TEXT:  
   
   
   
   
   
  TM 
  
   
   
  SECTION 1:  MUTANT OVERVIEW - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  2 
  SECTION 2: BUILDING A MUTANT CHARACTER - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  5 
  SECTION 3: ARCHETYPE: METAMORPH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  6 
  SECTION 4: MUTANT TEMPLATES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  7 
  SECTION 5: MUTANT CREATURE & NPC GRAFTS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9 
  SECTION 6: COSMETIC MUTATIONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   10 
  SECTION 7: DEFORMITIES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11 
  SECTION 8: PHYSICAL MUTATIONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  21 
  SECTION 9: PSYCHIC MUTATIONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  53 
  SECTION 10: MUTANT FEATS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  68 
  SECTION 11: GRAVITY AGE – DEVIATIONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  71 
  APPENDIX 1: OGL v1.0a- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - -  - - - -  73 
  Lead Designer: Jason Stroh 
  Author: Jason Stroh 
  Cover Artist: Trung Tin Shinji 
  Editorial Assistance: Holly Stroh 
  Interior Artists: galilaweslywayn (fiverr), warlocklord 
  (fiverr), roozhu (fiverr)  
  VP of HR and Marketing: Sean Carew 
  Special thanks: Players that show up to game in 
  insect masks! 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission. 
   
  Stroh Hammer, Gravity Age, and Gravity Age: Mutant Menagerie are trademarks of Stroh Hammer and Jason Stroh. 
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See 
  http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product. 
   
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/starfinder/compatibility for more information on the 
  compatibility license. 
   
  Gravity Age: Mutant Menagerie is published by Jason Stroh under the Open Game License version 1.0a © 
  2000 Wizards of the Coast, Inc.  
   
  © 2017 STROH HAMMER 
  
   
   
  In Life Science, a mutant is an organism with genetic 
  variation from its original species.  The alteration of a single 
  a gene or chromosome within a DNA sequence causes an 
  organism to mutate resulting in a new type of creature. 
  Over the course of many generations genetic mutations is a 
  natural occurrence and is integral to the process of 
  evolution.  Although many of the mutations found in the 
  Mutant Menagerie could potentially be the result of natural 
  evolution, it is more likely these often-extreme mutations 
  are the product of unnatural causes or are intentionally 
  induced using the latest bioware and gene therapies.   
  Different environmental factors are responsible for the 
  evolution of a species and its rate of mutation.  Variation 
  within a population of organisms exist and organisms with 
  the traits most suited for a specific environment pass on 
  their genes to future generations while those with less 
  suitable traits die out.  Eventually, the population evolves 
  into a new species or entirely new organism.   
  For example, rats reproduce rapidly (even in space) and 
  can produce thousands of generations over just a few years. 
  The rats on space station might gain adaptations allowing 
  them to survive in near vacuum conditions by storing air in 
  mutated cheek compartments.  This mutation would allow 
  the rats to survive behind stations walls and in low 
  atmosphere areas while their cheek poaches serve as 
  rebreathers.  Rats on a newly terraformed moon might 
  evolve and mutate into several new species filling every 
  available niche.  When their mutations diverge one branch 
  of the rat family might become extremely large and only eat 
  a specific low nutrient lichen like an herbivore.  On the same 
  moon, a second branch of the rat family might gain a set of 
  predatory mutations which makes them better suited to 
  hunt their larger cousins. 
  Since this is a science fiction/fantasy game accelerating 
  the rate of mutation within a species isn’t going to ruffle too 
  many feathers.  But if you have a scientist in your group that 
  insist that a new species simply would not have had time to 
  evolve there are a few factors that can make the science in 
  your fiction a little more believable.  Radiation, its 
  everywhere in space.  We know from science it can 
  accelerate the rate of mutation and we know from comic 
  books it can cause rapid and exotic mutations.  Second, 
  scientist love to tinker with genetics, an endogenous 
  retrovirus could have been introduced to a species 
  accelerating their mutation rate allowing those mutations 
  to get passed down to future generations.   
  Finally, in the Gravity Age setting the Earth was 
  “destroyed” or “rebirthed”, depending on your perspective, 
  when a genesis bomb was hijacked and deployed by 
  terrorists. Just another example of unregulated mega-
  corporations at work.  In addition to terraforming a planet 
  a genesis bomb releases hundreds of designer endogenous 
  viruses to advance any primitive life which might already 
  exhist on the planet.    Over a a hundred years the biology 
  of a planet experiences a million years of genetic diversity 
  causing an explosion of new species.  The rhukoons 
  (presented in the Gravity Age: Bioware Emporium) are a 
  direct result of this incidental genetic uplift.  
  Mutants are members of an existing species that have 
  genetic variations which distinguish them from average 
  members of their species.  Player character mutants are 
  usually the first individual within their community to display 
  their specific set of mutations.  Genetic diversity as well as 
  the commonality of mutations will vary by community.   In 
  the Gravity Age setting mutants are rare enough a mutant 
  player character might not ever know another mutant, but 
  there are also a few communities in known space where 
  mutants are common.  
  Mutants like different alien species tend to be 
  discriminated against in communities which are dominated 
  by a single race where everyone shares a common 
  appearance and racial abilities.  Players with mutant 
  characters will likely need to hide their mutations to avoid 
  unwanted attention.  If there is a community of mutants it 
  will be well hidden.  On the other side of the verse, there 
  are regions of known space where the diversity of alien 
  species is so great no one would recognize a mutant for 
  what it is because there are either too few samples to form 
  an opinion or they are mistaken for an entirely different 
  race all together.  In both cases, mutants would still be rare, 
  and a player character might not know more than one or 
  two fellow mutants.  
  Usually player character mutants are the first of their 
  kind, or in rare cases the member of a small group of similar 
  mutants.  Many times, the conditions that cause genetic 
  variation result in a wide variety of different mutations 
  amongst the same population.  In these instances, mutants 
  might be common to a community but the mutations they 
  possess are completely different. 
  
   
   
  A player character can become a mutant in a variety of 
  ways but here are a few of the most common.  The PC could 
  have been born on or grown up on moon, space station, or 
  mining colony with insufficient radiation shielding, and 
  radiation exposure leads to their mutations.  Occasionally, 
  parents which have knowingly or unknowingly underwent 
  different forms endogenous retrovirus gene therapy pass 
  incompatible genes down to their child resulting in a 
  mutant offspring. A PC might choose to undergo 
  “Endogenous Metamorphosis” gene therapy later in their 
  career to become a mutant.   Finally, a player character 
  could suffer from exposure to a mutagenetic virus during 
  one of their adventures and have a mutant template forced 
  upon them.  No matter how a character becomes a mutant 
  they must select the minor mutant, major mutant, or true 
  mutant template before they can take advantage of the 
  mutations presented in the Gravity Age: Mutant 
  Menagerie. 
  Before taking a mutant template, players should get 
  approval to play a mutant from their Game Master.  Some 
  GMs may also limit which mutation templates and 
  mutations are available in their campaigns. 
  METAMORPH ARCHETYPE 
  The metamorph archetype is designed specifically for 
  characters that want to make the most out of their mutant 
  abilities.  Characters can gain the archetype at second level 
  it includes many alternate class features which enhance a 
  mutant’s beneficial mutations while lessening the effects of 
  their deformities.   
  Game masters can create memorable encounters by 
  adding a minor mutant, major mutant, or true mutant 
  template to an existing NPC or creature. For the GMs 
  convenience, each of the mutant types are also presented 
  as grafts for use with the creature and NPC creation 
  mechanic presented in the most recent Starfinder 
  Roleplaying Game ® publication featuring an archive of 
  aliens. 
  Mutants will allow you to reuse some encounters.  As the 
  GM you know it’s the same encounter your players faced in 
  a previous gaming session, but the players won’t.  
  Mutations are a convenient way of recycling old encounters 
  while giving them a completely new feel.  Remember as a 
  GM you can essentially do whatever you want to create 
  your story.  If you are pressed for time and the “True 
  Mutant” template seems like too much work then take a 
  common creature from any source and throw a mutation or 
  two on it.  Just remember to increase the CR for the 
  encounter by 1 or 2 for creatures with Tier 3 or higher 
  mutations if they don’t have compensating deformities. 
  Mutations are broken down into four basic categories; 
  Cosmetic, Deformity, Mental, and Physical Mutations.  Both 
  physical and psychic mutations are commonly referred to 
  as beneficial mutations throughout this work. 
  COSMETIC MUTATIONS 
  The simplest and least genetically complicated mutation 
  is a cosmetic mutation. A cosmetic mutation has no game 
  effect other than to change a creature’s appearance in 
  some fashion. Cosmetic mutations do not require 
  deformities.  A mutant with any template can select any 
  number of cosmetic mutations. 
  DEFORMITIES 
  A mutant takes deformities to gain points in their Gene 
  Pool which can be spent on purchasing beneficial psychic 
  and physical mutations.  Deformities are special disabilities 
  or vulnerabilities that negatively affect a creature.  Many 
  deformities are difficult to disguise and make the mutant 
  stand out from more common members of their race. 
  In addition to creating a Gene Pool to purchase 
  mutations from the deformities presented in the Gravity 
  Age: Mutants accessory can be used to counter balance 
  retroviruses.  When a character has more retroviruses than 
  their body can handle it induces a deformity.  For more 
  information on retroviruses see “Gene Therapy”, in the 
  Overview section of the Gravity Age: Bioware Emporium.  
  PHYSICAL MUTATIONS 
  Physical mutations grant the creature extraordinary (Ex) 
  abilities in most cases.  Creatures with physical mutations 
  can benefit from a wide variety of advantages.  Improved 
  attack and damage rolls, saving throws, and skill checks are 
  common.  While others gain new movement types or 
  defensive bonuses.  Like deformities, physical mutations 
  are often difficult to hide.  
  PSYCHIC MUTATIONS 
  Psychic mutations are usually super natural (Su) abilities 
  awakened at birth or when the creature first becomes a 
  mutant.  Psychic mutations mimic the effects of spells and 
  psionic powers.  Other psychic mutations allow the creature 
  to mimic abilities normally limited to specific classes.  These 
  abilities are easy to hide when not in use. 
   
   
  
   
   
  MUTANT ABILITIES 
  Mutant abilities operate like class abilities and are 
  categorized similarly.  In the description of each mutation 
  the name of the mutation is followed by the type of ability 
  it represents; extraordinary (EX) , spell-like (SP), or 
  supernatural (SU).   
  Extraordinary Abilities (Ex): Extraordinary abilities are 
  nonmagical, despite the fact that they’re not something just 
  anyone can do, or even learn without extensive training. 
  Effects or areas that suppress or negate magic have no 
  effect on extraordinary abilities.  
  Spell-Like Abilities (Sp): Spell-like abilities are magical 
  abilities similar to spells. Spell-like abilities are subject to 
  spell resistance (see page 265) and do not function in areas 
  where magic is suppressed or negated. Spell-like abilities 
  can be dispelled.  
  Supernatural Abilities (Su): Supernatural abilities are 
  magical but not spell-like. Supernatural abilities are not 
  subject to spell resistance, but they don’t function in areas 
  where magic is suppressed or negated. A supernatural 
  ability’s effect cannot be dispelled. 
  There will be places in the verse where characters will 
  wish to hide their mutant abilities and deformities.  Most 
  psychic mutations are relatively easy to disguise or hide to 
  all but the most perceptive persons.  Many deformities and 
  physical mutations are nearly impossible to disguise or hide.  
  Mutants often stand out because they represent a 
  deviation from the normal limits of diversity.   All 
  deformities and beneficial mutations have been assigned a 
  Disguise DC modifier to help determine how difficult they 
  are to hide from casual observation or intense search.  
  Occasionally a mutation is far less subtle when it’s in use.  
  Mutations like wings and arm blades will have a second 
  number listed after a / indicating the in-use modifier.  If a 
  character has multiple deformities or beneficial mutations, 
  they must roll their Disguise skill check against the mutation 
  or deformity with the highest modifier. 
  Any creature with mutant templates or graft possess the 
  mutant subtype.  Mutant deformities and mutations vary 
  widely and they share no common traits other than their  
  genetic deviation from their racial norm.  Mutants can be 
  selected as a as a grouping for special attacks or abilities 
  that target a specific type of creature. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  At first glance, building a mutant character or NPC might 
  seem overwhelming, but it can be broken down into a few 
  basic steps.  Before you begin creating your mutant you 
  should create a mutant concept and determine what type 
  of beneficial mutations you are interested in.  Knowing 
  which beneficial mutations you are interested in will assist 
  you in selecting your deformities to build the proper sized 
  Gene Pool.   
  1. 
  Choose a mutant template.  Each template requires 
  a minimum number of deformities to build its Gene 
  Pool. 
  2. 
  Determine your Gene Pool bonus.  These bonus 
  points are gained from racial abilities, archetypes, 
  feats, and bioware.  There may be other sources 
  introduced in future publication or by your GM. 
  3. 
  Select your deformities according to your mutant 
  template.  Every deformity has a Gene Pool value 
  indicated by a number surrounded by brackets [x].  
  Record each deformity and its Gene Pool value. 
  4. 
  Sum the total points gained from your Deformities 
  with your bonus points to determine the total value 
  of your Gene Pool. 
  5. 
  Select your beneficial mutations by spending points 
  in your Gene Pool. 
  6. 
   
   
   
  SAMPLE - FIRESTARTER 
  MINOR MUTANT 
  GENE POOL 
  0 
  BONUS 
  0 
  COSMETIC 
   
  DEFOMITY 
   
  1. Poor Ability Score (Strength) 
  +4 
  BENEFICIAL MUTATION 
   
  1. Firestarter 
  -4 
   
   
   
  SAMPLE - WINTER BIRD 
  MAJOR MUTANT 
  GENE POOL 
  0 
  BONUS 
  0 
  COSMETIC 
   
  DEFOMITY 
   
  1. Albinism 
  +2 
  2. Nightmares 
  +4 
  BENEFICIAL MUTATION 
   
  1. Wings 
  -2 
  2. Energy Ray (cold)  
  -4 
   
   
   
  SAMPLE – CRABMAN 
  TRUE MUTANT 
  GENE POOL 
  1 
  BONUS 
  0 
  COSMETIC 
   
  DEFOMITY 
   
  1. Hideous visage 
  +3 
  2. Uncontrolled rage 
  +4 
  3. Vulnerable mind 
  +3 
  BENEFICIAL MUTATION 
   
  1. Natural armor 
  -3 
  2. Mega claw  
  -3 
  3. Second wind 
  -2 
  4. Exceptional lungs 
  -1 
  Major Mutant - Winter Bird 
  
   
   
  Metamorphs are mutants with unstable or constantly 
  changing genetic structure.  As their chromosomes change 
  they continue to gain deformities and beneficial mutations 
  over their entire lifespan.  Most metamorphs maintain a 
  low profile on the fringes of civilization since they represent 
  an unpredictable threat to an orderly civilized society.  Their 
  chromosomes mutate at such an accelerated rate that their 
  DNA imprint becomes unrecognizable in just a few weeks.  
  In addition to being genetically incompatible with 
  cybernetics and bionics, a metamorph cannot even 
  maintain an ID chip.  This lack of identity causes them to be 
  ostracized in communities which rely on biometric 
  identification.  If mutants are generally shunned, 
  metamorphs are hunted.  Consequently, metamorphs take 
  advantage of their malleable genetic code and beneficial 
  mutations to hide themselves and survive.  Many capitalize 
  on their anonymity by turning to crime or espionage.  
  Others seek to understand and develop their powers, 
  adapting to each cycle of change as the next phase in their 
  evolution. 
  The majority of metamorphs are humans and shirrens, 
  though mutant members of other races are uncommon its 
  possible for a metamorph to be from any race.  
  Metamorphs gravitate toward the envoy, operative, and 
  soldier classes. 
  Requirements:  The character must have taken one of 
  the following templates at first level; minor mutant, major 
  mutant, or true mutant. 
  The metamorph grants alternate class features at 2nd, 
  4th, 6th, 9th, 12th, and 18th levels. 
  UNSTABLE DNA  2nd LEVEL 
  Your genetics begin changing so rapidly it’s almost 
  impossible to trace DNA evidence back to you or implant 
  augmentations which rely on DNA imprints.  You gain all of 
  the following features; 
  Affliction Resistance:  Your rapidly changing DAN assist 
  you in making saving throws against afflictions.  If you fail a 
  saving throw against an affliction you gain a +1 cumulative 
  bonus on each additional save until you make the saving 
  throw or the affliction runs its course. 
  Cybernetic Rejection: You gain the cybernetic rejection 
  deformity.  You must spend the 5 tier points immediately. 
  If you already have this deformity you permanently gain 1 
  Resolve point.   
  Untraceable DNA: Anyone attempting to match your 
  DNA to a sample taken within the last 8 hours suffers a -8 
  penalty to their Life Science skill check.  It’s impossible to 
  match your DNA after 8 hours.   
  REPRESS MUTATION  4th LEVEL 
  You have learned to repress one of your deformities or 
  beneficial mutations.   Although you cannot take advantage 
  of a mutation while its repressed the mutation is effectively 
  undetectable and show no outwards signs of existence.  You 
  may also purposefully repress any and all cosmetic 
  mutations with this ability.  Repressing or activating a 
  beneficial mutation is considered a move action. 
  RAPID MUTATION  6th LEVEL 
  You add 2 points to your Gene Pool.  You can spend them 
  immediately on a new mutation or to remove a drawback.  
  Due to your malleable genetics, you can sub out one 
  mutation for a mutation of greater value or sub out a 
  deformity for one of lesser value by using these points.  You 
  cannot remove cybernetics rejection with this ability.  
  REPRESS MUTATION II  9th LEVEL 
  You have learned to repress a second deformity or 
  beneficial mutation.  You can repress or activate both 
  deformities or beneficial mutations as a move action. 
  RAPID MUTATION II  12th LEVEL 
  You add 3 points to your Gene Pool.  You can spend them 
  immediately on a new mutation or to remove a drawback.  
  Due to your malleable genetics, you can sub out one 
  mutation for a mutation of greater value or sub out a 
  deformity for one of lesser value by using these points.  You 
  cannot remove cybernetics rejection with this ability.  
  HAND OF DARWIN  18th LEVEL 
  You add 5 points to your Gene Pool.  You can spend them 
  immediately on a new mutation or to remove a drawback.  
  Due to your malleable genetics, you can sub out one 
  mutation for a mutation of greater value or sub out a 
  deformity for one of lesser value by using these points.  You 
  cannot remove cybernetics rejection with this ability.  
  In addition, you can repress or activate all of your 
  deformities and beneficial mutations as a swift action as 
  though using you are using the repress mutation ability. 
   
   
  
   
   
  A character with their GM’s permission may begin 
  play with the Minor Mutant, Major Mutant, or True 
  Mutant template.  The template can be attained by a 
  character after 1st level by undergoing Endogenous 
  Metamorphosis, a gene therapy described in the 
  Gravity Age: Bioware Emporium.  You cannot possess 
  more than one mutant template.  In addition, it’s 
  within a GM’s power to grant a mutant template by 
  any means they deem appropriate for their campaign. 
  To obtain a mutant template the creature must 
  have DNA.  The following creature types and subtypes 
  cannot become mutants; constructs, oozes, outsiders 
  with an elemental subtype, or any creature without a 
  physical body. 
  “Minor Mutant” is an acquired template that can 
  be added to any living, corporeal creature. A minor 
  mutant retains the base creature’s statistics and 
  special abilities except as noted here. 
  Challenge Rating: Base creature’s CR + 0. 
  Resolve Point: Unlike other mutant templates Minor 
  Mutants do not lose a Resolve Point.   
  Type: The creature’s subtype changes to (mutant). Do 
  not recalculate its Hit Points, attack bonuses, or 
  saves. 
  Attacks: A minor mutant retains all the natural 
  weapons, manufactured weapon attacks, and 
  weapon and armor proficiencies of the base 
  creature. 
  Special Abilities: A minor mutant retains any 
  extraordinary and supernatural abilities of the base 
  creature. 
  Abilities: A minor mutant gains a +2 bonus to one 
  ability score of its choice and takes a –2 penalty to 
  one ability score of its choice.  A 1st level minor 
  mutant is still limited to a maximum ability score of 
  18. 
  Skills: A minor mutant gains one of the following skills 
  as a class skill; Intimidate, Perception, or Survival. 
  Deformities: A minor mutant gains at least one 
  deformity.  This selection can be up to a tier 4 
  deformity.  A deformity can’t be taken if it wouldn’t 
  create a disadvantage for the mutant. 
  Mutations: A minor mutant gains a number of 
  beneficial mutations according to the size of their 
  Gene Pool. 
  “Major Mutant” is an acquired template that can 
  be added to any living, corporeal creature. A mutant 
  retains the base creature’s statistics and special 
  abilities except as noted here. 
  Challenge Rating: Base creature’s CR + 1. 
  Resolve Point: Major mutants are not known for their 
  resolve and in some ways, are more fragile than 
  non-mutants.  When a character or NPC acquires 
  the major mutant template they permanently lose 
  1 Resolve Point.   
  Type: The creature’s subtype changes to (mutant). Do 
  not recalculate its Hit Points, attack bonuses, or 
  saves. 
  Attacks: A major mutant retains all the natural 
  weapons, manufactured weapon attacks, and 
  weapon and armor proficiencies of the base 
  creature. 
  Special Abilities: A major mutant retains any 
  extraordinary and supernatural abilities of the base 
  creature. 
  Abilities: A major mutant gains a +2 bonus to two 
  ability scores of its choice and takes a –2 penalty to 
  two ability scores of its choice.  A 1st level major 
  mutant is limited to a maximum ability score of 19. 
  Skills: A major mutant gains two of the following skills 
  as class skills; Intimidate, Perception, or Survival. 
  Deformities: A major mutant must select at least two 
  deformities.  Each selection can be up to a tier 5 
  deformity.  A deformity can’t be taken if it wouldn’t 
  create a disadvantage for the mutant. 
  
   
   
  Mutations: The number of mutations gained by a 
  major mutant is limited to the points available in 
  their Gene Pool. 
  “True Mutant” is an acquired template that can be 
  added to any living, corporeal creature. A mutant 
  retains the base creature’s statistics and special 
  abilities except as noted here. 
  Challenge Rating: Base creature’s CR + 1. 
  Resolve Point: True mutants are not known for their 
  resolve and in some ways, are more fragile than 
  non-mutants.  When a character or NPC acquires 
  the true mutant template they permanently lose 1 
  Resolve Point.   
  Type: The creature’s subtype changes to (mutant). Do 
  not recalculate its Hit Points, attack bonuses, or 
  saves. 
  Attacks: A true mutant retains all the natural 
  weapons, manufactured weapon attacks, and 
  weapon and armor proficiencies of the base 
  creature. 
  Special Abilities: A true mutant retains any 
  extraordinary and supernatural abilities of the base 
  creature. 
  Abilities: A true mutant gains a +4 bonus to two 
  ability scores of its choice and takes a –2 penalty to 
  two ability scores of its choice. A 1st level true 
  mutant is limited to a maximum ability score of 20, 
  but may only exceed 18 on an ability score pushed 
  over the cap by a mutant bonus. 
  Skills: A true mutant gains Intimidate, Perception, and 
  Survival as class skills. 
  Deformities: A true mutant must select at least three 
  deformities.  Each selection can be up to a tier 5 
  deformity.  A deformity can’t be taken if it wouldn’t 
  create a disadvantage for the mutant. 
  Mutations: The number of mutations gained by a true 
  mutant is limited to the points available in their 
  Gene Pool. 
   
   
   
   
   
   
   
   
  Lashunta Envoy Metamorph, True Mutant – Wynn’di 
  
   
   
   
   
  The Starfinder Roleplaying Game has made an attempt to 
  simplify monster and NPC creation by introducing a new 
  creature and NPC building system. The system relies on a 
  base Array (Combat, Expert, or Spellcaster) and then a 
  series of Grafts are layered over the array to quickly 
  produce a unique creature of NPC.   For additional 
  information on creating monsters NPCs, see "Creating 
  Monsters and Other NPCs" in Appendix 1 of the latest 
  Starfinder Roleplaying Game® release featuring aliens. 
  When building mutants using the array and graft 
  mechanic the damage caused by physical mutations and 
  some psychic mutations should be determined by the 
  creatures CR and its base Array (Combat, Expert, or 
  Spellcaster).  The saving throw DC for physical mutations 
  can be found under the Combat, Expert, or Spellcaster Array 
  – Main Statistics, Ability DC column.  The saving throw DC 
  for psychic mutations can be found under the Combat, 
  Expert, or Spellcaster Array – Main Statistics, Base Spell DC 
  column.  All mutants created by grafts gain the mutant 
  subtype. 
   Creatures built with the graft mechanic do not lose 
  Resolve Points for the major mutant or true mutant 
  templates, because the effects of their mutations scale with 
  the creatures CR.  Creatures built with the graft and array 
  system do not benefit from the Evolution Feats or Bioware. 
  The following template grafts should be applied during 
  Step 5 of the creature building process. 
  MINOR MUTANT  
  Minor mutants are similar to their base creature, but 
  they have at least one feature which sets them apart from 
  other members of their race. Minor mutants are often hard 
  to detect most minor deformities and mutant abilities are 
  not openly displayed until the mutant uses an ability 
  granted by their mutations. 
  Deformities: One Tier 4 or lower.  
  Mutations: One Tier 3 or lower. 
  Abilities: +1 to one ability score bonus, and -1 to one 
  ability score bonus. 
   
   
   
  MAJOR MUTANT 
  Major mutants are similar to their base creature, but 
  they have at least two features which set them apart from 
  other members of their race. Major mutants are usually 
  easy to detect because of their deformities and obvious 
  physical mutations. 
  Deformities: Two Tier 5 or lower (Maximum deformity 
  pool 10).  
  Mutations: Two or more beneficial mutations of value 
  equal to the total deformity pool. 
  Abilities: +1 to two ability score bonuses, and -1 to two 
  ability bonuses. 
  TRUE MUTANT 
  True mutants sometimes share traits similar to their base 
  creature, but they often have a number of features which 
  might lead people to believe they are another type of alien 
  or creature entirely. True mutants are usually easy to detect 
  because their deformities and beneficial mutations are 
  obvious to observers. 
  Deformities: Three Tier 5 or lower (Maximum deformity 
  pool 15).  
  Mutations: Three or more beneficial mutations of value 
  equal to the total deformity pool. 
  Abilities: +2 to two ability score bonuses, and -1 to two 
  ability bonuses. 
   
  TABLE 5-1: COSMETIC MUTATIONS  
  MUTATION 
  GENE POOL 
  DISGUISE DC 
  Bioluminescent eyes 
  0 
  1 
  Extra digits 
  0 
  1 
  Fins 
  0 
  1 
  Forked tongue 
  0 
  1 
  Horns 
  0 
  1 
  Missing digits 
  0 
  1 
  Scaly skin 
  0 
  1 
  Thin fur coat 
  0 
  2 
  Unnatural eyes 
  0 
  2 
  Unnatural hair 
  0 
  1 
  Unnatural skin 
  0 
  2 
  Unnatural voice 
  0 
  0 
  
   
   
  Cosmetic deformities are free to mutants.  A mutant with 
  any template can select any number of cosmetic mutations 
  when they become a mutant.  However, once a cosmetic 
  mutation is selected its permanent unless removed by 
  bioware or some other acceptable means.   
  See Table 5-1 Cosmetic Mutations. 
  BIOLUMINESCENT EYES (EX)  
  Gene Pool 0 | Disguise DC Modifier +1 
  Your eyes generate a faint luminesce, green, violet, and 
  blue are most common.  Your eyes glow, but do not create 
  usable illumination. As a swift action, you may deactivate 
  this mutation so as not to interfere with Stealth checks.  You 
  incur a -2 penalty to Stealth checks while eyes are glowing. 
  EXTRA DIGITS  
  Gene Pool 0 | Disguise DC Modifier +1 
  You gain an extra digit on each hand and foot. The extra 
  fingers or toes, although fully functional, do not confer any 
  special benefit, nor do they hinder you in any way.  
  FINS  
  Gene Pool 0 | Disguise DC Modifier +1 
  Your body sprouts fishlike fins. A fin might begin on the 
  top of your head and go all the way down your spine. Others 
  might appear on your forearms or calves, or they might 
  sprout from your shoulders or ears. The fins confer no 
  special abilities. 
  FORKED TONGUE  
  Gene Pool 0 | Disguise DC Modifier +1 
  You gain a forked tongue like that of a snake. Your new 
  tongue might be a different color and longer than your old 
  one. 
  HORNS  
  Gene Pool 0 | Disguise DC Modifier +1 
  Two or more tiny horns sprout from your head, 
  shoulders, or arms. These blunt-tipped nubs are too small 
  to serve any use in combat. 
  MISSING DIGITS  
  Gene Pool 0 | Disguise DC Modifier +1 
  You lose a digit on each hand and foot. The lost fingers or 
  toes, do not confer any special benefit, nor do they hinder 
  you in any way.  
   
  SCALY SKIN 
  Gene Pool 0 | Disguise DC Modifier +1 
  Your flesh becomes thicker and less porous, giving rise to 
  a thin layer of scales covering your flesh. The scales are 
  typically smooth and dry, like those of a snake, and can vary 
  in color and pattern. The scales may not cover your entire 
  body, instead appearing in patches on your face, neck, 
  torso, and limbs.  A creature with natural armor cannot take 
  this mutation. 
  THIN FUR COAT  
  Gene Pool 0 | Disguise DC Modifier +2 
  You grow a thin coat of brown or golden-brown fur, 
  similar to that of a small mammal.  A creature with natural 
  armor cannot take this mutation. 
  UNNATURAL EYES  
  Gene Pool 0 | Disguise DC Modifier +2 
  The color of your eyes changes drastically. The color, 
  whatever it may be, is unnatural and atypical of your 
  species. Perhaps your eyes turn dead black, maybe they 
  change color to suit your mood, or perhaps they glow faintly 
  in the dark. 
  UNNATURAL HAIR  
  Gene Pool 0 | Disguise DC Modifier +1 
  Your hair or fur color changes drastically to a shade that 
  is uncommon for your species.  You may have fur or hair 
  that is multicolored, streaked, splotched, or slightly 
  luminescent. Your hair or fur may also change color with 
  your mood. 
  UNNATURAL SKIN  
  Gene Pool 0 | Disguise DC Modifier +2 
  The color of your skin or exoskeleton changes drastically, 
  assuming a hue or texture that is both unnatural and 
  atypical of your species. Your skin might be a single color, 
  splotched, or patterned in some freakishly unnatural way. 
  Your skin might gain dynamic pigments that change color 
  based on outside stimuli, such as exposure to ultraviolet 
  light. 
  UNNATURAL VOICE  
  Gene Pool 0 | Disguise DC Modifier +0 
  Your voice changes in some marked fashion. It might 
  change pitch or become more lyrical, raspy, whispery, or 
  guttural.
  
   
   
  Select deformities to build your Gene Pool.  Deformities 
  which are only available to a specific creature type or 
  subtype will be found in brackets, i.e. [EXAMPLE]. 
  ABILITY DECAY  
  Gene Pool +2 | Disguise DC Modifier +0 
  Your body or mind suffers from some marked deformity 
  or deterioration. One of your ability scores (your choice) 
  permanently decreases by 2. You cannot apply this 
  deformity to an ability if it would result in a score of 3 or 
  less.  You may take this deformity multiple times. Its effects 
  stack. 
  ACHILLES HEEL 
  Gene Pool +5 | Disguise DC Modifier +0 
  Everyone has a weakness yours is more profound. You 
  have an expanded critical threat range and take critical hits 
  on 19 and 20. Creatures immune to critical hits cannot take 
  this deformity.  Your GM should be notified of this 
  deformity. 
  ALBINISM 
  Gene Pool +2 | Disguise DC Modifier +3 
  This mutation prevents the formation of melanin. Your 
  hair and skin are bone white, and your eyes have light pink 
  irises. Your deformity causes Light Sensitivity (Ex) and you 
  gain the dazzled condition in bright sunlight or daylight.  You 
  take 1d6 points of non-lethal damage per hour of direct 
  sunlight exposure.  This deformity is only worth 1 Gene Pool 
  point if its combined with the blindness deformity. 
  AMNESIA  
  Gene Pool +4 | Disguise DC Modifier +0 
  Your mind has become unstable.  Memory loss is often 
  induced by stressful situations. In stressful situations (i.e. 
  the first round of combat, skill check with DC over 25) you 
  have a chance of forgetting the last 2d12 hours, Will Save 
  DC 15.  If the saving throw is failed, you gain the confused 
  condition for 1 round and have no memory of the past few 
  hours.  If you were on an errand or some other task when 
  struck by the stress induced amnesia you will be unable to 
  complete your task.  
   
