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Mutations

Posted by Mutant MasterFor group public
Mutant Master
GM, 4 posts
Sun 14 Nov 2021
at 11:33
  • msg #1

Mutations

What follows is a list of mutations and drawbacks for ease of finding.

Mutation Descriptions

Cosmetic Mutations: The simplest and least mechanically complicated mutation is a cosmetic mutation. A cosmetic mutation has no game effect other than to change a creature’s appearance in some fashion. Cosmetic mutations cost 0 MP.
Minor Mutations: A minor mutation not only changes a creature’s appearance in some fashion but also grants it a beneficial (if minor) special ability or useful feature, such as darkvision or gills. A minor mutation costs 1–3 MP and can usually be offset by a single drawback.
Major Mutations: A major mutation fundamentally changes the genetics and physiology of a particular creature. Moreover, it grants the creature a beneficial special ability or feature it couldn’t otherwise possess, such as telekinesis or the ability to fly. A major mutation costs 4 or more MP and must be offset by one or more drawbacks.
Drawbacks: A creature with minor or major mutations also has drawbacks to offset them. Drawbacks are special disabilities or vulnerabilities that negatively affect a creature. Each drawback has an MP value, and a creature can spend these MP on minor and major mutations to offset the negative effects
of the drawback.

Special Mutation

This mutation doesn't really fall into the other categories, so it is listed here.

MYSTICAL CONNECTION

You have a connection to the fantastically that manifest as a rudimentary spell casting ability.
MP Cost: Varies, see below
Benefit: You gain access to a single spell. Pick a single spell that can have a materials cost no greater that 10gp, then pick how many times you want to use it per day from 1-3 or at will. To figure out the cost, take the spell level and add one, then multiple by the number of times per day you want with at will being 5. For example, you want to be able to cast true strike at will. True strike is a 1st level spell so the base cost is 2 (level 1 spell +1) then multiplied by 5 for at will, making the cost 20 MPs. Perhaps it would be better to just be able to use it once a day which will only cost 2 MPs instead.
You may only have one mystical connection mutation in use at a time and this ability cannot be ended voluntarily. The effects must play out their full duration.
This ability follows all the rules as if it was a spell like ability with an needed DC being equal to 10 + half your character level + Cha mod.
Special: You may take this mutation multiple times to chose another spell to have access to.

You may take any racial ability as outlined in the Advanced Race Guide for Mutation Points equal to the points as laid out therein.
This message was last edited by the GM at 15:14, Sun 07 Aug 2022.
Mutant Master
GM, 6 posts
Sun 14 Nov 2021
at 11:58
  • msg #2

Mutations - Cosmetic

EXTRA DIGITS
You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way.
MP Cost: 0.
Benefit: None.

FINS
Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilities.
MP Cost: 0.
Benefit: None.

FORKED TONGUE
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Cost: 0.
Benefit: None.

HORNS
Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat.
MP Cost: 0.
Benefit: None.

SCALY SKIN
Your flesh becomes thicker and less porous, giving rise to a thin layer of scales covering your flesh. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body, instead appearing in patches on your face, neck, torso, and limbs.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation

THIN FUR COAT
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation

UNNATURAL EYES
The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark.
MP Cost: 0.
Benefit: None.

UNNATURAL HAIR
Your hair or fur color changes drastically to a shade that is uncommon for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood.
MP Cost: 0.
Benefit: None.

UNNATURAL SKIN
The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might gain dynamic pigments that change color based on outside
stimuli, such as exposure to ultraviolet light.
MP Cost: 0.
Benefit: None.

UNNATURAL VOICE
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
MP Cost: 0.
Benefit: None.
This message was last edited by the GM at 13:53, Sun 14 Nov 2021.
Mutant Master
GM, 7 posts
Sun 14 Nov 2021
at 11:58
  • msg #3

Mutations - Minor

ACIDIC SALIVA
Your saliva can burn other creatures like acid.
MP Cost: 1.
Benefit: Your bite attack deals an extra 1d4 points of acid damage with each
 successful hit.
Special: You must have a natural bite attack to take this mutation. You cannot gain
 this mutation if you have the Venomous Bite mutation.

ADRENALINE JOLT
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Cost: 3.
Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.

