Mutations are drastic and permanent alterations to a creature's physiology spontaneously caused by uncontrolled chaotic magic, or deliberately imparted by distilled mutagens. Mutagens are potent magical agents capable of permanently mutating a creature; a mutagen generally contains/imparts one **Beneficial Mutation.** A Magic User or Artificer may mutate a creature with a mutagen so long as they have access to a **laboratory** or apparatus friendly workroom **(1,000 sp)**. The process takes **`dice: 1d6` days** and requires a successful Int (Apothecary\*) check; on a **failure** the process fails and any mutagens are lost. If the Magic User or Artificer **succeeds**, the creature being mutated must also make a *Luck* (Con) check. On a **success** the mutation occurs without issue; on a **failure** the creature acquires a random **Negative Mutation**; and on a **Terrible Failure** the creature must also make a Death save (*[[Toxin Trauma]]* on success). Mutations are permanent, and cannot be removed by anything short of a *[[Forbidden Wish]].* In addition, each time a creature acquires a Beneficial Mutation, they accrue a **-2 penalty on subsequent *Luck* (Con) checks** made to resist Negative Mutations. ## Beneficial Mutations | `dice: 1d100` | Beneficial Mutation | Effect | | ----- | ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-3 | **Third Eye** | Roll `dice: 1d4`. You grow a fishlike eye on your (1) forehead, (2) palm, (3) back of head, or (4) chest. If the eye is uncovered, you can see perfectly in non-magical darkness up to Close range. | | 4-6 | **Second Head** | You sprout a second head! The second head is sentient and shares your same level of intelligence. Your Int and Perc increase by `dice: 1d4`. | | 7-9 | **Flesh Pouch** | You develop a fleshy marsupial-like pouch on your abdomen. The pouch is sealable, and provides you 3 extra pack gear slots. Its interior is warm and moist. | | 10-12 | **Glowing Tumor** | A mysterious glowing tumor painfully bursts out from under your skin and begins growing. It communicates in a voice only you can hear. You learn a random spell and can cast it once per adventure (using the normal spellcasting rules). | | 13-15 | **Digitigrade Legs** | Your legs bend backwards and then forwards again, like those of a satyr or faun. Your speed increases to Fast. | | 16-18 | **Bloated** | You become grotesquely bloated and fat; a vile stench emanates from you at all times. You can use your action to belch a toxic gas; anyone in melee must make a *[[Luck]]* (Con) save or take `dice: 1d4` damage and become *[[Near Blind]]* for `dice: 2d6` hours.<br><br>(Incompatible with *Spidery*) | | 19-21 | **Aquatic** | You grow gills and your hands and feet become webbed. You can breathe underwater and your swim speed is Fast. | | 22-24 | **Spiked Tail** | A long scaly tail topped with spikes sprouts from your backside. The spikes at its end may be ejected at will; `dice: 1d6` damage, Close range (Nat 19: `dice: 1d10` *[[Missile Trauma]]*). | | 25-27 | **Winged** | Roll `dice: 1d4`. You sprout large membranous wings from your (1-2) back or (3-4) elbows. You can fly at your normal speed. | | 28-30 | **Spined Appendages** | Tiny spines grow across the surface of your fingers and toes, allowing to climb up walls and upside down on ceilings like a spider. Your climb speed is Normal. | | 31-33 | **Gigantism** | You nearly double in size, becoming grotesquely tall, muscular, and thick-boned. Your Str increases by `dice: 1d6` and you gain advantage against being knocked *[[Prone]].*<br><br>(Incompatible with *Spidery*) | | 34-56 | **Tentacle** | A random arm transforms into a branching, flesh-colored tentacle. You gain a +2 bonus to Str checks made with the tentacle. A melee attack causes `dice: 1d6` damage (Second Rank Weapon, Nat 19: trip or disarm your target). | | 57-59 | **Bioluminsecent** | You can cause your skin to emit an unnatural light in a Far sized area. | | 60-63 | **Adamantine Skeleton** | A layer of adamantine grows over your skeleton and it becomes hideously enlarged, causing metallic bone to burst through your skin all across your body. Your Con increases by `dice: 1d6` and you can no longer suffer broken or severed limbs (unless attacked by a weapon as strong as adamantine). | | 64-66 | **Pyrokinetic** | You