Magic Mutations & Side Effects (d754)

Citation

DNDSpeak, Reddit r/d100 - Thorgan the Crimson, Goblin Punch

d754 Result

1

You grow feathers all over your body.

2

You feel your body begin to change! You are polymorphed into a tiny frog for 1d4 days.

3

You fall in love with the first living thing you see.

4

Your skin begins to turn a sickly green, and you gain the ability to breathe underwater for 1d4 hours.

5

You grow gills on your neck. You can breathe underwater for 1d4 hours.

6

You can only speak in lies for 1d4 days.

7

Your skin begins to glow, creating a 25ft. aura of light around you.

8

You forget how to read for 1d4 days.

9

You gain the effects of gaseous form for 1d4 hours.

10

You gain a vague, mystical vision of the future.

11

Your skin turns pale and your blood stops pumping. You become undead for 1d4 hours.

12

You are filled with courage, making you immune to fear effects for 1d4 days.

13

You feel your tongue begin to twist. You can only speak in rhyme for 1d4 hours.

14

You lose your shadow permanently.

15

You gain resistance to cold damage for 1d4 hours.

16

You begin to hover one foot off the ground for 1d4 hours.

17

You suddenly feel another arm growing out of your back. This third arm lasts for 1d4 days before it falls off. It functions as a normal arm.

18

You gain resistance to radiant damage for 1d4 hours.

19

You can speak to animals for 1d4 hours.

20

You gain 1d10 hit points each round for 1d4 rounds.

21

You don't need to sleep for 1d8 days.

22

Your fingers become completely flaccid for 1d4 hours. You cannot hold anything in your hands.

23

Spiked vines begin growing out of your body for 1d4 days. If a creature touches you, they take 1d4 damage.

24

You grow a third eye in the center of your forehead, increasing your perception skill by 2.

25

You are instantly resurrected if you are killed within 24 hours of drinking this potion.

26

You become extremely physically ugly for 1d4 hours, losing 2 points of CHA.

27

Your size shrinks by 1d4 feet for 1d4 hours.

28

You gain resistance to force damage for 1d4 hours.

29

You gain resistance to lightning damage for 1d4 hours.

30

Your skin begins to harden at an alarming rate. You are turned to stone for 1d4 hours.

31

Your skin turns to metal for 1d4 hours, giving you resistance to martial attacks.

32

Mushrooms begin to grow out of your head.

33

You feel incredibly strong! You now have the strength of a Frost Giant (23 STR) for 1d4 hours.

34

You can understand all languages for 1d4 hours.

35

You cannot tell a lie for 1d4 days.

36

You regain all of your spell slots.

37

You are able to pass through walls that are 1ft. thick, like a ghost.

38

You gain the effect of the detect thoughts spell (save DC 13).

39

You suddenly forget the last language you spoke for 1d4 days.

40

The ends of your fingers become very sticky. You can now climb walls for 1d4 hours.

41

You lose your reflection permanently.

42

You gain resistance to psychic damage for 1d4 hours.

43

Your hair has the effect of being underwater permanently.

44

You instantly become 1d6 years older

45

You can speak with plants for 1d4 hours.

46

You gain double your speed for 1d6 rounds.

47

You gain resistance to fire damage for 1d4 hours.

48

You begin to secrete a substance that is very similar to gasoline. Be careful, you are extremely flammable!

49

You have horrific hallucinations of demons coming after you for 1d4 hours. You are under the effect of Fear!

50

Your hair color changes to a random color.

51

All of your inner thoughts are audibly heard for 1d4 hours.

52

You gain resistance to poison damage for 1d4 hours.

53

You can cast Fire Breath for 1d4 hours.

54

Your pupils disappear! You are blinded for 1d4 hours.

55

Your hair triples in length.

56

You suddenly feel more drunk than you've ever been. You're gonna have a BAD hangover in the morning!

57

You begin to grow insect mandibles on your face that last for 1d4 days.

58

Wings sprout out of your back, allowing you to fly for 1d4 hours.

59

Your eye color changes to a random color.

60

You can smell gold from 50ft. away for 1d4 days.

61

You become transparent like a ghost for 1d6 hours.

62

Your mouth vanishes for 1d4 hours. You are unable to speak.

63

You can suddenly hear the thoughts of those around you in your head! You gain the effect of the Detect Thoughts spell.

64

You turn invisible for 1d4 hours.

65

You take on the form of a water elemental for 1d4 hours.

66

You transform into a random race.

67

Your body feels incredibly tired. You gain 2 levels of exhaustion.

68

Your size grows by 1d4 feet for 1d4 hours.

69

You are able to cast a random cantrip for 1d4 days.

70

Your skin color changes to a random color.

71

You feel like you have springs in your feet! You can jump four times your normal jumping height for 1d4 hours.

72

You gain resistance to acid damage for 1d4 hours.

73

You grow a beautiful ginger beard down to your knees.

74

Your hair color changes depending on your mood.

75

Your AC increases by 1d4 for 1d4 hours.

76

You begin to vomit a swarm of angry insects. You can control them for 1d4 hours.

77

You grow goat horns from the sides of your head.

78

You begin to emit an odd musk from your skin, attracting wild animals to your location.

79

You gain 1d12 temporary hit points.

80

Your hands and feet grow webbing, allowing you to travel much faster in water.

81

You gain resistance to necrotic damage for 1d4 hours.

82

You gain a shiny film over your eyes. You can see in the dark for 1d4 hours.

83

You lose all of your spell slots for the day.

84

All the hair on your body falls off.

85

You instantly become 1d6 years younger.

86

You completely forget the last 24 hours.

87

Your breath is now a light flurry of snow.

88

For the next 1d4 hours, fire damage heals you instead of hurts you.

89

Your head and headgear shrink to 1/10th their normal size, and your voice becomes high pitched. Disadvantage on Intimidation and Persuasion (CHA) checks.

90

Every time you compliment someone as a Free Action they heal 1d4 HP. Any insults count as Vicious Mockery. Maximum one compliment or insult per round.

91

Grow a prehensile tail that can function like another hand that can interact with any objects as a free action.

92

One of your hands detaches and flies away. In 1 hour, it returns with a random possession.

93

You can't stay still. You must use your full movement speed any time you move anywhere .

94

A mini thunderstorm appears over your head in a 5 ft. radius. You become drenched and the sound of occasional thunder will be audible up to 30 ft. away. Any open flames are extinguished and you have resistance to lighting damage.

95

Spider legs sprout from your back, giving you a climbing speed of 20 ft.

96

You take on the physical appearance of the next creature you attack or touch until the next dawn.

97

You can turn into a Gaseous Form as a Bonus Action with a fly speed of 30 ft.

98

Chaotic magic swirls through your head, unraveling your situational awareness. You are confused for 1 minute, per the Confusion spell.

99

Your lower half transforms into a snake. You have +20 speed, ignore rough terrain and suffer -2 AC.

100

You become intoxicated for 4 hours. You have the Poisoned condition, but your sudden fearlessness and sense of humor may gain you advantage on some CHA skill checks.

101

You gain a Dragonborn Breath Weapon and start to grow scales. Roll 1d10 to determine ancestry. If you are already Dragonborn, you can choose an additional ancestry for the weapon.

102

Gain +2 AC as your skin turns into a hardened marble.

