Mutations
Mutations in the Pan-Solar Consortium have been controversial to categorize, but eventually the public was convinced that adding entries for Mutations on the Technocrat Registry would better assist the Technocrats with choosing the best talent. These Mutations were extensively studied by scientists and given 'standardized' labels as scientists discover them. The most well known and recognized Mutations are Psionics, and secondarily the Mutations most directly left by the Gobi Horror; the Venusians' quirks (including the Curse of Venus) and the Martian Clans. Reaching far enough into the bloodline of any group of people, however, and a majority of them have been touched in some way by the Gobi Horror. Unlike Bioronics or Cybernetics, which are bought with money, Mutations are bought with points at Character Creation. It is possible to 'discover' Mutations or through extraordinary circumstances to develop Mutations in response to certain exposures, but by and large you get what you're born with. Genefreaks are an exception, and spend money on Bioronics to mimic some Mutations.
Most mutants are still considered Homo Sapiens Sapiens, but the Perfected Path has claimed the existence of Homo Sapiens Viriens, the next step in evolution. Additionally, mutants such as the Waxies or the Haruspex have been accused of being either a step sideways or an atavism from humanity; a separate species of hominid.
Finally, these lists are not exhaustive, and most Bioronics can be inherited as well, which makes that list fair game for Mutations, and most Mutations can be mimicked by Bioronics. A Bioronic mutation costs $100/point.
Advantageous Mutations
Advantageous Mutations are a net positive, and represent a merit on the Technocrat Registry, as well as often being something that might get the mutant chosen for specific tasks that a regular human might not have their Advantages for.
Ommatophores 5 points
Your eyes are backed by eyestalks; muscular tubes that can extend from your eye sockets. These tubes extend far enough to peek around corners, look behind the mutant, and grants them 360 degrees when they're out. However, while they're out they can be targeted wtih a -6 instead of the usual -9 so long as the attacker is in the field of vision.
Sinusal Magnetite 10 points
In the bridge of your nose and extending into your sinuses is an unusually large deposit of magnetite. You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea). (Note: The navigational sense that guides migratory creatures to their destination is too crude to qualify; treat it as a 0-point feature.) 5 points. 3D Spatial Sense: As above, but works in three dimensions. This ability is useful in deep space – although it does not help you if you travel across dimensions. You get the skill bonuses given for Absolute Direction, plus +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space).
Acute Senses
You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you make – or the GM makes for you – using that one sense.
Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level.
Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink).
2points/level. Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.
Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level.
Senses must be bought individually. Additionally, weapons, attacks, or environmental conditions that attack senses (such as a flashbang or nauseating smell) apply the bonus to the attack, OR apply the bonus as a penalty instead.
Epidermal Neurotoxin Secretion 50 points
Specialized macrophages crawl across the skin of the mutant. They continually clean debris and bacteria from the skin much as they would in the lungs, but they also serve another purpose; each of them carries a payload of pregnacortistatoxin (PCT). The macrophages latch on to any organism that has skin to skin contact with the mutant and begin delivering the toxin. This is an Affliction, resisted with a successful HT roll. On a failure, the toxin lasts for 1 minute per point of failure, and bestows the Numb Disadvantage. On a failure of 5 or more, it bestows the Paralysis Disadvantage instead. On a critical failure, or a failure of 10 or more, it causes a Heart Attack. For every full round of sustained contact, a new HT roll is required at -1 for each cumulative round of contact. The mutant is resistant to this toxin, but it does numb their skin, giving them the Numbness Disadvantage. A daily pill exists that costs $5 for a 30-pill bottle that suppresses this mutation, including the Numbness, which allows the mutant to live a relatively normal life. This mutation is common among Terryders.
Hypertachia 87 points
Your rate of time perception is faster than that of a normal human. This advantage lets you experience time twice as fast as a normal – that is, you experience two subjective seconds for each real second that passes. This lets you take one additional maneuver on your turn in combat, allowing you to run very fast by taking multiple Move maneuvers, melee attacks (ranged weapons are still limited by their RoF), and even device usage (most computers can accept much faster input than a normal human can enter) etc, Your turn doesn’t come any soon er, however! This mutation affects how fast you move when you react, but not how quickly you react in the first place. Out of combat, it allows you the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. You may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information (GM’s decision), at no penalty to additional actions In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll out of combat. For instance, if you choose to Feint, that is all you can do on your turn – you cannot take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!). This mutation comes with a significant drawback. First, your lifespan is halved. This affects the age at which you reach maturity, the ages at which aging rolls begin and increase in frequency, and the interval between aging rolls; see the table (above right). No more than four levels are possible. Short Lifespan is often found in conjunction with Self-Destruct. You also have increased consumption. One “meal” keeps you going for a much shorter period of time than it would a normal human, which can be a significant drawback for a small starship as you eat for two crewmembers. You must eat six meals a day and require twice the water.
