cannot use this ability to become *Invisible.*

#### **Gamma Form**

You begin to warp as a living organism, requiring heinous amounts of *radiation* to sustain yourself. As a result, you gain strange abilities with your newly empowered form.

* **Passive-** You gain *Immunity* to **Necrotic** Damage.
* **Active-** When you would usually take **Necrotic** Damage, you can expend your Reaction to instead gain Temporary Hit Points equal to the damage you would have taken without *Immunity*.
* **Passive-** You now exude low-level Radiation, not enough to harm allies in close proximity but enough to trigger any alarm system searching for radioactive materials.
* **Passive-** You become a self-perpetuating cycle, irradiating food as you eat it and as a result further irradiating yourself. At the end of a Long Rest, you gain Gamma Charges equal to your Proficiency Modifier plus your level.
* **Active-** As an Action, you can begin to radiate with dangerous Gamma Rays. Expend any number of Gamma Charges, and for a number of rounds equal to the amount you expended you gain the following abilities:
	+ You exude a 10ft Radius Sphere 'Irradiated Zone.' Any character within that area must make a Constitution Save against your attack DC or take **Necrotic** Damage equal to half your Level plus your Constitution Modifier.
	+ When you hit with a Melee or Unarmed Strike, you deal an additional 1d6 **Necrotic** Damage. This increases to 2d6 at 7th Level and 3d6 at 15th Level.
* **Active-** Over one minute, you can expend these Gamma Charges to recharge expended Energy Ammunition. 1 Gamma Charge is worth 10 Energy Cells, 1 Plasma Core or 1% of a Gauss Battery (which can be partially recharged over days). When you recharge Energy Cells and Plasma Cores, the charge fades when you finish your next Long Rest due to the volatile nature of your power. Gamma Charges used to charge a Gauss Battery do not fade.

## 4th Level

### Ability Score Improvement

Functions as 5e. Feats are available to take instead as per usual. You gain this Ability again at 8th Level, 10th Level, 14th Level, 16th Level and 19th Level.

### Minor Modification I

At 4th Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list.

#### **Knuckleblades**

You grow a set of natural weapons, a pair of dual claws around 6 inches long that extend from your knuckles. These are made of a bone-like fiber (or titanium), and can be deployed and retracted as a Bonus Action.

* **Passive-** You gain a Natural Weapon- the Knuckleblades. They deal damage equal to two dice tiers higher than your standard unarmed attack, and the damage type is **Slashing**.
* **Passive-** The Knuckleblades have a HP count equal to your Constitution Modifier multiplied by your Proficiency Modifier. If they are specifically targeted by an enemy who can make such attacks, they can be destroyed. It requires a Long Rest to regrow your claws in this manner.

#### **Lance Arm**

Your weapon arm gains the ability to mutate into a massive bone (or titanium) lance the length of your body, allowing you to make violent strikes while keeping a distance from your opponent.

* **Passive-** You gain the ability to grow a Natural Weapon as an Action that replaces your dominant arm from the elbow down. This weapon deals 1d12 **Piercing** Damage, and can pierce through opponents to attack enemies behind them also. It has a Reach of 10ft, and if you successfully land an attack you are able to make a Grapple check against the targets as a Bonus Action.
* **Passive-** Your Lance has Hit Points equal to your Constitution Modifier multiplied by your Proficiency Modifier. It has an AC equal to your AC plus your Proficiency Modifier, and damage dealt to your Lance does not deal damage to you. If your Lance is destroyed by enemies, you must wait one minute before regrowing it.

#### **Chitinous Shielding**

You gain the ability to grow a massive shield-like protrustion from the side of your offhand forearm that allows you effective protection against enemy attacks.

* **Active-** As an Action, you can grow a Chitinous (or titanium) Shield from your left forearm. For one minute, you have a Natural Shield that grants extra AC equal to your Proficiency Modifier. After the minute is over, the shield retracts into your arm and you must use another Action to regrow it.
* **Passive-** While active, your left hand becomes useless, as it is grown into the chitin plating. You can no longer use two-handed weaponry of any form, or dual wield weapons.
* **Passive-** The shield is large and spiky, causing it to be easily noticable in public. You have Disadvantage on checks made to hide in crowds or disguise yourself.
* **Active-** You can use the Shield to make weapon attacks. The damage is one dice tier above your unarmed damage. You can also use it to make a shove attack as a bonus action, which will deal **Piercing** Damage equal to your Proficiency Modifier on a Success.

