2.4.3 Mutation Descriptions

Mutation descriptions are listed in alphabetical order. The exact details of each mutation (appearance, origins, etc.) are up to you to decide.

Aberrant Deformity: [Minor Flaw]

You have developed limbs in places where they don’t belong. Though this does not affect your physical abilities, you cannot use normal armour (it must be custom-built at double cost), and suffer a -10 penalty to disguise-related Charisma checks.

Accumulated Resistance: [Minor Perk]

You have built up a resistance to various agents. You gain a +4 bonus on Endurance checks against diseases, poison, and radiation. This bonus also applies to Medical Incompatibility checks.

Acidic Saliva: [Major Perk]

Your saliva can burn other creatures like acid. With a successful ranged touch attack, you can spit this acid onto an opponent, inflicting 2d4 acid damage per round for 1d4 rounds (unless somehow neutralized). Your acidic saliva can also delivered as a bite attack.

This mutation can be used up to three times per day. Your target must be within short range to make a spit attack. If your spit attack misses, you expend one of your daily uses (missing with a bite attack does not expend a daily use).

Additional Arm: [Medium/Major Perk]

You have an extra, usable arm, which looks and behaves exactly like your other arms. This allows you to wield another weapon or use a two-handed weapon plus a shield. As a creature with more than two arms, you gain a +4 bonus on climbing-related Strength checks and grapple checks. For the purpose of combat, your extra arm is treated as an ‘off-hand’ (that is, you still have only one primary hand).

Unlike most mutations, Additional Arm can be selected more than once. Each time you roll this mutant perk, you gain an extra arm.

Additional Eyes: [Minor/Medium Perk]

You have developed additional eyes, which might be located anywhere on your body. You gain a +2 bonus to vision-related Perception checks and cannot be flanked.

Adrenaline Control: [Minor/Medium Perk]

You have developed fine control over your adrenal system. In combat, the surge of adrenaline grants you a +4 bonus to Initiative.

Adrenaline Deficiency: [Medium Flaw]

You have a deficiency in adrenaline production (perhaps due to an atrophied adrenal gland), causing you to lack ‘fight or flight’ reflexes. You suffer a -4 penalty to Initiative.

Albinism: [Minor Flaw]

You lack protective pigmentation and are susceptible to sunlight and ultraviolet radiation. You take 1 point of Endurance damage for every hour exposed to daylight, and die if your Endurance reaches 0. Wearing heavy clothing and eye protection can reduce this, to a minimum of 1 Endurance damage (per 8 hours exposure).

Anaphylaxis: [Minor/Medium Flaw]

Your metabolism reacts badly to the presence of normal materials which are normally harmless. Contact with the offending material will cause you to become poisoned (End DC 15, initial/secondary damage 1d6 Agi/1d6 Agi), check for each round of exposure.

Your GM will determine the which substance you are susceptible to. Examples include feathers, ferrous metal, fur, mould, and platic.

Unlike most mutations, Anaphylaxis can be selected more than once. Each time you roll this mutant flaw, your GM will pick another offending material.

Attention Deficit: [Minor Flaw]

You have developed a chemical imbalance that prevents you from concentrating. You suffer a -2 penalty to Attribute checks requiring concentration (including most Int checks, many Per and Cha checks, and some physical checks). You also suffer a -10 penalty on repeated Attribute checks to retry a specific action.

Bicephalous: [Major Perk]

You possess two distinct and fully developed heads, each with its own independent brain. You gain the effects of the Additional Eyes and Dual Brain mutant perks (without having to roll for additional flaws). In addition, your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Bite Attack: [Minor Perk]

Your teeth mutate into vicious fangs. You gain a bite attack that deals 1d6 damage (Crit 20). If you get multiple attacks in a round, you can bite multiple times.

The Unarmed Combat, Brawl, and Increased Brawl Proficiencies can increase the damage die and critical range for your bite attacks.

Bizarre Appearance: [Minor Flaw]

Your appearance is disturbing enough to cause you a -2 penalty to all interaction-related Charisma checks, and a -6 penalty to disguise-related Charisma checks.

Unlike characters with the Aberrant Deformity flaw, your form is essentially humanoid.

