Aberrant Form Mutation

Chris Van Deelen

Aberrant Form

Type: Physical, Plant

Frequency: Very Common

Power Score: Yes (some)

Range: Personal

Duration: Permanent

AI Recognition: +1 to +4 (see description)

Damage: See description

Uses: See description

This mutation covers a wide array of effects over the entire bodily structure of the mutant. Roll 1d8 to determine the nature of the mutation.

Aberrant form type table

Roll

Type

1-2

Enlarged Parts

3-4

Extra Parts

5-6

Natural Weapons

7-8

Xenomorphism

 

Enlarged Parts

            AI Recognition +2

Some aspect of the mutant’s body has grown to an abnormally large size and, as a result, has increased functionality. Because this is a benefit all limbs and organs are assumed to be affected in concert (i.e. both arms, both legs, etc.). For example, this mutation could manifest as a +1, +2, or +3 to damage if arms are larger than normal, or +60 feet to movement for longer or larger legs. Note the creature likewise gains a +2 to grapple checks for each set of enlarged limbs.

 

Extra Parts

            AI Recognition +1 per additional limb or +1 for every two additional digits.

Any organ or limb that is normally present may be multiplied. Extra limbs (arms or legs), and extra digits are common.  Even an extra normal organ (extra heart, extra set of lungs) may be acquired. Either choose or roll on the chart below to determine what is multiplied, and the game results for the extra parts. To generate a random number of a given body part roll 1d4+1 or a number may be selected. The brain and/or head cannot be duplicated by this mutation. The body part must be selected at character generation.

 

Extra parts table

Roll

Type

1-2

Digits

2-4

Limbs

5-6

Organs

 

Extra Digits: This is typically fingers and toes and of course are found on hands, feet, paws and the like. For creatures that have manipulative appendages (such as humans), roll 2d4. This is the number of additional digits that are present. If the mutant in question has a natural attack such as claws, for each two additional digits (round up), the damage is increased by +1 per dice. Also, the mutant gains a +5% bonus per two additional digits when trying to figure out artifacts.

 

Extra Limbs: For every two complete sets of arms (or forelimbs) possessed by the mutant, they gain an additional attack in combat, and all two-handed melee weapons have their damage increased by +1 per dice. If the ML uses the optional grappling rules, the mutant gains +1 for each additional limb when it comes to grapple checks.

For every two full sets of legs (or locomotion appendages), the mutant’s speed is increased by 25%.  Note that if the mutant uses its legs in combat, the mutant gains the same amount of additional attacks as with the forelimbs.

If the mutant possesses a tail, this too can be multiplied. For every two additional tails, the mutant gains a +2 to their Dexterity when it comes to balance checks or saving throws that involve Dexterity (such as dodging out of a blast radius). If the tail is used as a natural weapon, the mutant gains an additional attack for every tail it possesses.

 

Extra Organs table

Roll

Organ

Effect

1

Heart

For each additional heart possessed by the mutant, they can drop by an additional -2 in negative hit points before dying. For example, a mutant has 4 hearts and a Constitution score of 12. They can drop to -20 hit points before dying.  Also for every 2 additional hearts the mutant gains +1 hit point per dice of Constitution score.

2

Liver

For each additional liver possessed by the mutant, they gain a +1 save against any poison or toxin introduced into their system. Also, for every two livers, the damage sustained from a poison or toxic attack is reduced by -1 per dice.

3

Lung

For each additional lung possessed by the mutant, it can increase the time it holds its breath by 50%. The mutant also processes oxygen at a higher rate and as such gains a +1 bonus to its Constitution score for every additional set of lungs it possesses. A negative to this is for each set of lungs the mutant possesses, they suffer a -2 to any saving throws involving inhaled gases, toxins or poisons.

4

Stomach

For each additional stomach possessed by the mutant, they can go an additional 25% longer without food before the effects of starvation begin to show. The mutant also gains a +2 per stomach to any saving throw versus any sort of ingested poison, toxin, or disease.

5

Spleen

For each additional spleen possessed by the mutant, they gain a +1 saving throw against disease, and if there is any damage done by infection, the disease does -1 per dice for every two spleens possessed by the mutant. Additionally, for each spleen possessed by the mutant, reduce the duration of the disease by 10%.  Lastly, the mutant’s natural healing rate is increased by 3 per day for every two spleens.

6

Players Choice

The player chooses the type of organ that is multiplied.

