Mutations!

Future, Apocalypse, & Future Player's Handbook

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Mutations
D20 Future
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 mutationcosts 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.

ABILITY DECAY [DRAWBACK]
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.

ACIDIC SALIVA [MINOR]
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 [MINOR]
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.

BLOOD HUNGER [DRAWBACK]
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.

BRITTLE BONES [DRAWBACK]
Your bones weaken such that you can no longer withstand hard or sudden impacts.
MP Value: 4.
Drawbacks: Your massive damage threshold decreases by 3. 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.
CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with multiple claws. Yourclaws are treated as natural weapons and do not provoke attacks of opportunity.
Having claws does not adversely affect your manual dexterity.
COMBAT FEAR [DRAWBACK]
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 onattack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.

CYBERNETIC DEPENDENCY [DRAWBACK]
Radiation exposure causes your body tissues to degenerate. You rely on a cybernetic implant to repair damage to your body.
MP Value: 6.
Drawback: You need a body repair weave (see Cybernetics) to heal naturally. For you, the body repair weave does not confer its usual benefit (improved natural healing). If the implant is destroyed, you cannot heal damage naturally until it is replaced or repaired.
Special: This drawback is available only in Progress Level 7 or higher campaigns.

DARKVISION [MINOR]
You gain darkvision.
MP Cost: 3.
Benefit: 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.

ECHOLOCATOR [MAJOR]
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 [MAJOR]
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 1/10 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 [MAJOR]
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, or sonic/concussion.

ENERGY DIFFUSION [MINOR]
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, or sonic/concussion.

ENLARGED FORM [MAJOR]
You grow, becoming an freakishly large specimen of your kind.
MP Cost: 6.
Benefits: You become as large as your size category allows (8 feet tall for Medium-size 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 an opposed check (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 weaponsdesigned for a creature one size larger without penalty (for example, a Medium-size character with this mutation can wield a Large weapon one-handed).
This mutation does not change your face or reach.

EXOSKELETON [MAJOR]
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 Defense, 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 [MAJOR]
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 claw attacks, you meet the prerequisites for the Multiattack feat. This mutation does not give you Multiattack as a bonus feat, however.

EXTRA DIGITS [COSMETIC]
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.

FANGS [MINOR]
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-size 1d6, Large 1d8. If you get multiple attacks in a round, you can bite multiple times. Your bite is treated as a natural weapon and does not provoke attacks of opportunity.
Special: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation.

FESTERING SORES [DRAWBACK]
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.

FINS [COSMETIC]
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. Thefins confer no special abilities.
MP Cost: 0.
Benefit: None.

FORCE BARRIER [MINOR]
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 damage reduction 3/ – - against incoming weapon attacks and force effects. 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.

FORKED TONGUE [COSMETIC]
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.

FRAILTY [DRAWBACK]
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, including saves made to stabilize at negative hit points.
Special: You cannot take this mutation if you have the Great Fortitude feat.

GAZING EYE [MAJOR]
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 Search and Spot 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.

GILLS [MINOR]
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 [MINOR]
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 an 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-size 1d6, Large 1d8. 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.

HEAT/COLD SUSCEPTIBILITY [DRAWBACK]
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.

HORNS [COSMETIC]
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.

HYPERSENSITIVITY [MINOR]
Your are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight as a bonus feat.

LEAPER [MINOR]
You gain the ability to leap incredible distances.
MP Cost: 1.
Benefit: You gain a +10 mutation bonus on all Jump checks.

LETHARGY [DRAWBACK]
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 [DRAWBACK]
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, Search checks, and Spot checks as long as you remainin the affected area.

LOST ARM [DRAWBACK]
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 [DRAWBACK]
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.

NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
MP Value: 6.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when neutrad is available).

PHEROMONE ATTRACTION [MAJOR]
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.

PHEROMONE REPULSION [DRAWBACK]
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.

POISONOUS BLOOD [DRAWBACK]
Your blood is poisonous to your own body. You must take regular doses of antitox to resist the poison’s effects.
MP Value: 6.
Drawback: If you go 24 hours without taking a dose of antitox you must make a successful Fortitude save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of antitox cures the ability damagecaused by antitox deprivation in 1d6 rounds. Ability damage caused by antitox deprivation cannot be restored through natural healing.
Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when antitox is available).

PREHENSILE TAIL [MAJOR]
You grow a tail that can grasp and hold objects.
MP Cost: 4.
Benefits: A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tailcannot 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 [MAJOR]
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 [MAJOR]
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, incubation period 3d6 hours, initial and secondarydamage 1d6-1 Con).

