MUTATIONS

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.
Ordinarily, a GM should allow players to select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented below. 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 Table: Mutations 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 free action unless noted otherwise.

MUTATION POINTS

Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including heroes) 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.
Table: Mutations
d%
Mutation Type
MP Cost
01-02
Extra Digits Cosmetic
0
03-04
Fins Cosmetic
0
05-06
Forked Tongue Cosmetic
0
07-08
Horns Cosmetic
0
09-10
Scaly Skin Cosmetic
0
11-12
Thin Fur Coat Cosmetic
0
13-14
Unnatural Eyes Cosmetic
0
15-16
Unnatural Hair Cosmetic
0
17-18
Unnatural Skin Cosmetic
0
19-20
Unnatural Voice Cosmetic
0
21-22
Acidic Saliva Minor
1
23-24
Adrenaline Jolt Minor
3
25-26
Claws Minor
1
27-28
Darkvision Minor
3
29-30
Energy Diffusion Minor
2
31-32
Fangs Minor
1
33-34
Force Barrier Minor
3
35-36
Gills Minor
2
37-38
Great Horns Minor
1
39-40
Hypersensitivity Minor
3
41-42
Leaper Minor
1
43-44
Scaly Armor Minor
3
45-46
Scent Minor
2
47-48
Second Wind Minor
2
49-50
Smokescreen Minor
1
51-52
Tail Minor
1
53-54
Thick Fur Coat Minor
1
55-56
Ultra Immune System Minor
2
57-58
Wall Crawler Minor
2
59-60
Webbed Digits Minor
1
61-62
Echolocator Major
5
63-64
Elasticity Major
5
65-66
Energy Absorption Major
4
67-68
Enlarged Form Major
6
69-70
Exoskeleton Major
5
71-72
Extra Arms Major
6
73-74
Gazing Eye Major
4
75-76
Pheromone Attraction Major
6
77-78
Prehensile Tail Major
4
79-80
Prickly Pear Major
4
81-82
Radioactive Major
5
83-84
Skeletal Reinforcement Major
5
85-86
Stinger Major
4
87-88
Telekinetic Mind Major
5
89-90
Telepathy Major
5
91-92
Tentacle Major
6
93-94
Venomous Bite Major
4
95-96
Vexing Voice Major
4
97-98
Wings Major
6
99-100
X-Ray Vision Major
6
Table: Drawbacks
d%
Drawback
MP Value
01-05
Ability Decay 1
4
06-10
Blood Hunger
1
11-15
Brittle Bones
4
16-20
Combat Fear
4
21-25
Cybernetic Dependency
6
26-30
Festering Sores
2
31-35
Frailty
3
36-40
Heat/Cold Susceptibility
1
41-45
Lethargy
2
46-50
Light Sensitivity
1
51-55
Lost Arm
3
56-60
Mindslave
2
61-65
Neutrad Dependency
5
66-70
Pheromone Repulsion
1
71-75
Poisonous Blood
6
76-80
Rapid Aging
2
81-85
Reduced Speed 1
3
86-90
Thin Skin
5
91-95
Ultraviolet Allergy
3
96-100
Weak Immune System
1
1 You may take this drawback multiple times. Its effects stack.

Contents

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