The intake nurse looked up from her terminal, looked at the thing standing in the doorway, looked back down at the terminal, and typed "humanoid (tentative)" into the species field. The thing had four arms, no visible eyes, a chitinous plate where its face should be, and what appeared to be a functioning stinger protruding from the base of its spine. It was wearing cargo pants. Two pairs.
"Name?"
"Stinger."
"Species?"
"Mutant."
"That's not a species."
"My birth certificate has a footnote and an apology."
Mutants are not a species. They are a condition -- an umbrella classification for any organism whose genetic expression has gone sideways hard enough that the original species template no longer applies. Radiation exposure on a colony with thin shielding. Gene-splicing by a NERD researcher who didn't read the warning labels (probably deliberately). A planet where the evolutionary pressure had strong opinions and a short fuse. Sometimes it's inherited -- two generations of fringe-station living and the baseline drifts far enough that your children don't look like anyone's species anymore. Sometimes it happens to you personally and you wake up with an extra limb and an appointment with HR.
Nobody chooses this. It happens, and then you deal with it. Some Mutants are beautiful in ways that make other species uncomfortable. Most are not. All of them are unique -- the only member of their particular configuration in the known galaxy. This is either a source of pride or a source of therapy depending on the Mutant.
The Unicore Accords classify Mutants as a protected origin under Article 7 -- the "Genetic Drift Provision" -- which grants full citizenship rights to any sentient being whose physiology no longer fits a recognised species template. The provision was originally written to cover three individuals. There are now forty thousand registered Mutants across the galactic arm and the number climbs every census cycle. The bureaucrats who wrote Article 7 have been asked to comment on this trajectory. They declined.
None. Mutants come from everywhere. There are Mutant enclaves on fringe stations where the radiation shielding is thin and the gene pool is shallow -- places like Spur-9, a deep-rim relay station where three generations of inadequate rad-shielding produced a population that no longer matches any species on file. There are Mutant communities in the lower decks of mega-stations, in the quarantine wards of colony ships that never quite finished their quarantine, in the back rooms of NERD facilities where the experiments walked out and filed for residency.
But there is no Mutant Planet. No homeworld. No ancestral soil. A Mutant's home is wherever they were born, and the culture they carry is whatever culture was doing the raising. Some Mutants feel this as a loss. Others point out that a homeworld is just a rock with better branding.
Whatever your environment taught you. Galactic Standard, Chit, Sythik, Resonance -- Mutants speak the language of the species that raised them, attended school with them, or employed them. Some Mutants whose mutations affect their vocal apparatus -- elongated jaw structure, modified larynx, resonant thorax cavity -- develop unique vocalisations that don't map neatly to any existing language. These aren't languages. They're accents that require subtitles.
Whatever the culture they were born into uses. A Mutant raised on a Human colony is named like a Human. A Mutant raised on Ssyrath hisses their name like a Sketh.
That said, a lot of Mutants adopt nicknames based on their most visible mutation. It's easier. It sets expectations. It saves the intake nurse from having to type "humanoid (tentative)" again. Common examples: Stinger, Wings, Four-Arms, Stalks, Jaws, Chitin, Thorax, Leaper, Brainy, Tail-End
Mutants don't pick a base species. You build your creature from scratch.
Welcome Mutant. Grab a pencil, a character sheet, and the willingness to explain your anatomy to strangers.
You have 12 attribute points to distribute across the 12 attributes. No attribute can exceed 3 at creation, but you then get the 2 Attribute points to spend like all other "Baselines" to reflect genetic diversification.
| Group | Attributes |
|---|---|
| Physical | Agility, Fortitude, Might, Reflex |
| Mental | Intellect, Willpower, Tech, Persuasion |
| MetaPhysical | Perception, Allure, Foresight, Harmony |
For reference, 12 points is the Human baseline. You are building something that is, statistically, about as capable as a Human -- just distributed however evolution (or a lab accident) decided.
Choose your Mass between 2 and 5.
Your Speed is derived from Mass using the standard formula:
| Mass | Speed | Description |
|---|---|---|
| 2 | 5 | Lightweight -- small frame, lean build, fast |
| 3 | 4 | Medium -- standard humanoid proportions |
| 4 | 3 | Heavy -- dense musculature, thick frame |
| 5 | 2 | Massive -- large, powerful, not built for sprinting |
Speed = 7 - Mass (minimum 2).
