Friday 30 June 2017

Axis Mutatis: Failed Mutation Tables


This has been a mess for several years so I present a bunch of stillborn failed and unfinished tables. My current mutation system working well and will be basis of the class I eventually create. I may still try a mutation spell list one day because the robot abilities as a spell list worked. I will do a cyber mutation list in style of recent mutation series which could be for cyborg or tech monsters. There are salvageable ideas here and feel welcome to have a crack at stealing stuff or let me know if any bits worth working on. I will put new comments in [Brackets]. Four years of failure here.

These are for benign mutations with limited possible utility.

Ive meant to do Robots, Mutants, Cyborgs and Psion as a character classes just for Psychon. My "Psionics as just another spell list system" has worked without a class for several years. Robots (half done) and Cyborgs will use same "spell list".

I also have mutants in my fantasy dnd game so I'm including some mutant variant tables for various strains of mutant bloodlines. Plus a standard d100 for non-allied mutants.

[Some of these worth expanding in current format but this could be a shorthand till then]

d12 Master Mutation Bloodline Table 
1 Cthonian
2 Dagonites (Fishy or Ichthyoids)
3 Amphibians
4 Plagued
5 Necronic
6 Serpentine
7 Insectoid
8 Arachnid
9 Worm eaten
10 Fungal
11 Vegetable
12 Bestial

d12 Cthonian Mutation
1
 Squid face
2 Hairless
3 Slimy
4 Bioelectric sense
5 Beak 
6 Popout eyes
7 Claws
8 Tentacle polyp
9 Tentacle limbs
10 Tentacle fingers
11 Flexible body
12 Luminous skin

d12 Dagonite Mutation
1 Webbed digits
2 Scaly skin
3 Slimy skin
4 Blubbery
5 Googly eyed
6 Fish lips
7 Claws
8 Night vision
9 Jagged spines
10 Jaws
11 Gill slits
12 Cancerous polyps
d12 Amphibian Mutation
1
 Deep breath
2 Hopping +d4" move
3 Night vision
4 Faceless
5 External Gill
6 Slimy
7 Poisonous
8 Elongating tongue
9 Narcotic skin
10 Leaping +1d4 feet
11 Sucker digits
12 Elongating mouth

d12 Plagued Mutation
1 Stink of decay
2 Green or grey skin 3 Peeling skin
4 Exposed gastric system
5 Flatulent
6 Spit acid d3
7 Plague carrier
8 Venereal disease
9 Blubbery
10 Poisonous flesh
11 Claws
12 Cyclops

d12 Necrotic Mutation
1 Stink of decay
2 Albino skin
3 White hair
4 Thermal vision
5 Fangs
6 Claws
7 Painless
8 Night vision
9 Stabilize wound
10 Track by scent
11 Trance
12 Endurance

d12 Saurian Mutation
1 Scaly skin
2 Thermal vision
3 Poison bite
4 Contortionist
5 Fangs
6 Claws
7 Track by odour
8 Snake limb
9 Snakes growing from body
10 Climb
11 Elongated mouth
12 Shed skin

d12 Insectoid Mutation
1 Multiple eyes
2 Chitinous skin
3 Jaws
4 Claws
5 Antenna
6 Track by scent
7 Altered diet
8 Extra limbs
9 Glider membrane wings
10 Horns
11 Chem incendiary
12 Chem irritant

d12 Arachnoid Mutation
1 Chitinous skin
2 Venomous stinger
3 Necrotic bite
4 Fangs
5 Spinneret
6 Climb
7 Claws
8 Extra limbs
9 Night vision
10 Hairy 
11 Extra eyes
12 Motion sensitive

d12 Worm Eaten Mutation1 Stink of decay
2 Albino skin
3 Luminous skin
4 poison skin
Worm infested
6 Glowing eyes
7 Phosphorescent vapour
8 Transparent flesh
9 Infectious touch
10 Echolocation scream
11 Track by scent
12 Hook claw hand

d12 Fungal Mutation
1 Choking spores
2 Non central intelligence
3 Non central organs
4 Altered diet
5 Hibernate
6 Toxic spores
7 Regenerate limbs
8 Budding offspring9 Narcotic spores
10 Slimy flesh
11 Disease resistant
12 Edible growths

d12 Vegetal Mutations
1 Leaves
2 Bark skin
3 Photosynthetic
4 Fruit bearing (nuts, fruit or vegetables)
5 Poison sap
6 Regenerate limbs
7 Thorns
8 Narcotic berries
9 Hibernation
10 Non breathing
11 Carnivorous
12 Resin sap

d12 Bestial Mutations
1 Fur
2 Claws
3 Fangs
4 Climbing
5 Running
6 Track by smell
7 Berserker
8 Blood drinker
9 Sonar hearing
10 Night Vision
11 Regenerate limbs
12 Glider Membranes
Minor – for those hidden mutants and basic humanoids
Webbed toes, foreshortened thumbs, pointy ears, lumpy forehead, coloured hair, buck teeth, coloured skin, hairy, hairless, sharp nails, coloured eyes, big nose, forked toungue. Minor psychological aversions and preferences like nocturnal are common

Major – for hideous hybrid monster 10+ mutations
Horns, fins, plastron, claws, hooves, backward knees, no neck, pincers, tentacle hands, squid face, prehensile feet, flippers, trunk, tail. Various mental compulsions of greater severity like bloodlust, violent, carnivorous, constantly aroused, polymorphous sexuality, fear or dark, fear of robots, fear of sky.

Horror – for those devolved into shambling protoplasm 20+mutations
Tentacle, eye clusters, transparent flesh, tentacle growths, mouth clusters, eye stalks, bag of flesh, feeding tube, fold out jaws, extra limbs, extra face, brain growths, enlarges sexual characteristics, glowing organs, plastic flesh, huge membrane, mute, shed skin, slug foot, slime covered, dribble slime constantly, plague carrier, urge to produce offspring, urge to contaminate others, reproduce with anything. Mental problems include moronic, constant need to eat, constant need for sex, homicidal, unreasonable pacifism, multiple personalities.

