Anybody remember the Gallon Man?

….what is this

I do. He was pretty cool. Here’s an ugly version I cooked up for my Arden Vul game. Sorry you had to see this.

Stale Potions, for when Alchemy goes wrong. (OSE, GLOG)

Take a sniff, take a sip, just don’t let a little drip, drop on me!

Art of course owned by Wizards of the Coast

I’ve been doing an awful lot of prep for the OSE Megadungeon game I’m currently running. We’re three sessions in, and it’s been a blast!

In order to prepare, I’ve been working on a lot of little tools to make the improv, and my life as a GM, easier. This is supposed to be my easy weekly game after all.

But we all know what happens when you take on an “easy to prep” weekly game, alongside your 2-year running high adventure/politics/knights game.

That’s right, really gonzo shit! It uses my own Mutations table, and even the excellent Skerples Death and Dismemberment table.

In fact, it was Skerples who inspired this table, these last few weeks I’ve been reading some of their play reports before bed. That one loves their bargain bin wands and label-less potions, I tell you what.

Table of Mutations for OSE (Now with more Ooze!)

Bestial, Botanical, Aggregate, Gelatinous, Morphological, Otherworldly, oh my!

Featured artwork is from the “Chase” cover of Umerican Survival Guide, and was created by Nate Marcel and is owned by Shield of Faith Studios

There are a lot of situations in tabletop in which you can get mutated. Wild magic, a mutant’s breath, a radioactive dragon, and even eating the organs of a magical creature.

In my current Old School Essentials game, there are a few situations I could foresee where the player characters might just deal with one of the above dangers. So, I turned to my favorite Mutation table, rather than use the one provided in one of the modules I’m running.

Umerican Survival Guide is a setting and series of sourcebooks written by Reid San Filippo, and they contain by far my favorite take on post-apocalyptic fiction in tabletop. It blends sci-fi, fantasy, and gonzo pulp fiction into a seamless patchwork quilt of hilarious and grotesque takes on America, and I highly recommend it. 10/10, seriously. I don’t really do reviews, but this series of books is a masterpiece. Start with the funnel Damn Tasty and tell me I’m wrong. I dare you.

The mutation table of USG is so good because it takes select categories of mutation in popular fiction, animalistic, plant-based, rock-based, weapon-like, and your classic big heads and extra arms. It takes all these categories and hammers down to what could go right, and what could go so very wrong. You roll a mutation category, then a specific mutation, then you roll a percentile four times, and if you roll under some numbers, the mutation gains a number of benefits and detriments. The mutation itself mutates.

For example, if you rolled the Gas Bladder mutation, that means you can fill up gas sacks on your body to act like a hot air balloon, sweet! But oops, you rolled one of the detriments of that mutation, and now your sneak checks are filled with farts, and people don’t like talking to you as much!

You get cool wolverine claws, but they keep hurting you when you crit fail with them. You’re a person with leaves and twigs growing out of your face, but what’s this? You rolled the benefit of having explosive berries grow off you too! Now you have little vegan grenades to chuck at unsuspecting goons and robots!

The USG mutation table is a lot, but it’s a blast to roll on, and completely changes the characters. There’s even a class in the setting (aptly named “The Mutant”) that uses special “glow points” to spend whenever they get mutated, in order to lean in the direction they want when rolling for their mutation, benefits, and detriments. It’s incredibly smart.

But here’s the issue. Umerican Survival Guide is a hack of Dungeon Crawl Classics, and therefore, has a ton of stats and weird dice that just don’t go with the B/X or the GLOG at all. So in lieu of hastily hacking the results that my players got during the game, I decided to go through the whole thing and re-vamp it. Most of which is still Reid’s work, though, in situations where a mutation’s benefit or detriment was the same across multiple types, I decided to spice things up.

For instance, Aggregate, the “mineral” type mutations, had only three sections before I got my hands on it. Rocks, Metal, and Crystal. I added in the sand, tar, and coral entries because I felt like there could be even more weird options.

