The world of Mutants & Magic is inhabited a wide range of humanoid species. A character’s race determines his mutations, medical compatibility, and other traits. For the first few sessions, your character race will be restricted to three choices – pure-strain, near-human, or mutant.
Humans are like us in most ways, though they are hardier than the people of the modern Western world. Near-humans possess some minor mutations, but are more-or-less human. And mutants are the decidedly inhuman descendants of post-Fall humanity.
|Pure-Strain||U F||U F||U F||U F||U F||U F|
|Mutant||8||6||6||8||10 F||10 F|
(Add the character’s Prime Requisite modifier to all level limits.)
U Humans have unlimited level advancement (up to 20th lvl).
F Favoured class; can freely multiclass.
(Note that multicassed characters require 13+ in the Prime Requisites for both classes.)
Ability Scores: Pure-strain humans are the ‘standard’, and thus have no minimum or maximum ability score requirements, nor do they have any ability modifiers.
Special Abilities: Pure-strains learn unusually quickly and are capable of a diverse range of abilities. They are the only race with unlimited level advancement. Single-classed pure-strains gain a bonus of +10% to all experience points earned, while multi-classed pure-strains can advance simultaneously in any two classes. In addition, pure-strain thieves gain 1 rank in any skill of choice, selected at 1st level.
Restrictions: None, other than the lack of mutations.
Reaction Adjustments: None; pure-strain humans are the baseline from which other races are compared.
Attributes: Near-humans have no minimum or maximum attribute requirements, nor do they have any attribute modifiers (except perhaps from mutations).
Special Abilities: Each near-human possesses up to two minor mutant perks or one medium mutant perk. Near-human thieves gain 1 rank in any skill of choice, selected at 1st level.
Restrictions: Near-humans must take a number of flaws corresponding to their mutant perks. They may advance in any class up to 12th level, but cannot multiclass.
Reaction Adjustments: Most near-humans are treated as ‘normal’ humans by the rest of society. Those with disfiguring physical mutations are treated as mutants instead.
Attributes: Mutants have no minimum or maximum attribute requirements, nor do they have any attribute modifiers (except perhaps from mutations).
Special Abilities: Each mutant possesses from one to four mutant perks of any grade (minor, medium, and/or major). Mutant thieves gain 1 rank in any skill of choice, selected at 1st level. Mutants favour both the hunter and psionicist classes, and may multiclass.
Restrictions: Mutants must take a number of flaws corresponding to their mutant perks. Also, mutants must succeed a saving throw vs. poison or become ill when using Ancient medicines and related relics. They may advance up to 10th level as hunters or psionicists, 8th level as fighters or thieves, and 6th level as magic-users or clerics.
Reaction Adjustments: All mutants are visibly mutated and receive a -1 reaction penalty from ‘normal’ humans, and a -1 morale penalty when serving under a human.