Mutation Enhancements: Difference between revisions
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This is a list of all available Mutations a Mutant can gain and enhance with Mutation Points (MP). To learn more about Mutant powers, go to [[Mutations]] or go to the [[Difficulties]] to learn more about the other ways to customize a Character. | This is a list of all available Mutations a Mutant can gain and enhance with Mutation Points (MP). To learn more about Mutant powers, go to [[Mutations]] or go to the [[Difficulties]] to learn more about the other ways to customize a Character. | ||
== Cosmetic Mutations == | == Cosmetic Mutations == | ||
The following mutations all cost zero points and are, for the most part, just suggestions on how your mutation starts to appear on your body. These can be for role-playing | The following mutations all cost zero points and are, for the most part, just suggestions on how your mutation starts to appear on your body. These can be used for role-playing, but they should also be considered when dealing with disguise or other skill/ability checks that involve interacting with other people. Consider the following options as suggestions to inspire Character looks; they are neither a requirement nor a complete list. | ||
{| class="wikitable" style="width: 95%;" | |||
|+Table: Cosmetic Mutations | |||
! style="text-align:left;"|Name | |||
! style="width: 80%;"| Description | |||
|- | |||
| Extra Digits || You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way. | |||
|- | |||
| Fins || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilities. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Upgrade:''' 1MP Switches this from a Cosmetic to an Enhanced Ability type and costs the fins to grow along with webbing. No longer take a speed penalty while swimming and gain a +4 for Swim checks. | '''Upgrade:''' 1MP Switches this from a Cosmetic to an Enhanced Ability type and costs the fins to grow along with webbing. No longer take a speed penalty while swimming and gain a +4 for Swim checks. | ||
</div></div> | |||
|- | |||
| Forked Tongue || You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one. | |||
|- | |||
| Horns || Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat. | |||
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one. | |- | ||
| Scaly Skin || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your flesh thickens and becomes less porous, forming a thin layer of scales. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body; instead, they appear in patches on your face, neck, torso, and limbs. </div> | |||
<div class="mw-collapsible-content"> | |||
Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat. | |||
== | |||
Your flesh becomes | |||
'''Special:''' A creature with fur, scales, or chitin cannot gain this mutation. | '''Special:''' A creature with fur, scales, or chitin cannot gain this mutation. | ||
</div></div> | |||
|- | |||
| Thin Fur Coat || | |||
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Special:''' A creature with fur, scales, or chitin cannot gain this mutation. | '''Special:''' A creature with fur, scales, or chitin cannot gain this mutation. | ||
</div></div> | |||
|- | |||
| Unnatural Eyes || The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark. | |||
The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark. | |- | ||
| Unnatural Hair || Your hair or fur color changes drastically to an uncommon shade for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood. | |||
|- | |||
| Unnatural Skin || The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might produce dynamic pigments that change color in response to external stimuli, such as ultraviolet light. | |||
|- | |||
| Unnatural Voice || Your voice changes in some marked fashion. It might change pitch, becoming more lyrical, raspy, whispery, or guttural. | |||
|- | |||
|} | |||
Your hair or fur color changes drastically to an uncommon shade for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood. | |||
The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might produce dynamic pigments that change color in response to external stimuli, such as ultraviolet light. | |||
Your voice changes in some marked fashion. It might change pitch | |||
== Offensive Mutations == | == Offensive Mutations == | ||
=== < | {| class="wikitable" style="width: 95%;" | ||
|+Table: Offensive Mutations | |||
Your saliva can burn other creatures like acid. You can spit your acidic saliva as a Natural Attack. If you possess a Natural Bite attack, then this automatically grants it Chemical Bonus Damage. | ! style="text-align:left;"|Name | ||
! style="width: 80%;"| Description | |||
|- | |||
| Acidic Saliva || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your saliva can burn other creatures like acid. You can spit your acidic saliva as a Natural Attack. If you possess a Natural Bite attack, then this automatically grants it Chemical Bonus Damage. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 111: | Line 67: | ||
'''Special:''' You cannot gain this mutation if you have the Venomous Bite mutation or any other mutation that involves changes to characters' saliva. | '''Special:''' You cannot gain this mutation if you have the Venomous Bite mutation or any other mutation that involves changes to characters' saliva. | ||
</div></div> | |||
|- | |||
| Adrenaline Jolt || | |||
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 123: | Line 80: | ||
'''Upgrade:''' For every 1MP spent, either increase Strength and Dexterity +1 or increase the number of times per day by 1. After 4 extra MPs are spent, the upgrade cost goes up to 2MP. | '''Upgrade:''' For every 1MP spent, either increase Strength and Dexterity +1 or increase the number of times per day by 1. After 4 extra MPs are spent, the upgrade cost goes up to 2MP. | ||
</div></div> | |||
|- | |||
| Claws || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your hands mutate into sharp claws. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Natural Melee Claw Attack (Kinetic) (Based on Character size) Small 1d3, Medium 1d4, Large 1d6. The second hand is also Clawed and can be used as a Bonus Melee Attack. | |||
'''Upgrade:''' 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent, any additional damage requires 2MP. | |||
'''Special:''' For 1MP you can make the claws retractable. | |||
</div></div> | |||
|- | |||
| Dimension Affinity || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You can feel the waves that undulate underneath the fabric of the universe. It's the weaves and knots that hold it together that appear almost tangleble too you. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
'''MP Cost:''' | '''MP Cost:''' 3 | ||
'''Benefit:''' Gain access to 1 [[Techniques#Dimensional_Tricks|Dimensional Trick]] from the '''Prime''' list. The Character can do this once per day. If the Character already is or becomes a [[Character_Classes#Dimension_Knight|Dimension Knight]], then count these as Bonus Techniques. | |||
''' | '''Upgrade:''' Gain access to 1 more Trick and be able to do a trick once more per day. Every two upgrades increase the cost by 1MP. This upgrade can only be applied a total of 4 times and can only be done once per Character Level. | ||
''' | '''Special:''' None | ||
</div></div> | |||
|- | |||
| Energy Vampire || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You drain the life force or energy from other living things you can touch. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
''' | '''MP Cost:''' 3 | ||
'''Benefit:''' Gain a Natural Touch attack that drains HP from the target and gives it to the Character. Touch 1d6 ([[Damage_Types_and_Attributes#NONE|None]]). The damage turns into Health for the Character. If the Character is already at max health, they gain 1/2 the remaining damage in temporary HP. | |||
'''Upgrade:''' 1MP Improves the damage by adding first a +1 damage bonus and then a Weapon Die level increase. I.e., First upgrade goes from 1d6 to 1d6+1, then from 1d6+1 to 1d8+1, then from 1d8+1 to 1d8+2, etc. Every other upgrade increases the cost by 1MP. | |||
'''Special:''' 3MP Multi Attack. If the Character is able to touch multiple targets, they can drain from as many of them at once as a single Standard Action attack. A roll for each Target is still necessary. | |||
</div></div> | |||
|- | |||
| Enlarged Form || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You grow, becoming a freakishly large specimen of your kind. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 155: | Line 144: | ||
'''Special 2:''' If the Character wishes to stay Enlarged after their allowed number of rounds, they can roll a Conn Check DC12 + (Number of turns past limit). If they succeed, they stay enlarged but take 1 Conn Damage. If they fail, they shrink but still take 1 Conn Damage from the attempt. | '''Special 2:''' If the Character wishes to stay Enlarged after their allowed number of rounds, they can roll a Conn Check DC12 + (Number of turns past limit). If they succeed, they stay enlarged but take 1 Conn Damage. If they fail, they shrink but still take 1 Conn Damage from the attempt. | ||
</div></div> | |||
|- | |||
| Fangs || | |||
Your teeth mutate into vicious fangs. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> Your teeth mutate into vicious fangs. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 171: | Line 161: | ||
'''Special:''' 1MP allows the Fangs to be retractable and can be activated as a Free action. When retracted, this reduces the negatives to Disguise checks as if you didn't spend any MP on this Mutation. However, the Intimidate bonus also goes away. | '''Special:''' 1MP allows the Fangs to be retractable and can be activated as a Free action. When retracted, this reduces the negatives to Disguise checks as if you didn't spend any MP on this Mutation. However, the Intimidate bonus also goes away. | ||
</div></div> | |||
|- | |||
| Great Horns || | |||
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
'''MP Cost:''' 3 | '''MP Cost:''' 3 | ||
'''Benefit:''' Gain a Natural Gore Attack that deals kinetic damage. The attack, however, requires a | '''Benefit:''' Gain a Natural Gore Attack that deals kinetic damage. The attack, however, requires a standard technique action. Damage depends on size: Small 1d4, Medium-size 1d6, Large 1d8. This also grants extra damage on a [[Techniques#Combat_Techniques|Charge Technique]] in the form of adding the Character's advantage die. | ||
'''Upgrade:''' 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent, any additional damage requires 2MP. | '''Upgrade:''' 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent, any additional damage requires 2MP. | ||
'''Special:''' Additional penalty of -1 to [[Disguise]] checks for every 3 MP spent on this Mutation (including to acquire it) (This auto adds the '''Horns [Cosmetic]''' mutation. | '''Special:''' Additional penalty of -1 to [[Disguise]] checks for every 3 MP spent on this Mutation (including to acquire it) (This auto adds the '''Horns [Cosmetic]''' mutation. | ||
</div></div> | |||
|- | |||
| Radioactive || | |||
You are exposed to some radiation, have DR for Thermal damage type, and can emit bursts of harmful radiation from your body. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You are exposed to some radiation, have DR for Thermal damage type, and can emit bursts of harmful radiation from your body. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 201: | Line 193: | ||
'''Special:''' 2MP Gain a Natural Radiation beam attack that can be used once per day. A Ray of Radiation extends from the Character. 1 Ray for every 4 Levels. Starting at level 1, at level 4 2 Rays at level 8 3 Rays etc... Each Ray does the same damage as the Radiation Blast i.e. starting 1d6. This consumes the Characters built up Radition. Each day the character can choose to either perform the Blast or the Ray action. | '''Special:''' 2MP Gain a Natural Radiation beam attack that can be used once per day. A Ray of Radiation extends from the Character. 1 Ray for every 4 Levels. Starting at level 1, at level 4 2 Rays at level 8 3 Rays etc... Each Ray does the same damage as the Radiation Blast i.e. starting 1d6. This consumes the Characters built up Radition. Each day the character can choose to either perform the Blast or the Ray action. | ||
</div></div> | |||
|- | |||
| Tentacles || | |||