103

You start to grow multi-colored feathers on arms, back, and legs. You have a sudden craving for worms. For birdlike races, grow hair instead.

104

You grow gills and gain the ability to breath water. You grow webbing between fingers and toes and gain a 30 ft. swim speed. These last for a week.

105

Your skin thins and becomes completely transparent, revealing your muscles and blood vessels. You are vulnerable to slashing and piercing damage, and have disadvantage on Persuasion checks.

106

Your skin is suddenly covered by enormous scab-like plates. Gain +1 AC but disadvantage on Persuasion checks.

107

Your skin thickens and you gain resistance to slashing and piercing damage.

108

All of your hair falls out. It will grow back... eventually...

109

Your hands morph into large, functional Giant Crab claws. You can no longer wield standard weapons or tools, but you can use them for attack and grappling.

110

You yawn. Every creature that can see you must make a CON save or also yawn.

111

Your body triples in weight density. Lose 10 ft. movement and you can't jump.

112

You weigh 1/10 of your normal weight, as if under a Feather Fall spell. You float in water and have disadvantage on STR rolls.

113

Gravity seems to affect you less. Gain 10 ft. to movement and triple your jump distance.

114

You grow eyes in the back of your head. As long as you don't wear any head covering, you have advantage on vision-based Perception rolls and can't be surprised will conscious.

115

You must shout whenever you speak.

116

You can now speak telepathically within 60 ft.

117

You give off an offensive odor, 10 ft. radius. You gain disadvantage on Persuasion checks and stealth checks against creatures that can smell.

118

Dotted lines of light shoot from your eyes and point at anything you look at. Anything you say floats above your head in a bubble for 1 round.

119

You gain X-ray vision for 10 minutes, per Ring of X-ray Vision.

120

You start to get extremely drowsy and keep nodding off. Make DC 10 CON saves to stay awake each turn until your next rest.

121

You feel refreshed. You immediately gain the benefits of a long rest.

122

Gain a +2 to one ability score and a -2 to another (DM choice).

123

Everything is hilarious! You fall prone with laughter. On your next turn you make make a WIS save per Hideous Laughter.

124

You shrink by one size category per the Reduce spell.

125

Roll a d20. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

126

You grow to one size category larger, per the Enlarge Spell.

127

You are overcome with hiccups. Disadvantage on CHA checks and spells with Vocal components require a DC 10 CON save to succeed.

128

Everything you say sounds sarcastic. Disadvantage on Persuasion rolls but you may use Vicious Mockery (DC 15) as a bonus action.

129

Any flammable item you touch, that you aren’t already wearing or carrying, bursts into flame.

130

You catch on fire, burning each round for 1d4 damage. This also applies to any grappled or grappling creature. Last 3 rounds or until the flames are extinguished.

131

Your hair stands on end as static electricity surges through you. Any creature you touch takes 2d6 lightning damage.

132

The temperature drops drastically within a 60 ft. radius of you. It starts to snow, even indoors. Water freezes, metal becomes icy, and fire is extinguished.

133

You levitate 6 inches off the ground. You have no traction and must find creative ways to get around.

134

You gain magical Darkvision and can cast Darkness as a Bonus Action.

135

Oil coats your skin and gives off a foul odor. You become slippery and must make a DEX save to remain standing or keep hold of an item. You gain advantage against being Restrained.

136

12 Mushrooms sprout on your body and fall off after 1 minute. If one is plucked and eaten, the creature must make a CON save or take poison damage. On success, gain Temporary hit points.

137

You become blurry as per the Blur spell, and your voice becomes unintelligible.

138

You struggle to control your bladder. DC 18 CON save every round until you relieve yourself, or you urinate on the spot. Gain +2 on initiative.

139

You feel a sudden stomach cramp, then relief. Your undergarments are now filled with 6 Goodberries.

140

Your nose starts bleeding uncontrollably. Lose 1 HP per round until you spend an action to staunch the bleeding.

141

Your bones turn to rubber. You have disadvantage on attack and STR rolls, but gain advantage on Acrobatics checks and resistance to bludgeoning damage.

142

You grow a tortoise shell. Your AC increases by 2 and you can use the Tortle Shell Defense Action.

143

You can temporarily understand all languages.

144

All your teeth fall out. The regrow in the next hour.

145

You gain Truesight, but only up to 15 ft. You are completely blind beyond that.

146

A shower of silver sparks flurry around you. You immediately heal to maximum HP, but expend all your hit dice.

147

You feel a warm, tingly sensation travel from your toes up to your head and you exhale a breath of golden sparkles. Roll one hit die and gain that much max HP.

148

A surge of necrotic energy rips through you. Roll one hit die and LOSE that much total HP maximum.

149

You feel a shiver down your spine, as if someone walked over your grave. You bubble in one Death Saving Throw Fail permanently.

150

You feel the cold hands of fate toying with your soul. Make a Death Saving Throw and permanently bubble in the result.

151

You feel as if a divine presence has favored you. You bubble in one Death Saving Throw Success permanently.

152

Your butt enlarges by a factor of 10, spilling out of your clothing. You have disadvantage on DEX and Persuasion checks, and lose 10 ft. movement.

153

You grow porcupine spines and inflict 1d6 additional piercing damage on any creature you grapple or are grappled by.

154

You feel a rush youthful vigor, which cures a condition or disease per Lesser Restoration, removes one level of exhaustion, or cures 3d4 HP.

155

A subtle golden glow forms around you, granting you 20 Temporary HP.

156

There is a burst of silent and illusionary fireworks in a 100 ft. radius around you, and all creatures make a WIS save or be stunned until their next turn.

157

Your tongue triples in length and lolls clumsily out of your mouth. You have difficulty talking, and must make a CON save to cast spells with verbal components.

158

Your mouth disappears from your face and reappears on your dominant hand. Your mouth will relocate to the next thing you touch (except your face). You can continue to use it for speech, eating, etc.

159

The potion or spell works as expected and it's duration or effectiveness is doubled

160

The potion or spell works as expected but it's duration or effectiveness if halved

161

You grow a tail. If you have a tail, your tail falls off.

162

You feel a strong urge to sneeze. If you resist, make a CON save. On a failure, you sneeze, and involuntarily cast Color Spray in the direction you are facing. On a success, you hold back the sneeze until your next turn, and the DC increases every turn until you sneeze.

163

You Polymorph into a beaver. Stat block of rat with swim speed of 20 ft.

164

1d8 x10 gold pieces fall out of your mouth each round for 6 rounds.

165

You start to feel weightless. You alone are affected by a Reverse Gravity spell.

166

You gain the ability to change the color of your skin, hair, and eyes at will.

167

One of your hands morphs into large, functional Giant Crab claw. It can no longer wield standard weapons or tools, but you can use it for attack and grappling.

168

Your hands triple in size, dealing bludgeoning damage equal to 1d8 + STR modifier on an unarmed strike.

169

Every move you make feels difficult. You gain 1 level of exhaustion.

170

You gain Blindsight through echolocation, but must make dolphin sounds to use it.

171

You cannot speak, only bubbles come out.

172

You gain proficiency in one random new skill, but lose one random existing skill proficiency.

173

Your movements leave color trails and sparkles that hang in space for a minute.

