Biological Mutations d500 (d500)

Also, if you like this sort of thing, go get The Metamorphica. More mutations!

These mutations are designed to be mostly biological rather than supernatural. There's an approximately even mix of benefits, penalties, and cosmetic changes. It's not exactly balanced... but who cares?

Wizards can gain mutations through spell mishaps. Everyone else can get them via the usual routes: untested potions, octarine light, eating strange meat, and accumulating curses.

d500 Result

1

Grotesque. Distressingly deformed, scarred, or mangled. -6 Charisma, then roll again on this table.

2

Corrupted Organs. Your guts writhe. Whenever you gain a Fatal Wound, everyone in 30' must Save vs Fear.

3

Bat Wings. Huge, flappy. Fly speed equal to your Movement speed.

4

Burst of Speed. Once per day, can double movement for 10 minutes.

5

Barrel Chest. +1d6 Constitution, +1d6 HP.

6

Lamarckian Evolution. One hand turns into a random tool. Roll on the Professions table.

7

Hooved. 2 of your legs end in hooves. No effect.

8

Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them.

9

Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit.

10

Hook Fingers. Locked and bony. 1d6 damage claw attack, but cannot hold weapons.

11

Patterned Skin. Stripes.

12

Inside Out. Horrible. Charisma becomes 2, HP is halved.

13

Hole. Mysterious hole right through your forehead.

14

Poison Spot. Bright blue, the size of a coin. Anyone touching it must Save or die. Migrates.

15

1000 Noses. They cover your body. You can smell as well as sight up to 30'.

16

Extra Mouths. Gain 2d6 extra mouths on your head and neck.

17

Neck Frill. Can inflate to frighten beasts. May require a Morale check.

18

Foul Stench. Burnt meat and hair. -4 Stealth.

19

Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron.

20

Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box.

21

Leathery Hide. Base Defense becomes 12 instead of 10.

22

Lightning Speed. You become incredibly nimble. Your Movement increased by 2d6.

23

Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 poison damage.

24

Spike Teeth. Long and serrated.

25

The Vapours. You emit clouds of stinking yellow vapour from your ears. -6 Stealth.

26

Milk. 1 ration's worth per day. Painful if neglected for more than 3 days.

27

Monkey Tail. Can grip items. +4 bonus to any climbing tests.

28

Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine).

29

Leather Skin. Lumpy and warty. Cannot wear armour. Defense as Leather.

30

Insane Risks. No sense of danger. Immune to Fear. Will take some but not all precautions.

31

Pheromones. Repels insects, 20' radius.

32

Atrophy. One your limbs becomes withered and useless.

33

Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult.

34

Hulking Arms. They grow huge as your legs shrink. You can walk on them. +1d6 Strength.

35

Sensitive Skin. Unpleasant, itchy rash from touching silver.

36

Bird Wings. Vestigial. Cannot fly.

37

Stabbing Limb. One arm becomes a sharp point of bone. As a dagger.

38

Mute. Your tongue disappears.

39

Spores. On death, coat a 30' radius in purple hallucinogenic spores.

40

Unusual Genitals. Whatever you had going on down there is different and weird now.

41

Single Bird Wing. Roll for location. Useless.

42

Feeble Jaw. Enormous overbite.

43

Third Eye. On your forehead.

44

Dog Face. Face of a houndling.

45

Perfect Memory. Can Save vs Intelligence to recall incredibly trivial details.

46

Bad Posture. Head swapped with leg. May need to hop. -4 Movement.

47

Skin Flaps. Like flying squirrel wings. Cannot use them to fly or even fall slowly.

48

Long Nose. Protruding, sharp.

49

Strange Walk. You joints fire in an odd order. Reduce your Movement by 1.

50

Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect.

51

Spider Neck. On death, head is revealed to be a giant spider living on top of your body.

52

Mental Backsliding. -1d6 to Intelligence. Cannot read or write.

53

Hair Migration. All of it migrates to one side of your head in a huge tuft.

54

Cyclops. All your eyes migrate to the centre of your forehead and fuse into one.

55

The Fits. Your mind isn't quite right. Save vs bright light or flail about for 1d6 rounds.

56

Boiling Obesity. Fat fills up 4+1d6 of your Inventory Slots. Roll the 1d6 every morning.

57

Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them.

58

Rearrangeable. You can slide your limbs around to new positions. 1 hour per limb.

59

Fly Cluster. A pocket of writhing fly legs appears on one of your arms.

60

Toe Growth. Your big toes grow as large as the rest of your foot. You will need new boots.

61

Alluring Face. All your facial blemishes migrate to a spot on your back. +2 Charisma.

62

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a distressed cat.

