Showing posts with label mutations. Show all posts
Showing posts with label mutations. Show all posts

Friday, May 28, 2021

Random Horns Table

Roll 1d10 for all symmetrical horns, 1d12 for natural horns, and 1d20 for a totally random set of horns or horn-like protrusions on your head.

Art @TheDrekkubusDen (SFW, but very furry)

Random Horns Table

1

Bull- Longhorn

11

Rhino

2

Bull- Toro Bravo

12

Rhinoceros Beetle

3

Goat

13

Narwhal / Unicorn

4

Ram

14

Jacob's Sheep (Four horns)

5

Deer Antlers

15

Three horns.

6

Moose Antlers

16

One goat horn pointing left or right

7

Bison

17

“Crown” of many small, sharp horns.

8

Impala

18

Two small, demon nubs. Skin color.

9

Kudu

19

Horns connected into a “ring” or “halo”

10

Water Buffalo

20

Not a horn- bone skullcap

Sunday, February 2, 2020

The BIG Mutation Table

Many entries will link to other blog articles, which may occasionally break. If you notice a broken link and call it out in the comments, I will get to fixing it as soon as possible.

Anyway- this is the result of several years of writing and illustrating. The results are weighted towards mutations that are mostly neutral, that have positive AND negative effects, or just weird effects in general. This is how I tend to write mutations. The outliers are made to be less common and on the extreme ends of your roll. This table has been planned for quite a long time, so I am finally glad to see it finished! Total number of potential outcomes is pretty high. I think you'll get some mileage.

Mutations
The form of life is mutable. Either through magic spell or mutagen, you are being changed. Whenever you fail a saving throw against a mutation, or are forced through one for whatever reason, you may roll on this table. If an entry does not specify a body part, or a mutation must occur on a certain body part, roll a 1d8 to determine what body part is selected. Certain races may have additional body parts- such as wings, tails, or long manes that may also be mutated or added. If a character is a centaur or has 4 arms, expand the table below to a d12 with the extra arms/legs.

Many entries on this table contain links to other pages. Click on the link and follow the instructions on that page to generate the result. Certain entries may also have small, nested tables in the form of lists. In these cases, roll the number indicated and then the result on the list is the number you use.

Bodypart Selection Table- 1d10
[1] Head/Horns
[2] Neck/Shoulders
[3] Left Arm
[4] Right Arm
[5] Chest/Back/Wings
[6] Stomach
[7] Groin/Tail/Pelvis
[8] Left Leg
[9] Right Leg
[10] Skin/Hair/Misc

The BIG Mutation Table – 1d100
[1] You are permanently warped into a horrible genetic aberration, with a constantly shifting form. It is made up of many kingdoms of life; plant, animal, man. The creature has 1 less HD then your character's level, and becomes a mindless NPC monster. Bummer.
The monster then (1d3)- Goes on a rampage and attacks the nearest being, starts eating nearby corpses or greenery, or runs away to find a safe place to nest & brood.

[2] You are heavily degenerated. Reroll all of your stats, and take the results if they are lower then your current ones. You are simply scarred by genetic errors, poorly built structures, and a weakened and unhealthy body. Normal cure spells will not work on you, is this is what your body is meant to be like, as though born with this form. Only a wish or divine intervention can revert these changes. If you rolled none of your new stats lower then your older ones, then you instead degenerate into an ancestral, unevolved animal form. Orcs turn into pigs, Humans become featherless bipeds, etc.

[3] You have gained an innate weakness to one of the elements, present in your flesh or skin. (1d4) Fire, Cold, Lightning, or Acid has become your nemesis. You take double damage from this element. After you die, your corpse will reanimate as an undead weak to the same element you were in life.

[4] You grow a second “face” underneath your first. It's a bit like a goiter that grows under your chin and is smaller, but has eyes and a mouth. Roll a random set of Eyes and Mouth (bite-attack table) on the Cavern Beast Generator to determine its stats and what it looks like. The face is almost always asleep when you're on the surface, but its eye(s) blink open when you go deeper underground. The face also follows your mental commands, but has a bit of an animal mind that betrays your subconscious. The face will, for example, bite or spit at those you hate and are forced up close to, even if you wish to keep your dislike of them a secret, or lick the neck and face of a lover, even in public.

[5-7] You have become misshappen. Roll on the misshapen subtable on the Weird Monster Generator until you get an 8, then gain a special power rolled on that special power table. Add those limbs to your body, which are otherwise act as normal limbs. Extra heads have simplistic and similar, but still distinct personalities and voices, to you. Like an unoriginal conjoined twin.

[8-9] Roll on the Rat Mutation table. The next time you eat some cheese, roll on that table again.

[10-11] Your head morphs into an animal head. Roll on the Random Animal table to determine what animal it is. You will gain/lose a bite attack based on what head you get. Your stats do not change, but you may see better or worse, gain nightvision or antanee, have a powerful nose, etc. You can still speak your normal languages, but can also speak the language of that animal and partially communicate with members of that species. You also will probably no longer be able to wear a regular helmet, and your clearly inhuman appearance may give you an additional -1 to reaction checks with civilized folks.

[12-16] Roll on the Blood Mutations table.

[17] Your body's humors have been disrupted! One of your Four humors are underproducing, while the rest are overproducing. The humor you are having trouble creating is (1d4) Hot & Dry, Hot & Wet, Cold & Dry, or Cold & Wet. You now have to eat an entire meal dedicated to that humor, such as lathering it with spices or eating very specific foods. On the upside your body's overproducing of the other humors has increased your energy and activity levels. You can now be fully rested with just 4 hours of sleep, and heal +1 hit points per day as long as your humors are kept in balance.

[18-20] Roll on the Nose Mutations table.

[21] You grow an elephant trunk in place of your nose. The trunk can be used as a prehensile limb that can grip objects roughly, but can only use small weapons like daggers or clubs at a -2 to attack rolls. You can also breath through it, but you lose some of your sensitivity to smell. 
The trunk looks (1d3) Like a typical gray elephant trunk, like your normal skin covering stretched into a weird trunk-like shape, brown and super fuzzy as a wooly mammoth trunk.

[22-27] Roll on the Eye Mutations table.

[28] You gain Darkvision. This means your eyes glow in the dark- letting you see in darkness. Your eyes glow a specific color based on your race. Sneaking around without closing your eyes in darkness confers a -2 penalty to all Stealth rolls.

[29-33] Roll on the Hardcore Mutations table.

