Showing posts with label table. Show all posts
Showing posts with label table. Show all posts

Friday, April 8, 2022

Secret Jackalope 2022: Mythical/Dreamlike Islands Generator

Suitably piratical adventures. Shades of Harryhausen.
Fantastical, maybe mythic, probably not very dreamlike.

Secret Jackalope 2022 prompt via the OSR Discord: "A Mythical (dreamlike) island generator" for PaperMagus#9478.

I love an island (or an archipelago) as a setting, so this was right up my street. I've kept things setting and system agnostic.

Roll a mixed handful of d6, d8, d10 and d12, then consult the numbered lists below. 

Some of the outcomes contradict others. Ignore anything that doesn't make enough sense and/or you don't like. Climate and terrain as appropriate to the milieu/mythos. Sorry to leave so much of the work to you, but filling in gaps and making connections can be fun.

If you want, roll those dice onto hex paper and use the spread to map the island or surrounding archipelago (highest roll is the most important location, however you define it). Chuck in some d4s to represent volcanos, mountains and mysterious mounds/pyramids (no tables for them).

The island can be found only:

  1. At the crack of dawn.
  2. When the sun first touches the horizon at dusk.
  3. Under the light of a full moon.
  4. Only when the sun is at its highest and hottest, with no breath of wind and the sea like a pane of glass.
  5. When everyone is asleep (or otherwise unconscious).
  6. When you are at the very end of your supplies.
  7. By those under a curse or enchantment.
  8. By those responding to an omen (good or ill).
  9. By those castaway from their vessel.
  10. If someone onboard is dead or dying.
  11. When your vessel is adrift, at the mercy of the currents and the winds.
  12. Once you have already resorted to drinking piss and sea water, cannibalism or the Bear Grylls hydration-enema (kind of CW/NSFW YT link).

The island lies:

  1. At the heart of a vast float of sargassum/deadly maze of icebergs/expansive gyre of the rubbish of civilisations.
  2. In dense fog, looming up suddenly and unavoidably.
  3. To starboard, glimpsed through the slashing rain, towering waves and dazzling flashes of an uncommon storm
  4. To port, just at the edge of peripheral visibility.
  5. Confoundingly astern, where you were but a short time since.
  6. Dead ahead, unexpected and uncharted.
  7. As 2, but when the fog clears it is revealed to have been cloud and the island is in the sky.
  8. Where the sea plunges over the Edge into endless space. You might see the effects of this long before you spy the island.

The island is full of lights:

  1. Corpse candles illuminating the faces of undead that are invisible by day.
  2. Sheets, sparks, and crackles of electricity/plasma.
  3. A sickly green glow suffuses everything, intense by night but just visible by day. It spreads to objects brought to the island and carried away from the island. 
  4. The lit windows of dwellings where there are none.
  5. Parading jack-o-lanterns, punkies, spunkies and will-o-the-wisps.
  6. Cannibal/Ogre cooking fires.
  7. The lamps of search parties, distress flares and signal fires. A general sense of urgency.
  8. Multitudes of eyes glimmering in the face of the dark.
  9. The ghost of a lighthouse. Does it signal doom or safety? Is its blaze even meant for something of this world?
  10. As if the constellations themselves have stepped down from the sky to roam the earth. May be accompanied by stark dark patches in the heavens.

Any of these lights can also be in the water.

The (super)nature of the island:

  1. Like a pop-up picture book, 2D within a 3D space, and either realistic or in a particular style of art/illustration. Time and distance are redefined as if by flips of a page. Whether those arriving or leaving update to fit the environment they are entering is up to you. Possibly everything is extremely vulnerable to fire.
  2. Under an enchantment/perception filter that hides its true nature. It appears like a paradise when it is a hellhole, or a fortification bristling with cannon and swarming with armoured mechanical warriors when it is in fact the peaceful convent of lycanthropic vampire nuns. And vice versa. It is possible to be able to perceive both aspects under the right conditions.
  3. A dream construct, with dream logic, and sustained by a specific Dreamer. It is real unless/until the Dreamer is awakened. The Dreamer is not always aware of their status, nor necessarily a participant in the dream.
  4. An actual illusion/telepathic-feedback-dependent hard light construct. It is vulnerable to a particular weight of disbelief, from an individual (including only a specific individual) to the whole sapient population. Awareness of the illusion/simulation does not necessarily aid active disbelief. Is there an island under it, or just the swallowing sea?
  5. A nightmare construct, as if produced by the Dragon Warriors Nightmare. You are probably all lying shivering on a beach surrounded by fragments of your wrecked vessel while this is going on.
  6. Everything on the island is alive/awakened, and survival here is dependent on accepting an animist worldview and communing with the genius loci of the place. I recommend PARIAH.
  7. Cinderella/Circe transformation - everything is something polymorphed into something else and vulnerable to counter-spell, disbelief and/or effect expiry. Leaving the island may or may not reverse any unfortunate changes.
  8. The Shores of Death. If the island is not actually the realm of the dead, or contain an entrance to the realm of the dead, it is the last mortal staging post on the journey to said realm. 
  9. Groundhog Day. The island is on repeat, resetting at intervals. The reset can be a regular occurrence, or be based on collective or individual acts. Agency, awareness and memory may persist (for inhabitants and/or outsiders), or the effect may be a trap, turning you into puppets in someone else's play.
  10. Altered Reality, whether by nature of its substance or the power of one (or more) of its inhabitants. This is something like an illusion, but is persistent and real if it is not disbelieved (or if there is no-one there to disbelieve it).
  11. Persistent shared dream-space. The island can be reached by sea, but is better reached by plunging into the collective unconsciousness of those who dream it. If the dream-substance does not resist it, potentially all dreamers/visitors can alter and influence the unreality.
  12. Non-Euclidean. However wholesome or horrible the island is, it defies conventional mortal geometry, making getting around and getting away both difficult and nauseating. 

