TEXT: Mutant Future 
  Mutations
  21
  SECTION 3: Mutations 
  Mutations are divided broadly into Human/Animal 
  Mutations and Plant Mutations. Human/Animal Mutations 
  are further divided into Physical Mutations and Mental 
  Mutations. These categories are subdivided into Beneficial 
  Mutations and Mutation Drawbacks. Mutant characters of 
  human or animal stock will have a random number of 
  physical and mental mutations. Roll 1d4 for each 
  category, and this is the number of Physical Mutations and 
  Mental Mutations the character has (up to 8 total).  Mutant 
  Plant characters have 2 plant mutations and 1d6 
  human/animal mutations. All androids have any 3 
  mutations.
  At the Mutant Lord’s discretion, a player may choose to 
  have fewer mutations than the number rolled or may even 
  be allowed to choose mutations. For some games, the 
  Mutant Lord might decide that some mutations are off 
  limits, and will provide a selection of mutations that can 
  differ from the ones presented here.  
  This system assumes a character that has his or her 
  mutations out of a random fluke. However, there can be 
  “breeds” of mutant humans, animals, or plants that have 
  specific mutations that are passed on, so that a character 
  is a representative of a “race” rather than a unique 
  individual. These “races” may be created with the Mutant 
  Lord, or the ML may already have races designed that are 
  appropriate for his or her game. These mutations may also 
  be used to create or modify mutant monsters. 
  Unless otherwise noted, most mental mutations, when 
  used in an offensive capacity, require a successful mental 
  attack roll. 
  Human/Animal Mutations 
  Physical Mutations 
  Roll d00 Beneficial
  01-02
  Aberrant Form 
  03-04 
  Chameleon Epidermis 
  05-06 
  Complete Wing Development 
  07 
  Density Alteration (Self) 
  08-09 
  Dermal Poison Slime 
  10-11 
  Dual Headed 
  12-13 
  Dwarfism 
  14-16 
  Echolocation  
  17-18 
  Energy Ray 
  19 
  Energy Retaining Cell Structure 
  20-21 
  Epidermal Photosynthesis 
  22-23 
  Fragrance Development 
  24-25 
  Gigantism 
  26-27 
  Increased Balance 
  28-29 
  Increased Physical Attribute 
  30-31 
  Increased Sense 
  32-33 
  Metamorph 
  34 
  Natural Armor 
  35-36
  Night Vision 
  37-38 
  Optic Emissions  
  39
  Parasitic Control 
  40-41
  Prehensile Tail 
  42-43
  Quickness
  44-45
  Reflective Epidermis 
  46
  Regenerative Capability 
  47-48
  Shriek
  49-50
  Spiny Growth 
  51-53 
  Thermal Vision 
  54
  Toxic Weapon  
  55-56
  Ultraviolet Vision 
  57
  Unique Sense 
  Drawbacks
  58-59
  Albinism
  60-61 
  Bizarre Appearance 
  62-63 
  Epidermal Susceptibility 
  64-65 
  Frailty 
  66-67 
  Hemophilia 
  68-69 
  Increased Caloric Needs 
  70-71 
  Obese 
  72-73 
  Pain Insensitivity 
  74-75
  Pain Sensitivity 
  76-79 
  Pituitary Deformation 
  80-83 
  Poison Susceptibility 
  84-86
  Prey Scent
  87-88
  Reduced Immune System 
  89-90
  Reduced Oxygen Efficiency 
  91-93
  Sensory Deficiency 
  94-95
  Simian Deformity 
  96-98
  Slow Mutant 
  99-00
  Vision Impairment 
  Mental Mutations
  Roll d00 Beneficial
  01-03
  Ability Boost 
  04-05
  Accumulated Resistance 
  06-08
  Acute Hyper Healing 
  09-10
  Ancestral Form 
  11-13
  Body Adjustment 
  14-15
  Combat Empathy 
  16-18
  Control Light Waves 
  19-20
  Control Weather
  21-23
  Damage Turning 
  24-25
  Density Alteration (Others) 
  26-27
  Disintegration 
  
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  Mutant Future
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  28-30 
  Dual Cerebellum 
  31-33 
  Empathy 
  34-35 
  Flight, Psionic 
  36-38 
  Force Screen 
  39-40 
  Force Screen, Greater 
  41-42 
  Increased Willpower 
  43-45 
  Intellectual Affinity 
  46-47 
  Killing Sphere 
  48-50 
  Know Direction 
  51-53 
  Mental Barrier
  54-56 
  Mental Phantasm 
  57-59 
  Metaconcert 
  60-61 
  Mind Thrust 
  62-63 
  Neural Telekinesis 
  64-66 
  Neural Telepathy 
  67-68 
  Plane Shift 
  69-70 
  Possession 
  71-72 
  Precognition 
  73-75 
  Mind Reflection 
  76-78 
  Quick Mind 
  79-80 
  Teleport 
  81-82 
  Temperature Control 
  83-85 
  Vampiric Field 
  Drawbacks
  86-87 
  Atrophied Cerebellum 
  88-89 
  Dual Cerebellum (Defective) 
  90-92 
  Mind Reflection (Defective) 
  91-93 
  Negative Empathy 
  94-95 
  Phantasmal Damage 
  96-98 
  Phobia 
  99-00 
  Weak Will 
  Plant Mutations 
  Note that plant mutations, like other mutations, may be 
  used by the Mutant Lord to construct monsters. These 
  mutations are written with NPCs, monsters, and PCs in 
  mind. As a result, they will have slightly different guidelines 
  depending on how they are used.
  Roll d00 Beneficial
  01-04
  Abnormal Size* 
  05-07
  Accumulated Resistance
  08-10
  Animal Limbs or Organs 
  11-13
  Animate Seeds* 
  14-16 
  Carnivore 
  17-19 
  Chameleon Metamorph
  20-23 
  Dermal Acid Sap 
  24-27 
  Dermal Poison Sap 
  28-30 
  Electric Charge Generation 
  31-33 
  Flight 
  34-36 
  Fragrance Development (Plants) 
  37-39
  Free Movement* 
  40-42
  Full Senses*
  43-45
  Grenade-like Fruit 
  46-48
  Injected Poison Sap
  49-51 
  Natural Armor (Plant) 
  52-54 
  Natural Vegetal Weapons 
  55-57 
  Poisonous Spores 
  58-60
  Prehensile Tendrils 
  61-63 
  Projectile Thorns 
  64-67
  Radioactive Emissions 
  68-70
  Reflective Cellular Structure 
  71-73
  Shriek (Plant)
  74-77
  Thermal Emissions
  78-80
  Tripping Tendrils* 
  81-83
  Vegetal Parasite 
  Drawbacks
  84-86 
  Nocturnal 
  87-90
  Prey Scent
  91-94
  Reduced Fertility* 
  95-00
  Thermal Sensitivity 
  *These mutations are either inappropriate to PC plants, or are 
  assumed to already be present on all PCs. 
  Physical Beneficial Mutations 
  Aberrant Form 
  This mutation covers a wide array of effects over the entire 
  bodily structure of the mutant. Roll 1d8 to determine the 
  nature of the mutation. 
  1-2 Enlarged Parts: Some aspect of the mutant’s body has 
  grown to an abnormally large size and, as a result, has 
  increased functionality. Because this is a benefit all limbs 
  and organs are assumed to be affected in concert (i.e. 
  both arms, both legs, etc.). For example, this mutation 
  could manifest as a +1, +2, or +3 to damage if arms 
  are larger than normal, or +60 to movement for longer or 
  larger legs. 
