Moll Vents
Utility
Booby Trap
The vents are a security measure designed for military installations with the intention of perpetually hampering intruders as they move through specific facilities. It works by venting cocktails of designer proteins, nanites and vintage bacteria into an enclosed environment to induce random consequences from purely cosmetic to life-altering to fatal. Even should trespassers escape, they would still be identifiable by the mutations inflicted on them. A significant drawback, however, is the sheer randomness that can be affected by moll on a victim. In addition to being potentially crippled, a person can also be significantly boosted (provided they don't mind any deformities) and become a greater threat to station guards.To say nothing of being transformed into a mindless monster and a danger to everyone.— Arima Gotta
Social Impact
Standard Simulacra Selection
The mutative potential that exists on either side of the Opal Portal; via protoplasm in the Perron Barren and moll in Opal, has conditioned those living there to be detached from their natural bodies and accept alternate biologies and enchantments as the norm.Textiles as clothing are seen as options in many climate controlled vessels.
Cosmetic (1-20)
Minor (21-40)
Major (41-60)
Post Death (61-80)
Psychiatric (81-100)
Cosmetic: Largely superficial exterior changes without consequences in game mechanics.
Minor: Changes in character profile that have include small in-game mechanics.
Major: Radical changes that effect PC play mechanics
Post Death: Special effects and sudden transformation that occur only after character death; creating a potential NPC obstacle and/or resource.
Psychiatric: Physical changes in the brain that effect the PCs' thought processes.
d% | Mutation Name |
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1 | 2d10 Extra Digits |
2 | Fins |
3 | Forked Tongue |
4 | Horns |
5 | Scaly Skin |
6 | Thin Fur Coat |
7 | Unnatural Eyes |
8 | Rainbow Hair |
9 | Complex Mouth |
10 | Ear Holes |
11 | Infertility |
12 | Rapid Aging |
13 | Toothless |
14 | Third Eye |
15 | Prehensile Tail |
16 | Long Tongue |
17 | Body Bald |
18 | Mirror Skin |
19 | Unibrow |
20 | Unhinged Skull |
21 | Chameleon Skin |
22 | Burly |
23 | Pineal Eye |
24 | Third Nipple |
25 | Heterochromia |
26 | Agender |
27 | Barrel Chested |
28 | Flappy Wings |
29 | Hook Fingers |
30 | Hooved Feet |
31 | Striped Skin |
32 | Hole |
33 | Neck Frill |
34 | Spike Teeth |
35 | Leather Skin |
36 | Flashing Skin |
37 | Sensitive Skin |
38 | Vestigial Bird Wings |
39 | Unusual Genitals |
40 | Overbite |
41 | Dog Face |
42 | Skin Flaps |
43 | Crown of 2d10 Tentacles |
44 | Neck Pouch |
45 | Puffy Face |
46 | Whiplike Tongue |
47 | Glow at Will |
48 | Glandular |
49 | Suckers |
50 | Lump |
51 | Detachable Tail |
52 | Chameleon Eyes |
53 | Tentacle Fingers |
54 | Checkered Skin |
55 | 2d6 Breasts in a row |
56 | Curly Pig Tails |
57 | Coloured Pupil |
58 | Compound Eyes |
59 | Telescoping Neck |
60 | Donkey Ears |
61 | Headless |
62 | Black Eyes |
63 | Two Necks |
64 | Iron Nails |
65 | Long Spine |
66 | Retractable Head |
67 | Briskly Beard |
68 | Musk Gland |
69 | Unsettling Laugh |
70 | Temp Sensitive Hair (cold purple to hot red) |
71 | Feathered Skin |
72 | Horse Tail |
73 | Rooster Comb |
74 | Grinding Throat |
75 | No Lips |
76 | Harlequin Skin |
77 | Star Skin |
78 | Blowhole |
79 | Anosmic |
80 | Second Stomach |
81 | Spike Chin |
82 | Static Cling |
83 | Whiskers |
84 | Spotted Skin |
85 | Prehensile Feet |
86 | Occasional Scales |
87 | Milky White Eyes |
88 | Second Face |
89 | Spare Organ |
90 | Goatling Face |
91 | Glass Eyes |
92 | Hydrophobic |
93 | Albino |
94 | Elongated Skull |
95 | Fluted Face |
96 | Rasp Tongue |
97 | Secret Pocket |
98 | Head Crest |
99 | Full Body Dandruff |
100 | Hermaphroditic |
d% | Mutation Name | Moll Cost | Effect | |||||||||||||||
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1 | Memetic Vulnerability | 3 | -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5. | |||||||||||||||
2 | Clubbed Foot | 1 | -10ft land speed | |||||||||||||||
3 | Colour Blindness | 1 | -2 penalty on Spot checks. This doubles in conditions worse than full sunlight | |||||||||||||||
4 | Congenital Emaciation | 2 | ||||||||||||||||
5 | Congenital Obesity | 2 | ||||||||||||||||
6 | Cracking Joints | 1 | -2 penalty on moving silently | |||||||||||||||
7 | Decreased Muscle Density | 2 | -2 to STR (min 1) | |||||||||||||||
8 | Dietary Restriction | 1 | Roll 1d6 to determine the type of food that grants sustenance: 1.Bugs, 2.Sentient Creatures, 3.Carrion, 4.Live animals, 5.One type of plant (DM's choice) 6.Rocks | |||||||||||||||
9 | Distorted Voice | 1 | Roll 1d6 to determine what type of unusual voice sounds you make: 1.Squeaks, 2.Clicks, 3.Raspberry Noises, 4.Honking, 5.Grunting, 6.Laughter | |||||||||||||||
10 | Enlarged Organs | 3 | Enemies gain +2 in determining critical hits against you | |||||||||||||||
11 | Acidic Saliva | 1 | 1d4 acid damage for up to 5ft | |||||||||||||||
12 | Adrenaline Jolt | 3 | Once per day, temporarily increase either your Strength or your Dexterity by 1d4+1 that lasts for [3 + CON modifier] rounds. | |||||||||||||||
13 | Claws | 1 | Hands mutate in claws that deals slashing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 . They do not adversely affect manual dexterity. | |||||||||||||||
14 | Darkvision | 3 | See in black and white, even in darkness, up to 60ft | |||||||||||||||
15 | Energy Diffusion | 2 | Choose to gain 5 resistance to 2 types of energy or 10 resistance to 1 type of energy: acid, cold, lightning, fire or impact | |||||||||||||||
16 | Fangs | 1 | Grow fangs that deal piercing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 . | |||||||||||||||
17 | Force Barrier | 3 | 3 times per day, generate an invisible electromagnetic barrier that reduces -3 against incoming weapon attacks and force effects that last [CON modifier] rounds (min 1 round). Electronic devices temporarily cease to function on their person while in effect. | |||||||||||||||
18 | Gills | 2 | Can breathe both air and water | |||||||||||||||
19 | Great Horns | 1 | Sprout horns that deal bludgeoning or piercing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 . | |||||||||||||||
20 | Hypersensitivity | 3 | Gain a +2 on Listen, Search and Spot checks. Gain Blind-Fight: |
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21 | Leaper | 1 | Gain a +10 bonus on all Jump checks | |||||||||||||||
22 | Scaly Armor | 3 | Gain +2 natural armour bonus or +2 to existing natural armour bonus | |||||||||||||||
23 | Scent | 2 | Can detect opponents within 30 ft by sense of smell. If upwind, the range increases to 60 ft; if downwind, it drops to 15 ft. Strong scents can be detected at twice the ranges. Overpowering scents can be detected at triple the normal range. | |||||||||||||||
24 | Second Wind | 2 | Once per day, you can heal yourself by [CON modifier] damage (min 1) | |||||||||||||||
25 | Smokescreen | 1 | Once per day, you can expel a 20 ft stationary radius of inky black smoke that obscures all sight, including darkvision, beyond 5 feet. Anything 5 ft away has one-half concealment (20% miss chance). Farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). This functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round. |
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26 | Tail | 1 | Grow a thick tail dependent on your size that deals bludgeoning damage: Small 1d4 , Medium 1d6 , Large 1d8 . +2 bonus on all Balance checks. | |||||||||||||||
27 | Thick Fur Coat | 1 | Gain +4 bonus on Fortitude saves against cold temperatures. | |||||||||||||||
28 | Ultra Immune System | 2 | Must have a 13 in Constitution, then gain a +2 bonus on saving throws to resist poisons, diseases and radiation sickness. Any permanent ability drain inflicted, is treated as temporary ability damage instead. | |||||||||||||||
29 | Wall Crawler | 2 | Gain a +4 bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both negates the bonus entirely. Also gain a +4 bonus on Balance checks when moving a cross a slippery surface that is negated by any kind of footwear. | |||||||||||||||
30 | Webbed Digits | 1 | Gain a +4 bonus on all Swim checks. | |||||||||||||||
31 | Festering Sores | 2 | When wearing anything, decrease its max DEX bonus by -2 and its check penalty by -4 | |||||||||||||||
32 | Flesh Pincers | 1 | Fingers fuse into a lobster claw without being able to finely manipulate tools or wield weapons | |||||||||||||||
33 | Genetic Inferiority | 3 | All stats decrease by 1 (min 1) | |||||||||||||||
34 | Genetic Predisposition | 1 | Roll a 50% increased DC, twice, to resist addiction. Take the lower value. | |||||||||||||||
35 | Geriatrification | 3 | Advantage one age category and only take penalties. If you are already venerable and fail a DC 10 CON + half your years, you gain those penalties again.
