Plant Mutation: Animal Limbs or Organs

Chris Van Deelen

Animal Limbs or Organs

Type: Plant

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

Limbs or Organs Table

Roll

Type

1-3

Limbs

4-6

Organs

 

Animal Organs Table

Roll

Organ

Effect

1

Adrenal Gland

The fight or flight hormones are very efficient in the mutant. As a result it gains two plus the power score modifier to its initiative roll and all physical attacks are increased by 50%. For example, the mutant normally would get a single attack per round. With this mutation it will get an additional attack every other round. On round one it gets one attack. On round two it gets two attacks, and then on round three it goes back to one attack, etc.  The mutant also gains two plus the power score modifier    to all saving throws where speed and Dexterity are concerned.

2

Bone Marrow

The mutant gains three plus the power score modifier   to its natural healing rate and gains two plus the power score modifier   to its saving throws against poisons, toxins and disease, as the body is constantly producing new blood cells and flushing old cells from the body.

3

Circulatory System

The mutant takes only half damage from any slashing, cutting, piercing or similar attacks because when the walls of veins are punctured, they seal up almost instantly. Any attacks that cause additional damage per round from bleeding or the like are nullified.

4

Heart

The mutant gains one plus the power score modifier hit point per point of Constitution and its natural healing rate per day is multiplied by the same factor. For example, the mutant has a modifier of +3 then the daily healing rate is multiplied by four. If the optional rules for fatigue are used, then the mutant’s Constitution score is considered to be four times greater than normal.

5

Liver

The mutant gains two plus the power score modifier to saving throws against poisons and toxins. Whenever they come into contact with destructive poisons, it is treated as if it was two plus the power score modifier classes weaker, but the poison cannot drop below class one. For example, a mutant with a power score of 12 would treat a class five poison as if it was only class three. The mutant is immune to any poison that causes sleep or paralysis. 

6

Lung

The mutant’s lungs are far more efficient than its ancestors. They are able to hold their breath considerably longer. If the optional rules for drowning and suffocation are used then the mutant’s Constitution score is considered to be two plus the power score modifier times greater for determining length of time the mutant can hold its breath. The mutant also gains two plus the power score modifier bonus to saving throws where breath control is concerned.

7

Nervous System

The mutant gains two plus the power score modifier   to its Dexterity score, two plus the power score modifier   to initiative and cannot be surprised. Also, it is effectively immune to any attacks that would cause sleep or paralysis (including poisons and mental attacks)

8

Spleen

The mutant is effectively immune to all disease, and gains two plus the power score modifier   to its natural healing rate per day. For example, the normal healing rate is 1d3, a mutant with a power score of 15 (+2 modifier) the mutant’s healing rate will now be 4-7 (1d3 +4) per day. The mutant also gains additional hit points equal to the mutant’s Constitution score. 

9

Stomach

The mutant’s stomach and intestinal tract is so efficient at processing food that it needs only 25% of its normal intake to survive. If the mutant has the dietary requirement drawback, this means that the amount of food it needs to consume is also affected. For example, if the mutant has to consume carrion, 10 hit points or ¼ pound per day to survive, it only requires three hit points or 1/16th of a pound to survive. Also if the mutant has the diet change boost, all effects are doubled! The mutant also gains two plus the power score modifier to its saving throw in regards to any ingested toxins (poisons, toxins, disease etc.)

10

Multiple

Roll 1d2+1 and that is the number of times the mutant rolls on this chart, re-rolling this result.

 

The plant has developed limbs or organs which are normally found on animals and humanoids. This mutation acts in a similar manner to the physical mutation hyper efficient organs. Consult the above chart to see if the plant gains limbs or organs. If it is limbs then roll on the aberrant form xenomorphism chart, ignoring any organs which appear. If the result is organs, roll on the provided table.

 

Mutation Index
Entertainment Mutant Index
New Mutant Monday Series One Index
New Mutant Monday Series Two Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.