CLAWS
Your hands mutate into sharp claws.
MP Cost: 2.
Benefit: You gain a claw attack that deals slashing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your claws are treated as natural weapons and do not provoke attacks of opportunity. You can make two claw attacks per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple claw attacks. Your full Strength modifier applies to damage dealt with claw attacks made as your primary attack. There is no such thing as an off-hand for you when you fight using both claws (both claws are treated as primary weapons). When using a full-attack action, you can make a claw attack as a secondary attack. A secondary claw attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt. Having claws does not adversely affect your manual dexterity.
Special: If you have the extra arms mutation, you must buy the claws mutation twice to have claws on all four hands. If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

DARKVISION
You gain darkvision.
MP Cost: 1, 2, or 4.
Benefit: You can see in total darkness out to a range of 30, 60, or 120 feet. Darkvision is black and white only but is otherwise like normal sight.

ENERGY DIFFUSION
Your body’s ability to withstand energy damage increases.
MP Cost: 2.
Benefit: You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: acid, cold, electricity, fire, radiation, or sonic/concussion.

FANGS
Your teeth mutate into vicious fangs.
MP Cost: 1.
Benefit: You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. You can make one bite attack per round at your full base attack bonus. If you get multiple
attacks with a full-attack action, you can make multiple bite attacks. You apply 1—1/2 your Strength modifier applies to damage dealt with bite attacks made as your primary attack. When using a full-attack action, you can make a bite attack as a secondary attack. A secondary bite attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to
damage dealt.
Special: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation. If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

FORCE BARRIER
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides a +3 deflection bonus to Armor Class. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.
Special: Portable electronic devices such as cell phones, sensor comps, and headsets temporarily cease to function if held or worn by you while the electromagnetic force barrier is in effect.

GILLS
You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs).
MP Cost: 2.
Benefit: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.

GREAT HORNS
You sprout horns capable of damaging or goring a target. 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 a moose.
MP Cost: 1.
Benefit: 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 1d4, Medium 1d6, Large 1d8. Your horns are treated as natural weapons and do not provoke attacks of opportunity. You can make one gore attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple gore attacks. You apply 1—1/2 your Strength modifier to damage dealt with gore attacks made as your primary attack. When using a full-attack action, you can make a gore attack as a secondary attack. A secondary
gore attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a gore), you meet the prerequisites for the Multiattack feat.

HYPERSENSITIVITY
You are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Perception checks. You also gain Blind-Fight as a bonus feat.

LEAPER
You gain the ability to leap incredible distances.
MP Cost: 1.
Benefit: You gain a +10 mutation bonus on all Acrobatics checks made to jump

SCALY ARMOR
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.

SCENT
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Cost: 2.
Benefit: You gain the scent special ability. (See Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability.)

SECOND WIND
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution score (minimum 1).

SMOKESCREEN
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Cost: 1.
Benefit: Once per day, as a free action, you can produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has partial 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 rounds. A
strong wind or current disperses the cloud in 1 round.

TAIL
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Acrobatics checks made to balance. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your tail is treated as a natural weapon and does not provoke attacks of
opportunity. You can make one tail slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tail slam attacks. You apply 1—1/2 your Strength modifier to damage dealt with tail slam attacks made as your primary attack. When using a full-attack action, you can make a tail slam attack as a secondary attack. A
secondary tail slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation. If you have three or more natural attacks (for example, two claws and a tail), you meet the prerequisites for the Multiattack feat.

THICK FUR COAT
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +1 natural armor bonus to your Armor Class, and a +4 mutation bonus on Fortitude
saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

ULTRA IMMUNE SYSTEM
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.
  ULTRA IMMUNE SYSTEM: You are less susceptible to the ravages of poison, disease,
    and radiation poisoning.
   Prerequisite: Constitution 13
   Benefit: You gain a +2 bonus on Fortitude saving throws to resist poisons,
    diseases, and radiation sickness. Furthermore, any permanent ability drain
    inflicted upon you is treated as temporary ability damage instead.

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.
MP Cost: 2.
Benefits: As long as your hands and feet are uncovered, you can climb  perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely. You also gain a +4 mutation bonus on Acrobatics checks made to balance when moving across a
slippery surface. Wearing any kind of footwear negates this bonus.

WEBBED DIGITS
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.
This message was last edited by the GM at 01:16, Sat 31 Dec 2022.
Mutant Master
GM, 8 posts
Sun 14 Nov 2021
at 11:58
  • msg #4

Mutations - Major

ECHOLOCATOR
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation.
MP Cost: 5.
Benefit: You gain the blindsight ability out to a range of 60 feet.

ELASTICITY
You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
MP Cost: 4.
Benefit: You gain a +10 mutation bonus on Escape Artist checks. 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.

ENERGY ABSORPTION
You can absorb impressive amounts of harmful energy.
MP Cost: 4.
Benefit: You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: acid, cold, electricity, fire, radiation, or sonic/concussion.