RAPID AGING [DRAWBACK]
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 [DRAWBACK]
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.

SCALY ARMOR [MINOR]
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 Defense, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.

SCALY SKIN [COSMETIC]
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.

SCENT [MINOR]
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.

SECOND WIND [MINOR]
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 modifier (minimum 1).

SKELETAL REINFORCEMENT [MAJOR]
Your bones become more resilient, allowing you withstand greater amounts of punishment.
MP Cost: 5.
Benefits: Your massive damage threshold increases by +3. In addition, the damage you take from a fall is reduced by one die.
Special: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.

SMOKESCREEN [MINOR]
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 onehalf 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.

STINGER [MAJOR]
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-size 1d6, Large 1d8. 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.
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.

TAIL [MINOR]
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 Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.
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.

TELEKINETIC MIND [MAJOR]
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 the Concentration skill description the object falls.
This ability can be used at will.

TELEPATHY [MAJOR]
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 [MAJOR]
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 grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacleto grasp and manipulate a Medium-size 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-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with thetentacle multiple times. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.

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

THIN FUR COAT [COSMETIC]
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.

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

ULTRA IMMUNE SYSTEM [MINOR]
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 mutationbonus.

ULTRAVIOLET ALLERGY [DRAWBACK]
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 3.
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.

UNNATURAL EYES [COSMETIC]
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 [COSMETIC]
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 [COSMETIC]
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 [COSMETIC]
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
MP Cost: 0.
Benefit: None.

VENOMOUS BITE [MAJOR]
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 (initial and secondary damage1d4 Con).
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 [MAJOR]
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.

WALL CRAWLER [MINOR]
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 Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.

WEAK IMMUNE SYSTEM [DRAWBACK]
Your body has difficult 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.

WEBBED DIGITS [MINOR]
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.

WINGS [MAJOR]
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).

X-RAY VISION [MAJOR]
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 at something in normal light, even if there is no illumination.

D20 Apocalypse
Additional Mutations
To widen the options for mutant characters, here are new powers and drawbacks in addition to the mutations defined in d20 Future. Tables 2–25 and 2–26 allow the random determination of mutations and drawbacks, including those from this book as well as those in d20 Future.

Achilles Heel [Drawback]
You have a major weakness that can be exploited.
MP Value: 2.
Drawback: Any attack roll made to confirm a critical hit against you gains a +4 circumstance bonus.
Special: Creatures immune to critical hits cannot have this drawback.

Adaptive Body [Major]
Your body can adapt to better absorb different types of weapon damage.
MP Cost: 6.
Benefit: You gain one of the following types of damage reduction (your choice): DR 2/ballistic, DR 2/bludgeoning, DR 2/piercing, or DR 2/slashing.
At the start of your turn, as a free action, you can alter the type of damage reduction, choosing a different type from the list above. The change persists until the start of your next turn.

Blindsight [Major]
You can perceive things in your immediate vicinity without sight.
MP Cost: 5.
Benefit: You have blindsight with a range of 15 feet. See page 226 of the d20 Modern Roleplaying Game for a description of the blindsight special quality.

Chameleon Skin [Minor]
Your skin (or chitin, fur, or scales) can change color to match your surroundings.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on Hide checks. This bonus is reduced to +2 if you wear clothing or armor.

Danger Sense [Major]
You have a mild form of precognition that warns you of impending attack.
MP Cost: 6.
Benefit: When you are surprised at the beginning of combat, you may make a Wisdom check (DC 10). If you succeed, you may act in the surprise round as if you aren’t surprised.

Direction Sense [Minor]
You can perceive true north.
MP Cost: 1.
Benefit: As long as you are awake, you always know what direction is true north.

Dual Brains [Major]
You have two brains.
MP Cost: 5.
Benefit: You have two brains, one in your head and one located in another location. Whenever you are called to make a Will save, roll twice and take the higher roll. Additionally, your penalty for fighting with two weapons is lessened by 1.

Living Furnace [Minor]
Your body generates a tremendous amount of heat, and your touch can cause things to burn and melt.
MP Cost: 3.
Benefit: You deal an extra 1 point of fire damage with a successful unarmed attack or attack with a natural weapon. Three times per day, as a free action, you can channel more of your body’s heat and increase the fire damage to 2d6 points (instead of 1 point).
You gain a +4 mutation bonus on Fortitude saves against extreme heat temperatures (see page 213 of the d20 Modern Roleplaying Game).
This mutation does not grant immunity or resistance to fire.

