100% found this document useful (3 votes)
555 views46 pages

Advanced Mutant Companion (MuFut)

Uploaded by

Mike Mitchell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
555 views46 pages

Advanced Mutant Companion (MuFut)

Uploaded by

Mike Mitchell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

1

Advanced Mutant Companion

Introduction
This supplement introduces more character creation and advancement options to
Mutant Future. It includes new races and new mutations, as well as feats and
backgrounds for greater character customization. Any of these features may be
used individually without the others.

By A. Hagen – 2016
Email: [email protected]

Table of Contents
3 Races
9 Backgrounds
11 Feats
16 Advancement Chart
17 Equipment
19 Mutations
22 Physical Mutations
32 Mental Mutations
42 Plant Mutations
45 Open Game License

Mutant Future™ is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future™ and
Mutants & Mazes™ are trademarks of Daniel Proctor. These trademarks are used under the
Mutant Future™ Trademark License 1.1 available at www.goblinoidgames.com.

This is version 3 of the Advanced Mutant Companion. It was released in July 2017.

2
Races

New Races

Alien
Hit Dice: 1d6 per point of CON
Mutations: 2d4 plant/physical/mental

Aliens are extraterrestrial or extradimensional beings with vastly varying


physiologies. Their mutations are not actual mutations, but instead represent
inherent features of their alien anatomy.

Alien characters roll 1d6 for each mutation. 1-2 is a plant mutation. 2-4 is a
physical mutation. 5-6 is a mental mutation. In this way, aliens may have a
combination of plant, physical, and mental mutations.

Brainiac
Hit Dice: 1d4 per point of CON
Mutations: 1 physical drawback, 2d4 mental

Brainiacs are mutant humans with enhanced mental faculties. While they tend to
be physically feeble, they have developed powerful mental mutations to
accommodate.

To determine their 1 physical drawback, brainiac characters must roll on the


physical mutation table, rerolling until the result is a drawback. If the brainiac
develops further mutations (i.e. by exposure to radiation), these are equally likely
to be physical or mental.

3
Why do brainiacs have 1d4 hit dice? Brainiacs are physically frail, but there is
also a reason relating to game balance. When rolling randomly for mutations,
mental drawback mutations are much less common than physical drawback
mutations. As a result, brainiacs tend to have fewer drawbacks.

Mutant Cyborg
Hit Dice: 1d8 per point of CON
Mutations: 1 mental drawback, 2d4 physical

Mutant cyborgs are mutated humans or animals enhanced by cybernetic


implants. Their mutations represent a combination of actual genetic mutations as
well as the features of their various implants. Cybernetic surgery is highly
traumatic and typically causes mental aberrations in the recipient.

To determine their 1 mental drawback, mutant cyborg characters must roll on the
mental mutation table, rerolling until the result is a drawback. If the mutant cyborg
develops further mutations (i.e. by exposure to radiation), these are equally likely
to be physical or mental.

Why do mutant cyborgs have 1d8 hit dice? Many mutant cyborgs are rugged
soldiers who are built for war, but there is also a reason relating to game
balance. When rolling randomly for mutations, physical drawback mutations are
much more common than mental drawback mutations. As a result, mutant
cyborgs are more likely to have numerous drawbacks.

Pure Cyborg
Hit Dice: 1d8 per point of CON
Mutations: 1 mental drawback, 3 physical beneficial (selected by player)

Pure cyborgs are pure humans enhanced by cybernetic implants. Their


mutations are not actual mutations, but instead represent the features of their

4
various implants. Cybernetic surgery is highly traumatic and typically causes
mental aberrations in the recipient.

To determine their 1 mental drawback, pure cyborg characters must roll on the
mental mutation table, rerolling until the result is a drawback.

Like pure humans, pure cyborgs may take damage from radiation like any other
character, but never mutate as a result of radiation exposure.

Irradiated
Hit Dice: 1d6 per point of CON
Mutations: 1d4 physical, 1d4 mental, bonus mutation: Unique Sense (Radiation)

The irradiated are humans whose metabolism has been radically altered by a
near fatal dose of radiation. As a result, they depend on radiation for survival and
are immune to its harmful effects.

The irradiated do not heal from rest or medicine. They recover hit points only by
exposure to radiation. Each time the irradiated is subjected to radiation, he takes
no damage and heals a number of hit points equal to the radiation class. For
instance, an Optic Emissions attack that would typically cause class 4 radiation
damage instead heals the irradiated 4 hit points. In an area with class 2
background radiation, he would heal 2 hit points per round.

The irradiated can detect concentrations of radiation. All irradiated gain the
mutation Unique Sense (Radiation) as a bonus. They can sense radiation fields
larger than 1 mile in diameter at a distance of up to 10 miles.

Mutant Insect
Hit Dice: 1d6 per point of CON
Mutations: 1 physical, 1 mental, 1d4 special (see below)

5
Mutant insects have radically altered DNA as a result of exposure to radiation.
Player character mutant insects are assumed to be human sized and have
human level intelligence. They are also assumed to have hand-like manipulators
and be capable of speech.

Mutant insects receive 2 random mutations (1 physical and 1 mental) plus 1d4
special mutations from the list below. The mutations on this list represent the
insect’s basic characteristics. For instance, a mutant caterpillar might have
Metamorph or a mutant hissing cockroach might have Shriek. These special
mutations are determined randomly.

Mutant insects have so few mutations because they are partially radiation
resistant. They are affected by radiation as if it is 1 class level lower than its
rating (minimum of class 1).

Special Insect Mutations (roll 1d12) [MF] Mutant Future core rules
Include New Mutations (roll 1d20) [AC] Advanced Mutant Companion
1 Aberrant Form – physical [MF] 11 Metaconcert – mental [MF]
2 Chameleon Epidermis – physical [MF] 12 Neural Telepathy – mental [MF]
3 Complete Wing Development – physical [MF] 13 Adhesive Touch – physical [AC]
4 Metamorph – physical [MF] 14 Burrower – physical [AC]
5 Natural Armor – physical [MF] 15 Natural Vampiric Weapon – physical [AC]
6 Parasitic Control – physical [MF] 16 Silk Production – physical [AC]
7 Quickness – physical [MF] 17 Hive Mind – mental [AC]
8 Shriek – physical [MF] 18 Sense Spy – mental [AC]
9 Spiny Growth – physical [MF] 19 Trauma Feedback – mental [AC]
10 Toxic Weapon – physical [MF] 20 reroll

6
Revised Races

Mutant Animal
Hit Dice: 1d6 per point of CON
Mutations: 1d3 physical, 1d3 mental, 1 special (see below)

In addition to random mutations, mutant animals receive a special physical


mutation from the list below. The mutations on this list represent one of the
animal’s basic characteristics. For instance, a mutant bird might have Complete
Wing Development or a mutant turtle might have Natural Armor. The player may
roll randomly or choose this special mutation at the Mutant Lord’s discretion.

Unlike the mutant animals in the Mutant Future core rules, mutant animal
characters created with these revised rules do not gain a natural weapon.
However, the Aberrant Form: Natural Weapon could be selected from the list
below.

Special Animal Mutations (roll 1d12) [MF] Mutant Future core rules
Include New Mutations (roll 1d20) [AC] Advanced Mutant Companion
1 Aberrant Form – physical [MF] 11 Regenerative Capability – physical [MF]
2 Chameleon Epidermis – physical [MF] 12 Spiny Growth – physical [MF]
3 Complete Wing Development – physical [MF] 13 Adhesive Touch – physical [AC]
4 Dermal Poison Slime – physical [MF] 14 Amphibious – physical [AC]
5 Echolocation – physical [MF] 15 Burrower – physical [AC]
6 Increased Balance – physical [MF] 16 Death Trance – physical [AC]
7 Increased Sense – physical [MF] 17 Enhanced Vocal Apparatus – physical [AC]
8 Natural Armor – physical [MF] 18 Marsupialism – physical [AC]
9 Night Vision – physical [MF] 19 Natural Vampiric Weapon – physical [AC]
10 Prehensile Tail – physical [MF] 20 reroll result

7
Pure Human
In addition to the features outlined in the Mutant Future core rules, pure human
characters receive 1d2 technological artifacts at character creation.
These represent the character’s legacy from their technologically advanced
ancestors. The artifacts may be chosen by the Mutant Lord or determined using
the random technological artifact table in the Mutant Future core rules.