Mutation Tables

I decided levels like spell then body location best way to do this.

Choose default on d10 or roll d100

d10 Mutation Location
1 Dermal default skin colour
2 Hair default is coloured
3 Cranial default is horns
4 Cerebral default is neurological phobia
5 Sensory default is eye colour
6 Limbs default is shrink 1d10cm
7 Body shrink d10cm
8 Respiration
9 Metabolic
10 Circulatory

Ideas for Mutation by levels

0 Zero Level is for mostly cosmetic features
1st Level provide some minor bonus, usually physical
2nd Level start getting to be minor superhuman  with mostly physical
3rd level start getting more spectacular Alpha class energy or psionic powers
4th level increasing powers over matter, some monstrous chimera
5th level powers like teleport, disintegrate
6th level increasingly weird abilities
7th level self resurrection, time travel, stasis field, alchemist touch, create life, gate

d100 Mutation by Location
01 Dermal skin colour
02 Dermal texture rigid, bumpy, rocky or scaly +1AC
03 Dermal toughness like leather +1AC
04 Dermal layer reduces dehydration
05 Dermal layer slimy membrane like frog
06 Dermal layer transparent like glass
07 Dermal layer luminescent
08 Dermal layer extra grip for climbing or smooth and frictionless
09 Dermal layer fatty +1HP and cold resistant
10 Dermal layer disgusting sores, boils, lumps and creepy mole fur
11 Hair coloured
12 Hair rapid growth
13 Hair hairless
14 Hair hairy body
15 Hair hairy faced
16 Hair luminescent
17 Hair furry soft
18 Hair feathers
19 Hair vegetable symbiote
20 Hair colony of small creatures
21 Cranial horns
22 Cranial face plate +1AP
23 Cranial Beast face
24 Cranial feeding tube like lamprey tongue or bug
25 Cranial elongated toungue
26 Cranial bite. big jaws, beak or extra teeth
27 Cranial squid face tentacles and beak
28 Cranial bugface feeding parts
29 Cranial antenna like a d4 1=snail 2=moth 3=butterfly 4=ant (extend range of a sense)
30 Cranial neck d10cm longer or shorter
31 Cerebel neurological compulsive phobia
32 Cerebel maths sub-brain
33 Cerebel additional brain possibly hostile
34 Cerebel nuerological compulsive behavure
35 Cerebal nuerological compulsive attraction
36 Cerebal memory able to rote learn boring data
37 Cerebral navigation compass sense
38 Cerebral addiction
39 Cerbral non violent pacification gene
40 Cerebral prone to occasional hysteria under stress
41 Sensory one eyed
42 Sensory many eyed
43 Sensory eye colour
44 Sensory protective eye membrane
45 Sensory IR vision
46 Sensory ears structure change
47 Sensory ears enlarged
48 Sense nose structure change
49 Sense nose enlarged
50 Senses taste poison
51 Limbs digits number of fingers and toes
52 Limbs longer or shorter 1d10cm
53 Limb extra set of smaller arms or legs
54 Limbs extra tentacles
55 Limbs digits are tentacles
56 Limbs all tentacles
57 Limbs cloven hooves feet
57 Limbs webbed feet
59 Limbs claws like crab, bear  or bug
60 Limbs ambidextrous
61 Body amrmored ribcage +1AP
62 Body built like barrel +1HP
63 Body built like Skeleton needs less food
64 Body built like athlete +1 Move
65 Body potbellied stores weeks food
66 Body hump backed store weeks water
67 Body tail growing from lower spine
68 Body fat is nutritious super food +1d3 SIZ
69 Body altered reproductive characteristics
70 Body hideous lumps
71 Respiration hold breath for CON in minutes
72 Respiration filter keeps out dust and smoke
73 Respiration can sprint for CON minutes
74 Respiration make loud noise can use as  signal
75 Respiration bellow breathe
76 Respiration allergy causes wheezing, coughing and choking
77 Respiration singing voice
78 Respiration mute cant speak properly
79 Respiration allergy causes dribbling puffy nose and headache
80 Respiration choking fibre growths in lungs increase exhaustion
81 Metabolic vegetarian can eat any kind of plant even wood
82 Metabolic carnivore can eat any kind of animal
83 Metabolic vampire feed of own kinds blood
84 Metabolic disease resistant +1CON 
85 Metabolic poison resistant +1CON
85 Metabolic vomit acid 2d6 3m once a day
86 Metabolic requires less food
87 Metabolic requires more food
88 Metabolic allergic to certain foods
89 Metabolic vulnerable to common colds
90 Metabolic eat garbage without harm
91 Circulatory self sealing -1 damage from edged
92 Circulatory mend wounds +1 HP per day healing rate
93 Circulatory can heal +1d3 HP once a day if in combat
94 Circulatory secondary pump can last longer with zero HP
95 Circulatory adrenal burst +3 DEX for reactions once a day
96 Circulatory covered in scabs from blood poisoning
97 Circulatory butterball sweat like a pig
98 Circulatory eyes bleed when you cry
99 Circulatory blood tastes bad
100 Circulatory blood has strange colour

d20 Skin 
1 - monochromatic change
2 - polychromatic change (piebald or striped)
3 - light absorbing skin +2 Hide, nightvision
4 - chameleon skin +4 hide
5 - slimy, require moisture
6 - albino with night vision -2 in light
7 - fur all over
8 - hairless all over
9 - scales all over +2AC
10 - hard leather callous all over +1AC
11 - shark skin +1AC, barehanded attackers take 1hp damage
12 - Shiny pretty skin +1 CHA
13 - Pimply Ugly skin -1 CHA
14 - No nerve endings
15 - Doubled pain +1 damage per dice taken from attacks
16 - Horrible scent/taste +2 CHA
17 - Delicious scent and taste +2 CHA
18 - Flammable Skin
19 - 1HP dam per hour in sunlight
20 - Glows in the dark

