Mutant
Home > Rulebook > Races > Mutant
Mutants are created through gene splicing, biochemistry and other forms of body-modification, being similar to that of a Cyborg, with the modification aspect being a heavily important part, Mutants are more of a biochemically engineered monstrosity, used to create incredibly hulking, strong, adaptable and obedient creatures that can easily destroy nations at the drop of a hat.
Characteristics
Mutants appear as an amalgamation of multiple other races, they can have the main appearance of one race e.g. human, but can have the ears of an elf, and the snout of a rat. Their proportions for their body is usually quite overexaggerated in their appearance. Mutants have a large amount of stretch mark, stitches, and sagging skin, as well as more of a “melted” appearance on their body, some locations can be jaundiced or appear to have other physical ailments like rashes due to their unstable conditions.
Mutants are relatively empathetic creatures despite their appearance and strength, many theorise this is due to the pain of being a Mutant causes stress and creates more of a considerate mind then others, while others assume it is due to constant discrimination that they attempt to be kind to others to be understood. It is to be noted that not all Mutants are kind, and for every kind Mutant, there is another Mutant who is hellbent on killing everything it sees.
Native Environments
Mutants exist in almost all conditions, but tend to prefer to stay away from large cities of multiple races due to the stigma against their kind. Mutants tend to enjoy more warmer climates then colder locations, however, more research is needed to determine why this is the case.
History
Mutants have a long history of being fighters and discriminated in society. Mutants in the past used to be naturally born, and relatively rare. They were unable to live for a long period of time, but due to the advancements of medicine, they have been able to live equally as long as others, and mutation is rapid, constant and regular to those that seek it out.
Society & Culture
Mutants live in mainly small groups, assisting one another where possible and defending their bretheren to the death. They tend to think of those closest to them before themselves, getting caught in unfortunate situations often due to this, and exposing themselves to more stigma, backlash and irrational hatred.
Mutant Racial Modifiers
Table: Mutant HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 150 + Vitality % | 1d12 x 5 + Vitality % |
Magic Points (MP) | 75 + Psyche % | 1d6 x 5 + Psyche % |
Stamina Points (SP) | 75 + Fortitude % | 1d6 x 5 + Fortitude % |
Mutant Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Mutant range from Small, Medium and Large sizes.
Movement Speed – Mutant move at 2m/TP.
Languages Known – Mutant start knowing Omegan, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Powerhouse – Mutants convert 50% of their spent MP from abilities into SP, and convert 50% of their spent SP from abilities into MP. 25% of all damage received is turned into MP and SP
Unstable Genetics – Mutants gain 1 mutation of their choice per level. Each time a mutant were to gain more mutations, they have the full ability to choose a mutation of their choice.
Supernatural Adaptation – Mutants gain the ability to change any limbs that they have into other limbs entirely for 2 TP, but they cannot grow limbs unless they receive a mutation that says so.
Minor Traits
Gene Splicing – On rest, a Mutant can select another races Minor Trait to replace this one. They may change this trait with every rest.
Chimeric – Mutants are perceived as friendly with all Animals and Beasts, they do not attack Mutants without reason.
Compassionate – Mutants gain a +25% bonus to all actions made to empathise and understand others
Mutant Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Radioactive
Radioactive Mutants are typically created through constant magical tinkering and adjustment, with their genetics utterly destroyed, their skin contains a natural converter in almost every cell, causing them to send out powerful radiation often, completely destroying any Geiger counter that they get within a 10m radius of.
Radioactive Racial Modifiers – Radioactive Mutant gain a +10% Psyche, +5% Nerve, and a -5% Vitality
**Irradiating – Radioactive Mutants gain a 10m aura that grants the Radioactive 5 effect from materials to all targets in the area.
Mana Charge – Radioactive Mutants regenerate 5 x current level MP per round. This ability can be dispelled, which removes the effect for 1 minute, before turning back on again.
Amplifier – All Powers cast by a Radioactive Mutant are +100% more effective.
Geneticist
Geneticist Mutants are created through gene splicing, which is the most common form of mutation, usually being born in test tubes, these mutants have perfect mutations that they are able to change regularly. Their forms are more rounded and less affected with blemishes, having a more unnatural, perfect appearance then most others.
Geneticist Racial Modifiers – Geneticist Mutant gain a +10% Social, +5% Agility, and a -5% Fortitude
Gene Conversion – Geneticist Mutants can swap one mutation out per rest.
Mutagenic – Mutagens give Geneticist Mutants 2 random traits instead of 1 chosen trait.
Chimera Stare – Geneticist Mutants gain the ability to stare deeply into a target for 3 TP, the target must take a Confidence action (DC Caster’s Social Modifier), on fail, the target becomes frightened for 1 round.
Abomination
Abomination Mutants are usually created with the use of necrotised parts and multiple other stitched jobs performed, harvesting organs from dead corpses and altering their bodies irrepairably. These Abomination Mutants have multiple stitches throughout their body, with multiple defects and deformities due to failed attachments. They are ultimately feared by most, but tend to be the kindest out of the subraces for mutants.
Abomination Racial Modifiers – Abomination Mutant gain a +10% Muscle, +5% Fortitude, and a -5% Intellect
Frankenstein – Abomination Mutants can change and swap their limbs with other limbs for 2 TP, adding a limb to their body costs 3 TP.
Monstrous – Abomination Mutants cause all creatures more then 5 levels below them to become panicked.
Lumbering – Abomination Mutants gain a +25% bonus to all Intimidation actions.