I added new beast types to the animal mutations, removed all the weird same-ness in the plant mutations, and designed an entirely new category of “Unnatural” mutations that replace the “Freak” and “Weaponized” mutations that I tore apart to help supplement other types.

In summary, the whole thing works with OSE now, and since I’m using the excellent Skerples Death and Dismemberment table in my game, a handful of entries mention it as well. This is easily modified, but I felt was a handy way to vary the regeneration or limb regrowth effects that a lot of mutations had. Basically, I just made it what I wanted and needed.

Now I’m sharing it with you. Have some fun, and please support both Reid and Skerples if you like my stuff. They’re amazing.


Mutations

To use the tables, simply roll a Mutation Type, then roll on that type table for a Mutation. When you have the mutation, roll a d% on each of the detriments and benefits associated with that mutation. If you roll under or equal to the number, your mutation has the associated trait.

1d100Mutation Type
1-16Bestial
17-30Botanical
31-47Aggregate
48-64Gelatinous
65-81Morphological
82-96Otherworldly
97+Roll twice

Bestial

1d100Bestial Mutations
1-11Avian-like features (beak, feathers, etc.) and gains a beak attack (damage 1d4.)
12-22Goat or bovine-like features (horns, cloven hooves, fur, wool, etc.) and has a four-chamber stomach capable of digesting plant-matter as food.
23-33Canine or Feline-like features (fur, tail, claws, etc.) and can see perfectly both day or night but, only in grayscale.
34-44Crustacean-like features (chitinous shell, etc.) and gains +3 AC but also goes last in all initiative.
45-55Insect or worm-like features (invertebrate, long body, etc.) and gains the ability to climb walls, but at only half their normal speed.
56-66Fish-like features (scales, fins, hairless, etc.) They can see clearly underwater and zero trouble swimming in calm or choppy water.
67-77Amphibian-like features (bulbous eyes, long legs, etc.) and can jump twice their height.
78-88Reptilian-like features (colorful scales, shell, fangs, etc.) and gain +2 AC but suffer 1d3 extra damage from cold attacks.
89-99Elephant or Rhino-like features (leathery skin, wide feet, tusks, horn, etc.) and gain a charging attack (damage 1d3, +1 for every 10′ charged)
100+Roll twice on this table, and combine the results.
Benefits30% Chance of…20% Chance to…
AvianFunctional wings with a flight speed of 20+2d20.Superior vision, granting +2 on search checks.
Goat/BovineLarge horns (damage 1d4, triple damage if moving at full speed towards target.)Gain 1d3+1 STR and +10′ movement.
Canine/FelineLethal jaws and claws (2 x natural attacks, 1d4 each.)Superior sense of smell, granting +5 on checks related to scents.
CrustaceanChitinous carapace that acts as +2 HD worth of HP, recovered 3 per morning.The ability to breath underwater as well as you can on land.
Insect/WormStretc.hed or segmented body length of 2d6 feet, and +1 HD.A natural tremorsense up to 40′, as well as the ability to sense pheromones.
FishThe ability to breath underwater as well as you can on land.Flippers that grant the ability to swim +10′ in water of all difficulty.
AmphibianWebbed hands and feet that grant +3 on all rolls to keep your grip, and +10′ water movement.A natural tongue attack, usable to attempt grappling or disarming at a range of 15′.
ReptilianVenomous bite, 1d4 damage, enemy must save vs poison each turn or take half the bite’s damage.Thermal senses up to 40′.
Elephant/RhinoThicker hide in soft spots, allowing you to ignore 1d3 fatal wounds.Healthier biology, granting a +1 to INT or CON, as well as +8d8 to your lifespan.
Detriments45% chance of…30% chance of…
AvianYour arms are half-wing, causing all checks related to arm and hand manipulation to be -3.having a full beak, causing you to be unable to properly speak one of your known languages, rolled randomly.
Goat/BovineBeing a complete vegetarian, and unable to properly benefit from food unless it is chewed for 1d4 hours.Being easily spooked when ambushed, leading to you losing your first round after a surprise turn.
Canine/FelineA hunched posture, reducing movement by 5′.Short attention span, reducing intelligence by -1d3.
CrustaceanHaving big meaty claws instead of hands, rendering you fingerless, with unarmed damage of 1d4 + 1.Your legs split into multiple semi-vestigial ones, reducing your movement by 10′.
Insect/WormStrong smells completely overwhelm your senses, causing you to save vs breath or be blind for 1d4 turns.Your limbs become twice as long and spindly, doubling all damage dealt to them.
FishNeeding daily immersion in water for at least an hour, or lose 1 HD.Having vestigial fins that reduce your movement by 5′.
AmphibianUnconsciously croaking constantly, inflicting -1d3 to your charisma, and ruining all your surprise turns.Being completely hunched over at all times, needing to hop every other step. Causing your movement to drop 15′ in small spaces.
ReptilianBeing cold-blooded. Suffer -2 to all rolls made at night or underground without a source of heat.Needing to shed your skin on a monthly basis. When shedding, you’re rendered useless for 1 week.
Elephant/RhinoYour joints being thick and slow, reducing your DEX 1d3.Having senses that are damaged twice as easily.

