Mutations

Mutations are extraordinary powers that characters possess due to genetic anomalies, environmental exposure, or the influence of the Dark. Each mutation grants unique abilities, from enhanced physical traits to mind-bending psychic powers. However, these gifts often come with risks, such as straining the character’s attributes or triggering unforeseen side effects.

At character creation, each mutant begins with one random mutation determined by rolling on the mutation table in the core rulebook. Alternatively, Darkbound allows players to choose their mutation with Game Master (GM) approval, ensuring it aligns with their character concept.


Using Mutations in Gameplay

Mutations are activated using Mutation Points (MP), a resource that represents the energy needed to fuel these powers. Mutation Points are earned when a character pushes a roll, reflecting the strain and risk involved in tapping into their abilities.

When activating a mutation, players describe how their character uses their power and roll dice if required. The effects of mutations vary widely—some are immediate and straightforward, while others have lasting consequences or narrative implications.

List of Mutations

  • 1. Acid Spit: Excrete corrosive acid capable of melting through barriers
  • 2. Amphibian: Swim and breathe underwater with ease. You look human but have gills like a fish.
  • 3. Corpse-Eater: Consume flesh to regain strength and recover health.
  • 4. Metal Claws: Indestructible claws that can cut through anything, even metal and concrete.
  • 5. Extreme Reflexes: React with lightning-fast speed to avoid danger or harm.
  • 6. Flame Breather: Exhale a cone of fire to damage enemies.
  • 7. Four-Armed: Gain two extra arms for combat or multitasking or any athletics challenge.
  • 8. Frog Legs: Leap incredible distances to escape or ambush.
  • 9. Human Magnet: Attract or repel metal objects with magnetic force.
  • 10. Human Plant: Photosynthesize and heal in sunlight.
  • 11. Insectoid: Crawl on walls and ceilings with insect-like proficiency. Able to stick to them.
  • 12. Luminescence: Emit light to illuminate dark areas or blind enemies.
  • 13. Beast: Transform into a beast-like form with enhanced strength.
  • 14. Mind Controller: Dominate others with psychic influence.
  • 15. Parasite: Attach a symbiotic organism to drain or share life.
  • 16. Pathokinesis: Manipulate the emotions of others around you.
  • 17. Pyrokinesis: Ignite flames with the power of your mind. You can also control the flames.
  • 18. Reptilian: Regenerate wounds quickly (even limbs) and blend into your surroundings.
  • 19. Dark-Eater: Absorb the Dark’s energy to power random abilities (depends on what was absorbed).
  • 20. Sonar: Echolocate objects or creatures using sound, even in complete darkness.
  • 21. Spores: Release clouds of spores to confuse or weaken enemies.
  • 22. Kinetic Master: Able to sense and manipulate kinetic forces to redirect and even deflect.
  • 23. Telepathy: Communicate with others mentally over distances.
    24. Teleportation: Able to appear and disappear at will to far away locations based on memory.
  • 25. Tracker: Sense and follow the trails of creatures or people (see their previous movement)
  • 26. Wings: Whether bird-like or insect-like, wings sprout from your back to allow you to fly.
  • 27. Power Mimicry: Ability to copy another’s powers when that power is used near you.
  • 28. Shapeshifter: Ability to change appearance or body structure.
  • 29. Force Field: Ability to generate a shield of energy produced as a form of protection.
  • Re-roll

Custom Mutations in Darkbound

  • Metal Claws
  • Your hands (or forearms) end in a set of razor-sharp, metallic claws that can slice through steel. They’re part of your biology and are effectively unbreakable.
    • Example: Your character uses Metal Claws to carve through a fortified door, allowing the group to escape a raider ambush. In combat, they rip through an Aberrant’s thick hide with ease.

  • Features
  • Sundering Strike (1 MP)
    • Effect: When making a close combat attack (FIGHT skill) with your Metal Claws, you can spend 1 MP to increase the attack’s base damage by +2. This attack also ignores 1 point of the target’s Armor.
  • Predatory Leap (1 MP)
    • Effect: You may spend 1 MP to make a sudden leap toward an enemy within Near range and immediately perform a free FIGHT attack with your Metal Claws. This attack deals its normal damage, plus +1 bonus damage if it hits.
  • Carve Through Obstacles (2 MP)
    • Effect: Spend 2 MP and roll FORCE (plus Gear Bonus from your claws, if any) against a difficulty set by the GM (based on material toughness). Success means you manage to cut through a door, wall, or similar barrier in a matter of moments. Additional successes can speed up the process or reduce noise.
  • Razor Storm (3 MP)
    • Effect: You unleash a whirlwind of slashes with your claws, striking all foes within Arm’s Length simultaneously.
      • Make a single FIGHT roll. Compare your successes to each target’s armor or defense roll (if applicable). Each success above a target’s defense inflicts 1 point of damage on that target.
      • You ignore 1 point of Armor (or more, if your game’s power level allows) when calculating damage.
      • If you choose to push this roll and fail, the “mutation mishap” or backlash could be especially severe (GM’s call).

