An umbrella term for a group of people as varied as anything. The common thread between all mutants is that they have been changed at a genetic level into something wholly unique. Mutants can be born, altered by environmental factors while still in the womb; they can be changed by exposure to powerful mutagens such as liquid blue or radiation; or they can be created by deliberate experimentation in any number of illegal corporate or military programs.
It is difficult to cover all the ways in which a person’s mutations may manifest. Some of them are obvious physical changes, such as wings, extra limbs, glowing eyes, retractable claws, scales, and so on. Others are hidden internal mutations, like muscles that don’t produce lactic acid, or a cardiovascular system twice as efficient as an ordinary human's, or superior mental capacity, or even the ability to spit acid or breathe underwater. The possibilities are limitless. But just as these mutations may be beneficial, they can also be harmful - the increased mental capacity may come at the cost of muscle wasting, the wings may come with a cost of fragile bones, and so on.
Note: All mutants must be humanoid for ease of play. No sentient blobs, tentacle monsters, or talking dogs please.
The more obvious or unsightly a person's mutations, the more likely they are to suffer discrimination, especially by the upper classes and those keen on following the latest cosmetic trends. Much like cyborgs, mutants tend to fit better into the misfit crowds. Many mutants who were created as part of military or corporate experiences suffer from PTSD or other psychological conditions due to the horrific procedures involved in their creation.
Mutant traits are variable and can be selected based on a points system. Any mutation that is purely cosmetic (strange eyes, a tail, et cetera) has no cost associated with it. Below is a list of available traits. Traits with a negative point cost (-1) are flaws that balance out the cost of beneficial traits.
All selected traits should add up to 1.
|10 Evasion||-1 Point|
|11 Evasion||0 Points|
|12 Evasion||1 Point|
|13 Evasion||2 Points|
|-2 stat points||-2 Points|
|-1 stat point||-1 Point|
|+1 stat point||1 Point|
|+2 stat points||2 Points|
|Enhanced Vision (Infrared or Night)||1 Point|
|Light Sensitive (-1 to roll in natural light)||-1 Point|
|Low Constitution (poisons do 2x damage)||-2 points|
|Custom||Contact a GM|
Contact a GM to construct your character's custom racial ability, or, base one off of the abilities of the other races.