63

Fractal Fingers. One hand only. Cannot drop objects held in that hand. 2d1000 fingers.

64

Horrible Bloating. Something is wrong with your guts. Save every time you eat a ration or take 1 damage.

65

Foul Stench. Rotting fish and boiled hooves. -4 Stealth.

66

Bilious Vomit. 10' cone, 1d4 damage. Requires 1 ration to recharge. No other effect from the ration.

67

Illusion of Normality. You revert to your normal, original form until you fail your next Save.

68

Concealed Mutation. 1d6 of your mutations fade, appearing only when you are stressed or damaged.

69

Bloated Tongue. Doesn't fit in your mouth. Makes speaking difficult.

70

Revival. A missing body part, organ, or limb regenerates fully.

71

Spider Gland. You can excrete 10' of rope per day.

72

1000 Eyes. They cover your body. -1d6 Charisma. You cannot be Surprised.

73

Second Face. On your stomach. It can see and smell but not hear or speak.

74

Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Your base defense is 18.

75

Migratory Fingers. Rearranged on hands, pointing in all directions. Cannot hold weapons.

76

Neck Pouch. Inflates, becomes big and red.

77

Puny. You shrivel like a raisin, shrinking to a quarter of your former size. -1d6 to all stats.

78

Glandular. Cheerful. Nothing can go wrong. Everything will turn out for the best.

79

Frog Tongue. As a whip.

80

Face Bubble. Eyes are protected by a clear dome across face.

81

Glow Pockets. Can glow (as a candle) at will.

82

Goat Horns. Small and pointy.

83

Climber's Eye. You gain a +4 bonus to plan climbing routes. You want to be high up.

84

Elastic Face. Features slide around in wild animation as you talk.

85

Spell Tumor. Gain 1 random spell in a lump on your head. It casts at a random hour, with random targets.

86

Chameleon Eyes. Bulge, can look in 2 directions at once.

87

Pelican Mouth. +2 Inventory Slots.

88

Detachable Tail. Newt-like. Falls off if you lose 6 HP in one hit.

89

Suckers. Your fingers end in suction cups. You can pick up anything.

90

Extra Lobes. +1d6 Intelligence.

91

Thick Skull. -1d6 Intelligence, +1d6 Constitution. Cannot be Stunned by physical attacks.

92

Oily. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally.

93

Tentacle Fingers. All wiggly.

94

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a faxed duck.

95

Spores. On death, coat a 30' radius in thick yellow spores.

96

Turtle Shell. Base Defense is 16 (as Plate). Cannot wear armour or clothes. -1d6 Dexterity.

97

Swap. GM picks a mutation you currently have and replaces it with one rolled on this table.

98

Unstable. Any body part chopped off combusts in 1d6 rounds.

99

Breasts. 2x1d6. In rows.

100

Patterned Skin. Squares or checks.

101

Pig Tail. Curly.

102

Coloured Pupils. Pick a colour (Red, Orange, Yellow, Green, Blue, Indigo, Violet, Octarine)

103

Compound Eyes. Whole bunch of little eyeballs, like a raspberry.

104

Detachable Leg. Falls off if you take 6 damage in one round. Can be reattached.

105

Telescoping Neck. Can grow or shrink as needed. Not very useful.

106

Baby Bird Heads. A ring of them around your neck. They cheep silently.

107

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a clogged drain.

108

Suggestible. You must Save vs commands.

109

Worm. Your legs fuse into one. You have difficulty climbing and riding a horse.

110

Confident. You are absolutely convinced your mutations make you sexually appealing. Others may disagree.

111

Evil Eye. One of your eyes becomes black and weeps tar-like tears.

112

1000 Ears. They cover your body. You can hear as well as sight up to 30'.

113

Trouble With Names. Everyone is "that guy" if you're in a hurry. Can find name in 2d6 rounds.

114

Mimic. You can mimic all voices, music, and natural sounds.

115

Wattles. Like a rooster.

116

Slime Trail. You sweat a horrible stinking ooze.

117

Mysterious Dot. You project a red dot from one eye. 100' range, very bright.

118

Headless. Your head shrinks into your chest. Eyes, ears, nose, etc. Migrate appropriately.

119

Compulsive Dancing. Save every time your hear music or dance along.

120

Earthworm Blood. Your blood is now earthworms.

121

Stabbing Limb. One arm becomes a long serrated spike of of bone. As a sword.

122

Donkey Ears. Tufted.

123

Sensitive Eyes. Cannot bear direct sunlight.

124

Scorpion Tail. +1 attack per round dealing 1d4 poison damage.

125

Mantis Arm. One arm gains several extra joints. Can extend to 10' long, folds up to normal size.