ENLARGED FORM [MAJOR]
You grow, becoming a freakishly large specimen of your kind.
MP Cost: 6.
Benefits: You become as large as your size category allows (8 feet tall for Medium characters, 4 feet tall for Small characters). However, you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for attempting or defending against a combat maneuver (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger when it is advantageous to you. You are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty (for example, a Medium character with this mutation can wield a Large weapon without penalty). This mutation does not change your face or reach.

EXOSKELETON
A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body.
MP Cost: 5.
Benefit: You gain a +3 natural armor bonus to Armor Class, or your existing natural armor bonus improves by 3.
Special: A creature with fur, scales, or the Scaly Armor mutation cannot gain this mutation.

EXTRA ARMS
You grow an additional pair of arms. The extra arms look and behave exactly like your other arms.
MP Cost: 6.
Benefit: As a creature with more than two arms, you gain a +4 mutation bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand).
Special: If you have three or more natural attacks (four claws, for example), you meet the prerequisites for the Multiattack feat. This mutation does not give you Multiattack as a bonus feat, however.

GAZING EYE
You grow an extra eye in the middle of your forehead. In addition to improving your visual acuity, the “weird eye” gives you a special gaze attack that makes other creatures tremble.
MP Cost: 4.
Benefits: The extra eye grants a +2 mutation bonus on Perception checks. As a free action, you can use the extra eye to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with gazing eyes.

PHEROMONE ATTRACTION
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.
MP Cost: 6.
Benefits: You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 30 feet of you.
Special: You cannot take this mutation if you have the Pheromonal Repulsion
drawback.

PREHENSILE TAIL
You grow a tail that can grasp and hold objects.
MP Cost: 4.
Benefits: A prehensile tail grants a +2 mutation bonus on Acrobatics checks made to balance. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone). A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object,
thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Special: A creature that already has a tail cannot gain this mutation.

PRICKLY PEAR
Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.
MP Cost: 4.
Benefits: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability.

RADIOACTIVE
You are immune to some radiation and can emit bursts of harmful radiation from your body.
MP Cost: 5.
Benefits: 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 (Fortitude DC 18, onset 3d6 hours, frequency 1/day, effect 1d6–1 Con, cure 2 consecutive saving throws).

SKELETAL REINFORCEMENT
Your bones become more resilient, allowing you to withstand greater amounts of punishment.
MP Cost: 5.
Benefits: You take only half damage from bludgeoning attacks. In addition, the damage you take from a fall is reduced by one die.
Special: You cannot take this mutation if you have the Brittle Bones drawback.

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.
MP Cost: 4.
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. You can make one sting attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can sting multiple times. You apply 1—1/2 your Strength modifier to damage dealt with sting attacks made as your primary attack. When using a full-attack action, you can make a sting attack as a secondary attack. A secondary sting attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt. In addition, the stinger injects poison into the target (DC 15 Fortitude save, frequency 1/round for 4 rounds, effect 1d2 Constitution damage, cure 2 consecutive saving throws).
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used. If you have three or more natural attacks (for example, two claws and a stinger), you meet the prerequisites for the Multiattack feat.

TELEKINETIC MIND
You can perform minor telekinetic feats.
MP Cost: 5.
Benefit: As a move action, you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting, however. You must concentrate on the object to move it
telekinetically. If your concentration is broken while you are levitating the object (see concentration checks in Pathfinder RPG Core Rulebook) the object falls. This ability can be used at will.

TELEPATHY
You gain limited telepathic ability.
MP Cost: 5.
Benefit: As a free action, you can forge a telepathic link with another living creature within 100 feet of you. 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.

TENTACLE
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle grants a +4 mutation bonus on combat maneuver checks made to grapple. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium creature can use the tentacle to grasp and manipulate a Medium or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone). You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity. You can make one tentacle slam attack per round at your full base attack bonus. If you get multiple attacks with a fullattack action, you can make multiple tentacle slam attacks. You apply 1—1/2 your Strength modifier to damage dealt with tentacle slam attacks made as your primary attack. When using a full-attack action, you can make a tentacle slam attack as a secondary attack. A secondary tentacle slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a tentacle), you meet the prerequisites for the Multiattack feat.

VENOMOUS BITE
Your natural bite attack injects poison into your victim’s bloodstream.
MP Cost: 4.
Benefit: Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (frequency 1/round for 4 rounds, effect 1d2 Constitution damage, cure 2 consecutive saving throws).
Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.

VEXING VOICE
You can vex another creature using the peculiar resonance of your voice.
MP Cost: 4.
Benefit: Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A
successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.