[34] Your mouth and digestive process changes. Your spit become mildly acidic, dealing 1 damage to creatures if not wiped off after an exploration turn and dealing minor damage to stonework or metals if spit on and left for long periods of time. This applies to all your bodily fluids, thus making you very dangerous to other people around you as well, though you are thankfully immune to it. Your stomach can use this spit, as well as its newfound ability, to digest basically anything. You can scrap lichen off the walls, eat any creature's meat, chew pinecones, etc. Basically anything biological, no matter how rotten or hard, can be eaten and its nutrients absorbed by you. You don't need to forage for food.

[35-37] Roll on the Teeth Mutations table.

[38-40] Crystals grow in your flesh. Roll on the Flesh Crystal Growths table.

[41] Crystals grow in your flesh. In this case, it is Azurite ore growing on your body on a random body part. Azurite is a blue ore with the power to transmit, store, and release energy. Roll on the Azurite Power Table to determine what type of power you gain by using Azuritre. These crystals also sap your body of its energy; take lose -1d6 Constitution from these leeching crystals. If this would kill you, you lose your energy over the course of a few weeks, granting a small chance to find a cure or removing the mutation before the Azurite turns you into a zombie, drained of all life force.

[42-46] Roll on the Leg & Feet Mutations table.

[47] Your legs fuse together to become something new. Your legs combine to become (1d4) the tail of a mermaid, the body or “foot” of a slug, the coiling muscular tail of a snake, OR the entire four legs and lower body of a random quadrupedal animal making you into something akin to a centaur. Roll 1d8 on the Random Animal Table to determine this animal in the event of the above result.

[48-52] Roll on the Miscellaneous Mutations table.

[53] Thy flesh twists. Roll 1d3 random Body Parts, which have twisted around backwards. Certain body parts, like the chest, do not twist backwards and are instead twisted into a spiral. Due to the severity of this effect, the next night you go to sleep you toss and turn- waking up in a very strange sleeping position and having 1d2 of your twisted body parts realigned to normal. You can have the permanently stuck body parts treated by physicians and healers over the course of several years to turn them back to normal. However, your joints in these affected body parts become much more flexible; if your head was screwed on backwards and then cured, you can turn your head around 180 degrees, if your arm was twisted backwards you can fully bend it back, etc. As a result, you gain Dexterity points permanently equal to the number of limbs twisted back.

[54-59] Roll on the Freaky Fingers table.

[60] Your arm warps. Roll a random arm, then roll on the random Arms Table on the Weird Monster Generator. This arm replaces the offending limb. It gains or loses its usefulness based on whatever arm you rolled, having similar stats and abilities. If you roll the human hand, it has tattoos and gains a streak of criminality (picking people's pockets, flipping the bird, goosing passersbys, etc.)

[61-62] Roll on the Hair Mutations table.

[63] Your limbs are undergoing a serious transformation. Blisters form, retracting 1d4 of your limbs into the huge bread-loaf sized pustules at the terminus of your joints. These pustules can be squeezed by you once per day to fire out tiny, milky white translucent tendrils that sting whatever they touch, with the effect of the sting being listed below. You lose the use of these limbs while they are “changing”, and lancing or destroying these pustules destroys the limb permanently. After one year, these limbs emerge as long gray tendrils that can be used as a rough prehensile limb that is safe to the touch for others, though lacking the dexterity of a normal hand or foot. The end of these tendril has a slit and can be opened to reveal a small tentacled “hand” or “foot” that has the fully effectiveness of the limb but carries with it your poisonous sting.

Additionally, all of these stinging tentacles you have have the effect of (1d2) save vs paralysis or be paralyzed for 1d4 rounds, or save vs poison else take 2d6 damage from the stingers.

[64-66] Roll on the Torso Mutations table.

[67] Roll a Random Bodypart. Then, roll on the skin coverings table from the Mutant Wasteland Guide Generator. This is the skin this bodypart is now covered by, losing its fur if you had any. You gain +1 AC if the area has natural armor on it from the Mutant table.

[68] Generate a Random Alien Organ. This organ grows inside your chest over the period of 1d4 days, and its purpose should be shifted to better fit a fantasy setting. You gain +2 hit points from the increased body mass and bulk, but (1d3) you must eat an extra ration per day, extraterrestrials from another dimension will stalk you to vivisect the organ and take it, or you must consume a rare and expensive spice mixed with water once a month for its specifics nutrients or else you will sicken and die over the course of 1d8 days.

[69] Regardless of your gender, you have become pregnant. Your body must carry the creature for 2d6+2 months, and then you will birth it through the most fitting opening. This creature is a 0 HD monster generated using the Cavern Beast Generator. It is helpless and feeble until it has at least 1 HD. It has imprinted on you and believes you as its mother, and will not ever attack you, but hates the sun and wishes very much to remain in the darkness. The creature gains 1 HD every 1d4 years it develops, growing its attacks and power the older it gets. It is considered fully adult when it reaches the HD it would have had if generated solely on the Cavern Beast Generator.

[70-72] You change race. Over the course of 1d6 days, you mutate into a totally different being, with some vague similarities between your old body type, voice, face, coloration and so forth with your new form. But you are still wholly different, gaining and losing racial traits or bonuses as normal. Roll on your favorite gonzo race table, or GLOG Race Table by Skerples.

[73] Roll a Random Bodypart. If that body part is holding or wearing a magic item, then it “fuses” with the item. Your skin starts to grow over it and meld it to your form. An item held in your hand has its flesh melded onto it, if you're wearing a magic necklace the necklace is covered by a layer of skin and dully glows through it, etc.The item is now stuck to you and awkwardly trapped within a layer of your skin, which can only be cut out with surgical tools. If there is no magic item touching that part of your body, instead this mutation hides in wait until a magic item is placed there or brushes against it. You cannot use this bodypart as normal or equip an item in that slot, but can make full use of the item that is trapped inside of you with its full modifiers and uses per day.

Additionally, over the years this item is consumed more wholly, breaking down and changing into a biological form. When a magic sword is fused subsumed by your arm's flesh, it looks the same as it did before, just melded to you. After many seasons, the sword will begin to have bone and keratin elements, mixing with your biology and eventually seeming as though it is wholly a part of your body. At this point the item can not be surgically removed, but it will regenerate if damaged and you gain more control over it. For example, items with a one use per day rule will now have two uses a day, but you must consume an extra ration to feed the energy cost and so on.

[74-75] Your brain experiences a surge of maturation and new structures form within it. You gain the abilities of a beginner Psychic. You may eventually learn a Psychic trick or even develop a full blown Psychic power through leveling up, and training with your new power. This power is not considered magical, and may even work in alternate realities where magic does not exist. However, by becoming a Psychic you have opened the door for astral beings, psionic creatures, and harrowing life experiences to all be able to both sense you as well as cause your mind harm from the psionic attacks or stress. Roll on the Psychic Trick table to see what power you can develop.

