MUTANT POWER
Mutant Elemental Psy
Channels unstable mutant elements such as fire, ice, lightning, acid, decay, force, or organic growth.

STARTING POWER ACCESS
What this class can do
At Level 1, assign 3 Active Power dots among approved class powers. No starting Active Power normally begins above 2 dots without Game Master approval.
ElementalView summary
Controls or manifests elemental forces appropriate to the character’s race and source.
This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.
TelepathyView summary
Sends, receives, reads, or influences thoughts depending on power level and permission.
This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.
ShieldView summary
Creates protection that absorbs, reduces, redirects, or prevents incoming harm.
This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.
STARTING EQUIPMENT
Your Level 1 loadout
- Hand Claws 1
- Spear 2
- Armor 1
- Elemental focus
CHARACTER CHOICES
What you still decide
- Choose and distribute starting Skills.
- Assign 3 Active Power dots.
- Choose one Passive Power.
- Choose one Team Power.
- Choose or skip one Trade-Off.
- Spend 10 Freebie Points.
- Write a name, goal, relationship, and one-sentence history.
FASTEST ROUTE
Fast-Play Character
Use a recommended build with most choices prepared, leaving only a few decisions before play.
Fast-Play Sheet — Phase 2FULL CONTROL
Custom Character
Keep the fixed race and class package while choosing every discretionary point yourself.
Custom Build Guide