Thursday 26 September 2024

Chagrinspire Mutations





































I dislike writing mutation tables after editing them into a book broke my brain. 
But i do like my mutant class and will include in vol3 of chagrinspire book series on patreon

If you'd like to see me go back to any past work, settings or genres I've done let me know. Ive had good results from requests so I get not everybody likes what my Kerouac writing method is spewing out at the moment. The Frog Book is coming also. Im tempted to revise Auldwood and replace all the art with vintage historic art - I might want to talk about that sometime. I will do some Halloween 3folds to distract us from the real-world horrorshow dominating the world's news. 

https://aeonsnaugauries.blogspot.com/2015/08/no-mans-land-maps.html

Mutations so far
Clown Mutations
Outsider Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations
Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class
http://elfmaidsandoctopi.blogspot.com/2013/05/anachronisms-of-cosmic-order-my-first.html
http://elfmaidsandoctopi.blogspot.com/2013/05/near-infinate-humanoid-varients.html

Mutation Basics
minor mutations are common, mostly cosmetic offer a few + sometimes
major mutations are strange powers
apotheosis is the result of too many mutations
= more minor mutations than half CON score
=more major mutations than Lv or HD
Mutant class exempt from apotheosis

d12 Sources of mutation
1 Ate food contaminated with alchemical waste
2 Exposed to mutagenic miasma
3 Tainted by mutagens in mud and polluted water
4 Touched by a tainted creature or undead
5 Drank water tainted by mutant sewerage
6 Cursed by wicked spirits
7 Bathed in the light of strange auroras
8 Inhaled and dusted in mutagenic spores
9 Exposed to mutants or places they congregate
10 Ancestors fought in the apocalypse war
11 Airship bathed you in strange rays testing a weird weapon 
12 Cursed by primordial chaos portal 

d12 Apotheosis
1 Swell up and lose mobility, take root and become vegetation, root mass or a giant mushroom
2 Blacken and wither over days and die then arise as a wight
3 Flesh rots but will never die as a skinless one. Become insane as skin sloughs off, crave living flesh and become more animalistic often sleeping until the smell of meat disturbs them 
4 Split into two half-size beings with half HD or levels each who hate each other
5 Explode into a toxic stinking miasma possibly even mutagenic
Swell then burst leaving a swarm of tiny worms each with the character's face that crawl into the earth to menace the area for years as they grow to human size and crave flesh 
7
 Devolve into a shambling sobbing shoggoth, aware but no control of a hungry body. Faces, eyes and mouths resemble the past form and protest their bodies' actions
Devolve sobbing, melting into a pool of primordial ooze that spasms around strong emotions, animals will lap it up  
Devolve, half mental attributes, +50% physical ones and weight. Become more heavy-built, hairy and thick-skulled. Will tear off clothes and flee to the wilderness or a cave
10 Devolve into a hill giant-like brutal monster with craving for human flesh
11 Evolve into levitating gelatinous floating brain feature making mental attacks and devouring brains of lesser life

12
 Evolve into enlightenment. The body starts to glow and becomes a glowing phantom in a state of ecstasy that fades away to a higher plane beyond creation

