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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Normal Extra Eye This is an extra eye that functions like your regular eyes – increases Perceive by 10 25
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
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
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
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
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
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
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
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
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
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
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