2E Diluted Mutant Lists

==2E Diluted Mutant Lists==
Mutants are ticking time-bombs and at a random point in their life may go into stasis, turning into an eldritch.
===Green-Kin Mutant===
The most common mutants in the wastelands having faced major discrimination and racism by humans, many mutant groups have responded in varied ways.
Origin: GK Mutant
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Toxic Fumes 	1d4 rad damage 	The mutant is capable of generating radiation damage through breathing out gas. Costs 1 action point. 	1
Radiative Discharge 	1d6 rad damage 	With a melee strike, the user can use their body to deal radiation damage. Costs 2 action points. 	1
Wall of Poison 	1d8 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll. Costs 1 action point. 	1
Goop Floor 	1d6 rad damage 	Create a pool of burning rad liquid in a 10-tile radius of 3 tiles from the user using a spitting action. Cannot harm those with boots who step in the pool but they must roll an MVT DC 4 to avoid slipping and taking damage. Costs 3 action points. Applies burn verb.	2
Radiative Energy 	1d4 rad damage 	Using a radiative melee strike to create adrenaline, the user can increase their next attack action roll by the amount of damage they successfully apply with any radiative-named action in the same turn. Costs 1 action point. 	2
Retroactive Repulse 	1d4 rad armor 	Touch a target and give them temporary rad armor which lasts for two rounds but requires the user to keep concentration. Costs 1 action point. 	2
Rambunctious 	1d4 rad damage 	Deal rad damage when the user is struck by melee in close quarters. This is used as a reaction. Costs 1 action point the user's next turn. 	3
Radiative Barrage 	3d4 rad damage 	Strike a target with three punches/kicks with radiative energy. Costs 2 action points. Cannot use radiative-named actions for two turns. 	3
Radiative Combustion	1d8 rad damage 	Create a concentration of radiation 5 tiles from the user. Next turn, it will explode and deal radiation damage to any targets within 10 tiles of the combustion. Costs 3 action points. Requires the user to keep concentration until next turn. 	3
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Radiative Rapture 	1 	Reduce the turn cooldown for all radiative-named actions by the modifier. This is always active when prepared. 	4
Radiative Zone 	None 	Create a radiative zone within 10 tiles around the user which applies the RAD verb to any targets inside. Costs 3 action points. Cannot use radiative-named actions for two turns. 	5
===Red-Kin Mutant===
Unlike their more common brethren, Red-Kin mutants are known for sporting slightly different mutations. They can have purple, red, and orange skin-tones.
Origin: RK Mutant
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Toxic Fumes 	1d4 rad damage 	The mutant is capable of generating radiation damage through breathing out gas. Costs 1 action point. 	1
Sulfur Nails 	1d6 rad damage 	Turning a physical strike into a cut verb, the user can deal 1d6 rad damage. Costs 2 action points. 	1
Wall of Poison 	1d8 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll. Costs 1 action point. 	1
Goop Floor 	1d6 rad damage 	Create a pool of burning rad liquid in a 10-tile radius of 3 tiles from the user using a spitting action. Cannot harm those with boots who step in the pool but they must roll an MVT DC 4 to avoid slipping and taking damage. Costs 3 action points. Applies burn verb. 	2
Sulfur Climb 	+1 	The user can improve their grip while climbing using their hardened nails. This is always active when prepared. Gloves negate this action unless they have holes along the fingertips. 	2
Sulfur Smoke 	+5 	Create a cloud of smoke by shattering one's nails, turning it into a cloud that covers 20 tiles. This lasts two rounds. Requires concentration to retain action duration. Improves all targets and the user's stealth rolls. Cannot use sulfur-named actions for 2 turns. 	2
Sulfur Reflect 	+3 for each hand 	Using each hand's nails improves blocking physical melee attacks. If the user has no hands, grow nails along the skin of the user instead of using limbs. Does not work with cybernetics or missing limbs. This can be used as a reaction. Costs 1 action point for the user's next turn. 	3