Going ashore:

  1. Safe, sheltered bay/cove and easy trails to the interior
  2. Narrow tracks and/or crude steps zig-zag vertiginously up cliffs/crags from the sparse spit of land at their base
  3. Seemingly impregnable walls of rock/ice circumscribe the island, broken suddenly by a concealed passage, scraping low overhead your vessel
  4. Treacherous reefs/rocks/sandbars that necessitate a stay while repairs are carried out
  5. The silent quayside of an apparently abruptly and recently abandoned settlement (from trading post to sprawling metropolis, as appropriate)
  6. As you approach the shore, the sea suddenly retreats - impossibly fast and far, leaving you within walking distance of the island but with miles of stinking mud and dying aquatic creatures in all other directions.

The island is full of noises:

  1. Regular muffled thump like a great machine (or enormous heart) underground.
  2. Hummadruz. Not necessarily debilitating.
  3. The sand in the hourglass of your life running inexorably down.
  4. Distant raucous birds and the mournful honking of sea mammals that almost sound like comprehensible language.
  5. Shrill discordant notes and runs that you can't be sure aren't caused by the wind.
  6. As if the entire island was underwater. There may be an accompanying visual effect, or the island is actually underwater.
  7. Regular ticking, like a clock counting down or hot metal cooling.
  8. More and more elaborate and louder and louder fart noises, followed by barely human juvenile tittering.
  9. Wordless songs and sweet plangent notes.
  10. Industry appropriate to the technological level of the adventure.
  11. Muttering and cursing, meeping and gibbering.
  12. The sounds of a contemporary (or any preferred historical period or cultural variation) IRL shopping mall, airport, stock trading floor, space shuttle launch control - anything alien and incongruous to the milieu and the characters.

The islanders are:

  1. Curiously/suspiciously like your home culture.
  2. Dead (whether they are also talking and walking around is up to you)
  3. Diseased, obviously or otherwise.
  4. Echoes of the future/the past. Not quite real, a little alien, uncanny.
  5. The last remnant of a famously long-vanished civilisation
  6. Beastfolk: talking animals, Moreauvian vivisects, werewolves, satyrs, sirens, people wearing animal masks or acting like beasts.
  7. Merfolk, obviously or otherwise.
  8. Immortals. Possibly (weakly) godlike, or maybe vampires or elves.
  9. Easily exploitable; extremely vulnerable.
  10. Living statues (or other sapient elemental substance).
  11. Cannibals, obviously or otherwise.
  12. Completely surprised that there are other living beings beyond the island.

Reaction Roll to determine their general disposition towards outsiders.

The island doesn't need to be heavily populated - it might even work better for atmosphere if it isn't.

Just the one island, but it's pretty fucking cool.

The island's big personality/main character:

  1. Enchanter. Charms and transformations.
  2. Elementalist. Storms and weather magic.
  3. Sorcerer. Usually scholarly, with magical minions. 
  4. Scientician. Conducting private experiments far from interference.
  5. Necromancer. Their own fiefdom of the undead.
  6. Giant Humanoid. Strong enough to threaten shipping.
  7. Prehistoric Colossus. A Lost World survival or recently resurrected.
  8. Monster of Legend. One with the definite article and capitalisation.
  9. Cannibal. Not necessarily a compulsive gourmand, nor a cultural caricature.
  10. Forgotten God. Might want to reverse or preserve this situation.

Reaction Roll to determine their general disposition towards outsiders. There doesn't need to be one of these, but there often is. 

Don't know where the Lizard King (or the Gonchong on their head) fits on the list.

The island's gift, the island's prize:

  1. Sanctuary. No harm may befall those who abide here, as long as the legal and/or magical terms are not violated. 
  2. Healing. Bodily, emotional and/or mental good health arise from the conditions, substance or inhabitants of the island. The effect cannot be transported elsewhere, but there are always those who will try.
  3. Longevity. A condition of the island means that lifespan is extended. Often only as long as you remain there, the years catching up with you in an instant should you leave. Youthfulness and good health not always part of the deal.
  4. Knowledge. Could be magitech, could be psionics, could be the truth you were unwilling to hear. Includes mythical sages and the libraries of lost civilisations.
  5. Wealth. Whether it's lucrative trade links, rare materials or simply treasure vaults bursting with gold, there is always a price and it's usually blood and doom.
  6. Victory. The ally, the weapon, the mentor that you seek is here. There will be unforeseen consequences, even if you believe your motive is righteous.

All these islands have a Doom and will likely suffer it while the PCs are at hand, or even because of them (by accident or design):

  1. The Dreamer awakens and prosaic brute Reality comes rushing back in.
  2. The nemesis musters overpowering forces and invades. Unbridled massacre and pillage.
  3. The Sleeper stirs and the island tumbles from its back. Or it's just an earthquake/tsunami.
  4. The inexorable sea consumes the island, by inches but completely and forever.
  5. The slumbering volcano that raised the island bursts back to destructive life, affecting the climate even on the other side of the world.
  6. The spell that holds back the bitter cosmic cold breaks at last; perpetual winter crushes the island in ever-thickening snow and ice.
  7. Starts to fade away, either to nothing or to another dimension. 
  8. Contagious combustion/disintegration/liquefaction/petrification.

Somewhat zany, but it's got islands and a bit of Graeco-Roman mythological flavour.

Also take a look at:

A Strange Voyage Twitter account.

The section on randomly generating magical islands with a fairytale/mythic flavour in 2e AD&D HR3 Celts Campaign Sourcebook by Graeme Davis






Monday, December 7, 2020

d66/d36 Dungeon Monsters.

