Strengths: Vary by Mutant. However, most (though not all) mutants have an 'iron stomach'. They are able to digest, and gain nutrition, from things that would not normally be nutritious to humans, or might make them sick, such as uncooked meat or moldy bread, even bits of bone if they can swallow it. It is believed this trait developed because mutants must eat more food than most in order to power their mutations.
Weaknesses: Vary by Mutant. Please specify in your Application.
Race Leader: Although they do not "rule" the Mutants, most Mutants claim membership to the GMA, Global Mutant Association, and follow their laws. Longtime leader of the GMA, chairperson "Opolo", believed to be a singularly powerful Mutant of unknown abilities was killed under mysterious circumstances in 2022. The GMA is now controlled by a Board of Directors. Former Convergence citizen and Union foreman 'Etta' now sits as the board member for North America. The North American GMA HQ is in Chicago, the European GMA HQ is in Prague, and Osaka is the Global GMA HQ.
Many Mutants secretly hold allegance to Gojira, an organized crime group. And some belong to both Gojira and the GMA. Nobody knows much about how Gojira is controlled. Locally, Mutants form Unions, which are cells that further the goals of the GMA, or Gojira, or both. The leader of the local Union is known as the Foreman, be they male or female.
Background: Mutations, big and small, have existed throughout the course of human history. For much of that time, Mutants were manipulated and feared at best, hunted at worst. In the last two hundred years, however, and especially since the rise of industrialization, the Mutants have begun to organize. With many Mutants coming from the lower classes, people exposed to toxic chemicals and other incredible hazards in their jobs (stressors that seem to 'trigger' latent mutations rather than cause them), Mutant racial identity has long revolved around how Mutants are the equalizing factor in the class wars. Mutants were behind the formation of the first workers unions, and a great many of them espouse and promote Socialist or Communist doctrine.
Randal O. Poloznik, a Polish immigrant living in Pittsburg was president of the Global Mutant Association from 1991 to 2022, and was typically pointed to as their main media liaison. Poloznik, who was endearingly called 'Opolo' by many, is a bit of a folk hero, said to have saved seven people from a factory fire in 2006, and before D13's release, was often photographed on or with his bicycle, having sworn off the use of any vehicle needing anything besides his own muscles to operate. He was said to live frugally, in the same Pittsburg slum he had lived in for thirty years, where he earned money off of his books whilst holding down a part time job at a plastics plant. Most of his money goes went neighborhood improvement initiatives.
Mutants were one of the few, and perhaps the only, non-human race that was known by the human populace to be real before D13. Some countries had passed laws protecting mutants, whilst others exiled or even murdered them. The United States protected Mutants under law, but required that Mutant children be schooled separately from human children, due to the sometimes hazardous nature of their mutations. Of course, only mutant children actively displaying dangerous or unusual mutations would be forced into these schools. Because of this, the GMA was given the right to school mutant children in America, and later established a broad orphanage program to care for abandoned mutant children. Many local Unions assisted those same mutants in getting their first job. For many mutants today, the GMA and their local Union are the only parents they have really known, and the loyalty to the mutant cause, because of it, is fierce.
There are some rumors that the GMA is just a glossy coating over what are, in actuality, much older and much more sinister Mutant groups. There's record of a mutant organized crime group called "Gojira", a reference to the popular "Godzilla" creature of movie lore. References to the Gojira crime group go back as far as the early 1950s, and some of the founding members were rumored to have been survivors of the Hiroshima and Nagasaki bombings, as well as survivors of nuclear tests in the United States and abroad. It is believed that Gojira's money funds a massive Research and Development conglomerate seeking to isolate the causes of Mutant powers so that mutations can be unlocked in humanity on a wider scale, though others believe they are attempting to stop or control the emergence of mutations, allowing them to have a monopoly on certain powers that are not replicated by other supernatural entities.
Mutants who breed with other Mutants are not guaranteed to have Mutant children, and even if they do, the mutations are often different than the previous generation.