126

Insect Hatred. All insects instinctively fear or hate you. People are immune.

127

Mind Split. You start hearing voices. The voices are you, or part of you. They offer terrible advice.

128

Bad Posture. Head swapped with arm.

129

Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self.

130

Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.

131

Asymmetry. Everything you have 2 of you now have 1 of. Roll to see if it's on the left or right side.

132

Iron Nails. Fingernails, toenails, and teeth of iron. You can chew through leather.

133

1000 Sores. They cover your body. -1d6 Charisma and Constitution.

134

Comb. Like a rooster.

135

Trouble With Nouns. Everything is a "thing" if you're in a hurry. Can find word in 2d6 rounds.

136

Serrated Teeth. All your teeth become fearsomely sharp. You deal 1d6 damage on a bite.

137

Resilient. Reduce all incoming physical damage by 1.

138

Booming Hoot. Once per day, can hoot incredibly loudly. 1 mile radius.

139

Iron Skin. Flakes in rusty layers. Cannot wear armour. Defense as Chain.

140

Bristly Beard. Black, long, and coarse.

141

Pin Face. Head shrinks to a narrow point. Eyes on either side like tennis balls. -1d6 to all stats.

142

Long Spine. Legs shrink to keep height the same.

143

Temperature Sensitive Hair. Varies from purple (cold) to red (steaming hot).

144

Retractable Head. Can shrink into torso, leaving only hair exposed.

145

Pheromones. Insects find you very attractive and want to lick you.

146

Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.

147

Unsettling Laughter. Your laugh requires small children, hirelings, etc. to make a Morale check.

148

Bizarre Colour. Your skin becomes a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)

149

Musk Gland. For marking territory. Smells intriguing.

150

Stinging Skin. Anyone you touch must Save or be Stunned for 1 round.

151

Ink Skin. You can cause words to appear on your arms by concentrating.

152

Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You claws do 1d6 slashing damage.

153

Thirsty. You desire water all the time. You drink twice as much water as normal.

154

Horse Tail.

155

Feathered Skin. You are covered in rainbow feathers.

156

Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime.

157

Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP.

158

Wracked. Your body twists and deforms. -1d6 Constitution.

159

Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to make it walk and talk.

160

Hunchback. You store a huge heap of fat on your back. Take twice as long to starve.

161

Corpulent. Fat fills up 4 of your Inventory Slots.

162

Mooncalf. Your head becomes silver and swollen. You gain the effect of a ration from 4 hours in moonlight.

163

Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you.

164

Neuter. Your genitals fly away on little bat wings. They frighten drunk monks at night.

165

Rabbit Ears.

166

Mouse Blood. Your blood is now mice.

167

Glue Blood. Your blood is now glue. At 0 HP or below, any hits trap the weapon used to hit you.

168

Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones.

169

The Fits. Your mind isn't quite right. If you fail a Save vs Fear, you flail about for 1d6 rounds.

170

Grinding Throat. Can eat tough objects (leather, wood). No extra benefit, but you can do it.

171

No Lips. Exposed teeth and gums. Dribbly.

172

Gaseous Guts. Whenever you gain a Fatal Wound, everyone in 30' must Save or be poisoned (1d4 damage)

173

Goat Horns. Large and curled.

174

Forehead homunculus. A tiny version of you, from the waist up, grows from where your face used to be.

175

Patterned Skin. Halved, with each half a different shade.

176

1000 Mouths. They cover your body. -1d6 Charisma. You can shout really loudly.

177

Cold Blooded. Extremely slow at low temperatures.

178

Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.

179

Starskin. Skin becomes jet black with faint white stars.

180

Fish Hatred. All fish instinctively fear or hate you. People are immune.

181

Migrating Eyes. They move as far apart on your face as they can, as if repelled by magnets.

182

Hunchback. You grow a migratory lump on your back.

183

Frenzy. Gain the Rage trait (as Barbarian). Select a trigger (goats, heights, etc.). Save if you encounter it.

184

Feathered Skin. You are covered in white and black feathers.

185

Filter Tongue. Like a butterfly net, 2' long. Can scoop fish out of water or filter soup.

186

Long Nose. Bulbous, like a mushroom.

187

Patterned Skin. Disruptive camouflage. No effect.

188

Enhanced Genitals. Whatever you had going on down there is different and better now.

189

Gasbag. Your stomach bloats. You hover and float like a balloon.

190

Frog Eyes. Bulge and retract every time you swallow.

191

Spare Legs. Current legs divide into three. Shuffle at normal speed.

192

Finger Frills. 3d10 tiny fingers up and down your neck and ribcage.

