Mutant Perks Table

Minor (2 BPs) Medium (4 BPs) Major (6 BPs) Mutant Perk Description Advancement
1-3 - - Accumulated Resistance +2 on Fort saves against diseases, poison, and radiation. Increase bonus by +2.
4-5 - - Advanced Tail +2 to Acrobatics checks, secondary tail slam attack for 1d4 subdual damage. Increase bonus by +1, increase damage die (1d6, 1d8).
6-8 - - Amazing Fortitude +6 on Fortitude saving throws. Increase bonus by +2.
9-11 - - Amazing Reflex +6 on Reflex saving throws. Increase bonus by +2.
12-14 - - Amazing Will +6 on Will saving throws. Increase bonus by +2.
15-17 - - Bite Attack Bite attack for 1d6 damage. Increase damage die (1d8, 1d10).
18-19 - - Call to Mind Psi Gain additional Knowledge check with +4 competence bonus, 1/day. Increase usage +2/day, manifester level +1.
20-21 - - Chameleon Epidermis +20 to Sneak checks when immobile and wearing little clothing. Retain bonus when moving (half speed, full speed).
22-24 - - Conceal Thoughts Psi You conceal your motives, 1/day. Increase usage +2/day, manifester level +1.
25-26 - - Dermal Armour DR 3/- against bludgeoning attacks. Increase DR by 3.
27-29 - - Detect Psionics Psi You detect the presence of psionics, 1/day. Increase usage +2/day, manifester level +1.
30-31 - - Eat Anything Subsist on anything not inherently poisonous. Immune to injested poisons.
32-33 - - Empty Mind Psi You gain +2 on Will saves until your next action, 1/day. Increase usage +2/day, manifester level +1.
34-36 - - Environmental Acclimation +10 on Fort saves vs. extreme heat and cold. Increase bonus by +4.
37-39 - - Fast Healing Natural healing rate is doubled. Increase multiplier by 1 (×3, ×4).
40-42 - - Fleet Feet Speed increased by 15 ft. Speed increase by 15 ft.
43-44 - - Gills Breathe underwater. None.
45-46 - - Horns Gore attack for 1d6 damage (double damage on charge). Increase damage die (1d8, 1d10).
47-48 - - Independent Cerebral Control Lessens two-weapon penalties by 2. Eliminates all two-weapon penalties.
49-50 - - Interior Reservoir Survive week without food or water. Survive additional week.
51-52 - - Joint Flexibility +2 to Acrobatics and Sleight of Hand checks and Grappling attempts. Increase bonus by +2.
53-55 - - Keen Ears +10 to hearing-related Awareness checks. Increase bonus by +4.
56-58 - - Keen Eyes +10 to vision-related Awareness checks. Increase bonus by +4.
59-61 - - Keen Scent Keen Scent ability, 30 ft. range. Increase range by 30 ft.
62-64 - - Nightvision Low-light vision. None.
65-66 - - Padded Feet +10 to hearing-related Sneak checks. Increase bonus by +4.
67-68 - - Photoluminescent Light (as spell), at will. Daylight (as spell), at will.
69-70 - - Redundant Vital Organs Can survive to double the normal amount of negative hit points. Increase multiplier by 1 (×3, ×4).
71-73 - - Resistant to Disease +10 on Fort saves vs. Disease. Increase bonus by +4.
74-76 - - Resistant to Poison +10 on Fort saves vs. Poison. Increase bonus by +4.
77-78 - - Resistant to Psionics +10 on Will saves vs. mind-influencing psionic effects. Increase bonus by +4.
79-81 - - Resistant to Radiation +10 on Fort saves vs. Radiation. Increase bonus by +4.
82-83 - - Swimmer 10 ft. swim speed, +8 to swim-related Athletics checks. Swim speed increase by 10 ft.
84-85 - - Wall Climber 10 ft. climb speed. Increase climb speed by 10 ft.