#### **Frostblood**

Your blood is now near identical to that of cephalopods, giving it a deep blue colour while oxygenated.

* **Passive-** This grants you *Resistance II* to **Cold** Damage, and you are able to comfortably survive without protective clothing at temperatures as low as -50 degrees Fahrenheit (-46 C) and with protective clothing you are able to survive at temperatures as low as -100 F (-73 C). While in lower temperatures, your skin takes on a blue hue.

#### **Aqua Lungs**

You grow an advanced membrane in your lungs that allow you to breathe in water, absorb oxygen and then exhale the rest.

* **Passive-** You gain permanent waterbreathing.

#### **Respiratory Filtering**

Your lungs adapt to filter out airborne toxins and chemicals. You gain the following benefits.

* **Passive-** You gain Advantage on Saving Throws against airborne poisons and effects. You also have *Resistance II* to the damage from those effects.
* **Active-** As a Bonus Action, you can make yourself *Immune* to airborne poisons and effects for one minute. After doing this, your lungs need ten minutes to clean out the filters before you can repeat this ability.

#### **Ocular Bioluminescence**

Your eyes begin to produce these chemicals in the iris, causing your eyes to glow menacingly.

* **Passive-** Your eyes emit dim light to a range of 5ft.
* **Passive-** You can see in dim light as if it were bright light.
* **Active-** You gain 3 Glow Charges on top of any others you may have. You can expend a Glow Charge as a bonus action to increase the brightness of your eyes, casting bright light in a 25ft cone in front of you and dim light out to a 60ft cone for one minute. While in this state, you have Advantage on Intimidation Checks against characters within 5ft that you are staring in the eyes.
* **Passive-** You regain all Glow Charges on a Short Rest. This is the same for any ability that gives you Glow Charges.

#### **Super Strong Fingers**

Your finger muscles become extremely dense and powerful, allowing you to maintain your grip even in the most extreme situations.

* **Passive-** You cannot be Disarmed in combat while you are not Incapacitated.
* **Passive-** You can dig your fingers in and climb sheer walls with nothing but your inhuman might. You gain a 20ft climbing speed that functions even on smooth, normally impassable surfaces.

#### **Angel's Glow**

Your blood evolves to contain an enhanced form of ***Photorhabdus Luminescens***, also known as the 'Angel's Glow,' which is a strain of bacteria that contains antibodies, allowing for the bacteria to act as a form of disinfectant.

* **Passive-** Your blood glows a light blue colour, and wounds you receive cannot become infected over time.
* **Active-** Your blood can be used as a healing agent- one 'dose' of Angel Blood injected into the bloodstream will heal the target for 1 Hit Point and grant Temporary Hit Points equal to your Constitution Modifier x d6. Angel Blood can be administrated via either syringe or via blood to blood contact. Blood to Blood contact requires an open wound on your target.
* **Active-** As an Action, you can either inject an ally with a syringe or transfuse via blood to blood contact to administer Angel's Glow. The Angel Blood can be stored, but has a shelf-life of 24 Hours. This can be increased to 48 Hours if refrigerated.

#### **Threat Identification**

Your mind calculates and processes threats at an incredible rate, allowing you to predict enemy attacks and take appropriate safety precautions before they even strike.

* **Passive-** While not wearing armour, your AC is equal to 10 + your Intelligence Modifier + your Wisdom Modifier.
* **Active-** As an Action, you can scan over an enemy and learn if they have a higher or lower HP, AC and Proficiency Bonus than you, and by what amount. This is rounded to the nearest 10 for HP and is exact for AC and Proficiency Bonus. You may do this once per Short Rest.

## 5th Level

### Extra Attack

When you take the Attack Action, you may make two strikes instead of one.

## 6th Level

### Chaotic Nature

Once per Long Rest, you may choose to roll with Advantage. This ability is recharged when you experience a Genetic Event.

### Superior Modification I

At 6th Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list.

#### **Goldenblood**

Your blood takes on a metallic golden appearance, and contains chemicals that allow for increased clotting ability, as well as immense magnetic potential.

* **Active-** You can remove an instance of the *Bleeding* Condition as a Bonus Action.
* **Active-** You are able to manipulate metallic objects within 30ft through the use of your personal magnetic field. You can only affect objects that weigh no more than 20lbs. This allows you to pick up items from a distance. Summoning your weapon to your hand requires a Bonus Action.
* **Active-** As a Reaction, you can guide a bullet to its target. When you or an ally within 30ft of you misses with an attack roll, you can use your Reaction to grant them Advantage on their attack roll. You can do this a number of times equal to 1 plus your Proficiency Modifier, resetting on a Long Rest.