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 217: | Line 210: | ||
'''Special:''' 3MP Gain a [[Animal_Companions#Natural_Attack|Natural Attack]] Grip Attack with 5ft Reach. Damage is described in [[Animal_Companions#Natural_Attack|Natural Attack]]. | '''Special:''' 3MP Gain a [[Animal_Companions#Natural_Attack|Natural Attack]] Grip Attack with 5ft Reach. Damage is described in [[Animal_Companions#Natural_Attack|Natural Attack]]. | ||
</div></div> | |||
|- | |||
| Magnitism || | |||
The Character can control electromagnetic fields. Can sense, manipulate, or produce them. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> The Character can control electromagnetic fields. Can sense, manipulate, or produce them. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | '''Type:''' Offensive | ||
| Line 231: | Line 225: | ||
'''Special:''' 1MP gain access to the next level [[Techniques#Electro-Mancer_Techniques|Electro-Mancer]] Techniques. You can take this more than once, and each special increases the cost of the next by 1MP. | '''Special:''' 1MP gain access to the next level [[Techniques#Electro-Mancer_Techniques|Electro-Mancer]] Techniques. You can take this more than once, and each special increases the cost of the next by 1MP. | ||
</div></div> | |||
|- | |||
| Sonic Attack || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You can produce a massive sonic blast. This is normally produced from a species' mouth, but the Player can choose how they make the blast. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
'''MP Cost:''' 3 | |||
'''Benefit:''' Gain a powerful Natural Ranged (30ft) Attack 1d6 (Kinetic). | |||
''' | '''Upgrade:''' 1MP Improves the Range by 10ft and improves the damage by adding first a +1 damage bonus and then a Weapon Die level increase. I.e., First upgrade goes from 1d6 to 1d6+1, then from 1d6+1 to 1d8+1, then from 1d8+1 to 1d8+2, etc. Every other upgrade increases the cost by 1MP. | ||
''' | '''Special:''' 2MP Sonic Gernade. Gain the ability for 1 + Conn Mod (Min 0) times per day. The character releases a blast of Sonic energy emanating from the Character's body. This does damage to all things within the blast radius; there is no saving throw. The Radius is controlled by the Character but is limited to a minimum of 15ft or a maximum of the current range of their Natural Sonic Attack. This deals the same damage the Sonic Attack does, but to all within range. | ||
</div></div> | |||
|- | |||
|} | |||
== Defensive Mutations == | |||
''' | {| class="wikitable" style="width: 95%;" | ||
|+Table: Defensive Mutations | |||
! style="text-align:left;"|Name | |||
! style="width: 80%;"| Description | |||
|- | |||
| Exoskeleton || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | |||
''' | '''MP Cost:''' 4 | ||
'''Benefit:''' You gain a +2 natural armor bonus to AC, or your existing natural armor bonus improves by +2. | |||
'''Upgrade:''' 1MP adds +1 to AC. Every time this upgrade is spent, it increases the cost of the next upgrade by 1MP. | |||
'''Note:''' Cannot take this if the Mutant already has Fur, Scales, or the Scaly Armor mutation or any other non-cosmetic mutation that effects Epidermis layer. | |||
'''Special:''' For 2MP gain 1DR against All Damage types. This increases the cost of Upgrades by 1MP. This can be repeated, but increases the cost of the next special by 1MP. | |||
</div></div> | |||
|- | |||
| Insane Reflexes || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You are extremely reactive to your environment. Your muscles seem to almost move on their own. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | '''Type:''' Defensive | ||
'''MP Cost:''' | '''MP Cost:''' 2 | ||
'''Benefit:''' | '''Benefit:''' Gain +2 to Dexterity Score and gain all bonuses associated with the higher score, which includes improved AC. Gain +1 Misc Bonus to [[Acrobatics]]. If the Character doesn't already have an Ability Affinity with Dexterity, gain this as well. | ||
'''Upgrade:''' 1MP | '''Upgrade:''' 1MP gain +1 to Dexterity Score. For every 2 upgrades, increase the cost by 1MP. | ||
</div></div> | |||
|- | |||
| Invisibility || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You can become invisible. Moving can cause people to see a weird shape of oddly reflecting light, but they cannot make out what it is or who they are. You are still visible to radar, sonar, and other detection and perception systems. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | |||
''' | '''MP Cost:''' 5 | ||
''' | '''Benefit:''' Gain the ability to become Invisible at will. Any clothes worn by the Character at the point of becoming invisible are also invisible. However, things held in one's grip, such as a pistol, remain visible. When Invisible, the Character gains total concealment in combat as long as they do not move or attack. If they do, they gain partial concealment. Invisibility lasts for a total of 1 + 1/2 Character Level number of rounds before rest. The Character can choose when to spend those rounds. | ||
'''Upgrade:''' None | |||
'''Special:''' 2MP The Character's out-of-combat use of Invisibility switches from number of rounds to Minutes. And out of combat use of Invisibility is now its own counter that doesn't affect in combat time, which is still counted as turns. | |||
'''Special 2:''' 2MP The Character can now make anything they are holding, including another living person, invisible (out of combat) so long as they hold it. This takes concentration and effort. Consume the total number of Minutes twice as fast, and if something breaks the Character's concentration, they must roll a Wisdom saving throw in order to determine if the object or person they are holding becomes visible. | |||
</div></div> | |||
|- | |||
| Prickly Pear || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Bony spurs or chitinous spikes or sharp needles protrude from all around your body, especially joints, and on your back, giving you a jagged profile and making you dangerous to grapple with. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive / Offensive | '''Type:''' Defensive / Offensive | ||
| Line 279: | Line 313: | ||
'''Special:''' 2MP Change this to a Defensive Type. These spikes or needles can shoot from your body and target nearby enemies. Gain a [[Animal_Companions#Natural_Attack|Natural]] Ranged Attack. (Kinetic) (Based on Character size) Small 1d3, Medium 1d4, Large 1d6. | '''Special:''' 2MP Change this to a Defensive Type. These spikes or needles can shoot from your body and target nearby enemies. Gain a [[Animal_Companions#Natural_Attack|Natural]] Ranged Attack. (Kinetic) (Based on Character size) Small 1d3, Medium 1d4, Large 1d6. | ||
</div></div> | |||
|- | |||
| Regeneration || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your body can simply regenerate from damage. Recovering from an injury is super quick and easy. However, your body doesn't respond well to healing elixirs, and medical equipment often doesn't understand what is happening. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain 1HP (+1 for every 2 Hit Die) Regeneration. This means each round of combat or every 3 seconds, gain 1HP until restored to full health. If the Character is level 2, this would be 2HP. At level 4, it would be 3HP, 6 4HP, and so on. Treat Injury checks and other health-restoring items/devices only restore half as much as they normally would. Extreme wounds, such as losing a limb, will heal slowly but eventually recover completely. (This doesn't impact Ability Damage) | |||
'''Upgrade:''' 1MP gain +1HP more. IE: 2HP (+1 for every 2 Hit Die) Regeneration. This upgrade increases the cost of each subsequent upgrade by 1MP. | |||
'''Special:''' 3MP Gain some semblance of Imortality. If brought down to [[Health_and_Injury#Zero_Hit_Points|zero hit points]] at the start of the first round, the Character takes the normal 1d4 Constitution Damage and then stabilizes to 1HP. The Character becomes conscious and is able to finish their round as if they had just completed a Standard Action. If completely killed, as long as the majority of the body is in one piece, the body will regenerate. Once out of combat, the Character instantly gains 1 Constitution. And then Conn healing completles as normal. | |||
</div></div> | |||
|- | |||
| Scaly Armor || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Thick, overlapping scales cover your body. The scales are hard but dry to the touch. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | '''Type:''' Defensive | ||
| Line 295: | Line 345: | ||
'''Special:''' 1MP gain 1DR against Kentic, Thermal, Chemical, but NOT Electric. This special can be taken multiple times. Each time, the cost increases by 1MP. | '''Special:''' 1MP gain 1DR against Kentic, Thermal, Chemical, but NOT Electric. This special can be taken multiple times. Each time, the cost increases by 1MP. | ||
</div></div> | |||
|- | |||
| Skeletal Reinforcement || | |||
Your bones become more resilient, allowing you withstand greater amounts of punishment. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> Your bones become more resilient, allowing you withstand greater amounts of punishment. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | '''Type:''' Defensive | ||
| Line 311: | Line 362: | ||
'''Special:''' 1MP. Gains DR for one other Damage Type of Characters' choice. This DR starts at 1 and increases with every upgrade alongside the existing DR, increasing the upgrade cost by 1MP. | '''Special:''' 1MP. Gains DR for one other Damage Type of Characters' choice. This DR starts at 1 and increases with every upgrade alongside the existing DR, increasing the upgrade cost by 1MP. | ||
</div></div> | |||
|- | |||
| Smokescreen || | |||
You expel chemicals through your pores, creating an inky-black cloud of smoke that envelops you and the surrounding area. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You expel chemicals through your pores, creating an inky-black cloud of smoke that envelops you and the surrounding area. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | '''Type:''' Defensive | ||
| Line 327: | Line 379: | ||
'''Special:''' Attributes can be added to this that turn it into an area of effect attack. Such as Venonous or Poison. (MP cost of attribute + 1) When done this way in combat, this now becomes a Standard Action. Also, this Mutation now counts as both a Defensive and Offensive mutation and costs 1MP more on upgrades regardless of whether it is Secondary or not. | '''Special:''' Attributes can be added to this that turn it into an area of effect attack. Such as Venonous or Poison. (MP cost of attribute + 1) When done this way in combat, this now becomes a Standard Action. Also, this Mutation now counts as both a Defensive and Offensive mutation and costs 1MP more on upgrades regardless of whether it is Secondary or not. | ||
</div></div> | |||
|- | |||
| Thick Fur Coat || | |||
You grow a thick, protective layer of fur over your body. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You grow a thick, protective layer of fur over your body. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Defensive | '''Type:''' Defensive | ||
| Line 345: | Line 398: | ||
'''Special:''' 2MP The fur grows over every inch of the Character's body and becomes an undeniable and impossible to hide trait. -5 to Diguese checks. Gain 1AC natural Armor. | '''Special:''' 2MP The fur grows over every inch of the Character's body and becomes an undeniable and impossible to hide trait. -5 to Diguese checks. Gain 1AC natural Armor. | ||
</div></div> | |||
|- | |||
|} | |||
== Enhanced Abilities Mutations == | == Enhanced Abilities Mutations == | ||
=== | {| class="wikitable" style="width: 95%;" | ||
|+Table: Enhanced Abilities Mutations | |||
You are extremely intelligent and can easily apply your formidable brainpower to think through complex issues, problem-solve, and develop advanced technology. | ! style="text-align:left;"|Name | ||
! style="width: 80%;"| Description | |||
|- | |||
| Brainiac || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You are extremely intelligent and can easily apply your formidable brainpower to think through complex issues, problem-solve, and develop advanced technology. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 365: | Line 426: | ||
