Mutate Traits and Abilities

A selection of Traits and Abilities that only Mutate Species may acquire.

Mutate Traits and Abilities

Species Traits and Abilities are those that can only be acquired by creatures that have the necessary species prerequisites.

Purchasing these with XP will allow creatures to invest further into their own bodies and natural abilities.

Mutate Traits & Abilities

Purchase with XP

Traits

Random Mutation

Gain a new Random Mutation.

XP Cost: 1 Prerequisites: Mutate

Effect: Acquire a single new Mutation from the appropriate Random Mutations List.

Mutation

Gain a new Mutation.

XP Cost: 2 Prerequisites: Mutate

Effect: Acquire a single new Mutation from the Mutations List acquired from your Species.

Mutant Cunning

Increase your Intellect Attribute.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Intellect Attribute Total is increased by 2.

Mutant Health

Increase your Constitution Attribute.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Constitution Attribute Total is increased by 2.

Mutant Nimbleness

Increase your Dexterity Attribute.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Dexterity Attribute Total is increased by 2.

Mutant Strength

Increase your Strength Attribute.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Strength Attribute Total is increased by 2.

Mutant Wisdom

Increase your Wisdom Attribute.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Wisdom Attribute Total is increased by 2.

Mutant Speed

Increase your Movement Speed.

XP Cost: 2 Prerequisites: Mutate

Effect: Your Movement Speed is increased by 1 Meter per Movement.

Mutated Synapsis

Increase your Initiative.

XP Cost: 2 Prerequisites: Mutate

Effect: You gain a +2 Misc. Modifier to Initiative.

Radiation Healing

Your body has mutated an additional organ or gland that allows you to process Radiation and convert it into energy.

XP Cost: 3 Prerequisites: Mutate, Radiation Affinity

Effect: You gain healing equal to the amount of Damage you would be dealt by Toxic Damage from Radiation(if your were not immune).

Radiation Absorption

Your body has mutated an additional organ or gland that is capable of storing radiation.

XP Cost: 3 Prerequisites: Mutate, Radiation Affinity

Effect: You can store a number of Gy(100 RADs) in your body equal to your CON Modifier. It takes 1 hour to absorb 1 Gy of radiation per Gy of ambient Radiation in the Area.

You can spend 1 Gy of that absorbed radiation to:

  1. Regain 1d10 HP.
  2. Re-Roll 1 Attack or Damage Roll.
  3. Take one Additional Movement Action this Turn.

Abilities

Radiation Blast

XP Cost: 2 Prerequisites: Mutate, Radiation Affinity, Radiation Absorption.

Action: Melee or Ranged Attack

Cost: 1 Gy(100 RADs) of absorbed Radiation.

Range: 1 Meter (melee) / 10 Meters (ranged)

Target: 1 creature within Range.

Attack: Roll 1d20 + your Training Bonus + your STR (Melee) or DEX (Ranged) Modifier.

Hit: Creatures hit by this attack are dealt 3d8 + your CON Modifier Toxic(Radiation) Damage and have their Radiation Exposure increased by 1 Gy(100 RADs).

Miss: Creatures missed by this attack are dealt no damage and suffer no effects.

Shifting Organs

Gain the ability to shift your organs and negate the effects of a Critical Hit.

XP Cost: 3 Prerequisites: Mutate

Action: Reaction

Cost: 1 Stamina or Willpower

Effect: Negate the additional effects granted on a Critical Hit. The attack is considered to be a standard Hit instead of a Critical Hit and does not deal an additional die of damage or maximize the damage dealt.

Cannibalism

Gain the ability to consume the flesh of sapient creature in order to gain sustenance and healing.

XP Cost: 2 Prerequisites: Mutate

Effect: You can consume the unspoiled flesh of sapient creatures(playable species) and consider it to be Flavorful Sustenance.

In addition, you regain 1d6 HP per Kilogram of sapient creatures flesh you consume. You can consume a number of Kilograms of said flesh equal to your Constitution Modifier per hour.