Index
Cybernetic
Dependancy (drawback)
Heat/Cold
Susceptability (drawback)
Pheromone
Repulsion (drawback)
Skeletal
Reinforcement (major)
Ultraviolet
Allergy (drawback)
Your body or mind suffers from some
marked deformity or deterioration.
MP Value: 4.
Drawback: One of your
ability scores (your choice) permanently decreases by 2. You cannot apply this
drawback to an ability score of 3 or less.
Special: You may take
this drawback multiple times. Its effects stack.
Your saliva can burn other
creatures like acid.
MP Cost: 1.
Benefit: Your bite
attack deals an extra 1d4 points of acid damage with each successful hit.
Special: You must have a
natural bite attack to take this mutation. You cannot gain this mutation if you
have the Venomous Bite mutation.
You can flood your bloodstream with
extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Cost: 3.
Benefit: Once per day,
as a free action, you can temporarily increase either your Strength or your
Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3
+ your Constitution modifier.
You glow in the dark a colour of
your choice.
MP Cost: 1.
Benefit: When you are in
the dark you can choose to glow thus providing a natural light source for those
that do not see well.
You crave the taste of blood.
Moreover, you need to drink blood to survive.
MP Cost: 1.
Drawback: You must drain
a pint of blood from a living creature once every 24 hours. Doing so is an
attack 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 1d4 points of Constitution damage. Drinking a pint of
blood cures the ability damage caused by blood deprivation in 1d6 rounds.
Ability damage caused by blood deprivation cannot be restored through natural
healing.
Special: You must have a
natural bite attack to take this drawback.
Your bones weaken such that you can
no longer withstand hard or sudden impacts.
MP Value: 4.
Drawbacks: Your massive
damage threshold decreases by 3. In addition, you take an additional 1d6 points
of damage from a fall.
Special: You cannot take
this drawback if you have the Skeletal Reinforcement mutation.
You rely on a medical compound
called neutrad to survive.
MP Value: 6.
Drawback: If you go 24
hours without taking a dose of neutrad you must make a successful Fortitude
save (DC 15) or take 1 point of Strength damage and 1 point of Constitution
damage. Taking a dose of neutrad cures the ability damage caused by neutrad
deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot
be restored through natural healing.
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a
single claw attack that deals slashing damage dependent on your size: Small
1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you
can strike with multiple claws. Your claws are treated as natural weapons and
do not provoke attacks of opportunity.
Having claws does not adversely
affect your manual dexterity.
Due to a chemical imbalance in your
brain, you are gripped by an inexplicable fear whenever you face a dangerous or
frightening situation.
MP Value: 4.
Drawback: After
initiative is rolled but before you take your first action in combat, make a
Will saving throw (DC 15). If you fail the Will save, you are shaken for the
rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and
skill checks. If the save succeeds, you overcome your moment of fear and negate
the ill effects.
Cybernetic Dependancy (drawback)
Warp exposure causes your body
tissues to degenerate. You rely on a cybernetic implant to repair damage to
your body.
MP Value: 6.
Drawback: You need a
body repair weave (see Cybernetics) to heal naturally. For you, the body repair
weave does not confer its usual benefit (improved natural healing). If the
implant is destroyed, you cannot heal damage naturally until it is replaced or
repaired.
You gain darkvision.
MP Cost: 3.
Benefit: You can see in
total darkness out to a range of 60 feet. Darkvision is black and white only
but is otherwise like normal sight.
You develop the ability to absorb
sound waves and translate them into mental images that accurately portray the
surrounding environment. This ability is similar to a bat’s ability to operate
and hunt in total darkness via echolocation.
MP Cost: 5.
Benefit: You gain the
blindsight ability out to a range of 60 feet.
You can bend and twist your body in
unnatural ways and squeeze through very tight spaces.
MP Cost: 4.
Benefit: You gain a +10
mutation bonus on Escape Artist 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-quarter
normal speed.
You can absorb impressive amounts
of harmful energy.
MP Cost: 4.
Benefit: You gain
resistance 10 to two types of energy or resistance 20 to one type of energy,
chosen from the following list: acid, cold, electricity, fire, or
sonic/concussion.
Your body’s ability to withstand
energy damage increases.
MP Cost: 2.
Benefit: 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.
You grow, becoming an freakishly
large specimen of your kind.
MP Cost: 6.