Monocular Vision [Drawback]
You have only one eye.
MP Value: 2.
Drawback: You have poor depth perception.
All range increments are halved (including those for Spot checks).

Plant Traits [Major]
You have plantlike traits. You are not a plant, but your skin turns a ripe shade of green and your eyes are dull yellow.
MP Cost: 5.
Benefit: You gain a +2 mutation bonus on saving throws against sleep, paralysis, stunning, and mind-influencing effects. You also gain low-light vision (described on page 227 of the d20 Modern Roleplaying Game).

Psionic Talent, Major [Major]
You have a single psionic power.
MP Cost: 6.
Benefit: Choose one 2nd-level psionic power (from Psionic Powers in Chapter 10 of the d20 Modern Roleplaying Game). You can manifest this power once per day at no power point cost. Your manifester level is one-half your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 2nd-level power you may use once per day.

Psionic Talent, Minor [Minor]
You have a single psionic power.
MP Cost: 2.
Benefit: Choose one 0-level psionic power (from Psionic Powers in Chapter 10 of the d20 Modern Roleplaying Game). You can manifest this power three times per day at no power point cost. Your manifester level is one-half your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 0-level power you may use three times per day.

Psionic Talent, Moderate [Major]
You have a single psionic power.
MP Cost: 4.
Benefit: Choose one 1st-level psionic power (from Psionic Powers in Chapter 10 of the d20 Modern Roleplaying Game). You can manifest this power three times per day at no power point cost.
Your manifester level is one-half your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 1st-level power you may use three times per day.

Quadruped [Major]
You move swiftly on all fours.
MP Cost: 4.
Benefit: Your base land speed increases by 10 feet when you move on all fours. If you have anything in your hands, you cannot run on all fours.

Radiation Resistance [Minor]
You can ignore the effects of some levels of radiation.
MP Cost: 3.
Benefit: You gain radiation resistance. You treat an irradiated area or radiation source as two degrees weaker for the purpose of determining radiation exposure (severe becomes moderate, high becomes low, moderate becomes mild, and you are unaffected by low and mild degrees of exposure).

Shocker [Major]
You can discharge a powerful stroke of lightning from your fingertips.
MP Cost: 4.
Benefit: Once per day, as a standard action, you can shoot a 5-foot-wide, 30-foot-long line of lightning that deals 5d6 points of electricity damage to every creature in its path. You can choose to widen and shorten the lightning bolt, making it 10 feet wide and 15 feet long. The bolt begins at your fingertips. A successful Reflex save (DC 10 + your character level + your Charisma modifier) halves the damage.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier out to its maximum range; otherwise, it stops at the barrier.
This mutation does not grant immunity or resistance to electricity.

Thick Hide [Minor]
Your skin is tough and resilient.
MP Cost: 3.
Benefit: You have an unusually tough hide.
Increase your natural armor bonus to Defense by 2.
Special: A creature with thin skin, very thick hide, an extremely thick hide, or scaly armor cannot gain this mutation.

Very Thick Hide [Major]
You skin is tough and resilient.
MP Cost: 6.
Benefit: You have an unusually tough hide.
Increase your natural armor bonus to Defense by 4.
Special: A creature with thin skin, thick hide, an extremely thick hide, or scaly armor cannot gain this mutation.

Future Player’s Companion 2
Presented below are several new mutations for possible inclusion in your game.
Bioweapons
Unlike other mutations, bioweapon mutations expand on the concept of natural weapons to produce some frightening and deadly results. These unusual mutations cause affected creatures and characters to develop natural weapons that are far more powerful and complex than simple claws, fangs, or tails.
Each of the following bioweapons counts as a natural weapon and can be used exactly as any other natural weapon could.

Chitin Darts [Major]
You develop a rifled tube of bone that can project small chitin darts at a target. Furthermore, your body develops the ability to convert calcium and bone into more of these darts, providing you with a replenishing supply.
MP Cost: 4
Benefit: You gain a natural ranged weapon in the form of chitin darts.
The tube through which the dart is delivered must be placed on an arm or other appendage that can be aimed with ease. Chitin darts deal 1d6 points of piercing damage, have a critical range of 20, have a range increment of 20 feet, a single rate of fire, and can store up to 10 chitin darts at a time. You regenerate a number of chitin darts equal to your Constitution bonus (minimum of 1) per day, though you may never have more than 10 chitin darts in reserve.

