Physical - Cost 1
Acid Touch (Mutant)
Cost: 1
Mutation Score: yes
Type: Mutant
Activation: Activated
Range: Touch
Duration: One round
Modifier: Strength
Use: Once per 3 rounds
Area of Effect: One victim
Effect: Create acid
Description:
The character does 1d4 per strength modifier acid damage on a successful touch attack (e.g. Rigar has 18 str with a +4 modifier so his acid touch does 4d4 acid damage). After using this ability the character must wait three rounds for his acid glands to build up again.
Bipedal/Quadrupedal (Mutant)
Cost: 1
Mutation Score: No
Type: Mutant
Activation: Activated
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Change walking style
Description: A mutant with this mutation can easily change from bipedal movement to quadrupedal movement. Altered individuals with this mutation can drop onto all fours and move with an additional +50% to movement.
Biorhythm Control (Passive)
Cost: 1
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Fortitude bonus
Description: The character gets +2 to all fortitude checks
Density Control, Self (Transformation)
Cost: 1
Mutation Score: Yes
Type: Transformation
Activation: Activated
Range: Self
Duration: 1 hour
Modifier: Constitution
Use: Twice per day
Area of Effect: Self
Effect: Change own density
Description: The character can change his density. When trying to decrease density the character can decrease their weight to 50% + 5% multiplied by the character's Constitution modifier (but not smaller than 5% of original). When trying to increase density the character can increase their weight by 100% + 10% multiplied by the character's Constitution modifier (no limit).
Poison Tolerance (Passive)
Cost: 1
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Summary of Effect
Description: Gain a +2 resistance bonus to saving throws against poison.
Gills (Mutant)
Cost: 1
Mutation Score: no
Type: Mutant
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Breathe water
Description: The character breathes water as well as air. The type, salt or fresh, matches the nearest largest body of water.
Night Vision (Passive)
Cost: 1
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Low-light vision
Description:
The character gets low-light vision (x2 visual ranges in low-light conditions).
Over-sized Limbs (Transformation)
Cost: 1
Mutation Score: No
Type: Transformation
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Larger than normal limbs
Description: The character has arms, legs, tentacles, or vines (or whatever) that are longer than normal. Longer arms, tentacles, or vines allow for greater reach. Longer legs give the character a +5 to his base speed. Only one set of limbs is lengthened. These cannot be limbs that both provide both tool use and movement, only one or the other. The limbs are anywhere from 50% to 100% over-sized. Roll (1d6 + 4) times 10% to find the exact percentage.
Vascular Control (Passive)
Cost: 1
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Reduced Mortal Damage
Description: The mutant is able to control his bleeding and has a DR/1 vs. mortal damage only (does not affect secondary damage). He gets a +2 to all checks involving or because of mortal damage.