Benefits: You become as
large as your size category allows (8 feet tall for Medium-size characters, 4
feet tall for Small characters). However, you function in many ways as if you
were one size category larger. Whenever you are subject to a size modifier or
special size modifier for an opposed check (such as during grapple checks, bull
rush attempts, and trip attempts), you are treated as one size larger when it
is advantageous to you. You are also considered to be one size larger when
determining whether special attacks based on size (such as improved grab or
swallow whole) can affect you. You can use weapons designed for a creature one
size larger without penalty (for example, a Medium-size character with this
mutation can wield a Large weapon one-handed).
This mutation does not change your
face or reach.
A thick exoskeleton forms over your
skin. The exoskeleton usually consists of interlocking plates of bone or chitin
covering 90% or more of your body.
MP Cost: 5.
Benefit: You gain a bonus
to your natural Damage Reduction bonus of 4. The damage reduction threshold for
the exoskeleton is the same as for your current threshold. If you do not
currently have a natural damage reduction you gain a natural DR/DRT of 4/+2.
Special: A creature with
fur, scales, or the Scaly Armour mutation cannot gain this mutation.
You grow an additional pair of
arms. The extra arms look and behave exactly like your other arms.
MP Cost: 6.
Benefit: As a creature
with more than two arms, you gain a +4 mutation bonus on Climb checks and
grapple checks. For the purposes of combat, both extra arms are treated as “off
hands” (that is, you still have only one primary hand).
Special: If you have
three or more natural claw attacks, you meet the prerequisites for the
Multiattack feat (not included in this book). This mutation does not give you
Multiattack as a bonus feat, however.
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.
Your eyes are at the end of a pair
of long skin-coloured stalks.
MP Cost: 3.
Benefit: You can look in
two directions at once without muddling your brain. A character with eyestalks
can never be flanked. Additionally the penalty for any two-weapon fighting he
engages in is reduced by 1.
Special: Eyestalks are a
very difficult mutation to hide; characters with eyestalks suffer a -5 penalty
to disguise checks.
Your teeth mutate into vicious
fangs.
MP Cost: 1.
Benefit: You gain a
vicious bite attack that deals piercing damage dependent on your size: Small
1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you
can bite multiple times. Your bite is treated as a natural weapon and does not
provoke attacks of opportunity.
Special: This mutation
can be used in conjunction with the Acidic Saliva or Venomous Bite mutation.
Your skin is covered with painful,
festering sores.
MP Value: 2.
Drawback: The festering
sores are more aggravating than harmful, but they make it especially hard to
wear armour. When you wear any type of armour, decrease the armour’s maximum
Dexterity bonus by –2 and increase its armour penalty by +4.
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.
You can generate an electromagnetic
force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free
action, you can generate an invisible electromagnetic barrier around yourself
that provides a +2 deflection bonus to Defense against incoming attacks. The
barrier lasts a number of rounds equal to your current Constitution modifier
(minimum 1 round). You can create the force field three times per day.
Special: Portable
electronic devices such as auspexes, vox-casters, and headsets temporarily
cease to function if held or worn by you while the electromagnetic force
barrier is in effect. Force Barrier is never a natural mutation.
You gain a forked tongue like that
of a snake. Your new tongue might be a different color and longer than your old
one.
Your body is particularly
vulnerable to the ravages of poison, disease, radiation, and other ailments.
You also have trouble stabilizing when severely wounded.
MP Value: 3.
Drawback: You take a –2
penalty on all Fortitude saves, including saves made to stabilize at negative
hit points.
Special: You cannot take
this mutation if you have the Great Fortitude feat.
You have been given a special
blessing by the Blood God.
MP Cost: 3.
Benefit: You can roll
1d10 on the Gift of Chaos (Khorne) table provided in the Chaos Gifts section at
the end of this chapter.
You have been given a special
blessing by the Lord of Decay.
MP Cost: 3.
Benefit: You can roll
1d10 on the Gift of Chaos (Nurgle) table provided in the Chaos Gifts section at
the end of this chapter.
You have been given a special
blessing by the Prince of Pleasure.
MP Cost: 3.
Benefit: You can roll
1d10 on the Gift of Chaos (Slaanesh) table provided in the Chaos Gifts section
at the end of this chapter.
You have been given a special blessing
by the All-Seeing Bird.
MP Cost: 3.
