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While a mutation can assume many forms, it typically signifies an abnormal trait or ability not common to the species. Mutations can be pronounced or unnoticeable. They may grant extraordinary abilities or effect subtle to grotesque changes in a creature’s physiology.
Mutations may appear only at birth or manifest as consequences of radiation exposure or some horrible physical trauma.
Ordinarily, a GM should allow players to select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented below. However, for GM-controlled creatures and supporting characters, the GM can determine mutations randomly. Whenever a creature or supporting character gains a mutation, the GM may roll percentile dice and consult Table: Mutations below, then select an appropriate number of drawbacks with a total MP value equal to or greater than the MP cost of the randomly determined mutation.
All special qualities granted by mutations are considered extraordinary abilities. Using an extraordinary ability is a free action unless noted otherwise.
MUTATION POINTS
Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including heroes) begin play with 0 MP. A creature gains MP by selecting one or more drawbacks—physical deformities and disabilities that make the creature less effective in play. A creature can then “spend” the MP on one or more beneficial mutations. The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks. A creature may still have unspent MP after choosing beneficial mutations, however. These unspent MP can be spent on new mutations at a later time.
d%
Mutation Type
01–02
Extra Digits Cosmetic
0
03–04
Fins Cosmetic
05–06
Forked Tongue Cosmetic
07–08
Horns Cosmetic
09–10
Scaly Skin Cosmetic
11–12
Thin Fur Coat Cosmetic
13–14
Unnatural Eyes Cosmetic
15–16
Unnatural Hair Cosmetic
17–18
Unnatural Skin Cosmetic
19–20
Unnatural Voice Cosmetic
21–22
Acidic Saliva Minor
1
23–24
Adrenaline Jolt Minor
3
25–26
Claws Minor
27–28
Darkvision Minor
29–30
Energy Diffusion Minor
2
31–32
Fangs Minor
33–34
Force Barrier Minor
35–36
Gills Minor
37–38
Great Horns Minor
39–40
Hypersensitivity Minor
41–42
Leaper Minor
43–44
Scaly Armor Minor
45–46
Scent Minor
47–48
Second Wind Minor
49–50
Smokescreen Minor
51–52
Tail Minor
53–54
Thick Fur Coat Minor
55–56
Ultra Immune System Minor
57–58
Wall Crawler Minor
59–60
Webbed Digits Minor
61–62
Echolocator Major
5
63–64
Elasticity Major
65–66
Energy Absorption Major
4
67–68
Enlarged Form Major
6
69–70
Exoskeleton Major
71–72
Extra Arms Major
73–74
Gazing Eye Major
75–76
Pheromone Attraction Major
77–78
Prehensile Tail Major
79–80
Prickly Pear Major
81–82
Radioactive Major
83–84
Skeletal Reinforcement Major
85–86
Stinger Major
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