Mutations

## **Mutations in QUD**

In Savage QUD, mutations are common-place throughout most of the civilians. Many people decide to either amputate off the limbs due to their unsightly appearance. However, there is a great case for the "functional" gain of such mutagenic limbs. Having 4 arms can be useful if you work in the mines for example. Regardless, such mutations are either a detriment or a way for your character to become stronger. Although most people are mutants, True-Kin & especially the "Templars" can be hostile towards those openly exhibiting mutations believing these people to be less "pure."

### **Amputations**

Obviously, for those that want to attempt to keep their mutations at bay, there is the clear option of getting the new limb cut off if possible. On the table of mutations listed below, there are costs related to getting an amputation to have the limb completely removed. Doing so without the help of a properly trained doctor would be precarious at best, and fatal at worst.

## **Rules of Mutations / Tips**

There are two types of mutations, Physical Mutations and Psi Mutations. Physical Mutations are generally advantageous limbs or organs that allow your character to do superhuman feats. Psi Mutations are psychic abilities that the mutation gives you the ability to do. In general, physical mutations come with a negative cost for use or a passive increase to statistics. Psi Mutations are active abilities that use power points in order to functions, and rarely have passive abilities. If you want to be solely a PSI or solely a Physical character, look in to taking Esper or Chimera respectively as background edges. The only characters that can get mutations (under normal circumstances) are mutants. (DM discretion)

### **Taking Mutations**

Because of these powerful mutations, mutants begin with lower base statistics compared to True-Kin. At creation, mutants begin with 5MP that they can spend on mutations. If they want more MP they may take "negative" mutations. Negative mutations are still grouped by their type (Espers can't take negative physical mutations & Chimeras can't take negative Psi mutations.) Every advancement they get 1 mutation point that they can spend, and when they reach a milestone (seasoned, heroic, legendary) they gain 2 extra for a total of 3 that advancement. You may spend 3 mutation points to get a random new mutation, rolled from the list; having Esper limits this roll to the Psi Mutations, wheres Chimera limits the roll to the Physical mutations. Lastly, with these mutation points you are able to upgrade your existing mutations. See each individual page for what their upgrades consist of.

### **General Tips / Opinions**

**Not a fan** - Depending on what your character thinks about mutations, might govern your philosophy with your extra limbs / organs that you get. If you don't want to mess with the system, you should look into playing a True-Kin instead. Their backgrounds (Arcologies) might not fit in with your backstory, but you could simply state that you were abandoned outside for whatever reason when you were young.

**Character Building** - Depending on how far you want to push your character with Mutations, there are a couple of "character" skeletons if you want to focus on mutations.

1. Esper Focus - Put as many attribute points into spirit as you can, take 3 hindrances. Grab **Esper** as a background edge & **Psi Novice**. With this combination, you will be able to focus on your psychic abilities as a Mutant. If you like the play style, considered grabbing **Wild Genome** later on when you have the edges you want.
2. Chimera Focus - Put as many attribute points into agility or strength as you can, take 3 hindrances. Grab **Chimera** as a background edge & figure out what type of combat specialist you are going to be. Once you specialize into this focus by grabbing edges and what-not, grab **Wild Genome** and go wild with mutations.
3. 8 Cybernetic Arms, no problem - Put everything into smarts until it's at a D12, grab skills you want, namely repair, notice etc. Once you get the skills you want, grab **Wild Genome** and attempt to get as many arms / limbs as you can. Once you reach heroic, grab **Mutagenic Cybernetics** & begin the process of turning yourself into a death machine.

### **List of Mental Mutations**

**IMPORTANT -** To be able to use Mental Mutations, you must first take Psi Novice to get power points. It is an edge that you can grab during character creation, it gives you access to power points and is considered an "arcane background".