193

Shark Teeth. Whole mouth full of them. 1d6 bite damage.

194

Carnivore. Can only eat meat for rations.

195

Warts. All over the place.

196

Fire Breath. 30' cone, 1d6 damage, once per day.

197

Second Brain. In your guts. +1d6 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive).

198

Wonderful Odour. +1d6 Charisma. Smells of spices.

199

Addiction. You desire turnips. You take 1d6 Int. and Con. damage each day you do not have a turnip.

200

Unstable. If you take 4 fire damage in 1 round, Save or explode. 3d6 damage, 20' radius.

201

Gulper. You can eat something up to 2x your current size and still walk, very slowly.

202

Crown of Arms. 2d10 tiny arms grow in a ring around your head. No effect.

203

Blowhole. You can breathe through the top of your head or your normal mouth.

204

Milk. 1x[# of breasts]+1 ration's worth per day. Painful if neglected for more than 3 days.

205

Grappling Hand. On tendons. Can throw it 10', retract. Cannot lift you. Can pull light things.

206

Long Legs. Gain an extra joint and 1' in height.

207

Long Neck. Can rotate 360 degrees and peer around corners.

208

Lamprey Mouth. Can suck on a creature to gain 1 HP every 5 minutes.

209

Extra Toes. 2d10 extra toes per foot.

210

Poison Gas Breath. 30' cone, 1d6 damage, once per day.

211

Youth. De-age 2d10 years.

212

Rabbit Teeth.

213

Very Warm. +4 to Save vs Cold. Like a clay oven.

214

Unbalanced Legs. One grows strong and thick. The other withers. -2 Movement.

215

Frenzy. Gain the Rage trait (as Barbarian). Save each combat or activate it.

216

Teeth Warts. Molars all over.

217

Bat Wings. Vestigial. Cannot fly.

218

Dribbly. Your mouth salivates constantly, leaving a trail of slime down your front.

219

Fly Cluster. A pocket of writhing fly legs appears on the back of your head.

220

Bird Hands. From the elbow down. Like chicken legs with four scaly fingers.

221

Blood Fountain. Take 1d6 damage to spray blood from your pores 10' in all directions.

222

Bird Legs. 2 of your legs become bird legs. You can run twice as fast.

223

Multiple Heads. 1d6 additional heads on your neck. The size of apples. They mutter and glare.

224

Egg Laying. Once a week. Eggs are probably unfertilized. Taste delicious.

225

Bloat Bladder. If you fail a Save vs Fear, you inflate to a comical size.

226

Tentacle Leg. Horrible and bendy, but it still works.

227

Anosmic. Your nose disappears.

228

Palm Spines. Your hands are very adhesive. You can climb anything a spider could climb.

229

Worm Warts. All over. Like earthworms half embedded in your skin.

230

Stump Teeth. Little white pegs.

231

Hive Belly. A swarm of insects grows in your stomach. They buzz al the time.

232

Pheromones. Creatures of your race and the same gender find you very attractive.

233

Third Eye. Roll for location.

234

Long Nose. And 2d10 extra nostrils. Like a pepper pot.

235

Sensitive. You need to Save to fall asleep each night.

236

Hideous Morphing. Remove all current mutations. Roll once on this table for each mutation removed.

237

Crab Legs. 2d6 of them, replacing your normal legs. Can scuttle sideways at normal speed.

238

Pheromones. Creatures of your race and opposite gender find you very attractive.

239

Fast. You become slightly more nimble. Your Movement increased by 1d6.

240

Extra Head. Identical to your current one, but mirrored. No bonuses due to bickering.

241

Reactive Mutability. One hand grows to resemble anything you hold in the other hand.

242

The Vapours. Your breath comes out in foggy white burps. -2 Stealth.

243

Antlers. Two of them. Can be used as a club.

244

Huge Veins. They throb dangerously.

245

Lightning Breath. 30' cone, 1d6 damage, once per day.

246

Flesh Hose. Connects arm to torso.

247

Dire Straits. Roll again twice. You get both mutations.

248

Photosynthetic. You become green. You gain the effect of a ration from 4 hours in sunlight.

249

Detachable Arm. Falls off if you take 6 damage in one round. Can be reattached.

250

Blindness. All your eyes fly away and roost in a nearby tree or crevice.

251

Sensitive Skin. Unpleasant, itchy rash from touching copper.

252

Agile. Your limbs become longer and whip-quick. +1d6 Dexterity.

253

Feather Frill. Brightly coloured feathers around your neck.

254

Splinter Teeth. Your teeth are now glassy, brittle, horrible and pointy.

255

Ridges. All over, up and down your back and sides.

