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Mutations

Each mutation calls for an initial roll of d100.  Note, the really good stuff requires a roll boost, since it starts at 101:

  1. Ability decay, genetic:  Roll d6.  1=STR, 2=DEX, and so on.  -2 whatever ability you rolled (major).
  2. Ability decay:  Lose 2 ability points.  You choose the ability (major).
  3. Revolting appearance:  Organs on the outside, no eyelids, no jaws, etc.  -6 CHA.
  4. Mental disability:  -d4 INT (major).
  5. Blood hunger:  You crave the taste of blood.  Moreover, you need to drink blood to survive.  You must drain a pint of blood from a living creature once every 24 hours.  Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (not dead) creature.  The bitten creature takes dmg from the bite attack plus an extra d6 dmg from the blood loss.  If you go 24 hours without consuming blood, you take d4 CON dmg.  Drinking a pint of blood cures the ability dmg caused by blood deprivation in d6 rounds.  Ability dmg caused by blood deprivation cannot be restored through natural healing (major).
  6. Ultraviolet allergy:  Ultraviolet light burns your flesh and causes it to ignite.  Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite (major).
  7. Light sensitivity:  Your eyes cannot adjust to bright light.  Abrupt exposure to bright light (such as sunlight) blinds you for 1 round.  On subsequent rounds, you take a -1 penalty on attack rolls and -4 Search and Spot as long as you remain in the area (major).
  8. Combat fear:  Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.  After initiative is rolled but before you take your first action in combat, make a WIL save (DC 15).  If you fail the WIL save, you are shaken for the rest of the encounter, taking a -2 penalty on attack rolls, saving throws, and skill checks.  If the save succeeds, you overcome your moment of fear and negate the ill effects (major).
  9. Rapid aging:  You age at an increased rate due to the strain your mutations place on your cells.  You appear many years older than your actual age.  Double your actual age to get your effective age.  Your effective age determines your ability score penalties.  You do not gain any of the benefits of aging (increased mental ability scores) (major).
  10. Poisonous blood:  Your blood is poisonous to your own body, probably because an ancestor of yours took blooder blood (human-only archaetech nanobots).  You must take regular doses of blood scrubber infusions (10tr each, only reliably available in the twelve largest cities in Pala) or regularly vist a reverberator trained in blood scrubbing to resist the poison’s effects.  Every 24 hours you go without taking a dose of blood scrubber infusion, make a successful FOR save (DC 15) or take d4 points of CON dmg.  Taking a dose cures the dmg caused by deprivation in d6 rounds.  CON dmg caused by deprivation cannot be restored through natural healing (major).
  11. Overall size:  Demi-unhuman:  SMALL size; all relevant rules apply (major).
  12. Overall physiological frailty:  -4 FOR save (major).
  13. Internal organ displacement:  Missing lots of organs:  -2 CON (major).
  14. Papery skin:  -2 AC (major).
  15. Limb, useless:  Crab hands:  You need gengineering to hold things.  d8/d8 att.  -2 CHA (major).
  16. Limb, useless:  Gimp feet:  Your movement is three quarters norm.  -1 DEX.  -1 CHA (major).
  17. Sensory organ hypergrowth:  Eyes everywhere, aaah!  -10 SAN (major).
  18. Sensory organ hypergrowth:  HYPER-HEEEARING:  -5 SAN (minor).
  19. Brittle:  Your bones weaken such that you can no longer withstand hard or sudden impacts.  -3 FOR.  In addition, you take an additional d6 points of damage from a fall (minor).
  20. Festering sores:  Your skin is covered with painful, festering sores.  The sores are more aggravating than harmful, but they make it hard to wear armor.  When you wear any type of armor, decrease the armor’s maximum DEX bonus by -2 and increase its armor penalty by +4 (minor).
  21. Internal organ displacement:  Missing some stuff in there:  -1 CON (minor).
  22. Diminished musculature:  -1 STR (minor).
  23. Balance problems:  -1 DEX (minor).
  24. Overall physiology:  Low blood pressure:  -10 hp (1 min.) (minor).
  25. Frailty:  Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.  -2 FOR, including saves made to stabilize at negative hit points (minor).
  26. Heat and cold susceptibility:  Your body does not react well to hot or cold temperatures.  You take x2 dmg from exposure to extreme heat or cold (minor).
  27. Lethargy:  Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.  -2 REF (minor).
