Mutations


Mutations are involuntary beneficial improvements to a biological form. Where bio augments are chosen and installed to provide some function or improvement, mutations are unintended changes. A mutation often occurs due to long term or extreme exposure to radiation, or other similar biology manipulating chemical, or effect. Alien artifacts, spells gone wrong... there are many ways a mutation may come to be. There are some scientists that study mutations searching for a way to trigger them in victims, eh, patients.
Mutations are feats. They work in the same way. Feats are talents or abilities a character possess that have not been granted to them via their race, class, or similar means. Mutations are no different, they are biological changes, intended or not, that provide some benefit to your character. If a mutation offers no benefit, or worse, a penalty, it is a drawback.
Obtaining Mutations: You can obtain a mutation on a number of ways. You can select one as a feat, where you could normally select a feat, and are not restricted to a list, you may choose a mutation. Or, you can spend character points to 'buy' a mutation. Merge Station offers the Character Points system, points earnt by applying drawbacks or awarded by GMs (see Drawbacks). Alternatively, the GM may impose a mutation on you. This is often done as part of a story or reward. Before you select or buy a mutation, you must meet all of its prerequisites.

Mutations
NameOptional Cost
Acidic Blood5
Acidic Saliva1
Adrenaline Jolt3
Bio-Electric Field3
Body Spurs4
Claws1
Contortionist4
Echolocator5
Energy Resistance6
Enhances Sense of Smell2
Exoskeleton5
Extra Arm4
Extra Digits1
Fangs1
Fins2
Forked Tongue1
Gazing Eyes4
Gills2
Horns1
Horns, minor1
Keen Senses3
Large Body Frame6
Pheromone Regulation6
Prehensile Tail4
Radioactive5
Scales1
Skeletal Reinforcement5
Skin Plates2
Smoke Screen1
Stinger4
Tail1
Telekinesis5
Telepathy5
Tentacle8
Thick Fur1
Thin Fur1
Third Eye4
Unnatural Eyes1
Unnatural Hair1
Unnatural Skin1
Unnatural Voice1
Venomous Bite4
Vexing Voice4
Wall Crawler4
Webbed Digits1
Wings6
X-Ray Vision6
Acidic BloodMutation (5)
Effect: When struck by a slashing or piercing attack, you deal 1d6 acid damage to the weapon, or attacker if the attack was an unarmed attack. Further, you may use your blood to deal 1d6 damage per round to an object, doing so deals you 1 hit point damage.
Note: Having acidic blood does not grant you immunity or resistance to any other instance of acid damage.

Acidic SalivaMutation (1)
Description: Your saliva can burn other creatures like acid.
Effect: You deal an extra 1d4 points of acid damage with each successful bite attack.
Note: Having acidic saliva does not grant you immunity or resistance to any other instance of acid damage.

Adrenaline JoltMutation (3)
Description: You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
Effect: As a free action, you can spend a resolve point to temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.
Note: While you have one of your attributes boosted you can not boost the other.

Bio-Electric FieldMutation (3)
Prerequisites: You can generate an electromagnetic force field around yourself.
Effect: As a move action, you can spend a resolve point to generate an invisible electromagnetic barrier around yourself that provides damage reduction 3 against incoming weapon attacks and force effects. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round).

Body SpursMutation (4)
Description: Bony spurs or chitinous spikes protrude from your body, giving you a jagged profile and making you dangerous to grapple.
Effect: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability. You also add +1 damage to any unarmed strike.
Note: Any armor you wear must be customize for you.

ClawsMutation (1)
Description: Your digits end in savage claws.
Effect: You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. Your claws are treated as natural weapons and do not provoke attacks of opportunity.
Note: Having claws does not adversely affect your manual dexterity.

ContortionistMutation (4)
Description: You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
Effect: You gain a +5 mutation bonus on Escape Artist checks. Moreover, you can squeeze through an opening or passage one-quarter as wide and tall as your height, in inches. A creature using this mutation to move through a tight space moves at one-quarter normal speed.

EcholocatorMutation (5)
Description: You have the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment.
Effect: By interpreting the minute sounds around you, you gain the blindsight ability out to a range of 60 feet.
Note: This ability is similar to a bat's ability to operate and hunt in total darkness via echolocation.

Energy ResistanceMutation (6)
Description: Your body's ability to withstand energy damage increases.
Effect: You gain resistance to one energy type from the following list: acid, cold, electricity, fire, or sonic/concussion.
Note: You may select this mutation multiple times, each time the mutation relates to a different energy type.

Enhances Sense of SmellMutation (2)
Description: You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
Effect: You gain the scent special ability.

ExoskeletonMutation (5)
Description: A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body.
Effect: You gain a +2 natural armor bonus to KAC, or your existing natural armor bonus improves by 2.
Note: A creature with fur, scales, or the Scaly Armor mutation cannot gain this mutation.

Extra ArmMutation (4)
Description: You grow an additional arm. The extra arm look and behave exactly like your other arm.
Effect: You gain a +2 mutation bonus on Climb checks and grapple checks.
Note: You do not gain additional attacks. You may select this mutation multiple times, up to a maximum equal to your DEX modifier.

Extra DigitsMutation (1)
Description: 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.
Effect: none

FangsMutation (1)
Description: Your teeth mutate into vicious fangs.
Effect: You gain a bite attack that deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. Your bite is treated as a natural weapon and does not provoke attacks of opportunity.

FinsMutation (2)
Description: Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears.
Effect: You gain +2 to swim checks.
Note: This mutation does not confer the ability to breathe or move freely underwater.

Forked TongueMutation (1)
Description: You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
Effect: With your GM's permission, you may be able to use your forked tongue in such away that it provides you with +1 to intimidate.