You have 10 sense points to distribute across the 5 standard senses. Each sense has a quality tier that costs a set number of points.
| Quality | Point Cost | Sense Bonus |
|---|---|---|
| None | 0 | No Roll |
| Poor | 1 | +10% |
| Average | 2 | +20% |
| Good | 3 | +30% |
| Excellent | 4 | +40% |
Distribute 10 points across Sight, Hearing, Touch, Smell, and Taste.
Special Sense (optional): You may spend 3 points from your sense budget to gain one special sense. Examples include tremor sense, electromagnetic sensitivity, echolocation, infrared vision, or chemical detection. Work with your GM to define what the sense detects and its range (typically Short range / 15m). A special sense replaces one standard sense or exists alongside them -- your choice, but the points still come from the same budget.
Example builds:
| Build | Sight | Hearing | Touch | Smell | Taste | Special | Total |
|---|---|---|---|---|---|---|---|
| Balanced | Average(2) | Average(2) | Average(2) | Average(2) | Average(2) | -- | 10 |
| Predator | Excellent(4) | Good(3) | Poor(1) | Average(2) | None(0) | -- | 10 |
| Echolocator | None(0) | Excellent(4) | Average(2) | Poor(1) | None(0) | Echolocation(3) | 10 |
| Underground | Poor(1) | Good(3) | Good(3) | None(0) | None(0) | Tremor Sense(3) | 10 |
These define your Mutant's physical layout. No point cost -- pick one from each category.
Choose a locomotion type. Bipedal is the default and requires no further choices. All other types require you to pick one advantage and one disadvantage; chosen from the Common tables or from your type's specific table below.
| Option | Description |
|---|---|
| Bipedal | Two legs. The galactic default. Chairs work. Doorways work. Pants work. Life is straightforward. |
| Quadruped | Four legs. Pick 1 advantage and 1 disadvantage. |
| Serpentine | No legs. You slither, coil, and undulate. Pick 1 advantage and 1 disadvantage. |
| Multi-legged | Six or more legs. Pick 1 advantage and 1 disadvantage. |
| Myriapod | Long segmented body with dozens of small legs. Centipede, millipede, or something the taxonomists gave up classifying. You lose all leg Slots (Thigh and Shin, both legs) -- standard leg armour does not fit on dozens of tiny segmented legs, no matter how good your tailor is. Pick 1 advantage and 1 disadvantage. |
No advantage or disadvantage to pick. Compatible with all standard equipment, furniture, and architecture. Being normal is the advantage. Pants work on the first try.
| Advantage | Available To | Effect |
|---|---|---|
| Difficult Terrain Specialist | Quadruped, Serpentine, Multi-legged, Myriapod | Your Speed is not reduced by difficult terrain. |
| Climb Speed | Serpentine, Multi-legged, Myriapod | You climb at full Speed instead of half Speed. |
| Immune to Prone | Serpentine, Multi-legged, Myriapod | You cannot be knocked Prone by effects that target balance. You can still be Restrained. |
| Low Profile | Quadruped, Serpentine, Myriapod | Your natural stance is low to the ground. Gain Boon(1) to Espionage - Stealth when using terrain for cover. Ranged attacks against you from beyond Medium range suffer Bane(1). |
| Disadvantage | Available To | Effect |
|---|---|---|
| Vertical Challenged | Quadruped, Multi-legged | Ladders, narrow stairs, poles, and vertical climbing surfaces designed for bipeds are impassable or require double the normal time. |
| Equipment Incompatibility | Quadruped, Serpentine, Multi-legged, Myriapod | Standard leg-mounted armour, boots, and bipedal equipment does not fit. Custom equipment costs 50% more. |
| Easy to Track | Serpentine, Multi-legged, Myriapod | You leave obvious tracks -- slither marks, multiple footprints. Espionage - Search checks to track you gain Boon(1). |
Four legs. Stable, fast over open ground, and incompatible with most furniture designed for two-legged creatures. Pick one advantage and one disadvantage from the Common tables or the Quadruped-specific tables below.
