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:Mutants: - Primary Definition: Creatures with Abnormal VISIBLE mutations

In order to play a mutant you must be one of the races we already have mutated. This is not a catch all for races we don't have. This race has the potential for a wide variations in your avatars appearance. For example: a two-headed werewolf, a human that has a reptilian leg and green skin, a mad scientist with an extremely large forehead to hold his giant mutated brain. Animals cannot survive in Toxia so mutations are limited to overgrowth or under growth of the normal anatomies of the species we have OR of a species that could live in a hostile environment. extending to let mutations from insects, reptiles, amphibians, and sealike creatures (Crustatiosn, crab like arms, tenticles). Mutants do not have any fantasy creature parts such as unicorn horns, fairy wings, dragon parts, or anything simliar in nature. Due to the wide variety that this race encompasses, each avatar will be reviewed on an individual bases by GM's to make sure it is acceptable. If your mutant idea seems to be borderline or you have any questions, do not hesitate to contact a GM. As a side note, if you are a race with any magical capability, such as Mystic, and you become a mutant you lose whatever magical capabilities you once held.


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