Gazing EyesMutation (4)
Effect: As a free action, you can spend a resolve point to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours.
Note: The gazing eye has no effect on other creatures with gazing eyes.

GillsMutation (2)
Description: 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).
Effect: You can breathe both air and water. You can remain underwater with no fear of drowning.
Note: Gills do not protect your body against long term submersion in water.

HornsMutation (1)
Description: 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.
Effect: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks of opportunity.

Horns, minorMutation (1)
Description: Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat.
Effect: With your GM's permission, you may be able to use your horns in such away that it provides you with +1 to intimidate.

Keen SensesMutation (3)
Description: Your are particularly (some might say unnaturally) sensitive to your surroundings.
Effect: You gain a +2 mutation bonus on Perception checks.

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

Pheromone RegulationMutation (6)
Description: You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.
Effect: You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 30 feet of you.
Note: You cannot take this mutation if you have the Corrupted Pheromones drawback.

Prehensile TailMutation (4)
Description: Your tail can grasp and hold objects.
Effect: Your prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than your size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control. You can "hang" from your prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The prehensile tail isn't dexterous or strong enough to fire ranged weapons or make melee attacks, however.

RadioactiveMutation (5)
Description: You are resistant to some radiation and can emit bursts of harmful radiation from your body.
Effect: Your body acts as a radiation battery, storing the energy for later use. As a move action, you may spend a resolve point to release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a moderate degree of radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6-1 Con). Further, you have resistance to mild, low, and moderate degrees of radiation exposure.

ScalesMutation (1)
Description: Your flesh becomes thicker and less porous, giving rise to a thin layer of scales covering your flesh. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body, instead appearing in patches on your face, neck, torso, and limbs.
Effect: none
Note: A creature with fur, scales, or chitin cannot gain this mutation.

Skeletal ReinforcementMutation (5)
Description: Your bones become more resilient, allowing you withstand greater amounts of punishment.
Effect: Your Hit Points are increased by 3, but your Stamina is reduced by 3. In addition, the damage you take from a fall is reduced by one die.
Note: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.

Skin PlatesMutation (2)
Description: Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
Effect: You gain a +2 natural armor bonus to Defense, or your existing natural armor bonus improves by 2.

Smoke ScreenMutation (1)
Description: You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
Effect: Once per day, as a free action, you can spend a resolve point to produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has onehalf concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.

StingerMutation (4)
Description: A poisonous stinger erupts from some part of your body, usually a needle-like barb protruding from an arm or leg joint, or a scorpion-like stinger on the end of a tail or similar appendage.
Effect: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, with effects similar to puffer poison.
Note: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.

TailMutation (1)
Description: You grow a thick tail. The tail may be fur-covered, slender and whip-like like a rat's, or scaly like a lizard's. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
Effect: The tail provides a +2 mutation bonus on all Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.

TelekinesisMutation (5)
Description: You can perform minor telekinetic feats.
Effect: As a move action, you can spend a resolve point to move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting, however. You must concentrate on the object to move it telekinetically. If your concentration is broken while you are levitating the object the object falls.

TelepathyMutation (5)
Description: You gain limited telepathic ability.
Effect: As a free action, you can spend a resolve point to forge a telepathic link with another living creature within 100 feet of you. The creature with which you form the link must have an Intelligence score of 6 or higher, and it must be a willing participant in the link. You can communicate telepathically through the link even if you do not share a common language, but no special control or influence is established as a result of the link. If you and the linked creature move more than 100 feet apart, the telepathic link severs instantly. You can telepathically link with only one creature at a time during any given round, but the ability can be used at will.

TentacleMutation (8)
Description: A single tentacle grows from your side or back. The tentacle might resemble an octopus's suckered tentacle or a simple, scaly pseudopod.
Effect: The tentacle grants a +4 mutation bonus on grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacle to grasp and manipulate a Medium-size or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control. You can "hang" from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn't dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle´┐Żs slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with the tentacle multiple times. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.

Thick FurMutation (1)
Description: You grow a thick, protective layer of fur over your body.
Effect: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Note: A creature with fur, scales, or chitin cannot gain this mutation.

Thin FurMutation (1)
Description: You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
Effect: none
Note: A creature with fur, scales, or chitin cannot gain this mutation.

Third EyeMutation (4)
Description: You grow an extra eye in the middle of your forehead.
Effect: The extra eye grants a +2 mutation bonus on Perception checks.

Unnatural EyesMutation (1)
Description: The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark.
Effect: none

Unnatural HairMutation (1)
Description: Your hair or fur color changes drastically to a shade that is uncommon for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood.
Effect: none

Unnatural SkinMutation (1)
Description: The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
Effect: none

Unnatural VoiceMutation (1)
Description: Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
Effect: none

Venomous BiteMutation (4)
Description: Your natural bite attack injects poison into your victim's bloodstream.
Effect: Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (initial and secondary damage 1d4 Con).
Note: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.

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

Wall CrawlerMutation (4)
Description: You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
Effect: As long as your hands and feet are uncovered, you have a move speed equal to half your standard walking speed. Wearing gloves or footwear negates your climb speed and instead grants a +2 bonus to climb checks.You also gain a +2 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.

Webbed DigitsMutation (1)
Description: You grow webbing between your fingers or toes and can move more easily through liquids.
Effect: You gain a +1 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.

WingsMutation (6)
Description: You sprout a pair of birdlike or batlike wings.
Effect: Your wings grant a natural fly speed of 60 feet (average maneuverability).

X-Ray VisionMutation (6)
Description: You can see into and through solid matter.
Effect: X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light, even if there is no illumination.