8
Backgrounds

Backgrounds represent various skills a character has developed in his lifetime.


Each background indicates an occupation or lifestyle the character once had.
Sample backgrounds are listed below but the list is far from inclusive. With the
Mutant Lord’s approval, players are encouraged to devise backgrounds
appropriate to their character and the setting.

At 1st level, characters have 2 background points. They gain 1 additional


background point for every even level earned (2, 4, 6, 8, 10, 12). The character
may have as many backgrounds as desired, but no background may have less
than 1 point or more than 4.

For instance, a 1st level character might have the following backgrounds: farmer
1, miner 1. The same character at 6th level might have these backgrounds:
farmer 3, miner 1, linguist 1.

Using Backgrounds

Backgrounds apply modifiers to ability checks. A character with a 2 point “farmer”


background receives +2 to his INT during an INT ability check to identify an
agricultural parasite. If the character had 12 INT, they would need to roll 14 or
under to succeed on the unmodified INT ability check.

In another example, a character with a 1 point “miner” background receives +1 to


his STR ability check to tunnel through rock with a shovel. If the character has 14
STR, they would need to roll 15 or under to succeed on the unmodified STR
ability check.

9
When a character is required to roll an ability check, the player may suggest
which (if any) of the character’s backgrounds might apply. Only one background
may be used per ability check. Whether a background is relevant to the current
ability check is at the discretion of the Mutant Lord.

Sample Backgrounds

These 100 sample backgrounds demonstrate the vast scope of backgrounds


available. This list is not intended to be inclusive, nor is it necessary for players to
determine their characters’ backgrounds randomly.

Backgrounds (roll 1d100)


1 Acrobat 26 Con Artist 51 Innkeeper 76 Prophet
2 Actor 27 Cook 52 Inventor 77 Psychiatrist
3 Animal Trainer 28 Courier 53 Junkie 78 Ranger
4 Architect 29 Courtesan 54 Judge 79 Sage
5 Archaeologist 30 Cowboy 55 Knight 80 Scout
6 Assassin 31 Detective 56 Lawyer 81 Scribe
7 Astronaut 32 Diver 57 Librarian 82 Sculptor
8 Barbarian 33 Doctor 58 Linguist 83 Shepherd
9 Bard 34 Explorer 59 Lumberjack 84 Slave
10 Baseball Player 35 Equestrian 60 Mathematician 85 Smuggler
11 Beggar 36 Farmer 61 Mechanic 86 Soldier
12 Bureaucrat 37 Fisher 62 Merchant 87 Spelunker
13 Butler 38 Factory Worker 63 Miner 88 Spy
14 Beautician 39 Fortune Teller 64 Monarch 89 Stonemason
15 Black Marketeer 40 Fugitive 65 Noble 90 Tailor
16 Blacksmith 41 Gambler 66 Ninja 91 Teacher
17 Bounty Hunter 42 Gang Boss 67 Pack Animal 92 Test Subject
18 Caravan Leader 43 Gladiator 68 Painter 93 Thief
19 Carpenter 44 Guard 69 Parent 94 Tour Guide
20 Cartographer 45 Guerilla 70 Physicist 95 Tourist
21 Celebrity 46 Herbalist 71 Pilot 96 Undertaker
22 Chemist 47 Highwayman 72 Pirate 97 Vagabond
23 Chess Master 48 Historian 73 Police Officer 98 Warlord
24 Clown 49 House Pet 74 Playboy 99 Wrestler
25 Comedian 50 Hunter 75 Priest 100 Writer

10
Feats

Feats are special skills that offer characters assorted benefits. At each odd level
(1, 3, 5, 7, 9, 11), the character gains a feat of his choice. A feat may not be
taken more than once unless the feat’s description states otherwise.

The feats are divided into categories for ease of reference.

Combat Feats

Critical Attack: This feat may be activated once per day after the character has
made an attack roll but before he has rolled damage. The character may double
his next damage roll. For instance, if an attack typically causes 1d6+1 damage
and the result is 4, the attack causes 8 damage instead.

Defender: The character’s armor class is lowered by 1. This feat may be taken
two times.

Double Team: The character fights best while side-by-side with an ally. When he
attacks an opponent that another character or creature has attacked this round or
the previous round, he gains a +1 bonus to hit and damage. These attacks must
be melee attacks (not ranged or mental attacks). If two characters with this feat
are both attacking the same opponent, they each gain a +2 bonus instead.

Superior Attack: When this feat is taken, the character chooses melee attacks,
ranged attacks, or mental attacks. He gains +1 damage with attacks of that type.
This feat may be taken multiple times for cumulative +1 bonuses, or to select a
different type of attack.

11
Survival Feats

Aptitude: Once per day, the character may reroll an ability check he has failed.

Resistance: Once per day, the character may reroll a saving throw he has failed.

Secret Tongue: The character has developed his own language. The language
may be spoken, written, signed, or all three. He may teach this language to other
intelligent creatures with 48 hours of instruction.

Survivor: Once per week, if the character is reduced to 0 or less hit points by an
attack, he instead survives with 1 hit point remaining.

Mutation Feats

Bonus Mutation: The character gains a mutation. The mutation is determined


randomly from the mutations available to the character’s race. The mutation may
be a drawback. This feat may be taken multiple times. This feat cannot be taken
by pure humans, androids, or pure cyborgs.

Cure Mutation: The character loses a mutation of his choice. This feat may be
taken multiple times. This feat cannot be taken by pure humans, androids, or
pure cyborgs.

Radical Mutation: The character loses all of his current mutations and gains
new random mutations. These mutations are determined using the same random
method used during character character. For instance, a mutant human would
gain 1d4 physical and 1d4 mental mutations. The effect of any previous Bonus
Mutation feats is lost. This feat cannot be taken by pure humans, androids, or
cyborgs. This feat may be taken multiple times.

12
Unstable Genes: After each 8 hour rest period, the character gains a new
temporary mutation. This mutation is determined randomly from the mutations
available to the character’s race. This mutation is replaced by another random
mutation after the next 8 hour rest period. This feat cannot be taken by pure
humans, androids, or pure cyborgs.

Prestige Feats

Guild: The character belongs to a powerful guild. He can access this guild in
most towns and cities. The benefits of the guild are dependent on the character’s
skills and background and ultimately at the discretion of the Mutant Lord.
Possible benefits include the following:

Discounts: The character may gain a discount on purchasing weapons,


armor, and equipment relevant to his skills and background. He might also
be able hire retainers, mercenaries, and specialists at a discounted rate.
This discount ranges between 10% and 20%.

Information: The character may find valuable information and


opportunities for adventure. This could include intriguing rumors,
mercenary jobs, or treasure maps.

Rarities: The character may be able to purchase rare and unusual goods.
These could include technological artifacts or exotic beasts.

Retinue: The character gains a retinue of retainers. The number of retainers is


equal to the maximum number allowed by the character’s CHA. If the character
gains CHA after taking this feat, he may gain additional retainers.

Each retainer has experience points equal to 50% of the character’s total
experience. Per the Mutant Future core rules, these retainers grow in experience

13
but suffer a 50% experience penalty. The nature and goals of these retainers is
the decision of the Mutant Lord.

Pet: The character gains a pet. The pet is a creature of animal intelligence that is
trained to obey the character. The exact nature of this pet is the decision of the
Mutant Lord. The pet cannot have hit dice that exceed the character’s level.
This feat may be taken multiple times. For instance, if the character took the feat
at 1st, 3rd, and 5th level, he could have a 1 hit die pet, a 3 hit die pet, and a 5 hit
die pet. Each pet counts as a retainer for the purpose of determining the
maximum number of retainers allowed by the character’s CHA.