  • Dark-Eater
  • Absorb the Dark’s energy to power random abilities (depends on what was absorbed). You can draw in its corrupt energy, repurposing it for your own survival.

  • Features
  • Dark Infusion (1 MP)
    • Effect: As an action, you absorb ambient Dark energy in the environment (GM decides if the Dark is present). Roll WITS + Dark-Eater. For each 6 (success) you roll, gain +1 to either your next SKILL roll or next base damage in combat. You can spend 1 additional MP for each additional +1 you want to add, up to a maximum of +3.
  • Nullify Dark (1 MP)
    • Effect: When an Aberrant or other Dark-corrupted entity uses a Dark-based power within Near range, you can spend 1 MP and roll WITS + Dark-Eater to try to reduce its effectiveness. Each success reduces the power’s effect (damage, area, duration, etc.) by 1 step or 1 point.
  • Dark Reflection (2 MP)
    • Effect: After feeding on an Aberrant or other Dark-corrupted creature (via an action agreed upon with the GM—such as spending a turn siphoning their Dark energy or actually digesting it with your mouth), you may spend 2 MP to temporarily gain one random mutation or power. You roll randomly from the game’s Mutation list. You gain that mutation or power for the next scene (or roughly 10–15 minutes of in-game time). If the power requires MP to activate or sustain, you must use your own MP to fuel it.
    • Risks: On a failed WITS + Dark-Eater roll (GM sets difficulty), you either can’t copy the mutation or you suffer 1 trauma (physical or mental) due to rejection by the Dark.

  • Kinetic Mastery
  • You have an innate control over kinetic forces, able to manipulate movement, impact, and inertia with a thought. Bullets curve away from you, blows lose their momentum before striking, and with enough focus, you can unleash devastating waves of force.

  • Features
  • Minor Force Redirect (1 MP)
    • Effect: As a reaction to an incoming projectile (arrow, bullet, thrown weapon) within Near range, you may spend 1 MP to attempt to divert its path.
      • Mechanics: Roll WITS + Kinetic Mastery vs. the attacker’s roll (or a difficulty set by the GM if it’s an environmental hazard).
      • If you succeed, reduce the incoming attack’s damage by 1 (plus one more per additional success). On a critical success, you can even make the projectile strike a different target in Arm’s Length of its original path (GM’s discretion).
  • Kinetic Shield (2 MP)
    • Effect: You generate a short-lived barrier of swirling momentum around yourself or one ally within Near range, lasting until the end of the round (or 1–2 turns).
      • Mechanics:
        • The protected individual gains +2 Armor against physical, non-energy attacks (like bullets, melee hits).
        • If an attacker tries a melee strike, they must succeed at an opposed FIGHT vs. WITS + Kinetic Mastery or be shoved back to Near range, losing their immediate attack.
      • Narrative: You concentrate, and the air shimmers with shifting energy. Incoming blows are slowed or ricochet away, as if striking a spinning vortex of force.
  • Kinetic Blast (3 MP)
    • Effect: You unleash a focused wave of kinetic energy in a cone (covering everyone within Arm’s Length or a small cluster within Near range).
      • Area of Effect: All creatures within Arm’s Length or a targeted cone extending to Near range. Attack Roll: Roll WITS + Kinetic Mastery. Each 6 (success) you roll determines the severity of the blast’s effect. Damage: Each success deals 1 point of trauma (typically Strength damage) that can be soaked by armor. Knockback: Any affected target is pushed one range band away (Arm’s Length → Near, Near → Short). Critical Hits: If a target takes 2 or more damage, they must succeed on an ENDURE roll or be stunned and unable to act for one turn.

  • Teleportation
  • You can fold space and instantly move yourself—and possibly others if touching—to different locations. The ease of teleportation depends on how well you remember the destination.