Benefit: You can roll
1d10 on the Gift of Chaos (Tzeentch) table provided in the Chaos Gifts section
at the end of this chapter.
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).
MP Cost: 2.
Benefit: You can breathe
both air and water. You can operate underwater indefinitely, with no fear of
drowning.
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
an moose.
MP Cost: 1.
Benefit: You gain a
single gore attack that deals bludgeoning damage (curled ram horns or moose
antlers) or piercing damage (pointed bull horns or one great rhino horn). The
amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8.
If you get multiple attacks in a round, you can gore multiple times. Your horns
are treated as natural weapons and do not provoke attacks of opportunity.
Heat/Cold Susceptability (drawback)
Your body does not react well to
particularly hot or cold temperatures.
MP Value: 1.
Drawback: You take
double damage from prolonged exposure to extreme heat or cold.
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.
Your are particularly (some might
say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2
mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight as
a bonus feat.
You gain the ability to leap incredible
distances.
MP Cost: 1.
Benefit: You gain a +10
mutation bonus on all Jump checks.
Thanks to slow electrical impulses
along your central nervous system, you have trouble reacting quickly to danger.
MP Value: 2.
Drawback: You take a –2
penalty on all Reflex saves.
Special: You cannot take
this mutation if you have the Lightning Reflexes feat.
Your eyes cannot adjust to bright
light.
MP Value: 1.
Drawbacks: Abrupt
exposure to bright light (such as sunlight) blinds you for 1 round. On
subsequent rounds, you take a –1 penalty on attack rolls, Search checks, and
Spot checks as long as you remainin the affected area.
You can cover more ground than most
people due to your unnaturally long legs.
MP Cost: 2.
Benefit: You gain a +5
bonus on movement.
One of your arms withers or gets
eaten away, leaving behind a stump.
MP Value: 3.
Drawback: You lose one
arm of your choice. You cannot effectively wield weapons that require two
hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and
grapple checks.
Special: You can replace
your lost arm with a cybernetic replacement arm, assuming you can afford it.
The character is potentially a latent-psyker
but his mind is completely shielded from psychic intervention. It is not only
shielded but deceptive – so a psyker using a read mind ability will simply
believe the character is strong willed.
MP Cost: 3.
Benefit: Mind-Shield
throws off any kind of mental detection/domination psychic power including
detect thought powers and charm powers. Additionally psykers wishing to use
Psychic Sense skill on the character must pass a DC 50 skill to recognize him
as warp/touched or a mutant.
Special: Mind-Shield is
never a natural mutation. Mind-Shield does not increase the DC of disguise
checks, it is an undetectable mutation except by the method (Psychic Sense)
described above.
You have certain mental
deficiencies that make it harder to resist mind-influencing effects.
MP Value: 2.
Drawback: You take a –2
penalty on all Will saves.
Special: You cannot take
this mutation if you have the Iron Will feat.
One of your mutations is a natural
mutation – caused by honest to goodness radiation or simple genetic accident.
MP Cost: 0.5.
Benefit: Select one of
your other mutations. That mutation counts as a natural as opposed to a
warp-caused mutation. The significance
is that the Psychic Sense skill cannot be used to detect it as a mutation.
The character is a Pariah; a
mutation found only in humans which occurs when a human is born with no soul.
This is extremely frightening to psykers that sense souls because the character
feels invisible or untouchable. Even an untrained Pariah can steal the energy
from a psyker. Pariahs are the mutants chosen to become the feared Culexus
assassins.
MP Cost: 1.
Benefit: A Pariah gets a
+6 bonus on saves against psychic attacks and can deal 1d6 points of damage to
a psyker simply by succeeding on a touch attack. They can also deal 1d6 damage
by grappling a psyker and continue to deal 1d6 for each round that they sustain
the grapple.
Special: Pariah is never
a natural mutation.
You can regulate the production of
pheromones in your body and release them at will, altering the moods of other
nearby creatures.
MP Cost: 6.
Benefits: You gain a +4
mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks
made against creatures within 30 feet of you. This feat is not affected by the
normal rule that major mutations inflict a -2 penalty on disguise checks. This
mutation is normally undetectable except by Psychic Sense.
Special: You cannot take
this mutation if you have the Pheromonal Repulsion drawback.
Pheromone Repulsion (drawback)
You release pheromones that other
creatures find repulsive.
