The evolution of humanity materializes thematically in many science fiction settings, and comic-book heroes such as the X-Men. Spiderman, and the Incredible Hulk fit neatly into many near-future and far-future campaigns. A mutation represents a fundamental change in the genetic structure of a creature. While a mutation can assume many forms, it typically signifies an abnormal trait or ability not common to the species. Mutations can be pronounced or unnoticeable. They may grant extraordinary abilities or effect subtle to grotesque changes in a creature's physiology. Mutations may appear only at birth or manifest as consequences of radiation exposure or some horrible physical trauma.

This section explains how mutations work in the game and presents various theories for the origin of mutants. GMs unsure of how to include mutations in their campaigns should review the entire section before allowing players to select mutations for their characters.

Why include mutants and mutations in your campaign? In short, mutations allow players to customize their characters in strange new ways. thereby giving them new abilities and roleplaying avenues to explore. The addition of mutant characters also provides adventure hooks for GMs interested in tackling the themes of individuality, isolation, and intolerance.

How Are Mutants Perceived?

Once a GM decides that mutations are appropriate for her campaign, she must determine how mutant characters are perceived within the greater community. Mutations may be viewed as a form of punishment for humanity's hubris or folly-"just desserts" for misguided genetic experiments, nuclear holocaust, or toxic urban pollution. Regardless of their origins, mutants are typically viewed as either the "next step in humanity's stride toward immortality" or "the debased offspring of scientists who enjoy playing God." Debates rage over scientific endeavors designed to propel humanity into its next stage of evolution. Caught in the middle of these debates are the mutants themselves, seen as paragons of scientific achievement or the abominable byproducts of "mad science." Many feel that the human ego will lead the world to its own destruction. Mutants crystallize this concept: In some minds, they represent what happens when scientific advancement does not temper itself with caution. In a post-apocalyptic world, mutants can serve as painful reminders of human arrogance and hubris.

Where Do Mutants Come From

Once a GM has decided to include mutants in the campaign, she must determine where mutations come from. Do they come from just one place or one source? How common are mutants in the setting, and is this a consequence of the means by which they are created? Answer-ing these questions before the campaign begins will certainly help the players ascertain the role of mutations in the game.

Deciding on the method(s) by which mutants are created can be as simple or as complex as the GM wishes. One campaign setting might reinforce the theme of human divergence, with humans evolving different mutations depending on their planet of origin. Another campaign setting might feature genetically enhanced super-soldiers created solely in government genetics facilities. The setting itself may dictate the logical source for mutations and make the task of determining a mutant's origins much easier. Some GMs may wish to incorporate multiple sources for mutations, from fabulously expensive gene therapy treatment centers to streetcorner chop-shops where characters can enter, drop down a wad of cash, and walk out with the latest designer mutations.

Here are some possible sources of mutations for use in any d20 Future campaign.

  • Radiation: The concept of radiation as a source of mutation may derive from radiation's unpredictable effects on creatures. In a world bombarded by radiation, mutations among indigenous inhabitants seem likely. If radiation can make a character's hair fall out or his eyes glow in the dark, why can't it induce more radical changes? The term "fall-out" describes single incidents of radiation cre-ating mutations. This may occur when a radioactive item is lost in transit and mutates a creature that comes into contact with it, or it could be that a creature gets too close to a leaking nuclear reactor core. Unlike widespread mutations common in post-apocalyptic campaigns, fall-out as a source of mutation can appear in almost any campaign. It requires no special technology (as the radiation can come from a naturally occurring element) and also requires no intentional tampering. There is no built-in history with fall-out.
  • Experimentation: In a controlled environment, science and technology can induce mutations. Lab experiments and technological research may result in the creation of mutants, and frequently the mutations that scientists induce are carefully planned to achieve a desired result. Although experimentation typically results in controlled mutations, lab acci-dents or simple human error can yield unexpected results.
  • Mutagenic Compounds: Mutagenic compounds are controllable chemicals that induce mutation, usually by contact. They can range from toxic sludge to ability-enhancing serums. Using a mutagenic compound to induce mutation is safer than bombarding the subject with radiation; it decreases the chances of radiation sickness and yields far more predictable results.
  • Bioware: Bioware science involves taking genetic material from one creature and grafting it to another, thereby altering the genetic structure of a recipient permanently. For example, grafting wings from one creature onto the body of another can be considered a mutation, particularly if the creature's DNA is also modified so that its off-spring will have wings as well.
  • Natural Selection: The least glamorous source of mutation, natural selection is also the most common and most believable. Over millennia, creatures change and grow to better survive in their changing environment, while weak specimens are weeded out. Even the most minor adaptation-a slight change in height or build, for example-might be considered a mutation. One explanation for why a creature might suddenly mani-fest a severe mutation hinges on the theory that natural evolution sometimes "leaps forward." inducing a drastic change designed to help the mutated creature survive.
  • Magic and Psionics: Included here for completeness are magic and psionics, which can transform a creature in wondrous if peculiar ways, mirroring the effects of certain mutations. (The ability to cast spells or manifest psionic powers may also be regarded as a mutation.) Magic is less a staple of science fiction than psionics.

How Prevalent Are Mutants

As part of the campaign-creation process, a GM must determine the prevalence of mutants in the setting. Consider the following options when deciding on how common mutants are in society and the places where they are typically found.

Mutants Near: Mutants have either integrated or insinuated into society. In this type of setting your next-door neighbors could be mutants-although you might not know it by looking at them.

A common theme in many science fiction horror settings involves the "hidden enemy"-a sinister evil or dangerous predator lurking nearby, posing as human or some other unassuming creature. Conversely, the setting might feature widespread mutants. Imagine a town overrun with acid-spewing cannibals or cities populated by three-eyed humans with scaly flesh.

A post-apocalyptic setting seems a particularly good place to introduce widespread mutant races. Most post-apocalyptic settings feature ruined cities, vast swaths of uninhabitable land, and various irradiated locales where mutants are likely to flourish.

Mutants Far: The notion that mutants exist in remote regions of Earth or the less-explored corners of the galaxy can provide a fascinating twist for exploration-themed campaigns.

A meteorite crash in a small Kansas town might give rise to mutants who hide their powers from the rest of civilization. Hideous "morlocks" driven underground by human prejudice, might find their subterranean demesne invaded by a new subway line. Meanwhile, in some remote corner of the world, the heirs of Atlantis-highly evolved humans with telepathic abilities-secretly conspire to conquer Earth and enslave the rest of its human inhabitants.

Science fiction also plays with the theme of mutants lurking in the depths of space, particularly at higher Progress Levels (when technology allows for interplanetary and interstellar space travel). The "mutants" might be a colony of alien abductees stranded on one of Jupiter's moons. artificially mutated to better survive on their new home. The mutants might be survivors of a holocaust on some distant colonized world. Deep-space mutants also fit well into the horror science fietion genre, with heroes battling "space vampires" with fangs, an extreme allergy to ultraviolet light, and an insatiable hunger for blood!

Acquiring Mutations

How and when characters acquire mutations remains the GM's decision. In a post-apocalyptic campaign, the GM may allow players to select mutations as part of the character creation process. A character may also gain mutations and drawbacks in the course of an adventure-a reward, of sorts, for fending off a nasty bout of radiation sickness.

Under certain circumstances, radiation exposure can trigger random mutations in characters and creatures. The rules for radiation sickness do not normally allow for this possibility; however, a GM who allows mutations in her campaign might consider introducing them in this fashion. Conversely, if a player doesn't want his character to have mutations, the GM should not force them upon the character. Mutations aren't intended to make a character less fun to play.

Ordinarily, a GM should allow players to select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented. However, for GM-controlled creatures and supporting characters, the GM can determine mutations randomly. Whenever a creature or supporting character gains a mutation, the GM may roll percentile dice and consult the Table below, then select an appropriate number of drawbacks with a total MP value equal to or greater than the MP cost of the randomly determined mutation.

All special qualities granted by mutations are considered extraordinary abilities. Using an extraordinary ability is a Bonus Action unless noted otherwise.

Mutation Points

Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including PCs) begin play with 0 MP. A creature gains MP by selecting one or more drawbacks-physical deformities and disabilities that make the creature less effective in play. A creature can then "spend" the MP on one or more beneficial mutations. The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks. A creature may still have unspent MP after choosing beneficial mutations, however. These unspent MP can be spent on new mutations at a later time.

For example. a player wants his character to have the Enlarged Form mutation, which costs 6 MP. To compensate, the character must take at least 6 MP worth of drawbacks. The player selects the Ability Decay drawback (3 MP), the Light Sensitivity drawback (l MP), and the Mindslave drawback (2 MP). The character effectively gains one major mutation at the cost of three drawbacks and is left with O MP.

Mutation Descriptions

There are three types of mutations: cosmetic mutations, minor & major mutations, and minor & major drawbacks.

  • 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 O 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.
  • Minor 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. A minor drawback gives 1-3 MP.
  • Major 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. A major drawback gives 4 or more MP.

Hiding Physical Deformaties

Many of the mutations in this chapter come with physical deformities. Some mutations are easy to hide. while others are harder to conceal.

