Physical - Cost 2

Air Sail (Mutant)

Cost: 2

Mutation Score: no

Type: Mutant, Plant

Activation: Automatic

Range: Self

Duration: Permanent

Modifier: Dexterity

Use: Constant

Area of Effect: Self

Effect: Gliding ability

Description: The character gains a gliding wing much like a flying squirrel. Movement is 50% + 5% multiplied by the character's dexterity modifier (max 100%) more than base land speed and loses 5 feet of altitude for every 30 feet of forward movement (more in bad weather).

Aggressive Immune System (Passive) (Changing)

Cost: 2

Mutation Score: yes

Type: Physical or Plant

Activation: Automatic

Range: Touch

Duration: Constant

Modifier: Constitution

Use: Constant

Area of Effect: 15 ft. radius.

Effect: Debuff

Description:

You have an immune system so aggressive it attacks your opponents immune system. All enemies saving throws are reduced by 1+mutation score unless they succeed at a Fortitude save DC 10+mutation score+constitution modifier. A character that saves against this ability is immune to it for 24 hrs. This ability deactivates if your character becomes incapacitated.

Special: If you are under the effects of a mind affecting ability that reduces your ability to identify friend or foe then this ability attacks all characters in the radius including allies.

Anti-Life Leech (Passive)

Cost: 2

Mutation Score: no

Type: Passive, Plant

Activation: Automatic

Range: Self

Duration: Constant

Modifier: Constitution

Use: Constant

Area of Effect: Self

Effect: Defense against drain

Description: The character is resistant to life leech and other draining attacks.

The character can reverse the flow of a life leech or other draining attack by making a mutation check(the character can take 10 for this check, but his opponent cannot) against his opponent’s life leech mutation check or his opponents caster level check if the ability is a jutsu, draining 1d6 wound points from the draining opponent. If the character fails he suffers life leech at half normal effect. The character can heal himself and then can add temporary wound points up to his Constitution x 2 (or mortal points up to Constitution).

Bodily Control (Transformation)

Cost: 2

Mutation Score: Yes

Type: Transformation, Plant

Activation: Activated

Range: Self

Duration: One minute

Modifier: Constitution

Use: 1+1/2 mutation score times/day

Area of Effect: Self

Effect: Improve sense/ability

Description: Upon activation the character chooses Heightened Physical Attribute or Heightened Senses and gains the effects of that mutation for the duration of Bodily Control.

Heightened Sense (Passive)

Cost: 2

Mutation Score: no

Type: Passive, Plant

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Keen senses

Description: Heightened Sense adds +4 perception and survival (track) checks.

Electrical Generation (Emitter) (Changing)

Cost: 2 touch or 3 ranged touch

Mutation Score: yes -> +1 to hit & damage per investment.

Type: Emitter, Plant

Activation: Activated

Range: Touch or 5 ft per 2 mutation score points

Duration: Constant

Modifier: Strength(touch)/Dexterity(ranged)

Use: Constant

Area of Effect: One creature

Effect: Build electricity

Description: The mutant does 1, 2, or 3d6 damage (mutant's choice) + mutation ability modifier + MS (crit. 19-20/x2) in electrical damage on a successful touch (or ranged touch) attack. Once discharged the charge builds up by one die per three rounds until it reaches three dice again. The character can discharge it through a metal weapon in melee.

Heightened Balance (Passive)

Cost: 2

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Increased Balance

Description: The character never suffers any penalty to keeping his balance and has a +4 to any check against being knocked over.

Heightened Reflexes (Passive)

Cost: 2

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: Dexterity

Use: Constant

Area of Effect: Self

Effect: Summary of Effect

Description: The character gets 2 + ½ Dexterity modifier to his initiative rolls in combat.

Heightened Speed (Passive)

Cost: 2

Mutation Score: yes

Type: Passive

Activation: Activated

Range: Self

Duration: Special

Modifier: Dexterity

Use: Special

Area of Effect: Self

Effect: Moves faster

Description: The character gets 5 feet per mutation score permanently added to his base speed. He is also able to move with bursts of hyperspeed, adding 50% to his normal speed for up to six rounds. He must rest an hour before being able to use this power again. If the mutant has multiple modes of movement (walking, flying, swimming, etc.), he must choose only one for which this mutation applies.

