While a mutation can assume many forms, it typically signifies an abnormal trait or ability not common to the species. Mutations can be pronounced or unnoticeable. They may grant extraordinary abilities or effect subtle to grotesque changes in a creature’s physiology.
d% | Mutation | MP Cost |
---|---|---|
0–9 | Extra Digits | 0 |
10–19 | Fins | 0 |
20–29 | Forked Tongue | 0 |
30–39 | Horns | 0 |
40–49 | Scaly Skin | 0 |
50–59 | Thin Fur Coat | 0 |
60–69 | Unnatural Eyes | 0 |
70–79 | Unnatural Hair | 0 |
80–89 | Unnatural Skin | 0 |
90–99 | Unnatural Voice | 0 |
d% | Mutation | MP Cost |
---|---|---|
0–1 | Acidic Saliva | 1 |
2–3 | Adaptive Resistance | 6 |
4–5 | Adrenaline Jolt | 3 |
6–7 | Chameleon Skin | 4 |
8–9 | Claws | 1 |
10–11 | Darkvision | 2 |
12–13 | Dwarfism | 4 |
14–15 | Echolocator | 4 |
16–17 | Elasticity | 3 |
18–19 | Energy Absorption | 4 |
20–21 | Energy Diffusion | 2 |
22–23 | Enlarged Form | 6 |
24–25 | Exoskeleton | 5 |
26–27 | Extra Arms | 6 |
28–29 | Fangs | 1 |
30–31 | Filtered Lungs | 3 |
32–33 | Force Barrier | 3 |
34–35 | Gills | 2 |
36–37 | Great Horns | 1 |
38–39 | Hypersensitivity | 3 |
40–41 | Leaper | 2 |
42–43 | Massive Claw | 4 |
44–45 | Mesomorphic Form | 3 |
46–47 | Osteoderms | 4 |
48–49 | Pheromone Attraction | 6 |
50–51 | Photosynthetic | 4 |
52–53 | Piercing Howl | 3 |
54–55 | Prehensile Tail | 4 |
56–57 | Prickly Pear | 3 |
58–59 | Psionic Talent | 2 |
60–61 | Psychic Shield | 5 |
62–63 | Rapid Dash | 2 |
64–65 | Scaly Armor | 3 |
66–67 | Scent | 2 |
68–69 | Second Wind | 2 |
70–71 | Skeletal Reinforcement | 5 |
72–73 | Stinger | 2 |
74–75 | Stout Frame | 3 |
76–77 | Strong Immune System | 2 |
78–79 | Tail | 1 |
80–81 | Telekinetic Mind | 4 |
82–83 | Telepathic Link | 2 |
84–85 | Tentacle | 6 |
86–87 | Thick Fur Coat | 1 |
88–89 | Twitchy Musculature | 3 |
90–91 | Venomous Bite | 5 |
92–93 | Vexing Voice | 4 |
94–95 | Wall Crawler | 2 |
96–97 | Webbed Digits | 1 |
98–99 | Wings | 6 |
d% | Mutation | MP Cost |
---|---|---|
0–3 | Ability Decay | -4 |
4–7 | Blood Hunger | -1 |
8–11 | Brittle Bones | -4 |
12–15 | Combat Fear | -4 |
16–19 | Critical Weakness | -2 |
20–24 | Cyclopic Vision | -2 |
25–28 | Diminished Reflexes | -4 |
29–32 | Festering Sores | -2 |
33–36 | Frailty | -3 |
37–40 | Heat/Cold Susceptibility | -1 |
41–44 | Hideous Visage | -2 |
45–48 | Lethargy | -2 |
49–53 | Light Sensitivity | -1 |
54–57 | Lost Arm | -3 |
58–61 | Motion Sickness | -2 |
62–65 | Mute | -4 |
66–69 | Pheromone Repulsion | -1 |
70–74 | Poisonous Blood | -6 |
75–78 | Psychic Vulnerability | -2 |
79–82 | Rapid Aging | -2 |
83–86 | Reduced Speed | -3 |
87–90 | Sunlight Aversion | -4 |
91–94 | Thin Skin | -4 |
95–99 | Weak Immune System | -1 |
Mutations may appear at birth or manifest as consequences of radiation or magical exposure or some horrible physical trauma. In general, only living creatures can develop mutations. Undead, constructs, and elementals are generally immune to effects that would cause mutations or do not have bodies that are capable of mutating. However, the GM is always free to apply mutations to any creature.
Ordinarily, players may only select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented below. However, for GM-controlled creatures and supporting characters, the GM can determine mutations by any means, including randomly. Whenever a creature or supporting character gains a mutation, the GM may roll percentile dice and consult Table: Mutations below, then select an appropriate number of drawbacks with a total MP value equal to or greater than the MP cost of the randomly determined mutation.
All special qualities granted by mutations are considered extraordinary abilities unless noted otherwise. Using a mutation’s extraordinary ability is a free action unless noted otherwise.
All mutations are permanent changes to a character. They cannot be lost, unless the mutated body part is also lost (such as losing an arm for the claws mutation). This also means that drawbacks cannot be “bought off” once gained. Even healing magic does not cure or remove a mutation or drawback, because they are a (more or less) natural part of the creature.
When you are under the effects of polymorph, wild shape, or similar abilities that change your form, all of your mutations (including drawbacks) are temporarily suppressed.
Any creature who gains a mutation or Mutation Points (see below) gains the Mutant subtype.
Mutation Points
Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including heroes) begin play with 0 MP. A creature gains MP by selecting one or more drawbacks—physical or mental deformities and disabilities that make the creature less effective in play. MP can also be gained through certain feats or class features. A creature can then “spend” the MP on one or more beneficial mutations.
The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks, feats, and class features. A creature may still have unspent MP after choosing beneficial mutations, however. These unspent MP can be spent on new mutations at a later time but can normally only be spent in the process of gaining a new level in the step immediately after selecting feats.
Mutation Descriptions
Cosmetic Mutations: The simplest and least mechanically complicated mutation is a cosmetic mutation. A cosmetic mutation has no game effect other than to change a creature’s appearance in some fashion. Cosmetic mutations cost 0 MP.
Minor Mutations: A minor mutation not only changes a creature’s appearance in some fashion but also grants it a beneficial (if minor) special ability or useful feature, such as darkvision or gills. A minor mutation costs 1–3 MP and can usually be offset by a single drawback.
Major Mutations: A major mutation fundamentally changes the genetics and physiology of a particular creature. Moreover, it grants the creature a beneficial special ability or feature it couldn’t otherwise possess, such as telekinesis or the ability to fly. A major mutation costs 4 or more MP and must be offset by one or more drawbacks.
Drawbacks: A creature with minor or major mutations also has drawbacks to offset them. Drawbacks are special disabilities or vulnerabilities that negatively affect a creature. Each drawback has an MP value, granting a creature a number of MP to spend on minor and major mutations.
Mutation List
A
B
C
D
E
F
G
H
L
M
O
P
R
S
T
U
V
W