Renown: The character’s name and deeds are known across the land. At the
Mutant Lord’s discretion, any NPC encountered will recognize the character and
know his exploits. The effect of this varies based on the alignment of the
character and the NPC.

Resource Feats

Artifact: The character gains a technological artifact chosen by the Mutant Lord
or determined using the random technological artifact table in the Mutant Future
core rules. This feat may be taken multiple times.

Cybernetic Implant: The character gains a physical mutation chosen by the


player. This mutation is not an actual mutation, but instead represents the
features of a cybernetic implant. The mutation must be approved by the Mutant
Lord.

Cybernetic surgery is highly traumatic and causes mental aberrations in the


recipient. Along with the implant, the character also gains two random drawback
mental mutations. If a random drawback is one that the character already has,
the drawback is rolled again. This feat can only be taken once.

14
Holding: The character gains a piece of land containing a house, bunker,
fortress, town, or other abode. This holding is populated by level 0 followers.
They are equal in quantity to the character’s level x 50. For instance, a 3rd level
character would have 150 followers. As the character gains levels, the number of
his followers will grow also. The nature of the holding and followers is the
decision of the Mutant Lord.

Income: The character has a business or investment that produces regular


income. Every week, the character earns 3d8 x their level ² (squared) in gold
pieces. For instance, a 3rd level character would earn 3d8 x 9 gold, while a 5th
level character would earn 3d8 x 25 gold.

Dramatic Feats

Dying Action: This feat can only be used when the character dies. Just before
he is killed, the character can take one dying action. This action happens
immediately, regardless of initiative in combat. It is always successful (unless
success is impossible) and no attack roll or ability check is required. This action
cannot prevent this character’s death.

Epic Success: This feat can be used only once in a character’s life. When this
character fails an attack roll, ability check, or saving throw, he may use this feat
to succeed instead (unless success is impossible). This feat can ensure success
in a crucial task, but afterward, the feat cannot be used again by this character.

Fateful Blow: This feat can be used only once in a character’s life. The
character’s next attack hits without requiring an attack roll. This attack instantly
kills its target, regardless of the creature’s remaining hit points.

15
Advancement Chart

The chart below details the growth of feats and background points per level. The
left table represents the suggested number of feats. Using this table, the
character receives a reward every level and is more powerful. The right table is
an alternate system with fewer feats awarded.

More Feats (every other level) Less Feats (every 3rd level)
Level Reward Level Reward
1 1 feat, 2 background points 1 1 feat, 2 background points
2 1 background point 2 1 background point
3 1 feat 3 1 feat
4 1 background point 4 1 background point
5 1 feat 5 —
6 1 background point 6 1 feat, 1 background point
7 1 feat 7 —
8 1 background point 8 1 background point
9 1 feat 9 1 feat
10 1 background point 10 1 background point
11 1 feat 11 —
12 1 background point 12 1 feat, 1 background point

Experience Level Bonuses

The chart below is meant to replace the experience level bonuses chart on page
14 of the Mutant Future core rules.

Roll 1d100 Bonus Type Roll 1d100 Bonus Type


01-10 +1 damage* 51-60 +1 INT
11-20 +1 attack per round 61-70 +1 WIL
21-30 +1 STR** 71-80 +1 CHA
31-40 +1 DEX** 81-90 +1 STR, DEX, or CON***
41-50 +1 CON** 91-00 +1 INT, WIL, or CHA***

*This bonus only applies to hand melee weapons. Any kind of gun, explosive, etc. does not apply.
**Note that basic androids and synthetics may only increase INT, WIL, and CHA. Those
characters reroll this result.
***The player chooses which of these abilities to increase.

16
Equipment

These optional equipment rules enable characters to purchase better weapons,


armor, and gear. The availability of this high quality equipment is at the discretion
of the Mutant Lord.

Superior Quality Weapons: Superior quality weapons cost 10x the weapon’s
base price and inflict +1 damage. For instance, a normal flail costs 3 gold and
causes 1d6 damage, while a superior quality flail costs 30 gold and causes
1d6+1 damage.

Master Quality Weapons: Master quality weapons cost 100x the weapon’s base
price and inflict +2 damage.

Superior Quality Armor: Superior quality armor costs 10x the armor’s base
price. While its armor class is unchanged, superior quality armor is indestructible.

Superior Quality Gear: Superior quality gear costs 10x the item’s base price.
Superior quality gear is indestructible.

Adventuring Gear

Below is an expansive list of common adventuring items available in many


general stores. This includes all of the adventuring gear in the Mutant Future
core rules plus many additions.

17
Gear Cost Weight Gear Cost Weight

Alcohol, antiseptic (1 pint flask) 3 gp ½ lb. Music box (plays 1 song) 25 gp ½ lb.
Backpack (empty, holds 40 lb.) 2 gp 2 lb. Muzzle and blinders, animal 3 sp ½ lb.
Bandages (12) 3 cp ½ lb. Needle and thread (150 ft.) 3 sp —
Bedroll 1 sp 5 lb. Net (10 ft. diameter) 10 gp 10 lb.
Black powder (1 oz.) 1 gp — Oil (1 pint flask) 1 sp 1 lb.
Blanket, winter 5 sp 3 lb. Paint (1 pint jar) 1 sp 1 lb.
Block and tackle 5 gp 5 lb. Paper (sheet) 4 sp —
Book (empty, 200 pages) 20 gp 3 lb. Parchment (sheet) 2 sp —
Boots, spiked climbing (pair) 10 gp 8 lb. Perfume, common (1 oz. vial) 10 gp —
Bottle, glass (empty, 2 pints) 2 gp — Perfume, fine (1 oz. vial) 30 gp —
Brand, personalized 20 gp. 3 lb. Pick, miner’s 3 gp 10 lb.
Brand, generic 2 gp 3 lb. Pipe, smoking 3 sp —
Candles (10) 10 cp — Pole, wooden (10’ long) 2 sp 8 lb.
Cards, dice, or board game 1 gp 1 lb. Rations, unpreserved (day) 2 sp 1 lb.
Case, map or scroll 1 gp ½ lb. Rations, trail, preserved (day) 5 sp 1 lb.
Chain (10 ft.) 30 gp 2 lb. Razor, shaving 1 gp ½ lb.
Chalk (3 sticks) 1 sp — Ring, signet, personalized 10 gp —
Clothes, common 1 gp 5 lb. Ring, signet, generic 1 gp —
Clothes, fine 30 gp 5 lb. Rope, hemp (50 ft.) 1 gp 10 lb.
Compass or sextant 30 gp 1 lb. Rope, silk (50 ft.) 10 gp 5 lb.
Crowbar 2 gp 5 lb. Sack, large (empty, 60 lb.) 2 sp ½ lb.
Crutches (pair) 3 sp 8 lb. Sack, small (empty, 20 lb.) 1 sp ½ lb.
Dentures, wooden 20 gp — Saddle 25 gp 25 lb.
Eye, glass 20 gp — Saddle bag (empty, 30 lb.) 1 sp ½ lb.
Fishing pole 2 gp 4 lb. Saw 2 gp 3 lb.
Flask (empty, 1 pint) 3 cp ½ lb. Scale (weighs objects up 1 lb.) 15 gp. 5 lb.
Flag or standard, personalized 30 gp 12 lb. Soap (bar) 1 gp —
Flag or standard, generic 3 gp 12 lb. Spade or shovel 2 gp 8 lb.
Flint and steel 2 gp — Spectacles or monocle 10 gp —
Goggles 3 gp. 1 lb. Spices, common (1 oz. vial) 1 cp —
Grappling hook 1 gp 4 lb. Spices, fine (1 oz. vial) 1 gp —
Hairbrush 1 gp ½ lb. Spikes, iron (12) 1 gp 8 lb.
Hammer 5 sp 2 lb. Spyglass 15 gp 1 lb.
Holy symbol 10 gp 1 lb. Skis and poles (pair) 10 gp 20 lb.
Hourglass or sundial 8 gp 3 lb. Sled or toboggan 15 gp 25 lb.
Ink (1 oz. vial) 8 gp — Snorkel and flippers 5 gp 3 lb.
Quill pen 1 sp — Stakes, wooden (12) 3 sp 12 lb.
Ladder (10’ ft. tall) 5 cp — Tent, large (fits 4 people) 15 gp. 20 lb.
Lantern 9 gp 3 lb. Tent, small (fits 2 people) 5 gp 10 lb.
Lock 20 gp 1 lb. Toy or doll 3 sp ½ lb.
Magnet (holds 1 lb. of metal) 25 gp ½ lb. Torches (8) 3 sp 8 lb.
Magnifying glass 10 gp ½ lb. Umbrella 5 gp 2 lb.
Makeup kit 8 gp ½ lb. Watch, pocket 50 gp ½ lb.
Manacles 15 gp 2 lb. Waterskin or wineskin 1 gp 4 lb.
Map, local area 10 gp — Whistle 3 sp —
Mirror, small steel 10 gp ½ lb. Wine, common (2 pint bottle) 1 gp ½ lb.
Musical instrument 15 gp 5 lb. Wine, fine (2 pint bottle) 5 gp ½ lb.