256

Acidic Slobber. Can dribble a moderately strong acid on people.

257

Second Stomach. You can eat and store 1 ration or potion for later use.

258

Fish Love. All fish instinctively want to be your friend. People are immune.

259

Hunchback. Your spine bends upwards.

260

Misshapen. May no longer run or ride a horse. Reduce Movement by 1/2.

261

Faulty Memory. Must Save vs Intelligence to recall details. Will lie to conceal ignorance.

262

Swap. Pick a mutation you currently have and replace it with one rolled on this table.

263

Frog Eyes. They grow large and bulging.

264

Emaciated. Reduce Strength, Constitution, and HP by 1d4. Need to eat 1 extra Ration per day.

265

Hydra. If head cut off, Save. If passed, 2 new heads emerge.

266

Hypnotic Eye. Lock eyes with a creature of 2 HD or less. It must Save or be stunned.

267

Lightning Touch. Your skin tingles with electricity. No effect, but you are annoying to touch.

268

Addiction. You desire alcohol. You take 1d6 Int. and Con. damage each day you do not have a drink.

269

Grey Hairs. Age 2d10 years.

270

Wyrdsight. One eye can see souls.

271

Spike Chin. Like a doorstop.

272

Amoebic. You can split and reform yourself. Each half has half stats, half HP. Infinite splittings available.

273

Joint Reversal. All your knees and elbows now bend the other way.

274

Detachable Limbs. Your arms, legs, and head can be removed and reattached.

275

Ant Feelers. Eyes vanish. Can navigate by smell only (30' range).

276

Extra Arm. Sticks off your back. It can hold things but it's not very convenient.

277

Skin Slough. Your skin falls off, exposing muscles and sinew. Charisma becomes 2. -4 to Save vs Disease.

278

Extra Arm. Sticks off your side. It can hold things including an extra weapon or a shield.

279

Brittle spines. Useless, floppy spines on all sides. Cannot wear armour. Constantly shedding spines.

280

Whiskers. They sense air currents and vibrations. +1d6 Wisdom.

281

Foul Stench. Sharp metallic vomit. -4 Stealth.

282

Bird Wings. Huge, flappy. Fly speed equal to your Movement speed.

283

Heart Cannon. Can fire heart at target, as a thrown dagger. Then Save vs Death.

284

Lantern Jaw. Enormous underbite.

285

Twitchy. Something's wrong with your nerves. You vibrate and fidget at all times.

286

Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to learn its secrets.

287

Swap. Random mutation you currently is replaced with one rolled on this table.

288

Slit Nostrils. Like a snake. Nose disappears.

289

Beak. Your mouth becomes a chicken's beak.

290

Vigorous Soul. +2 to Save vs Magic. You gain an ironclad ego.

291

Flesh Hose. Connects head to torso.

292

Cravings. You are hungry all the time. You consume twice as many rations as normal.

293

Signal Pods. Two tentacles grow from your shoulders. The tips glow like matches.

294

Toxic Blood. Immune to poison and disease. At 0 HP or below, any hits deal 1d4 damage to attacker.

295

Hindbrain. Can sleep while walking or riding a horse.

296

Secret Proboscis. Can extend to drink water or other liquids from tall glasses.

297

Glorious Skin. Your skin becomes soft, smooth, and faintly luminescent. Gain 1d6 Charisma.

298

Tar Blood. You bleed black tar.

299

Perfect Teeth. A winning smile. +1d6 Charisma.

300

Life-Eater. Need to eat 1 living creature a day or take 1d6 damage. Vermin work.

301

Fur. Sprouts in tufts..

302

Retract. You can return to your normal form for 1d6 minutes per day.

303

Flipper Feet. -2 Movement on land, +2 Movement in water.

304

Enormous Head. Your head swells to twice its usual size.

305

Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d6 Int.

306

Second Mouth. Inside the first one. Repeats what you say with a very slight delay.

307

Glass Flesh. Blue-white and brittle. Any fall damage you take is doubled.

308

Mental Regression. -4 to Intelligence. Cannot read, write, or cast spells.

309

Mindless. Intelligence becomes 1. You obey any stern, simple order. Maybe time for a new character?

310

Pinecone Skull. Your head fold and ripples into a layered, complex shape.

311

Insect Love. All insects instinctively want to be your friend. People are immune.

312

Patterned Skin. Spotted.

313

Huge. You grow, unevenly. Gain 1d6 Strength, Constitution, and HP. Lose 1d6 Intelligence.

314

Owl Eyes. Large but very deep set.

315

Mutable. If you have sex with someone, randomly allocate mutations between participants.

316

Unstable. On death, body flails and runs around mindlessly for 10 minutes.

