Mutations as Alternate Class Features (for Starfinder)

One of the interesting things about designing things in blog-sized pieces is seeing how gamers respond to various concepts as they are being developed. In the case of GammaFinder (and it’s conceptually but not-yet-existent cousin, FreedomFinder) there has been a huge surge of interest in mutant abilities and tiered mutations, and ways characters can get them.

PA Distant Ruins

(art by David Edwards)

I had developed options for gaining mutations with alternate racial traits, a theme, an archetype, a feat, and as alternate class features for a single class (soldier). Given how well all of that has been received, I’m adding rules for alternate class features to gain mutations for all the official Starfinder classes, and compiling all the other options to-date in one post (and adding one new archetype), to make it easy for folks to look at these rules all in one place.

(My Patreon backers also got a post today compiling all the mutant abilities and tiered mutations I have released to-date. There’s no new rules in that post, just all the info in one place, but it that appeals to you, go become a Patron!)

MUTIE THEME (+1 to any)
Yup, you’re a mutie.
Theme Knowledge (1st)
Your brain focuses on something a little differently than other people. Select one skill to gain as a class skill or (if you already have it as a class skill at 1st level) gain a +1 racial bonus to.
In addition, you gain an ability adjustment of +1 to one ability score of your choice at character creation.
Mutation (6th, 12th)
Your mutant abilities grow and evolve. Select a mutation from the Mutant Abilities list, below.
Mutant Heartiness (18th)
Your mutant physiology allows you to recover more easily than those with standard genomes. Twice per day you can recover Stamina Points after a 10-minute rest without expending a Resolve Point to do so. This does reset any abilities that normally reset after you expend a Resolve Point to recover Stamina Points after a rest.

PA Six Arms

(art by warmtail)

ALTERNATE RACIAL TRAITS: MUTANTS
You are a mutated version of your base species. You gain one 
Mutant Ability for which you meet the prerequisites. Your mutation replaces the following racial feature, based on your species, as noted below:
Core Species – Android (upgrade slot), Human (bonus feat), Kasatha (natural grace), Lashunta (lashunta magic), Shirren (communalism), Vesk (armor savant), Ysoki (moxie)
Legacy Species – Dwarf (traditional enemy), Elf (elven magic), Gnome (gnome magic), Half-Elf (adaptability), Half-Orc (orc ferocity), Halfling (sure-footed)
Other Species– Astrazoan (rapid revival), Bantrid (balanced), Borai (resist energy drain), Ghoran (past-life knowledge), Haan (slow fall), Hobgoblin (battle hardened), Kalo (cold resistance), Maraquoi (blindsense), Nuar (maze mind), Orc (fierce survivalist), Pahtra (wary), Skittermander (grappler), Strix (nightborn), Uplfted Bear (limited telepathy).

ALTERNATE CLASS FEATURES

BIOHACKER ALTERNATE CLASS FEATURE: Evolution
Evolution: Whether in an effort to evolve yourself intentionally, or in reaction to exposure to the materials you use to biohack, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your biohacker level.
You may select this alternate class feature in place of a theorem. You make this decisions each time you gain the theorem class feature.

ENVOY ALTERNATE CLASS FEATURE: Genetic Progress
Genetic Progress: You discover a latent tendency within yourself that can be brought to full expression, allowing you to gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your envoy level.
You may select this alternate class feature in place of an envoy improvisation or expertise talent. You make this decision each time you gain one of those class features.

MECHANIC ALTERNATE CLASS FEATURE: Genetic Engineering
Genetic Engineering: You engineer your own gene sequence, perhaps intentionally, perhaps in a bid to prevent some ailment from striking you down, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mechanic level.
You may select this alternate class feature in place of a mechanic’s trick. You make this decisions each time you gain the mechanic’s trick class feature.

MYSTIC ALTERNATE CLASS FEATURE: Altered State
Altered State: Your connection to the universe allows you to become something more, and you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mystic level.
You may select this alternate class feature in place of a connection power gained from your connection. You make this decisions each time you gain a new connection power.

OPERATIVE ALTERNATE CLASS FEATURE: Genetic Quirk
Genetic Quirk: You have always been a little different, so it is no shock to you when you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your operative level.
You may select this alternate class feature in place of an operative exploit. You make this decisions each time you gain the operative exploit class feature.

SOLARIAN ALTERNATE CLASS FEATURE: Cosmic Mutation
Cosmic Mutation: Channeling the power of cosmic radiation, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your solarian level.
You may select this alternate class feature in place of a theorem. You make this decision each time you gain the theorem class feature.

SOLDIER: Mutant Power, Combat Mutation

New Gear Boost
Mutant Power: You gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level. You cannot select this gear boost more than once.

Alternate Class Feature; Combat Mutation
Combat Mutation: Maybe you have been exposed to one to many leaky plasma cannons power cores, maybe you have spent too much time in radiation-blasted battlefields, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level.
You may select this alternate class feature in place of combat feat. You make this decision each time you gain the combat feat class feature.

PA Electroflies

(art by grandfailure)

TECHNOMANCER ALTERNATE CLASS FEATURE: Gene-Hack
Gene-Hack: Perhaps you meant to warp your genetic code by turning your eldritch powers inward, perhaps it was an accident, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your technomancer level.
You may select this alternate class feature in place of a magic hack. You make this decision each time you gain the magic hack class feature.

VANGUARD ALTERNATE CLASS FEATURE: Genetic Discipline
Genetic Discipline: Entropy controls all things, including the errors in DNA that lead to mutation. Using this knowledge, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your vanguard level.
You may select this alternate class feature in place of a vanguard discipline. You make this decision each time you gain the vanguard discipline class feature.

WITCHWARPER ALTERNATE CLASS FEATURE: Alternate DNA
Alternate DNA: IN the infinite number of alternate realities, there are infinite variations of you, each with different combinations of DNA. You duplicate one of the variations in an alternate version of yourself, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your witchwarper level.
You may select this alternate class feature in place of a paradigm shift. You make this decision each time you gain the paradigm shift class feature.

PA Powered Woman

(art by warmtail)

MUTAMORPH (Archetype)
Your body, exposed to the strange energies of the GammaFinder World, has morphed.
Mutation (2nd, 4th, 6th, 9th, 12)
At these levels you may choose a mutant ability (see below) as an archetype ability, or take your class’s normal class feature instead. Each time you take a mutant ability, you may also replace one mutant ability gained at an earlier level from the archetype or the mutie theme with a new mutation (losing the old mutant ability).

POWERED MUTATION (Archetype)
You have a single, growing, focused mutant power.
Mutation (2nd, 4th, 6th, 9th, 12th)
Select on tiered mutation. You gain one tier of this mutation at every even class level. This replaces your normal class features at the levels listed above. You cannot gain tiers in this tiered mutation from any other source.

NEW FEAT: MUTANT
MUTANT
You do not fall within the most common genetic baseline for your species.
Benefit: Select one Mutant Ability for which you meet the prerequisites. You gain this mutant ability.
Special: You can gain this feat multiple times, but not more than once per 3 levels. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your character level.

About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on April 20, 2020, in Game Design, Microsetting, Starfinder Development and tagged , , , , , , , , , , . Bookmark the permalink. Leave a comment.

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