ahh I forgot you're a mutant, I always play true human, true human has more starting points, so I'm not used to this small of an amount.
I vote
Toughness and Ego at 19 and the rest at 16
Really? I almost always play as a mutant, I'll have to try playing a true human more.
If no one has any objections we'll go with those stats.
Alright, we're just about done.
It's time to pick our mutations if you've got any questions about the mutations go ahead and ask I'm just going to list off the mutations and their point cost due to my massive laziness. You have 12 points to begin with to spend on the mutations, you can also choose one disorder to get a few more points.
Chimera -1
Esper -1
Unstable Genome -3
Chimera & Esper just restrict you to physical & mental mutations.
Unstable Genome on the other hand is Fun in that it will only manifest with a 33% chance after you gain a level.
Adrenal Control -4
Burrowing Claws -3
Carapace -4
Corrosive Gas Generation -4
Double-muscled -4
Electrical Generation -4
Electromagnetic Pulse -3
Flaming Hands -5
Freezing Hands -5
Heightened Hearing -3
Heightened Speed -4
Horns -3
Multiple Arms -4
Multiple Legs -5
Night Vision -1
Phasing -5
Photosynthetic Skin -3
Quills -4
Regeneration -5
Sleep Gas Generation -3
Slime Glands -1
Spinnerets -4
Stinger (confusing, paralyzing or poisoning venom) -4
Thick Fur -1
Triple-Jointed -4
Two-Headed -3
Two-Hearted -4
Wings -3
Can't really describe all of them but most tend to be passive abilities.
Honestly, I haven't used physical mutations too much but they seem pretty fun.
Beguiling -3
Burgeoning -3
Clairvoyance -3
Confusion -3
Cryokinesis -5
Domination -4
Disintegrtion -4
Ego Projection -3
Force Bubble -5
Force Wall -3
Kindle -1
Light Manipulation -3
Mass Mind -4
Mental Mirror -3
Precognition -3
Psychometry -4
Pyrokinesis -5
Sense Psychic -1
Space-Time Vortex -3
Stunning Force -4
Sunder Mind -5
Syphon Vim -4
Telepathy -1
Teleportation -5
Teleport Other -3
Time Dilation -4
Temporal Fugue -5
These are mostly abilities you activate. Not much to say beyond the fact these are generally based around ranged but some are good for melee characters.
Physical Defects
Albino +2
Amphibious +4
Analgesia +2
Beak +3
Cold-Blooded +2
Brittle Bones +4
Electromagnetic Impulse +2
Hemophilia +4
Hooks For Feet +4
Myopia +2
Ravenous +3
Spontaneous Combustion +3
Mental Disorders
Amnesia +3
Blinking Tic +3
Evil Twin +3
Narcolepsy +4
Socially Repugnant +2
I'm sorry for not actually giving all that good of an overview for the mutations, but like I said ask about it or check it out in the game. I'll be to bed in a bit, so I'll try to explain more about the classes in the morning.