| | | | | | |
Feats | Armor Light | Armor Medium | Armor Heavy | Weapon Simple | Weapon Martial | Shield |
| — | — | — | — | — | — |
GW - Achilles Heel — Character has a fatal weak spot. If hit on a natural 20, character takes 2x damage. |
GW - Air Sail (PHY) — 50% increase in speed vs on foot.Similiar to a flying squirrel. |
GW - Allergy — Mutant suffers reaction to an ordinary substance, such as pollen iron or milk. |
GW - Allurement (Plant) — Plant gives off fragrance that increases its CH by 5 |
GW - Anti-Life Leech (Plant) — Immune to Life Leech and other draining attacks. |
GW - Attraction Odor (Plant) — Mutants with this defect can be tracked up to 10 km away and 2x as likely to attract predators |
GW - Beguiling (MEN) — Target creature must be no further than 25m away, +1 m per . See pg 27 GW 4th Edition |
GW - Bodily Control (Plant) — Temporarily enhance one body function/sense or one physical attribute.Lasts for 5 + pts rounds. Once every 24 hrs. |
GW - Body Change (PHY) — Some part of the mutants body has been altered in a cosmetic way. See pg 27 in GW 4th Edition for table. |
GW - Carapace (PHY) — A partial or total bony shell that protects the mutant`s body like armor. -2 to Robot recognition |
GW - Carnivorous Jaws (Plant) — A plant with this mutation can eat meat. Jaws do 1d6+ level per bite. |
GW - Chameleon Power (PHY, Plant) — Automatically blend into any background. Skin only changes, not clothing or equipment. See pg 28 4th edition |
GW - Chemical Susceptibility (PHY, Plant) — Character has a -5 penalty when checking CON vs poisons, drugs or toxic chemicals. |
GW - Gust of Wind (PHY) — On any round when the character takes a move action he can create a blast of wind. (De&De124) |
GW - Hallucination — You take a -6 penalty on Initiative checks. |
GW - Inspiration (MEN) — You can inspire competence or greatness in more than one ally simultaneously. |