Ambidexterity 5 points
A pre-Gobi mutation, this quirk bestows (or removes) the preference for a dominant hand. You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand. Note that this does not allow you to take extra actions in combat – that’s Extra Attack. Should some accident befall one of your arms or hands, assume it is the left one.
Amphibious 10 points
You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move. You still require air (but see Doesn’t Breathe). Typical features include smooth, seal-like skin and webbed fingers and toes. If you can move only in the water, take the Aquatic (disadvantageous) mutation instead.
Animal Empathy 5 points
You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills on animals just as you would on sapient beings, which usually ensures a positive reaction. This ability frequently accompanies some level of Animal Friend (see Talent), and often Sense of Duty (Animals) or Vow (Vegetarianism).
Appearance
See "Appearance" under .
Righting Reflex 10 points
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
Chromatophores 5 points/level
You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is Bioplas with the Active Camouflage attachment or, in the GM’s opinion, camouflaged relative to your current environment). Chameleon does not normally help in the dark or against someone relying upon senses other than sight. However, you can specify that your ability is effective against a particular visual or scanning sense (e.g., Infravision or Radar) instead of normal vision.
Claws
You have claws. This advantage modifies all your hands and feet; there is no discount for claws on only some of your limbs. There are several variations:
Blunt Claws 3 points
Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick; e.g., 2d-3 becomes 2d-1.
Hooves 3 points
Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR.
Sharp Claws 5 points
Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting.
Talons 8 points
Longer claws – up to 12” long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling (choose before you roll to hit).
Long Talons 11 points
Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die.
Clinging 20 points
You can walk or crawl on walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move. If you are falling and try to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Cortical Suppression of Delay (CSD) 15 points
You have extraordinary reactions and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative. CSD is included in Enhanced Time Sense. If you have ETS, you cannot also take CSD.
Compartmentalized Mind 50 points/level
Your mental coordination gives you, in effect, more than one mind. Each mind – or “compartment” – functions independently and at full capability. Your compartments are identical, but hypnotism, magic, , and the like affect them separately (e.g., one compartment could be hypnotized without affecting any of the others). This advantage does not allow your body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. Each level of Compartmentalized Mind adds one extra mental maneuver to this allotment. For instance, Compartmentalized Mind 1 would let you per form one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver – for that, see Extra Attack. If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. The compartment currently in control of the body rolls at +1. Battling compartments may attempt to use mental powers on each other. Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities (such as Mind Shield).
Constrictive Musculature 15 points
Your musculature is optimized for crushing your opponents – whether by “hugging” like a bear or constricting like a python. To use this ability, you must first successfully grapple your intended victim, whose cannot exceed your own. On your next turn, and each successive turn, roll a Quick Contest: your ST vs. your victim’s ST or HT, whichever is higher. If you win, your victim takes damage equal to your margin of victory; otherwise, he takes no damage.
Active Subconscious Nodes (ASN) 15 points
You can’t depend on it, but some times you get this prickly feeling right at the back of your neck, and you know something’s wrong . . . If you have ASN, the GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.
Tapetum Lucidum 1 point/level
Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore-1 in combat or vision penalties due to darkness, provided there is at least some light. Regardless of level, Tapetum Lucidum only works in partial darkness. It has no effect on the -10 for total darkness (for that, get IRPTL, below)
IR-Projecting Tapetum Lucidum (IRPTL) 25 points
You can see in absolute darkness by means of a bioluminescence projected from your eyes in the low band spectrum. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark, and anything that detects IR will see you as if you had high intensity flashlights for eyes. For mutants with Nictating Membranes, they can turn this mutation on and off.
Detection Buds
These are a category of tastebud-like sensory organs dotting the mutant's skin. They are sometimes visible as warts, freckles, or even colorful rings, but are just as often nearly undetectable. You can only detect the presence or absence of the target substance. Direction and quantity are revealed only on a critical success, and you cannot analyze what you detect.