'''Special:''' 1MP Gain one free improvement to either the [[Proficiency_Tree#Technology_Branch|Technology]] or [[Proficiency_Tree#Item_Use_Branch|Item Use Branch]]. (This can only be taken once.) | '''Special:''' 1MP Gain one free improvement to either the [[Proficiency_Tree#Technology_Branch|Technology]] or [[Proficiency_Tree#Item_Use_Branch|Item Use Branch]]. (This can only be taken once.) | ||
</div></div> | |||
|- | |||
| Chameleon Skin || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Your skin can rapidly change color and even texture in patterns that resemble its surroundings. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain +2 Misc Bonus on Stealth Checks as well as Advantage on all Stealth Checks. Also, the Character does not count the MP spent on this Mutation towards the negative [[Disguise]] checks that are part of [[Mutations#Innate_Drawbacks|Innate Drawbacks]]. | |||
'''Upgrade:''' 1MP gain an additional +2 to Misc Bonus on Stealth Checks. Every 3 upgrades increase the upgrade cost by 1MP. | |||
'''Special:''' None | |||
</div></div> | |||
|- | |||
| Darkvision || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You gain low-light vision. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 379: | Line 456: | ||
'''Special:''' Spending 1MP gives complete darkvision, allowing the person to see in total darkness up to half the distance they can see in low light. | '''Special:''' Spending 1MP gives complete darkvision, allowing the person to see in total darkness up to half the distance they can see in low light. | ||
</div></div> | |||
|- | |||
| Echolocator || | |||
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 393: | Line 471: | ||
'''Special:''' If you already have [[Blind_Fight|Blind Fight]], you can remove this [[Feats|Feat]] and gain another Feat at your next level. The Character can only gain a Feat from the Skill Enhancements or Combat Martial Arts categories. | '''Special:''' If you already have [[Blind_Fight|Blind Fight]], you can remove this [[Feats|Feat]] and gain another Feat at your next level. The Character can only gain a Feat from the Skill Enhancements or Combat Martial Arts categories. | ||
</div></div> | |||
|- | |||
| Elasticity || | |||
You can bend and twist your body in unnatural ways and squeeze through very tight spaces. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can bend and twist your body in unnatural ways and squeeze through very tight spaces. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 407: | Line 486: | ||
'''Special:''' 2MP. This allows the Character to become stretchy and extend the length of their limbs, neck, and torso to twice their range. This can give the Character a 5 ft. reach with melee weapons, but they have to take a Disadvantage when using it. If a Strength check or saving throw is involved when stretched gain a disadvantage unless the action is an attempt to return to normal length. This also grants a double advantage in getting out of a Grapple. | '''Special:''' 2MP. This allows the Character to become stretchy and extend the length of their limbs, neck, and torso to twice their range. This can give the Character a 5 ft. reach with melee weapons, but they have to take a Disadvantage when using it. If a Strength check or saving throw is involved when stretched gain a disadvantage unless the action is an attempt to return to normal length. This also grants a double advantage in getting out of a Grapple. | ||
</div></div> | |||
|- | |||
| Extra Arms || | |||
You grow an additional pair of arms. The extra arms look and behave exactly like your other arms. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You grow an additional pair of arms. The extra arms look and behave exactly like your other arms. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 422: | Line 502: | ||
'''Note:''' If the Character has natural melee attacks like Clawed hands, these do not allow for extra attacks without first spending more MP with the special. | '''Note:''' If the Character has natural melee attacks like Clawed hands, these do not allow for extra attacks without first spending more MP with the special. | ||
'''Special:''' 2MP If the Character also has a natural melee attack like Clawed hands, they can now use their new mutated hands to gain an extra Free Attack Action when using a | '''Special:''' 2MP If the Character also has a natural melee attack like Clawed hands, they can now use their new mutated hands to gain an extra Free Attack Action when using a Standard Attack action with their Claws. Also, when using a Standard Attack action with either duel-wielding melee weapons or wielding a two-handed melee weapon, you gain a Bonus Attack using your claws from your mutated hands. | ||
</div></div> | |||
|- | |||
| Life Giver || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You can use your own overflowing life force to help others. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain the ability to heal others while in combat as a simple action. This Heal action doesn't require a check and can be performed only once per turn. The Character has to be able to touch the Target. The restored HP is equal to the Target's Hit Die + Character's Advantage Die. Also, while out of combat, gain [[Advantage#Luck|Luck]] on Treat Injury Skill checks. Also, the Character does not need a First Aid Kit or Medical Kit to perform [[Treat_Injury#Restore_Hit_Points_with_Medical/First_Aid_Kit(DC_15)|Treat Injury]] checks. A Character can only do the Treat Injury Skill check or in-combat Healing 1 + Conn Mod (Min Zero) number of times per day. | |||
'''Upgrade:''' 2MP increases the total HP restored to 2 Hit Die (Targets) + Character's (Mutant) Advantage Die. And the base number of times per day by 1. | |||
'''Special:''' 1MP Allow the Mutant to be able to do this to 2 targets per turn, while counting the Heal action only once, as long as both targets are able to be touched at the same time. | |||
'''Special 2:''' 2MP Life Giver. The Mutant Character can choose to give their own personal life force to heal an injured target. They drain their own HP and instantly transfer it to the target, restoring HP and even granting a temporary HP bonus. This means the Target can receive more HP than their max allows. This goes away after rest. The Mutant can do this special as long as they have more then 1HP to give. | |||
</div></div> | |||
|- | |||
| Gills || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs). </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 437: | Line 535: | ||
'''Special:''' This can be a Drawback that grants 1MP back to the Character. When doing this, the Gills must be kept constantly wet, as they can easily dry out. This causes [[Conditions|Nauseated]] and 1d4 temp Conn damage for every 12 hours it isn't wetted again. If the Character is exposed to an extremely dry environment, they must immediately cover their Gills with something wet, or they will instantly dry out. This can become a serious issue in freezing environments. | '''Special:''' This can be a Drawback that grants 1MP back to the Character. When doing this, the Gills must be kept constantly wet, as they can easily dry out. This causes [[Conditions|Nauseated]] and 1d4 temp Conn damage for every 12 hours it isn't wetted again. If the Character is exposed to an extremely dry environment, they must immediately cover their Gills with something wet, or they will instantly dry out. This can become a serious issue in freezing environments. | ||
</div></div> | |||
|- | |||
| Leaper || | |||
You gain the ability to leap incredible distances. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You gain the ability to leap incredible distances. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 453: | Line 552: | ||
'''Special 2:''' 2MP your default walking speed is increased by 50% round up, both in and out of combat. Walking no longer tires you out. You cannot become [[Conditions|Fatigued]] or Exhausted from simply walking, and it takes twice as long to become Fatigued from running. | '''Special 2:''' 2MP your default walking speed is increased by 50% round up, both in and out of combat. Walking no longer tires you out. You cannot become [[Conditions|Fatigued]] or Exhausted from simply walking, and it takes twice as long to become Fatigued from running. | ||
</div></div> | |||
|- | |||
| Pheromone Attraction || | |||
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
'''MP Cost:''' 3 | '''MP Cost:''' 3 | ||
'''Benefit:''' Gain a +2 Misc Modifer on all [[Bluff]], [[Diplomacy]], [[Handle Animal]], and [[Intimidate]] checks made on targets within 30 feet. Gain the ability to draw the attention of out-of-combat NPCs/Monsters to Character location if they are within 120ft. The NPC/Monster must roll a DC15 Wisdom save. If they succeed, they know that something is pulling them attentively towards them. Otherwise, they mindlessly feel a strong desire to move in your direction. In an outdoor situation, downwind can carry the scent in a specific direction rather than in all directions, and in a vented area, if the vents lack strong filters, the effect can cause confusion and spread throughout the ship/facility/house. This scent must take a 3 second | '''Benefit:''' Gain a +2 Misc Modifer on all [[Bluff]], [[Diplomacy]], [[Handle Animal]], and [[Intimidate]] checks made on targets within 30 feet. Gain the ability to draw the attention of out-of-combat NPCs/Monsters to Character location if they are within 120ft. The NPC/Monster must roll a DC15 Wisdom save. If they succeed, they know that something is pulling them attentively towards them. Otherwise, they mindlessly feel a strong desire to move in your direction. In an outdoor situation, downwind can carry the scent in a specific direction rather than in all directions, and in a vented area, if the vents lack strong filters, the effect can cause confusion and spread throughout the ship/facility/house. This scent must take a 3-second standard action without qualifying for any bonus actions that require the Character to be still and can only be done once per day. The DC increases by 1 for every 5 Character levels. IE: Level 1-4 the DC is 15, Level the DC 5-9 16, and so on. | ||
'''Upgrade:''' 1MP gain an additional +1 to [[Bluff]], [[Diplomacy]], [[Handle Animal]], and [[Intimidate]] and allow the Character to do the scent drawing ability one more time a day. Once 3 MP is spent, the cost of upgrading increases to 2 MP. | '''Upgrade:''' 1MP gain an additional +1 to [[Bluff]], [[Diplomacy]], [[Handle Animal]], and [[Intimidate]] and allow the Character to do the scent drawing ability one more time a day. Once 3 MP is spent, the cost of upgrading increases to 2 MP. | ||
'''Special:''' You cannot take this mutation if you have the Pheromonal Repulsion drawback/quirk. | '''Special:''' You cannot take this mutation if you have the Pheromonal Repulsion drawback/quirk. | ||
</div></div> | |||
|- | |||
| Prehensile Tail || | |||
You grow a tail that can grasp and hold objects. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You grow a tail that can grasp and hold objects. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability / Offensive | '''Type:''' Enhanced Ability / Offensive | ||
| Line 485: | Line 586: | ||
'''Special:''' 2MP. Gives the tail more strength and the ability to perform a [[Animal_Companions#Natural_Attack|Natural]] Wip Attack. Damage is based on size using the size chart for the Natural Attacks table. This is just the attack, and no secondary effects like Trip, Grapple, or Poison apply. This Mutation now takes up both an Enhanced Ability and an offensive type slot, and any additional rules associated with gaining a Secondary for a Mutation type apply. | '''Special:''' 2MP. Gives the tail more strength and the ability to perform a [[Animal_Companions#Natural_Attack|Natural]] Wip Attack. Damage is based on size using the size chart for the Natural Attacks table. This is just the attack, and no secondary effects like Trip, Grapple, or Poison apply. This Mutation now takes up both an Enhanced Ability and an offensive type slot, and any additional rules associated with gaining a Secondary for a Mutation type apply. | ||
</div></div> | |||
|- | |||
| Scent || | |||
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Abilities | '''Type:''' Enhanced Abilities | ||
| Line 499: | Line 601: | ||
'''Special:''' None | '''Special:''' None | ||
</div></div> | |||
|- | |||
| Resilient || | |||
You can shrug off minor wounds with ease. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can shrug off minor wounds with ease. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 513: | Line 616: | ||