d20 Head 
1 - Hair Colour and style (natural punk or bald)
2 - Spectacular facial hair
3 - Evil eye +2 CHA
4 - Exotic Eyes - night vision
5 - Exotic Eyes - thermal vision
6 - Exotic Eyes - night vision
7 - Exotic Eyes - black and white vision
8 - Exotic Eyes - night blindness -2 night oor dark
9 - Exotic Eyes - poor vision
10 - Albino eyes - night vision -2 daylight
11 - Exotic Ears - enhanced hearing
12 - Exotic Ears - sonar hearing
13 - Exotic nose - track by scent like animal
14 - Exotic nose - no smell
15 - Exotic mouth - enhanced taste
16 - Exotic mouth - alternate diet
17 - Head Shape - dumber -1d3 INT
18 - Head Shape -smarter +1d3 INT
19 - Head Horns
20 - Head hair

d50 Body
1 - Extra back up organs and blood control +1HP per Dice
2 - Self resurrect as flesh crazy zombie on death
3 - Self resurrect as sentient zombie on death
4 - Self resurrect as flesh crazy ghoul on death
5 - Self resurrect as sentient ghoul on death
6 - Self resurrect and reroll all mutations on death
7 - Twisted spine -1STR
8 - Spiked spine +1 STR
9 - Interlocking rib plates +2AC
10 - Huge shaped +1STR
11 - Breathe water
12- Gas mask quality filtration
13 - Poison food and water filtration
14 -Vulnerable to poison
15 - Heal 1hp per hour in radiation zone
16 - Lose 1hp per hour in radiation zone
18 - Regenerate 1 hp per hour
19 - Bleeder +1 damage from kinetic edged weapons
20 - Blood Control -1 damage from edged weapons
21 - Seizures
22 - Altered chemistry - immune to animal poison, coloured blood
23 - Water Dependency
24 - Fat cell accumulator
25 - Hyper metabolism need to eat twice as much
26 - Slow metabolism need to eat half as much
27 - Desert adaptions vs sunlight and loses little water
28 - Aquatic Adaptions hold breathe 5 times longer, full move swim and see in water
29  - Endurance boost - double normal person, run or work longer.
30 - Limbs+20% running speed

Type 2 Beta Mutants
Increasingly deformities, more physical mutations, appears to be cross hybridization. Between 10 and 20 physical and mental mutations or for Mutant Human, Unstable Mutant, Mutant Animals, Dwarfs, and Giants.
01-40 Cosmetic
41-80% Physical
81-100% Mental

Type 3 Gamma Mutants
Unrecognisable as
01-25 Cosmetic
26-90% Physical
91-100% Mental

Wednesday 28 June 2017

Tree Dungeons - notes for future projects

Over at Monsters and manuals there is a post about a world tree megadungeon. I had thought about a giant tree inspired by Norse myth and the magic faraway tree a few times - a botanical Xor. I guess i have Xor, a revised Psychon and my Hell setting to finish this year but a world tree setting has a lot of appeal. Something for the backburner.

Of course I don't really do megadungeons much. I just generate stuff on the fly with sandbox tables instead then make outlandish reasons about why they cant go back to the same place. Or I use repeated geomorphs.

So my thoughts on a mega tree sandbox setting

Different branches and root systems lead to other worlds

Many weird encounters and phenomena to see and make travelling to other regions of the tree or skipping to the upper levels with flight.

These tables could also be used for various forest types

Possible d100 tables
-underground amid the root encounters, the underworld
-ground level encounters or normal woodland encounters
-trunk encounters for creatures living in the trunk
-lower branches or standard sylvan
-dark branches where evil dwells
-upper branches or high sylvan semi divine beings, beastlords, elven royalty and demigods
-aerial encounters for cheats trying to move about freely between branches
-oddball characters living in the tree, some with little houses and shops (Moon Face offers you shock toffee)
-generators for kingdoms and communities among the branches
-possible cloud kingdoms could interact cos Enid Blyton multiverse theory sez so

If only i could invite children over for parties in front of my real children like she did to help inspire this. Of course id amp up the horror

Monday 26 June 2017

d100 Goblin Tribes and Their Customs





Goblins are the the most common faerie kin and the most adaptable of the humanoids, rapidly mutating and adapting to environments and breeding rapidly to fill any niche. Elves often breed them to occupy borderlands between them and as servants. Goblins might evolve into hobgoblins or bugbear tribes and many tribes have a few hobgoblins and bugbears born among them and end up serving the ruler. Some goblins might even crossbreed with other creatures. So many types of goblins exist and some are more horrible or helpful than others. They are curious for food or magic and secrets in general and often mischievous if not evil.

Each tribe has a tribe name, a habitat and prefered habits and lifestyle. Goblins are mostly short lived and impulsive but some live much longer especially magic ones.

Some tribes hire out specialists to other tribes. Goblins come in many colours which unite them in tribes and allegiances. Ogre Magi are infamous for recruiting from many tribes especially mutant goblins. Elves might breed them and even give birth to them occasionally if needed to guard borderlands.

Goblins are pretty good at using any materials to make weapons and naturally good at craft. Some are quite advanced in metallurgy, armour and weapons or even siege war. They are pretty good at salvaging from other races or victims and are capable of digging whole dungeons.