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain 

d10 Minor Mutations
01 One huge miscoloured eye that looks in random directions
02 Nose becomes a beak usable for d4 unarmed peck attack
03 Cyclops single-eye, see twice as far
04 Hear the ultrasonic chirps of bats and sonar-using creatures
05 Low light vision halves darkness penalties if any light
06 Large filter nose, +3 resist smoke, dust, spores, odours or gas
07 Huge dripping nose, sensitive to pollen and spores that trigger sneezing
08 Black & white vision
09 Auric vision can see UV, polarised light and invisible auroras in the sky most cannot perceive, sometimes might provide clues or warnings or navigation aids
10 Eye membranes, never need to blink, +3 resist blinding attacks
11 Covered in grey, black or olive mud that secretes from your skin
12 Scabby itchy skin shedding dried skin +1hp
13 Seemingly burned melted flesh all over +1 save vs fire
14 Scaly rusty iron skin +1AC
15 Thick curly hair all over 
16 Buboes and open sores +1hp
17 Rubbery blubbery whale-like moist skin +d3hp
18 Skin (and possibly flesh) is transparent
19 Skin turns grey and corpse-like +2 save vs paralysis
20 Skin seals bleeding wounds in a d3 rounds
21 Hump saves water for a week
22 Spiked spine causes rear unarmed attackers to take 1pt damage
23 Barrel chest holds breath 10 rounds
24 Face on chest yells abuse and gibbers crazily in fights
25 Mouth on chest can bite for a d4 unarmed
26 Grow or shrink d12 x2.5cm 
27 Bony chest plate +1AC
28 Extra breasts +d4
29 Spikes on chest +1 unarmed attacks on grappled targets 
30 Heart with a save can restart with 1hp a d4 rounds after death (once a day)
31 Digest rotten or disease-tainted food without farm
32 Heart glows inside chest cavity like a torch if uncovered 
33 Can swallow and regurgitate an egg size object per level
34 Flatulent in times of stress if fail a save
35 Urinate acid d3 damage once a day
36 Gem in belly button worth d4 x10gp xLv
37 Poop lumps of coal instead of normal poop
38 Fart puffs of green sulphurous cloud that upsets animals, round per level per day
39 Caugh up revolting green bile every hour
40 Stomach grumbles loudly when hungry making it harder to hide
41 Arms grow 30cm longer or shorter
42 Finger claws +1 unarmed damage
43 Grow a d3 bone spikes per week on arms, which can break off and be used as darts
44 Arms rubbery, flexible and snakelike 
45 Mouths on palms of hands
46 Fingers can taste food by touch
47 Fingers lack prints or fine details, smooth  
48 Hands keep bleeding if not bandaged or covered
49 Fingernails fall out and regrow constantly
50 Pop out clawed fingernails d3 unarmed attack +2 climb
51 Feet smell vile unless kept bandaged or covered up
52 Backward bending knees +1 Mov
53 Huge feet +1m jump
54 Spurs can be used for d4 unarmed attack
54 Prehensile toes +2 climb
55 Bird feet with opposing toes can grip branches and need no shoes
56 Feet overgrown in root-like masses 
57 Mushrooms grow in feet if not washed daily, using wine lasts d4 days
58 Extra or less toes +/-d4
59 Legs grow 30cm longer or shorter
60 Bow legged
61 Prehensile tongue 1m long
62 Tusks usable for d4 unarmed bite attack
63 Teeth constantly fall out and are replaced
64 Sharp teeth d3 unarmed damage 
65 Huge rodent-like teeth can gnaw through rope or wood d4 unarmed damage 
66 Terrible breath like rotten meat
67 No sense of taste
68 Lamprey tongue can drink and digest blood instead of solid food
69 Tentacle face hides hideous beak hole
70 Learn one animal language
71 Head like a vegetable d4 1=turnip or beet 2=potato 3=pumpkin 4=mushroom
72 Beard or hair is roots 
73 Horns or antlers d4 unarmed damage
74 Transparent flesh on skull
75 Skull glows when laughing like a torch
76 Weird forehead ridges 
77 Magic sigil on forehead visible with detect magic, glows when
78 Solid forehead can be used as a hammer or mallet or d4 unarmed damage
79 Crystals painfully grow from skin worth 2d6sp a month to alchemists
80 Cranium enlarged and deformed +d3hp
81 Enlarged liver can double alcohol tolerance +2 save vs poison
82 Enlarged spleen +1hp
83 Lumpy tumours, a d4 growths with twitching tubercles
84 Growth on the part of the body can open revealing an extra eye
85 Adrenal glands +1 Mov
86 Oil gland excretions are good for hinges, knife sharpening or sticky locks
87 Secrete black oil from a gland that makes rats, fleas and other vermin keep away
88 Caugh up food waste instead of passing through your body
89 Survive eating wood, bark, grass and straw 
90 When die arise as a zombie a d4 days later
91 Feel something in your skull like a hand or worm squeezing your brain 
92 Brain fluid leaks from ears or nose
93 Brain lobes rewired, ambidextrous
94 Can read and write mirrored or reversed text as normal
95 Imprinted with traumatic flashbacks of past life +1 language
96 Nose or eyes bleed when stressed by resisting mental attacks
97 Detect metal via magnetism within a 3m wide circle with concentration
98 Always sense magnetic north
99 Sensitive can hear whispering spirits in haunted places at night
100 Feel the presence of disembodied spirits in a 3m wide circle