#### **Fireproof Skin**

Your skin becomes thermally insulated to the point where heat can barely injure you.

* **Passive-** You gain Resistance II to **Fire** Damage.
* **Active-** Once per Long Rest as a bonus action or Reaction, you can make yourself Immune to **Fire** Damage for one minute.

#### **Frost Warrior**

*Prerequisite: Frostblood*

Your enhanced blood gains an additional chemical inside that reacts violently in an Endothermic Reaction when exposed to air for more than one second.

* **Active-** Whenever you are hit by an attack that applies the *Bleeding* Condition, you may use your Reaction to make a bloody counterattack. Make a Melee or Unarmed Strike at any enemy within your range for said attack, and on a successful hit you deal an additional 4d6 **Cold** Damage to your target and they are slowed to half speed until the end of their next turn.

#### **Venomous Bite**

You gain a powerful venomous bite, with your sickly green saliva containing toxins that can kill in moments.

* **Active-** You gain a new form of Unarmed Strike- a Bite Attack. This attack uses your Unarmed to-hit modifiers. The Bite deals 1 Damage, and forces the target to make a Constitution Save against your Attack DC. On a Failure, they take 3d6 **Poison** Damage and they must roll a d4. On a 1 or 2, they are *Stunned*. On a 3, they are *Blinded* and *Deafened*. On a 4, they are *Paralyzed*. They can repeat the Save at the start of their turn, and as an action on their turn. On a Success, all effects are removed. You can only make three successful Bite Attacks per Short Rest.

#### **Evolved Lance**

*Prerequisite: Lance Arm*

Your Natural Weapon mutates, becoming a far more dangerous tool in combat.

* **Passive-** Your Lance now deals 2d8 **Piercing** Damage.
* **Active-** You can now cause the Lance to partially detach from your arm, increasing your Reach to 15ft. You can do this to one attack per turn.

#### **Mimetic Skin**

Your skin gains the ability to shift like that of a chameleon, and allows you the ability to blend in with your environment.

* **Active-** While you do not move, you can use a Bonus Action to gain the *Invisible* condition. This lasts until you move, make an attack roll or cancel it as a bonus action.

## 7th Level

### Failed Stabilization

At some point in your initial creation, the back-alley doctor was at least *trying* to make you stable. You gain **one** of the following abilities.

#### **Secondary Heart**

The Secondary Heart modification is exactly what it says- the Metahuman grows a second heart. They require the food and water of two human beings, and with this newfound power, the Metahuman gains the following abilities.

* **Passive-** If you are reduced to 0 HP, you are instead knocked *Unconscious* and *Stable*, and you only need to make Death Saves if you take damage while *Unconscious.* If you take damage, you are knocked out of this state.
* **Passive-** If the Metahuman is subjected to an attack or effect that would reduce them to 0 HP for the first time after a Long Rest, they instead are reduced to 1 HP. This cannot be repeated until they finish another Long Rest.

#### **Pyro Lung**

You grow an additional lung that generates a highly pyrophoric chemical. This lung does not 'breathe in,' but is filled with the volatile chemical instead.

* **Active-** You can spit flame at your enemies in combat. During your Attack Action, you may breathe fire onto an enemy within 5ft of you as an Action. Your target must make a Dexterity Save against your Attack DC or take 2d8 + your Strength/Dexterity **Fire** Damage.
* **Active-** You may also hurl a Fireblast at an enemy as a Strike. This requires an Attack Roll using Strength or Dexterity, and has a Range of 30 + 5 x your Strength Modifier in ft. This attack deals 2d8 **Fire** Damage.

#### **The Tesla Receptor**

You grow a new organ that functions as a form of battery. Your bones grow copper 'wiring' that leads to this organ, and this allows you take electric shocks and store them within yourself for later usage.

* **Passive-** You gain *Resistance I* to **Lightning**Damage, and you are *Immune* to the extra effects of Lightning Damage (such as the *Stunned* Condition).
* **Passive-** You have a number of Volt Charges equal to your Proficiency Bonus plus your Metahuman Level. You regain these charges over a Short Rest.
* **Active-** You can expend Volt Charges to imbue your next melee strike with electrical charge. You deal an extra 1d8 **Lightning** Damage per Volt Charge you expend. Volt Charges are not consumed on a miss. You can only use a maximum number of Volt Charges equal to 1 + your Constitution Modifier on your turn.

