Biological 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.

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1d500Biological Mutations
1Grotesque. Distressingly deformed, scarred, or mangled. -6 Charisma, then roll again on this table.
2Corrupted Organs. Your guts writhe. Whenever you gain a Fatal Wound, everyone in 30' must Save vs Fear.
3Bat Wings. Huge, flappy. Fly speed equal to your Movement speed.
4Burst of Speed. Once per day, can double movement for 10 minutes.
5Barrel Chest. +1d6 Constitution, +1d6 HP.
6Lamarckian Evolution. One hand turns into a random tool. Roll on the Professions table.
7Hooved. 2 of your legs end in hooves. No effect.
8Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them.
9Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit.
10Hook Fingers. Locked and bony. 1d6 damage claw attack, but cannot hold weapons.
11Patterned Skin. Stripes.
12Inside Out. Horrible. Charisma becomes 2, HP is halved.
13Hole. Mysterious hole right through your forehead.
14Poison Spot. Bright blue, the size of a coin. Anyone touching it must Save or die. Migrates.
151000 Noses. They cover your body. You can smell as well as sight up to 30'.
16Extra Mouths. Gain 2d6 extra mouths on your head and neck.
17Neck Frill. Can inflate to frighten beasts. May require a Morale check.
18Foul Stench. Burnt meat and hair. -4 Stealth.
19Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron.
20Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box.
21Leathery Hide. Base Defense becomes 12 instead of 10.
22Lightning Speed. You become incredibly nimble. Your Movement increased by 2d6.
23Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 poison damage.
24Spike Teeth. Long and serrated.
25The Vapours. You emit clouds of stinking yellow vapour from your ears. -6 Stealth.
26Milk. 1 ration's worth per day. Painful if neglected for more than 3 days.
27Monkey Tail. Can grip items. +4 bonus to any climbing tests.
28Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine).
29Leather Skin. Lumpy and warty. Cannot wear armour. Defense as Leather.
30Insane Risks. No sense of danger. Immune to Fear. Will take some but not all precautions.
31Pheromones. Repels insects, 20' radius.
32Atrophy. One your limbs becomes withered and useless.
33Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult.
34Hulking Arms. They grow huge as your legs shrink. You can walk on them. +1d6 Strength.
35Sensitive Skin. Unpleasant, itchy rash from touching silver.
36Bird Wings. Vestigial. Cannot fly.
37Stabbing Limb. One arm becomes a sharp point of bone. As a dagger.
38Mute. Your tongue disappears.
39Spores. On death, coat a 30' radius in purple hallucinogenic spores.
40Unusual Genitals. Whatever you had going on down there is different and weird now.
41Single Bird Wing. Roll for location. Useless.
42Feeble Jaw. Enormous overbite.
43Third Eye. On your forehead.
44Dog Face. Face of a houndling.
45Perfect Memory. Can Save vs Intelligence to recall incredibly trivial details.
46Bad Posture. Head swapped with leg. May need to hop. -4 Movement.
47Skin Flaps. Like flying squirrel wings. Cannot use them to fly or even fall slowly.
48Long Nose. Protruding, sharp.
49Strange Walk. You joints fire in an odd order. Reduce your Movement by 1.
50Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect.
51Spider Neck. On death, head is revealed to be a giant spider living on top of your body.
52Mental Backsliding. -1d6 to Intelligence. Cannot read or write.
53Hair Migration. All of it migrates to one side of your head in a huge tuft.
54Cyclops. All your eyes migrate to the centre of your forehead and fuse into one.
55The Fits. Your mind isn't quite right. Save vs bright light or flail about for 1d6 rounds.
56Boiling Obesity. Fat fills up 4+1d6 of your Inventory Slots. Roll the 1d6 every morning.
57Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them.
58Rearrangeable. You can slide your limbs around to new positions. 1 hour per limb.
59Fly Cluster. A pocket of writhing fly legs appears on one of your arms.
60Toe Growth. Your big toes grow as large as the rest of your foot. You will need new boots.
61Alluring Face. All your facial blemishes migrate to a spot on your back. +2 Charisma.
62Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a distressed cat.
63Fractal Fingers. One hand only. Cannot drop objects held in that hand. 2d1000 fingers.
64Horrible Bloating. Something is wrong with your guts. Save every time you eat a ration or take 1 damage.
65Foul Stench. Rotting fish and boiled hooves. -4 Stealth.