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36 | De-Aging | 2 | De-age one age category. If you are already a Young adult and fail a DC 10 CON + half your years, you gain those penalties again. | |||||||||||||||
37 | Hemophilia | 1 | When you take hp damage, you continue to bleed for 2 hp per turn until you are either healed or succeed a DC 13 Heal check. If tending to yourself, the DC increases by +5. | |||||||||||||||
38 | Hideous | 3 | Take +2 bonus to intimidate | |||||||||||||||
39 | Hunchback | 2 | -6 penalty to CHA with checks requiring sight. Clothing and armours must be specially tailored to your unique body shape to provide any benefit. | |||||||||||||||
40 | Hypoallergenic | 1 | -4 penalty on moving silently and a 20% chance to fail verbal communication | |||||||||||||||
41 | Hyperhematosis | 3 | 5% chance to stabilize while bleeding out | |||||||||||||||
42 | Hyperhydrosis | 1 | -2 penalty on CHA-based and DEX-based checks. | |||||||||||||||
43 | Hyperopia | 3 | -2 penalty on all Spot checks made less than 30 ft from you with targets also having concealment towards you. Can be corrected with specially crafted optic lenses or possibly surgery. | |||||||||||||||
44 | Hypersensitivity | 2 | Upon taking hp damage, you immediately become shaken, unless you succeed a Fortitude save (DC 10 + damage taken) to power through the pain. | |||||||||||||||
45 | Increased Density | 2 | -4 penalty on swim checks | |||||||||||||||
46 | Infirmity | 1 | –2 penalty on all Fortitude saves | |||||||||||||||
47 | Inflexible | 1 | -2 penalty to your Dexterity (min 1) | |||||||||||||||
48 | Instability | 1 | Wobbly legs cause -4 on ability checks to resist being rushed or tripped when standing | |||||||||||||||
49 | Light Blindness | 2 | Abrupt exposure to bright light blinds you for 1 round, then dazzled on subsequent rounds for as long as they remain in the affected area: -1 penalty on attack rolls, search and spot checks | |||||||||||||||
50 | Mild Fluorescence | 2 | Outlined in a subtle glow | |||||||||||||||
51 | Myopia | 1 | -2 penalty on all Spot checks made more than 30 ft from you, with targets also having concealment towards you. Can be corrected with specially crafted optic lenses or possibly surgery. | |||||||||||||||
52 | Photodependency | 2 | ||||||||||||||||
53 | Pigeon-Toed | 3 | ||||||||||||||||
54 | Prey Scent | 1 | Pheromone glands effect predator-based simulacrum with a INT of 6 or less, will attack you. CHA advantage against other prey-based simulacrum with INT of 3 of higher. | |||||||||||||||
55 | Psoriasis | 1 | -2 penalty on all social skills except Intimidate, but can be mitigated with with a successful DC 20 CHA check to disguise. | |||||||||||||||
56 | Ravenous Hunger | 2 | Consume twice as much as normal to avoid starvation | |||||||||||||||
57 | Recessive | 2 | Lose a random trait and take -1 penalty to CHA | |||||||||||||||
58 | Rubbery Skin | 1 | Decrease speed by 5 ft (10 ft in colder environments) | |||||||||||||||
59 | Slow Metabolism | 2 | Healing or regeneration effects are either halved or take twice as long (as appropriate) | |||||||||||||||
60 | Stick Legs | 1 | -2 penalty on Jump and Swim checks | |||||||||||||||
61 | Stiff Joints | 1 | -2 penalty on reflex saves | |||||||||||||||
62 | Tachycardia | 3 | Effects of injury, poisons and drugs happen much faster. Any secondary effects take place after only one round instead. At an appropriate time, GM chooses DC 5, 10 or 15 : |
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63 | Uncontrollable Flatulence | 1 | Make a DC 15 Fortitude save to not to fart when faced with even the mildest of discomforts | |||||||||||||||
64 | Unhealthy | 3 | -2 penalty to your CON score (min 1) | |||||||||||||||
65 | Waxy Ears | 1 | -2 penalty on Listen checks | |||||||||||||||
66 | Crab Arm | 3 | 1d8 crushing damage | |||||||||||||||
67 | Burnt Stench | 2 | -4 Stealth | |||||||||||||||
68 | Magnetic Sense | 1 | Can detect magnetic north unless near a strong magnetic field or iron | |||||||||||||||
69 | Veno | 3 | Deal an extra 1d4 poison damage | |||||||||||||||
70 | Leathery Hide | 2 | Base Armour becomes 12 | |||||||||||||||
71 | Monkey Tail | 1 | Take +4 to Climb | |||||||||||||||
72 | Insecticide | 3 | Repel insects in a 20ft radius | |||||||||||||||
73 | Stabbing Limb | 1 | Lose 15% of body weight. You lose 1 HP per level, but gain +4 bonus on Swim checks and fall damage is reduced by 2 points of damage per dice. If you have wings, your glide speed becomes a fly speed instead, with average maneuverability | |||||||||||||||
74 | Strange Walk | 3 | -1 to speed | |||||||||||||||
75 | Alluring Face | 2 | Take a +2 CHA | |||||||||||||||
76 | Fractal Fingers | 2 | Cannot drop objects held in one hand due to 2d1000 fingers confined within its normal size | |||||||||||||||
77 | Horrible Bloating | 1 | 1 bludgeoning damage every time you eat solid food | |||||||||||||||
78 | Bilious Vomit | 1 | Once, after having eaten, 1d4 damage in a 10ft cone | |||||||||||||||
79 | Metal Skin | 1 | Base Armour becomes 18 | |||||||||||||||
80 | Thick Skull | 2 | - 1d6 INT. + 1d6 CON. Cannot be stunned by physical attacks. | |||||||||||||||
81 | Swap | 2 | GM replaces a mutation with one rolled on this table | |||||||||||||||
82 | Serrated Teeth | 1 | d6 damage from a bite | |||||||||||||||
83 | Emaciated | 2 | Reduce STR, CON and hp by d4 | |||||||||||||||
84 | Gyroscopic Guts | 1 | - 1d6 CON, + 1d6 DEX. Cannot be knocked prone | |||||||||||||||
85 | Moist | 3 | Cannot be set on fire. -1 to fire damage | |||||||||||||||
86 | Dead Nerves | 1 | Gain d6 hp | |||||||||||||||
87 | Rubber Flesh | 3 | Any fall damage that would kill you reduces you to 0 hp instead | |||||||||||||||
88 | Molting | 3 | Shed your skin once a month that can make coats or blankets. Gain a +2 bonus to CHA for the following week. Every week after, take a -2 penalty to CHA until you molt again. | |||||||||||||||
89 | Stick Figure | 1 | Gain +2 bonus to DEX and increase speed by 5ft. Take a -2 penalty to CON | |||||||||||||||
90 | Genetic Normality | 3 | Average out your stats, rounding up, to determine new stats | |||||||||||||||
91 | Flippers | 1 | Gain a +2 bonus to Swim checks but take a -5ft penalty to land speed | |||||||||||||||
92 | Force or Finesse | DEX and STR stats swap. If they are the same, instead gain a +1 bonus to both | ||||||||||||||||
93 | Bioluminescence | 2 | Roll d6 to determine the colour:
Roll 1d6 to determine the trigger conditions required to glow: 1. Arousal/Excitement 2-3. At will 4-5. Darkness 6. Stress-Induced |
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94 | Hyperoculosis | 1 | Gain +4 to Spot checks as your anime eyes grant a greater field of vision. If you are subject to a critical hit, there is a 25% chance that one of your eyes is damaged, potentially partially blinding you. | |||||||||||||||
95 | Hollow Bones | 1 | Lose 15% of body weight. You lose 1 HP per level, but gain +4 bonus on Swim checks and fall damage is reduced by 2 points of damage per dice. If you have wings, your glide speed becomes a fly speed instead, with average maneuverability | |||||||||||||||
96 | Silly Walk | 1 | Take a -5ft penalty to speed, but gain a +2 DEX bonus to AC when provoking attacks of opportunity | |||||||||||||||
97 | Spasmic | 2 | ||||||||||||||||
98 | High | 1 | Take a -2 penalty to WIS saves, but gain a +2 to saves againt CHA and INT. Leviates after a short rest. | |||||||||||||||
