Mutations are a part of life in Second Era Nor'Ova. Some mutations come later in life as you are constantly exposed to radiation, and sometimes you can be born with them. 

Here you will find mutations that you could gain, either by choice or due to repeated exposure to radiation. Should your GM allow, you may even pick a few of these to start off with during character creation.

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1) How to Obtain Mutations

Mutations are obtained as a result of prolonged exposure to nuclear or magical radiation. Due to the fallout of the global nuclear war known as the Great Magic War, the world at large has high levels of radiation. Leaving the safety of your underground settlements will mean exposure to various levels of radiation. This in turn can lead to radiation poisoning or mutation. 

The amount of radiation you receive and can tolerate is measured by your Radiation Tolerance. Radiation Tolerance is your character's ability to tolerate the radiation of the outside world. The outside world still has significant levels of radiation, with some areas having even more than other areas. Your ability to tolerate it will determine if your character gets sick from radiation poisoning and even if your character develops any mutations. Every time your character is exposed to radiation, you may be asked to make a radiation tolerance check. You will take your radiation tolerance and try to roll that number or less. If you fail, you may receive radiation poisoning. Here you will roll for resist, with a penalty depending on the environment. If you resist, you will get the intended radiation poisoning amount as mutation points. If you fail, you will receive radiation poisoning damage, minus any radiation defense provided by your armor, until cured.

You gain mutation points for failing your radiation tolerance but resisting the radiation poisoning. The amount of radiation poisoning damage you would have received in that instance is how many mutation points you receive. Should you gain mutation points, you will be able to try to get a mutation. Once you gain a mutation, that will decrease your mutation points. Should your mutation points reach over 100, you will receive the rest as radiation damage.

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2) Starting Out with Mutations

What if you wanted to start out with magical mutations? Your GM could allow you to have a pool of starting mutation points. Here's how you'd generate such a pool. 

  • Step 1: Roll a 1d10 a total of six (6) times. Record each roll separately on a piece of paper.
  • Step 2: Roll a 1d6. The number rolled is how many rerolls you can make. Remember, a reroll will take the place of the number rolled for, even if it is lower, and you don't have to use all of your rerolls. 
  • Step 3: Get a total of all the numbers rolled. 

The final answer is how many mutation points you can start with, which you can use to pick up a mutation or two for your character at the start. Also, your GM may allow you to pick a mutation based on a back story you've written, if it fits.

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3) The Mutations

Mutation Description Mutation Point Cost
Albino

Your character has become an albino, which serves no real purpose but is often revered or feared. You now have a 50% chance of sunburn, which causes 1d8 HP damage per round.

5
Antennae

Your character has developed a pair of antennae. They allow your character to detect life via subtle vibrations up to 120 x 120 feet away, even if you cannot see or hear them. They prevent you from wearing helmets without modifications.

15
Aquatic Eye Membrane

You have a second set of clear eyelids which lower while underwater, allowing you to see through them as if you were wearing goggles. This triggers automatically while underwater.

10
Avian Eyes

Your eyes have taken on the characteristics and appearance of an eagle – increasing your Perceive by 20 as long as it is not used for something up close. Your character finds things up close to be blurry, reducing your Perceive by half.

10
Bird Wings

Your character has developed bird wings with a wingspan that is double that of your character's arm length. Your character can use the wings to triple jump ranges, but cannot fly unless your character has the hollow bones mutation and is carrying less than ½ of his or her weight.

40
Canine or Feline Ears

Your character has developed either canine or feline ears which you can describe. These increase your character's Perceive by 10.

10
Child of Magic

Your character has adapted to radiation. While in areas of high radiation, your character will actually heal 1d10 HP and SA per round or 3d20 HP and SA per hour.

25
Compound Eyes

Your character's eyes are compound, like those of an insect. This doubles your character's perception. This also causes your character to be sensitive to light, being almost blinded by normal sun light and receiving 1d8 HP damage to bright light.

15
Cyclops Effect

This effect causes the character to have only one eye which is typically located at the center of one's head, but not always – Perceive is decreased by 5.

5
Deformed

Your character has developed a deformity of your choice and description. The deformity serves no purpose and has no real negatives except for how others deal with him or her.

5
Exoskeleton

Your character develops a chitin exoskeleton. This decreases any physical damages received by 30% but also decreases movement rates by 20% and evasion rates by half.

30
Extra Digits

An extra finger or toe, or both – has no real effect on your character except that it looks odd.

5
Eye of Shadow

This is a third eye that does not function like a regular eye – allows one to peer into the Shadow Realm but must close normal eyes for effect to work, this eye is closed when the normal eyes are open.

40
Fast Healing

While this doesn't have an effect on one's physical appearance, it causes one to be healed faster. Healing potions, skills, and spells effects are increased by 25% on one with this mutation effect. The character must make Self Control checks though with every potion use restoring more than 100 of a stat (or combined potions restoring more than 100) to determine for potion addiction.

20
Feathers or Fur

Your character becomes covered by feathers or fur of your choice and description. This mutation is for a 20% covering of fur or feathers which you may place on your character. You can continue to acquire this mutation until your character has 100% coverage. Each covering increases your tolerance to the cold. Fur makes you less susceptible to frost bite while feathers make the covered area water proof.