86 1-2 - Additional Eyes +2 to vision-related Awareness checks, cannot be flanked. Increase bonus by +2. *
87 3-4 - Adrenaline Control +2 to initiative and +1 on Reflex saves Increase initiative bonus by +2, Reflex by +1.
88 5-6 - Claws 2 Claw attacks for 1d6 damage. Increase damage die (1d8, 1d10).
89-90 7-9 - Darkvision Darkvision, 60 ft. range. Increase range by 30 ft.
91 10-12 - Empathy Psi You know the subject's surface emotions, 1/day. Increase usage +2/day, manifester level +1.
92 13-15 - Great Damage Threshold Massive Damage Threshold is doubled. Increase multiplier by 1 (×3, ×4).
93 16-17 - Heightened Charisma +4 to Charisma. Increase bonus by +2.
94 18-19 - Missive Psi Send a one-way telepathic message to subject, 1/day. Increase usage +2/day, manifester level +1.
95 20-21 - Pheremone Attraction +4 to all Bluff, Diplomacy, and Handle Animal checks made against living creatures within 30 ft. Increase bonuses by +2.
96 22-23 - Rad-Adapted Treat all radiation exposure as one degree lower. Decrease by an additional degree.
97-98 24-26 - Thick Fur +2 natural armour, cold resistance 5. Increase armour by +1, cold resistance by 5.
99-100 27-28 - Tougher +2 hit points/level. Additional +2 hit points/level.
- 29-30 - Aberrant Encasing DR 3/- against piercing attacks. Increase DR by 3.
- 31-32 - Acidic Bite 1d6 bite damage + 1d6 acid damage. Increase acid damage die (1d8, 1d10).
- 33-35 - Blindsight Blindsight, 10 ft. range. Increase range by 10 ft.
- 36-37 - Carapace DR 3/- against slashing attacks. Increase bonus by +2.
- 38-40 - Detect Attitude Psi You know a subject's attitude and can detect hostile creatures within 30 ft. of you, 1/day. Increase usage +2/day, manifester level +1.
- 41-42 - Dual Brain Character rolls two Will saves and takes best result. Additional Will save. *
- 43-45 - Energy Resistance Energy Resistance 10 (pick type). Increase resistance by 10.
- 46-48 - Extreme Resilience Immune to critical hits 50%. Immune to critical hits 100%.
- 49-50 - Gliding Membrane Feather Fall (as spell) at will, can glide up to 30 ft. horizontal distance (30 ft. speed, clumsy). Increase horizontal distance by 30 ft., improve maneuverability class.
- 51-53 - Hastened Haste self (as spell), 1/day Increase usage +2/day.
- 54-57 - Heightened Intelligence +4 to Intelligence. Increase bonus by +2.
- 58-61 - Heightened Wisdom +4 to Wisdom. Increase bonus by +2.
- 62-63 - Overpowering Stench Living foes suffer -2 to attacks, checks (5 ft. range). Increase range by 5 ft.
- 64-65 - Oversized Limbs Pick one set of limbs; either extend reach by 5 ft. (arms) or increase speed by 5 ft. (legs). Pick other set of limbs. *
- 66-67 - Pincers 2 pincer attacks for 1d6 damage, rend for 2d6 damage if both hit. Increase damage die (1d8, 1d10).
- 68-70 - Radvision See radiation, 120 ft. range. Increase range by 60 ft.
- 71-73 - Rager Barbarian rage, 1/day. Increase usage +2/day.
- 74-76 - Scaly Armour +4 natural armour. Increase armour by +2.
- 77-78 - Spike Growth 1d6 piercing damage with grapple and +2 natural armour bonus. Increase grappling damage die (1d8, 1d10).
- 79-81 - Thought Shield Psi Gain Psionic Resistance 13 against mind-influencing effects, 1/day. Increase usage +2/day, manifester level +1.
- 82-83 1-3 Additional Limb Extra arm or leg (pick limb). Extra arm allows character to wield another weapon or use a two-handed weapon plus a shield. Extra leg gives stability (as dwarven racial trait) Additional arm or leg. *
- 84-85 4-6 Cloud Mind Psi You erase knowledge of your presence from a subject's mind, 1/day. Increase usage +2/day, manifester level +1.