174

You feel your muscles shrink and atrophy. Subtract -1 STR Modifier.

175

Your muscles swell and look more defined. No strength increase, but gain advantage on CHA skill checks.

176

Your muscles swell and feel more dense. Add +1 STR Modifier.

177

You feel your joints stiffen and become arthritic. Subtract -1 DEX Modifier.

178

You feel lighter on your feet and more nimble. Add +1 DEX Modifier .

179

You feel a wave of nausea. Subtract -1 CON Modifier.

180

You feel a surge of vitality through your body. Add +1 CON Modifier.

181

You thoughts become clouded. Subtract -1 INT Modifier.

182

You can no longer read, write, do math, or even count. However, you gain an unearned confidence that gives you advantage on Persuasion and Intimidation rolls.

183

You feel surprisingly clever. Add +1 INT Modifier.

184

Your senses are dulled and you feel disoriented. Subtract -1 WIS Modifier.

185

Your senses are heightened and you gain extra awareness. Add +1 WIS Modifier.

186

You experience a wave of self-doubt. Subtract -1 CHA Modifier.

187

You experience a wave of confidence. Add +1 CHA Modifier.

188

You can activate and deactivate an aura of fire around yourself. It deals 1d4 fire damage to creatures within 5 ft., and you gain resistance to fire damage.

189

Monster Arm - One of your arms turns into a lobster claw that deals 1d8 damage and can do little else.

190

Troll Skin - You heal 1 HP every 10 minutes. You regain 3 Con every day (instead of 1). Missing limbs regrow over a month, with some slight deformities.

191

Grotesque - You permanently gain 3 points of Strength, or increase your Strength to 15 (whichever is Musculature higher).

192

Turtle Shell - You are basically wearing plate armor that you can never take off.

193

Spines - Anyone grappling you takes 1d4 damage at the end of every round.

194

Lizard Tail - Whip for 1d4 damage. Can also grab and hold small objects.

195

Wolf Head - Bite for 1d6. Howl attracts wolves (in a forest: 4-in-6 chance of success).

196

Dragon Head - Bite for 1d6. You can breathe fire (2d6 fire, 20’ cone, Dex for half) at the cost of 1d4 Con damage.

197

Hammerhead - Bite for 1d6. You have a fantastic sense of smell while in the water. You cannot breath water.

198

Dolphin Head - Bite for 1d6. You can echolocate while in water.

199

Chameleon Head - Ballistic tongue can grab things from up to 20’ away (Str 8).

200

Hawk Head - Bite for 1d6. Can see things far away.

201

Spider Head - Bite for 1d4+poison.

202

Unicorn Head - Impale for 1d8, only usable on a charge. Can heal a virgin 1/day for 1d6+1.

203

Bat Head - Can echolocate by screaming.

204

Buddies - Can pinch off a piece of yourself like dough. Creates a 1’ tall clone of yourself (Str 3) and you take 1d6 Con damage. The little guys are loyal, but also mischievous and easily bored.

205

Hand Gun - Can shoot organic bullets that get +2 to hit and deal 1d8 damage. Each bullet costs you 1 Con damage. Hand is useless for anything else.

206

Spinnerets - You can extrude 100’ of spider web from your ass everyday.

207

Spider Legs - You are a spider-centaur. You can climb on walls and ceilings.

208

Chest Cabinet - A hidden compartment in your chest (+1 slot). Comes with a skeleton key.

209

Glowing Eyes - You can cast ignite with up to 3 MD. You take damage equal to [sum]/2.

210

Missing Arm - You can cast telekinesis with up to 3 MD. You take damage equal to [sum]/2.

211

Stretchable Limbs - Your limbs can each stretch out to 10’ away. Attacking this way incurs a -4 penalty.

212

Shed Skin - You can shed your skin once per week. Anyone who wears it looks like you until the skin rots 24 hours later.

213

Two Heads - Mental effects apply to each head separately.

214

Hover - You levitate 2” above the ground. You can levitate across water.

215

Mushroom Head - You can release poison spores at the cost of 1d4 Con damage, 20’ range. These spores duplicate the effect of any poison you’ve survived.

216

Invisible - You are invisible, but your clothing and equipment aren’t.

217

Amphibious - You can breathe both air and water. You have gills like an axolotl.

218

Skin Color 1 - Your skin is (red, orange, yellow, green, blue, purple, black, white).

219

Skin Color 2 - Roll twice on Skin Color 1. The two colors are patterned like a (head-to-toe gradient, zebra, dalmation).

220

Insect - You’ve found yourself changed into a monstrous vermin.

221

Weird Eyes 1 - You have (eyestalks, eyes that orbit your empty-socketed head).

222

Weird Eyes 2 - you have (eyes all over your body, small beady eyes)

223

Weird Eyes 3 - You have (a single eye, a third eye).

224

Cat Paws - Can scratch for 1d6. Need two hands to hold an object, though.

225

Weird Head - Your head is (a baby’s head, featureless).

226

Horns 1 - You have horns like a (bull, moose, deer).

227

Horns 2 - You have horns like a (goat, unicorn, actually antennae).

228

Scaly Leatherarmorthatyoucan’ttakeoff,essentially.

229

Snake Jaw - Can dislocate jaw and swallow things bigger than your head.

230

Snake Legs - 4 Speed, but you can Constrict for 1d6 and can never be tripped.

231

Snake Tongue - Speech impediment, but you can speak to snakes.

232

Albino - Sunlight is noxious.

233

Hunchback - Hump on the (left/right).

234

Weird Blood - Your blood is (ants, worms, light, fire).

235

Botanic - You’re a plant person. Sunlight heals you, 1 HP for every 30 minutes.

236

Fungal - You can eat rich forest dirt as rations.

237

Feeder - You can lactate magic blood. Anyone who breastfeeds for 1 minute gains 1d4 HP while you take 1 Con damage.

238

False Skeleton - The flesh of your body is invisible.

239

Weird Mouth - Your mouth is (vertical, lipless, super-wide, located on your stomach).

240

Extremely Hairy - Good for cold climates, bad for hot ones.

241

Avian - You’re some sort of bird person. You can’t fly. You can almost glide, though. Reduce fall damage by 1d6.

242

Weird Limbs - Your limbs (bend the wrong way/are all arms).

243

Monstrous Genitalia - Vagina dentata, spiked war-phallus, and/or DM’s choice.

244

Neoteny - You appear to be a child.

245

Centaroid - You have the bodyplan of a centaur, but your extra legs are human-like. +4 inventory slots, +4 to resist being shoved, 2x weight, and you cannot climb ropes unassisted.

246

FoxTail - Great for cuddling, probably.

247

Vestigial Arm - A small arm grows from your chest. It’s strong enough to hold a lantern.

248

Glowing Eyes - As a candle. You must close them to hide, though.

249

Weird Legs - Your legs resemble those of a (goat, flamingo, elephant).

250

Leonine - You have a lion’s mane. You can roar like a lion.

251

Long Nose - Any magic ring worn on it is slightly enhanced somehow (ask your DM).

252

Swivel - You can rotate your head 360 degrees. The same goes for your hands, feet, and waist (don’t tear your clothing).

253

Fun Guys - Tiny fungi grow in your wake. They share your facial features and constantly repe name in your voice.