are immune to fire damage and can use your action to cause your body to burst into flames. Your melee attacks deal an extra `dice: 1d4` fire damage and any flammable materials you touch may alight. | | 67-69 | **Engorged Genitals** | Use your imagination. They excrete a foul-smelling but intoxicating pheromone. Your Cha increases by `dice: 1d6` and you gain advantage on checks made to seduce others. | | 70-72 | **Scaly Skin** | Your skin becomes craggy and squamous, almost appearing like rock. Your base AC increases by 2. | | 73-75 | **Gestational Sack** | A strange uterus-like sack grows amongst your organs and quickly distends your gut. Once per day, you can spend an action to hastily birth a swarm of flying *Veil Leeches* (as *Bat Swarm*). The *Leeches* die after `dice: 2d6` minutes but believe you to be their mother and are utterly loyal. | | 76-78 | **Swollen Cranium** | Your skull enlarges threefold, becoming disgustingly swollen and wrought with bulging veins. You become telekinetic, and can cast *[[Hand of the Void]]* without making a spellcasting or DDM check. If you do so more than once per day, make a *Luck* (Int) check; on a failure your brain explodes from the uncontrolled psychic power. | | 79-81 | **Extra Arm** | You grow an extra humanoid arm below your current pair(s). The arm can hold weapons, items, cast spells, etc. | | 82-84 | **Bubbling Cyst** | A bulbous cyst full of a strange fizzing liquid erupts from your flesh. Once per adventure you can drain its puss to produce a random [[Potions\|potion]]. | | 85-87 | **Spidery** | You lose all body fat, becoming only sinewy muscle and bone, and can move in unnatural ways thanks to your now double jointed limbs. Your Dex increases by `dice: 1d6` and you gain advantage against being *[[Grabbed]]* (may use Dex in place of Str). <br><br>(Incompatible with *Gigantism* and *Bloated*) | | 88-90 | **Echolocation** | A hideously wrinkled bat-like nose-leaf emerges from your face. You can emit ear-piercing screeches to perceive your surroundings through sound. You are immune to being *[[Blind]]* and *[[Near Blind]]* so long as you are neither deafened nor muted. | | 91-93 | **Black Blood** | Your veins become grotesquely varicose and turn an unholy black. You gain +2 on Death saves (does not stack with other bonuses) and any time healing is applied to you roll the dice formula with advantage. | | 94-96 | **Hermaphrodite** | You can spend `dice: 1d10` minutes to painfully mold your bones and flesh into a new appearance. You can change your build, eye color, hair color, skin tone, and sex. | | 97-99 | **The Claw** | One of your forelimbs transforms into a chitinous claw. A melee attack causes `dice: 1d12+2` damage (Nat 19: snip off target’s limb, no save). | | 100 | **Hypermutant** | Roll on the Beneficial Mutations table again and double the beneficial effects of the mutation (where possible, GM's call). | --- ## Negative Mutations | `dice: 1d100` | Negative Mutation | Effect | | :---: | :-------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Shriveled Limb** | Roll `dice: 1d4`. One of your limbs becomes permanently atrophied and no longer can be used. (1) left arm, (2) right arm, (3) left leg, (4) right leg. If a leg atrophies your speed is reduced by half. | | 4-6 | **Hunchback** | You gain an unsightly and painful hunchback. Most are generally repelled by it but a select few pity you for your condition. Your Cha and Dex are reduced by `dice: 1d4`. | | 7-9 | **Brittle Bones** | Your bones become porous and weak. Your Con is reduced by `dice: 1d4`. You take double damage from falling and bludgeoning attacks. | | 10-12 | **Troglodytic** | Your skin and eyes become milky white and translucent, rendering you incredibly sensitive to sunlight. While you are in direct sunlight you have -2 on attack rolls and Perc checks that rely on sight. | | 13-15 | **Fused Lips** | Your lips fuse shut, preventing speech and spell casting (except for *Chaos Gift*). Those close to you (i.e. your party bonds) understand a unique sign language you have developed. | | 16-18 | **Smooth-Brained** | Your mind becomes mush. Your Int score is reduced to 5 and cannot be increased by non-magical means. | | 19-21 | **Split Skin** | Your skin begins to crack all over. It is painful and makes your wounds