Mutations became common in Florida after The Change. Since most radioactive hotspots have cooled down, the majority of mutations result from exposure to "mutagens" carried by the bites or stings of mutated predators & scavengers. Being a mutant entails a balance of advantages and disadvantages.
The advantages are the useful mutations described in this section; the disadvantages are the impairment of limbs, sensory organs, and/or other body parts every mutant suffers. These physical impairments result in lowered Attributes; facial mutations lead to lessened CH, mutated limbs result in lowered DX, etc.
Mutations do increase in level, but not in the way Skills do. Mutations do not increase in level with use; rather, a mutated PC or NPC must be re-exposed to mutagens. This may increase the level of an already present mutation, or it may cause an altogether different one to emerge.
Like Active Skills, Active Mutations are activated by concentration.
- Chameleon is a limited form of shapechanging whereby one or more parts of the body can be altered. Such a change can be as minute and intricate as changing one's finger or palmprints.
- Corruption makes things break. Any technological or even primitive hand-made device will jam, crack, or otherwise become inoperable.
- Paralytic Touch brings an opponent to a standstill. If you touch an enemy during combat, he will be paralyzed for a few rounds.
- Stun/Shriek causes paralysis by word of mouth. A brief aria from the possessor of this mutation will cause all hostile creatures within earshot to be stunned momentarily and effectively paralyzed. Stun will affect one hostile group in a combat, Shriek will affect multiple groups.
- Camouflage blends in with whatever terrain or background is present. The blend is not a perfect match so the user will still be visible, but much harder to hit.