In the notes doc for my previous post, I also had another d66 table - more general monsters this time. Filled in a few gaps, swapped out a few regular generics and tidied everything up a bit.

 

Black Ichor is something like this: https://dysonlogos.blog/2018/08/06/further-delves-for-the-black-ichor/ 

 

Unless specified or you have it planned out, HD = DL (dungeon level) and Number Appearing is d6 + DL. 

 

Solo monsters have HD = average party level + DL.

 

As always, season according to taste and usual caveat about probability distribution. 


Roll d6:


1. Roll d6:

  1. Silverfish, Giant: If surprised, they immediately try to escape; roll HD vs. HD to see if they overrun you; 2d6 + DL appearing. A really big one could cause ramming damage and knock you prone. Eat paper, glue and rations.
  2. Spider, Giant (1): Reroll any initial Hostile Reaction. This human- to pony-sized monster is content to feast on the more numerous dungeon fauna rather than risk losing a leg against you. Odds/evens, it's a web-spinner/ running hunter. Use the same chances as Dragons for whether it's sleeping, a talker, intelligent etc.
  3. Woodlice, Giant: Not aggressive; roll HD vs. HD for overrun; will attempt to eat your rations. A really big one could cause ramming damage and knock you prone. Armoured. You can cook and eat them - they smell and taste strongly of piss and make you wet the bed, but it's nutritious and may help with GUI.
  4. Ravenous Larvae: Hungry and relentless; will destroy your backpack, leather goods, belts, spellbooks, rations etc.; bite for continuous damage; only scared of fire; 2d6 + DL appearing. Grow up to be Beetles, Moths or Tunnel Worms, but you'd need to be a specialist to tell them apart.
  5. Beetle, Giant - Snicker-snack (1): It looks scary, it acts peaceful, it can take off an extremity on a critical hit. Heads they glue in a cluster to their abdomen as egg-chambers (they drop off when the egg is ready to hatch). Always wins Initiative when it deploys its wings, either to charge or escape.
  6. Vapour Rats: Wispy trails with inky, defined eyes, teeth and nails; 1-2 on d6 each round, it coughs or sneezes and curls in on itself to nothing, uncurling a short distance away (as a Blink Dog). Intelligent animals, curious, playful - steal your trinkets and eat your rations. Magic weapons or fire/ lightning to harm.

2. Roll d6:

  1. Rust Grubs: Squeal loudly as they feed; immediately try to eat your armour and weapons; first grub has double chance of surprising you;  1d6 + 1d6/DL appearing. Their acidic jaws do not harm flesh, wood or leather, but leaves an orange stain with a horrible smell.
  2. Rot Monster (1): Grotesque, stinky (pineapples!), curious and sort-of-friendly, it will kill by accident or by design. Might be mistaken for something undead, as it constantly decomposes and regrows its flesh. Or it might actually be undead.
  3. Ghouls: Roll d6: 1. frenzied & rotting, 2. hairy & panting, 3. pale & whispering, 4. sallow & creeping, 5. well-dressed & smiling, 6. fungoid & glowing.
  4. Wererat Skeletons: Stealthy, mist-shrouded undead; chill touch drains STR; living Wererats are absolutely terrified of them.
  5. Croglin Vampires: BECMI Giant Shrew crossed with a Thoul; wants to suck your blood; d6 - 1 + DL appearing. They have treasure stuffed in a greasy burrow or scattered about a bone-strewn chamber.
  6. Wererats: Odds/evens, they’re armed with muskets and pistols, as well as knives and cudgels. Odds/evens, they're in human form (if capable). d3 to see if they're like Skaven, Lankhmar wererats or RAW.

3. Roll d6:

  1. Frilled Priests: Ignore all bonuses to Reaction because they're not happy you’re interrupting their pilgrimage/ sacred rites. Their artefacts are valuable but cursed/ venomous.
  2. Trolls, Dwarves, Elves, Gnomes and/or Goblins: The grim fairy tale kind. At least one spell & possibly full casters (L=HD); 2-3 on 2d6 to spot them if you're L3 or less, 1-2 on d6 if you're L4 - L7. Only take min. damage unless from iron or blessed weapon. d3 appearing DL 1-3, d6 4+.
  3. Ogres: Base HD 4 + 1 (17hp) plus 1 + 1 (5 hp) per 2 whole dungeon levels. No. App. is d2 x DL - these Ogres are friends and/or a family. Not that much bigger than humans, but much tougher. Like food and treasure more than they like recreational cannibalism. Which they do like.
  4. Giant Moth Swarm: Big, but no bigger than a substantial thumb. Disturb them and they swarm all around and over you. Keep calm and you'll be okay, otherwise you'll agitate them even more and they'll start smothering you. 1 on d6 they're blood suckers, too (a polymorphed Vampire if there's one in the dungeon).
  5. Kobolds/ Knockers: You can’t hurt them unless you use iron or blessed weapons or mining tools; death throes in spectacular Dragonlance Draconian fashion. They definitely know where there's treasure, traps and Black Ichor. Reskin duergar,  gnome, halfling or svirfneblin. d3 appearing DL 1-3, +DL-3 on 4+.
  6. Beetles, Giant – Fire: Easy-going arthropods with glowing glands (red, yellow or blue). Non-aggressive unless you start messing with their eggs. Often devoured by their Ravenous Larvae.