[76-77] You grow horns. Roll 1d6 on the Random Horns Table. The horns sprout from your head and can be used as a 1d3 improvised weapon in combat if you butt your head around. If you rolled "Antlers", then your horns are seasonal and fall off every winter before growing back in spring.

[78] Your skeletal structure painfully shifts and hardens. You gain a slightly different silhouette and a slightly different looking face, but otherwise look the same. You gain +1 AC from your newfound skeletal development, but lose -1d4 Dexterity. When you die, the skeleton inside your body is very strange. Roll on the Weird Skeleton Table.

[79] Your bodily constitution has changed considerably. Your body stores fat as a layer of thin, but tough blubber just under the skin. You gain +1d6 Constitution points and a considerable amount of heft, but are not much fatter then you were before. This layer of blubber has also made you resistant to cold damage. However, your overactive immune system means you have developed a new deadly allergy to (1d4) Wine, Paper, Glass, Honey. Save vs death on touch, no save if ingested.

[80] You begin to grow manfruits. Unless you're a woman, then it's womanfruits. Or “personfruits”, whatever works for you. These grow along your sides, hanging out from your body on small twigs that poke out from your flesh painlessly. These 'fruits' have no effect on you, and indeed taste and make you feel terrible if you eat them, but others can eat your fruits or sup their juices and restore 1d3 hit points and will also restore 1 point to any damaged attribute. You grow 1d4 fruits during Summer and Autumn, 2d6 fruits during Spring, and are bare for the Winter.

[81] You're half slime! Your skin and flesh sags and takes on a new viscosity, more like ooze or gel. Your bones remain intact, and are the only anchor points to your physical body- you're much like a skeleton jelly. Your body has a new consistency closer to that of (1d4) Wet Sand, Clay, Gelatin, or Liquid Cement. You take -2 damage from slashing or piercing weapons and you don't bleed.
Additionally; Your internal organs (1d3) have disappeared and your entire body volume does the job, now float freely around you and can be removed without harm for short periods of time, or have turned into spiders which seek to escape you from wounds and bite your foes whenever possible.

[82-83] Roll on the Rubber Forehead Alien Generator to determine what your face and forehead changes like- roll on the first two “Characteristic” tables. You also gain the benefit of their culture as a sort of newfound mental acuity in that subject. If your setting has more prejudice against mutated people, then this mutation is less egregious. If you've already rolled this one, instead just roll on the Characteristics table and then roll on the Terrible Knowledge table instead.

[84] Your body now naturally absorbs magical energy, much like a sponge. You suck up a specific type of energy; roll on the 6 Types of Magical Energy table. If you absorb enough of this energy, you start to glow its colors and can produce a minor magical effect relating to it by spending the energy. However, due to your body's newfound openness to magic, you suffer a -4 to all saving throws vs all spells.

[85-86] You grow a tail. If you already have a tail, you grow a second one. This new tail is determined by rolling on Priunt's Random Tail Table- from the Really Powerful Hirelings Table. You gain the tail and its abilities. If chopped off, you get a saving throw to have it grow back the next morning. The tail will always grow back the same type that you had before. If you fail this save, the loss of the tail is permanent.

[87] You gain a hint of the “Other” in you. You are not an Other, but the Others will ignore you, treating you as one of their own, or like a background noise as long as you do not attack them or interfere with their plans and cults. Roll on the Other Tell Table and you gain that tell. You also gain the ability to distinguish an Other by sight and smell.

[88-93] Roll on the Weird & Terrifying Powers table. Some of the powers are more mystical and abstract to work with mutations, in which case, just roll a d30 on the table, which is where the majority of the more physical and biological powers or mutations are.

[94-95] You develop a strange patch of skin somewhere on your body. Roll a random bodypart for the location. Roll on the Cavern Beast Generator skin table to determine what it is. You gain the benefit.

[96-97] Your pineal gland fully activates, and you grow your third eye on your forehead. You gain +1d3 Wisdom. Additionally, your eye has the special power of (1d4)- Seeing the Invisible, Seeing through all illusions, Detecting Magic, or Detecting Alignment.

[98] You experience an astonishing rate of growth and development, like a second puberty. Your oldest scars disappear, you grow an inch or two in height, and your secondary sex characteristics are enhanced. Restore any damaged attributes you have and roll 1d6 twice to determine two different random stats. These stats are improved by +1d4 points permanently.

[99-100] Roll on the Really Good Mutations table. Nice.

Thursday, January 9, 2020

10 Torso Mutations

[1] Your internal organs get loose and start to shift around. List down your internal organs of lungs, heart, liver, and stomach. Roll 1d4 for each against each to see which location each one shifts to. This has little practical effect, as all the organs continue to function, but now you must be stabbed in very weird places to die.

[2] You grow 1d4x2 extra nipples.

[3] Your hips and spine have shifted to be more like a theropod dinosaur. You still walk on two legs but your upper body is bent forward at an angle. Standing up totally straight hurts your back and makes your gait bow-legged and awkward now. You can run 5ft faster when in a full sprint, but without a tail to balance you out you'll slip and fall on any attack or saving throw that rolls a 1. This negative is negated totally if you manage to grow or add a prosthetic tail to help steer you while running.

[4] Your ribcage shifts and your entire torso implodes into some horrible perfect spheroid. Your heart is located at the very center, well protected. You need special armor and you are noticeably shorter. On the upside, you can roll down hills twice as fast as you can run.

[5] Your muscles are folding downwards. You gain incredible abs and +1 Strength as they concentrate around your waist, but a simple karate chop between your shoulderblades will cause you to be knocked out for 1d4 exploration turns- you basically have no resistance up there.

[6] Your spine melts. You find it impossible to walk or do almost anything for a week. Then, it grows back as two separate spinal columns, each about halfway between your shoulder and your spine's old position. This means you no longer have a straight backwards spines, but two spines to do the job of one. If any attack were to break your spine, you have a 3 in 4 chance to survive it as the other one picks up the slack. You can also pick up heavy loads at weird angles without injurying yourself. You look very strange from the back without a shirt on.

[7] There are white and orange bees living in your chest. They make honey from blood, and put larvae in the nooks and crannies of your bones. They can only exit your chest through your belly button- and they will defend you, their hive, whenever summoned. You can summon a small swarm of 2d10 bees by holding your belly button open. The bees will also take any additionally blood spilt on the ground of nearby corpses and return it to inside your body to make more honey, but only while the blood it's warm and fresh. You can feel them buzzing around when you sleep.