  • Features
  • Blink (1 MP)
    • Effect: Instantly move yourself from your current position to another spot within Short range. You don’t need to make a skill roll if it’s line of sight and there are no unusual obstacles (GM’s call). Using Blink can let you bypass hazards or evade an attack (GM may allow a +2 modification to any dodge roll in combat).
  • Spot Jump (2 MP)
    • Effect: You can teleport yourself and up to one willing ally from your current location to another place within Long range, provided you have a clear mental image. Roll WITS + Teleportation. Failure might mean you appear slightly off-target or suffer 1 trauma from teleportation stress.
  • Mass Teleport (3 MP)
    • Effect: Spend 3 MP to attempt teleporting a group (yourself and any allies within Arm’s Length) to a place you know well. Roll WITS + Teleportation with a difficulty set by the GM (distance, familiarity, etc.). On a failure, you could scatter the group, inflict trauma, or arrive dangerously off-course.

  • Power Mimicry
  • Whenever a mutant near you uses a mutation, you can mimic that power and sustain it for a long time. The copy isn’t always perfect, but it can be a game-changer.
  • Features
  • Reflex Copy (1 MP)
    • Effect: The moment another mutant within Short range uses a mutation, you may spend 1 MP to copy it for one round/turn. The GM might require you to roll WITS + Power Mimicry to see if you handle it properly (especially if the original user is far more powerful).
  • Sustained Copy (2 MP)
    • Effect: If you have successfully copied a mutation using Reflex Copy, you can spend an additional 2 MP to sustain it for the rest of the scene (or several minutes). If the original user stops using or loses the power, you can still hold onto it unless the scene ends or you choose to drop it. You can spend an additional 1 MP to try and hold on to the copied mutation for a day (in-game time). You must roll WITS + Power Mimicry against a difficulty set by the GM to see if you succeed.
  • Multi-Mimic (3 MP)
    • Effect: You can attempt to copy two different mutations at once if they are activated by mutants within Short range on the same round. Roll WITS + Power Mimicry for each power. On any failure, you take 1 trauma (or cause a mutation mishap). If successful, you hold both powers for one round.
  • Permanent Power (4 MP)
    • Effect: If you have successfully copied a mutation using Reflex Copy, you can spend an additional 4 MP to permanently mimic that power. You must roll WITS + Power Mimicry against a difficulty set by the GM to see if you succeed. On any failure, you take 2 trauma (or cause a mutation mishap). If successful, you hold on to that power permanently. You can only hold on to one permanent power at a time, but you can switch which powers you choose to be your Permanent Power.

  • Shapeshifter
  • You can alter your physical form, either subtly shifting features or radically changing size and shape.

  • Features
  • Facial Morph (1 MP)
    • Effect: You can instantly assume the visage and build of another humanoid of roughly your own size. To fool observers, roll MANIPULATE or SNEAK, opposed by their INSIGHT. A partial success might let them sense something “off.”
  • Beast Form (2 MP)
    • Effect: Spend 2 MP to transform into an animal or monstrous creature roughly the same mass as you. You gain that creature’s movement style (e.g., flight, climbing) for the rest of the scene, but your gear doesn’t transform with you unless the GM rules otherwise (you might drop it or store it if it’s small).
  • Complete Transformation (3 MP)
    • Effect: You can alter your body’s size up to double or half your mass and mimic nearly any humanoid or beast you’ve seen. Gains the normal movement and some basic attacks of that form, but specialized or supernatural abilities are not automatically included (unless combined with other mutations). This form can last for an extended period (several hours) at the GM’s discretion. If injured while transformed, your true form will show corresponding trauma.

  • Force Field
  • You can generate a protective barrier of energy around yourself, allies, or specific areas to shield against physical and energy-based threats.

  • Features
  • Personal Shield (1 MP)
    • Effect: As an action, spend 1 MP to create a protective field around yourself. This shield is static and if you try to move, you will exit the shield. For the next round (or one attack), you count as having +2 Armor. Additional successes (if the GM requires a roll using WITS + Force Field) can increase its duration or potency.
  • Shield Ally (2 MP)
    • Effect: Project a field around one ally within Near range. They gain +2 Armor for the next round or next immediate attack directed at them. If you maintain focus (no other mutations or actions), you can extend the shield for multiple rounds at the cost of 1 MP per round. This shield is static and whoever is inside of it cannot move or else they will exit the shield.
  • Mobile Shield (3 MP)
    • Spend 3 MP and roll WITS + Force Field (or skip the roll if your table wants simplicity—GM’s call). If you roll, each 6 (success) can enhance or extend the effect. On a basic success, you generate a field that remains active for one full scene or roughly 5–10 minutes, centered on a specific object, item, or person. Allies within Arm’s Length of that focal point gain +2 Armor against attacks from outside the barrier.
  • Dome of Protection (3 MP)
    • Effect: Spend 3 MP to create a larger field that covers yourself and all allies within Near distance (or a small area, GM’s call). Everyone inside gains +3 Armor and automatic protection from minor environmental hazards (like mild radiation, falling debris, etc.) for 1MP per round. You must roll WITS + Force Field if the threat is severe (heavy bombardment, intense radiation, etc.). Failures or partial successes can weaken or collapse the dome. Once the MP of the Force Fielder has been expended, the Dome will collapse at the start of the next round.