99 | Fat | 2 | ||||||||||||||||
100 | Ditzy | 3 | -4 penalty to all INT, WIS and CHA checks |
d% | Mutation Name | Moll Cost | Effect | |||||||||||||||
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1 | Asthma | 4 | Can only run and hold your breath for half as long as normal. Succeed a DC 13 Fortitude save if there are any airborne pollutants to send you into a coughing fit, whereby you may only take a single move or standard action in the round | |||||||||||||||
2 | Blind | 4 | ||||||||||||||||
3 | Brittle Bones | 4 | ||||||||||||||||
4 | Charred Body | 5 | ||||||||||||||||
5 | Withered Limb | 5 | Roll 1d4 to determine limb loss: 1.Left arm, 2.Right arm, 3.Left leg, 4.Right leg | |||||||||||||||
6 | Deaf | 6 | ||||||||||||||||
7 | Memetic Vulnerability | 4 | -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5. | |||||||||||||||
8 | Elemental Vulnerability | 4 | Susceptible to d4 element and take +50% damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure. Immunity to the element is lost if you had it: 1.Acid, 2.Cold, 3.Fire, 4.Lightning | |||||||||||||||
9 | Thrombocythemia | 6 | A blood clot forms in either the arm or leg that incurs the following penalties:
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10 | Feet-Hand | 6 | Take a -4 penalty on attack rolls or skill checks using your feet-hands. After gaining a level with this mutation, you adapt and take only a -2 penalty. | |||||||||||||||
11 | Festering Host | 5 | Take a -2 penalty on Fortitude saves to resist diseases. If you fight off a disease, it merely goes dormant for a month. | |||||||||||||||
12 | Flammable Skin | 5 | You ignite at 30°C (86°F) and remain on fire until you are doused, make it to a cooler environment, or die. | |||||||||||||||
13 | Membranous Flesh | 4 | Susceptible to piercing for 5 Amplification Damage | |||||||||||||||
14 | Lesser Metamorphosis | 6 | You cocoon yourself and enter a coma for 1 week whereby you are reincarnated into another form at -1 level. If interrupted in that time, you must succeed a DC 20 Fortitude save or die of shock or emerge misshapened. | |||||||||||||||
15 | Inferior Pseudopod | 5 | One limb turns into a 10 ft long pseudopod that can curl and deal [ d6 bludgeoning damage plus ½ STR modifier]. Rising a level grants corrosive damage. | |||||||||||||||
16 | Radiation Vulnerability | 6 | Take +50% damage as normal from radiation exposure | |||||||||||||||
17 | Taut Skin | 4 | Susceptible to slashing for 5 Amplification Damage | |||||||||||||||
18 | Thumbless | 6 | You can no longer wield most conventional weapons. Take -4 penalty on Grapple and Disarm checks. | |||||||||||||||
19 | Utter Abomination | 4 | -8 penalty on CHA checks besides similar aberrations, and are initially a little more hostile towards you. Speed decreases by 15 ft (min 5 ft), and all ability scores are reduced by 1. Finally, roll for 3 more mutations. | |||||||||||||||
20 | Water-Soluble Skin | 4 | When submerged for a number of [CON bonus] rounds (if any) before skin dissolves. After those rounds have passed, succeed a DC 20 Fortitude save or die. Success allows you to survive for one more round before making another save or exit the water. Failure results your innards spilling forth and dying a painful death in the next round (if still submerged). | |||||||||||||||
21 | Grotesque | 5 | -6 to CHA, then roll again | |||||||||||||||
22 | Illusion of Normality | 4 | Revert your appearance to whatever the PC considers normal, until you fail your next save (whatever kind it is) | |||||||||||||||
23 | Concealed Mutation | 4 | 1d6 of your mutations fade and only appear when you are stressed or damaged | |||||||||||||||
24 | Revival | 6 | One free full regeneration for a missing body part, organ or limb. +20 hp at the start of a turn. | |||||||||||||||
25 | Spider Gland | 5 | Excrete 10ft of silk rope per day that: |
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26 | Second Face | 4 | Your stomach can see and smell but not hear or speak | |||||||||||||||
27 | Puny | 6 | Shrink to a quarter of your previous size, causing - 1d6 to all stats | |||||||||||||||
28 | Migratory Fingers | 4 | One hand cannot hold anything anymore | |||||||||||||||
29 | Oily | 4 | Secrete 1 flask per day of flammable fluid that has a 50% chance of igniting. If lit, it burns for 2 rounds and deals 1d3 fire damage to each target. | |||||||||||||||
30 | Bone Sword | 4 | One arm ends at a serrated point of bone for 4d6 piercing | |||||||||||||||
31 | Echolocator | 5 | 60ft range blindsight | |||||||||||||||
32 | Elasticity | 5 | Gain +10 to escape check. Can can squeeze through a passage one-tenth as wide and tall as your height at one- quarter the speed | |||||||||||||||
33 | Energy Absorption | 4 | Choose 10 for two or 20 for one resistance: cold, fire, impact, lightning | |||||||||||||||
34 | Enlarged Form | 6 | Treated as one size larger when it is advantageous to you. Does not change your face or reach | |||||||||||||||
35 | Exoskeleton | 5 | Gain a +3 natural armor bonus or your existing natural armor bonus improves by 3 | |||||||||||||||
36 | Extra Arms | 6 | Gain a +4 on Climb and grapple checks. | |||||||||||||||
37 | Gaze | 4 | Gain +2 on Search and Spot checks | |||||||||||||||
38 | Pheromone Attraction | 6 | Gain +4 on all Bluff, Diplomacy, Handle Animal, and Intimidate checks against targets within 30 ft | |||||||||||||||
39 | Prehensile Tail | 4 | Gain +2 on balance. Can manipulate a simple object one size smaller but not dexterous enoght to operate devices | |||||||||||||||
40 | Prickly Pear | 4 | Deal 1d4 piercing damage to any target you are grappled with | |||||||||||||||
41 | Radioactive | 5 | Immune to mild, low, and moderate degrees of radiation exposure. Once per day, you may release a 60 ft radius burst of within which targets suffer moderate degree of radiation for DC 18 Fortitude, incubation period 3d6 hours, initial and secondary damage 1d6-1 CON. | |||||||||||||||
42 | Skeletal Reinforcement | 5 | Damage capacity increases by +3. Damage from a fall is reduced by one die. This stacks. | |||||||||||||||
43 | Stinger | 4 | Grow a sharp stinger dependent on your size that deals piercing damage: Small 1d4 , Medium 1d6 , Large 1d8 . There is additional poison causing 1d6 damage to STR and paralysis for 2d6 minutes; on a failed DC 13 CON save. | |||||||||||||||
44 | Telekinetic Mind | 5 | Move an unattended object weighing up to 5lbs up to 15 feet in any direction | |||||||||||||||
45 | Telepathy | 5 | Once per round, forge a telepathic link with a willing living thing with an INT 6 or higher within 100 ft | |||||||||||||||
46 | Tentacle | 6 | Grow a 10ft tentacle dependent on your size that deals bludgeoning damage: Small 1d4 , Medium 1d6 , Large 1d8 . Gain a +4 on grapple checks. Can manipulate a simple objects of your size category or smaller, but not dexterous enough for operating devices. | |||||||||||||||
47 | Venomous Bite | 4 | Target must succeed on a DC 10 + 1/2 your level + CON modifier to negate the initial and secondary damage 1d4 CON. | |||||||||||||||
48 | Vexing Voice | 4 | 3 times per day, a target within 30ft must make a successful DC 10 + one-half your level + CHA modifier or be dazed for 1 round. | |||||||||||||||
49 | Wings | 6 | Grant a natural fly speed of 60 ft | |||||||||||||||
50 | X-Ray Vision | 6 | Can see through 1 ft of brick or stone, 1 in of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt at a max range of 20ft | |||||||||||||||