## 9th Level

### Slightly Under Control

When you roll on the Genetic Defect Table, you may now roll twice and choose out of the two results.

### Major Modification II

At 9th Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list (or a Prerequisite Ability if you do not have it).

#### **Acidic Rend**

*Prerequisite: Acidic System*

You begin to produce more and more acidic fluid within your body, to the point where it is extremely dangerous to even *attack you* in melee combat.

* **Active-** Whenever you gain the *Bleeding* Condition, you may make a Special Strike. Make an Unarmed Strike Roll as you attempt to splatter an enemy with your acidic blood. On a Hit, they take *xd12* **Acid** Damage.
* **Passive-** You now have *Resistance III* to **Acid** Damage.

#### **Malignant Growth**

*Prerequisite: Body Hypermorphia*

You begin to mutate at a frightening level, and can shape parts of you to become either saving graces for your allies or horrific death sentences for your enemies.

* **Active-** As an Action on your turn, you can implant an enemy with some of your DNA. Make an Unarmed Strike, and on a Hit you may specify one of the abilities below:
	+ **Death Spiral**- At the start of their turn, the target must make a Constitution Save against your Attack DC. This functions the same as Death Saving Throws- if they succeed three times, the effect ends. If they fail three times, in this case they are reduced to 0 Hit Points and must continue making Saves. Each time they fail a Save, they take 3d6 **Poison** Damage. If a target manages to survive this attack, they cannot be targeted by it for another 24 hours.
	+ **Debilitating** **Infestation**- At the start of their turn, the target must make a Constitution Save against your Attack DC. On a Failure, they are *Blinded, Deafened* and *Muted* until the start of their next turn. They also gain a level of *Envenomed*. After three Successes total, the effect is removed and the target cannot suffer from this effect for another 24 hours.
	+ **Paralytic Swarm**- At the start of their turn, the target must make a Constitution Save against your Attack DC. On a Failure, the target is *Paralyzed* until the start of their next turn. After three successes total, the effect is removed and the target cannot suffer from this effect for another 24 hours.
* **Active-** You can mutate rapidly and 'split' your arms open to give you four usable arms. Doing so takes an Action, and in this state you have Disadvantage on Strength Checks while only utilizing one of your four arms for the effort. Doing so also increases your minimum and maximum chance to experience a Genetic Surge by 10%- if you have no additional modifiers, this would increase your base Genetic Surge chance to 3, and your maximum chance to 6 on the d20. You can maintain these arms for one hour, and this ability resets upon completing a Long Rest.

#### **Radioactive Burst**

*Prerequisite: Gamma Form*

You've become far, far more radioactive than any scientist could ever really explain a living creature being capable of.

* **Passive-** You can now irradiate ammunition as you use it, meaning that every projectile you fire or throw at an enemy deals an extra 1d6 **Necrotic** Damage.
* **Active-** You may now actively charge Energy Ammunition as you *use it*. You may now completely substitute Energy Cells for Gamma Charges, bypassing the one minute charging time as you simply use the weapon as a focus for your energy. In addition, you may now charge ammunition with an Action as opposed to one minute.
* **Passive-** Your Gamma Charges now reset on a Short Rest.
* **Active-** When you use your Reaction to gain Temporary Hit Points, you also gain Gamma Charges equal to your Proficiency Modifier.
* **Active-** You can detect the intensity and source of Alpha, Beta and Gamma Radiation as an Action.

## 10th Level

### Superior Modification II

At 10h Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list.

#### **Arm Muscle Enhancements**

Your arm muscles increase to levels that rival comic book superheroes. You gain the ability to outmatch any opponent in a battle of Strength.

* **Passive-** Your Strength Score increases by 2.
* **Passive-** Weapon Handling Scores are decreased by 2 for you.
* **Passive-** Your unarmed damage increases by one damage dice tier.
* **Passive-** You have Advantage on Strength Checks.
* **Passive-** You count as one size larger for the purposes of pushing, lifting and carrying.

#### **Leg Muscle Enhancements**

Your leg muscles are increases to herculean proportions, giving you the ability to leap and run at heights and speeds that are unfair towards any Olympian athlete.

* **Passive-** Your speed increases by 15ft.
* **Passive-** Your Dexterity is increased by 2, and your maximum Dexterity score is increased by 4.
* **Passive-** Your jump distance and height is *quadrupled*.
* **Passive-** You have Resistance I to Fall Damage.