254

Weird Nose - You have the nose of a (pig, elephant, just a gaping hole, just featureless skin).

255

Grotesque. Distressingly deformed, scarred, or mangled. -6 Charisma, then roll again on this table.

256

Corrupted Organs. Your guts writhe. Whenever you gain a Fatal Wound, everyone in 30' must Save vs Fear.

257

Bat Wings. Huge, flappy. Fly speed equal to your Movement speed.

258

Burst of Speed. Once per day, can double movement for 10 minutes.

259

Barrel Chest. +1d6 Constitution, +1d6 HP.

260

Lamarckian Evolution. One hand turns into a random tool. Roll on the Professions table.

261

Hooved. 2 of your legs end in hooves. No effect.

262

Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them.

263

Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit.

264

Hook Fingers. Locked and bony. 1d6 damage claw attack, but cannot hold weapons.

265

Patterned Skin. Stripes.

266

Inside Out. Horrible. Charisma becomes 2, HP is halved.

267

Hole. Mysterious hole right through your forehead.

268

Poison Spot. Bright blue, the size of a coin. Anyone touching it must Save or die. Migrates.

269

1000 Noses. They cover your body. You can smell as well as sight up to 30'.

270

Extra Mouths. Gain 2d6 extra mouths on your head and neck.

271

Neck Frill. Can inflate to frighten beasts. May require a Morale check.

272

Foul Stench. Burnt meat and hair. -4 Stealth.

273

Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron.

274

Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box.

275

Leathery Hide. Base Defense becomes 12 instead of 10.

276

Lightning Speed. You become incredibly nimble. Your Movement increased by 2d6.

277

Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 poison damage.

278

Spike Teeth. Long and serrated.

279

The Vapours. You emit clouds of stinking yellow vapour from your ears. -6 Stealth.

280

Milk. 1 ration's worth per day. Painful if neglected for more than 3 days.

281

Monkey Tail. Can grip items. +4 bonus to any climbing tests.

282

Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine).

283

Leather Skin. Lumpy and warty. Cannot wear armour. Defense as Leather.

284

Insane Risks. No sense of danger. Immune to Fear. Will take some but not all precautions.

285

Pheromones. Repels insects, 20' radius.

286

Atrophy. One your limbs becomes withered and useless.

287

Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult.

288

Hulking Arms. They grow huge as your legs shrink. You can walk on them. +1d6 Strength.

289

Sensitive Skin. Unpleasant, itchy rash from touching silver.

290

Bird Wings. Vestigial. Cannot fly.

291

Stabbing Limb. One arm becomes a sharp point of bone. As a dagger.

292

Mute. Your tongue disappears.

293

Spores. On death, coat a 30' radius in purple hallucinogenic spores.

294

Unusual Genitals. Whatever you had going on down there is different and weird now.

295

Single Bird Wing. Roll for location. Useless.

296

Feeble Jaw. Enormous overbite.

297

Third Eye. On your forehead.

298

Dog Face. Face of a houndling.

299

Perfect Memory. Can Save vs Intelligence to recall incredibly trivial details.

300

Bad Posture. Head swapped with leg. May need to hop. -4 Movement.

301

Skin Flaps. Like flying squirrel wings. Cannot use them to fly or even fall slowly.

302

Long Nose. Protruding, sharp.

303

Strange Walk. You joints fire in an odd order. Reduce your Movement by 1.

304

Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect.

305

Spider Neck. On death, head is revealed to be a giant spider living on top of your body.

306

Mental Backsliding. -1d6 to Intelligence. Cannot read or write.

307

Hair Migration. All of it migrates to one side of your head in a huge tuft.

308

Cyclops. All your eyes migrate to the centre of your forehead and fuse into one.

309

The Fits. Your mind isn't quite right. Save vs. bright light or flail about for 1d6 rounds.

310

Boiling Obesity. Fat fills up 4+1d6 of your Inventory Slots. Roll the 1d6 every morning.

311

Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them.

312

Rearrange able. You can slide your limbs around to new positions. 1 hour per limb.

313

Fly Cluster. A pocket of writhing fly legs appears on one of your arms.

314

Toe Growth. Your big toes grow as large as the rest of your foot. You will need new boots.

315

Alluring Face. All your facial blemishes migrate to a spot on your back. +2 Charisma.

316

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a distressed cat.

317

Fractal Fingers. One hand only. Cannot drop objects held in that hand. 2d1000 fingers.

318

Horrible Bloating. Something is wrong with your guts. Save every time you eat a ration or take 1 damage.

319

Foul Stench. Rotting fish and boiled hooves. -4 Stealth.

320

Bilious Vomit. 10' cone, 1d4 damage. Requires 1 ration to recharge. No other effect from the ration.

321

Illusion of Normality. You revert to your normal, original form until you fail your next Save.

322

Concealed Mutation. 1d6 of your mutations fade, appearing only when you are stressed or damaged.

323

Bloated Tongue. Doesn't fit in your mouth. Makes speaking difficult.

324

Revival. A missing body part, organ, or limb regenerates fully.

325

Spider Gland. You can excrete 10' of rope per day.

326

1000 Eyes. They cover your body. -1d6 Charisma. You cannot be Surprised.

327

Second Face. On your stomach. It can see and smell but not hear or speak.

328

Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Your base defense is 18.

329

Migratory Fingers. Rearranged on hands, pointing in all directions. Cannot hold weapons.

330

Neck Pouch. Inflates, becomes big and red.

331

Puny. You shrivel like a raisin, shrinking to a quarter of your former size. -1d6 to all stats.

332

Glandular. Cheerful. Nothing can go wrong. Everything will turn out for the best.

333

Frog Tongue. As a whip.

334

Face Bubble. Eyes are protected by a clear dome across face.

335

Glow Pockets. Can glow (as a candle) at will.

336

Goat Horns. Small and pointy.

337

Climber's Eye. You gain a +4 bonus to plan climbing routes. You want to be high up.

338

Elastic Face. Features slide around in wild animation as you talk.

339

Spell Tumor. Gain 1 random spell in a lump on your head. It casts at a random hour, with random targets.

340

Chameleon Eyes. Bulge, can look in 2 directions at once.

341

Pelican Mouth. +2 Inventory Slots.

342

Detachable Tail. Newt-like. Falls off if you lose 6 HP in one hit.

343

Suckers. Your fingers end in suction cups. You can pick up anything.

344

Extra Lobes. +1d6 Intelligence.

345

Thick Skull. -1d6 Intelligence, +1d6 Constitution. Cannot be Stunned by physical attacks.

346

Oily. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally.

347

Tentacle Fingers. All wiggly.

348

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a faxed duck.

349

Spores. On death, coat a 30' radius in thick yellow spores.

350

Turtle Shell. Base Defense is 16 (as Plate). Cannot wear armour or clothes. -1d6 Dexterity.

351

Swap. GM picks a mutation you currently have and replaces it with one rolled on this table.

352

Unstable. Any body part chopped off combusts in 1d6 rounds.

353

Breasts. 2x1d6. In rows.

354

Patterned Skin. Squares or checks.

355

Pig Tail. Curly.

356

Coloured Pupils. Pick a colour (Red, Orange, Yellow, Green, Blue, Indigo, Violet, Octarine)

357

Compound Eyes. Whole bunch of little eyeballs, like a raspberry.