15
Gills

Your character has developed a set of gills allowing your character to breath while underwater. Unfortunately, your character is now more susceptible to gas clouds and poisoned bodies of water (if under water in such), doing double damage.

35
Hollow Bones

Your character's bones have become hollow. This makes your character very light, thus doubling your character's movement rates and tripling jump ranges. If your character has the bird wings mutation, your character can learn to fly. Your character's attacks though are 30% less effective, carry and lifting limits decreased by 50%, and your character has a 20% chance of bones breaking with hard hits or simple falls. Must first obtain Light Bones Mutation. This cannot be applied with Thick Boned.

25
Hooves

Your character's feet become hooves. This allows for kicking attacks with an attack value of 1d20 per foot and removes the need and ability to wear shoes or boots. Your character does become unable to walk well on slippery surfaces such as ice.

15
Horns

Your character has developed horns which you can describe, of a length no shorter than 4 inches and no longer than 12 inches. The horns have an attack value of 2d12. Having horns makes your character feared and not trusted and requires special modifications to wear helmets.

20
Increased Hearing

While this doesn't have an effect on one's physical appearance, it does increase their Perceive by 10. Loud sounds though will harm the character, doing 2d10 HP damage and have a 50% chance of causing temporary deafness for 1 full day.

10
Insect Wings

Your character has developed a pair of large, translucent, insect wings with a wingspan that is equal to that of your character's arm length. They make a buzzing noise as you run, increases your jump range by 50% and doubles the effect of run and sprint skills.

30
Light Bones

Your character's bones become very light. This increases your character's movement rates by 50% and increases your character's Jump Ranges by double. However your character's carry and lifting limits are decreased by 25% and damages done to your character are increased by 10%. This cannot be applied with Thick Boned.

20
Missing Digits

Missing a toe or finger, or both – Can make it more difficult to walk thus decreasing your movement rates by 10% per toe or can make it harder to hold a weapon properly thus increasing the chance of mishap by 1 per finger. GM may require a luck check to see if your character develops this mutation due to high magic radiation exposure.

5
Natural Regeneration

Your character develops natural regeneration, which causes your HP, SA, and EP to restore by 1% of their maximum per round in battle or 10% of their maximum per hour out of battle.

40
Normal Extra Eye

This is an extra eye that functions like your regular eyes – increases Perceive by 10

25
Padded Feet

The bottoms of your character's feet are thickly padded, allowing your character to no longer need shoes or boots to protect the bottom of your character's feet.

5
Poisonous

Your character's body produces a potent venom through sweat. Any one except your character who touches your character when covered with sweat will be poisoned, receiving 2d4 HP damage per round (non-stacking). Your character is immune to your own poison.

20
Retractable Claws

Your character has developed retractable claws for both hands. The claws are 2 inches long and do not increase your character's attack range. They have a damage value of 4d6. Extending the claws is painful, doing 1d8 HP damage to your character each time.

15
Rough Skin

This can take on the appearance of leathery skin, overly calloused skin, or skin with a bark-like texture. A character with this mutation's skin is rough and thick. Physical damages done to this character is reduced by 20%. However, the character also is a slow healer, causing healing skills, spells, and potions to be 10% less effective.

15
Scales

Your character has developed scales. This mutation is for a 20% covering of scales which you may place on your character. You can continue to acquire this mutation until your character has 100% coverage. For every 20% coverage, your character gains a Defense of 10 and a MR% of 2 towards any magic type of your element.

25
Spines

Your character's skin is covered with fine spines, either on the back of the arms or on the back. The spikes have an attack value of 1d20 but can also rip through clothing and backpacks and make it hard or impossible to wear armor on the covered spot.

20
Spiritual Eye

This is a third eye that does not function like a regular eye – allows one to see spirits and the like but must close normal eyes for effect to work, this eye is closed when the normal eyes are open. Automatically grants the talent Spirit Sight once developed. 

30
Tail

Your character has developed a tail which you can describe, of a length no shorter than 6 inches and no longer than half of your character's height. If your character has scales or spikes, so will the tail. If your character is flesh, so is the tail. The tail matches your character. It has an attack value that is equal that of your character's Melee Power.

25
Thick Boned

Your character's bones thicken. This increases your character's weight, strength, and strength racial maximum by x 1.2. This also causes your character's speed, and speed racial maximum to decrease by 20% (stat x 0.7). This cannot be applied with hollow bones or light bones.

20
Thorns

Your character's skin is covered in small, woody thorns. The thorns are 1/4th of an inch in length and cover the back of your character's arms, your character's back, shoulders, and back of his or her hands. The thorns have an attack value of 2d12, but can rip through thin or cheap cloth material.

20
Useless Third Eye

This is a third eye that is blind, it has no effect or use since the character cannot see out of it, it simply looks odd.

5
Wall Walker

With this mutation your character develops small, scaly hooks in the palms of their hands, on their shins, and the bottoms of their feet. These scaly hooks allows your character to climb and walk on walls and ceilings as naturally and easily as walking on the ground. Wearing gloves or boots will limit this effect or prevent its use. Those with this mutation develop a phobia to the magic element they are weak against.

35
Webbed Hands

Your character has developed webbed hands which increases your character's movement in water by 50% but prevents your character from wearing gloves or gauntlets.

20
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Submitted by mythus on Fri, 12/02/2022 - 00:32