51 | Duplication | 5 | Split in half. Reduce all your stats by 1d6 and half HP. The twin rolls new stats and HP. | |||||||||||||||
52 | Cold Blooded | 5 | Under 50 degrees Fahrenheit: Above 70 degrees Fahrenheit: |
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53 | Hideous Morphing | 4 | Replace all mutations with new rolls from this table | |||||||||||||||
54 | Skin Slough | 6 | CHA becomes 2. -4 penalty against disease saves | |||||||||||||||
55 | Acid Sweat | 5 | d4 acid damage to standard clothes | |||||||||||||||
56 | Hibernate | 6 | Can sleep for 1 year without food or water | |||||||||||||||
57 | Crystalline Body | 4 | Gain +2 bonus to CON, but take a -2 penalty to DEX. Gain Damage Reduction 10/Bludgeoning or Piercing. Damage Amplification 5/Bludgeoning and suffer twice the initial bludgeoning damage | |||||||||||||||
58 | Herbivorous | 6 | Can only subsist on plant material | |||||||||||||||
59 | Genomorph | 4 | Can change your sex at will to be biologically female, male, hermaphroditic, or agendered as a standard action. If you become pregnant as a biological female, you are unable to change form until you either give birth or terminate the pregnancy. | |||||||||||||||
60 | Genetic Cesspool | 4 | GM decides 3 exact features that bring a benefit, a detriment and a neutral factor into your scenario | |||||||||||||||
61 | Fast Metabolism | 5 | Eat twice as much of what you would normally eat or your weight score decreases by 1 every month. you heal twice as fast (including hitpoint regeneration and ability recovery), fast healing or regeneration effects are either doubled or last twice as long (when applicable). | |||||||||||||||
62 | Dwarfism | 5 | Height is halved and weight is quartered as your size category is lowered by one (min Tiny). Take -2 penalty to STR and CON, but gain a +2 bonus to DEX | |||||||||||||||
63 | Dromedary Hump | 4 | ||||||||||||||||
64 | Brain or Brawn | 5 | INT and STR stats swap. If they are the same value, instead gain a +1 bonus to both | |||||||||||||||
65 | Carnivorous | 5 | Can only subsist on animal tissue | |||||||||||||||
66 | Immutable | 6 | Can no longer be further mutated. You do not lose any mutations you already possess. | |||||||||||||||
67 | Quadrupedal | 4 | ||||||||||||||||
68 | Sepsis | 4 | Blood turns to poison, which is both a hindrance to you and your enemies: |
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69 | Voltivorous | 6 | No longer need to eat or drink and gain 5 Electricity Resistance to subsist on | |||||||||||||||
70 | Turgidity | 6 | Gain +2 bonus to your CON |
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71 | Snake Legs | 6 | Resemble a snake from the waist down. |
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72 | Resistance Calibration | 5 | Roll d6 to gain 10 resistance to one element, but a (1.5x) weakness to a second:
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73 | Sunlight Hypersensitivity | 5 | Takes 20 radiant damage when starting turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. | |||||||||||||||
74 | Amalgamation of Limbs | 4 | Increase speed by a number of feet equal to d2*5 | |||||||||||||||
75 | Vocal Blast | 6 | ||||||||||||||||
76 | Massive Weight Gain | 5 | Maximum possible DEX AC bonus becomes +2 | |||||||||||||||
77 | Minor Lycanthropy | 6 | Transformation Modifications: STR +2, DEX +4, CON +4
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78 | Dense Skeleton | 4 | ||||||||||||||||
79 | Spawn Regeneration | 6 | ||||||||||||||||
80 | Immaculate Conception | 4 | Regardless of gender, pregnancy runs between d10min8 months. The fetus does not need to nest in the abdomen. It could be growing in their inner thigh, their forehead, their hip, etc. What this NPC baby ends up being to the PCs is determined by the GM. It may be a normal baby, a parasite slowly killing its host or a hostile entity. Fortitude Save = d20 + CON modifier + proficiency bonus + other bonuses + penalties It manifests as: In the later months of pregnancy:
Finally, at the end of pregnancy's course:
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81 | Weak Stomach | 4 | ||||||||||||||||
82 | Nyctalopia | 5 | ||||||||||||||||
83 | Incompetent | 4 | ||||||||||||||||
84 | Short Temper | 4 | Enter an enraged state whenever you suffer damage: |
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85 | Paralyzing Claws | 6 | Target takes 1d10+3 slashing damage, or 2d10+3 slashing damage on an advantage, and must succeed on a DC 12 CON saving throw or be restrained until the end of its next turn. Then it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. | |||||||||||||||
86 | 5 | |||||||||||||||||
87 | 4 | |||||||||||||||||
88 | 6 | |||||||||||||||||
89 | 4 | |||||||||||||||||
90 | 4 | |||||||||||||||||
91 | 4 | |||||||||||||||||
92 | 5 | |||||||||||||||||
93 | 5 | |||||||||||||||||
94 | 4 | |||||||||||||||||
95 | 6 | |||||||||||||||||
96 | 5 | |||||||||||||||||
97 | 6 | |||||||||||||||||
98 | 4 | |||||||||||||||||
99 | 6 | |||||||||||||||||
100 | 4 |
d% | Mutation Name | Moll Cost | Effect | ||||||||||||||||||||||
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1 | Corrupted Organs | 7 | Guts writhe and everyone in 30ft must succeed DC WIS save against Fear | ||||||||||||||||||||||
2 | Unstable | 8 | Parasitic limbs try to grapple nearby targets and fuse to them | ||||||||||||||||||||||
3 | Poison Spot | 9 | Touching a blue coin-sized spot causes a DC 8 CON save or die | ||||||||||||||||||||||
4 | Inside Out | 7 | Body hp is halved | ||||||||||||||||||||||
5 | Hallucinogenic Spores | 10 | 30ft radius of hallucinogenic spores causing effects for as long as they remain in the cloud and 1d4 rounds afterward: |
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6 | Spider Neck | 8 | Head separates from body using spider legs: |
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7 | Agaric Spores | 7 | Targets inside the 30ft radius of the spores take - d6 DEX, then after d3 days and must succeed a DC 10 WIS + d6 DEX damage or after 7 days the targets' body becomes an NPC: |
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8 | Combustion | 10 | Body combusts in 1d6 rounds for 1d4 fire damage within 20 ft. Targets make a DC 10 fortitude save or be dazzled for 1d4 rounds. | ||||||||||||||||||||||
9 | Slime Eye | 9 | One of your eyes turns green and slides out of its socket STR 10 (+0) DEX 11 (+0) CON 11 (+0) INT 1 (-5) WIS 8 (-1) CHA 6 (-2) Armour Class: 12 (natural armor) Hit Points: 10 ( 3d4+3 ) Speed: 20 ft., climb 20 ft. |
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10 | Glue Blood | 8 | A thick viscous glob that takes 1 round to set | ||||||||||||||||||||||
11 | Gaseous Guts | 7 | Targets within a 30ft radius are obscured and must succeed a DC 20 DEX + 1 for every 5 levels or suffer 3d6 acid damage. Gas diffuses 20ft every round until 100ft, causing 2d6 , d6 and 10 damage respectively. | ||||||||||||||||||||||
12 | Caustic Spray | 9 | Targets in a 20ft cone suffer a 2d6 acid damage per end of round. Accompanying fumes deal 1 fire damage per die | ||||||||||||||||||||||
13 | Fire Breath | 10 | Targets in a 30ft cone suffer 1d6 fire damage per level, to a max of 15d6 . For half damage, succeed a DC 13 reflex save. | ||||||||||||||||||||||
14 | Poison Breath | 8 | Targets in a 30ft cone suffer d4 poison damage per level (max 5d4 ). Lingers in the area for 1 round after the initial burst. | ||||||||||||||||||||||