 

Natural Weapons

            The mutant grows natural weapons not normally found on its species.  Roll on the chart below to see what type of new body part the mutant gains. If the mutant already has that type of weapon it can either re-roll or choose to increase the damage of the weapon by the next dice type. For example the natural weapon does d6, the mutant can increase it to d8. Mutant humans suffer a +1 to +4 on the AI Recognition for having the new body parts mutation.

            The following table has a list of common natural attacks possessed by most creatures and the damage based on the most common sizes. It is a good rule of thumb to consider that the mutant will be humanoid sized. Note that there is damage listed for things like wings, tentacles, constriction.

 

Natural attack damage table

Attack

Tiny

Small

Humanoid

Large

Huge

Antlers

1-2

1d3

1d6

2d6

2d8

Barb

1

1-2

1d3

1d4

1d6

Beak

1-2

1d4

1d8

1d12

2d8

Bite

1-2

1d4

1d6

2d4

2d6

Carnivorous Jaw

1-2

1d4

1d8

2d6

2d8

Constriction

1-2

1d4

1d6

2d6

2d10

Claw

1-2

1d4

1d6

1d8

1d10

Club tail

1

1d4

1d8

2d8

2d12

Edged Tail

1d3

1d6

2d6

2d10

2d12

Horn

1

1-2

1d4

1d6

1d10

Humanoid Bite

1

1-2

1d3

1d6

1d8

Humanoid Kick

1-2

1d3

1d6

1d8

1d10

Kick

1-2

1d4

1d8

2d6

2d8

Mandible

1-2

1d4

1d8

2d6

2d8

Pincer

1-2

1d4

2d4

2d6

2d8

Punch / Bash

1

1-2

1d4

1d8

1d10

Ram

1-2

1d3

1d6

2d10

2d12

Reptilian Bite

1d4

1d6

2d6

2d8

2d10

Siphon organ

1-2

1d3

1d6

1d8

1d12

Spike

1

1d3

1d6

1d8

1d10

Stinger

1

1d2

1d4

1d6

1d8

Tail Slap

1

1d3

1d6

1d8

1d10

Tentacle

1-2

1d4

1d6

2d6

2d10

Thorns

1

1d3

1d6

1d8

1d10

Trample

1

1d4

2d4

2d8

2d10

Tusk

1-2

1d4

1d6

2d6

2d8

Wing Slap

1

1d3

1d4

2d4

2d6

 

Natural weapons table

Roll

New Part

Effect

1

Antler

Like many herbivores, the mutant possesses a set of antlers. These are always multi-branching growths of bone or another similar compound. The creature is able to attack with the antlers, inflicting piercing damage. Any wounds caused by the horns will bleed an additional point per round based on the size of the creature. For example, tiny will cause 1 point, small 2 points, humanoid 3 points and so forth. AI recognition +2

2

Barb

The mutant has a needle like-barb that is connected to a venom sac. The player should choose where the barb is located or hidden, such as in the fingers, tongue, or elsewhere. The damage is based upon size plus Strength bonus. During creation, the mutant will randomly determine the type of poison the barb contains. The mutant produces a number of doses of poison equal to half its Power Score per day, and will automatically regenerate a number of doses equal to the mutants natural healing rate plus the Power Score modifier (if any).  Only one dose can be used per attack, even if the mutant has multiple attacks. AI Recognition +1

3

Beak

Instead of a mouth, the mutant possesses a sharp beak, similar to that found in most falcons, eagles and other such avian species. Note the mutant cannot possess any other type of bite-based attack, unless the mutant has multiple heads! The damage is based on the size of the creature (see the above table) plus Strength bonus. AI Recognition +3

4

Carnivorous bite

Like many of the predators, the mutant’s head and face have evolved so it now possesses an elongated jaw, filled with sharp, tearing teeth. It can be similar to that of a canine, feline or any other natural predator, with the player or ML determining upon creation.  The damage is based on the size of the creature (see the above table) plus the Strength modifier in damage. It can be used once per turn. As with beak, the mutant may only possess one type of bite attack unless it has multiple heads! AI Recognition +3

5

Claws

The mutant has sharp claws on its hands or feet. The damage is based on the size of the creature (see the above table) plus the Strength bonus, and is the base damage.  AI Recognition +0 to +1

6

Digestive-Fluid Pump

The mutant’s stomach has evolved to the point it can use its own digestive fluids as a ranged attack. This is done through a highly acid-resistant ‘hose’ which travels up the mutant’s throat and is typically located beneath the tongue, where it can cause it to protrude and squirt a stream of the mutants digestive fluids. It should be noted this organic pump and setup can be located anywhere on the body, but is typically found on the mouth.  The mutant can engage this attack twice plus the power score modifier (if any) times per day.  The mutant must make a successful ranged attack, and the damage inflicted is 3d6 plus the power score modifier per dice in damage. A negative power score will reduce the damage inflicted. Furthermore, the acid has a 5 foot splash radius, and anyone caught in the radius is allowed a saving throw versus death. If the save succeeds, they do not sustain any damage.

