Mutations are anomalies which occur seemingly at random in humans, giving them superhuman powers or traits. As soon as mutations begin to appear, they are no longer considered humans, and are now considered to be Chimera. Wildkin and Mutants can take anything from this list unless otherwise specified. They can have up to 18 mutations before requiring additional approval. Mutants can only have three "rare" mutations and one "ultrarare" mutation. Cosmetic mutations do not count towards their 18 mutation total.
Mutations can generally be hidden, or retracted, in order to blend into society. It can be a bit difficult to drink a cup of coffee if your four-inch claws are out. When a mutation is retracted, it takes one full post to 'extend' the mutation again, bring it out, before it can be used. Hiding your mutations does not take extra energy (unlike in CV2). Other mutations, that are not physical, need to be activated in order to be used.
Although mutations are easier to utilize than magic, requiring only energy, and far less time, they tend to be more specific than casted magic, more limited in scope. Nonetheless, just like magic, the energy required to sustain mutations can eventually run out, so one should be careful about over-extending.
Cosmetic Mutations(0 Points) (Passive)
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)(Passive unless otherwise stated.)
Minor physical mutations include those mutations to your body which give you some benefit, but that benefit may be limited in scope.
Appearance Shift: You can change your appearance to look different.
Claws: You have claws useful for combat.
Teeth: You have teeth that are useful for combat.
Disease immunity: You are immune to all nonmagical diseases. (Chimerans already have this, but it is a mutation Abyssals can obtain.)
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. This only protects against mundane, non-magical fire.
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: (Instant activation) 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 three times that of a normal human.
Minor Speed Enhancement: Your speed is three times 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: (Instant activation) 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
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)
Skunk Spray: (One post activation before use.) You can emit a terrible stench, rather like a skunk, at will. This is a less intense version of the Toxic Gas Extra. Note - some beings do not have to breathe. (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: (Instant.) 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: (One post activation before use.) Your body creates a substance in your bodily fluids that sexually excites others. This fluid must come into contact with them.
Ability to Excrete Toxin:(One post activation before use.) Toxin should be described thoroughly in application.
Ability to Excrete Webbing:(One post activation before use.) You too can be webslinging comic book hero? Though, perhaps not quite as efficiently.
Acidic Blood:(One post activation before use.) Your blood is a mild acid which is strong enough to burn others and really mess up your clothing.
Advanced Appearance Shift: (Pre-requisite - Appearance Shift) You can change your appearance to look like someone else.
Camouflage: (Instant) By standing very still you can blend with your environment and go unseen. Clothes may mess this up unless you have something to change your clothing texture as well.
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:(One post activation before use.)You can see heat patterns, allowing you to detect warm and cold areas, even through some walls.
Grow:(One post activation before use.) You have the ability to grow up to 15 feet in size.
Gumbyification: (One post activation before use.)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: (One post activation before use beyond heightened tasting.) 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 three times that of the world's fastest human. This mutantion is not stackable with Minor Speed Enhancement.
Major Strength Enhancement: Your strength is three times that of the world's strongest human (About 3x 1100lbs). 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: (Instant) 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.
Pheromone Manipulation:(One post to activate, and one to excrete the pheromones.) 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. Note that in a large area or in combat, this might not be very effective. You don't stop and eat a pie just because you're hungry if someone is punching you in the face.
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 Skin or Stone Skin: (Two posts to activate if not already out.) 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: (One post to activate before use.)You have the ability to shrink down to 15 inches in size.
Spiked Skin: (Instant.) 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)
Toxic Gas(One post to activate before use.) You can really let one rip. By expelling gas in some way, such as belching or flatulence, you can befoul the air in a 15ft radius. This gas is so toxic that it will cause most breathing creatures to experience effects not unlike tear gas, burning eyes and lungs, coughing, and moderate nausea. Quite effective when you want to slip away. Unfortunately, while "deadly", it's never silent. They'll probably know who did it. Toxic gas can only be used once per scene, and is less effective in open areas.
Non-Physical Mutations (4 points)
Non-Physical Mutations are those mutations which provide a large advantage but are not physical in nature.
Elemental Power: (One post to activate before use.) You can manipulate one element already in existence - Water, Fire, Earth or Air. Power can be taken more than once. Specify which element on your app. Does not grant immunity to an element: You can burn yourself with your own fire.
Empathy: (One post to activate before use.) 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: (One post to activate before use.) You can telekinetically move items up to 10lbs but with excellent dexterity.
Lie Detector: (One post to activate before use.) 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: (Passive) You have the ability to see the Pale Realm and speak with the dead.
Minor Healing: (One post to activate before use.) You can heal a person's wounds by laying hands on them. Power doesn't typically work on diseases.
Minor Memory Adjustment: (One post to activate before use.) You can erase a person's memories from within the last hour, but you must be touching them for at least fifteen seconds.
Minor Telekinesis: (One post to activate before use.) 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: (One post to activate before use.) 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: (One post to activate before use.) 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: (One post to activate before use.) 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 (8 points)
You may take only ONE rare mutation at charachter creation and THREE total.
─ NOTE: These mutations require a lot of energy to use and overuse WILL exhaust you. Using them frivolously is ill-advised.
