Your mutant character has a variety of natural abilites, the result of the painful week-long transformation you were subjected to.

Mutants tend to keep the cultural names given to them, though they also tend to have titles assigned to them, usually negative, in response to actions they perform, which are often feats of violence. Alternatively, some mutants take on surnames based on the location of important actions of theirs.

This isn't to say that mutants are entirely devoid of feeling. Many would find that, upon engaging in lengthened conversation with a mutant, they can be a well of emotional depth that even they don't comprehend they have. Unfortunately, most people let themselves be blinded by fear and superstition.

Whether its a product of the trauma, the mutations or both, the mutants that wander the world find themselves unable to form meaningful connections with other creatures. At the very least, they are almost universally unable to express any emotions they may have: Facial expressions do not come as natural responses to moods, and tears are all but impossible to call forth.

Mutants are almost perfectly suited to become adventurers or mercenaries, though due to the prejudice leveled against them they are usually either not trusted, or ridiculed by, those that hire them.

Mutants are imbued with an aptitude for combat and hardship other races typically aren't, and due to the nature of their transformation are equipped with the experience derived from tragedy that many other people cannot understand.

This tampering makes mutants hardy creatures, and affords them drastically increased lifespans. Despite this fact, peaceful deaths are not a luxury afforded to mutants.

Mutants are humans that were subjected to foul alchemical practices from various sources, which imbued them with oddities of appearance and capability, derived from various animal traits. This forbidden alchemy is often either devised by mad wizards, or rediscovered in ancient ruins, and later put in use in experiments that are often unethical, if well-intentioned.

A life of solitude and mercenary work for ungrateful and underpaying patrons befalls most mutants that wander the lands. Predestined to become vagabonds and hedge knights, mutants are marred by years of built up superstition regarding their origins and abilities, and the traumatic experiences that led to their transformations.

I MANAGE BECAUSE I HAVE TO. BECAUSE I HAVE NO other way out. Because I've overcome the vanity and pride of being different, I've understood that they are a pitiful defense against being different. Because I've understood that the sun shines differently when something changes. The sun shines differently, but it will continue to shine, and jumping at it with a hoe isn't going to do anything.

Age. A mutant matures at the same rate a human does, but after reaching physical maturity, the foul alchemy used to twist their genes increases their lifespan. For every 5 years that pass, your body ages only 1 year.

Alignment. Due to the emotional stillness imbued in them by the genetic tampering and tumultuous life experiences experienced prior, as well as the ostracism from society, most mutants end up being neutral in their morality, and tend to disregard laws created by societies that don't want them.

Size. Mutants stand a few inches taller than the average height of humans, and average anywhere from 130 to 180 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your eyes have been enhanced to pierce the night. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Alchemical Fortitude. Your alchemy-hardened physiology gives you an invulnerable immune system, and makes you much hardier than normal. You are immune to disease, and your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read and write Common and one other language of your choice.

Subrace. Many types of mutants are found among the worlds they wander, differentiated by the animals they derive their added traits from. Choose one subrace of mutant from Amphibian, Arachnid, Avian, Canine, Chiropteran, Draconian, Feline, Illithian, Ophidian, or Ursine.

Amphibian Amphibian mutants were transformed in order to combat various monstrosities of the seas and lakes, as well as those they may find on solid ground. Amphibian Features. You can see clearly underwater, and can see in underwater areas of dim light or darkness as if it were bright to a range of 120 feet. Additionally, you can choose to inherit other traits, both physical and behavioral. These are listed in the table below. Physical You have gills on your neck that only appear when you are submerged in water. Your skin is covered in a layer of slimy mucus. Your tongue is longer than normal, between 6 inches to 2 feet. There are fins in various places on your body. Your eyes look similar to those of a toad or fish. Behavioral Your breathing feels restricted when your skin is fully covered. You feel at home when in or near the water. You enjoy roosting by squatting in lightly obscured areas. You like trying to catch insects from the air. You tend to jump when moving quickly. Aquatic Adaptations. You gain a swim speed of 30 feet, and can breathe both air and water. Natural Swimmer. You gain proficiency in the Athletics skill. Additionally, when making an Athletics check involving swimming, you can add double your proficiency bonus, instead of any proficiency bonus you normally apply.