317

People-Eater. Can only eat people for rations.

318

Mirrored Hands. They swap sides.

319

Tentacle Arm. One arm only. Works as normal, but slimy and flexible.

320

Synthesia. Your senses are confused and miswired. You taste colours, etc. -1d6 Wisdom.

321

Manic. Choose a repetitive activity (knitting, screaming, etc.) Replaces sleep. Still takes 4hrs.

322

Head Rotation. Flips upside-down on your head.

323

Centipede. Your legs fuse and then grow 10x1d10 little legs. You move and climb normally.

324

Lumps. All over the place. The size of apples.

325

Glow Pockets. Constantly glowing. Too dim to use to navigate, but easy to spot. -4 Stealth.

326

Well Protected. You are immune to most diseases. Your white blood cells are ant-sized.

327

Hole. Mysterious hole right through your torso.

328

Lightning Blood. Immune to lightning. At 0 HP or below, any hits deal 1d6 damage to attacker.

329

Wheezing Voice. Cannot shout. Breathe in or out every three words.

330

Retractable Claws. Like a cat. 1d4 damage.

331

Strange Voice. Something has gone awry with your vocal cords. Your voice drops three octaves.

332

Breast. Just the one. If you already had some, you get a spare.

333

Dire Straits. Roll again twice. Other players vote secretly on which mutation you get.

334

Head Crest. A bony ridge sprouts along your forehead.

335

Detachable Head. Falls off if you take 6 damage in one round. Can be reattached.

336

Gills. You can breathe underwater.

337

Snake Tongue. Can extend up to 1'.

338

Bizarre Colour. Your skin glows a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)

339

No Nails. Toenails and fingernails vanish.

340

Petal Ears. Like flowers. Big, fleshy flowers.

341

Chameleon Skin. +4 Stealth.

342

Anemone Head. Crown of orange tentacles. Sting deals 1d4 damage.

343

Utterly Jaded. Gain a +8 to Save vs Fear.

344

Mismatched Flesh. Lots of lines and ripples. -1d6 HP.

345

Prehensile Feet. Function as hands.

346

Out of Phase. You can hover through solid objects by taking 1d6 damage per round.

347

Blindness. All your eyes go milky white.

348

Colour Ripple. You are always the colour of the sky overhead.

349

Occasional Scales. Not quite lizard, not quite fish, not quite total coverage.

350

Glue Toes. Your toes dribble sticky glue. Can't use it to climb. Slowly fills up boots.

351

Long Bone Cannon. Can fire bones from arms (as crossbow). Arms are floppy afterwards.

352

Feathered Skin. You develop patches of feathers.

353

Cubic. Your body becomes a sort of cube, with your limbs and head at separate corners.

354

Rabbit Legs. Jump twice as high.

355

Rocket Fingers. You can fire your fingers as thrown daggers. The fingers do not come back.

356

Fur. Coats your head and back.

357

Second Face. On the back of your head. Has all the normal senses, can speak.

358

Foul Spit. As a thrown dagger, 1d4 acid damage. Once per round, instead of attacking.

359

Compressible. Squishy. Can squeeze under a door, given time.

360

Goat Face. Face of a goatling.

361

Curdling Scent. Something you emit curdles milk and blisters paint. -1d6 Charisma.

362

Folding Limbs. Any extra limbs you have or gain can be folded away inside your torso.

363

Spare Organs. A hairy hump with a heart, lung, liver, and stomach grows on your back.

364

Rash. Horrible red lumps with white heads coat part of your body. They migrate with the moon's phases.

365

Powerful Legs. Thick tendons and springy joints. +2 Movement.

366

Ethereal Feelers. They sense danger. +1d6 Wisdom.

367

Mammal Hatred. All mammals instinctively fear or hate you. People are immune.

368

Bat Ears. Can sense 30' in the dark by clicking.

369

Fins. One on your back, two on your sides. +2 Movement in water.

370

Split Direction. If you are angry, gain +2 Strength. If you are calm, gain +2 Intelligence.

371

Craven. Gain a -4 to Save vs Fear.

372

Iron Hair. Spikes and wires. Cannot wear hats, need to shave with clippers. Painful.

373

Dead Black Eyes. Like a doll's eyes. +2 Save vs Fear.

374

Crystal Skin. Your skin is brittle and rocky. You cannot swim.

375

Deafness. Your ears pop (like blisters).

376

Goat Eyes. Square pupils.

377

Addiction. You desire blood. You take 1d6 Int. and Con. damage each day you do not have a drink.

378

Slab Hands. Fingers fuse together. Can still hold weapons. Save to perform delicate tasks.

