Mutations are listed in alphabetical order. The exact details of each mutation (appearance, origins, etc.) are up to you to decide.
Note that mutant perks denoted with an asterisk (*) are psionic powers. Each power is usable 1/day +1 at 5th/9th/13th/17th and may be added to a psionicist’s ‘powers known’ list at the appropriate level.
This page is very long; you’ll probably want to use the links from the Mutant Perks and Mutant Flaws tables to find a specific description.
Aberrant Deformity: Cannot use normal armour (×2 cost for custom). Visibly mutated.
Accumulated Resistance: +2 on Saving Throws vs. disease, poison, and radiation.
Acidic Mist: 10-foot cloud of mist inflicts 2d6 acid damage (save for half), 3/day.
Additional Arm: Can wield another weapon or use a two-handed weapon plus a shield. Visibly mutated.
Additional Eyes: Reduced surprise chance (only 1 in 6), cannot be flanked. Visibly mutated.
Adrenaline Burst: Haste self (as spell), 1/day.
Adrenaline Deficiency: -2 to personal Initiative.
Albinism: Exposure to daylight causes 1 point CON damage per hour. Visibly mutated.
Anaphylaxis: Poisoned (1d6 CON damage) by contact with offending material.
Arachnofiber Production: Spin spider silk (as Web 1/day, but takes full turn to apply).
Berzerker: Can make 2 melee attacks/round; but suffers -2 to AC. Lasts 1 turn, usable 3/day.
Bicephalous: Gain Additional Eyes and Dual Brain perks; can wield two weapons more easily. Visibly mutated.
Biofeedback *: You heal 2d6 hit points damage, or 1d4 ability points.
Bite Attack: Bite attack for 1d6 damage.
Bizarre Appearance: -2 on most reaction rolls. Visibly mutated.
Bleeder: Wounds bleed until attended to (1 hp/round).
Blindness: Character is blind.
Blindsight: Blindsight, 10′ range.
Brain Lock *: Subject cannot move (but can still take mental-only actions).
Chameleon Epidermis: Sneak as a thief (4 in 6 chance, or +3 if thief) when immobile and wearing little clothing.
Clairvoyant Sense *: Clairvoyance (as spell).
Claws: Claw attacks for 1d6 damage.
Crude Hands: -4 with all hand-held items (weapons, etc.), cannot perform skills requiring fine manipulation.
Danger Sense *: Ignore surprise.
Darkvision: Darkvision, 60′ range.
Daze *: Humanoid or mutant humanoid with 4 HD or less loses next action.
Dermal Neurotoxin: Touch attack delivers poison (save vs. paralysis).
Detect Psionics *: As Detect Magic, but detects psionics.
Distinctive Odour: Smells horrible, -3 on most reaction rolls. Can be tracked by scent.
Dual Brain: Character rolls two saves against mind-influencing effects and takes best result.
Dwarfism: Character is small-sized. -1 STR, +1 DEX, -1 hp, gains Aberrant Deformity flaw. Visibly mutated.
Empathic Transfer *: Transfer another’s wounds to yourself (up to 2d6 hp, manifester suffers half damage).
Empathy *: You know the subject’s surface emotions.
Energy Resistance: Resist Cold and Resist Fire (innate, as spells).
Environmental Sensitivity: -4 on Saving Throws vs. disease, poison, and radiation.
Faceshift: Alter Self (as spell, but does not affect size or posessions), up to 3 turns/day.
False Sensory Input *: Subject sees what isn’t there.
Far Hand *: Move small objects at a limited distance.
Fast Healing: Natural healing rate is doubled.
Fate Link *: You link the fates of two targets (split all damage equally).
Fear Response: Shaken in combat (-2 penalty on attacks, saves, and other checks). Must roll morale as NPC.
Festering Sores: Decrease AC bonus of armour by 1, -1 on most reaction rolls.
Fleet Feet: Movement rate increased by 50%.
Fragile: Automatically fails Saving Throws vs. death.
Gigantism: Character is Large-sized. +1 STR, -1 DEX, +2 hp, gains Aberrant Deformity flaw. Visibly mutated.
Gills: Breathe underwater.
Glowing: Illumination to 5′ (but visible from afar in darkness). Visibly mutated.
Heightened [ABILITY]: You gain the indicated bonus to a particular ability score.
Immunodeficient: Automatically fails Saving Throws vs. disease.
Incompatible Biology: Poisoned (1d6 CON damage) by treatments requiring a Medical Compatibility check.
Inflict Pain *: Telepathic stab gives your foe -4 on d20 rolls, or -2 if he makes the save.
Infravision: See infrared/thermal signatures, 60′ range.
Interior Reservoir: Survive week without food or water.