  3-4 Xenomorphism:
  The character gains a unique 
  organ/limb with a new function, such as an extra pair of 
  eyes on stalks, a prehensile proboscis, a limb or body part 
  from another species, or a set of tentacles that act as extra 
  arms. An extra body part from another species may (50%) 
  be equipped with a natural weapon.
  5-6 Extra Parts: Any organ or limb that is normally present 
  may be multiplied. An extra normal organ (extra heart, 
  extra set of lungs) may be acquired, which could increase 
  CON by +1. To generate a random number of a given 
  body part roll 1d4+1 and multiply by that number, or a 
  number may be selected. The brain and/or head cannot 
  be duplicated by this mutation. The body part must be 
  selected at character generation. 
  7-8 Natural Weapon: The mutant is equipped with a 
  natural weapon, such as horns, teeth, or claws (select at 
  
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  character creation). These will inflict damage as 
  determined by rolling 1d8; 1-2 1d4, 3-4 1d6, 5-6 1d8, 
  7-8 1d10. The character may only attack once per round 
  with a natural weapon, unless he possesses more than one 
  attack per round. A natural weapon may (25%) be 
  equipped with a toxic weapon, such as poison. 
  Chameleon Epidermis 
  The mutant’s outer cellular structure has been mutated, 
  allowing the cells to actually alter their lucidness, 
  appearance, and color. In effect, this allows the mutant to 
  subtly change colors on a cellular level. The being may 
  hide, if stationary, almost as if invisible. The color change 
  takes place immediately, and requires no concentration by 
  the mutant. The Mutant Lord should assign a percentage 
  chance, based on the situation, that the mutant will not be 
  noticed when using this camouflage. In complete darkness 
  or thick cover, the percentage could be 95%, while in 
  daylight if the character is unmoving it might be 50%. 
  Characters wearing heavy armor or fully garbed receive 
  no 
  benefit 
  from 
  Chameleon 
  Epidermis. 
  Complete Wing Development  
  The 
  mutant 
  has 
  developed 
  a 
  complete set of wings, either in the 
  form of fleshy membranes, feathery wings, bat-like 
  extremities, or even scaly or insect-like versions. With these 
  wings the character can fly with a movement of 120’. The 
  mutant may fly while carrying only 25% of his body weight. 
  Creatures over 150 pounds cannot use these wings for 
  flight, but they leap to a distance of 120’, with a maximum 
  height of 80’. 
  Density Alteration  
  This mutation grants the ability to instantly alter body 
  density, thus shrinking or enlarging, with maximum 
  enlargement up to twice the natural body size, and 
  maximum shrinkage to 1/8 original body size. Each 
  fraction of a body size change is accompanied by an 
  equal fraction increase or decrease to armor class and 
  speed. For example, reduction of size by 1/4 also reduces 
  (improves) armor class and reduces movement by 1/4. 
  Becoming twice as large increases armor class by a 
  multiple of two (to a maximum of 9) and doubles 
  movement. Note that reduction of body density to 1/8 
  makes a character impervious to damage from sharp 
  implements.
  Dermal Poison Slime 
  The mutant is covered in a thick gooey slime (like a frog) 
  that is poisonous to those who touch or attempt to ingest 
  the mutant. Roll on the poison table (see Adventuring 
  Rules) at character creation for the class of the poison in 
  the slime. Successful bare-hand attacks and bite attacks 
  against the mutant require the attacker to attempt a saving 
  throw versus poison. Bare-hand attacks made by the 
  mutant have the same effect. 
  Dual Headed 
  The mutant has developed a second head next 
  to the first. He can only be surprised on a roll 
  of 1 on 1d6. Roll one die for each head 
  whenever using senses (listening, looking for 
  traps), choosing the best result.  
  Dwarfism 
  Mutated genes have altered the mutant’s 
  physical size, an effect either related to a 
  pituitary defect or a change in the genetic 
  program during the years of body 
  growth and development. With this 
  mutation, the mutant is a dwarf, a 
  mutant with substantially decreased 
  size and body weight.  
  To figure out the character’s size, start 
  with a base of 6 feet. Roll 1d4+1 
  and subtract the result from 6 to get 
  the height of the character in feet. 
  This will give a range from 1 and 4 
  feet.
  The character’s diminutive size makes 
  it harder to damage opponents, but 
  
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  also makes it more difficult for opponents to land 
  successful blows on the mutant, since he presents such a 
  small target. A dwarf mutant has a +1 to hit targets of 
  human sized or larger with a non-powered hand weapon. 
  He does -1 to damage for every 1’ shorter than he is from 
  3 feet, with an equal reduction (improvement) of AC for 
  each foot he is shorter than 3’. 
  Echolocation 
  The mutant has the ability to gather information on his 
  surroundings by using a type of natural sonar. The mutant 
  must emit a noise (some kind of clicking or speech will 
  do), which then reverberates off of the surface of any 
  surrounding objects or creatures, is picked up by an 
  external sense organ and translated into a rough, colorless 
  picture of all objects in the mutant’s surroundings. This 
  allows the character to interact with the surroundings as if 
  he has sight, even if he does not have eyes or regular sight 
  is obscured. This does not allow the mutant to see through 
  objects, nor will it allow him to read text or see pictures. 
  This works for a range of 90 feet, or 270 feet if the 
  character also has the increased hearing mutation. 
  Mutants with this ability will have a better chance of 
  striking an opponent, receiving a +2 to hit in combat. 
  Energy Ray  
  Every 3 rounds, this mutation grants the ability to emit a 
  blast of energy (roll 1d6; 1-2 heat, 3-4 cold, 5 radiation, 
  6 electricity) from the hands (or other upper appendages) 
  that inflicts 4d6 hit points of damage to a distance of 50 
  feet. Only one type of energy may be chosen at character 
  creation.
  Energy-Retaining Cell Structure 
  The mutant’s body has a higher than normal level of 
  electrical energy coursing through his body, energy which 
  he can focus into a shock capable of damaging 
  opponents who touch him. This electrical shock does 3d6 
  hp damage. 
  Epidermal Photosynthesis 
  Characters with this mutation get energy from the sun, 
  processing it through their bodies as though it were food. 
  If they spend long periods of inactivity in direct sunlight, 
  they will be able to heal wounds more quickly (4x) than the 
  regular healing rate (1d3 per day of complete rest). When 
  they are out of the sun (i.e. at night or in a dark cave) they 
  are forced to move more slowly in order to conserve their 
  rapidly depleting energy. This reduces their movement to 
  50% of the normal rate. Such characters are also more 
  susceptible to cold and heat, and they suffer a –2 penalty 
  to saving throws versus cold or heat based energy attacks. 
  Fragrance Development  
  The mutant has the ability to produce a subtle yet hypnotic 
  fragrance. The fragrance is generally derived from 
  mutated pheromones/hormones (that are emitted at the 
  mutant’s will), but could come in another form-spores, for 
  instance. Once per day the mutant can emit a scent that 
  forces up to 8 HD of creatures, or any single creature with 
  less than 13 HD (or 13 CON) within 15 feet to save versus 
  poison or fall into a hypnotic trance for 2d4 rounds. 
  Victims may be ordered to commit any act that is not 
  suicidal, up to and including attacking friends. 