Bleeder: [Major Flaw]

Each time you suffer damage (but not subdual damage), you suffer a bleeding wound and lose 1 additional hit point per round. Bleeding takes place at the start of your turn, and al bleeding can be stopped by spending a full-round action binding your wounds.

In addition, your character’s natural healing rate is reduced by half.

Blindness: [Major Flaw]

Your character is unable to see. You take a -2 penalty to Defense, lose your Agility bonus to Defense, all movement is decreased one ‘step’, you take a -4 penalty on most Strength and Agility checks, and all activities that rely on vision automatically fail. All opponents are considered to have concealment (50% miss chance).

Your GM will probably allow you to select the ‘Blindsight’ perk as if you had rolled it randomly.

Blindsight: [Minor/Medium Perk]

Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, you maneuver and fight as well as a sighted creature. This ability works continuously and is effective out to reach range. Blindsight never allows you to distinguish color or visual contrast – you cannot read with blindsight.

Chameleon Epidermis: [Minor Perk]

You gain a +10 bonus to sneak-related Agility checks when wearing trying not to be seen. To get the full bonus, you must be wearing little clothing (no armour) and move slowly (up to 1 range category/2 rounds) or remain immobile. This bonus is reduced by five (-5) each if you are wearing light armour or moving up to normal speed (1 range category/round). You gain no bonus if you are wearing medium or heavier armour or if you are moving faster than normal speed.

Claws: [Minor/Medium Perk]

This mutation has altered your fingernails so that they can be used as formidable weapons. Your hands are now natural weapons that allow you to make claw attacks for 1d6 damage (Crit 20). You can attack with each set of claws in the same round as a full attack, but with a -2 penalty to the attack rolls.

The Unarmed Combat, Brawl, and Increased Brawl Proficiencies can increase the damage die and critical range for your claw attacks.

Crude Hands: [Major Flaw]

Your hands are not as articulate as a human’s (or a normal human’s). You suffer a -4 penalty on attack rolls with all hand-held items (weapons, etc.) and Agility checks requiring fine manipulation.

Danger Sense: [Minor Perk, Psionic]

You can detect the presence of danger before your senses would normally allow it, making you immune to surprise and granting a +4 bonus on Attribute checks against traps. This power costs 1 ISP to manifest and remains active for one hour.

Darkvision: [Minor/Medium Perk]

You can see with no light source at all, out to medium range (60 ft.). Darkvision is black and white only (colors cannot be discerned). It does not allow you to see anything that they could not see otherwise – hidden objects are still hidden, and psionic illusions are still visible as what they seem to be. The presence of light does not spoil darkvision.

Dermal Poison: [Medium/Major Perk]

The outer cells of your epidermis have developed the ability to inflict a paralytic poison. With a successful unarmed touch attack, your target must make an Endurance check or suffer the poison’s effects (End DC 14, initial/secondary damage 1d4 Agi/1d4 Agi). Similarly, successful unarmed and bite attacks against you subject the attacker to the poison.

Detect Psionics: [Minor Perk, Psionic]

You detect psionic auras. A psionic aura is given off by any active or permanent power and from characters or creatures with Inner Strength Points. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

  • 1st Round: Presence or absence of psionic auras.
  • 2nd Round: Number of different psionic auras and the strength of the most potent aura (highest power grade).
  • 3rd Round: The strength and location of each aura.

This power costs 1 ISP to manifest and remains active for up to 1 minute (concentration is required to maintain use). You can detect psionics within a medium range cone-shaped emanation. Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Distinctive Odour: [Minor Flaw]

You smell horrible, and suffer a -2 penalty on most interaction-related Charisma checks. You are also easier for creatures with Keen Scent to detect and follow. Even creatures without Keen Scent can recognize your presence and even identify you by scent alone.

Dual Brain: [Medium Perk]

You have a second brain (but not necessarily a second head). You get to make two Attribute checks when trying to resist mind-influencing effects (such as psionic powers) and can take the best result. (A natural one on a single save is not automatically a failure, but a one on both rolls is.)