Chitin Rocks [Major]
Your body produces a rifled tube of bone that can project large, bullet-like balls of chitin at a target. Additionally, your body develops the ability to convert calcium and bone into more chitin rocks, providing you with regenerative ammunition.
MP Cost: 6
Benefit: You gain a natural ranged weapon in the form of chitin rocks. The tube through which the rocks are delivered must be placed on an arm or other appendage that can be aimed with ease. Chitin rocks deal 2d6 points of ballistic damage, have a critical range of 20, have a range increment of 30 feet, a single rate of fire, and can store up to 20 chitin rocks at a time. You regenerate a number of chitin rocks equal to your Constitution bonus (minimum of 1) per day, though you may never have more than 20 chitin rocks in reserve.

Flamethrower [Major]
You develop gas sacs and a delivery tube that allows you to project a cone of flame as though you were using a flamethrower.
MP Cost: 4
Benefit: You gain a natural ranged weapon in the form of a flamethrower. The tube through which the flame is delivered must be placed on an arm or other appendage that can be aimed with ease. The flamethrower projects a gout of flame in a 30-foot long line, dealing 3d6 points of fire damage to all creatures, characters, and objects within that line. A Reflex save (DC 17) halves the damage. You may use this bioweapon a number of times per day equal to your Constitution bonus (minimum of 1).

Gravity Burst [Major]
Your body can bend and shape balls of concentrated gravity, allowing you to fire concussive bursts at nearby opponents as part of a natural attack.
MP Cost: 5
Benefit: You gain a natural ranged weapon in the form of a gravity burst.
This gravity burst is projected from the palm of the hand, and that hand must be empty in order to effectively use this bioweapon. The gravity burst deals 2d6 points of sonic/concussive damage, has a critical range of 20, has a range increment of 20 feet, and a single rate of fire. You may use this bioweapon a number of times per day equal to your Constitution bonus (minimum of 1).

Slimeshooter [Major]
You develop the ability to produce acidic balls
of slime and spit them at nearby targets.
MP Cost: 4
Benefit: You gain a natural ranged weapon in the form of a slimeshooter. The slime is projected from your mouth, so you must be capable of speaking (or at least opening your mouth) in order to use this bioweapon. The slimeshooter deals 2d6 points of acid damage, has a critical range of 20, has a range increment of 10 feet, and a single rate of fire. You may use this bioweapon a number of times per day equal to your Constitution bonus (minimum of 1).

Spines [Major]
You develop sharp spikes that you can project outward from your body at high velocity, harming anyone in the vicinity foolish enough to get too close to you. These spines emerge from your skin at all angles, pointing in every direction, ensuring wide dispersal.
MP Cost: 4
Benefit: You gain a natural ranged weapon in the form of spines. These spines burst outward in a cloud, damaging all adjacent characters, creatures, and objects. The spines deal
1d8 points of piercing damage, have no critical range (since no attack roll is necessary), and only affect adjacent targets.
Each time you use this ability, you must rest for 8 hours before using it again.

Standard Mutations
The following mutations follow standard mutation rules.

Adhesive Secretions [Minor]
Your hands secrete a sticky liquid that allows you to firmly grasp and hold onto any object.
MP Cost: 2
Benefit: You gain a +2 mutation bonus to all Climb checks. Furthermore, you gain a +4 mutation bonus to resist any attempts to disarm you, as well as a +2 bonus to all grapple checks made to initiate or maintain a grapple, though this bonus does not apply to your attempts to resist or escape a grapple. Wearing gloves or other hand coverings negates these bonuses.
Armor Plates [Minor]
Your body develops thick armor plates just below the surface, blunting incoming damage and preventing serious harm from coming to your internal organs.
MP Cost: 3
Benefit: You gain DR 2/ – due to your armor plates. Note that this mutation can be combined with the exoskeleton mutation and other mutations that grant natural armor.
Furthermore, this DR stacks with any other form of DR you might already possess, including those provided by talents, armor, or feats.

Choking Pollution [Major]
You gain the ability to emit a noxious fog around you, causing all those without breathing filters or gas masks in your vicinity to choke and become ill.
MP Cost: 4
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 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). Additionally, any creatures or characters in this cloud must make a Fortitude save (DC 15) or suffer 1d4 points of temporary Constitution damage. 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.

Disease Carrier [Minor]
You are able to carry and transmit a particular disease without suffering the negative effects of that ailment yourself.
MP Cost: 3
Benefit: When selecting this mutation, also select a single disease that can be transmitted by injury. Whenever you make a successful attack while unarmed (or while using a natural weapon, if any), you gain the ability to transmit the selected disease to the target. If the target makes the appropriate save to avoid contracting the disease, that target may not be affected by your disease transmission for 24 hours. Additionally, you are completely immune to the disease you carry.