more grievous. Your maximum hit points are permanently reduced by `dice: 2d6`. | | 22-24 | **Exposed Organs** | Some of your vital organs herniate through your skin and are now clearly visible. Creatures intelligent enough to target them deal double damage on a critical hit against you. | | 25-27 | **Blinded** | Your eyes melt into your surrounding flesh, becoming a hideous amalgam of skin and cornea. Unless you have some other means of perceiving the world (such as a third eye), you are perpetually *[[Near Blind]]*. | | 28-30 | **Muscular Degeneration** | Your body becomes frail and stick-thin as your muscles decay. Your Str score is reduced to 5 and cannot be increased by non-magical means. | | 31-33 | **Bloodthirsty** | You must consume a pint of humanoid blood per day otherwise you are *[[Starving]].* | | 34-56 | **Nightmarish Deformities** | Your appearance is impossibly revolting. Your Cha score is reduced to 5 and cannot be increased by non-magical means. | | 57-59 | **Popcorn Lungs** | Your respiratory system is weak. You have disadvantage on Athletics checks and the time you can hold your breath is reduced by half. | | 60-63 | **Nanism** | Your body shrinks to a pitiful size, smaller than that of a halfling or gnome. Your Con is reduced to 5 and cannot be increased by non-magical means. | | 64-66 | **Putrid Slime** | A pungent, nauseating slime seeps constantly from your pores and orifices. You have disadvantage on Stealth checks when not in a suitably smelly environment (like a sewer). | | 67-69 | **Dark Seed** | Your libido becomes ravenous; if you do not copulate at least once a day you suffer a level of *[[Fatigued]].* No matter your sex, there is a 5% chance of you becoming "pregnant" after each encounter. Your pregnancies last only `dice: 2d6` weeks, and your "children" are `dice: 1d4` *Skinless Terrors* that kill with blind abandon. | | 70-72 | **Elephant Fingers** | Your fingers become inflated with fluid and covered in craggy tumors. Your fine motor skills are shot and you fumble on an attack roll of 1 or 2. You have disadvantage on checks requiring delicate manipulation (e.g. Traps and Locks). | | 73-75 | **Pestilent Form** | Disease clings to you and passes easily to those around you. Once per adventure, make a *Luck* (Con) check to determine whether you have begun carrying a random disease, and whether it has spread to a random member of your party (or an important NPC, GM's call). | | 76-78 | **Parasitic Twin** | A small, underdeveloped twin grows somewhere on your body. It is sentient, malicious, and whispers terrible secrets to you. Your Will is reduced by `dice: 1d4` and your twin will occasionally attempt to control your body and mind (*Luck* (Will) resists). | | 79-81 | **Nervous Wreck** | You become skittish and perpetually clammy as your adrenal glands malfunction. Your Will is reduced to 5 and cannot be increased by non-magical means. | | 82-84 | **Distended Stomach** | Your stomach grotesquely enlarges and your hunger becomes insatiable. You require 3 rations per day and your lifestyle costs are tripled. | | 85-87 | **Brain Tumor** | A bulging tumor erupts from your skull and assaults your senses with vivid hallucinations that distract you from reality. Your Perc is reduced to 5 and cannot be increased by non-magical means. | | 88-90 | **Tremors** | Violent tremors constantly wrack your body. Your Dex is reduced to 5 and cannot be increased by non-magical means. | | 91-93 | **Skinless** | Your skin sloughs off in bloody chunks, leaving only bare muscle and fat. In addition to spending several hours a day wrapping and changing full-body bandages, your Cha is reduced by `dice: 1d4` and you take double damage from fire and cold. | | 94-96 | **Chaos Magnet** | The [[Veil]] is weak around you. Whenever another creature within Close range would roll for [[Dark and Dangerous Magic\|DDM]] they instead instantly trigger it. You make all [[Dark and Dangerous Magic\|DDM]] checks with disadvantage. | | 97-99 | **Adverse Reaction** | The raw Chaos of the Beyond is too much for your body to handle. Your flesh and bones melt into bloody mush over `dice: 2d4` days. It is a slow and painful death, but may be eased by the mercifully placed swing of a sword. | | 100 | **Hypermutant** | Roll on the Beneficial Mutations table. |