[8] Your sweat production goes into overdrive. Whenever you overheat, your entire torso sweats great sheets of liquid at a time, dripping off you rapidly. This makes you smell terrible but you also cool off extremely fast, and is a godsend in deserts as long as you have enough water to keep up.

[9] You grow large gills along your sides. These gills can be opened to reveal fuzzy tendrils that filter oxygen from water, but are not as efficient as gills would be on the side of your neck. Your gills grant you an additional turn of underwater time before you need to take a breath, but make easy targets giving you -1 AC

[10] You grow a Spetlzefran. It is a beige colored organ, squished against your right lung, opposite of the heart. You lose -1d3 Constitution due to compressing your other lung and generally increasing your blood requirements, but the Spetlzefran is a useful organ. Firstly, it improves the quality of your blood by trapping and killing slow or sluggish blood as well as adding purifying nutrients into your veins. Your lifespan is increased by +20 years if you are a human, adjust according to the recipient's race. Secondly, is squeezes your arteries very hard during a life or death struggle, and thus giving you a moment of firing blood from your eyes, mouth, ears, or any other bodily opening if you so chose- temporarily blinding foes and afflicting them with any negative effects your blood would normally have. You can only do this once per day before the blood lose makes you feel dizzy.

Monday, December 9, 2019

Mutant Wasteland-Guide Generator

There is a mutant who will gladly take you through the radioactive desert wasteland. He is a guide and will help you avoid the worst patches of radiation and the feral, cannibal mutants. What's he like?

What's up with his Skin and why does he cover it with his Cloak?- 1d8
[1] Blackened, like from a fire.
[2] White and albino. Easily sunburnt.
[3] Leathery gray or brown skin. Animal smell.
[4] Insectoid chitin. Dull gray plates.
[5] Green, glows in the dark.
[6] Melty. Looks like its saggy and wrinkled, a bit like its melting. Still solid though.
[7] Taut, papery skin. Visible blood and lymph travels through it, partially transparent.
[8] Purplish-gray color, with armored skin coverings. Roll on the subtable below.

(Subtable) Purple-Skin Coverings Armor- 1d4
[1] Squares patches of eczema, made into tough leathery plates.
[2] Lumps of fat and waste bubbled to the surface. Retards fire.
[3] Studs, material as horn.
[4] Ridges of bone, growing along the nervous system tract.

What's his “Lucky” Arm Like?- 1d6
[1] Squashed. The limb is shorter then normal. The bones, connective tissue, muscles and so forth are all the same, just much more densely packaged, and as such basically impossible to cut off.
[2] Elongated. The arm is much longer then normal. Has an extra joint. It is weaker and less tough then you'd expect, with thin skin and brittle bones, but is very fast and gives good reach.
[3] Noodly. Emaciated and very thin, but has some prehensile properties. You can smack it with a hammer and the bones just bend and jumble around; doesn't hurt.
[4] Muscular. It's roughly human shape, but is incredibly vascular and tinted red with its intense blood flow. Insanely strong, sometimes acts out violently as though with a mind of its own.
[5] Fat. The limb is fat and sags, heavy and bloated. Acts as a fat store for trips across the radioactive desert. If you cut into it, it bleeds greasy water.
[6] Tubular. It inflates only when in use, requiring a heavy breath and has an innate direct line of air from the lungs, otherwise hangs down like an empty glove. Can be hidden with ease.

What are the Fingers on his “Lucky” Arm like?- 1d6
[1] Cat's claws.
[2] Stubby, visible pores, excellent grip for climbing.
[3] Fused into a mitten shape.
[4] Standard. Little tattoo of an hourglass on his middle knuckle.
[5] Desiccated and shriveled. Looks like bone with tight skin covering; still functions.
[6] Aligned into points. Skin on the tip is regularly cut off to be manicured, else grows long fingernail like protrusions too rapdily; dangle down to touch the floor in two months without a trim.

What's this Mutant's Face like?- 1d6
[1] Chiseled, ragged, teeth grinded down from lifetime of pain.
[2] Innocent, with long hair streaked down. Almost looks like they're hiding their face.
[3] Nose is missing, as though a leper.
[4] Bubbled over from radiation.
[5] Smooshed in, has trouble breathing and speaking at the same time. From physical trauma.
[6] Mouth is pronounced outwards, has inhuman grinding teeth and a weak jaw.

How does he walk? - 1d6
[1] Just fine on his own, thanks.
[2] With a hobble, he has a bad leg.
[3] With a long warbled walking stick. He's a bit older.
[4] With a short iron pipe. Doubles as weapon.
[5] Through short, but still inhumanly capable leaps and bounds. Like a weird frog.
[6] Demands to be carried or pulled in a cart. So emaciated he barely weighs anything.

How does he Protect himself? - 1d8
[1] He doesn't. That's why he needs to “serve” people by “guiding” them!
[2] He doesn't. He runs away and leads his foes into his traps and random monster dens.
[3] An old rifle. He counts the bullets each night before and after sleep.
[4] With a wicked old rusted knife.
[5] Fights with fists and kicks. Mutations have made him inhumanly strong.
[6] With a metal club. Has painted it up and down, “practices” and thinks he's a swordfighter.
[7] Using a hidden natural weapon, granted by mutation. Poison stinger, ejecting his stomach, etc.
[8] Has a pair of well trained dogs. They mean well, despite having eyes that look like fried eggs.

What's his Area of Expertise? - 1d10
[1] Knows a secret bunker that possesses old world ammo + giant killer robot.
[2] Knows how to filter the water from the ancient sewer into something drinkable.
[3] Knows a secret passage to avoid the mutated flesh eating megaphants.
[4] Knows the secret to “master the blazing bolt”. He just straps a car battery to his back.
[5] Draws maps. Maps are child like, with landmarks and little monster stick figures.
[6] Writes books about the land. One fact is dangerously false; acts as copy protection.
[7] Mechanically gifted. Could actually get a car running with proper materials.
[8] Tells tall tales about the old world. He was there.
[9] Everyone owes him a favor.
[10] Is absolutely insane. His mad cackle even gives raiders pause.

What's the One Place he Refuses to take you? - 1d6
[1] An active bomb in a carter. He doesn't want it to blow up.
[2] A nuclear waste dumping ground. Can't afford to absorb any more radiation.
[3] The Metal-Heads' territory. The worst raider gang; weld metal to their skin to prove toughness.
[4] The Albino Pit-Bird's lair. He has nightmares of it eating him alive.
[5] His wife's grave.
[6] A friendly town. Horrible, painful disease has broken out there. It must be contained.

