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.