Keen Ears: Increased chance to Listen (base 3 in 6, or +1 if thief).
Keen Scent: Detect opponents by sense of smell, generally within 30 feet.
Kinetic Blast *: Deal 2d6 force damage to target on successful ranged attack.
Kinetic Shield *: Psychokinetic shield grants +4 AC (against physical attacks only).
Lightning Touch: Touch attack inflicts 2d6 electrical damage (save for half), 3/day.
Light Sensitivity: -1 penalty on attacks in bright light.
Malformed Mouth: 20% spell failure, -1 on most reaction rolls.
Taint Detector: Can use Spot/Listen to detect taint (as a hunter, but at +2).
Mind Block: Automatically saves against mind-influencing effects.
Missing Arm: Cannot wield two-handed weapons or weapon and shield. Some skill penalties.
Mobility-Impaired: Movement rate reduced by 50%.
Negate Psionics *: Cancels psionic powers and effects.
Nervous Spasms: -2 to ranged attacks, -1 in 6 on skills requiring fine manipulation (Disable Device, Sleight of Hand).
Night Blindness: Blindness in any poorly-lit environment.
Nightvision: Low-light vision; see twice as far as normal human in conditions of poor illumination.
Object Reading *: Learn details about an object’s previous owner.
Open-Minded: Automatically fails Saving Throws vs. mind-influencing effects.
Optic Emissions: Shoot beams of energy from eyes up to 60′ for 3d6 damage, 3/day.
Overpowering Stench: Living foes suffer -2 to attacks, AC (10′ range).
Pack Mentality: Finds it difficult to ignore orders from others (save vs. compulsion).
Pain Insensitivity: Does not feel pain when injured; hit points tracked by referee.
Pheremone Control: Hypnotize living creatures (as spell), 3/day.
Phobia: Must succeed morale check or flee from source of fear.
Poison Susceptibility: Automatically fails Saving Throws vs. poison.
Poor Hearing: Always fails Listen checks, -1 to personal Initiative.
Poor Respiratory System: Must rest after 5 combat rounds, 5 exploration turns or make Saving Throw vs. unconsciousness.
Poor Vision: -4 to hit in ranged combat, increased chance of being surprised.
Precognition *: Gain +2 bonus to one attack or Saving Throw (decided after roll).
Prehensile Limb: Tail, tendril, or tentacle acts as crude hand (as mutant flaw of same name). Visibly mutated.
Psi-Charm *: Charm Person (as spell).
Psionic Blast *: Targets within 30′ cone are knocked unconscious, or stunned on save.
Quick Response: +2 to personal Initiative.
Rad-Adapted: Automatically succeeds on saves vs. radiation.
Read Thoughts *: ESP (as spell).
Reduced [ABILITY]: You receive the indicated penalty to a particular ability score.
Redundant Vital Organs: Automatically succeeds on saves vs. death.
Regeneration: Automatically heal 1 hit point per turn.
Resistant to Disease: +4 on Saving Throws vs. disease.
Resistant to Poison: +4 on Saving Throws vs. poison.
Resistant to Radiation: +4 on Saving Throws vs. radiation.
Robust: +10 hit points.
Scaly Armour: +4 natural armour. Visibly mutated.
Shriek: Creatures within 10′ take 2d6 damage (save for half).
Size Alteration: Can alter size for up to 3 turns/day, ranging from small to Large. Does not affect possessions.
Slow Mutant: Gain Stiff Motion flaw and Mobility-Impaired flaws. Always acts last in round.
Sonic Blast: Targets within 30′ cone suffer 3d6 sonic damage (save for half), 3/day.
Steelskin: +6 natural armour. Visibly mutated.
Stiff Motion: Cannot attack and move in same round.
Syncope: May become paralyzed when surprised (1d4 rounds; stunned on successful Saving Throw).
Telekinesis *: Telekinesis (as spell).
Telempathic Projection *: Alter the subject’s mood; shift one category more favourable. Not usable in combat.
Telepathy *: Two-way communication with intelligent creatures.
Thermal Sensitivity: Automatically fails Saving Throws vs. cold or fire; suffers +1 damage per die.
Thick Hide: +2 natural armour.
Thin-Skinned: Suffers +1 damage per die from physical attacks.
Tumourization: Gain Aberrant Deformity, Bizarre Appearance, Festering Sores, and Mobility-Impaired flaws.
Ultravision: See ultraviolet/radioactive signatures (including radiation), 120′ range.
Vigour *: Gain 5 temporary hit points (disappear after 1 turn).
Wall Climber: Increased chance to Climb Walls (base 5 in 6, or +1 if thief); can move along ceilings.
Wings: Can fly short distances (up to 1 turn/day). Visibly mutated.