The Skill Racial Mutation is included to allow people to play races that do not fit any of the common Racial stereotypes of Elves, Humans, Dwarfs or Goblinoids. It allows people to play strange and different races not often encountered in adventures or even of their own devising, examples include Trolls, Cat people or even Half elementals. A player wishing to play an unusual race is advised to prepare a costume and/or makeup to look sufficiently different than a normal common race. The skill is learned in the first 20 points spent on the character and must be specified at the time of purchase. Due to the nature of this skill it is not possible to learn this skill at anytime other than in the first 20 points. This skill allows built in abilities or skills to provide them with something that is not quite “normal”. Something that makes them stand out from other creatures, Examples are given below.
Toughness - gives the character an extra six total body points
Thick Hide - gives all over PAC of 1
Tough Skin - gives all over PAC of 2 but will not add to Physical armour worn greater than one point
Naturally Fast - counts as an extra Dexterity level to any Dexterity skill levels purchased.
Inhumanly Strong - counts as an extra Strength level to any Strength Enhancement skill levels purchased.
The list is not complete and other abilities may be listed in the appendix, such as an affinity for fire, where the character will take reduced damage from fire or fire based spells but Ice and Cold has additional effects. Any ability not provided above must be approved by a Rules and Guilds Committee (R.A.G.S.) as normal before a player may use such a character. A player may use a previously approved Racial Mutation Skill provided they also seek approval from a current member of the Club Committee.
Please note that this skill is provided to expand role-playing opportunities and allow unusual creature races and not to allow bonuses for “normal” character races.