7

Horn

Although similar to Antlers, they are not quite the same. The mutant can have almost any type of horn, from a single unicorn-like growth, to multiple little horns or even ram-like horns. The exact type of horn is left up to the imagination of the player or ML.  The damage is based on the size of the creature (see the above table) plus Strength bonus. AI recognition +2

8

Insect-Like Mandibles

Like many insect and crustaceans species, the mutant has developed a mandible-like structure in addition to its regular mouth. The creature is able to attack with the mandible, and if it succeeds, the mutant gains an addition bite attack, with a bonus of +2 to hit.  The damage is based on the size of the creature (see the above table) plus the Strength modifier in damage. Furthermore, mutant has amazing control over the mandibles, allowing it to use the mandibles as an extra set of hands. The ML must decide if the creature can use them to hold an additional weapon or not. AI Recognition +3

9

Pincer

The mutant has insect or crustacean-like pincers instead of hands or feet. During creation, the player or ML can decide if one or more hands or feet have the pincer. The downside is the mutant could lose its ability to use fine manipulation, but gain a powerful natural attack. If the mutant chooses both hands, then the mutant will gain two natural attacks per round using these. Furthermore, the mutant will have their Strength score increased by +4 plus the power score modifier (if any) for the purpose of grappling when using these pincers. The damage is based on the size of the creature (see the above table) plus the mutant’s Strength modifier. AI Recognition +3

10

Reptilian Jaw

The mutant has developed a reptilian like jaw, similar to many saurian species. The mutant gains a powerful bite. The damage is based on the size of the creature (see the above table) plus the Strength modifier, once per round. AI Recognition +3

11

Siphon organ

The mutant has developed an organ reminiscent of a mosquito’s proboscis. This does not have to be a long, hollow stinger or even one which is attached to the outside of the mutant’s body. It can be long and thin and hidden away anywhere, not just the mouth. The player and ML can decide the exact location and description upon creation. No matter where it is located, it is treated like a ranged attack (with the range of this is equal to ¼ of the power score, rounded to the nearest 5 feet) If the attack succeeds, the damage is based on the size of the creature (see the above table) plus Strength bonus, once per round. Every round, the mutant and its target are allowed Strength versus Strength or grapple check. If the mutant succeeds, it can drain blood or other body fluids from the target, causing an additional 1d6 plus power score modifier (negatives will have an effect!) damage every round after the first. The mutant does not gain any hit points from this additional attack, although it will not have to feed for 1 day. If this mutation is used against robots or non-living entities, it will still inflict regular damage but the creature cannot drain blood. Furthermore, if it attempts to, the ML can make the fluids toxic to the mutant, causing poison damage! AI Recognition +1

12

Spikes

The mutant has 1d3 small blade-like spikes of bone or another substance growing through the flesh of its limbs. This causes no harm to the mutant but it can be rather dangerous for something to attack the mutant, and grappling with the mutant is a huge mistake. Roll 1d4 for the number of spikes per limb, as well as on the torso.  When the mutant uses its limbs in hand-to-hand combat, it will do an additional 1d3 damage plus Strength bonus, per spike. This is in addition to any natural weapon it might be using such as a claw, punch, pincer, and so forth.  If something attempts to grapple with the mutant it will automatically suffer damage equal to half of the number of spikes located on the mutant. AI Recognition +3

13

Stinger

This mutation is very similar to the barb natural weapon. The difference is that upon creation, the ML will roll 1d100. If the result is 51% or better, the stinger detaches from the mutant, causing damage to the mutant and has to be grown back. This inflicts 1d6 points of damage and requires 1d3 days to regrow. Otherwise the stinger remains and is attached to a poison sack (strength and type of poison determined upon creation). Like the barb, the stinger can be located anywhere upon the mutant’s body. The stinger does damaged based on the size of the creature plus Strength bonus and will inject one dose of poison (determined at time of creation.) AI Recognition +1

14

Tusk

This natural weapon has caused Two or more of the mutant’s teeth jut out from the lower jaw or even the cheeks. The teeth are quite long and can be very sharp and typically inflict piercing damage. The damage is based on the size of the creature plus Strength bonus. AI Recognition +2

15-17

Player chooses

The player can choose the type of weapon, or create a new type.