Sulfur Sandstorm 	3d4 rad damage
1d6 self damage	Create a gust of sulfur from the user's body, covering 5 tiles around the user. Anyone within a radius receives rad damage but this also damages the user. Costs 3 action points and lasts the entire user's round. Cannot use sulfur-named actions for 2 turns after. Requires concentration to retain action duration. 	3
Sulfur Gas Ball 	1d8 rad damage 	Fire a large ball of sulfur gas that reaches the general range of a handgun. This bursts upon impact, dealing major rad damage and applying a burn verb x3. Costs 3 action points. Cannot use sulfur-named actions for 3 turns after. This cannot be cast when the user is holding a weapon. 	3
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Sulfur Pop Shots 	3d6 rad damage
1d4 self damage	Fire three pellets of sulfur, turning them into radiative bursts when they land on targets that apply the burn verb. All three shots can target 1-3, each dealing a d8 of damage when it lands. PER rolls are increased by 5 for each shot. Cannot use sulfur-named actions for 3 turns after. This also damages the user. Costs 2 action points.	4
Sulfur Synergy 	1 	Reduce the turn cooldown for all sulfur-named actions by the modifier. This is always active when prepared. 	4
Sulfur Paint 	None 	Turn bullets or a blade of a weapon into rad damage, overriding its current damage. Costs 1 action point. 	5
===Mer-Mutant===
Commonly found by the shorelines of Lake Erie and eastern sea coasts, Mer-Mutants are amphibians in nature and can survive underwater for long periods of time.
Origin: Mer-Mutant
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Mutative Gills 	None 	Can swim underwater for about an hour before needing air. They can consume salt water as if it's fresh water. 	1
Sea Lurker 	None 	Are capable of increasing their MVT swimming speed by +10 always. 	1
Wall of Poison 	1d8 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll. Costs 1 action point. 	1
Liquid Gas Leak 	1d6 rad damage 	Turn 10 tiles of liquid radiative, dealing radiation damage to anyone that swims or comes into contact with the liquid. Costs 1 action point and lasts for only one round. Requires the user to keep concentration.	2
Scale Scourge 	1d8 submerged armor
+2 armor to sonic damage	While submerged, the user can utilize armor as a reaction against any type of damage. A bonus to armor against sound damage. Can be used as a reaction. Costs 2 action points. 	2
Deep Sea Pressure 	None 	Can head into high-pressure areas or deep zones within the sea without the need for protective gear. This is always active when prepared. 	2
Rambunctious 	1d4 rad damage 	Deal rad damage when the user is struck by melee in close quarters. This is used as a reaction. Costs 1 action point the user's next turn. 	3
Seafaring Tracker 	+5 	When tracking someone or something underwater, the user has a bonus to their NTR tracking dice roll. Costs 1 action point. 	3
Whirlpool Pull 	+2 damage bonus 	When submerged, create a whirlpool and pull target 15 tiles around the user. All melee attacks within the whirlpool dealt by the user have an increase in damage. Costs 2 action points. 	3
Lurker's Glow 	None 	Create light underwater using small bioluminescent function(s) from their body. This can be activated with a bonus action. Lights up the general area around the user. 	3
In Water 	+1 	While touching salt or fresh water, the user increases their STR/NTR/MVT stats by +1. This is always active when prepared. 	4
Angler's Hypnosis 	+5 	Using Lurker's Glow, the user can add hypnosis to targets capable of seeing. If they fail an INT DC 10, they see illusions only for their next turn. Costs 3 action points. 	4
Mouth Boil 	1d8 	With liquid in their mouth, the user can boil it and spit the liquid out with a 10-tile radius. Applies burn verb x2. Costs 1 action point. 	4
Weaponized Droplets 	3d6 rad damage
Mixed increase +2	Using sweat, the user can attack those 5-tiles close with radiative damage. The damage is increased when the user mixes their sweat with held water. Costs 2 action points. 	5
===Mushroom Mutant===
A fungal mutation brought about these people and they are terribly hated by many with fears they will bring about the end of all life itself. These mutants cannot go into stasis.