| Advantage | Effect |
|---|---|
| Long Jump | Your horizontal jump distance is doubled. Four legs means four points of launch. |
| Charge | When you move at least 3 squares in a straight line before a melee attack, deal +1 Hit. Momentum from four legs is hard to argue with. |
| Hoof Strike | Natural melee weapon (Weapons Melee Unarmed): 1 Hit (Blunt) per kick. Rear kick can target creatures behind you without turning. |
| Disadvantage | Effect |
|---|---|
| No Fine Manipulation While Moving | You need all four legs to move. You cannot use the move portion of a Move-and-Act for any Action whose act portion requires your hands (firing a weapon, operating equipment). To shoot or operate, take the Action with 0 movement; to move, take a Run. Combining the two costs a second Action. |
| Wide Turning Circle | You cannot turn more than 90° during a single Move (whether part of a Run or the move portion of a Move-and-Act). Sharp corners, tight corridors, and sudden reversals require an additional Action. Bipeds pivot on a heel. You pivot on a three-point arc. |
No legs -- you slither, coil, and undulate. You fit through gaps bipeds can't, and your balance isn't something that can be knocked down. Pick one advantage and one disadvantage from the Common tables or the Serpentine-specific tables below.
| Advantage | Effect |
|---|---|
| Constrict | Natural melee weapon (Weapons Melee Unarmed): grapple a creature your size or smaller. While constricting, the target is Restrained and takes 1 Hit (Blunt) per round. Maintaining costs 1 Action per round. |
| Coil Spring | Compress your body and launch forward. Once per round, you may take a Coil Spring Run instead of a normal Run; lunge up to double your full Speed in a straight line. You must end adjacent to an enemy or solid surface. Momentum is hard to argue with when you're a living projectile. |
| Squeeze Through | Compress your body to fit through gaps as narrow as half your body width. Move through spaces sized for creatures one size category smaller at half Speed. No arms, no legs, no hips -- nothing to get stuck. |
| Disadvantage | Effect |
|---|---|
| Cold Blooded Movement | In cold environments (below species comfort range), your Speed is halved until you warm up. |
| Slime Trail | You leave a thin, slippery residue behind you. Creatures moving through squares you occupied this round must make a Movement - Athletics check or fall Prone. This includes allies. You cannot turn this off. Tracking you is Trivial. |
Six or more legs. You plant harder, climb better, and make more noise than anything with two. Pick one advantage and one disadvantage from the Common tables or the Multi-legged-specific tables below.
| Advantage | Effect |
|---|---|
| Stable Platform | You are treated as one size category larger for resisting knockback, grapple, and forced movement. Six legs plant harder than two. |
| Wall Runner | Move across vertical surfaces and ceilings at half Speed without making a check. Six or more points of contact means gravity is a suggestion, not a rule. You must end your turn on a horizontal surface or fall. |
| Leg Sweep | Natural melee weapon (Weapons Melee Unarmed): sweep all adjacent creatures with a spinning leg strike. 1 Hit (Blunt) to each target in a 360° arc. Costs 2 Actions. You don't aim. You just spin. |
| Disadvantage | Effect |
|---|---|
| Loud Footfalls | Six or more legs hitting the floor means six or more impacts per step. Bane(1) to Espionage - Stealth checks while moving. You don't sneak. You arrive. |
| Narrow Passage | Doorways, hatches, and corridors designed for bipeds require you to squeeze through at half Speed. Standard airlocks require 2 rounds to transit. Architectural assumptions are not in your favour. |
A long segmented body with dozens of small legs -- centipede, millipede, or something the taxonomists gave up classifying. You lose all leg Slots (Thigh and Shin, both legs) because standard leg armour simply does not fit. Pick one advantage and one disadvantage from the Common tables or the Myriapod-specific tables below.