Hobgoblins are hard working and make good labour but are easily offended and provoked into violence. They tend to be more disciplined and when goblins wage war for longer times more hobgoblins are born. Hobgoblins can be employed as labourers but you need to be wary not to offend them. just swearing near them might set them off on a violent tantrum. Bugbears are elite troops and stealthy assassins and appear when hobgoblins populations peak. They tend to eat other races smaller and fancy human children most of all so humans never employ the except as assassins. Gremlins are like stunted goblin children who never grow bigger and some reach plague proportions. Other mutations and breeding experiments and hybrids are common. Goblins are very good at domesticating monsters and animals.

Goblins mostly fight as skirmishers often alongside larger races. Their craft skills make them excellent at supporting war machines of other races.

This is part of my long neglected goblin mine zone series which probably needs more work.

d100 Goblin Tribes and Their Customs
01 Bone Forest Tribe dwell in a haunted forest and the underlands, they are white skinned and grind bones for their bread and eat bones in general. They are nasty and hungry
02 White Worm Tribe worship the worm god and breed maggots and grubs. They are mostly scavengers but also burrow and live in holes. They farm worms and milk giant caterpillars
03 Black Mushroom Tribe dwell in fungi caverns growing and trading fungus. Some are known as assassin's also and the tribe take berserker shrooms in mass combat
04 Slimefang Tribe enjoy living in swamps, sewers and flooded caves often along side domestic slime monsters. They have green skin and are filthy and smelly
05 Batriders are small jet black goblins known for stealth and domestic bat riding. They are quite nasty and often work as mercenary scouts but also make bat milk cheeses and yogurt
06 Yellow Scar tribe are sickly yellow skinned goblins who enjoy torture, cannibalism, mutilation and self scarification. Most other goblins think them extreme and avoid them 
07 Seasting Tribe are cyan skinned goblins adapted to coastal life who can hold breath for ten minutes. They also throw stinging jellyfish and poison fish which they are immune to 
08 Bloody Claw tribe are red skinned goblins who drain and feed off blood from victims in vile rituals. They also keep pet stirges and flightless birds as pets
09 Bile Eaters are a green skinned tribe who eat rotten food and garbage, raiding human midden pits which isn't a huge problem. Many of them can vomit on foes in or after battle
10 Centipede Brother tribe dwell in caves with pet centipedes who they hurl at enemies. They have red skin and file their teeth and bone pierced noses

11 Wasp Brother tribe live in tropical forests and swaps and have bright yellow with black stripe markings. They ride giant wasps, drop hives on enemies. Use blowpipes and darts
12 Swamp Fiends are olive green-brown skinned goblins who ride huge frogs. They are notorious drug users and shamans brew narcotic cocktails they test on prisoners

