General Mutations

These mutations are more common among multiple types of species. Their requirements list which species and/or sub-species can genetically gain the mutation.

Animal Speak

Requirements
Aves, Anthropomorphic, Feline, Reptilia Species, or Ellarian or Raf’Shat sub-species
Price
3 talents (CC)

You can communicate with tiny animals, such as but not limited to squirrels, rabbits, or frogs, to gain basic information about the area. Communication can be done with or without speaking as it is a special connection they have with the animals. The connection is not telepathic, but more so done through mannerisms.

Aqua Control

Requirements

Elven or Gnome Species

Price

3 talents (CC)

Gain the spell conjure water as a special ability. Using the ability as if simple channeling is free to use, but using it as standard can be done equal to half your vitality per full rest. At level five, this is increased to equal your vitality. At level two, four, and six, the damage increases by an additional damage die.

Automatically Automated

Requirements
Goblin or Gnome Species
Price
Can only be taken as a character creation trait

Tinkering with technology comes as naturally as breathing to you and gain automation as an expertise skills.

Bite

Requirements
Anthropomorphic or Feline Species
Price
3 talents (CC)

You have naturally sharp teeth. When used to attack, your damage is 1d4 plus might. You use martial arts when attacking with your bite.

Blind Sight

Requirements

Goblin or Orc Species

Price

3 talents (CC)

When closing your eyes and listening you gain the mastery Sound Vision but the duration and range is doubled.

Built Tough

Requirements
Construct, Dwarf, Goblin, Human, Orc Species
Price
3 talents (CC)

You are naturally built bigger and tougher than the rest of your species. Your health multiplier is increased by one to a maximum of ten.

Claws

Requirements
Anthropomorphic, Feline Species, or Natural Claws
Price
3 talents (CC)

You have natural claws and their damage 1d6 plus might. You used martial arts when attacking with your claws.

Furry Warmth

Requirements
Anthropomorphic, Feline Species, Natural Fur
Price
3 talents (CC)

You are resistant to frost effects and damage.

Gills

Requirements
Elven, Reptilia Species
Price
3 talents (CC)

You grow gills on the sides of your neck, which allow you to breathe underwater.

Heavy Paws

Requirements
Construct Species, Kuma, or Shishiza sub-species
Price
3 talents (CC)

Your paws (hands and feet) are heavy weapons and gain the bonuses of the weapon special (see weapons in the marketplace chapter).

Headbutt

Requirements
Anthropomorphic (excludes kitsune), Construct species, Cyclops, Ghari, and Kuma sub-species
Price
3 talents (CC)

You have a hardened skull which lets you make an attack with your head. Using a martial arts attack, you can attack with your head dealing 1d6 plus might in blunt damage. You can increase this attack through martial arts masteries. Critical strikes with this attack cause the target to be disorientated for ten seconds.

Hooved Movement

Requirements
Faun, Hooved feet
Price
3 talents (CC)

Your hooved feet allow you to ignore difficult terrain.
Spending two actions and three essence, you can stomp your hooves to create difficult terrain in a five-foot radius on solid ground. Anyone within the radius must make a reaction check versus DR12 to not fall prone.

I Can Hold My Poison

Requirements
Dwarf or Gnome Species
Price
3 talents (CC)

You have developed a natural resistant to poison effects.

Innate Speed

Requirements
Anthropomorphic, Feline Species
Price
3 talents (CC)

You are naturally quick. You gain +10ft. to your sub-species base movement.

Innate Stealth

Requirements
Anthropomorphic (except Kuma), Aves, Feline, Elven, or Gnome Species
Price
3 talents (CC)

You gain the Stealth Mastery as an innate ability. Gain a +1 to hide when using the stealth mastery.

Keen Senses

Requirements
Aves, Anthropomorphic, Feline, Goblin, or Orc Species
Price
5 talents

Gain perception as expertise, +1, and lucky.

Mentally Strong

Requirements
Aves, Elf, Feline, Gnome, Human Species
Price
3 talents (CC)

You are mentally tougher than the rest of your species. Your mental health multiplier is increased by one to a maximum of seven.

Night eyes

Requirements
Aves, Anthropomorphic, Construct, Feline Species
Price
3 Talents (CC)

Gain the first rank in the Night Vision mastery that has its duration doubled and the price of rank two costs two fewer talents.

Partially Webbed

Requirements
Elven or Gnome Species
Price
3 talents (CC)

Your species genetic background resulted in partially webbed feet and hands, which allows for better movement in water. This gives you better movement in water. Your swim speed is increased by +10ft.

Predatory Instincts

Requirements
Aves, Feline Species, Kitsune & Kuma sub-species
Price
3 talents (CC)

Gain +1 on perception checks and attacks when hunting. You only gained these bonuses when hunting for survival and not in combat.

Prehensile Tail

Rank 1
Requirements
Feline, Kitsune, or Reptilia Species
Price
3 talents (CC)

You can use your tail as another limb. It can be used for hanging, holding objects, or other basic tasks. You cannot use it in combat for offensive or defensive actions.

Rank 2
Requirements
Reptilia Species
Price
3 talents (CC)

You can grapple with your tail, constricting your target. Gain a +2 on grapple and immobilize the target.

Sea Life

Requirements
Elven or Goblin Species
Price
3 talents (CC)

You have become adjusted to the sea so much that you naturally float in water. You can also hold your breath for up to fifteen minutes.

Survivalist

Requirements
Goblin or Orc Species
Price
3 talents (CC)

You gain lucky rolls on survival checks.

The Techest Tech Mechanic

Requirements

Goblin or Gnome Species

Price

3 talents (CC)

Gain the tech mechanic mastery and when repairing equipment there is a 50% chance the maximum durability is not lost. Roll a 1d100, if the result is 51 or higher the durability is not lost.

Tough Hide

Requirements
Kuma sub-species, Reptilia Species
Price
3 talents (CC)

Your skin has hardened to where you gain damage reduction based on your vitality. When taking damage from a non-magical attack, you can subtract half your vitality statistic from the damage before applying it to your health. At level five, the damage reduction increases to equal your vitality statistic. This does not stack with armor or other mutations.

The damage reduction is considered grade zero for armor penetration and cannot be upgraded.

Character Creation Guide

Refer to Step 2: Sub-species & Mutations

You can only take mutations with the CC after the price during character creation, and meeting the requirements is mandatory. During character creation, you gain two mutations but can take more through the evolution mastery after character creation.

CC: Step Reference

Step 1: Generating Statistics
Step 2: Sub-species & Mutations
Step 3: Your Culture
Step 4: Skills
Step 5: Mentality (Insanity)
Step 6: Traits
Step 7: Energetics (Magic)
Step 8: Equipment
Step 9: The Last Tidbits
Step 10: Your Story so Far


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