Any mutation or drawback that alters a creature's physical appearance imposes Disadvantage on the creature's Charisma (Deception) checks. For creatures trying to conceal multiple physical deformities or alterations, a cosmetic mutation imposes a -1 penalty, a minor mutation or drawback imposes a -2, and a major mutation or drawback imposes a -3 penalty on Charisma (Deception) checks.


Beneficial mutation is undeniably a great advantage, but mutation has two problems. It's unpredictable, which makes it dangerous, and more often than not, it's quite irreversible. While the idea of becoming faster, stronger and smarter, and perhaps gaining truly superhuman power, is appealing, the idea of turning into a terrifying monster is not. The stakes being as high as they are, few feel like willingly taking the chance.

Luckily, there is always biotechnology - living organisms that have been engineered to function like machines and that can, when properly used, greatly enhance the user in many different ways.

Biotechnology comes in two forms. There are implants, which are inserted into the host organism and become an integral part of it, and grafts, which attach themselves to the host organism's surface but connect themselves to the neural pathways in the host.

Implants are more reliable and powerful, but inserting them properly requires effort, tools and expertise, and the host body is eager to reject them during installation. Also, implants cannot be removed without surgery. Grafts, on the other hand, can be attached and removed relatively easily. On the downside, they have a limited life span, they aren't as powerfull, and they cannot produce as wide a range of effects as implants. They are also more prone to malfunctions.

Not all types of CT (Cellular Transformation) effects can be attained with biotechnology, and many of those that could be accomplished never are simply because there is little demand for them. While it would certainly be possible for someone to duplicate the unfortunate effects of an unpleasant mutation, who would want to do so?

The total combined implantation values (mutation points) of all biotech implanted in a single creature can't exceed the greater of either that creature's Constitution score or Charisma score—a creature's Constitution represents the physical adaptability of what its body can accept in the form of biotech implants, while the creature's Charisma represents the strength of self to which the spirit can adapt. An implant whose implantation value would cause the total to exceed the higher of these two scores does not function. In addition, as long as a character has biotech implants installed whose combined implantation exceeds his Constitution or Charisma, he has Disadvantage on all saving throws. If you take a Drawback as an Implant, its MP Cost is the Absolute value rather than a Negative value.

Installing Biotechnology

When the biodevice is ready to be installed, the person installing it makes a Wisdom (Medicine) check DC = 8 + (The MP Cost x 2). The Healers feat is required to avoid Disadvantage on the check. Surgery is required for both implants and grafts, but the skill check for grafts is made with Advantage, as they are considerably easier to attach - a few cuts to expose the nervous system are required, but this is easily accomplished even by inexperienced medics. A character cannot install implants or grafts on herself. Surgery used for this purpose does not restore any hit points to the character.

Object Size Weight Cost
Immunosuppressants (five doses) Tiny 0.5 lb. 100

Recovery: If the surgery (install) check is successful, the biodevice is now properly in place. However, the patient's immune system still needs to be dealt with, and that is where immune-suppressants come in.

Immune-suppressants are fairly common drugs and can usually be found in decently stocked medical facilities, as well as from trading posts and other similar locations, They are also relatively easily manufactured - the materials ($50 of Medical Widgets), Drug Kit (Wisdom) check DC 15, production time 6 hrs.

Each dose of immuno-suppressant chemicals automatically inflicts 1d4+2 points of temporary Constitution damage. The recipient needs to reach a Constitution of 9 or less for grafts, or of 7 or less for implants; particularly tough patients may need multiple doses of immuno-suppressants to reach this state. This Constitution damage heals at a rate: 2 points per day of complete bed rest.

If the character takes damage while recovering from temporary Constiution damage from Implant installation, he must make a Constitution Save (DC 8 + (The MP Cost x 2)). If the save fails, his body rejects the biotech and it must be removed. The patient will thus have to recover completely (all temporary Constitution damage + and HP lost) prior to attempting reimplantion of biotech.

Biotech failure due to rejection: In the event of rejection roll 1d8. If the result is equal to or higher than the MP Cost of the biotech, The biotech may be re-implanted. If the result is less than the MP Cost of the biotech, the biotech is non viable for re-implantation and a new biotech item must be procured.

Naturally, performing these operations in an area where diseases are common and hygiene is poor is a really bad idea - without a working immune system, even a common flu can prove to be lethal. A subject with a suppressed immune system should spend her time in as sterile an environment as possible. If she is in a non-sterile environment, she must make a Constitution save each day or becorne ill. Engaging in combat is particularly dangerous, since while wounds still heal, they do so slowly and the body's natural defenses cannot fight infection.


Inplants are biotechnological units inserted into a host body, designed to significantly enhance the host's capabilities. Installing an implant always requires surgery, since the implant has to be inserted into the proper place in the host body. Once there, the implant's instincts take over and it bonds itself with the neural system, so the surgeon only needs to get it in the right position and stitch the patient up afterward. In-depth knowledge of neurology is not required.

While the implant is being inserted into the body and for a short period of time afterwards, the subject usually experiences strange sensations in the area around the implant. The implant is attaching itself to the nervous system, which results in mixed signals. It's not uncommon to feel as if the body part in question is strangely hot, cold or itchy, and slight involuntary movements and muscle twitches are inevitable. The experience isn't usually at all painful, just strange. At the GM's discretion, characters attempting particularly demandding tasks may need to succeed in a Constitution save (DC = 10 + MP Cost) first.

Once the immuno-suppressants wear off and the implant has been accepted by the host body, it starts to function. What this means in practice depends on the implant. Some implants only. have a localized effect, such as modifying blood chemistry when needed, whereas others set to work transforming an entire aspect of the host body. Some implants even metastasize themselves all over the body in order to influence large portions of it.

Once installed, an implant cannot be removed without surgery; it becomes an integral part of the host body. Once removed from the host, the implant can be used again, though a failed surgery attempt will destroy the implant. After the implant itself is removed, any new organs it created (including any metastasizing it may have done) and other physical changes imposed by it are quickly reabsorbed by the host body.

The appearance of implants varies wildly but all of them look like bizarre internal organs, complete with all the slime and naked, moist flesh one would expect from such things. They need to be stored in special containers that provide them with nutrients and protect them from the environment. If Left out of their containers for extended periods of time, they will die.

Implants-that grant minor modifications take 36 hours after the immune-suppressants wear off to adjust to the host body, where as implants that grant major modifications require a 72-hour adjustment period.


While implants are located inside the host's body, grafts are simply attached to skin or other external features. Most of the time, grafts are clearly visible on the host body, but they can be worn under loose clothing. The nature of the graft usually dictates its location; if not, the graft can be attached anywhere on the body. Grafts that are designed to filter out poisons, for example, are attached to the midsection, while enhanced hearing biotechnology is usually attached to the subject's head, and so forth. Some grafts come in several parts that need to be attached in different locations-grafts that improve the user's vision are a good example of this.

Grafts appear very different from implants. It's easy to tell that grafts are living organisms. Most of them are covered with a flexible skin or a chitinous shell, and they tend to feel warm to the touch. The underside of a graft, the part of its surface that is designed to attach itself to a host, feels soft, flexible and slightly slimy. A closer inspection reveals hundreds of small, almost transparent tendrils, the tips of which reach through the membrane and slowly sway in the air currents. These are the nerve fibers that link the graft to the host's nervous system. Grafts have the advantage that they are more easily installed and removed than implants, but they aren't as powerful. While grafts can grant the user specific abilities, they can't give the user the kind of across-the-board improvements implants are capable of. (In other words, grafts grant the user specific powers or increases to specific skills, but they cannot raise the subject's abilities, AC or provide other generic improvements.)

Unlike implants, grafts don't need special containers; they can enter a state of hibernation when they are not in use, and thus survive even for years.

Attaching a graft is not very difficult. As with implants, the subject's immune system must be suppressed, but since grafts simply merely insert their tendrils into the host and use them to interface with the nervous system instead of actually becoming a part of the host the way implants do, the risk of rejection is far smaller. The process is not at all painful, though as with implants, strange sensations aren't uncommon while the waft is being attached.

Grafts are easily removed. A character-with the Healer Feat can make a Wisdom (Medicine) check to do so against DC 10. The character can even do it herself without any penalties with a Healers Kit, if the graft is in an easily accessible position that leaves the character's hands free.

Removing the graft takes ld20+10 minutes, and it can then be used again. If the check fails, the graft is still removed, but is destroyed in the process. Grafts can simply be torn off. This takes a single Action, and it is excruciatingly painful. The tendrils are torn out of the host's nervous system. White this doesn't cause any actual damage, it still hurt's like hell; if the host is unlucky, the graft sends a wave of stunningly powerful signals through the host's nervous system. The host must make a Constitution save (DC 15) or become stunned for ld6+3 rounds. If the save is successful, there are no ill effects besides the terrible but brief pain. Most users prefer to keep their grafts hidden under clothing when possible - in a combat situation, the results of someone tearing a graft off can be disastrous. Note that grafts are considered to be well secured. Regardless of whether the Constitution save is successful, the graft is destroyed. If the host is attempting to quickly tear the graft off herself, she must first make a Wisdom save (DC 15). Failure means that the pain is too much for her and she cannot bring herself to remove it.

