Contained in this thread are two categories: mutations and powers. Listed below are some sample traits.
Mutations - Each mutation must come with a drawback. For example, a mutant might evolve super strength, but that mutant would be very stupid. A mutant with wings would have to be light, so they wouldn't be able to wear much armor or take much damage.
Radiation Resistance - almost all mutants gain twice the radiation resistance of normal humans. Some are utterly immune to it.
Scales
Exotic Skin Color
Horns
Fur
Acidic Saliva
Claws
Increased Sensitivity - pick one or more sense to increase.
Tail
Exoskeleton
Gills
Extra Limbs/Multiple Heads
Echolocation - perceiving your environment through soundwaves. Comes at the expense of being blind.
Super Strength
Large Size
Shapechanger
Energy Affinity - ability to absorb heat, electricity, and the like.
Reinforced Skeleton
Venomous
Wings
Vampirism - Able to subside off of blood. While vampirism has a large cult following, it is generally more inconvenient than convenient. "Vampires" are savage creatures, rejected by society and killed on sight. They cannot digest anything aside from human blood, and are generally known to be repulsive because of their pasty-white anemia and lack of proper nutrition.
Psychic Powers - Powers come in major and minor variants. Those who possess major powers are always below average in terms of physical strength, toughness, stamina, and size. Those with minor talents are generally average in such fields, but have a small chance of fluctuating either way. The difference between minor and major powers is very pronounced. For example, an adventurer with a minor psychokinetic talent could lift something up to about 100lbs somewhere in the nature of 10 times per day, while someone with major psychokinetic talent could lift a fully-loaded pick-up truck twice per day, or smaller objects, such as skateboards or books, almost infinitely. Telepathy and Psychokinesis have a range that extends radially about 30 feet (minor) and 100 feet (major).
Telepathy - Reading/communicating through minds.
Foresight - Predicting the future in dreamlike visions.
Psychokinesis - AKA telekinesis. The ability to move objects with one's mind.
Mutations - Each mutation must come with a drawback. For example, a mutant might evolve super strength, but that mutant would be very stupid. A mutant with wings would have to be light, so they wouldn't be able to wear much armor or take much damage.
Radiation Resistance - almost all mutants gain twice the radiation resistance of normal humans. Some are utterly immune to it.
Scales
Exotic Skin Color
Horns
Fur
Acidic Saliva
Claws
Increased Sensitivity - pick one or more sense to increase.
Tail
Exoskeleton
Gills
Extra Limbs/Multiple Heads
Echolocation - perceiving your environment through soundwaves. Comes at the expense of being blind.
Super Strength
Large Size
Shapechanger
Energy Affinity - ability to absorb heat, electricity, and the like.
Reinforced Skeleton
Venomous
Wings
Vampirism - Able to subside off of blood. While vampirism has a large cult following, it is generally more inconvenient than convenient. "Vampires" are savage creatures, rejected by society and killed on sight. They cannot digest anything aside from human blood, and are generally known to be repulsive because of their pasty-white anemia and lack of proper nutrition.
Psychic Powers - Powers come in major and minor variants. Those who possess major powers are always below average in terms of physical strength, toughness, stamina, and size. Those with minor talents are generally average in such fields, but have a small chance of fluctuating either way. The difference between minor and major powers is very pronounced. For example, an adventurer with a minor psychokinetic talent could lift something up to about 100lbs somewhere in the nature of 10 times per day, while someone with major psychokinetic talent could lift a fully-loaded pick-up truck twice per day, or smaller objects, such as skateboards or books, almost infinitely. Telepathy and Psychokinesis have a range that extends radially about 30 feet (minor) and 100 feet (major).
Telepathy - Reading/communicating through minds.
Foresight - Predicting the future in dreamlike visions.
Psychokinesis - AKA telekinesis. The ability to move objects with one's mind.