66Bilious Vomit. 10' cone, 1d4 damage. Requires 1 ration to recharge. No other effect from the ration.
67Illusion of Normality. You revert to your normal, original form until you fail your next Save.
68Concealed Mutation. 1d6 of your mutations fade, appearing only when you are stressed or damaged.
69Bloated Tongue. Doesn't fit in your mouth. Makes speaking difficult.
70Revival. A missing body part, organ, or limb regenerates fully.
71Spider Gland. You can excrete 10' of rope per day.
721000 Eyes. They cover your body. -1d6 Charisma. You cannot be Surprised.
73Second Face. On your stomach. It can see and smell but not hear or speak.
74Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Your base defense is 18.
75Migratory Fingers. Rearranged on hands, pointing in all directions. Cannot hold weapons.
76Neck Pouch. Inflates, becomes big and red.
77Puny. You shrivel like a raisin, shrinking to a quarter of your former size. -1d6 to all stats.
78Glandular. Cheerful. Nothing can go wrong. Everything will turn out for the best.
79Frog Tongue. As a whip.
80Face Bubble. Eyes are protected by a clear dome across face.
81Glow Pockets. Can glow (as a candle) at will.
82Goat Horns. Small and pointy.
83Climber's Eye. You gain a +4 bonus to plan climbing routes. You want to be high up.
84Elastic Face. Features slide around in wild animation as you talk.
85Spell Tumor. Gain 1 random spell in a lump on your head. It casts at a random hour, with random targets.
86Chameleon Eyes. Bulge, can look in 2 directions at once.
87Pelican Mouth. +2 Inventory Slots.
88Detachable Tail. Newt-like. Falls off if you lose 6 HP in one hit.
89Suckers. Your fingers end in suction cups. You can pick up anything.
90Extra Lobes. +1d6 Intelligence.
91Thick Skull. -1d6 Intelligence, +1d6 Constitution. Cannot be Stunned by physical attacks.
92Oily. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally.
93Tentacle Fingers. All wiggly.
94Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a faxed duck.
97Swap. GM picks a mutation you currently have and replaces it with one rolled on this table.
98Unstable. Any body part chopped off combusts in 1d6 rounds.
99Breasts. 2x1d6. In rows.
100Patterned Skin. Squares or checks.
101Pig Tail. Curly.
102Coloured Pupils. Pick a colour (Red, Orange, Yellow, Green, Blue, Indigo, Violet, Octarine)
103Compound Eyes. Whole bunch of little eyeballs, like a raspberry.
104Detachable Leg. Falls off if you take 6 damage in one round. Can be reattached.
105Telescoping Neck. Can grow or shrink as needed. Not very useful.
106Baby Bird Heads. A ring of them around your neck. They cheep silently.
107Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a clogged drain.
108Suggestible. You must Save vs commands.
109Worm. Your legs fuse into one. You have difficulty climbing and riding a horse.
110Confident. You are absolutely convinced your mutations make you sexually appealing. Others may disagree.
111Evil Eye. One of your eyes becomes black and weeps tar-like tears.
1121000 Ears. They cover your body. You can hear as well as sight up to 30'.
113Trouble With Names. Everyone is "that guy" if you're in a hurry. Can find name in 2d6 rounds.
114Mimic. You can mimic all voices, music, and natural sounds.
115Wattles. Like a rooster.
116Slime Trail. You sweat a horrible stinking ooze.
117Mysterious Dot. You project a red dot from one eye. 100' range, very bright.
118Headless. Your head shrinks into your chest. Eyes, ears, nose, etc. Migrate appropriately.
119Compulsive Dancing. Save every time your hear music or dance along.
120Earthworm Blood. Your blood is now earthworms.
121Stabbing Limb. One arm becomes a long serrated spike of of bone. As a sword.
122Donkey Ears. Tufted.
123Sensitive Eyes. Cannot bear direct sunlight.
124Scorpion Tail. +1 attack per round dealing 1d4 poison damage.
125Mantis Arm. One arm gains several extra joints. Can extend to 10' long, folds up to normal size.
126Insect Hatred. All insects instinctively fear or hate you. People are immune.
127Mind Split. You start hearing voices. The voices are you, or part of you. They offer terrible advice.
128Bad Posture. Head swapped with arm.
129Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self.
130Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.
131Asymmetry. Everything you have 2 of you now have 1 of. Roll to see if it's on the left or right side.
132Iron Nails. Fingernails, toenails, and teeth of iron. You can chew through leather.
