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 (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.