Botanical

1d100Botanical Mutations
1-18Tree-like features (bark, branches, leaves, etc.) and gain a +1 AC and +1 STR, but also suffer -1 DEX.
19-36Bush-like features (green tint, leaf-like hair, twig growths, etc.) 90% chance of hiding amongst foliage.
37-56Vine or Bamboo-like features (tendrils, shoots, etc.) gain a +3 grapple bonus, and Climb Surface skill as a 1st level Thief.
57-72Flower-like features (blooms, petals, pleasant odor, etc.) and a striking appearance, granting +1d3 CHA.
73-90Fungi-like features (spongy flesh, rubbery skin, holes, etc.) and immune to all disease and toxins related to rot or decomposition.
91-96Roll twice on this table, combining results.
97+Roll again on this table, then roll another mutation type.
Benefits30% chance of…20% chance of…
TreeThick bark skin which grants you +4 HP.Regenerating limbs that naturally regrow 1d3 weeks after loss.
BushPhotosynthesis, replacing daily food need with 12 hours of sun.1d4 Special berries grow on your body every day. (roll on the effect table, death/poison save)
Vine/BambooNatural camouflage, allowing you 90% chance of hiding amongst ropey material.Growing 1d4 5′ long tendrils growing from your body that count as limbs.
FlowerPoisonous thorns that prick anyone who grabs at you for 1d4 damage.Once per day pollen breath that affects target in a variety of ways. (roll on the effect table)
FungiRecover 2 HP when sleeping undisturbed in a bed of decaying organic matter.Spore aura 10′ in all directions, centered on you. (roll on the effect table, paralysis/petrify save)
1d6Berry, Pollen and Spore effects.
1Nutrition: grants the sustenance of a full meal.
2Poison: 1d4 + lvl damage over time, subtracted by 1 each turn.
3Explosive: 1d3 x lvl damage in a 5′ radius (or 15′ cone for pollen).
4Sneezing/Coughing: stunned for lvl rounds.
5Fatigue: all attacks and damage subtracted by lvl.
6Enslavement: as the spell Charm Person. (using mutation-defined save.)
Detriments45% chance of…30% chance of…
TreeNeeding to root in soil at least 1 hour a day or suffer -1 on all attacks and damage.Need to make a save vs death/poison or fall asleep each hour in night or total darkness.
BushNeeding to immerse leaves in bright light for 1 hour a day or lose natural healing.Limbs and digits fork uncomfortably, reducing movement by 5′ and inflicting -3 on all DEX checks using hands.
Vine/BambooNeeding to immerse feet in water for 1 hour a day or move at half speed.Fingernails and hair growing 6″ while sleeping, needing 1 hour of maintence every morning or -3 to all DEX and spot rolls.
FlowerWandering monster encounters happen +1 as often, due to your noticeable scent.Strong winds or inclimate weather cause 1d6 damage on a failed breath save.
FungiRandomly and noisily releasing neutral spores at inopportune moments, causing -2 on all reaction rolls.Only gaining sustainance from rotting organic matter.