They are believed to have joined the Consortium out of a wish to elevate the worldwide view of Mutants and to quell violence against Mutants, who were previously recognized only as "freaks of nature". And, of course, because they themselves are in danger of contracting D13. There was said to be some hostility between Mutants and Mages, stemming from a fight that broke out during the Consortium talks between Opolo and Archmagus Winsel. This later broke into a fight in one of the hotels, resulting in five Mutants and three Mages being hospitalized. The fight almost shut down the Consortium talks, and was broken up by Cyborg guards. However, in the years the followed, tensions between Mutants and Mages relaxed somewhat. It should be noted that while most Mutants come from low-class or poor families, a great many Mages come from wealth, further widening the gap between the two.
Notable Mutants, Past and Present:
Opolo (Randal O. Poloznik)
Harriet Tubman (Araminta Ross)
Eriskel Johnson (Xya activist, Communications expert and current President of the United states in 2024.)
For Further Info on Mutants please Reference the following FAQ! (Mutant FAQ)
Note: It should be noted that, like in spell casting, it is difficult for mutants to utilize two mutations at the same time, especially in a high-stress environment like combat. And, like with magic, instead of casting times, they can be subject to "manifestation" times -- a prep time to bring out the mutation fully and utilize it. IN GENERAL, manifestation times are shorter than the cast times for most magic.
Each mutant gets 18 points to spend on mutatations to start.
Cosmetic Mutations (0 Points)
These mutations change the way you look, but give you no extra powers. For instance, perhaps you have blue skin. Maybe your eyes glow. Maybe you have wings that are just for show and don't give you the power of flight, or a tail that's just back there, and can't really be used for anything. Maybe you have hooves instead of feet. You may take as many cosmetic mutations as you wish for no cost.
Minor Physical Mutations (2 points)
Minor physical mutations include those mutations to your body which give you some benefit, but that benefit may be limited in scope.
Claws: You have claws useful for combat.
Disease immunity: You are immune to all nonmagical diseases.
Echolocation: You can make your way around using sound.
Fireproof Skin: Your skin is fireproof, which is nice. You don't burn when exposed to flames or high heat. At least, your skin doesn't. Note your clothes will still burn and your internal organs are not fireproof. You will still die of smoke inhalation if you are not careful.
Flexible Body / Contortion: You can bend yourself up so much a pretzel would say 'Ouch.' looking at you.
Gills: You can breath underwater indefinately.
Horns:You have horns useful for combat
Hyper Blood Production: Vastly superior blood production compared to a normal human: this means that not only will wounds clot and heal slightly faster in general, but it is also much harder to drain the body. You can feed vampires (or give blood) often. Also makes it rather spectacular when you're cut. This can be used in conjunction with acid blood, but requires forethought as you must activate acid blood, whilst this is a latent mutation. (Suggested by Bunny Allardyce)
Heightened Sense:You have one enhanced sense. Choose between Hearing, Sight, Sound, Taste, or Touch. You may take this ability once for each sense.
Long Tongue:You have a long tongue that can be used to grab and roughly manipulate things.
Minor Strength Enhancement: Your strength is twice that of a normal human.
Minor Speed Enhancement: Your speed is twice that of a normal human.
Poison Immunity: You are unharmed by any nonmagical poison.
Scentless: You are odorless unless you will it otherwise (Note external forces can overcome this i.e. skunk spray or some such.) (Suggested by Bunny Allardyce)
Sticky Hands/Feet: You have the ability to climb walls like a gecko.
Tail (Prehensile): Your tail may be used to grip things and rougly manipulate them.
Tail (Weaponry): Your tail is itself a weapon
Thermic Adaptation: You have adapted to extreme weather change and will not become uncomfortable in temperatures ranging from -10F to 120F. You can basically wear what you want all year round and cannot get frostbite nor heat exhaustion. (Suggested by Eve Gaelyth)
Toxic Blood:Your blood is toxic to anything but you. Vampires who drink your blood will be sick for some time, and anyone who gets an infusion of your blood will probably die... painfully. (Suggested by BunnyAllardyce)
Wings:Now you too can fly in style like our Duck overlords.