   
   
  ANIMAL TYPE 
  Gene Pool +5 | Disguise DC Modifier +5 
  This mutation reduces a creature with the dragon, fey, 
  humanoid, magic beast, or monstrous humanoid type to 
  nothing more than an animal.  An animal is a living, normally 
  nonhumanoid creature, usually a vertebrate with no 
  magical abilities and no innate capacity for language or 
  culture.  You lose any benefits from your previous creature 
  type grafts and gain the animal creature type graft, but lose 
  any magical abilities, or supernatural abilities not granted 
  by beneficial mutations. You must be of the dragon, fey, 
  humanoid, magic beast, or monstrous humanoid type to 
  take this deformity. 
  ANXIOUS  
  Gene Pool +1 | Disguise DC Modifier +0 
  Your mutation causes you to be overly cautious with your 
  words.  You take a –2 penalty on Diplomacy checks and 
  must speak slowly due to the concentration required. 
  Unless stated otherwise, you are assumed to not be 
  speaking at a volume above a whisper. 
  ATROPHIED CEREBELLUM 
  Gene Pool +4 | Disguise DC Modifier +0 
  Your brain has atrophied in certain areas due to a genetic 
  defect. As a result of this mutation, your Intelligence and 
  Dexterity scores suffer a -2 penalty, due to a deterioration 
  in mental capacity and coordination.  
  AVARICE  
  Gene Pool +1 | Disguise DC Modifier +0 
  Your mutation causes a deep, compulsive greed that 
  gnaws at you. Whenever the spoils of war are divided, you 
  must end up with a greater share of that wealth than your 
  companions or you’re wracked with feelings of jealousy and 
  ill will. When treasure is divided, if you do not end up with 
  at least 10% more treasure than any other individual 
  companion does, you have a hard time being helpful to your 
  allies. You become irritable, and can’t take the aid another 
  action ten days. 
  BIZARRE APPEARANCE 
  Gene Pool +1 | Disguise DC Modifier +2 
  This mutation can take a number of forms. Your hair 
  color, eye color, skin color (or any combination) can be a 
  color not normally found amongst your race. 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 are not typical of your species.   
  BLIND (EX) 
  Gene Pool +5 | Disguise DC Modifier +2 
  You can’t see, and permanently gain the blinded 
  condition unless you possess another means of seeing other 
  than normal vision, darkvision, or low-light vision.  This 
  blindness can’t be cured or magically removed.  Not even a 
  cybernetic augmentation will restore this vision loss, 
  however, a cybernetic or like augmentation could grant 
  blindsense or blindsight. 
  With the blinded condition, you’re flat-footed, you take 
  a –4 penalty to most Str- and Dex-based skill checks and 
  opposed Perception checks, you automatically fail 
  Perception checks based on sight, opponents have total 
  concealment against you, and you must succeed at a DC 10 
  Acrobatics check to move faster than half speed or else fall 
  prone. 
  BLOOD HUNGER  
  Gene Pool +2 | Disguise DC Modifier +0 
  You crave the taste of blood. Moreover, you need to 
  drink blood to survive.  You must drain a pint of blood from 
  a living creature once every 24 hours. Doing so is a full 
  action, and you can only drain blood from a willing, helpless, 
  or dying (but not dead) creature. The bitten creature takes 
  normal damage from the bite attack plus an extra 1d6 
  points of damage from the blood loss. 
  If you go 24 hours without consuming blood, you take 1 
  point of Constitution damage. You will continue losing 
  Constitution damage each day you go without consuming 
  blood.  Drinking a pint of blood cures the ability damage 
  caused by blood deprivation in 1d6 rounds per point of 
  Constitution damage. Ability damage caused by blood 
  deprivation cannot be restored through natural healing or 
  magic. 
  You must have a natural bite attack to take this 
  drawback. 
  BRITTLE BONES 
  Gene Pool +3 | Disguise DC Modifier +0 
  Your bones weaken such that you can no longer 
  withstand hard or sudden impacts.  Your massive damage  
   
  TABLE 7-1: DEFORMITIES GP 1 & 2 
  DEFORMITY 
  GENE POOL 
  DISGUISE DC 
  Anxious 
  +1 
  +0 
  Avarice 
  +1 
  +0 
  Bazaar Appearance 
  +1 
  +2 
  Chemical Dependency 
  +1 
  +1 
  Condescending 
  +1 
  +0 
  Diminished Hearing 
  +1 
  +0 
  Diminished Olfactory 
  +1 
  +0 
  Diminished Taste 
  +1 
  +0 
  Fragile 
  +1 
  +0 
  Fractured Mind 
  +1 
  +0 
  Heat/Cold Susceptibility 
  +1 
  +0 
  Increased Caloric Needs 
  +1 
  +0 
  Light Sensitivity 
  +1 
  +0 
  Misshapen 
  +1 
  +3 
  Monocular Vision 
  +1 
  +2 
  Mutant Spasms 
  +1 
  +1 
  Mute 
  +1 
  +0 
  Paranoid 
  +1 
  +0 
  Rapid Aging 
  +1 
  +0 
  Reduced Speed 
  +1 
  +0 
  Shadow-Scarred 
  +1 
  +0 
  Weak Immune System 
  +1 
  +0 
  Ability Decay 
  +2 
  +0 
  Albinism 
  +2 
  +3 
  Blood Hunger 
  +2 
  +0 
  Chemical Dependency 
  +2 
  +1 
  Cold Lethargy [Plant] 
  +2 
  +0 
  Diminished Sight 
  +2 
  +0 
  Energy Vulnerability 
  +2 
  +0 
  Epidermal Susceptibility 
  +2 
  +0 
  Festering Sores 
  +2 
  +3 
  Group 11 Weakness 
  +2 
  +0 
  Lame 
  +2 
  +2 
  Lethargy 
  +2 
  +0 
  Light Blindness 
  +2 
  +0 
  Mind Slave 
  +2 
  +0 
  Poison Susceptibility 
  +2 
  +0 
  Slowed by Electricity 
  +2 
  +0 
  Space Sickness 
  +2 
  +0 
  Star Metal Weakness 
  +2 
  +0 
  Vulnerability to Sunlight 
  +2 
  +0 
   
  
   
   
  threshold is decreases by 20%. In addition, you take an 
  additional 1 point of damage per die from falling. 
  CHEMICAL DEPENDENCY  
  Gene Pool +1, +2, or +4 | Disguise DC Modifier +1 
  Your mutation has caused a physical dependency to a 
  drug or chemical which you must ingest to function 
  normally.  When you are deprived of the drug or chemical 
  to which you are dependent you must make a Fortitude 
  save (DC 15 + number of days without drug or chemical), or 
  lose 1 Constitution each day. Healing the Constitution 
  damage requires ingesting the drug or chemical of your 
  dependence.  Once the drug or chemical is consumed, your 
  Constitution damage heals at a rate of 1 Con per minute. 
  The value of this drawback depends on the cost and 
  availability of the chemical in question. A dependence on a 
  commonly-available chemical, such as nicotine, caffeine, or 
  alcohol, has a value of 1. A month’s worth of doses has a 
  costs 120 credits. 
  Less-common chemicals, such as over-the-counter 
  prescription drugs, have a tier of 2. A month’s worth of 
  doses cost 500 credits. 
  A dependence on rare, expensive, or illegal substances, 
  such as narcotics or specially-formulated chemical 
  treatments, has a tier of 4. A month’s worth of doses has a 
  cost of 2000 credits. 
  Depending on what chemical dependency your character 
  has there may be additional side-effects based on the type 
  of chemical or drug.  The GM must approve any chemical 
  dependency. 
  COLD LETHARGY [PLANT] 
  Gene Pool +2 | Disguise DC Modifier +0 
  Any time you take cold damage you are affected as if by 
  a slow spell (CL = item level).  There is no saving throw to 
  avoid this effect.  This deformity is only available to plant 
  type or plant-like subtype creatures. 
  COMBAT FEAR  
  Gene Pool +3 | Disguise DC Modifier +0 
  Due to a chemical imbalance in your brain, you are 
  gripped by an inexplicable fear whenever you face a 
  dangerous or frightening situation.  After initiative is rolled 
  but before you take your first action in combat, you must 
  make a Will saving throw (DC 15), or you gain the shaken 
  condition for the rest of the encounter, taking a –2 penalty 
  on attack rolls, saving throws, and skill checks. If your save 
  succeeds, you overcome your moment of fear. 
   
  TABLE 7-2: DEFORMITIES GP 3, 4, & 5 
  DEFORMITY 
  GENE POOL 
  DISGUISE DC 
  Brittle Bones 
  +3 
  +0 
  Combat Fear 
  +3 
  +0 
  Deaf 
  +3 
  +0 
  Deformed Hand 
  +3 
  +3 
  Diminished Cognizance 
  +3 
  +0 
  Frailty 
  +3 
  +1 
  Hideous Visage 
  +3 
  +5 
  Lost Arm 
  +3 
  +3 
  Mania 
  +3 
  +0 
  Nocturnal 
  +3 
  +2 
  Oblivious 
  +3 
  +0 
  Pheromone Repulsion 
  +3 
  +0 
  Phobia 
  +3 
  +0 
  Reduced Oxygen Efficiency 
  +3 
  +0 
  Simian Deformity 
  +3 
  +5 
  Thin Skin 
  +3 
  +0 
  Vulnerable Mind 
  +3 
  +0 
  Amnesia 
  +4 
  +0 
  Atrophied Cerebellum 
  +4 
  +0 
  Chemical Dependency 
  +4 
  +1 
  Dual Cerebellum 
  +4 
  +1 
  Hemophilia 
  +4 
  +1 
  Hostility Aura (SU) 
  +4 
  +0 
  Nightmares 
  +4 
  +0 
  Poor Ability Score 
  +4 
  +0 
  Reduced Immune System 
  +4 
  +0 
  Ultraviolet Allergy 
  +4 
  +0 
  Uncontrolled Rage 
  +4 
  +0 
  Achilles Heel 
  +5 
  +0 
  Animal Type 
  +5 
  +5 
  Blind 
  +5 
  +2 
  Cybernetic Dependency 
  +5 
  +0 
  Cybernetic Rejection 
  +5 
  +0 
  Mindless 
  +5 
  +0 
  Neutrad Dependency 
  +5 
  +0 
  Pain Sensitivity 
  +5 
  +0 
  Photo Dependency 
  +5 
  +0 
  Poisonous Blood 
  +5 
  +0 
  Slow Mutant 
  +5 
  +0 
   
   
  
   
   
  CONDESCENDING  
  Gene Pool +1 | Disguise DC Modifier +0 
  Your mutation fills you with the assurance that only 
  those like you are truly worthy of respect, you have an off-
  putting way of demonstrating that you look down on those 
  without mutations.  You take a –2 penalty on Diplomacy and 
  Intimidate checks when dealing with non-mutants to 
  improve other creatures' attitudes toward you. 
  CYBERNETIC DEPENDENCY 
  Gene Pool +5 | Disguise DC Modifier +0 
  Radiation exposure causes your body tissues to 
  degenerate and you cannot heal Hit Points naturally, but 
  can regain Stamina Points normally. 
  To heal normally you rely on a cybernetic augmentation 
  like body repair weave to boost your natural healing 
  processes. For you, the body repair weave does not confer 
  its usual benefit (improved natural healing), but it does 
  allow you to heal at a normal rate with rest. If the implant 
  is destroyed, you cannot heal damage naturally until it is 
  replaced or repaired. For additional information on body 
  repair weave, see "Augmentations" in Section 4 of the 
  Gravity Age: Cybernetics Emporium. 
  You cannot take this deformity if you have already 
  selected the Cybernetic Rejection. 
  CYBERNETIC REJECTION  
  Gene Pool +5 | Disguise DC Modifier +0 
  Due to your unique and ever changing genetic makeup, 
  you are effectively incompatible with cybernetic or bionic 
  augmentations. 
  Any 
  cybernetic 
  device 
  successfully 
  implanted in a mutant with this deformity will only function 
  for 2d12 days before the recipient’s DNA mutates beyond 
  the operational limits of the cyberware. 
  You cannot take this deformity if you have already 
  selected the Cybernetic Dependency deformity. 
  DEAF (EX)  
  Gene Pool +3 | Disguise DC Modifier +0 
  You can’t hear, and gain the deafened condition. This 
  deafness can’t be corrected by cybernetic augmentation or 
  magically removed.  You gain no befit from augmentations 
  which improve hearing.  
  With the deafened condition, you take a –4 penalty to 
  initiative checks and opposed Perception checks, and you 
  automatically fail sound-based Perception checks. 
   
   
  DEFORMED HAND 
  Gene Pool +3 | Disguise DC Modifier +3 
  One of your hands can’t wield weapons or use tools. You 
  receive –2 penalty on attack rolls with two-handed 
  weapons. In addition, you take a –2 penalty on Athletics 
  (climb, swim) skill checks. This deformity is only worth 1 
  Gene Pool point for creatures with three or more arms. 
  DIMINISHED COGNIZANCE  
  Gene Pool +3 | Disguise DC Modifier +0 
  You are slow to react during fight-or-flight situations.  In 
  combat situations, you suffer a –2 penalty to Perception 
  checks, and Initiative rolls. In addition, a –1 penalty is 
  applied to all your Reflex saves.  
  You cannot take this drawback if you have the Improved 
  Initiative feat. 
  DIMINISHED HEARING 
  Gene Pool +1 | Disguise DC Modifier +0 
  You suffer from hearing loss.  You can only hear 
  conversations within 10 feet and loud noises within 30 feet.  
  You are -2 on all hearing based Perception checks. 
  DIMINISHED OLFACTORY 
  Gene Pool +1 | Disguise DC Modifier +0 
  Your sense of smell has difficult making out even the 
  most pungent odors.  You suffer a -2 penalty on all saving 
  throws and skill checks which require a sense of smell (i.e. 
  odor of gas, rancid decaying flesh). 
  This drawback does provide an advantage; you receive +1 
  to saving throws to avoid scent based sickened or 
  nauseated conditions.  
  DIMINISHED SIGHT 
  Gene Pool +2 | Disguise DC Modifier +0 
  You suffer from near sightedness. You can only see 
  clearly for 60 feet and have a hard time distinguishing 
  anything other than motion beyond that range.  You are -4 
  on all sight based Perception checks beyond 60 feet, and all 
  weapon range increments are cut in half. 
  DIMINIHED TASTE  
  Gene Pool +1 | Disguise DC Modifier +0 
  You have no sense of taste.  You suffer a -2 penalty on all 
  skill checks or saving throws relying on a sense of taste (i.e. 
  ingested poisons, toxins, spoiled food).  
   
   
  
   
   
  DIMINISHED TOUCH  
  Gene Pool +2 | Disguise DC Modifier +0 
  You have suffered nerve damage and have almost no 
  sense of touch.  It’s difficult for you to feel heat, cold, pain, 
  wet, or dry.  You suffer a -2 penalty on all skill checks 
  requiring a precision sense of touch.  You also have difficulty 
  determining how wounded you are without a successful 
  Medicine check. 
  DUAL CEREBELLUM (EX) 
  Gene Pool +4 | Disguise DC Modifier +1 
  You have a second brain that occasionally hinders your 
  thought processes.  This second brain may have an entirely 
  different personality and motives than your character, and 
  may try to foil your character’s actions at inconvenient 
  times (GM’s discretion).  
  This “Hyde” brain may attempt to take over the mutant’s 
  body, as dominate person spell (DC 15 + the mutants second 
  highest mental score bonus), once per month for a duration 
  of 2d12 hours.  This domination effect is an extraordinary 
  ability and cannot be dispelled. 
  This deformity can only be taken in combination with at 
  least one beneficial psychic mutation. Your GM should be 
  notified of this deformity. 
  ENERGY VULNERABILITY  
  Gene Pool +2 | Disguise DC Modifier +0 
  You are vulnerable to one energy type (acid, cold, 
  electricity, fire, or sonic). If the base your race has innate 
  resistance or immunity to that energy type, you lose your 
  resistance or immunity. 
  EPIDERMAL SUSCEPTIBILITY  
  Gene Pool +2 | Disguise DC Modifier +0 
  Your epidermis has become defective in some way, 
  either causing 1d6 Hit Points of damage for coming into 
  contact each round with usually harmless substances (such 
  as alcohol, water, salt, salt water, etc.).  You take 4d6 points 
  of damage if fully immersed in the substance. 
  Your GM should be notified of this deformity. 
  FESTERING SORES 
  Gene Pool +2 | Disguise DC Modifier +3 
  Your skin is covered with painful, festering sores. The 
  festering sores are more aggravating than harmful, but they 
  make it especially hard to wear armor. When you wear any 
  type of armor, decrease the armor’s maximum Dexterity 
  bonus by –2 and increase its armor penalty by +2. 
   
  FRAGILE   
  Gene Pool +1 | Disguise DC Modifier +0 
  When you fail, a Fortitude save, you are staggered for 1 
  round.  If you are immune to the staggered condition you 
  lose your immunity to the condition. 
  FRACTURED MIND  
  Gene Pool +1 | Disguise DC Modifier +0 
  When you fail, a Will save, you become confused for 1 
  round. 
  FRAILTY 
  Gene Pool +3 | Disguise DC Modifier +1 
  You are extremely frail and vulnerable to kinetic weapons 
  and force attacks.  You take +1 damage per die from attacks 
  against your KAC. 
  GROUP 11 WEAKNESS (SU)  
  Gene Pool +2 | Disguise DC Modifier +0 
  Any group 11 metal weapon is considered to be magical 
  when used against a you.  Damage caused by group 11 
  weapons cannot be healed naturally.  (Group 11 metals 
  include copper, silver, and gold.)  
   
   
  
   
   
  HEAT/COLD SUSCEPTIBILITY 
  Gene Pool +1 | Disguise DC Modifier +0 
  Your body does not react well to particularly hot or cold 
  temperatures.  You take double damage from prolonged 
  exposure to extreme heat or cold. When you take this 
  deformity, you must choose your susceptibility.  Taking this 
  deformity, a second time makes you susceptible to both hot 
  and cold. 
  HIDEOUS VISAGE  
  Gene Pool +3 | Disguise DC Modifier +5 
  Your body has become so scarred and deformed by 
  mutation that you are absolutely hideous to behold.  You 
  suffer a -4 penalty on all Charisma based skill checks against 
  targets that can see you. If an opponent cannot see you, 
  such as is the case over radio transmission or communicator 
  without video or holoprojection, this penalty does not 
  apply. 
  HEMOPHILIA  
  Gene Pool +4 | Disguise DC Modifier +1 
  Your platelet blood cells are diminished in count, 
  preventing you from healing as quickly as a normal member 
  of your species. When you heal naturally with rest you only 
  regain half the normal number of Hit Points. When you are 
  injured by slashing or piercing weapons, you begin to bleed 
  profusely, and take one point of bleed damage per round 
  until the wounds can be properly bandaged with a Medicine 
  skill check or healed by magic or other technological means. 
  HOSTILITY AURA (SU)  
  Gene Pool +4 | Disguise DC Modifier +0 
  You project a psychic aura which aggravates persons and 
  creatures around you.  When you interact persons or 
  creatures their initial attitude is always decreased by one 
  step before any interaction.  You suffer a -4 penalty to all 
  Charisma based skill checks. This aura has a 60-foot range.  
  This deformity has no effect on creatures without 
  Intelligence. 
  The hostility aura can be repressed with a psionic 
  dampener. 
  For 
  additional 
  information 
  on 
  psionic 
  dampeners, see "Nanoaugmentors" in Section 2 of the 
  Gravity Age: Nanotech Emporium. 
  INCREASED CALORIC NEEDS  
  Gene Pool +1 | Disguise DC Modifier +0 
  You eat twice the normal amount of food daily. You can 
  go without eating food for only 1 day before you begin 
  starving.  After this time, you must succeed at a Constitution 
  check (DC = 10 + 2 per previous check) each day or take 1d6 
  nonlethal damage.   
  LAME 
  Gene Pool +2 | Disguise DC Modifier +2 
  Your stunted legs reduce your base speed by 10 feet. This 
  deformity can’t be taken if your base speed is already less 
  than 20 feet, or you don’t have a movement rate. 
   
  LETHARGY  
  Gene Pool +2 | Disguise DC Modifier +0 
  Thanks to slow electrical impulses along your central 
  nervous system, you have trouble reacting quickly to 
  danger.  You take a –2 penalty on all Reflex saves. 
  You cannot take this mutation if you have the Lightning 
  Reflexes feat. 
  LIGHT SENSITIVITY (EX) 
  Gene Pool +1 | Disguise DC Modifier +0 
  Your deformity causes Light Sensitivity (Ex) and you gain 
  the dazzled condition in bright sunlight or daylight.  
  This deformity can’t be taken in combination with the 
  blind deformity. 
  LIGHT BLINDNESS  
  Gene Pool +2 | Disguise DC Modifier +0 
  You are blinded for 1 round if exposed to bright light, 
  such as sunlight or magic that produces the equivalent of 
  sunlight. You are dazzled as long as you remain in areas of 
  bright light.  
  LOST ARM  
  Gene Pool +3 | Disguise DC Modifier +3 
  One of your arms withers or gets eaten away, leaving 
  behind a stump.  You lose one arm of your choice. You 
  cannot effectively wield weapons that require two hands. 
  In addition, you take a –4 penalty on Athletics (climb, swim) 
  skill checks.  
  You can replace your lost arm with a cybernetic 
  replacement arm, assuming such technology is available 
  and you can afford it.  However, you cannot clone a 
  replacement limb for this deformity.  This deformity is only 
  worth 1 Gene Pool point for creatures with three or more 
  arms. 
   
   
   
  
   
   
  MANIA 
  Gene Pool +3 | Disguise DC Modifier +0 
  A mania is an irrational obsession with a (usually 
  inappropriate) particular object or situation.  Additionally, 
  if a manic character is directly confronted by their obsession 
  (requiring a standard action), they must make a Will save 
  (DC 15 or DC = 11 + item level), or become fascinated (if 
  manic) by the object for 1d6 rounds.  The source of your 
  specific mania must be approved by your GM. 
  Roll 1d6 to find out what category your fear falls into. The 
  GM will assist in fleshing out the specifics. 
  1. Other technological (robots, vehicles) 
  2. Weaponry (energy weapons, other) 
  3. Animal 
  4. Plant 
  5. Ordinary object 
  6. Insect (vermin) 
  MINDLESS 
  Gene Pool +5 | Disguise DC Modifier +0 
  The mutant gains the mindless trait. A mindless mutant 
  has no Intelligence score, loses all feats and skills, and is 
  immune to mind-affecting effects. A mutant with class 
  levels retains its hit points, base attack bonus, and base 
  saves from its class levels, but loses all weapon and armor 
  proficiencies and other class abilities. This deformity could 
  prevent the mutant from being eligible to take certain 
  special abilities, at the GM’s discretion. 
  Player characters are not eligible to take this deformity. 
  MINDSLAVE  
  Gene Pool +2 | Disguise DC Modifier +0 
  You have certain mental deficiencies that make it harder 
  to resist mind-influencing effects. You take a –2 penalty on 
  all Will saves. 
  You cannot take this deformity if you have the Iron Will 
  feat. 
  MISSHAPEN  
  Gene Pool +1 | Disguise DC Modifier +3 
  You can’t wear armor fashioned for humanoid creatures. 
  You must have your armor custom made. Only humanoid 
  mutants can take this deformity. 
  MONOCULAR VISION 
  Gene Pool +1 | Disguise DC Modifier +2 
  You have only one working eye.  You have poor depth 
  perception. All range penalties are doubled with natural 
  weapons and for Perception checks.  This penalty does not 
  apply to any weapon with a scope. 
  MUTANT SPASMS  
  Gene Pool +1 | Disguise DC Modifier +1 
  When you fail, a Reflex save, you are considered flat-
  footed and cannot make any reactions, or swift actions for 
  one round. 
  MUTE  
  Gene Pool +1 | Disguise DC Modifier +0 
  You have a speech disorder and lack the ability to speak.  
  You may communicate by other means via sign language, 
  telepathy, writing, etc. if you have the physical or mental 
  capacity. 
  NEUTRAD DEPENDENCY 
  Gene Pool +5 | Disguise DC Modifier +0 
  You rely on a medical compound called neutrad to 
  survive.  If you go 24 hours without taking a dose of neutrad 
  you must make a successful Fortitude save (DC 15 + the 
  number of days since your last dose) or take 1 point of 
  Strength damage and 1 point of Constitution damage.  After 
  taking a dose of neutrad the ability damage is cured at a 
  rate of 1 point per minute. Ability damage caused by 
  neutrad deprivation cannot be restored through natural 
  healing or magical means. 
  
   
   
  Neutrad was developed specifically to control genetically 
  enhanced creatures and mutants.  The need for neutrad is 
  coded into their DNA and creatures with neutrad 
  dependency cannot survive without it.  Nuetrad is cheap (30 
  credits/month), but it can only be found in facilities 
  supporting cutting edge genetic research (DC 20 diplomacy 
  + any modifier a GM sees fit to find a source of nuetrad on 
  any given world or outpost). There is no “cure” for neutrad 
  dependency.   
  NIGHTMARES 
  Gene Pool +4 | Disguise DC Modifier +0 
  Your mind is wracked by hideous and unsettling 
  phantasmal visions, and prevents restful sleep.  Due to your 
  mutation, each day you must make a Will save (DC 15) or 
  suffer the effects of your nightmares.  If you fail the Will 
  save, you gain the fatigued condition. Doing anything that 
  would normally induce fatigue causes you to become 
  exhausted. After 8 hours of complete rest, and a successful 
  Will save you are no longer fatigued.  If you fail your Will 
  save multiple nights in a row you gain the exhausted 
  condition. 
  NOCTURNAL 
  Gene Pool +3 | Disguise DC Modifier +2 
  You are active at night and normally seep during the day. 
  You can see normally in dim light (i.e. moon light, star light), 
  but suffer from diminished sight in daylight or bright light.  
  To function properly during daytime hours, you must make 
  a Fortitude save DC 15 or gain the fatigued condition until 
  you properly rest. 
  OBLIVIOUS 
  Gene Pool +3 | Disguise DC Modifier +0 
  Your mutation has made you an avid daydreamer, you 
  pay little attention to your surroundings and other people.  
  You take a –2 penalty on Sense Motive and Perception 
  checks. 
  PAIN SENSITIVITY  
  Gene Pool +5 | Disguise DC Modifier +0 
  Your nervous system is very susceptible to injury, and as 
  a result you take 150% damage from all attacks. 
  PARANOID  
  Gene Pool +1 | Disguise DC Modifier +0 
  Your mutation causes you to believe that someone or 
  something is always out to get you, so you have a hard time 
  truly trusting anyone.  Anyone who attempts an aid another 
  action of any type to assist you must succeed at a DC 15 
  check instead of the normal DC 10 check. 
  PHEROMONE REPULSION 
  Gene Pool +3 | Disguise DC Modifier +0 
  You release pheromones that other creatures find 
  repulsive. You take a –4 penalty on all Charisma based skill 
  checks made against creatures within 30 feet of you. This 
  deformity has no effect on creatures that cannot smell.  
  You cannot take this deformity if you plan on taking the 
  Pheromone Attraction mutation. 
  PHOBIA  
  Gene Pool +3 | Disguise DC Modifier +0 
  A phobia is an irrational fear of a (usually commonplace) 
  object or situation. Additionally, if a phobic character is 
  directly confronted by their obsession (requiring a standard 
  action), they must make a Will save (DC 15 or DC = 11 + item 
  level), or become frightened by the object for 1d6 rounds.  
  The source of your specific phobia must be approved by 
  your GM. 
  Roll 1d6 to find out what category your fear falls into. The 
  GM will assist in fleshing out the specifics. 
  1. Other technological (robots, vehicles) 
  2. Weaponry (energy weapons, other) 
  3. Animal 
  4. Plant 
  5. Ordinary object 
  6. Insect (Vermin) 
  PHOTO DEPENDENCY  
  Gene Pool +5 | Disguise DC Modifier +0 
  Light of any kind sustains you, and you grow weak when 
  you are deprived of it. You suffer a –4 penalty to both 
  Strength and Constitution scores when you are in darkness.  
  In dim light, (i.e. twilight, torchlight, flashlight, or 
  lamplight), this penalty is reduced to –2.  To avoid this effect 
  only daylight or equivalent lighting will do and even then, 
  you must have 20% or more of your surface exposed to the 
  light. 
  POISONOUS BLOOD  
  Gene Pool +5 | Disguise DC Modifier +0 
  Your blood is poisonous to your own body. You must take 
  regular doses of tier 1 antitoxin to resist the poison’s 
  effects. If you go 1 week without taking a dose of antitoxin 
  you must make a successful Fortitude save (DC 11 + ½ 
  character’s level) or begin progressing along a poison track. 
  Once you are forced to make your first save, you must make 
  a new save every day until you receive antitoxin or you 
  reach the final stage of your chosen poison track.   When 
  
   
   
  this deformity is taken the player chooses a poison track 
  from Strength, Constitution, Dexterity, Intelligence, 
  Wisdom, or Charisma. Taking a dose of antitoxin cures the 
  poison. It takes 1 minute per stage in the poison track to 
  completely recover.  
  POISON SUSCEPTIBILITY  
  Gene Pool +2 | Disguise DC Modifier +0 
  This mutation makes all poisons much more dangerous 
  to the character. All saving throws versus poison are made 
  with a penalty of -4. 
  POOR ABILITY SCORE 
  Gene Pool +4 | Disguise DC Modifier +0 
  You take a –4 penalty to one ability score in addition to 
  the normal ability score penalties applied by the template. 
  You cannot apply this deformity if it will drop an ability 
  score below of 3.  You may take this deformity multiple 
  times. Its effects stack. 
  PREY SCENT 
  Gene Pool +2 | Disguise DC Modifier +0 
  Your body sends out waves of scent that attracts 
  predators. The GM double the occurrence or chance of 
  wandering monsters, at their discretion.  Certain creature 
  may also target you over other characters.  Creatures with 
  scent will always target you first. 
  RAPID AGING 
  Gene Pool +1 | Disguise DC Modifier +0 
  You age at an increased rate due to the strain your 
  mutations place on your cells. You appear many years older 
  than your actual age. Double your actual age to get your 
  effective age. Your effective age determines your ability 
  score penalties.  You do not gain any of the benefits of aging 
  (increased mental ability scores). 
  REDUCED IMMUNE SYSTEM 
  Gene Pool +4 | Disguise DC Modifier +0 
  Due to your mutation, you take a –4 penalty on all 
  Fortitude saves against poison, disease, and radiation 
  sickness. When you are affected by an affliction it takes 
  twice as long for you to recover by natural means. 
  REDUCED OXYGEN EFFICIENCY 
  Gene Pool +3 | Disguise DC Modifier +0 
  This mutation makes it harder for you to get oxygen into 
  the circulatory system. This means that, after any amount 
  of extended physical activity (including combat) lasting 
  more than 5 rounds, you gain the fatigued condition. 
  Further, 
  when 
  performing 
  athletic 
  activities 
  your 
  endurance is only half that of normal members of your race. 
  You may not take the endurance feat. 
  REDUCED SPEED 
  Gene Pool +1 | Disguise DC Modifier +1 
  You are unable to move as quickly as normal due to 
  various mutations and deformities.  Reduce your speed by 
  5 feet. This speed decrease also applies to any natural 
  burrow, climb, fly, or swim speed you might have. 
  You may take this deformity multiple times. Its effects 
  stack. 
  SHADOW-SCARRED  
  Gene Pool +1 | Disguise DC Modifier +0 
  During your mutation, you were touched by terrible 
  horrors that live in the darkness just outside this dimension 
  and feel your life-force ebb away ever so slightly whenever 
  you return to the shadows.  Whenever you are in an area of 
  dim light or darkness, you take a –1 penalty on saving 
  throws. 
  SIMIAN DEFORMITY 
  Gene Pool +3 | Disguise DC Modifier +5 
  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. Your shortened legs reduce 
  your base speed to 20 ft. normal. However, if all 4 limbs are 
  used to move (arms and legs), you speed adjust back to 
  normal. While using your arms to assist movement you 
  cannot be wielding a weapon or carrying items in your 
  hands. 
  SLOW MUTANT  
  Gene Pool +5 | Disguise DC Modifier +0 
  Your movement and mental processes are impaired, your 
  mutations cause you to permanently suffer from the 
  staggered condition.  If an attack against you or a failed 
  saving throw result in the staggered condition it stacks with 
  the slow mutant deformity. 
  SLOWED BY ELECTRICITY [ANDROID] 
  Gene Pool +2 | Disguise DC Modifier +0 
  Any time you take electrical damage you are affected as 
  if by a slow spell (CL = item level).  There is no saving throw 
  to avoid this effect. 
   
  SPACE SICKNESS 
  Gene Pool +2 | Disguise DC Modifier +0 
  Your body does not react well to artificial gravity, low 
  gravity or zero-g situations and prolonged exposure causes 
  illness.  If exposed to zero-g or low gravity you gain the 
  sickened condition if the number of rounds you are exposed 
  exceeds your Constitution bonus. 
  STAR METAL WEAKNESS (SU)  
  Gene Pool +2 | Disguise DC Modifier +0 
  Any star metal weapon is considered to be magical when 
  used against a you.  Damage caused by star metal weapons 
  cannot be healed naturally.  (Star metals include but are not 
  limited to adamantine, mithril, red mithril, etc.)  
  THIN SKIN 
  Gene Pool +3 | Disguise DC Modifier +0 
  You are more susceptible to harm.  You take 1 additional 
  point of damage per die each time you are wounded. 
  ULTRAVIOLET ALLERGY  
  Gene Pool +4 | Disguise DC Modifier +0 
  Ultraviolet light burns your flesh and causes it to ignite.  
  Ultraviolet light (including direct sunlight) burns you for 2d6 
  points of fire damage per round and causes any light, 
  flammable clothing you are wearing to ignite. 
   
   
  UNCONTROLED RAGE 
  Gene Pool +4 | Disguise DC Modifier +0 
  You have a chemical imbalance and your body over 
  produces adrenaline, endorphins, and testosterone, 
  making it nearly impossible to contain your anger.  
  Whenever you interact with a character or NPC whose 
  attitude toward you is not Friendly or Helpful, you must 
  make a Will save (DC 10 for Indifferent, DC 15 for 
  Unfriendly, and DC 20 for Hostile), or attack that person 
  immediately.  
  VULNERABILITY TO SUNLIGHT 
  Gene Pool +2 | Disguise DC Modifier +0 
  You take 1 point of Con damage after every hour you are 
  exposed to sunlight. 
  VULNERABLE MIND 
  Gene Pool +3 | Disguise DC Modifier +0 
  Your mutation has left your mind particularly vulnerable 
  to mental tampering.  You suffer a -2 penalty to all saves 
  made to resist mind-affecting attacks. 
  WEAK IMMUNE SYSTEM  
  Gene Pool +1 | Disguise DC Modifier +0 
  Your body has difficult preventing infections from 
  entering its system, and thus it is prone to sickness and 
  disease.  You take a –1 penalty on all Fortitude saves against 
  poison, disease, and radiation sickness. 
  You cannot combine this deformity with any feat that 
  improves Fortitude saving throws. 
   