15 | Blood Fountain | 7 | When the corpse takes a d6 damage, targets in a 10ft radius get stayed with blood | ||||||||||||||||||||||
16 | Lightning Breath | 10 | Targets within 30ft suffer 20d6 lightning damage | ||||||||||||||||||||||
17 | Dire Straits | 8 | Roll an additional 2 times for 2 mutations | ||||||||||||||||||||||
18 | Chicken | 9 | Body flails and runs around mindlessly for 10 minutes before dropping dead again Limbs deal 4d10+10 bludgeoning damage and requires DC 15 to evade Str 17, Dex 18, Con 18, Int 2, Wis 4, Cha 1 AC: 16 hp: 8 10d8 ) Speed: 50ft |
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19 | Lightning Blood | 7 | Immune to lightning. Any hits deal 1d6 lightning damage to attacker | ||||||||||||||||||||||
20 | Homunculi Gland | 8 | A new version of you with 1/2 all your stats, hp, and memories bursts free. | ||||||||||||||||||||||
21 | Inflatable | 9 | Corpse deflates and can be rolled up like a bedroll | ||||||||||||||||||||||
22 | Molten Blood | 10 | 2d8 fire damage within 10ft is trigged when touched | ||||||||||||||||||||||
23 | Foam Blood | 7 | 1d6 10x10x10 vapour streams of sticky red mist that do nothing | ||||||||||||||||||||||
24 | Fire Blood | 8 | Immune to fire. Any hits deal 1d6 fire damage to attacker | ||||||||||||||||||||||
25 | Acid Burst | 9 | 2d6 acid damage in a messy 10ft radius | ||||||||||||||||||||||
26 | Moronic | 10 | Large parts of your brain grow wings and fly away Str 0, Dex 0 (+5), Con 2, Int 2, Wis 2, Cha 2 AC: 10 hp: 15 ( 2d8 ) Speed: 10ft Fly |
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27 | Whistling Blood | 7 | -4 penalty on attack, damage, and DC saves against you for 1 round | ||||||||||||||||||||||
28 | Death Rattle | 8 | 2d6 explosive and acid damage within 20ft | ||||||||||||||||||||||
29 | Gastrodontus | 10 | Stomach opens into a maw that deals 4d8+10 piercing damage and requires DC 21 to escape Str 17, Dex 6 (+5), Con 12, Int 2, Wis 2, Cha 2 AC: 10 hp: 15 ( 2d8 ) Speed: 10ft |
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30 | Hands Detach | 9 | Hands fall away and can deal d8+3 piercing damage and targets require a DC 13 DEX save to dodge away Str 8, Dex 8, Con 7, Int 3, Wis 10, Cha 2 AC: 13 hp: 20 ( 5d8 ) Speed: 40ft, 20ft Climb |
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31 | Forsaken Shell | 7 | Animated skin that has +8 to grapple while dealing d8+5 bludgeoning damage and requires DC 13 STR and DC 8 DEX to escape Str 13, Dex 6, Con 12, Int 2, Wis 2, Cha 2 AC: 15 hp: 8 ( 15d8 ) Speed: 30ft |
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32 | Green Father | 8 | Where possible, body releases enriching nutrients for more than 4 hours and cause plants around to grow wildly in a 100ft radius | ||||||||||||||||||||||
33 | Fruit | 9 | Every morning a single new fruit grows from the corpse. It can maintain a number of fruits “on the vine” equal to ½ the CON score before older fruit begin to wither. Once plucked, a fruit lasts for 1d4 days before it loses its potency. Roll 1d10 to determine which fruit grows on a daily basis:
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34 | Divisive Reproduction | 10 | If you ever increase in size category by one after getting this mutation. Your corpse will split into two NPCs of your original size, who are generally friendly towards who you were friendly to. Their base stats and abilities are split between them. | ||||||||||||||||||||||
35 | Leprosy | 8 | |||||||||||||||||||||||
36 | Mass Schizophrenia | 7 | Within 6ft for 3d10 rounds: |
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37 | Pseudo-Vampire | 9 | Corpse rises as an NPC with additional abilities: |
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38 | Rebirth | 10 | Explode dealing 2d6 explosive and fire damage per level in a 20 ft. radius |
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39 | Sanguine Storm | 7 | At a critical hit, the corpse explodes into splatterings of flesh for 1 full round, dealing 5d6 bludgeoning damage to everything within a 20ft radius. There is also a -4 penalty to Listen checks and half speed within the AOE for that round. After 1d4+1 rounds, it reforms into a fleshy ooze:
HP: 7 ( 2d4+2 ) Speed: 5 ft., 5 ft. Climb, 15 ft. Swim Saving Throws: Stealth +3 Skills: |
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40 | Symbiotic Hive | 8 | Flesh become porous and papery, with 1.5x weaknesses to fire, covered in hundreds of tiny holes from which a swarm emerges to deny the area to intruders:
HP: 22 ( 5d8 ) Fly Speed: 20 ft., 20ft. Climb Proficiency: +2 Abilities: |
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41 | Death Burst | 9 | For 5 mins, a 10ft radius fog emerges causing any breathing thing to make a DC 13 CON saving throw or be poisoned until the end of its next turn | ||||||||||||||||||||||
42 | Fusing Vomit | 10 | Regurgitates a slimey substance onto a single target within 30 ft. On a failed DC 12 DEX save, they suffer 4d6 damage and become restrained. | ||||||||||||||||||||||
43 | Foul Ichor | 7 | all targets within 10 ft must succeed on a DC 15 DEX saving throw or take 3d6 acid damage as the body collapses in a foul puddle of toxic filth and half-digested remains. | ||||||||||||||||||||||
44 | Django | 8 | |||||||||||||||||||||||
45 | Berserker | 10 | Carrying the same stats, in addition to: |
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46 | Pathogen Burst | 9 | Explodes in a burst of acid and pathogens. Targets within 10 ft must make a DC 10 DEX saving throw or take 4d6 damage and 2d6 acid damage on a fail. Half as much damage on a success. If they take damage over 28, they must succeed on a DC 17 CON saving throw or be infected with a disease that mutates the creature in 1d6 + CON modifier hours (min 1 hour), unless the disease is cured. In half that time, the target's speed is halved, has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration, any stats you have become:
If any effect that cures disease is used on the target before the mutations finish, must succeed on a DC 18 CON saving throw. Cured on a successful save. |
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47 | Acidic Blood | 7 | For 1d4 rounds after death, a 5ft radius circle centered on the space the body occupies is saturated with acid. Anything that enters that area for the first time on a turn, or starts its turn there takes 4d6 acid damage. | ||||||||||||||||||||||
48 | Decompose | 9 | The corpse's flesh rapidly decomposes, leaving behind a perfectly cleaned skeleton. | ||||||||||||||||||||||
49 | Bone Trap | 8 | Anyone who walks within 5ft of the body must make a DC 6 DEX saving throw. On a fail, they take 4d6 piercing damage and their speed is halved for 1 minute. On a success, they take half damage and suffer no further effects. | ||||||||||||||||||||||
50 | Ghoul | 10 | A small or medium sized PC rises as a mindless ghoul NPC that cannot act if its handlers are unconscious or unable to take actions. It will perform any command the party gives it to the best of it’s ability, even sacrificing itself, until given another command. In combat, the ghoul always acts during your turn, either before or after your actions as you choose. Stat Changes: CON +2; STR or DEX +1; INT and WIS become 2; Speed is 30ft Feeding: Ghouls must consume their body’s worth of flesh to fulfill their food requirement, after which they are satiated for 2d20 + CON modifier days.