#### **Enhanced Auditory Processing**

Your ears become immensely stronger, allowing you to pick up on frequencies normally far beyond human range and amplify sounds that no human would hear unless they were right on top of the source.

* **Passive-** You can no longer be Surprised if you are not *Deafened.*
* **Passive-** You have Advantage on any Perception check that involves hearing.
* **Active-** You can stop and listen, allowing you to pick up on any auditory cues. When you take the *Dodge* Action on your turn, are not *Deafened* and an enemy successfully attacks you on their turn, you can expend your Reaction to cause their attack to miss.
* **Passive-** As long as you are not *Deafened,* you do not have Disadvantage on Dexterity Saving Throws against effects you cannot see.

#### **Frostwalker**

*Prerequisite: Frost Warrior*

You gain the ability to secrete the volatile chemical in your blood from your skin, giving you a chilly power.

* **Passive-** You now have *Resistance III* to **Cold** Damage.
* **Active-** As an Action, you can cool down the entire area around you. For the next minute, every character that enters within 5ft of you for the first time on their turn or alternatively starts their turn within 5ft of you must make a Constitution Save against your Attack DC. On a Failure, they take 4d6 **Cold** Damage and their Speed is reduced to 0 as their feet freeze to the ground. On a Success they only take half damage and are not slowed. You can do this once per Short Rest.

#### **Monstrous Lance**

*Prerequisite: Evolved Lance*

Your Lance becomes a horrifying dripping nightmare of sickly fluids. It grows longer and meaner, causing you balance problems in combat but allowing powerful new attacks.

* **Passive-** Your Lance now deals an extra 1d8 **Poison** Damage on hit, and your target must make a Constitution Saving Throw (DC = 8 + your Proficiency Modifier + your Strength Modifier) or become *Envenomed*. They can repeat the save at the start of their turn.
* **Passive-** Your Reach now increases to 15ft, and your special attack now increases to 20ft.

#### **Wyvern Wings**

*Prerequisite: Hyperstim or Obsidian Crystal Frame*

You grow a gargantuan set of bat-like wings that you can use to sustain temporary flight. As an Action, you may gain a 40ft Flying Speed until the start of your next turn. On your next turn, you must make a DC 10 Strength Check. On a Success, you retain your Flying Speed without expending any Action. On a Failure, you drop 60ft and lose your Flying Speed. Each time you Succeed your Flight Check, the DC increases by 1 until you Fail. When you do Fail, you may not attempt to fly again for one minute as your wing muscles are overworked.

## 11th Level

### Extra Attack II

When you take the Attack Action, you may make three strikes instead of two.

## 12th Level

### Not Today

Once every Short Rest, you can suppress a Genetic Event *after* learning the results of the Genetic Defect roll.

## 13th Level

### Major Modification III

At 13th Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list (or a Prerequisite Ability if you do not have it).

#### **Acidic Form**

*Prerequisite: Acidic Rend*

You finally become impervious to all acid, and your bile becomes brutally more potent.

* **Passive-** You are *Immune* to all **Acid** Damage.
* **Passive-** Your area denial **Acid** Vomit now deals 9d6 **Acid** Damage as opposed to 6d6.
* **Active-** You may now vomit a concentrated stream of acid at an enemy as an Action. This spray covers a 5ft x 30ft line and is stopped by Half Cover and any enemy it contacts and does not reduce to 0 Hit Points. Any enemy unlucky enough to be caught in the stream must make a Dexterity Saving Throw, taking 10d10 **Acid** Damage on a Failure or half as much on a Success. Once you use this ability, you must wait 10 minutes for the bile to repressurise before you can use it again.

#### **Vile Growth**

*Prerequisite: Malignant Growth*

* **Active-** As an Action on your turn, you can implant an enemy with some of your DNA. Make an Unarmed Strike, and on a Hit you may specify one of the abilities below:
	+ **Explosive Mutation**- At the start of their turn, the target must make a Constitution Save against your Attack DC. If they succeed their Save three times, the effect is removed and they cannot be targeted by this effect for 24 hours. On three Failures, they violently explode outwards in a shower of bone shards and gore. They take 5d10 + 40 **Slashing** Damage and all characters within 30ft of them must make a Dexterity Saving Throw or take the same damage, or half as much on a Success. If a target manages to survive this attack, they cannot be targeted by it for another 24 hours.
	+ **The Sickness**- At the start of their turn, the target must make a Constitution Save against your Attack DC. On a Failure, they take 5d6 **Poison** Damage and waste their turn vomiting and excreting as their body viciously poisons them from the inside out. After three successes total, the effect is removed and the target cannot suffer from this effect for another 24 hours.
	+ **Malformed Pyro Lung**- At the start of their turn, the target must make a Constitution Save against your Attack DC. On a Failure, they immediately take 8d8 **Fire** Damage as you grow a malformed pyro lung within their body that sets them ablaze. After three successes total, the effect is removed and the target cannot suffer from this effect for another 24 hours.
* **Passive-** The limit on how much damage you can take when healing an ally is increased to your Maximum Hit Points as opposed to half your Maximum Hit Points.

