Mutations home

Mutation Sort by Mutation, Ascending Sort by Mutation, Descending Description Sort by Description, Ascending Sort by Description, Descending Mutation Point Cost Sort by Mutation Point Cost, Ascending Sort by Mutation Point Cost, Descending
Extra Digits An extra finger or toe, or both – has no real effect on your character except that it looks odd. 5
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
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
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
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
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
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
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
Normal Extra Eye This is an extra eye that functions like your regular eyes – increases Perceive by 10 25
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
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
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
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
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
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
Natural Regeneration Your character develops natural regeneration, which causes your Vitality, Soul, and Endurance to restore by 1% of their maximum per round in battle or 10% of their maximum per hour out of battle. 40
Child of Magic Your character has adapted to radiation. While in areas of high radiation, your character will actually heal 1d10 Vitality and Soul per round or 3d20 Vitality and Soul per hour. 25
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
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
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
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 skill 30
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
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
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
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
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 Vitality damage to your character each time. 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 Spirit of 2 towards any magic type of your element. 25
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
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 Vitality damage per round (non-stacking). Your character is immune to your own poison. 20