4. Roll d6:

  1. Moth, Giant – Brillig: From head to torso sized. If one hovers (can't do anything else), it's like a +2 mirror image effect. If there's 3 or more flying around, they're under a blur effect. Their vomit is like Giant Locust spit. Non-aggressive. Killed by sunlight.
  2. Mound People: Tall, pale skin, black hair, glazed eyes; finely crafted antique armour, weapons and equipment. Everything is as if in dream to them. Odds/evens, they attempt to charm you into following them, and eventually disappear into solid earth or stone - taking you with them or leaving you behind, heartbroken (Black Ichor is the only cure).
  3. Custodians/ Guardians: They won’t hurt you unless you’re harming the dungeon, but they make you feel uneasy, creepy little cherub-things. Reskinned BECMI Halflings.
  4. Bugbears: There’s a good chance that Black Ichor (or a shrine to Tsathogghua) is nearby; they’re aggressive, but not stupid, and they've got homes to go to not that far away.
  5. Ghosts: Lots of people and monsters died down here; odds/evens, they have remains that can be laid to rest; d3 appearing, regardless of DL. They can scare (even unto death) and curse the living, but otherwise cannot harm them directly.
  6. Troglodytes: Nude and slinky reptile people who think material culture is pointless - especially that of dry-skin surface-dwelling light-seers. Unless you surprise them, they will be camouflaged; will follow you to pick off stragglers, because you're tasty.

5. Roll d6:

  1. Blind Hairy Underworld Cannibals: Don’t speak your language but they're not stupid, and not necessarily hostile if they’re not hungry (odds/evens).
  2. Guardian Skeletons: Hand weapon, spear, shield, helmet, armour in any combination; either on patrol or tied to a particular area or object. They will fight to the death, but won't attack unless you interfere with their duties.
  3. Tunnel Worm (1): Odds: soft and slimy, drools and spits digestive enzymes that eat through flesh (vinegar or wine to rinse). Elongated, it runs the length of the passageway; compressed, blocks it like a fleshy plug. Evens: armour plated, jaws bite through metal, superheated innards so dangerous death throes. Burrows through rock.
  4. Creeping Shadows: Hang around at the edge of the lamp light, waiting to drain the life from the dying (any Casualty/0 hp, but also 3 hp or less); immune to normal weapons.
  5. Crawling Slime (1): Shimmers with hypnotic rainbow colours; destroys wood, metal, and flesh.
  6. Mad Dogs: Not necessarily rabid, but hungry and dangerous.

6. Roll d6:

  1. Shuffling Corpses: Bog-standard zombies; will attack half-heartedly, unenthusiastic in pursuit. 1 on d6 each round to realise they've been hungry for living flesh all along and that's the motivation they needed. Or roll on this table.
  2. Miners: Underworld humanoids, digging out treasure or remodelling the dungeon. Probably short in stature, but odds/evens they're mundane/ supernatural.
  3. Lost Hirelings: They’ll join you for a chance to get back to the surface world. Odds/evens, at least one is a disguised monster.
  4. Bristling Burrower (1): Bear-badger-mole-porcupine; claw/claw/bite; shed/shoot diseased spines. It's almost blind, but has a superb sense of smell and echo-location. Strong, identifiable musk to mark its territory. Aggressive; avoided by all intelligent dungeon denizens.
  5. False Healer (1): Whatever it turns out to be, it appears to be a healer with a safe place to rest. Doppelgangers, medusas, mind flayers, undead and subterranean nymphs all spring to mind.
  6. Adventurers: You might even know them. Roll d6 to determine how many of No. App. are actual adventurers, the excess are hirelings, prisoners and animals. Odds/evens, they're doing better/worse than you so far.

Sunday, December 6, 2020

d66/d18 Horrible Humanoids

Not done a d66 for a while now - here's 18 types of humanoid monster encounter you might run up against in your local megadungeon. Season according to your setting and system.

Number Appearing is d6 + dungeon level; HD can be capped at dungeon level. Damage d6.

Lone monsters are 50% specials with HD = average party level + dungeon level. Damage d6+1 (or d8).

Controlling Cloaks and Brain Bats are not humanoids, but will 50% be in possession of one as a host (roll again on this table for type if you like). If more than 1 is encountered, you can check for each or the one is trying to lure hosts for the others.

d66

Result

11,12

Hyperboreans.

Short, slim, red hair and beards; Stone Age hand weapons but 50% chance of ancient technology that looks like magic; at least one spell each (B/X Elves). You’re a come-lately sub-being driving them inexorably to extinction, but they don’t automatically hold that against you.

13,14

Black Ichor Addicts.

Wretched dungeoneers (human or otherwise) without a choice; if they don’t know where there is Black Ichor, they want to know; always initial Neutral Reaction.

15,16

Eyeless Cannibals.

They don’t need eyes to find you (so you can surprise them even with a light); they don’t need clothes, either; don’t want to eat you more than they want to live.

21,22

Radioactive Dwarves.

Solemn, slow, bald, robes and jewelry of lead; their very presence weakens and kills you; if they’re Hostile, it’s because their brains are rotten. You could reskin duergar, svirfnebli and similar - or give them psionics.

23,24

Minions.

Of the dungeon master; they have been sent to foil or imprison you; know things you can beat out of them; 1 on d6, there’s a spell-caster with them; similar chance they have a double strength leader/ champion/ brute.

25,26

Doppelgangers.

Whether made out of shadow or made out of meat, they want to walk into your life and then out of this dungeon; might not look like you at first.

31,32

Bandits.

They only want your stuff, but will kill for it if they need to; probably not welcome in the dungeon, either; probably adventurers/ dungeoneers/ murderhobos like you.

33,34

Controlling Cloaks.

A sort of vampire; clings to your back and shoulders; do what they say or they’ll bite and smother you; can’t go out in the daylight; good relations with Dark Ones, know where there is Black Ichor, hate Brain Bats and Frilled Priests.

35,36

Custodians.

