Mutagens D20

== Mutagens DNA D20 ==
Utilizing the perk, Genetic Mess (found in the perk list), a normal mutants, coils, and half-mutant characters can select different genetic differences that can explain appearances as well as grant different abilities to assist them in life, though being born with comes with unfortunate costs. Some options are restricted to certain types of mutants. Eldritch are not considered for this list.
Below, the user can select upwards to three strands from three different sections to create a combined perk. Each section completes an entire perk statement.
* Green strands represent radiation, following the more traditional green mutants. Having 2/3+ green strands guarantees the character's appearance to be green shades in skin tone with yellow eyes. 
* Magenta strands represent blood, following the common red or pink mutants. Having 2/3+ red strands guarantees the character's appearance to be red, pink, or light shades between orange to brown followed by yellow eyes usually. Some could grow deformities like horns or aquatic fins. 
* Cyan strands represent breathing, following the rarer light-blue or silver mutants. Having 2/3+ cyan strands guarantees the character's appearance to follow more light blue shades or silver skin followed by green eyes. They are known to have tails and an impish appearance with defined ears.
* White strands represent bones, following more pale yellow or white toned mutants. Having 2/3+ white strands guarantees the character's appearance to follow more pale yellow tones with green eyes. 
* Pink represents veins, having the combination 1/1/1 with each strand being different. The appearance of the character is a lighter green shade with visibly pink veins along their skin and yellow eyes.
Mutagens
Limited to	 	GREEN STRAND 	MAGENTA STRAND 	CYAN STRAND 	WHITE STRAND
SECTION 1 	 	G 	M 	C 	W
MUT/HALF 	1	The user can resist R2 levels of radiation with only a slight cough and migraine,
They lose their focus which drops their perception by -2 for the entire round or short encounter.	The user can increase their HP count by +1 only once when they are damaged during an encounter. This can be done again after a short rest.	The user can increase their stealth rolls by +2 always.	The user will increase their counter rolls if an attack could break a bone by +3.
MUT/HALF 	2	The user can radiate R1 levels of radiation for one day on one target they touch. They will roll -3 for all combat rolls the entire round or short encounter.	 	 	
COIL 	3	 	 	 	Regenerating allows the coil to also heal shattered bones.
SECTION 2 	 	 	 	 	
 	1	 	 	 	
 	2	 	 	 	
 	 	 	 	 	
SECTION 3 	 	 	 	 	
 	1	 	 	 	
 	2	 	 	 	
Category:Dice System
Category:1E - First Edition