Aggregate

1d100Aggregate Mutations
1-16Stone-like features (hairless, calcified skin, etc.) and gain +2 AC and 10′ less movement.
17-32Tar-like features (cracked skin, viscous, oily, etc.), leave a 10′ line behind you that acts as the Web spell.
33-48Sand-like features (gritty hair, particulate, fair color, etc.)
49-64Coral-like features (forking digits, wrinkly, colorful, etc.) but your body becomes a colony of organisms in a hard calcium shell, granting +1 AC and +2 INT.
65-80Metal-like features (metallic color, rusted joints, etc.) and gain immunity to acids, but reduced movement by 10′.
81-96Crystalline-like features (smooth gem-like skin, glittery, etc.), gain +1d3 HP and +1d3 CHA.
97+Roll twice on this table, and combine the results.
Benefits30% Chance of…20% chance of…
StoneYour hands being solid enough to use as natural club.+1d3 increased CON and STR, but lose 1d3 DEX.
TarYou can cast the spell Heat Metal twice per day at a range of touch.You become immune to fire damage.
SandThe ability to fit completely through any hole bigger than the eye of a needle.You may regain 3x the HP when resting if you rest on fine dry sand.
CoralThe ability to breath underwater as easily as on land.After 15 minutes of extended contact, you may shed a barnacle from your hivemind onto a creature of your choice. You may see, taste and feel through this barnacle, but if it’s destroyed, you lose 1d4 HP.
MetalHalf damage from slashing damage, but take double damage from bashing.Increase your encumbrance load one level.
CrystalYour body lightens, allowing for a +1d3 DEX increase.All melee attacks made against you by natural weapons take 1d4 damage.
Detriments45% Chance of…30% Chance of…
StoneVeins in your body that contain gold, silver, and other unrefined valuable minerals. All reaction rolls with you visible have a -3.Having to consume 10 or more pounds of quality minerals daily or suffer -1 CON each day without sustenance.
TarYour body sticking to all clothes, armor, and weaponry such that you have to destroy them to remove them, or pay +75% their price to have them custom coated.Your superheated blood sprays forth from wounds at high pressure, dealing 1d6 damage to anyone in a random direction who fails a save vs breath.
SandAll concentration checks have a -3 due to the mental load of keeping your body together.When submerged in water, you take 1d4 acid damage per round, and your weight increases to 3x its amount.
CoralYour colony is almost always cycling between life and death, inducing -3 to all saves vs death.The constant voices make you need sleep for twice the amount of time in order to regenerate HP.
MetalGetting wet in any way will reduce your movement by -10′ per hour due to rust buildup, you may remove the buildup in increments of +10′ movement per half hour of work.All heat damage forces you to save vs death or become warped. While warped, you take double damage from all sources, until you pay a smith or work yourself to fix the warp.
CrystalAll creatures within 30′ of you are forced to save vs breath or be blinded for 1d6 rounds when you are exposed to bright lights.Having Photoluminescence, making hiding at all 24 hours after being exposed to sunlight impossible, due to glowing.