Cherub/putti, elemental manifestations that maintain and protect the dungeon; essentially neutral, they’re there to stop chaotic disruptions to the dungeon, so might step in to break up a fight. Reskinned B/X Halflings.

41,42

Berserkers.

They can’t help it – they just love to fight. Odds/evens, they’re thigh-slapping Brian Blessed knock offs who’ll share a pint with you afterwards, or cruel bastards who like to cripple and kill.

43,44

Carrion Sifters.

Ghoulish wretches that like to send others against others and pick over the corpses; spies for the Dark Ones, know where there’s Black Ichor and monster lairs.

45,46

Brain Bats.

Ugly telepathic winged brains that are low-rent, off-brand mind flayers/ intellect devourers; it’s really obvious to everyone else if you’ve got one clinging to your head, but you have no idea; hate everyone.

51,52

Dark Ones.

Ultimately out to dominate and supplant the human race, but never overlook an opportunity to do a little business; Hostile means you’ve stumbled on something private and secret. They run those incongruous shops in mega- & roguelike-dungeons. Cartilage instead of bones, nails and teeth; stretchy.

53,54

Cenobites.

Flayed men and rubber maids, armed with hooks, chains, spikes, hooked and spiked chains, and flensing knives; they just want to share the exquisite pain with you. Each round, 2 on 2d6 they’re sucked back to their hell dimension - you might go with them if they’ve hooked and chained you.

55,56

Frilled Priests.

Never stop pilgrimaging; can spit holy venom and use telescopic rods to shrink down and escape; interested in Black Ichor and Hyperboreans; know spells.

61,62

Lost Souls.

Not quite alive, not quite undead; they’re attracted to your light and life, but can’t tolerate it for long; some can still remember their mortal lives.

63,64

Shape Devourers.

What they kill and eat, they can turn into; if intelligent, they’re collectors/ connoisseurs; hate Doppelgangers and can recognise them.

65,66

Ancient Knights.

They chose… poorly, and must guard the thing forever; not undead; cannot leave their charge; must be destroyed or they eventually reform and rise; at least full chainmail armour, with ancient weapons and shields; might never have seen a firearm.


Tuesday, November 3, 2020

d100 Mutations

This is something I did a long, long ago - possibly as far back as 1995 (that's the version of Word it says it was made in), certainly 20th Century. 

There's a bit of Commentary at the end.

Just breaking up the text.

Compatible with D&D adjacent systems, but I will have been working with 2e AD&D sources at the time - I've indicated that Initiative and surprise adjustments are for d10, rather than d6.

Roll d100 as many times as you like to see what you end up with. I was presupposing post-apocalyptic humanoids as the base characters, with the idea that they would be wretched outcasts rather than Chaos-gifted superheroes.


01. Abnormally Tall: height is increased by 1-2’, weight by 20-40 lb., and Strength by 1 point. This may change the size category of the mutant for purposes of using weapons and armour. Duplicates are cumulative.

02. Additional Eye: the mutant has an extra eye. Duplicates mean that the mutant has even more; this has no effect on the mutant’s abilities.

03. Adhesive Resin: the mutant exudes a sticky, sour smelling resin from their skin. They can coat themselves in dust, leaves, twigs etc. to achieve a camouflage effect in natural surroundings (e.g. Forest, swamp, desert). The camouflage means that the mutant’s victims are penalised by -4 on their d10 surprise rolls. The mutant cannot use the ability to hide against bare rock or in dungeons. The resin is flammable and the mutant makes all saves vs. fire at a -2 penalty.

04. Albino: the mutant has dead white skin and glowing red eyes. Constitution is reduced by one point. The mutant has a 10% chance of having Light Sensitive Eyes, 25% chance of having Sensitive Eyes and 25% of having Sensitive Skin.

05. Atrophy: One or more parts of the mutant’s body are shrivelled and atrophied. Roll d6 to determine the number: 1-3= 1 part, 4-5= 2 parts, 6= 3 parts. Roll d6 to determine which areas are affected:

1        Head    See Pinhead.
2-4     Arm     Arm useless (randomise weapon or shield arm)
5-6     Leg      One leg: hop at (Mv/3) or ½ with crutch. Both legs: Mv. = 0

Reduce Constitution and Strength, and penalise d10 Initiative rolls by ½ a point for each affected limb: atrophied limbs reduce balance and co-ordination as well as indicating a broader deficiency.

06. Bestial Face: the mutant has a deformed face and head which means that they quite closely resemble an animal type. Their other mutations may heighten this appearance. Typical bestial faces are apes, dogs, sheep, frogs and birds. There is a 50% chance that the mutant is Ugly, 35% chance that they are Very Ugly and 15% chance that they are Extremely Ugly. Duplicates require further ugliness checks (as these are cumulative).

07. Beweaponed Extremities: the hands and fore-arms of the mutant are deformed in such a way as to be similar to blades, stabbing heads or bludgeons. Randomise (d6) for whether damage is piercing, slashing or smashing. Damage is 1-4 plus Strength adjustment per blow. They can only be disarmed in extreme cases (e.g. Severing) but cannot use their hands for anything else.

08. Brightly Patterned Skin: the mutant has brightly-coloured skin, with clashing or contrasting stripes, spots, or other patterns.

09. Camouflage Skin I: the mutant’s skin colour is mottled green, black, brown and grey. In swamp or woodland, the mutant’s victims suffer a -4 penalty to their d10 surprise rolls.

10. Camouflage Skin II: the mutant’s skin is a mottled grey and white colour, allowing it to blend into rock so as to be unseen. Victims are penalised by -4 on their d10 surprise rolls. It only functions against rock.