  28. Limb, useless:  T-rex arm:  It can hold small things, including derringers.  -1 CHA (minor).
  29. Limb, useless:  Gimp baby-arm:  Achy boned; no other game effect.  -1 CHA (minor).
  30. Lost arm:  One of your arms withers or gets eaten away, leaving behind a stump.  You lose one arm of your choice. You cannot effectively wield weapons that require two hands.  -2 Climb, Swim, and grapple checks.  You can replace your lost arm with a automaton’s arm, for a great price (minor).
  31. Mindslave:  You have a mental deficiency that makes it hard to resist mind-influencing effects.  -2 WIL (minor).
  32. Pheromone repulsion:  You release pheromones that other creatures find repulsive.  -4 Diplomacy and Handle Animal.  -1 CHA (minor).
  33. Reduced speed:  You are unable to move as quickly as normal due to various mutations and deformities.  Reduce your speed by 5 ft.  This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have (minor) (taken twice, major).
  34. Thin skin:  You are more susceptible to harm.  You take +1 dmg each time you are wounded (minor).
  35. Weak immune system:  Your body has difficult preventing infections from entering its system, and thus it is prone to sickness and disease.  -2 FOR (minor).
  36. Big-boned:  -2 Move Silently.  +2 Performance (Eating Contests) (minor).
  37. No effect.  Sigh.
  38. Extra digits (cosmetic).
  39. Fins (cosmetic).
  40. Forked tongue (cosmetic).
  41. Horns, small (cosmetic).
  42. Scales:  Thin layer of squamous skin (cosmetic).
  43. Thin pelt of fur (cosmetic).
  44. Unnatural eyes (no pupils or huge pupils, strange color, slit pupils; cosmetic).
  45. Extremely hirsute (hairy; cosmetic).
  46. Unnatural skin color (bright red, rainbow; cosmetic).
  47. Unnatural voice (high, low, monotone; cosmetic).
  48. Gills, ornamental (cosmetic).
  49. Roar:  +2 Intimidate (minor).
  50. Thick fur coat:  You grow a thick, protective layer of fur over your body.  +4 FOR saves against extreme cold temperatures (minor).
  51. Thorny skin:  +1 AC.  Grappling causes 1 dmg/rnd to opponents.  -1 CHA (minor).
  52. Slimy skin:  +2 to any roll affecting grappling.  -1 CHA (minor).
  53. Double organs:  +1 CON (minor).
  54. Overall physiology:  +10 hp (minor).
  55. Enhanced musculature:  +1 STR (minor).
  56. Overall physiology:  +2 FOR save (minor).
  57. Overall physiology:  Passable as a four-armed human.  -4 CHA to unhumans for mating purposes, but otherwise, you may fool most humans (minor).
  58. Gills, half-formed (+8 Swim; minor).
  59. Acidic saliva:  Your saliva does damage.  Your bite attack deals an extra 1d4 points of acid damage with each successful hit (minor).
  60. Adrenaline jolt:  You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your STR or DEX.  Once per day, as a free action, you can temporarily increase either your STR or DEX by d4-1 points.  The increase lasts for a number of rounds equal to 3+CONmod (minor).
  61. Claws:  You have two attacks for d6/d6 dmg (-4/-8 till trained).  -1 CHA (minor).
  62. Darkvision:  You gain darkvision.  You can see in total darkness out to a range of 60 feet.  Darkvision is black and white only but is otherwise like normal sight (minor).
  63. Energy diffusion:  Your body’s ability to withstand energy damage increases.  You gain resistance 5 to two types of energy, or resistance 10 to one type of energy:  Acid, cold, electricity, fire, or sonic/concussion (minor).
  64. Fangs, huge.  Bite:  d12 dmg, -2 to hit until trained (minor).
  65. Great horns:   You sprout horns capable of goring a foe.  -1 CHA.  The horns may be curled like a ram’s or pointed like a bull’s.  Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose.  You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size:  Small d4, Med. d6, Large d8.  If you get multiple attacks in a round, you can gore multiple times.  Your horns are treated as natural weapons and do not provoke attacks of opportunity (minor).
  66. Hypersensitivity:  Your are particularly sensitive to your surroundings.  +2 Listen, Search, and Spot.  You gain Blind-Fight as a bonus feat.  Loud noises and bright lights cause double penalties/double DC, however (minor).
  67. Leaper:  +8 Tumble (minor).
  68. Scent:  You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.  +4 Tracking.  Very strong smells, however, cause you to face a WIL or FOR save (your choice) or be stunned for 1 round (minor).