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51 | Byakhee | 7 | Only applicable to a body with wings, wherein the corpse is suffused with decaying tissue, but maintains a humanoid core. This external tissue ruptures and sloughs off when it endures a critical hit. Anyone within 30ft who see this, must make a DC 16 FORT save. On a fail, they become sickened until the end of their next turn.
HP: 51 ( 6d10+18 ) Speed: 15 ft., fly 60 ft. Melee: claw + 3d4+14 Slashing + grapple Byakhees can act as an NPC mount to carry medium or smaller riders through the void of outer space for 3d20 hours without needing to breathe itself. |
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52 | Ghast | 8 |
HP 36 ( 8d8 ) Speed: 30 ft. Melee: bite + 2d8+3 piercing + paralyzed for 1 min on a failed DC 10 CON saving throw Poison Stench Anyone starting its turn within 5 ft must succeed on a DC 10 CON saving throw or be poisoned until the start of its next turn. On a success, they are immune to the ghast's stench for 24 hours. |
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53 | Crawling Arms | 9 | Slender arms detach and crawl around.
HP: 6 Speed: 2 Melee: d4+1 + grapple |
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54 | Guard | 7 |
HP: 16 ( 3d8+3 ) Speed 30 ft. Abilities: |
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55 | Metal Skeleton | 10 |
HP: 75 ( 10d8+30 ) Speed: 30 ft. Saving Throws: WIS +2, CHA +1 Proficiency Bonus: +3 Melee: Abilities: |
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56 | Gnoll | 8 |
HP: 58 ( 9d8+18 ) Speed: 40 ft. Proficiency Bonus: +2 Melee: 1d8+3 slashing + 3d6 poison Abilities: |
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57 | Liver Leech | 9 | As many liver leeches emerge from the corpse for every 5 hp it possessed.
HP: 3 ( 1d4+1 ) Speed: 15 ft., climb 15 ft. When this tiny NPC has spent 4 hours in a terrain, it gains a natural covering similar to its environment and advantage on DEX (Stealth) checks made to hide. |
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58 | Keeper-Moth | 7 | A pet NPC that peels itself from the corpse's back and shys away from combat.
HP: 17 ( 5d6 ) Speed: 20 ft., fly 45 ft. (hover) Saving Throws: Dex +4, Int +4 When a number of targets, max moth's WIS modifier, within 50ft must each succeed a DC 12 WIS saving throw (they may choose to fail) or be affected by the flashing colour on its wings until the end of their next turn:
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59 | Goblin Dog | 10 | A blunt-nosed rodent with a thin body and long legs that can be kept as an NPC pet.
HP: 17 Speed: 40 ft. Saving Throws: STR +8, DEX +8, WIS +5 Melee: Jaws + d6+3 piercing + DC 17 against status penalty for 3 rounds + slowed for 2 rounds (starting next turn) + another status penalty for 1 day (starting 1 turn after next) |
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60 | Ooze Breath | 9 | A 5-foot cone of slime seeps from the corpse's mouth. The slime deals 1d4 acid damage per two levels (max 5d4 ) and sickens targets in the area for 3 rounds. A successful saving throw (DC 10 + ½ level + CON modifier) halves the damage and negates the sickened effect. |
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61 | Sentient Blood | 8 |
HP: 95 ( 10d10+40 ) Speed: 30ft, Swim 90ft Proficiency Bonus: +3 Abilities: The sentient blood can move through a space 1 inch wide without squeezing.
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62 | Bhut | 7 |
HP: 38 ( 7d8+7 ) Speed: 30ft., Fly 50ft Melee: Bite 1d6+1 , Claws 1d4 Abilities:
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63 | Fascination | 10 | Once per day an inanimate corpse can create a 20ft radius that causes targets to become fascinated with it for a number of rounds equal to ½ the character's level (min 1). Targets may resist with a save (DC 10 + ½ level + CHA modifier). Fascinated effects:
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64 | Acid Breath | 9 | A 5ft cone of acidic water burst from the mouth and deals 1d8 acid damage per two character levels (max 5d8 ). A successful reflex saving throw (DC 10 + ½ character's level + CON modifier) halves the damage. | ||||||||||||||||||||||
65 | Flaming Skull | 8 |
HP: 40 ( 9d4+18 ) Skills: PER +2 Speed: fly 40 ft. (hover) Abilities:
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66 | Vargouille | 7 | Ears grow into a 4ft wingspan to pull the head off the rest of the body.
HP: 18 ( 4d4+8 ) Speed: 5fy., fly 40ft. Abilities: |
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67 | Mohrg | 10 |
HP: 12 ( 15d8 ) Speed: 30ft Abilities: |
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68 | Cyst | 9 | A putrid blob disgorged from the corspe
HP: 12 ( 4d6+5 ) Speed: 15ft., climb 15ft Proficiency Bonus: +2 to Hide and Move Silently Abilities: |
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69 | Brute | 7 |
HP: 39 ( 7d8 ) Speed: 30ft., climb 20ft Abilities: |
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70 | Sibriex | 8 |
HP: 150 ( 12d12 ) Speed: 0ft., fly 20ft Saving Throws: INT +13, CHA +13 Skills: Knowledge +13, Perception +13 Abilities: |
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71 | Mouther | 10 |
HP: 60 ( 2d8+27 ) Speed: 10ft, swim 10ft Skills: Passive Perception +10 Abilities:
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72 | Alkada | 9 |
HP: 9 ( 2d6+2 ) Speed: 30ft, climb 10ft Proficiency Bonus: +2 Abilities: |
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73 | Dead Head | 7 |
HP: 17 ( 5d4+5 ) Speed: 0ft, fly 20ft Skills: Perception 12 Proficiency Bonus: +2 Abilities: Target takes 1d4+1 piercing damage from bite and must then succeed on either a:
OR |
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74 | Boneless | 8 |
HP: 26 ( 4d8+8 ) Speed: 30ft Skills: Perception 10, Steath +4 Proficiency Bonus: +2 Abilities: |
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75 | Clot | 10 |
HP: 104 ( 3d12 ) Speed: 40ft Skills: Perception 9 Saving Throws: CON +6 Proficiency Bonus: +3 Abilities:
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76 | Soul Shaker | 7 |
HP: 76 ( 8d10 ) Speed: 20ft Proficiency Bonus: +2 Skills: Passive Perception +10 Abilities: |
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77 | Torso | 9 |
HP: 45 ( 6d8 ) Speed: 0ft, fly 30ft Skills: Perception +4 Abilities: Up to 2 targets within 120ft endure one effect per turn. Target(s) must succeed a:
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78 | 8 | ||||||||||||||||||||||||
79 | 10 | ||||||||||||||||||||||||
80 | 7 | ||||||||||||||||||||||||
81 | 9 | ||||||||||||||||||||||||
82 | 8 | ||||||||||||||||||||||||
83 | 10 | ||||||||||||||||||||||||
84 | 7 | ||||||||||||||||||||||||
85 | 9 | ||||||||||||||||||||||||
86 | 8 | ||||||||||||||||||||||||
87 | 10 | ||||||||||||||||||||||||
88 | 7 | ||||||||||||||||||||||||
89 | 9 | ||||||||||||||||||||||||
90 | 8 | ||||||||||||||||||||||||
91 | 10 | ||||||||||||||||||||||||
92 | 9 | ||||||||||||||||||||||||
93 | 7 | ||||||||||||||||||||||||
94 | 10 | ||||||||||||||||||||||||
95 | 8 | ||||||||||||||||||||||||
96 | 9 | ||||||||||||||||||||||||
97 | 7 | ||||||||||||||||||||||||
98 | 10 | ||||||||||||||||||||||||
99 | 8 | ||||||||||||||||||||||||
100 | 9 |
d% | Mutation Name | Moll Cost | Effect | |||||||||||||||||||||||||||||||||||||||
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1 | Ability Decay | 4 | Excluding stats of 3 or less, choose one to permanently decrease by 2. This stacks | |||||||||||||||||||||||||||||||||||||||