#### **Human Reactor**

*Prerequisite: Radioactive Burst*

* **Active-** You gain a special Action- **Irradiate**. When you **Irradiate** an inanimate object, it becomes dangerously Radioactive and anyone who starts their turn within 10ft of the object must make a Constitution Save against your Attack DC or take 2d10 + 10 **Necrotic** Damage. When you **Irradiate** a Melee Weapon of any type, it becomes a +3 weapon permanently. You can only **Irradiate** one object or weapon per Short Rest, and the object's radioactive potency drops to near useless after 1 day.

## 15th Level

### Failed Stabilization II

At 15th Level, you may choose a Modification **Upgrade** from the list below **and** a **Negative Trait**. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification instead.

#### **Dual Heartbeat Cycling**

*Prerequisite: Secondary Heart*

This Modification also adds a second set of lungs to maintain the heartbeat output. Dual Heartbeat Cycling allows both hearts to work in tandem, meaning each heart only has to beat half as much to sustain the same blood flow. This allows the Metahuman to push themselves to massive lengths in physical situations, doubling their blood flow without straining their heart(s).

* **Active-** You can push yourself to extreme levels in combat, allowing you to reach extreme effectiveness. Once per Short Rest, you can push your Dual Hearts to the limit, allowing you to enter a Combat Rush as an Action. *You require twice the amount of oxygen to function in this state.* Your Rush lasts for one minute, and while active you have double your regular movement, Advantage on Dexterity Saves, +2 to your AC and you have an Additional Action. *While in this state you have Vulnerability II to **Poison** Damage, as your rapid blood flow allows it to course through you far quicker than a regular human.* When you do not have a Rush available, you can attempt to Rush again but at a risk. You must make a Constitution Save each turn you are in your additional Rush, starting at DC 12 and increasing by +3 each additional turn you remain in a Rush. On a Failure, you suffer Cardiac Arrest and drop to 0 HP, ignoring any Secondary Heart bonuses.

* **Passive-** Your breath hold timer is doubled, increasing from 1 + your Con Mod minutes to 2x that number.
* **Passive-** You can inhale twice the amount of oxygen compared to a normal person, allowing you to breathe normally in low-oxygen atmospheres.

#### **Inferno Lung**

*Prerequisite: Pyro Lung and Fireproof Skin*

Your Pyro Lung grows stronger and more powerful, with the glands secreting the pyrophoric chemical becoming far greater in size and effectiveness.

* **Active-** You can now hurl a massive fireball as an Action on your turn. You can target a point within the same range as your weaker ranged fireblast, and hurl a massive ball of flame that explodes violently, dealing 8d6 **Fire** Damage to all enemies within a 20ft radius of the point. You can only do this once per Short Rest.
* **Active-** Your Fire Breath attack now covers a 30ft Line, but is blocked by Half-Cover or greater. It now deals 3d8 + Str or Dex.
* **Active-** You may now add your Strength or Dexterity Modifier to the damage roll of your Fireblast.

#### **Lightning Casting**

*Prerequisites: Tesla Receptor*

* **Passive-** All of your touch-based Electrical abilities have a Range of 30ft.
* **Passive-** While you have at least one Volt Charge, you deal a guaranteed extra 1d8 *Lightning* Damage when you land a melee strike.
* **Active-** You can now hurl a bolt of Lightning that deals 2d8 *Lightning* Damage. This does consume a Volt Charge. This ability has a Range of 30ft.
* **Active-** You can expend a Volt Charge to augment your muscles, granting you either Advantage on a Strength Check, an extra 10ft of movement, an extra 10ft of jump height or reduce push force taken by 15ft.
* You can expend one Volt Charge to heal an ally within 5ft of you for a total of 1d4 + your Constitution Modifier as a Bonus Action.

## 17th Level

### Predictable Chaos

The Maximum Chance for a Genetic Event is now 10% lower.