   
  True Mutant - Crabman 
  
   
   
  Physical mutations have a few limitations.  If the 
  mutation is a bioweapon or has a Disguise DC modifier of 
  +5 or more, you can only use it while wearing armor that 
  has been custom crafted for your unique physiology.  The 
  exception to this rule would be the any of the nano-armor 
  present in the Gravity Age: Nanotech Emporium.   
  Mutations with armor restrictions will have one of the 
  following five descriptions;  
  • 
  “You are limited to wearing custom armor or nano-
  armor with this mutation.” 
  • 
  “You are limited to wearing nano-armor with this 
  mutation.” 
  • 
  “You are limited to wearing light armor, or any 
  nano-armor with this mutation.” 
  • 
  “You are limited to wearing custom light armor or 
  light nano-armor with this mutation.” 
  Breath weapons and bite attacks cannot be used in the 
  vacuum of space without disengaging the environmental 
  protection a suite of armor gifts to its wearer.  Under these 
  circumstances using a breath weapon would expose the 
  character to the void and decompression would begin.  For 
  additional information on space and decompression, see 
  the "Environment" section in Chapter 11 of the Starfinder 
  Core Rulebook. 
  Once you have selected your Deformities to build your 
  Gene Pool you may select your beneficial mutations.  Each 
  time a beneficial mutation is selected its reduce its Gene 
  Pool by the Gene Pool value in the mutation’s description.  
  Some beneficial mutations are common to a specific 
  creature type or subtype and will be found in brackets, i.e. 
  [EXAMPLE].  Any creature type or subtype listed in brackets 
  may reduce the cost of the mutation by 1 point.   
  ABERRANT ARMS (EX) 
  Gene Pool -1 | Disguise DC Modifier +10 
  Your arms are enlarged and engorged with muscles.  You 
  gain a slam attack.   
  The disguise modifier for this mutation drops to +0 if you 
  have already taken the Simian Deformity.  You are limited 
  to wearing custom armor or nano-armor with this 
  mutation. 
  Evolution I:  Your slam attacks count as being one size 
  category larger than your actual size. 
  Evolution II: Your slam attacks count as being two size 
  categories larger than your actual size. 
  ABERRANT LEGS (EX) 
  Gene Pool -1 | Disguise DC Modifier +10 
  Your legs are enlarged and engorged with muscles.  You 
  gain a kick (slam) attack and additional +5 feet to your base 
  movement.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your slam attacks count as being one size 
  category larger than your actual size. 
  Evolution II: Your slam attacks count as being two size 
  categories larger than your actual size. 
  ACID CANNON (EX) 
  Gene Pool -3 | Disguise DC Modifier +5 
  You have an organic acid cannon protruding from your 
  forearm that can fire blobs of organic acid at a range increment 
  of 40 feet. These blobs of acid do 1d6 damage.  This weapon 
  can’t be disarmed and produces its own ammunition, so it 
  never runs out as long as you have 1 Resolve point remaining.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your acid damage increases to 2d6.  
  Evolution II: Your acid damage increases to 5d6. 
  ACIDIC SALIVA (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your saliva can burn other creatures like acid.  Your bite 
  attack deals an extra 1d6 points of acid damage with each 
  successful hit. You must have a natural bite attack to take 
  this mutation.  
  You cannot gain this mutation if you have the Venomous 
  Bite mutation. 
  Evolution I:  Your extra acid damage increases to 2d6.  
  Evolution II: Your extra acid damage increases to 5d6. 
  ACIDIC SECRETIONS (EX)  
  Gene Pool -4 | Disguise DC Modifier +2 
  You secrete an acid that dissolves organic material and 
  metal quickly, but does not affect stone or plastics. These 
  secretions are like slime or sap in consistency.  Acidic 
  secretions allow you to cause an extra 1d6 points of acid 
  
   
   
  damage to successful each successful unarmed strike of 
  natural attack.  As a defense, your acid causes 1d6 points of 
  damage to anyone striking you in melee with a natural or 
  kinetic weapon.  A kinetic melee weapon is entitled to a 
  Reflex save (DC = 11 + ½ character level) by its wielder, or 
  the weapon takes 1d6 acid damage. If you are grappling 
  with a foe or remain in contact with a wooden or metal 
  object for 1 full action, you inflict double your normal acid 
  damage (no save) to the target or object.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your acid damage increases to 2d6.  
  Evolution II: Your acid damage increases to 4d6. 
  ACID SPITTER (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  You have a gland which allows you to spit acid balls.  You 
  can spit acid as natural ranged weapon. The acid deals 2d6 
  points of acid damage, has a range increment of 10 feet.  
  You produce enough acid to spit up to three times during a 
  single combat session. 
  Once you’ve used your acid spit, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points. 
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your acid spit damage increases to 3d6.  
  Evolution II: Your acid spit damage increases to 7d6. 
  ADAPTIVE ANATOMY (SU)  
  Gene Pool -5 | Disguise DC Modifier +0/+4  
  You can change various components of your body to gain 
  resistance to certain damage types.  You gain the damage 
  reduction of your choice: DR 2/bludgeoning, DR 2/piercing, 
  or DR 2/slashing.  Each round at the beginning of your turn, 
  as a swift action, you can choose a type of damage 
  reduction from the list above. The change persists until the 
  start of your next turn at which time you can use a swift 
  action to maintain your current damage reduction or 
  choose a new type of damage reduction.  Maintaining any 
  type of damage reduction requires the use of a swift action 
  each round. 
  Evolution I:  Your damage reduction increases to DR 4. 
  Evolution II: Your damage reduction increases to DR 6. 
   
   
   
   
   
  TABLE 8-1: PHYSICAL MUTATIONS - TIER 1 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Aberrant arms 
  -1 
  +10 
  - 
  Aberrant legs 
  -1 
  +10 
  - 
  Adhesive secretions 
  -1 
  +2 
  - 
  Asymptomatic carrier 
  -1 
  +0 
  Ysoki 
  Built for speed 
  -1 
  +0 
  - 
  Bulbous eyes 
  -1 
  +2 
  - 
  Direction sense 
  -1 
  +0 
  - 
  Dwarfism 
  -1 
  +10 
  - 
  Enhanced vision 
  -1 
  +2 
  - 
  Exceptional lungs 
  -1 
  +0 
  - 
  Glider 
  -1 
  +5/+20 
  - 
  Hypersensitivity 
  -1 
  +0 
  - 
  Movement 
  -1 
  +4 
  - 
  Natural weapon 
  -1 
  +4 
  - 
  Peerless bearer 
  -1 
  +0 
  - 
  Prehensile tail 
  -1 
  +5 
  - 
  Shock absorber  
  -1 
  +0 
  - 
  Smokescreen  
  -1 
  +0 
  - 
  System shock  
  -1 
  +0 
  - 
  Tail 
  -1 
  +5 
  - 
  Transparent  
  -1 
  +2 
  - 
   
  ADAPTIVE PHYSIOLOGY (SU) 
  Gene Pool -5 | Disguise DC Modifier +0/+4 
  By spending a Resolve point your mutation allows your 
  body to temporarily adapt to hostile environments. You can 
  adapt to underwater, extremely hot, extremely cold, or 
  airless environments, allowing you to survive as if you were 
  a creature native to that environment. You can breathe and 
  move (though penalties to movement and attacks, if any for 
  a particular environment, remain), and you take no damage  
  simply from being in that environment. You need not 
  specify what environment you are adapting to when you 
  activate this mutation; you simply activate it as a full action, 
  and your body will instantly adapt to any hostile 
  environment as needed throughout the duration.  These 
  adaptations last for up to 1 hour, or until dismissed. 
  You can somewhat adapt to extreme environmental 
  features such as acid, lava, fire, electricity or the void of 
  space. Any environmental feature that normally directly 
  deals 1 or more dice of damage per round only deals half 
  damage to you.  This protection does not extend to weapon 
  damage. 
  
   
   
  Evolution I:  You can add your constitution bonus to the 
  number of hours you can maintain your adaptive body.  
  Evolution II: You can add your constitution score to the 
  number of hours you can maintain your adaptive body. 
  ADHESIVE SECRETIONS (EX) 
  Gene Pool -1 | Disguise DC Modifier +2 
  Your hands secrete viscous goo that improves your grip.  
  You gain a +2 racial bonus to all Athletics (climb) skill checks. 
  You gain a +2 racial bonus to your KAC to resist disarm 
  attempts, and +2 bonus on your attack rolls to initiate or 
  maintain a grapple.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your bonus to Athletics (climb) skill, KAC to 
  resist disarm attempts, and attack rolls to initiate or 
  maintain a grapple increases to +4. 
  Evolution II: Your bonus to Athletics (climb) skill, KAC to 
  resist disarm attempts, and attack rolls to initiate or 
  maintain a grapple increases to +8. 
  ADRENALINE JOLT (EX) 
  Gene Pool -2 | Disguise DC Modifier +1 
  You can flood your bloodstream with extreme amounts 
  of adrenaline to temporarily boost your Strength or 
  Dexterity score by 1d4+1 points as a swift action. This 
  adrenaline jolt last for 2d4 rounds.  
  Once you’ve used adrenaline boost, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your temporary boost applies to your 
  strength and Dexterity. 
  Evolution II: Your adrenaline jolt has an increased 
  duration of 3d4 rounds. 
  ALL-AROUND VISION (EX) 
  Gene Pool -3 | Disguise DC Modifier +5 
  You have a number of extra rudimentary visual sensory 
  organs growing from advantageous areas of your body.  
  This mutation allows you to see in all directions at the same 
  time, giving you a +4 racial bonus on visual Perception 
  checks. 
  You are not eligible to take this beneficial mutation if you 
  have a drawback which impairs your vision.  You are limited 
  to wearing custom armor or nano-armor with this 
  mutation. 
   
  TABLE 8-2: PHYSICAL MUTATIONS – TIER 2 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Acidic saliva 
  -2 
  +0 
  - 
  Adrenaline jolt  
  -2 
  +1 
  - 
  Amphibious skin 
  -2 
  +5 
  Aquatic 
  Asymptomatic carrier 
  -2 
  +0 
  Ysoki 
  Electro-enthropic 
  -2 
  +0 
  - 
  Electro-genesis Power 
  Source 
  -2 
  +0 
  - 
  Electro-location A 
  -2 
  +0 
  Android 
  Electro-location B 
  -2 
  +0 
  Aquatic 
  Energy diffusion 
  -2 
  +0 
  - 
  Extra arm  
  -2 
  +5 
  - 
  Gigantism 
  -2 
  +20 
  - 
  Gills 
  -2 
  +4 
  - 
  Haste 
  -2 
  +0 
  - 
  Healing touch 
  -2 
  +0 
  - 
  Humanoid form 
  -2 
  +10 
  - 
  Intimidating frills 
  -2 
  +5 
  Vesk 
  Leaper  
  -2 
  +0 
  - 
  Noxious vapors 
  -2 
  +0 
  - 
  Obscuring cloud 
  -2 
  +0 
  - 
  Pervasive hearing 
  -2 
  +2 
  - 
  Photosynthesis  
  -2 
  +04 
  - 
  Prehensile tongue 
  -2 
  +0/+20 
  - 
  Prickly spines 
  -2 
  +0/+20 
  - 
  Proprioception  
  -2 
  +0 
  Lashuntas 
  Quadruped  
  -2 
  +20 
  - 
  Radiation resistance 
  -2 
  +0 
  - 
  Radiation Sight 
  -2 
  +2 
  - 
  Second wind  
  -2 
  +0 
  - 
  Tail spikes 
  -2 
  +2 
  - 
  Thermal vision  
  -2 
  +2 
  - 
  Ultra immune system 
  -2 
  +0 
  - 
  Ultraviolet vision 
  -2 
  +2 
  - 
  Vexing voice 
  -2 
  +0 
  - 
  Wall crawler  
  -2 
  +2 
  - 
  Webbed digits 
  -2 
  +4 
  - 
  Zero-g adaptability  
  -2 
  +0 
  - 
   
   
   
   
  
   
   
  AMPHIBIOUS SKIN (EX) [AQUATIC] 
  Gene Pool -2 | Disguise DC Modifier +5 
  Your skin is entirely made up of a thick membrane. You 
  gain the amphibious special quality, allowing you to breathe 
  both air and water. 
  You must soak in water or a nutrient bath at least once 
  per day for an hour to maintain this mutation.  Each day you 
  go without soaking you 5 Stamina points.  All stamina points 
  are regained after successfully soaking. You are limited to 
  wearing custom armor or nano-armor with this mutation.   
  ANESTHETIZING SECRETIONS (EX) 
  Gene Pool -4 | Disguise DC Modifier +2 
  You secrete an anesthetizing slime or sap. A target hit 
  your melee attack must succeed on a Fortitude save (DC 11 
  + ½ your character level) or become paralyzed for 1d4 
  rounds.  
  To take this mutation you must have a natural attack.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation.  This is a paralytic effect and is not 
  considered mind-affecting for purposes of saving throws, 
  resistance, or immunity.  Once a creature has saved against 
  your anesthetizing secretions they are immune to its effects 
  for the next 24-hours. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your base DC increases to 13 and the 
  duration increases to 1d4+1 rounds. 
  Evolution II: Your base DC increases to 15 and the 
  duration increases to 1d4+3 rounds. 
  ARM BLADES (EX) 
  Gene Pool -4 | Disguise DC Modifier +2/+20 
  Your mutation consists of retractable bone or chitin 
  blades which resemble those of a praying mantis while 
  exposed.  They can be brought to bear or retracted as a 
  swift action.  The blades hinge out from the wrist and 
  provide a blade roughly as long as your forearm.  While your 
  blades are extended you cannot use your hands or hold a 
  weapon, but neither can you be disarmed.  Your arm blades 
  are considered a natural attack and do 1d8 points of 
  damage. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  The damage from your arm blades increases 
  to 2d8. 
  Evolution II: The damage from your arm blades increases 
  to 5d8. 
  TABLE 8-3: PHYSICAL MUTATIONS – TIER 3 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Acid cannon 
  -3 
  +5 
  - 
  All-around sight 
  -3 
  +5 
  - 
  Asymptomatic carrier 
  -3 
  +0 
  Ysoki 
  Bioluminescent skin 
  -3 
  +0/+10 
  - 
  Blindsense  
  -3 
  +0 
  - 
  Blood drain 
  -3 
  +2 
  - 
  Blood frenzy 
  -3 
  +0 
  - 
  Breath weapon 
  -3 
  +0 
  - 
  Chameleon epidermis  
  -3 
  +0/+10 
  - 
  Entangling slime 
  -3 
  +2 
  - 
  Extra arms 
  -3 
  +10 
  - 
  Feral 
  -3 
  +0 
  - 
  Filtered lungs 
  -3 
  +0 
  - 
  Flaming body 
  -3 
  +0/+20 
  - 
  Fragrance, calming 
  -3 
  +0 
  Plant  
  Fragrance, development 
  -3 
  +0 
  Plant  
  Healing kiss 
  -3 
  +0 
  - 
  Heavy skeleton  
  -3 
  +2 
  - 
  Leech maw 
  -3 
  +4 
  Kasathas 
  Light pulse 
  -3 
  +0 
  - 
  Mega claw 
  -3 
  +10 
  Shirren 
  Natural armor 
  -3 
  +5 
  - 
  Numbing cold 
  -3 
  +0 
  - 
  Parasitic control 
  -3 
  +0 
  - 
  Pheromone, attraction 
  -3 
  +0 
  - 
  Pheromone, energetic 
  -3 
  +0 
  -  
  Pheromone, fatigue 
  -3 
  +0 
  - 
  Pheromone, rage 
  -3 
  +0 
  -  
  Pheromone, soothing 
  -3 
  +0 
  -  
  Piercing howl  
  -3 
  +0 
  - 
  Scent  
  -3 
  +2 
  - 
  Snake-like body 
  -3 
  +20 
  - 
  Stench 
  -3 
  +0 
  - 
  Sticky ichor 
  -3 
  +0 
  - 
  Tentacle  
  -3 
  +5 
  - 
  Wings 
  -3 
  +10 
  Shirren  
   
   
   
   
   
  
   
   
   
  ASYMPTOMATIC CARRIER (EX) [YSOKI] 
  Gene Pool -1, -2, -3, -4, or -5 | Disguise DC Modifier +0 
  You are a genetic carrier, a person that has inherited a 
  genetic trait or mutation allowing you to carry an infectious 
  disease agent, but displays no symptoms.  Your mutation 
  has made you asymptomatic to a specific disease.  You must 
  select or randomly determine the disease working with 
  your GM. The disease is transmitted by making a successful 
  unarmed or natural attack. The target must make the 
  appropriate save to avoid contracting the disease, if the 
  initial save is made that target cannot be infected again by 
  you for 24-hours.  In addition, you are completely immune 
  to the disease you carry. 
  Tier is determined by the DC of the disease carried; 
  • 
  Tier 1 = DC 10, 11, or 12 
  • 
  Tier 2 = DC 13 or 14 
  • 
  Tier 3 = DC 15 or 16 
  • 
  Tier 4 = DC 17 or 18 
  • 
  Tier 5 = DC 19+ 
  This mutation is only effective against creatures you 
  injure with a natural weapon or are unprotected from 
  environmental dangers. For additional information on 
  diseases, see the "Aflictions" section in Chapter 11 of the 
  Starfinder Core Rulebook. 
  Evolution I:  Your mutation has a way of strengthening 
  the affliction you carry.  Increase the affliction DC +2.  
  Evolution does not affect the tier. 
  Evolution II: Your mutation has a way of strengthening 
  the affliction you carry.  Increase the affliction DC an 
  additional +2 for a total of +4. Evolution does not affect the 
  tier. 
  BIOLUMINESCENCT SKIN (EX) 
  Gene Pool -3 | Disguise DC Modifier +0/+10 
  Photophores in your skin are a source of bioluminescent 
  light.  The colorful patterns that decorate your body create 
  dim light up to a 20- foot radius, centered on your body.   
  You can also use your photophores create a twisting 
  pattern of subtle, shifting colors weaves across your skin, 
  fascinating creatures within it. Roll 2d4 and add your 
  character level (maximum 10) to determine the total 
  number of CR of creatures affected. Creatures with the 
  lowest CR are affected first; and, among creatures with 
  equal CR, those who are closest to you are affected first. CR 
  that are not sufficient to affect a creature are wasted. 
  Affected creatures are entitled to a Will saving throw (DC = 
  11 + ½ your character level), or they gain the fascinated  
   
  TABLE 8-4: PHYSICAL MUTATIONS – TIER 4 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Acid secretions 
  -4 
  +2 
  - 
  Anesthetizing secretions 
  -4 
  +2 
  - 
  Arm blades 
  -4 
  +2/+20 
  - 
  Asymptomatic carrier 
  -4 
  +0 
  Ysoki 
  Blinding gaze 
  -4 
  +0/+20 
  - 
  Dazzling burst 
  -4 
  +0 
  - 
  Cryogenesis  
  -4 
  +0 
  - 
  Density alteration 
  -4 
  +0/+15 
  - 
  Electric fortitude 
  -4 
  +0 
  Android  
  Elasticity  
  -4 
  +0 
  - 
  Electro-genesis jolt 
  -4 
  +0 
  - 
  Electro-genesis touch 
  -4 
  +0 
  - 
  Energy absorption 
  -4 
  +0 
  - 
  Energy ray 
  -4 
  +0 
  - 
  Fire starter  
  -4 
  +0 
  - 
  Grenade-like fruit 
  -4 
  +10 
  Plant  
  Hallucination cloud 
  -4 
  +0 
  - 
  Horrific appearance  
  -4 
  +20 
  - 
  Infrasonic moan 
  -4 
  +0 
  - 
  Love darts 
  -4 
  +5 
  - 
  Love rocks 
  -4 
  +5 
  - 
  Metamorph  
  -4 
  +4 
  - 
  Poisonous dermal slime 
  -4 
  +2 
  - 
  Prehensile tendrils 
  -4 
  +5 
  Plant  
  Quills  
  -4 
  +2 
  - 
  Regenerative capability  
  -4 
  +0 
  - 
  Sixth sense 
  -4 
  +2 
  - 
  Spores  
  -4 
  +0 
  Plant  
  Sticky tongue 
  -4 
  +0 
  - 
  Sticky filament 
  -4 
  +0 
  - 
  Stinger  
  -4 
  +10 
  Shirren  
  Stinking cloud 
  -4 
  +0 
  - 
  Thermogenesis  
  -4 
  +0 
  - 
  Third-eye, any 
  -4 
  +5 
  - 
  Ultrasonic shriek 
  -4 
  +0 
  - 
  Unusual anatomy  
  -4 
  +4 
  - 
  Venomous bite 
  -4 
  +2 
  - 
  Venomous stream 
  -4 
  +0 
  - 
  Web spinner 
  -4 
  +0 
  - 
  X-ray vision 
  -4 
  +2 
  - 
   
  
   
   
  condition while your bioluminescent patterns are active 
  plus 1d2 rounds after you end the effect. Sightless creatures 
  are not affected by this mutant ability.  You suffer a -20 
  penalty to Stealth skill checks in dim light or darkness while 
  this ability is in effect.   
  Once you’ve used your bioluminescent skin, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points. You can spend 1 Resolve Point at any point 
  to recharge it immediately.  You are limited to wearing 
  custom armor or nano-armor with this mutation. 
  Evolution I:  Your base DC to resist the fascination effect 
  increases to 13.  
  Evolution II: Your base DC to resist the fascination effect 
  increases to 13.  
  BLINDSENSE (EX)  
  Gene Pool -3 | Disguise DC Modifier +0 
  You have the extraordinary ability to use a non-visual 
  imprecise sense (or a combination senses) to operate 
  effectively without vision. Such senses may include 
  sensitivity to vibrations, acute scent, keen hearing, or 
  echolocation.   You gain blindsense with a range of 30 feet.  
  You gain blind-fight as a bonus feat. 
    Evolution I:  Your imprecise senses become more 
  precise, you gain blindsight 15 ft. and your blind sense 
  extends out to 60 ft.   
  Evolution II: You’re your senses are precise, you gain 
  blindsight 60 ft. 
  BLINDING GAZE (EX) 
  Gene Pool -4 | Disguise DC Modifier +0/+20 
  Your eyes emit light equivalent to daylight in a 30-foot 
  cone.  While you can see normally in the light generated by 
  your eyes, creatures with light blindness or light sensitivity 
  suffer their normal penalties within your cone of light.  As a 
  standard action you can intensify your light into a blinding 
  cone.  Any creature caught within the area or effect must 
  make a Fortitude save (DC 11 + ½ your character level), or 
  be blinded for 1d6 rounds. You can use this mutation as 
  long as you have at least one Resolve Point. 
  Evolution I:  Your base DC increases to 13.  
  Evolution II: Your base DC increases to 15. 
  BLOOD DRAIN (SU)  
  Gene Pool -3 | Disguise DC Modifier +2 
  As a move action, you can suck blood from grappled, 
  pinned, or helpless opponent.  You can also attempt use 
  blood drain against and attacker who has successfully 
  grappled you with a successful attack roll against their KAC  
  TABLE 8-5: PHYSICAL MUTATIONS - TIER 5 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Adaptive anatomy 
  -5 
  +0/+4 
  - 
  Adaptive physiology 
  -5 
  +0/+4 
  - 
  Asymptomatic carrier 
  -5 
  +0 
  Ysoki 
  Increased intellect 
  -5 
  +4 
  Animal 
  Ingested adaptation 
  -5 
  +0 
  - 
  Nociception 
  -5 
  +0 
  Lashuntas 
  Plant-like traits 
  -5 
  +5 
  - 
  Reflective epidermis 
  -5 
  +2 
  - 
  Sub-dermal armor 
  -5 
  +5 
  - 
  Suppress mutation 
  -5 
  +10 
  - 
  Tentacles  
  -5 
  +10 or +20 
  - 
  Troll-gene Fast healing 
  -5 
  +0 
  - 
  Two heads  
  -5 
  +20 
  - 
   
  rather than attempting to counter grapple or escape.  The 
  target takes 1 points of Constitution damage.  You heal 5 hit 
  points of damage for each point of Constitution you drain. 
  Evolution I:  Your Constitution drain increases to 1d2.  
  Evolution II: Your Constitution drain increases to 1d3. 
  BLOOD FRENZY (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  If you take damage in combat you can fly into a frenzy in 
  the following round. You gain +2 Constitution and +2 
  Strength, but takes a –2 penalty to its AC. The frenzy lasts 
  until combat is concluded or 2d6 rounds, whichever is 
  shorter.  Unlike a rage ability you do not gain the fatigued 
  condition when blood frenzy completes. 
  Once you’ve used your blood frenzy, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your frenzy duration increases to 3d6 
  rounds.  
  Evolution II: Your frenzy duration increases to 5d6 
  rounds. 
  BREATH WEAPON (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation consists of two sacks of noxious chemicals 
  which can be combined as they are exhaled through the 
  mouth to form a breath weapon.  You gain a breath 
  weapon.  When this mutation is selected, you must choose  
  
   
   
  a 60’ line or 30’ cone of energy.  You must also choose an 
  energy type; acid, cold, electricity, or fire. Your breath 
  weapon does 3d6 points of damage from your selected 
  energy type to all creatures, characters, and objects within 
  the area of effect. Targets in the area can attempt a Reflex 
  save (DC = 11 + ½ your character level) to escape with only 
  half damage.  
  Once you’ve used your breath weapon, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your breath weapon damage increases to 
  7d6.   
  Evolution II: Your breath weapon damage increases to 
  18d6.   
  BUILT FOR SPEED (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  Your mutation has reinforced your legs making them 
  capable of propelling you at greater speeds, increasing both 
  your tactical and overland speeds.  You gain an additional 5 
  feet of movement per move action. This stacks with any 
  other increases to your base speed provided by race, class, 
  talents, feats, or equipment. 
  You may not take this mutation if you have a deformity 
  that reduces speed. 
  Evolution I:  Your speed increases by 10 ft. per move 
  action. 
  Evolution I:  Your speed increases by 15 ft. per move 
  action. 
  BULBOUS EYES (EX) 
  Gene Pool -1 | Disguise DC Modifier +2 
  Your mutation allows you to see in total darkness out to 
  a range of 60 feet. Darkvision is black and white only but is 
  otherwise like normal sight. 
  Evolution I:  Your darkvision increases to 120 ft. 
  Evolution II: Your darkvision increases to 240ft. 
  CHAMELEON EPIDERMIS (EX) 
  Gene Pool -3 | Disguise DC Modifier +0/+10 
  Your outer cellular structure has been mutated, allowing 
  the cells to actually alter their lucidness, appearance, and 
  color. In effect, this allows you to subtly change colors on a 
  cellular level. You gain the effects of total concealment 
  (50% miss chance) while motionless (taking no actions) or 
  concealment (20% miss chance) while taking normal 
  actions.  Your mutation requires no concentration and is 
  constantly adjusting to your surroundings.  
  You can only take full advantage of this mutation while 
  wearing no armor or nano-armor.  You only gain half the 
  normal benefit while wearing light armor. 
  CRYOGENESIS (SU) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows your body to absorb heat from 
  object and creatures you touch.  When you make a 
  successful natural attack or unarmed strike against an 
  opponent, you may add +2d6 points of cold damage to your 
  attack as a swift action.   
  Once you’ve used your cryogenesis attack, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately.  You can only take advantage of 
  this mutation while wearing no armor, custom armor, or 
  nano-armor. 
  Evolution I:  Your cold damage increases to 7d6. 
  Evolution II: Your cold damage increases to 15d6. 
  DAZZLING BURST (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  You can cause your body to flare with intense, colorful 
  light as a swift action.  Anyone within a 20-foot radius must 
  make a Fortitude save (DC 11 + ½ your character level), or 
  be dazzled for 2d8 rounds. 
  Once you’ve used your dazzling burst, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.  This ability is a light effect, and 
  creatures that cannot see are immune to it.  You are limited 
  to wearing light armor, or any nano-armor with this 
  mutation. 
  Evolution I:  The base DC of your dazzling burst is 
  increased to 13.   
  Evolution II: The base DC of your dazzling burst is 
  increased to 15.   
  DENSITY ALTERATION (SU) 
  Gene Pool -4 | Disguise DC Modifier +0/+15 
  This extraordinary mutant ability grants you the ability to 
  enlarge or reduce your size while maintaining the same 
  mass.  You must choose the ability to enlarge or reduce 
  when this mutation is selected.  Density alteration is 
  considered a standard action. 
  Enlarge: Density alteration doubles your height. This 
  increase changes your size category to the next larger one. 
  You gain a +2 size bonus to Strength, a -2 size penalty to 
  Dexterity (to a minimum of 1), and a -1 penalty on attack 
  
   
   
  rolls and AC due to its increased size. If your size increases 
  to Large you have a space of 10 feet and a natural reach of 
  10 feet.  Enlarging does not affect your speed. If insufficient 
  room is available for the desired growth, you attain the 
  maximum possible size and may make a Strength check 
  (using its increased Strength) to burst any enclosures or 
  clothing in the process. If it fails, you are constrained 
  without harm by the materials enclosing you.  Your armor 
  and equipment do not expand with you with the exception 
  of augmentations.  Since you gain no weight you gain a +4 
  on Athletic skill checks to swim due to lower body density. 
  Reduce: Density alteration causes instant diminution of 
  your body, halving your height, length, and width. This 
  decrease changes your size category to the next smaller 
  one.  You gain a +2 size bonus to Dexterity, a -2 size penalty 
  to Strength (to a minimum of 1), and a +1 bonus on attack 
  rolls and AC due to your reduced size. A Small humanoid 
  creature whose size decreases to Tiny has a space of 2-1/2 
  feet and a natural reach of 0 feet (meaning that it must 
  enter an opponent’s square to attack). A Large humanoid 
  creature whose size decreases to Medium has a space of 5 
  feet and a natural reach of 5 feet. A reduction in size does 
  not alter your speed. Any armor and equipment carried by 
  you does not shrink with you unless its an augmentation. 
  Evolution I:  Your mutation allows you to enlarge or 
  reduce your size. 
  Evolution II:  Your mutation allows you to alter your 
  density as a swift action. 
  DIRECTION SENSE (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  You always know the direction of north from your 
  current position.  You are effective in any environment in 
  which "north" exists, but it may not work on planets, 
  planetoids, or asteroids without magnetic fields.  By using a 
  swift action, you can determine the direction of true north. 
  DWARFISM (EX) 
  Gene Pool -1 | Disguise DC Modifier +10 
  Mutated genes have altered your physical size, and you 
  are reduced by 1 size category. This change in size make you 
  noticeably different from other of your species.   
  This mutation causes you to shrink, halving your height, 
  length, and width and dividing your weight by 8. This 
  decrease changes your size category to the next smaller 
  one. You gain a +2 size bonus to Dexterity, a -2 size penalty 
  to Strength (to a minimum of 1), and a +1 bonus on attack 
  rolls and EAC and KAC due to your reduced size. 
  A Small humanoid creature whose size decreases to Tiny 
  has a space of 2-1/2 feet and a natural reach of 0 feet 
  (meaning that it must enter an opponent’s square to 
  attack). A Large humanoid creature whose size decreases to 
  Medium has a space of 5 feet and a natural reach of 5 feet.  
  You can no longer wear armor or use some types of 
  equipment designed for Medium humanoid creatures.  
  Natural attacks and unarmed strikes deal less damage (see 
  Table 10-1: Tiny/Large Damage).  
  ELECTRIC FORTITUDE (EX) [ANDROID] 
  Gene Pool -4 | Disguise DC Modifier +0 
  You take no damage from electrical attacks Instead, your 
  mutation has turned you into a capacitor.  You are immune 
  to electricity and any electrical attack used against you 
  temporarily increases you’re your Stamina by 1 point per 
  die of electrical damage.  You can store a number of 
  temporary Stamina points equal to your key ability bonus 
  (minimum 1).  You lose these temporary Stamina points any 
  time you rest for 10 minutes and regain Stamina, meditate, 
  or sleep. 
  Evolution I:  You can store up to your key ability score in 
  temporary Stamina points and gain 2 temporary Stamina 
  points per electrical damage die. 
  Evolution II: You can store up to double your key ability 
  score in temporary Stamina points and gain temporary 
  Stamina points equal to one-half the electrical damage that 
  would have been dealt. 
  ELASTICITY (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  You can bend and twist your body in unnatural ways and 
  squeeze through very tight spaces.  You gain a +4 racial 
  bonus on Acrobatics (escape) skill checks. Moreover, you 
  can squeeze through an opening or passage one-tenth as 
  wide and tall as your height, in inches.  A creature using this 
  mutation to move through a tight space moves at one-third 
  normal speed.  As an added benefit, you take half damage 
  from blunt weapons. 
  You are limited to wearing nano-armor with this 
  mutation. 
  Evolution I:  Your racial bonus to Acrobatics (escape) 
  increases to +8. In addition, you gain a reach of 10-foot, 
  allowing you to strike at targets 2 squares away.  If you are 
  already using a reach weapon this mutant ability increases 
  your reach by 5-foot. 
  Evolution II: Your racial bonus to Acrobatics (escape) 
  increases to +12.  In addition, you gain a reach of 15-foot, 
  allowing you to strike at targets 3 squares away.  If you are 
  already using a reach weapon this mutant ability increases 
  your reach by 10-foot. 
  