379

Boils. Horrible red lumps all over your body. Save vs Wisdom to sleep.

380

Mammal Love. All mammals instinctively want to be your friend. People are immune.

381

Spherical. All protrusions retract. Can extend legs and arms, but can also roll.

382

Quick Nerves. +1d6 Dexterity and Wisdom.

383

Dire Straits. Roll again twice. GM decides which mutation you get.

384

Weak Grip. Cannot hold anything heavier than a pen in your hands.

385

Snake Arm. A new one. Like an eyeless, noseless boa constrictor. Disobedient.

386

Chameleon Skin. No bonus to hiding, as it always shifts to vibrant colours.

387

Albino. All pigment and colour leaches from your body. Your eyes are pink.

388

Hydrophobic. Water slides off you.

389

Heat-Sensing Eye. 30' range. Can see invisible creatures, etc.

390

Giant Antlers. 1d6 sets of them. Take up 1 Inventory Slot each. +1 Defense (total, no matter how many.)

391

Lizard Tail.

392

Hydra. If limb cut off, Save. If passed, 2 new limbs emerge.

393

Needle Beak. Your lips are replaced with a sharp pointed beak. Too delicate to use as a weapon.

394

Ant Face. Face of an antling.

395

Sugar Sticky. 1 person can lick you for 2 hours to gain the benefit of 1 ration.

396

Feather Crest. Wiggles up and down with your emotional state. Makes bluffing difficult.

397

Ant Feelers. Can tell doppelgangers and illusions from real creatures.

398

Hand Migration. They move to your elbows.

399

Cilia Lips. Wriggly. Seals food inside. Like kissing a millipede.

400

Second Feet. 2 of your legs have second, backwards-facing feet. No effect.

401

Second Face. On your lower back. It can see, smell, and speak but not hear.

402

Massive Brain. +1d6 Intelligence. Brain pokes out of your head. Cannot wear a helmet.

403

Vertical Eyelids. They blink sideways.

404

Slug Slime. Can slowly climb any surface a slug could climb. Always sticky.

405

Fangs. Your canine teeth sharpen. You deal 1d4 damage on a bite.

406

Elongated skull. Grows backwards, bulging oddly.

407

Locust Blood. You bleed flying locusts. No effect, but they fly around if you are hit.

408

Musk Gland. For marking territory. Smells like old socks.

409

Migratory Mouth. It roves across your body like a slug.

410

Gyroscopic Guts. -1d6 Constitution, +1d6 Dexterity. Cannot be knocked prone.

411

Butterfly Wings. Cannot fly, but they do look pretty.

412

Sensitive Skin. Unpleasant, itchy rash from touching iron.

413

Organ Vomit. You can throw up your stomach to distract predators by taking 1d6 damage.

414

Homunculi Gland. If you are killed, a new version of you with 1/2 all your Stats, HP, and memories bursts free.

415

Mane of Hair. Sticks out in all directions, untameable.

416

Noisy Marrow. Any broken bones cause horrible wailing, hissing noises from the break.

417

Inflatable. If you take a Fatal Wound, you deflate, and can be rolled up like a bedroll.

418

Molten Blood. Your blood is now molten iron. You a very warm. 2 Inventory Slots are filled with Iron Blood.

419

Migratory Teeth. Your teeth swim around under your skin, reemerging at mealtimes. No effect.

420

Boneless. Gain +1d6 Dexterity. You can squeeze through gaps as small as your head.

421

Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear.

422

Poison Spines. Quills on all sides. Cannot wear armour. 1d6+1d4 poison damage by running into people.

423

Burrowing Nails. If you scratch or slash someone, a nail breaks off and slides into their skin.

424

Eye Cleaners. Instead of blinking, tongues come out to clean your eyes.

425

Fragile. Increase all incoming physical damage by 1.

426

Burst of Speed. Take 1d6 damage to double movement for 10 minutes.

427

Fluted Face. Your sinus passages become twisted and musical. Woodwind sneezes.

428

Poison Cyst. Any poison you ingest is shunted into a transparent cyst on your waist.

429

Beetle Blood. Your blood is now beetles.

430

Snail Shell. Base Defense is 14 (as Chain). Cannot wear armour. -1d6 Dexterity.

431

Ink Cloud. If you fail a Save vs Fear, you spray ink in a 20' radius.

432

Evil Eye. One of your eyes becomes red and glows in the dark.

433

Moist. Cannot be set on fire. Reduce all fire damage by 1.

434

Dead Nerves. Immune to pain. Gain 1d6 HP.

435

Extra Leg. Gain an extra leg. It doesn't speed you up or slow you down.

436

Cow Tail.