2 | Blood Hunger | 1 | d2 bite attack plus an extra 1d6 blood loss. Take 1d4 CON damage per 1d6 rounds that cannot be restored through normal healing. | |||||||||||||||||||||||||||||||||||||||
3 | Mind Split | 3 | With a 10 in INT, WIS or CHA, PCs can reroll saves and checks | |||||||||||||||||||||||||||||||||||||||
4 | Combat Fear | 4 | Make a (DC 15 CHA saving throw). On a fail, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. | |||||||||||||||||||||||||||||||||||||||
5 | Cybernetic Dependency | 6 | At level 7, PC is dependent on a medical device that does not confer its usual benefit (i.e. healing). If it is destroyed, you cannot heal naturally until it is replaced or repaired. | |||||||||||||||||||||||||||||||||||||||
6 | Second Brain | 6 | d6 INT bonus from an abdomen brain that is deaf, blind, dumb and alive | |||||||||||||||||||||||||||||||||||||||
7 | Frailty | 3 | take a -2 penalty on all saves made to stabilize at negative hp | |||||||||||||||||||||||||||||||||||||||
8 | Heat/Cold Susceptibility | 1 | take double damage from prolonged exposure to extreme heat or cold | |||||||||||||||||||||||||||||||||||||||
9 | Lethargy | 2 | Take a –2 penalty on all reflex saves. | |||||||||||||||||||||||||||||||||||||||
10 | Light Sensitivity | 1 | Dazzled in bright light or within the radius of a light source | |||||||||||||||||||||||||||||||||||||||
11 | Lost Arm | 3 | Take a –2 penalty on climb, swim and grapple checks. | |||||||||||||||||||||||||||||||||||||||
12 | Mindslave | 2 | Take a –2 penalty on all CHA and WIS saves | |||||||||||||||||||||||||||||||||||||||
13 | Dependency | 5 | At level 6, make a successful (DC 15 CON save) or take 1 STR or CON damage once within medicine for 1d6 rounds. Ability damage cannot be restored through normal healing. | |||||||||||||||||||||||||||||||||||||||
14 | Pheromone Repulsion | 1 | Take a –4 penalty on all CHA checks made against targets within 30 feet. | |||||||||||||||||||||||||||||||||||||||
15 | Poisonous Blood | 6 | At level 6, if you go 24 hours without an antitoxin, make a successful DC 15 Fortitude save or take 1d4 CON damage. This can be cured in 1d6 rounds with proper medicine. | |||||||||||||||||||||||||||||||||||||||
16 | Rapid Aging | 2 | For every year over d4*10 , choose an ability score at random and make a CON save. On a fail, -1 from that ability. Do this for the other stats for every further threshold. Possibly increase the frequency of checks. | |||||||||||||||||||||||||||||||||||||||
17 | Reduced Speed | 3 | Reduce speed by 5ft. This stacks | |||||||||||||||||||||||||||||||||||||||
18 | Thin Skin | 5 | Take 1 additional damage each time you are wounded | |||||||||||||||||||||||||||||||||||||||
19 | Ultraviolet Allergy | 3 | Ultraviolet light burns for 2d6 fire damage per round | |||||||||||||||||||||||||||||||||||||||
20 | Weak Immune System | 1 | -2 penalty on all fortitude saves against poison, disease, and radiation sickness | |||||||||||||||||||||||||||||||||||||||
21 | Analgesia | 4 | Uneffected by pain or the conditions of pain, but does not negate the damage or consequences. |
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22 | Apathetic Disorder | 2 | -4 penalty on Initiative check | |||||||||||||||||||||||||||||||||||||||
23 | Attention Deficit Disorder | 2 | -4 penalty on DC 10 CON checks | |||||||||||||||||||||||||||||||||||||||
24 | Auto-Brewery Syndrome | 5 | - ¼ CON score | |||||||||||||||||||||||||||||||||||||||
25 | Decreased Brain Folds | 2 | -2 penalty to your INT score (min 1) | |||||||||||||||||||||||||||||||||||||||
26 | Dissociative Disorder | 3 | cumulative 5% d% chance that you become confused until the end of combat | |||||||||||||||||||||||||||||||||||||||
27 | Dolorivore | 1 | Must inflict 5 damage everyday on self or be starved | |||||||||||||||||||||||||||||||||||||||
28 | Dyslexia | 5 | Two chances to succeed a DC 10; 15 if complex; 20 if exotic; INT check to read anything. If both chances failed, succeed a DC 5 WIS check to avoid drawing a false conclusion | |||||||||||||||||||||||||||||||||||||||
29 | Expressive Language Disorder | 4 | Lose a language you know | |||||||||||||||||||||||||||||||||||||||
30 | Herd Mentality | 6 | Every day without socializing with a group of at least 10 members, lose 1/1d4 sanity | |||||||||||||||||||||||||||||||||||||||
31 | Memory Loss | 3 | d% for a 10% chance your skill ranks are ignored during a check | |||||||||||||||||||||||||||||||||||||||
32 | Misaligned Brain | 2 | Succeed a DC 15 Fortitude save or take a -2 penalty on all attack, damage rolls, skill, initiative, and ability checks for the next 1d4+1 hours. If provided a DC 17 heal check, reduce the penalty to -1 and the duration to 1 hour | |||||||||||||||||||||||||||||||||||||||
33 | Moronic | 3 | -2 penalty on INT based skill checks and your CHA score | |||||||||||||||||||||||||||||||||||||||
34 | Mute | 1 | ||||||||||||||||||||||||||||||||||||||||
35 | Narcolepsy | 6 | In combat, succeed a DC 13 WIS save + CHA modifier or you fall asleep for 1d4 rounds. This stacks. | |||||||||||||||||||||||||||||||||||||||
36 | Panic Disorder | 2 | After initiative, make a DC 15 WIS saving throw + CHA modifier. On a fail, you are shaken for the duration of the encounter. | |||||||||||||||||||||||||||||||||||||||
37 | Panophobic | 4 | -4 penalty on saves made against fear effects. If you were immune to fear, you lose your immunity. If you are ever intimidated, you become panicked instead | |||||||||||||||||||||||||||||||||||||||
38 | Paranoia | 2 | Always shaken, and sleep is only half as restful | |||||||||||||||||||||||||||||||||||||||
39 | Prosopagnosia | 5 | Succeed a DC 8 PER check + INT modifier to identify people you have prev meet | |||||||||||||||||||||||||||||||||||||||
40 | Memetic Vulnerability | 6 | -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5 | |||||||||||||||||||||||||||||||||||||||
41 | Somniatic Disorder | 6 | Requires an extra 4 hours of sleep to be well rested. This stacks. | |||||||||||||||||||||||||||||||||||||||
42 | Stunted Angular Gyrus | 4 | -2 penalty on Diplomacy and Gather Info checks | |||||||||||||||||||||||||||||||||||||||
43 | Stunted Frontal Lobe | 1 | -2 penalty to CHA | |||||||||||||||||||||||||||||||||||||||
44 | Stunted Medulla Fortuna | 3 | -2 penalty to Luck (min 1) | |||||||||||||||||||||||||||||||||||||||
45 | Stunted Prefrontal Cortex | 4 | -2 penalty to WIS | |||||||||||||||||||||||||||||||||||||||
46 | Stutter | 6 | -2 penalty on all skill checks that involve speaking | |||||||||||||||||||||||||||||||||||||||
47 | Submissive Nature | 6 | -2 penalty on saves against memetics |
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48 | Thought Projection | 3 | Succeed a DC 15 WIS save or you broadcast your surface thoughts | |||||||||||||||||||||||||||||||||||||||
49 | Perfect Memory | 1 | At level 15, reroll the result of any knowledge check | |||||||||||||||||||||||||||||||||||||||
50 | Mental Backsliding | 2 | - d6 to INT | |||||||||||||||||||||||||||||||||||||||
51 | Extra Lobes | 1 | d6 to INT | |||||||||||||||||||||||||||||||||||||||
52 | Addiction | 3 | Take 1d6 INT and CON damage each day you do not get the object of your addiction | |||||||||||||||||||||||||||||||||||||||
53 | Mindless | 2 | INT becomes 1 | |||||||||||||||||||||||||||||||||||||||
54 | Dire Straits | 5 | Other players secretly vote on 2 new mutations for you | |||||||||||||||||||||||||||||||||||||||
55 | Quick Nerves | 1 | Add d6 to DEX and WIS | |||||||||||||||||||||||||||||||||||||||