13 Flesh Fiends are naked pink goblins who engage in fierce orgies and tests of torture. Other goblins avoid them. They like to hunt prisoners and make them run gauntlets
14 Nightspider tribe have purple skin and live in the deep underland breeding and living with their pet spiders. They often work for other underland races as scouts and builders
15 Maneater tribe are a blue skinned tribe who have necromantic shamen to make slave human zombies. These act as soldiers pack animals and mobile food
16 Fish suckers are a tribe known as cowardly who mostly live by water and catch fish by hand, net or rod and eat them raw. They fear sea monsters more than they do humans
17 Bean Eaters are a orange skinned tribe famed for flatulence and farting contests. They might spare a human who can out fart them. they also hurl rotten eggs at enemies 
18 Sons of Fire are a fire elemental worshiping tribe who burn victims alive and brand slaves with occult designs. They train various creatures and shamans are famous
19 Brain Eaters are grey skinned goblins who enjoy eating brains various ways but noted for putting victims in apparatus and to eat brains while victim alive. They laugh creepily
20 Plague Eaters are yellow and green skinned with pustules all over. They live in swamps and sewers and use the diseases they carry to infect animals and people 
21 Face Stabber tribe have mutilated faces and wear human face leather jerkins over their grey skin. They torture and tear off victims faces leaving them alive to serve their cruel god
22 Black Mirror tribe are contrary fiends who came from a magic mirror. They are grey skinned but are healed by weapons and harmed by healing magic, they think this is funny 
23 Head Taker Tribe collect severed heads to decorate their hut shrines and bugbears garrotters are tribal heroes. Brown skinned and hairy the like to wear ancestors heads 
24 Corpse Eaters are grave robbing bastards who defile burial grounds and even eat lesser undead. Shamen animate zombies to transport meat home. Like to leave corpse fragments 
25 Gut Stompers like to disembowel prisoners and squeeze out partly digested food into their mouths. They are bile green wallow in pits of offal in rituals to their demon god
26 Brachen tribe were guardians of elfland borders who acted as a buffer between elves and man. They live in forests and are quite sociable with sylvan beings and run markets
27 Red Bastard tribe are cruel wearing blood soaked pointy caps but also live with swarms of gremlins who aid them and warn them and help torment enemies
28 Fever Brothers are plague carriers whos devotion to the plague god allows them to live while rotting. Many have vile gremlins living in their distended burst bellies
29 Fang Bothers are huge goblins with fangs using stone, bone and wood only. They live in caves and are less organised and a bit dim but get a club and bite attack and have 1HD+1
30 Sky Fiends are a tribe with glider membranes under their arms who can glide like a flying squirrel. They prefer tree or mountain habitats and are excellent climbers
31 Big Brain tribe have swollen brains bulging their skulls. They have a tribal mind link, speak with a polysyllabic polite phrasing. They boast of their genius but otherwise act same 
32 Hill tribe are yellow skinned common tribe who war against mankind ceaselessly for taking their land. They are great dungeon builders and accept any ally to wage their war 
33 Monopod tribe have a single leg and large foot and can leap 2". They are quite acrobatic and often attack while jumping over a victim and fill their lairs with spiked pits
34 Mist tribe are mysterious pedlars of magical faerie food that makes victims adicts. They like to tempt children but the most pure are resistant to their charms, victims become slaves
35 Bloodhammer tribe are red skinned mining goblins who occupy abandoned mines or drive out humans from ailing ones. Their drumming is famous and quite intimidating
36 Lizard Brothers ride giant lizards and have been known to deal with lizard and serpent men. Their mounts are sometimes unruly if hungry but are incredible trackers 
37 Skull tribe have emaciated skull like heads and no visible ears. The talk less but mutter and chatter among own kind. They are savage and brutal killers who worship death
38 Iron Brothers are technically advanced enjoying complex traps, crossbows and siege weapons. Their inventions are not always well made but deadly enough most of the time
39 Black Cauldron tribe are alchemists and magicians who brew potions and make undead in their pots. Some wear pots helmets and cook in their iron shields, are good cooks too
40 Wolf Riders are goblins who ride common wolves and live with them as equals. They are savage and predate on human farms. Serve as scouts and messengers 
41 Vile Horn tribe are red goblins many with one or two short straight horns. They often serve ogres and wage war against men and dwarves with great glee 
42 Ratkin tribe live with rodents some even riding bear size rats. Some tribes are hairy with rat like heads if they have pleased their rat demon patron. They sell rat milk and cheese 
43 Goldgobs Tribe have glistening gold skin and are crazed gold eating fanatics. They are fearless if there is gold to be gained. Make good mercenaries if you have more gold 
44 Phlegmgobbo tribe are green skinned with long red tipped constantly running noses. They are poor at sneaking due to sneezing and leave drps of mucous everywhere
45 Seemly Tribe are obsessed with occultism, superstition and magic. Violet skinned and covered with magica design tattoos. Gullible to magic threats and love fortune telling 
46 Frostborn Tribe hail from cold regions and mountains and are white or pale blue and highly resistant to cold -1HP/dice. Masters of camouflage and building with ice
47 Toadskin tribe are warty toad faced brown goblins with toxic skin secretions that cause blindness if bitten (if fail save) and hallucinations if licked. Like in burrows or swamps
48 Goatkin tribe are hairy white eyed goat headed goblins. Ruled by covens of goblin witches and often serving witches. They often join in witch festivals and moonlit dances
49 Greykin tribe use zombies made by shamen as slaves and even to care for their children making them very fond of their undead pets, they tell prisoners how happy they will be
50 Humbug tribe are confectioners who love to make candy and cakes, cover dungeons in magical candy canes, lollipops and other treats. Their shamen keep secrets to the death
51 Porter clan are hard working goblins who perform menial or skilled labour for hire and are not usually violent. Mostly they just work hard for low pay which annoys human workers
52 Magigob tribe are in love with magic and like to wear pointy caps, carry sticks and follow wizards annoying them with questions. Some learn magic proper and become wizards
53 Greycloak tribe excel at sneaking, climbing and sneaking like thieves and prefer ambushes, sneaking and secret doors to lairs rather than fighting directly
54 Shield tribe are martial goblins who employ professional military tactics and small size to occupy dungeons with great efficiency. They use shield walls and spears with sling support
55 Purple Mushroom tribe are lascivious and sleazy more interested in sex than violence. Some hang around towns and dungeons harassing passers by with lewd comments
56 Rancid Tentacle tribe are mutants who revel in chaos and mutagens. The like to force prisoners to drink vile experimental potions and they herd shoggoths
57 Turnip tribe are vile little angry turnip headed goblins who serve the turnip god, mostly growing turnips and sneaking them into fields of peasants not growing enough
58 Tree tribe live in branches of huge trees building walkways and tree houses. They also make nets, pits and snares and traps to catch food on the forest floor
59 Rootrot tribe live in roots of great trees, hollowing spaces underneath and hiding to catch the unwary. Little secret doors on trees hide their labyrinths among the root mass
60 Swampie tribe cultivate marsh plants in their hair and use them to hide in bogs and among plants. They cover selves in muck and slime and like to use poisoned darts
61 Sand Dweller tribe hide under the sand or glue sand to their bodies to ambush prey. They often live in desert ruins and desicate and mummify their ancestors to worship them
62 Swinerunners live with pigs and love them dearly. Some run with wild pigs eating acorns and truffles in the forest but more and more work on farms as swineherds
63 Burrower tribe live in concealed burrows. They often share with rabbits, badgers, moles and other animals and eat roots and fungus and things from the surface world 
64 Sporecap tribe are a aggressive shroom worshiping tribe who battle enemies using weaponised fungus including trained fighting fungus, spore puff balls, narcotics and poison  
65 Blackcap tribe live in giant mushrooms and underland fungus forests nut are quite civilized and magical. They can be spiteful and kidnap children to be servants
66 Fishgut tribe have webbed fingers and toes and live in saltmarsh areas. They are sneaky and mean and catch fish bare handed and suck their guts out raw. They dislike humans 
67 Rubblekin tribe live in ruins some imitate the original inhabitants with ridiculous ill conceived parodies claiming to be the original builders and highly sophisticated68 Rockrunner tribe live in rocky cliffs, canyon sand mountains often with goats. They build communal mud brick pueblos and practice handicrafts including pottery and gold smithing   
69 Grave Eaters tribe are corpse eating grave robbers who steal by night. They often pretend to be spirits to drive away nosey people so they can eat in peace 
70 Stone Brother tribe live in dungeons and seek to occupy and control them. They might act subordinate or serve a master but in the long run they seek to outbreed rival powers
71 Crypt Brother tribe invade and occupy tombs and mausoleums as homes. Their shamen enslave local undead to serve the tribe. They attempt to scare away intruders  
72 Demon Tongue tribe worship demons and spread the word of chaos and evil. They fight among themselves frequently and love torture and slavery. They worship many evil idols
73 Ruby Thirst tribe love wine and getting drunk so much so they help humans pick and prune crops for a share. They publicly dance naked and perform drunken lewd acts
74 Yellow Hand tribe are mean spirited slavers who also use narcotics for themselves and to keep slaves obedient. They deal with smugglers, drug dealers and gangs far and wide
75 Glowcap tribe live with luminous fungus and insects and themselves glow eerie green. They live in swamps and underground and use their appearance to scare enemies
76 Nightwing tribe are part demon and have wings which allow them to fly like a bat. They often serve wizards and demon cults. Awareness of their rarity makes them seek patrons
77 Redcaps are bloodthirsty bandits who wear blood soaked pointy hats. They often serve other fairy creatures with similar habits and engage in cruel victory festivities 
78 Red Brick tribe live near riverbanks and craft pots and bricks which they sell or build labyrinth like dungeons with. Their bloody urges are kept sated with brickworks in cities
79 Stone Skin tribe have stony grey skin and can keep still for hours often hiding in stone walls or pretending to be statues. They love building secret passages in dungeons
80 Marshgargle clan are googly eyed, shy and secrete slippery oil making them hard to catch or grapple. They have many irritating habits like bobbing their heads idiotically
81 Runescibble tribe are famous for copying and recording any writings or engravings they come across and hiding them away in underground library vaults. Many work as scribes
82 Haemogoblin tribe are blood drinkers with gliding webbing under their arms and are expert climbers. They vamparise mostly herd and farm animals and dislike tool or clothes
83 Woodworm tribe grow deer antlers and older ones have moss and lichen growing on skin and antlers. The live in the dark woods and dislike human hunters or intruders
84 Onion Eaters farm onions and garlic and make flat bread and bean dip. They often sell these in dungeons and outskirts of towns. Mostly harmless except for their breath
85 Thunder Brothers like explosives and fires and frequently experiment and rob alchemist rubbish heaps. They make all kinds of potions and powders some which actually work
86 Grimhelm tribe always wear helmets and carry cruel weapons. They are fair smiths and often serve humanoid war bands as skirmishers and craftsmen. They love mass warfare 
87 Skulkmonger tribe are sneaky, devious murderers who prefer to eliminate enemy leaders by stealth than wage open warfare. Many are employed as assassins by dungeon dwellers
88 Bleaklamp tribe serve dark elves as footmen and and scouts. They are often well equipped and disciplined and able to call on masters for advice or aide
89 Mosswing tribe have clear insect wings and live among sylvan folk and elves as messengers. They are cheeky, evasive and avoid conflict but will use darts or bows
90 Black Arrow tribe are famous for great archery and their disgusting hygiene. Green skinned but covered in black filth and they never bathe. Arrows are dipped in vile potions 
91 Fell Sister tribe are goblin witches who serve other tribes with magic and advice and healing. The males act as fanatic bodyguards. They utter terrible curses to egg on warriors
92 Fallen Star tribe are grey skinned with large black eyes who claim to have come from the sky. They are fond of kidnapping victims from bed and leaving them in fields after defilement
93 Mazerunner tribe like to modify dungeons into confusing mazes then use secret passages to confound and ambush intruders. They giggle and titter just out of sight 
94 Seerbender tribe use fungus potions to see other dimensions and tell fortunes which sometimes they sell. Most are unhinged and speak in confusing riddles
95 Weaselknocker tribe train giant weasels and live with them like siblings. They ride the weasels and train small young ones to run up big 'un enemy trouser legs
96 Cricket Brothers herd giant crickets in underworld fungus gardens and leave them as noise making guardians near their borders and cave entries. Some ride bigger crickets
97 Snailkin wear discarded snail shells as hats and many carry large pet slugs and snails as pets adhered to skin. Some train war flailsnails or giant battle slugs to ride into battle  
98 Snortgargler tribe have piggy snouts, ears and small eyes. They like eating and wallowing in mud. They can be fierce if egged on by a leader who feeds them well
99 Biletounge tribe are renowned for their foul mouths uttering sexual depravity and blasphemy. They enjoy defiling holy places with feces and writing abuse with shit on walls100 Chestsplitter tribe ritually butcher victims and decorate their homes with rib cages, sinuous bones and sacks of gore. They like to make captives watch them work

