Mutant

## Mutant Origin

Also known as Deviants, Asura, or Zeta-Humans; they are the children of those that were alive during the Week of Fallen Auroras. The cosmic radiation and energy that infused the parents genes mutated the cells of their children. These infants are indistinguishable from other human infants based on appearances, but genetic testing can tell if they possess the gene potential.

## Awakening

A Mutants’ powers awaken and activate the majority of the time during puberty, but some do not awaken until afterwards during traumatic events. When during puberty the awakening is often over a period of time with greater showings of their power before it fully awakens. Those who gain it from traumatic events awaken most often with a bang.

## Appearance

For the most part mutants should appear human (outside of Asuran Taint; which is never permanently active), they may have minor differences (such as odd hair color). But should be able to pass as a human with little to no trouble. If you are wanting them to look more inhuman, than use your Asuran Taint or non-Permanent Powers that are obvious. There are no Morlock type mutants (those mutants in X-Men that are obviously mutants and have monstrous appearances) in this setting. This is part of what makes being a mutant more insidious as it is so much harder to tell who is one just at a glance; without their Asuran Taint is active.

## Powers

Mutant powers come in a great variety and levels of power. They may be a small physical change to fully able to shapeshift, or creating a glow to harnessing energy in a variety of effects. All mutant powers should fit a tight theme of some sort; powers should not be all over the place to create hodgepodge powered characters like Superman. It should more closely resemble mutants from Marvel (prior to the introduction of Secondary mutations; nor including Externals or Eternals).

## Asuran Taint

Though many mutants may look human, they all when they push their powers to the limits start showing signs of the supposed Asuran fiendishness. Whenever a mutant uses Heroic Effort to increase their Power Rank for a turn, gain an Alternate Power Stunt or Retry a limited power they start to show an obvious sign of this taint.

This may show up as an physical, olfactory or auditory aura or an actual physical transformation of their body. You should choose 3 for this with each getting worse or more obvious, they may grant additional powers or just be cosmetic; and use the Quirk negative modifier to represent them not always being available. This taint shows thru from tier 1 to 3 in order with the uses of heroic effort and even should they spend a hero point to negate the fatigue it does not negate the showing of the taint. These do not have to appear demonic or asuran, just other than human and should in some way reflect the character’s powers.

Asuran Taint fades after a scene / hour per tier; so if you have Tier 3 active, it’ll reduce by 1 each scene / hour.

For ideas and guidelines for Asuran taint: Asuran Taint examples

## Hunted

Mutants are reviled in most places of the world; being revealed to be one is a quick way to get attacked or reported. This is why the majority hide what they are.

## Mutant Twins

Twins that are both mutants have adverse effects on each other; if they are within 30 ft of each other their mutant power ranks are reduced by 2. If they are touching their mutant powers are nullified with no save; though a grapple must be established or consented too.

## Mutant Siblings

Non-twin siblings that are both mutants; have a warping effect on each other when touching or within 30 ft of each other. Their powers having a slightly different effect/theme; though it should still be somewhat related. But it overrides and replaces the normal power during the time. This should be left up to the GM to determine and set up prior to play, but suggestions can be mentioned. It will use the same amount of Power Points as the original powers to keep from having full character rebuilds for it.

But an example would be a character who is super strong and able to break objects easily, may instead just cause non-living matter to fall apart with a touch. It’s still about destroying matter, just in different ways. It could also be where it warps their power into something that is a mix of both together in some way. Like a Fire control and Cold/Ice Control mutant sibling may warp one to having weather control (since hot & cold fronts can change weather); both siblings won’t have the same warped power.

So any mutant siblings you want your character to have, you should let the GM know ahead of time so it can be planned out ahead of time and not come up in the middle of a game without any planning.