Mutation Enhancements: Difference between revisions
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'''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. | ||
=== <u>PHEROMONE ATTRACTION | === <u>PHEROMONE ATTRACTION </u> === | ||
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. | You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. | ||
''' | '''Type:''' | ||
'''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 do not have strong filters, the effect can cause confusion and spread throughout the ship/facility/house. This scent must take a 3 second (Full Round) action that requires 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. | |||
=== <u>PREHENSILE TAIL [MAJOR]</u> === | === <u>PREHENSILE TAIL [MAJOR]</u> === | ||
Revision as of 04:36, 29 January 2026
Magnito Abilities, Super Speed, Sonic Attack, Physical Ability Boosters, Shape Shifter, HP Regeneration, DR Providers, Energy Vampire, Healing Others, Dimension Affinity, Super Genius, Invisibility,
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.
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.
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.
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: Deffensive
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: A creature with 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 can be repeated, but increases the cost of the next special by 1MP each time.
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 Full Round Attack action with their Claws. Also, when using a Full Round 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. The Bonus or Free Attack only counts for one hand and not both.
EXTRA DIGITS [COSMETIC]
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.
MP Cost: 0
Benefit: None.
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.
FINS [COSMETIC]
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.
MP Cost: 0
Benefit: None
FORKED TONGUE [COSMETIC]
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Cost: 0
Benefit: None
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.
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 Full Round 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.
HORNS [COSMETIC]
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.
MP Cost: 0
Benefit: None
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:
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 do not have strong filters, the effect can cause confusion and spread throughout the ship/facility/house. This scent must take a 3 second (Full Round) action that requires 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 [MAJOR]
You grow a tail that can grasp and hold objects.
MP Cost: 4.
Benefits: A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of 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.
Special: A creature that already has a tail cannot gain this mutation.
PRICKLY PEAR [MAJOR]
Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.
MP Cost: 4.
Benefits: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability.
RADIOACTIVE [MAJOR]
You are immune to some radiation and can emit bursts of harmful radiation from your body.
MP Cost: 5.
Benefits: You are immune to mild, low, and moderate degrees of radiation exposure. 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 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a moderate degree of radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con).
SCALY ARMOR [MINOR]
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a +2 natural armor bonus to Defense, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.
SCALY SKIN [COSMETIC]
Your flesh becomes thicker and less porous, giving rise to a thin layer of scales covering your flesh. 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 appearing in patches on your face, neck, torso, and limbs.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
SCENT [MINOR]
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.
MP Cost: 2.
Benefit: You gain the scent special ability.
SECOND WIND [MINOR]
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution modifier (minimum 1).
SKELETAL REINFORCEMENT [MAJOR]
Your bones become more resilient, allowing you withstand greater amounts of punishment.
MP Cost: 5.
Benefits: Your massive damage threshold increases by +3. In addition, the damage you take from a fall is reduced by one die.
Special: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.
SMOKESCREEN [MINOR]
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Cost: 1.
Benefit: Once per day, as a free action, you can produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has onehalf concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
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.
STINGER [MAJOR]
A poisonous stinger erupts from some part of your body—usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage.
MP Cost: 4.
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, with effects similar to puffer poison.
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.
TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation.
TENTACLE [MAJOR]
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle grants a +4 mutation bonus on grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacle to grasp and manipulate a Medium-size or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with the tentacle multiple times. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.
THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
THIN FUR COAT [COSMETIC]
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
ULTRA IMMUNE SYSTEM [MINOR]
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.
UNNATURAL EYES [COSMETIC]
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.
MP Cost: 0.
Benefit: None.
UNNATURAL HAIR [COSMETIC]
Your hair or fur color changes drastically to a shade that is uncommon 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.
MP Cost: 0.
Benefit: None.
UNNATURAL SKIN [COSMETIC]
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 gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
MP Cost: 0.
Benefit: None.
UNNATURAL VOICE [COSMETIC]
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
MP Cost: 0.
Benefit: None.
VENOMOUS BITE [MAJOR]
Your natural bite attack injects poison into your victim’s bloodstream.
MP Cost: 4.
Benefit: Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (initial and secondary damage 1d4 Con).
Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.
VEXING VOICE [MAJOR]
You can vex another creature using the peculiar resonance of your voice.
MP Cost: 4.
Benefit: Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.
WALL CRAWLER [MINOR]
You can walk 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.
MP Cost: 2.
Benefits: As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.
WEBBED DIGITS [MINOR]
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.
WINGS [MAJOR]
You sprout a pair of birdlike or batlike wings.
MP Cost: 6.
Benefit: Your wings grant a natural fly speed of 60 feet (average maneuverability).
X-RAY VISION [MAJOR]
You can see into and through solid matter.
MP Cost: 6.
Benefit: X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light, even if there is no illumination.