Tuesday 20 June 2017

d100 Mental Mutations

Mental powers are some of the most exotic mutations and have a increased chance of mental defects or powers that will cause problems. Most powers have visible effects when in use. Mental powers might be known as psionics or psychic powers or spell like abilities are used for such powers.  Names used for practitioners include mesmerist, medium, mystic or even witches.

Powers not divided into types like most mutations based on organs or body parts. Possibly more powerful than other tables but some more detrimental. Some of the major mutations are problems too. Some of these risk your characters personality and behaviour while previous ones are mostly cosmetic. Psionic mutants probably blend in better but might go crazy or look scary using powers. Many petty powers are in fact brain defects or mental illnesses. Some of the later major powers might seem liabilities - serenity, pacifism, berserker.

I do also have a Psionics spell system that has proven popular in my games replacing standard psionics and illusionists. I let ppl take this list for clerics or elves or bards or wizards if they want to be from a alternate tradition.

Psionics Spell list and Classes
Psionics and Sorcery Mentalist Spell List 1-3
Psionics and Sorcery Mentalist Spell List 4-5 with Shaman Class
Psionics and Sorcery Mentalist Spell List 6-7 with Psionicist Class

Trained psionics tend to look down on mental mutants.

This is probably my final word in mental powers and psionics for my games. I've always hated creating whole crazy new systems for powers and felt most oficial systems broken.