### Major Modification IV

At 17th Level, you may choose **one** modification from the list below. You may alternatively choose a **Negative Trait** from the list at the bottom of the page and choose **two** abilities from this list (or a Prerequisite Ability if you do not have it).

#### **Chemical Adaption**

*Prerequisite: Acidic Form*

* **Passive-** When you deal **Acid** Damage, you pierce all *Resistance* and *Immunity* to **Acid** Damage as you are using a unique chemical with unknown potency.
* **Passive-** When you deal **Acid** Damage, it now applies a level of *Corrosive Burning* for every 10 points of **Acid** Damage rather than 15.
* **Passive-** Your area denial **Acid** Vomit now deals 12d6 **Acid** Damage as opposed to 9d6.
* **Passive-** The Range for your **Acid Spit** Strike is doubled.
* **Active-** You gain a final Special Ability- Adhesive Corrosion. As an Action, you can coat an enemy within 5ft of you with corrosive adhesive. The target must make a Dexterity Save against your Attack DC, being coated on a Failure. While covered in the acidic goo, the target takes 8d10 **Acid** Damage at the start of each of their turns, their Speed is reduced to 0, they have Disadvantage on Dexterity Saves and Strength Saves. They can remove the goo by succeeding another Dexterity Save which they may repeat at the end of their turn. You may perform this attack 3 times per Long Rest.

#### **True Regeneration**

*Prerequisite: Vile Growth*

* **Passive-** You are now nigh unkillable, and require a certain process to kill you permanently. When you are reduced to 0 Hit Points and fail all of your Death Saving Throws, you are reduced into a dormant state. After 24 hours in this state, you regenerate your entire body and self-resurrect. When you resurrect in this manner, you awaken on 1 Hit Point with five levels of *Exhaustion*. Your Regeneration can be stopped by dealing **Fire** Damage to your dormant corpse equal to your Max Hit Points, effectively incinerating your remains and leaving nothing to regenerate your body. The same effect can be applied by vapourizing by reducing the Metahuman to 0 Hit Points with **Plasma** Damage.
* **Passive-** Your Regeneration Factor now heals you for Hit Points equal to 5 + your Constitution Modifier as opposed to just your Constitution Modifier.

#### **Nuclear Detonation**

*Prerequisite: Human Reactor*

* **Active-** You gain the ability to violently detonate with a massive burst of Radiation and Atomic Fire. As an Action, you can prime a detonation. At the start of your next turn, you let loose with a massive blast. All characters within 30ft of you must make a Dexterity Saving Throw against your Attack DC. They take 8d12 **Fire** Damage and 8d12 **Necrotic** Damage on a Failure or half as much on a Success. You may use this ability once per Long Rest without negative effects. You may use it more than once, but each use after that will confer a level of *Exhaustion* upon you.
* **Active-** You gain the ability to blast out a small cone of Atomic Fire. As an Action, you can scorch a 15ft Cone in front of you. All characters within the cone must make a Dexterity Saving Throw against your Attack DC. They take 4d6 **Fire** Damage and 4d6 **Necrotic** Damage on a Failure or half as much on a Success.

## 18th Level

### Mostly Under Control

You can now utilize your *Not Today* ability a number of times equal to your Proficiency Modifier per Long Rest. You regain one use on a Short Rest.

## 20th Level

### Final Evolution

At 20th Level, you may choose **one** modification from the list below.

#### **The Moss Factor**

With an infusion of Sebastian Moss' DNA, your mind speeds up, allowing you to process and react to events faster than an average human.

* **Passive-** You gain +15 to your Initiative Count.
* **Passive-** You gain an additional *Bonus Action.*
* **Passive-** You cannot be targeted by Opportunity Attacks.
* **Passive-** Your Proficiency Modifier increases to +7.

#### **The Chaotic Factor**

You gain complete control over your Genetic Surges, allowing you to choose when you surge.

* **Active-** You may now use your Bonus Action to forgo rolling your 'Splice Dice' and simply induce a Genetic Surge.
* **Passive-** When you roll for a Genetic Surge ability, you may now roll *three times* and choose one outcome.
* **Passive-** You can now Surge twice per turn as opposed to one maximum.

#### **The Samson Factor**

*Prerequisite: Goldenblood*

With an infusion of Elijah Samson's DNA, you gain heightened Magnetic Abilities.