   
   
  ELECTRO-ENTROPIC (SU) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation allows you to draw stored energy out of 
  batteries and energy generators.  You can spend a full round 
  action to drain energy from a battery or electrical 
  generator.  You drain 1d6 charges per round. You can store 
  a number of charges equal to your key ability score and any 
  energy in excess of your key ability score is released 
  harmlessly as light.  Each point of excess energy released as 
  light cause you to glow in a 20-foot radius for 1 round per 
  excess charge.  You can voluntarily release stored energy 
  not in excess of your key ability score as a swift action. 
  You can use stored energy to recharge or power electro-
  genesis abilities.  It takes 12 points of stored energy to 
  recharge a one use of an electro-genesis ability. 
  Evolution I:  You can drain 2d6 charges from a battery per 
  round. 
  Evolution II: You can drain 3d6 charges from a battery 
  per round. 
  ELECTRO-GENESIS JOLT (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  The electrophysiology of your mutation allows you to 
  generate a powerful jolt of lightning.  You can generate and 
  target a 5-foot-wide, 30-foot-long or 10-foot wide, 15-foot 
  long bolt of lightning that deals 3d6 points of electricity 
  damage to every creature in its path. Releasing a lightning 
  bolt is a standard action.  Any creature struck by your jolt of 
  lightning is entitled to a Reflex save (DC = 11 + ½ your 
  character level) for half damage.   
  Once you’ve used your electro-genesis jolt, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately.  Electro-genesis Jolt can also be 
  recharged by the Electro-enthropic mutation. 
  Evolution I:  Your electro-genesis bolt damage increases 
  to 9d6.   
  Evolution II: Your electro-genesis bolt damage increases 
  to 18d6.   
  ELECTRO-GENESIS POWER SOURCE (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation allows you to generate power and 
  transfer it to technological devices.  As a full action, you can 
  generate and transfer 1d6 charges to a battery by simply 
  making physical contact with it.  
  Once you’ve used your electro-genesis power source 
  ability, you can’t use it again until you’ve rested for 10 
  minutes to regain Stamina Points.  You can spend 1 Resolve 
  Point at any point to recharge it immediately.  Electro-
  genesis Power Source can also be recharged by the Electro-
  enthropic mutation. 
  Evolution I:  You can generate 2d6 charges and transfer 
  them to a battery. 
  Evolution II: You can generate 3d6 charges and transfer 
  them to a battery. 
  ELECTRO-GENESIS TOUCH (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  The electrophysiology of your mutation allows you to 
  generate an electrical charge, transferring it to any 
  character, creature, or object you touch.  On a successful 
  unarmed or natural attack, you can choose to deal 2d6 
  points of electricity damage to any character or creature as 
  a swift action. In addition, you may discharge 2d6 points of 
  electricity damage to any attacker successfully striking you 
  with an unarmed attack, natural weapon, or combat 
  maneuver as a reaction. On a critical hit your target must 
  make a Fortitude save (DC = 11 + ½ your character level), or 
  become stunned for 1 round.  
  Once you’ve used your electro-genesis touch, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points, though you can spend 1 Resolve Point at 
  any point to recharge it immediately.  Electro-genesis Touch 
  can also be recharged by the Electro-enthropic mutation. 
  Evolution I:  Your electro-genesis touch damage 
  increases to 6d6.   
  Evolution II: Your electro-genesis touch damage 
  increases to 15d6.   
  ELECTRO-LOCATION A (EX) [ANDROID] 
  Gene Pool -2 | Disguise DC Modifier +0 
  When you are in contact with a crystalline or metallic 
  surface your mutation allows you to detect the presence of 
  other creatures within 30 feet that are also in contact with 
  the same surface, even through walls and other obstacles. 
  Electro-location otherwise functions as blindsense.  
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your electro-location extends out to 60 feet.   
  Evolution II: Your electro-location extends out to 120 
  feet.   
  ELECTRO-LOCATION B (EX) [AQUATIC] 
  Gene Pool -2 | Disguise DC Modifier +0 
  When you are submerged in water your mutation allows 
  you to detect the presence of other creatures within 10 feet 
  that are also submerged in water, even with concealment 
  
   
   
  and cover. Electro-location otherwise functions as 
  blindsight.   
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your electro-location extends out to 20 feet.   
  Evolution II: Your electro-location extends out to 30 feet.   
  ENERGY ABSORPTION (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  You can absorb impressive amounts of harmful energy.  
  You gain resistance 5 to two types of energy or resistance 
  10 to one type of energy, chosen from the following list: 
  acid, cold, electricity, fire, or sonic/concussion.  This 
  mutation does not stack with other resistance modifiers. 
  Evolution I:  Gain an additional 5 energy resistance on 
  two types of energy or 10 on one type of energy.  
  Evolution II:  Gain an additional 5 energy resistance on 
  two types of energy or 10 on one type of energy.  
  ENERGY DIFFUSION (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your body’s ability to withstand energy damage 
  increases. You gain resistance 2 to two types of energy or 
  resistance 5 to one type of energy, chosen from the 
  following 
  list: 
  acid, 
  cold, 
  electricity, 
  fire, 
  or 
  sonic/concussion. This mutation does not stack with other 
  resistance modifiers. 
  Evolution I:  Gain an additional 2 energy resistance on 
  two types of energy or 6 on one type of energy.  
  Evolution II:  Gain an additional 2 energy resistance on 
  two types of energy or 6 on one type of energy.  
  ENERGY RAY (SU)  
  Gene Pool -4 | Disguise DC Modifier +0 
  You have the ability to emit a ray of energy (fire, cold, or 
  sonic) from one of your hands (or other appendage) which 
  inflicts 1d6 hit points of damage and has a range increment 
  of 50 feet. The energy type must be chosen when this 
  mutation is selected.  You can use this energy ray a number 
  of times equal to your key ability score bonus.   
  Once you’ve used up all your energy rays, you can’t use 
  them again until you’ve rested for 10 minutes to regain 
  Stamina Points.  You can spend 1 Resolve Point at any point 
  to recharge the rays immediately. 
  Evolution I:  Your energy ray damage increases to 3d6.  
  Evolution II: Your energy ray damage increases to 6d6. 
   
  ENHANCED VISION (EX) 
  Gene Pool -1 | Disguise DC Modifier +2 
  Your mutation has made your sight very acute, allowing 
  the mutant to focus your vision on places extremely far 
  away.  You can see things as far as 3 miles away if there is a 
  clear line of sight.  
  Evolution I:  You gain low-light vision 
  Evolution II: You gain darkvision 240 ft. 
  ENTANGLING SLIME (EX) 
  Gene Pool -3 | Disguise DC Modifier +2 
  Your mutation allows you to produce a sticky, slimy 
  secretion.  You can slime up to a 10-foot-square area as a 
  full action. For 24-hours thereafter, any creature coming in 
  direct contact with the slime must succeed at an Acrobatics 
  check (DC = 11 + ½ your character level), or gain the 
  entangled condition.  
  Once you’ve used entangling slime ability, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately.   
  Evolution I:  The base DC of your entangling slime is 
  increased to 13.   
  Evolution II: The base DC of your entangling slime is 
  increased to 15.   
  EXCEPTIONAL LUNGS (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  You have a second set of lungs and your mutation allows 
  you to hold your breath for an extended period.  You can 
  hold your breath for a number of rounds equal to 4 x your 
  Constitution score rather than twice your Constitution 
  score. 
  Evolution I:  You can hold your breath 8 x your 
  Constitution Score. 
  Evolution II: You can hold your breath 16 x your 
  Constitution Score.   
  EXTRA ARMS 
  Gene Pool -3 | Disguise DC Modifier +10 
  You grow an additional pair of arms. The extra arms look 
  and behave exactly like your other arms. Extra arms allow 
  you to wield and hold up to your total hands worth of 
  weapons and equipment. While your multiple arms 
  increase the number of items you can have at the ready, it 
  doesn't increase the number of attacks you can make 
  during combat. 
  
   
   
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  EXTRA ARM 
  Gene Pool -2 | Disguise DC Modifier +5 
  You grow an additional arm. The extra arm looks and 
  behaves exactly like your other arms. Extra arms allow you 
  to wield and hold up to your total number of hands worth 
  of weapons and equipment. While your multiple arms 
  increase the number of items you can have at the ready, it 
  doesn't increase the number of attacks you can make 
  during combat. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  FERAL 
  Gene Pool -3 | Disguise DC Modifier +0 
  You gain any two natural weapon mutations. These 
  natural weapons deal damage based on your size. If you 
  already have these attacks, their damage improves by one 
  size category (see Table 10-1: Tiny/Large Damage).  
  Evolution I or II will only effect a single natural weapon.  Add 
  the Disguise DC modifiers from both natural attacks 
  together to determine your total modifier.  
  FILTERED LUNGS (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  You can breathe normally in even the most polluted 
  environments. Your mutation protects you from harmful air 
  bourn toxins and chemicals. You gain a +6 racial bonus to 
  save against inhaled poisons, toxins, chemicals, diseases, or 
  any other air bourn pathogen.  
  Evolution I:  Your racial bonus increases to +10.   
  Evolution II: You become immune to inhaled poisons, 
  toxins, chemicals, diseases, or any other air bourn 
  pathogen.   
  FIRE STARTER (SU) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows you to produce flame from your 
  hands and feet.  Your body produces a volatile mix of gases 
  which you can ignite into flame an inch above the surface 
  of your skin.  While your flame is on, add +1d6 points of fire 
  damage to successful unarmed melee or natural attacks.  
  You can set fire to flammable objects as part of a move or 
  standard action.  Additionally, you may create flames from 
  your hands as a swift action and maintain them without 
  concentration.  Your flames provide dim light in a 20-foot 
  Minor Mutant - Firestarter 
  
   
   
  radius.  You can take advantage of the fire starter mutation 
  as long as you have at least one Resolve Point remaining. 
  Although you do not take damage from the fire you wield 
  this mutation does not provide resistance or immunity to 
  fire. You are limited to wearing custom armor or nano-
  armor with this mutation. 
  Evolution I:  Your fire damage increases to 2d6. 
  Evolution II: Your fire damage increases to 4d6. 
  FLAMING BODY (SU) 
  Gene Pool -3 | Disguise DC Modifier +0/+20 
  You can cover your body in dancing flames. Anyone 
  striking you with a natural weapon or unarmed strike takes 
  1d6 points of fire damage. A creature that grapples you or 
  is grappled by you takes 2d6 points of fire damage each 
  round the grapple persists.  You can turn the flames on and 
  off as a swift action. You can take advantage of the flaming 
  body mutation as long as you have at least one Resolve 
  Point remaining. 
  Evolution I:  Your fire damage increases to 2d6 and 4d6 
  while grappled or grappling. 
  Evolution II: Your fire damage increases to 4d6 and 8d6 
  while grappled or grappling. 
  FRAGRANCE, CALMING (SU) [PLANT] 
  Gene Pool -3 | Disguise DC Modifier +0 
  You give off a supernaturally sweet perfume that calms 
  the nerves and blunts aggression constantly surrounds you 
  to a radius of 60 feet. Any creature in this area of effect 
  must make a Will save (DC = 11 + ½ your character level), or 
  at the start of its turn fall under the effects of your fragrance 
  for 1d4+1 rounds.  
  You have no control over the affected creatures, but 
  calming fragrance can stop raging creatures from fighting or 
  joyous ones from reveling. Creatures so affected cannot 
  take violent actions (although they can defend themselves) 
  or do anything destructive.  Any aggressive action against 
  or damage dealt to a calmed creature immediately breaks 
  the effects of the fragrance on all calmed creatures. 
  This fragrance automatically suppresses (but does not 
  dispel) any morale bonuses granted by spells, spell-like 
  effects, or supernatural abilities. It also suppresses any fear 
  effects and removes the confused condition from all 
  targets.  While the fragrance lasts, a suppressed spell, 
  condition, or effect has no effect. When the calming 
  fragrance effect ends, the original spell or effect takes hold 
  of the creature again, provided that its duration has not 
  expired in the meantime. 
  Once you’ve used your calming fragrance, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.   
  Evolution I:  The base DC of your calming fragrance 
  increases to 13 and the duration increases to 2d4+2 rounds. 
  Evolution II: The base DC of your calming fragrance 
  increases to 13 and the duration increases to 3d4+3 rounds. 
  FRAGRANCE DEVELOPMENT (SU) [PLANT] 
  Gene Pool -3 | Disguise DC Modifier +0 
  You can control the actions of any humanoid creature 
  through a subtle yet hypnotic fragrance. The fragrance is 
  generally derived from mutated pheromones/hormones. 
  Your mutation allows you to spend 1 Resolve Point and 
  emit a scent that forces all creature within a 10 ft. radius to 
  make a Will save (DC = 11 + ½ your character level), or 
  become hypnotized by your fragrance.  This mutation 
  mimics the effects of a dominate person spell except as 
  noted here.  The domination lasts as long as you remain 
  within 10 ft. of the subject(s) plus a number of rounds equal 
  to your one half your character level rounding down. Any 
  subject forced to take actions against its nature receives a 
  new saving throw with a +2 bonus. Obviously self-
  destructive orders are not carried out. 
   If you and the subject have a common language, you can 
  generally force the subject to perform as you desire, within 
  the limits of its abilities. If no common language exists, you 
  can communicate only basic commands, such as “Come 
  here,” “Go there,” “Fight,” and “Stand still.” Changing your 
  orders or giving a dominated creature a new command is a 
  move action. 
  Once you have given a creature dominated by your 
  fragrance a command, it continues to attempt to carry out 
  that command to the exclusion of all other activities except 
  those necessary for day-to-day survival (such as sleeping, 
  eating, and so forth). Because of this limited range of 
  activity, a Sense Motive check against DC 15 (rather than DC 
  25) can determine that the subject’s behavior is being 
  influenced by an enchantment effect (see the Sense Motive 
  skill description). 
  Evolution I:  The base DC of your fragrance development 
  is increased to 13.   
  Evolution II: The base DC of your fragrance development 
  is increased to 15.   
   
   
   
  
   
   
  GIGANTISM 
  Gene Pool -2 | Disguise DC Modifier +20 
  Your mutation has altered your physical size, and your 
  size makes you noticeably different from others of your 
  species. This mutation causes you to grow, doubling your 
  height, multiplying your weight by 8, and  increasing your 
  size category.  You gain a +2 size bonus to Strength, a -2 size 
  penalty to Dexterity (to a minimum of 1), and a -1 penalty 
  on attack rolls and EAC and KAC.  If gigantism increases your 
  size to Large you occupy a 10-ft. space and gain a natural 
  reach of 10 feet. This mutation does not change your speed.   
  You can no longer wear armor or use some types of 
  equipment designed for Medium humanoid creatures.  
  Natural weapons and unarmed strikes deal more damage 
  (see Table: Tiny/Large Damage).  
  GILLS (EX) 
  Gene Pool -2 | Disguise DC Modifier +4 
  You grow a set of gills that can draw the oxygen out of 
  water. The gills appear on your neck, chest, or back (near 
  your windpipe or lungs). You can breathe both air and 
  water. You can operate underwater indefinitely, with no 
  fear of drowning. 
  GLIDER (EX) 
  Gene Pool -1 | Disguise DC Modifier +5/+20 
  Your mutation allows you to glide like a flying squirrel.  
  You may glide 20 feet for every 5 feet of decent.  Gliding is 
  considered flight with poor maneuverability, -4 to 
  Acrobatics (fly) checks. 
  You are limited to wearing custom light armor or light 
  nano-armor with this mutation. 
  GRENADE-LIKE FRUIT (EX) [PLANT] 
  Gene Pool -4 | Disguise DC Modifier +10 
  Plants and other mutants with this mutation have pods 
  that are explosive and grenade-like.  When you take this 
  mutation, you choose one kind of grenade to represent 
  your ripe fruit from the following; flash grenade I, frag 
  grenade I, incendiary grenade I, shock grenade I, smoke 
  grenade, or sticky bomb grenade I.    Your fruit are treated 
  as grenades and use the grenade rules presented in the 
  Starfinder Core Rulebook.  Each day the number of ripe fruit 
  you have available is determined randomly by rolling 
  1d6+1.  Once you harvest your fruit it deteriorates quickly 
  and it loses its grenade like properties after an hour. 
  You gain the Grenade Proficiency feat for free when you 
  take this mutation 
  You can spend a Resolve point to force an additional 1d4 
  pods to ripen early if you exhaust your daily supply. 
  Evolution I:  Your fruit becomes more powerful and type 
  I grenade is upgraded to a type II grenade. 
  Evolution II: Your fruit becomes more powerful and type 
  II grenade is upgraded to a type IV grenade. 
  HALLUCINATION CLOUD [PLANT] 
  Gene Pool -4 | Disguise DC Modifier +0 
  As a standard action, your mutation allows you to release 
  a cloud of invisible spores in a 20-foot radius. All creatures 
  within the area must succeed on a DC Fortitude save (DC = 
  11 + ½ your character level), or be affected by powerful 
  hallucinations as long as they remain in the cloud plus 1d4 
  rounds after leaving the area. A new save must be made 
  each round a creature remains within the affected area. A 
  hallucination cloud 
  persists for 5 rounds 
  before 
  dispersing—a 
  strong 
  wind 
  causes 
  it 
  to 
  disperse 
  immediately.  
  Once you’ve used your hallucination cloud ability, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately.  You are limited to 
  wearing custom armor or nano-armor with this mutation. 
  To determine what hallucination is suffered each round, 
  roll 1d6 and consult the following table. 
  Table 8-6: d6 Hallucination 
  D6 
  Hallucination 
  1 
  You’re sinking in quicksand! Fall prone and 
  spend 1 round flailing your arms and legs as if 
  trying to swim. 
  2 
  Attacked by a swarm of spiders! Spend a full 
  round action to attack the floor near you with 
  your weapon. 
  3 
  An item you hold has turned into a viper! Drop 
  it and flee from the item at top speed for 1 
  round. 
  4 
  You’re suffocating! Stand in place, hold your 
  breath, and clutch at your throat for 1 round. 
  5 
  You’ve shrunk to 1/10th your normal size! Take 
  no actions for 1 round and monsters won’t 
  see you. 
  6 
  You’re melting! Grasp hold of yourself in an 
  attempt to hold yourself together, and take 
  no actions for 1 round. 
  Evolution I:  The base DC of your hallucination cloud is 
  increased to 13.   
  
   
   
  Evolution II: The base DC of your hallucination cloud is 
  increased to 15.   
  HASTE (SU) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation grants you temporary bursts of speed.  As 
  a swift action, the you gain the benefits of the haste spell 
  for 1d4 rounds.  
  Once you’ve used your haste, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately.  
  Evolution I:  Your haste lasts for 2d4 rounds.  
  Evolution II: Your haste lasts for 3d4 rounds. 
  HEALING KISS (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  Enzymes and fibroblasts in your saliva enhance the 
  natural healing process of a wound.  (In rarer cases a few 
  mutants have identified other mucus and body fluids with 
  the same affect.) By successfully licking, kissing, or 
  spreading saliva on the wound of another character or 
  creature as a standard action, you may heal the target for 
  1d12 points of damage.  You must roll a successful combat 
  maneuver against an unwilling creature. Each time you use 
  healing kiss you must spend 1 Resolve point. 
  Evolution I:  Your healing kiss heals 3d12 damage.  
  Evolution II: Your healing kiss heals 7d12 damage. 
  HEALING TOUCH 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your palms produce a sweat containing a chemical that 
  increases the rate of natural healing. By successfully 
  touching the wound of another character or creature as a 
  standard action, you may heal the target for 1d8 points of 
  damage.  You must roll a successful combat maneuver 
  against an unwilling creature.  
  Once you’ve used your healing touch, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your healing touch heals 2d8 damage.  
  Evolution II: Your healing touch heals 4d8 damage. 
  HEAVY SKELETON (EX) 
  Gene Pool -3 | Disguise DC Modifier +2 
  Your bones are thick and robust allowing you to 
  withstand high gravity and increasing your massive damage 
  survivability.  Your massive damage threshold increases to 
  110% of your hit points rounded down. You gain light 
  fortification (25% chance to avoid a critical threat). In 
  addition, you can tolerate gravity twice as strong as normal 
  members of your race without penalty.  
  You cannot take this mutation if you have the Brittle 
  Bones deformity. 
  HORRIFIC APPEARANCE (SU) 
  Gene Pool -4 | Disguise DC Modifier +20 
  The sight of you is so revolting that anyone within 60 feet 
  (other than another mutant) who sets eyes upon one must 
  succeed on a Fortitude save (DC = 11 + ½ your character 
  level), or instantly be weakened, taking 1d6 points of 
  temporary Strength damage.  Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by your horrific appearance for 24 hours. 
  This mutation effect is considered a mind-affecting effect.  
  This mutation is constantly active and cannot be turned 
  off.  However, companions who have grown used to your 
  hideous appearance are immune to its affects. 
  HUMANOID FORM (EX) 
  Gene Pool -2 | Disguise DC Modifier +10 
  Your mutation has given you a humanoid body.  You walk 
  upright and can take advantage of equipment designed for 
  humanoids of your size. 
  In order to take this mutation, you must have a corporeal 
  body with a backbone or similar support structure. 
  HYPERSENSITIVITY 
  Gene Pool -1 | Disguise DC Modifier +0 
  You are particularly (some might say unnaturally) 
  sensitive to your surroundings.  You gain a +1 racial bonus 
  on Perception checks.  
  Evolution I:  Your racial bonus to Perception checks 
  increases to +2.  
  Evolution II: Your racial bonus to Perception checks 
  increases to +3. 
  INCREASED INTELLECT (EX) [ANIMAL] 
  Gene Pool -5 | Disguise DC Modifier +4 
  Your mutation has made you sentient.  Your brain is 
  much larger than others of your kind.   
  This mutation is restricted to creatures with a -4 or -5 
  Intelligence score modifier.  When this mutation is gained 
  the creature immediately rolls 3d6 and replaces their prior 
  Intelligence score with the sum of the dice. 
   
   
  
   
   
  INFRASONIC MOAN (SU) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows you to emit an infrasonic moan as 
  a standard action.  You gain one of the following four 
  effects.   
  Fear: All creatures in a 30-foot spread must save (Will 
  negates) or become panicked for 2 rounds. 
  Nausea: All creatures in a 30-foot cone must save 
  (Fortitude negates) or fall prone and be nauseated for 
  1d4+1 rounds. 
  Stupor: A single creature within 30 feet is affected by 
  hold monster for 5 rounds (Will negates). 
  Unnerve: Anyone within a 60-foot spread automatically 
  takes a –2 penalty on attack and damage rolls. Those in the 
  area for more than 6 consecutive rounds must save (Will 
  negates) or enter a trance, helpless until the moaning stops. 
  You are immune to these sonic, mind-affecting attacks.  
  A creature that successfully saves against your fear, nausea, 
  or unnerve moans cannot be affected by that same moan 
  effect for 24 hours. All of the save DCs against your moan 
  are DC 11 + ½ your character level.  
  Evolution I:  You can choose to increase the DC of the 
  saving throw by +2, or gain a second type of infrasonic 
  moan.   
  Evolution II: You can choose to increase the DC of the 
  saving throw by +2, or gain a second or third type of 
  infrasonic moan.  This increase is in addition to any increase 
  or ability that was selected during Evolution I. 
  INGESTED ADAPTATION (SU)  
  Gene Pool -5 | Disguise DC Modifier +0 
  Whenever you deal damage to a living creature with one 
  of your natural attacks, you can siphon off a portion of the 
  target’s genetic code and psychic resonance as a swift 
  action.  This temporarily reshapes your own physiology and 
  psychology to match your target’s.  This grants you one of 
  the following abilities (provided the target has it) for 1 
  minute:  
  • 
  Blindsense (up to 60 feet) 
  • 
  Blindsight (up to 60 feet  
  • 
  Darkvision (up to 60 feet) 
  • 
  Damage reduction (up to 5/—  
  • 
  Resistance to one type of energy damage (up to 20 
  points)  
  • 
  Burrow (up to 40 feet) 
  • 
  Fly (up to 40 feet and average maneuverability) 
  • 
  Swim (up to 40 feet) 
  • 
  Water breathing 
  • 
  Limited telepathy 
  • 
  The ability to understand (but not speak) up to three 
  languages that the target knows 
  • 
  Gain the target’s weapon proficiencies  
  • 
  Change the damage dealt by one of your super 
  natural energy attacks to any one energy type dealt 
  by one of the target’s supernatural attacks 
  Once you’ve used your ingested adaptation, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points. You can spend 1 Resolve Point at any point 
  to recharge it immediately. You can maintain only one 
  adaptation at a time, and gaining a new adaptation ends the 
  previous one.   
  Evolution I:  The duration of Ingested Adaptation 
  increases to 10 minutes.   
  Evolution II: The duration of Ingested Adaptation 
  increases to 1 hour.   
  INTIMIDATING FRILLS (SU) [VESK] 
  Gene Pool -2 | Disguise DC Modifier +5 
  Your mutation gives you frills like a giant frilled lizard and 
  grants Intimidate as a class skill. You can extend your neck 
  frills while charging. In addition to the normal effects of a 
  charge, the creature charged must make a Will save (DC = 
  11 + ½ your character level), or be shaken for 1d6 rounds. 
  This is a fear effect.  You can also extend your frills to gain a 
  +2 circumstance bonus on intimidation skill checks. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  The base DC of your intimidating frills is 
  increased to 13.   
  Evolution II: The base DC of your intimidating frills is 
  increased to 15.   
  LEAPER (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation grants Athletics as a class skill and a +8 
  bonus on Acrobatics (jump) checks to jump. You always 
  count as having a running start when jumping. 
  Evolution I:  Your bonus on Athletics (jump) skill checks 
  increases to +12. 
  Evolution II: Your bonus on Athletics (jump) skill checks 
  increases to +16. 
  LEECH MAW (EX) [KASATHAS] 
  Gene Pool -3 | Disguise DC Modifier +4 
  Your mutation has left you with a mouth like that of a 
  leech or lamprey.  When you succeed with a bite attack, you 
  can attempt to latch onto your target as a swift action. Your 
  
   
   
  mutation grants a +4 racial bonus to obtain and maintain a 
  grapple on a foe.  You lose your Dexterity bonus to AC, but 
  can hold on with great tenacity. You automatically inflict 
  bite damage each round.  Assuming you are a medium 
  creature your bite causes 1d6 P damage. 
  Blood Drain (Ex) You drain blood at the end of each turn 
  you are attached, inflicting 1 point of Strength and 
  Constitution damage.  This damage is doubled on a critical 
  hit. 
  Evolution I:  Your grapple bonus increases to +8.   
  Evolution II: Your grapple bonus increases to +12.   
  LIGHT PULSE (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  Photophores in your skin allow you to make a bright 
  pulse of light.  As a standard action, you can release a pulse 
  of bright light.  All creatures within a 50- foot burst that can 
  see you must make a Fortitude save (DC = 11 + ½ your 
  character level), or be blinded for 1d4 rounds. You are 
  immune to this mutation ability.  
  Once you’ve used your light pulse mutation, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points. You can spend 1 Resolve Point at any point 
  to recharge it immediately.  You are limited to wearing light 
  armor, or any nano-armor with this mutation. 
  Evolution I:  The base DC of your light pulse is increased 
  to 13.   
  Evolution II: The base DC of your light pulse is increased 
  to 15.   
  LOVE DARTS (EX) 
  Gene Pool -4 | Disguise DC Modifier +5 
  Your mutation is a natural ranged weapon that allows 
  you to fire love darts through a rifled tube located on an 
  appendage. Love darts are constructed of chitin and each 
  dart deals 1d6 points of piercing damage with a range 
  increment of 30 feet. You can store up to your Constitution 
  score in love darts. You can regenerate a number of love 
  darts equal to your Constitution score bonus (minimum of 
  1) per day with a good night’s rest (8 hours). Spending a 
  Resolve Point allows you to muster up another 1d4 love 
  darts imediately. 
  Evolution I:  The damage of your love darts increases to 
  2d6 and cause an additional 1 points of bleed damage on a 
  critical.  
  Evolution II: The damage of your love darts increases to 
  4d6 and cause an additional 3 points of bleed damage on a 
  critical. 
  LOVE ROCKS (EX) 
  Gene Pool -4 | Disguise DC Modifier +5 
  Your mutation allows you to fire a limited number of love 
  rocks each day.  This is a natural ranged weapon.  Love rocks 
  are small lumps of hardened chitin fired through a rifled 
  tube located on an appendage. Chitin rocks deal 2d6 points 
  of bludgeoning piercing damage and have a range 
  increment of 15 feet. You can store up to ½ your 
  Constitution score (rounding down) in chitin rocks at a time. 
  You regenerate a number of chitin rocks equal to your 
  Constitution bonus (minimum of 1) per day with a good 
  night’s rest (8 hours).  Spending a Resolve Point allows you 
  to muster up another 1d4 love rocks. 
  Evolution I:  The damage of your love rocks increases to 
  3d6 and cause the staggered condition on a critical.  
  Evolution II: The damage of your love rocks increases to 
  7d6 and cause the staggered condition on a critical. 
  MEGA CLAW (EX) [SHIRREN] 
  Gene Pool -3 | Disguise DC Modifier +10 
  A huge claw has replaced one of your arms including its 
  hand.  The mega claw is a natural weapon dealing 2d6 
  points of slashing and bludgeoning damage. You gain a +4 
  bonus to all combat maneuvers attacks to grapple or pin, 
  and gain a +4 to your KAC to prevent an opponent from 
  countering or breaking a grapple while using the mega claw.  
  Once you have successfully grappled an opponent you do 
  automatic claw damage each round and maintaining your 
  grapple becomes a swift action. The claw can be used to 
  hold things, but is incapable of fine manipulation (such as 
  typing or pulling a trigger). 
  Evolution I:  The damage from your massive claw 
  increases to 4d6 and automatically gain a grapple against a 
  foe on a critical hit.  
  Evolution II: The damage from your massive claw 
  increases to 9d6 and automatically gain a grapple against a 
  foe on a critical hit. 
  METAMORPH (SU) 
  Gene Pool -4 | Disguise DC Modifier +4 
  You are a shape changer. When you gain this mutation, 
  you choose another type of creature that you can transform 
  into. You can choose any abomination, animal, plant, or 
  vermin. You do not gain the spell-like or supernatural 
  abilities of the creature, just the physical appearance and 
  extraordinary natural abilities (such as claws or sharp 
  teeth). This physical transformation (in either direction) 
  takes 1 full action and cost 1 Resolve Point.  You are 
  considered helpless during the transformation, and this 
  
   
   
  transformation does not include your equipment.  
  Transforming back into our humanoid form does not 
  require an additional Resolve Point. 
  Evolution I:   You heal 2d8 damage while shape changing 
  from one form to another. You gain the shaken condition 
  while shape changing rather than the helpless condition. 
  Evolution II: You heal 5d8 damage while transforming 
  from one form to another. You no longer gain any negative 
  conditions while shape changing. 
  MOVEMENT (EX)  
  Gene Pool -1 | Disguise DC Modifier +4 
  You are capable of maneuvering on your own at a 
  standard movement rate of 30 ft.  This may be through the 
  use of leglike protrusions or by pulling yourself along the 
  ground with vines or cilia.  This mutation only benefits races 
  that normally have no means of terrestrial movement. 
  NATURAL ARMOR (EX) [SPECIAL] 
  Gene Pool -3 | Disguise DC Modifier +5 
  This mutation indicates that the creature has grown a 
  natural defense mechanism over the entire body. It can be 
  thick fur, scales, a shell, or even rubbery skin. You gain a +2 
  to armor bonus to your EAC and a +4 armor bonus to your 
  KAC. 
  • 
  Bark: You have developed a thicker, harder, bark-
  like shell that provides armor against physical 
  attacks.  This mutation only is considered Tier [2] for 
  members of the plant type or plant-like subtype. 
  • 
  Exoskeleton: A thick exoskeleton forms over the 
  creature’s skin. The exoskeleton usually consists of 
  interlocking plates of bone or chitin covering 90% or 
  more of its body and gains energy resistance 1 sonic. 
  • 
  Fur coat: Creature grows a thick, protective layer of 
  fur over its body and gains energy resistance 1 cold 
  • 
  Rhino hide: The creature’s skin is thick and formed 
  from layers of collagen positioned in a lattice 
  structure and gains energy resistance 1 electricity. 
  • 
  Rubbery skin: The creatures skin has become super 
  pliable yet strong like rubber.  The creature gains 
  energy resistance 1 acid. 
  • 
  Scaly armor: Thick, overlapping scales cover the 
  creature’s body. The scales are hard but dry to the 
  touch.  The creature gains energy resistance 1 fire. 
  Evolution I:  Your EAC bonus increases to +5 and your 
  KAC bonus increases to +8, but your speed is reduced by 5ft. 
  Evolution II: Your EAC bonus increases to +8 and your 
  KAC bonus increases to +16, but your speed is reduced by 
  10 ft. 
  Note: Armor bonuses do not stack with other armor 
  bonuses, but they do stack to all other bonuses to Armor 
  Class. 
  NATURAL WEAPON (EX) 
  Gene Pool -1 | Disguise DC Modifier +4 
  You are equipped with a natural weapon, such as horns, 
  fangs, or sharp claws (select during character creation). 
  These natural weapons will inflict 1d6 damage lethal 
  damage, and do not provoke attacks of opportunity. A 
  natural weapon may be equipped with a toxic weapon, such 
  as poison. 
  • 
  Claws:  Your hands mutate into sharp claws.  You 
  gain claw attacks that deal slashing damage.  Having 
  claws does not adversely affect your manual 
  dexterity. 
  • 
  Fangs: Your teeth mutate into vicious fangs.  You 
  gain a vicious bite attack that deals piercing damage. 
  This mutation can be used in conjunction with the 
  Acidic Saliva or Poisonous mutation. 
  • 
  Great horns: You sprout horns capable of damaging 
  or goring a target. The horns may be curled like a 
  ram’s or pointed like a bull’s. Conversely, you may 
  grow a single horn in the middle of the forehead, 
  like that of a rhinoceros, or a large rack of antlers, 
  like that of a moose.   You gain a gore natural attack 
  that deals bludgeoning damage (curled ram horns or 
  moose antlers) or piercing damage (pointed bull 
  horns or one great rhino horn).  
  • 
  Slam: You gain a slam attack for each arm or 
  forelimb. If you already have a slam attack, your 
  slam damage improves by one size category. 
  Evolution I:  The damage from your natural attack 
  increases to 3d6. 
  Evolution II: The damage from your natural attack 
  increases to 6d6. 
  NOCICEPTION (EX) [LASHUNTAS] 
  Gene Pool -5 | Disguise DC Modifier +0  
  This mutation blocks a creature’s pain receptors. 
  Nociception allows the creature to withstand unnatural 
  levels of pain. This mutation grants the creature DR 2/-. The 
  damage reduction ends when the creatures Hit Points are 
  reduced to 0. Unlike normal damage reduction, nociception 
  stacks with other sources of damage reduction. 
  Evolution I: The creature’s damage reduction is 
  increased to DR 4/-.  
  Evolution II: The creature’s damage reduction is 
  increased to DR 6/-. 
  