  69. Smokescreen or inkscreen:  You  have ink sacs and can expel chemicals through your pores to create an inky-black cloud of smoke or ink, engulfing yourself and the surrounding area.  -1 CHA.  1/day, as a free action, you can produce a 20-ft-rad cloud of smoke centered on you.  Cost 3 pK.  The cloud is stationary once created.  The inky-black smoke obscures all sight, including darkvision, beyond 5 feet.  A creature 5 feet away has one half concealment (20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).  This ability functions underwater.  A moderate wind or current disperses the cloud in 4 rnds.  A strong wind or current disperses the cloud in 1 rnd (minor).
  70. Wall crawler:  You can walk 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 perfectly smooth, flat, vertical surfaces.  +4 Climb. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.  You also gain +4 Balance when moving a cross a slippery surface.  Wearing any kind of footwear negates this bonus (minor).
  71. Limb, useful:  Webbed digits:  You grow webbing between your fingers or toes and can move more easily through liquids.  +4 Swim.  Having webbed digits does not interfere with your ability to grasp or manipulate objects (minor).
  72. Limb, useful:  Tail:  Attack for d8 dmg (att. -4 till trained).  -1 CHA (minor).
  73. Bone evolution:  Light-boned:  +2 Move Silently (minor).
  74. Skin hypergrowth:  Camouflage:  +2 Hide (minor).
  75. Sensory organ hypergrowth:  Hyper-hearing:  +2 Listen (minor).
  76. Sensory organ hypergrowth:  Eyes everywhere:  +2 Spot (minor).
  77. Circulatory evolution:  Second wind:  You shrug off minor wounds with ease.  1/day, as a free action, you can heal yourself of a number of points of dmg equal to your CONmod (min. 1) (major).
  78. Circulatory evolution:  Gills, fully amphibious (major).
  79. Echolocation:  You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment.  You gain the blindsight ability to a range of 60 feet (major).
  80. Elasticity:  You can bend and twist your body in unnatural ways and squeeze through very tight spaces.  +8 Escape Artist.  Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches.  A creature using this mutation to move through a tight space moves at one-quarter normal speed (major).
  81. Energy absorption:  You can absorb energy.  You gain resistance 10 to two types of energy, or resistance 20 to one type of energy:  Acid, cold, electricity, fire, or sonic/concussion (major).
  82. Exoskeleton or squamous hide:  A thick exoskeleton or scaly hide forms over your skin.  An exoskeleton consists of interlocking plates of chitin covering 90% or more of your body.  Squamous hide consists of dry, tough scales.  Either way, you gain a +3 AC.  -2 CHA (major).
  83. Pheromone attraction:  You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.  +4 Bluff, Diplomacy, Handle Animal, and Intimidate (major).
  84. Half-chitin hide:  +2 AC.  -1 CHA (major).
  85. Prickly pear:  Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.  You deal d4 points of piercing damage to any creature you are grappling or any creature that grapples you (major).
  86. Radioactive:  You are immune to some radiation and can emit bursts of harmful radiation from your body.  -1 CON.  You are immune to mild, low, and moderate degrees of radiation exposure.  In addition, your body acts as a radiation battery, storing the energy for later use.  Once per day as a free action, you may release a 60-foot-radius burst of radiation centered on you.  All creatures within the burst radius are exposed to a moderate degree of radiation (FOR DC 18, incubation period 3d6 hours, initial and secondary damage d6-1 CON) (major).
  87. Skeletal reinforcement:  Your bones become more resilient, allowing you withstand greater amounts of punishment.  Your massive dmg threshold increases by +3.  In addition, the dmg you take from a fall is reduced by 1 die.  This mutation stacks with the Improved Damage Threshold feat (major).
  88. Stinger:  A poisonous stinger erupts from some part of your body—usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage.  -2 CHA.  Your sharp stinger deals piercing damage dependent on your size:  Small d4, Med. d6, Large d8.  If you get multiple attacks in a round, you can sting multiple times.  The stinger is treated as a natural weapon and does not provoke attacks of opportunity.  In addition, the stinger injects poison into the target, with effects similar to puffer poison (major).
  89. Venomous bite:  Your bite injects poison into your victim’s bloodstream.  Any creature you successfully hit with your bite attack must make a FOR save (DC 10+[your lvl/2]+CONmod) to negate the effects (initial and secondary dmg d4 CON).   You must have a natural bite attack to gain the benefit of this mutation (major).