Origin: Mushroom
STAT REQUIREMENT: 	CON +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Hallucinate Spores 	1d4 damage 	If a target breathes in these spores without masked protection, they will hallucinate for a turn and will lose two action points on their next turn. Cost 3 action points. 	1
Edible Mushrooms 	None 	The user can generate edible mushrooms which can be used as a cooking ingredient (limited to the cooking ingredient list). Cost 1 action point. If overused (limited to the user's CON), the user will start losing 1 HP for every mushroom grown until rest. 	1
Detect Spore 	None 	The user can plant mushrooms and any that walk 1-2 tiles by it must roll stealth DIFF 10. If they fail, they will be detected even if invisible. Cost 2 action points. 	1
Mush Necromancy 	1d12 HP Determine 	If there is a corpse nearby, the user can spread their fungi and control it as an undead minion that does 1d4 melee. Its HP is determined by a 1d12 roll. Cost 3 action points. Corpses last until the end of a day or when they die. Minions are limited in number to the CON bonus of the user. They cannot utilize weapons but can do simple instructions like smacking things. Any four-legged corpse has MVT +2. Newly summoned minions can start doing actions in the next round after they are summoned. 	2
Lion's Mane 	INT & MVT +1 eaten 	Reducing a point in CON for the entire day, the user can create a super lion's mane mushroom that can be used as a cooking ingredient or eaten by a target for a boost that lasts one IRP day. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Porcini Defense 	+10 to poison/toxin CON counter rolls	Reducing a point in CON for the entire day, the user can create a super porcini mushroom that can be used as a cooking ingredient or eaten by a target for a boost that lasts one IRP day. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Root Sensor 	None 	Grow a mushroom within any 20 tiles. It can detect any movement roll made with a stealth DC of 5 and immediately tell the user. Lasts 4 rounds. Costs 2 action points. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Tango Shroom 	None 	Create a biting mushroom with a thick root at the bottom and use it as a pulling weapon, bringing a target who rolls a lower STR than the user to any chosen tile between the target and the user. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Mine Shroom 	1d8 	Throw a grown mushroom toward any 10 tiles nearby. Targets must roll PER DC 15 to notice the trap. If they step on it, they will receive 1d8 damage from an exploding gas mushroom. Costs 2 action points. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Corpse Explosion 	None 	Using a minion from Mush Necromancy, from any distance, grow a Mine Shroom inside their body and when they get close to a target. Activate as a bonus action on the minion's turn and blow up using the Mine Shroom's damage. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	3
Fungi Fiasco 	None 	Create a mushroom network that can be used to communicate through mimicry. Every time any user gets their hands on a mushroom, every shake is felt to each core mushroom to temperature changes and physical changes. Each mushroom grown for the network reduces the user's total CON until the mushrooms decay or are decomposed by the user. Can only be the size of a medium-sized human hand. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	3
Spray Bottle 	1d8 rad damage 	Using a spraying mushroom, the user can spray liquid radiation within a 10-tile radius. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	3
Spike Shroom 	3d4 	Create three throwing mushrooms that spike out sharp roots when they land on a target which reduces their MVT by 2 for their next turn only. Costs 1 action point and 1 point to throw each mushroom singlehandedly. Can only be the size of a medium-sized human hand. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	3
Root Wall 	3 HP 	Throw a mushroom to any ten-tile distance and create a temporary wall of roots between the chosen tiles of a 5 radius. The wall has limited HP and will instantly die to burn verb. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	3
Corpse Brain 	None 	Grow a super lion's mane inside a corpse, treating it like a new brain for the minion. It allows the corpse to utilize simple firearms (pistols only) or melee weapons which must exist in the user's equipment action list. Only two minions can have this upgrade and will have INT +1 until the minion dies. These minions can speak simple sentences the user says. Costs 2 action points. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. The corpse must be humanoid.	4
Corpse Golem 	1d6 blunt verb (charge)
Minion HP +3 to max	Grow a root wall mushroom in a corpse and turn it into a giant root golem. This can only work with humanoid corpses. Only one minion can have this upgrade and will have STR +5 & MVT -3 until the minion dies. It can utilize a charging attack that does damage and has guaranteed stun. It can also defend the user with blocking and an increase in HP. Costs 2 action points. 	4
Mush Zone 	None 	In a 20-tile radius around the user, they can grow sentry eldritch-mushroom plants after casting this. The zone lasts for 3 rounds. Only one zone can be up at a time. Costs 3 action points. Up to 5 sentries can be set with bonus actions and the list is available in the 2E Companion Lists. Do not reduce CON for each plant. 	4
Dual-Growth 	None 	Instead of casting 1 mushroom growth species action for 1 reduced CON, cast 2 same or different mushroom species actions for 1 reduced CON. This is constantly active when prepared. 	4