- 86-87 7-9 Immune to Disease Unaffected by all diseases. None.
- 88-89 10-12 Immune to Poison Unaffected by all poisons, chemical contamination, and toxins. None.
- 90 13-14 Immune to Psionics Unaffected by all mind-influencing psionic effects. None.
- 91-92 15-16 Lightning Touch Shocking Grasp (as spell), 3/day. Increase usage +2/day, caster level +1.
- 93-94 17-18 Object Read Psi Learn details about an object's previous owner, 1/day. Increase usage +2/day, manifester level +1.
- 95-96 19 Plus-Sized Treat as one size class larger for opposed checks and weapon use. None.
- 97-98 20-21 Poison Bite 1d6 bite damage + poison (Fort save DC 14, initial/secondary damage 1d4 Str/1d4 Str). Increase Fort DC by 2 and poison damage die (1d6, 1d8).
- 99-100 22-23 Tentacle Improved grab, tentacle acts as crude hand with reach. Additional tentacle.
- - 24-27 Acid Excretion Glands As Acid Arrow spell, except range is only 10 ft., 3/day. Increase usage +2/day, caster level +3, increase range by 5 ft.
- - 28-31 Arachnofibre Production Spin silk like spider (strand or web), 1/day. Increase usage +2/day.
- - 32-35 Bicephalous Gain Additional Eyes, Dual Brain, and Independent Cerebral Control perks; suffer Aberrant Deformity flaw. Additional head; advance all sub-mutations. *
- - 36-39 Danger Sense Psi You gain +4 bonus against traps and on Awareness checks to avoid surprise, 1/day. Increase usage +2/day, manifester level +1.
- - 40-42 Dermal Poison Touch attack delivers poison (Fort save DC 14, initial/secondary damage 1d4 Dex/1d4 Dex). Increase poison damage die (1d6, 1d8) and Fort DC by 2.
- - 43-46 Exoskeleton DR 5/-. Increase DR by 2.
- - 47-51 Gigantism Increases size by one category; +2 to Strength and Constitution, -2 to Dexterity. Increase Str and Con by +1, additional -1 to Dex.
- - 52-54 Haemotoxin Sting Touch attack does 1d6 wounding damage. Increase damage die (1d8, 1d10).
- - 55-60 Heightened Constitution +4 to Constitution. Increase bonus by +2.
- - 61-66 Heightened Dexterity +4 to Dexterity. Increase bonus by +2.
- - 67-72 Heightened Strength +4 to Strength. Increase bonus by +2.
- - 73-78 Immune to Radiation Unaffected by all radiation effects. None.
- - 79-83 Irradiated Attacks Unarmed attacks equivalent to low degree of radiation exposure. Increase radiation to moderate/high exposure.
- - 84-87 Negate Psionics Psi Cancels psionic powers and effects, 1/day. Increase usage +2/day, manifester level +1.
- - 88-91 Regeneration Regenerate 1 hp/round. Regenerate additional 2 hp/round.
- - 92-94 Shriek Sonic attack inflicts 1d4 damage to all within a 10 ft. (no save) and may deafen targets for 1d6+4 rounds (Fort save DC 15). Increase damage die (1d6, 1d8).
- - 95-97 Sonic Blast Shout (as spell), 1/day. Increase usage +2/day, caster level +1.
- - 98-100 Wings 50 ft. fly speed (clumsy), but have -2 to Constitution and suffers Aberrant Deformity flaw. Increase speed by 10 ft, improve maneuverability class.

Psi Psionic mutation. Special rules apply (see Psionics page).
* No advancements possible after character creation.

Note: Mutations that mimic spell effects (such as Lightning Touch and Hastened) are treated as if they were cast at the minimum caster level required for the spell (except where noted). Attribute modifiers are not applied to the effects of spell-like mutations (such as save DC, etc.).