Skunk Spray:You can emit a terrible stench, rather like a skunk, at will. This is a less intense version of the Toxic Gas Extra.(Suggested by Bunny Allardyce)
Leap:You can leap at least two stories in one jump, and can land from at least four stories without breaking a bone.
Vocal Shift: Through some stroke of genetic luck and a bit of training, you can mimic sounds and voices. Most simple sounds you can mimic after hearing only once. Voices can be mimicked after hearing at least a conversation of decent length, though difficult to mimic emotions with that voice that weren't heard. It is also easier to mimic accents after hearing them. (Suggested by Eve Gaelyth)
Major Physical Mutations (4 points)
Major physical mutations include those physical abilities which are uncommon or give a large benefit to the mutant.
Ability to Excrete Aphrodisiac: Your body creates a substance in your body fluids that sexually excites others.
Ability to Excrete Toxin:Toxin should be described thoroughly in application.
Ability to Excrete Webbing: You too can be webslinging comic book hero?
Acidic Blood: Your blood is a mild acid which is strong enough to burn others and really mess up your clothing.
Appearance Shift: You can change your appearance to look like someone else.
Camouflage:By standing very still you can blend with your environment and go unseen.
Extra Limbs:You have extra arms/legs which are retractable. You may have as many as you want, but only two can be used in combat.
Heat Vision: You can see heat patterns, allowing you to detect warm and cold areas, even through some walls.
Grow: You have the ability to grow up to 15 feet in size.
Gumbyification: Your body can stretch beyond what is normally possible; Up to 3ft extra in all directions easily, 5ft with effort, 10ft with extreme effort. (Suggested by Bunny Allardyce)
Magic Tongue: You have a supernaturally heightened sense of taste. By tasting something, you can often discern components or ingredients, even trace amounts, the last person to have touched it, and even details about places it has been prior. With people, by licking them you can discern their most prominent emotion, as well as some physiological factors, such as health or fertility. (Suggested by Theodore Grimsly)
Major Speed Enhancement:Your speed is twice that of the world's fastest human. This mutantion is not stackable with Minor Speed Enhancement.
Major Strength Enhancement:Your strength is twice that of the world's strongest human. This mutantion is not stackable with Minor Strength Enhancement.
Moderate Regeneration:You could regrow an arm in 1 week. Moderate Regeneration can expand normal lifespan by 40 years.
Nerve Control:You are able to manipulate your nerve endings to not register pain, or to not register pleasure. Nonetheless, damage inflicted on you will still be, well, damaging despite your inability to perceive it. Suggested by zolzol Resident.
PheromoneManipulation: You are capible of producing and manipulating pharamones which can trigger a variety of effects in creatures sensitive to them such as anger, passivity, and even (yes, you were waiting for it) sexual desire.
Prehensile Tentacles:You have retractable tentacles which can be used to manipulate objects. You may have as many tentacles as you want, but only two can be used in combat.
Scaled SkinorStone Skin:Your skin is capable of hardening into a protective layer that is a highly effective defense against stabbing and slashing weapons and a moderate defense against handguns. Your armor is weak in particular to weapons which deal crushing damage.
Shrink:You have the ability to shrink down to 15 inches in size.
Spiked Skin: Rather like a blowfish or cactus, you can extend spikes from your skin up to three inches long. Although the spikes are unlikely to do excessive injury to others, they detach from your body and remain in the victim, and due to their faintly jagged construction are extremely difficult and painful to pull out. (Suggested by Theodore Grimsly)
Non-Physical Mutations (4 points)
Non-Physical Mutations are those mutations which provice a large advantage but are not physical in nature.
Elemental Power:You can manipulate one element - Water, Fire, Earth or Air. Power can be taken more than once. Specify which element on your app.
Empathy:You can very accurately determine the emotions of others. You must concentrate to use this power.
Extended Lifespan:You seem to just...keep on living. A mutant with this power can be up to 1000 years old. However, despite your long life, you will still die if properly killed.
Fine Telekinesis:You can move items up to 25lbs but with excellent dexterity.