Elastic Limbs [Major]
You gain the ability to stretch your arms out for short, quick bursts by taking advantage of a natural elasticity in your limbs.
MP Cost: 4
Benefit: You gain a reach of 10 feet, allowing you to strike targets two squares away. Additionally, this causes you to threaten a larger area, and enemies provoke attacks of opportunity exactly as though you were using a reach weapon. Note that if you already have reach, either from size or from use of a reach weapon, that reach distance is increased by 5 feet.

Expanded Lungs [Minor]
Your lungs expand to hold a much larger amount of air, granting your increased capacity to hold your breath in situations where you could not normally breathe.
MP Cost: 1
Benefit: Whenever you attempt to hold your breath (such as while swimming or attempting to avoid breathing noxious fumes), double the amount of time you are able to hold your breath.

Filtered Lungs [Minor]
Your body develops certain discriminating filters that prevent toxins and harmful chemicals from entering your body through airborne means.
MP Cost: 2
Benefit: Airborne poisons, toxins, chemicals, or any other threat that must be inhaled cannot harm you. Furthermore, you are immune to all forms of disease transmitted by inhalation.
This allows you to breathe normally in polluted or poisoned environments, without a need for air filtration systems.

Fire Handler [Major]
You develop the ability to produce flames from your hands and feet, allowing you to deal fire damage to enemies and set flammable objects ablaze.
MP Cost: 4
Benefit: Whenever you make a successful unarmed melee attack against an opponent, you may add +1d6 points of fire damage to your attack. Any flammable objects you come into contact with during such an attack immediately catch fire and burn. Additionally, you may create flames from your hands at will, which clearly illuminate a 20-foot radius area. The flames themselves do not harm you, but fires you start with these flames can still damage you.

Fog Cloud [Minor]
You gain the ability to create a slow-moving fog bank by converting water into vapor using specialized gills and mutated lungs.
MP Cost: 2
Benefit: Once per day you can create a bank of fog by producing water vapor from your lungs. The fog spreads out from your position at a radius of 10 feet per round you spend concentrating on this ability, to a maximum radius of 200 feet. The gray fog smoke obscures all sight, but not 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). A moderate wind disperses the cloud in 4 rounds. A strong wind disperses the cloud in 1 round.

Glider [Minor]
You develop fleshy flaps below your arms that allow you to glide on wind currents like a flying squirrel.
MP Cost: 3
Benefit: You may glide through the air as though flying, but only while descending in altitude.
For every 5 feet in altitude that you descend, you may move 20 feet horizontally. Thus, if you leap off of a 100-foot tall building, you may glide horizontally for 400 feet. This counts as flight movement, with poor maneuverability.

Gravity Anchor [Major]
You develop the ability to create a strong gravitational anchor that holds you down in one direction. Additionally, this gravity anchor allows you to function better in lowgravity environments.
MP Cost: 4
Benefit: By spending a move action generating the gravity anchor, you gain a +10 mutation bonus to any checks made to resist bull rush attempts. This bonus only applies in rounds where you focus on maintaining the gravity anchor (also a move action), and in any round in which you fail to spend an action maintaining it this bonus does not apply. Additionally, in low gravity environments, you may act as though it were normal gravity.

Healing Touch [Major]
You have developed the ability to stimulate the natural biological healing process such that your touch heals damage immediately.
MP Cost: 6
Benefit: By successfully touching another character or creature, you may immediately heal the target for 1d12 points of damage. Using this ability counts as an attack action, and any unwilling recipients of this ability require a successful touch attack to heal. You may use this ability a number of times per day equal to your Constitution bonus (minimum of 1).
Heat Drain [Minor]
You develop the ability to suck the heat out of an object, causing it to become cold and brittle.
MP Cost: 3
Benefit: Whenever you make a successful unarmed melee attack against an opponent, you may add +1d6 points of cold damage to your attack.
Lifedrinker [Major]
You gain the ability to drain the life forces of your foes, sucking their energy to replenish your own health.
MP Cost: 6
Benefit: Whenever you make a successful unarmed melee attack, you may elect to forego your normal unarmed damage and instead drain your target’s energy. If you elect to do so, your target suffers 3d6 points of damage. Your target may make a Fortitude save (DC 15 + your Constitution modifier) to negate the damage. If you successfully damage your target in this way, you gain temporary hit points equal to half the damage you dealt.