Core Rulebook Mutations

  • Acid Spit: Excrete a corrosive substance capable of melting through barriers or causing significant harm to enemies.
    • Example: Your character spits acid to dissolve the lock on a sealed safe, gaining access to valuable supplies. During combat, they use Acid Spit to blind an Aberrant mid-attack.

  • Amphibian: Develop traits like gills or webbed hands, allowing for enhanced swimming and underwater breathing.
    • Example: While searching for sunken wreckage, your character dives into a flooded ruin to retrieve old-world technology. Amphibian grants them extended underwater exploration.

  • Corpse-Eater: Gain sustenance by consuming flesh from the dead, restoring your Strength or Endurance.
    • Example: After a grueling fight, your character consumes the remains of a defeated foe to recover lost stamina, horrifying their companions but ensuring their survival.

  • Dark-Eater: Absorb the Dark’s energy to power random abilities (depends on what was absorbed).
    • Example: Your character steps into a corrupted zone and absorbs the ambient Dark energy, temporarily gaining heightened senses and the ability to nullify Aberrant attacks.

  • Extreme Reflexes: React with lightning speed, making it easier to dodge attacks or act first in combat.
    • Example: In a dangerous ambush, your character uses Extreme Reflexes to duck under a raider’s swing and retaliate before anyone else can react.

  • Flame Breather: Exhale a fiery breath that can ignite enemies or flammable objects.
    • Example: Your character uses Flame Breather to torch an Aberrant hive, driving the creatures out of hiding, or to fend off raiders closing in.

  • Four-Armed: Sprout two additional arms, enhancing your ability to multitask and fight.
    • Example: Wielding two weapons simultaneously, your character takes on multiple enemies at once, or they use one set of arms to carry supplies while the others stay free for defense.

  • Frog Legs: Leap extraordinary distances, bypassing obstacles or reaching hard-to-access areas.
    • Example: Your character uses Frog Legs to scale a crumbling skyscraper, gaining a vantage point over the wasteland below.

  • Human Magnet: Manipulate metal objects with magnetic fields, pulling them toward you or repelling them.
    • Example: Your character disarms an opponent by yanking their weapon from their hands or repels a hail of bullets with a focused magnetic field.

  • Human Plant: Absorb sunlight to regain strength or heal minor injuries.
    • Example: After a long trek through the wasteland, your character rests in the sun to recover from exhaustion, sustaining themselves without food or water.

  • Insectoid: Develop insect-like traits such as extra limbs or the ability to climb walls.
    • Example: Your character scales the sheer wall of a fortress using their insect-like appendages, bypassing traditional defenses.

  • Kinetic Mastery: You can sense and manipulate kinetic forces—think of it as limited telekinesis focused on motion, impact, and inertia.
    • Example: The raider’s pistol cracks as they fire at you from the shadows. Time seems to slow as you extend your hand, palm outward—then the bullet suddenly veers off course, embedding itself harmlessly in a rusted-out car beside you.

  • Luminescence: Emit a glowing light, illuminating dark areas or blinding enemies.
    • Example: In a pitch-black cave, your character uses Luminescence to guide the group while disorienting hostile creatures lurking in the shadows.

  • Manbeast: Transform into a bestial form, gaining heightened physical abilities and feral instincts.
    • Example: In a fight for survival, your character shifts into their beast form, overpowering an Aberrant with brute strength.

  • Metal Claws: Indestructible claws that can cut through anything, even metal and concrete.
    • Example: Your character uses Metal Claws to carve through a fortified door, allowing the group to escape a raider ambush. In combat, they rip through an Aberrant’s thick hide with ease.

  • Mind Controller: Dominate the will of others, forcing them to obey your commands.
    • Example: Your character compels a scavenger to reveal hidden loot or coerces an enemy to turn on their allies during combat.

  • Parasite: Attach a symbiotic organism to others, draining their energy or sharing abilities.
    • Example: Your character uses Parasite to sap strength from an enemy or to bond with a companion, temporarily enhancing their skills.

  • Pathokinesis: Manipulate the emotions of those around you, instilling fear, anger, or calm.
    • Example: Facing an angry mob, your character calms the crowd to avoid conflict, or they incite rage in an enemy to provoke reckless actions.