Nerve Wrecker 	None 	Touch a living target and temporarily control their next turn if the user beats their CON saving throw. Can use the target's species actions and equipment actions only. Costs 3 action points. 	4
Death Cap 	None 	Create any listed poisonous mushroom ingredient for use. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	5
Create Mushroom 	None 	Quickly grow on the user's body any normal medicinal mushroom ingredient for use. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	5
Corpse Champion 	None 	One corpse champion can only exist and will become a companion for the user. They can be customized with different functions and can be found in the companion list. Upon their death, the user must use this ability again to bring it back after 1 IRP day. The user must have this action prepared to continue using a corpse champion. Changing a corpse champion requires 1 IRP day to wait. This will not take up a point in the user's minion limit. Costs 3 action points to resurrect in turn-based, only once per IRP day. 	5
===Mole Mutant===
Three vast civilizations of mostly darken-brown skinned short mutants mostly found in abandoned subways within New York City, Beijing, and the London Underground. They are exceptional diggers and miners.
Origin: Mole
STAT REQUIREMENT: 	MVT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Subterranean 	+15 	Has a bonus when seeing in the dark. Are capable of digging with the same bonus. 	1
Cylindrical Husk 	+5 	While this is prepared, the user will always have this counter dice roll bonus to any PER attack dice roll. 	1
Sulfur Nails 	1d6 rad damage 	Turning a physical strike into a cut verb, the user can deal 1d6 rad damage. Costs 2 action points. 	1
Underneath 	+2 	While underground, the user's stealth and NTR rolls are increased with a bonus. This is always active when prepared. 	2
Mountain Digger 	None 	Have a bonus action for movement while digging once per turn. This is always active when prepared. 	2
Rapture's Shovel 	1d4 damage (tools)
Converts to rad damage (body)	Utilizing digging tools as weapons gain an improved damage roll that replaces the tool's usual damage. Any digging actions with the body deals rad damage instead. 	2
Indecency 	None 	Always resistant to burn verb and rot verb without a multiplier. This is always active when prepared. 	2
Helheim 	None 	Always resistant to frostbite verb and burn verb without a multiplier. This is always active when prepared. 	2
Sulfur Smoke 	+5 	Create a cloud of smoke by shattering one's nails, turning it into a cloud that covers 20 tiles. This lasts two rounds. Requires concentration to retain action duration. Improves all targets and the user's stealth rolls. Cannot use sulfur-named actions for 2 turns. 	2
Sulfur Underbelly 	None 	Utilizing sharpened sulfur nails, the user can dig into dirt and stone with no tools. Costs 2 action points. Cannot use sulfur-named actions for 2 turns. 	3
Sulfur Reflect 	+3 for each hand 	Using each hand's nails improves blocking physical melee attacks. If the user has no hands, grow nails along the skin of the user instead of using limbs. Does not work with cybernetics or missing limbs. This can be used as a reaction. Costs 1 action point for the user's next turn. 	3
Dense Rock 	10 armor 	Harden one's body temporarily which can only be used once per 3 rounds during an encounter. This grants the user guaranteed armor. Costs 1 action point and lasts until the user's next turn. The user cannot use this action until rested or after one IRP day. 	3
Sulfur Under Hide 	None 	The user can dig underground (dirt only) quickly while using quick sharpened sulfur to dig a hole and hide in a tunnel 10 tiles away from the original position. They can only stay in this hole for the initial round and one round after. The user can dig around underground. Abilities that influence the surface and/or ground may effect the user. Costs 3 action points. Cannot use sulfur-named actions for 3 turns. 	3
Sulfur Flesh Digger 	1d12 rad damage 	Strike into a prone target's torso with sharpened sulfur nails, digging into them. Costs 3 action points. Cannot use sulfur-named actions for 2 turns. 	4
Bladed Nail 	1d8 rad damage (crit: +2)	Form a long nail, turning it into a temporary blade which can be used as a tool to dig or as a weapon. When this slashes into a target, they receive the RAD x2 verb instead of the no multiplier from the damage type due to how concentrated radiation of the nail blade. Costs 1 action to create blade and it breaks after two strikes. Cannot use sulfur-named actions for 2 turns. 	4
Sulfur Synergy 	1 	Reduce the turn cooldown for all sulfur-named actions by the modifier. This is always active when prepared. 	4
Center of the Earth 	+10 attack bonus
+2 damage bonus 2d6 rad damage (no crit)	All sulfur-named species actions have an increase in attack rolls and damage after using this action for one round after. When using this action, the user concentrates a torpedo of cutting sulfur allowing the ability to speed through underground digging, covering 30 tiles maximum and being able to attack twice to one or two different targets. The user cannot dig through metal. They can only aim for lower limbs unless the target's torso is facing the ground or prone. The user has the same bonus to attack rolls when using this action. Costs 2 action points. This action has a cooldown for 3 turns.	5
===Bugged-Mutant===
Insect-like mutants who have insect-like mutations from experiments or genetics.