  Gigantism 
  Mutated genes have altered the mutant’s physical size, an 
  effect either related to a pituitary defect or a change in the 
  genetic program during the years of body growth and 
  development. While this serves to increase strength and 
  size potential substantially, the mutant is nonetheless 
  noticeably different than others of his species. 
  The original size is based on a 6 foot height. Roll 3d6, 
  adding that many feet to the size of the mutant, achieving 
  sizes between 9 and 24 feet. The mutant gets a bonus to 
  damage, based on his height. Note that all mutants with 
  gigantism suffer a -1 penalty to hit creatures 3’ tall or 
  smaller. 
  Gigantism Modifiers 
  Height
  9’ 
  12’
  18’
  24’
  Damage Dice Bonus*
  +1 
  +2
  +3
  +4
  *The Damage Dice Bonus is only applicable to non-powered 
  hand weapons.  
  Increased Balance 
  The character will never fall or stumble, and can climb 
  almost any surface without being in danger of losing 
  balance.
  Increased Physical Attribute [Strength, 
  Dexterity, Constitution] 
  One or more physical attributes is increased. Roll 1d6 to 
  determine the specific effects. 
  1-2 Increased Strength: The character can summon bursts 
  of great strength, dealing an extra 3d6 when damaging an 
  opponent with a hand-to-hand weapon. 
  3-4 Increased Dexterity: The character’s AC is adjusted by 
  –2. This bonus is cumulative with any other DEX bonuses. 
  5-6 Increased Constitution: The character receives 
  Constitution x2 in extra hit points, and receives +2 to all 
  saving throws versus poison. 
  Increased Sense [Touch, Taste, Sight, Hearing, 
  Smell]
  One or more senses is very acute, allowing the mutant to 
  sense things others may not. Roll 1d10 to determine the 
  sense. 
  1-2 Increased Vision: This allows the mutant to see things 
  as far as 3 miles away if there is a clear line of sight. This 
  mutation comes with the benefit of ultraviolet vision and 
  night vision.
  
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  3-4 Increased Hearing: A character may distinguish even 
  the quietest sounds at a range of 180 feet. This also 
  allows the mutant to pick out sounds from a jumble of 
  noises. Mutants with increased hearing cannot be 
  surprised because they will always hear any movement in 
  their vicinity, and they can listen at a door with success on 
  a roll of 1-5 on 1d6. 
  5-6 Increased Smell: A mutant with this mutation can pick 
  up scents at 180 feet and tell the difference between 
  various smells even if some seem overwhelming to others. 
  Creatures that are upwind can never surprise this 
  character.
  7-8 Increased Touch: This increased sense grants +10% 
  to technology rolls.  
  9-10 Increased Taste: This ability does not have a range, 
  but it ensures that a character cannot be poisoned and will 
  always be able to tell by tasting whether something is 
  capable of being eaten for nourishment.  
  Metamorph
  The character can choose (at character creation) another 
  creature that he or she can transform into. The character 
  does not gain the mutations of the creature, just the 
  physical appearance and natural abilities (such as claws or 
  sharp teeth). This physical change (in either direction) 
  takes 2 full rounds of inactivity before it is complete.  
  Natural Armor 
  This mutation indicates that the character has grown a 
  natural defense mechanism over the entire body. It can be 
  thick fur, scales, a shell, or even rubbery skin. This armor 
  is moderate (1-3 on 1d6) or extreme (4-6 on 1d6). 
  Moderate armor grants an AC of 6, while extreme natural 
  armor grants an AC of 4, but reduces movement to 75% 
  of its regular rate. 
  Night Vision
  Individuals with this mutation can see in complete 
  darkness to a range of 60 feet by utilizing minute amounts 
  of available light. Vision is in black and white only, and 
  does not function in utter darkness underground, since 
  some small light must be present (starlight, moonlight), 
  even if it is so dim normal sight does not perceive it.   
  Optic Emissions  
  This mutation takes two forms. Roll 1d6, and on a roll of 
  1-3 the mutant character receives the ability to project a 
  flash of very bright light from the eyes (bright eyes),
  blinding an opponent within 30’ for 1d4 rounds. This 
  blindness causes the opponent a penalty of -4 to attack 
  rolls and increases his armor class by 4. This ability is 
  useful regardless of daytime or nighttime. On a roll of 4-6, 
  the character has the ability to discharge a burst of 
  radiation from the eyes (gamma eyes), that can reach 30’. 
  Damage is determined at character creation by rolling for 
  the class of the radiation on the radiation table in the 
  Adventuring section. 
  Parasitic Control 
  If the character can attack and latch onto another creature 
  for 3 rounds, he or she will maintain control over the 
  creature as long as the two are in physical contact. 
  Prehensile Tail  
  The mutant has developed a special tail. The tail is not 
  necessarily a balancing tool, but more of an “additional 
  limb”.  
  The tail can grapple objects like a hand (much like a new 
  world monkey’s tail), allowing the mutant to hang from 
  tree limbs, for instance, leaving the arms and legs free to 
  perform other actions of a more complex and agile 
  nature. Some typical bonuses granted by the mutation 
  might be a +2 bonus to Dexterity checks when climbing or 
  balancing (+4 if climbing trees), etc. The tail can also be 
  used in more mundane ways, such as holding a light 
  source, so the character can employ both hands to fight. 
  The tail cannot use weapons or hold a shield, however, as 
  it is not quite that dexterous. 
  Quickness 
  This mutation makes the mutant much quicker in all 
  respects. Movement speed is doubled, mental tasks take 
  half as long to accomplish, and the character may attack 
  two times per round in physical combat (not mental 
  combat).
  Reflective Epidermis 
  The character’s skin is essentially impenetrable to a 
  particular form of energy. At character creation, roll 1d8. 
  A roll result of 1-2 is electricity, 3-4 is heat, 5-6 is cold, 
  and 7-8 is radiation. The  mutant will never suffer damage 
  from this energy source. 
  Regenerative Capability 
  When provided with proper rest and food, this mutation 
  allows the character to recuperate from injury at a 
  staggering rate. Given time, mutants may re-grow severed 
  limbs.
  The character heals 10 extra hit points per day. If he 
  should be so unfortunate as to lose a limb or extremity 
  (and survive), the lost body part will regenerate over a 
  period of 1d4+2 weeks. A head may never be regrown, 
  and characters do not regenerate from death. 
  Shriek 
  The mutant’s vocal cords are substantially altered, 
  allowing him to produce sounds both above and below 
  the normal human auditory range. The culmination of this 
  ability seems to be a focused shout, using the sonic 
  vibrations on everyone in the immediate vicinity of the 
  mutant.
  Once per day, the mutant can let out a horrible shriek that 
  affects everyone within a 10’ radius of him. Targets in the 
  
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  26
  area of effect must save versus stun attacks or take 1d4 
  points of sonic damage and be deafened for 1d6+4 
  rounds. Those who successfully save are unaffected. 
  Mutants with the mutation echolocation suffer a -2 penalty 
  to save. 
  Spiny Growth 
  Parts of the mutant’s body are covered with prickly spines, 
  which may be small, medium, or large. Roll 1d6 at 
  character generation to determine the size. Small spines 
  (1-2) inflict 1d4 damage, medium spines (3-4) inflict 1d6, 
  and large spines (5-6) are capable of inflicting 1d8 
  damage. Any type can be removed and thrown as a 
  dagger. With a little effort, the small spines are capable of 
  being hidden beneath normal clothing, but the medium 
  and large spines are virtually impossible to conceal 
  because of their size.  