In any case, a graft has a limited lifespan; unlike non-living technology, it ages and grows tired. In game terms, whenever the character activates the graft, the player marks the occasion down on his character sheet or a piece of paper. For every 10 uses of the graft, he must make a Constitution save for the graft. The base Constitution save DC is 5: The DC is increased by +2 for every 10 uses of a graft that grants a minor modification, and by +5 for every 10 uses of a graft that grants a major modification.

If the save fails, the graft has been exhausted (though there's still enough energy left for this one last use). When this happens, the graft simply disconnects itself and drops off. The tendrils wither away and die, and the now-consumed graft itself becomes nothing more than a lifeless chunk of biomass. Grafts only require 12 hours to adjust to the host body, regardless of their power level.

Mutations Tables

Cosmetic Mutations

D% Mutation Type Cost
01-01 Extra Digits - 0
01-01 Fins - 0
01-01 Forked Tongue - 0
01-01 Horns - 0
01-01 Scaly Skin - 0
01-01 Thin Fur Coat - 0
01-01 Unnatural Eyes - 0
01-01 Unnatural Hair - 0
01-01 Unnatural Skin - 0
01-01 Unnatural Voice - 0

Minor Mutations

D% Mutation Type Cost
01-01 Ability Enhancement Beneficial 2
01-01 Ability Degradation Harmful -2
01-01 Achilles Heel Harmful -2
01-01 Acidic Saliva Beneficial 2
01-01 Adrenaline Boost Beneficial 2
01-01 Adrenaline Jolt Beneficial 3
01-01 Amphibious Beneficial 2
01-01 Blood Hunger Harmful -3
01-01 Bum Leg Harmful -1
01-01 Chameleon Skin Beneficial 1
01-01 Claws Beneficial 1
01-01 Cracking Joints Harmful -1
01-01 Darkvision Beneficial 3
01-01 Direction Sense Beneficial 1
01-01 Energy Diffusion Beneficial 2
01-01 Fangs Beneficial 1
01-01 Force Barrier Beneficial 3
01-01 Frailty Harmful -3
01-01 Glass Jaw Harmful -3
01-01 Great Horns Beneficial 1
01-01 Greedy Metabolism Harmful -1
01-01 Hearing, Improved Beneficial 1
01-01 Hearing, Weakened Harmful -1
01-01 Heat or Cold Susceptibility Harmful -1
01-01 Hirsute Harmful -1
01-01 Hypersensitivity Beneficial 3
01-01 Lethargy Harmful -2
01-01 Light Sensitivity Harmful -2
01-01 Living Furnace Beneficial 3
01-01 Lost Arm Harmful -3
01-01 Malformed Harmful -x
01-01 Metabolic Boost Beneficial 2
01-01 Mindslave Harmful -2
01-01 Monocular Vision Harmful -2
01-01 Parasite Beneficial 3
01-01 Pheromone Repulsion Harmful -1
01-01 Radiation Resistance Beneficial 3
01-01 Rapid Aging Harmful -2
01-01 Reduced Speed Harmful -3
01-01 Scaly Armor Beneficial 3
01-01 Scent Beneficial 2
01-01 Second Wind Beneficial 2
01-01 Soft Skin Harmful -1
01-01 Smokescreen Beneficial 1
01-01 Stench Harmful -1
01-01 Strong Grip Beneficial 2
01-01 Tail Beneficial 1
01-01 Thick Hide Beneficial 3
01-01 Thick Fur Coat Beneficial 1
01-01 Tribal Mentality Harmful -1
01-01 Trip Attack Beneficial 3
01-01 Toughened Skin Beneficial 1
01-01 Ultra Immune System Beneficial 2
01-01 Ultraviolet Allergy Harmful -3
01-01 Vision, Improved Beneficial 1
01-01 Vision, Weakened Harmful -1
01-01 Wall Crawler Beneficial 2
01-01 Weak Immune System Harmful -1
01-01 Webbed Digits Beneficial 1

Major Mutations

D% Mutation Type Cost
01-01 Ability Decay Harmful -4
01-01 Adaptive Body Beneficial 6
01-01 Arachnofiber Production Beneficial 5
01-01 Blind Rage Harmful -5
01-01 Blindsight Beneficial 5
01-01 Brittle Bones Harmful -4
01-01 Combat Fear Harmful -4
01-01 Cybernetic Dependency Harmful -6
01-01 Danger Sense Beneficial 6
01-01 Discordant Pheromones Harmful -x
01-01 Dual Brains Beneficial 5
01-01 Echolocator Beneficial 5
01-01 Elasticity Beneficial 5
01-01 Energy Absorption Beneficial 4
01-01 Enlarged Form Beneficial 6
01-01 Exoskeleton Beneficial 5
01-01 Extra Arms Beneficial 6
01-01 Festering Sores Harmful -4
01-01 Fire Lungs Beneficial 6
01-01 Gazing Eye Beneficial 4
01-01 Gills Harmful -5
01-01 Half-Life Harmful -6
01-01 Harmonious Pheromones Beneficial x
01-01 Loose Joints Harmful -5
01-01 Mental Degeneration Harmful -6
01-01 Mental Overdrive Beneficial 6
01-01 Monster Harmful -6
01-01 Nervous Spasms Harmful -x
01-01 Neutrad Dependency Harmful -5
01-01 Pheromone Attraction Beneficial 6
01-01 Plant Traits Beneficial 5
01-01 Poisonous Blood Harmful -6
01-01 Prehensile Tail Beneficial 4
01-01 Prickly Pear Beneficial 4
01-01 Quadruped Beneficial 4
01-01 Quantum Action Beneficial 5
01-01 Radiation Leak Harmful -6
01-01 Radioactive Beneficial 5
01-01 Shocker Beneficial 4
01-01 Skeletal Reinforcement Beneficial 5
01-01 Solar Discharge Beneficial 5
01-01 Sonic Scream Beneficial x
01-01 Stinger Beneficial 4
01-01 Telekinetic Mind Beneficial 5
01-01 Telepathy Beneficial 5
01-01 Tentacle Beneficial 6
01-01 Thin Skin (Hemophilia) Harmful -5
01-01 Tumorization Harmful -4
01-01 Venomous Bite Beneficial 4
01-01 Very Thick Hide Beneficial 6
01-01 Vexing Voice Beneficial 4
01-01 Wings Beneficial 6
01-01 X-Ray Vision Beneficial 6

Mutations Descriptions

Listing of mutations.

Ability Degradation

Ability Degradation is a catch-all term for a mutation that negatively affects one of the character's abilities.

  • Type: Minor, Harmful
  • MP Cost: -2
  • Effect: When the character receives this mutation, roll ld6 to randomly determine which one of her abilities is affected. The exact effects depend on the ability in question, as follows. If the character already has this mutation and the roll for the new result indicates a currently modified ability, the player may choose to add another level of mutation to that ability, or to modify the roll by +/-1 and apply the level of mutation to the other ability instead. Assign the mutation to the following ability: 1 - Strength; 2 - Dexterity; 3 - Constitution; 4 - Intelligence; 5 - Wisdom; 6 - Charisma.
  • Strength: The subject's muscles waste away and lose strength. The target's Strength decreases by -1.Also, if the subject mutates in this fashion twice, he gains Disdvantage on Strength (Athletics) checks.
  • Dexterity: Neural pathways degrade and wither away, causing the subject's reflexes and hand-eye coordination to suffer. The subject's Dexterity decreases by -1. Also, if the subject mutates in this fashion twice, her speed decreases by -5 ft.
  • Constitution: The mutation causes the subject's body to become weaker and more susceptible to harm. The subject appears slightly thinner and paler than before. Light hair loss, annoying but harmless skin conditions and other similar side effects are common. The subject's Constitution decreases by -1. If she mutates from this twice, she gains Disadvantage on Constitution saves vs (Either Poison or Disease).
  • Intelligence: The subject's intelligence becomes dulled as his very brain structure warps and degrades into a less efficient form. The subject's Intelligence decreases by -1. If she suffers from this mutation twice, she gains Disadvantage on Intelligence (Investigation) checks. Note that if the subject's lntelligence becomes lower than 3, he loses the ability to form coherent thoughts and becomes little more than an animal, though he may still retain some understanding of the social relationships he used to entertain. Feelings of affection and loyalty (or fear and hatred) tend to remain, as well as certain skills, such as the ability to use simple melee weapons. Whether a subject thus mutated retains skills, tendencies, affiliations or other qualities is up to the GM, but PCs reduced to this level should probably be placed under GM control.
  • Wisdom: In the subject's brain, highly localized areas are twisted and consumed by mutation, causing the subject to become less adept at understanding her surroundings. The subject's Wisdom decreases by -1. The subject is at Disadvantage on Wisdom (Insight) checks. If she suffers from this mutation twice, she gains Disadvantage on Wisdom (Insight) checks.
  • Charisma: Minute changes in brain chemistry lead to the emergence of a new personality- and unfortunately, it is less pleasant than the original. While the subject retains all memories, opinions, allegiances and other relevant features of his old personality, he simply no longer possesses the social skills he used to - he becomes less Suave, his self confidence appears to be lacking, and presenting his views and thoughts is no longer as simple as it used to be. Quite simply, his potential for diplomacy or pleasant conversation is significantly reduced. Charisma (Persuasion) chacks are made with Disadvantage. The subject's Charisma decreases by -1, and the player should roleplay out the change in personality towards a less pleasant type. If she suffers from this mutation twice, she gains Disadvantage on Charisma (Persuasion) checks.
  • Biotech: No