'''Special:''' 1MP Add the Character's Conn Mod (minamun 1HP) per Hit Die healed. | '''Special:''' 1MP Add the Character's Conn Mod (minamun 1HP) per Hit Die healed. | ||
</div></div> | |||
|- | |||
| Polymorph || | |||
You can change your shape into anything you can see. This requires effort and time and is often not precise. A keen eye can notice something if off. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can change your shape into anything you can see. This requires effort and time and is often not precise. A keen eye can notice something if off. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 528: | Line 632: | ||
'''Note:''' If the Character has the Natural Abilities or special upgrades that grant them the necessary traits, they can completely mimic a Natural Attack that a monstrous creature may have. Take the above example of a Venomous Snake. If the Character has a Venomous or Chemical attribute granted to this Mutation (Or another mutation), then when they Morph into the Snake, they get the full ability of the Natural Attack. | '''Note:''' If the Character has the Natural Abilities or special upgrades that grant them the necessary traits, they can completely mimic a Natural Attack that a monstrous creature may have. Take the above example of a Venomous Snake. If the Character has a Venomous or Chemical attribute granted to this Mutation (Or another mutation), then when they Morph into the Snake, they get the full ability of the Natural Attack. | ||
'''Special:''' If taken with [[Mutation_Enhancements#ENLARGED_FORM|Enlarged Form]], the Character can now change shape to one size larger '''OR''' smaller and also gain the associated attribute bonuses. | '''Special:''' If taken with [[Mutation_Enhancements#ENLARGED_FORM|Enlarged Form]], the Character can now change shape to one size larger '''OR''' smaller and also gain the associated attribute bonuses. | ||
</div></div> | |||
|- | |||
| Wall Crawler || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
You can walk on walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces. | <div style="font-weight;line-height:1.6;"> You can walk on walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces. </div> | ||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 544: | Line 648: | ||
'''Special:''' None | '''Special:''' None | ||
</div></div> | |||
|- | |||
| Wings || | |||
You sprout a pair of birdlike or batlike wings. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You sprout a pair of birdlike or batlike wings. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 558: | Line 663: | ||
'''Special:''' 1MP by default, all attacks done while flying take double disadvantage. Taking this special reduces that to one disadvantage; taking it again removes the disadvantage completely. | '''Special:''' 1MP by default, all attacks done while flying take double disadvantage. Taking this special reduces that to one disadvantage; taking it again removes the disadvantage completely. | ||
</div></div> | |||
|- | |||
| X-Ray Vision || | |||
You can see into and through solid matter either by using an actual X-Ray or some other source of power that allows you to see things normally blocking all visible light. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You can see into and through solid matter either by using an actual X-Ray or some other source of power that allows you to see things normally blocking all visible light. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enahcned Ability / Offensive | '''Type:''' Enahcned Ability / Offensive | ||
| Line 576: | Line 682: | ||
'''Special 2:''' 2MP Gain Laser Eyes. As a Natural attack done 1 + Conn Mod (Min 1) times per day, use your Vision ability to do Thermal (Radiation) Damage with a Ranged (60ft) Touch Attack. Damage 1d6 (T; Radiation). | '''Special 2:''' 2MP Gain Laser Eyes. As a Natural attack done 1 + Conn Mod (Min 1) times per day, use your Vision ability to do Thermal (Radiation) Damage with a Ranged (60ft) Touch Attack. Damage 1d6 (T; Radiation). | ||
</div></div> | |||
|- | |||
| Super Speed || | |||
The muscles of your legs and other appendages, which are used for movement, are significantly enhanced. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> The muscles of your legs and other appendages, which are used for movement, are significantly enhanced. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 590: | Line 697: | ||
'''Special:''' 2MP Gain an ability in combat to move so fast as to avoid penalties for moving around enemies. Also, gain double advantage to Charge, Push, Overrun, and Tackle. | '''Special:''' 2MP Gain an ability in combat to move so fast as to avoid penalties for moving around enemies. Also, gain double advantage to Charge, Push, Overrun, and Tackle. | ||
</div></div> | |||
|- | |||
| Ultra Immune System || | |||
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness. | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | ||
<div style="font-weight;line-height:1.6;"> You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Enhanced Ability | '''Type:''' Enhanced Ability | ||
| Line 604: | Line 712: | ||
'''Special:''' None | '''Special:''' None | ||
</div></div> | |||
|- | |||
|} | |||
== Customization == | |||
These are a series of add-on abilities to Offensive, Defensive, and Enhanced Abilities. These follow default values unless specified by the Mutation. | |||
=== Offensive Melee === | |||
This takes a mutation that doesn't have a Natural Melee attack and grants it one. | |||
'''Benefit:''' Natural Melee Attack. 1d6 | |||
'''Upgrade:''' 1MP point increases damage by upgrading the dice. Each upgrade first increases bonus damage by one, and then improves the Damage Die. IE: first upgrade brings damage to 1d6+1, next brings damage to 1d8+1, next brings damage to 1d8+2, etc. Once damage die reaches 1d10, upgrades cost 2MP. | |||
=== Offensive Ranged === | |||
This takes a mutation that doesn't have a Natural Ranged attack and grants it one. | |||
'''Benefit:''' Natural Ranged Attack. 1d4 Ranged 15ft. | |||
'''Upgrade:''' 1MP Additional 15ft and raises the Damage. Each time damaged is raised, it first increases bonus damage by one, then the Damage Die. IE: +1MP brings damage to 1d4+1, next upgrade brings damage to 1d6+1, next brings damage to 1d6+2, etc. Once the damage die is at 1d10, any additional damage requires 2MP. Max range is 60ft. | |||
=== Offensive Bonus Damage === | |||
Adds bonus damage of a particular Damage Type if and only if the Natural Attack doesn't already have Bonus Damage of that type. | |||
'''Benefit:''' Grants bonus damage of a particular Damage Type of +1d4 [Type] | |||
'''Upgrade:''' 1MP Increases the bonus damage. Each time damage is raised, it first increases bonus damage by one, then the Damage Die. IE: +1MP brings damage to 1d4+1, next upgrade brings damage to 1d6+1, next brings damage to 1d6+2, etc. At d8, upgrades cost increases by 2MP. | |||
'''Note:''' For each damage type added to the natural attack, increase this Customization cost and upgrade cost by 1MP. | |||
=== Defensive Bonus === | |||
Adds some protection to the Character, usually in the form of DR. | |||
'''Benefit:''' Grants a DR bonus for a particular Damage type. Unless specified otherwise. The DR always starts as 1. The DR has to be for a specific type, and the upgrade can only improve that type. This cannot stack on existing DR. | |||
'''Upgrade:''' 1MP improves the DR by 1. For every 2 upgrades, increase the cost by +1MP. | |||
'''Note:''' This cannot be used to remove or counter an existing Weakness or Vulnerability granted by a Drawback or by a Mutation. | |||
=== Enhanced Ability === | |||
All Enhanced Ability options are customized by customization specifically. | |||
== Customization List == | |||
{| class="wikitable" style="width: 95%;" | |||
|+Table: Customization | |||
! style="text-align:left;"|Name | |||
! style="width: 80%;"| Description | |||
|- | |||
| Barbed || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> This adds a Natural Attack or provides a damage bonus of Kinetic Type. (This only applies if the Natural Attack's base damage is of a different type) </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive Only | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain Natural Attack or Natural Attack bonus if applicable. The Attack is for Kinetic Piercing damage. (The Kinetic sub-types do not count as different Damage Types in the case of Bonus Damage) | |||
'''Note:''' This must be added to an existing Mutation that affects the body's appendages, or grants them a new body part like a tail, tentacle, extra arms, etc. | |||
</div></div> | |||
|- | |||
| Charged || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Adds electrical charge to the Attack or Defensive ability. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive or Defensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Normal Offensive or Defensive rules apply, adds Electrical Bonus Damage or DR. | |||
'''Upgrade:''' Normal rules apply. | |||
</div></div> | |||
|- | |||
| Chemical || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Some biological chemical substance oozes or spills from the mutant's body. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive or Defensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Normal Offensive or Defensive rules apply, adds Chemical Bonus Damage or DR. | |||
'''Upgrade:''' Normal rules apply. | |||
</div></div> | |||
|- | |||
| Extended || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> The Natural attack can now enlarge and extend beyond what is normal. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain 5ft Reach to a Natural Attack. | |||
'''Upgrade:''' 2MP gain another 5ft. Max 15ft. | |||
</div></div> | |||
|- | |||
| Irradiated || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> The mutant body slightly glows in certain places. This is difficult to notice in daylight. But it can show in the darkness. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive or Defensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Normal Offensive or Defensive rules apply, adds Thermal [Radiation] Bonus Damage or DR. | |||
'''Note:''' Cannot be applied to anything that already has a thermal bonus. | |||
'''Upgrade:''' Normal rules apply. | |||
</div></div> | |||
|- | |||
| Thermal (Hot/Cold) || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> The mutants body pulses with heat or cold </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive or Defensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Normal Offensive or Defensive rules apply, adds Thermal [Hot/Cold (Pick one)] Bonus Damage or DR. | |||
'''NOTE:''' Cannot be both Hot/Cold or Radioactive. This can only apply to things that do not have Thermal aspects. | |||
'''Upgrade:''' Normal rules apply. | |||
</div></div> | |||
|- | |||
| Projectile || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> Part of the mutant's body can shoot out to cause damage. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' A Melee-only Natural Attack now has a Special Ranged Attack. Range 30ft. This ability is limited by the number of times per day. 1 + (Conn Mod Min 1) (I.E, at least 2 times a day). The Attack is considered a Natural Ranged Touch attack. | |||
'''Upgrade:''' 1MP increases the range by 30ft and the base number of times per day by 1. Every 2 upgrades increases the cost by 1MP. | |||
</div></div> | |||
|- | |||
| Venomous || | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; overflow:auto;"> | |||
<div style="font-weight;line-height:1.6;"> A liquid substance coats the mutant's natural attacks and body parts, such as their hands or teeth. </div> | |||
<div class="mw-collapsible-content"> | |||
'''Type:''' Offensive | |||
'''MP Cost:''' 2 | |||
'''Benefit:''' Gain a [[General_Equipment#Poisons|Poisons]] attribute to attacks. The Poison has to be of Type Injury. No matter what is picked, the Save DC is 12. | |||
'''Upgrade:''' 1MP increases the save DC by 1. This increases the cost of the next upgrade by 1MP. The Save DC cannot exceed 19. | |||
</div></div> | |||
|- | |||
|} | |||
Latest revision as of 01:37, 30 May 2026
This is a list of all available Mutations a Mutant can gain and enhance with Mutation Points (MP). To learn more about Mutant powers, go to Mutations or go to the Difficulties to learn more about the other ways to customize a Character.