437

Acid Sweat. Clothes and armour are destroyed in 12 hours. A slap deals 1d4 acid damage.

438

Dismal Genitals. Whatever you had going on down there is different and much less impressive now.

439

Abhor. Pick one thing (rain, leopards, arrows). It abhors you and you abhor it, as if repelled by a magnet.

440

Compound Eyes. Like a fly's.

441

Rubber Flesh. +1d6 HP.

442

Foam Blood. Any Fatal Wound you take fills 1d6 10'x10'x10 cubes with sticky red mist.

443

Flaps. Strange glowing pancake-like things grow from your limbs.

444

Goop Blood. You bleed thick green goop

445

1000 Tongues. They cover your body. -1d6 Charisma, -4 to Save vs Poison.

446

Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover.

447

Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day.

448

Glue Fingers. Your fingertips dribble sticky glue. Can't use it to climb. Gums up book pages.

449

Bent Face. All facial features migrate to one side and smush together.

450

The Voices. You can hear the other players (not PCs) make jokes sometimes.

451

Hairless Body. All hair flees in a sudden burst.

452

Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 4.

453

Elastic Limbs. Your joints rotate in all directions. +1d6 Dexterity.

454

Atrophy. 1d6 of your limbs become withered and useless.

455

Rasp Tongue. Good for cleaning meat off bones.

456

Migrating Genitals. Whatever you had going on down isn't going to be down there for much longer.

457

Very Cold. +4 to Save vs Heat. Almost corpse-like.

458

Solid Blood. You bleed red crystals.

459

Crocodile Face. Face hinges open. Lots of new teeth. Bite attack does 1d6 damage.

460

Fire Blood. Immune to fire. At 0 HP or below, any hits deal 1d6 damage to attacker.

461

Spell Tumour. Gain 1 random spell in a lump on your head. Squeeze lump, cast spell with 2 MD.

462

Colour Ripple. You are always the colour of the thing you are looking at.

463

Large Ears. They double in size.

464

Asymmetry. Everything you have 2 of you now gain an extra one of. Roll to see if it's on the left or right side.

465

Glandular. Depressed. Everything is awful and nobody cares.

466

Churning Guts. Can eat rotten food as rations.

467

Strange Voice. Something has gone awry with your vocal cords. Your voice rises three octaves.

468

Unstable. On death, burst messily. 2d6 acid damage, 10' radius.

469

Rippling Muscles. +1d6 Strength.

470

Porcupine Spines. Quills on all sides. Cannot wear armour. 1d6 damage by running into people.

471

Moronic. Large parts of your brain grow wings and fly away. -2d6 Intelligence.

472

Spike Tongue. Good for opening bottles but not much else.

473

Secret Pocket. Can hide 1 thing the size of an apple.

474

Spike Warts. All over.

475

Head Crest. Waving tentacles.

476

Bird Leg. Just one.

477

Unstable. On death, limbs run away to pursue separate diabolical agendas.

478

Rubber Flesh. Any fall damage that would kill you reduces you to 0 HP instead.

479

Tusks. Like a boar.

480

Thick Fur. Coats your entire body. +4 to Save vs Cold.

481

Unpalatable. You smell unappetizing. Most creatures won't consider you edible.

482

Detachable Genitals. You grow new ones in 1d6 days.

483

Full Body Dandruff. It just flakes off of you.

484

Wind Blood. At 0 HP or below, you make a horrifying whistling scream. May require a Morale check.

485

Molting. Once per week you shed your skin. Can be used to make coats or blankets.

486

Spiracles. You can breathe through your thighs and ribs.

487

Atrophy. Your head shrinks to the size of an apple. -1d6 Int, Wis, and Cha.

488

Stiff Joints. Cannot bend knees, elbows as easily. -2 Movement, -1d6 Dexterity

489

Hibernate. You can fall asleep and rest for 1 year without food or water.

490

Mimic. You think you can mimic voices but they always sound eerie and tormented.

491

Mute. Your tongue slides away like a leech.

492

Mimic. If you eat someone's face, your face will look like their face for 1 day.

493

Single Bat Wing. Roll for location. Useless.

494

Herbivore. Can only eat plants for rations.

495

Burst of Arms. 1d6 feeble ones, emerging from one point, just under an armpit. Can hold several things.

496

Extra Fingers. 2d10 extra fingers per hand.

497

Gills. You need to spend at least 4 hours a day in water or you take 1 damage per hour.

498

Stump Legs. Lose a joint and 1' in height.

499

Dead Skin. You lose your sense of touch.

500

Goggle Eyes. Eyes grow to the size of melons. 30' Darkvision, blind in sunlight.