Gelatinous

1d100Gelatinous Mutations
1-20Gray Ooze-like features (stone colored, matte) that grant you 2-in-6 chance to hide in front of flat stone when motionless and deal 1d4 damage to any creature you make direct contact with.
21-40Ochre Jelly-like features (fleshy, putty-like), and you gain 1 extra HD, but you take double damage from lightning.
41-60Gelatinous Cube-like features (clear, floating debris) as well as the ability to engulf creatures of your HD or lesser, dealing 1d4 damage to them each turn unless they succeed a save vs paralysis each turn.
65-80Slithering Tracker-like features (violet/purple, drippy). In addition, you become entirely invisible in water, and can wind around a creature transferring half of all further damage taken to the grappled creature, who must make a save vs paralysis to free themselves.
81-95Oblex-like features (dark green, warped shaped, light scent of sulfur) which includes a primal hunger for dreams and memories, which you can harvest from a sleeping creature draining 1d4 INT on a failed save vs paralysis. Your color becomes a deep red when your INT is 18 or higher. You may only receive sustenance this way, and your INT drops by 1 for each night you do not feed.
96+Roll twice on this table, combining the results.
Benefits30% Chance of…20% Chance of…
Gray OozeYour natural camouflage increases to 4-in-6 chance, and your body can eat away at 1′ cube of stone per 3 hours.Your acidic body increases to 2d4 damage, and you gain more fine control over who is damaged.
Ochre JellyYour body exudes a natural stick that allows you to walk along walls and ceilings at half your normal speed.When you are killed due to wounds caused by slashing or lightning damage, your body splits into two identical copies, each with half your HD, rounded down.
Gelatinous CubeA large amount of mass can expand forth from your body, allowing you to fill a 10′ cube. Your speed lowers to 1/4 its normal amount while in this form, and your AC becomes 11.The ooze making up your body is so clear it renders you completely invisible to the naked eye when you succeed on a save vs paralysis to stay completely still, no matter your size or surroundings.
Slithering TrackerThe bubbles that form on your oozing body can detect sounds and smells quite far off. You gain a 2-in-6 chance to hear noises OR detect scents. 4-in-6 if it’s something you’ve smelled before.The ability to obstruct the enemy’s ability to breath, if the creature fails their save to avoid you grappling them, they begin suffocating with you then entering the creature’s throat, mouth, and stomach. If the creature is amphibious, this attack has no effect.
OblexOnce you have eaten the dreams and memories of an intelligent creature, you may then transform into a facsimile of that creature, that reeks of sulfur. Your stats do not change, only your looks.After having drained the INT of a creature, you may split a single HD off of your body in the form of an Oblex spawn. It may take the form of a person within the dreams and memories of the drained creature, under your complete control. It reeks of sulfur, and cannot imitate any abilities of the creature it impersonates.
Detriments45% Chance of…30% Chance of…
Gray OozeYou take twice as much cold damage.Your acid is potent, increasing in damage to 1d8, however it leaves pools on the ground that can uncontrollably burn through stone and wood.
Ochre JellyYour sticky body causes you to take 2 hours to remove clothing or armor, and causes you to move at half speed while barefoot.Your body has a hard time keeping itself together, melting a bit like wax. This will cause any hirelings of yours to make a morale check once per four hours if forced to look at you.
Gelatinous CubeYour body grabs any loose debris you brush against, and absorbs it. This makes it impossible for you to hide unless you take 1d3 turns to clean yourself.When you gain serious wounds, your body begins leaking acid onto the surrounding ground, harming anyone who steps into your space 1d6 acid damage per turn.
Slithering TrackerThe bubbles on your skin are so sensitive to smells and sounds that you must succeed a save vs spells or take 1d4 psychic damage every turn while in an area with very strong smells or very loud sounds.Your HD lowers to half while in water, as your oozy body thins out.
OblexYour hunger for dreams and memories increases such that you must drain 1d3 points of INT per night or lose double the amount.You must save vs spells when you first talk to a person after feeding off their dreams and memories. If you fail to save, you transform randomly into a creature from their past, and are stuck that way for 1d6 hours.