Radiation: 5 points.
Ferrous Metals: 10 points.
Psionics: 5 points.
EMF: 10 points.
RADAR signals: 10 points.
Terrestrial Biological Processes: 10 points.
Extraterrestrial Biological Processes: 5 points.
Elfin Ears 15 points
You have a superhuman ability to distinguish between sounds. You can always identify people by voice, and can recognize individual machines by their “sound signature.” You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt. You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target. Of all mutations, this is one of the most popular for Bioronics
Pseudocanium 15 points
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt. You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill. If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation. The most common effect is Revulsion, but the GM may choose to allow other temporary . This is a common mutation among Neamhan Clan Marians. Occasionally comes with an 'inside out' nose that resembles a bat or dog, negatively affecting appearance.
Gills 10 points
You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn’t Breathe (Gills) is a 0-point feature; otherwise
Cutaneous Respiration 15 points
As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally).
Blood-Oxygen Efficiency 10 points
You need to breathe, but you can go for extended periods of time without doing so. This differs from Breath-Holding in that you are completely immune to “the bends” while your oxygen supply holds out. You can effectively “hold your breath” for 25 times as long as usual.
Eidetic Memory 5 or 10 points
You have an exceptionally good memory. Anyone may attempt an IQ roll to recall the general sense of past events – the better the roll, the truer the memory, but the details are sketchy. With this talent, you automatically succeed at these “memory rolls,” and you often recall precise details. This trait comes in two levels:
Eidetic Memory: You automatically remember the general sense of every thing you concentrate on, and can recall specific details by making an IQ roll. It is possible to “learn” this advantage in play (bards and skalds often acquire it to recall poems and songs). 5 points.
Photographic Memory: As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen or heard, the GM or other players must remind you – truthfully! 10 points.
This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus when ever the GM requires an IQ roll for learning: +5 for Eidetic Memory, +10 for Photographic Memory.
Papillae 20 points
You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. This ability gives +4 to all Disguise rolls.
Empathy 5 or 15 points
You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This talent is excellent for spotting impostors, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying . . . not what the truth is, but just whether they are being truthful with you. This advantage comes in two levels:
Sensitive: Your ability is not entirely reliable; the IQ roll is at -3. You get +1 to your Detect Lies and Fortune Telling skills, and to Psychology rolls to analyze a subject you can converse with. 5 points.
Empathy: Your ability works at full IQ, and the bonus to Detect Lies, Fortune-Telling, and Psychology is +3. 15 points.
This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and extradimensional entities are Animal Empathy, Plant Empathy, and Spirit Empathy, respectively.
Oculomotor Reflex 15 points
You have +1 to your Dodge score.
Robust Tendon and Ligament Structure 20 points/level
The mutant has thick tendons and ligaments that are made of twisted keratin, almost like natural springs. This means that when sprinting, they are inhumanly fast. While this doesn't affect Basic Speed, Basic Move, or Dodge, when moving along a relatively straight, smooth course their top speed is doubled for each point.
Enhanced Time Sense 45 points
You can receive and process information dramatically faster than the human norm. This improves your mental speed – notably your reaction time – but not how fast you physically move once you react. This has several game benefits.
First, Enhanced Time Sense (ETS) includes Combat Reflexes, and provides all the benefits of that advantage. You cannot buy Cortical Suppression of Delay (CSD) if you have ETS; the two Advantages are not cumulative.
In combat, you automatically act before those without ETS, regardless of Basic Speed. If more than one combatant has ETS, they act in order of Basic Speed, and they all get to act before those who lack ETS. You can perceive things that happen too fast for most people to discern. For example, you cannot be fooled by a projected image, because you can see the individual frames of the film. If secret information is being sent as a high-speed “burst,” you can detect it if you’re monitoring the transmission (you cannot necessarily decipher it, but you know it’s there). At the GM’s discretion, you get a Sense roll to spot objects moving so fast that they are effectively invisible; for instance, bullets in flight. ETS is extremely valuable if you possess technological or psionic defenses that work at the speed of thought.
If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. You never suffer skill penalties for being mentally “rushed” – although you still need the usual amount of time to complete a physical task, and suffer the usual penalties for hasty work. The GM can almost never tell you to make up your mind right now. (But don’t abuse this privilege by taking half an hour to decide what to do in each turn in combat!)
