Mutants
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 corium or radiation; or they can be created by deliberate experimentation in any number of illegal corporate or military programs.
PHYSICAL DESCRIPTION
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.
CULTURE
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 experiments suffer from PTSD or other psychological conditions due to the horrific procedures involved in their creation. Following Gordian-Allod's clandestine experiments during the Second Corporate War, a wave of new mutants escaped from lab complexes or left to die on the battlefields made their way into the city. Unscrupulous middlemen for the corporations took advantage of these desperate mutants, hiring them on as deniable assets for various illicit jobs.
While many mutants end up in the mercenary trade, others find their way into groups like the Paladins or Azure Union who offer a sense of purpose and community without judgement.
TRAITS
Mutant traits are variable and can be selected by the player at character creation. Any mutation that is purely cosmetic can be had at no cost.
Mutation: Mutants may select one General Skill at character creation and one of the following bio-enhancements: Wings, Tail, Gills, Bioengineered Liver, Neural Bioprocessor, Modulated voicebox, stretch arms, enhanced vision,
SPECIES ABILITY
Contact a GM to construct your character's custom species ability, or, base one off of the abilities of the other races. All species abilities are limited to one use per quest or duel.
