Back when I played a lot (a LOT) of AD&D (1st ed.), my DM had what he called his "Bogie List." (I'm fairly certain he got the idea from
Fantasy Wargaming.) This was a list of 100 minor quirks, abilities, skills, and disadvantages. After rolling up a character, you were allowed to roll for one or two "Bogies" which could give you such beneficial abilities such as Clever Barterer (get stuff from merchants at a 20% discount) or Sense of Balance (+1 DEX bonus). Later, with the advent of Cantrips (0 Level Spells), I was enthralled with these minor spells. Summon Bee or Change Color were hardly "useful" spells, but it was neat to have these extra chances at roleplaying. A clever player could figure out some use for these micro-spells.
It's an easy matter to bring this same concept to
Mutant Future. If a player wishes, allow him to roll for one or two "micro-mutations." Take whatever mutation he rolls and "dilute" the effect to the point of near-uselessness.
- Gigantism - Adds an extra 2 feet to the player's height.
- Optical Emissions - The player's eyes always glow with a bright red light.
- Prey Scent - Every dog in the area will follow the player around.
- Control Weather - The player can increase or decrease the temperature in the area by 10 degrees.
- Mind Thrust - The player can induce a mild headache in a victim.
- Teleport - The player can teleport 1d4 yards in any direction once a day.
This should give the players a bit of extra roleplaying incentive without giving them any extra abilities that would overpower the game. Use your imagination and give them some "0-level mutations" to play with.
"And now before we liquefy you and your friends, I want you to know that...that...ugh, I have got the WORST headache all of a sudden."