Cosmetic Mutations
The following mutations all cost zero points and are, for the most part, just suggestions on how your mutation starts to appear on your body. These can be used for role-playing, but they should also be considered when dealing with disguise or other skill/ability checks that involve interacting with other people. Consider the following options as suggestions to inspire Character looks; they are neither a requirement nor a complete list.
| Name | Description |
|---|---|
| Extra Digits | You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way. |
| Fins |
Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilities.
Upgrade: 1MP Switches this from a Cosmetic to an Enhanced Ability type and costs the fins to grow along with webbing. No longer take a speed penalty while swimming and gain a +4 for Swim checks. |
| Forked Tongue | You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one. |
| Horns | Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat. |
| Scaly Skin |
Your flesh thickens and becomes less porous, forming a thin layer of scales. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body; instead, they appear in patches on your face, neck, torso, and limbs.
Special: A creature with fur, scales, or chitin cannot gain this mutation. |
| Thin Fur Coat |
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
Special: A creature with fur, scales, or chitin cannot gain this mutation. |
| Unnatural Eyes | The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark. |
| Unnatural Hair | Your hair or fur color changes drastically to an uncommon shade for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood. |
| Unnatural Skin | The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might produce dynamic pigments that change color in response to external stimuli, such as ultraviolet light. |
| Unnatural Voice | Your voice changes in some marked fashion. It might change pitch, becoming more lyrical, raspy, whispery, or guttural. |
Offensive Mutations
| Name | Description |
|---|---|
| Acidic Saliva |
Your saliva can burn other creatures like acid. You can spit your acidic saliva as a Natural Attack. If you possess a Natural Bite attack, then this automatically grants it Chemical Bonus Damage.
Type: Offensive MP Cost: 2 Benefit: Natural Ranged Spit Attack. (Chemical) 1d4 Ranged 15ft. If Character already possesses a Natural Bite attack, they gain 1d4 Chemical Bonus Damage on the Bite attack. Upgrade: +1 MP Gains either an additional 15ft or raises the Damage. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once the damage die is at 1d8, any additional damage requires 2MP. Special: You cannot gain this mutation if you have the Venomous Bite mutation or any other mutation that involves changes to characters' saliva. |
| Adrenaline Jolt |
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
Type: Offensive MP Cost: 2 Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1 point. Upgrade: For every 1MP spent, either increase Strength and Dexterity +1 or increase the number of times per day by 1. After 4 extra MPs are spent, the upgrade cost goes up to 2MP. |
| Claws |
Your hands mutate into sharp claws.
Type: Offensive MP Cost: 2 Benefit: Natural Melee Claw Attack (Kinetic) (Based on Character size) Small 1d3, Medium 1d4, Large 1d6. The second hand is also Clawed and can be used as a Bonus Melee Attack. Upgrade: 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent, any additional damage requires 2MP. Special: For 1MP you can make the claws retractable. |
| Dimension Affinity |
You can feel the waves that undulate underneath the fabric of the universe. It's the weaves and knots that hold it together that appear almost tangleble too you.
Type: Offensive MP Cost: 3 Benefit: Gain access to 1 Dimensional Trick from the Prime list. The Character can do this once per day. If the Character already is or becomes a Dimension Knight, then count these as Bonus Techniques. Upgrade: Gain access to 1 more Trick and be able to do a trick once more per day. Every two upgrades increase the cost by 1MP. This upgrade can only be applied a total of 4 times and can only be done once per Character Level. Special: None |
| Energy Vampire |
You drain the life force or energy from other living things you can touch.
Type: Offensive MP Cost: 3 Benefit: Gain a Natural Touch attack that drains HP from the target and gives it to the Character. Touch 1d6 (None). The damage turns into Health for the Character. If the Character is already at max health, they gain 1/2 the remaining damage in temporary HP. Upgrade: 1MP Improves the damage by adding first a +1 damage bonus and then a Weapon Die level increase. I.e., First upgrade goes from 1d6 to 1d6+1, then from 1d6+1 to 1d8+1, then from 1d8+1 to 1d8+2, etc. Every other upgrade increases the cost by 1MP. Special: 3MP Multi Attack. If the Character is able to touch multiple targets, they can drain from as many of them at once as a single Standard Action attack. A roll for each Target is still necessary. |
| Enlarged Form |
You grow, becoming a freakishly large specimen of your kind.
Type: Offensive MP Cost: 4 Benefit: Character's body increases significantly in size. This means the Character is now one size category larger than before. Your weight is double, and your weight is x6. This effect can be done once per day and lasts for 1+Conn Mod turns (min 1). This provides +2 Strength, a -2 Dexterity (to a minimum of 1), a -1 to AC, and a temp HP bonus of 1HD (Hit Die) + Conn Mod. NOTE: This mutation does not change your face. If shrinking back down to normal reduces HP to below zero, the Player rolls a Con saving throw DC5 + (Number of points below zero). If passed, the Character has 1HP; if failed, the Character has 0 and passes out. Upgrade: 1MP can increase the number of times per day and the number of turns by +1, so 2+Conn Mod. After 2MP has been spent on upgrades, the upgrade cost changes to 2MP. Special: For 2MP change the bonuses too: +4 Strength, a -3 Dexterity (to a minimum of 1), a -2 to AC, a temp HP bonus of 1HD (Hit Die) + Conn Mod, and 1DR for all damage types. Special 2: If the Character wishes to stay Enlarged after their allowed number of rounds, they can roll a Conn Check DC12 + (Number of turns past limit). If they succeed, they stay enlarged but take 1 Conn Damage. If they fail, they shrink but still take 1 Conn Damage from the attempt. |
| Fangs |
Your teeth mutate into vicious fangs.
Type: Offensive MP Cost: 2 Benefit: Gain a vicious natural bite attack that deals kinetic piercing damage dependent on your size: Small 1d3, Medium 1d4, Large 1d6. Gain +1 per 5 Character levels on Intimidate. Upgrade: 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent any additional damage requires 2MP. Note: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation. If so, this adds the Acidic or Venomous damage as bonus damage. (The bonus damage from these mutations does not stack IE: 1d4+1 Acid damage just adds the 1d4 as bonus damage to the Fangs bite attack) Special: 1MP allows the Fangs to be retractable and can be activated as a Free action. When retracted, this reduces the negatives to Disguise checks as if you didn't spend any MP on this Mutation. However, the Intimidate bonus also goes away. |
| Great Horns |
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose.
Type: Offensive MP Cost: 3 Benefit: Gain a Natural Gore Attack that deals kinetic damage. The attack, however, requires a standard technique action. Damage depends on size: Small 1d4, Medium-size 1d6, Large 1d8. This also grants extra damage on a Charge Technique in the form of adding the Character's advantage die. Upgrade: 1MP point increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent, any additional damage requires 2MP. Special: Additional penalty of -1 to Disguise checks for every 3 MP spent on this Mutation (including to acquire it) (This auto adds the Horns [Cosmetic] mutation. |
| Radioactive |
You are exposed to some radiation, have DR for Thermal damage type, and can emit bursts of harmful radiation from your body.
Type: Offensive MP Cost: 4 Benefit: Immune to mild, low, and moderate degrees of radiation exposure. Also gain DR1 for Thermal Damage Type. In addition, your body acts as a radiation battery, storing the energy for later use. Once per day as a free action, you may release a 30-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a power blast of radiation. 1d6 Thermal Damage + Conn Save DC18 against getting Nauseated for 1 day. Note: The Character gives off radiation that is easily detectable and almost impossible to shield from. The Character must exhaust their Radiation once per day, or it becomes dangerous and makes the Character Nauseated after 24 hours, then another 24 hours they become Sickened and after that there Radiation is so deadly anyone around them takes a Conn Save DC15 + each day or else become Nauseated. Upgrade: 1MP, either choose to give one more use per day or increase the damage die by one level. Each upgrade increases the cost of the next upgrade by 1MP. Special: 2MP Gain a Natural Radiation beam attack that can be used once per day. A Ray of Radiation extends from the Character. 1 Ray for every 4 Levels. Starting at level 1, at level 4 2 Rays at level 8 3 Rays etc... Each Ray does the same damage as the Radiation Blast i.e. starting 1d6. This consumes the Characters built up Radition. Each day the character can choose to either perform the Blast or the Ray action. |
| Tentacles |
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
Type: Offensive MP Cost: 1 Benefit: The tentacle grants advantage on Grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. Characters also gain advantage checks associated with climbing. Upgrade: Requires Special Unlock. 1MP improves the Natural Attack by first adding a +1 to Accuracy/Damage and then increasing the weapon die level and so on. IE 1d6 upgrades to 1d6+1 upgrades to 1d8+1 upgrades to 1d8+2. Each upgrade increases the cost by 1MP. Upgrade 2: Requires Special Unlock. 1MP adds either Grapple or Trip as an effect to the Natural Grip Attack. This increases the Upgrade cost by 1MP. Special: 3MP Gain a Natural Attack Grip Attack with 5ft Reach. Damage is described in Natural Attack. |
| Magnitism |
The Character can control electromagnetic fields. Can sense, manipulate, or produce them.