18
Mutations

This section contains 39 new physical mutations, 32 new mental mutations, and
7 new plant mutations. They have put in to charts alongside the mutations from
the Mutant Future core rules.

Plant Beneficial Mutations 50-52 Natural Vegetal Weapons [MF]


53-54 Plant Control [AC]
01-03 Abnormal Size* [MF] 55-57 Poisonous Spores [MF]
04-06 Accumulated Resistance [MF] 58-60 Prehensile Tendrils [MF]
07-09 Animal Limbs or Organs [MF] 61-63 Projectile Thorns [MF]
10-11 Animate Seeds* [MF] 64-66 Radioactive Emissions [MF]
12-14 Carnivore [MF] 67-69 Reflective Cellular Structure [MF]
15-17 Chameleon Metamorph [MF] 70-71 Root Walker [AC]
18-19 Degenerate Clone [AC] 72-74 Shriek (Plant) [MF]
20-21 Dermal Acid Sap [MF] 75-77 Thermal Emissions [MF]
22-23 Dermal Poison Sap [MF] 78-79 Toxic Self-Destruction [AC]
24-25 Edible Flesh [AC] 80-81 Tripping Tendrils* [MF]
26-28 Electric Charge Generation [MF] 82-83 Vegetal Parasite [MF]
29-31 Flight [MF]
32-34 Fragrance Development (Plants) [MF] Plant Mutation Drawbacks
35-36 Free Movement* [MF]
37-38 Full Senses* [MF] 84-86 Nocturnal [MF]
39-40 Gigantic Growth [AC] 87-89 Petrified [AC]
41-43 Grenade-Like Fruit [MF] 90-93 Prey Scent [MF]
44-46 Injected Poison Sap [MF] 94-95 Reduced Fertility* [MF]
47-49 Natural Armor (Plant) [MF] 96-00 Thermal Sensitivity [MF]

*These mutations are either inappropriate to PC plants, or are assumed to already be present on
all PCs.
[MF] Indicates this mutation is in the Mutant Future core rules.
[AC] Indicates this mutation is new to this supplement.

19
Physical Beneficial Mutations 47 Removable Sensory Organs [AC]
48 Silent Movement [AC]
01-02 Aberrant Form [MF] 49 Silk Production [AC]
03 Adhesive Touch [AC] 50 Shriek [MF]
04 Adrenal Surge [AC] 51 Spiny Growth [MF]
05 Alien Metabolism [AC] 52 Super Blood [AC]
06 Amorphous Form [AC] 53 Thermal Vision [MF]
07 Amphibious [AC] 54 Toxic Weapon [MF]
08 Anaerobic [AC] 55 Ultraviolet Vision [MF]
09 Athletic Arm Musculature [AC] 56 Unique Sense [MF]
10 Attractive [AC] 57 X-Ray Vision [AC]
11 Burrower [AC]
12 Chameleon Epidermis [MF] Physical Mutation Drawbacks
13 Complete Wing Development [MF]
14 Death Trance [AC] 58 Adrenal Paralysis [AC]
15 Density Alteration (Self) [MF] 59 Albinism [MF]
16 Dermal Poison Slime [MF] 60-61 Bizarre Appearance [MF]
17 Dual Headed [MF] 62 Degeneration [AC]
18 Dwarfism [MF] 63 Doppelganger [AC]
19 Echolocation [MF] 64-65 Epidermal Susceptibility [MF]
20 Elongation [AC] 66 Eye-Catching Appearance [AC]
21 Energy Ray [MF] 67-68 Frailty [MF]
22 Energy Retaining Cell Structure [MF] 69 Hemophilia [MF]
23 Enhanced Vocal Apparatus [AC] 70 Increased Caloric Needs [MF]
24 Epidermal Photosynthesis [MF] 71 Loudness [AC]
25 Explosive Self-Destruction [AC] 72 Missing Limb [AC]
26 Fragrance Development [MF] 73 Mute [AC]
27 Gigantism [MF] 74 Obese [MF]
28 Hermamorph [AC] 75-76 Pain Insensitivity [MF]
29 Inanimate Mimicry [AC] 77-78 Pain Sensitivity [MF]
30 Increased Balance [MF] 79-80 Pituitary Deformation [MF]
31 Increased Physical Attribute [MF] 81 Physical Immaturity [AC]
32 Increased Sense [MF] 82 Plague Carrier [AC]
33 Masupialism [AC] 83-84 Poison Susceptibility [MF]
34 Metamorph [MF] 85-86 Prey Scent [MF]
35 Mutagenic Touch [AC] 87 Reduced Immune System [MF]
36 Natural Armor [MF] 88 Reduced Oxygen Efficiency [MF]
37 Natural Vampiric Weapon [AC] 89-90 Sensory Deficiency [MF]
38 Night Vision [MF] 91 Short Lifespan [AC]
39 Optic Emssions [MF] 92 Simian Deformity [MF]
40 Parasitic Control [MF] 93 Skin Inflammation [AC]
41 Perpetual Energy [AC] 94-95 Slow Mutant [MF]
42 Prehensile Tail [MF] 96 Trauma Sensitivity [AC]
43 Quickness [MF] 97 Unreliable Mutation [AC]
44 Reanimator Parasite [AC] 98-99 Vision Impairment [MF]
45 Reflective Epidermis [MF] 00 Water Dependency [AC]
46 Regenerative Capability [MF]

[MF] Indicates this mutation is in the Mutant Future core rules.


[AC] Indicates this mutation is new to this supplement.