What's his Attitude towards Death? - 1d8
[1] As an old friend.
[2] As a bitter conclusion.
[3] Something people should remember.
[4] Something people should cover with a tarp and leave to rot.
[5] Food for the vultures.
[6] There are worse fates.
[7] I have too much left I want to do.
[8] Sweet release.

Thursday, November 28, 2019

20 Really Good Mutations

Most mutations are very bad, both in real life and in tabletop games. How about some really good ones instead? You get these for drinking an evolution potion, being blessed by the God of life, or from just being really lucky rolling on a random mutation table.

20 Really Good Mutations
[1] One of your hands, at random, becomes plant based. Your fingers wither and die, the palm cracks and bleeds, but shortly after leaves and shoots bloom in their place, and soon the entire hand is formed from green leafy plant matter with all of its normal strength and dexterity. This hand grants you +2 hit points from being such a hearty part of your body. Additionally, this plant body part can regrow if ever chopped or burnt off; simply holding it under water will allow it to become green and healthy again, and it will regrow in a season if ever forcibly removed or mutilated.

From now on, any seed you “plant” in that hand's palm can blossom into either a single small fruit of that plant type, a tiny adult version of that plant, or create a single use of a magical or potion-ingredient effect that that plant can have. It takes one turn of resting in your palm to sprout, and then you can make use of the plant for one turn before it dies off and falls away. This would allow you to turn an apple seed into a single apple for one ration's worth of food, for example, or a few leaves worth for a single dose of a poison plant whose seed you put in that palm.

[2] Your muscles gain some of the traits of sponges and other primitive life forms. While giving yourself a slightly flabby look, you can 'inflate' your muscles at will full of blood and energy to gain all of your strength back- and then some. Treat your strength modifier as +1 at all times, even when you are affected by things that make you weaker or entangled. If you spend a combat round flexing and pumping up your muscles, they inflate to a much larger size and you treat them as +2 for all rolls involving strength. If your Strength modifier was already +2, then treat them as a +3. You can also use this ability to forcibly push out rot grubs, burrowing worms, and other flesh-eating creatures or objects forcing their way into your body if they found entry through a muscular spot. Simply flex and they will be ejected by the force of your muscular spasm- you take 1 damage each time you do this though from the blood used to flush out your wounds.

[3] The mutagens course through your eyes. Your vision blurs and you find your eyes shifting into that of another creature. Beyond their new captivating purple colored iris, the orbs are extremely sensitive and pristine such as from a hawk or other bird of prey. You can see farther distances then most and any vision problems you may have had before are corrected- adjust your Wisdom modifier to +0 if it's negative, purely from your vision alone. As for other abilities; Firstly, they can shift into feline slits in bright light, making you immune to flares or blinding powder. Second, they can dilate very wide in dark places, giving incredible nightvision similar to many underworld creatures.

But along with these, your eyes also gain the power to see a faint outline of invisible creatures or spell effects, though you only have a 1 in 6 chance to notice them each round until you spot them, in which case you can track them as long as your vision is not interrupted. You also gain the ability to see body heat with a bit of concentration, see unusual and indescribable colors that normal people cannot, and focus your vision over a round to see through a single thin object not made of lead. Your newfound sensitive eyes do come at a small price though; after your eyes mutate you must make a saving throw every time you open your eyes for the first week and a half or so- on failed save you are too disoriented by your incredible vision and vomit. Once the acclimation period has ended you now have your newfound superpowered eyes for life.

[4] Your chest bulges and is inflamed, for a few days you experience strange periods of tiredness and boundless energy back to back, and feel as though you are being dragged two directions at once. Soon, you realize that you have grown a second heart, and after that it becomes stable, beating in sync with your first. Your body feels stronger already- you gain +1d8 maximum hit points and treat your HD for the purposes of spells, resistances, or monster abilities as one size higher. Your physical endurance also improves, letting you run all day without becoming tired and moving at full encumbrance without any sort of exhaustion penalties.

Additionally, your second heart grants you a second chance. If you are struck and fail a save with a heart seeking arrow or poison that destroys your heart (aka causing instant death), you instead live with your first heart. Roll 1d8 and lose that many hit points permanently, but you don't die.

[5] Your colon feels extremely healthy. Whenever you are suffering from a disease or poison that was ingested, you get a second saving throw to resist the effects if the first one failed about 4-6 hours after consuming or drinking the item. If the poison kills too fast for this second save to kick in, consider it a single level of level drain unless you fail the second save, in which case it causes death as normal.

Also; you only need to piss once a week and shit once every two weeks, though you can go more often if you don't want to piss an entire stream. Whenever you poop, your poop comes out as a solid, very dense round ball. If you store up your poop and polish it a bit you can use it as a cannonball on a long ocean voyage, with little daily poop balls being used as musket bullets.

[6] Your shoulders, back, and arms become double jointed. If you're a biped, you can now snap your joints back and run on all fours. While on all fours, you cannot use tools or attack besides biting or kicking, but you move +50% faster. You also take double damage from caltrops. It takes one combat round to snap back upright. If you're quadrapedal, you become a biped instead from using this ability. Even without grasping hands, your paws or claws can still clumsily open doors and push levers, and you can carry small items by holding them against your chest and in your mouth. You can also attack with regular weapons like swords or spears, but must roll disadvantage at the clumsy imitation of normal bipedal combat.

[7] Your skin crawls. Somehow detached from your muscles, but yet still a part of you. You can shake and wiggle tattoos, brands, scars, or other blemishes on your body to other parts of them or fade them out, and can even move wounds with a turn's concentration- these are usually just for cosmetic reasons, but could also be used to avoid painful injuries from repeated stress. Such as moving the slave-lashes you got on your feet to your back or sides to avoid further damage and pain while on tomorrow's march. Your skin can creepily crawl around, letting you move while prone without moving your limbs by sliding across the floor at a very slow pace, like a slug.

Additionally, you have the power to jump out of your skin. Your flesh and bones come out of your skin alive and in one piece, but with several disadvantages. While in this form you'll be almost impossible to recognize physically, looking like a strange flesh zombie but still glistening with fresh blood. Secondly you'll automatically fail any saving throws vs poison or disease, as anything splashed on your body is absorbed directly into the blood and tissues. However, in this form you can jump into the skin of another creature to take on its appearance, though you may move and act differently, and sound differently, then what the creature normally seems. If your original skin is destroyed while you are out of it you will lose -1d4 levels from level drain and never be able to regain your original appearance without a much greater form of regenerative magic.