   
   
  NOXIOUS VAPORS (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  The noxious vapors and foul fluids that constantly weep 
  and seethe from our body are particularly heinous to those 
  you choose to grapple. Each round a creature is grappled by 
  you, the grappled foe must make a Fortitude save (DC = 11 
  + ½ your character level), to avoid becoming nauseated. A 
  creature nauseated in this manner remains nauseated until 
  it succeeds on a Fortitude save on its turn, or until a minute 
  has passed during which it is not grappled by you, 
  whichever condition comes first. Noxious vapors do not 
  effect persons protected by environmental suites. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  The base DC of your noxious vapors is 
  increased to 13.   
  Evolution II: The base DC of your noxious vapors is 
  increased to 15.   
  NUMBING COLD (SU) 
  Gene Pool -3 | Disguise DC Modifier +0 
  You must have a natural attack to take this mutation.  A 
  hit from your natural attack induces numbing cold as a swift 
  action. The opponent must succeed on a Fortitude save (DC 
  = 11 + your character level), or be affected as though by a 
  slow spell for 1d6 rounds.  
  Once you’ve used your numbing cold, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  The base DC of your noxious vapors is 
  increased to 13.   
  Evolution II: The base DC of your noxious vapors is 
  increased to 15.   
  OBSCURING CLOUD (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation allows you to surround yourself in a thick 
  fog by converting water stored in your cells to vapor 
  through special skin ducts.  Creating this fog is a swift 
  action. The fog spreads out from your position at a radius of 
  20 feet and moves with you.  You can maintain the 
  obscuring mist by using a swift action for a number of 
  rounds equal to your Constitution score.  Once you’ve used 
  your obscuring cloud, you can’t use it again until you’ve 
  rested for 10 minutes to regain Stamina Points. You can 
  spend 1 Resolve Point at any point to recharge it 
  immediately. 
  The vapor obscures all sight, including darkvision, beyond 
  5 feet. A creature 5 feet away gains concealment (attacks 
  have a 20% miss chance). Creatures farther than 5 ft. away 
  have total concealment (50% miss chance, and the attacker 
  cannot use sight to locate the target). 
  A moderate wind (11+ mph) disperses the fog in 4 
  rounds. A strong wind (21+ mph) disperses the fog in 1 
  round.  This mutation doesn’t work in a void and requires 
  an atmosphere.  You are limited to wearing custom armor 
  or nano-armor with this mutation. 
  Evolution I: You gain the ability to make your obscuring 
  mist toxic.  Living creatures in the cloud must make a 
  Fortitude save (DC = 11 + your character level), or become 
  nauseated. This condition lasts as long as the creature is in 
  the cloud and for 1d4+1 rounds after it leaves. (Roll 
  separately for each nauseated creature.) Any creature that 
  succeeds on its save but remains in the cloud must continue 
  to save each round on your turn. This is a poison effect. 
  Evolution II: Your obscuring mist vapors are highly acidic. 
  Each round on your turn, starting when surround yourself 
  in fog, it deals 2d6 points of acid damage to each creature 
  and object within it in addition to the effects gained with 
  Evolution I. 
  PARASITIC CONTROL (SU) 
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation allows you to control the actions of other 
  through body contact.  In order to establish contact, you 
  must make a successful combat maneuver to grapple your 
  target.  If the attack is successful your target must make a 
  Will save (DC = 10 + ½ your character level + your CHA 
  bonus), or they fall under your control and willingly 
  maintain contact with you. Maintaining contact does not 
  require additional grapple checks, but contact might be 
  broken by others interceding on the subject’s behalf. 
  This effect is identical to the dominate person spell with 
  the following exceptions.  This is a supernatural effect and 
  only last as long as contact is maintained. Once you’ve used 
  parasitic control by forcing your target to make a Will save, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points, though you can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  Evolution I:  Your dominate person effect persists on the 
  target for a number of rounds equal to your character level 
  after contact is lost.   
  Evolution II: Your dominate person effect persists on the 
  target for a number of hours equal to your character level 
  after contact is lost.  As per the dominate person spell the 
  target may qualify for additional Will saves. 
  
   
   
  PEERLESS BEARER (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  Your mutation lends itself to heavy labor. You can carry 4 
  additional bulk beyond the normal limits for your Strength 
  before becoming encumbered or overburdened. 
  Evolution I:  You can carry 8 additional bulk beyond the 
  normal limits for your Strength.   
  Evolution II: You can carry 12 additional bulk beyond the 
  normal limits for your Strength.   
  PERVASIVE HEARING (EX) 
  Gene Pool -2 | Disguise DC Modifier +2 
  Your ears are large, like those of a cat or antelope, and 
  have the ability to swivel.  Your hearing is super sensitive, 
  allowing you to pick up sounds from great distances and 
  through barriers such as doors, walls, and floors.  You gain 
  a +2 racial bonus to all hearing based Perception checks, 
  and suffer no penalties for checks to hear sounds and 
  speech through walls or floors of any material. 
  Evolution I:  Your hearing-based Perception bonus 
  increases to +3.   
  Evolution II: Your hearing-based Perception bonus 
  increases to +5.   
  PHASED (SU)  
   Gene Pool -5 | Disguise DC Modifier +10  
  Your mutation causes you to exist slightly out of phase 
  with the Material Plane. You can pass through walls or 
  material objects (but not corporeal creatures) as long as you 
  begin and end your turn outside of any wall or obstacle. In 
  addition, you always benefit from a 20% miss chance 
  against attacks and effects targeting it directly and takes 
  only half damage from area effects. Force effects, however, 
  function normally against you.    
  You are limited to wearing custom armor or nano-armor 
  with this mutation.  Anything held or worn by you is also 
  slightly out of phase.  However, anything dropped, thrown, 
  or fired from a weapon instantly comes back into phase 
  when it is released or ceases to touch you.  In melee combat 
  you suffer from your own miss chance. 
  Evolution I:  Your miss chance is increased to 25%. 
  Evolution II: Your miss chance is increased to 30%. 
  PHEROMONE ATTRACTION (SU)  
  Gene Pool -3 | Disguise DC Modifier +0 
  You can regulate the production of pheromones in your 
  body and release them at will, altering the moods of other 
  nearby creatures.  You gain a +2 racial bonus on all Charisma 
  based skill checks made against creatures within 30 feet of 
  you. This effect last a number of rounds equal to your 
  current Resolve score + 2d4.   
  Once you’ve used pheromone attraction, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately. 
  It should be noted you cannot take this mutation if you 
  have the Pheromone Repulsion deformity.  This bonus does 
  not work against targets that don’t breathe, or are immune 
  to airborne afflictions by other means. You are limited to 
  wearing custom armor or nano-armor with this mutation. 
  Evolution I:  The strength of your pheromones increases 
  your skill check bonus to +4. 
  Evolution II: The strength of your pheromones increases 
  your skill check bonus to +6. 
  PHEROMONE, ENERGETIC (SU)   
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation allows you to emit a pheromone that 
  improves the moral of those around you.  Pheromones from 
  your mutation grant a +1 morale bonus to attacks, saves, 
  and skill checks to every living creature within a 30-foot 
  radius. This effect lasts a number of rounds equal to your 
  current Resolve score + 2d4.   
  Once you’ve used energetic pheromone, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.  It should be noted you cannot 
  take this mutation if you have the Pheromone Repulsion 
  deformity.  This pheromone does not work against targets 
  that don’t breathe, or are immune to airborne afflictions by 
  other means.  You are limited to wearing custom armor or 
  nano-armor with this mutation. 
  Evolution I:  The strength of your pheromones increases 
  the moral bonus to +2 
  Evolution II: The strength of your pheromones increases 
  the moral bonus to +3. 
  PHEROMONE, FATIGUE (SU)  
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation allows you to emit a pheromone that 
  causes fatigue to any creature that comes within 30 feet of 
  you unless it succeeds at a Fortitude save (DC = 11 + ½ your 
  character level). A creature that is already fatigued suffers 
  no additional effect. A creature that successfully saves 
  cannot be affected again by the same pheromone for 24 
  hours. 
  Once you’ve used energetic pheromone, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  
   
   
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.  This pheromone does not work 
  against targets that don’t breathe, or are immune to 
  airborne afflictions by other means.  You are limited to 
  wearing custom armor or nano-armor with this mutation. 
  Evolution I:  The base DC of your fatigue pheromone is 
  increased to 13.   
  Evolution II: The base DC of your fatigue pheromone is 
  increased to 15.   
  PHEROMONE, RAGE (SU)  
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation allows you to emit a pheromone that puts 
  others in a state of rage.  Pheromones from your mutation 
  grant a +2 morale bonus to Strength and Constitution, a +1 
  morale bonus on Will saves, and a -2 penalty to EAC and 
  KAC to every living creature within a 30-foot radius. Any 
  creature or character trying to resist your rage pheromone 
  must make a Will save (DC = 10 + ½ your character level + 
  your current Resolve). 
  Anyone attempting to influence a creature affected by 
  rage pheromones takes a -2 penalty on Charisma based skill 
  checks. While in rage, affected creatures cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills (except 
  Acrobatics, Intimidate, and Pilot) or any ability that requires 
  patience or concentration.  This effect last a number of 
  rounds equal to your current Resolve score + 2d4.  When 
  the effects of the rage pheromones end, the creatures gain 
  the fatigued condition.  A creature cannot enter rage while 
  under the fatigued or exhausted condition.  You are 
  immune to your own rage pheromone. 
  Once you’ve used rage pheromone, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately.  It should be noted you cannot 
  take this mutation if you have the Pheromone Repulsion 
  drawback.  This pheromone does not work against targets 
  that don’t breathe, or are protected from airborne 
  afflictions by other means. You are limited to wearing 
  custom armor or nano-armor with this mutation. 
  Evolution I:  The strength of your rage pheromones 
  increases doubling all moral bonuses. 
  Evolution II: The strength of your rage pheromones 
  increases tripling all moral bonuses. 
  PHEROMONE, SOOTHING (SU)  
  Gene Pool -3 | Disguise DC Modifier +0 
  You can regulate the production of pheromones in your 
  body and can release them as a move action, putting those 
  near you at ease.  Pheromones from your mutation 
  automatically shift the attitude of all characters and 
  creatures within 30 feet of you one step toward Helpful. If 
  this results in a character’s attitude toward you becoming 
  Friendly or Helpful, you gain a +2 racial bonus on Charisma 
  based skill checks against that character.   
  Once you’ve used soothing pheromone, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately. It should be noted you cannot 
  take this mutation if you have the Pheromone Repulsion 
  drawback.  This pheromone does not work against targets 
  that don’t breathe, or are protected from airborne 
  afflictions by other means. You are limited to wearing 
  custom armor or nano-armor with this mutation. 
  Evolution I:  Your soothing pheromones strengthen and 
  your racial bonus to Charisma based skill checks increases 
  to +4. 
  Evolution II: Your soothing pheromones strengthen and 
  your racial bonus to Charisma based skill checks increases 
  to +6. 
  PHOTOSYNTHESIS (EX) 
  Gene Pool -2 | Disguise DC Modifier +4 
  Your mutation allows you to produce chlorophyll, and 
  you have the ability to absorb energy from sunlight, water, 
  and minerals processing it through your body as though it 
  were food.  As long as you have a daily source of water, 
  sunshine, and basic mineral nutrients (even sand and 
  barren dirt have enough nutrients for the purposes of this 
  ability), you do not need to eat and can survive indefinitely. 
  However, if for some reason, you cannot take in one of the 
  above required elements, you begin to suffer the effects of 
  hunger as normal.  
  If you are heavy armor you must spend at least two hours 
  a day sun bathing while you rest.   
  PIERCING HOWL (SU) 
  Gene Pool -3 | Disguise DC Modifier +0 
  You can alter your voice to emit a high-pitched, piercing 
  scream that can deafen nearby enemies and allies.  You can 
  emit a piercing howl, which can be heard at a range of up to 
  10 miles. All characters and creatures within 60 feet and the 
  ability to hear must make a Fortitude save (DC 11 + your 
  level), or be deafened for 2d6 rounds. Furthermore, any 
  crystal or glass objects must also save or shatter as a result 
  of the intense sonic vibrations caused by the piercing howl. 
  Any creature with augmented hearing suffers a -2 
  penalty on its save. 
  
   
   
  Evolution I:  The base DC of your piercing howl is 
  increased to 13.   
  Evolution II: The base DC of your piercing howl is 
  increased to 15.   
  PLANTLIKE TRAITS (EX) 
  Gene Pool -5 | Disguise DC Modifier +5 
  Your mutation incorporates plantlike traits and you gain 
  the plantlike subtype.  Though you are not a plant your skin 
  takes on a green hue.  You gain a +2 racial bonus on saving 
  throws against all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms) and 
  paralysis, poison, polymorph, sleep effects, and stunning. 
  You also gain low-light vision.  You are treated as a member 
  of the plant type when selecting [PLANT] mutations. 
  Evolution I:  Your racial bonus on saving throws against 
  all mind-affecting effects (charms, compulsions, morale 
  effects, patterns, and phantasms) and paralysis, poison, 
  polymorph, sleep effects, and stunning increases to +3. 
  Evolution II:  Your racial bonus on saving throws against 
  all mind-affecting effects (charms, compulsions, morale 
  effects, patterns, and phantasms) and paralysis, poison, 
  polymorph, sleep effects, and stunning increases to +6. 
  POISONOUS DERMAL SLIME (EX) 
  Gene Pool -4 | Disguise DC Modifier +2 
  Your body produces toxins that are poisonous to other 
  creatures and your skin is covered in a thick gooey slime or 
  sap (like a frog or tree).  Any creature that touches you with 
  a natural or unarmed attack must make a successful 
  Fortitude save to negate the effects.  You must choose a 
  poison track when this mutation is selected; STR, CON, DEX, 
  INT, WIS, or CHA. 
  Type poison (contact); Save Fort DC 10 + ½ your level + your 
  poison track ability modifier; Frequency 1/round for 6 
  rounds; Track varies; Cure 1 save  
  You cannot take Poisonous Dermal Slime as a mutation if 
  you have already taken the Acidic Secretions mutation.  You 
  are limited to wearing custom armor or nano-armor with 
  this mutation. 
  Evolution I:  You can choose a second poison track.  
  Although you can only secrete one type of poison at a time 
  you can change your poison type as a move action. 
  Evolution II: Your poison is more persistent than normal 
  a cure requires 2 saves. 
   
   
   
  PREHENSILE TAIL (EX) 
  Gene Pool -1 | Disguise DC Modifier +5 
  You have 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 you 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; +2 bonus to 
  Acrobatics (balance) and Athletics (climb) skill checks (+4 if 
  climbing trees).  The tail can also be used in more mundane 
  ways, such as holding a light source, so you can employ both 
  hands to fight. The tail cannot use weapons or hold a shield, 
  however, as it is not quite that dexterous. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  PREHENSILE TENDRILS (EX) [PLANT] 
  Gene Pool -4 | Disguise DC Modifier +5 
  These plant and mutant growths are capable of 
  movement and a rudimentary sense of touch. Prehensile 
  tendrils come in two forms, Simple and Constrictive. Select 
  one type of tendril when you select this mutation. 
  • 
  Simple tendrils: These tendrils are capable of 
  wielding weapons, but are not strong enough to do 
  damage on their own. Your tendrils are highly 
  dexterous and give you a +2 Dexterity bonus to 
  activities performed by them.   Aspects of the 
  tendrils that make it more dexterous are sticky 
  fibers and clingy cilia.  
  • 
  Constrictive Tendrils: These tendrils can do 2d6 
  damage through constriction and are capable of 
  rapid movement. A successful attack roll against an 
  opponent’s KAC achieves constriction, and the 
  victim will suffer damage on each consecutive 
  round.  Treat constriction like a grapple that can be 
  maintained with a swift action and does automatic 
  damage each round.  Hands are not required to 
  maintain this grapple. 
  Your prehensile tendrils have a 10-ft. reach.  This 
  mutation gives you a number of tendrils equal to your key 
  ability modifier.   
  Your tendrils can be attacked they have a 12 EAC and 15 
  KAC.  Each tendril has 15 Hit Points and damage taken 
  directly to the tendrils doesn’t count against your actual 
  Stamina or Hit Points.  When a tendril is destroyed, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  Resting restores any tendrils which 
  were destroyed.  You can spend 1 Resolve Point at any time 
  
   
   
  to regrow 1d4 tendrils immediately.  You cannot regrow 
  more tendrils than your key ability modifier allows. 
  Evolution I:  The reach of your tendrils increases to 15-ft. 
  and their Hit Points are increased to 20. 
  Evolution II:  The reach of your tendrils increases to 20-
  ft. and their Hit Points are increased to 30. 
  PREHENSILE TONGUE (EX) 
  Gene Pool -2 | Disguise DC Modifier +0/+20 
  You have developed a tongue similar to that of a lizard or 
  frog. This unusual mutation allow you to grapple objects like 
  a hand with a 10 ft. reach.  Your tongue amazing strength, 
  allowing you to hang from ceilings fixtures, for instance, 
  leaving your arms and legs free to perform other actions of 
  a more complex and agile nature. This mutation grants a +2 
  bonus to Athletics (climb) skill checks.  It has unlimited 
  endurance when used to hang from a location.  The tongue 
  cannot use weapons or hold a shield, however, it can deliver 
  a certain types of combat maneuvers such as a dirty trick, 
  disarm, or trip. 
  Evolution I:  You gain a +2 bonus to combat maneuvers 
  performed with your tongue and its reach increases to 15 
  ft. 
  Evolution II:  Your bonus to combat maneuvers 
  performed with your tongue increases to +4 and its reach 
  increases to 20 ft. 
  PRICKLY SPINES (EX) 
  Gene Pool -2 | Disguise DC Modifier +0/+20 
  Bony spurs, briars, thorns, or chitinous spikes protrude 
  from your joints, giving you a jagged profile and making you 
  dangerous to grapple.  You deal 1d4 points of piercing 
  damage to any creature you are grappling or any creature 
  that grapples you. Furthermore, you deal 1d4 points of 
  piercing damage per round to any creature that swallows 
  you using the swallow whole ability. The spines can also be 
  removed and used as survival knives. 
  You are limited to wearing nano-armor with this 
  mutation. 
  Evolution I:  Your spine damage increases to 1d8. 
  Evolution II:  Your spine damage increases to 2d8. 
  PROPRIOCEPTION (EX) [LASHUNTAS] 
  Gene Pool -2 | Disguise DC Modifier +0  
  Any creature with the proprioception mutation obtains a 
  heightened sense of awareness; the effort being employed 
  in their movement, and the relative positions of their own 
  body part’s. Receptors in your nervous system even gain 
  information about the body’s position before the position 
  is obtained. Proprioception mutation grants you a +1 insight 
  bonus to all Dexterity based skill checks.  
  Evolution I: Your insight bonus to Dexterity skill checks is 
  increased to +2.  
  Evolution I: Your insight bonus to Dexterity skill checks is 
  increased to +4.  
  QUADRUPED (EX) 
  Gene Pool -2 | Disguise DC Modifier +20 
  Your mutation allows you to move more swiftly on all 
  fours.  As long as you are moving on all fours and not 
  carrying anything in your hands, you gain a racial bonus to 
  your speed of 10 feet. 
  Evolution I:  Your speed bonus increases to 15 feet. 
  Evolution II:  Your speed bonus increases to 20 feet. 
  QUILLS (EX) 
  Gene Pool -4 | Disguise DC Modifier +2 
  With a snap of your tail or tentacle, your mutation allows 
  you to release a volley of four quills as a full action (make 
  an attack roll for each spike at a -6 penalty). This attack has 
  a range of increment of 30 feet. All targets must be within 
  30 feet of each other. All quills regrow in a single round.  
  Quills from a medium sized creature do 1d6 damage. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your quill damage increases to 2d6 each and 
  your attack penalty decreases to -5. 
  Evolution II: Your quill damage increases to 5d6 each and 
  your attack penalty decreases to -4. 
  RADIATION RESISTANCE (EX) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation allows you to ignore the effects of some 
  levels of radiation.  You gain radiation resistance. You treat 
  exposure to an irradiated area or radiation source as two 
  steps 1 level weaker for the purpose of determining 
  radiation exposure (i.e. severe becomes high, high becomes 
  medium, medium becomes low, and you are unaffected by 
  low degrees of exposure). 
  Evolution I:  Your resistance to radiation improves and 
  you treat all radiation as though it were 2 levels lower. 
  Evolution II:  You become immune to radiation exposure. 
  RADIATION SIGHT (EX) 
  Gene Pool -2 | Disguise DC Modifier +2  
  This mutation allows you to sense sources of radiation.  
  Radiation sight grants you 10 ft. blindsense in a normal 
  environment, but you can also sense Low radiation sources 
  
   
   
  up to 60 ft. away, Medium radiation sources up to 240 ft. 
  away, High radiation sources up to 960 feet away, and 
  Severe radiation up to 2 miles away.  This mutation grants 
  the creature blindsight against any source of radiation 
  within 5 ft. 
  For the purposes of this mutation anything with a battery 
  that consumes charges or provides permanent energy 
  registers as low radiation.  This includes batteries for energy 
  weapons, and power sources for drones and robots.  If you 
  have ordinary vision and radiation sight, you can only use 
  one form of vision at a time, and it takes 1 a full action to 
  transition between each form. 
  RADIOACTIVE (EX) 
  Gene Pool -5 | Disguise DC Modifier +0 
  You are immune to some radiation and can emit bursts 
  of harmful radiation from your body.  You are immune to 
  Low radiation exposure. In addition, your body acts as a 
  radiation battery, storing the energy for later use. As a swift 
  action, you may release a 60-foot-radius burst of radiation 
  centered on you.  All creatures within the burst radius are 
  exposed to a Low level of radiation. For additional 
  information on radiation and radiation sickness see the 
  Environmental section in chapter 11 of the Starfinder Core 
  Rulebook.  
  Once you’ve used you burst of radiation, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  You are now immune to Medium radiation 
  and your burst is now considered Medium radiation. 
  Evolution II:  You are now immune to High radiation and 
  your burst is now considered High radiation. 
  REFLECTIVE EPIDERMIS (EX)   
  Gene Pool -5 | Disguise DC Modifier +2 
  Your mutation adds a silvery or metallic sheen to your 
  skin allowing it to deflect energy weapons.  You gain a +2 
  racial bonus to your EAC. 
  Evolution I:  Your EAC increases to +4. 
  Evolution II:  Your EAC increases to +6. 
  REGENERATIVE CAPABILITY (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  When provided with proper rest and food, this mutation 
  allows you to recuperate from injury at a staggering rate. 
  Given time, you may re-grow severed limbs. You gain 
  double the normal number of hit points per day with rest. If 
  you 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 
  you cannot regenerate from death. 
  SCENT (EX) 
  Gene Pool -3 | Disguise DC Modifier +2 
  You can detect approaching enemies, sniff out hidden 
  foes, and track by sense of smell. You can also identify 
  familiar odors the way humans do familiar sights.  You gain 
  the blindsense ability with a 10-ft. range and gain a +2 on 
  survival skill checks to track a subject.  
  You are more susceptible to pheromones, fragrances, 
  and stench than creatures without scent.  You receive a -2 
  penalty against any pheromone, fragrance, or stench based 
  attack, but gain an additional +2 when using scent to track 
  individuals with these mutations or special abilities. 
  Evolution I:  Your scent becomes more sensitive.  Your 
  blinsense increases to a 20-ft. range and gain a +4 on 
  survival skill checks to track a subject. 
  Evolution II:  Your scent becomes more sensitive.  Your 
  blinsense increases to a 30-ft. range and gain a +6 on 
  survival skill checks to track a subject. 
  SECOND WIND (SU) 
  Gene Pool -2 | Disguise DC Modifier +0 
  Your mutation has gifted you with amazing Stamina. 
  Once per day, you can release healing endorphins as a swift 
  action.  You can heal your Stamina a number of hit points 
  equal to your Constitution modifier (minimum 1) without 
  using a Resolve Point. 
  Evolution I:  Once per day, you can heal your Stamina a 
  number of hit points equal to your Constitution score 
  (minimum 3) without using a Resolve Point. 
  Evolution II:  Once per day, you can heal your entire 
  Stamina without using a Resolve Point. 
  SHOCK ABSORBER (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  Your mutation has altered the tendon assemblies in your 
  limbs allow you to lessen the impact of falling from great 
  heights. You ignore falling damage from falls of less than 20 
  feet and only take half-damage from falls less than 50 feet 
  with a successful DC 10 Acrobatics skill check. 
  Evolution I: You can ignore falls of less than 50ft. and only 
  take half damage from falls of less than 100ft.  
  Evolution II: You can ignore falls of less than 100ft. and 
  only take half damage from falls of greater than 100ft. 
   
  
   
   
  SIXTH SENSE (SU) 
  Gene Pool -4 | Disguise DC Modifier +2 
  You have over developed fight or flight system in your 
  brain granting increased awareness beyond that which is 
  considered normal perception. When you are surprised, 
  you may make a Wisdom check (DC 15) to act during the 
  surprise round.   
  Evolution I:  You gain a +2 insight bonus to Perception 
  skill checks against surprise. 
  Evolution II:  You gain a +4 insight bonus to Perception 
  skill checks against surprise. 
  SMOKESCREEN (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  You expel chemicals through your pores to create an 
  inky-black cloud of smoke, engulfing yourself and the 
  surrounding area.  Once per day, as a swift action, you can 
  produce a 10 foot-radius cloud of smoke centered on 
  yourself. The cloud is stationary once created. The inky-
  black smoke obscures all sight, including darkvision, beyond 
  5 feet.  You gain concealment, a creature 5 feet away has 
  20% miss chance. You gain total concealment against 
  creatures farther than 5 ft. away, the miss chance increases 
  to 50%, and creatures in the smoke cannot use sight to 
  locate you.  Concealment works both ways often affecting 
  you and the attacker.  
  This ability functions underwater as an ink cloud. A 
  moderate wind or current disperses the cloud in 4 rounds. 
  A strong wind or current disperses the cloud in 1 round. 
  Once you’ve used your smoke screen, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.  You are limited to wearing 
  custom armor or nano-armor with this mutation. 
  Evolution I:  The radius of your smokescreen increases to 
  20 feet. 
  Evolution II:  The radius of your smokescreen increases 
  to 30 feet. 
  SNAKE-LIKE BODY (EX) 
  Gene Pool -3 | Disguise DC Modifier +20 
  Your mutation has given you a snake-like torso and tail. 
  You can crush an opponent, dealing bludgeoning damage, if 
  you make a successful grapple combat maneuver (in 
  addition to any other effects caused by a successful grapple, 
  including additional damage). The amount of damage 
  caused by constriction varies according to you size 
  category. The damage dealt by medium creatures is 1d6 + 
  your Strength bonus.  You can only use a constriction attack 
  against creatures equal to or smaller than your size 
  category. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your constriction damage Increases to 3d6 
  base damage and you gain a +2 to hit on all grapple 
  attempts. 
  Evolution II: Your constriction damage Increases to 8d6 
  base damage and you gain a +4 to hit on all grapple 
  attempts. 
  SPORES (EX) [PLANT] 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows you to produce spores like many 
  plants, algae, fungi, and protozoa.  Although spores are 
  typically a method of reproduction your spores release 
  amebulas (small single celled organisms resembling an 
  amoeba in form) which adhere to a target causing a 
  parasitic infection.   
  When you choose this mutation, you must choose one of 
  the following delivery methods; 
  • 
  Natural Attack: You must make a successful melee 
  attack with a natural weapon against your targets 
  KAC.  Then the target must make a Fortitude Save 
  (DC = 11 + ½ your character level), or become 
  infected.  Neither armor nor an environmental suite 
  protects against this type of attack.  You must have 
  a natural attack to take advantage of this mutation.  
  This mutation can be combined with Love Darts or 
  Love Rocks. 
  • 
  Ranged Attack: You release a jet of spores from a 
  designated body part (mouth, hand, elbo, fore arm 
  gland, etc.).  You must make a successful ranged 
  attack against your target’s EAC.  Upon impacting 
  the surface of an object or creature it releases a 
  cloud of spores enveloping the target. the target 
  must make a Fortitude Save (DC = 11 + ½ your 
  character 
  level), 
  or 
  become 
  infected. 
  An 
  environmental suite or armor with like function 
  protect a target from this spore attack. 
  • 
  Cloud: You can release a cloud of spores in a 10-ft. 
  radius as a standard action. The target must make a 
  Fortitude Save (DC = 11 + ½ your character level), or 
  become infected by your spores. An environmental 
  suite or armor with like function protect a target 
  from this spore attack. 
  Second, when you choose the spore mutation you must 
  also choose one of the following effects; 
  
   
   
  • 
  Mental Affliction Spores:  Your spores take an 
  immediate effect on your targets neurology causing 
  a non-contagious debilitating mental affliction. 
  Type: disease—injury; Save Fort DC varies; Track: 
  mental (special); Frequency: 1/day; Effect: 
  progression track is Weakened—Impaired—
  Befuddled— Disassociated Cure 1 save. 
  • 
  Nauseating Spores:   Your spores take an immediate 
  effect on your targets digestive system causing a 
  nausea for 1d4 rounds.  This attack is considered an 
  affliction. 
  • 
  Physical Affliction Spores:  Your spores take an 
  immediate effect on your targets physiology causing 
  a non-contagious debilitating mental affliction. 
  Type: disease—injury; Save Fort DC varies; Track: 
  physical (special); Frequency: 1/day; Effect: 
  progression track is Weakened—Impaired—
  Debilitated— Bedridden; Cure 1 save. 
  • 
  Poisonous Spores: The amebulas released by your 
  spores produce a toxin rather than parasitic 
  infection.  You must choose a poison track when this 
  mutation is selected; STR, CON, DEX, INT, WIS, or 
  CHA). 
  Type poison (injury); Save Fort DC 10 + ½ your level 
  + your poison track ability modifier; Frequency 
  1/round for 6 rounds; Track varies; Cure 1 save 
  • 
  Soporific Spores: You can release sleep-inducing 
  spores. Any creature succumbing to your spores will 
  fall asleep for 1d3 minutes. A creature put to sleep 
  by these spores can be awakened by vigorously 
  shaking the sleeper (a standard action) or by 
  damaging it. This is a mind-affecting sleep effect.  
  A creature that succeeds on the Fortitude save cannot be 
  affected by your spore attack for 24 hours.   
  Once you’ve used your spores, you can’t use them again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately.  You are limited to wearing custom 
  armor or nano-armor with this mutation. 
  STENCH (EX) 
  Gene Pool -3 | Disguise DC Modifier +0 
  Your mutation grants you the stench special ability and 
  your skin secretes an oily chemical that nearly every other 
  creature finds offensive. All living creatures (except 
  mutants with the stench mutation) within 30 feet must 
  succeed on a Fortitude save (DC 11 + ½ your character 
  level), or be sickened. The sickened condition lasts until the 
  victims of your attack leave your 30 ft. radius of effect plus 
  1d4 rounds. If the potential victim saves against your stench 
  its considered immune to it for the next 24 hours. This 
  attack is considered an airborne poison. Creatures with 
  immunity to poison are unaffected, creatures resistant to 
  poison receive their normal bonus on their saving throws, 
  and creatures wearing protective environmental gear are 
  also immune. 
  Evolution I:  The base DC of your stench is increased to 
  13.   
  Evolution II: The base DC of your stench is increased to 
  15.   
  STICKY ICHOR (EX)  
  Gene Pool -3 | Disguise DC Modifier +0 
  Mutant glands allow you to hock loogies of thick, sticky 
  liquid, similar to other adhesive chemicals, at a target.  
  Hocking your ichor is a ranged attack, targeting your targets 
  EAC, with a range increment of 10 feet. If the attack is 
  successful, goo bursts out, entangling the target and then 
  becomes hard and resilient upon exposure to air.   
  A creature hit by your sticky ichor gains the entangled 
  condition until it escapes with an Acrobatics check or 
  Strength check (DC = 11 + ½ your character level), or by 
  dealing 15 points of damage to the ichor with a slashing 
  weapon or energy weapon. A creature trying to scrape the 
  goo off, or another creature assisting, does not need to 
  make an attack roll; hitting the goo is automatic, just roll 
  damage roll to see how much of the goo was scraped off. 
  When your target is ensnared the entangled condition 
  impedes their movement but does not entirely prevent 
  them from moving unless the bonds are anchored to an 
  immobile object or tethered by an opposing force. Your 
  target can move at half speed, cannot run or charge, and 
  they take a –2 penalty to your AC, attack rolls, Reflex saving 
  throws, initiative checks, and Dexterity-based skill and 
  ability checks.  Huge or larger creatures are unaffected by a 
  sticky ichor. A flying target must make an Acrobatics check 
  (DC = 11 + ½ your character level), or fall to the ground.  An 
  entangled creature cannot manifest a power or cast a spell.  
  The ichor becomes brittle and fragile after 2d6 rounds, 
  cracking apart and losing its effectiveness.  It can also be 
  removed with a universal solvent.  
  Once you’ve used your sticky ichor, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  You can use your sticky ichor 2 times before 
  recharging it by resting and the difficulty to escape your 
  sticky ichor or continue flying is increased by +2. 
  