18-19

ML chooses

The ML chooses the type of weapon the mutant gains, or create a new type.

20

Multiple weapons

Roll 1d4-1 (minimum of 1) type of natural weapons, chosen or randomly rolled from above.

 

            An optional rule to employ when it comes to natural attacks such as this is to generate a Power Score for the natural weapon, and then use the bonus between either the Power Score or the Strength statistic, whichever might be higher.

 

Xenomorphism

            The mutant grows body parts not normally found on its species.  Roll on the chart below to see what type of new body part the mutant gains. If the mutant already has that body part it can re-roll or choose to increase the damage of the weapon by the next dice type. For example the natural weapon does d6; the mutant can increase it to d8. Mutant humans suffer a +1 to +4 on the AI Recognition for having the new body parts mutation.

 

Xenomorphism table

Roll

New Part

Effect

01-03

Alternate

Directional

Joints

The limbs of the mutant have numerous multi-directional joints that are capable of moving in many different directions. The result is that the limbs can move and bend in a very strange manner, giving them a snake-like appearance The mutant gains a +10% bonus when attempting to figure out and repair artifacts. Also, the mutant will gain a +6 to grapple check. Finally, the creature can easily escape bonds and can even attack targets that are directly behind it without having to turn and face such opponents. AI Recognition +1

04-06

Antennae

The mutant possesses antennae, similar to those of many insect species. The type of antennae is left to the imagination of the ML or player and is determined upon creation; they can be of any type, from those of an ant to those found on butterflies and moths. The benefit of these body parts is that the mutant gains the unique sense mutation. If the mutant already has this mutation then it gains an additional type of unique sense. AI Recognition +2

07-10

Amphibious Lungs

The lining of the mutant’s lungs has been altered, allowing it to breathe both in water and in the air. This allows the mutant to remain submerged indefinitely.

11-13

Bipedal

Animals or plants with this mutation have the ability to walk on their hind legs (or equivalent appendages) instead of all fours. If the creature already bipedal or is human, re-roll this mutation. If the creature is legless to begin with (e.g., a snake, a worm) this will give it legs.

14-16

Chimera

The creature is a chimera of one or more types of animals. A human crossed with a tiger would be bipedal, furred, armed with claws and fangs, tailed, and have increased senses. The reverse could be true as well (e.g., it could have been a tiger given human-like traits). Other animals could be combined as well, such as a monkey and an ant, giving the monkey the exoskeleton, mandibles, and antenna. The possibilities are endless, limited only to the ML’s and player’s imaginations. All chimeras have to be approved by the ML. AI Recognition +4

17-19

Cling Pads

The paws, hands, feet, or other appendages of the mutant are able to cling to any surface, via tiny suction cups or similar methods. The mutant can move at 25% of its normal ground speed on even vertical surfaces. If used in combat, the pads will add an additional 1d4 points of damage to unarmed combat (on top of any damage already being inflicted). Finally the mutant will gain a +2 to grapple checks.

20-22

Cross-species bodies

This mutation is similar to multiple bodies, but each mind of the mutant has the body of a different creature. The physical statistics as well as mutations will always be different, but the mental statistics as well as mental mutations will be the same. A creature with this mutation could be human and have another body of a horse, or any combination. Roll for the number of bodies using the Multiple Body mutation on this table and apply the rules pertaining to it.

23-24

Displaced Head

The mutant does not possess a head. Instead the brain is located inside the torso and all the typical sensory organs are located elsewhere, which also includes the mouth. The mutant is immune to attacks to the head and given special circumstances as decided upon by the ML will gain a bonus to certain types of saving throws equal to one plus the power score modifier . AI Recognition +4

25-26

Eye-Stalks

The mutant possesses eyes that are attached to stalks made of flexible bone or tough cartilage. These eyes can be elongated out from the head by 3” per point of Constitution. This provides several advantages, including that the mutant cannot be surprised, it can see around corners, and it can see in multiple directions at the same time. AI Recognition +1

27-28

Fins / Aquatic Physique

The mutant has webbed digits, fins, and specialized organs that help it with buoyancy while in water. These mutations are typically located on the torso and limbs and give the creature swim speed of 1.5 times its land-based speed. It does not however, confer the ability to breathe water! AI Recognition +3

29-30

Filters

The nose, mouth and other orifices have natural filters which prevent toxins from entering the body. The mutant will gain one plus the power score modifier to any saving throws involving any type of airborne-based toxic weapon, poison, or disease.