* **Passive-** Your Goldenblood's magnetic field lifting capabilities are multiplied by 10.
* **Active-** You gain access to weaker forms of some Defender Magnetic Powers, listed below. You can perform each of these abilities once per Long Rest.
	+ **World Pause-** As an Action or Reaction, you cause every metal object from armour down to individual iron atoms (asides from you and items that you are wearing/carrying) within an extended range of 100ft to freeze in place. This effect lasts until the end of your next turn. You are unable to remove allies from this effect, as it freezes everything indiscriminately. Characters within the World Pause are able to see and perceive things as normal but are unable to move and are considered *Paralyzed*. If you are hit by an attack (somehow), you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure everything unfreezes. If someone targeted by this ability is either a Defender or a Metahuman with Magnetic Powers, they are *Immune* to the freezing effect.
	+ **Hover-** As an Action, you can focus all of your Magnetic force downwards. You may hover up to 15ft above the ground. While hovering, your Movement Speed is 30ft. You also gain +2 AC while hovering, as your control allows you to move out of the way of incoming fire. This effect lasts for 1 minute. If you are hit by an attack, you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure, the effect ends and you fall. If you fall off a high place while hovering, you take fall damage as per normal.
	+ **Guided Strike-** You may guide a weapon through multiple targets with your Biomagnetism. As an Action, you can either fire your ranged weapon or hurl your melee weapon and take control of it with your power. Choose up to 5 characters within 30ft of you. Make a strike against each one as you move either the projectile or swing your weapon through each target. On a Hit they take 7d10 damage of the weapon's type.

## Negative Traits

Negative Traits grant the Unstable Metahuman extra abilities at the cost of some nasty downsides. A Negative Trait can be removed by sacrificing an ability offered.

#### **Degenerative Eyesight**

Your eyesight begins to fail, and the world you see becomes blurry and unfocused.

* You have Disadvantage on attacks made against enemies further than 15ft away, and cannot target enemies 30ft or further away.
* You have Disadvantage on Perception Checks relying on sight made against targets 15ft away or further, and automatically fail Perception Checks made against enemies 30ft away or further.

#### **Brittle Bones**

Your bones become fragile, allowing them to shatter like glass.

* You gain an extra level of *Vulnerability* to **Bludgeoning** Damage.
* If you take Bludgeoning Damage, it counts as double for the purpose of **Epic Injuries.**

#### **Extreme Body Density Syndrome**

Your enhanced physical structure is amazing in combat, but the flawed implementation has caused you to suffer several crippling weaknesses. If you have Hardened Steel Bones, these effects stack.

* You are unable to Swim, and will immediately sink in water at a speed of 30ft per round.
* You permanently lose 5ft of your movement speed.

#### **Cardiovascular Desync Disorder**

```
*Requires Secondary Heart.*

```

Your hearts have serious issues communicating properly, and have a tendency to desynchronize during stressful situations.

* Whenever you Fail a Strength Check or Save, you must roll a d8. On a 1, you suffer a mild form of cardiac arrest as heart desync causes you to suffer a lack of oxygen in your system. You gain one level of Exhaustion and are knocked to 0 Hit Points and are *Unconscious* and *Stable*.

#### **Evolutionary Control Malfunction**

You begin to lose even more control over your genetic events, causing you to experience Genetic Events at a more random and uncontrollable rate.

* Your maximum Splice Chance increases by 5%, or 1 digit on the d20.
* Your minimum Splice Chance also increases by 5%.

#### **Fluorescent Skin**

Your skin changes hue to an extremely bright and exceedingly obvious Fluorescent Colour, and you emit Dim Light to a range of 5ft.

* You have Disadvantage on all Stealth Rolls and Deception Rolls.

#### **Smoking Hazard**

```
*Requires Pyro Lung*

```

Your fire-related abilities seem to malfunction at the worst possible times.

* Whenever you Fail a Skill Check or Saving Throw, you must roll a d10. On a 1, everything you are carrying and holding is set on Fire.

#### **Mental Overstress Syndrome**

Your mind becomes prone to serious headaches when overstressed.

* Whenever you Fail an Intelligence Check of any kind, you must roll a d4. On a 1, you are immediately *Stunned* for either 6 seconds or until the start of your next turn.

#### **Electric Discharge**

```
*Requires Tesla Receptor*

```

While you are working with electronics, you sometimes accidentally 'burp' with your Tesla Receptor.

* When you make a Skill Check, on a Natural 1 on the d20 you must roll 1d4. On a 1, you accidentally send a massive surge of power through everything you are holding, dealing **Lightning** Damage equal to your Level.