Ability Enhancement

This is a catch-all term for a mutation that positively affects one of the character's abilities.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: When the character receives this mutation, roll ld6 to randomly determine which one of her abilities is affected. The exact effects depend on the ability in question, as follows. If the character already has this mutation and the roll for the new result indicates a currently modified ability, the player may choose to add another level of mutation to that ability or to modify the roll by +/-1 and apply the level of mutation to the other ability increased. Assign the mutation to the following ability: 1 - Strength; 2 - Dexterity; 3 - Constitution; 4 - Intelligence; 5 - Wisdom; 6 - Charisma.
  • Strength: The subject's muscles swell with newfound power! The subject's Strength increases by +1. Also, if the subject mutates in this fashion twice, he gains Advantage on Strength (Athletics) checks.
  • Dexterity: The subject's nervous system is greacly enhanced and improved. He now reacts faster and move with greater accuracy" than before. The subject's Dexterity increases by +1. Also, if the subject mutates in this fashion twice, his speed increases by +5 ft.
  • Constitution: The subject's bone structure becomes stronger and her immune system grows more potent. She appears to be more vital and healthier than she was before. The subject's Constitution increases by +1. If she benefits from this mutation twice, she gains Advantage on Constitution saves vs (Either Poison or Disease).
  • Intelligence: Intellectual potential is greatly increased as the subject's brain spawns new neurons and opens new pathways, thus allowing the subject to process information far more efficiently. His Intelligence increases by +1. Subjects with animal-level intelligence can gain self-consciousness and the capability for abstract reasoning if they undergo this mutation. If she benefits from this mutation twice, she gains Advantage on Intelligence (Investigation) checks.
  • Wisdom: Inside the subject's skull, brain cells multiply rapidly and reconfigure themselves, granting the mutant a greatly improved capacity to perceive the minute details the world she lives in. Wisdom increases by +1. If she benefits from this mutation twice, she gains Advantage on Wisdom (Insight) checks.
  • Charisma: The subject's brain chemistry is altered, and that in turn affects his personality in a drastic way. It is greatly improved towards a more likeable type. The subject retains all memories, opinions, allegiances and other relevant features of his old personality, but through a combination of improved self-confidence, increased charisma and natural people skills he becomes a more affable and pleasant person, at least in potential (there is, of course, nothing to keep him from appearing rude if he so desires). The subject's Charisma increases by +1, and the player should roleplay out the change in personality towards a more pleasant type. If she benefits from this mutation twice, he gains Advantage on Charisma (Persuasion) checks.
  • Biotech: Implant (TL 3)

Achilles Heel

You have a major weakness that can be exploited.

  • Type: Minor, Harmful
  • MP Cost: -2
  • Effect: Any attack which is a critical hit against you gains two extra dice rather the normal one die. Creatures immune to critical hits cannot have this drawback.
  • Biotech: Implant (TL 3)

Acidic Saliva

Your saliva can burn other creatures like acid.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: Your bite attack deals an extra ld4 points of acid damage with each successful hit. You must have a natural bite attack or the Fangs mutation to take this mutation. You cannot gain this mutation if you have the Venomous Bite mutation.
  • Biotech: Implant (TL 2)

Adrenaline Boost

The Subject's adrenal gland starts to secrete a far more potent type of adrenaline, enabling her to react to threats faster.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: The character gains a +2 bonus on her initiative checks.
  • Biotech: Implant, Graft (TL 3)

Adrenaline Jolt

You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity. The ability affected is determined at the time of mutation and is one of either 1 - Strength or 2 - Dexterity.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: As a Bonus Action, you can temporarily increase the effected ability by ld4+l points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1). This ability can not be used again, until the character completes a Long Rest. The effected attribute can be determined selectively at the time of implantation if gained via Implant or Graft.
  • Biotech: Implant, Graft (TL 3)


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).

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.
  • Biotech: Implant, Graft (TL 3)

Arachnofiber Production

Spidersilk has the highest tensile strength of any natural substance known to man. This mutation causes the character to generate a similar substance within her body which she can spin, creating beautiful and durable strands she can shape at will. The process is strange and - some think - somewhat disturbing, but no one can deny the beauty of it. The mutant produces thin and silvery yet extremely strong filaments.

  • Type: Major, Beneficial
  • MP Cost: 5
  • Effect: The character becomes capable of spinning two types of silk - sticky and non-sticky strands - and the character may spin either at her discretion. The former is used to spin webs that can catch and trap unwary enemies, and the latter is particularly useful for descending great distances, constructing barriers, or simply spinning out extremely lightweight and durable rope. In either case, the strands are quite flexible, yet extremely strong; the strands have 14 hit points and a break DC of 19.

    The character may spin her silk at a rate of 20 feet per round, up to a 100 feet of strand before her supply runs out. The fluid is naturally replenished at a rate of 20ft per Rest Hit Dice spent during a Short Rest or 100ft during a Long Rest. The character can instinctively build webs or other structures out of the silk, and she can easily attach strands to objects or specific spots, as long as she can reach them. It takes 20 feet of silk to block an entire 5-foot square so that no one can pass through without destroying the webbing first or becoming caught in it.

    While the webbing is not hard to spot under good lighting conditions, in badly lit areas it blends into the darkness, making it very difficult to spot Wisdom (Perception) check DC 15. A victim who stumbles into the web must make a Dexterity save against DC 15 or become entangled. If he fails the roll by more than 5, he is held so immobile that he is effectively grappled. He remains grappled until he manages to either extract himself from the webbing, or break the strands that hold him. The mutant can never be entangled in her own webs.

    The silk starts to lose cohesion after 48 hours, it becomes nothing more than dry and almost insubstantial wisps of fragile silk. Where exactly the silk is secreted from depends on the type of mutation or biodevice- it may come from the subject's chest, mouth, hands or even her backside, as if the character were a spider. In any case, the character needs her hands free to shape the solidifying fluid into a strand.
  • Biotech: Implant, Graft (TL 4)

Blind Rage

Wracked by constant pain caused by the everlasting nuclear fire that scorches every nerve ending in her body, the character is driven nearly insane, ready to snap at the slightest provocation. While she still retains her basic personality and doesn't necessarily want to hurt anyone, the constant pain is often simply too much for her, and she lashes out indiscriminately. While this makes her a formidable opponent in combat, it poses serious problems for her social life.

  • Type: Major, Harmful
  • MP Cost: -5
  • Effect: Whenever the character faces an obstacle - be it a locked door, a missed transport, an obnoxious bouncer or a bandit - she makes a Wisdom save against DC 15. If she succeeds, she keeps her temper and can deal with the situation in a rational manner. If she fails, she goes berserk and attempts to solve the problem by taking her rage out on everything nearby, starting with the offender and making her way to everyone else -people or inanimate objects. She always uses lethal force and cannot hold back; and owing to her unparalleled rage and savagery, her Strength increases by +2, and she gains an additional +2 bonus to all melee attacks and damage. She cannot use ranged weapons, but she can draw or change weapons if doing so enables her to do more damage.

    The rage persists until the original instigator has been destroyed or removed from the character's vicinity; after that the character may make a Wisdom save against DC 12 to calm down. If she fails, she continues on to other targets in an order of convenience - whatever or whoever is closest to her is her next target, though people are preferred over inanimate objects. She may continue to attempt to make the Wisdom save every round until she calms down; the DC decreases by -1 every round. If someone attempts to calm her down with a Charisma (Persuasion) check (DC 15), she gets Advantage to the next Wisdom save to regain control. If something knocks her unconscious, she is calm again when she wakes up. At the end of a Blind Rage, the character gains one level of Exhaustion. While berserk, the character cannot become Frightened or Stunned. If her hit points fall below 0, she remains conscious and continues to take actions normally until she calms down or dies.
  • Biotech: Implant, Graft (TL 2)

Blood Hunger

You crave the taste of blood. Moreover. you need to drink blood to survive.

  • Type: Minor, Harmful
  • MP Cost: -3
  • Effect: 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. Ability damage caused by blood deprivation cannot be restored through any other means. You must have a natural bite attack or the Fangs mutation to take this drawback.
  • Biotech: Implant (TL 2)

Bum Leg

One of the character's legs is weakened by mutation, causing her to move more slowly. The mutation tends to manifest as slightly shriveled muscles on one of her legs, but it may also appear to be a tumor or some other impediment that causes her to limp.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The character's speed is decreased by -5. There are no combat penalties, but the GM may wish to impose a Disadvantage on any check or action where a bad leg would clearly be an impediment, including most Strength (Athletics) checks to jump or Climb or Charisma (Deception) checks if the character is attempting to fool people who know that she has a limp (or that the person she's impersonating doesn't). If the mutant gets two Bum Legs, her movement speed is cut in half, and the character is at Disadvantage on appropriate checks. Unless the mutant has more than two legs, she can only be hit by this mutation twice. If the mutation comes up a third time, simply reroll it.
  • Biotech: Implant (TL 2)

Chameleon Skin

Your skin (or chitin, fur, or scales) can change color to match your surroundings.