31-33

Fine Manipulators

Animals or plants with this mutation have paws or appendages that have evolved so that they now act as hands (including opposable thumbs). If the creature already has fine manipulators, or is human, re-roll this mutation.

34-36

Flesh Membranes

The mutant has a thick, fleshy membrane growing from its arms, legs, and sides. This membrane allows the mutant to be able to glide on air currents, given sufficient height to launch its body from. While gliding, the mutant’s speed is twice that of its land speed. In general, the mutant can glide for a number of feet equal to five times that of the height it launched from. For example, if the mutant leapt from a 200’ building, it could glide 1,000’ feet before landing. The membrane can also be used as a parachute and prevent the mutant from ever taking falling damage. Disadvantages include that all clothing and armor must be custom made, costing double, that the mutant cannot use artifact armor unless it has a way of modifying it (ML’s discretion), and that the mutant suffers a +2 to its AC. AI Recognition +2

37-39

Fur

This mutant a coat of fur. It can be either short or long, and the color and pattern are up to the player or ML. If the mutant already has fur or scales then re-roll this mutation. The mutant takes -25% damage from cold-based attacks and does not suffer or take damage from cold as low as -40, but suffers an additional +25% damage from thermal-based attacks. AI Recognition +2

40-42

Multiple Bodies

The mutant’s mind exists simultaneously in more than one body. Roll 1d10: 1-6 = two bodies, 7-9 = three bodies, 10 = four bodies. All bodies attack at once and otherwise function as individuals, although they share the same mind. If together, all bodies could talk in unison, or each body could say part of a sentence while allowing another to finish, all of which might be quite disconcerting to others. All bodies are identical in appearance and have the same statistics, including mutations. Each body can use the senses of the others and feel and experience everything they can, even if separated by great distances. Each body has its own brain, so mental attacks must roll to hit each brain separately, even if the bodies are close together. If a body is killed, the surviving bodies are stunned for 30 rounds minus their Constitution score and suffer a permanent loss of -1 to all mental statistics and a permanent -1 penalty to all saving throws.

43-45

 

Nictitating

Eye Membranes

Thanks to this mutation, the mutant is automatically protected against powerful sources of light. As a result, the creature cannot be blinded by any light-based attacks.

46-48

 

Photon-producing epidermis or organ

Either the flesh or a specialized organ on the mutant is capable of producing a strong light. If it is an organ, it can be located on any part of the mutant’s body, and is up to the ML or player to decide exactly where. The photonic energy produced can be activated or shut down at will, but can only be used a maximum of four hours plus the Constitution modifier to healing rate per day (e.g., if the mutant has a bonus of +3 then the total time will be seven hours per day). The light has a radius of 30 feet. AI Recognition +1

49-52

Poison-absorbing organ

The mutant has a specialized organ that will automatically absorb a number of classes of poison equal to the mutant’s Constitution score. The mutant can then eliminate the poison harmlessly through normal bodily functions, unless it has fangs, a stinger, or even claws, in which case the creature can then “recycle” the poison into an attack. The ML needs to keep track of the poison stored, as each stored poison will be used up in this manner. If the class of poison exceeds the mutant’s ability to store it then it will take damage as normal.

53-55

Radiation-absorbing organ

The mutant has gained a special organ that protects it from radiation by absorbing and storing it until the creature can release it. The mutant can store up to its Constitution score in radiation class levels before it has to make a save vs. its effects. Once this capacity has been reached the mutant can no longer store the radiation and takes full damage from the exposure. The mutant can release the radiation at any time in either a single or multiple blasts, with the maximum that can be released at one time being radiation class 10. For example, if the mutant has stored 15 class levels of radiation he could use a single blast of class 10, and then on the next round fire a single blast of class 5. As much radiation as possible must be released and the mutant cannot choose to release only part of the energy.

