Mutant characters have 5 free Mutation points (M) that they can use to buy their changes. Anything beyond this and the mutant will need to buy Defect points (D) on a 1-for-1 basis. Example: Dudoa spends 1 point of his 5 on Internal Compass, and 4 on Density Control. He wants to be resistant to acid, so he buys Resistance to Acid at DR5 for (5M). To pay for this, he buys two defects, Bipolar (2D) and Albinism (3D).
Air sail (2M): The mutant has a built-in air sale, like a gliding squirrel. Gliding is 50% faster than running, but the glider 1m of altitude for every 10m of distance covered.
Anti-Life leech (3M): The mutant is immune to Life Leech, and can actually reduce the attack by 1d6 damage done by that power if nearby and heal himself for that same amount. These temporary HP are used first and will naturally disappear after 1 hour.
Bodily control (3M): The mutant is able to enhance his physical (Str, Dex, Con) by 1 point for every 2 character levels she possesses. This increase lasts for one hour, and the power can only be used once every 24 hours.
Carapace (3 or 5M): The mutant has hard scales or a bony shell covering important locations of his body. For 3M the character has a +3 Natural Armor bonus. For 5M the Natural Armor increases to +5.
Chameleon power (2M) – When stationary, the character is able to blend into his surroundings, unseen. Clothing and gear do not share this power. When active, the character gains +10 to Hide rolls. The power stops working when the character moves again.
Density control (4M) – The mutant can control her density, shrinking or growing as desired. The mutant can shrink to 50% smaller, +5% for every odd level. The mutant can grow up to 100% larger, with an additional 5% for every odd level. Shrinking improves the AC by 1 for every 10%, whereas enlargement worsens it by 1 for every 10%. Additionally, your density can not be controlled by other living things.
Dual brain (5M) – The mutant has two brains, possibly contained by two heads if desired. This mutation adds +2 to the character’s Int score as the two work together. The second brain gets a free 1-3M Mental Mutation of the player’s choice. A mental attack only affects one brain at a time. Both brains have the same Int, Wis and Cha.
Electrical generation (5M) – The mutant builds up a massive electrical charge in their hands, and this charge will inflict 3d6 points of damage to anything or anyone touched. It takes 1 round to replenish 1d6 worth of electrical damage. The mutant takes half-damage from electrical attacks.
Energy absorption (3M) – The character absorbs the first 10 points +1 point per level of incoming damage from a specific type of physical energy: radiation, electricity, lasers, heat/fire, cold, sonic. The character is immune to physical paralysis.
Energy metamorphosis (4M) – The character can convert the first 10 points +1 point per level of incoming damage from a specific type of physical energy: radiation, electricity, lasers, heat/fire, cold, sonic. He uses this damage to instantly heal himself. Excess damage is simply lost.
Energy reflection (4M) - The character can reflect the first 10 points +1 point per level of incoming damage from a specific type of physical energy: radiation, electricity, lasers, heat/fire, cold, sonic and turn it into an attack. Use the grenade chart to determine the direction the energy travels, and the attack roll of the original attack to determine any attacks the reflected beam will make.