Mutant:
This is not a character class, it is a race. One cannot choose this race type and then follow any other character class. The Mutant stands alone . . . they are simply Mutant. They are reclusive by nature, shunning the societies of mankind, set in the belief that they are predominant and superior among the races of Utaemia.
Political involvement of the Mutant: Most all Mutant kind are reluctant when
meddling in the affairs of other races. They
are even slower to involve themselves in
the politics of nations.
If you have rolled up a Mutant, you NEED to read this: Rulings for the Mutant class.
Specific Mutant Abilities (Common, UnCommon and Rare)
The Mutant will gain 1 Ability rolled off the chart below:
1. +1 Mutant ability per 40 points of Mental-Strength above 60.
2. +1 Mutant ability for every 10 years aged.
3. +1 Mutant ability for every 4 levels advanced.
When you gain a new Mutant Ability, roll on the following chart:
%Roll: Mutant Abilities:
01-70: Common
71-90: UnCommon
91-00: Rare
4. Mutant scrolls can be found and learned as well.
5. Mutants DO NOT purchase other seeker and adventurer abilities with
Modificaton-Points (M.P.), not even their own. There is
NO exception to this. They can - however - purchase the
following with M.P.:
- Divine Favors: Mutant-based & HIGHLY related, Trade-Skill-based (all).
- Combat (all)
- Communication (all)
- Creature (Creature Studies (all)
- Enhancement (all)
- Experience
- Initiative
- Nature
- Trade-Skills (all)
- Note: If a Mutant Scroll, is found, the Mutant may learn that power, at
1/2 the Modification-Point cost by simply reading it. If a Mutant
already possess the power of the scroll found, his or her power
will increase.