WINGS
You sprout a pair of birdlike or batlike wings.
MP Cost: 6.
Benefit: Your wings grant a natural fly speed of 60 feet (average
maneuverability). In addition, you treat Fly as a class skill.

X-RAY VISION
You can see into and through solid matter.
MP Cost: 6.
Benefit: X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet 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 feet and allows you to see as if you were looking atsomething in normal light, even if there is no illumination.
This message was last edited by the GM at 11:35, Mon 05 Sept 2022.
Mutant Master
GM, 9 posts
Sun 14 Nov 2021
at 11:58
  • msg #5

Mutations - Drawbacks

ABILITY DECAY
Your body or mind suffers from some marked deformity or deterioration.
MP Value: 4.
Drawback: One of your ability scores (your choice) permanently  decreases by 2. You cannot apply this drawback to an ability score of 3 or less.
Special: You may take this drawback multiple times. Its effects stack.

BLOOD HUNGER
You crave the taste of blood. Moreover, you need to drink blood to survive.
MP Cost: 1.
Drawback: 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 (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss. If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
Special: You must have a natural bite attack to take this drawback.

BLINDNESS/OCULAR IMPAIRMENT
Your eyesight is weak
MP Value: 3 (Near or Farsighted) or 5 (completely blind)
Drawbacks: Choose one of the following: Nearsighted, Farsighted, or Blind. Once this is selected, it can't be changed. If you select Nearsighted, you have trouble seeing anything beyond 30'. If Far-sighted, you have trouble seeing anything within 30'. In either case you take a -2 to any rolls based on sight within the area that's hard to see. Targets also have partial concealment within those areas. With blindness, all targets outside of 5' have total concealment and can't be targeted by you and you effectively have a -20 to all sight related skills and abilities. Total blindness is actually extremely rare, so most characters aren't completely blind, but instead have a form of extreme nearsightedness.


BRITTLE BONES
Your bones weaken such that you can no longer withstand hard or sudden impacts.
MP Value: 4.
Drawbacks: You take an additional 50% damage from bludgeoning attacks. In addition, you take an additional 1d6 points of damage from a fall.
Special: You cannot take this drawback if you have the Skeletal Reinforcement mutation.

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.
MP Value: 4.
Drawback: After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will 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.

FESTERING SORES
Your skin is covered with painful, festering sores.
MP Value: 2.
Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.

FRAILTY
Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.
MP Value: 3.
Drawback: You take a -2 penalty on all Fortitude saves, and a -2 penalty on Constitution checks made to stabilize at negative hit points. (The -2 penalty on Constitution checks made to stabilize stacks with the penalty for negative hit points; thus, if you are at -3 hit points, your total penalty is -5.)
Special: You cannot take this mutation if you have the Great Fortitude feat.

HEAT/COLD SUSCEPTIBILITY
Your body does not react well to particularly hot or cold temperatures.
MP Value: 1.
Drawback: You take double damage from prolonged exposure to extreme heat or cold.

LETHARGY
Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.
MP Value: 2.
Drawback: You take a -2 penalty on all Reflex saves.
Special: You cannot take this mutation if you have the Lightning Reflexes feat.

LIGHT SENSITIVITY
Your eyes cannot adjust to bright light.
MP Value: 1.
Drawbacks: 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 Perception checks as long as you remain in the affected area.

LOST ARM
One of your arms withers or gets eaten away, leaving behind a stump.
MP Value: 3.
Drawback: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and grapple checks.
Special: You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.

MINDSLAVE
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
MP Value: 2.
Drawback: You take a -2 penalty on all Will saves.
Special: You cannot take this mutation if you have the Iron Will feat.

PHEROMONE REPULSION
You release pheromones that other creatures find repulsive.
MP Value: 1.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
Special: You cannot take this drawback if you have the Pheromone Attraction mutation.

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.
MP Value: 2.
Drawback: 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).

REDUCED SPEED
You are unable to move as quickly as normal due to various mutations and deformities.
MP Value: 3.
Drawback: Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.
Special: You may take this drawback multiple times. Its effects stack.

THIN SKIN
You are more susceptible to harm.
MP Value: 5.
Drawback: You take 1 additional point of damage each time you are wounded.

ULTRAVIOLET ALLERGY
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 4.
Drawback: 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.

WEAK IMMUNE SYSTEM
Your body has difficulty preventing infections from entering its system, and thus it is prone to sickness and disease.
MP Value: 1.
Drawback: You take a –2 penalty on all Fortitude saves against poison, disease, and radiation sickness.
Special: You cannot take this drawback if you have the Ultra Immune System feat.
This message was last edited by the GM at 15:24, Sun 07 Aug 2022.
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