d100 Major Mutations
01 Enlarged black eyes with low light and or infrared heat vision
02 Nose can smell fresh blood in range 30
03 Sonar senses within range 30
04 Prehensile trunk stretch can stretch 30cm per level
05 Large compound fly eyes 360-degree vision 
06 X-ray vision penetrates range 3 through rock round per level
07 Eye ray d6+Lv damage range 30 one use per level per day (choose one element type)
08 Can smell and assess the age of corpses within range 10 or depth of 5 in soil
09 See microscopic bacteria, disease-carrying threats, or anyone carrying disease with close range with concentration. A healer might be able to diagnose the disease and will know the risks 
10 Insectoid antenna can smell or taste or touch 1m away, sensitive but regrow if lost  in a week   
11 Amphibious skin requires at least 1L water on the skin daily or lose 1HP each day fail a Vigour save. Require less breath in water for 1+Vigour bonus in hours  
12 Symbiotic skin produces food either plant-based in sunlight on 50% of your skin by day or fungus-based requires darkness or keep 90% body covered you don't need to eat. At zero or less HP once a day the symbiote will give you a d4 HP to save you. If you do die plants or fungi grow on the corpse   
13 Sheilded skin +2 save and -1 damage per dice or at least 1pt defence vs d6 1=fire 2=cold 3=lightning 4=blunt 5=acid  6=poison
14 Disease-resistant membrane immune to diseased touch by contact but breathing airborne disease or material is still a risk but avoidable by holding breath or a cloth mask
15 Durable epidermis gives +1 HP per level. These recover one per ten-minute turn
16 Stony flesh if struck by a non-magic weapon requires a save or will break (-1 damage dice bump and -2 hit and can be repaired, a second break destroys the weapon)
17 Moss and vegetation growing over skin +2 AC +d4 HP
18 Jet black null field projected from the skin at will +2 sneak and hide most conditions +4 if skin 90% uncovered by clothes or armour. Uncannily blackness and sound-dampening. It makes it hard to identify the field person
19 Shed your skin once a day heals your Vigour score in HP, also worth a meal of food or craft material for glue or waterproofing
20 Require silver or magic weapons to hit or fire alchemical attacks  
21 Bony Plastron or exoskeletal chest shell +4AC 
22 Huge chest musculature +1 Might +2d4 HP
23 Extra heart gives a boost of +2 Might & Vigour for a round per level per day
24 Can hold breath for 5 minutes per Vigour point and release a low bellowing trumpet sound at will that travels underground or underwater well 
25 Swarm of vermin live in chest and you can call on them a round per level per day. Otherwise, they may attack hostile enemies near their host body if they are knocked out. They will stabilise the host's blood loss with an action. Regular allies are not seen as hostile. Can be crawling or flying vermin of various types usually bugs, worms, lizards, rats, flies and wasps. They modify the host body to house them with improvements
26 Arms and head are detachable and telepathically linked with the main body which is possibly useful or entertaining or good for pretending you are a wizard or a god 
27 Wings that can mostly fold up and improve with level 1-4th can glide around per level 5-8th fly at Mov rate a round per Lv. 9th-12th Add Lv to fly speed. 13th+ Lv can fly 1+ vigour bonus in hours. Requires you are unencumbered to fly but can glide if encumbered
28 Vents in the chest emit black smoke once per level per day, Each use is a 3-range-wide cloud that will Mov 1 per round in light wind or 6 in strong wind, without wind lasts d4+2 rounds. Blinding inside and each round inside save or lose 1hp 
29 Flechetes once per day as a bonus action blast metallic darts in 3 range 30 degree cone for 3d6+Lv damage, save halves
30 Tubercles all over body like roots or fleshy fingers or tentacles, if you grapple or are grappled you get a bonus grapple action each round 
31 Stomache Immune to ingest disease, poison or contaminated food. Even rotten meat buried in mud for decades is edible 
32 Every day you poop, it is a living baby gremlin that scuttles away squeaking
33 Intestines riddled with worms and need double food, the worms keep away rival parasites and if you pass out they will try to move your body and run away with a strange gait and they will seal any bleeding wounds. Once the worms running the body feel safe and hidden they will heal 1HP per hour until reach 1hp and the host is conscious and back in control 
34 Stomache can growl and make almost speech-like noises or can fart at will making every smelling creature in a range 3 circle cringe. Can fart popular tunes as if a unique instrument