Faceshift: [Medium Perk]

You make yourself – but not your clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type or alter your number of limbs. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

Although you may emulate the cosmetic appearance of most mutations, you do not gain their benefits or suffer their drawbacks. Likewise, with a few exceptions you cannot reduce the penalties of any of your own mutant flaws by using this ability. If you use Faceshift to create a disguise, you get a +10 bonus on the Charisma check.

This mutation can be used up to three times per day, for up to 10 minutes duration per use. Once you select a particular form, you must use this mutation again to change to a different form (although you can always return to your natural form for free).

Fast Healing: [Minor Perk]

Your natural healing rate is increased. You regain 2 hit points per class level per day of rest, or 1 per day of activity. You regain 2 lost Attribute points per day of rest, or 1 per day of activity. Whenever you receive healing from another source (such as the savant’s Treat Injury class ability), you regain 1 extra hit point per successful healing attempt.

Festering Sores: [Minor Flaw]

Your skin is covered with painful, festering sores. The condition is more aggrivating than harmful, but it makes it especially hard to wear armour. When wearing any type of armour, decrease the armour’s maximum Dodge bonus of armour by 2 and increase the armour penalty by 4.

Fleet Feet: [Minor Perk]

You have developed the ability to run incredibly fast. Possible reasons for this ability include enhanced adrenal gland function and development of a higher tensile strength in the muscles and tendons of the legs. Your running speed is increased by one ‘step’, from fast (2 range categories/round) to very fast (3 range categories/round), for example. This mutation does not change your base speed.

Fear Response: [Major Flaw]

You over-react to stressful situations and are considered shaken in combat or other danger (-2 to attack rolls and Attribute checks).

Gills: [Minor Perk]

You grow a set of gills that can draw oxygen out of water. These gills appear on your neck, back, chest, or back (near your windpipe or lungs). You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.

Glowing: [Minor Flaw]

Your body produces a strange glow that sheds light 5 feet. The glow is usually neon green, blue, white, or yellow. It is noticable in daylight and visible from afar in darkness. You suffer a -6 penalty to disguise-related Charisma checks, and may be treated as Creep-contaminated by others.

Heightened ATTRIBUTE: [Medium or Major Perk]

You gain a +4 bonus to the specified Attribute. This can increase your Attribute score above the typical maximum allowed. You don’t have to select a heightened Attribute as a Prime (but it would probably be a good idea).

Note that there is no ‘Heightened Luck’ mutation.

Hesitation: [Major Flaw]

Combat and other dangerous events overexcite you, making you hesitate. You may make partial actions only during combat (one move action or one attack action, not both).

Hunchback: [Minor Flaw]

You have a spinal deformity that manifests as a pronounced hump on your back. This is a slight hindrance to movement, causing a -2 penalty on most movement-related Agility checks.

Keen Ears: [Minor Perk]

Your ears are particularly (some would say unnaturally) sensitive. You gain a +10 bonus to hearing-related Perception checks.

Keen Eyes: [Minor Perk]

Your eyes are particularly (some would say unnaturally) sensitive. You gain a +10 bonus to vision-related Perception checks.

Keen Nose: [Minor Perk]

You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odours the way others do familiar sights.

You can detect opponents within short range by sense of smell. If the opponent is upwind, the range increases to medium range; if downwind, it drops to reach range. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as the Overpowering Stench mutation, can be detected at triple normal range.

When you detect a scent, the exact location of the source is not revealed – only its presence somewhere within range. You can take a move action to note the direction of the scent. If you move within melee range of the source, you can pinpoint the source.

Light Sensitivity: [Minor/Medium Flaw]

Your eyes have developed an sensitivity to intense light. You suffer a -2 penalty on all Attribute checks and attack rolls in bright light.

Lightning Touch: [Medium/Major Perk]

You can discharge a powerful jolt of electricity with your touch. A successful melee touch attack deals 3d6 points of electricity damage. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

This mutation can be used up to three times per day. If the attack misses, the electricity isn’t expended.

Malformed Mouth: [Minor Flaw]

Your speech is difficult to understand. Perhaps your there are bestial undertones to your voice, or maybe you can only communicate in a whisper. You suffer a -2 penalty on speech-related Charisma checks.