| Advantage | Effect |
|---|---|
| Segment Flexibility | Your body bends at every joint. No turning penalty -- you can navigate any corner or curve at full Speed. You can fit through any gap your head segment fits through, at half Speed. Corridors are not a problem. You ARE the corridor. |
| Coil Defence | Maneuver. Spend 1 Action to coil into a tight armoured ball. While coiled: gain DR 2 (Blunt, Pierce, Slash), cannot move, cannot attack, cannot be flanked. Spend 1 Action to uncoil. You cannot Coil Defence while flying or in any other Maneuver -- only one Maneuver at a time. Anything that was standing on you when you coiled is now having a bad day. |
| Venomous Forcipules | Natural melee weapon (Weapons Melee Unarmed): modified front mandibles deliver a venomous bite. 1 Hit (Pierce). If the attack deals at least 1 Hit after DR, the target gains Suffering(1) Chemical for 3 rounds. The venom replenishes naturally. |
| Disadvantage | Effect |
|---|---|
| Long Body | You occupy 2 squares instead of 1. Enemies can flank your rear segments -- attacks against your rear arc gain Boon(1). Standard cover only conceals the segments behind it, not all of you. Being long is a tactical problem nobody warns you about. |
| Leg Dependency | Damage to your legs cascades. When you take a Critical Hit, your Speed is reduced by 1 (minimum 1) until healed during a Lockdown. Lose enough legs and movement becomes a negotiation between the legs you have left. |
| Option | Tentacle Count | Description |
|---|---|---|
| 2 Arms | 0 | Standard pair. Compatible with all standard equipment. The boring but functional choice. |
| 4 Arms | 0 | Two pairs. Can hold 4 Small items simultaneously. Standard draw/stow rules apply -- having more hands means more carrying capacity, not faster Actions. You need your own Tailor. |
| 1 Arm + 1 Tentacle | 1 | One standard arm, one prehensile tentacle. The tentacle can hold 1 Small item or assist in grapples. One Forearm Slot. Grapple Boon(1). |
| 2 Tentacles | 2 | Two prehensile tentacles instead of arms. Can manipulate objects and wield weapons. Cannot wear standard gloves. No Forearm slots. Grapple Boon(2). |
| 4 Tentacles | 4 | Two pairs of prehensile tentacles instead of arms. Can hold 4 Small items. Cannot wear standard gloves. No Forearm slots. Grapple Boon(4). |
Grapple Boon stacks with tentacle count. Your grapple Boon is equal to your total tentacle count. Each time you take the Tentacle mutation feat, you grow one more tentacle -- this both raises your tentacle count and your grapple Boon by 1. A 2 Tentacles Mutant with two Tentacle feats has 4 tentacles and grapples at Boon(4). A 4 Tentacles Mutant with a Tentacle feat has 5 tentacles and grapples at Boon(5).
Standard pair. Tentacle count: 0. Compatible with all standard equipment. The boring but functional choice.
Two pairs. Tentacle count: 0. Can hold 4 Small items simultaneously. Standard draw/stow rules apply -- having more hands means more carrying capacity, not faster Actions. You need your own Tailor.
One standard arm, one prehensile tentacle. Tentacle count: 1. The tentacle can hold 1 Small item or assist in grapples. One Forearm Slot. Grapple Boon(1).
Two prehensile tentacles instead of arms. Tentacle count: 2. Can manipulate objects and wield weapons. Cannot wear standard gloves. No Forearm slots. Grapple Boon(2).
Two pairs of prehensile tentacles instead of arms. Tentacle count: 4. Can hold 4 Small items simultaneously. Cannot wear standard gloves. No Forearm slots. Grapple Boon(4).
| Option | Description |
|---|---|
| Head-mounted | Eyes, ears, nose -- all on the head where everyone expects them. Conventional. |
| Stalks | Sensory organs on flexible stalks. Can extend above cover to observe without exposing your body. You lose 1 Low Powered Helmet Slot -- the second slot relocates to the middle of the helmet, assuming your tailor can cut holes for the stalks. Called Shot vulnerability: If an enemy successfully Called Shots an eyestalk and deals damage, it's torn off -- you take Disadvantage on all sight-based checks until it regrows during the next Lockdown. You gain the Eye Stalks mutation feat for free. |
| Distributed | Sensory organs spread across the body surface. No single point of sensory failure. Cannot be blinded by attacks targeting the head. |
| Retractable | Sensory organs can retract into the body for protection. While retracted: immune to sensory-targeting effects, but you lose the use of that sense. |
Eyes, ears, nose -- all on the head where everyone expects them. Conventional. No special rules, no called-shot vulnerability beyond the usual.
Sensory organs on flexible stalks. Can extend above cover to observe without exposing your body. You lose 1 Low Powered Helmet Slot -- the second slot relocates to the middle of the helmet, assuming your tailor can cut holes for the stalks. Called Shot vulnerability: If an enemy successfully Called Shots an eyestalk and deals damage, it's torn off -- you take Disadvantage on all sight-based checks until it regrows during the next Lockdown. You gain the Eye Stalks mutation feat for free.
Sensory organs spread across the body surface. No single point of sensory failure. Cannot be blinded by attacks targeting the head.
Sensory organs can retract into the body for protection. While retracted: immune to sensory-targeting effects, but you lose the use of that sense.
Visible Mutations. Mutants suffer Bane(1) to Espionage - Social checks when interacting with species that haven't encountered your particular configuration before. Visible mutations are visible. First impressions are complicated when the person you're introducing yourself to is trying to work out which part of you is the face. This penalty does not apply to species or individuals who have previously interacted with you or with Mutants of similar configuration -- familiarity breeds tolerance, or at least the ability to maintain eye contact.