1331000 Sores. They cover your body. -1d6 Charisma and Constitution.
134Comb. Like a rooster.
135Trouble With Nouns. Everything is a "thing" if you're in a hurry. Can find word in 2d6 rounds.
136Serrated Teeth. All your teeth become fearsomely sharp. You deal 1d6 damage on a bite.
137Resilient. Reduce all incoming physical damage by 1.
138Booming Hoot. Once per day, can hoot incredibly loudly. 1 mile radius.
139Iron Skin. Flakes in rusty layers. Cannot wear armour. Defense as Chain.
140Bristly Beard. Black, long, and coarse.
141Pin Face. Head shrinks to a narrow point. Eyes on either side like tennis balls. -1d6 to all stats.
142Long Spine. Legs shrink to keep height the same.
143Temperature Sensitive Hair. Varies from purple (cold) to red (steaming hot).
144Retractable Head. Can shrink into torso, leaving only hair exposed.
145Pheromones. Insects find you very attractive and want to lick you.
146Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.
147Unsettling Laughter. Your laugh requires small children, hirelings, etc. to make a Morale check.
148Bizarre Colour. Your skin becomes a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)
149Musk Gland. For marking territory. Smells intriguing.
150Stinging Skin. Anyone you touch must Save or be Stunned for 1 round.
151Ink Skin. You can cause words to appear on your arms by concentrating.
152Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You claws do 1d6 slashing damage.
153Thirsty. You desire water all the time. You drink twice as much water as normal.
154Horse Tail.
155Feathered Skin. You are covered in rainbow feathers.
156Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime.
157Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP.
158Wracked. Your body twists and deforms. -1d6 Constitution.
159Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to make it walk and talk.
160Hunchback. You store a huge heap of fat on your back. Take twice as long to starve.
161Corpulent. Fat fills up 4 of your Inventory Slots.
162Mooncalf. Your head becomes silver and swollen. You gain the effect of a ration from 4 hours in moonlight.
163Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you.
164Neuter. Your genitals fly away on little bat wings. They frighten drunk monks at night.
165Rabbit Ears.
166Mouse Blood. Your blood is now mice.
167Glue Blood. Your blood is now glue. At 0 HP or below, any hits trap the weapon used to hit you.
168Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones.
169The Fits. Your mind isn't quite right. If you fail a Save vs Fear, you flail about for 1d6 rounds.
170Grinding Throat. Can eat tough objects (leather, wood). No extra benefit, but you can do it.
171No Lips. Exposed teeth and gums. Dribbly.
172Gaseous Guts. Whenever you gain a Fatal Wound, everyone in 30' must Save or be poisoned (1d4 damage)
173Goat Horns. Large and curled.
174Forehead homunculus. A tiny version of you, from the waist up, grows from where your face used to be.
175Patterned Skin. Halved, with each half a different shade.
1761000 Mouths. They cover your body. -1d6 Charisma. You can shout really loudly.
177Cold Blooded. Extremely slow at low temperatures.
178Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.
179Starskin. Skin becomes jet black with faint white stars.
180Fish Hatred. All fish instinctively fear or hate you. People are immune.
181Migrating Eyes. They move as far apart on your face as they can, as if repelled by magnets.
182Hunchback. You grow a migratory lump on your back.
183Frenzy. Gain the Rage trait (as Barbarian). Select a trigger (goats, heights, etc.). Save if you encounter it.
184Feathered Skin. You are covered in white and black feathers.
185Filter Tongue. Like a butterfly net, 2' long. Can scoop fish out of water or filter soup.
186Long Nose. Bulbous, like a mushroom.
187Patterned Skin. Disruptive camouflage. No effect.
188Enhanced Genitals. Whatever you had going on down there is different and better now.
189Gasbag. Your stomach bloats. You hover and float like a balloon.
190Frog Eyes. Bulge and retract every time you swallow.
191Spare Legs. Current legs divide into three. Shuffle at normal speed.
192Finger Frills. 3d10 tiny fingers up and down your neck and ribcage.
193Shark Teeth. Whole mouth full of them. 1d6 bite damage.
194Carnivore. Can only eat meat for rations.
195Warts. All over the place.
196Fire Breath. 30' cone, 1d6 damage, once per day.
197Second Brain. In your guts. +1d6 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive).
198Wonderful Odour. +1d6 Charisma. Smells of spices.
199Addiction. You desire turnips. You take 1d6 Int. and Con. damage each day you do not have a turnip.
