Mutations

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.

Table: Cosmetics

d%MutationMP
Cost
0–9Extra Digits0
10–19Fins0
20–29Forked Tongue0
30–39Horns0
40–49Scaly Skin0
50–59Thin Fur Coat0
60–69Unnatural Eyes0
70–79Unnatural Hair0
80–89Unnatural Skin0
90–99Unnatural Voice0

Table: Mutations

d%MutationMP
Cost
0–1Acidic Saliva1
2–3Adaptive Resistance6
4–5Adrenaline Jolt3
6–7Chameleon Skin4
8–9Claws1
10–11Darkvision3
12–13Dwarfism4
14–15Echolocator4
16–17Elasticity3
18–19Energy Absorption4
20–21Energy Diffusion2
22–23Enlarged Form6
24–25Exoskeleton5
26–27Extra Arms6
28–29Fangs1
30–31Filtered Lungs3
32–33Force Barrier3
34–35Gills2
36–37Great Horns1
38–39Hypersensitivity3
40–41Leaper2
42–43Massive Claw4
44–45Mesomorphic Form3
46–47Osteoderms4
48–49Pheromone Attraction6
50–51Photosynthetic4
52–53Piercing Howl3
54–55Prehensile Tail4
56–57Prickly Pear3
58–59Psionic Talent2
60–61Psychic Shield5
62–63Rapid Dash2
64–65Scaly Armor3
66–67Scent2
68–69Second Wind2
70–71Skeletal Reinforcement5
72–73Stinger2
74–75Stout Frame3
76–77Strong Immune System2
78–79Tail1
80–81Telekinetic Mind4
82–83Telepathic Link2
84–85Tentacle6
86–87Thick Fur Coat1
88–89Twitchy Musculature3
90–91Venomous Bite5
92–93Vexing Voice4
94–95Wall Crawler2
96–97Webbed Digits1
98–99Wings6

Table: Drawbacks

d%MutationMP
Cost
0–3Ability Decay-4
4–7Blood Hunger-1
8–11Brittle Bones-4
12–15Combat Fear-4
16–19Critical Weakness-2
20–24Cyclopic Vision-2
25–28Diminished Reflexes-4
29–32Festering Sores-2
33–36Frailty-3
37–40Heat/Cold Susceptibility-1
41–44Hideous Visage-2
45–48Lethargy-2
49–53Light Sensitivity-1
54–57Lost Arm-3
58–61Motion Sickness-2
62–65Mute-4
66–69Pheromone Repulsion-1
70–74Poisonous Blood-6
75–78Psychic Vulnerability-2
79–82Rapid Aging-2
83–86Reduced Speed-3
87–90Sunlight Aversion-4
91–94Thin Skin-4
95–99Weak Immune System-1

Mutations may appear only 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.

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