  • Type: Minor, Beneficial
  • MP Cost: -1
  • Effect: You gain Advantage on Dexterity (Stealth) checks made to hide. This effect is negated if you wear clothing or armor.
  • Biotech: Implant (TL 3)


Your fingernails mutate into sharp retractable claws.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: You gain a claw attack that deals slashing damage dependent on your size: Small ld4, Medium-size ld6. Large ld8. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons. Having claws does not adversely affect your manual dexterity. It's Bonus Action to extend or retract your claws.
  • Biotech: Implant (TL 2)

Cracking Joints

The mutant's joints emit loud, cracking and grinding noises whenever he moves, particularly if he bend his joints. This is painless and harmless, but somewhat unnerving to others. Moving quietly becomes very difficult.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The character Disadvantage on all Dexterity (Stealth) checks to keep from being heard. When he is not attempting to move silently, his enemies have Advantage on Wisdom (Perception) checks made to determine surprise (do not apply both the penalty and the bonus to the same situation). Obviously, if the character is lying in wait with a sniper rifle, it doesn't matter that his finger may make a cracking noise when he pulls the trigger - at that point, the targets are likely to be alarmed anyway.
  • Biotech: Implant (TL 3)


You gain darkvision 60 ft.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: 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. See Darkvision.
  • Biotech: Implant, Graft (TL 2)

Direction Sense

You can perceive true north.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: As long as you are awake, you always know what direction is true north. This ability gives Advantage on Wisdom (Survival) check to navigate and determine direction.
  • Biotech: Implant, Graft (TL 2)

Discordant Pheromones

The mutant's pheromones cause human beings in her vicinity to automatically dislike or even outright despise her. This mutation can be a terrible curse, as even former friends tend to-avoid the mutant - they may respect her or consider her a useful member of the community, but that doeso't mean they want to spend time with her. Few mutants thus afflicted can avoid becoming outcasts and hermits, and maintaining romantic relationships becomes practically impossible. See Harmonious Pheromones for more information about the range and qualities of phero1nones.

  • Type: Major, Harmful
  • MP Cost: -4
  • Effect: Whenever the mutant attempts to interact with others, either through Charisma (Persuasion) or some suitable skill, she is at Disadvantage. When she first meets people, their attitudes are automatically negatively adjusted by one step, unless they have specific and very significant reasons to like and respect the character (if this is the case, the conflicted emotions they feel may well lead to trouble - they aren't immune to the effect, they just respect the character or her status despite a strong urge to dislike her).
  • Biotech: Implant, Graft (TL 3)

Energy Diffusion

Your body's ability to withstand energy damage increases.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: You gain Immunity to one type or Resistance to two types of energy, chosen from the following list:
    • Acid
    • Cold
    • Force
    • Lightning
    • Radiant
    • Thunder
  • Biotech: Implant (TL 3)

Determine type of duffusion.

d4 Type
1-2 Immunity
3-4 Resistance

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.

  • Type: Cosmetic
  • MP Cost: 0
  • Effect: None
  • Biotech: No


Your teeth mutate into vicious fangs.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: You gain a vicious bite attack that deals piercing damage dependent on your size: Small ld4, Medium-size ld6, Large ld8. If you get multiple attacks in a round, you can bite multiple times. Your bite is treated as a natural weapon. This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation.
  • Biotech: Implant (TL 2)

Festering Sores

Your skin is covered with painful. festering sores.

  • Type: Major, Harmful
  • MP Cost: -4
  • Effect: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, you are at Disadvantage to Dexterity and Wisdom checks. Max Dex for the armor is reduced by -1.
  • Biotech: Implant (TL 2)

Fire Lungs

Somewhere in the mutant's lungs, sacs of volatile chemicals hang. As an Action, the mutant may squirt these chemicals up into his mouth and spit them at his enemies. Once the chemicals mix together and encounter oxygen, they ignite in a stream of intensely hot, bright-green fire. The subject's lips and the interior of his mouth appear thick, almost waxen, and his breath always has a sharp smell reminiscent of gasoline.

  • Type: Major, Beneficial
  • MP Cost: 6
  • Effect: This ability functions like a flamethrower, doing 1d6 points of fire damage in a 15-foot cone or 2d6 points of fire damage in a 30-foot line, as the mutant chooses. Targets in the affected area may make a Dexterity save against DC (8 + the mutant's Proficiency Bonus + the mutant's Charisma bonus) to take half normal damage. The sacs only contain enough chemicals for three fiery shots, but they naturally refill themselves after a Long Rest or 1 shot (Max 3) per Hit Dice spent during a Short Rest.
  • Biotech: Implant, Graft (TL 3)

Force Barrier

You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: As a Bonus Action, you can generate an invisible electro-magnetic 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 before requiring a Long Rest to recharge. 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.
  • Biotech: Implant, Graft (TL 4)


Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.

  • Type: Minor, Harmful
  • MP Cost: -3
  • Effect: You have Disadvantage on all Constitution saves. You cannot take this mutation if you have the Durable feat.
  • Biotech:Implant (TL 2)

Frog Legs

The mutant's leg muscles and bone structure gain amazing strength, enabling her to make great leaps. Despite the name, the appearance of the mutant's legs varies from case to case, though they are always grotesquely muscled and obviously inhuman in appearance-indeed, wearing conventional pants or boots isn't possible, though custom-made clothing is naturally an option.

  • Type: Major, Beneficial
  • MP Cost: 4
  • Effect: The character has Advantage on all Strength (Athletics) jump checks. You double your Str for calculating distance per Jump Rules.
  • Biotech:Implant, Graft (TL 2)


The character grows a pair of gills on the side of her upper neck, just below the jawline, and while she retains her lungs, they are no longer capable of extracting from air the oxygen she requires to sustain herself. Instead, she is now "breathing" water. In order to survive, she must find a significant body of water, such as a river, pond, lake or sea. While a character stranded on dry land could certainly buy herself an extra five minutes by sticking her head into a bathtub full of water, she couldn't subsist on it for much longer than that (unless the bathtub was fitted with a water recycler to re-oxidize the water and remove excess carbon dioxide). A bucket of water might yield enough oxygen for the character to take the equivalent of a single breath; after that, the water would have to be replaced.

If fitted with a custom-made water-filled helmet that recycles the water, she can venture into the atmosphere, though she obviously cannot easily communicate with people while wearing the helmet.

  • Type: Major, Harmful
  • MP Cost: 5
  • Effect: The character now requires water to survive the way she formerly required air. A character who mutates into this form on dry land with no water in sight is in mortal danger: She risks suffocating exactly the way a normal human would when underwater. However, she can survive underwater indefinitely.
  • Biotech: Implant, Graph (TL 4)

Glass Jaw

The mutation causes the character's brain to become more vulnerable to certain types of damage and shock, causing him to be more likely to pass out when damaged or influenced by outside forces seeking to disable him.

  • Type: Minor, Harmful
  • MP Cost: -3
  • Effect: The character's Massive Damage Threshold is reduced by -2. You gain Disadvantage on Massive Damage Constitution saves.
  • Biotech: Implant (TL 2)

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 an moose.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: You gain a gore attack that deals damage depending on your size: Small ld4, Medium-size ld6, Large ld8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons.
  • Biotech: Implant, Graft (TL 2)

The type may be picked at the time of implantation if gained by Biotech.

  • Buffalo's Horns (Bludgeoning)
  • Bull's Horns (Piercing)
  • Deer's Antlers (Piercing)
  • Devil's Horns (Piercing)
  • Gazelle's Horns (Bludgeoning and Piercing)
  • Giraffe's Horns (Bludgeoning)
  • Goat's Horns (Bludgeoning and Piercing)
  • Moose's Antlers (Bludgeoning)
  • Ox's Horns (Bludgeoning)
  • Ram's Horns (Blugeoning)
  • Rhinoceros' Horn (Piercing)
  • Unicorn's Horn (Piercing)

Greedy Metabolism

Greedy Metabolism manifests itself as a constant feeling of hunger. The character's metabolism is too efficient for her own good, as all of the food she consumes is quickly used up. Typically, characters with this mutation are extremely thin: Not skin and bones, necessarily, but there is very little in the way of fat, and any bulging muscles are quickly replaced by wiry strength. Mutants with Greedy Metabolism also tend to suffer from constant low blood sugar, which makes them easily irritated.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The subject is constantly hungry, and needs to eat twice as much food as a normal human. If she cannot eat enough, she becomes fatigued until she gets enough food. In a situation where starvation is a risk, she deteriorates faster than a character with a normal metabolism. If a mutant goes longer than 12 hours without eating, she becomes extremely irritable. The character becomes angry or snaps at people at particularly critical junctures, and is at Disadvantage on Charisma (Persuasion) checks. At the end of the first) day beyond the normal limit (See Food and Water), a character automatically suffers two levels of exhaustion, rather than the normal one. If the mutant already has Greedy Metabolism, reroll the mutation.
  • Biotech: Implant, Graft (TL 2)


Radiation takes a terrible toll on the subject and leaves her a mere shadow of her former self. Her skin becomes a dry mass of flaking skin; her hair falls out; and her eyes gain a piercing, green glow but recede deep into her skull. Loose, yellowing teeth rattle behind dry and cracked lips. She becomes unable to obtain sustenance from food or drink, but insteads draws power from radiation. Mutants cursed with this afflict1on often mutate mare and more, as they constantly seek out new sources of radiation.

