[FOCI]



Expanded Worlds
Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some other mutagenic source, you are prone to mutation. You might begin your days looking relatively normal, or as a freak of nature that clearly reveals your mutant heritage. Either way, your body continues to change and adapt as you grow older and add to your store of experience. The longer you live, the more you mutate.
You might have a purely cosmetic mutation, such as oddly colored skin, striped hair, horns, a tail, glowing eyes, red teeth, feathers for hair, or something else that's purely cosmetic, which you could choose to hide if you wished, or proudly display.
You can immediately regain 2 points to any Pool.
You can instantly take another action.
Your body mutates, granting you 6 new points to divide among your stat Pools however you wish.
Your Beneficial mutation comes with a distinctive mutation, which involves a dramatic physical change to your character's appearance. Your distinctive mutation might be an extra mouth, a snakelike arm, tendrils instead of fingers or eyes, scales or a carapace, or some other distinctive mutation suggested by your GM. Work with the GM to determine the details.
Being a mutant singles you out as visibly different, which is enough to elicit dangerous attention in many you meet. You become trained in Speed defense tasks. If you're already trained in Speed, choose Might or Intellect defense to become trained in.
Your body mutates, granting you one of the abilities noted below, or an ability determined by the GM. If choosing from the list below, you can roll randomly or choose one.
In addition to gaining a Beneficial Mutation, you gain 3 new points to divide among your stat Pools however you wish.
Your body mutates, granting you one of the abilities noted below, or an ability determined by the GM. If choosing from the list below, you can roll randomly or choose one
Your mutation produces a gland that can store and discharge radiation, allowing you to fire a blast of energy that inflicts a moderate wound (5 points) with a range of 200 feet (61 m). There is no cost for you to use this ability.
Your mutant physiology renders you immune to environments that would kill normal people. You never get overheated or too cold, never need to worry about dangerous radiation, diseases, or gases, and can always breathe in any environment (even the vacuum of space).
Your body mutates further, granting you 4 new points to divide among your stat Pools however you wish. Also, you can change out your Powerful Mutation and Beneficial Mutation once after each ten-hour rest, and substitute one ability for a different ability from the same list.
| 1 | Thick hide: You gain +1 to Armor. |
| 2 | Increased lung capacity: You can hold your breath for one hour. |
| 3 | Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip, slipping from bonds, squeezing through a small opening, and so on. |
| 4 | Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense tasks. |
| 5 | Poison and disease immunity: You are immune to all poisons and disease. |
| 6 | Tough: You have +1 Might edge. |
| 7 | Fire resistance: You have +3 to Armor against damage from fire. |
| 8 | Acid resistance: You have +5 to Armor against damage from acid. |
| 9 | No scent: You cannot be tracked or located by scent, and you never have offensive odors. |
| 10 | Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away (far better than a normal human can). Like a hound, you can track creatures by scent. |
| If the GM has access to more complete lists of mutations from other publications, they might decide to ask a character to use those as supplements, or instead of, the mutation lists provided here. | |
GM Intrusions: A mutant-hunter tracks the character down. A temporary harmful mutation arises. Radiation dependency develops, like a drug addiction.