Type: Offensive MP Cost: 2 Benefit: Gain access to Electro-Mancer Level 0 Techniques. The number of uses is equal to an Electro-Mancer Class Level 1. This doesn't gain Bonus from Ability Modifiers, nor do Feats affect this ability. Upgrade: 1MP number of uses is equal to the next level Electro-Mancer Class. Every 2 upgrades increase the cost by 1MP. Special: 1MP gain access to the next level Electro-Mancer Techniques. You can take this more than once, and each special increases the cost of the next by 1MP. |
| Sonic Attack |
You can produce a massive sonic blast. This is normally produced from a species' mouth, but the Player can choose how they make the blast.
Type: Offensive MP Cost: 3 Benefit: Gain a powerful Natural Ranged (30ft) Attack 1d6 (Kinetic). Upgrade: 1MP Improves the Range by 10ft and improves the damage by adding first a +1 damage bonus and then a Weapon Die level increase. I.e., First upgrade goes from 1d6 to 1d6+1, then from 1d6+1 to 1d8+1, then from 1d8+1 to 1d8+2, etc. Every other upgrade increases the cost by 1MP. Special: 2MP Sonic Gernade. Gain the ability for 1 + Conn Mod (Min 0) times per day. The character releases a blast of Sonic energy emanating from the Character's body. This does damage to all things within the blast radius; there is no saving throw. The Radius is controlled by the Character but is limited to a minimum of 15ft or a maximum of the current range of their Natural Sonic Attack. This deals the same damage the Sonic Attack does, but to all within range. |
Defensive Mutations
| Name | Description |
|---|---|
| Exoskeleton |
A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body.
Type: Defensive MP Cost: 4 Benefit: You gain a +2 natural armor bonus to AC, or your existing natural armor bonus improves by +2. Upgrade: 1MP adds +1 to AC. Every time this upgrade is spent, it increases the cost of the next upgrade by 1MP. Note: Cannot take this if the Mutant already has Fur, Scales, or the Scaly Armor mutation or any other non-cosmetic mutation that effects Epidermis layer. Special: For 2MP gain 1DR against All Damage types. This increases the cost of Upgrades by 1MP. This can be repeated, but increases the cost of the next special by 1MP. |
| Insane Reflexes |
You are extremely reactive to your environment. Your muscles seem to almost move on their own.
Type: Defensive MP Cost: 2 Benefit: Gain +2 to Dexterity Score and gain all bonuses associated with the higher score, which includes improved AC. Gain +1 Misc Bonus to Acrobatics. If the Character doesn't already have an Ability Affinity with Dexterity, gain this as well. Upgrade: 1MP gain +1 to Dexterity Score. For every 2 upgrades, increase the cost by 1MP. |
| Invisibility |
You can become invisible. Moving can cause people to see a weird shape of oddly reflecting light, but they cannot make out what it is or who they are. You are still visible to radar, sonar, and other detection and perception systems.
Type: Defensive MP Cost: 5 Benefit: Gain the ability to become Invisible at will. Any clothes worn by the Character at the point of becoming invisible are also invisible. However, things held in one's grip, such as a pistol, remain visible. When Invisible, the Character gains total concealment in combat as long as they do not move or attack. If they do, they gain partial concealment. Invisibility lasts for a total of 1 + 1/2 Character Level number of rounds before rest. The Character can choose when to spend those rounds. Upgrade: None Special: 2MP The Character's out-of-combat use of Invisibility switches from number of rounds to Minutes. And out of combat use of Invisibility is now its own counter that doesn't affect in combat time, which is still counted as turns. Special 2: 2MP The Character can now make anything they are holding, including another living person, invisible (out of combat) so long as they hold it. This takes concentration and effort. Consume the total number of Minutes twice as fast, and if something breaks the Character's concentration, they must roll a Wisdom saving throw in order to determine if the object or person they are holding becomes visible. |
| Prickly Pear |
Bony spurs or chitinous spikes or sharp needles protrude from all around your body, especially joints, and on your back, giving you a jagged profile and making you dangerous to grapple with.
Type: Defensive / Offensive MP Cost: 2 Benefit: Deal 1d4 points of piercing damage to any creature grappling or grappled by the Character. Deal 1d4 points of piercing damage per round to any creature that tries to eat or swallow the Character. Upgrade: 1MP Increases the defensive damage dealt from grapple or eating by 1 Weapon Damage Die Level. This increases to 2MP after two upgrades. Upgrade 2: Unlocked with Special. 1MP increases damage by upgrading the dice. 1d3 becomes 1d4, and so on. Each time damaged is raised, it first increases bonus damage by one, and the next MP improves the Damage Die. IE: +1MP brings damage to 1d4+1, +2MP brings damage to 1d6+1, +3MP brings damage to 1d6+2, etc. Once more than 4 MP is spent any additional damage requires 2MP. Special: 2MP Change this to a Defensive Type. These spikes or needles can shoot from your body and target nearby enemies. Gain a Natural Ranged Attack. (Kinetic) (Based on Character size) Small 1d3, Medium 1d4, Large 1d6. |
| Regeneration |
Your body can simply regenerate from damage. Recovering from an injury is super quick and easy. However, your body doesn't respond well to healing elixirs, and medical equipment often doesn't understand what is happening.
Type: Defensive MP Cost: 2 Benefit: Gain 1HP (+1 for every 2 Hit Die) Regeneration. This means each round of combat or every 3 seconds, gain 1HP until restored to full health. If the Character is level 2, this would be 2HP. At level 4, it would be 3HP, 6 4HP, and so on. Treat Injury checks and other health-restoring items/devices only restore half as much as they normally would. Extreme wounds, such as losing a limb, will heal slowly but eventually recover completely. (This doesn't impact Ability Damage) Upgrade: 1MP gain +1HP more. IE: 2HP (+1 for every 2 Hit Die) Regeneration. This upgrade increases the cost of each subsequent upgrade by 1MP. Special: 3MP Gain some semblance of Imortality. If brought down to zero hit points at the start of the first round, the Character takes the normal 1d4 Constitution Damage and then stabilizes to 1HP. The Character becomes conscious and is able to finish their round as if they had just completed a Standard Action. If completely killed, as long as the majority of the body is in one piece, the body will regenerate. Once out of combat, the Character instantly gains 1 Constitution. And then Conn healing completles as normal. |
| Scaly Armor |
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
Type: Defensive MP Cost: 2 Benefit: Gain a +2 Natural armor to AC, or existing natural armor bonus improves by 2. Note: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation. Upgrade: 1MP gain +1 Natural Armor to AC. Each upgrade increases the cost of the next upgrade by 1MP. Special: 1MP gain 1DR against Kentic, Thermal, Chemical, but NOT Electric. This special can be taken multiple times. Each time, the cost increases by 1MP. |
| Skeletal Reinforcement |
Your bones become more resilient, allowing you withstand greater amounts of punishment.
Type: Defensive MP Cost: 2 Benefit: The Character no longer has to be concerned with Massive Damage. Fall damage is always reduced by half. Character gains 1DR for Kentic damage. Note: Cannot take this mutation if you have the Brittle Bones drawback. Upgrade: 1MP increases DR by 1. For every 2MP points spent on upgrades, the cost increases by 1MP. Special: 1MP. Gains DR for one other Damage Type of Characters' choice. This DR starts at 1 and increases with every upgrade alongside the existing DR, increasing the upgrade cost by 1MP. |
| Smokescreen |
You expel chemicals through your pores, creating an inky-black cloud of smoke that envelops you and the surrounding area.
Type: Defensive MP Cost: 1 Benefit: Once per day, as a free action, the Character can produce a 20-foot-radius cloud of smoke centered on themselves. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Note: This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round. Upgrade: 1MP increases the number of times per day this can be done or increases the radius by 5ft. For every 2MP spent, the cost increases by 1MP. Special: Attributes can be added to this that turn it into an area of effect attack. Such as Venonous or Poison. (MP cost of attribute + 1) When done this way in combat, this now becomes a Standard Action. Also, this Mutation now counts as both a Defensive and Offensive mutation and costs 1MP more on upgrades regardless of whether it is Secondary or not. |
| Thick Fur Coat |
You grow a thick, protective layer of fur over your body.
Type: Defensive MP Cost: 1 Benefit: Gain 1DR against Thermal. Gain advantage on Constitution saves for weather or temp-related effects. Upgrade: 1MP gain one more DR against Thermal. Each upgrade increases the cost by 1MP. Once 3MP of upgrades have been spent (including upgrade 2) gain double advantage on Conn saving throws associated with Weather or temp related effects. Upgrade 2: Requires Special to unlock. 2MP gain one additional AC of Natural Armor. This can only be taken every 3 levels. Each time this is taken, increase the upgrade cost by 1MP. Note: A creature with fur, scales, or chitin cannot gain this mutation. Special: 2MP The fur grows over every inch of the Character's body and becomes an undeniable and impossible to hide trait. -5 to Diguese checks. Gain 1AC natural Armor. |
Enhanced Abilities Mutations
| Name | Description |
|---|---|
| Brainiac |
You are extremely intelligent and can easily apply your formidable brainpower to think through complex issues, problem-solve, and develop advanced technology.