Mutation tables so far
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Possible: Fish, Amphibian, Arthropod (crabs, arachnid, insect), Ape, suggestions????

d12 Sources of mental mutation
01 Among first born of the coming race
02 Family bloodline of strange abilities
03 Experimentation on your bloodline
04 Exposed to psychic phenomena
05 Non human taint in bloodline from hidden race
06 Exposed to cosmic or reality warping forces
07 Exposed to weird crystals
08 Ate brains of a planar entity or some plane shifting organ 
09 Haunted by spirits growing up
10 Attacked by parasites from overspace

11 Exposure to powers of a psychic awoke your powers
12 Modified by superior beings


d100 Minor mental mutations
01 Smell or feel uneasy if mental or spirit phenomena used within 3"
02 Ectoplasm forming can produce a pound of slime within 1"
03 Sense evil intent towards you within 1"
04 Trance for one hour replaces sleep
05 Temperature drops when unhappy by ten degrees within 1"
06 Temperature raises when andry by ten degrees within 1"
07 Eyes glow when mad or using powers
08 Hair raises when exited or using powers as if in wind or from static
09 Mental resilience +1 wisdom bonus score
10 Hibernate three months once a year

11 Horrible nightmares and flashbacks make you mutter and sob in sleep, 
12 Fried nerve endings diminished sense of touch and pain
13 Split personality offers flawed advice nobody else can hear 
14 Memory lapses and repeats telling people things annoyingly
15 Mutters and and tells rambling stories even when alone
16 Prone to irrational weeping in all kinds of situations
17 Prone to irrational laughter in all kinds of situations
18 Unnatural charm +1 Charisma bonus
19 Insects, vermin and parasites repulsed and try to keep a foot away
20 Directional sense always feel magnetic north
21 Perfect sense of time to the second with clock precision
22 Numerate as if had a calculator or advanced abacus skills
23 Highly sensitive to pain and paranoid about threats of injury 
24 Empathic sense can feel strong emotions within 3"
25 Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc
26 Hostility field disturbs people you meet -1 Charisma modifier
27 Suicidal tendencies and gloomily fixated with death and risk taking
28 Mental block has 1% chance of any stressful situation being forgotten after
29 Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep
30 Aura sight can see aura of living things within 3" can use to target in dark
31 Enormous ego is sure is the greatest and best at everything ever
32 Amnesia when HP below 10% of maximum 
33 Mania is obsessed with something like fire, darkness, stealing, sex, etc
34 Planar sense can feel dimensional gates or multiplanar beings within 3"
35 Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save
36 Seizures has a 1% chance of any stressful situation inducing d4 minutes attack
37 Unconscious calling attracts hostile creatures increasing chance of wandering monsters
38 Heal one HP once per person per day 
39 Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day
40 Glow aura makes mutant glow at will 1" radius light
41 Can ignite small fires by concentration within 1" as if using a flint on flammable material
42 Animal bond can form strong empathic attachment to animal over range of 3"
43 Glimpse invisible spirits or astral bodies for one round per level per day within 3"
44 Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3"
45 Plant empathy can sense well being of a plant by touch
46 Sense location of dramatic past events like murders or torment within 1"
47 Automatic writing allows a spirit to use your hands to write or draw while in a trance
48 Can repulse dirt and water from body and clothing once per day per level
49 Thoughtography can burn a image from mind onto a surface once per day per level
50 Call ethereal fog over 1" radius once per level per day
51 Control a small hand sized rodent or bird one round per level per day
52 Call a swarm of flies or harmless insects to do bidding one round per level per day
53 Aport a small hand size object to and from ethereal plane once per level per day
54 Astral knife can be formed at will only harms non corporeal or other planar beings
55 Can see inside sleeping persons dreams by touch one round per level per day
56 Can scare a animal under 4HD if fails a save once level per day within 3"
57 Can calm a animal under 4HD if fails a save once level per day within 3"
58 Make a hand size object levitate one foot if concentrated on within 1"
59 Objects in room rattle and make noise when mutant is angry, upset or scared
60 Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome
61 Always knows is a certain loved one in trouble or within a mile often a sibling
62 Can control several cubic feet of smoke, fog or fine particles one round per level per day
63 Can form ice crystals on water or fluids or chill food by concentrating within 1"
64 Long lived mutant expands life expectancy by 2d4 times
65 Cause a object to vibrate within 1" by concentrating often noisy
66 Able to tell if attacked with disease or poison at moment of contact
67 Can sense medical condition of others by touch ans amount of HP
68 Can sense hidden water within 1" through ground 3" with some kind of divining rod
69 Can speed read if literate reading and studying ten times faster
70 Photographic recall memory can specifically remember something specified when seen 
71 Can measure distances and lengths from sight 
72 Can accurately predict weight of persons or objects
73 Alignment extremist is driven to judge everything be extreme moral code
74 Ambidextrous can use hands equally well
75 Improved split personality offers useful advice and second opinions 
76 Can survive comfortably without food or water a day per level
77 Hear whispers and moans of the dead even more depressing in certain locations
78 Have dreams about ancestors lives often triggered by recent events in own life
79 Orgone energy accumulator gains a d3 HP per day from sexual act
80 Has perfect sense of harmony, rhythm and can play any instrument instantly
81 Can douse a small flame (torch or smaller) within 3" once per level per day
82 Immune to eating off food or drinking diseased water but not poisoned
83 Eyes or nose bleeds when using powers or very stressed
84 Can animate a small cubic foot dust devil one round per level per day within 3"
85 Can enter death like trance for one hour per level using 1/10th the air supply
86 Can labour twice as hard performing work of two in any manual labour
87 Spot weakness adds +1 to hit one attack per level per day
88 Aura Barrier HP +d4
89 Aura Shield +1AC
90 Sense pain or death within 3"
91 Have extra two contradictory personalities who disagree on everything
92 Rage can add +1 damage bonus one round per level per day 
93 Ectoplasmic hand size item creation one round per level per day d3 knife possible
94 Evil eye victim within 3" saves or -1 on next saving throw
95 Resistance +1 on a saving throw once per level per day
96 Attribute Amplifier pick one stat gain +1 for one round per level per day
97 Open or close a door or chest or bottle within 3" once per level per day
98 Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest
99 Third eye can see spirits or non corporeal on astral plane one round per level per day
100 Probability control gain a +1 on any dice roll once per level per day