35 Belly can sustain you for food and water a month when full and gain +1HP per level
36 Improved Vigour +1 and recover extra d4HP per day
37 Stomache tendril, a fleshy tentacle, tongue, flagellum or intestines lash at a foe 4m away for a bonus grapple attack each round  
38 Incendiary Diareah, once a day leave a burning trail as far as you can move in one round. Lasts a round per level and 2m high, 2d4 fire damage to any who cross, or a d4 if within 1 range of the wall, save for half. It also stinks, makes smoke and scarifies the ground. Best to wear no trousers or the user suffers fire damage also. Mutant cattle often have this
39 Explosive Stools, unstable hard puck smelling of the supplier, poop one per day, thrown as a rock or left out to explode on contact with a human's weight for 2d6 to a 3 range wide circle, save halves. Store well to avoid explosive mishaps from falls or blows.   
40 Reproductive organs plant or fungus and can reproduce with liveforms of that type you meet. If you don't try this in a year a clone starts to bud from your flesh in a month into a 30cm naive but capable clone with a d4HP that grows to a 1st level full size in a year
41 Crab claw d6 unarmed attack and +1 Might
42 Pop out blades from both wrists d4 unarmed attack and a +1 bonus unarmed attack
43 An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
44 Tendril Arm, a fleshy tentacle or flagellum lash at a foe 6m and can use a weapon or make unarmed attacks
45 Arms split into two arms or an extra set of smaller arms +1 combat action
46 Huge swollen muscley veiny arms +1 Might +2d4HP
47 Arm has a biological gun growing from it that can make a bonus attack, Range 9, 2d6 damage, shot per level 
48 Can run on all fours +6 Mov or +3 if you hold anything in one hand
49 Bony small shield on one arm +2AC leaving a free hand for other uses
50 Form bony fleshy sinewy archaic 1-H weapons in your hand at will (as if you have quickdraw) and can change to any type you are skilled in from your body mass. They perform as normal weapons but can change the type of each round. For 1 HP you can form a bone arrow, dart, bolt or knife but could use normal arrows in a fleshy bow
51 Kangaroo legs +3m jump
52 Bladed feet provide a bonus d6 kick attack each round
53 Swift legs double Mov if unencumbered on foot
54 Stilt legs can elongate 1m per Lv
55 Extra legs, +d4 double Mov
56 Silent feet +4 to sneak and they leave almost no trace and don't set off mines
57 Can walk on water for one round every second round, at 10th Lv it is at will
58 Webbed feet use full Mov in water or +6 whichever is better
59 Stone feet, half damage from hazards or traps that damage feet including fire, cold, electricity, explosive traps, acid, caltrops
60 Can walk in your sleep and march 24 hours a day for one day per level. While sleepwalking noises, close movement, strong odours or attacks awaken the sleeper. Best not to use in mountains or cliffs, will swim as best can if required. Set a direction or follow a marked road
61 Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like semi-transparent deep sea creature 
62 Learn any spoken language after hearing it used for a d4 days 
63 Breathe fire 3d6 damage 3 range 30 degree cone, once + vigour bonus once a day, save halves damage. Can also eat burning or hot food or hot water  
64 Scream 3d6 damage in 3 radius, once + vigour bonus once a day, save halves damage, can make loud trumpeting noises at will 
65 Mimic can instantly copy a voice or sound with a d4 rounds of study
66 Prehensile tongue 1m long per level can be used for a bonus whip attack each round and can support your weight or swing on it fully ladened
67 Eat rocks, soil and minerals, immune to ingested poison or disease. Non-rock eaters will never know how good they are. You can bite creatures requiring magic weapons to hit for a d4 
68 Exhale acid fog cloud forming a 3 range wide circle up to 6 range, one use per level a day, causes 1 HP damage a round for one round per level. Damages terrain and after four rounds fibre or leather goods like clothes, straps, bags, and rope will require saves. It won't work in water but will spoil it for drinking or fish
69 Spit Slug can spit a 2d4 bullet up to 30 range as a bonus, ten shots per level in the hopper, ammo recovers a d6 rounds a day. Noisy and smoke-producing
70 Huge fanged mouth, can be used as unarmed attack d6 damage, with a held foe that has living animal blood can be used to feed from and drain a d4 HP a round from the target and heal half that amount to drinkers HP (min 1)