Mutants receive 2 additional Origin Feat slots compared to other origins. This compensates for needing mutation feats to define your physical capabilities. Use these slots to select from the Mutation Feats listed below, or from the Common Origin Feats list.
You are building your own biology. These extra slots are the difference between "I have four arms" and "I have four arms, a stinger, and I can leap over a building."
As a Mutant, you can select from these extra Racial Feats when choosing from the Racial Feats List. These define your mutations -- the physical traits that make you you.
Requires: Any Mutant.
Effect: You grow one additional prehensile tentacle on top of your body plan's tentacle count. It can hold 1 Small item, operate simple controls (levers, buttons, door handles), and assist in grapples. It cannot wield weapons effectively -- the motor control isn't there.
Your tentacle count increases by 1, which in turn raises your grapple Boon by 1 (see the Manipulation table). Take the feat twice for two extra tentacles. Where they grow from is between you and your character sheet.
Requires: Any Mutant.
Effect: Your hands end in retractable claws. You can manipulate objects and wield weapons normally when retracted. When extended, your claws are a natural melee weapon (Weapons Melee Unarmed), 1 Hit (Slash) per claw. The hand with extended claws cannot hold items. Cannot wear standard gloves. No draw required -- the claws are you.
This feat can be taken a second time: your claws thicken and sharpen, increasing damage to 2 Hits (Slash).
Requires: Any Mutant.
Effect: Your feet end in raptor-like talons. Gain Boon(1) to climb checks. As a natural melee attack (Weapons Melee Unarmed): 1 Hit (Pierce) per kick. You can grapple with your feet -- pin a creature by standing on it, Boon(1) to that grapple. Cannot wear standard boots.
Requires: Any Mutant.
Effect: One or both hands are heavy chitinous pincers. Natural melee weapon (Weapons Melee Unarmed): 1 Hit (Blunt) per pinch. On a successful hit, you may Lock Pincer -- the target is Restrained for as long as you maintain the lock. Maintaining costs 1 Action per round. Pincers cannot hold weapons or operate fine controls. Compatible items only -- levers, handles, large switches. No gloves. No keyboards.
Requires: Any Mutant.
Effect: You have a muscular tail that provides balance and reach. Gain Boon(1) to Movement - Acrobatics checks. The tail also functions as a natural melee weapon: 1 Hit (Blunt), uses Weapons Melee Unarmed skill, requires 1 Action. It is not prehensile -- you can swing it, you cannot open a door with it.
Requires: Any Mutant.
Effect: An enlarged cranial structure -- a visible, bulging mass of neural tissue that enhances your cognitive processing. You gain +1 Intellect (permanent stat increase). This is visually obvious and socially unfortunate. The lump pulses faintly when you're thinking hard. People notice. People always notice.
Requires: Any Mutant.
Effect: You have retractable eye stalks that extend from your head, allowing you to see around corners and over obstacles without exposing your body. While in Cover, you can observe your surroundings without leaving cover. Gain Advantage on Perception checks made while behind cover. The stalks retract flush when not in use. Most Mutants learn to stop extending them in polite company.
Requires: Any Mutant.
Effect: Sensory antenna that detect electromagnetic emissions. You can passively sense active electronics, powered equipment, and energy weapons within Short range (15m). This functions as a passive radar -- you know something is powered on and roughly where it is, but not what it is. Useful for detecting ambushes with energy weapons, finding hidden terminals, or locating powered devices behind walls. Does not detect unpowered or shielded equipment.
Your antenna also pick up biological radio transmissions. Bohec hive-signal communication operates on low-frequency AM/FM wavelengths -- with a successful Intel - Aliens, Cultures & Customs check vs TL, you can eavesdrop on nearby Bohec chatter. You can't respond (wrong transmitter), and you won't understand it without learning Chit, but you'll know they're talking and roughly what the emotional tone is. Bohecs find this extremely unsettling. Nobody is supposed to hear that.
Requires: Any Mutant.
Effect: You gain an additional pair of arms -- adding 2 arms to your current body plan. Combined with 2 Arms, you have 4 arms. Combined with 4 Arms, you have 6 arms. Each extra arm holds and operates 1 Small item.
The extra arms follow standard action economy -- drawing, stowing, and firing all cost their normal Actions. What you get is carrying capacity and parallel grip: hold a shield while your primary pair fires, keep a backup weapon ready in a third hand, reload one weapon while another is firing (still one Action per reload, but the reloading hand isn't tied up doing other things). The extra arms can also pass items, operate equipment, or gesture rudely while your primary hands are busy.
