It is important that dungeon masters strongly consider the impact granting a player character these beneficial mutations will have on their game. Some of these mutations could make a human player character far more powerful than anticipated. You have been warned.
DM's should feel free to roll 5d10 to determine the beneficial mutations of a
human, or human group. Fell free to roll as many times as you wish and
alter any mutations as you see fit. Combined with wild talents, this is a good way to surprise a group of player characters with an enemy possessing unexpected abilities.
Roll | Mutation |
---|---|
005 | Third eye, usually in middle of forehead. +1 bonus to all slight related ability and non-weapon proficiency tests. |
006 | Cat's eyes. Low-light vision. Human can see twice as far in low-light conditions. |
007 | Extra eyelid. Protects eyes from dust and silt. All penalties from silt and sand blindness are reduced by one. |
008 | Dwarf eyes, generally dark in color. Infravision 60'. |
009 | Lizard eyes. Eyes can focus in two different directions. |
010 | Insect-eyes. Eyes are multifaceted. +1 bonus to resist surprise, if sight can counteract the surprise. Only usable if the attacker is not invisible, if the victim is not asleep, etc. |
011 | Enhanced intellect. Head is slightly larger, but is not usually noticeable. +1 bonus to all intelligence related ability and non-weapon proficiency tests. |
012 | Scaled hide. Scales cover the body, providing a natural armor class of 8. |
013 | Vomeronasal organ. The tongue is forked and is able to taste chemicals in the air to track prey or foes. +1 bonus to all ability and non-weapon proficiency tests where this mutation may come in handy, such as tracking. |
014 | Chitinous, one arm. One arm is covered in chitin and is always treated as having a small shield. |
015 | Chitinous, back. A chitinous shell covers the back, providing an armor class of 6 on the back only. |
016 | Chitinous, body. Chtin covers most of the body, providing a natural armor class of 5. This armor bonus does not stack with any armor worn. |
017 | Elf legs. The character is 1d12 inches taller than normal and adds 2 to their base movement. |
018 | Non-prehensile tail. Human has a three foot long tail that assists with balance. +2 bonus to all ability and non-weapon proficiency checks where balance is required. Climbing checks are granted a +5% modifier. |
019 | Prehensile tail. Human has a four to five foot tail that can be used as an extra limb. +2 bonus to any ability, or non-weapon proficiency checks where a tail would be beneficial. Climbing checks are granted a +5% modifier. A prehensile tail may hold a weapon, but a character is still limited to two attacks a round. |
020 | Antennae. Decrease all low-light and darkness conditional modifiers by 1. |
021 | Two hearts. +10% to system shocks rolls from massive damage and +5% to survive resurrection. |
022 | Spinnerets. Human has three spinnerets in the small of the back, which are housed in a volleyball sized protrusion. The human may spin a web large enough to catch a tiny creature in 30 minutes, small in 60 minutes, medium in 120 minutes, and large in 240 minutes. The web is identical to that of a large spider. A single strand of web can act as a 50' rope for the mutated human only. |
023 | Fat Brain. Human has a large head. +1d4+4 PSPs. |
024 | Bird eyes. Range penalties for medium and longer ranges are reduced by 1. |
025 | Horns. Large ram-like horns allow the human to attack for 1d6 bludgeoning damage. This attack may be used as a secondary attack with all of the appropriate penalties. |
026 | Fangs. Sharp fangs allow the human to attack for 1d4 piercing damage. This attack may be used as a secondary attack with all of the appropriate penalties. |
027 | Venom sacks. The human may coat weapons with a venom that acts as Type A poison, but with an onset time of 1d12 rounds. |
028 | Snout. The human has a dog-like snout that increases olfactory senses. +2 bonus to all ability and non-weapon proficiency checks where smell is a factor. |
029 | Wings. Wings are large and leathery. They allow flight with a rating of 15E. |
030 | Quills. Cover the back and head. Any creature grappling the quilled human takes 1d4+1 points of damage per round. |
031 | Clawed hands. 1D4 slashing damage. |
032 | Large ears. The human's ears are noticeably larger than normal and can detect sound at a greater distance than normal. +1 to all ability and non-weapon proficiency checks where hearing is a factor. +5% to detect noise. |
033 | Quadrupedal. Arms are much longer than normal and the human may move on all fours, increasing base movement by 4. Hands must be empty to benefit from this increased speed. |
034 | Air blessed. The human has lighter skin than usual. -2 to all initiative rolls. |
035 | Earth blessed. The human has darker skin than usual. +10 pounds to weight allowance. |
036 | Fire blessed. The human's skin is slightly red in appearance. -1 damage per die to all ice or cold-based damage. |
037 | Water blessed. The human's skin is slightly blue in appearance. -1 damage per die to all heat, or fire-based damage. |
038 | Color changing skin. Skin naturally changes color to match its environment, granting a bonus of +5% to hide in shadows. |
039 | Bioluminesant. The human's skin naturally illuminates, lighting all areas around them for ten feet. -5% to all hide in shadows tests. |
040 | Controlled Biolumenesense. The human's skin can light up at a mental command, lighting all areas around them for ten feet. When in use, the human has a -5% to all hide in shadow tests. |
041 | Double Jointed. Human appears gangly and gains +5% to all escape bond tests. |
042 | Electrogenic. Human can build up an electric charge that can shock others with a touch. Building up a shock takes 1d6 hours and does 1d6 damage. |
043 | Triple jointed. Human has four joints on their fingers. +5% pick pockets. |
044 | Four thumbs. Human has an extra thumb on each hand, instead of pinkies. +5% climb walls and +2 bonus to resist being disarmed. |
045 | Wakeful. Human has a large forehead. Human only requires five hours of sleep per night to be fully rested. |
046 | Blood squirt. Eyes are always bloodshot. Human can shoot blood from their tear ducts at a range of 10 ft. It does no damage, but may blind an opponent with a called shot. |
047 | Photosynthesis, Minor. Skin is somewhat green. A quarter of the character's food needs are provided by six hours of sunlight. |
048 | Photosynthesis, Major. Skin is green. Half of the character's food needs are provided by six hours of sunlight. |
049 | Digging claws. Clawed humans can burrow at a speed of 2 through soft earth or sand and 1 through packed earth. A clawed human cannot burrow through harder earth than packed earth, such as stone. |
050 | Silt Gills. Gilled humans can breath while submersed in silt. This does not protect against any other negative effects from submersion in silt. |
My ten year old son assisted me with this mutation list.
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