   
   
  Evolution II: You can use your sticky ichor 5 times before 
  recharging it by resting and the difficulty to escape your 
  sticky ichor or continue flying is increased to +4. 
  STICKY TONGUE (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your tongue is exceptionally tough and long.  It is coated 
  in a sticky substance and has a 10-ft. reach.  You can make 
  a combat maneuver to grapple a target with your tongue 
  with a +4 bonus, allowing you to keep your hands free.  If 
  your attack succeeds your target gains the grappled 
  condition, and they can’t move from their current space 
  until they either use a standard action to attempt a grapple 
  combat maneuver (to break free from your tongue), use the 
  Acrobatics (escape) skill to break free, or by dealing slashing 
  damage to your tongue (KAC = 11 + ½ your character level,  
  your tongue’s Stamina points are equal to your character 
  level, the damage does not deplete your actual Stamina or 
  Hit Points).  
  If your tongue is severed by taking damage you cannot 
  use your sticky tongue again until you’ve rested for 10 
  minutes to regain Stamina Points, though you can spend 1 
  Resolve Point at any point to repair it immediately. You 
  cannot move away from your target, but you can release 
  your tongue as a swift action.  
  Evolution I:  Your tongue gains a reach of 15 feet, and in 
  a single combat maneuver can grapple and drag an 
  opponent of equal or lesser size 5 feet towards you.  Your 
  tongue’s Stamina Points are doubled. 
  Evolution II: Your tongue gains a reach of 20 feet, and in 
  a single combat maneuver can grapple and drag an 
  opponent of equal or lesser size 10 feet towards you.  Your 
  tongue’s Stamina Points are tripled. 
  STICKY FILAMENT (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows you to fire a thin filament of sticky 
  silk as a combat maneuver to grapple a creature with a +2 
  bonus. This attack has a range of 60 feet, and no range 
  increment. A creature struck by your filament gains the 
  grappled condition. This grapple can be maintained on the 
  following rounds as a swift action and can be maintained 
  while you close the distance with the grappled target or 
  attempt reposition combat maneuver to real the target in.  
  While your target grappled with your filament you gain a +2 
  bonus on the reposition combat maneuver.  Both the 
  grapple and reposition combat maneuvers are considered 
  natural attacks and do not provoke attacks of opportunity. 
  Standard rules apply for removing the grappled condition 
  with the following exceptions. If the target creature 
  succeeds on a grapple combat maneuver against you they 
  simply escape and do not force the grappled condition on 
  you.  A filament is EAC 12/KAC 14, has 2 hit points/character 
  level or CR, and has DR 15/slashing. An application of liquid 
  with high alcohol content (or a dose of universal solvent) 
  dissolves the adhesive and releases any creature caught by 
  the filament.  You have an unlimited number of filaments, 
  but may have only one filament active at a time. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I:  Your bonus to grapple and reposition 
  combat maneuvers increases to +4.   
  Evolution II: Your bonus to grapple and reposition 
  combat maneuvers increases to +8.   
  STINGER [SHIRREN] 
  Gene Pool -4 | Disguise DC Modifier +10 
  Your mutation caused a stinger to erupt from some part 
  of your body—usually a needlelike barb protruding from an 
  arm, leg joint, tail, tentacle, tongue, or similar appendage.  
  Your sharp stinger deals piercing damage dependent on 
  your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get 
  multiple attacks in a round, you can sting multiple times. 
  The stinger is treated as a natural weapon and does not 
  provoke attacks of opportunity. You must choose a poison 
  track when this mutation is selected; STR, CON, DEX, INT, 
  WIS, or CHA. 
  Type poison (injury); Save Fort DC 10 + ½ your level + 
  your poison track ability modifier; Frequency 1/round for 6 
  rounds; Track varies; Cure 1 save 
  When used in conjunction with other mutations like a 
  tail, tongue, or tentacle you must choose between the 
  stinger or the mutations other attack form if it has one but 
  not both. You are limited to wearing custom armor or nano-
  armor with this mutation. 
  STINKING CLOUD (SU) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation gives you the ability to emit a nauseating 
  vapor fog around you. Those around you without breathing 
  filters or gas masks begin to choke and become ill.  Once per 
  day, as a standard action, you can produce a 20-foot-radius 
  cloud of fog centered on yourself. The cloud obscures all 
  sight, including darkvision, beyond 5 feet. A creature within 
  5 feet has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss 
  chance, and the attacker can't use sight to locate the 
  target). Additionally, any living creatures in the cloud must 
  make a Fortitude save (DC = 11 + ½ your character level), 
  become nauseated. This condition lasts as long as the 
  
   
   
  creature is within the cloud and persists for 1d4+1 rounds 
  after it leaves the cloud’s area. (Roll separately for each 
  nauseated character.) Any creature that succeeds on its 
  save but remains in the cloud must continue to save each 
  round on your turn to avoid becoming nauseated.  This is a 
  poison effect and creatures with equipment providing 
  environmental protection are immune to the effects of this 
  mutation. 
  This ability functions underwater. A moderate wind or 
  current disperses the cloud in 4 rounds. A strong wind or 
  current disperses the cloud in 1 round.  This ability can be 
  used with custom armor built to accommodate this 
  mutation.  You are immune to your own nauseating effect, 
  but not the obscured sight.  
  Once you’ve used your stinking cloud, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.  You are limited to wearing 
  custom armor or nano-armor with this mutation. 
  Evolution I:  The base DC of your stinking cloud is 
  increased to 13.   
  Evolution II: The base DC of your stinking cloud is 
  increased to 15.   
  SUB-DERMAL ARMOR (EX) 
  Gene Pool -5 | Disguise DC Modifier +5 
  You developed armor plates under your skin due to your 
  mutation which help protect you from taking damage.  You 
  gain DR 1/- from your sub-dermal armor plates. This 
  mutation may be combined with the exoskeleton mutation 
  and other mutations that grant natural armor.  In addition, 
  this DR stacks with any other form of DR, including those 
  provided by armor, items, or feats, but does not stack with 
  cybernetic dermal plating. 
  Evolution I:  The protection provided by your mutation 
  increases to DR 3/-.   
  Evolution II: The protection provided by your mutation 
  increases to DR 5/-.   
  SUPPRESS MUTATION (SU) 
  Gene Pool -5 | Disguise DC Modifier +10 
  Your body produces an enzyme allowing you to 
  temporarily restore another mutant character or creature 
  to its natural state, suppressing visible mutations and 
  returning them to a state of normalcy.  By spending a 
  Resolve point to begin the process, you can suppress one 
  mutation possessed by the target per round of continuous 
  contact.   You must maintain contact and use a full action 
  each round to suppress a mutation.  However, you only 
  spend a Resolve point in the first round. 
   Willing targets of this ability make no saving throw, but 
  unwilling targets get a Will save (DC 11 + ½ your character 
  level) each round to stop your suppress mutation ability. 
  Once a subject saves against this mutation it cannot be 
  affected again for 24 hours but it does not regain any 
  mutations lost prior to making its first saving throw.  
   If a mutant power is successfully suppressed, it remains 
  dormant and its effects vanish completely for 1d4 hours. 
  You may not use this mutation to suppress your own 
  mutations, and you may only suppress mutations that you 
  are aware of. 
  Evolution I:  The base DC needed to resist your suppress 
  mutation ability is increased to 13.  You also gain the ability 
  to suppress psychic mutations. 
  Evolution II: The base DC needed to resist your suppress 
  mutation ability is increased to 15.  You also gain the ability 
  to suppress deformities. 
  SYSTEM SHOCK (EX) 
  Gene Pool -1 | Disguise DC Modifier +0 
  Your mutation assists you in surviving massive damage. 
  You gain a +4 racial bonus to all Massive Damage saves. 
  Evolution I:  Your racial bonus to saves against Massive 
  Damage increases to +6. 
  Evolution II: Your racial bonus to saves against Massive 
  Damage increases to +8. 
  TAIL (EX) 
  Gene Pool -1 | Disguise DC Modifier +5 
  You grow a thick tail. The tail may be fur-covered, slender 
  and whip-like resembling a rat’s, or scaly like a lizard’s. 
  Although the tail improves your balance and can serve as a 
  weapon, it cannot be used for gripping objects.  The tail 
  provides a +2 racial bonus on all Acrobatics checks.  
  In addition, you gain a tail slam attack that deals 
  bludgeoning damage dependent on your size; 1d6 for a 
  medium sized creature. If you get multiple attacks in a 
  round, you can strike multiple times with your tail. Your tail 
  is treated as a natural weapon and does not provoke attacks 
  of opportunity. 
  A creature that already has a tail or the Prehensile Tail 
  mutation cannot gain this mutation. This mutation can be 
  used in conjunction with the Quills, Stinger, or Tail Spikes 
  mutation. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  
   
   
  Evolution I:  Your slam damage increases to 2d6. 
  Evolution II: Your slam damage increases to 5d6. 
  TAIL SPIKES (EX) 
  Gene Pool -2 | Disguise DC Modifier +2 
  You have a set of large spikes (or thorns) growing from 
  your tail.  This mutation allows you to do piercing with your 
  tail attack and grants a +1 damage bonus per die. 
  Evolution must be purchased separately for tail and the 
  tail spikes.  This mutation cannot be taken in conjunction 
  with Prehensile Tail, Quills, Stinger, or Tail. 
  Evolution I:  Your piercing damage bonus per die is 
  increased to +2. 
  Evolution II: Your piercing damage bonus per die is 
  increased to +3. 
  TENTACLE (EX) 
  Gene Pool -3 | Disguise DC Modifier +5 
  A single tentacle grows from your side or back. The 
  tentacle might resemble an octopus’s suckered tentacle or 
  a simple, scaly pseudopod.  The tentacle grants a +4 racial 
  bonus on grapple combat maneuvers. It can also grasp and 
  manipulate a simple object of your size category or smaller. 
  For example, a Medium-size creature can use the tentacle 
  to grasp and manipulate a Medium-size or smaller object. 
  The tentacle cannot be used to operate a piece of 
  equipment that requires opposable digits or fine motor 
  control (such as a communicator). 
  You can “hang” from your tentacle indefinitely by 
  wrapping it around a larger object, thereby freeing up your 
  other limbs. The tentacle isn’t dexterous enough to fire 
  ranged weapons, but it can be used to make a slam attack. 
  The tentacle’s slam attack deals 1d6 bludgeoning damage. 
  The tentacle is treated as a natural weapon with a 10-foot 
  reach, and attacks made with it do not provoke attacks of 
  opportunity. 
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I: Your tentacle does double its normal slam 
  damage on a successful hit. 
  Evolution I: Your tentacle does four times its normal slam 
  damage on a successful hit. 
  TENTACLES (EX) 
  Gene Pool -5 | Disguise DC Modifier +10 or +20 (as legs) 
  You have 2-8 tentacles growing from your sides or back.  
  You choose the number of tentacles when this mutation is 
  selected.   See the Tentacle mutation listed above for the 
  individual attributes of each tentacle.   
  You can also use this mutation to replace your legs with 
  tentacles your speed is reduced to 20 feet, however, you 
  gain a climb speed and swim speed of 20 feet.     
   You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  Evolution I: A pair of your tentacles improve, double each 
  tentacles’ normal slam damage on a successful hit. 
  Evolution I: A pair of your tentacles improve further, 
  triple each tentacles’ normal slam damage on a successful 
  hit. 
  THERMAL VISION (EX) 
  Gene Pool -2 | Disguise DC Modifier +2 (at night) 
  You 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 you have ordinary 
  vision as well, or to 90’ if thermal vision is the only form of 
  sight you possess (your eyes emit infrared radiation to 
  boost he distance). If you have ordinary vision and thermal 
  vision, the thermal vision is only usable in darkness, and it 
  takes a full action to transition between them. Immense 
  flashes of heat (explosions, bon fires, etc.) can be 
  overwhelming, treat proximity to such heat sources as 
  having light sensitivity. 
  THERMOGENESIS (EX) 
  Gene Pool -4 | Disguise DC Modifier +0 
  Your mutation allows your body to generate a 
  tremendous amount of heat. You deal 1 extra point of fire 
  damage with a successful unarmed attack or natural 
  weapon.  As long as you have at least one Resolve point, 
  you can focus an exceptional amount of heat into an attack 
  and increase the fire damage to 2d6 points as a swift action. 
  You gain a +2 racial bonus on Fortitude saves against 
  extreme heat. This mutation does not provide any 
  resistance or immunity against fire damage. 
  Once you’ve used your thermogenesis, you can’t use 
  your ability to focus the heat again until you’ve rested for 
  10 minutes to regain Stamina Points, though you can spend 
  1 Resolve Point at any point to recharge it immediately.  
  However, your extra fire damage continues as long as you 
  have 1 Resolve point left in your pool.  You are limited to 
  wearing custom armor or nano-armor with this mutation. 
  Evolution I:  Your thermogenesis damage increases to +2 
  and your focus damage increases to 6d6.   
  Evolution II: Your thermogenesis damage increases to 
  +3, and your focus damage increases to 12d6.   
   
  
   
   
  THIRD EYE, HELLFIRE BEAM (SU) 
  Gene Pool -4 | Disguise DC Modifier +5 
  With this mutation, you grow a third eye in the center of 
  your forehead. This improves your vision and gives you a 
  special gaze attack.  The extra eye grants you a +1 racial 
  bonus on Perception checks.  As a standard action, you can 
  shoot a line of hellfire from your third-eye in a 5-ft. wide 
  120-ft. long beam.  Anyone in the area of effect must make 
  a Reflex save (DC = 11 + ½ your character level), or take 
  2d12 fire damage. 
  Once you’ve used your third eye, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I: The base DC of your hellfire beam is 
  increased to 13 and the damage increases to 6d12 fire 
  damage. 
  Evolution I: The base DC of your hellfire beam is 
  increased to 15 and the damage increases to 12d12 fire 
  damage. 
  THIRD EYE, PARALYZING GAZE (SU) 
  Gene Pool -4 | Disguise DC Modifier +5 
  With this mutation you grow a third eye in the center of 
  your forehead. This improves your vision and gives you a 
  special gaze attack.  The extra eye grants you a +1 racial 
  bonus on Perception checks.  As a standard action, you can 
  use your third eye to make a special gaze attack against one 
  creature within 60 feet. Looking into your strange 
  multifaceted third-eye causes the muscles of most living 
  creatures to freeze up.  A living creature that can see your 
  paralyzing gaze must succeed at a Fortitude save (DC = 11 + 
  ½ your character level) or be paralyzed for 1 round. A 
  creature who succeeds at its save is immune to your 
  paralyzing gaze for 24 hours. Creatures without a visual 
  sense of sight are immune to this effect.   
  Once you’ve used your third eye, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I: The base DC of your paralyzing gaze is 
  increased to 13 and the paralyzed condition persists for 1d2 
  rounds. 
  Evolution II: The base DC of your paralyzing gaze is 
  increased to 15 and the paralyzed condition persists for 1d4 
  rounds. 
  THIRD EYE, STUNNING GLANCE (SU) 
  Gene Pool -4 | Disguise DC Modifier +5 
  With this mutation, you grow a third eye in the center of 
  your forehead. This improves your vision and gives you a 
  special gaze attack.  The extra eye grants you a +1 racial 
  bonus on Perception checks.  As a standard action, you can 
  stun a creature within 30 feet with a look. The target must 
  succeed on a Fortitude save (DC = 11 + ½ your character 
  level), or be stunned for 1d4 rounds. A creature who 
  succeeds at its save is immune to your stunning glance for 
  24 hours. Creatures without a visual sense of sight are 
  immune to this effect.   
  Once you’ve used your third eye, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I: The base DC of your stunning glance is 
  increased to 13 and the stunned condition persists for 2d4 
  rounds. 
  Evolution II: The base DC of your stunning glance is 
  increased to 15 and the paralyzed condition persists for 3d4 
  rounds. 
  THIRD EYE, UNSETTLING GAZE (SU) 
  Gene Pool -4 | Disguise DC Modifier +5 
  With this mutation, you grow a third eye in the center of 
  your forehead. This improves your vision and gives you a 
  special gaze attack.  The extra eye grants you a +1 racial 
  bonus on Perception checks.  As a standard action, you can 
  focus your gaze on a creature and force it to succeed on a 
  Will save (DC 11 + ½ your character level), or gain the 
  shaken condition for 2d6 rounds. This gaze attack is a mind-
  affecting compulsion.  A creature who succeeds at its save 
  is immune to your stunning glance for 24 hours. Creatures 
  without a visual sense of sight are immune to this effect.   
  
   
   
  Once you’ve used your third eye, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I: The base DC of your unsettling gaze is 
  increased to 13. 
  Evolution II: The base DC of your unsettling gaze is 
  increased to 15. 
  TRANSPARENT (EX) 
  Gene Pool -1 | Disguise DC Modifier +2  
  Your mutation makes you almost see through.  Due to 
  your lack of coloration, you are difficult to discern. If naked 
  or wearing clear armor or clothing you gain a +8 on stealth 
  checks.  This bonus is reduced to +4 if you are wearing light 
  armor or regular street clothes.   
  TROLL-GENE FAST HEALING (SU) 
  Gene Pool -5 | Disguise DC Modifier +0 
  Your mutation allows you to heal at an incredible rate. 
  You gain fast healing 1. You can take advantage of the fast 
  healing mutation as long as you have at least one Resolve 
  Point remaining. 
  Evolution I:  Your fast healing increases to 3. 
  Evolution II: Your fast healing increases to 5. 
  TWO HEADS (EX) 
  Gene Pool -5 | Disguise DC Modifier +20 
  You have two heads complete with two brains.  Any 
  creature with a second head will have a dominant head and 
  a less dominant head known as a secondary head.  Despite 
  your unusual anatomy you are still limited to one character 
  class at each level and one set of ability scores.  This is 
  because the personalities of both heads are developed 
  from the same set of experiences.  Both heads will still have 
  distinct personalities and a second head does give you some 
  perks.   
  When you make Perception skill checks or a Will save, roll 
  twice, and take the higher roll.  Your penalty for attacking 
  twice as a full action is reduced by 2, as long as it’s with a 
  different weapon in each hand (each head controls an arm). 
  You can make up to two swift actions per round. Your 
  second head can assist your dominant head as a swift action 
  to recall knowledge. You gain a second throat and brain slot 
  for augmentations. 
  A second head does not allow a you to make extra 
  standard actions during a round. You also suffer a -2 penalty 
  to hit with any two-handed weapon, due to the 
  coordination required and the vantage point of each head. 
  It’s not necessary to have both heads in the traditional 
  location between your shoulders.  One head may be located 
  in an unexpected part of the body, or as part of a small, 
  sickly or undeveloped conjoined twin.   
  You are limited to wearing custom armor or nano-armor 
  with this mutation. 
  ULTRA IMMUNE SYSTEM (EX) 
  Gene Pool -2 | Disguise DC Modifier +0  
  This mutation causes you to develop a powerful immune 
  system capable of repelling many afflictions including; 
  poisons, diseases, and radiation sickness. You gain Ultra 
  Immune System as a bonus feat even if you don’t meet the 
  feat’s prerequisite. The bonus you gain on Fortitude saves 
  against poisons, diseases, and radiation is treated as a racial 
  bonus. 
  ULTRASONIC SHRIEK (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your vocal cords are substantially altered, allowing you 
  to produce sounds both above the normal human auditory 
  range.  This mutation allows you to emit an ultrasonic shriek 
  as a standard action.  You gain one of the following three 
  effects.   
  • 
  Deafen: You can let out a horrible shriek that affects 
  everyone within a 10’ radius of him. Targets in the 
  area of effect must make a Fortitude save, or take 
  1d4 points of sonic damage and be deafened for 
  1d6+4 rounds. Those who successfully save avoid 
  the 
  deafened 
  condition. 
  Creatures 
  with 
  echolocation or sonar suffer a -2 penalty to save. 
  • 
  Shatter: You have the ability to direct a high-
  frequency sonic assault on a single, solid object, 
  destroying it with your ultrasonic shriek.  Your 
  attack deals 2d6 points of damage to any object 
  within 30 feet, provided the object weighs no more 
  than 1 bulk.  A held or attended object gets a 
  Fortitude saving throw to negate this damage (use 
  the possessor’s Fortitude save).  
  • 
  Stun: You can emit a shrill screech. All creatures 
  within a 30-foot radius spread must succeed on a 
  Fortitude save, or be stunned for 1d4 rounds.  
  All of the save DCs against your moan are DC 11 + ½ your 
  character level.  
  Evolution I:  You can choose to increase the DC of the 
  saving throw by +2, or gain a second type of ultrasonic 
  shriek.   
  Evolution II: You can choose to increase the DC of the 
  saving throw by +2, or gain a second or third type of 
  
   
   
  ultrasonic shriek.  This increase is in addition to any increase 
  or ability that was selected during Evolution I. 
  ULTRAVIOLET VISION (EX) 
  Gene Pool -2 | Disguise DC Modifier +2  
  A creature with this mutation can see the UV spectrum 
  and will be able to see objects that are constantly 
  bombarded by 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 or inside shielded structures unless there is a 
  source of radiation for illumination. If a creature has 
  ordinary vision and ultraviolet vision, the ultraviolet vision 
  is only usable in darkness, and it takes a full action to 
  transition between each form. 
  UNUSUAL ANATOMY (EX) 
  Gene Pool -4 | Disguise DC Modifier +4  
  Your internal anatomy varies from common members of 
  your race, and any critical hit or precision damage has a 20% of 
  being treated like a normal hit. 
  Evolution I: You have a 35% chance of only taking 
  damage as though it were a normal hit.  
  Evolution I: You have a 50% chance of only taking 
  damage as though it were a normal hit. 
  VENOMOUS BITE (EX) 
  Gene Pool -4 | Disguise DC Modifier +2  
  Your natural bite attack injects poison into your victim’s 
  bloodstream.  Any creature you successfully hit with your 
  bite attack must make a successful Fortitude save to negate 
  the effects. You must choose a poison track when this 
  mutation is selected; STR, CON, DEX, INT, WIS, or CHA). 
  Type poison (injury); Save Fort DC 10 + ½ your level + your 
  poison track ability modifier; Frequency 1/round for 6 
  rounds; Track varies; Cure 1 save 
  You must have a natural bite attack to gain the benefit of 
  this mutation. You cannot take this mutation if you have the 
  Acidic Saliva mutation. 
  Evolution I:  Your poison is harder to resist.  You gain a 
  +1 to the Fortitude DC. 
  Evolution II: Your poison is harder to resist.  You gain an 
  additional +1 to the Fortitude DC for a total of +2.  Your 
  poison is also more persistent than normal a cure requires 
  2 saves. 
   
  VENOMOUS STREAM (EX)  
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to spit a stream of poison like 
  a spitting cobra. As a standard action usable every 1d4 
  rounds, you can spray poison from your mouth in a 15-foot 
  line. Any creature caught in this area must succeed at a 
  Reflex save (DC = 10 + ½ your character level + your 
  Dexterity bonus), or come in contact with your poison.  
  Type poison (contact); Save Fort DC 10 + ½ your level + your 
  poison track ability modifier; Frequency 1/round for 6 
  rounds; Track varies; Cure 1 save 
  You cannot take this mutation if you have the Acid Spitter 
  mutation.  
  Evolution I:  Your poison is harder to resist.  You gain a 
  +1 to the Fortitude DC. 
  Evolution II: Your poison is harder to resist.  You gain an 
  additional +1 to the Fortitude DC for a total of +2.  Your 
  poison is also more persistent than normal a cure requires 
  2 saves. 
  VEXING VOICE (SU) 
  Gene Pool -2 | Disguise DC Modifier +0  
  You can vex another creature using the peculiar 
  resonance of your voice.  Select any living creature within 
  30 feet of you as the target; the creature must be able to 
  hear your voice to be affected. Upon hearing your voice, the 
  creature must make a successful Will save (DC 10 + ½ your 
  level + your Charisma modifier) or be dazed for 1 round. A 
  successful save negates the effect. This ability is a mind-
  affecting compulsion and using this ability is a swift action. 
  Once you’ve used your vexing voice, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately. 
  Evolution I:  You can use vexing voice twice before 
  resting to regain Stamina. 
  Evolution II: You can use vexing voice three times before 
  resting to regain Stamina.   
  WALL CRAWLER (EX) 
  Gene Pool -2 | Disguise DC Modifier +2  
  You can walk walls and cling to ceilings like a spider. You 
  have tiny barbs on your hands and feet to facilitate 
  climbing, and your fingers and toes secrete a transparent 
  adhesive that lets you cling to smooth surfaces.  As long as 
  your hands and feet are uncovered, you gain a climb speed 
  equal to your normal movement speed.  If your hands or 
  feet are covered your climb speed is reduced to 10 feet. 
  
   
   
  You also gain a +4 racial bonus on Acrobatics checks 
  when moving across a slippery surface. Wearing any kind of 
  footwear negates this bonus. 
  WEBBED DIGITS (EX) 
  Gene Pool -2 | Disguise DC Modifier +4  
  You grow webbing between your fingers or toes and can 
  move more easily through liquids.  You gain a swim speed 
  equal to your movement speed.  Having webbed digits does 
  not interfere with your ability to grasp or manipulate 
  objects. 
  WEB SPINNER (EX) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to spin webs.  Mutants with the 
  web ability can use webs to support themselves and up to 
  one additional creature of the same size. This is similar to 
  an attack with a net but has a maximum range of 50 feet, 
  with a range increment of 10 feet, and is effective against 
  targets up to one size category larger than the web spinner.  
  As a standard action, an entangled creature can escape 
  with a successful Acrobatics (escape) skill check or burst the 
  web with a Strength check (DC = 11 + ½ your character 
  level).  
  Web spinners can create sheets of sticky webbing up to 
  three times their size. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Perception check to notice a web; otherwise they stumble 
  into it and become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on or 
  grab while pulling free. Each 5-foot-square section of web 
  has a number of hit points equal to the level of the 
  character who created it, 15 EAC, 13 KAC, and DR 5/—.  A 
  mutant can move across its own web at its climb speed and 
  can pinpoint the location of any creature touching its web.  
  Once you’ve used web spinning, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  You can spin two webs before resting to 
  restore Stamina and the web becomes DR 10/-. 
  Evolution II: You can pin up to three webs before resting 
  to restore Stamina and the web becomes DR 15/-. 
  WINGS (EX) [SHIRREN] 
  Gene Pool -3 | Disguise DC Modifier +10  
  You have 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, you can fly with a movement of 40 ft. (average).  
  Evolution I:  Your flight speed increases to 60 ft. (good) 
  Evolution II: Your flight speed increases to 120 ft. 
  (perfect). 
  X-RAY VISION (EX) 
  Gene Pool -4 | Disguise DC Modifier +2 
  This mutation gives you the ability to see into and 
  through solid matter. Vision range is 20 feet, with the 
  viewer seeing as if he were looking at something in normal 
  light even if there is no illumination. X-ray vision can 
  penetrate 1 foot of stone, 1 inch of common metal, or up to 
  3 feet of wood or dirt. Star metals or a thin sheet of lead 
  blocks the vision.  X-ray takes a move action to activate and 
  a move action to maintain each round. 
  Evolution I:  Maintaining your X-ray vision is reduced to 
  a swift action. 
  Evolution II: Maintaining your X-ray vision no longer 
  requires an action. 
  ZERO-G ADAPTABILITY  
  Gene Pool -2 | Disguise DC Modifier +0  
  Your mutation allows you to embrace the freedom of 
  zero-g environments.  Mutations to your inner ear grant 
  you an astounding sense of equilibrium over your balance 
  and motor controls.  You make all Acrobatics and Athletics 
  skill checks in zero-g without penalty. 
  Evolution I: In addition to taking no penalties, you gain a 
  +1 racial bonus to all Acrobatics and Athletics skill checks in 
  zero-g. 
  Evolution II: In addition to taking no penalties, you gain 
  a +3 racial bonus to all Acrobatics and Athletics skill checks 
  in zero-g. 
   
  
   
   
  Psychic mutations are mutant abilities that almost always 
  have a supernatural effect.  They are powers of the mind or 
  the mutant’s pure force of will over the physical universe.  
  The Gravity Age setting assumes psionic powers, phrenic 
  spells, psychic powers, divine spells, and arcane spells are 
  all drawing on the same mystical power through different 
  channels and are all governed by the same rules.  Example, 
  a tear in space-time which functions as an anti-magic zone 
  would affect psionic, phrenic, or psychic abilities as though 
  they are magic.   
  BATTLESENSE (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to link the minds of your allies 
  who possess limited telepathy or telepathy by creating a 
  collective, dramatically improving their coordination for 
  2d4+1 rounds. When you manifest this psychic mutation as 
  a standard action, a type of heads-up display appears in 
  each target’s mind, improving their coordination and group 
  awareness. Each affected target can use the Aid Another 
  action as a reaction action. Creatures that move out of the 
  30-foot range after the power is manifested lose the 
  benefits of this psychic mutation. Additionally, all targets 
  that are also willing members of your collective (if any) gain 
  one special ability of your choice from this list. Your choice 
  affects all members equally. 
  • 
  +1 circumstance bonus to attack rolls 
  • 
  +1 circumstance bonus to AC 
  • 
  +2 circumstance bonus to weapon damage 
  • 
  +5 circumstance bonus to speed 
  Once you’ve used battlesense, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points.  You 
  can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your collective gains two special abilities 
  from the list above. 
  Evolution II: Your collective gains three special abilities 
  from the list above. 
  BIOFEEDBACK (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your psychic mutation allows you to toughen your body 
  against wounds, lessening their impact. For 2d4+1 rounds, 
  you gain damage reduction 1/–.  Activating this mutation is 
  a standard action.  This mutation will stack with physical 
  mutations but not other spell-like or supernatural effects. 
  Once you’ve used biofeedback, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your damage reduction increases to 2/-. 
  Evolution II: Your damage reduction increases to 3/-. 
  BLINDING FLASH (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  As a move action, your psychic mutation you can shed 
  light in a 30-foot radius for 1 minute. You choose dim, 
  normal, or bright light (daylight) each time you activate this 
  revelation. As a standard action, you can create a flash of 
  brilliant light, forcing one creature within 30 feet to succeed 
  at a Reflex save (DC = 11 + ½ your character level), or be 
  dazzled for 1 round. Blind or sightless creatures are not 
  affected by this use of this mutation.  
  Evolution I:  The base DC of your blinding flash is 
  increased to 13, and the duration of the dazzled condition 
  is increased to 1d4+1 rounds.  
  Evolution II: The base DC of your blinding flash is 
  increased to 15, and you can affect all creatures within a 30-
  ft. radius. 
  BODY ADJUSTMENT (SU) 
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation allows you to take control of your body’s 
  healing process.  When you rest for 10 minutes and spend 
  a Resolve point to regain Stamina, you also cure yourself of 
  an additional 1d12 hit points of damage.  
  Evolution I:  Your additional healing increases to 2d12 hit 
  points. 
  Evolution II: Your additional healing increases to 5d12 hit 
  points. 
  BRAIN LOCK (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  This psychic mutation allows you to reach out and 
  telepathically lock away a subject’s high mind functions.   
  The subject must make a Will save (DC 11 + ½ your character 
  level), or it stands dazed, unable to take any actions other 
  than those identified below.  Brain lock has a 25 ft. range + 
  5 ft per character level of the mutant, and requires a 
  
   
   
  standard action each round to maintain the effect.  The 
  effect ends 1 round after you cease concentrating on it. 
  A brain locked subject gains the dazed condition, but is 
  not stunned, so attackers get no special advantage against 
  him. A brain locked flyer must descend to the closest safe 
  level area below it. An air-breathing swimmer must make 
  for the surface. 
  Each round on its turn, the subject may attempt a new 
  saving throw to end the effect. This is a considered a full 
  action that does not provoke any attacks of opportunity. 
  Once you’ve used brain lock, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points.  You 
  can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your base DC is increased to 13. 
  Evolution II: Your base DC is increased to 15. 
  BURST OF ADRENALINE (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation allows you to draw upon your body’s inner 
  reserves of strength, leaving you winded. When you are 
  about to make a d20 roll based on Strength, Dexterity, or 
  Constitution, you can use this mutation as a swift action to 
  gain a +4 enhancement bonus to Strength, Dexterity, or 
  Constitution for that roll, but you are fatigued for 1 round 
  afterward. 
  Once you’ve used your burst of adrenaline, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your enhancement bonus is increased to +8. 
  Evolution II: Your enhancement bonus is increased to 
  +12. 
  BURST OF INSIGHT (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation allows you to plumb the depths of your 
  mind for insight, leaving you momentarily frazzled. When 
  you are about to make a d20 roll based on Intelligence, 
  Wisdom, or Charisma, you can use this mutation as a swift 
  action to gain a +4 enhancement bonus to Intelligence, 
  Wisdom, or Charisma for that roll, but you are dazed for 1 
  round afterward. 
  Once you’ve used your burst of insight, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your enhancement bonus is increased to +8. 
  Evolution II: Your enhancement bonus is increased to +12. 
  TABLE 9-1: PSYCHIC MUTATIONS - GP 1, 2, & 3 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Biofeedback  
  -1 
  +0 
  - 
  Burst of adrenaline  
  -1 
  +0 
  - 
  Burst of insight 
  -1 
  +0 
  - 
  Combat empathy 
  -1 
  +0 
  - 
  Gravity boost  
  -1 
  +0 
  - 
  Graviton fist 
  -1 
  +0 
  - 
  Limited telepathy  
  -1 
  +0 
  - 
  Mindlink  
  -1 
  +0 
  - 
  Psychic power, minor 
  -1 
  +0 
  - 
  Thought shield 
  -1 
  +0 
  - 
  Blinding flash 
  -2 
  +0 
  - 
  Catatonia  
  -2 
  +0 
  - 
  Detect thoughts 
  -2 
  +0 
  - 
  Enshrouded thoughts 
  -2 
  +0 
  - 
  Gravity anchor 
  -2 
  +0 
  - 
  Gravity combat maneuver 
  -2 
  +0 
  - 
  Limning light 
  -2 
  +0 
  - 
  Mental barrier 
  -2 
  +0 
  - 
  Phase  
  -2 
  +0 
  - 
  Telekinetic projectile 
  -2 
  +0 
  - 
  Uncanny direction 
  -2 
  +0 
  - 
  Body adjustment 
  -3 
  +0 
  - 
  Brain lock 
  -3 
  +0 
  - 
  Ego whip  
  -3 
  +0 
  - 
  Force barrier  
  -3 
  +4 
  - 
  Graviton burst 
  -3 
  +0 
  - 
  Gravity field 
  -3 
  +0 
  - 
  Gravity flight 
  -3 
  +0 
  - 
  ID insinuation 
  -3 
  +0 
  - 
  Inflict pain 
  -3 
  +0 
  - 
  Mind thrust 
  -3 
  +0 
  - 
  Psychic buffer 
  -3 
  +0 
  - 
  Psychic power, moderate 
  -3 
  +0 
  - 
  Synapse pulse 
  -3 
  +0 
  - 
   
  CATAPSI (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  This psychic mutation allows you to generate psychic 
  static for 2d4 rounds, interfering with the ability of other 
  creatures to use their spells, powers, psi-like abilities, or 
  supernatural effects (you are not affected by your own 
  catapsi mutation). All activity within a 30-ft. radius of you 
  
   
   
  requires any creature caught in the area to make a Will save 
  each time it attempts to manifest a power or cast a spell  
  (DC = 11 + ½ your character level). Casting a spell or 
  manifesting a power becomes a full-round action, instead 
  of a standard action, in a catapsi field. If two or more fields 
  of catapsi overlap, the effects are not cumulative. 
  Once you’ve used catapsi, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points.  You 
  can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your base DC is increased to 13. 
  Evolution II: Your base DC is increased to 15. 
  CATATONIA (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  Your mutation allows you to place yourself into a 
  deathlike state as a full action that persists until the 
  duration expires or you will yourself back to life. You can 
  remain in this state for a number of hours equal to your 
  Constitution score.  You are fatigued for 2d4 rounds after 
  exiting catatonia.   
  You appear to be dead, and any creature that interacts 
  with you must succeed at a Heal check (DC = 15 + ½ your 
  character level) to recognize you are actually alive.  While 
  under the effects of catatonia, you count as if you were 
  dead for the purpose of resolving any effects that target or 
  affect only living creatures, but you do not count as undead. 
  You are also immune to the effects of a vacuum.  However, 
  you are helpless, and can still be killed normally.  
  Any effect that would bring you back to life or animate 
  you as an undead fails, but ends the catatonia state. You can 
  be affected by spells and supernatural abilities that affect 
  objects.  However, anything that would cause the body to 
  change form fails and ends the catatonia. This doesn’t 
  prevent the effects of spells or super natural abilities that 
  simply deal damage or otherwise destroy objects. 
  Once you’ve used catatonia, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points.  You 
  can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  You can remain in catatonia for a number of 
  days equal to your Constitution score. 
  Evolution II: You can remain in catatonia indefinitely. 
  COMBAT EMPATHY (SU)  
  Gene Pool -1 | Disguise DC Modifier +0  
  This mutation allows you to delve into your target’s mind 
  as a swift action so you get an impression of the actions it 
  will take. You gain a +1 insight bonus to AC against the 
  target’s attacks. If the target fails its Will save (DC = 11 + ½ 
  your character level), you also see how the target will react 
  to your attacks, and the bonus applies on your attack rolls 
  and damage rolls against the target. These bonuses apply 
  only while the target is within range (25 ft.), though if it goes 
  out of range, the bonuses return once it’s back in range.  
  The effects of this mutation last 2d4 rounds. 
  Once you’ve used your anticipate thoughts psychic 
  mutation, you can’t use it again until you’ve rested for 10 
  minutes to regain Stamina Points.  You can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  Evolution I:  Your insight bonus improves to +2 and your 
  range extends to 50 ft. 
  Evolution I:  Your insight bonus improves to +5 and your 
  range extends to 75 ft. 
  TABLE 9-2: PSYCHIC MUTATIONS - GP 4 & 5 
  MUTATION 
  GENE 
  POOL 
  DISGUISE 
  DC 
  COMMON  
  Battlesense 
  -4 
  +0 
  - 
  Catapsi  
  -4 
  +0 
  - 
  Force blast  
  -4 
  +0 
  - 
  Force screen 
  -4 
  +0 
  - 
  Gravity shield  
  -4 
  +0 
  - 
  Gravity wave 
  -4 
  +0 
  - 
  Intellect fortress  
  -4 
  +0 
  - 
  Mental block 
  -4 
  +0 
  - 
  Mind probe 
  -4 
  +0 
  - 
  Prescience  
  -4 
  +0 
  - 
  Psychic assault  
  -4 
  +0 
  - 
  Psychic blast  
  -4 
  +0 
  - 
  Psychic noise 
  -4 
  +0 
  - 
  Vampiric field 
  -4 
  +0 
  - 
  Control light  
  -5 
  +0 
  - 
  Disintegration  
  -5 
  +0 
  - 
  Flash of insight 
  -5 
  +0 
  - 
  Inflict pain  
  -5 
  +0 
  - 
  Modify memory  
  -5 
  +0 
  - 
  Precognition  
  -5 
  +0 
  - 
  Primal regression  
  -5 
  +0 
  - 
  Psychic crush  
  -5 
  +0 
  - 
  Psychic power, major 
  -5 
  +0 
  - 
  Searing mind 
  -5 
  +0 
  - 
  Spirit projection  
  -5 
  +0 
  - 
  Synapse overload  
  -5 
  +0 
  - 
  Thoughtsense 
  -5 
  +0 
  - 
  Tower of iron will  
  -5 
  +0 
  - 
  