20
Mental Beneficial Mutations 55 Mind Healing [AC]
56 Mind Lock [AC]
01-02 Ability Boost [MF] 57-58 Mind Reflection [MF]
03-04 Accumulated Resistance [MF] 59-60 Mind Thrust [MF]
05-06 Acute Hyper Healing [MF] 61 Mind Transfer [AC]
07 Ancestral Form [MF] 62 Memory Erase [AC]
08 Astral Duel [AC] 63-64 Neural Telekinesis [MF]
09 Berserker [AC] 65-66 Neural Telepathy [MF]
10 Body Adjustment [MF] 67 Plane Shift [MF]
11 Channel Life [AC] 68 Possession [MF]
12-13 Combat Empathy [MF] 69 Precognition [MF]
14-15 Control Light Waves [MF] 70-71 Quick Mind [MF]
16-17 Control Sound Waves [AC] 72 Radio Brain [AC]
18 Control Weather [MF] 73 Remote Viewing [AC]
19 Corrosion [AC] 74 Repulsion Field [AC]
20-21 Damage Turning [MF] 75 Seismic Sense [AC]
22-23 Density Alteration (Others) [MF] 76 Sense Deceit [AC]
24 Disintegration [MF] 77 Sense Spy [AC]
25 Dream Invasion [AC] 78 Summon Other [AC]
26-27 Dual Cerebellum [MF] 79 Teleport [MF]
28 Electromagnetic Pulse [AC] 80 Teleportal [AC]
29-30 Empathy [MF] 81-82 Temperature Control [MF]
31-32 Energy Infusion [AC] 83 Trauma Feedback [AC]
33 Familiarity [AC] 84-85 Vampiric Field [MF]
34 Flight, Psionic [MF]
35-36 Force Screen [MF] Mental Mutation Drawbacks
37 Force Screen, Greater [MF]
38 Historical Viewing [AC] 86-87 Abnormal Sleeping Habits [AC]
39 Hive Mind [AC] 88 Ascetic [AC]
40 Hyper Cognition [AC] 89 Atrophied Cerebellum [MF]
41 Increased Willpower [MF] 90 Berserker (Defective) [AC]
42-43 Intellectual Affinity [MF] 91 Dual Cerebellum (Defective) [MF]
44 Killing Sphere [MF] 92 Honest [AC]
45-46 Know Direction [MF] 93-94 Mind Reflection (Defective) [MF]
47-48 Mental Barrier [MF] 95-96 Negative Empathy [MF]
49-50 Mental Phantasm [MF] 97 Phantasmal Damage [MF]
51-52 Metaconcert [MF] 98-99 Phobia [MF]
53 Mind Blast [AC] 00 Weak Will [MF]
54 Mind Eater [AC]

[MF] Indicates this mutation is in the Mutant Future core rules.


[AC] Indicates this mutation is new to this supplement.

21
Physical Beneficial Mutations

Adhesive Touch
The mutant’s hands and feet have retractable sticky pads. The mutant can climb
vertical surfaces with a movement of 40’. He can also climb across ceilings. If the
mutant holds a tool or weapon, he may never be disarmed or drop it against his
will.

Adrenal Surge
Upon activating this mutation, the mutant experiences a temporary surge of
strength. The mutant gains 1d6 STR for 1d6x10 rounds. At the end of this
duration, the mutant falls unconscious for 1 minute per round of the surge. For
instance, if the adrenal surge lasted 30 rounds, the mutant would be unconscious
for 30 minutes after. The mutant will not wake until the period of
unconsciousness is over.

Alien Metabolism
The mutant does not need to eat food or drink water. He can never suffer from
starvation or dehydration.

Amorphous Form
The mutant can become amorphous at will. In this gel-like state, he is unable to
grip objects, wear clothing, or carry possessions. However, he may escape
bonds or flow through openings small enough to permit a trickle of water. The
mutant can resume his solid form at will.

Amphibious
The mutant has fins and gills, or other aquatic adaptations. He can swim with a
movement of 60’ and may breathe underwater and on land.

22
Anaerobic
The mutant does not breathe and can never suffer from asphyxiation. He is
immune to toxins and pathogens which must be inhaled.

Athletic Arm Musculature


The mutant’s arms have adapted to perform exceptional feats of throwing or
catching. At character creation, roll 1d6 to determine the specific effect.

1-2 Exceptional Throwing Ability: A weapon or object thrown by the mutant has
four times its normal range and gains a +1 bonus to hit and damage.

3-4 Exceptional Catching Ability: The mutant can parry or catch low-speed
projectiles that are launched at him. This includes thrown weapons, arrows, and
sling bullets, but not firearm bullets or grenade launcher rounds. To use this
ability, the mutant must have an empty hand. He cannot be carrying a two-
handed weapon or shield. Parried projectiles are knocked to the ground at the
mutant’s feet. If the mutant catches the projectile, he may throw it using his next
attack. Parried or caught projectiles inflict no damage unless they are explosive,
incendiary, or have another appropriate special property. The mutant can only
parry or catch one projectile per round.

4-6 Exceptional Throwing and Catching: The mutant gains all the throwing and
catching benefits listed above. In addition, when catching a projectile, he can
immediately throw it as a “free” attack. This free throw ignores initiative order and
does not spend the mutant’s action for the round.

Attractive
The mutant is considered physically attractive or sexually desirable (even by
members of other species). He is attractive despite any disfiguring mutations.

23
Burrower
The mutant can burrow a tunnel the size of his body. He burrows through dirt
with a movement of 10’ and rock with a movement of 5’. Larger tunnels can be
dug at a slower speed. The tunnel is sturdy but could be collapsed by a powerful
tremor or concussion.

Death Trance
The mutant can enter a death-like torpor at will. His body grows cold and numb,
his breathing becomes imperceptible, and his metabolism slows dramatically. In
this state, the mutant appears to be dead and cannot move, although he is aware
of his surroundings. He is resistant to pain and can maintain the illusion of death
even while taking damage.

The mutant can maintain the trance indefinitely, but will dehydrate after 1 month
and starve after 1 year. He may leave the trance at will.

Elongation
The mutant can stretch his arms, legs, and neck up to 30’ in length. When
stretching his arms, the mutant can make melee attacks from 30’ away. When
stretching his legs, the mutant’s movement speed increases by 1.5x. This
increase in movement is the same regardless of how far the mutant’s legs
stretch.

Enhanced Voice Apparatus


The mutant has highly sophisticated vocal chords. At character creation, roll 1d6
to determine the specific effect.

1-2 Mimicry: The mutant can reproduce any voice or sound he has heard.
However, the sound’s volume cannot exceed the capabilities of the mutant’s
lungs and vocal chords. For instance, the mutant can imitate an explosion, but
the sound will not be as loud as an actual explosion.

24
3-4 Ventriloquism: The mutant can speak without moving his lips. He can also
project his voice from anywhere within 90’.

5-6 Vocal Mastery: The mutant gains the abilities of both mimicry and
ventriloquism (described above).

Explosive Self-Destruction
The mutant can violently explode at will. The explosion kills the mutant,
completely obliterating his body. The deafening concussive blasts causes 75
damage to everything in a 150’ radius.

Hermamorph
The mutant can change its gender at will. The change is instantaneous and
affects the mutant’s size, shape, voice, hormones, and reproductive organs.

Inanimate Mimicry
When standing still, the mutant appears identical to a specific inanimate object
such as a tree, rock, vehicle, or piece of furniture. The object is chosen when this
mutation is received and may never change. The object must be equal in size to
the mutant’s body.

Marsupialism
The mutant has a concealed pouch in his body. The pouch is well hidden and is
impossible to locate without a thorough strip search of the mutant. It can hold a
volume equal to 1/10 of the mutant’s body size.

There is 10% chance that the pouch is an extradimensional pocket. An


extradimensional pocket can hold infinite weight and volume. No matter how
many objects are in the pocket, each one is still readily accessible by the mutant.

25
Mutagenic Touch
The mutant can touch another living being and inflict them with a mutation. When
the victim is touched, he must roll a save versus radiation. If he fails the save, he
gains a permanent mutation.

The mutation inflicted by Mutagenic Touch is determined randomly at character


creation. The mutant who possesses Mutagenic Touch does not necessarily
possess the mutation it inflicts. When the mutant receives the Mutagenic Touch
mutation, he immediately rolls to determine another random physical or mental
mutation. This second mutation is the inflicted mutation.

Mutagenic Touch does not affect androids, pure humans, or other mutation
resistant beings. The mutant possessing Mutagenic Touch cannot use it to
mutate himself.

Natural Vampiric Weapon


The mutant possesses a natural vampiric melee weapon. This weapon drains the
victim’s blood, converting it to sustenance for the wielder. Examples of such
weapons include hollow fangs or suctioned tentacles.

Determine the weapon’s damage by rolling 1d6; 1-2 1d4; 3-4 1d6; 5-6 1d8.
Damage caused by the weapon immediately heals the wielder the same number
of hit points. For instance, if the weapon causes 4 damage, the wielder heals 4
hit points. The weapon’s damage is affected by the wielder’s STR.

Perpetual Energy
The mutant does not sleep and never feels tired. He can physically exert himself
and never become exhausted.

