MUTATIONS
by Dave Knighthawk Simpson <
dsknighthawk@yahoo.com>
Below are a list of various mutations.  These are for those more far fetched campaigns.  You can custom tailor how many mutations will go together, but I recommend 1d6/2 per character.  You will also notice that not all the mutations are good, and not all of them are bad.  Most are well thought out, or so I tried.  If you have ideas for mutations, or a better system to generate mutated characters, please contact me.  I'm still working on a table.
NOTE: You won't find X-men like mutations in here.  Most of them have some scientific basis.
 
1 LIMBS & BODY PARTS
2 RESISTANCES
3-4 EYESIGHT
5-6 HEARING
7 SPEECH
8 OFFENSIVE
9 DEFENSIVE
0 MISCELLANEOUS

Limbs & Body Parts
Extra body parts:  The character has a single supplementary limb.  In the case of limbs, there is a 35% chance of it being a pair.  There is a 65% chance that the extra body part is useless, nonfunctioning, or otherwise inactive.  There is a 20% that the limb is functional, but is deformed in such a way that it functions at only half its maximum potential.  The remaining 15% work correctly, with no penalty.
game effect: extra limbs cause a -1 to -3 in ATTR loss  HL: (2d6+4)/2   (this lasts until removed)
Missing a limb:  Character is born missing a limb.  roll 2d10 for a percentil of how much is missing.  For every 10% missing, there is a 10% chance that a cyberware or organic replacement cannot be mounted (nerve damage or no brain recognition)
game effect: no use, or penalized use of limb, -1 to -2 attr.  HL: (2d6 +4) /3
Strong Legs: The character possesses abnormally strong legs.  The character gains +1 to MA, and 50% more jumping distance.  In terms of attack damage, treat the character's new MA as the BODY score for attacks.
(ie.  The character's body is 5 and has an MA of 7.  After this mutation his BODY remains a 5, and his MA becomes 8 ( RUN : 24 LEAP: 9 - ((6/2) + 6)), when the character attacks with kicks, he will recieve a +1 to his damage instead of the + 0.)
Fused fingers or toes - The character has fused fingers and/or toes.  This causes -3 penalties to all actions performed with the hands or feet with fused appendages.  HL = 3d6

Resistances:
Resistance to radiation:  Character is naturally resistant to low radiation, even for extended periods of time  (RSP: 3)  HL = .5
Resistance to chemicals:  Character is naturally resistant to drugs & chemicals.  Lethal doses have little or no effect (but cyanide will still kill you if enough is consumed)  game effect:  +2 to rolls against chemicals  HL = .5
Resistance to temperatures:  The character has enhanced resistance to temperatures.  This does NOT protect the character from the effects of wind chill, or effects from water logged clothing in the dead of winter.  The character gains a +2 to rolls against temperature related effects.  HL = 1

Eyesight:
  eagle eyes:  can see farther, vision about 20/10.   HL = .5
  near sighted:  you are near sighted...nuff said    HL = .5
  farsighted:  you are far sighted...nuff said.  HL = .5
  Blind - The character is blind.  He is immune to all light based attacks (flash bombs, flash bulbs, etc.).  There is a 35% chance that this cannot be rectified with cyberoptics or vat grown eyes (due to nerve problems).  HL = 4
  larger range:  The character can see further into the infrared or ultraviolet spectrum (passive IR or UV)  HL = 1
  expanded field:  The character has better peripheral vision.  (+2 to awareness rolls)  HL = .5
  mismatched irises:  50% chance of -1 ATTR   HL = .5

Hearing:
  Expanded range:  can hear higher tones than normal    HL = .5
  Deaf/Impared:  -2 audio awareness or -4 (deaf)  If deaf the character is immune to Sonic attacks.  Impared characters recieve a +2 to save rolls.  HL = 1 or HL = 2 (deaf)
  Enhanced Range:  can hear things over a farther distance  HL = 1
  Pointed Ears:  HL = 0
  Small ears: HL = 0
  Large Ears:  HL = 0

SPEECH
Higher pitch - This mutation allows the affected person to emit a tone of such a high pitch as to cause those around the source to be put into extreme pain or even shatter glass.  However, this puts an extreme amount of strain on the vocal cords to do so.  Therefore the character can only use this talent BOD/2 times a day.  For every attack made after that amount, there is a 10% chance the character will lose their voice for 2d10+1 hours.  If this strain is done often enough, the character can become mute.  This attack causes 1d6+1 points of damage.  The target's BTM has no effect on this, but it is nullified by Level Dampeners, Sound Editors, and even make shift earplugs.  HL = 2d6-1
Mute - The person is mute.  nuff said.  ( curable with surgury or cyberware 65% of the time)  HL = 2
Imitator - Imitators possess voices which closely resemble other people's voices.

Offensive Mutations
Natural Claws - The Character has thicker, harder finger and toenails than usual.  When used in a slashing attack, they do 1d6+BDM damage.  HL = 1d6+3
Natural fangs - The character has abnormally large canines, which are so well set in the skull and mandibles that they effectively do 1d6/3 +BDM.  However, these reduce the character's ATT score by 1d6/2.  HL = 2d6+2
Heavy Handed - The mutant possesses abnormally large hands (65% chance that the arms are also reinforced to handle the hands, putting the arms & hands out of proportion to the rest of the body.)  With the larger hands, the character does 1d6+2+BDM damage when punching, and gains +2 points to any other melee attack made with those hands.  HL = 2d6

Defensive Mutations
Thicker skin - The mutant's skin is noticeably thicker than most.  The skin effectively prevents cuts and abrasions (SP: 4).  This mutation causes an ATTR loss of 1d6/2+1.  HL = 1d6+1
Carapace - The character's body is mutated in such a way, that a carapace has formed.  The carapace can be either SP: 6 (35% chance), SP: 8 (50% chance), or SP: 10 (15% chance).  All of these mutations have an attractiveness loss of -4.  HL = 4d6

Miscellaneous Mutations
Enhanced Regeneration - The character heals 1d6/2 additional points of damage per time unit.  (the die roll is done when first generating this mutation and remains constant through out the game.)  HL = 1d6/2
Enhanced Tactile - The character's nerves are more sensitive than average.  The character recieves a +2 to all touching or feeling awareness rolls.  The character, however, also is put into more pain when injured.  Treat all wounds as 1 level worse.  (ie.  The character has suffered a wound which puts him in SERIOUS, treat the stat modifications as though he were at CRITICAL.)  HL = 1
Deadened Nerves - The character's tactile sensory nerves are effectively numb.  The character must struggle constantly to feel anything (2% chance that he will pick up a sensory message).  Because the character's tactile ability is so deadened, he is effectively impotent (or in any other way sexually nonresponsive).  The character gains all the effects of a pain editor.  However, the character is also more prone to going insane, and therefore has a maximum EMP score of 5.  HL = 4d6+1
Gills - The character's mode of breathing did not fully mature while gestating.  The character has been born with natural Gills (functioning just like the cybernetic implant).  There is a 10% that the character ONLY has gills and no lungs.  If so, the character suffocates for every round after 10 minutes without water submersion (use standard suffocation rules).  NOTE:  The gills do not filter out poisons in the water.  HL = 2d6 + 3
Psychic powers:  Character was born with highly developed psychic abilites.
game effect:  character is allowed to use the psychic powers described in psychic abilities .  All chosen or rolled abilites start at a level of 1.  HL = 1d6+1
Sonar:  The Character has a Melon-like organ in its forehead (organ on Dolphins that projects sonic vibrations for a sonar like effect).  This works just like the cyber enhancement.  HL = 1d6