Missing Arm: [Major Flaw]

One of your arms is missing or deformed in a manner that does not allow you to utilize it effectively. You cannot wield two-handed weapons or use a weapon and shield. You may also suffer Strength and Agility check penalties on tasks requiring two hands.

Unlike most mutations, Misisng Arm can be selected more than once. (Well, twice, to be precise.)

Morbidly Obese: [Medium Flaws]

A chemical balance causes you to be grossly overweight (regardless how little food you consume or how much you exercise). You suffer a -1 penalty to attack and Defense, and your running speed is reduced by one ‘step’.

Nervous Spasms: [Minor/Medium Flaw]

You twitch and spasm uncontrollably. You suffer a -2 penalty to ranged attacks and Agility checks requiring fine manipulation.

Night Blindness: [Medium Flaw]

You have diminished vision under low-light condition. You are considered blind in any poorly-lit or deeply shadowed environment (i.e., any conditions short of natural sunlight or bright illumination).

Nightvision: [Minor Perk]

You can see twice as far as a normal person in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. You retain the ability to distinguish colour and detail under these conditions. You can see outdoors on a moonlit night as well as they can during the day.

Object Reading: [Medium Perk, Psionic]

You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.

  • 1st Minute: Last owner’s genotype.
  • 2nd Minute: Last owner’s age and gender.
  • 3rd Minute: Last owner’s background and mutations (if any).
  • 4rd Minute: How last owner gained and lost the object.
  • 5th Minute: Next-to-last owner’s genotype, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

This power costs 3 ISP to manifest and remains active for up to 10 minutes (concentration is required to maintain use). Each use of this power affects a single touched or held object.

Overpowering Stench: [Medium Perk]

When you are angry or frightened, you can secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures within melee range are sickened and suffer a -2 penalty on all attack rolls, weapon damage rolls, and Attribute checks.

Pack Mentality: [Medium/Major Flaw]

Your mutation has affected your social development and you find it difficult to ignore orders from others. You are considered under the effects of the Charm Person psionic power, and must make Charisma checks to avoid ‘suggestions’ from your ‘friends’ (DC varies).

Padded Feet: [Minor Perk]

You gain a +10 bonus to sneak-related Agility checks when trying not to be heard. This bonus is reduced by five (-5) if you are moving faster than your base speed. You gain no bonus if you move faster than 2 range categories per round.

Phobia: [Minor Flaw]

You have an undefeateable fear. This can be a physical defect caused by a chemical imbalance or a mental defect from early childhood. Becomes shaken when exposed to object of phobia (-2 to attack rolls and Attribute checks).

Your GM will determine the source of your character’s fear. Examples include fire, darkness, giant bugs, heights, crowds, enclosed spaces, or flying creatures.

Unlike most mutations, Phobia can be selected more than once. Each time you roll this mutant flaw, your GM will pick another phobia.

Pint-Sized: [Medium Flaw]

You are unusually small, though not quite a midget (about 4 to 4½ feet tall). You function in many ways as if you were one size category smaller. Whenever you are subject to a size modifier for an upposed check (such as when grappling), you are treated as one size class smaller. You are also considered to be one size smaller when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. Finally, you use weapons as if you were one size category smaller (and suffer a -2 penalty on attack rolls when using a medium-sized weapon inappropriately).

This mutation does not affect your reach.

Plus-Sized: [Medium/Major Perk]

You are a freakishly large specimen, though not quite a giant (about 7 to 7½ feet tall). You function in many ways as if you were one size category larger. Whenever you are subject to a size modifier for an upposed check (such as when grappling), you are treated as one size larger. You are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. Finally, you can use weapons as if you were one size category larger without penalty (for example, you can wield a greatsword one-handed).

This mutation does not grant you reach.

Poor Hearing: [Minor/Medium Flaw]

Your hearing is deficient. You suffer a -6 penalty to all hearing-related Perception checks, and a -2 penalty to Initiative.

Poor Mobility: [Minor/Medium Flaw]

Your are slower than others. All movement is reduced by one ‘step’, from fast (2 range categories/round) to normal (1 range category/round), for example. This mutation affects both your base speed and running speed.

Poor Vision: [Medium/Major Flaw]

You are extremely nearsighted; all objects more than a few meters away are blurry. Ranged targets treated as concealed (50% miss chance), and you suffer a -4 penalty to vision-related Perception checks.