   
   
   
  CONTROL LIGHT WAVES (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  As a standard action, your mutation allows you to control 
  light, creating a number of interesting effects.  Each round 
  you can choose one of the following effects. 
  • 
  You can bend light around yourself, becoming 
  invisible.  See invisibility in the Starfinder Core 
  Rulebook. 
  • 
  You may remove all light (total darkness) from a 
  small area (10’ radius) at a range of 30 feet.  
  • 
  You may also completely dissipate laser fire 
  anywhere within a 30’ range.  
  All of these effects require concentration, such that the 
  mutant must spend a standard action each round to 
  maintain its manipulation of light.  This mutation can be 
  used as long as you have 1 Resolve point. 
  Evolution I:  Your manipulation of light waves persists for 
  1d2 rounds after you maintaining the effect. 
  Evolution I:  Your manipulation of light waves persists for 
  1d4+1 rounds after you maintaining the effect. 
  DETECT THOUGHTS (SU) 
  Gene Pool -2 | Disguise DC Modifier +0  
  Your psychic mutation allows you to detect thoughts as 
  the detect thoughts spell with the following exceptions.  
  Your caster level is considered equal to your character level.  
  To resist your detect thoughts the targets must make a Will 
  save (DC = 11 + ½ your character level). For additional 
  information on detect thoughts, see "Spell Descriptions" in 
  Chapter10 of the Starfinder Core Rulebook. 
  Once you’ve used your detect thoughts psychic 
  mutation, you can’t use it again until you’ve rested for 10 
  minutes to regain Stamina Points.  You can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  Evolution I:  Your detect thoughts base DC is increases to 
  13. 
  Evolution II: Your detect thoughts base DC is increases to 
  15. 
  DISINTEGRATION (SU) 
  Gene Pool -5 | Disguise DC Modifier +0  
  With this powerful mutation, you completely destroy 
  matter on a molecular level. Doing so requires so much 
  energy expenditure, however, you must spend a Resolve 
  Point and you gain the fatigued condition for 2d4 rounds 
  after attempting to disintegrate a target. 
  When you use this mutation, a thin, green ray springs 
  from your finger. You must make a ranged attack against 
  your target’s EAC, but you can add your key ability score 
  bonus to this attack instead of your Dexterity modifier if it 
  is higher. If you hit, the target takes 2d20 damage. Any 
  creature reduced to 0 Hit Points by this spell is entirely 
  disintegrated, leaving behind only a trace of fine dust. A 
  disintegrated creature’s equipment is unaffected. Only one 
  target is affected per use of this mutation.  
  When used against an object, the ray simply 
  disintegrates as much as a 10-foot cube of nonliving matter. 
  Thus, the psychic mutation disintegrates only part of any 
  very large object or structure targeted. The ray affects even 
  objects constructed entirely of force, but it does not affect 
  other magical effects that are not an object, creature, or 
  force effect.  
  A creature or object that succeeds at a Fortitude save (DC 
  = 11 + ½ your character level) is partially affected, taking 
  only half damage. If this damage reduces the creature or 
  object to 0 Hit Points, the target is entirely disintegrated. 
  To regain the use of disintegrate, 24 hours must have 
  passed since you last regained this mutant ability, and you 
  must have rested for 8 continuous hours during that period.  
  Evolution I:  Your disintegrate ability’s base DC increases 
  to 13 and does 6d20 damage. 
  Evolution II: Your disintegrate ability’s base DC increases 
  to 15, and does 14d20 damage. 
  EGO WHIP (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation grants you the psychic power to 
  overwhelm a target’s ego, leaving the target feeling 
  hopeless and unsure of itself.  Choose Intelligence, Wisdom, 
  or Charisma. When you ego whip as a standard action, the 
  target takes a –2 penalty to that ability score, and is also 
  staggered for the first round it’s affected. The effects of ego 
  whip last 2d4 rounds.  A successful Will save (DC = 11 + ½ 
  your character level), negates the staggered effect and 
  reduces the duration of the penalty to 1 round. Using this 
  supernatural power is a standard action and this mutation 
  has a range of 25 ft. + 5 ft./character level. 
  Once you’ve used your ego whip psychic mutation, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your target takes a -4 penalty to an ability 
  score and the base DC is increased to 13. 
  Evolution II: Your target takes a -8 penalty to an ability 
  score and the base DC is increased to 15. 
  
   
   
  ENSHROUDED THOUGHTS (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  Your mutation has warded your mind against the mental 
  prying of others, including the effects of divination spells 
  and supernatural powers such as detect thoughts, as well as 
  enchantments such as modify memory.  If another creature 
  attempts to target you with a mind-affecting spell or 
  supernatural power that detects or alters your thoughts or 
  memories, the caster must succeed a Will save (DC = 11 + ½ 
  your character level), or the spell fails. Only spells that 
  detect or alter your thoughts or memories are blocked by 
  this spell; effects such as clairaudience/clairvoyance, detect 
  evil, and locate creature continue to affect you as normal. 
  Evolution I:  Your base DC is increased to 13. 
  Evolution II: Your base DC is increased to 15. 
  FLASH OF INSIGHT (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  As a swift action, your psychic mutation allows you to 
  peer into an occluded visual spectrum of possible futures, 
  gaining insight that allows you to select the exact result of 
  one die roll before the roll is made. This effect can alter an 
  action taken only by you, and cannot be applied to the rolls 
  of others. 
  To regain the use of flash of insight, 24 hours must have 
  passed since you last regained this mutant ability, and you 
  must have rested for 8 continuous hours during that period.  
  FORCE BARRIER (SU) 
  Gene Pool -3 | Disguise DC Modifier +4  
  You can generate an electromagnetic force field around 
  yourself to deflect or absorb incoming attacks. As a swift 
  action, you can generate an invisible electromagnetic 
  barrier around yourself that provides damage reduction 1/– 
  against incoming weapon attacks and force effects. You can 
  enable the barrier as long as you have at least 1 Resolve 
  point in your pool.  
  Portable electronic devices such as cell phones, sensor 
  comps, and headsets temporarily cease to function if held 
  or worn by you while the electromagnetic force barrier is in 
  effect. 
  Evolution I:  Your damage reduction increases to 2/-.  
  Evolution II: Your damage reduction increases to 5/-. 
  FORCE BLAST (SU) [4] 
  Gene Pool -4 | Disguise DC Modifier +0  
  As a standard action, you gather mystical energy and 
  blast it outward in a mighty wave originating from your 
  fingertips, damaging and potentially knocking back your 
  enemies. This psychic mutant deals 2d6 force damage to 
  each creature caught in a 30-ft. cone shaped burst unless it 
  succeeds at a Reflex save (DC = 11 + ½ your character level) 
  for half damage.  
  Additionally, the force from this mutation effectively 
  attempts to bull rush all creatures in the area. Attempt a 
  single bull rush combat maneuver, using your character 
  level + your key ability score modifier as your attack bonus. 
  Compare the result to each target’s KAC + 8. If you’re 
  successful, that creature is knocked back 5 feet, plus 5 
  additional feet for every 5 by which your attack exceeds the 
  creature’s KAC + 8. If there is an obstacle in the way, the 
  creature stops at the obstacle instead. 
  Once you’ve used your force blast psychic mutation, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your force damage increases to 4d6, the 
  base DC to the Reflex save increases to 13, and you gain a 
  +4 bonus on your bull rush combat maneuver with this 
  mutation. 
  Evolution II: Your force damage increases to 9d6, the 
  base DC to the Reflex save increases to 15, and you gain a 
  +8 bonus on your bull rush combat maneuver with this 
  mutation. 
  FORCE SCREEN (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  This mutation allows you to create an invisible field of 
  energy that is difficult to penetrate. The force screen is 
  close to your mutant’s body, extending only a few inches 
  from your skin. It is capable of taking 15 Hit Points worth of 
  damage before it collapses, and you begin taking Stamina 
  and Hit Point damage normally.  
  Your force screen is always active until you have 
  expanded its temporary hit points. Once your temporary hit 
  points are expended, you can’t generate a force screen 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You also must have at least 1 Resolve point 
  remaining to maintain a force screen. 
  Evolution I: Your force screen protects you against 30 
  points of damage. 
  Evolution II: Your force screen protects you against 60 
  points of damage. 
  GRAVITY ANCHOR (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  As a move action, your psychic mutation allows you to 
  form a gravitational bond between yourself and either the 
  
   
   
  surface you’re standing on or the objects you are holding. 
  This grants you a +2 bonus to your AC against bull rush, 
  reposition, and trip combat maneuvers if you choose the 
  surface underfoot, or against disarm combat maneuvers if 
  you choose objects.  Gravity anchor can be maintained by 
  spending a move action each round or 1 round if you choose 
  not to maintain it. You can have only one gravity anchor 
  active at a time. You can take advantage of the gravity 
  anchor mutation as long as you have at least one Resolve 
  Point remaining. 
  Evolution I:  Your AC against bull rush, reposition, and 
  trip combat maneuvers if you choose the surface 
  underfoot, or against disarm combat maneuvers if you 
  choose objects increases to +4. 
  Evolution II: Your AC against bull rush, reposition, and 
  trip combat maneuvers if you choose the surface 
  underfoot, or against disarm combat maneuvers if you 
  choose objects increases to +8. 
  GRAVITY COMBAT MANEUVER (SU) 
  Gene Pool -2 | Disguise DC Modifier +0  
  Your psychic mutation allows you to create violent 
  fluctuations in gravity to perform either a reposition or a 
  trip combat maneuver against the target. Resolve this 
  attempt as normal, but use your character level plus your 
  key ability score modifier as your attack bonus. No saving 
  throw is allowed against these attempts.  When 
  repositioning a creature in this way, you can move the 
  target up to 10 feet from its original position.  This psychic 
  mutation has a range of 50 ft. 
  Once you’ve used your gravity combat maneuver psychic 
  mutation, you can’t use it again until you’ve rested for 10 
  minutes to regain Stamina Points.  You can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  Evolution I:  Your range is increased to 100 ft. and you 
  gain an additional +2 bonus to your combat maneuver roll.  
  Evolution II: Your range is increased to 150 ft. and you 
  gain an additional +4 bonus to your combat maneuver roll. 
  GRAVITY BOOST (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation allows you to increase or reduce the 
  gravitational attraction between yourself and the terrain 
  around you as a swift action. You can add a bonus equal to 
  one-half your character level (minimum +1) to Athletics 
  checks to climb, jump, or swim as part of the action you take 
  to attempt the skill check. In addition, as a reaction when 
  you are falling, you can reduce the falling damage you take 
  by half.  You can take advantage of the gravity boost 
  mutation as long as you have at least one Resolve Point 
  remaining.  
  Evolution I: Your mutation allows you to move along 
  vertical surfaces and even upside down along ceilings for 1 
  round. This functions as spider climb, but it leaves your 
  hands free and you can also run. You must end your 
  movement on a surface that can support you normally. If 
  you end your movement while you are standing on a 
  vertical surface or ceiling, you fall unless you succeed at an 
  Athletics check to climb to remain in position. 
  Evolution II:  You can run on upside down surfaces and 
  end your movement on a vertical surface or ceiling without 
  falling as long as you continue spending swift actions to 
  maintain the gravity boost. 
  GRAVITON BURST (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation empowers the ability to manipulate 
  gravitons allowing you to bend and burst balls of 
  concentrated gravity, allowing you to fire concussive bursts 
  at nearby opponents as a natural ranged attack against 
  their EAC.  This graviton burst is projected from the palm of 
  your hand.  Your hand must be empty to effectively use this 
  bioweapon. The gravity burst deals 2d6 points of force 
  damage and a range increment of 20 feet.  You can use 
  graviton burst a number of times equal to key ability score 
  modifier (minimum 1) before having to recharge the ability. 
  Once you’ve used up your graviton burst, you can’t use 
  them again until you’ve rested for 10 minutes to regain 
  Stamina Points, though you can spend 1 Resolve Point at 
  any point to recharge them immediately. 
  Evolution I:  Your graviton burst damage increases to 
  3d6.  
  Evolution II: Your graviton burst damage increases to 
  7d6. 
  GRAVITY FIELD (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  Your psychic mutation allows you to control gravity in an 
  area. As a standard action, you create a 10 ft. x 10 ft. area 
  of abnormal gravity.  This gravity field has a duration of 2d4 
  rounds and includes one of the following effects.   
  Heavy Gravity: If you increase gravity in the area, 
  creatures and objects weigh twice as much as normal, move 
  at half speed, can jump only half as far as normal, and can 
  lift and carry only half as much as normal. Any flying target 
  has its maneuverability worsened by one step (from 
  average to clumsy, for example; minimum clumsy) and 
  
   
   
  plummets to the ground unless it succeeds at a DC 25 
  Acrobatics check to fly to remain in the air.  
  Light Gravity: You decrease the gravity to a third of 
  standard gravity, creatures can jump three times as high 
  and as far and lift three times as much. (Movement speed, 
  however, stays the same, as moving in great bounds is 
  awkward and difficult to control.) Thrown weapons have 
  their range categories tripled. 
  Standard gravity: You can create an area of standard 
  gravity in a high gravity, low gravity, or zero gravity 
  environment. 
  Zero Gravity: An area of zero-g works like the zero-g 
  environment (see Chapter 11 of the Starfinder Core 
  Rulebook).  
  Once you’ve used up your graviton field, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge them immediately. 
  Evolution I:  The area of your gravity field is increased to 
  a 20 ft. x 20 ft. and the duration is increased to 3d4 rounds.  
  Evolution II: The area of your gravity field is increased to 
  a 40 ft. x 40 ft. and the duration is increased to 5d4 rounds. 
  GRAVITON FIST (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation empowers the ability to manipulate 
  gravitons allowing you to project a massive concussive 
  graviton force in addition to your normal unarmed attack or 
  natural weapon damage.  When you make a successful 
  unarmed attack, you may focus graviton energy into the 
  attack for greater effect. On a successful hit your unarmed 
  attack deals an additional 1d6 points of concussion damage, 
  and grants a bull rush attempt as a swift action. You can 
  take advantage of the gravity fist mutation as long as you 
  have at least one Resolve Point remaining.  
  Evolution I:  Your graviton fist damage increases to 2d6.  
  Evolution II: Your graviton fist damage increases to 3d6. 
  GRAVITY FLIGHT (SU) 
  Gene Pool -3 | Disguise DC Modifier +0  
   Your psychic mutation allows you to manipulate gravity 
  temporarily granting you the ability to fly.  As a swift action, 
  you gain a fly speed of 30 feet (poor maneuverability). 
  When this ability ends, you descend gently at a rate of 60 
  feet per round and take no damage when you land.  This 
  super natural flight has a duration of 2d4 rounds.  
  Once you’ve used your gravity flight psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your flight speed increases to 40 ft. (average 
  maneuverability) and the duration increases to 3d4 rounds. 
  Evolution II: Your flight speed increases to 50 ft. (good 
  maneuverability) and the duration increases to 5d4 rounds. 
  GRAVITY SHIELD (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your psychic mutation allows you to use pulses of gravity 
  to deflect attacks.  As a reaction, you gain a +1 shield bonus 
  to your AC against a single attack per round. You can take 
  advantage of the gravity shield psychic mutation as long as 
  you have at least one Resolve Point remaining. 
  Evolution I:  Your gravity shield bonus increases to +2 and 
  you can use this defense against two attacks. 
  Evolution II: Your gravity shield bonus increases to +4 
  and you can use this defense against three attacks. 
  GRAVITY WAVE (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your psychic mutation allows you to create a ripple of 
  gravitational destruction.  As a standard action, you can 
  unleash a wave of force in a 60-foot cone that deals 1d12+1 
  bludgeoning damage to each creature in the area and 
  pushes affected creatures 10 feet away from you. A target 
  can attempt a Reflex save (DC = 11 + ½ your character level) 
  to halve the damage and negate the movement. 
  Once you’ve used up your graviton wave, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge them immediately. 
  Evolution I:  Your gravity wave bludgeoning damage 
  increases to 3d12. 
  Evolution II: Your gravity wave bludgeoning damage 
  increases to 7d12. 
  ID INSINUATION (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation allows you to invade the mind of a 
  creature with your psychic presence, you can isolate parts 
  of its mind, preventing your target from functioning in a 
  coherent manner. The target is confused as long as you 
  concentrate on it plus 1 additional round. A successful Will 
  save (DC = 11 + ½ your character level) negates this effect. 
  Using ID insinuation is a standard action and has a range of 
  25 ft. + 5 ft. per character level. 
  Once you’ve used ID insinuation, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  
   
   
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your base DC is increased to 13 and your 
  target rolls twice against the confused condition.  You select 
  which roll the target uses. 
  Evolution II: Your base DC is increased to 15 and in the 
  first round you select your targets confused condition.  In 
  the following rounds your target rolls twice against the 
  confused condition, and you select which roll the target 
  keeps. 
  INFLICT PAIN (SU) 
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation allows you to telepathically wrack the 
  target’s mind and body with agonizing pain that imposes a 
  –2 penalty on attack rolls, skill checks, and ability checks for 
  2d4 rounds. A successful Will save (DC = 11 + ½ your 
  character level) reduces the duration to 1 round.  Using 
  inflict pain is a standard action and has a range of 25 ft. + 5 
  ft. per character level. 
  Once you’ve used inflict pain, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points.  You 
  can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your target takes a -4 penalty to an on attack 
  rolls, skill checks, and ability checks and the base DC is 
  increased to 13. 
  Evolution II: Your target takes a -8 penalty on attack rolls, 
  skill checks, and ability checks and the base DC is increased 
  to 15. 
  INFLICT PAIN (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  Your mutation allows you to target one creature/level, 
  no two of which can be more than 30 ft. apart. Otherwise, 
  this mutation functions like inflict pain except as noted 
  above. 
  INTELLECT FORTRESS (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to use the power of pure logic, 
  you disrupt mental attacks. Intellect fortress suppresses all 
  effects with the emotion and fear descriptors for 1 round in 
  a 20 ft. radius.  Intellect fortress is used as a reaction to 
  mental attacks. 
  Once you’ve used intellect fortress, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your mutation causes mind-affecting effects 
  that deal damage to have their damage reduced by half.  
  This applies to stamina, hit points, and ability score damage. 
  Evolution II: Anyone in your area of effect that makes 
  their save against a fear or emotion effect suffer no effects, 
  even if there is usually a partial effect on a successful saving 
  throw. 
  LIMITED TELEPATHY (SU) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation allows you to mentally communicate with 
  any creatures within 30 feet with whom you share a 
  language. 
  Communicating 
  with 
  multiple 
  creatures 
  simultaneously is just as difficult as listening to multiple 
  people speaking audibly. 
  Evolution I:  You can communicate with creatures up to 
  60 ft. away. 
  Evolution II: You can communicate with creatures up to 
  120 ft. away. 
  LIMNING LIGHT (SU) 
  Gene Pool -2 | Disguise DC Modifier +0  
  As a standard action, your psychic mutation allows you 
  to cause all creatures and objects in a 5-foot-radius burst to 
  shed a pale glow. Creatures outlined by the limning light 
  take a –20 penalty to Stealth checks and don’t benefit from 
  the concealment usually provided by darkness. If an 
  affected creature is benefiting from an effect such as 
  invisibility, all others within line of sight of it become aware 
  of its location (see Chapter 8 of the Starfinder Core 
  Rulebook). This effect lasts for a number of rounds equal to 
  your character level.  This ability has a range of 100 feet. 
  Once you’ve used your limning light psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  MENTAL BARRIER (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  Your mutation allows you to put a barrier of mental 
  energy (force) that protects you from harm. This barrier 
  grants you a +2 shield bonus to your AC. In addition, you 
  take half damage from mind thrust I & II (reduced to one-
  quarter on a successful Will save). This super natural power 
  is used as a reaction to attacks against your AC and mind 
  thrust. 
  Once you’ve used your mental barrier psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  
   
   
  Evolution I:  Your AC increases to +4. In addition, you take 
  half damage from mind thrust I, II, and III (reduced to one-
  quarter on a successful Will save).  
  Evolution II: Your AC increases to +6. In addition, you are 
  immune to mine thrust I, and you take half damage from 
  mind thrust II, III, and IV (reduced to one-quarter on a 
  successful Will save). 
  MENTAL BLOCK (SU)  
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to lock access to the target’s 
  procedural memories, preventing it from drawing upon its 
  experience and expertise. The target must make a Will save 
  (DC = 11 + ½ your character level), or it loses all skill ranks, 
  spells known, spells prepared, and activated feats, as well 
  as its supernatural, and spell-like abilities for 2d4 rounds. 
  Each round at the end of the target’s turn, the target can 
  attempt another Will save to end this effect. Using mental 
  block is a standard action and this mutation has a range of 
  25 ft. + 5 ft./character level. 
  Once you’ve used your mental block psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your mental block base DC is increases to 13. 
  Evolution II: Your mental block base DC is increases to 
  15. 
  MIND PROBE (SU)  
  Gene Pool -4 | Disguise DC Modifier +0  
  Your mutation allows you to gain access to the subject’s 
  memories and knowledge. As a full action you can attempt 
  to learn the answer to one question per round. A successful 
  Will save (DC = 11 + ½ your character level) ends this psychic 
  mutant ability. Otherwise, the creature can attempt a Bluff 
  check with a DC equal to 11 + your Sense Motive modifier. 
  If it fails its Bluff check, you gain the answer you desire. If it 
  succeeds at its check, you gain no information. If it succeeds 
  by 5 or more, it answers whatever it chooses, and you 
  believe that wrong answer to be true. Your questions are 
  purely telepathic inquiries, and the answers to those 
  questions are imparted directly to your mind. You and the 
  target don’t need to speak the same language, though less 
  intelligent creatures may yield up only appropriate sensory 
  images in answer to your questions.   To use this psychic 
  mutation, you must be touching the target.  The mind probe 
  lasts 2d4 rounds. 
  Once you’ve used your mind probe psychic mutation, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your mental block base DC is increases to 13. 
  Evolution II: Your mental block base DC is increases to 
  15. 
  MIND THRUST (SU) 
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation allows you to divine the most vulnerable 
  portion of your opponent’s mind and overload it with a glut 
  of psychic information. A mind thrust is a standard action 
  and causes 2d10 points of damage.  The target can attempt 
  a Will saving throw (DC = 11 + ½ your character level) to 
  halve the damage dealt by this psychic mutation. This 
  mutation has no effect on creatures without an Intelligence 
  score. This mutation has a range of 25 ft. + 5 ft./character 
  level. 
  Once you’ve used your mind thrust psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately. 
  Evolution I:  Your mind thrust base DC is increases to 13 
  and damage increases to 4d10. 
  Evolution II: Your mind thrust base DC is increases to 15, 
  the damage is increased to 10d10, and if the target fails 
  their saving throw it gains the fatigued condition for 2d4 
  rounds. 
  MINDLINK (SU)  
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation allows you to link your mind to that of a 
  touched creature to swiftly communicate a large amount of 
  complex information in an instant. You decide what the 
  target learns, limited to any amount of information that 
  otherwise could be communicated in 10 minutes. This 
  information comes in a series of visual images emotional 
  sensations, and isn’t language-dependent.  Using mindlink 
  is a standard action and you must be touching the target.  A 
  target creature can resist mind link by making a Will save 
  (DC 11 + ½ your character level).  You can use mind link as 
  long as you have 1 Resolve point remaining in your pool. 
  Evolution I:  Your mind link base DC is increases to 13. 
  Evolution II: Your mind link base DC is increases to 15. 
  MODIFY MEMORY (SU) 
  Gene Pool -5 | Disguise DC Modifier +0  
  Your mutation allows you to reach into the target’s mind 
  and modify up to 5 minutes of its memories in one of the 
  following ways.  
  
   
   
  • 
  Eliminate all memory of an event the target actually 
  experienced. This psychic mutation cannot negate 
  charm person, suggestion, or similar spells.  
  • 
  Allow the target to recall with perfect clarity an 
  event it actually experienced.  
  • 
  Change the details of an event the target actually 
  experienced.  
  • 
  Implant a memory of an event the target never 
  experienced.  
  Using this psychic mutation takes a full action. If the 
  target fails its Will saving (DC = 11 + ½ your character level), 
  you proceed with the modify memory by spending as much 
  as 5 minutes (a period of time equal to the amount of 
  memory you want to modify) visualizing the memory you 
  wish to modify in the target. If your concentration is 
  disturbed before the visualization is complete, or if the 
  target moves beyond your range at any point during this 
  time, the memory modification fails. A modified memory 
  does not necessarily affect the target’s actions, particularly 
  if it contradicts the creature’s natural inclinations. An 
  illogical modified memory is usually dismissed as a bad 
  dream, a hallucination, or another similar excuse. This 
  mutation has a range of 25 ft. + 5 ft./character level. 
  Once you’ve used your modify memory psychic 
  mutation, you can’t use it again until you’ve rested for 10 
  minutes to regain Stamina Points.  You can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  Evolution I:  Your mental block base DC is increases to 13. 
  Evolution II: Your mental block base DC is increases to 
  15. 
  PHASE (SU)  
   Gene Pool -2 | Disguise DC Modifier +0  
  Your psychic mutation allows you to temporarily exist 
  slightly out of phase with the Material Plane. As a swift 
  action you can phase for 1 round.  You can pass through 
  walls or material objects (but not corporeal creatures) as 
  long as you begin and end your turn outside of any wall or 
  obstacle. In addition, you always benefit from a 20% miss 
  chance against attacks and effects targeting it directly and 
  takes only half damage from area effects. Force effects, 
  however, function normally against you.    
  Once you’ve used your phase psychic mutation, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points.  You can spend 1 Resolve Point at any point 
  to recharge it immediately.   
  Evolution I:  The duration of your phase ability increases 
  to 1d4+1 rounds. 
  Evolution II: The duration of your phase ability increases 
  to 2d4+1 rounds. 
  PRECOGNITION (SU) 
  Gene Pool -5 | Disguise DC Modifier +0  
  As a swift action, you can active precognition.  This 
  mutation allows you to see one round in the future.  
  Essentially, you can see the results of your actions and the 
  actions of others against you before they happen.  Any time 
  you are required to make a d20 roll you can make the roll 
  up to three times keeping the best roll and discarding the 
  others.  Precognition works on any ability check, attack roll, 
  saving throw, or skill check until your next turn.  It also 
  effects all these types of rolls against you by others, but you 
  still choose which roll your opponent or ally keeps.  It’s very 
  likely you will get to use precognition multiple times during 
  a single round of combat if you are using multiple attacks 
  and getting attacked by multiple foes.  The mental strain of 
  precognition causes you to become fatigued for 1 round 
  immediately following the completion of its use. 
  Once you’ve used your precognition psychic mutation, 
  you can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge it immediately, but only after the 
  fatigued condition has expired. 
  Evolution I:  The duration of your precognition is 
  extended to 2 rounds. 
  Evolution II: The duration of your precognition is 
  extended to 5 rounds. 
  PRESCIENCE (SU)  
  Gene Pool -4 | Disguise DC Modifier +0  
  The limited precognitive abilities of your psychic 
  mutation grant a you a +1 insight bonus on initiative checks, 
  on Reflex saves, and to your Armor Class. This mutation is 
  active as long as you have at least 1 Resolve point. 
  Evolution I:  Your insight bonus increases to +2. 
  Evolution II: Your insight bonus increases to +3. 
  PRIMAL REGRESSION (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  This psychic mutation allows you to sequester your 
  ability for higher reasoning, allowing your darker impulses 
  to come to the fore. You become a ravening monster—
  savage, bloodthirsty, and brutish. For 10 rounds, you have 
  all of the following benefits and drawbacks.  
  • 
  Your Intelligence and Charisma scores drop to 3 (if 
  the scores were higher), and you are unable to use 
  
   
   
  Intelligence-or Charisma-based skills, cast spells, 
  understand language, or communicate coherently.  
  • 
  You take a –4 penalty on Will saves.  
  • 
  You gain a +6 enhancement bonus to Strength, a +2 
  natural armor bonus to AC, and 2d10 temporary hit 
  points. These temporary hit points disappear when 
  the primal regression ends.  
  When the primal regression ends, you must succeed at a 
  Will saving throw or take 1d4 points of Intelligence drain 
  and 1d4 points of Charisma damage.  Once you’ve used 
  your primal regression psychic mutation, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  You gain a +8 enhancement bonus to 
  Strength, a +3 natural armor bonus to AC, and 3d10 
  temporary hit points. 
  Evolution II: You gain a +12 enhancement bonus to 
  Strength, a +5 natural armor bonus to AC, and 5d10 
  temporary hit points. 
  PSYCHIC ASSAULT (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  As a standard action, your psychic mutation allows you 
  to unleash a burst of harmful mental chatter at a target 
  within 30 feet as a standard action. The target must make a 
  Will save (DC = 11 + ½ your character level), or it takes 1d8 
  damage per character level.  
  Once you’ve used your psychic assault, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your psychic assault base DC is increases to 
  13 and it gains a +1 bonus to damage per die. 
  Evolution II: Your psychic assault base DC is increases to 
  15 and it gains a +3 bonus to damage per die. 
  PSYCHIC BLAST (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  As a standard action, this psychic mutation allows you to 
  emit a blast of psychic energy from your mind in a 30-foot-
  radius burst centered on yourself. All creatures in this area 
  take 2d12 points of nonlethal damage from the intense pain 
  and are confused for 1 round. A successful Will save (DC 11 
  + ½ your character level) halves the damage and negates 
  the confusion.  
  Once you’ve used psychic blast, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your psychic blast base DC is increases to 13 
  and the damage increased to 4d12 and the duration of the 
  confusion is increased to 1d6+1 rounds. 
  Evolution II: Your psychic blast base DC is increases to 15 
  and the damage increases to 7d12 and the duration of the 
  confusion is increased to 2d6+1 rounds. 
  PSYCHIC BUFFER (SU) 
  Gene Pool -3 | Disguise DC Modifier +0  
  Your psychic mutation generates a field of mental 
  interference that absorbs hostile attacks. Whenever you 
  would take hit point damage from a mind-affecting effect, 
  it reduces the damage taken by 5. In addition, you add your 
  to key ability score modifier (minimum 0) as a racial bonus 
  to your Armor Class against mind-affecting attacks which 
  require to hit rolls. You can take advantage of the psychic 
  buffer as long as you have at least one Resolve Point 
  remaining. 
  Evolution I:  The hit point damage taken from mind-
  affecting effects is reduced by 10. 
  Evolution II: The hit point damage taken from mind-
  affecting effects is reduced by 20. 
  PSYCHIC CRUSH (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  As a standard you can attempt to crush the mind of a 
  single creature within 60 feet.  If the target succeeds at the 
  initial Will save (DC = 11 + ½ your character level), it is 
  sickened for 1 round. If the target fails its Will save, it must 
  attempt a Fortitude save (DC = 11 + ½ your character level). 
  If it also fails the Fortitude save, the target is reduced to 0 
  hit points and is dying. If the target succeeds at its Fortitude 
  save, it instead takes 3d8 points of damage, which cannot 
  reduce the target below 0 hit points, and the target is 
  sickened for 1 round. This attack has no effect on creatures 
  without an Intelligence score.  
  Once you’ve used psychic crush, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  On a successful Fortitude save, the target 
  takes 5d8 points and gains the sickened condition for one 
  round. 
  Evolution II: The target takes 9d8 points of damage on a 
  successful Fortitude or Will save, and gains the sickened 
  condition for 1d4 rounds. 
  