  Thermal Vision 
  The character can see the heat generated by living beings, 
  heat-emitting weapons, or other natural heat sources. This 
  vision functions to a distance of 60’ if the mutant has 
  ordinary vision as well, or to 90’ if thermal vision is the 
  only form of sight the mutant possesses (the eyes emit 
  infrared radiation to boost the distance). If a mutant has 
  ordinary vision and thermal vision, the thermal vision is 
  only usable in darkness, and it takes 1 round to transition 
  between them. Immense flashes of heat or those coming 
  from 
  close 
  proximity 
  to 
  the 
  character 
  can 
  be 
  overwhelming, blinding the character for 2d4 rounds. 
  Toxic Weapon 
  The character is endowed with a weapon that is toxic to 
  those affected by it. This could be in the form of a gas that 
  affects everyone in a specific radius, a spray that can affect 
  a specific target, or a bite/sting that affects a target at a 
  range of touch. Some common types of toxic weapons are 
  paralyzing venoms, blinding gasses or sprays, and acidic 
  bodily fluids. The range or radius of the attack is up to 
  30’. Any kind of poison must be rolled on the poison table 
  in the Adventuring section to determine poison class at 
  character generation, or alternative effects may be 
  designed with the ML. In general, no attack should exceed 
  10d6 in damage (with the exception of poisons that may 
  inflict death). 
  Ultraviolet Vision 
  The character can see the UV spectrum and will be able to 
  see objects that emit this type of energy. This spectrum 
  includes gamma radiation, x-rays, and other high intensity 
  radiation. As a result, a character with this vision can see if 
  areas have a high level of background radiation. At night, 
  this vision allows a character to see to a distance of 300’. 
  Since this vision relies on heavy background radiation, it is 
  not useful underground unless there is a source of 
  radiation for illumination. If a mutant has ordinary vision 
  and ultraviolet vision, the ultraviolet vision is only usable in 
  darkness, and it takes 1 round to transition between each 
  form. 
  Unique Sense 
  The mutant with a unique sense may detect certain kinds 
  of phenomenon that are not detectable by the usual 
  senses. These might include the ability to “feel” radiation 
  to a distance of 60’, “smell” water within a mile, or sense 
  when certain kinds of weather are imminent. The player 
  and Mutant Lord may devise an appropriate sense, and 
  what its range will be. Some senses may have 
  corresponding new organs.  
  Physical Mutation Drawbacks 
  Albinism 
  This mutation prevents the formation of melanin. The 
  mutant’s hair and skin are bone white, and his eyes have 
  light pink irises. Due to the lack of pigment in the eyes, the 
  being is highly sensitive to light, and suffers a –2 penalty to 
  hit when in daylight. 
  Bizarre Appearance  
  This mutation can take a number of forms. The character’s 
  hair color, eye color, skin color (or any combination) can 
  be a color not normally found in humans. Odd hair colors 
  might be light red, unusually fair blond, white, platinum, 
  or silvery gray. Skin hues might include extensive freckling, 
  melanin blotches, irregularly livid tones, etc. Eye colors 
  could be red, pink, white, unusual flecked combinations 
  etc. Other mutations are possible, such as scales instead 
  of skin, general cosmetic deformity, or general animal-like 
  deformity. Whatever the abnormal condition, it is clear 
  that the character is not a normal human or animal.  
  Epidermal Susceptibility 
  The epidermis of the mutant becomes defective in some 
  way, either causing 1d6 hp of damage for coming into 
  contact with usually harmless substances (such as water), 
  or adding +1 per die of damage caused by specific injury, 
  such as by fire, radiation, slashing weapons, or 
  penetrating weapons.
  The mutation can also be something that constantly 
  creates a serious inconvenience for the character, such as 
  glowing skin, uncontrollable pigment shifting, or skin that 
  always attracts certain kinds of vermin or larger creatures. 
  
  Mutant Future 
  Mutations
  27
  Frailty
  This is a highly variable mutation, and can be used to 
  create any number of body weaknesses. Examples include 
  brittle bones or susceptibility to bruising. These would 
  increase damage by falls or other blunt force trauma by a 
  degree decided on by the ML. However, damage should 
  usually be increased no more than by +3 per die of 
  damage.
  Hemophilia 
  The mutant’s white blood cells are diminished in count, 
  preventing him from healing as quickly as a normal 
  specimen of his kind. This mutant may only heal 1d3 hp 
  every other day. Once the character is injured, he begins 
  to bleed profusely, losing 2 hit points per round until the 
  wounds can be properly bandaged. 
  Increased Caloric Needs  
  This drawback requires the character to eat twice the 
  normal amount of food daily. During times of vigorous 
  activity, this need becomes more acute. For every 5 rounds 
  of vigorous activity, the character must eat for 1 round or 
  lose 2 hit points and 1 point of STR each melee round 
  until he eats again or until the activity stops. All losses will 
  be regained at an equal rate for each round that food is 
  consumed, until all loss of hit points and STR is regained. 
  Obese 
  The character suffers from obesity, and his weight is twice 
  that of an average individual of his species. The ML may 
  apply encumbrance or combat modifiers when it seems as 
  though the character’s size would interfere with his abilities 
  in any way. It is also possible to choose one body location 
  and declare that the fat accumulates there, giving one or 
  more limbs a grotesque, bloated shape compared to that 
  of the rest of the body. 
  Pain Insensitivity 
  The character lacks the awareness that living creatures 
  normally possess with regard to their bodies and 
  immediate surroundings. The character does not feel pain 
  when injured, even if a weapon has penetrated his body. 
  The character will not be able to tell how much damage 
  he has sustained without making a visual checkup of his 
  entire body. The ML should keep track of the character’s 
  hit points. 
  Pain Sensitivity 
  The character’s nervous system is very susceptible to injury, 
  resulting in all damage to the character being doubled. 
  Pituitary Deformation 
  This defect indicates the pituitary gland of the mutant has 
  been deformed by mutation, causing unnatural aging.  
  A character with this defect appears much older than he 
  really is, generally two to three times his actual age. 
  Lifespan is also hindered by this deformation, resulting in a 
  maximum natural lifespan of 40-50 years.  
  Poison Susceptibility 
  This mutation makes all poisons much more dangerous to 
  the character. All saving throws versus poison are made 
  with a penalty of -4. 
  Prey Scent 
  The mutant’s body sends out waves of scent that will 
  attract predators. The ML may increase the occurrence of 
  wandering monsters, at his discretion. 
  Reduced Immune System 
  Whenever the character falls ill, whether it is from infection 
  caused by combat/misadventure, or airborne infectious 
  diseases, the character suffers an extra 10 hp of damage 
  per day. If using the optional Disease rules characters with 
  this mutation suffer a -4 saving throw adjustment against 
  diseases, and the duration is doubled. 
  Reduced Oxygen Efficiency 
  This mutation makes it harder for the character to get 
  oxygen into the circulatory system. This means that, after 
  any amount of extended physical activity (including 
  combat) lasting more than 5 rounds, the character must 
  rest or fall unconscious for 3d6 rounds. Further, when 
  exploring ruins these characters need to rest for 1 turn 
  after 3 turns of exploration. See “Rest” in the Adventuring 
  Rules section. 
  Sensory Deficiency  
  This mutation indicates that the character suffers from 
  either blindness or deafness (50%). 