11. Camouflage Skin III: the skin of the mutant is a slightly translucent black-blue membrane. The mutant can blend into shadows or into the night (even without cover) due to this unusual skin. The mutant’s victims are at -3 on their d10 surprise rolls. There is a 50% chance that the mutant has Sensitive Skin.

12. Camouflage Skin IV: the mutant appears as a featureless black shape, as their skin absorbs all light. They are invisible in darkness and save at +2 vs. light-based attacks.

13. Chameleon Skin: the mutant possesses the ability to shift the colours of their skin so as to blend in with any background. Although it can be used anywhere, it is less reliable than camouflage skins are in their specific areas. The mutant’s victims are at -2 on their d10 surprise rolls.

14. Clear, Slimy Skin Membrane: the skin of the mutant is a transparent, slimy membrane. It must be kept damp (preferably with cool water) or the mutant suffers 1-12 HTC (non-lethal damage) every turn due to the pain of drying out.

15. Cloud of Flies: the mutant is surrounded by a great cloud of swarming flies. In close combat, the mutant’s opponents are at -1 to Hit due to flies getting in their eyes and mouth and crawling up their nose. The mutant may have a glandular mutation causing them to secrete a pheromone that attracts the flies, or they may have very poor hygiene. A third possibility is that the mutant has loose, disgusting skin; the flies live and feed on the semi-liquid mass and maggots can be seen writhing beneath the skin.

16. Cloven Hooves: deformity of the feet and legs means that the mutant has legs resembling those of a goat or similar animal, they may or may not be hairy. The mutant’s movement rate is not affected and they gain a kick attack: this scores 1-2 hits plus the mutant’s Strength bonus.

17. Colour Blind: either the mutant sees everything in black, white and grey or certain colours cannot be distinguished.

18. Diseased: roll d3 to determine how many diseases the mutant is infected with, and then roll on a Diseases Table to determine what diseases they are. Then roll d6  to see what type of carrier the mutant is:

  1. The mutant carries dormant diseases and is not immune to them. Each disease will incubate in 1-6 months. The mutant can be cured whenever the presence of a disease is known and healing is available.
  2. The mutant is immune to the diseases they carry. These are dormant and do not become infectious for 1-6 months. If the mutant is cured of their disease, they lose their immunity permanently.
  3. The mutant is immune to the diseases they carry but they are infectious at present. The mutant retains their resistance permanently.
  4. As 2 above, but the mutant retains resistance.
  5. The mutant carries no diseases at present but if they are infected they will suffer no ill effects due to their resistance. They will still become carriers. The diseases determined earlier are the only ones they can resist.
  6. The mutant is immune to all diseases at all times. However, roll again on this table to determine present condition. A second 6 means the mutant is not presently infected.

19. Disgusting Habit: this causes the mutant to suffer a -2 Charisma penalty. While not strictly a mutation, many mutants act in a way that is repellent to humans and even to each other. Possible habits could include very poor personal hygiene, slobbering, belching or worse (player’s choice). Duplicates are cumulative.

20. Disproportionate Arms: increase Strength by 1 point, but only with respect to the use of hands, arms and shoulders (e.g. Hand weapon attacks, wrestling). In addition, the chance of a successful climbing attempt is increased by 5% (+1 if using a Skill).

21. Dumb: the mutant has some mutation that means they are of low intelligence. Reroll Intelligence and Wisdom using d4 + 4.

22. Dwarf: reduce height by 1-2’, weight by 20-40 lb. and Strength by 1 point. Duplicates are cumulative and this may change the size category of the mutant for weapons and armour.

23. Ear Mutation: roll d6 to determine what unusual shape the mutant’s ears are:

  1. Large, pointed.
  2. Small, pointed.
  3. Large, drooping.
  4. Large, fan-like.
  5. Huge, humanoid.
  6. None (can still hear).

24. Elasticity: the mutant has a rubbery hide and a partially elastic body. This allows the mutant to stretch to twice their height/length or to contract down to half-size.

25. Enormously Fat: for some reason, the mutant is obese in the extreme. This may be due to an enormous appetite, unusual metabolism or glandular mutation. In any case movement is halved, Constitution increases by 1 and the mutant counts as a Large target for weapons. In addition, every time the mutant tries to pass through a normal-sized opening (e.g. a doorway), they will become stuck 50% of the time.

26. Extra Joints: the mutant has extra joints in their limbs. Roll d6:  1-3 Arms. Initiative +1; 4-5 Legs. Movement +1; 6 Arms and Legs. Both bonuses.

27. Extremely Thin: reduce weight by 20-40 lb. and Strength and Constitution by 1 point each. Duplicates are cumulative (unless this would kill the character).

28. Fangs and Teeth: the mutant has unusual teeth or fangs that could be used offensively. The mutant would have to practice with their biting attacks or they would use them as if they were Unskilled with a weapon. Roll d6:

  1. Out-thrust tusks. Bite for 2-8.
  2. Many small fangs. Bite for 2-8.
  3. Long canines. Bite for 1-6.
  4. Tushes. Bite for 1-8.
  5. Crushing teeth. Bite for 3-6.
  6. Saw-toothed. Bite for 1-3 and then 1-4/round thereafter (victim held).

29. Feathered Hide: the mutant has a growth of feathers on their body. This does not affect their Armour Class. This growth may be a downy covering, full feathering with vestigial wings between arm and side or a few wretched patches, as most fingerlings have. Colouring is usually naturalistic unless the mutant has certain other mutations (i.e. Vividly Coloured Skin).

30. Featureless Face: the face and head of the mutant lacks all features, presenting an egg-like surface or one contoured like a normal face. The mutant will usually be deaf, mute and blind, but breathes through their skin or an orifice located elsewhere on the body (the same applies for eating). Some mutants of this sort will have normal senses, others will have alternative ones (such as infravision or a form of sixth sense, maybe equal to the Blind-fighting proficiency).