Origin: Bugged
STAT REQUIREMENT: 	NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance 	None 	Can resist radiative high environments and only experience mild coughing during rad-storms. 	1
Subterranean 	+15 	Has a bonus when seeing in the dark. Are capable of digging with the same bonus. 	1
Insect Trait 	Depends 	The user can select one insect trait that defines the ability they can use from this perk. The options are as followed:
*Extra limbs. This allows the user to hold two two-handed items or four one-handed items but all attack/usage rolls done with the extra limbs are reduced by -4. Grappling rolls receive a bonus of +4. Gains 1 additional action point per limb. Max number of upper torso limbs added by this perk is 4. This also removes the bonus to dodging for upper limb shots.
*Bug Wings. Although the wings are too weak to help the user fly, they are capable of gliding and has a bonus against being put to prone with a bonus of +5. The wings can also be used for extra maneuvering, giving the mutant a bonus to dodging and balancing by +4. These wings can also be vibrated against each other to produce sounds and can be used in the same manner as the annoyance lifestyle perk.
*Multi-Sensor. Allows the user to utilize a bonus to PER spotting targets in stealth and aiming with a bonus of +4 but if the user is struck, blinded, or stunned, they receive a sensory overload which causes them to receive 3 additional damage upon impact.
*Pincer. The user has pincers for a face, allowing them to bite into targets for 1d4 damage and improve grappling rolls by 5.	1
Bug Talk 	None 	The user can bond with one single wild eldritch insect as a temporary companion. They are also capable of rolling NTR understanding rolls with eldritch insects. This is always active when prepared. 	1
Goop Floor 	1d6 rad damage 	Create a pool of burning rad liquid in a 10-tile radius of 3 tiles from the user using a spitting action. Cannot harm those with boots who step in the pool but they must roll an MVT DC 4 to avoid slipping and taking damage. Costs 3 action points. Applies burn verb. 	2
Insect Talons 	3 damage 	The user can swoop into a target utilizing MVT as a bonus to apply guaranteed damage with their talons. This has a tile range of 5. Costs 2 action points. 	2
Insect Style 	Depends 	Depending on the user's insect trait choice, they can utilize a different aspect of this species action:
*Four limbs. The user can utilize a 1-action point technique action once per turn for free.
*Bug Wings. The user can utilize their wings to utilize a short movement burst forward. This can only be done once per turn, increasing the MVT roll of the user by +2. This allows the user to go over 15 empty tiles like ravines.
*Multi-Sensor. The user is capable of improving their counter rolls against attacks that contain the burn verb with a bonus of +3.
*Pincer. While attacking with their body-parts using species actions, the user has an increase to their attack roll by +5.	2
Buzz Cut 	3 rad damage 	The user can utilize a powerful cutting ability utilizing generated radiation towards a target with a 3 tile range. This cannot utilize any bonuses from any perks or actions. Costs 2 action points. 	2
Radiative Combustion 	1d8 rad damage 	Create a concentration of radiation 5 tiles from the user. Next turn, it will explode and deal radiation damage to any targets within 10 tiles of the combustion. Costs 3 action points. Requires the user to keep concentration until next turn. 	3
Insect Infection 	Depends 	The user can pick one infliction, giving a buff but also a weakness:
*Cordyceps. With this infection, the user has mushrooms growing from some parts of their body but is immune to any mushroom-based species actions which include mushroom sensors.