  Simian Deformity 
  A mutant who suffers from this mutation has an altered 
  appearance that mimics that of the great apes (such as 
  gorillas and chimpanzees) - shorter legs, quadrupedal, 
  and elongated arms that permit the knuckles to touch the 
  ground and aid in movement.
  The character’s shortened legs reduce his base speed to 
  2/3 normal. However, if all 4 limbs are used to move 
  (arms and legs), his speed is normal. A character using his 
  arms to assist movement cannot be wielding a weapon or 
  carrying items in his hands. 
  
  Mutations 
  Mutant Future
  28
  Slow Mutant 
  This mutation makes the mutant much slower in all 
  respects. Movement speed is halved, mental tasks take 
  twice as long to accomplish, and the character may attack 
  once every other round. 
  Vision Impairment 
  This mutation covers all visual impairments that fall short 
  of total blindness, including macular degeneration, 
  myopia, severe light sensitivity, cataracts, etc. This 
  condition makes it extremely difficult for the mutant to 
  discern objects more than 50 feet away. Characters with 
  this mutation have a -2 to hit in combat. 
  Mental Beneficial Mutations 
  Ability Boost 
  Once per day the mutant is capable of concentrating his 
  mental energy to such a degree that one of his abilities is 
  doubled for 1d10 consecutive rounds, or he gains +1 to 
  attack rolls for 1d10 rounds. The character may choose 
  either of these options each time the mutation is used. 
  Accumulated Resistance 
  Through years of exposure to a certain substance 
  (chemicals or radiation, for instance), or concentrated 
  form of energy (such as heat, cold, or light) in the mutant’s 
  environment, a resistance against said source has been 
  accumulated, allowing the mutant to take more damage 
  from one of these sources.  
  This mutation gives the mutant a hit point reserve equal to 
  his total hit points. This hit point reserve is used to take 
  damage from the substance he is resistant to before it 
  begins to affect his regular pool of hit points. This separate 
  pool heals in the same manner and at the same time as 
  the character’s hit point pool, even if that rate is changed 
  by other mutations such as acute hyper healing or body 
  adjustment.
  Acute Hyper Healing 
  The character may concentrate his mental energies to 
  allow him to heal 4x the normal rate. He will also be free 
  from physical pain and fatigue for up to 24 hours. This 
  power may be used once per week.
  Ancestral Form 
  This mental mutation can reduce an opponent’s 
  mutational capabilities, eventually removing all forms of 
  mutation and returning it to its original, unadulterated 
  form. On each round after a successful mental attack with 
  this mutation, the target has one mutation removed 
  permanently (randomly determined), until none are left. 
  Rarely (5%), this power allows a powerful mutant to 
  regress a pure specimen further down the evolutionary 
  line, to a previous stage of its evolution. For example, a 
  pure human might become a dimmer-witted Homo
  erectus, and onward. This attack may only be attempted 
  for the duration of one encounter, whether it succeeds or 
  not, and cannot be used again for 1 week. 
  Body Adjustment 
  The character can heal all of his hit points once every 24 
  hours. In addition, if the character is in a life or death 
  situation, this mutation can double his physical attributes 
  (Strength, Dexterity, movement) for 3d10 rounds.  
  This power may only be used 1d4 times per week (roll at 
  character creation). 
  Combat Empathy 
  The character is so attuned to the minute body language 
  of others that he can tell what they are going to do before 
  they do it. This gives him a +1 to hit in combat, and +3 
  hp damage per damage die rolled in a successful attack. 
  Control Light Waves 
  The character can control light, creating a number of 
  interesting effects. He can bend light around himself, 
  becoming invisible, or he may remove all light from a 
  small area (10’ radius) at a range of 30 feet. He may also 
  completely dissipate laser fire anywhere within this 30’ 
  range. All of these effects require concentration, such that 
  the mutant may move at full speed but not attack when 
  concentrating on using this mutation. 
  Control Weather 
  The mutant can change the weather in the local area. It 
  takes 1 round to use the mutation and an additional 1d4 
  rounds for the effects to manifest. The mutant calls forth 
  weather appropriate to the climate and season of the 
  area.
  Season 
  Possible Weather  
  Spring 
  Tornado, thunderstorm, sleet storm, or 
  hot weather
  Summer  
  Torrential rain, heat wave, or hailstorm  
  Autumn 
  Hot or cold weather, fog, or sleet 
  Winter 
  Frigid cold, blizzard, or thaw 
  Late winter 
  Hurricane-force winds or early spring 
  (coastal area) 
  The mutant controls the general tendencies of the weather, 
  such as the direction and intensity of the wind, but cannot 
  control specific applications of the weather-where lightning 
  strikes, for example, or the exact path of a tornado. 
  Contradictory weather conditions are not possible 
  simultaneously. Control weather can do away with 
  atmospheric phenomena (naturally occurring or otherwise) 
  as well as create them. 
  Damage Turning 
  This mutation allows the character to return any incoming 
  damage to the origin of the attack. For this power to work 
  the mutant must use every bit of his concentration, taking 
  no other actions. Any movement of more than one or two 
  small steps will cause this power to fail. 
  
  Mutant Future 
  Mutations
  29
  The power gradually builds up, allowing 3d6 hp worth of 
  damage to be turned the first round. This increases by 1d6 
  per round up to a maximum of 20d6 hp worth of damage. 
  The mutant only takes damage that is above his current hp 
  level of damage turning. For instance, in the first round the 
  character rolls 3d6, with a result of 14. He may turn up to 
  14 hp of damage the first round. The next round he adds 
  1d6 to the current running total of 14. He can keep the 
  power working as long as he remains still and 
  concentrating, and he may maintain concentration when 
  he receives damage. The mutant cannot turn attacks that 
  cause no damage. If such powers are successful, they can 
  interfere with this ability. 
  Density Alteration (Others) 
  This mutation grants the ability to instantly alter the body 
  density of a target, thus shrinking or enlarging, with 
  maximum enlargement up to twice the natural body size. 
  Each fraction of a body size change is accompanied by an 
  equal fraction increase or decrease to armor class and 
  speed. For example, reduction of size by 1/4 also reduces 
  (improves) armor class and movement by 1/4. Becoming 
  twice as large increases armor class by a multiple of two 
  (to a maximum of 10) and divides movement in half as 
  well. Note that reduction of body density to 1/8 makes a 
  character impervious to damage from sharp implements.  
  This mutation has a range of 90 feet, a duration of 1d4 
  turns, and cannot be used on the mutant who wields it. 
  Disintegration 
  With this powerful mutation, the mutant can completely 
  destroy matter on a molecular level. Doing so requires so 
  much energy expenditure, however, that the mutant is 
  instantly rendered unconscious, with 1 hp left. The total 
  weight that may be disintegrated is WILx10 pounds and 
  the range is 90 feet. 
  It is more difficult to disintegrate dense materials. Multiply 
  the mutant’s WIL by 3 to find the percentage chance of 
  disintegrating metals and stone, or by 5 to figure out the 
  percentage chance of disintegrating wood or living 
  material.
  Once the mutant has used this power, the ML must 
  determine, via a secret 1d6 roll, how many days it will be 
  before the power may be used another time. 
  Dual Cerebellum 
  The character has 2 fully functional brains that work in 
  concert. The mutant receives a bonus of 10% to all 
  technology rolls, and the character receives one extra 
  random mental mutation that belongs to the extra brain. 