The exception is when something happens so fast that most people can’t perceive it at all. In that case, the GM is justified in asking you for an immediate response, since those without ETS get no response. ETS does not “slow down” the world from your viewpoint. You can still enjoy a movie by simply ignoring the frames, much as a literate person can choose whether or not to notice the individual letters in the words he’s reading. ETS also does not let you violate the laws of physics. Some things (e.g., laser beams) simply travel too fast for you to react.
Independent Ocular Motility 5 points
You have eyes that can swivel independently, like those of a chameleon. An Aim or Evaluate maneuver normally applies to a single target. Each level of Enhanced Tracking allows your maneuver to apply to one additional target. You can only track targets that you can detect, and you cannot Aim at more targets than you have ready weapons to Aim with.
Opposable Hallux 7 points
The mutant's big toe is a thumb, and their legs are structured to be more flexible so that they can use the appendage as an extra set of hands. This gives the mutant +4 to any attempt to grapple or break free of a grapple, and +6 to pin or resist a pin.
Prehensile Tail 22 points
You have a long, prehensile tail. It may or may not be covered in hair. It has a reach of 2 and a +1 per die to swing damage. While it is perfectly dextrous, it is roughly half of your body ST. It is extra flexible, able to assist your other limbs in their various tasks.
Extra Attack 25 points/attack
You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack.
The GM’s word on what constitutes an “attack” is final.
A normal human can purchase one Extra Attack. This lets him attack with both hands at once, and represents unusually good coordination. Mutants and nonhumans have no such limitation. A mutant cop could buy two Extra Attacks, enabling him to shoot rays from his eyes, fire his pistol, and swing his nightstick all at once. A Drakonian might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and radioactive breath!
Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity) or let you take multiple Aim maneuvers (see Enhanced Tracking, p. 53). You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds.
Extra Attacks and All-Out Attack
When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike
You may use one of your melee attacks to make a Rapid Strike on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.
Filter Lungs 5 points
Your respiratory system can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds.
Shrike Wings 30 points
The signature mutation of the Shrike Clan of Deimos, you have long bone spurs extending from your wrists that fold along your forearm, extending several feet. When flexed, these wings can achieve flight on any world of Earth Gravity or lower, or 2x AP per 1 G higher. If either of these wings are pinned or damaged, flight is impossible. You also cannot use your arms for any useful manipulation while in flight, though depending on the circumstances (and your level of courage) you might be able to use one action in a round to fire and the others for maintaining your flight, though you will be falling for the entirety of your attack.
Redundant Micro-Heart 4 points
You are incredibly difficult to kill due to a small heart on the right side of your body that can rapidly beat, shocking your primary heart should it fail. RMH gives +4 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness. A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.
Reinforced Neural Pathways 6 points
You are hard to knock out. RNP give +6 to any HT roll to avoid unconsciousness– whether as a result of injury, drugs, Psionics or ultra-tech weapons. Venusian police HATE this mutation, and absolutely will mistreat those who have it.
Hermaphromorphic Traits 5 points
You can switch among fully functional neuter, male, and female forms. Terryders of Mars and Waxies of Venus both have a higher than normal incidence of this mutation.
No Neck 5 points
You have no neck, your head is attached to a fused section of your collarbone and shoulders. Your peripheral vision is limited without turning, but you can't be effectively decapitated (no neck to target). You also cannot be choked or strangled.
Psionics
Mutations are the most common avenue for Psionics.
Nictating Membrane 1 point/level
You have a transparent lens over your eyes that you can open and close like an eyelid. This lets you see normally underwater, and protects your eyes from sand, irritants, etc. Each level of Nictitating Membrane provides your eyes (only) with DR 1 and adds +1 to all HT rolls concerned with eye damage.
Marsupium 1 point/level
This is a marsupial like pouch. Each level of Payload lets you carry up to Basic Lift/10 lbs. inside your pouch. this trait maxes out at 100, at which point your pouch is most of your torso and can hold up to your Basic Liftx10.
Pelvic Gyroganglia 15 points
A bulbous mass of nerves in the base of the pelvis. You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
Peripheral Vision 15 points
You have an unusually wide field of vision. You can see a 180° arc in front of you without turning your head, and have 30° of peripheral vision to either side of that. This gives you a 240° “arc of vision” for observation and ranged attacks. The figure below shows the arc of vision for a normal character (white) and for someone with Peripheral Vision (gray plus white). If you are playing with a battle map, you can make melee attacks into “side” (“right” and “left”) hexes as well as “front” hexes – although a one handed attack to the opposite side (e.g., attacking your left hex with your right hand) is clumsy and considered a Wild Swing. You still cannot attack a foe directly behind you except with a Wild Swing. This also helps on defense! If you are attacked from a “side” hex, you defend at no penalty. Even against attacks from the rear, your active defense is only at -2. Out of combat, you get +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers “behind your back.”