200Unstable. If you take 4 fire damage in 1 round, Save or explode. 3d6 damage, 20' radius.
201Gulper. You can eat something up to 2x your current size and still walk, very slowly.
202Crown of Arms. 2d10 tiny arms grow in a ring around your head. No effect.
203Blowhole. You can breathe through the top of your head or your normal mouth.
204Milk. 1x[# of breasts]+1 ration's worth per day. Painful if neglected for more than 3 days.
205Grappling Hand. On tendons. Can throw it 10', retract. Cannot lift you. Can pull light things.
206Long Legs. Gain an extra joint and 1' in height.
207Long Neck. Can rotate 360 degrees and peer around corners.
208Lamprey Mouth. Can suck on a creature to gain 1 HP every 5 minutes.
209Extra Toes. 2d10 extra toes per foot.
210Poison Gas Breath. 30' cone, 1d6 damage, once per day.
211Youth. De-age 2d10 years.
212Rabbit Teeth.
213Very Warm. +4 to Save vs Cold. Like a clay oven.
214Unbalanced Legs. One grows strong and thick. The other withers. -2 Movement.
215Frenzy. Gain the Rage trait (as Barbarian). Save each combat or activate it.
216Teeth Warts. Molars all over.
217Bat Wings. Vestigial. Cannot fly.
218Dribbly. Your mouth salivates constantly, leaving a trail of slime down your front.
219Fly Cluster. A pocket of writhing fly legs appears on the back of your head.
220Bird Hands. From the elbow down. Like chicken legs with four scaly fingers.
221Blood Fountain. Take 1d6 damage to spray blood from your pores 10' in all directions.
222Bird Legs. 2 of your legs become bird legs. You can run twice as fast.
223Multiple Heads. 1d6 additional heads on your neck. The size of apples. They mutter and glare.
224Egg Laying. Once a week. Eggs are probably unfertilized. Taste delicious.
225Bloat Bladder. If you fail a Save vs Fear, you inflate to a comical size.
226Tentacle Leg. Horrible and bendy, but it still works.
227Anosmic. Your nose disappears.
228Palm Spines. Your hands are very adhesive. You can climb anything a spider could climb.
229Worm Warts. All over. Like earthworms half embedded in your skin.
230Stump Teeth. Little white pegs.
231Hive Belly. A swarm of insects grows in your stomach. They buzz al the time.
232Pheromones. Creatures of your race and the same gender find you very attractive.
233Third Eye. Roll for location.
234Long Nose. And 2d10 extra nostrils. Like a pepper pot.
235Sensitive. You need to Save to fall asleep each night.
236Hideous Morphing. Remove all current mutations. Roll once on this table for each mutation removed.
237Crab Legs. 2d6 of them, replacing your normal legs. Can scuttle sideways at normal speed.
238Pheromones. Creatures of your race and opposite gender find you very attractive.
239Fast. You become slightly more nimble. Your Movement increased by 1d6.
240Extra Head. Identical to your current one, but mirrored. No bonuses due to bickering.
241Reactive Mutability. One hand grows to resemble anything you hold in the other hand.
242The Vapours. Your breath comes out in foggy white burps. -2 Stealth.
243Antlers. Two of them. Can be used as a club.
244Huge Veins. They throb dangerously.
245Lightning Breath. 30' cone, 1d6 damage, once per day.
246Flesh Hose. Connects arm to torso.
247Dire Straits. Roll again twice. You get both mutations.
248Photosynthetic. You become green. You gain the effect of a ration from 4 hours in sunlight.
249Detachable Arm. Falls off if you take 6 damage in one round. Can be reattached.
250Blindness. All your eyes fly away and roost in a nearby tree or crevice.
251Sensitive Skin. Unpleasant, itchy rash from touching copper.
252Agile. Your limbs become longer and whip-quick. +1d6 Dexterity.
253Feather Frill. Brightly coloured feathers around your neck.
254Splinter Teeth. Your teeth are now glassy, brittle, horrible and pointy.
255Ridges. All over, up and down your back and sides.
256Acidic Slobber. Can dribble a moderately strong acid on people.
257Second Stomach. You can eat and store 1 ration or potion for later use.
258Fish Love. All fish instinctively want to be your friend. People are immune.
259Hunchback. Your spine bends upwards.
260Misshapen. May no longer run or ride a horse. Reduce Movement by 1/2.