Lie Detector:You have the ability to tell if someone is lying. However, you must be touching them in order to do so. They may make a subterfuge roll over 15 to obscure your ability. They may only make a subterfuge roll if they have the subterfuge skill. (Suggested by Theodore Grimsley.)
Medium:You have the ability to see the Pale Realm and speak with the dead.
Minor Healing:You can heal a person by laying hands on them.
Minor Memory Adjustment:You can erase a person's memories from within the last hour.
Minor Telekinesis:You can move items up to 250lbs as if bluntly shoving them by mental force.
Non-winged Flight:You can fly like superman.
Power Sense:You can sense the supernatural powers of others upon touching them. One per touch.
Foresight: You sometimes get brief flashes of the future, allowing you to alter your immediate actions to avoid disaster. (In play, you can use this to, once per scene, re-roll a failed roll assuming you activate it at the beginning of the scene.)
Psychometry:By touching an object and concentrating, you can get impressions of past events, usually the most emotionally intense or recent events, whether or not it has magic cast on it or has had magic cast on it recently, and the type of magic (if it is a common type). Psychometry can not be used during combat, as it requires concentration.
Vocal Trance:Your voice has a soothing, trance-like quality which helps you persuade others. However, this persuasion is not mind-control, and they still can employ intense willpower to resist those things which would be completely against their nature or obviously lead to self harm -- like persuading them to leap from a building.
Rare Mutations (8points)
You may take only ONErare mutation at charachter creation and TWOtotal.
─ NOTE: Rare Mutations require a lot of energy to use and overuse WILL exhaust you. Using them frivolously is ill-advised.
AdvancedRegeneration:You could regrow an arm in a couple hours. Mutants with this ability have extended lifespans up to 300 years, assuming they do not die of other causes.
Become Element:You can become a being of pure air, rock, water, or fire. Specify which on your app. Casting magic while this element is nigh-impossible.
Berserker Rage: These mutants have the unfortunate (or very fortunate) condition of having a VERY bad temper. When anger reaches a high point, they enter a Berserker Rage. During this rage, their strength is increased to match an average Shifter and they do not feel pain for the duration of their rage. No other magic or mutations may be used during a Rage. Thankfully, Berserkers are weak to emotional and mental manipulative powers, which often have to be used to pull them out of the rage. Once the rage is ended, they will feel pain again. Or they'll be unconscious, which is often the case. (Suggested by Theodore Grimsly)
CastedMagic:You have the innate ability to cast one form of magic.
EnergyDrain:You can drain life-energy from others into yourself, wounding them and healing you.
GenerateElectricity:You can generate electricity which can actually be channeled into an object to power it. You can channel lightning (requires it to be raining), act as a taser, or generate an EMP once per day.
Invisibility:You can not be seen, but can still be detected in other ways.
Magnetic:You have the ability to manipulate metal via magnetism.
Pain Manipulation:With a laying-on of hands, you can mute pain, or increase it, causing people to feel specific types of physical pain as if they were undergoing that pain. However, they are not damaged, and once you are no longer touching them, the pain ends.
Phase Shift:You can pass through walls/solid items.
Power Augmentation:You can amplify the magic or abilities of others via touch -- must remain touching.
Power Negation: While you are touching a person, you can negate one of their powers.
Prophesy: You occasionally receive prophetic visions. (Because this mutation often requires ST assistance, it is restricted and requires additional approval during character creation, which may extend the amount of time it takes for your character to be approved. It is opt-in for other players. Basically -- they tell you something that you can know will likely happen in the future, in a prophetic way.)
Temperature Control: You can control the temperature of your skin such that you can burn, or freeze, things on touch. The activation time of this mutation is one of the longest of all mutations, and can take several minutes to a half hour for extreme effects. You must be touching the target the entire time you are activating it. However a mutant with this power could, eventually, melt through steel or liquify rock. Using the heat portion of this power will often melt your clothes off.
Create Your Own Mutation (2/4/8 points): You may create your own mutation (within reason) for consideration at the time of your application submission. Your mutation will be compared against the current mutations for fairness; there is no guarantee it will be approved.