MP Value: 1.
Drawbacks: You take a –4
penalty on all Diplomacy and Handle Animal checks made against creatures within
30 feet of you.
Special: You cannot take
this drawback if you have the Pheromone Attraction mutation.
Your blood is poisonous to your own
body. You must take regular doses of antitox to resist the poison’s effects.
MP Value: 6.
Drawback: If you go 24
hours without taking a dose of antitox you must make a successful Fortitude
save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of
antitox cures the ability damage caused by antitox deprivation in 1d6 rounds.
Ability damage caused by antitox deprivation cannot be restored through natural
healing.
You grow a tail that can grasp and
hold objects.
MP Cost: 4.
Benefits: A prehensile
tail grants a +2 mutation bonus on Balance checks. It can also grasp and
manipulate a simple object up to one size category smaller than the creature’s
size category. A prehensile tail cannot be used to operate a piece of equipment
that requires opposable digits or fine motor control (such as a cell phone).
A creature can “hang” from its
prehensile tail indefinitely by wrapping it around a larger object, thereby
freeing up its other limbs. The prehensile tail isn’t dexterous or strong
enough to fire ranged weapons or make melee attacks, however.
Special: A creature that
already has a tail cannot gain this mutation.
Bony spurs or chitinous spikes
protrude from your joints, giving you a jagged profile and making you dangerous
to grapple.
MP Cost: 4.
Benefits: 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.
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.
MP Value: 2.
Drawback: 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).
You are unable to move as quickly
as normal due to various mutations and deformities.
MP Value: 3.
Drawback: Reduce your
speed by 5 feet. This speed decrease also applies to any natural burrow, climb,
fly, or swim speed you might have.
Special: You may take
this drawback multiple times. Its effects stack.
Thick, overlapping scales cover
your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a
bonus to your natural Damage Reduction bonus of 2. The damage reduction
threshold for the exoskeleton is the same as for your current threshold. If you
do not currently have a natural damage reduction you gain a natural DR/DRT of
2/+1.
Special: A creature with
fur, chitin, or the Exoskeleton mutation cannot gain this mutation.
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.
Special: A creature with
fur, scales, or chitin cannot gain this mutation.
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.
MP Cost: 2.
Benefit: You gain the
scent special ability.
You can shrug off minor wounds with
ease.
MP Cost: 2.
Benefit: Once per day,
as a free action, you can heal yourself of a number of points of damage equal
to your Constitution modifier (minimum 1).
Skeletal Reinforcement (major)
Your bones become more resilient,
allowing you withstand greater amounts of punishment.
MP Cost: 5.
Benefits: Your massive
damage threshold increases by +3. In addition, the damage you take from a fall
is reduced by one die.
Special: This mutation
stacks with the Improved Damage Threshold feat. You cannot take this mutation
if you have the Brittle Bones drawback.
You expel chemicals through your
pores to create an inky-black cloud of smoke, engulfing yourself and the
surrounding area.
MP Cost: 1.
Benefit: Once per day,
as a free action, you can produce a 20-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. A creature 5 feet away has
onehalf concealment (20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to locate the
target).
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.
A poisonous stinger erupts from
some part of your body—usually a needlelike barb protruding from an arm or leg
joint, or a scorpionlike stinger on the end of a tail or similar appendage.
MP Cost: 4.
Benefit: 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. In addition, the stinger injects poison into the target, with
effects similar to puffer poison.
Special: This mutation can be used
in conjunction with the Tail mutation, but the tail cannot be used as a
bludgeoning weapon during the same round the stinger is used.
You grow a thick tail. The tail may
be fur-covered, slender and whiplike like 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.
MP Cost: 1.
Benefits: The tail
provides a +2 mutation bonus on all Balance checks. In addition, you gain a
single tail slam attack that deals bludgeoning damage dependent on your size:
Small 1d4, Medium-size 1d6, Large 1d8. 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.
Special: 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 Stinger mutation.
You can perform minor telekinetic
feats.
MP Cost: 5.
Benefit: As a move action, you can
move an unattended object weighing up to 5 pounds up to 15 feet in any
direction. Using this ability does not provoke attacks of opportunity. You must
be able to see the object you are affecting, however. You must concentrate on
the object to move it telekinetically. If your concentration is broken while
you are levitating the object (see the Concentration skill description the object
falls.