31. Furry/Hairy: the mutant is covered in heavy growths of fur. Base Armour Class improves by 1 place and the mutant receives a +1 save vs. cold damage.

32. Gills: gills or gill-like growths sprout from the mutants neck or face. Roll d6 to determine their usefulness: 1-4  Vestigial and are of no real use; 5 Can be used to breath water, but must be kept damp or the mutant will suffocate; 6  The gills are as efficient breathing underwater or out of it.

Gills may be slit-like or similar to those of an axolotl.

33. Great Horns: a pair of fine horns grow from the mutant’s head. Unlike the Head Adornment mutation, these horns may be used to make an attack. This attack will score 2-5 hits of butting or goring damage.

34. Growth: the mutant is d3+1 times its normal size and its profile is affected as follows:

  • x2        Movement x1.5  STR +2   CON +1   DEX -1   HD +1
  • x3        Movement x2     STR +3   CON +2   DEX -3   HD +2
  • x4        Movement x2.5  STR +4   CON +3   DEX -5   HD +4

Extra Hit Dice do not affect the Hit Rolls of classed characters.

35. Hand/Extremity Mutations: the mutant has unusual hands that could be used as weapons. Roll d6:

  1. Large, thick fingered. Punch for 1 + Str. Bonus. Two hits in a round to strangle: 2-8 + STR bonus/round.
  2. Clawed. Claw for 2-5 HTK.
  3. Talons. Claw for 1-6 HTK. Cannot use weapons.
  4. Pincers. Claw for 1-4 + Str. Bonus. Cannot use weapons.
  5. Barbed. Slash for 1 HTK/round and victim is held (Open Doors roll to escape).
  6. Knobbed. Blow for 1-3 + Str. Bonus. Cannot use weapons.

36. Head Adornment: roll d6 for the mutant’s unusual head adornment. Spikes and horns cannot be effectively used as weapons by humanoids - the range is the number.

  1. None; bald and smooth
  2. Mane
  3. Frills
  4. Lumps
  5. Spikes (2-5)
  6. Horns (1-4)

37. Heightened Sense of Smell: due to the mutant’s highly acute sense of smell they can distinguish people, creatures and so on by scent (this may take some practice). The mutant gains a +1 bonus to their d10 surprise rolls and it gives a +1 bonus to such non-weapon proficiencies as Blind-fighting and Tracking. There is a 50% chance that the mutant has a Nose Mutation.

38. Hopper: One of the mutant’s legs is huge and powerful while the other(s) wither(s) away. The mutant may only move by hopping. Climbing rolls are penalised by 25%.

39. Huge Head: The mutant has a massive head in proportion to their body. Any Hit Roll of 18-20 will inflict a head injury, such as a blinding or a torn throat.

40. Hunchback: the mutant has a grossly hunched and twisted back. While this looks grotesque, it does not affect the mutant’s profile. Armour and clothing must be specially made.

41. Infravision I: the mutant has infravision to 30’ range. There is a 5% chance that the mutant has Sensitive Eyes.

42. Infravision II: the mutant has infravision to 60’ range. There is a 25% chance that the mutant has Sensitive Eyes.

43. Infravision III: the mutant has infravision to 90’ range. There is a 50% chance that the mutant has Sensitive Eyes and a 25% chance (check first) that the mutant has Light Sensitive Eyes.

44. Invent Your Own.

45. Iron Hard Skin: The mutant has very hard skin, possibly chitinous, warty or scaled. Natural Armour Class is equal to plate mail armour. Any non-magical weapon striking the mutant has a 50% chance of being damaged or broken: it still causes damage on that blow, however.

46. Ironskin: the presence of natural iron or some other metal/mineral deposit in the mutant’s skin means that it has a tougher skin than usual. This gives the mutant an Armour Class bonus of 1. If the mutant also has the Tougher Hide mutation or the Iron Hard Skin mutation they will tend to have very metallic/rock-like skin, possibly restricting their movement.

47. Iron Stomach: an iron stomach allows the mutant to eat bad food, carrion, wood and anything that might be remotely edible with no ill effects. Saving throws vs. Ingested poisons are at +4. Even if a saving throw is not normally possible, the mutant gains a basic saving throw of 16. There is a 50% chance that the mutant has the Disgusting Habit mutation.

48. Keen Hearing: the mutant has an 80% chance to hear noise (as a thief), with a 20% chance in the worst conditions. There is a 50% chance that the mutant also has an Ear Mutation.

49. Lack of a Sense: roll d6 to see which sense is lacking and what effects this has on the mutant:

  1. Hearing. Cannot hear. Cannot speak clearly.
  2. Sight. Blinded.
  3. Sixth Sense. Cannot use ESP, crystal balls, telepathy etc.
  4. Smell. Immune to vile odours; -1 to Surprise rolls.
  5. Taste. Cannot identify tastes.
  6. Touch. DEX drops by 4 points. Cannot find secret doors

50. Light Sensitive Eyes: the eyes of the mutant are very sensitive to light. Normal daylight half-blinds the mutant, who loses infravision (if any) and has their normal vision reduced to 60’. Missile fire is at -8 to Hit and the mutant suffers a -2 penalty to Hit, Armour Class and d10 Initiative. 

It is impossible to pretend not to be painfully affected by the light. It may be possible for light sensitive mutants to slowly adapt to daylight conditions (DM).

For every 4 hours spent in normal daylight, the mutant must save vs. Death ray or be partly blinded: infravision (if any) loses 30’ of its range and normal vision is only 300’.