Morphological

1d100Morphological Mutations
1-15Gigantism, the majority of your body becomes enlarged. Gain +2 to STR, but all clothes and armor must be custom-made at a 50% price increase.
16-34Extravore, you can eat any organic matter and digest it without fear of toxins or disease.
26-40Extra Limbs, you have extra arms, legs, or even tentacles. +3 on all non-combat tests where extra limbs would be useful.
41-55Cranium Abnormality, your head is shaped, sized, or located abnormally. All wounds that would harm your head have a 50% of harming something else.
56-70Dermal Abnormality, your skin is unusual in its texture, color, or elasticity. This invokes a -2 on all Morale checks that enemies make when fighting you.
71-85Ocular Abnormality, your eyes are mishappened, varied in pupil or color, or sized unsymmetrically. You gain a bonus to all CHA tests related to lying or intimidating.
86-97Gas Production, you produce a prodigious amount of gas, and also gain +2 to save vs poison, and +5 to save vs (gas-based) breath weapons.
98+Roll once on this table, then once more on the Mutation type table.
Benefits30% Chance of…20% Chance of…
GigantismYou gain an additional 1d4 STR, but also -1d3 INT.An additional 1d3+1 STR, but also you can use two-handed weapons in one hand.
ExtravoreYour spit acts as a 15′ acid attack (1d8). It recharges after 1d3 hours.Your CON increases by 1d3.
Extra LimbsYour extra limbs function as arms, granting you an additional attack action.Your extra limbs function as legs, granting you +10′ of movement.
Cranium AbnormalityYour head has shrunken into your torso, making you immune to all head strikes.Sprouting an extra head, you gain +1d4 INT.
Dermal AbnormalityTough and warty skin acting as a protective layer. Treat all saves as 1 level higher.Chameleonic skin that allows you 3-in-6 chance to blend into your surroundings if unclothed.
Ocular AbnormalityYou’re granted acute eyesight, +1d3 to hit with missile attacks and to spot tests.Your vision is 360 degrees, and you are never surprised while awake.
Gas Production1d4 Gas bags that are able to inflate at will to float up or down for 1d3 + CON modifier hours a day.The ability to emit a cloud of gas within a 20′ radius. Anyone within must save vs breath or suffer 1d3-1 CON damage each round. Lasts 2d3 rounds, can only be used 1d3 + CON mod per day.
Detriments45% Chance of…30% Chance of…
GigantismNeeding to eat 1d3+1 x 100% more food than normal to avoid starvation.Being too physically awkward, inducing -2d4 DEX.
ExtravoreHaving a huge potbelly, suffering -1d3 DEX.Hunger is very painful to you, dealing 1d3 damage for every 1d4 hours you don’t snack.
Extra LimbsYour vestigial limbs move on their own, causing a -1d4-1 penalty to all actions.The neural load of all these limbs causes -1d4 INT.
Cranium AbnormalityA shrunken head, which causes -1d3 INT.1d3 extra vestigial heads that interfere, causing all actions to need a majority vote.
Dermal AbnormalityExcessively loose skin, suffering 1d4 DEX, but reducing all fall damage to 1d4 per ten feet.3d6 extra vestigial gibbering mouths growing randomly around your body. -5 to all stealth and wandering monsters happen twice as often.
Ocular AbnormalityNeeding a protective visor in bright light, or suffer -2 to all actions.Your entire body is covered in extra blind eyes that weep uncontrollably. -1d4 CHA.
Gas ProductionUncontrollable flatulence. This inflicts -1d3 CHA and -2 to all hide attempts.Being combustible, thus taking double damage from all fire attacks.