To dual-wield in combat, see the Combat Coordination Small Weapon Trick -- having extra arms is the prerequisite, training them to fight together is the skill investment.
Requires: Mutant with 4+ Arms (4 Arms body plan or Multi Limbed feat).
Effect: With four or more arms, climbing is just walking sideways. You climb at your full Speed instead of the standard half Speed. You still need handholds -- this is not Spider-Man -- but a cargo net, ladder, scaffold, or rough wall is no longer a tactical bottleneck. Your extra grip points carry you up as fast as you'd cover flat ground.
Requires: Any Mutant.
Effect: A reinforced torso section with a sealed internal cavity. You gain 2 additional Small inventory slots (internal). Items stored in the thorax are undetectable by pat-down searches -- the cavity seals flush with your body surface. Useful for smuggling, carrying medical supplies, or storing anything you'd rather not explain to station security. Opening and closing the thorax is an Extra Action. The sound it makes when it opens is deeply unsettling to anyone who wasn't expecting it.
Requires: Any Mutant.
Effect: A retractable stinger -- tail-mounted, arm-mounted, or wherever your anatomy decided to put it. Uses Weapons Melee Unarmed skill. Natural melee weapon: 1 Hit (Pierce), requires 1 Action. If the attack deals at least 1 Hit after DR, the stinger delivers a paralytic toxin: the target gains Staggered(1) for 1 round. The toxin gland replenishes naturally -- no ammunition required. The stinger retracts when not in use, which does not make it less alarming when it comes out.
Requires: Any Mutant.
Effect: Enlarged mandibles or jaw structure capable of serious damage. Uses Weapons Melee Unarmed skill. Natural melee weapon: 2 Hits (Pierce), requires 1 Action. On a successful bite, you may choose to Lock Jaw: the target is Restrained for as long as you maintain the lock. Maintaining the lock costs 1 Action per round. While locked, you cannot use other attacks or abilities that require your mouth. Nobody has ever asked a Mutant with this feat to smile for a photograph twice.
Requires: Any Mutant.
Effect: Functional wings -- feathered, membranous, chitinous, or something the taxonomists haven't classified yet.
Flight (low gravity, 0.5G or less):
Flight Maneuver (standard gravity):
Glide (any gravity):
Subconscious Catch:
Zero-G:
Equipment:
In a headwind, they're optimistic.
Requires: Wings mutation feat.
Effect: Your wings have become second nature -- not a tool you operate, but a fundamental part of how you move through the world.
The Action costs for the Flight Maneuver are removed entirely -- both the 1 Action to start it and the 1 Action per turn to maintain it. There's no Action cost for walking. After years of carrying your own weight on your own wings, there's no Action cost for flying either. Take off, climb, bank, dive -- all free movement, the same as walking.
The Fortitude duration cap and Energy extension rules still apply -- your wings tire out eventually, no matter how skilled you are. Within that window, flight is just how you get around.
Your squad mates are quietly jealous. They've stopped saying anything about it.
Requires: Any Mutant.
Effect: A chitinous shell covering your torso and back. Gain natural DR 1 (Blunt) and DR 1 (Slash). This stacks with worn armour DR. Like other natural and worn armour, the carapace degrades 1 DR each time it absorbs a Hit (from either type) -- chips, fractures, lost segments. Your Carapace DR fully regrows during a Lockdown -- the chitin re-knits while you sleep. The carapace is permanent, and makes sitting in standard chairs a negotiation between your spine and the furniture designer's assumptions.
Requires: Any Mutant.
Effect: Reinforced leg musculature and joint structure optimised for explosive vertical and horizontal movement. Your jump distance is tripled (both horizontal and vertical). Gain Boon(1) to Movement - Athletics checks involving jumping or leaping. This does not grant flight, controlled descent, or any dignity when you misjudge the landing. It does grant the ability to clear a two-storey building from a standing start, which tends to end conversations.
Mindshard Compatible (GM Discretion). Most Mutants have organic brains -- weird organic brains, but organic nonetheless. Standard Mindshard capture works. If your mutations have significantly altered your neural structure (distributed nervous system, silicon-laced neural tissue, non-standard brain architecture), compatibility may be degraded at the GM's discretion. The Mindshard captures what it can recognise. If your brain doesn't look like a brain anymore, the capture might come back... incomplete. See Mindshard for details.