358

Detachable Leg. Falls off if you take 6 damage in one round. Can be reattached.

359

Telescoping Neck. Can grow or shrink as needed. Not very useful.

360

Baby Bird Heads. A ring of them around your neck. They cheep silently.

361

Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a clogged drain.

362

Suggestible. You must Save vs commands.

363

Worm. Your legs fuse into one. You have difficulty climbing and riding a horse.

364

Confident. You are absolutely convinced your mutations make you sexually appealing. Others may disagree.

365

Evil Eye. One of your eyes becomes black and weeps tar-like tears.

366

1000 Ears. They cover your body. You can hear as well as sight up to 30'.

367

Trouble With Names. Everyone is "that guy" if you're in a hurry. Can find name in 2d6 rounds.

368

Mimic. You can mimic all voices, music, and natural sounds.

369

Wattles. Like a rooster.

370

Slime Trail. You sweat a horrible stinking ooze.

371

Mysterious Dot. You project a red dot from one eye. 100' range, very bright.

372

Headless. Your head shrinks into your chest. Eyes, ears, nose, etc. Migrate appropriately.

373

Compulsive Dancing. Save every time your hear music or dance along.

374

Earthworm Blood. Your blood is now earthworms.

375

Stabbing Limb. One arm becomes a long serrated spike of bone. As a sword.

376

Donkey Ears. Tufted.

377

Sensitive Eyes. Cannot bear direct sunlight.

378

Scorpion Tail. +1 attack per round dealing 1d4 poison damage.

379

Mantis Arm. One arm gains several extra joints. Can extend to 10' long, folds up to normal size.

380

Insect Hatred. All insects instinctively fear or hate you. People are immune.

381

Mind Split. You start hearing voices. The voices are you, or part of you. They offer terrible advice.

382

Bad Posture. Head swapped with arm.

383

Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self.

384

Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.

385

Asymmetry. Everything you have 2 of you now have 1 of. Roll to see if it's on the left or right side.

386

Iron Nails. Fingernails, toenails, and teeth of iron. You can chew through leather.

387

1000 Sores. They cover your body. -1d6 Charisma and Constitution.

388

Comb. Like a rooster.

389

Trouble With Nouns. Everything is a "thing" if you're in a hurry. Can find word in 2d6 rounds.

390

Serrated Teeth. All your teeth become fearsomely sharp. You deal 1d6 damage on a bite.

391

Resilient. Reduce all incoming physical damage by 1.

392

Booming Hoot. Once per day, can hoot incredibly loudly. 1 mile radius.

393

Iron Skin. Flakes in rusty layers. Cannot wear armour. Defense as Chain.

394

Bristly Beard. Black, long, and coarse.

395

Pin Face. Head shrinks to a narrow point. Eyes on either side like tennis balls. -1d6 to all stats.

396

Long Spine. Legs shrink to keep height the same.

397

Temperature Sensitive Hair. Varies from purple (cold) to red (steaming hot).

398

Retractable Head. Can shrink into torso, leaving only hair exposed.

399

Pheromones. Insects find you very attractive and want to lick you.

400

Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.

401

Unsettling Laughter. Your laugh requires small children, hirelings, etc. to make a Morale check.

402

Bizarre Colour. Your skin becomes a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)

403

Musk Gland. For marking territory. Smells intriguing.

404

Stinging Skin. Anyone you touch must Save or be Stunned for 1 round.

405

Ink Skin. You can cause words to appear on your arms by concentrating.

406

Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You claws do 1d6 slashing damage.

407

Thirsty. You desire water all the time. You drink twice as much water as normal.

408

Horse Tail.

409

Feathered Skin. You are covered in rainbow feathers.

410

Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime.

411

Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP.

412

Wracked. Your body twists and deforms. -1d6 Constitution.

413

Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to make it walk and talk.

414

Hunchback. You store a huge heap of fat on your back. Take twice as long to starve.

415

Corpulent. Fat fills up 4 of your Inventory Slots.

416

Mooncalf. Your head becomes silver and swollen. You gain the effect of a ration from 4 hours in moonlight.

417

Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you.

418

Neuter. Your genitals fly away on little bat wings. They frighten drunk monks at night.

419

Rabbit Ears.

420

Mouse Blood. Your blood is now mice.

421

Glue Blood. Your blood is now glue. At 0 HP or below, any hits trap the weapon used to hit you.

422

Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones.

423

The Fits. Your mind isn't quite right. If you fail a Save vs Fear, you flail about for 1d6 rounds.

424

Grinding Throat. Can eat tough objects (leather, wood). No extra benefit, but you can do it.

425

No Lips. Exposed teeth and gums. Dribbly.

426

Gaseous Guts. Whenever you gain a Fatal Wound, everyone in 30' must Save or be poisoned (1d4 damage)

427

Goat Horns. Large and curled.

428

Forehead Homunculus. A tiny version of you, from the waist up, grows from where your face used to be.

429

Patterned Skin. Halved, with each half a different shade.

430

1000 Mouths. They cover your body. -1d6 Charisma. You can shout really loudly.

431

Cold Blooded. Extremely slow at low temperatures.

432

Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.

433

Starskin. Skin becomes jet black with faint white stars.

434

Fish Hatred. All fish instinctively fear or hate you. People are immune.

435

Migrating Eyes. They move as far apart on your face as they can, as if repelled by magnets.

436

Hunchback. You grow a migratory lump on your back.

437

Frenzy. Gain the Rage trait (as Barbarian). Select a trigger (goats, heights, etc.). Save if you encounter it.

438

Feathered Skin. You are covered in white and black feathers.

439

Filter Tongue. Like a butterfly net, 2' long. Can scoop fish out of water or filter soup.

440

Long Nose. Bulbous, like a mushroom.

441

Patterned Skin. Disruptive camouflage. No effect.

442

Enhanced Genitals. Whatever you had going on down there is different and better now.

443

Gasbag. Your stomach bloats. You hover and float like a balloon.

444

Frog Eyes. Bulge and retract every time you swallow.

445

Spare Legs. Current legs divide into three. Shuffle at normal speed.

446

Finger Frills. 3d10 tiny fingers up and down your neck and ribcage.

447

Shark Teeth. Whole mouth full of them. 1d6 bite damage.

448

Carnivore. Can only eat meat for rations.

449

Warts. All over the place.

450

Fire Breath. 30' cone, 1d6 damage, once per day.

451

Second Brain. In your guts. +1d6 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive).

452

Wonderful Odour. +1d6 Charisma. Smells of spices.

453

Addiction. You desire turnips. You take 1d6 Int. and Con. damage each day you do not have a turnip.

454

Unstable. If you take 4 fire damage in 1 round, Save or explode. 3d6 damage, 20' radius.

455

Gulper. You can eat something up to 2x your current size and still walk, very slowly.

456

Crown of Arms. 2d10 tiny arms grow in a ring around your head. No effect.

457

Blowhole. You can breathe through the top of your head or your normal mouth.

458

Milk. 1x[# of breasts]+1 ration's worth per day. Painful if neglected for more than 3 days.

459

Grappling Hand. On tendons. Can throw it 10', retract. Cannot lift you. Can pull light things.

460

Long Legs. Gain an extra joint and 1' in height.

461

Long Neck. Can rotate 360 degrees and peer around corners.