Prehensile Tail: [Minor/Medium Perk]

You grow a tail (or perhaps a tendril or small tentacle) that can grasp and hold objects. This tail acts as crude hand, but with it you suffer a -4 penalty with all held items (including weapons) and Agility checks requiring fine manipulation.

Psionic Blast: [Major Perk, Psionic]

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range that fail a Charisma save. Psionic blast stuns each affected creature for 1d4 rounds.

This power costs 5 ISP to manifest as a standard action (duration is instantaneous). The power affects all targets within a short range cone-shaped burst. A successful Charisma check against a DC of 15 + your Charisma modifier negates the effects.

Read Thoughts: [Medium Perk, Psionic]

You know the surface thoughts of the mind of any creature within range that fails a Charisma save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intellect of 26 or higher (and at least 10 points higher than your own Intellect score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

This power costs 3 ISP to manifest and remains active for up to 1 minute (concentration is required to maintain use). You can read thoughts within a medium range cone-shaped emanation. Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

An unwilling target can make a successful Charisma check against a DC of 13 + your Charisma modifier negates the effects.

Reduced [ATTRIBUTE]: [Medium or Major Flaw]

-4 to penalty to the specified Attribute. You cannot select a reduced Attribute as as a Prime.

Note that there is no ‘Reduced Luck’ Mutation.

Regeneration: [Major Perk]

You heal at an incredible rate and are difficult to kill. Damage dealt to you is treated as subdual damage. You automatically heal subdual damage at a rate of 1 hit point per round. Attack forms that don’t deal hit point damage ignore Regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies over time.

Robust: [Medium Perk]

You are extremely robust and gain an additional ten (10) hit points.

Scaly Armour: [Medium Perk]

Thick, overlapping scales cover your body (alternately, you have a tough exoskeleton, or some other natural armour) which provides a +4 bonus to Defense.

Sonic Blast: [Major Perk]

You emit an ear-splitting yell that deafens and damages creatures in a 30-ft. cone (short range) in front of you. Any creature within the area of effect is deafened for 2d6 rounds and takes 3d6 points of sonic damage. A successful Endurance check (DC 15) negates the deafness and reduces the damage by half.

This mutation can be used up to three times per day.

Steelskin: [Major Perk]

A metallic coating or some other natural armour protects your body (perhaps a shell or thick carapace), providing a +8 bonus to Defense.

Stiff Motion: [Medium/Major Flaw]

Your coordination is jerky. You are always flat-footed, which mean you never get your Agility bonus to Defense.

Syncope: [Medium Flaw]

You are afflicted with cerebral amnesia and are vulnerable to fainting. These swoons commonly strike at the most innopportune times. You may lose consciousness when surprised (End DC 15 to resist).

Telekinesis: [Major Perk, Psionic]

You move a creature or object by concentrating your mind on its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 1 range category per round. A creature can negate the effect on itself or an object it possesses with a successful Charisma check against a DC of 15 + your Charisma modifier.

This power ends if the target is moved out of range. If you cease concentration, the target falls or stops. You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power.

An object can be telekinetically manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you make a Charisma check instead.

This power costs 5 ISP to manifest and remains active for up to 1 minute (concentration is required to maintain use). Your target must be within medium range. If this power is used to distract a psionic enemy who is attempting to manifest a power, he must also make a Endurance check against a DC of 15 + your Charisma modifier.

Thick Hide: [Minor Perk]

You have a thick hide, heavy fur, or some other natural armour which provides a +2 bonus to Defense.

Thin-Skinned: [Medium Flaw]

You are easier to injure than normal and suffer a -2 penalty to Defense.

Tumourization: [Major Flaw]

You have an advanced form of tumour development, akin the the ‘Elephant Man’. You develop massive and grotesque tumours thatn completely distort and pervert the human form. You gain the effects of the Aberrant Deformity, Bizarre Appearance, Festering Sores, and Poor Mobility flaws (without being able to roll for additional perks).

Wall Climber: [Minor Perk]

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. As long as your hands and feet are uncovered, you can climb any surface at your base speed.

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