Plant Empathy 5 points
You have an unusual rapport with growing things. On encountering a plant, the GM will roll against your IQ. On a success, he will give you a general sense of its health and whether it is natural or supernatural in origin. Furthermore, this advantage functions as Empathy with respect to sentient plants, and allows you to use your Influence skills on such entities, which will usually ensure a positive reaction. This ability frequently accompanies some level of Green Thumb (see Talent) and often Sense of Duty (Plants) or Vow (Use plant material only if gathered without severe injury to the plant).
Melanin Mn+ 10 points
This skin mutation results in a gray-silver complexion and a heavy tolerance for radiation. The mutant has DR 10 (5) towards radiation exposure. This means the mutant could handle uranium bare handed with little to worry about.
Autonomous Platelet Response (APR) 5 or 15 points
The platelets in your bloodstream aren't passive roadblocks to bleeding. They are active and even self-motivated. They don't just stop the bleeding to give time for your wounds to heal. The APR actively rebuilds your damaged cells. Your wounds heal quickly. This trait comes in two levels:
Rapid Healing: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. Prerequisite: HT 10+. 5 points.
Very Rapid Healing: As above, but when you roll to recover lost HT, a successful HT roll means you heal two HP, not one. Prerequisite: HT 12+. 15 points.
Note that this advantage does not hasten recovery from the short-term effects of injury, such as stunning and knockout; get Recovery for that. Either way, you have +4 HT for the purposes of recovering from the bleeding.
Regenerative Vesicles 65 points
You have small, dense tumors embedded in your skin and muscles. In some cases, these can be visible on the skin as lumps or warts (resulting in a hit to Appearance) but just as often they're hidden deeper. These tumors are made up of fibroblasts, phagocytes, and stem cells. You recover 1 HP per hour. You can regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If you also have Regeneration (above), Regrowth works much faster: all lost body parts regrow in the time it takes you to heal to full HP.
Echolocation 10 points
You emit a high-pitched, energetic sound and can 'imagine' the physical shape and location of objects based on the echo. This doesn't function in an environment where the background noise exceeds the echo, nor does it function properly in a place that sufficiently muffles sound. Finally, when exposed to loud, incapacitating noise, you automatically fail the HT roll to resist being stunned.
Cutaneous Nerve Web 7 points
Your fingertips are extremely sensitive, allowing you to sense residual heat in a chair, faint vibrations in the floor as someone approaches, etc. You get +4 (in addition to any Acute Touch bonuses) on any task that utilizes the sense of touch; e.g., a Forensics roll to note the similarities or differences between two pieces of fabric, or a Search roll to feel out tiny concealed objects. You also have a low pain threshold. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knock down, stunning, and physical torture. Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out. This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
Plantar Adipose 5 points/level
Thanks to a combination of fatty tissue and tough, scaled pads on the soles of your feet, you can move noiselessly. Additionally, the lines from which this mutation descended have increased air flow, making the act of breathing silent as well. You get +2 per level to Stealth skill when you are perfectly motion less, or +1 if moving barefoot. These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
Slippery 2 points/level
You have a layer of mucous and extremely smooth skin, which makes you slippery. Each level of this trait (maximum five levels) gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
Spines 1 or 3 points
You have sharp spines, like those of a porcupine or an echidna, located on strategic parts of your body. This is defensive weaponry, intended to discourage attackers; you cannot use your Spines actively. However, you get a DX-4 roll to hit each foe in close combat with you once per turn, as a free action. Roll at +2 against foes who attacked you from behind. Those who grapple or slam you are hit immediately and automatically – and those who slam you take maximum damage!
Short Spines: One or two inches long. Do 1d-2 impaling damage. Reach C.1 point.
Long Spines: One or two feet long. Do 1d impaling damage. Reach C.3 points.
Explosive Tendons 5 points per +1 ST
You have highly reinforced tendons and saddle-shaped reinforcements in every joint from your wrist to your hip. You can strike more powerful blows than your ST score would indicate. Add Striking ST to base ST solely for the purpose of calculating thrust and swing damage (see Damage Table). Striking ST has no effect on HP or Basic Lift. If you bought your ST with the No Fine Manipulators orlimitation, apply the same limitation(s) to Striking ST.