  Both brains have identical WIL. Having two brains also 
  helps to protect the mutant from mental attacks. Whenever 
  the character is the subject of a mental attack, the attacker 
  must successfully attack each brain.  
  Note that a character with two brains may or may not 
  have two heads. One brain may be located in an 
  unexpected part of the body, or as part of a small, sickly 
  or undeveloped conjoined twin. 
  Empathy
  The character can attune himself to the emotions of other 
  beings and is capable of instilling emotions in creatures 
  who are successfully attacked with this mutation. This 
  mutation has a range of 90 feet. 
  Flight, Psionic 
  The character may fly through the air with a movement of 
  up to WIL x 10. Any encumbrance will hinder the 
  movement by reducing the speed at a level set by the ML. 
  Force Screen 
  This mutation allows the character to create an invisible 
  field of energy that is difficult to penetrate. The force 
  screen is close to the mutant’s body, extending only a few 
  inches from his skin. It is capable of taking 5d6 hp worth 
  of damage (the ML determines this secretly each time the 
  power is used) before it collapses, leaving the mutant 
  unprotected. The power may only be used once per day. 
  Force Screen, Greater 
  This force screen can be used at a range of 4’, and is 
  capable of enclosing other creatures. It can take 5d6 hp 
  worth of damage before it collapses (the ML determines 
  this secretly each time the power is used), and can be used 
  once per day. It can also be employed in the same 
  manner as the regular force screen. 
  Increased Willpower 
  The mutant gains 4 points to his WIL, and gains a bonus 
  of 10% to technology rolls. 
  Intellectual Affinity 
  Thanks to advanced thinking capabilities, the mutant gains 
  one of the following abilities (roll 1d6):  
  1-2 Martial Affinity: +4 to hit in combat and +1d6 
  damage.
  3-4 Tinkerer Affinity: Bonus of 20% to technology rolls. 
  The character may also make weapons that do extra 
  damage, up to +4. These weapons take extra long to 
  build. 
  5-6 Bartering Affinity: +3 Charisma when trying to sell an 
  object, and any object sold will yield up to a multiple of 
  1d4+1 in profits if the person being bartered with can 
  afford it. 
  Killing Sphere 
  This powerful mutation allows the mutant to generate a 
  25’ radius sphere of deadly mental energy centered on the 
  mutant. Within this sphere of energy all creatures except 
  the mutant (friend or foe!) have their hit points reduced to 
  1 point, and must save versus stun attacks or be knocked 
  unconscious for 1d10 rounds. After using this mutation, 
  
  Mutations 
  Mutant Future
  30
  the mutant is exhausted from the force of the mental 
  exertion and may move at full rate but not attack for 2d10 
  rounds. 
  Know Direction 
  The character is incapable of being lost, even if all other 
  senses are somehow nullified. He will always be able to 
  find a location where he has been previously, and will 
  know its relation to any location in which he currently 
  resides. 
  Mental Barrier 
  Any mental attacks against this mutant receive a –4 
  penalty to their attack roll. A character with this mutation 
  gains the ability to sense other creatures that have mental 
  mutations at a range of 90 feet. This secondary ability 
  does not require a roll. 
  Mental Phantasm 
  With this power, the mutant is capable of creating a 
  realistic, illusory environment in the mind of another 
  conscious creature. These visions are realistic to all senses 
  but touch. Once the target tries to make physical contact 
  with any element of the phantasm it dissolves into reality. 
  Metaconcert 
  This ability allows the mutant to link its mind with other 
  mutants of a similar type or those who have the same 
  mental 
  mutation. 
  These 
  include 
  those 
  with 
  the 
  Metaconcert mutation, or other mental mutations that 
  facilitate control between the minds of two beings. The 
  mutant may combine his WIL with the WIL of other mutants 
  for conducting a mental attack, or some other joint 
  purpose.
  Mind Reflection 
  The mutant may reflect any mental attack he experiences 
  back at the attacker, but he still suffers the effects of the 
  attack. He may only reflect a power that he has been 
  successfully stricken by, and only as many times as he has 
  been stricken by it. The reflected power strikes the mind of 
  the attacker, and it can never target any other creature. 
  Mind Thrust 
  The mutant is capable of firing a bolt of pure mental 
  energy into the mind of another creature, doing 3d6 hp 
  damage at up to 50 feet. This ability takes time to 
  recharge, and can only be used once every two rounds. 
  
  Mutant Future 
  Mutations
  31
  Neural Telekinesis 
  With this mutation the character can lift or move WILx10 
  pounds using only the power of his mind. This ability does 
  not extend to lifting the mutant, however. To the mutant, 
  using this power feels like lifting the object with his 
  strength, and so requires some concentration. This ability 
  has a range of 50 feet, and can only be used to hold 
  things for 5 rounds before the mutant becomes tired and 
  must set the objects down. The mutant must rest for 5 
  rounds before using the power again. 
  Any use of this mutation on another creature, or objects 
  carried by another creature, is considered a mental attack 
  and must be handled accordingly. 
  Neural Telepathy 
  Using this ability, the mutant can connect his mind with 
  another creature’s mind and communicate directly, even if 
  the two creatures speak completely different languages or 
  are of different species. The range of this ability is 30 feet. 
  Plane Shift 
  This mutation grants the power to visit realities in other 
  dimensions. These dimensions are accessed through 
  temporary doors which the mutant creates using the power 
  of his mind. These doors appear as large portals 10’x10’ 
  in size, and will last for 6 rounds or until the mutant closes 
  them intentionally. Once entered, they cannot be exited 
  without a mutant with this ability opening another door. 
  The mutant can only choose to open doors to worlds he 
  has visited before. Otherwise, the doorway leads to a 
  random world of the ML’s choice and design. This ability 
  only works once per week. 
  Possession 
  The mutant may wrest control over another creature’s 
  body, subjecting himself to all of the sensations the 
  possessed creature experiences. If the creature dies while 
  possessed, the mutant dies as well. During the time he 
  possesses another body, the body of the mutant is 
  unconscious and vulnerable to attack. He may relinquish 
  control of the body at any time, and will return instantly to 
  his own body. 
  This power works at a range of 50 feet, but once inside 
  another body the possessor can travel any distance with 
  no ill effects.  
  Precognition 
  The mutant is capable of seeing up to 3 minutes into the 
  future, but only with respect to dangerous things that will 
  affect him. If the future indicates that he is going to suffer 
  some form of damage, he immediately suffers 1d6 hp 
  damage. If he is confronted with a vision of his death or of 
  suffering a grievous wound that would take more than ½ 
  of his hit points, he suffers 2d6 hp damage and 
  immediately enters a comatose state lasting 1 turn. 
  Quick Mind 
  The mutant is capable of learning how to use technology 
  at a much higher rate of speed than other characters (in 
  1/3 the time), and receives a bonus of 30% to technology 
  rolls. When confronted with a mental attack, an attacker 
  must roll to attack three times, succeeding each time (roll 
  three times for the one attack). Because of his incredible 
  leaps of logic, a mutant with this ability has a 100% 
  chance of figuring out whether someone is telling the truth. 
  Teleport
  This ability allows the mutant to disappear from one 
  location and appear in a location up to 20 miles distant 
  without physically crossing the intervening space. If the 
  mutant has never been to the location he is teleporting to 
  or is only slightly familiar with it (ML’s discretion) he has a 
  25% chance of suffering 10d6 damage upon arrival as he 
  teleports into a space occupied by another object, or 
  misjudges some aspect of the location. If he is intimately 
  familiar with his destination or has spent 2d4 hours 
  conjuring an image of the location in his mind he can 
  teleport safely. 