56-59

Scales

The mutant’s epidermal layer is covered with tiny but strong scales. As a result, the mutant appears to be reptilian in origin. The scales can be any color and pattern, as chosen by the ML or player. The mutant gains a bonus of -2 to its AC. AI Recognition +2

60-63

Snake-tongue

The mutant’s tongue is forked, like that of a snake. This gives the mutant a bonus of +2 or +10% to any perception roll for either taste or smell (depending on the system used by the ML). The mutant also gains the increased senses (smell and taste) mutation. AI Recognition +1

64-67

Sticky projectile tongue

The mutant’s tongue is similar to that of the chameleon lizard. It can be used as a weapon, inflicting 1d6 damage plus Strength bonus, or used to snatch small items. The length of this modified organ is 1’ for every point of Constitution of a humanoid sized creature (1” for tiny, 6” for small, 3’ for large, and 5’ for huge-sized). The tongue’s Strength when used to grab items is equal to half of the mutant’s Strength. The mutant can break the adhesive aspect of the tongue at will. If used to grapple, a successful Strength versus Strength attack must be made to break the attack. AI Recognition +1

68-69

Subdermal insulation

The mutant possesses a layer of tough, muscle-like tissue just beneath the surface of the epidermal layer. This layer provides a damage reduction of 3 against all slashing and piercing attacks, and provides an additional +4 to saving throws versus poison and injection-based toxin attacks. Additionally, the mutant gains a -25% reduction in all cold-based attacks it is subjected to. The mutant can go without food for one day per point of Constitution, but still needs water. If the insulation layer is used up in this manner the mutant loses all benefits. In order to regain the layer, the mutant must consume twice the regular amount of food for a period of days equal to half its Constitution score.

70-71

Sustenance storage organ

This mutation allows the mutant to store food and water inside its body for long periods of time. The organ provides sustenance at the rate of one day per three points of Constitution, allowing the mutant to go this long without needing to eat or drink. After this internal reservoir of sustenance has been used, the mutant must consume twice the amount of food and water it would normally eat for a number of days equal to the storage capacity to fully replenish this stockpile.

72-73

Tendrils

By standing still, the mutant is able to extrude fleshy tendrils from its body and is able to sink them into the ground and soil. By doing so the mutant is able to draw sustenance as and base chemicals and minerals from the soil. Staying put for 30 minutes minus the power score will give the mutant enough nourishment for 24 hours, and will increase the mutant’s natural healing rate by three plus the power score modifier for that day.

74-75

Tentacles

The mutant possesses 1d8 tentacles, which are usually attached to its torso but could be located anywhere on its body. The length of these appendages is 1.5 times the mutant’s height (e.g., a mutant that is six feet tall has tentacles that are nine feet long). The tentacles can be used to grasp objects but are incapable of fine manipulation, and can be used to attack (one attack per three tentacles, rounded to the nearest whole number), inflicting 1d6 damage plus Strength modifier. Finally the mutant gains +1 for every tentacle it possesses when dealing with grapple checks. AI Recognition +3

76-78

Toxin-absorbing organ

The mutant has a specialized organ that will automatically absorb a number of hit dice of toxic attacks equal to the mutant’s Constitution score. The mutant can then eliminate the toxins harmlessly through normal bodily functions. If the creature has fangs, a stinger, or even claws, it can also opt to “recycle” the toxins into an attack. The ML needs to keep track of the type of toxin stored, as each will be used up in this manner. If the hit dice of toxins exceeds the mutant’s ability to store it, then the creature will take damage as normal.

79-81

Trunk

The mutant has a trunk instead of a nose. This appendage can act as an additional limb, as it is very agile and dextrous. As a result, the mutant gains an additional melee attack, either using the truck as a stand-alone weapon (inflicting 1d6 points of damage) or to wield a melee weapon (but not a pistol, rifle, or similar armament). The mutant also gains the increased senses (smell) mutation. Finally the mutant gains +2 to grapple checks. AI Recognition +2

82-83

Vocal cords

The mutated animal or plant has human-like vocal cords. As a result, the creature is now capable of speech, although it might sound strange or guttural. If the creature already is already capable of speech or is human then re-roll this mutation.

84-85

Whiskers

The mutant has whiskers, similar to that of many types of animals, but cover the mutant’s body. They are fully controllable by the mutant and can spread out from the mutant’s body to a distance equal to half the power score in feet. Anything in this range which is normally invisible will automatically be detected by the mutant, and it can use these to ‘feel’ its surroundings, allowing it to see, per se.

86-87

Roll two new types

Roll twice on this table, re-rolling this number again if it comes up.

88-90

Roll three new types

Roll three times on this table, re-rolling this number if it comes up again, or choose two new body parts.

91-95

ML chooses

The ML chooses the new type of part.

96-00

Player chooses

The player chooses the new type of part.

Mutation Index