*Warped Body. The user must apply three disabilities in addition with no benefits partnered but can utilize this bonus to all species actions with a +4. 	3
Insect Poison 	Depends 	The user can choose one lvl 1 insect-based toxin to generate from their body and be immune towards. This is always active when prepared. This costs 2 action points to generate the toxin. 	3
Insect's Master Mutation	Depends 	The user can select one insect master mutation that defines the ability they can use from this perk. The options are as followed:
*Dragonfly Wings. The user grows dragonfly wings which allows them to utilize extreme speeds at long distances when flying. The user cannot attack while in a state of flight. They can cover 50 tiles and have a MVT bonus for this action wit +10. Costs 3 action points.
*Bombardier Bombs. The user can generate a special red liquid that bursts and applies the explosion s-b verb x2. This has a range of 10 tiles and costs 2 action points when thrown.	4
Colony 	2d4 damage 	Fire out controlled insects across a surface which crawl towards 1-4 targets in a 10 tile radius. The user must roll a 1d4 to decide how many targets it strikes if there are 2 or more (if there are only 2 or 3 and the user receives a higher number, it reduces to the amount of targets available). These small insects require targets to beat a NTR DC 15 to successfully avoid. Costs 3 action points. This applies the rot verb on targets.	4
Antenna 	+3 	The user's antennas or other sensory parts are sensitive enough to enhance the user's INT and CON counter rolls with this bonus. This is always active when prepared. 	4
Cockroach 	+5 to rolls
+5 HP	When the user hits 0 HP, once per IRP day, they can recover 5 HP and have this bonus to all rolls as well as an additional action point for two rounds. 	5
==2E Additional Mutations==
These are additional actions designed for some diluted mutants but not necessarily all. Specific actions only work for specific mutant variant lists. Mutagens below can be considered and treated like equipment, as loot. This is a bonus list and does not count towards the 1 variant species list limit for diluted mutants and halflings. The options however are treated like it is part of the species action list of the character and level 2+ are limited to two selections which include the mutant's original list.
These mutations can transfer over if the character happens to become an eldritch. Check 2E Eldritch Mutant Lists for more information on those character options.
===Mutagens===
Some mutants are just unfortunate victims to laboratory manipulation. This is a long list and certain abilities cannot co-exist with others, requiring the same symbol found in level requirement.
Origin: Experimented
STAT REQUIREMENT: 	None 	 	 	Discovered
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Green-Kin & Red-Kin & Mole & Bugged 	Green-Kin & Red-Kin & Mole & Bugged 	Green-Kin & Red-Kin & Mole & Bugged 	Green-Kin & Red-Kin & Mole & Bugged 	Green-Kin & Red-Kin & Mole & Bugged
Sulfur Smog 	1d8 rad damage (crit: +2) 	Cough up a small smog from one's mouth which applies the rot verb and burn verb. Costs 1 action point. 	3 	Deep Caverns of New York City's Subway
Radiation Storm 	3d6 rad damage (no crit)
3 self damage 	Deal damage to oneself but cast a 15x15 radiation cloud that decreases the CON and NTR of targets underneath by 2 until it fades. Only three targets underneath will be struck by short bursts of radiation energy. Lasts two rounds and requires concentration to upkeep. Costs 3 action points. 	3 	Bio-Print Bunker
Mutative Series (Species actions shared between Green-Kin, Red-Kin, Mole, and Bugged)	Mutative Series (Species actions shared between Green-Kin, Red-Kin, Mole, and Bugged)	Mutative Series (Species actions shared between Green-Kin, Red-Kin, Mole, and Bugged) 	Mutative Series (Species actions shared between Green-Kin, Red-Kin, Mole, and Bugged)	Mutative Series (Species actions shared between Green-Kin, Red-Kin, Mole, and Bugged)
Mutative Morphosis 	+1 	The user has the ability to transform into a target's appearance after studying a target for at least 1 IRP hour, how successful the studying is dependent on a DC 13+the target's level. Users are limited to their INT stat for the amount of appearances they can remember at a time. This can mask their voice and most obvious identifiers, but smaller less noticeable features require another IRP hour of studying. The user can only shapeshift to any organic humanoid and with the same body shape. Changing during turn-based costs 3 action points. Deception, stealth, and trickery rolls are increased with this action's bonus when the user is shapeshifted. This requires concentration to maintain and if broken, the user loses their shapeshift appearance.