[8] Your fingers turn blotchy white on both hands. This blueish-tint gives your fingers the appearance of being stained with something, or being frozen solid. While you cannot remove this coloration you can pretty easily hide it with a simple pair of gloves. These coloration also gives you several powers.

Your hands become immune to cold. You can touch things that are “too cold to touch” without injury, and can hold your hands in front of your face when being targeted by ice breath or cold spells, granting you a +2 to saves from deflecting the frost away from you. You can also now 'cut' ice by touching it at your will. You can cut out perfect cubes or spheres of ice with a little practice, though this only works on purely frozen ice and not snow or slush. You could use this to carve rooms or stairs in a glacier. This power also works on clear glass, letting you cut holes in glass windows or objects similar to a burglar; the glass and ice can stick to your fingers to make retrieval of these objects easy. Your hands are immune to cold, but you still take standard damage from cold sources.

[9] Your body tingles, you feel healthy all the time. If the first wound you take during a day is not fire or acid, you restore 50% of the damage from that wound at the end of an exploration turn. This explosive healing also grants +1 hit points per day of bed rest and you are sick for 1 day less as well from common diseases that pass through your system. This healing doesn't seem to speed up your metabolism or cause premature aging, your body is just that active when it comes to healing you.

[10] Your ribs are replaced with a highly mobile, pressurized gas with beneficial properties. The gas inside your chest follows a roughly rib-like shape, and provides the same protection to your heart and lungs as your normal ribs do, but prevent knives and blades from slipping through the gaps in your ribs as they are a solid sheet, without impeding flexibility. Additionally, this gas slips out to instantly shut cuts or stabs on your torso and back, melding the wound with a pure white, boney plate until it is healed and consumed by your skin and flesh above it through natural healing. You gain +4 hit points.

[11] Your eyes and skull gain an unusual hinge, letting you mash your upper face together. This lets you combine your two eyes into a single larger Cyclops eye. This cyclops eye has terrible depth perception giving -4 to all ranged attacks, and if it is destroyed you will lose both of your regular eyes, but the cyclops eye has many magic properties. It can see the basic materials of any crafted item, can identify magic items that aren't legendary in status, grants vision that allows you to see unimpeded for 6 miles from a high place, and finally allows you to levitate objects of 1 load unit or less by staring at them. Your eyes can be split back apart when you choose, requiring a single exploration turn and causing a headache to split or merge your eyes into the magic cyclops eye.

[12] Lymph Nodes- Yours grow even more as a tangled web. Beyond increasing your saves vs disease by +4, you also have a network of highly developed lymph just beneath the surface of your skin. Through your skin these creeping tendrils can pop up and entangle or grasp at objects or beings nearby you. This is painful and makes you take 1 damage per round they are outside of your body, but can freely slide back in without damage; the holes healing themselves up. These tiny blue tentacles can be used to “stick” yourself against a wall or other surface, wrap around a person in a grapple letting you treat your Strength score as doubled for the grapple, or squeeze and strangle tiny creatures crawling on your like flesh eating rats or piranha trying to bite you. The lymph node mutation lets you lower the damage taken by swarms to a maximum of 1 each round.

[13] You regain the ancestral strength in your jaw. Your progenitor's muscles were much stronger then your own, the ancient men who had to fight to survive. You regain that strength. If you are a man, this gives you a totally manly, handsome jaw. If you're a woman, this retreats back to your cheeks and back of the neck instead, letting you retain a more feminine appearance, but having the same effect. You can bite straight through raw meat, and deal 1d4 damage on a bite. If you're of a nonhuman species who could already do biting attacks, then increase the damage of your bite by +2. This strong jaw is also highly resistant to getting you knocked out when punched hard, meaning you can no longer be knocked out by a punch except on an attack roll of 20. Finally, this ability comes with a slightly painful but not unsightly restructuring of your teeth- you gain wisdom teeth and your teeth have an extra ability to regrow if they are knocked out or damaged.

[14] The space between your brain and skill expands to create a fleshy, lumpy layer of helpful blood and air, fed from your breathing. Extremely useful for general health- increase your maximum hit points by +2 and increase your Intelligence to 8 if it was lower then 8. This also allows you to survive and stay conscious and alive for up to 5 + Con modifier minutes without oxygen or fresh air to breath, but without fresh oxygen you cannot power your muscles, simply avoid brain death.

Additionally, in the event you are beheaded, your brain can stay alive long enough for your head to be sown back onto your body and reconnected. Making a saving throw against death to survive and have your head grow back onto your body.

[15] For a short period of about two weeks after gaining this mutation, you feel an incredible urge to eat things that are hard. You feel as though your entire body is as weak as a sapling and your bones will snap at the slightest touch, despite not having any loss of muscle or bone strength. Over this period of time you will venture to eat metal, stone, wood, bone shards, and anything you can to get hard materials into your system. Additionally during this time, your stomach acid turns a bright pink color in the event you throw up to see it- it has become capable of breaking down these substances. You will need to eat powdered or small grits of these items, as your teeth or jaw have not become any stronger. Based on the amount and number of types of objects you have eaten, your bones become remade into much stronger structures based on the materials you ate- the percentage of hard materials you ate that were not common rocks, stones, wood, and bones should be marked and tallied. These materials include things like iron ore, rare alloys, lead, or magical fantasy metals or crystals.

Consult the table below for the results. You also lose the urge to eat these things and become unable to digest them after this two weeks is up.
Pounds Eaten
%
AC Bonus
Description
5 lbs
20.00%
0
Noticeably tougher finger and toes.
10 lbs
40.00%
1
No longer feel pain from bumped elbow.
15 lbs
60.00%
1
Takes 2x long to amputate limbs.
20 lbs
80.00%
2
Bones are immune to Bone Breaking spells.
+25 lbs
90.00%
2
Iron weapons cannot sever your limbs.
+25 lbs w/ Adamantine
100.00%
3
Your corpse's bones will make mighty clubs.

The % category indicates how much of your skeleton has changed into a metallic or heavy form. Small percentages mean little streaks of steel in your bones, where as high percentages mean fully metal bones. You can also roll on the percentage value as a percentile roll to avoid your bone breaking from a fall or similar situation where they would snap under the strain.