71 Head is a biological gasmask protecting eyes and filtering out smoke, poison gas, stench or miasmas
72 Skull is a reinforced helmet +2 AC including shielded eyes immune to flashes or light blinding
73 Antlers or antlers bonus d6 attack
74 Skeletal emaciated face 
75 Neck is telescopic 1m per level and moves like a snake 
76 Neck can rotate 360 degrees or can absorb head inside the body at will if required
77 Detachable head, mind linked to the body and know each other's location, it helps if the head can see where the body is to fight or perform difficult or dangerous actions. If either is destroyed will  grow a replacement over a year
78 Skull is burning and lights as a lantern at will, half damaged from magic fire, immune to natural fire, hats won't survive
79 Crystal skull with sloppy brain and juice inside can project images you have seen on your forehead (no sound)
80 Head can rotate 360 degrees or detach and fly 24 that can control the body by mind link  
81 Toxic blood, creatures biting you save or lose 1HP per round, one round per level
82 Acid blood, cutting or piercing melee attackers get splashed by a d3 acid 
83 Horrible blood, cutting or piercing melee attackers get splashed by stinking staining fluid that makes tracking by scent easier and dyeing the clothes and skin of enemies for a d4 days
84 Rust Blood, cutting or piercing melee attackers get splashed by rusty fluid that dissolves non-magic metal weapons and causes enemy metal armour to lose 1 AC
85 Adrenal might, +3 Might and Mov for one round per level per day
86 Tumourous swollen jiggly glands that glow in the dark like a candle d4+Lv extra HP
87 Lactate healing milk d4 per dose, produce one dose per level per day if healed then acts as a day of food
88 Pheranomes +2 reaction rolls with humanoids or animals in 1 range  
89 Berserker gland, +2 hit and damage, charge into melee and fight to 10 -HP, remain berserk as long as any medium-sized creatures alive or moving
90 Troll blood, heal 1HP per round except vs fire or acid 
91 Detect magical traces in objects or spells with a concentration range 3
92 The Pineal gland pokes out a leaky hole in the skull and can detect invisible spirits, living beings or reanimated undead within range 3 per level and roughly how many HP they currently have
93 Fear Aura, range 3 fear, lower level living creatures save or flee a d4 rounds, one round per level per day
94 Leech Life, if anyone lower level in 1 range loses any HP, the mutant heals one HP that round
95 Dominator, can charm lower level person or creature by looking into its eyes and talking softly for one round. If fail a save, target is enthralled for 24 hours. May have one thrall at a time and who is usually deeply resentful when it expires 
96 Sense portals, gateways or planar summonings within 1km 
97 Detect alignment 3 range
98 Levitate at will Mov 3 per round up or 1 across as long as you will it
99 Sense hostility range 6, detect intent in thinking living beings, neutral animals likely to worry about threats they cannot sense. A lion might be hungry and looking to eat any medium creature but a goat might not be out to kill anything it meets and might just run. Persons thinking of you specifically stand outmore 
100 Turn ethereal rounds per level per day, while ethereal mortal word attackers require +2 magic weapons to hit. Also is immune to asphyxiation, natural fire or cold. Transparent yet visible can walk through walls or people. Seem to walk but more like an airwalk. Getting lost in solid matter and being forced to become flesh at the same time requires a vigour save to live and possibly asphyxiation and crush damage. 

Snakey Pete - 1st Lv Mutant Mook
Minor - Spiked spine causes rear unarmed attackers to take 1pt damage
Major - Neck can rotate 360 degrees or can absorb head inside the body at will if required
Prefers to use a bow or musket, has 2 daggers a +1 lasso and a sack
Grapples and expert with ropes and knots usually on guard duty

Vorgis Skullface - 1st Lv Mutant Mook
Minor - Transparent flesh on skull
Major - Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like a semi-transparent deep sea creature
Prefers to use javelins, a sling and a shield, and carries a hand axe +1 for melee
Scout and scavenger who usually hides face under headgear and mask until wants a psychological effect

Pandram Rotroot- 1st Lv Mutant
Minor - Finger claws +1 unarmed damage
Major - An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
Tries to ambush up close enemies with unarmed attacks, covers arms

No comments:

Post a Comment

I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more