This ability can be used at will.
Special: Telekinetic
Mind is never a natural mutation.
You gain limited telepathic
ability.
MP Cost: 5.
Benefit: As a free
action, you can forge a telepathic link with another living creature within 100
feet of you. The creature with which you form the link must have an
Intelligence score of 6 or higher, and it must be a willing participant in the
link. You can communicate telepathically through the link even if you do not
share a common language, but no special control or influence is established as
a result of the link. If you and the linked creature move more than 100 feet
apart, the telepathic link severs instantly. You can telepathically link with
only one creature at a time during any given round, but the ability can be used
at will.
Special: Telepathy is
never a natural mutation.
A single tentacle grows from your
side or back. The tentacle might resemble an octopus’s suckered tentacle or a
simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle
grants a +4 mutation bonus on grapple checks. 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 cell phone).
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 an amount
of bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large
1d8. If you get multiple attacks in a round, you can strike with the tentacle
multiple times. 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 grow a thick, protective layer
of fur over your body.
MP Cost: 1.
Benefits: You gain a +4
mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with
fur, scales, or chitin cannot gain this mutation.
You grow a thin coat of brown or
golden-brown fur, similar to that of a small mammal.
Special: A creature with
fur, scales, or chitin cannot gain this mutation.
You are more susceptible to harm.
MP Value: 5.
Drawback: You take 1
additional point of damage each time you are wounded.
You develop a powerful immune
system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: 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 mutation bonus.
Ultraviolet Allergy (drawback)
Ultraviolet light burns your flesh
and causes it to ignite.
MP Value: 3.
Drawback: 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.
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.
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.
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.
Your voice changes in some marked
fashion. It might change pitch or become more lyrical, raspy, whispery, or
guttural.
Your natural bite attack injects poison
into your victim’s bloodstream.
MP Cost: 4.
Benefit: Any creature
you successfully hit with your bite attack must make a successful Fortitude
save (DC 10 + one-half your level + your Constitution modifier) to negate the
effects (initial and secondary damage 1d4 Con).
Special: 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.
You can vex another creature using
the peculiar resonance of your voice.
MP Cost: 4.
Benefit: 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 + one-half your level + your Charisma
modifier) or be dazed for 1 round. A successful save negates the effect. This
ability is a mind-affecting compulsion usable three times per day. Using this
ability is a free action.
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.
MP Cost: 2.
Benefits: As long as
your hands and feet are uncovered, you can climb perfectly smooth, flat,
vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb
checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both
gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus
on Balance checks when moving a cross a slippery surface. Wearing any kind of
footwear negates this bonus.
You have an extra eye in the middle
of your forehead. In addition to improving your visual acuity, the Navigator
Eye gives you a special gaze attack that makes other creatures tremble.
MP Cost: 4.
Benefits: Grants the
effects of the feat by the same name.
Special: This is a specially
bred mutation; you cannot acquire it by warp exposure.
You are a magnet for the energies
of the immaterium. You can also release these energies in a sudden burst.
MP Cost: 5.
Benefits: You are immune
to mild, low, and moderate degrees of radiation and warpflux exposure. In
addition, your body acts as an effluvium battery, storing the energy of the
warp for later use. Once per day as a free action, you may release a
60-foot-radius burst of warp radiation centered on you. All creatures within
the burst radius are exposed to a moderate degree of warpflux exposure
(Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage
1d6–1 Con). There is a 5% chance that they will develop a random cosmetic
mutation over the next few months.
Your body has difficult preventing
infections from entering its system, and thus it is prone to sickness and
disease.
MP Value: 1.
Drawback: You take a –2
penalty on all Fortitude saves against poison, disease, and radiation sickness.
Special: You cannot take
this drawback if you have the Ultra Immune System feat.
You grow webbing between your
fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation
bonus on all Swim checks. Having webbed digits does not interfere with your
ability to grasp or manipulate objects.
You sprout a pair of birdlike or
batlike wings.
MP Cost: 6.
Benefit: Your wings grant a natural
fly speed of 60 feet (average maneuverability).
You can see into and through solid
matter.
MP Cost: 6.
Benefit: X-ray vision
allows you to see through 1 foot of brick or stone, 1 inch of metal or
composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances
or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of
20 feet and allows you to see as if you were looking at something in normal
light, even if there is no illumination.