[16] For a few days, you lose control of your legs. You'll occasionally fall over, jump in place for a few minutes, run with great speed when you meant to just walk, or accidentally kick your partner in bed from the random firing of your legs. After this fews days is up, both your legs feel very different. The muscles in them are taught like snakes and coiled like a spring. You can now jump 10ft high and bound around +15ft faster then your normal movement rate. Your kicks deal 1d4 damage. If your legs are cut and you don't move, the coiled muscles prevent you from losing any blood. You can also now sleep standing up, and you never feel foot pain or exhaustion from long travels, but you will still develop blisters without the proper footware.

[17] You gain a marsupial pouch. Up against your underbelly, this pouch is made of skin and can be 'sucked flat' against your body by the newfound muscular contractions you can do with your pouch. This suction is so strong that your pouch slit is invisible to the naked eye, only a slip of elf paper could find and enter the invisible gap to prove you had a pouch in the first place. You can store items inside the pouch which meld seamlessly with your stomach fat; a dagger would just make you appear chubby instead of having a dagger-like impression against your skin- still more useful for fatter characters. Using this as a hiding place, you can basically keep a small bag's worth of items sucked up close to you and unable to be detected. Being fatter gives you more storage space.

[18] The bottom of your feet grow hard leathery pads. This lets you walk around with bare feet that is tough as a shoe. Your feet also become more flexible- letting you tip toe around most trap pressure-plates and take no damage by moving through caltrops or burning embers. You can use them to walk across tightropes easily. Your feet have the same protection as good leather shoes would give. You also gain a +2 to stealth rolls from your silent, padded footfalls.

Additionally, you can "step out" of these leather pads whenever you choose, similar to a pair of sandals. As long as you are standing on a nonliving object, your leathery foot-pads remain and continue to press down with the same weight as your physical body would if you were still standing there. Such as stepping on a pressure plate that activates when you step off of it- you can simply step out of your leather foot pads and keep it pressed down. If these footpads are destroyed or knocked loose, they crumble to dust. Over the next week they regrow on your itchy feet.

[19] Uncomfortable growths being to form beneath both your wrists, which stretch down to your elbow. After a few days, they solidify into bones. With a motion you can force long bone spines to exit your forearms from your wrists. They exit through the specially made pores on your skin here, and thus cause no injury to yourself. These act as hidden weapons you can summon at a moment's notice. If you are a human sized being, these bone spines deal 1d4 damage. If you are smaller then a human, such as a dwarf or kobold, then these spines only deal 1d3 damage. If you are bigger then a human, then they're similar to the size of a sword and deal 1d6 damage. Finally, if you have any natural venom or poison, these spines gain the ability to deliver your own natural poison when stabbed into a target.

[20] Along your upper chest and back, scales of an unknown material form. These are bright orange in color, and hold a comfortable warmth, especially in sunlight. The affected character gains +1 AC from the hard scales granting protection, but also gain an inherent knowledge of what the scales do. As long as they are charged by being outside in the sun while shirtless for a few hours a week, the scales can grant the bearer their power. If the scales are not fed enough sunlight, they retain their AC bonus but lose the ability to channel light. In this case they turn a sickly yellow color until they are fed the requisite amount of sunlight once again.

While in darkness, the user can squeeze their temples to channel the sunlight energy in their scales through their eyes. This makes their eyes glow a bright yellow color, and lets them see in darkness. These eyes act exactly as a lantern, with only illumination on whatever the person is looking at at the time. This doesn't negatively effect stealth as long as you close your eyes, but the light can be seen from quite a distance in a dark place. You can keep your eyes glowing for a maximum of 3 exploration turns worth of time per day as long as your scales are charged up.

Tuesday, October 1, 2019

Magic Rat Myth & Rat Mutation Table

It is said that in the old days, when man still walked and had barely mastered fire, that magic was still kept away from him. The Gods did not want mankind's hubris to reach that of the elves, and as such magic and witchcraft was kept a secret. It was also at this time when the noble rat; intelligent, social, curious, and kindly was a creature loved by all animals in the Kingdom of Nature.

Seeing mankind's struggles in the dirt and briers, the kindly rat used its guile and small size to sneak past the guards of heaven and steal the secrets of magic from the Gods. They then took these secrets to man, and taught them to him. The rats, along with two other animals (ravens & cats), taught men how to hide, how to lie, and how to be silent to keep this knowledge secret.

As punishment, the Gods sent their creations and followers after them. The God of Wilds made birds of prey swoop down on rats in the fields, The God of the Hearth made cats seek and pounce on rats, and the God of Poisons and Secrets, so easily thwarted by the Rat, sent his serpents to strangle and crush the life out of them. The noble rat had been reduced to simple prey. Even the God of Mankind changed the view humans had towards the creatures, making them thought to carry the plague (this is false, everyone knows plagues are caused by miasma) and for ladies to scream and stomp on the tiny animals. This is the reason rats, despite their qualities, are reviled and spurned among all creatures of the Earth, and why only magic users and witches seem to enjoy and keep close these tiny furry friends. (along with ravens and cats, all creatures associated with Witchcraft).

Additionally, the intertwining of the working of magic and rats mean that among the most common types of mutations caused by magic are ones relating to rats. Whenever you get a rat mutation, roll on the table below. If you roll the same result three times, you turn into a rat permanently.

Rat Mutation Table – 1d6
[1] Pervasive Stink. Your body produces a foul, musky odor unique to yourself. You get -1 to reaction checks if you do not wear perfume or if you haven't bathed today. If you get this a second time, your odor means you will always be at odds and will fight against any other magic user with their own odor, you have become a bit territorial, much like a rat.

[2] Rat Tail. Tiny vestigial tail appears just above your ass. It offers no benefits beyond being something you must hide. If you get this a second time, it elongates to several feet in length, becoming next to impossible to hide, but granting +1 to Climbing or Dexterity rolls if you have it out and trailing behind you and exposed to the wind. If someone cuts off this tail off, you lose -1d6 Dexterity permanently, but it does not grow back.

[3] Teeth. Your teeth start growing in your mouth, giving you an uncanny toothy smile. You need to constantly chew on things to keep them from growing too long. If you roll this a second time, your teeth begin to fall out and are replaced with rodent teeth; two long incisors and molars with a gap.

[4] Grooming. You must constantly be groomed or preen yourself. If you are ever dirty or otherwise unkept you get -1 to all saves vs magic and spellcasting rolls. You also start to produce prophyrin out of your eyes, which you must groom or you cannot see effectively each day. If you roll this a second time you start to grow a thin layer of fur around your chest, upper back, and belly and your neatness increases to a -2 to all magic rolls if you aren't fully groomed. You will need the help of others to keep your newly grown fur fully clear from lice or things caught within.