   
   
  PSYCHIC POWER, MAJOR (SP) 
  Gene Pool -5 | Disguise DC Modifier +0  
  Your mutation grants a single mystic spell.  You gain one 
  2nd-level mystic spell as a spell-like ability and may 
  manifest this ability once per day.  Your caster level is one-
  half your character level (minimum 1st). 
  You can take this mutation more than once. It can be 
  used to increase the number of times you may use the same 
  ability, or give you a new 2nd-level spell you may use once 
  per day. 
  Once you’ve used your major psychic power, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points.  You can spend 1 Resolve Point at any point 
  to recharge a single use immediately. 
  Evolution I:  Your caster level improves to one-half your 
  character level +2. 
  Evolution II: Your caster level improves to one-half your 
  character level +5. 
  PSYCHIC POWER, MINOR (SP) 
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation grants a single mystic spell.  You gain one 
  0-level mystic spell as a spell-like ability and may manifest 
  this ability three times per day.  Your caster level is one-half 
  your character level (minimum 1st). 
  You can take this mutation more than once. It can be 
  used to increase the number of times you may use the same 
  ability, or give you a new 0-level spell you may use three 
  times per day. 
  Once you’ve used your minor psychic power, you can’t 
  use it again until you’ve rested for 10 minutes to regain 
  Stamina Points.  You can spend 1 Resolve Point at any point 
  to recharge all three uses immediately. 
  Evolution I:  Your caster level improves to one-half your 
  character level +2. 
  Evolution II: Your caster level improves to one-half your 
  character level +5. 
  PSYCHIC POWER, MODERATE (SP) 
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation grants a single mystic spell.  You gain one 
  1st-level mystic spell as a spell-like ability, and may manifest 
  this ability twice per day.  Your caster level is one-half your 
  character level (minimum 1st). 
  You can take this mutation more than once. It can be 
  used to increase the number of times you may use the same 
  ability, or give you a new 1st-level spell you may use two 
  times per day. 
  Once you’ve used your moderate psychic power, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points.  You can spend 1 Resolve Point at 
  any point to recharge all both uses immediately. 
  Evolution I:  Your caster level improves to one-half your 
  character level +2. 
  Evolution II: Your caster level improves to one-half your 
  character level +5. 
  PSYCHIC POWER, UBER (SP) 
  Gene Pool -8 | Disguise DC Modifier +0  
  Your mutation grants a single mystic spell.  You gain one 
  3rd-level mystic spell as a spell-like ability and may manifest 
  this ability once per day.  Your caster level is one-half your 
  character level (minimum 1st). 
  You can take this mutation more than once. It can be 
  used to increase the number of times you may use the same 
  ability, or give you a new 3rd-level spell you may use once 
  per day. 
  To regain the use of this psychic mutant ability, 24 hours 
  must have passed since you last used your uber psychic 
  power, and you must have rested for 8 continuous hours 
  during that period.  
  Evolution I:  Your caster level improves to one-half your 
  character level +2. 
  Evolution II: Your caster level improves to one-half your 
  character level +5. 
  PSYCHIC NOISE (SU)  
  Gene Pool -4 | Disguise DC Modifier +0  
  The discordant psychic noise emitted by your psychic 
  mutation dazes nearby creatures for 1 round. Activating 
  your psychic noise is a standard action.  When a creature 
  begins its turn within the aura, it must succeed at a Will save 
  (DC = 11 + ½ your character level) to negate this effect. 
  Whether or not the save is successful, that creature cannot 
  be affected again by your psychic noise for 24 hours. An 
  affected creature may attempt a new save to shake off the 
  effect at the end of each of its turns. You can activate 
  psychic noise as long as you have at least one Resolve Point 
  remaining. 
  Evolution I:  Your psychic noise base DC is increases to 13 
  and the dazed condition is extended to 1d2 rounds. 
  Evolution II: Your psychic noise base DC is increases to 15 
  and the dazed condition is extended to 1d4 rounds. 
   
   
   
  
   
   
  SEARING MIND (EX) 
  Gene Pool -5 | Disguise DC Modifier +0  
  Your mutation makes you immune to mind-affecting 
  effects.  However, you cannot benefit from mind-affecting 
  effects like moral bonuses, many incite bonuses, and even 
  certain circumstance bonuses.  You cannot communicate 
  through telepathy nor can you use mind-affecting abilities. 
  In addition, your mind is so convoluted and energetic 
  that direct contact with it via abilities like detect thoughts, 
  mind link, limited telepathy, or other spells or abilities that 
  charm or dominate causes feedback of psychic energy. Any 
  creature contacting your mind must make a Will save (DC = 
  11 + ½ your character level), or take 2d10 damage from 
  psychic energy. 
  Evolution I:  Your searing mind base DC is increases to 13 
  and the damage increased to 3d10. 
  Evolution II: Your searing mind base DC is increases to 15 
  and the damage increases to 5d10. 
  SPIRIT PROJECTION (SU) [5] 
  Gene Pool -5 | Disguise DC Modifier +0  
  Once per day as a full action, your psychic mutation 
  allows you to enter a trance that separates your spirit from 
  your body. This splits your current hit points in half between 
  its body and its spirit, your Stamina remains with your 
  physical body. Your spirit body gains the incorporeal 
  subtype and special ability; otherwise, you retain the same 
  statistics as your physical self with the following changes: 
  +4 Dexterity, +4 insight bonus to AC, single incorporeal 
  touch attack that deals 1d4 Constitution damage on a hit as 
  your sole attack. This spirit projection can travel no more 
  than 1 mile away from your body. Because you are only 
  partially in existence when in this state, your body gains 
  displacement as the spell. When separated in this way, your 
  body is unconscious and helpless. If your body is injured 
  while in this state, the separated projection immediately 
  returns to your body, and your body loses displacement. If 
  the physical body is slain, the spirit body immediately dies 
  as well. If the spirit is reduced to 0 or fewer hit points, it 
  returns to the body immediately. While you are in spirit 
  form you can end the effect at any time as a standard 
  action, at which point your spirit immediately returns to the 
  body. When your spirit form returns to the body, add both 
  the spirit body’s hit points and the physical body’s hit points 
  back together to determine your current hit point total.  
  Projection lasts 10 rounds per character level. 
  To regain the use of this mutant ability, 24 hours must 
  have passed since you last used your projection ability, and 
  you must have rested for 8 continuous hours during that 
  period.  
  Evolution I:  This duration of your projection ability 
  increases to minutes per character level. 
  Evolution II: You can choose to use your projection once 
  per day with an unlimited duration. 
  SYNAPSE OVERLOAD (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  To use this psychic mutation and affect the target, you 
  must hit with a melee attack against its EAC; you can add 
  your key ability score modifier to this attack roll instead of 
  your Strength modifier if it is higher. You then overload the 
  target’s mind, causing the target’s synapses to violently 
  trigger. The target takes 4d8 damage and is staggered for 1 
  minute. A target can negate the staggered effect with a 
  successful Fortitude saving throw (DC = 11 + ½ your 
  character level), but still takes full damage. 
  Once you’ve used your synapse overload, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your synapse over load does 8d8 points of 
  damage and the base DC is increased to 13. 
  Evolution II: Your synapse over load does 16d8 points of 
  damage and the base DC is increased to 15. 
   
  
   
   
  SYNAPSE PULSE (SU)  
  Gene Pool -3 | Disguise DC Modifier +0  
  Your mutation allows you to send out a synaptic pulse 
  with stuns all creatures within a 20-ft. radius of you.  Each 
  create gets a Will save (DC = 11 + ½ your character level) to 
  avoid the stunned condition for one round. 
  Once you’ve used your synapse pulse, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  You stun all creatures in range for 1d4 
  rounds. With a successful Will saving throw, a creature is 
  instead sickened for 1 round. 
  Evolution II: You stun all creatures in range for 2d4 
  rounds. With a successful Will saving throw, a creature is 
  instead sickened for 1d4 round. 
  TELEKINESIS (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  Your psychic mutation allows you to move objects or 
  creatures by concentrating on them. Depending on your 
  desired effect (choose one from below), telekinesis can 
  perform a variety of combat maneuvers, provide a gentle, 
  sustained force, or exert a single short, violent thrust.  
  Telekinesis has a range of 100 ft. and a duration of 2d4 
  rounds. Concentrating to maintain this psychic mutation 
  requires a standard action each round. 
  Combat Maneuver: Once per round, you can use 
  telekinesis to perform a ranged attack that acts as a bull 
  rush, disarm, grapple (including pin), or trip combat 
  maneuver. Resolve these attempts as normal, but use your 
  character level plus your key ability score modifier as your 
  attack bonus. No saving throw is allowed against these 
  attempts.  You can maintain this form of telekinesis up to 1 
  round per character level, but it ends if you cease 
  concentrating.  
  Sustained Force: A sustained force moves an object of no 
  more than 25 pounds or 2 bulk per character level up to 20 
  feet per round in any direction (including up or down). A 
  creature can negate the effect on an object it holds with a 
  successful Will save or with spell resistance. You can 
  maintain this form of telekinesis up to 1 round per character 
  level, but it ends if you cease concentrating. The effect ends 
  if the object is forced beyond the mutation’s range.  
  You can telekinetically manipulate an object as if with 
  one hand. For example, a lever can be pulled, a key turned, 
  a button pushed, an object rotated, and so on if the force 
  required is within the weight limitation. You might even be 
  able to untie simple knots, though a delicate activity such 
  as this requires a successful DC 15 Intelligence check.  
  Violent Thrust: The psychic mutation’s energy can be 
  spent in a single round. You can hurl up to 15 objects or 
  creatures that are within range (no two of which can be 
  more than 10 feet apart) toward any target within 150 feet 
  of all the objects. You can hurl up to a total weight of 25 
  pounds per character level or 2 bulk per character level. You 
  must make attack rolls (one per creature or object thrown) 
  to hit the target with the items, using your base attack 
  bonus plus your key ability score modifier as your attack 
  bonus.  All objects cause damage ranging from 1 damage 
  per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 
  damage per 25 pounds or 2 bulk (for extremely dangerous 
  objects, such as weapons or bladed or spiked objects). 
  Objects and creatures that miss the target land in a square 
  adjacent to the target. Creatures that fall within the weight 
  capacity of the telekinesis violent thrust can be hurled, but 
  they are entitled to a Will save (DC = 11 + ½ your character 
  level) to negate the effect, as can those whose held 
  possessions are targeted by the violent thrust.  If a thrown 
  creature is hurled against a solid surface, it takes 1d6 
  damage as if it had fallen 10 feet. 
  Once you’ve used your telekinesis, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points.  
  You can spend 1 Resolve Point at any point to recharge it 
  immediately. 
  Evolution I:  Your telekinesis range extends out to 200 ft. 
  and the base DC of any saving throw increases to 13. 
  Evolution II: Your telekinesis range extends out to 400 ft. 
  and the base DC of any saving throw increases to 15. 
  TELEKINETIC PROJECTILE (SU) 
  Gene Pool -2 | Disguise DC Modifier +0  
  Your mutation grants you limited telekinesis. You can 
  fling an object weighing up to 5 pounds (less than 1 bulk) at 
  a target, making a ranged attack against its KAC. If you hit, 
  you deal 1d6 bludgeoning damage to both the target and 
  the object. The type of object thrown doesn’t change the 
  damage type or any other properties of the attack.  You can 
  use this psychic mutation as long as you have 1 Resolve 
  point remaining. 
  Evolution I:  Your object damage increases to 2d6. 
  Evolution II: Your object damage increases to 5d6. 
  THOUGHT SHIELD (SU)  
  Gene Pool -1 | Disguise DC Modifier +0  
  Your mutation makes you sensitive to mental intrusion. 
  If you sense an intrusion, you throw up a defense to protect 
  
   
   
  your mind from attack or analysis as a reaction. This grants 
  you a +4 circumstance bonus on Will saving throws against 
  mind-affecting effects for one round. As long as this spell 
  lasts, spells and effects that allow a creature to read your 
  thoughts receive no information from you. 
  Once you’ve used your thought shield, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your Will saves to resist mind-affecting 
  effects increases to +6. 
  Evolution II:  Your Will saves to resist mind-affecting 
  effects increases to +8.  Any creature that tries to read your 
  thoughts while this spell lasts must succeed at a Will save 
  (DC = 11 + ½ your character level), or be stunned for 1d4 
  rounds. Additionally, if you succeed at your save against a 
  psychic crush, you take no damage.  
  THOUGHTSENSE (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  Your mutation grants you a constant effect which allows 
  you to automatically detect and locate conscious creatures 
  within 60 feet, as if you possessed the blindsight ability. 
  Nondetection, mind blank, and similar effects can block this 
  effect. Thoughtsense can distinguish between sentient 
  (Intelligence 3 or greater) and non-sentient (Intelligence 1–
  2) creatures, but otherwise provides no information about 
  the creatures it detects. 
  TOWER OF IRON WILL (SU)  
  Gene Pool -5 | Disguise DC Modifier +0  
  Your psychic mutation projects a fortress of mental 
  power that blocks out the psychic energy of others, granting 
  mental strength and resiliency to all inside the 10 ft. radius 
  area effect. All creatures inside the area gain supernatural 
  resistance equal to 10 + your character level against spell-
  like, supernatural, or any mind-affecting attacks. Creatures 
  inside the area don’t receive this protection against your 
  supernatural abilities.  This mutation is a reaction to hostile 
  spell-like, supernatural, or mind-affecting attacks.  Tower of 
  iron will   lasts for one round once it’s been triggered. 
  Once you’ve used your tower of iron will, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  Evolution I:  Your tower of iron will duration is increased 
  to 1d4+1 rounds. 
  Evolution II: Your tower of iron will duration is increased 
  for 2d4+1 rounds. 
  UNCANNY DIRECTION (SU)  
  Gene Pool -2 | Disguise DC Modifier +0  
  You are incapable of becoming lost in natural 
  surroundings, even if all other senses are somehow 
  nullified. Your psychic mutation ensures you will always be 
  able to find a location where you have been previously, and 
  you will know that location relation to any location in which 
  you currently reside.  You might not know where you are 
  going but can always get back to where you have been.  You 
  can always take the 20 when making a Survival skill check 
  to return to a place you have previously been. 
  Evolution I:  You can apply your uncanny direction to 
  urban settings, building interiors, and space stations. 
  Evolution II:  Your uncanny direction applies to space 
  travel.  As long as conditions do change you can always 
  navigate a route home by retracing the route from which 
  you came.  You can always take the 20 on Piloting 
  (navigation) checks to return to a point in space which you 
  have previously been.  This does not allow you to 
  hyperspace directly to any place you have been before, but 
  does allow you to backtrack on your exact path.  
  VAMPIRIC FIELD (SU) 
  Gene Pool -4 | Disguise DC Modifier +0  
  This psychic mutation grants the you the ability to absorb 
  the life essence (hit points) from all creatures (friend or foe) 
  within a 10-foot radius. All creatures in the area of effect 
  must make a Fortitude save (DC = 11 + ½ your character 
  level), or lose 1d4 hit points per round.  Hit points drained 
  from creatures are added directly to your Stamina or Hit 
  Points.  This vampiric field does not allow you to exceed 
  your maximum Stamina or Hit Point totals.  The vampiric 
  field has a duration of 2d4 rounds. 
  Once you’ve used your vampiric field, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge them immediately. 
  Evolution I:  Your vampiric field drains 1d8 hit points per 
  round and the duration is increased to 2d6 rounds. 
  Evolution II: Your vampiric field drains 3d8 hit points per 
  round and the duration is increased to 2d8 rounds. 
   
   
   
   
  
   
   
  Mutant characters can augment many of their beneficial 
  mutations with feats.  Some of these feats can also be 
  applied to certain bioware introduced in the Gravity Age: 
  Bioware Emporium. 
  BENEVOLENT MUTATION  
  You are one of the lucky few whose mutations are more 
  of a boon than a bane.  
  Benefit: You gain 3 Gene Pool points. These free GP may 
  be spent in conjunction with any others gained from 
  deformities or other means, but must be spent at the time 
  this feat is taken. 
  BLADE STORM  
  You are more accurate with your natural weapons than 
  most creatures. 
  Prerequisites: You must have three or more arms and the 
  arm blades mutation. 
  Benefit: When making a full attack entirely with arm 
  blades, you take a –3 penalty to each attack roll instead of 
  the normal –4 penalty.  
  DARTING CHARGE 
  Your flying technique resembles that of a dragonfly. 
  Prerequisites: Flyby Attack, natural weapon 
  Benefit:  You gain a second move action during a Flyby 
  Attack.  During any point of either move action you can use 
  your standard action to attack. 
  DOUBLE TAP MUTATION 
  You gain an extra use of a mutant ability.  
  Prerequisite: One single use mutant ability which 
  requires you to meet the requirements to regain Stamina to 
  gain additional uses. 
  Benefit:  You can use any single use mutant ability twice 
  before exhausting it.  Then you must meet the 
  requirements to regain Stamina normally. 
  Special: You can take this feat more than once but must 
  apply it to a different mutation each time. 
  EVOLUTION I 
  Your mutant abilities have evolved. 
  Prerequisites: 7th level, and a mutation which has 
  Evolution I listed as part of its description. 
  Benefit:  You may select one of your mutant abilities and 
  use the Evolution I statistics. 
  EVOLUTION II 
  Your mutant abilities have evolved further. 
  Prerequisites: 15th level, and an Evolution I mutation. 
  Benefit:  You can apply this to one of your Evolution I 
  mutant abilities and use the Evolution II statistics. 
  Special:  This feat can also be applied to a symbiont with 
  FLYBY ATTACK 
  You can make an attack before and after or during your 
  move while flying. 
  Prerequisite: Fly speed. 
  Benefit: When flying, the creature can take a move 
  action and another standard action at any point during the 
  move. The creature cannot take a second move action 
  during a round when it makes a flyby attack. 
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move. 
  IMPRIOVED BLADE STORM  
  You gain more attacks with your natural weapons than 
  most creatures. 
  Prerequisites: Character level 7th, Blade Storm feat, and 
  the arm blades mutation. 
  Benefit: You can make up to three melee attacks instead 
  of two attacks when making a full attack. If you do so, you 
  take a –5 penalty to these attacks. 
  IMPROVED FLYBY ATTACK 
  You are harder to hit and no longer expose yourself to 
  your target as you fly by. 
  Prerequisite: Fly speed, Flyby Attack, Mobility. 
  Benefit: When you use an attack as a standard action 
  while using the Flyby Attack, you provoke no attacks of 
  opportunity from moving out of squares threatened by your 
  target. 
  Normal: Without this feat, when you make an attack as 
  part of a Flyby Attack maneuver provokes attacks of 
  opportunity as normal from moving out of squares 
  threatened by your target. 
  IMPROVED POWERFUL PSYCHIC 
  Your psychic mutations are harder to resist than a typical 
  mutant’s abilities. 
  
   
   
  Prerequisites: Powerful Psychic 
  Benefit:  When you take this feet, you select one psychic 
  mutation that has already had the powerful psychic feat 
  applied to it and add an additional +1 to the mutation’s DC.   
  MALLEABLE GENETICS  
  Your genetic structure is malleable and allows ample 
  opportunity for mutation.  
  Prerequisite:  Any mutant template. 
  Benefit: Whenever you select a mutation, the Gene Pool 
  cost for that mutation is reduced by 1, to a minimum of 1. 
  This feat has no effect on cosmetic mutations or 
  deformities. 
  MUTATION FOCUS  
  You have adapted to your mutation and can make use of 
  it to a more effective degree.  
  Prerequisite: At least one beneficial mutation.  
  Benefit: Select one of your mutations that deals damage. 
  The number of damage dice dealt by that mutation 
  increases by one die.  
  Example, if you have a mutation that normally deals 1d4 
  points of damage, that mutation now deals 2d4 points of 
  damage. 
  MUTATION DAMAGE BOOST  
  You can make one of your damage-causing mutations 
  more devastating.  
  Prerequisites: key ability score 15+, must possess a 
  mutation that deals hit point damage.  
  Benefit: When you take this feat, you choose one of your 
  mutations that deals hit point damage. You can deal more 
  damage with that mutation. You must state that you’re 
  using this ability before the attack roll is made. If the attack 
  hits, you deal an extra 2d6 points of damage; if the attack 
  misses, the ability is spent and wasted. You can use this feat 
  a number of times per day equal to your key ability score 
  bonus.  
  Special: You may take this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  different mutation.  
  MUTATION IMMUNITY  
  Your body shrugs off the effects of mutations and some 
  bioware.  
  Prerequisite: Great Fortitude.  
  Benefit: You are immune to mutations. You never gain 
  any benefit or penalty from mutations, deformities, 
  retroviruses, or adenoviruses.  
  Special: You cannot choose this feat if you already 
  possess a mutation or have already used a retrovirus. 
  POWERFUL PSYCHIC 
  Your psychic mutations are harder to resist than a typical 
  mutant’s abilities. 
  Benefit:  When you take this feet, you select one psychic 
  mutation that requires a saving throw and gain a +1 bonus 
  on its DC.   
  SCREAMER 
   You can combine two types of sonic attack into a single 
  attack. 
  Prerequisites: Infrasonic Moan or Ultrasonic Shriek, 
  Evolution I on one of the two mutations. 
  Benefit: If you have the Infrasonic Moan or Ultrasonic 
  Shriek mutation and used Evolution to select a second sonic 
  attack type you can combine the effects of two attack types 
  into a single moan or shriek. 
  SENSE MUTATION  
  You can sense if another creature possesses some form 
  of subtle mutation.  
  Benefit: If you spend a full-round action observing a 
  creature within 30 feet of you, you can determine whether 
  
   
   
  or not it is a mutant. Make a Perception check opposed by 
  the target’s Disguise check. (If the target is not the same 
  species as you, it gets a +5 bonus on its check.) If you win 
  the opposed check, you know whether or not the creature 
  has any mutations, but not the number or types of 
  mutations. If you beat the target’s Disguise check by 5 or 
  more, you can correctly identify all the creature’s cosmetic 
  mutations and deformities (but not its beneficial 
  mutations). If you beat the check by 10 or more, you 
  correctly identify all the creature’s mutations, including 
  physical and psychic mutations.  
  Special: If you fail the opposed check by 5 or more, you 
  cannot attempt another check against the same creature 
  for 24 hours. 
  SUPER FRUIT 
  Your grenade-like fruit is most unusual. 
  Benefit:  When you are selecting the type of grenade 
  your fruit mimics you gain access to screamer grenade and 
  cryo grenade.   
  Special: These grenades start out as type I, Evolution I 
  will improve the grenade to type II, and Evolution II will 
  improve the grenade to type IV. 
  THREE-DIMENSIONAL TACTICS 
  You are trained to fight in three dimensions.  
  Benefit:  Whenever you are fighting underwater, in zero-
  g, while flying, or in other situations where you aren’t 
  restricted to a single plane of movement, you gain a +1 
  bonus to attack rolls in any round in which you have moved, 
  even if it’s just a guarded step. 
  TRIGGER LATENT MUTATION  
  You can disguise your mutations until the moment when 
  they are needed.  
  Benefit: Select one mutation you possess. This mutation 
  is considered dormant when not in use, and is completely 
  undetectable visually (though it may still be detected by 
  medical equipment and some types of other mutants). As 
  long as the mutation is dormant, you do not gain any 
  benefits associated with the mutation.  Whenever you wish 
  to make use of this mutation, you must spend a full action 
  triggering it, at which point the mutation functions as 
  normal and becomes visible if it is normally so. Suppressing 
  the mutation once more requires another full action. 
  Special: You may take this feat multiple times. Each time 
  you take this feat, you must select another mutation you 
  possess. This feat may not be used to suppress mutation 
  deformities. 
  ULTRA IMMUNE SYSTEM 
  You are less susceptible to the ravages of poison, disease, 
  and radiation poisoning. 
  Prerequisite: Constitution 13. 
  Benefits: You gain a +2 bonus on Fortitude saving throws 
  to resist poisons, diseases, and radiation sickness. 
  Furthermore, any permanent ability drain inflicted upon 
  you is treated as temporary ability damage instead. 
   
   
  
   
   
  I am always emphasizing that the GM, is in charge of their 
  campaign and oversees what rules are brought into place 
  and which ones are not.  Psychic mutations can mimic 
  arcane and divine spells, psionics and phrenic powers, and 
  supernatural abilities.  Here is an easy mechanic for 
  introducing new psychic mutations. 
  Introduced under Psychic Mutations section of this book 
  are a series of psychic power psychic mutations.  Since this 
  is a Gravity Age book the powers were limited to spells from 
  the Mystic class for player character’s, but this represents 
  an excellent opportunity for GM’s to introduce new spell-
  like abilities without having to spend a lot of time creating 
  a new mutation.  Any 0-level to 3rd level spell can be brought 
  in under the current mechanic.  In addition to Mystic spells 
  I use psionic powers from the SRD and phrenic powers from 
  the PFSRD.  
  In the Gravity Age setting size matters or at least it does 
  for player characters.  The Starfinder Role Playing Game 
  most playable races are small or medium-sized creatures 
  and the effects of their size have already been baked into 
  the stats blocks for each race.  However, if you are creating 
  a mutant character or NPC that is of abnormal size for their 
  race or capable of changing their size it is necessary to 
  embrace the concept that size matters. 
  New rules have been introduced (old rules have been 
  carried forward) to compensate for size differences 
  between mutants and common members of their own 
  species.  Density Alteration, Dwarfism, and Gigantism all 
  use a mechanic similar to the enlarge and reduce mechanics 
  introduced in the original SRD.  These modifiers were 
  updated for compatibility with the Starfinder Roleplaying 
  Game. 
  The new “Creating Monsters and other NPCS” mechanic 
  assumes the creatures size is already built into the 
  creatures base array and CR so it is not necessary to add a 
  “Size Graft”.  However, if a creature has the Density 
  Alteration, Dwarfism, or Gigantism mutations the bonuses 
  and penalties should be applied to distinguish it from 
  regular members of their race. 
   
  Table 10-1: Tiny and Large Damage 
  Medium Damage 
  Tiny Damage 
  Large Damage 
  1d2 
  — 
  1d3 
  1d3 
  1 
  1d4 
  1d4 
  1d2 
  1d6 
  1d6 
  1d3 
  1d8 
  1d8 
  1d4 
  2d6 
  1d10 
  1d6 
  2d8 
  1d12 
  1d8 
  3d6 
  2d4 
  1d4 
  2d6 
  2d6 
  1d8 
  3d6 
  2d8 
  1d10 
  3d8 
  2d10 
  2d6 
  4d8 
   
  Some mutations are simply too power for player 
  characters to obtain, because their effects are too 
  disruptive.  The mutations presented here are intended as 
  tools for GMs and are not intended for use by player’s. 
  Both mutating touch and unraveling touch should only be 
  used with the True Mutant template and then only on a 
  boss NPC or creature.  Mutating touch presents excellent 
  opportunity a GM to introduce mutants or the mutant rules 
  to their campaign.  While unraveling touch presents an 
  extreme danger to any mutant.  Before introducing a 
  mutant with one of these mutations against a party of 
  player characters the players should know the basics of 
  what they are up against.  Rumors would spread about a 
  quickly about a mutant capable of turning others into 
  mutants or a mutant so powerful it can cleanse mutant 
  genes from others. 
  MUTATING TOUCH (SU)  
  Gene Pool -10 | Disguise DC Modifier +0  
  This mutant can deliver an enormous dose of radiation 
  with a touch, triggering sudden mutations and pain in living 
  creatures. With a successful attack against a living 
  creature’s KAC, the mutant causes the target to sprout 
  tumors that erupt at the beginning of its next turn, causing 
  a random deformity and mutation, or a deformity and 
  mutation of GM’s choice, or with GM’s permission a 
  mutation of the player’s choice.  The Gm can also force the 
  player to select a mutant template at this time.  An affected 
  
   
   
  creature can negate this transformation with a successful 
  Fortitude saving throw (DC = 11 + mutant’s CR).  If a 
  creature fails this save it gains the deformities and 
  mutations as specified. The mutations can still be treated 
  and reversed by a retrograde retrovirus in the first 24 hours.  
  Once 24 hours has passed the mutations become 
  permanent.   
  For additional information on retrograde retroviruses, 
  see "Gene Therapy" in Section 2 of the Gravity Age: Bioware 
  Emporium.  To determine the price of the retrograde 
  retrovirus the GM should use the creatures CR as the 
  required item level and estimate the price by comparing a 
  retrograde virus of equal level. 
  Once a creature has been affected by mutating touch, it 
  becomes immune to additional mutating touch attacks for 
  24 hours.  Any creature already possessing a mutant 
  template is immune to mutating touch. 
  UNRAVELING TOUCH (SU)  
  Gene Pool -10 | Disguise DC Modifier +0  
  The genome of this mutant unravels the genetics 
  responsible for beneficial mutations, deformities, and 
  retroviruses.  Its virulent genome can be transferred to a 
  subject through body fluids or injury.  Once the subject has 
  been exposed to the mutant’s unravelling touch they must 
  make a Fortitude save (DC = 10 + creature’s CR), or lose a 
  random mutation, deformity, or retrovirus.  Once per day 
  the subject makes a new saving throw with a -1 penalty per 
  failed save or loses an additional mutation, deformity, or 
  retrovirus.  The subject continues to lose abilities until they 
  make a saving throw or they run out of mutations, 
  deformities, or retroviruses to lose.  A mutant with no 
  mutant abilities or deformities loses their mutant template 
  or graft. 
  Once a creature has been affected by unraveling touch, 
  it becomes immune to additional unraveling touch attacks 
  for 24 hours.  
  A little over 6 years before the Starfinder Roleplaying 
  Game was released by Paizo®, an OGL game StarfinderRPG 
  was conceived by combining the best available 3.75 content 
  with d20 modern, d20 future, and third party 3.5 psionics 
  rules.  And I did it, “Because space opera is awesome!”TM 
  and the roleplaying game establishment wasn’t interested 
  producing a science fiction game.  I was about two months 
  away from publishing my new hybrid sci-fi d20 system when 
  the Starfinder Role Playing game was announced.  Once the 
  NDAs were signed I began furiously converting my books 
  over to the yet to be released system and named it Gravity 
  AgeTM. 
  You will see a lot of old d20 content pulled forward and 
  a lot of original material in the Gravity Age setting.  When 
  you read my OGL Section 15 you will see I am pulling from 
  a tremendous number of resources.  The biggest reason, I 
  don’t want to reinvent the wheel.  I just want the wheels to 
  fit my car.   
  When Gravity Age was first conceived, my play testers 
  and I wanted to play in a sci-fi setting that could become 
  reality in a thousand years.  We looked at creating an 
  entirely new d12 system, reviving an old d100 system, but 
  settled on d20 because it would be the most relatable with 
  experienced role-players.  Since we were looking a 
  thousand years into humanity’s future we scrapped all the 
  magic rules, specifically arcane magic. There are no 
  technomancers in the Gravity Age setting.  I was originally 
  torn on divine magic, but maybe if you believe in something 
  hard enough there is hope.  Plus, I think the Mystics were 
  done well.  Over many beers, we formed a consensus that 
  limited psionics would eventually become reality. 
  When you eliminate magic from the Starfinder 
  Roleplaying Game additional rules for technology and 
  psionics become a must.  You will see throughout the 
  Gravity Age accessories technological items with effects 
  mimicking spells from older d20 SRD works.   The primary 
  reason for this, the mechanics for many of the spells have 
  been play tested for 40 years and keeping the mechanic 
  consistent eliminates confusion. 
   The Gravity Age: Mutant Menagerie was written as an 
  easy to use tool for fans of past mutant games that wanted 
  something compatible with the Starfinder Roleplaying 
  Game and people who are interested in playing a character 
  that is quite different from other of their kind.  It was also 
  written as an easy way for gamemasters to modify existing 
  monsters and aliens to present new challenges. 
  While writing the Gravity Age: Bioware Emporium I 
  realized that it was going to become necessary to carry 
  forward some rules that were dropped in the Starfinder 
  Roleplaying Game.  This paragraph is an acknowledgement 
  that I know some of the rules we are using were 
  intentionally not included in the Starfinder Roleplaying 
  Game, but I am going to use them anyway since the 
  mechanic works and I am not writing this for “Society” 
  play.  These rules are written for role-players that show up 
  for game night every week and game masters hungry for 
  content to include in their home brew campaigns.
   
   
  
   
   
   
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or 
  adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)"Open Game Content" means the 
  game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means 
  product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; 
  names 
  and 
  descriptions 
  of 
  characters, 
  spells, 
  enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of this 
  License. 
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and 
  to that Product Identity. 
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License. 
  
   
   
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use 
  any Open Game Material so affected. 
  13 Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this 
  License. 
  14 Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Starfinder Roleplaying Game Core Rulebook. © 2017, 
  Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, 
  Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, 
  Jason Keeley, Rob McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and 
  James L. Sutter, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Starfinder Alien Archive © 2017, Paizo Inc.; Authors: 
  John Compton, Adam Daigle, Crystal Frasier, Amanda 
  Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, 
  Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark 
  Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. 
  Stephens, James L. Sutter, and Josh Vogt. 
  Modern System Reference Document © 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Future Player’s Companion: Tomorrows’ Foundation, © 
  2005 The Game Mechanics, Inc.; Authors: Gary Astleford, 
  Rodney Thompson, & JD Wiker  
  Future Player’s Companion: Tomorrows’ Hero, © 2005 
  The Game Mechanics, Inc.; Authors: Gary Astleford, Neil 
  Spicer, Rodney Thompson, & JD Wiker 
  Labyrinth LordTM © 2007-2009, Daniel Proctor. Author 
  Daniel Proctor. 
  Darwin’s World © 2002, RPGObjects; Authors Dominic 
  Covey and Chris Davis. 
  Mutant FutureTM © 2008-2010, Daniel Proctor and Ryan 
  Denison. Authors Daniel Proctor and Ryan Denison. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney- 
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo 
  Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, 
  Logan Bonner, Creighton Broadhurst, Robert Brookes, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston 
  Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda 
  Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, 
  Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike 
  Shel, James L. Sutter, and Linda Zayas-Palmer. 
  Psionics Expanded: Advanced Psionics Guide. © 2011, 
  Dreamscarred Press; Authors: Jeremy Smith and Andreas 
  Rönnqvist. 
  The Genius Guide To: Ice Magic. © 2010, Super Genius 
  Games. Author: Owen K.C. Stephens 
  Gravity Age: Cybernetics Emporium, © 2017 STROH 
  HAMMER; Jason Stroh  
  Gravity Age: Nanotech Emporium, © 2017 STROH 
  HAMMER; Jason Stroh 
  Gravity Age: Bioware Emporium, © 2017 STROH 
  HAMMER; Jason Stroh 
  Gravity Age: Mutant Menagerie, © 2017 STROH 
  HAMMER; Jason Stroh 
   
   
  
   
   
   
   
  Imagine living on a mining colony without proper radiation shielding, mega-corporations experimenting on sentient beings, or a post-apocalyptic 
  setting.  Many science fiction universes are anchored on the existence of mutants.  The Gravity Age: Mutant Menagerie will provide players and 
  GMs with 1000’s of mutation combinations.  It will also introduce a mutant building mechanic that stays true to the new Starfinder Roleplaying 
  Game mechanics while attempting to maintain level appropriate balance.  If you have enjoyed mutant themed RPGs in the past, this accessory 
  is for you.  As far as character building and monster creation I truly believe this will be one of our strangest publications to date.  This accessory 
  contains new material covering: 
  • 
  The Metamorph Archetype 
  • 
  3 new mutant templates for player characters and grafts for the game master 
  • 
  10+ Cosmetic mutations 
  • 
  75+ Deformities 
  • 
  140+ Physical mutations 
  • 
  60+ Psychic mutations 
  • 
  20+ new feats to assist in your evolution 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Mutant Menagerie.pdf