  90. Vexing voice:  You can vex another creature using the peculiar resonance of your voice.  Select any living creature within 30 ft of you; the creature must be able to hear your voice to be affected.  Upon hearing your voice, the creature must make a WIL save (DC 10+[your lvl/2]+CHAmod) or be dazed for 1 round.  A save negates the effect.  This ability is a mind-affecting compulsion usable 3/day.  Using this ability is a free action and costs 3 pK (major).
  91. X-ray vision:  Due to massive radiation poisoning, you can see through solid matter.  X-ray vision allows you to see through 1 ft of brick or stone, 1 in of metal or composite alloy, and up to 3 ft of wood, plaster, or dirt.  Thicker substances or a thin sheet of lead blocks your vision.  X-ray vision has a maximum range of 20 ft and allows you to see as if you were looking at something in normal light, even if there is no illumination.  -1 CON (major).
  92. Force barrier:  You generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.  As a free action, you can generate an invisible electromagnetic barrier that provides dmg reduction 3 against incoming weapon attacks and force effects.  Cost 3 pK/rnd.  The barrier lasts a number of rounds equal to your CONmod (minimum 1 round).  You can create the force field 3 times/day.  Portable archaetech devices such as comms cease to function if held or worn by you while the electromagnetic force barrier is in effect (major).
  93. Quadruple organs:  +2 CON (major).
  94. Limb, useful:  Tentacle:  A single tentacle grows from your side or back.  -2 CHA.  +4 grapple.  The tentacle resembles an octopus’s suckered tentacle or a simple, amoeboid pseudopod.  It can grasp and manipulate a simple object of your size category or smaller.  The tentacle can’t be used to operate equipment that requires opposable digits or fine motor control.  You can “hang” from your tentacle by wrapping it around a larger object, thereby freeing up other limbs.  The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack.  The attack deals bludgeoning dmg based on size:  Small d4, Med. d6, Large d8.  If you get multiple attacks in a round, you can strike with the tentacle multiple times.  The tentacle is treated as a natural weapon with a 10-ft reach, and attacks made with it do not provoke attacks of opportunity (major).
  95. Limb, useful:  Prehensile tail:  Hold things.  Att. for d4 dmg.  Att. -4 till trained.  -1 CHA (major).
  96. Limb, useful:  Extra arm:  You can use this arm like any other.  Att. -4 till trained.  -1 CHA (major).
  97. Limb, useful:  Extra arms:  You can use these like arms.  Att. -4/-8 till trained.  -1 CHA (major).
  98. Limb, useful:  Extra legs:  Movement doubled.  -2 CHA (major).
  99. Third eye:  +1 WIS, -1 CHA.  +2 Search, Spot.  You grow an extra eye in the middle of your forehead.  The “weird eye” also gives you a special gaze attack that makes other creatures tremble.  As a free action, you can use the extra eye to make a gaze attack against 1 creature within 20 feet.  Cost 5 pK.  The creature must make a WIL save (DC 10+[your lvl/2]+CHAmod) or be shaken for 2d6 rnds.  Any creature that saves against your gaze attack can’t be affected again for 24 hrs (major).
  100. Overall size:  Mega-unhuman:  LARGE size; all relevant rules apply (major).
  101. Limb, useful:  Goddamn wings!?  You can fly for short spurts, CON # of rnds.  -2 CHA (major).
  102. Overall size:  MEGA-unhuman:  HUGE size; all relevant rules apply (major).
  103. Telekinetic:  As a move action, you can move an unattended object weighing up to 5 pounds up to 15 ft in any direction.  Cost 3 pK.  Using this ability does not provoke attacks of opportunity.  You must be able to see the object you are affecting.  You must concentrate on the object to move it telekinetically.  If your concentration is broken while you are levitating the object (Concentration skill).  This ability can be used at will (major).
  104. Telepathy:  As a free action, you can forge a telepathic link with another living creature within 100 feet of you.  Cost 2 pG.  The creature with which you form the link must have an Intelligence score of 6 or higher, and it must be a willing participant in the link.  You can communicate telepathically through the link even if you do not share a common language, but no special control or influence is established as a result of the link.  If you and the linked creature move more than 100 feet apart, the telepathic link severs instantly.  You can telepathically link with only one creature at a time during any given round, but the ability can be used at will (major).
  105. Extra brain:  Roll a d10.  Subtract 1.  Pick a psi power of that level.  Gain as may psi as the power requires to manifest (major).