26
Reanimator Parasite
The mutant is infected by an unusual bacterial parasite. The parasite is dormant
until the mutant’s death. After the mutant dies, the parasite revives him. The
mutant awakens in 1d6 rounds with his hit points fully recovered.

After revival, the mutant can live indefinitely, sustained by the chemicals from the
parasite. However, he cannot heal hit points by any means. Resting, medical aid,
or mutations will not heal the mutant. Any hit points he loses are gone
permanently. The mutant may still gain additional hit points if his CON increases.
If the mutant dies a second time, the parasite does not revive him.

Removable Sensory Organs


The mutant can completely detach one set of sensory organs from his body. The
organs continue to provide sensory input as long as the mutant is within 90’ of
them. At character creation, randomly determine which set of organs: eyes (50%)
or ears (50%). The mutant can choose to detach both eyes or both ears, or just
one eye or one ear.

Silent Movement
The mutant does not make sound while moving. This includes any type of
locomotion available to the mutant: walking, running, jumping, swimming, flying,
burrowing, etc.

Silk Production
Once per day, the mutant can produce a mass of silk, like that of a spider or
silkworm. The silk can be used in several of ways.

The mutant can launch a glob of sticky silk at a target within 30’. An attack roll is
required. Anyone hit by the attack must succeed on a save versus stun attacks or
be bound for 1d4 rounds. While bound, the victim cannot move or take physical
action.

27
The mutant can create a 10’ silken web suspended between two objects.
Creating the web takes 1 minute. The web is formed of thin sticky strands and is
difficult to notice except in bright sunlight. Anyone who enters the web must
succeed on a save versus stun attacks or be bound for 1d4 rounds. While bound,
the victim cannot move or take physical action.

The mutant can create 50’ of strong silk rope. Creating the rope takes 1 minute.
The rope can detach from the mutant and be used for a variety of purposes.

Super Blood
The mutant’s blood has a special property when drank or injected by others. The
mutant possessing Super Blood is not affected when consuming their own blood.
Extracting a dose of blood causes 1d6 damage to the mutant. The effect of the
blood is determined at character creation by rolling 1d6.

1 Healing Blood: A dose of this blood heals 1d8 hit points.

2 Curing Blood: A dose of this blood instantly cures any disease or infection. It
has no effect on poison.

3 Nourishing Blood: When drank, this nutrient-rich blood tastes great and is
highly nourishing. A dose is enough to feed an average human for 24 hours.

4 Narcotic Blood: The consumer of this blood must roll a save versus poison. If
he fails the save, he immediately falls unconscious for 1d4 hours.

5 Serum Blood: The consumer of this blood must roll a save versus poison. If he
fails the save, he experiences delirium, confusion, and a laxness of inhibitions.
The blood’s effects are similar to those of “truth serum” drugs. Anyone affected
will succumb to interrogation.

28
6 Poison Blood: The consumer of this blood must roll a save versus poison. If he
fails the save, he dies immediately.

X-Ray Vision
The mutant can see into and through solid matter. He can see through stone up
to 30’. He can see up to 60’ if looking through wood or other low-density material.
Lead or gold blocks X-Ray Vision.

Physical Mutation Drawbacks

Adrenal Paralysis
The mutant may be paralyzed in stressful circumstances such as combat or other
life and death situations requiring immediate action. When the mutant enters
combat (or a similar situation), he must roll a save versus stun attacks. If he fails
the save, he is stunned for 1d3 rounds.

Degeneration
One of the mutant’s abilities degenerates continually over time. Determine which
ability by rolling 1d6: 1 STR; 2 DEX; 3 CON; 4 INT; 5 WIL; 6 CHA.

Each time the mutant gains a level, he loses 1 point in his degenerating ability.
This effect also occurs at character creation (1st level). For instance, if the
mutant has a degenerating CON, he loses 1 CON at 1st, 2nd, 3rd, 4th, and 5th
level, and for every level onward. The ability can never degenerate below a score
of 3. Loss of CON lowers the mutant’s maximum hit points.

Doppelganger
Somewhere in the world, the mutant has an identical twin. The ambitions and
capabilities of the twin are up to the Mutant Lord. However, the twin’s actions or
reputation should continually inconvenience the mutant in some way.

29
Eye-Catching Appearance
The mutant stands out drastically from his surroundings. The exact nature of this
mutation is up to the Mutant Lord. Maybe the mutant’s skin is brightly colored,
reflective, or glowing. Maybe he moves in a conspicuous way. As a result of this
mutation, the mutant has difficulty camouflaging himself and is usually
remembered by people he meets.

Loudness
The mutant is uncontrollably loud. The exact nature of this mutation is up to the
Mutant Lord. Maybe the mutant can only speak by shouting. Maybe the sound of
his breathing is thunderous. As result of this mutation, the mutant has trouble
moving stealthily and often annoys other people.

Missing Limb
The mutant is missing one or more limbs. Roll 1d4 to determine the nature of the
mutation.

1 Missing One Leg: The mutant walks with a crutch, or by balancing on one foot
and hopping. His walking movement is halved and jumping, climbing, or
swimming is challenging.

2 Missing Both Legs: The mutant moves with a wheel chair or other apparatus, or
by pulling himself with his hands. His walking movement is reduced by 75% (i.e.
40 becomes 10). Jumping, climbing, or swimming is very challenging.

3 Missing One Arm: The mutant cannot wield two-handed weapons or tools, or a
shield. Climbing, swimming, or lifting is challenging.

4 Missing Both Arms: The mutant cannot wield weapons or tools unless they
have been specially modified. Climbing, swimming, or lifting is very challenging.

30
Mute
The mutant cannot speak, grunt, or make any sort of vocalization.

Physical Immaturity
The mutant appears small and childlike. Regardless of his age, he can never
mature into an adult body. His STR and CON are both reduced by 2. People
assume the mutant is a child and will often patronize and underestimate him.

Plague Carrier
The mutant hosts an infectious disease. Although he is unaffected by the
disease, he may infect those he comes in contact with. A creature is exposed to
the disease if they stay within 10’ of the plague carrier for more than 1 minute, or
handle objects contaminated by his salvia, blood, or other fluids.

Anyone exposed to the disease must make a save versus poison, applying the
save modifier for the specific disease. Refer to the Mutant Future core rules (pg.
47) for rules on diseases. Once a creature has been exposed to the plague
carrier’s disease (whether they resist infection or not), they gain permanent
immunity to the plague carrier’s bacteria.

Roll 1d3 to determine the plague carrier’s disease; 1 fleshing eating bacteria; 2
leprosy; 3 superflu. See Mutant Future core rules (pg. 48) for specific
descriptions of each disease.

Short Lifespan
The mutant will die in approximately 1 year. This might be the mutant’s natural
lifespan, or the result of a terminal illness. The mutant does not necessarily age
prematurely.

31
Skin Inflammation
The mutant’s skin is covered in sores or a rash and is very sensitive. The mutant
cannot wear clothes or armor without enduring constant debilitating pain.

Trauma Sensitivity
If the mutant loses half his maximum hit points in a single attack, he must roll a
save versus stun attacks. If he fails, the mutant immediately falls unconscious for
1d6 minutes. For instance, the mutant has a maximum of 60 hit points. If he
suffers 30 or more hit points from one attack, he must save versus stun attacks.
If the mutant suffers multiple attacks in a round, Trauma Sensitivity would not
activate unless one attack made the mutant lose half of his maximum hit points.

Unreliable Mutation
One of the mutant’s other mutations functions intermittently. After each 8 hour
period of rest, the unreliable mutation has a 50% chance of being disabled. The
effect is temporary and the unreliable mutation may resume functionality after the
mutant’s next 8 hour rest period. The unreliable mutation is selected randomly at
character creation from the mutant’s other beneficial or drawback mutations.
Once the unreliable mutation has been determined, it does not change.

Water Dependency
Every 24 hours, the mutant must be submerged in water for at least 10 minutes.
If not, he becomes dehydrated and his skin dries and cracks. The mutant suffers
3d6 damage for every 24 hour period he is unable to take his 10 minute soak.