Advanced Regeneration: (Passive) 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: (Two post to activate before use. Use possible on the third post.)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: (Instant.) 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)
Casted Magic: You have the innate ability to cast one form of magic. This can only be taken once, and you can only get up to level 3 in the magic. Each additional level of magic you achieve counts as "one" mutation, but casted magic as a whole only counts as one rare mutation. Magic casting follows posting rules for magic, however mutants spend more energy on casted magic than magic casting races do. The cost of this rare includes the first level of the magic. All additional levels cost the normal price for that magic.
Energy Drain: You can drain life-energy from others into yourself, wounding them and healing you. You must be touching them the entire time of the drain.
Invisibility: (One post activation wherein you are becoming invisible, but still able to be seen.) You can not be seen, but can still be detected in other ways.
Immortality: Barring outside forces, such as someone cutting off your head, you can live forever. You do not age past whatever point you developed immortality. This immortality is akin to that of vampires, wherein you can be killed, but you won't die of aging or natural causes.
Memory Unveiling: You can show others your memories, anything recent to your childhood, as long as you were there. By putting memories into others heads, this allows them to see things at a different angle, by putting them into the memory. Of course, they can't do anything but watch. Both parties have to be willing to show the memory as well as to see it. One can't force a memory in. It often causes great headaches, for both, no matter how great the person who is showing it is and can create emotional pain to the one showing the memory.
Pain Manipulation: (One post activation before use.)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: (Two post activation before use.)You can pass through walls/solid items. When in this form you can't pick anything up, and combat is...kind of pointless, as you can't hit anything. But similarly, nothing physical can hit you. Magic can sometimes still affect you, however. You don't just fall through the ground though, so that's nice at least. You can use no other powers whilst phase shifting.
Power Augmentation: (One post activation before use.) You can amplify the magic or abilities of others via touch -- must remain touching.
Power Negation: (Two post activation before use.) While you are touching a person, you can negate one of their powers.
Power Thief(One post activation before use.) Upon making skin contact with a person, the mutant is able to borrow one of their powers for up to a day. Mutations, Human Abilities, as well as level one and two magics can be stolen with this power. Augmentations, Robot abilities, and Subrace abilities can not be stolen with this power. The original caster retains the ability to use their power, but the power thief can now ALSO use that power. The power thief must know, or at least have a good reason to suspect, that a person has the power in question. If you know none of their powers, the target gives you whichever power they want to give you.
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: (One post activation wherein the temperature is raising or lowering first.) 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.
You can only have one ultrarare mutation. (16 points)
Magnetic: (One post activation before use.)You have the ability to manipulate metal via magnetism. You can do some pretty remarkable feats, but can only manipulate metal to go as fast as you can go. (No tossing bullets like a gun.) You can not lift a weight beyond what you, personally, can carry. So this works well with speed and strength mutations added.
Generate Electricity: (One post activation before use.) You can generate electricity which can actually be channeled into an object to power it. You can channel lightning, act as a taser, or generate a localized EMP once per scene.
Doppelganger: (One post activation wherein you're sort of...splitting.)You can create a duplicate under your control that lasts for about an hour (or scene) before it degrades into dust. It is strong to engage in combat, but has no mutations or skills of its own. It can additionally deliver messages or report to you about what it has seen or heard, however it must do so directly. If it is destroyed before it can report back, you do not receive the knowledge. The Doppelganger can take approximately three good hits before disappearing, and gets a roll of it's own, though it always rolls unranked.
Font of Healing: (Must sustain use over three posts.)(Pre-requisite, Minor Healing) Not only can you heal people by laying hands on them, but you can heal several people within 15m of you, simultaneously. The healing is fairly quick, and occurs over several minutes. You can only use this power once per day because of the intense power drain. Like with minor healing, this only works on physical wounds, and not on diseases.
Intensity: (One post activation before use.) Pre-requisite, both major speed and major strength enhancement. You can sacrifice the use of your other mutations for the rest of the scene in order to become insanely strong, or insanely fast. You reach the speeds of a Shade vampire, OR the strength of a well-trained Churara shifter.
Squish: (One post activation before use.) You become very squishy and rubbery. Most things that would bounce off of rubber will bounce off you. However, bullets can still pierce rubber, and blades can still cut through rubber. And fire will still burn rubber (and smell very bad). You can stretch your limbs up to 15 feet, or become flat like a pancake. You can fall off of a decent height and bounce. You are immune to most bashing damage.
Ultimate Regeneration: (You must have advanced regeneration first.) You can not be killed. Throw you in a fire. Set a nuke on you. Shoot you in the head. You will eventually regenerate. Sounds great, except that this also means...you can't die. You can be tortured for an infinite amount of time without expiring. Note that the amount of time needed to recover is proportionate to the level of damage you sustain; days or weeks is not unheard of. Temporary amnesia is not uncommon.
XiVe Radiation Control: (One activation before use.) You can soak up the ambient radiation of the Xi and Ve bands, and then repurpose it for your own use. You can zot something with a concentrated burst of Ve radiation, usually causing it to malfunction, but you must touch it to do so. Or you can zot a person with Xi radiation, causing them the toxic reation of several days of Xi radiation absorption, but you must touch them to do so. However, you also have the ability to absorb radiation out of people and things that might have radiation poisoning. The effects of absorbing other kinds of radiation which may be out in Juniper is unknown.