MUTATIONS

Your mutations are superhuman abilities. Where the mutations come from, no one among the People knows. The problem is that they are both unpredictable and dangerous, even to yourselves. Besides, they can’t always be activated on command. Sometimes the power is there, ready to unleash, sometimes it’s not.

THE MUTATION DRAW
Normally, you get only get one mutation from the start. You don’t get to choose your mutation �“ instead you draw a random Mutation Card, or roll D66 once on the Mutation Table on page 71. Learn to make the most of the mutation you’ve got, even if you would have preferred another. Mutations are random. Deal with it.

Two mutations? Once you have drawn your first mutation, you can, if you want to, draw a second mutation and start the game with two. The price you pay is that you must decrease one of your attribute scores by one step, your mind or body is more mutated than most, but also more degenerated. If you choose to have two mutations, you may end up starting the game with the score of 1 in an attribute, however, this is hardly advisable.

New mutations: Your PC can develop more mutations during the course of the game.

MUTATION POINTS
To activate a mutation you must spend at least one Mutation Point (MP). Without MPs, you can’t use any mutations. You can never fail when activating a mutation, all you need to do is to expend an MP. But the power of the mutation can have unpredictable side effects.

MISFIRE
That you can’t fail when using a mutation doesn’t mean it’s without risk. Roll one die for each MP you use to activate the mutation. If you roll one or more 1, the mutation misfires. It has its desired effect, but something else happens too. Roll one Basic Die to determine what.

At the beginning of every game session, you get a number of MP equal to the number of mutations you have.
You can win more MP by pushing a dice roll.
You can never have more than 10 MP.