  • Type: Major, Harmful
  • MP Cost: 6
  • Effect: All of the character's abilities decrease by -2. The character becomes immune to all damage and poisoning from radiation, as well as all radiation based mutagens that aren't of intense level- indeed, instead of being harmed, she needs to spend time close to a source of radiation to survive, or die of the equivalent of starvation. It's not uncommon for these mutants to carry isotopes or other sources of radiation around with them to provide them with sustenance. The mutant also gains the ability to automatically locate sources of radiation within a 10-mile radius around her and gauge their strength, as well as a psychological compulsion to seek them out - the stronger the source, the harder it is to resist its siren call. When encountering a source of radiation, the mutant is compelled to bask in its radioactive glory; to resist it, she must make a Wisdom save at the same DC she would use when resisting mutation. (Thus, a character who encounters a source of intense radiation cannot help but seek it out, and will inevitably mutate further unless someone restrains her and removes her from the range of the radiation. The character will fight those who try to keep her from reaching her destination.) The character always receives Advantage on Charisma (Intimidation) checks due to her horrifying condition.
  • Biotech: No

Harmonious Pheromones

The mutant's pheromones - chemical compounds secreted by animals that affect other members of the same species and influence their behaviour become more potent and, perhaps more importantly, quite enticing, making those close to him strongly predisposed towards liking him. In addition to the obvious advantages when it comes to finding companionship, it greatly reduces the risk of conflict with others, and makes the mutant a natural people person, leader and negotiator.

  • Type: Major, Beneficial
  • MP Cost: 4
  • Effect: The mutant gains Advantage on all Charisma tests except Intimidation. When first meeting people, their attitudes are automatically positively adjusted by one step, unless they have specific and significant reasons to be hostile or unfriendly towards the character (if this is the case, the conflicted emotions they feel may well lead to trouble - they aren't immune to the effect, they just hate the character -despite a strong urge to like him). Bear in mind that Harmonious Pheromones is not a mind control power. If the character asks others to jump off a cliff, they won't do it, no matter how much they like him. However, requests for assistance are likely to be well-received, and talking people into doing things they are reluctant to do is far easier than it otherwise would be. As pheromones only affect members of the same species, highly mutated and intelligent animals or other similar beings remain unaffected (supposing, of comse, that the being with the Harmonious Pheromones is a human in the first place). A containment suit or any situation where there isn't shared atmosphere also nullifies the power. The effect doesn't exactly have a range as such, since the chemicals drift around the characters, borne by air currents; assume that anyone within 30 feet of the character is affected in reasonably calm weather. In enclosed spaces, the range may well be higher. Also, wind conditions may carry the scent towards people - or away from them.
  • Biotech: Implant, Graft (TL 2)

Hearing, Improved

The subject's ears become sharper.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: The subjeot gains Advantage on all Wisdom (Perception) checks to listen.
  • Biotech: Implant, Graft (TL 2)

Hearing, Weakened

The subject's ears become weaker.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The subjeot gains Disadvantage on all Wisdom (Perception) checks to listen. When in noisy environments, particularly in combat, he must now make Wisdom (Perception) checks (DC 8) to hear noises that people with normal hearing can hear automatically.
  • Biotech: Implant, Graft (TL 2)

Heat or Cold Susceptibility

Your body does not react well to particularly hot or cold temperatures.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: During prolonged exposure to extreme heat or cold, the character suffer more than other normally would. On a successful save the character gains 1 level of exhaustion, on a failed save the character gains two levels of exhaustion.
  • Biotech: Implant (TL 2)

The type may be determined on implantation when gained via Biotech.

D4 Type
1-2 Heat
3-4 Cold


All of the character's body hair starts to grow at a tremendous rate; even the lightest and thinnest hairs gain thickness and volume. She attains a five o'clock shadow in minutes and has hair pouring out of her sleeves in hours. Shaving in the morning can take a gocd while. The character leaves large clumps of cut hair wherever she goes, and the effect can easily cause socialproblems. Appearing neat for extended periods of time is effectively impossible.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: If the character goes for longer than 12 hours without attending to her body hair by cutting off the excess, it starts to get in the way, giving Disadvantage on all actions that require accuracy including Dexterity (Acrobatics) and Strength (Athletics). Combat in particular is affected; such long hair gets in the way of swinging weapons, aiming down sights and other such tasks. Cutting the excess hair is simple enough, and can be done in 3 rounds, regardless of its length - provided that the character has a sharp blade at hand and that she doesn't mind looking like a badly trimmed poodle.
  • Biotech: Implant (TL 2)


Your are particularly (some might say unnaturally) sensitive to your surroundings.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: You gain Advantage on Wisdom (Perception) checks. You also gain Blindsight (30 ft.) trait.
  • Biotech: Implant (TL 3)


Thanks to slow electrical impulses along your central nervous system. You have trouble reacting quickly to danger.

  • Type: Minor, Harmful
  • MP Cost: -2
  • Effect: You have Disadvantage on all Dexterity saves. You cannot take this mutation if you have the Mobile feat.
  • Biotech: Implant (TL 2)

Light Sensitivity

Your eyes cannot adjust to bright light.

  • Type: Minor, Harmful
  • MP Cost: -2
  • Effect: Abrupt exposure to bright light (such as sunlight) blinds you for l round. On subsequent rounds, you have Disadvantage on Attack rolls and Wisdom (Perception) checks as long as you remain in the affected area.
  • Biotech: Implant (TL 2)

Living Furnace

Your body generates a tremendous amount of heat, and your touch can cause things to burn and melt.

  • Type: Minor, Benefical
  • MP Cost: 3
  • Effect: 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 Bonus Action, you can channel more of your body’s heat and increase the fire damage to 2d6 points (instead of 1 point). You gain Advantage on Constitution saves against extreme heat temperatures. This mutation does not grant immunity or resistance to fire.
  • Biotech: Implant (TL 3)

Loose Joints

The subject's joints becomes extremely loose, making him reminiscent of a human rag doll. So extreme is his condition that every joint in his body suddenly becomes so flexible as to be able to twist in any direction without any pain or resistance. Knees bend in the wrong direction so easily that the character has more trouble keeping his legs properly erect than demonstrating this ability to someone; even picking up a cup of hot beverage from a table can seem like an insurmountable problem when his grip holds, but his elbow simply bends in the wrong direction as he tries to raise the cup from the table! Indeed, talking to the character can be a strange experience, as even keeping his head properly upright often becomes a chore.

  • Type: Major, Harmful
  • MP Cost: -5
  • Effect: Whenever the character attempts a physical action, such as climbing, running or fighting, he has to make a Dexterity save against DC 15. (To speed combat, the player can roll a distinct Dexterity save die along with her attack roll or check.) If he fails the save, the action fails because his joints refuse to lock in place and instead flail loosely back and forth; he spends a good deal of time falling down and picking himself up again. His speed is cut to one-third (round up). He gains a -2 penalty to Defense (AC), due to his inability to move quickly and accurately.

    While this condition makes it difficult for the character to act efficiently, particularly in close-combat situations, it does have a few advantages. All blunt impact damage -from punches, blunt melee weapons or even falls - is automatically halved, thanks to the character's tendency to flip this way and that when pushed. It's as if the character had a natural ability to roll with punches-or at least fold with them. Ranged and edged weapons do normal damage.

    The looseness of his joints makes him a difficult opponent to control when wrestling, and thus he also, gets Advantage on grapple checks. The character also gains Advantage on all Dexterity saves where success means taking only half damage from an attack. The character can fold himself into very small spaces and odd shapes if need be without suffering any ill effects. The character can Squeeze into a space up to two size categories smaller than himself.
  • Biotech: No

Lost Arm

One of your arms withers or gets eaten away, leaving behind a stump.

  • Type: Minor, Benefical
  • MP Cost: 3
  • Effect: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you Disadvantage on Strength (Athletics) checks to climb, swim, and grapple. You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.
  • Biotech: Implant (TL 3)


The character is disfigured in some way; the character may have hideous scars, a hunchback, mishapen head, or other severe noticable deformity. This deformity can be concealed somewhat, but not entirely hidden.

  • Type: Minor, Harmful
  • MP Cost: 2
  • Effect: The character has Disadvantage on Charisma checks to influence others.
  • Biotech: Inplant (TL 2)

Mental Degeneration

Radiation is not a gentle mistress, and it tends to take its toll. A mutant who suffers from this mutation has his brain so completely scrambled that he is only barely capable of abstract reasoning, and while still retains his memories and skills, forming any even remotely complex thought is a painfully slow and laborious process for him. His personality, while basically intact, suffers a great deal; nearly all of his processing power is now devoted to comprehending the suddenly intimidating complexities of everyday situations. Much like a child, the mutant often asks questions that are completely obvious to people with normal intelligence.