Type: Enhanced Abilities MP Cost: 3 Benefit: Gain +1 to Intelligence Score. Gain 1 level in Technology. If already full, place this in the Item Use Branch. Gain +1 Skill Point to spend on any Knowledge Rank. Gain +1 Misc Bonus to Study skill. When performing a Craft check of any kind, gain Advantage. Upgrade: 1MP Gain +1 Skill Point to spend on any Knowledge or Craft Skill. Gain +1 Misc Bonus to Study Skill. For every 3MP spent on upgrades, the cost is by 1MP. Note: Skill points earned this way can be stored for later use. However, it must be recorded as a Skill Point that must be spent on either Knowledge or Craft. Upgrade 2: 1MP + ((Existing Int Score - 18) / 2) rounding down. IE, Upgrading from 19 to 20 would still cost 1MP, 20 to 21 would cost 2MP, 22 to 23 would cost 3MP, and so on. Gain +1 to Intelligence score. Special: 1MP Gain one free improvement to either the Technology or Item Use Branch. (This can only be taken once.) |
| Chameleon Skin |
Your skin can rapidly change color and even texture in patterns that resemble its surroundings.
Type: Enhanced Ability MP Cost: 2 Benefit: Gain +2 Misc Bonus on Stealth Checks as well as Advantage on all Stealth Checks. Also, the Character does not count the MP spent on this Mutation towards the negative Disguise checks that are part of Innate Drawbacks. Upgrade: 1MP gain an additional +2 to Misc Bonus on Stealth Checks. Every 3 upgrades increase the upgrade cost by 1MP. Special: None |
| Darkvision |
You gain low-light vision.
Type: Enhanced Abilities MP Cost: 1 Benefit: You can see in low light out to a range of 60 feet. Your vision becomes increasingly black-and-white at this point. No negative effect for Perception in darkness. Upgrade: Spending 1MP increases the range by another 60 feet. Special: Spending 1MP gives complete darkvision, allowing the person to see in total darkness up to half the distance they can see in low light. |
| Echolocator |
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation.
Type: Enhanced Abilities MP Cost: 2 Benefit: You gain Blind Fight feat. You can have a Bonus +2 to Perception, which counts as Misc Modifiers for Passive Perception checks. Upgrade: 1MP, this increases the Perception Misc Modifier by +2. This can only be done once every 5 levels. Special: If you already have Blind Fight, you can remove this Feat and gain another Feat at your next level. The Character can only gain a Feat from the Skill Enhancements or Combat Martial Arts categories. |
| Elasticity |
You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
Type: Enhanced Abilities MP Cost: 2 Benefit: Gain the Escape Artist Feat which grants the Escape Artist skill. Add +1 Misc Mod to the Skill. Gain an advantage in getting out of a Grapple. Upgrade: 1MP gain 1 Free Rank in either Acrobatics or Athletics and +1 Misc Mod to the Escape Artist skill. If the Character is at their Rank limit for either Acrobatics or Athletics, then they cannot upgrade this Mutation. Special: 2MP. This allows the Character to become stretchy and extend the length of their limbs, neck, and torso to twice their range. This can give the Character a 5 ft. reach with melee weapons, but they have to take a Disadvantage when using it. If a Strength check or saving throw is involved when stretched gain a disadvantage unless the action is an attempt to return to normal length. This also grants a double advantage in getting out of a Grapple. |
| Extra Arms |
You grow an additional pair of arms. The extra arms look and behave exactly like your other arms.
Type: Enhanced Abilities MP Cost: 2 Benefit: Gain two more arms. Gain a +4 bonus to Climb and Grapple Checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand), and you can only use one hand/arm for the purposes of double-handed weapons or off-handed weapons. So, fundamentally, this doesn't change combat. Upgrade: 1MP Gain +2 to Climb and Grapple checks. The first time an upgrade is spent on this Mutation gain Advantage on freeing from grapple. After 3 MP is spent improving this mutation (either with upgrades or special), upgrades/and special cost an additional 1MP. Note: If the Character has natural melee attacks like Clawed hands, these do not allow for extra attacks without first spending more MP with the special. Special: 2MP If the Character also has a natural melee attack like Clawed hands, they can now use their new mutated hands to gain an extra Free Attack Action when using a Standard Attack action with their Claws. Also, when using a Standard Attack action with either duel-wielding melee weapons or wielding a two-handed melee weapon, you gain a Bonus Attack using your claws from your mutated hands. |
| Life Giver |
You can use your own overflowing life force to help others.
Type: Enhanced Ability MP Cost: 2 Benefit: Gain the ability to heal others while in combat as a simple action. This Heal action doesn't require a check and can be performed only once per turn. The Character has to be able to touch the Target. The restored HP is equal to the Target's Hit Die + Character's Advantage Die. Also, while out of combat, gain Luck on Treat Injury Skill checks. Also, the Character does not need a First Aid Kit or Medical Kit to perform Treat Injury checks. A Character can only do the Treat Injury Skill check or in-combat Healing 1 + Conn Mod (Min Zero) number of times per day. Upgrade: 2MP increases the total HP restored to 2 Hit Die (Targets) + Character's (Mutant) Advantage Die. And the base number of times per day by 1. Special: 1MP Allow the Mutant to be able to do this to 2 targets per turn, while counting the Heal action only once, as long as both targets are able to be touched at the same time. Special 2: 2MP Life Giver. The Mutant Character can choose to give their own personal life force to heal an injured target. They drain their own HP and instantly transfer it to the target, restoring HP and even granting a temporary HP bonus. This means the Target can receive more HP than their max allows. This goes away after rest. The Mutant can do this special as long as they have more then 1HP to give. |
| Gills |
You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs).
Type: Enhanced Ability MP Cost: 1 Benefit: You can breathe both air and water. You can operate underwater indefinitely without drowning. Upgrade: None Special: This can be a Drawback that grants 1MP back to the Character. When doing this, the Gills must be kept constantly wet, as they can easily dry out. This causes Nauseated and 1d4 temp Conn damage for every 12 hours it isn't wetted again. If the Character is exposed to an extremely dry environment, they must immediately cover their Gills with something wet, or they will instantly dry out. This can become a serious issue in freezing environments. |
| Leaper |
You gain the ability to leap incredible distances.
Type: Enhanced Ability MP Cost: 1 Benefit: Character can leap 20ft spans at a dead stop and 30+ft with a running start. Gain a +5 mutation bonus to any Athletic/Acrobatics check that involves jumping. By default,t the Character cannot carry other Characters or use this ability if encumbered. Upgrade: 1MP gains an additional 5ft max jumping distance and an additional +5 bonus to checking involving jumping. Each upgrade makes the cost of the next upgrade increase by 1MP. Special: 1MP your legs have super strength. Your weight and/or carrying capacity is as if your strength score is 6 points higher. You can now carry one other Character of your same size or 2 of a smaller size when leaping and take no penalties. This Special cannot be taken until the Mutant is at least level 7. Special 2: 2MP your default walking speed is increased by 50% round up, both in and out of combat. Walking no longer tires you out. You cannot become Fatigued or Exhausted from simply walking, and it takes twice as long to become Fatigued from running. |
| Pheromone Attraction |
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.
Type: Enhanced Ability MP Cost: 3 Benefit: Gain a +2 Misc Modifer on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made on targets within 30 feet. Gain the ability to draw the attention of out-of-combat NPCs/Monsters to Character location if they are within 120ft. The NPC/Monster must roll a DC15 Wisdom save. If they succeed, they know that something is pulling them attentively towards them. Otherwise, they mindlessly feel a strong desire to move in your direction. In an outdoor situation, downwind can carry the scent in a specific direction rather than in all directions, and in a vented area, if the vents lack strong filters, the effect can cause confusion and spread throughout the ship/facility/house. This scent must take a 3-second standard action without qualifying for any bonus actions that require the Character to be still and can only be done once per day. The DC increases by 1 for every 5 Character levels. IE: Level 1-4 the DC is 15, Level the DC 5-9 16, and so on. Upgrade: 1MP gain an additional +1 to Bluff, Diplomacy, Handle Animal, and Intimidate and allow the Character to do the scent drawing ability one more time a day. Once 3 MP is spent, the cost of upgrading increases to 2 MP. Special: You cannot take this mutation if you have the Pheromonal Repulsion drawback/quirk. |
| Prehensile Tail |
You grow a tail that can grasp and hold objects.
Type: Enhanced Ability / Offensive MP Cost: 1 Benefit: A prehensile tail grants a +2 Misc Bonus on Acrobatics checks. It can also grasp and manipulate a simple object weighing up to 5 pounds. A prehensile tail cannot be used to operate equipment that requires opposable digits or fine motor control (such as a cell phone). A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however. Upgrade: Unlick with Special. 1MP Adds +1 Attack Accuracy and Bonus Damage. After 2 upgrades, the cost increases to 2MP. Upgrade 2: Unlock with Speical. 2MP choose to either gain 5ft Reach, the Trip ability, or the Grapple ability with the Wip Attack. You can take this Upgrade twice, but you cannot have both Trip and Grapple. Special: 2MP. Gives the tail more strength and the ability to perform a Natural Wip Attack. Damage is based on size using the size chart for the Natural Attacks table. This is just the attack, and no secondary effects like Trip, Grapple, or Poison apply. This Mutation now takes up both an Enhanced Ability and an offensive type slot, and any additional rules associated with gaining a Secondary for a Mutation type apply. |
| Scent |
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
Type: Enhanced Abilities MP Cost: 1 Benefit: Gain +2 Misc Bonus to Perception, which also counts towards Passive Perception. Characters can also use their scent to gain an advantage when attempting to detect and identify poisons. Upgrade: 1MP gain an additional +2 Msc Bonus Perception, which also counts towards Passive Perception. Each upgrade increases its cost by 1MP. Special: None |
| Resilient |
You can shrug off minor wounds with ease.
Type: Enhanced Ability MP Cost: 2 Benefit: Once per day, as a free action, outside of combat, the Character can heal themselves by one Hit Die. Upgrade: 1MP Either improve the number of times per day or the number of Hit Die. Each upgrade increases cost by 1MP. The total Hit Die cannot exceed 1/3 (round down) (Min 1) Character levels. Special: 1MP Add the Character's Conn Mod (minamun 1HP) per Hit Die healed. |
| Polymorph |
You can change your shape into anything you can see. This requires effort and time and is often not precise. A keen eye can notice something if off.