Mental Beneficial Mutations

Astral Duel
The mutant can invade a creature’s mind and make a mental attack. The attack
causes 6d6 damage to a creature up to 50’ away. If the attack is unsuccessful

32
(i.e. the attack roll fails), then the attacking mutant takes 3d6 damage instead.
This mutation takes time to recharge and can only be used every 3 rounds.

Berserker
When severely injured, the mutant becomes a powerful warrior. If the mutant
loses half of his maximum hit points in a single combat, he may voluntarily enter
a berserker rage. While enraged, he gains 1 extra attack per round and +2 to hit
and damage with melee attacks. The rage lasts for 1 round per level of the
mutant.

Channel Life
The mutant can transfer his life force to another creature. The mutant sacrifices a
number of hit points between 1 and their current remaining total. He loses these
hit points as if he has taken damage. These hit points are transferred to another
creature of the mutant’s choosing (up to a range of 50’), and the creature
immediately heals this number of hit points. The mutant cannot transfer hit points
to multiple creatures at the same time. It is possible for the mutant to transfer all
of his hit points, thereby killing himself.

The mutant can also use this mutation to resurrect a freshly killed creature. To do
this, the mutant makes a dangerous sacrifice. He must save versus death. If the
save is successful, the mutant survives the ordeal with 1 hit point remaining. If
the save fails, the mutant dies. Regardless of the mutant’s fate, the subject is
resurrected with 1 hit point.

Control Sound Waves


The mutant can remove all sound from a small area (10’ radius) at a range of 30’.
Maintaining the zone of silence takes very little concentration. While using this
mutation, the mutant may still move at full speed, attack, or take actions.

33
Corrosion
The mutant can cause nonliving matter to decay at an accelerated rate. This
mutation affects a 10’ radius at a range of 30’. Wood and cloth disintegrate in 1
round. Stone disintegrates in 1 minute (6 rounds). Metal disintegrates in 10
minutes (60 rounds). Once this mutation is activated, the decaying process
continues independently until the target is disintegrated. This mutation may be
used once per day.

Dream Invasion
The mutant can observe and manipulate creatures’ dreams. The mutant must be
within 50’ of a sleeping creature. The mutant can watch the dream or alter it at
will. The mutant can manipulate the dreams of multiple creatures as long as they
are all within 50’ of him.

Electromagnetic Pulse
The mutant can emit an electromagnetic pulse. The pulse disables electrical
equipment within 90’ of the mutant. The equipment is inoperable for 4d6x10
minutes. This mutation affects electric lights, electronics, powered weapons,
powered armor, robots, basic androids, and synthetics. Force screens are not
completely neutralized, but their current value is reduced by half. This mutation
can only be used once per day.

Energy Infusion
The mutant can charge an object with volatile energy. After an impact (i.e. from
being thrown or struck), the object explodes and causes 2d6 damage to
creatures in a 10’ radius. The mutant must touch an object to infuse it with
energy.

Objects charged by this mutation retain their charge for 1 minute (6 rounds) after
which they will explode. Woe befalls any archer who charges their arrows but
does not fire them in time! Melee weapons charged with this mutation cause +2

34
damage but explode on a maximum damage roll (i.e. 6 on a 1d6), or after 1
minute.

Familiarity
The mutant can psychically manipulate strangers to believe they recognize him.
Strangers find the mutant to be vaguely familiar and tend to act friendlier toward
him. The mutant may also use this power to the opposite affect. He may choose
to seem so unremarkable that strangers begin to forget him the moment he is out
sight.

Historical Viewing
The mutant can watch past events that occurred at his present location. While
concentrating, he sees and hears these events, but the images are shadowy and
ethereal. The mutant can watch events up 10 years past. Events more than 1
year old appear very hazy and indistinct.

Hive Mind
The mutant can form a hive mind with any number of willing creatures. To join
the hive, the mutant and a creature must be within 50’ and open their minds to
each other. Once the hive is formed, its members instantly and involuntarily
share all their thoughts and sensations across the hive.

The hive is a network of minds. Each member transmits their thoughts to any
other member within 20 miles. Members remain connected to the hive if they are
within 20 miles of any other connected member. Joining the hive is permanent. If
a creature wants to leave, the only way out is to constantly stay more than 20
miles away from any other member.

Hyper Cognition
The mutant perfectly recalls everything he has seen, heard, or experienced. He
can recite any book he has read and may distinctly remember being born. The

35
mutant also reads incredibly fast and performs mathematical calculations with the
speed and accuracy of a computer. He can comprehend a new verbal or written
language with 5 minutes of exposure to it.

Mind Blast
The mutant can emit a burst of mental energy. This mental attack causes 3d6
damage to all creatures within 30’ of the mutant. The mutant makes one mental
attack roll and compares it to the WIL of each target. This mutation can only be
used once per day.

Mind Eater
By devouring a creature’s fresh brain, the mutant can absorb the creature’s
memories. The mutant does not gain skills or experience points from these
memories. For instance, the mutant would know the creature was a skilled
painter, but would not suddenly become able to paint. The brain must taken be
from a body that has been dead for less than 3 minutes.

If the devoured brain had any mental mutations, the devouring mutant has a 2%
chance of gaining one of these mutations (determined randomly).

Mind Healing
The mutant can heal a wounded creature within 50’. The creature instantly heals
3d10 hit points. The mutant cannot heal himself. This mutation can only be used
once per day.

There is a 10% chance (determined at character creation) that the mutant can
also revive the recently dead. Once per week, this mutation can be used to
resurrect a dead creature if the corpse is less than a day old and mostly intact.
The subject must make save versus death. If successful, he will return to life with
1 hit point. Any missing or mangled limbs are not regenerated.

36
Mind Lock
The mutant can perform a debilitating mental attack on a creature within 50’. The
creature must make a save versus stun attacks or be stunned for 1d4 rounds.
This mutation can only be used once per day.

Mind Transfer
The mutant can exchange bodies with a willing creature within 50’. The mutant
and the creature switch STR, DEX, CON, hit points, armor class, and physical
mutations. They retain their own INT, WIL, CHA, experience, and mental
mutations. The change is permanent until the mutant and the creature use this
mutation again to willingly exchange back.

Memory Erase
The mutant can erase a creature’s recent memory. To use this mutation, the
mutant must maintain physical contact with the creature for a period of 5 minutes.
During this time, the mutant must concentrate and cannot take other actions. The
mutant can erase up to 1 hour of the creature’s most recent memories.

Radio Brain
The mutant can intercept signals on the RF (radio frequency) spectrum. These
signals may be audio or video from radio or television transmitters. The mutant
can also broadcast his thoughts (in audio or video form) up to a distance of 20
miles on the RF spectrum. These thoughts can be received by radio or television
antennas, or other mutants with the Radio Brain mutation.

Remote Viewing
While concentrating deeply, the mutant can observe any place he has previously
visited. The mutant sees and hears as if he is currently at this place. He moves
through the area unnoticed and unhindered as if he is invisible and incorporeal.

37
While remote viewing, the mutant’s physical body is inert. The mutant’s body
cannot move, take actions, or observe with its normal sensory organs.

Repulsion Field
The mutant can generate a 10’ invisible sphere around himself that repels
incoming projectiles (stones, arrows, bullets, grenades, etc.). The field does not
repel energy, nor does it prevent creatures from entering the field or making
melee attacks. Repelled projectiles are deflected with equivalent force, and have
a 25% chance of being reflected toward their source. Projectiles launched from
within the field are unaffected. For instance, a creature could fire a gun out of the
field. Or a creature could walk into the field and shoot the mutant at close range.

The field lasts indefinitely, but the mutant must concentrate to maintain it. While
the field is active, he may only move and take simple actions (i.e. speaking,
gesturing, opening a door, or carrying a small object). He is unable to make an
attack or activate other mutations.

Seismic Sense
The mutant’s sensory organs detect the faint vibrations of seismic activity. The
mutant knows a day in advance if an earthquake will occur within 20 miles.