56 | Oversize Brain | 6 | d6 to INT. Cannot wear standard helmets | |||||||||||||||||||||||||||||||||||||||
57 | Anxiety Disorder | 2 | Gain +4 bonus to Initiative checks, but take -4 penalty to attack rolls and skill checks made in the first round of combat | |||||||||||||||||||||||||||||||||||||||
58 | Autism Disorder | 3 | Roll 1d6 to determine where you fall on the spectrum: |
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59 | Diurnal | 5 | Gain +1 bonus on spot checks made in bright light, but a -1 penalty on spot checks made in dark conditions. | |||||||||||||||||||||||||||||||||||||||
60 | Doggerelitis | 3 | Unable to speak unless in rhyme. Grants +2 bonus to Performance checks | |||||||||||||||||||||||||||||||||||||||
61 | Egghead | 1 | Gain a +2 bonus to INT, but take a -2 penalty to STR | |||||||||||||||||||||||||||||||||||||||
62 | Eidetic Memory | 4 | Gain +10 bonus to INT | |||||||||||||||||||||||||||||||||||||||
63 | Heightened Forebrain | 2 | Cannot be flanked |
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64 | Idiot-Savant | 2 | May take 20 on any chosen skill, but take a -5 penalty on all other skill checks | |||||||||||||||||||||||||||||||||||||||
65 | Imbalanced Amygdala | 5 | Gain +2 bonus on CHA (Performance) checks, but take a -2 penalty on CHA (Bluff, Diplomacy, and Intimidate) checks | |||||||||||||||||||||||||||||||||||||||
66 | Mongoloid | 2 | Gain +2 bonus to STR, but take a -2 penalty to INT | |||||||||||||||||||||||||||||||||||||||
67 | Nocturnal | 3 | Gain +1 bonus on spot checks made in dark conditions, but a -1 penalty on spot checks made in bright light | |||||||||||||||||||||||||||||||||||||||
68 | Book Smarts | 1 | INT and WIS values swap. If they are the same, instead add +1 bonus to both | |||||||||||||||||||||||||||||||||||||||
69 | Dormant Blight | 5 | Plants within 100ft radius wither via released debilitating chemicals | |||||||||||||||||||||||||||||||||||||||
70 | Gigantism | 4 | Height is doubled and weight is quadrupled as your size category is increased by one (to a max of colossal). Take a -2 size penalty to DEX and INT, and gain a +2 size bonus to STR and CON. | |||||||||||||||||||||||||||||||||||||||
71 | Genetic Soup | 6 | Body becomes a slime creature with Stat Changes: same STR, -4 DEX, +6 CON, same INT, -4WIS and CHA AC: -2 Hit Dice: Becomes d10 Speed: Moves at half the base speed or 20 feet (whichever is lower). If they could fly, they lose the ability to do so. If they could swim or climb, at half the previous speed. Saving Throws INT +4 Abilities: |
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72 | Sleepwalker | 3 | During a long rest, on a failed DC 5 INT save + WIS modifier: |
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73 | Feeblemind | 2 | INT and CHA each drop to 1 and are unable to use INT or CHA based skills, understand language (min INT 3) or communicate coherently. Still, you know who your friends are and can follow them and even protect them. Take a -4 penalty on WIS saving throws. | |||||||||||||||||||||||||||||||||||||||
74 | Concussion | 3 | On a failed DC 8 CON save, the target takes 1d4 WIS damage and is dazed for 1 round. Should they succeed, the damage is halved, and the target is dazzled for 1 round instead of dazed. | |||||||||||||||||||||||||||||||||||||||
75 | Dementia | 1 | On a failed a DC 11 CON saving throw, WIS drops to 1. |
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76 | Touch of Idiocy | 6 | On a failed DC 8 accompanying stat, applies a 1d6 penalty to INT, WIS and CHA. This penalty can’t reduce any of these stats below 1. | |||||||||||||||||||||||||||||||||||||||
77 | Adroit | 2 |
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78 | Ego Whip | 4 | Deal 1d4 CHA damage and daze for 1 round | |||||||||||||||||||||||||||||||||||||||
79 | Psychic Crush | 2 | Reduce hp to 1 | |||||||||||||||||||||||||||||||||||||||
80 | Mental Pinnacle | 5 | Gain +4 bonus to INT and WIS per level | |||||||||||||||||||||||||||||||||||||||
81 | General Mental Resistance | 6 | Gain a +2 bonus to WIS saves | |||||||||||||||||||||||||||||||||||||||
82 | Sleep Disorder | 6 | When stressed, need to make a DC 15 CON checks to stay awake and not put themselves in a dangerous situation. | |||||||||||||||||||||||||||||||||||||||
83 | Forgetfulness | 4 | DC 16 WIS save or have a situational failure rate of 25% | |||||||||||||||||||||||||||||||||||||||
84 | Common Sense | 2 | DC 14 WIS save or | |||||||||||||||||||||||||||||||||||||||
85 | Homocidal Tendencies | 2 | On a DC 16 WIS save, for situations as determined by the GM, the PC is under the 'berserker' rules for d4 minutes | |||||||||||||||||||||||||||||||||||||||
86 | Brainfart | 5 | On a failed DC 16 WIS save, there is a 25% chance an INT-based skill suffers a -10 penalty | |||||||||||||||||||||||||||||||||||||||
87 | Short Attention Span | 2 | On a failed DC 14 WIS save, GM decides on a common element within 90ft that distracts and prevents an ability check one time | |||||||||||||||||||||||||||||||||||||||
88 | ADHD | 3 | ||||||||||||||||||||||||||||||||||||||||
89 | Book Worm | 1 | ||||||||||||||||||||||||||||||||||||||||
90 | Gibbering | 5 | On a failed DC 15 WIS save, the PC cannot speak coherently for d4 rounds | |||||||||||||||||||||||||||||||||||||||
91 | Light Sleeper | 4 | ||||||||||||||||||||||||||||||||||||||||
92 | Hypochondriasis | 6 | At the beginning of each day, roll and take ability damage according to the disease. This ability damage cannot be healed by effects that normally restore ability damage, since they are not actually sick. The ability score cannot be reduced to zero as a result of this roll. Whenever you have to make a STR or CON Save, regardless of its success or failure, roll disease again. This new result displaces the old one, unless it is the same. In which case, they take double damage as if the disease had progressed. Similarly so, at the beginning of each day. Diseases do not progress a third time.
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93 | Hippopotomonstrosesquippedaliophobia | 3 | Make a (DC 10 + d20 + WIS modifier + proficiency bonus + other bonuses + penalties) save, whenever you need to say a word with more than d20min15 letters. For every extra letter, add +1 to the DC check. On a fail, they are unable to speak for a minute per extra letter in the word. If they attempt to, they stutter and stammer, and are generally incomprehensible. |
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94 | Placebo | 2 | GM may choose any of the following effects to occur to the PC for 1 minute that the player can choose whenever to activatejust once:
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95 | Urbanite | 3 | ||||||||||||||||||||||||||||||||||||||||
96 | Body Shy | 1 | PC becomes shaken when within 20ft of a non-ally | |||||||||||||||||||||||||||||||||||||||
97 | Weak Mind | 6 | Automatically fail WIS checks made to resist being shaken, frightened or panicked. | |||||||||||||||||||||||||||||||||||||||
98 | Seizures | 2 | You are stunned for 1 round whenever you fail a skill or ability check by 5 or more | |||||||||||||||||||||||||||||||||||||||
99 | Unfocused | 4 | ||||||||||||||||||||||||||||||||||||||||
100 | Solo | 4 | Suffer a -1 to all saves whenever you separate from your team to do anything on your own or succeed a DC WIS save |
Entry for WorldEmber 2023
Answering: "Technology Special Category"
In response to the prompt Write about a technology that is used for defending buildings against intruders.
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