Subsonic Hearing 0 or 5 points
You can hear very low-frequency sounds (under 40 Hz), such as the rumble of distant storms, the vibrations from incipient earthquakes, and the approach of stampeding herd beasts, armored vehicles, or dragons. This gives +1 to Tracking skill if your quarry is moving on the ground. Cost depends on your capabilities: You can hear very low-frequency sounds only: 0 points. You can hear very low-frequency sounds and other sounds: 5 points. Note that Subsonic Hearing is included in the cost of Subsonic Speech (below you cannot take both traits.
Subsonic Speech 0 or 10 points
You can converse using extremely low-frequency sounds. This trait includes Subsonic Hearing, above. Subsonic speech is slow (half-speed), and even if the frequency is shifted into the normal range, subsonic speakers are at -2 to Fast-Talk and any other skill where versatile speaking is important. However, subsonic speech carries twice as far as normal speech. Cost depends on your capabilities: You can only communicate via Subsonic Speech:0 points. You can switch between regular speech and Subsonic Speech at will: 10 points.
Climbing 3 points/level
Your muscles are structured in such a way that you can climb very quickly. Each level of Super Climbing gives you +1 Move when climbing or using the Clinging advantage.
Explosive Jump Muscular Support 10 points/level
You can make superhuman leaps! Each level of Super Jump doubles the distance and height you can achieve when jumping (see Jumping). Your Move while jumping is the greater of your normal ground Move and 1/5 your maximum long jump distance (thus, your maximum jump never takes more than five seconds). For instance, if your long jump were 100 yards, your jumping Move would be the greater of 20 and your normal ground Move. You can jump at a foe in order to slam him. Figure the slam at your maximum jumping Move! You don’t need to make a separate roll to jump accurately. Finally, if you fall a distance less than or equal to your maximum high jump, you take no damage. You can increase this distance by five yards with a successful Acrobatics roll.
Teeth 0, 1, or 2 points
Anyone with a mouth has blunt teeth that can bite for thrust-1 crush ing damage. This costs 0 points, and is typical of most herbivores. You have a more damaging bite:
Sharp Teeth: Like those of most carnivores. Inflict thrust-1 cutting damage. This is the signature mutation of the Neamhan Clan of Mars. 1 point.
Sharp Beak: Like that of a bird of prey. Inflicts thrust-1 large piercing damage. Waxies often have this mutation. 1 point.
Fangs: Like those of a Smilodon. Inflict thrust-1 impaling damage. 2 points.
Temperature Tolerance 1 point/level
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For nonhumans, the zone can be centered anywhere, but this is a 0-point feature for a zone no larger than 55°. A larger zone is an advantage. Each level of Temperature Tolerance adds HT degrees to your comfort zone, distributed in any way you wish between the “cold” and “hot” ends of the zone. Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated. This is the signature mutation among the Neptunians, who are extremely well adapted to the cold.
Ultrahearing 0 or 5 points
You can hear sounds in the frequencies above the normal range of human hearing (20 kHz). This allows you to hear dog whistles, sonar, motion detectors, etc. You can detect active sonar at twice its effective range. Cost depends on your capabilities:
You can hear only high-frequency sounds: 0 points.
You can hear high-frequency sounds and other sounds: 5 points.
This advantage is included in Ultrasonic Speech, below; if you have Ultrasonic Speech, you cannot take this as well (but don’t need to).
Ultrasonic Speech 0 or 10
You can converse in the ultrasonic range. This advantage includes Ultrahearing, above. Note that many creatures find it intensely annoying or even painful to be within earshot of sustained ultrasonic pitches! Cost depends on your capabilities:
You can only communicate via Ultrasonic Speech: 0 points.
You can switch between regular speech and Ultrasonic Speech at will: 10 points.
Disadvantageous Mutations
Disadvantageous Mutations are a net negative, and though protests (and riots) have attempted to separate this list from the Registry's merit system, it remains. Mutants fear this side of the registry in particular, as Eugenicists look at it with a hateful eye.
Bad Grip 3-5 points/level
You have a penalty on tasks that require a firm grip. Each level (maximum three levels) gives -2 with such tasks. This penalty is overall – not per hand. Affected tasks include melee weapon use, climbing, catching things, and anything else the GM deems requires a firm grip (e.g., an Acrobatics roll to catch a trapeze). This disadvantage is mutually exclusive with No Fine Manipulators.