Luminous Eyes [Cosmetic]
You eyes glow faintly, generating an eerie colored light at your discretion.
MP Cost: 0
Benefit: You eyes glow, but do not provide any illumination. At will, you may deactivate this mutation so as not to interfere with Hide checks in dark areas.

Massive Claw [Major]
One of your arms transforms into a massive, crustacean-like claw, capable of dealing damage to foes and pinning them in your grasp.
MP Cost: 4
Benefit: One of your arms becomes a massive claw, replacing the existing arm. The claw counts as a natural weapon that deals 2d6 points of slashing and bludgeoning damage. Furthermore, you gain a +4 bonus to all grapple checks made to grapple, pin, or prevent an opponent from breaking a grapple when using this massive claw. The claw can still be used to hold things, but is incapable of fine manipulation (such as using a keyboard or pulling the trigger on a weapon).

Pervasive Hearing [Minor]
Your hearing becomes sensitive enough that you can pick out conversations and noises several rooms away, despite walls or floors.
MP Cost: 3
Benefit: You gain a +4 mutation bonus to Listen checks.
Furthermore, you may make Listen checks against characters in other rooms, on other floors of a building, or in areas otherwise separated by walls, stone, or other obstructions as though the barriers were not present. You suffer no penalties to Listen checks against targets in separate, enclosed spaces.

Pheromone, Energizing [Minor]
You develop the ability to emit a pheromone that causes other people to become motivated and encouraged, giving your allies a boost of confidence.
MP Cost: 2
Benefit: You can emit a pheromone that grants a +2 morale bonus to attacks, saves, and skill checks to every living creature within a 30-foot radius. Once activated, this ability lasts for a number of rounds equal to 1d6 + your Constitution modifier; you cannot choose to deactivate it prematurely. You may use this ability once per day.

Pheromone, Enraging [Minor]
You gain the ability to secrete a pheromone that provokes and otherwise enrages others, causing them to act more hostile and aggressive.
MP Cost: 2
Benefit: You can emit a pheromone that increases the melee damage of all living creatures within a 30-foot radius.
The affected creatures deal +2 damage with melee attacks.
Diplomacy checks against creatures affected by this ability receive a –2 penalty; attempts to change an affected creature’s attitude automatically fail.
Once activated, this ability lasts for a number of rounds equal to 1d6 + your Constitution modifier; you cannot choose to deactivate it prematurely. You may use this ability once per day.

Pheromone, Soothing [Minor]
You develop the ability to secrete a pheromone that soothes and calms all those around you, easing tensions and making it easier to negotiate peace.
MP Cost: 2
Benefit: You can emit a pheromone that automatically shifts the attitude of all characters within 30 feet of you one step toward Helpful. If this causes a character’s attitude toward you to become Friendly or Helpful, you gain a +4 mutation bonus to all Bluff and Diplomacy checks against that character.
Once activated, this ability lasts for a number of rounds equal to 1d6 + your Constitution modifier; you cannot choose to deactivate it prematurely. You may use this ability once per day.

Photosynthetic [Major]
You have developed the ability to absorb energy from sunlight, water, and minerals and no longer have need for traditional foods.
MP Cost: 4
Benefit: As long as you have a daily source of water, sunshine, and basic mineral nutrients (even sand and barren dirt have enough nutrients for the purposes of this ability), you do not need to eat and can survive indefinitely. However, if for some reason you cannot take in one of the above required elements, you begin to suffer the effects of hunger as normal.

Piercing Howl [Minor]
You can alter your voice to emit a high-pitched, piercing scream that can deafen nearby enemies and allies.
MP Cost: 2
Benefit: Once per day you can emit a piercing howl, which can be heard at a range of up to 10 miles. All characters and creatures with the ability to hear must make a Reflex save (DC 15) or be deafened for 1d10 minutes. Furthermore, any crystal or glass objects within 100 feet automatically shatter as a result of the intense sonic vibrations caused by the piercing howl.

Power Drain [Major]
You gain the ability to suck stored energy out of batteries, computers, and other items that store energy.
MP Cost: 5
Benefit: By making physical contact with a battery or other power supply, you can spend a full-round action to drain the battery of all its power. This ability allows you to pull the power from everything ranging from a small flashlight battery to the batteries used in cars, jets, and space ships. Additionally, you may drain the energy from power packs used as ammunition for laser and other energy weapons. Note that complex energy generators, like nuclear or fusion reactors or even backup mechanical generators, cannot be drained in this manner since they generate energy, rather than merely store it.