261Faulty Memory. Must Save vs Intelligence to recall details. Will lie to conceal ignorance.
262Swap. Pick a mutation you currently have and replace it with one rolled on this table.
263Frog Eyes. They grow large and bulging.
264Emaciated. Reduce Strength, Constitution, and HP by 1d4. Need to eat 1 extra Ration per day.
265Hydra. If head cut off, Save. If passed, 2 new heads emerge.
266Hypnotic Eye. Lock eyes with a creature of 2 HD or less. It must Save or be stunned.
267Lightning Touch. Your skin tingles with electricity. No effect, but you are annoying to touch.
268Addiction. You desire alcohol. You take 1d6 Int. and Con. damage each day you do not have a drink.
269Grey Hairs. Age 2d10 years.
270Wyrdsight. One eye can see souls.
271Spike Chin. Like a doorstop.
272Amoebic. You can split and reform yourself. Each half has half stats, half HP. Infinite splittings available.
273Joint Reversal. All your knees and elbows now bend the other way.
274Detachable Limbs. Your arms, legs, and head can be removed and reattached.
275Ant Feelers. Eyes vanish. Can navigate by smell only (30' range).
276Extra Arm. Sticks off your back. It can hold things but it's not very convenient.
277Skin Slough. Your skin falls off, exposing muscles and sinew. Charisma becomes 2. -4 to Save vs Disease.
278Extra Arm. Sticks off your side. It can hold things including an extra weapon or a shield.
279Brittle spines. Useless, floppy spines on all sides. Cannot wear armour. Constantly shedding spines.
280Whiskers. They sense air currents and vibrations. +1d6 Wisdom.
281Foul Stench. Sharp metallic vomit. -4 Stealth.
282Bird Wings. Huge, flappy. Fly speed equal to your Movement speed.
283Heart Cannon. Can fire heart at target, as a thrown dagger. Then Save vs Death.
284Lantern Jaw. Enormous underbite.
285Twitchy. Something's wrong with your nerves. You vibrate and fidget at all times.
286Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to learn its secrets.
287Swap. Random mutation you currently is replaced with one rolled on this table.
288Slit Nostrils. Like a snake. Nose disappears.
289Beak. Your mouth becomes a chicken's beak.
290Vigorous Soul. +2 to Save vs Magic. You gain an ironclad ego.
291Flesh Hose. Connects head to torso.
292Cravings. You are hungry all the time. You consume twice as many rations as normal.
293Signal Pods. Two tentacles grow from your shoulders. The tips glow like matches.
294Toxic Blood. Immune to poison and disease. At 0 HP or below, any hits deal 1d4 damage to attacker.
295Hindbrain. Can sleep while walking or riding a horse.
296Secret Proboscis. Can extend to drink water or other liquids from tall glasses.
297Glorious Skin. Your skin becomes soft, smooth, and faintly luminescent. Gain 1d6 Charisma.
298Tar Blood. You bleed black tar.
299Perfect Teeth. A winning smile. +1d6 Charisma.
300Life-Eater. Need to eat 1 living creature a day or take 1d6 damage. Vermin work.
301Fur. Sprouts in tufts..
302Retract. You can return to your normal form for 1d6 minutes per day.
303Flipper Feet. -2 Movement on land, +2 Movement in water.
304Enormous Head. Your head swells to twice its usual size.
305Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d6 Int.
306Second Mouth. Inside the first one. Repeats what you say with a very slight delay.
307Glass Flesh. Blue-white and brittle. Any fall damage you take is doubled.
308Mental Regression. -4 to Intelligence. Cannot read, write, or cast spells.
309Mindless. Intelligence becomes 1. You obey any stern, simple order. Maybe time for a new character?
310Pinecone Skull. Your head fold and ripples into a layered, complex shape.
311Insect Love. All insects instinctively want to be your friend. People are immune.
312Patterned Skin. Spotted.
313Huge. You grow, unevenly. Gain 1d6 Strength, Constitution, and HP. Lose 1d6 Intelligence.
314Owl Eyes. Large but very deep set.
315Mutable. If you have sex with someone, randomly allocate mutations between participants.
316Unstable. On death, body flails and runs around mindlessly for 10 minutes.
317People-Eater. Can only eat people for rations.
318Mirrored Hands. They swap sides.
319Tentacle Arm. One arm only. Works as normal, but slimy and flexible.
320Synthesia. Your senses are confused and miswired. You taste colours, etc. -1d6 Wisdom.