  • Type: Major, Harmful
  • MP Cost: -6
  • Effect: The character's Intelligence immediately drops to 6. The character gains Disadvantage on all Intelligence based checks. While the game mechanical results of this are obvious, the player should also roleplay the results of this mutation - it should be a frightening experience to suddenly be unable to comprehend things, particularly so when your memories indicate that this should not be the case. Ordinarily, this condition can only occur once to the character- if it happens again, reroll and pick another mutation. However, if the character regains his normal Intelligence, he once again becomes susceptible to this mutation.
  • Biotech: Implant (TL 2)

Metabolic Boost

The character's metabolism is more efficient than a normal human's. While this means that the character needs a bit more food than others, on the upside the character also heals faster than normal humans. If the mutant already has Metabolic Boost, reroll the mutation.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: Whenever the character regains hit points (through natural healing, uses of the Wisdom (Medicine) skill or through some other means), he regains 2 extra hit points. However, he also needs to eat twice as much as normal humans, and can only survive half as long without food and drink before he starts to starve.
  • Biotech: Implant, Graft (TL 3)

Mental Overdrive

The character's brain mutates under the barrage of radiation, enabling her to process information far more efficiently than before and possibly turning her into a genius of positively superhuman caliber.

  • Type: Major, Beneficial
  • MP Cost: 6
  • Effect: The charater's Intelligence is immediately increased by +6 (or to a minimum of 12, if her original Intelligence is lower than 5). If the subject's Intelligence is thus raised beyond 18, her skull visibly bulges and swells as her brain cells multiply rapidly.
  • Biotech: Implant (TL 4)


The mutation that made a monster out of man! Muscles swell beyond belief and the subject's entire body is transformed into something bigger, stronger and hardier; a mild-mannered adventurer becomes a veritable monster in a matter of minutes as clothes tear under the inexorable swell of flesh and bone - even the toughest of worn armor is destroyed during the transformation, though items kept in pockets, backpacks or other locations will most likely stay intact unless they are particularly brittle.

  • Type: Major, Harmful
  • MP Cost: -6
  • Effect: Both the character's Strength and Constitution are increased by +3, to a minimum of 15. However, if the character's previous Strength or Constitution score was lower than 12, it becomes 18. Also, the character's Dexterity is decreased by -3. The character grows at least 4 inches, and gains at least 150 lbs. He also immediately gains 5 permanent hit points. At the same time, the character loses at least -3 points of Intelligence and Wisdom, reducing both scores to a maximum of 9 (or lower). The subject's entire body grows bigger and somewhat disproportinate. Hands and feet in particular become very big, which can cause problems with certain tools or weapons that require humansized hands. Generally speaking, the subject receives Disadvantage on all actions that concern using a tool or weapon that has been designed for normal humans - trigger guards, grips, keypads and ocher features aren't usually made with fingers the size of cucumbers in mind. He is now considered to be a Large opponent.
  • Biotech: Implant (TL 4)

Nervous Spasms

This mutation causes the character's neural system to become scrambled, as the biochemical electricity of the brain misfires on a regular basis. This results in constant muscle tics and jerking movements in the character's limbs, but it also means that occasionally strange feedback loops form and disable the character entirely for short periods of time if he encounters loud noises or bright lights. Obviously, this makes combat a notably risky proposition for the character.

  • Type: Major, Harmful
  • MP Cost: -6
  • Effect: The character receives Disadvantage on all actions that require steady hands and physical concentration, including using all ranged weapons. If he encounters particularly loud noises or bright, flashing lights, he must make a Wisdom save against DC 12 or go into a seizure or become paralyzed (determine effect randomly). If the character any levels of Exhaustion or is stressed at the time (Combat by its very nature is stressful.), increase the, DC by +2. If he is surprised by the stimuli, further increase the DC by +2. A seizure does no actual damage, but it lasts for ld6+1 rounds, during which the character goes unconscious while his entire body jerks uncontrollably. He is rendered Stunned for ld3 rounds afterwards. If the character becomes paralyzed, the condition lasts for ld8+1 rounds. During this time, the character remains aware of his surroundings, but cannot move or communicate - he becomes entirely limp and slumps to the ground.
  • Biotech: Implant, Graft (TL 4)

Nimble Fingers

The subject's fingers beoome faster and more accurate, and his sense of touch is greatly enhanced.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: The subject gains Advantage on all Dexterity skill checks involving manual dexterity.
  • Biotech: Implant, Graft (TL 2)


The mutant gains the ability to latch onto the "life force" of other beings and transfer some of it to his own body. The exact science behind this power is unknown, but it has been theorized by some of the more adventurous scholars that those with this power can somehow refocus the target's morphogenic field to regenerate parts of his own body with energy stolen from the target.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: The mutant must touch his target (unarmed strike or grapple check) to use this power. However, if the target is wearing a contafnment suit or is otherwise protected from physical contact, this power is ineffective. The target makes a Constitution save against DC = 8 + character Proficiency Bonus + his Charisma bonus (Min 1). The target suffers ld6 points of damage, which the mutant receives as healing; the damage is halved If the save succeeds. This ability can not be used again, until the character takes a Long Rest
  • Biotech: Implant, Graft (TL 4)

Poison Touch

Poison glands grow in the subject's body, allowing him to secrete a potent toxin from his hands at will. If the mutant already has Poison Touch, reroll the mutation.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: The mutant must touch his target (unarmed strike or grapple check) to use this power. If successful, he inflicts poison damage on the target. However, if the target is wearing a contafnment suit or is otherwise protected from physical contact, this power is ineffective. The poisoned individual must make a Constitution save (DC 12). if he fails, he takes ld2 points of temporary ability damage. The affected ability is determined randomly when this mutation is acquired. The ability affected by the poison is one of (1-2) Strength, (3-4) Dexterity or (5-6) Constitution, depending on the type of Poison Touch. If this power is granted by biotech, the type is predetermined for each implant or graft. This power can be used twice a day. After that, a Long Rest is required to refill the poison glands.
  • Biotech: Implant, Graft (TL 4)

Quantum Action

The mutant gains a subconscious quantum ability to assess and revise probabilities in her immediate surroundings. When faced with a difficult situation and looming, inevitable failure, she may instantly access the probability matrix of the action she is attempting and lift from it the circumstance where everything is otherwise identical with her own, but the action in question is successful. She then transmits that very difference from the matrix of potential outcomes and uses it to overwrite the reality of the situation at hand, thereby succeeding in the attempt. The only person aware of the difference is the mutant herself, and even she may not be entirely sure how she turned what she thought was a certain failure into a success.

However, there's a flip side to this power. Out of a little understood need for balance between the probability matrix and unfolding events, one of the actions the mutant undertakes afterwards becomes a disaterous failure. Still, in a desperate situation, this power may be quite the life saver.

  • Type: Major, Beneficial
  • MP Cost: 5
  • Effect: The mutant may, after a failed die roll, declare that she uses this power: She then succeeds automatically in the action she- was attempting, and the result is as good as it can possibly be under the circumstances. If the action in question is an attack, she automatically scores a critical hit. This power may only be used once per Long Rest. At some point within the game session, the GM may "balance the scales" at his discretion.
  • Biotech: No

Solar Discharge

A mutant with this power is capable of storing up the very power of the sun and releasing it from her eyes in a searing burst of brilliant heat. Starting fires, boiling water or roasting enemies is all in a day's work for a solar-powered character.

  • Type: Major, Beneficial
  • MP Cost: 6
  • Effect: The mutant can discharge concentrated, stored sunlight. The discharge emerges as a ray of with a range (30 ft. + 10 ft./character level), inflicting up to 6d6 points of fire damage (Dexterity save DC (15 + the mutant's Constitution modifer] for half). The mutant decides at the time of discharge how many dice of damage to unleash. She makes a ranged attack against her chosen target; every individual in a direct line between her and her target is subject to the damage and fire effects. This effect cannot inflict a critical hit. The mutant re-accumulates two dice worth of energy per Rest HD spent during a Short Rest spent in direct sunlight, or one die if under overcast skies. The characters reserve is completely filled on a Long rest, provided she spends at least 1 hour in direct sunlight. For every day she goes without spending at least an hour in natural daylight (overcast conditions suffice), her reserve diminishes by one die; if her reserve reaches zero, she gains one level of Exhaustion until she manages to regain at least one die of charge. Her reserve holds a maximum number of damage dice equal to her Constitution modifier (minimum 0) + 6.
  • Biotech: Implant, Graft

Radiation Leak

The mutant becomes a walking source of radiation, lethal to all those around him. While this obviously makes him a dangerous enemy, it also makes leading a social life a supremely difficult and dangerous proposal. It's not uncommon for a character with this mutation to look relatively normal, except he is extremely pale and gaunt, and he glows very softly in the dark.