*At level 3, for one action point the user can shapeshift their body-size to temporarily increase their STR or MVT by the dice modifier until their next turn.
*At level 4, when shapeshifting the user can choose to utilize the stats of a target they shapeshift into but it will not alter INT or CHA. The state change is applied until the shapeshifting is dropped or changed. User can only shapeshift into those at the same level or lower. Dice modifier increases to +2
*At level 5, the user can utilize the perks of a target, excluding paragon perks, they shapeshift into but lose access to their own until the shapeshifting is dropped. Can only be done once per IRP day. Dice modifier increases to +3	2
Requires Aristocrat Lifestyle Perk 	Mutative Defect (Level Up & Perk Requirement Met)
Mutative Illusionist 	+2 	The user has the ability to use radiation storm weather states to influence what other targets see for at least 6 rounds when activating this, requiring the user to beat a NTR DC 8. Targets who are within the weather state must beat a PER DC 18 to see past the illusions. When under illusions, the user can create vivid imagery with the clouds as well as environment to increase stealth rolls for their own rolls and chosen visible targets with this action's modifier. Casting during turn-based costs 3 action points. This requires concentration to maintain and if broken, the user deactivates this ability and it goes into a cooldown.
*At level 3, for one action point the user can use clouds of radiation to deal 1 rad damage towards targets' unprotected body-parts if they are 20 tiles near the user. Targets can attempt to counter.
*At level 4, for two action points the user can apply the retroactive repulse species action onto chosen targets if they are 20 tiles near the user.
*At level 5, the user can recover HP with this action's modifier when at 5 HP or more once every two turns while this is active.	2
Biochemist Lifestyle Perk 	Mutative Defect (Level Up & Perk Requirement Met)
Mer-Mutant 	Mer-Mutant 	Mer-Mutant 	Mer-Mutant 	Mer-Mutant
Shark Tooth 	5 damage (no crit) 	Deals direct damage and if aimed towards a limb, the user can apply major breaking from the blunt verb even if the target has more than 5 HP. Costs 3 action points. 	3 	Water 99
Jelly Venom 	None 	Apply a jelly paralysis venom on a target naturally from any part of one's body. Costs 2 action points. 	3 	Water 99
Crustacean Mutie 	1d8 	Mutated with chitin armored shelling along the back torso and upper limbs, similar to a crab. The user is resistant to the rot verb with this armor. They are considered additional armor underneath equipment. This is always active when prepared. 	3 	Anywhere
Mushroom 	Mushroom 	Mushroom 	Mushroom 	Mushroom
Red-Cap Goblin 	1d6 rad damage
STR -1 	Reducing a point in CON for the entire day, the user can create a super amanita mushroom that can be used as a poison ingredient or eaten by a target for a boost that lasts one IRP day. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. This mushroom's poison turns corpse minions into rotting poison walkers that deal damage to those 1-2 tiles nearby every turn while also lowering their STR always by a set reduction.	3 	Ontario Lineage
Rotting Mucus 	1d4 damage 	All corpses and mushroom abilities are corrupted with this action prepared. Every species action deals bonus damage when consumed or used on targets and applies the rot verb. This is always active when prepared. 	3 	Rot Lands
Universal 	Universal 	Universal 	Universal 	Universal
Voracious Sonic 	1d8 rad and sonic damage 	After consuming food, the user gains double meal's buff and a free bonus action to yell which applies a sonic-radiation burst with a 10 tile range. Costs 2 action points. 	3 	Rot Lands
Deviant Flask 	None 	While drunk, the user is capable of resisting any applied burn verb, becoming fireproof for three rounds. Costs 1 action point. 	3 	Rot Lands
Category:Dice System
Category:2E - Second Edition