321Manic. Choose a repetitive activity (knitting, screaming, etc.) Replaces sleep. Still takes 4hrs.
322Head Rotation. Flips upside-down on your head.
323Centipede. Your legs fuse and then grow 10x1d10 little legs. You move and climb normally.
324Lumps. All over the place. The size of apples.
325Glow Pockets. Constantly glowing. Too dim to use to navigate, but easy to spot. -4 Stealth.
326Well Protected. You are immune to most diseases. Your white blood cells are ant-sized.
327Hole. Mysterious hole right through your torso.
328Lightning Blood. Immune to lightning. At 0 HP or below, any hits deal 1d6 damage to attacker.
329Wheezing Voice. Cannot shout. Breathe in or out every three words.
330Retractable Claws. Like a cat. 1d4 damage.
331Strange Voice. Something has gone awry with your vocal cords. Your voice drops three octaves.
332Breast. Just the one. If you already had some, you get a spare.
333Dire Straits. Roll again twice. Other players vote secretly on which mutation you get.
334Head Crest. A bony ridge sprouts along your forehead.
335Detachable Head. Falls off if you take 6 damage in one round. Can be reattached.
336Gills. You can breathe underwater.
337Snake Tongue. Can extend up to 1'.
338Bizarre Colour. Your skin glows a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)
339No Nails. Toenails and fingernails vanish.
340Petal Ears. Like flowers. Big, fleshy flowers.
341Chameleon Skin. +4 Stealth.
342Anemone Head. Crown of orange tentacles. Sting deals 1d4 damage.
343Utterly Jaded. Gain a +8 to Save vs Fear.
344Mismatched Flesh. Lots of lines and ripples. -1d6 HP.
345Prehensile Feet. Function as hands.
346Out of Phase. You can hover through solid objects by taking 1d6 damage per round.
347Blindness. All your eyes go milky white.
348Colour Ripple. You are always the colour of the sky overhead.
349Occasional Scales. Not quite lizard, not quite fish, not quite total coverage.
350Glue Toes. Your toes dribble sticky glue. Can't use it to climb. Slowly fills up boots.
351Long Bone Cannon. Can fire bones from arms (as crossbow). Arms are floppy afterwards.
352Feathered Skin. You develop patches of feathers.
353Cubic. Your body becomes a sort of cube, with your limbs and head at separate corners.
354Rabbit Legs. Jump twice as high.
355Rocket Fingers. You can fire your fingers as thrown daggers. The fingers do not come back.
356Fur. Coats your head and back.
357Second Face. On the back of your head. Has all the normal senses, can speak.
358Foul Spit. As a thrown dagger, 1d4 acid damage. Once per round, instead of attacking.
359Compressible. Squishy. Can squeeze under a door, given time.
360Goat Face. Face of a goatling.
361Curdling Scent. Something you emit curdles milk and blisters paint. -1d6 Charisma.
362Folding Limbs. Any extra limbs you have or gain can be folded away inside your torso.
363Spare Organs. A hairy hump with a heart, lung, liver, and stomach grows on your back.
364Rash. Horrible red lumps with white heads coat part of your body. They migrate with the moon's phases.
365Powerful Legs. Thick tendons and springy joints. +2 Movement.
366Ethereal Feelers. They sense danger. +1d6 Wisdom.
367Mammal Hatred. All mammals instinctively fear or hate you. People are immune.
368Bat Ears. Can sense 30' in the dark by clicking.
369Fins. One on your back, two on your sides. +2 Movement in water.
370Split Direction. If you are angry, gain +2 Strength. If you are calm, gain +2 Intelligence.
371Craven. Gain a -4 to Save vs Fear.
372Iron Hair. Spikes and wires. Cannot wear hats; need to shave with clippers. Painful.
373Dead Black Eyes. Like a doll's eyes. +2 Save vs Fear.
374Crystal Skin. Your skin is brittle and rocky. You cannot swim.
375Deafness. Your ears pop (like blisters).
376Goat Eyes. Square pupils.
377Addiction. You desire blood. You take 1d6 Intelligence and Constitution damage each day you do not have a drink.
378Slab Hands. Fingers fuse together. Can still hold weapons. Save to perform delicate tasks.
379Boils. Horrible red lumps all over your body. Save vs Wisdom to sleep.
380Mammal Love. All mammals instinctively want to be your friend. People are immune.
381Spherical. All protrusions retract. Can extend legs and arms, but can also roll.