462

Lamprey Mouth. Can suck on a creature to gain 1 HP every 5 minutes.

463

Extra Toes. 2d10 extra toes per foot.

464

Poison Gas Breath. 30' cone, 1d6 damage, once per day.

465

Youth. De-age 2d10 years.

466

Rabbit Teeth.

467

Very Warm. +4 to Save vs Cold. Like a clay oven.

468

Unbalanced Legs. One grows strong and thick. The other withers. -2 Movement.

469

Frenzy. Gain the Rage trait (as Barbarian). Save each combat or activate it.

470

Teeth Warts. Molars all over.

471

Bat Wings. Vestigial. Cannot fly.

472

Dribbly. Your mouth salivates constantly, leaving a trail of slime down your front.

473

Fly Cluster. A pocket of writhing fly legs appears on the back of your head.

474

Bird Hands. From the elbow down. Like chicken legs with four scaly fingers.

475

Blood Fountain. Take 1d6 damage to spray blood from your pores 10' in all directions.

476

Bird Legs. 2 of your legs become bird legs. You can run twice as fast.

477

Multiple Heads. 1d6 additional heads on your neck. The size of apples. They mutter and glare.

478

Egg Laying. Once a week. Eggs are probably unfertilized. Taste delicious.

479

Bloat Bladder. If you fail a Save vs Fear, you inflate to a comical size.

480

Tentacle Leg. Horrible and bendy, but it still works.

481

Anosmic. Your nose disappears.

482

Palm Spines. Your hands are very adhesive. You can climb anything a spider could climb.

483

Worm Warts. All over. Like earthworms half embedded in your skin.

484

Stump Teeth. Little white pegs.

485

Hive Belly. A swarm of insects grows in your stomach. They buzz al the time.

486

Pheromones. Creatures of your race and the same gender find you very attractive.

487

Third Eye. Roll for location.

488

Long Nose. And 2d10 extra nostrils. Like a pepper pot.

489

Sensitive. You need to Save to fall asleep each night.

490

Hideous Morphing. Remove all current mutations. Roll once on this table for each mutation removed.

491

Crab Legs. 2d6 of them, replacing your normal legs. Can scuttle sideways at normal speed.

492

Pheromones. Creatures of your race and opposite gender find you very attractive.

493

Fast. You become slightly more nimble. Your Movement increased by 1d6.

494

Extra Head. Identical to your current one, but mirrored. No bonuses due to bickering.

495

Reactive Mutability. One hand grows to resemble anything you hold in the other hand.

496

The Vapours. Your breath comes out in foggy white burps. -2 Stealth.

497

Antlers. Two of them. Can be used as a club.

498

Huge Veins. They throb dangerously.

499

Lightning Breath. 30' cone, 1d6 damage, once per day.

500

Flesh Hose. Connects arm to torso.

501

Dire Straits. Roll again twice. You get both mutations.

502

Photosynthetic. You become green. You gain the effect of a ration from 4 hours in sunlight.

503

Detachable Arm. Falls off if you take 6 damage in one round. Can be reattached.

504

Blindness. All your eyes fly away and roost in a nearby tree or crevice.

505

Sensitive Skin. Unpleasant, itchy rash from touching copper.

506

Agile. Your limbs become longer and whip-quick. +1d6 Dexterity.

507

Feather Frill. Brightly coloured feathers around your neck.

508

Splinter Teeth. Your teeth are now glassy, brittle, horrible and pointy.

509

Ridges. All over, up and down your back and sides.

510

Acidic Slobber. Can dribble a moderately strong acid on people.

511

Second Stomach. You can eat and store 1 ration or potion for later use.

512

Fish Love. All fish instinctively want to be your friend. People are immune.

513

Hunchback. Your spine bends upwards.

514

Misshapen. May no longer run or ride a horse. Reduce Movement by 1/2.

515

Faulty Memory. Must Save vs Intelligence to recall details. Will lie to conceal ignorance.

516

Swap. Pick a mutation you currently have and replace it with one rolled on this table.

517

Frog Eyes. They grow large and bulging.

518

Emaciated. Reduce Strength, Constitution, and HP by 1d4. Need to eat 1 extra Ration per day.

519

Hydra. If head cut off, Save. If passed, 2 new heads emerge.

520

Hypnotic Eye. Lock eyes with a creature of 2 HD or less. It must Save or be stunned.

521

Lightning Touch. Your skin tingles with electricity. No effect, but you are annoying to touch.

522

Addiction. You desire alcohol. You take 1d6 Int. and Con. damage each day you do not have a drink.

523

Grey Hairs. Age 2d10 years.

524

Wyrdsight. One eye can see souls.

525

Spike Chin. Like a doorstop.

526

Amoebic. You can split and reform yourself. Each half has half stats, half HP. Infinite splittings available.

527

Joint Reversal. All your knees and elbows now bend the other way.

528

Detachable Limbs. Your arms, legs, and head can be removed and reattached.

529

Ant Feelers. Eyes vanish. Can navigate by smell only (30' range).

530

Extra Arm. Sticks off your back. It can hold things but it's not very convenient.

531

Skin Slough. Your skin falls off, exposing muscles and sinew. Charisma becomes 2. -4 to Save vs Disease.

532

Extra Arm. Sticks off your side. It can hold things including an extra weapon or a shield.

533

Brittle spines. Useless, floppy spines on all sides. Cannot wear armour. Constantly shedding spines.

534

Whiskers. They sense air currents and vibrations. +1d6 Wisdom.

535

Foul Stench. Sharp metallic vomit. -4 Stealth.

536

Bird Wings. Huge, flappy. Fly speed equal to your Movement speed.

537

Heart Cannon. Can fire heart at target, as a thrown dagger. Then Save vs Death.

538

Lantern Jaw. Enormous underbite.

539

Twitchy. Something's wrong with your nerves. You vibrate and fidget at all times.

540

Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to learn its secrets.

541

Swap. Random mutation you currently is replaced with one rolled on this table.

542

Slit Nostrils. Like a snake. Nose disappears.

543

Beak. Your mouth becomes a chicken's beak.

544

Vigorous Soul. +2 to Save vs Magic. You gain an ironclad ego.

545

Flesh Hose. Connects head to torso.

546

Cravings. You are hungry all the time. You consume twice as many rations as normal.

547

Signal Pods. Two tentacles grow from your shoulders. The tips glow like matches.

548

Toxic Blood. Immune to poison and disease. At 0 HP or below, any hits deal 1d4 damage to attacker.

549

Hindbrain. Can sleep while walking or riding a horse.

550

Secret Proboscis. Can extend to drink water or other liquids from tall glasses.

551

Glorious Skin. Your skin becomes soft, smooth, and faintly luminescent. Gain 1d6 Charisma.

552

Tar Blood. You bleed black tar.

553

Perfect Teeth. A winning smile. +1d6 Charisma.

554

Life-Eater. Need to eat 1 living creature a day or take 1d6 damage. Vermin work.

555

Fur. Sprouts in tufts..

556

Retract. You can return to your normal form for 1d6 minutes per day.

557

Flipper Feet. -2 Movement on land, +2 Movement in water.

558

Enormous Head. Your head swells to twice its usual size.

559

Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d6 Int.

560

Second Mouth. Inside the first one. Repeats what you say with a very slight delay.