  • Type: Major, Harmful
  • MP Cost: -6
  • Effect: The mutant emits damaging radiation in a 30 foot radius. Living beings take 1 point of radiation damage each round, and must make a Constituion save (DC 15) against radiation poisoning. In addition, the mutant acts as a moderate mutagen to those he touches (a victim need only save once every Long Rest against this effect). Radiation resistance 1 or higher blocks the damage and protects the individual from the acompanying poison and mutation effects. The mutant gains radiation resistance 10, and is immune to all mutation effects from radiation and radiation-based mutagens of less than intense level. The mutant may choose to wear a containment suit to protect those around him and maintain social ties to his friends and companions. He may also suppress the effects of this mutation at will, though at a cost, the radiation now ravages his own insides. The character must first succeed in a Constitution check against DC 10. If successful, the radiation effects of are suppressed for a number of rounds equal to (2d6 + the mutant's Wisdom modifier). The GM determines the duration of the suppression in secret, so the character cannot be sure how long he can maintain his control, though he may choose to let the radiation flow freely again even before his time is up. Each round the character suppresses the radiation, he takes ld6+3 hit points of damage, plus an additional point of damage for every round he has already spent suppressing the effects. If he takes other damage or is otherwise disturbed during this time, he must make a new Constitution check against (DC 10 or 1/2 the damage taken whichever is higher), or release the pent-up radiation immediately. When he finally releases the radiation, the effect's range is temporarily increased by 5 feet for every round he has spent suppressing the effect. The radiation damage is also increased by +1 per round of suppression, or by +2 for those who are touching the mutant. At GM's discretion, nearby flora and fauna may well mutate into strange and terrible forms, and an impressive light show is very likely to occur, though individual effects always vary depending on the circumstances.
  • Biotech: No

Soft Skin

The subject's skin becomes softer and more pliable, resembling the skin of a newborn baby, making him more vulnerable to damage.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The subject receives a -1 penalty to AC (Natural Armor).
  • Biotech: No


This mutation causes the character's sweat, breath and other similar sources of body odors to become extremely strong. While the Stench isn't unbearable, it's definitely unpleasant enough for people to avoid spending much time around the character if they can help it, and to maintain a bit of a distance when talking to her. If the mutant alreacty has the Stench, reroll the mutation.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: Whenever the character is attempting an action where the outcome depends on peoples' reactions, she suffers Disadvantage on the check. If she is meeting the other party for the first time (and thus making a first impression), she suffers a -2 to Charisma (Persuasion) checks. If the character is communicating with someone at a distance - shouting to someone across a river or talking on the radio, for example - these penalties doesn't apply. Anyone trying to track the character by scent gets Advantage for the check.
  • Biotech: Implant, Graft (TL 2)

Strong Grip

The muscles in the character's hands become stronger. This is particularly useful when wrestling with someone or doing something else that requires a strong handhold.

  • Type: Minor, Beneficial
  • MP Cost: 2
  • Effect: The character receives Advantage on all grapple checks, as well as on all skill checks in situations where the strength of the character's grip is an issue. It does not provide a bonus on efforts to gain leverage, lift heavy objects and the like, but it does enhance efforts to climb safely, to hold onto a rope or lasso in slippery circumstances, and other tasks where there's a risk of losing hold of something. This includes resisting disarm attempts. He also receives a +1 bonus on all damage rolls against grappled opponents.
  • Biotech: Implant, Graft (TL 2)

Sonic Scream

Both the character's lungs and vocal chords mutate, allowing her to not only compress the air in her lungs, but also exhale it through her enhanced vocal chords with such force that she emits a powerful sonic scream. The scream either damages an opponent or interferes with the functionality of his inner ear, causing his sense of balance to fail. The character's neck usually swells noticeably with this mutation.

  • Type: Major, Beneficial
  • MP Cost: 2
  • Effect: This transformation encompasses two distinct effects. When the character receives it as a mutation, roll ld4. On a result of 1-2, her vocal chords emit an audible scream; on a 3-4, her vocal chords emit a subsonic scream. A character with one of these effects cannot manifest the other; reroll if Sonic Scream comes up twice. Biodevices grant one predetermined effect or the other.
  • Sonic: The character gains the ability to emit a scream so loud as to shatter eardrums. The power causes 3d6 points of sonic damage and affects all individuals with unprotected hearing in a 30-foot cone (Constitution save DC 8 + the mutant's Charisma Modifier for half). Those who fail also lose their hearing for 2d6+3 rounds. Characters with the Improved Hearing mutation get Disadvantage on the Constitution save, whereas characters with the Weakened Hearing mutation gain Advantage on the save. Deaf characters are immune to this power.
  • Subsonic: The character can scream at a low frequency inaudible by normal humans, which interferes with the inner ear (the system that regulates a human's center of balance). Individuals with unprotected hearing in a 30-foot cone must make Constitution save (DC 10 + the mutant's Charisma modifier) or lose their sense of balance for the next ld6+4 rounds. For the duration of the effect, they are at Disadvantage on any Actions that require a functional sense of balance, and actions that require hand-eye coordination more complex than picking something up from the ground (the penalty also applies to Dexterity saves). If the character attempts to move at a pace faster than normal walking speed, this save is made with an additional -2 penalty. The victim's speed is reduced by -10 feet. Individuals without inner ears are immune to this power. As a side effect of the mutant's improved lungs, she can now hold her breath twice as long as a normal human.
  • Biotech: Implant, Graft (TL 4)


The subject sports a tail reminiscent of a scorpion's, starting from his lower back and and arcing overhead, the poisonous stinger floating above him. Almost 9 feet in length and as wlde as the character's back at its base, the tail cannot be concealed under clothes; off-the-rack containment suits or other similar protective garments do not fit.

  • Type: Minor, Beneficial
  • MP Cost: 3
  • Effect: The mutant's tail is quick and agile. He can make an Attack Action with the tail. In addition, he may (as a reaction) make an opportunity attack with the tail. When it hits, it inflicts 1d3 points of Piercing damage and delivers a poison (DC 8 + the mutant's Charisma modifier; ld2 points of ability damage). This poison targets 1 - Strength, 2 - Dexterity or 3 - Constitution, determined randomly at the time of mutation or specified by the designer for biotech implants and grafts. The poison aspect of this attack may be used 3 times, prior to the venom sacs needing to be replenished, during a Long Rest. In addition to the combat advantages, the agile tail is also useful in other ways. It can make climbing certain surfaces or balancing cm narrow spaces easier, and the character can use it to brace against an object. In instances where the GM feels that a tail may make life easier for the character, rolling with Advantage is in order. However, due to its size, the tail also gives the mutant Disadvantage on all Hide attempts, and using or donning a disguise is nearly impossible. The mutant's poison can be extracted. The extraction requires a Drug Kit (pharmaceuticals) check against DC 18; each successful extraction yields ld3 doses. Extraction this way neutralizes the mutant's ability to deliver poison (but not to use any of the tail's other features) until the next Long Rest.
  • Biotech: Implant, Graft (TL 3)

Toughened Skin

The subject's skin becomes tough, almost leathery or pelt-like, granting increased protection against damage.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: The subject receives a +1 Bonus to AC (Natural Armor).
  • Biotech: Implant (TL 2)

Tribal Mentality

The mutant's natural tendancy to follow the lead of those he considers his tribesmen or allies careens out of control, and he finds it increasingly hard to maintain his identity and self-control while in a group of people. It is exceedingly difficult for him to lead others, and even voicing his own opinions is hard. Should he fall in with a bad crowd, the results can be very unpleasant.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: If the character is in a group of more than four people, he automatically stares to agree with them, follow their lead and do as they do. If he wants to resist the effects, he needs make a Wisdom save against DC 10. if the group is larger than four, he has Disadvantage. If he is merely trying to voice an opinion but not actually resisting the urge to follow the group's initiative, he receives Advantage on his save. If he actually tries to lead the group, he has Disadvantage on the save.
  • Biotech: No


Anyone unlucky enough to suffer this mutation is a terribly cursed man indeed - his entire body becomes a hotbed of cancerous growth, turning him from a man with a tumor into a tumor with some humanoid characteristics - a hugely malformed being that constantly grows and swells. The body cannot maintain such a vast bulk, and thus much of the tissue on the mutant's outer surface grows necrotic and is constantly shed off in large flakes of rotting flesh. Yet, despite his truly horrifying appearance and the incessant pain caused by the condition, the mutant remains alive, intelligent and even mostly functional. Movement is difficult but not impossible, and his arms, protruding from the mass of tutnors and necrotic flesh, remain capable of manipulating objects.

  • Type: Major, Harmful
  • MP Cost: -4
  • Effect: The character's Strength decreases by -4 and his Dexterity decreases by -6, to a minimum of 3. His movement speed is cut to one-third normal (round down). However, his Constitution increases by +6. The character can no longer wear any clothes but tent-like robes and cloaks, and armor is completely out of the question: As the mutant's shape is constantly shifting, even customized gear tends to become unusable in a few days. His monsterous appearance gives him Disadvantage on attempts to engage in social activities (Charisma checks), and on first encounters, NPCs' attitudes are automatically negatively adjusted by one step unless they have prior reason to trust or respect him. Despite the many drawbacks of this condition, the mutant is surprisingly healthy - he never becomes Exhausted, he gains Advantage on Constitution saves, and his rapid cell growth even grants him the ability to regenerate one hit point per round.
  • Biotech: Implant (TL 3)

Vision, Improved

The subject's eyes become sharper.

  • Type: Minor, Beneficial
  • MP Cost: 1
  • Effect: The subjeot gains Advantage on all Wisdom (Perception) checks to see.
  • Biotech: Implant, Graft (TL 2)

Vision, Weakened

The subject's eyes become weaker.

  • Type: Minor, Harmful
  • MP Cost: -1
  • Effect: The subjeot gains Disadvantage on all Wisdom (Perception) checks to see. She also gets a -1 penalty on all ranged attack rolls.
  • Biotech: Implant, Graft (TL 2)