  Temperature Control 
  With this mutation, the character can raise or lower the 
  temperature of a visible object within a range of 90 feet. 
  The specific form of the power must be determined at 
  character generation (50% heat, 50% cold). The mental 
  nature of this mutation requires concentration, and the 
  effect is a graduated level of damage equaling 1d6 per 
  round. The maximum amount of damage that can be 
  dealt is 10d6 per round. The ML will decide when an 
  object or being combusts or freezes completely. 
  Vampiric Field 
  This mutation grants the mutant the ability to absorb the 
  life essence (hit points) from all creatures (friend or foe) 
  within a foot radius equal to 30+WIL. This power absorbs 
  2d4 hp per round from all creatures in the radius, and 
  these absorbed points go into a separate reserve for the 
  mutant. All damage to the mutant is taken from these 
  reserved points until they are gone; after this point the 
  mutant’s regular hp begin to be affected. Stored hp will 
  disappear after 24 hours. 
  Mental Mutation Drawbacks 
  Atrophied Cerebellum 
  The mutant’s brain has atrophied in certain areas due to a 
  genetic birth defect. As a result of this mutation, the 
  mutant suffers a one-time –2 reduction of INT and DEX, 
  due to deterioration in mental capacity and coordination. 
  Dual Cerebellum (Defective) 
  The character has a second brain that hinders his thought 
  processes. This brain has 1d4 mental mutations of its own 
  (half of which should be defects, round up), which should 
  be kept secret from the player until an opportunity to 
  discover them comes about during play. This second brain 
  
  Mutations 
  Mutant Future
  32
  may have an entirely different personality and motives than 
  the character, and may try to foil the character’s actions at 
  inconvenient times. This is up to the ML’s discretion. This 
  “Hyde” brain may attempt to take over the mutant’s body, 
  as the mutation possession, once per month for a duration 
  of 24 hours. 
  Mind Reflection (Defective) 
  This defect creates a chance that mental attacks attempted 
  by the mutant backfire, causing injury to him instead of his 
  enemy. The chance of this occurring is 25%. 
  In the case of powers that inflict no damage, the Mutant 
  Lord should find some way to make the power backfire or 
  become an inconvenience to the character. 
  Negative Empathy 
  The mutant sends out waves of negative mental energy, 
  causing anyone with less than 17 Intelligence within a 90’ 
  radius to have a 15% probability of attacking the mutant. 
  Only one check is necessary per person until they leave 
  the field and reenter it. 
  Phantasmal Damage 
  When the mutant is damaged, his mind radiates waves of 
  negative energy in a feedback loop through his nervous 
  system that causes the effective damage from an attack to 
  be doubled. 
  Phobia 
  The mutant has an irrational fear of some creature or 
  object. Whenever he comes face to face with the object of 
  his fear, he flees immediately, throwing anything in his 
  hands at the feared object/creature in an effort to distract 
  or harm it. He will flee in the opposite direction at full 
  movement for 1d4 rounds. 
  Roll 1d6 to find out what category his fear falls into. The 
  ML will flesh out the specifics. 
  1. Other technological (robots, vehicles) 
  2. Weaponry (energy weapons, other) 
  3. Animal 
  4. Plant 
  5. Ordinary object 
  6. Insect 
  Weak Will 
  The WIL of the mutant is reduced to 3. 
  Plant Beneficial Mutations 
  Abnormal Size 
  The plant is either much larger than normal or much 
  smaller than the average specimen. Roll 1d20 and 
  multiply or divide the plant’s normal size by that number to 
  arrive at the new abnormal size. See dwarfism and 
  gigantism for potential size effects on combat. 
  Accumulated Resistance 
  With this mutation, the plant has learned to change its 
  structure to gain complete immunity to any energy-based 
  attack that it has experienced in the past, including heat, 
  cold, electricity, radiation, or energy weapons. 
  Animal Limbs or Organs 
  This mutation gives the plant any kind of organs or limbs 
  normally found in humans or animals. The player and 
  Mutant Lord will determine the exact nature of the new 
  limbs or organs. 
  Animate Seeds 
  This mutation allows the seeds of a plant to maneuver 
  once away from the plant. The seeds can have their own 
  plant mutations, but will grow up to have the same 
  mutations as the adult plant that spawned them.  
  Carnivore 
  The plant has mouths that are capable of inflicting 1d8 
  damage with a bite. Roll 1d12 to determine how many 
  mouths are on the plant. 
  Chameleon Metamorph 
  The plant can change color or shape in order to look like 
  any other kind of plant, but the mass of the plant is 
  unchanged. If the plant has a level of intelligence it can 
  alter the color to benefit it in other ways as well (see 
  chameleon epidermis). 
  Dermal Acid Sap 
  The plant’s sap is a concentrated acid that will inflict 3d6 
  hp damage every round to creatures that come in contact 
  with it. 
  Dermal Poison Sap 
  The sap of the plant is poisonous to creatures that come in 
  contact with it or ingest it. The poison effects should be 
  determined with a roll on the poison table. 
  Electric Charge Generation 
  The plant can use some of the excess energy not converted 
  to food into a stored electrical charge capable of 
  damaging creatures that come in contact with it. This 
  electrical weapon does 4d6 hp damage, and must be 
  recharged. The plant will be fully charged again after four 
  rounds, and may deliver smaller shocks (non-damaging, 
  but uncomfortable) every round if under constant 
  harassment by predators or opponents. 
  Flight 
  The plant has developed some way of coasting on strong 
  winds and, if the plant is intelligent, it may have actual 
  winged flight. The method of flight is up to the ML. 
  Perhaps the plant has grown special cupped leaves or a 
  series of light tubules that make it structurally capable of 
  flight. For winged flight by modified leaves, see complete 
  wing development for movement. Otherwise, the plant’s 
  movement rate will be heavily dependent on wind speeds. 
  
  Mutant Future 
  Mutations
  33
  Fragrance Development (Plants) 
  The plant can send out a scent that is enticing to all living 
  creatures. This scent can be smelled for a range of up to 5 
  miles in windy conditions, or 90 feet in regular conditions.  
  The enticing scent overwhelms any creature that fails a 
  saving throw versus poison. Every creature so enticed will 
  stay as close to the plant as possible and try to protect it, 
  even to the point of fighting other creatures that draw 
  near. Every 5 rounds anyone enticed by the plant’s 
  fragrance may make another saving throw. Until the victim 
  is successful, he will stay near the plant until he dies from 
  severe dehydration or starvation. 
  The scent itself deals no damage, but the plant may have 
  other mutations capable of doing so. 
  Free Movement 
  The plant is capable of maneuvering on its own at 
  standard movement. This may be through the use of leg-
  like protrusions or by pulling itself along the ground with 
  vines or other branches. 
  Full Senses 
  The plant is capable of utilizing one or more human 
  senses, or other senses such as sonar, thermal vision or 
  other unusual senses. It is up to the player and Mutant 
  Lord to determine how the plant uses them. If this mutation 
  is rolled more than once, one or more of the acquired 
  senses may become increased as per the increased senses
  physical mutation. 