Environmental Adaption (Passive) (Changing)

Cost: 2

Mutation Score: no

Type: Physical

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Adapt to Environment

Description: Choose one of the following environments: Arid, Barren, Cold, Hot, High Gravity, Low Gravity, Dense Atmosphere, Thin Atmosphere, or Water World. The character moves the suitability range up by one step to determine if he can survive in this environment. A character with this mutation in a normally survivable, but uninhabitable area does not need to make fortitude checks and if arid is chosen the character only needs the normal amount of water to survive.

Uninhabitable-->Survivable-->Habitable-->Colonizable

Special: A character with the Planetary Adaptation feat moves two categories instead of one and reduces the cost of this mutation by 1.

Redundant Vital Organs (Mutant)

Cost: 2

Mutation Score: no

Type: Physical

Activation: Permanent

Range: Self

Duration: Constant

Modifier: Constitution

Use: Constant

Area of Effect: Self

Effect: Resist mortal damage

Description: Multiple redundant organs prevent the character from dying due to mortal damage. The character takes half damage from any mortal damage. Secondary wound damage is not affected. The character has a +6 bonus to Negative Wound-point Threshold

Multiple Body Parts (Mutation)

Cost: 2

Mutation Score: no

Type: Mutant

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Summary of Effect

Description: Roll 1d6 to determine body part: 1=arms, 2=legs, 3=eyes, 4=ears, 5=mouth, 6=player's choice or other. Arms gives the character +1 partial attack action, legs +25% movement, eyes +4 to perception(spot) checks, ears +4 to perception(listen) checks, and an extra mouth allows the character to eat and talk at the same time or +1 partial action with bite attacks. Other body parts can be multiplied (extra fingers can give +4 to pick pocket and open lock checks, wings could add extra speed).

Photogeneration (Emitter)

Cost: 2

Mutation Score: yes

Type: Emitter, Plant

Activation: Activated

Range: Self

Duration: Instant

Modifier: Constitution

Use: Three times per 4 hrs.

Area of Effect: 30 feet radius (60 Feet in the dark).

Effect: Generate a blinding light.

Description: The mutant is able to generate a tremendously bright flash of light from a specific part of his body (hands, eyes, hair, etc.) chosen by the player. This flash blinds everyone looking at him within the area DC (10+mutation score+Constitution modifier) negates The character cannot be blinded by bright lights, but takes damage normally from lasers and the like.

He can store enough light for three flashes. As an alternative to the bright and sudden light discharge, the mutant can use up a flash to glow with a light equal to normal daylight for 10 + mutation score modifier rounds. This glow illuminates a 30 foot radius area centered on the mutant.

Heightened Immune System (Passive)

Cost: 2

Mutation Score: yes

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: Constitution

Use: Constant

Area of Effect: Self

Effect: Bonus to Constitution checks

Description: The character adds their Constitution modifier to all checks against disease, infection, or biological agents. Anyone using Treat Injury or Profession (Doctor) also gets a 1 + mutation score bonus to treat the Mutant.

Pheromones (Emitter)


Cost: 2

Mutation Score: yes

Type: Emitter

Activation: Activated

Range: 10ft + 5ft per mutation score point.

Duration: Concentration

Modifier: Constitution

Use: At will

Area of Effect: range radius

Effect: Summary of Effect

Description: By making a successful mutation check against an opponent’s Fort Save the mutant will reduce all will saves by 1d8 (the mutant can only affect creatures in the same biological class). The character suffers a -4 penalty to being tracked while in this state.

Photosynthetic Skin (Mutant)

Cost: 2

Mutation Score: no

Type: Mutant

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Summary of Effect

Description: The mutant does not need to eat if he spends at least three hours a day in bright sunlight (six hours in dim light). He can be moving and doing normal actions during this time. He still needs to drink normal amounts of water. If the character spends a full eight hours basking in the sun, he heals three points of damage. However, the mutant also suffers +50% damage from light based attacks due to the over-sensitivity of his skin.

Quills or Spines (Mutant)

Cost: 2

Mutation Score: no

Type: Mutant, Plant

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Ranged Natural Attack

Description: Roll a percentage die, 01-50 the character has a ranged quill attack that does 1d6 Crit/x3 damage. 51-100 the character has a ranged spine attack that does 1d8 Crit/x3 damage.