The mutant can also sense an unstable fault and telekinetically agitate it to
create an earthquake. The quake’s magnitude depends on the fault’s instability.
In extreme circumstances, the quake could destroy a city. Creating a quake
takes 1 hour.

In volcanically active areas, this mutation can detect and cause volcanic
eruptions.

38
Sense Deceit
The mutant knows if any creature speaks a lie within earshot. When listening, the
mutant can tell if a particular statement is a lie, or if the speaker is withholding
information. This mutation does not reveal unintentional inaccuracies that the
speaker believes to be true.

Sense Spy
The mutant can perceive through one of another creature’s senses. The creature
must be within 90’, and the mutant can only perceive through one particular
sense. This sense is determined at character creation by rolling 1d6: 1-2 vision;
3-4 hearing; 5-6 smell. If the targeted creature has mutations that affect the
appropriate sense (i.e. Ultraviolet Vision, Increased Sense, Sensory Deficiency),
the spying mutant is affected by these mutations while using Sense Spy.

Summon Other
The mutant contacts another creature, psychically compelling them to come. The
mutant must have previously met this creature, but does not need to know their
present location. The mutant’s mental energies reach through space and
instantly find the creature wherever they may be.

The subject knows instinctively where the mutant is (even if the mutant moves),
and will come to him involuntarily by the quickest (but still relatively safe) means
possible. Depending on their location, the subject could take minutes or years to
arrive. This mutation may only be used once per week.

Teleportal
The mutant can open a portal between his current location and another location
up to 20 miles away. The mutant must be familiar with the location of the portal’s
destination. He must have previously been there or seen a picture of it.

The portal can be up to 10’ in diameter. Looking through the portal is akin to

39
peering through a doorway between two rooms. Creatures and objects pass
instantly from one side to the other. The portal lasts indefinitely until its creator, or
another mutant with the Teleportal mutation, destroys it. This mutation can only
be used once per day.

Trauma Feedback
When seriously injured, the mutant involuntarily emits a blast of mental energy.
Whenever the mutant loses 20 or more hit points from a single attack, he
mentally attacks every creature in a 30’ radius for 3d6 damage. The mutant
makes one mental attack roll and compares it to the WIL of each target.

For example, an enemy shoots the mutant with a laser pistol for 24 damage.
Since the attack caused more than 20 damage, Trauma Feedback activates. The
enemy and every other creature within 30’ of the mutant are mentally attacked for
3d6 damage. If the mutant suffers multiple attacks in a round, Trauma Feedback
can activate multiple times. However, it would not activate unless one attack
made the mutant lose 20 or more hit points.

Mental Mutation Drawbacks

Abnormal Sleeping Habits


At character creation, roll 1d6 to determine the effect of this mutation.

1-2 Insomnia: The mutant has trouble falling and staying asleep. When he wants
to rest, the mutant makes a WIL ability check (rolling equal to or under his WIL).
If he fails the check, he cannot sleep and cannot try again for another day (24
hours).

For every successive day without sleep, the mutant suffers a cumulative -2
penalty to all actions due to fatigue. For instance, if the mutant goes 1 day (24
hours) without sleep, he suffers a -2 penalty. If he goes 2 days (48 hours) without

40
sleep, he suffers a -4 penalty. The penalty accumulates until the mutant reaches
5 days (120 hours) without sleep, at which point he falls unconscious.
If the Mutant Lord is not using the optional rule for ability checks, the mutant has
a 50% chance of falling asleep when trying.

3-4 Sleepwalker: The mutant walks and performs other actions in his sleep.
Without supervision, he may wander away and get lost, or act contrary to his
nature (i.e. stealing from a companion, eating strange food, or hiding his
possessions). The actions of the sleepwalking mutant are controlled by Mutant
Lord.

5-6 Trance Sleeper: Once asleep, the mutant is in trance-like state and will not
awaken before 8 hours have passed. He could be picked up and carried away. A
battle could occur on top of him. An explosion could happen nearby. Only injury
or the threat of eminent death can awaken the mutant. For instance, he would
awaken if he loses hits points from an attack or if he is drowning in water.

Ascetic
The mutant does not value material things. He never uses money and will not
keep possessions unless they are eminently necessary for survival (i.e. food and
water). He may keep weapons and armor, but never more than one of each. If
asked for any his possessions, the mutant will generously give them up even if
he believes them to be important.

Berserker (Defective)
When severely injured, the mutant becomes a bloodthirsty killer. If the mutant
loses half of his maximum hit points in a single combat, he must make a save
versus stun attacks. If he fails, the mutant enters a berserk frenzy. He must use
his most lethal attack against the nearest opponent until all opponents within 60’
are dead or the mutant himself dies. If one of the mutant’s allies tries to restrain
him, the mutant will attack this ally.

41
Honest
The mutant is compulsively honest. He cannot lie even in a life or death situation.
If questioned, he can refuse to answer but he cannot falsify an answer.

Plant Beneficial Mutations

Degenerate Clone
Once per month, the plant can create a “clone seed”. In one week, if protected
and properly nourished, the seed grows into an adult clone of the plant. This
clone is identical to its parent and has the same mutations and hit points. It also
has the same ability scores, although its INT and CHA are 3. The clone exhibits
animal-like intelligence similar to a dog, cat, or horse.

The clone is subservient to its parent. It understands simple communication, but


cannot speak and has difficulty acting independently. The clone counts as a
retainer for the purpose of determining the maximum number of retainers allowed
by the plant character’s CHA. When spawned, the clone is 1st level. Like other
retainers, it can grow in experience, but suffers a 50% experience penalty.

Edible Flesh
The plant is edible, tasty, and nourishing. Creatures that eat a fist-sized piece of
the plant recover 1d8 hit points and will not be hungry for 24 hours. When an
edible piece is removed, the plant suffers 1d6 damage. Plants gain no benefit
from eating the edible plant’s flesh.

Gigantic Growth
The plant grows rapidly throughout its life, eventually reaching gigantic
proportions. After 1st level, each time the plant gains a level, it grows 1d6 feet in
height and gains +1 bonus to damage (on non-powered hand weapons). For
instance, at 3rd level, the plant would be 2d6 feet taller than its base height and

42
get +2 to damage. Plants over 9’ tall suffer a -1 penalty to hit creatures 3’ tall or
smaller.

Plant Control
The plant may mentally control another plant within 50’ and make it perform
actions. Controlling intelligent mutant plants requires a mental attack test. If it
wins the test, the controlling plant may control its subject indefinitely. The
controlled plant is aware of its surroundings and realizes it is being manipulated.

Using Plant Control requires great concentration. While the controller


manipulates its subject, the controller cannot take other actions including moving.
The mental control ends when the controller stops concentrating or is farther than
50’ away from the subject.

Root Walk
Plants with this mutation are also considered to have the Free Movement
mutation (see Mutant Future core rules pg. 33). The plant can instantly root itself
in the ground. Its legs become immobile and the plant cannot be knocked prone
or moved from that spot. The plant can root itself or retract its roots at will. It can
only root in dirt or similarly soft materials.

Toxic Self-Destruction
The plant can violently explode at will. The explosion kills the plant, completely
obliterating its body. The blast releases toxic gas in a 150’ radius. Creatures in
the radius must make a save versus poison or die.

Plant Mutation Drawbacks

Petrified
The plant’s body is mostly dead and petrified. Its fossilized flesh is rock hard and
no longer grows. The plant has a natural AC of 4. Its maximum hit points are

43
doubled but it cannot heal hit points by any means. Resting, medical aid, or
mutations will not heal the plant. Any hit points it loses are gone permanently.

The plant may still gain additional hit points if its CON increases. Hit points
gained in this way are doubled. For instance, a mutant plant with this mutation
receives 1d6x2 hit points per point of CON.

44
OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including
derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or
other form in which an existing work may be recast, transformed or adapted; (c) "Distribute"
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open


Game Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the

45
owner of each element of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

46

You might also like