Neurolucidity Node -5 points
Thanks to a sinoatrium-like node in the reticular activating system of the brain, you recover from unconsciousness very quickly. When determining the length of time you remain unconscious for any reason, divide by all times by 60: hours become minutes, minutes become seconds . . . even a month-long coma becomes a mere 12 hour sleep. Unfortunately, you go through periods where falling asleep is very difficult. During such an episode, you must make a HT 1 roll once per night. On a success, you fall asleep easily, ending that episode of insomnia. On a failure, you lose two hours of sleep that night (and suffer all the usual effects; see Missed Sleep) and the episode continues for another night. On a critical failure, you get no sleep that night. The GM secretly rolls 3d for the number of days between episodes.
Tridactyly -4 points
This is an extremely common mutation, found (particularly in slums) across Human Space. The mutants wtih tridactyly have three fingers, essentially missing their pinkie finger on both hands. They have -1 DX with their hands.
Anosmia -5 points
You have NO sense of taste or smell. You automatically resist afflictions from noxious (non-toxic) smells, but you also can't detect poisons by smell alone.
Carnivore -10 points
You require meat, either well preserved or fresh.
Herbivore -10 points
You require vegetables, either fresh or well preserved.
Semi-Upright -5 points
You have a semi-upright posture, like a chimpanzee. You can stand up more-or-less comfortably, allowing you to use your forelimbs to bash ene mies, hold babies, or even manipulate objects. You can manage a clumsy gait while upright (-40% to Move), but you must use all of your limbs to run at full Move. If you have DX 12 or more, you can carry a small object or two while walking. This is common among Waxies and occasionally reasserts itself in their Venusian descendants.
Paradvantageous Mutations
Paradvantageous Mutations are essentially a wash (-1 point to 1 point). They are either so minor as to neither help nor hinder the mutant, or are an advantage with a disadvantageous offset.
Startle Reflex -1 point
You have extraordinary reactions and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative. This version of the mutation comes with a hefty dose of anxiety. Subtract 3 from your Will whenever you make a Fright Check, and whenever you must resist the Intimidation skill or a supernatural power that causes fear. As well, add your Fearfulness level to all Intimidation rolls made against you. You also have uncontrollable Brontophobia; You avoid any situation where loud noises are likely. A sudden loud noise requires an immediate self-control roll. A thunderstorm is a traumatic experience for you!
Temporal Carbon Deposit -1 point
A quartzlike bundle of carbon in the brain that sends a minor jolt of electricity at atomically perfect intervals. This makes the mutant prone to migraines but also gives them an absolute sense of timing. You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc. may prevent this advantage from working. Roll 3d. If you roll below a 9, you have -2 to DX, IQ, and self-control rolls for 1 hour.
Brain Opioid Gland 8 points
Due to a gland in the brain that produces a natural opioid, you are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations. However, this is potentially addictive. Any time you WOULD roll a shock penalty when you are injured, you must roll a Will to avoid addiction; If addicted, treat it as a Cheap, Highly Addictive, Legal addiction, which is satisfied by applying at least 1 HP of damage to yourself every 8 hours or suffer withdrawals. Additionally, certain Criminal groups (Hyperion Crime Ring, most notoriously) will hunt mutants with this mutation and rendition them to 'ranches' for subjugation and long term 'milking.'
Heat Receptors 0 points
You can see into the infrared portion of the spectrum, allowing you to detect varying degrees of heat. This lets you fight at no penalty even in absolute darkness, if your target emits heat (this includes all living beings and most machines). It also gives you +2 on all Vision rolls to spot such targets, since their heat stands out from the background. You can follow a heat trail when tracking: add +3 to Tracking rolls if the trail is no more than an hour old. Infravision does not let you distinguish colors, and only allows you to judge the genera l and shape of heat-emitting objects, including living beings (for instance, you might have trouble telling two people of the same apart). Roll at -4 to distinguish objects of similar and shape. The GM may also require a Vision-4 roll to read by reflected heat. Sudden flashes of heat (e.g., a flare, fiery explosion, or infrared laser) can blind you, just as a flash of light can blind ordinary vision. Your eyes are usually beady and black, with wider-than normal 'tear ducts' that do most of the work of 'seeing'
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