  • Pyrokinesis: Ignite flames with your mind, creating controlled fires or explosive bursts.
    • Example: Your character sets an oil slick ablaze to block advancing raiders or hurls fireballs to incinerate a group of enemies.

  • Reptilian: Develop reptilian traits like tough scales or regenerative abilities.
    • Example: Your character shrugs off a minor injury thanks to their regenerative powers, or they blend into the environment to evade detection.
    • Example: Your character ventures into a Dark Zone, using Dark-Eater to harness the ambient corruption as fuel for their abilities.

  • Sonar: Emit sound waves to detect hidden threats or navigate in darkness.
    • Example: Your character uses Sonar to locate Aberrants lurking in the shadows or to find a clear path through a maze of debris.

  • Spores: Release a toxic cloud that disorients and weakens enemies.
    • Example: When cornered by raiders, your character emits Spores, giving them the opportunity to escape or turn the tide of battle.

  • Telepathy: Communicate mentally over long distances or read the surface thoughts of others.
    • Example: Your character coordinates with an ally in another room using Telepathy, or they detect an NPC’s hidden motives by skimming their thoughts.

  • Teleportation: Transport yourself and others (if physically touching) from one location to another without traversing distances. The ability is tied to memory: the better you recall a location, the easier it is to teleport there.
    • Example: When surrounded by enemies, your character teleports the group to a safezone they visited weeks ago. They also use Teleportation to bypass treacherous terrain, bringing supplies back to the settlement.

  • Tracker: Sense the trails and movements of creatures or people over great distances.
    • Example: Your character follows the faint footprints of a missing scavenger, leading the group to their location before it’s too late.

  • Wings: Whether bird-like or insect-like, wings sprout from your back to allow you to fly.
    • Example: Your character uses their wings to scout from above, spotting a safe path through the wasteland. In combat, they take flight to evade an Aberrant’s deadly melee strikes.

  • Power Mimicry: Ability to copy another’s powers when that power is used near you.
    • Example: An ally uses the power of flight using their wings, your character can now fly (without wings) and can move in the air just as your ally does.

  • Shapeshifter: Ability to change appearance or body structure.
    • Example: You character takes the appearance of a guard to infiltrate an Ironclad base. Or they transform themselves into a political figure in order to sway a crowd of people.

  • Force Field: You can generate a protective barrier of energy around yourself, allies, or specific areas to shield against physical and energy-based threats.
    • Example: While exploring a radioactive wasteland, your character creates a shimmering dome around the party to block harmful radiation. In combat, you project a barrier around an ally under heavy fire, deflecting bullets and buying them time to counterattack.

Risks and Drawbacks

While mutations provide powerful advantages, they are not without limitations. To ensure fair gameplay and avoid overuse, here are the boundaries and restrictions for mutations in Darkbound:

  • Specific Effects Only: Mutations grant specific abilities as described. Players cannot expand their effects beyond what is reasonable for the mutation. For instance, Flame Breather cannot create explosions unless a flammable source is present.
  • Resource Dependency: Mutations rely on Mutation Points (MP) for activation. Without MP, mutations cannot be used, and pushing rolls to gain MP comes at a cost.
  • Physical and Logical Limits: Mutations like Wings allow flight, but characters cannot carry excessive weight while flying. Similarly, Teleportation is limited to locations the user has physically visited and memorized (needing to pass a WITS roll in order to succeed).
  • Contextual Usage: Mutations must be used within the context of the narrative and setting. For example, Acid Spit can dissolve barriers but may not work on materials designed to resist chemical corrosion.
  • Narrative Discretion: The GM has the final say in how mutations are applied, ensuring they enhance the story without breaking immersion or balance.

Roleplaying Mutations

Mutations are not just mechanical tools—they are integral to your character’s identity. Consider how your mutation shapes their personality, actions, and interactions with others:

  • Origin: Did your character’s mutation emerge recently, or have they always had it? How did it affect their life if they had it since birth?
  • Appearance: Is your mutation visible, such as glowing eyes or insect-like limbs, or does it remain hidden until activated?
  • Consequences: Does your character view their mutation as a blessing, a curse, or simply a fact of life? How do others in the wasteland react to it?


Evolving Mutations

As your character grows, their mutation can evolve, becoming more powerful or developing new facets. This can happen through:

  • Narrative Events
    Exposure to the Dark or significant story milestones may trigger changes in your mutation.
  • Spending XP
    Some GMs may allow players to enhance their mutations as part of character advancement.

Evolving mutations create opportunities for dynamic storytelling and keep gameplay fresh.