382Quick Nerves. +1d6 Dexterity and Wisdom.
383Dire Straits. Roll again twice. GM decides which mutation you get.
384Weak Grip. Cannot hold anything heavier than a pen in your hands.
385Snake Arm. A new one. Like an eyeless, noseless boa constrictor. Disobedient.
386Chameleon Skin. No bonus to hiding, as it always shifts to vibrant colours.
387Albino. All pigment and colour leaches from your body. Your eyes are pink.
388Hydrophobic. Water slides off you.
389Heat-Sensing Eye. 30' range. Can see invisible creatures, etc.
390Giant Antlers. 1d6 sets of them. Take up 1 Inventory Slot each. +1 Defense (total, no matter how many.)
391Lizard Tail.
392Hydra. If limb cut off, Save. If passed, 2 new limbs emerge.
393Needle Beak. Your lips are replaced with a sharp pointed beak. Too delicate to use as a weapon.
394Ant Face. Face of an antling.
395Sugar Sticky. 1 person can lick you for 2 hours to gain the benefit of 1 ration.
396Feather Crest. Wiggles up and down with your emotional state. Makes bluffing difficult.
397Ant Feelers. Can tell doppelgangers and illusions from real creatures.
398Hand Migration. They move to your elbows.
399Cilia Lips. Wriggly. Seals food inside. Like kissing a millipede.
400Second Feet. 2 of your legs have second, backwards-facing feet. No effect.
401Second Face. On your lower back. It can see, smell, and speak but not hear.
402Massive Brain. +1d6 Intelligence. Brain pokes out of your head. Cannot wear a helmet.
403Vertical Eyelids. They blink sideways.
404Slug Slime. Can slowly climb any surface a slug could climb. Always sticky.
405Fangs. Your canine teeth sharpen. You deal 1d4 damage on a bite.
406Elongated skull. Grows backwards, bulging oddly.
407Locust Blood. You bleed flying locusts. No effect, but they fly around if you are hit.
408Musk Gland. For marking territory. Smells like old socks.
409Migratory Mouth. It roves across your body like a slug.
410Gyroscopic Guts. -1d6 Constitution, +1d6 Dexterity. Cannot be knocked prone.
411Butterfly Wings. Cannot fly, but they do look pretty.
412Sensitive Skin. Unpleasant, itchy rash from touching iron.
413Organ Vomit. You can throw up your stomach to distract predators by taking 1d6 damage.
414Homunculi Gland. If you are killed, a new version of you with 1/2 all your Stats, HP, and memories bursts free.
415Mane of Hair. Sticks out in all directions, untameable.
416Noisy Marrow. Any broken bones cause horrible wailing, hissing noises from the break.
417Inflatable. If you take a Fatal Wound, you deflate, and can be rolled up like a bedroll.
418Molten Blood. Your blood is now molten iron. You a very warm. 2 Inventory Slots are filled with Iron Blood.
419Migratory Teeth. Your teeth swim around under your skin, reemerging at mealtimes. No effect.
420Boneless. Gain +1d6 Dexterity. You can squeeze through gaps as small as your head.
421Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear.
422Poison Spines. Quills on all sides. Cannot wear armour. 1d6+1d4 poison damage by running into people.
423Burrowing Nails. If you scratch or slash someone, a nail breaks off and slides into their skin.
424Eye Cleaners. Instead of blinking, tongues come out to clean your eyes.
425Fragile. Increase all incoming physical damage by 1.
426Burst of Speed. Take 1d6 damage to double movement for 10 minutes.
427Fluted Face. Your sinus passages become twisted and musical. Woodwind sneezes.
428Poison Cyst. Any poison you ingest is shunted into a transparent cyst on your waist.
429Beetle Blood. Your blood is now beetles.
430Snail Shell. Base Defense is 14 (as Chain). Cannot wear armour. -1d6 Dexterity.
431Ink Cloud. If you fail a Save vs Fear, you spray ink in a 20' radius.
432Evil Eye. One of your eyes becomes red and glows in the dark.
433Moist. Cannot be set on fire. Reduce all fire damage by 1.
434Dead Nerves. Immune to pain. Gain 1d6 HP.
435Extra Leg. Gain an extra leg. It doesn't speed you up or slow you down.
436Cow Tail.
437Acid Sweat. Clothes and armour are destroyed in 12 hours. A slap deals 1d4 acid damage.
438Dismal Genitals. Whatever you had going on down there is different and much less impressive now.