561

Glass Flesh. Blue-white and brittle. Any fall damage you take is doubled.

562

Mental Regression. -4 to Intelligence. Cannot read, write, or cast spells.

563

Mindless. Intelligence becomes 1. You obey any stern, simple order. Maybe time for a new character?

564

Pinecone Skull. Your head fold and ripples into a layered, complex shape.

565

Insect Love. All insects instinctively want to be your friend. People are immune.

566

Patterned Skin. Spotted.

567

Huge. You grow, unevenly. Gain 1d6 Strength, Constitution, and HP. Lose 1d6 Intelligence.

568

Owl Eyes. Large but very deep set.

569

Mutable. If you have sex with someone, randomly allocate mutations between participants.

570

Unstable. On death, body flails and runs around mindlessly for 10 minutes.

571

People-Eater. Can only eat people for rations.

572

Mirrored Hands. They swap sides.

573

Tentacle Arm. One arm only. Works as normal, but slimy and flexible.

574

Synthesia. Your senses are confused and miswired. You taste colours, etc. -1d6 Wisdom.

575

Manic. Choose a repetitive activity (knitting, screaming, etc.) Replaces sleep. Still takes 4hrs.

576

Head Rotation. Flips upside-down on your head.

577

Centipede. Your legs fuse and then grow 10x1d10 little legs. You move and climb normally.

578

Lumps. All over the place. The size of apples.

579

Glow Pockets. Constantly glowing. Too dim to use to navigate, but easy to spot. -4 Stealth.

580

Well Protected. You are immune to most diseases. Your white blood cells are ant-sized.

581

Hole. Mysterious hole right through your torso.

582

Lightning Blood. Immune to lightning. At 0 HP or below, any hits deal 1d6 damage to attacker.

583

Wheezing Voice. Cannot shout. Breathe in or out every three words.

584

Retractable Claws. Like a cat. 1d4 damage.

585

Strange Voice. Something has gone awry with your vocal cords. Your voice drops three octaves.

586

Breast. Just the one. If you already had some, you get a spare.

587

Dire Straits. Roll again twice. Other players vote secretly on which mutation you get.

588

Head Crest. A bony ridge sprouts along your forehead.

589

Detachable Head. Falls off if you take 6 damage in one round. Can be reattached.

590

Gills. You can breathe underwater.

591

Snake Tongue. Can extend up to 1'.

592

Bizarre Colour. Your skin glows a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)

593

No Nails. Toenails and fingernails vanish.

594

Petal Ears. Like flowers. Big, fleshy flowers.

595

Chameleon Skin. +4 Stealth.

596

Anemone Head. Crown of orange tentacles. Sting deals 1d4 damage.

597

Utterly Jaded. Gain a +8 to Save vs Fear.

598

Mismatched Flesh. Lots of lines and ripples. -1d6 HP.

599

Prehensile Feet. Function as hands.

600

Out of Phase. You can hover through solid objects by taking 1d6 damage per round.

601

Blindness. All your eyes go milky white.

602

Colour Ripple. You are always the colour of the sky overhead.

603

Occasional Scales. Not quite lizard, not quite fish, not quite total coverage.

604

Glue Toes. Your toes dribble sticky glue. Can't use it to climb. Slowly fills up boots.

605

Long Bone Cannon. Can fire bones from arms (as crossbow). Arms are floppy afterwards.

606

Feathered Skin. You develop patches of feathers.

607

Cubic. Your body becomes a sort of cube, with your limbs and head at separate corners.

608

Rabbit Legs. Jump twice as high.

609

Rocket Fingers. You can fire your fingers as thrown daggers. The fingers do not come back.

610

Fur. Coats your head and back.

611

Second Face. On the back of your head. Has all the normal senses, can speak.

612

Foul Spit. As a thrown dagger, 1d4 acid damage. Once per round, instead of attacking.

613

Compressible. Squishy. Can squeeze under a door, given time.

614

Goat Face. Face of a goatling.

615

Curdling Scent. Something you emit curdles milk and blisters paint. -1d6 Charisma.

616

Folding Limbs. Any extra limbs you have or gain can be folded away inside your torso.

617

Spare Organs. A hairy hump with a heart, lung, liver, and stomach grows on your back.

618

Rash. Horrible red lumps with white heads coat part of your body. They migrate with the moon's phases.

619

Powerful Legs. Thick tendons and springy joints. +2 Movement.

620

Ethereal Feelers. They sense danger. +1d6 Wisdom.

621

Mammal Hatred. All mammals instinctively fear or hate you. People are immune.

622

Bat Ears. Can sense 30' in the dark by clicking.

623

Fins. One on your back, two on your sides. +2 Movement in water.

624

Split Direction. If you are angry, gain +2 Strength. If you are calm, gain +2 Intelligence.

625

Craven. Gain a -4 to Save vs Fear.

626

Iron Hair. Spikes and wires. Cannot wear hats; need to shave with clippers. Painful.

627

Dead Black Eyes. +2 Save vs Fear.

628

Crystal Skin. Your skin is brittle and rocky. You cannot swim.

629

Deafness. Your ears pop (like blisters).

630

Goat Eyes. Square pupils.

631

Addiction. You desire blood. You take 1d6 Int. and Con. damage each day you do not have a drink.

632

Slab Hands. Fingers fuse together. Can still hold weapons. Save to perform delicate tasks.

633

Boils. Horrible red lumps all over your body. Save vs Wisdom to sleep.

634

Mammal Love. All mammals instinctively want to be your friend. People are immune.

635

Spherical. All protrusions retract. Can extend legs and arms, but can also roll.

636

Quick Nerves. +1d6 Dexterity and Wisdom.

637

Dire Straits. Roll again twice. GM decides which mutation you get.

638

Weak Grip. Cannot hold anything heavier than a pen in your hands.

639

Snake Arm. A new one. Like an eyeless, noseless boa constrictor. Disobedient.

640

Chameleon Skin. No bonus to hiding, as it always shifts to vibrant colours.

641

Albino. All pigment and colour leaches from your body. Your eyes are pink.

642

Hydrophobic. Water slides off you.

643

Heat-Sensing Eye. 30' range. Can see invisible creatures, etc.

644

Giant Antlers. 1d6 sets of them. Take up 1 Inventory Slot each. +1 Defense (total, no matter how many.)

645

Lizard Tail.

646

Hydra. If limb cut off, Save. If passed, 2 new limbs emerge.

647

Needle Beak. Your lips are replaced with a sharp pointed beak. Too delicate to use as a weapon.

648

Ant Face. Face of an antling.

649

Sugar Sticky. 1 person can lick you for 2 hours to gain the benefit of 1 ration.

650

Feather Crest. Wiggles up and down with your emotional state. Makes bluffing difficult.

651

Ant Feelers. Can tell doppelgangers and illusions from real creatures.

652

Hand Migration. They move to your elbows.

653

Cilia Lips. Wriggly. Seals food inside. Like kissing a millipede.

654

Second Feet. 2 of your legs have second, backwards-facing feet. No effect.

655

Second Face. On your lower back. It can see, smell, and speak but not hear.

656

Massive Brain. +1d6 Intelligence. Brain pokes out of your head. Cannot wear a helmet.

657

Vertical Eyelids. They blink sideways.