Otherworldly

1d100Otherworldly Mutations
1-14Regeneration, your body heals itself over time, at double the usual rate.
15-24Laser Rays, you may fire beams of heat and light from any source on your body once per day, imposing a save vs magic to creatures. (1d6 + lvl Damage)
25-39Portal Heart, you emit a glow 20′ all around you, which shows projections of another plane of existence, chosen by the GM.
40-54Organic Spellcasting, your organs, a limb or another piece of your body becomes the living inhabitant of a randomly chosen spell. It has a personality and voice that only you can hear. You may take ability damage equal to the spell’s level to cast it at will. The ability score regenerates 1 point for each HP you naturally heal.
55-68Modular Body, Your body’s morphology is not set in stone, and you can drain your own abilities to enhance your others. At any time, you can drain up to 1d3+1 from an ability and give half that to another ability. This effect lasts for 1 hour, and can only be done 1d4 times a day.
69-82Bone Weapons, 1d4 of your bones become removable weapons. While removed, that part of your body still functions as normal, however you take +2 Fatal wounds in that location. If a bone weapon is destroyed, it regenerates in your body very slowly, a number of days equal to a number rolled on its damage die.
83-96Psychic Power, you’re granted the ability to cast the ESP and Clairvoyance spells at will.
97+Roll once on this table, and once more on the Mutation type table.
Benefits30% Chance of…20% Chance of…
RegenerationYour body regenerates at 1d3 HP per hour.Healing all injuries after a night’s rest.
Laser RaysYou gain a random Magical Ray as the “Eye of Terror” monster, usable once per day.You gain a 15′ cone of vision that is always directly in front of you, and acts as an Anti-Magic Shell.
Portal HeartYour skin acts as a “Well of Many Worlds”. Unwilling creatures who touch you must make a save vs magic or pass through.You gain the ability to switch places with the gate you are connected to in your other plane. You can only do this once per month.
Organic SpellcastingYou can cast the spell that inhabits you by paying HP equal to half its level (minimum 1), then making a save vs magic. If you fail the save, the spell also fails.You can speak to the spells of other wizards, and as they are cast, they make reaction rolls to you. Spells that react well won’t affect you, spells that react badly will hurt their caster to effect you even more.
Modular BodyYou may drain double your Prime Requisite abilities in order to gain an equal amount in another ability.If you succeed in an unarmed melee attack against an opponent, you may drain HD equal to your unarmed damage if they fail a save vs magic. This can be done any number of times a day, and is reset when you sleep.
Bone WeaponsYour bone weapons have a coating of silver, and you ignore 1d3-1 injuries each time you roll on the death and dismemberment table.The pure carnage of drawing your bone weapons invokes a morale roll immediately from all enemies, with your Charisma modifier added to the roll.
Psychic PowerYour mind expands, and you gain +1d6 INT, and +1d4 WIS. However, you can only move 10′ each turn you use the spells granted by this mutation.You can use the Charm Person spell a number of times a day equal to half your level.
Detriments45% Chance of…30% Chance of…
RegenerationYour increased regeneration burns out your overall constitution, causing you -1d4 CON.Your regenerative abilities require concentration for an hour in order to begin.
Laser RaysUsing your Laser Rays causes temporary blindness due to how bright they are. You must make a save vs magic or be blinded for 1d4+1 rounds.You only add half your level to the damage from your rays.
Portal HeartThe Knock spell deals 1d8 to you, and you are knocked prone 5′ back.Each fatal wound causes you to save vs magic or a burst of Wild Magic cascades forth from your body.
Organic SpellcastingThe spell’s personality vies for control of your mind each night in your dreams. When you sleep 8 hours, make a save vs spells. If you fail, the spell takes control until you succeed the save one morning.The ability damage you take from casting the spell is the same each time, chosen by the GM (in line with the personality of the spell).
Modular BodyYour Prime Requisite abilities cannot be drained lower than 10 by this mutation.The number your ability scores have been drained is added to your injury total when rolling for death and dismemberment.
Bone WeaponsYour bone weapons deal their damage die to you, subtracted by your CON modifier when unsheathed from your body.Your bone weapons do not regenerate in your body, though they can be fixed at a rate of double with provided materials.
Psychic PowerUsing spells granted to you by this mutation temporarily drains your INT by 1d6 + 1 for a number of hours equal to the amount drained.Using your powers against people is always known by them, and is considered infuriating and alarming, unless consent is given. Creatures that save against your powers never need to make moral checks.
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