439Abhor. Pick one thing (rain, leopards, arrows). It abhors you and you abhor it, as if repelled by a magnet.
440Compound Eyes. Like a fly's.
441Rubber Flesh. +1d6 HP.
442Foam Blood. Any Fatal Wound you take fills 1d6 10'x10'x10 cubes with sticky red mist.
443Flaps. Strange glowing pancake-like things grow from your limbs.
444Goop Blood. You bleed thick green goop
4451000 Tongues. They cover your body. -1d6 Charisma, -4 to Save vs Poison.
446Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover.
447Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day.
448Glue Fingers. Your fingertips dribble sticky glue. Can't use it to climb. Gums up book pages.
449Bent Face. All facial features migrate to one side and smush together.
450The Voices. You can hear the other players (not PCs) make jokes sometimes.
451Hairless Body. All hair flees in a sudden burst.
452Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 4.
453Elastic Limbs. Your joints rotate in all directions. +1d6 Dexterity.
454Atrophy. 1d6 of your limbs become withered and useless.
455Rasp Tongue. Good for cleaning meat off bones.
456Migrating Genitals. Whatever you had going on down isn't going to be down there for much longer.
457Very Cold. +4 to Save vs Heat. Almost corpse-like.
458Solid Blood. You bleed red crystals.
459Crocodile Face. Face hinges open. Lots of new teeth. Bite attack does 1d6 damage.
460Fire Blood. Immune to fire. At 0 HP or below, any hits deal 1d6 damage to attacker.
461Spell Tumour. Gain 1 random spell in a lump on your head. Squeeze lump, cast spell with 2 MD.
462Colour Ripple. You are always the colour of the thing you are looking at.
463Large Ears. They double in size.
464Asymmetry. Everything you have 2 of you now gain an extra one of. Roll to see if it's on the left or right side.
465Glandular. Depressed. Everything is awful and nobody cares.
466Churning Guts. Can eat rotten food as rations.
467Strange Voice. Something has gone awry with your vocal cords. Your voice rises three octaves.
468Unstable. On death, burst messily. 2d6 acid damage, 10' radius.
469Rippling Muscles. +1d6 Strength.
470Porcupine Spines. Quills on all sides. Cannot wear armour. 1d6 damage by running into people.
471Moronic. Large parts of your brain grow wings and fly away. -2d6 Intelligence.
472Spike Tongue. Good for opening bottles but not much else.
473Secret Pocket. Can hide 1 thing the size of an apple.
474Spike Warts. All over.
475Head Crest. Waving tentacles.
476Bird Leg. Just one.
477Unstable. On death, limbs run away to pursue separate diabolical agendas.
478Rubber Flesh. Any fall damage that would kill you reduces you to 0 HP instead.
479Tusks. Like a boar.
480Thick Fur. Coats your entire body. +4 to Save vs Cold.
481Unpalatable. You smell unappetizing. Most creatures won't consider you edible.
482Detachable Genitals. You grow new ones in 1d6 days.
483Full Body Dandruff. It just flakes off of you.
484Wind Blood. At 0 HP or below, you make a horrifying whistling scream. May require a Morale check.
485Molting. Once per week you shed your skin. Can be used to make coats or blankets.
486Spiracles. You can breathe through your thighs and ribs.
487Atrophy. Your head shrinks to the size of an apple. -1d6 Int, Wis, and Cha.
488Stiff Joints. Cannot bend knees, elbows as easily. -2 Movement, -1d6 Dexterity
489Hibernate. You can fall asleep and rest for 1 year without food or water.
490Mimic. You think you can mimic voices but they always sound eerie and tormented.
491Mute. Your tongue slides away like a leech.
492Mimic. If you eat someone's face, your face will look like their face for 1 day.
493Single Bat Wing. Roll for location. Useless.
494Herbivore. Can only eat plants for rations.
495Burst of Arms. 1d6 feeble ones, emerging from one point, just under an armpit. Can hold several things.
496Extra Fingers. 2d10 extra fingers per hand.
497Gills. You need to spend at least 4 hours a day in water or you take 1 damage per hour.
498Stump Legs. Lose a joint and 1' in height.
499Dead Skin. You lose your sense of touch.
500Goggle Eyes. Eyes grow to the size of melons. 30' Darkvision, blind in sunlight.

Credit: Skerples of Coins and Scrolls

Designer's Note: mutations can provide tools, challenges, and characterization.

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