  Grenade-Like Fruit 
  Plants with this mutation have pods that are explosive and 
  deal 2d6 hp damage to creatures within 10’. Upon 
  exploding, the pod may also release radiation (50%) of a 
  randomly determined class. The range for this mutation 
  varies based on the size of the plant, and whether or not it 
  is capable of moving under its own power. If the plant is 
  incapable of movement, the pods simply drop near the 
  base. If the plant is small (1’-2’), there is a 25% chance a 
  dropped pod will explode. If it is a medium sized plant (3’-
  5’) there is a 45% chance, and if it is a tree-sized plant (6 
  ft. or beyond), there is an 80% chance of detonation when 
  dropped. Extremely tall plants may have a 100% chance, 
  or the ML may declare that any size plant has a higher 
  chance because of the chemical makeup of the pods.  
  Plants that are capable of movement can throw their own 
  pods at a range determined by multiplying the plant’s 
  height  x 10 feet. 
  Injected Poison Sap 
  The plant has a toxic sap that is injected when the plant’s 
  branches or vines are stepped on or otherwise blundered 
  into. A PC with this mutation may use this as an attack 
  each round. The class of the poison is determined 
  randomly.
  Natural Armor (Plant) 
  The plant has developed a thicker skin or shell that 
  provides armor against physical attacks. In all other ways 
  this 
  mutation 
  resembles 
  natural 
  armor 
  from 
  the 
  human/animal mutations list. 
  Natural Vegetal Weapons 
  This mutation covers all types of aspects of a plant that 
  could generally be considered “natural”. This includes 
  things like large thorns (up to 12 inches), or sharp leaves 
  capable of cutting into flesh or clothing. While dangerous 
  on their own, these will generally only affect characters 
  that blunder into the plant unaware of its danger. When 
  such weapons are attached to plants that are capable of 
  attacking or moving their vines or limbs about, however, 
  they become very dangerous indeed. 
  The types of weapons covered by Natural Vegetal 
  Weapons can do 1d4, 1d6, or 1d8 damage. Determine 
  randomly for PCs by rolling 1d6; 1-2 1d4; 3-4 1d6; 5-6 
  1d8. These weapons may have other effects decided by 
  the ML. They may be passive, or attached to mobile vines. 
  Poisonous Spores 
  Whenever the plant is disturbed, it will emit a cloud of 
  spores. These spores can cause any effect the player and 
  Mutant Lord wishes. The most basic type of poisonous 
  
  Mutations 
  Mutant Future
  34
  spore simply has a random class of poison, but others may 
  be hallucinogenic, paralytic, or allergy inducing. All will 
  allow a saving throw versus poison. 
  Prehensile Tendrils 
  These plant growths are capable of movement and a 
  rudimentary sense of touch. Prehensile tendrils come in 
  two forms, Simple and Constrictive. Roll 1d6: 
  1-3 Simple tendrils: These have a randomly determined 
  (3d6) DEX and are capable of wielding weapons, but are 
  not strong enough to do damage on their own. Higher 
  DEX scores are due to aspects of the plant that make it 
  more dexterous, like sticky fibers and clingy cilia. 
  4-6 Constrictive Tendrils: These tendrils can do 2d6 
  damage through constriction and are capable of rapid 
  movement. A successful attack roll achieves constriction, 
  and the victim will suffer damage on each consecutive 
  round. 
  Because the growth pattern of such plants dictates that the 
  tendrils grow to full size quickly, even small plants with this 
  mutation are considered to have tendrils at least 10’ long, 
  and are capable of growing their tendrils to any length the 
  ML desires. To randomly determine the length of the 
  tendrils, simply multiply the base of 10’ by a roll of: 1d6 
  for small plants, 1d10 for medium sized plants, or 1d20 
  for large or tree sized plants. PCs with this mutation may 
  choose the length of their tendrils, but the length should 
  range from 10’ to 20’. 
  Projectile Thorns 
  The plant is endowed with a substantial number of thorns. 
  These thorns are capable of being thrown if the plant has 
  mobility and any level of intelligence. The throwing range 
  of these thorns is like a dagger, and they deal 1d4 hp 
  damage if they strike a creature. Some plants (50%) grow 
  thorns that are covered with toxins. Determine the class of 
  the poison randomly. 
  Radioactive Emissions 
  The plant has become irradiated through mutation, and is 
  capable of giving off a randomly determined class of 
  radiation at a range of 150’. A good sized patch of these 
  plants is capable of clearing a large area of animals and 
  other radiation sensitive creatures, and will often become 
  a safe haven for creatures that are immune to the effects 
  of radiation. 
  Reflective Cellular Structure 
  The plant’s skin is essentially impenetrable to a randomly 
  determined form of energy. Roll 1d8; 1-2 electricity; 3-4 
  heat; 5-6 cold; 7-8 radiation.
  Shriek (Plant) 
  Whenever a plant with this mutation is damaged, it gives 
  off a piercing shriek that is capable of damaging everyone 
  within a 30’ radius. This strange attack does not harm 
  other similar plants. The shriek causes 3d6 damage (save 
  versus stun attacks for half), and may be used every 4 
  rounds until the plant is killed. Mutants with the 
  echolocation mutation suffer a -2 penalty to save. If a 
  large patch of these plants is injured all at once, such as 
  when they are trampled by large creatures or vehicles roll 
  3d10 for damage instead of 3d6. An intelligent plant may 
  use this ability every 4 rounds at will. 
  Thermal Emissions 
  The plant is capable of generating a ray of heat or cold 
  (50%) capable of doing 4d6 damage to those it comes in 
  contact with. Depending on the size of the plant, it may 
  have 1d3 heat or cold emitting flowers or branches. The 
  range of this attack is 50 feet. The ML may determine if 
  there is a difference between intelligent plants and other 
  plants with regard to this power. A suggested difference is 
  a -2 attack adjustment for plants with no higher order 
  mental functions. 
  Tripping Tendrils 
  These tendrils have a very low strength (1d4), and are 
  capable of only very slow movement. Given enough time, 
  however, they can crush a small or weakened creature in 
  their grasp. Once in position, without resistance, they may 
  inflict 1d6 hp damage per round. The plant usually grows 
  a large patch (2d10 feet in diameter) of these vines to trip 
  victims. Victims who fall unconscious on vines such as 
  these are not likely to waken. 
  Vegetal Parasite 
  If the plant can attack and latch onto another creature for 
  3 rounds (one successful attack roll for three consecutive 
  rounds), it will maintain control over the creature as long 
  as the two are in physical contact. Plants will usually use 
  these controlled bodies for protection or food, and a plant 
  may control as many creatures as it has limbs to touch 
  them.
  Plant Mutation Drawbacks 
  Nocturnal
  The plant is completely motionless during daylight hours. 
  As soon as the sun dips below the horizon or the plant is in 
  full shadow for 1d4 rounds, however, it will begin to move 
  or otherwise act if it is able. 
  Prey Scent 
  The plant sends out waves of scent that attracts predators. 
  In the case of a mobile, intelligent PC plant, the ML may 
  increase the chances of encountering some types of 
  monsters. 
  Reduced Fertility 
  Very few of these plants will exist in one localized area. 
  With human intervention, this trait can be bred out of a 
  plant type in a number of generations through the 
  application of advanced horticulture practices. 
  Thermal Sensitivity 
  The plant is susceptible to heat or cold (50%). Such energy 
  based attacks deal 2 extra points per die of damage in 
  addition to the regular damage inflicted. 
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/Mutant Future Section 3 Mutations.pdf