[5] Reproductive. Rats are known to have large litters, and your sexual urges increase. You will need to spend gold on a brothel or spend significant time with a lover every time you rest, or else you will become restless and aggressive, causing a -1 to all reaction checks. If you roll this a second time, whenever you have children they will always be a bit shorter then average but you'll have twins or triplets each time; many mouths to feed draining your wealth.

[6] Size. The first time you roll this, you lose -1d3 Strength permanently and become notably shorter. If you roll this again, lose another -1d3 Strength permanently, and your face and body has taken on a rather loathsome, ratlike apperance. You lose -1 to morale checks or saves vs supernatural fear. You also become afraid of cats, birds, and snakes.

Saturday, August 3, 2019

12 Hair Mutations

Humanoid characters roll once on the table to see what hair is mutated. Beings with fur have their fur changed, but in the same location. Some locations may be swapped; lion men would treat facial hair as a mane instead.

Hair Location Table – 1d8
[1-3] Head Hair/Regular Hair
[4-5] Facial Hair
[6-7] Back or Chest
[8] Pubic Hair

12 Hair Mutations – 1d12
[1] Lime green connective “discs” start to grow between “segments” in your hair. The segments are a universal length of about 3 inches each, and each strand of hair has the little discs. Makes it look like you have very small beads in your hair. Whenever an enemy grapples you, there is a 1 in 4 chance that they grab your hair and it tears away to the closest section, those letting you wriggle out.

[2] Muscles in your body rearrange; your hair in this area is becoming partially prehensile. You lose -1d4 points of Strength, but your hair at this area can wrap around things. The strands can intentionally tangle around small objects or untangle, can grip things like a very weak grasping limb, and wave or wiggle on command. This hair cannot make attacks but can be used to hold up your body weight for up to 1 turn if the hair here is thick enough. If this hair is cut, it bleeds but doesn't deal any damage- it's a minor, regrowable limb now.

[3] Parasitic Hair. The hair in this area becomes partially prehensile as in [2], but only for the purposes of sucking blood. It can make an attack roll each round it is close enough to strike a target, and on a hit deals 1 damage and heals its owner by 1 hit point from the drained blood. This only works on living targets. Obviously, you will have to grow this hair out very long to make any use of this as a weapon, and if it gets cut you will have to wait for it to regrow to use it again. You also begin to have a taste for the blood of living creatures, and must feed every few days through this hair. You are partially vampiric and your skin will sizzle if you touch a holy symbol. You lose the power to turn undead if you could.

[4] Hair here turns into snakes. Snakes bite and on a failed save deal 1d4 poison damage per round until cured. Owner is not immune to poison, but snakes aren't aggressive towards their host.

[5] Stonehair. The hair here turns partially into stone. It can still fall and be brushed naturally, but is rocky gray and “plinks” together when you move. Gain +1 AC, but -1 to Stealth. If you let this hair grow out longer, you gain more AC and lose more Stealth the bigger it gets. It's also extremely hard to cut, you'll need to hammer and chisel your hair with a mason instead of a barber.

[6] Peaceful hair. Your hair in this part of your body starts to always flow gently, as though under water, even when you're on land. You must make a save or else it turns blond. Also, this hair gives you +1 to saves vs fear and if you could be 'turned' before, you now treat yourself as +1 level or HD higher to defend against the turning roll. However, every time you commit a sin these hairs turn inwards and spear your flesh, dealing 1 damage per each of the seven deadly sins involved in your sinful life.

[7] Your hair puffs up and turns white, becoming like sheep wool. It's cool to the touch, and insulates against the cold. You gain 1 resistance to cold damage unless this hair is on your back or chest, in which case you get 2 if you let it grow out large enough. Any time you are harmed by a fire attack or spell you must make a save or the wool burns off. Additionally; if your wool is cute it turns into puffy white fog, and if enough is clipped you can fill a room with the fog to give enough time to escape or cover from missiles. If you already had wool, then this mutation instead just gives you the cloudy fog wool ability all over.

[8] The hair on this place of your body falls out, and your skin here turns a bit dry and chalky brown. This patch of skin grows a small field of terrible little gray barnacles on your skin, which open to filter feed in water whenever you swim or take a bath. You get +1 AC while having the barnacles and can hold your breath for three times as long; the barnacles are delivering oxygen to your blood stream while using you as an anchor. The barnacles can starve to death over a few days without being allowed to eat (not going into water), and once they die they simply fall out and the area goes back to how it was.

[9] Elemental energies diffuse through your hair. This part of your body gains an unnatural, colorful magical glow. The light glows from the base of the follicle to the tip in short, steady pulses. Beyond giving you a strange look, when your hair is cut it can release an elemental energy, directed only by the motion of the cut and position of your head or body. With some practice, you can snip a small clump of hair to fire off a tiny flame-blast, or shave an entire section to create a chilling vortex. Deals between 1d2 to 1d8 damage based on the amount of hair removed at one moment. The element of your hair is random, but always the same once decided; roll 1d4- Fire, Cold, Lightning, Acid. You are not immune to your own discharges; if your hair is cut by an attack or ripped out it has a 1 in 3 chance to splash 1d4 of its damage onto you.

[10] Your hair grows incredibly thick here. It grows much faster then normal, and is much harder to manage and keep clean. Every season, you can find up to 1d3-1 eggs hidden in your tangled hair, tied up by the strands. The eggs are from a strange type of creature called a Hairling, which looks like a walking mustache. These creatures view you as their mother, but aren't very useful or bright. At least in their juvenile form.

[11] This hair on your body doesn't change at first. Instead, it happens slowly as new hair grows in to these follicles. Your hair here grows into semi-metallic strands, and grows much slower then normal hair. Smart characters will harvest this metal hair for use in armor and weapon smithing, as such small and flexible alloys can be used for many applications. The metal doesn't come from nothing however; it's the accumulated waste metal and trace elements found in their body. Their hair grows much faster and with a hint of the type of metal they consume if the mutant eats or drinks a specific type of metal or alloy. This does not grant any kind of immunity or protection to actaully ingesting metals and uncommon materials; save vs death modified by constution. On a failed save, eating metals like this causes death, or 1d20 damage and permanent hit point loss, whichever you like more.

[12] Astral Hair. Your hair turns invisible, and intangible in the physical realm. It can only be seen on certain moon-lit nights, but otherwise doesn't exist. In the astral realm, your hair is long and flowing like a chain, and can be used to grapple beings or objects. It continually grows regardless of your physical body, thus eventually becoming a massive scarf or rope of otherworldly astral material which can make attacks or act as a soul tether to prevent becoming lost there.