Physical - Cost 4+
Energy Metamorphosis (Passive)
Cost: 4
Mutation Score: no
Type: Passive, Plant
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Healed by energy
Description: Roll on the table on Energy Absorption. If the character is attacked by that type of energy the first 2 + Constitution modifier points of damage will heal the character after damage is calculated (it will heal the same type of damage that it inflicts). If the amount of energy is over 2 + Constitution modifier and the character is at full health then the character becomes overloaded and takes double damage from that energy type and cannot convert energy for the next 10 rounds.
Energy Type Roll
Earth 1
Fire 2
Wind 3
Water 4
Electricity 5
Radiation 6
Gas Generation (Emitter)
Cost: 4
Mutation Score: yes
Type: Emitter, Plant
Activation: Activated
Range: 2 meters
Duration: 1 + mutation score
Modifier: Constitution
Use: Three times per three hours (see below)
Area of Effect: 15 foot radius
Effect: Toxic Gas Cloud
d6 Roll
Type of Gas
1
Stench. The victim moves at half speed, and becomes nauseated. Fortitude save negates (DC 10+mutation score+Constitution modifier). This save must be made every round the target is in range.
2
Blinding. The gas provides full cover for anyone in the area of effect.
3
Poison. Generates poison (see Poison mutation. Substitute Constitution modifier for Strength).
4
Hallucinogenic. The victim is confused as the status change. Will save negates (DC 10+mutation score+Constitution modifier). This save must be made every round the target is in range.
5
Paralytic. The victim is unable to move or attack, Fortitude save negates (DC 10+mutation score+Constitution modifier). This save must be made every round the target is in range.
6
Damage. The victim suffers in 2d6 + Constitution modifier damage per round of exposure. Fortitude save for half damage (DC 10+mutation score+Constitution modifier). This save can be made every round the target is in range.
Heightened Metabolism (Mutation)
Cost: 4
Mutation Score: yes
Type: Mutation
Activation: Permanent
Range: Self
Duration: 1+Constitution modifier rounds.
Modifier: Constitution
Use: Once per hour
Area of Effect: Self
Effect: Boost Metabolism
Description: When activated the character gets a mutation score bonus to acrobatics, climb, swim checks and the same bonus to melee attacks, and damage. He also gets +2 to his initiative.
Duality (Passive)
Cost: 4
Mutation Score: no
Type: Passive
Activation: Constant
Range: Self
Duration: Permanent
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Perform two actions
Description: The character can perform two similar or dissimilar actions simultaneously. The character gets the ambidexterity and two-weapon fighting feats for free ) and may apply the modifiers to ranged weapons. Or the character can get +1 partial action to perform a mental mutation.
Energy Absorption (Passive)
Cost: 4
Mutation Score: yes
Type: Physical, Plant
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: Constitution
Use: Permanent
Area of Effect: Self
Effect: Gain DR
Description: The character gains a maximum DR of 2 + Constitution modier against a certain type of energy from this Mutation per Mutation point invested.
If con mod was 4 you would need 4 points to gain all 6 DR to an element.
Roll on the table below for type.
Energy Type Roll
Earth 1
Fire 2
Wind 3
Water 4
Electricity 5
Radiation 6
Energy Reflection (Mutant)
Cost: 4
Mutation Score: yes
Type: Mutant, Plant
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: Dexterity
Use: Constant
Area of Effect: Special
Effect: Reflect energy
Description: Roll on the Energy Absorption table below. When attacked by that form of energy the mutant can reflect the first 2 + Dexterity modifier points of damage. The mutant must make a ranged attack roll to hit. Success indicates the mutant can hit the opponent who originated the attack, failure indicates the beam scatters in a random direction. Dex mod addion threshold is equal to Mutation Score investment
If +4 you would need 4 points invested to reflex 6 damage, enemy damage reduction does not reduce this reflected damage.
Energy Type Roll
Earth 1
Fire 2
Wind 3
Water 4
Electricity 5
Radiation 6
Heightened Durability (Passive)
Cost: 4
Mutation Score: yes
Type: Physical
Activation: Permanent
Range: Self
Duration: Constant
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Increased wounds
Description: The character adds one half mutation score wound points per level(min 1).
Metamorphosis (Transformation)
Cost: 4
Mutation Score: yes
Type: Transformation, Plant
Activation: Activated
Range: Touch
Duration: Special
Modifier: Constitution
Use: 1 per hour
Area of Effect: Self
Effect: Summary of Effect
Description: The character can make himself into anything he touches. The character makes a mutation check against the victim’s fortitude save. If successful the character takes the form, and physical mutations (if any) of the target creature. He retains his own mental mutations however. The character can retain this form until he sleeps or becomes unconscious. He gets a +10 shapechanging bonus to disguise checks.
Regeneration (Passive)
Cost: 4
Mutation Score: yes
Type: Passive, Plant
Activation: Permanent
Range: Self
Duration: Constant
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Heal more quickly
Description: The Character gains Fast Healing equal to their Constitution modifier + Mutation Score divided by 2.
Fast healing can never exceed Character level.
Poison (Mutant)
Cost: 4
Mutation Score: yes
Type: Mutant
Activation: Permanent
Range: Self
Duration: Constant
Modifier: Strength
Use: Constant
Area of Effect: Self
Effect: Summary of Effect
Description: Choose one of your natural attacks. Your natural attack is now a poisonous attack that deals 1d4 attribute damage (See table for attribute type) primary and 1d4 additional damage secondary the following round.
This poison has a fortitude save DC 10 + mutation score + strength modifier for both primary and secondary effects. Roll 1d6 to determine poison type.
Poison Damage Type
Attribute Roll
STR 1
DEX 2
CON 3
INT 4
WIS 5
CHA 6
Hands of Power (Emitter) (Changing)
Cost: 4
Mutation Score: yes
Type: Emitter
Activation: Activated
Range: 15m + 1m/mutation score mod
Duration: Instantaneous
Modifier: Dexterity
Use: 1 + mutation score mod blasts per eight hours
Area of Effect: One victim
Effect: Energy blasts
Description: The character can produce blasts of damage from his hands (or equivalent limb) which do 3d6+mutation mod. damage. The character can produce 1+mutation mod. blasts each of which take 8 hours to regenerate. Roll 1d6 to determine the type of energy from the table below.
Energy Type Roll
Earth 1
Fire 2
Wind 3
Water 4
Electricity 5
Radiation 6
Heightened Physical Attribute (Passive)
Cost: 4
Mutation Score: no
Type: Passive, Plant
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Bonus to physical
Description: Roll 1d3 on the chart below and increase that attribute by 2.
Attribute Result
STR 1
DEX 2
CON 3
Heightened Precision (Passive)
Cost: 5
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Make precise attacks
Description: The character never suffers range penalties in ranged combat and is treated as having the improved critical feat (or +2 to threat range if she already has that feat) to any weapon when in melee combat.