Power Source [Major]
You generate an electric current that can power small devices,
vehicles, and even energy weapons.
MP Cost: 5
Benefit: As a full-round action, you can provide a single
battery or power cell with a full charge simply by making
physical contact with it. This allows you to fully recharge a car
battery, refill an energy weapon’s ammunition to full capacity,
or restore life to a starship’s drained energy cell. This ability
may only be used a number of times per day equal to the
character’s Constitution bonus (minimum of 1).

Psionic Shield [Major]
Your mind evolves to reject phychic intrusion, giving you a
distinct advantage over telepaths and other psionic opponents.
MP Cost: 6
Benefit: You gain a +4 mutation bonus to all saves made
resist any mind-affecting psionic powers. Furthermore, you
can extend this psionic shield to all characters or creatures
immediately adjacent to you by spending a full-round action
concentrating on maintaining the psionic shield. If in any
round you do not take the full-round action to maintain the
shield, the save bonus applies only to you and not to your
adjacent allies.

Radio Receiver [Minor]
The electronic impulses in your brain transform to allow your
mind to pick up radio signals in your vicinity.
MP Cost: 1
Benefit: You mind acts as a portable radio, allowing you to pick up radio broadcasts of all kinds. Additionally, by tuning your mind to the correct frequency, you can pick up walkie-talkie and other portable radio signals, allowing you to do everything from eavesdrop on police radio bands to picking up the radio communications from fellow party members.
Radio Transmitter [Minor]
The electronic impulses in your brain transform to allow your
mind to broadcast speech and sounds generated by your mind
across common radio frequencies.
MP Cost: 2
Benefit: You mind acts as a portable radio broadcaster,
allowing you to send out words and sounds directly from your
mind across radio frequencies. You spend a full-round action
attuning your mind to a particular radio frequency, after which
you may broadcast your thoughts and any sounds across that
frequency as a free action (though this counts as speech for
the purposes of your free actions this round). At any time, you
may will the transmission to cease (as a free action), but you
must spend another full-round action attuning your mind again
if you wish to resume broadcasting.
Rapid Dash [Major]
You are capable of moving very quickly across short distances,
allowing you to build up incredible speeds in small bursts.
MP Cost: 4
Benefit: When you take a move action, you may activate this
ability to move at up to four times your normal ground movement
rate. Note that you may not use fly, burrow, or climb speeds with this mutation. You may use this ability a number of times per day equal to your Constitution bonus (minimum of 1).

Reinforced Legs [Major]
Your legs are capable of propelling you at greater speeds,
granting you extra tactical movement as well as increasing your
overall land speed.
MP Cost: 4
Benefit: You gain an additional 10 feet of movement per
round. This stacks with any other increases to your base speed
provided by race, class, talents, feats, or equipment.
Shatter [Minor]
You develop the ability to direct a high-frequency sonic assault
on a single, solid object, destroying it with your mutation.
MP Cost: 3
Benefit: As a full-round action, you may deal 2d6 points
of damage to any object within 30 feet, provided the object
weighs no more than 2 pounds per point of your Constitution
bonus (minimum 2 pounds). A held or attended object gets
a Fortitude saving throw (DC 20) to negate this damage. You
may use this ability a number of times per day equal to your
Constitution bonus (minimum of 1).

Shock Absorber [Minor]
You are capable of surviving amazing falls by reducing the
impact of the ground on your body.
MP Cost: 1
Benefit: When falling, you ignore falling damage from falls
less than 100 feet × your Constitution score. For example, a
character with a Constitution score of 12 ignores the first 120
feet of any fall, though falls higher than 120 feet still cause
damage as per normal.

Shocking Discharge [Major]
Your body can store a minor electrical charge, sending it into
any character or creature you come into contact with.
MP Cost: 6
Benefit: You gain the ability to deal 2d6 points of electricity damage to any character or creature you damage with an unarmed attack or natural weapon. Furthermore, if any character damages you with a melee attack, you may discharge
2d6 points of electricity damage into your attacker. You may
use this ability a number of times per day equal to your Constitution bonus (minimum of 1).

Sonic Vibrations [Minor]
You develop the ability to fool sensors and animals capable of tracking you by vibrations.
MP Cost: 1
Benefit: Your body emits a constant and wildly changing vibration, causing objects near you to tremble slightly.
Additionally, you may not be tracked by creatures using the
Tremorsense special quality, and any sensors or detection equipment that track based on vibration return nonsensical results, making it impossible to track you using such devices (though simple detectors will still register your presence).