d100 Major Mental Mutations
01 Sense any living being or spirit within 6" unless blocked by four inches of wood or stone
02 Read surface thoughts in 6" who fails saving throw one round per level per day
03 Heal 2hp per level per day by touch can spread points out as needed
04 Power Shout add 1d3 damage to any attack once per level per day
05 Mental Bolt d4 damage once per level per day within 9" victim gets a save
06 Telepathy can communicate within 9" one round per level per day with known person
07 Bio Control can add +3 to a save vs disease or poison once per level per day
08 Push a person with telekinesis, save or fall once per level per day
09 Defencive Aura +2 armour once per level per day
10 Aura Barrier provides effective +2HP per level once per day
11 Spectral Mist formed from ectoplasm 3" wide once per level per day
12 Evil Eye reduce foes save roll -2 
once per level per day
13 Rally causes a demoralized person to make a new morale check once per level per day
14 Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep
15 Animate Weapon once per level per day can use a weapon telekinetically within 6" 
16 Confusion Cloud once per day all within 3" save or confused for 1 round/lv
17 Fear 3" cone effect once per day all in area save or flee for 1 round/lv
18 Empathic Sense can feel emotions of others within 6" can enhance communications
19 Dual Mind can perform two mental acts at a time or one can sleep while other on guard
20 Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day 
21 Pyrokinesis can generate a d4 fire with one round intense concentration
22 Cryokinesis can generate a d4 cold with one round intense concentration
23 Image Projection once/day can project self image to communicate to a friend for round/lv
24 Accelerate Healing with a turn concentration can heal d3 per person per day
25 Mental Screen can resist attempts to read mind +3 save
26 Telekinetic Arm can be used to manipulate or hold items one round per lv per day
27 Hypnosis as charm person 6" range once per four levels per day
28 Allurement aura makes living things attracted to mutant within 3" not always for best
29 Psychometry can read history of location, corpse or thing once day per level 
30 Sense Home always knows distance and direction home, takes month to change home 
31 Fearless is immune to any psychological effect causing fear or anxiety
32 Illusion can make a victim who fails save see a illusion one round per level per day
33 Inhibitor field prevents mental mutations working within 3" if fail save per round
34 Levitation can float with concentration 1" across or 3" up a round per level per day
35 Mind Meld can communicate and share thoughts by touch one round per level per day
36 Mental Block any attempt to interrogate or probe mind causes mutant to block memories
37 Danger Sense mutant only surprised on a 1in6 chance
38 Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self
39 Exorcism can repel spirit occupying a victim giving them a extra save once per day
40 Possession can by touch dominate a person's body by touch once per day for one turn
41 Enhance Strength +1d4 for one round per lv per day
42 Paralysis can hold a being in 6" still for a turn once per day if they fail to save
43 Phobia can make victim have fear of one thing for a turn once per day if they fail to save
44 Force Barrier one round per level per day that blocks missile weapons from one direction
45 Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save
46 Stunning Force stops a person for a round who fails save in 3" rage once/lv/day 
47 Planar Voices give possible advice once per day per level give d3 contrary suggestions
48 Prophetic dreams warn of danger or death or disaster, greater threat more days warning
49 Sense planar beings or gates or other disturbances within 9" or further for very powerful
50 Suggestion by talking for a turn to victim if fail save changes alignment for hour
51 Fanaticism can add +1 once per level per day day on any roll, can use any or all at once
52 Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day
53 Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them
54 Draw Beast once day call wild beast near to serve as a mount or pack animal or eat
55 Healing Trance one HP recovered per hour in deep trance
56 Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left
57 Group Mind can place self and one friend per level into a mind link if within 12"
58 Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day
59 Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living
60 Heat Touch can inflict 2d4 damage by touch one round per level per day
61 Suspended Animation can enter trance for predetermined time using 1% food and air
62 Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day
63 Psychoelectric Discharge d8 electric touch one round per level per day
64 Aura Barrier one round per level per day, can absorb level in HP
65 Poison resistance can get extra save vs any poison  once per level per day
66 Disease resistance can get extra save vs any poison  once per level per day
67 Illuminated can get extra save vs illusions once per level per day
68 Iron Will can get extra save vs mind control once per level per day
69 Advanced Mind +1 Intelligence 
70 Advanced Forethought +1 Wisdom 
71 Advanced Magnetism +1 Charsima
72 Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day
73 Ectoplasmic Discharge once per level per day can slime someone or 1" square
74 Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day
75 Animal Empathy can crudely communicate with animals and possibly calm them
76 Dream Travel once/night can appear in dream by touch or very distant for loved one
77 Genius Loci can speak to spirits of a place and ask a question per three levels per day
78 Planar Eye can see beings hidden in other planes, strike any out of phase or displaced
79 Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day 
80 Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size 
81 Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings 
82 Biological Sustenance does not require food but still enjoys eating
83 Astral Travel can once a day enter trance and soul can enter spirit world, risky
84 Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light
85 Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius
86 Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight
87 Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep
88 Telekinesis can move 10lb per up to 1" per level one round per level per day
89 Poltergeist when angry small objects thrown about and people slapped in 3" radius
90 Telekinetic Manipulation fine motor work like lock picking within 1" by concentration
91 Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round 
92 Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage
93 Arouse erotic feelings in other living beings who fail save but mutant no longer feels any
94 Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD 
95 Serenity the mutant experiences no highs or lows and is is immune to strong emotions
96 Pacifism the mutant is incapable of deliberately killing any living being
97 Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location
98 Teleport once per week to any well known place random and risky otherwise
99 Plane Shift once per week to any well known plane random and risky otherwise
100 No longer naturally ages by act of will force, possibly other forces might age them