DISGUISE AND CANCELING OUT

Any mutation that alters a creature’s physical appearance imposes a penalty on the creature’s Disguise checks.  For creatures trying to conceal multiple physical deformities or alterations, the penalties stack.  A cosmetic mutation imposes a -1 penalty on Disguise checks, while a more serious mutation imposes a -2 penalty on Disguise checks.

Mutations sometimes cancel each other out (-2 FOR and +2 FOR = no change on actual Fortitude checks).  This is fine.  This part of the wonderful randomness.

UNHUMAN MUTATIONS

Unhumans express at least one mutation every few years (see the species description for the mutational frequency of each subspecies).  Unhuman PCs may take on as many additional mutations as they like at character creation, and one per level afterwards.  (Why they would do this, no one knows.)

GREEN MUTATIONS

Greens are not required to take any mutations.  That said, they probably should…  Greens tend to look mutant (have lots of extra fingers, strange skin patterns, tiny horns, catlike eyes, etc.) but not actually have a lot of serious changes to their physiologies.  For this reason, green PCs may pick any cosmetic mutation (no game effect) as well as any minor mutation, as long as positives balance negatives.

ARTISENS AND AUTOMATICS DEPENDENCY

Time causes the body of an artisen to degenerate.  For this reason, they rely on doctors skilled in automatics (often a horseheaded man, in fact) to repair this mechanical damage to the body.  Starting at level 5, roll d20 and add your level.  If the result exceeds 25, you have d20+CON days to seek out a master automatist and be treated, which can be expensive and time consuming.  If you are not treated, roll d100 and subtract 10+lvl to determine what “mutation” affects you permanently.

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