Sticky Ichor [Minor]
You develop the ability to spit a thick, sticky liquid, similar to other adhesive chemicals, at a target.
MP Cost: 2
Benefit: Once per day, you may make a natural ranged touch attack to spit your ichor on a target. If the touch attack is successful, the targeted character suffers a – 2 penalty to Dexterity. This ichor dissolves naturally after 8 hours, or may be removed with the solvaway chemical. The
effects of this ichor stack with the effects of tangler guns and tangler grenades.

Suppress Mutation [Major]
You develop the ability to temporarily restore another
mutated character or creature to its natural state,
suppressing visible mutations and returning them to a state
of normalcy.
MP Cost: 6
Benefit: By touching a target and spending a full-round action concentrating on this ability, you may suppress one mutation possessed by that target. Willing targets of this ability make no saving throw, but unwilling targets get a Will save (DC 17) to negate the use of this power. If the power is successfully suppressed, it remains dormant and its effects vanish completely for 1d4 hours. You may not use this mutation to suppress your own mutations, and you may only suppress mutations that you are aware of.

System Shock [Minor]
Your body develops the ability to function even when sustaining massive damage, dulling the effects of shock and pain.
MP Cost: 1
Benefit: You gain a +4 mutation bonus to all Massive
Damage saves.

Thunder Fist [Major]
You gain the ability to project a massive concussive force
in addition to your normal damage when attacking a target
unarmed.
MP Cost: 4
Benefit: Whenever you make a successful unarmed attack,
you may focus kinetic and gravity energy into your attack for
greater effect. Your unarmed attack deals an additional 1d6
points of concussion damage, and acts as an automatically
successful bull rush attempt; the target still makes a Strength
check opposed by your damage roll to determine how far back
you push your target.

Uncanny Equilibrium [Minor]
You develop an amazing sense of equilibrium as your body
evolves more sophisticated motor control and senses.
MP Cost: 1
Benefit: You gain a +4 mutation bonus to all Balance checks. Furthermore, in low-gravity conditions you may make all physical skill checks (those with Strength, Dexterity, or Constitution as their requisite ability score) as though you were in normal gravity.

Wormhole Jumper [Major]
You develop the ability to use gravity to warp time and space, creating a portal between your location and another location nearby.
MP Cost: 8
Benefit: Once per day you may instantly transfer yourself
from your current location to any other spot within 500 feet of your current location. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating a direction. After using this mutation, you can’t take any other actions until your next turn.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per point of Constitution bonus (minimum of 0). A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the mutation simply fails.

Zero-G Equilibrium [Minor]
You develop the ability to operate in a zero gravity environment as though it were your natural environment.
MP Cost: 2
Benefit: You may ignore the effects of zero gravity on all attack rolls, saves, and skill checks. Additionally, you gain a +4 mutation bonus to all Balance checks made in zero-gravity environments.

New Drawbacks
The following new mutation drawbacks are designed to work under the existing mutations rules, and can be used in substitution (or as a supplement to) the existing available mutation drawbacks.

Hideous Visage [Drawback]
Your body has become so scarred and deformed by mutation that you are absolutely hideous to behold.
MP Value: 2
Effect: You suffer a -4 penalty on all opposed Bluff and Diplomacy checks against targets that can see you. If an opponent cannot see you, such as is the case over radio transmission or telephone, this penalty does not apply.

Nightmares [Drawback]
Your mind is wracked by horrible nightmares, making it impossible for you to sleep without confronting the demons of your own mutation.
MP Value: 4
Effect: Each day you must make a Will save (DC 15) or suffer the effects of horrible nightmares caused by your mutation. On any day that you fail this Will save, you suffer a
-1 morale penalty to attack rolls, saves, and skill checks due to your inability to get a good night’s sleep.

Psychic Vulnerability [Drawback]
You mind has mutated in such a way that it is particularly vulnerable to psychic tampering.
MP Value: 2
Effect: You suffer a – 2 penalty to all saves made to resist mind-affecting psionic powers.

Space Sickness [Drawback]
Your body reacts negatively to space travel, mimicking an allergic reaction while aboard starships and space stations.
MP Value: 1
Effect: While aboard a space station or starship, you suffer a – 2 penalty to Fortitude saves and Constitution-based skill checks.

Uncontrollable Rage [Drawback]
Your body produces far too much testosterone and adrenaline, making it impossible to keep your anger from getting the better of you.
MP Value: 4
Effect: Whenever you encounter a character whose attitude toward you is not Helpful, you must make a Will save or attack that character. The DC of the Will save is based on the character’s attitude.
Character’s Attitude Will Save DC
Friendly 5
Indifferent 10
Unfriendly 15
Hostile 20%


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