Type: Enhanced Ability MP Cost: 2 Benefit: The Character can change their shape and appearance into something or someone else. By default, they cannot be significantly resized. But they can mimic another person or species of the same size category with extreme precision. Lose all negatives for the digestive system associated with being a Mutant. Gain a +5 to Disguise checks. Gain Luck when performing Disguise checks. The Character cannot morph into a creature of a different size. Nor can they morph into a Creature or Person they have not Studied. The Study check is a DC15. Any miss reduces the Diguise bonus by the amount missed. For every 3 points past the DC, gain an additional +1 bonus. This bonus stays and does not need to be reapplied to that specific target, such as a specific species or NPC. If a Character morphs into a creature, they can mimic their natural attacks if they have a Kinetic damage type. A Character cannot morph into a giant venomous snake and use their poison attack. They can bite and do damage accordingly, but they don't gain any Chemical damage or poison. Furthermore, they retain their existing AC and DR. Upgrade: 1MP Gain an additional +3 to Disguise and gain Advatage bonus on Study checks. (Even when taking 10/20). Note: If the Character has the Natural Abilities or special upgrades that grant them the necessary traits, they can completely mimic a Natural Attack that a monstrous creature may have. Take the above example of a Venomous Snake. If the Character has a Venomous or Chemical attribute granted to this Mutation (Or another mutation), then when they Morph into the Snake, they get the full ability of the Natural Attack. Special: If taken with Enlarged Form, the Character can now change shape to one size larger OR smaller and also gain the associated attribute bonuses. |
| Wall Crawler |
You can walk on walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
Type: Enhanced Ability MP Cost: 2 Benefit: As long as the Character's hands and feet are uncovered, they can climb perfectly smooth, flat, vertical surfaces. In addition, gain an advantage on all Climb checks and can climb at full speed and even use Run and Sprint while climbing. Gain +1 Misc Bonus on Acrobatics skill. Upgrade: 1MP gain double advantage on climb checks and +2 Misc Bonus on Acrobatics. A second upgrade costing 2MP increases this to triple advantage and +4 Misc Bonus on Acrobatics. Special: None |
| Wings |
You sprout a pair of birdlike or batlike wings.
Type: Enhanced Ability MP Cost: 1 Benefit: Wings grant the Character a new mode of movement with Flying. For checks for flying in difficult environments, such as windy conditions, use the Pilot or Acrobatics whichever is higher. When choosing this ability, the Player must choose what type of wings the Character gains. This changes the Flight to either Active Flight, Hoover, or Glide. To learn more about flight, visit Locomotion. Upgrade: 1MP increases the level of flight, the duration, and the maximum weight carried all by 2x. Every 2 upgrades increases the cost of this upgrade by 1MP. Special: 1MP by default, all attacks done while flying take double disadvantage. Taking this special reduces that to one disadvantage; taking it again removes the disadvantage completely. |
| X-Ray Vision |
You can see into and through solid matter either by using an actual X-Ray or some other source of power that allows you to see things normally blocking all visible light.
Type: Enahcned Ability / Offensive MP Cost: 1 Benefit: X-ray vision allows the Character to see through 6 inches of brick or stone, 1 inch of metal or composite alloy, and up to 1 foot of wood, plaster, or dirt. Thicker substances or a thin sheet of lead block your vision. This works up to 20Ft from the Character. Upgrade: 1MP Increase the thickness of all above-mentioned materials by double and increase the Range of this ability by double. Every two upgrades increase the cost by 1MP. Upgrade 2: Unlock with Special 2. 1MP Improve Natural Attack damage. First with +1 to Accuracy/Damage and then to Weapon Die level. I.e; 1d6 upgrades to 1d6+1 upgrades to 1d8+1 upgrades to 1d8+2. Each upgrade adds +1 to the total number of times per day the Character can use this attack. Each upgrade increases the cost of the next by 1MP. Special: 1MP Grants darkvision up to the current distance the Character can use their X-Ray Vision. Special 2: 2MP Gain Laser Eyes. As a Natural attack done 1 + Conn Mod (Min 1) times per day, use your Vision ability to do Thermal (Radiation) Damage with a Ranged (60ft) Touch Attack. Damage 1d6 (T; Radiation). |
| Super Speed |
The muscles of your legs and other appendages, which are used for movement, are significantly enhanced.
Type: Enhanced Ability MP Cost: 1 Benefit: Gain x2 base speed. A character can go twice the distance while walking a long distance. If the Character travels the normal distance, then they are not fatigued. Upgrade: 1MP Gain +1 multiplier to base speed. Max upgrade is x5 speed. Special: 2MP Gain an ability in combat to move so fast as to avoid penalties for moving around enemies. Also, gain double advantage to Charge, Push, Overrun, and Tackle. |
| Ultra Immune System |
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
Type: Enhanced Ability MP Cost: 1 Benefit: Gain Ultra Immune System as a bonus feat. If the Character already has this Feat, then gain access to another Misc Feats at the Character's next level. Upgrade: 1MP Gain double advantage on Constitution saving throws to resist poisons, diseases, and radiation sickness. Recovery from poisons, disease, and radiation sickness takes 1/2 the time. This can be taken one more time at a cost of 2MP, granting triple advantage and reducing recovery time to 1/4th. Special: None |
Customization
These are a series of add-on abilities to Offensive, Defensive, and Enhanced Abilities. These follow default values unless specified by the Mutation.
Offensive Melee
This takes a mutation that doesn't have a Natural Melee attack and grants it one.
Benefit: Natural Melee Attack. 1d6
Upgrade: 1MP point increases damage by upgrading the dice. Each upgrade first increases bonus damage by one, and then improves the Damage Die. IE: first upgrade brings damage to 1d6+1, next brings damage to 1d8+1, next brings damage to 1d8+2, etc. Once damage die reaches 1d10, upgrades cost 2MP.
Offensive Ranged
This takes a mutation that doesn't have a Natural Ranged attack and grants it one.
Benefit: Natural Ranged Attack. 1d4 Ranged 15ft.
Upgrade: 1MP Additional 15ft and raises the Damage. Each time damaged is raised, it first increases bonus damage by one, then the Damage Die. IE: +1MP brings damage to 1d4+1, next upgrade brings damage to 1d6+1, next brings damage to 1d6+2, etc. Once the damage die is at 1d10, any additional damage requires 2MP. Max range is 60ft.
Offensive Bonus Damage
Adds bonus damage of a particular Damage Type if and only if the Natural Attack doesn't already have Bonus Damage of that type.
Benefit: Grants bonus damage of a particular Damage Type of +1d4 [Type]
Upgrade: 1MP Increases the bonus damage. Each time damage is raised, it first increases bonus damage by one, then the Damage Die. IE: +1MP brings damage to 1d4+1, next upgrade brings damage to 1d6+1, next brings damage to 1d6+2, etc. At d8, upgrades cost increases by 2MP.
Note: For each damage type added to the natural attack, increase this Customization cost and upgrade cost by 1MP.
Defensive Bonus
Adds some protection to the Character, usually in the form of DR.
Benefit: Grants a DR bonus for a particular Damage type. Unless specified otherwise. The DR always starts as 1. The DR has to be for a specific type, and the upgrade can only improve that type. This cannot stack on existing DR.
Upgrade: 1MP improves the DR by 1. For every 2 upgrades, increase the cost by +1MP.
Note: This cannot be used to remove or counter an existing Weakness or Vulnerability granted by a Drawback or by a Mutation.
Enhanced Ability
All Enhanced Ability options are customized by customization specifically.
Customization List
| Name | Description |
|---|---|
| Barbed |
This adds a Natural Attack or provides a damage bonus of Kinetic Type. (This only applies if the Natural Attack's base damage is of a different type)
Type: Offensive Only MP Cost: 2 Benefit: Gain Natural Attack or Natural Attack bonus if applicable. The Attack is for Kinetic Piercing damage. (The Kinetic sub-types do not count as different Damage Types in the case of Bonus Damage) Note: This must be added to an existing Mutation that affects the body's appendages, or grants them a new body part like a tail, tentacle, extra arms, etc. |
| Charged |
Adds electrical charge to the Attack or Defensive ability.
Type: Offensive or Defensive MP Cost: 2 Benefit: Normal Offensive or Defensive rules apply, adds Electrical Bonus Damage or DR. Upgrade: Normal rules apply. |
| Chemical |
Some biological chemical substance oozes or spills from the mutant's body.
Type: Offensive or Defensive MP Cost: 2 Benefit: Normal Offensive or Defensive rules apply, adds Chemical Bonus Damage or DR. Upgrade: Normal rules apply. |
| Extended |
The Natural attack can now enlarge and extend beyond what is normal.
Type: Offensive MP Cost: 2 Benefit: Gain 5ft Reach to a Natural Attack. Upgrade: 2MP gain another 5ft. Max 15ft. |
| Irradiated |
The mutant body slightly glows in certain places. This is difficult to notice in daylight. But it can show in the darkness.
Type: Offensive or Defensive MP Cost: 2 Benefit: Normal Offensive or Defensive rules apply, adds Thermal [Radiation] Bonus Damage or DR. Note: Cannot be applied to anything that already has a thermal bonus. Upgrade: Normal rules apply. |
| Thermal (Hot/Cold) |
The mutants body pulses with heat or cold
Type: Offensive or Defensive MP Cost: 2 Benefit: Normal Offensive or Defensive rules apply, adds Thermal [Hot/Cold (Pick one)] Bonus Damage or DR. NOTE: Cannot be both Hot/Cold or Radioactive. This can only apply to things that do not have Thermal aspects. Upgrade: Normal rules apply. |
| Projectile |
Part of the mutant's body can shoot out to cause damage.
Type: Offensive MP Cost: 2 Benefit: A Melee-only Natural Attack now has a Special Ranged Attack. Range 30ft. This ability is limited by the number of times per day. 1 + (Conn Mod Min 1) (I.E, at least 2 times a day). The Attack is considered a Natural Ranged Touch attack. Upgrade: 1MP increases the range by 30ft and the base number of times per day by 1. Every 2 upgrades increases the cost by 1MP. |
| Venomous |
A liquid substance coats the mutant's natural attacks and body parts, such as their hands or teeth.
Type: Offensive MP Cost: 2 Benefit: Gain a Poisons attribute to attacks. The Poison has to be of Type Injury. No matter what is picked, the Save DC is 12. Upgrade: 1MP increases the save DC by 1. This increases the cost of the next upgrade by 1MP. The Save DC cannot exceed 19. |