658

Slug Slime. Can slowly climb any surface a slug could climb. Always sticky.

659

Fangs. Your canine teeth sharpen. You deal 1d4 damage on a bite.

660

Elongated skull. Grows backwards, bulging oddly.

661

Locust Blood. You bleed flying locusts. No effect, but they fly around if you are hit.

662

Musk Gland. For marking territory. Smells like old socks.

663

Migratory Mouth. It roves across your body like a slug.

664

Gyroscopic Guts. -1d6 Constitution, +1d6 Dexterity. Cannot be knocked prone.

665

Butterfly Wings. Cannot fly, but they do look pretty.

666

Sensitive Skin. Unpleasant, itchy rash from touching iron.

667

Organ Vomit. You can throw up your stomach to distract predators by taking 1d6 damage.

668

Homunculi Gland. If you are killed, a new version of you with 1/2 all your Stats, HP, and memories bursts free.

669

Mane of Hair. Sticks out in all directions, untameable.

670

Noisy Marrow. Any broken bones cause horrible wailing, hissing noises from the break.

671

Inflatable. If you take a Fatal Wound, you deflate, and can be rolled up like a bedroll.

672

Molten Blood. Your blood is now molten iron. You a very warm. 2 Inventory Slots are filled with Iron Blood.

673

Migratory Teeth. Your teeth swim around under your skin, re-emerging at mealtimes. No effect.

674

Boneless. Gain +1d6 Dexterity. You can squeeze through gaps as small as your head.

675

Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear.

676

Poison Spines. Quills on all sides. Cannot wear armour. 1d6+1d4 poison damage by running into people.

677

Burrowing Nails. If you scratch or slash someone, a nail breaks off and slides into their skin.

678

Eye Cleaners. Instead of blinking, tongues come out to clean your eyes.

679

Fragile. Increase all incoming physical damage by 1.

680

Burst of Speed. Take 1d6 damage to double movement for 10 minutes.

681

Fluted Face. Your sinus passages become twisted and musical. Woodwind sneezes.

682

Poison Cyst. Any poison you ingest is shunted into a transparent cyst on your waist.

683

Beetle Blood. Your blood is now beetles.

684

Snail Shell. Base Defense is 14 (as Chain). Cannot wear armour. -1d6 Dexterity.

685

Ink Cloud. If you fail a Save vs Fear, you spray ink in a 20' radius.

686

Evil Eye. One of your eyes becomes red and glows in the dark.

687

Moist. Cannot be set on fire. Reduce all fire damage by 1.

688

Dead Nerves. Immune to pain. Gain 1d6 HP.

689

Extra Leg. Gain an extra leg. It doesn't speed you up or slow you down.

690

Cow Tail.

691

Acid Sweat. Clothes and armour are destroyed in 12 hours. A slap deals 1d4 acid damage.

692

Dismal Genitals. Whatever you had going on down there is different and much less impressive now.

693

Abhor. Pick one thing (rain, leopards, arrows). It abhors you and you abhor it, as if repelled by a magnet.

694

Compound Eyes. Like a fly's.

695

Rubber Flesh. +1d6 HP.

696

Foam Blood. Any Fatal Wound you take fills 1d6 10'x10'x10 cubes with sticky red mist.

697

Flaps. Strange glowing pancake-like things grow from your limbs.

698

Goop Blood. You bleed thick green goop

699

1000 Tongues. They cover your body. -1d6 Charisma, -4 to Save vs Poison.

700

Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover.

701

Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day.

702

Glue Fingers. Your fingertips dribble sticky glue. Can't use it to climb. Gums up book pages.

703

Bent Face. All facial features migrate to one side and smush together.

704

The Voices. You can hear the other players (not PCs) make jokes sometimes.

705

Hairless Body. All hair flees in a sudden burst.

706

Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 4.

707

Elastic Limbs. Your joints rotate in all directions. +1d6 Dexterity.

708

Atrophy. 1d6 of your limbs become withered and useless.

709

Rasp Tongue. Good for cleaning meat off bones.

710

Migrating Genitals. Whatever you had going on down isn't going to be down there for much longer.

711

Very Cold. +4 to Save vs Heat. Almost corpse-like.

712

Solid Blood. You bleed red crystals.

713

Crocodile Face. Face hinges open. Lots of new teeth. Bite attack does 1d6 damage.

714

Fire Blood. Immune to fire. At 0 HP or below, any hits deal 1d6 damage to attacker.

715

Spell Tumour. Gain 1 random spell in a lump on your head. Squeeze lump, cast spell with 2 MD.

716

Colour Ripple. You are always the colour of the thing you are looking at.

717

Large Ears. They double in size.

718

Asymmetry. Everything you have 2 of you now gain an extra one of. Roll to see if it's on the left or right side.

719

Glandular. Depressed. Everything is awful and nobody cares.

720

Churning Guts. Can eat rotten food as rations.

721

Strange Voice. Something has gone awry with your vocal cords. Your voice rises three octaves.

722

Unstable. On death, burst messily. 2d6 acid damage, 10' radius.

723

Rippling Muscles. +1d6 Strength.

724

Porcupine Spines. Quills on all sides. Cannot wear armour. 1d6 damage by running into people.

725

Moronic. Large parts of your brain grow wings and fly away. -2d6 Intelligence.

726

Spike Tongue. Good for opening bottles but not much else.

727

Secret Pocket. Can hide 1 thing the size of an apple.

728

Spike Warts. All over.

729

Head Crest. Waving tentacles.

730

Bird Leg. Just one.

731

Unstable. On death, limbs run away to pursue separate diabolical agendas.

732

Rubber Flesh. Any fall damage that would kill you reduces you to 0 HP instead.

733

Tusks. Like a boar.

734

Thick Fir. Coats your entire body. +4 to Save vs Cold.

735

Unpalatable. You smell unappetizing. Most creatures won't consider you edible.

736

Detachable Genitals. You grow new ones in 1d6 days.

737

Full Body Dandruff. It just flakes off of you.

738

Wind Blood. At 0 HP or below, you make a horrifying whistling scream. May require a Morale check.

739

Moulting. Once per week you shed your skin. Can be used to make coats or blankets.

740

Spiracles. You can breathe through your thighs and ribs.

741

Atrophy. Your head shrinks to the size of an apple. -1d6 Int, Wis, and Cha.

742

Stiff Joints. Cannot bend knees, elbows as easily. -2 Movement, -1d6 Dexterity

743

Hibernate. You can fall asleep and rest for 1 year without food or water.

744

Mimic. You think you can mimic voices but they always sound eerie and tormented.

745

Mute. Your tongue slides away like a leech.

746

Mimic. If you eat someone's face, your face will look like their face for 1 day.

747

Single Bat Wing. Roll for location. Useless.

748

Herbivore. Can only eat plants for rations.

749

Burst of Arms. 1d6 feeble ones, emerging from one point, just under an armpit. Can hold several things.

750

Extra Fingers. 2d10 extra fingers per hand.

751

Gills. You need to spend at least 4 hours a day in water or you take 1 damage per hour.

752

Stump Legs. Lose a joint and 1' in height.

753

Dead Skin. You lose your sense of touch.

754

Goggle Eyes. Eyes grow to the size of melons. 30' Darkvision, blind in sunlight.