Light and continual light spells are saved against at -2 and the mutant may be partly blinded (as above) if they are affected, in addition to the usual spell effects. Protect eyes (see below) allow a +4 save vs. the partial blindness and a +2 bonus vs. light spells (the +4 and -2 adjustments are cumulative). 

 Best I could find of the edition I had.

51. Limb Loss: The mutant lacks one or more limbs. Roll d6 to determine which: 1. Both/all arms: No weapon or claw attacks, no shield; 2 Both/all legs: Mv. 0; 3-4 One arm: Randomise between weapon and shield arm; 5-6 One leg: Reduced movement; see Atrophy.

52. Long Legs: the mutant has exceptionally long legs. Increase movement rate by 1.

53. Long Neck: the mutant has an unusually long neck. This has no effect on the mutant’s profile but it should be noted that any Hit Roll of 20 will sever the neck, resulting in a torn throat or decapitation.

54. Mannequin: this is a very unusual mutation, possibly resulting from mutation of unborn twins in a similar way to the Conjoined Twin mutation.

The mutant’s facial features have atrophied until only the mouth is functional. A miniature upper body, complete with head and arms, grows out of the redundant forehead. The mannequin has a separate hit point total to the mutant, equal to 10% of the mutant’s hp. Any head hit (including natural 20s) will damage the mannequin: the mutant cannot survive the destruction of the mannequin.

55. Massive Intellect: the mutant is exceptionally intelligent. Increase Wisdom and Intelligence by 1-4 points, up to a maximum of 20. Mutants with scores of 19 and/or 20 tend to have swollen heads, and a greater likelihood of psionics.

56. Mercreature: the mutant cannot easily move about on land as its legs and arms are so deformed as to resemble flippers (Mv. 1). This does mean, however, that the mutant is a good swimmer (Mv. 12). Mutants with this mutation also tend to have certain others that make them more typical of a mercreature, such as increased lung capacity.

57. Mindleast: the mutant has a score of 1 Intelligence and 0 Wisdom. They are immune to all mental effects and will fight on at negative hp (see Stupid). Mindless mutants will obey their leader/handler without question, and can hardly act on their own at all.

58. Mindless: treat the mutant as feebleminded.

59. Multiple Arms: the mutant has one or more extra arms. Roll d6 to determine how many: 1= one, 2-4= two, 5= three, 6= four. Each extra arm (in theory) allows an extra attack. The mutant can also use an extra shield, to a maximum of two. Increase Strength and Constitution by ½ a point for every extra arm.

60. Multiple Heads: roll d6. On a score of 6 the mutant has two extra heads, otherwise they just have one extra. Increase Constitution by ½ a point per extra head. 

There is a 50% chance that the extra head is near enough useless, maybe twitching or rolling its eyes.

There is a 25% chance that the heads share the same consciousness and all mental attributes: killing one kills them all.

There is a 5% chance that the heads are separate but co-operative entities: increase number of attacks by one per extra head, each has its own Intelligence, Wisdom and Charisma scores, and the mutant may survive the loss of one or more heads (System Shock).

61. Nauseating Oil Secretion: this mutant secretes an oil which produces a stench that nauseates those in combat with it. The opponent(s) must save vs. Poison or suffer a penalty of -2 to Hit while in hand-to-hand combat with the mutant. Certain creatures will be immune to the stink (e.g. Similar mutants, those with no sense of smell, those with Iron Stomachs).

62. Nose Mutation: roll d6 to determine the unusual characteristics of the mutant’s nose:

  1. Wide, protruding.
  2. Slits only.
  3. Hanging Snout.
  4. Long, pointed.
  5. Large, covered in warts.
  6. Narrow, beaked.

63. Overgrown Body Part: one or more parts of the mutant’s body are abnormally large. Roll d3+1 to determine extent of the growth and d10 to determine the parts affected:

All the fractions are half. Those are asterisks at the bottom of the Mv. column.
I snipped rather than try and reformat, which is why it's not great to read.

No ability score may drop below 1. 

* Mutants with a heavily overgrown torso must move on all fours at ¾ their movement rate.

64. Pinhead: the mutant has a small head in relation to the rest of their body. There is a 50% chance that the mutant is Dumb and a 25% chance (check first) that they are Stupid.

65. Player’s Choice.

66. Powerful Legs: the legs of the mutant are strong and suited for jumping. This confers a bonus if the mutant leaps into combat. Roll d6 to determine exact strength: 1-4. 15', +2 to Hit; 5. 30', +4 to Hit; 6. 45', +6 to Hit.

67. Protected Eyes: the mutant has hooded eyes with nictitating membranes. They gain a +4 to any saves that must be made to protect their eyes (e.g. Spitting cobras, corrosive dusts, gaze attacks).

68. Puny: the mutant shrivels to one-quarter of its original weight, and its muscles wither to almost nothing. Strength and Constitution are reduced to one-quarter of their original values, to a minimum of one.

69. Quadruped: the mutant goes on all fours, deformity of the body preventing upright stance. Hands will tend to resemble feet or vice versa. The mutant will find it hard to fight unless they have some other mutation, (such as Fangs and Teeth) as they are poorly equipped to stand up and wield a weapon. Movement rate is not affected.

70. Rearranged Face: extreme deformity means that the mutant’s facial features are rearranged. Possibilities include: mouth and eyes change places; mouth in forehead; whole face upside down; mouth vertical with one eye and one nostril on either side. Check for ugliness as if the mutant had a Bestial Face.

71. Regeneration: the mutant’s body chemistry, metabolism and cell structure allows it to recover from wounds at a faster rate than normal (recover 2-4 hp per day: randomise each day, vary for conditions or randomise a set rate). The mutant can also regrow any lost body parts in 1-6 weeks (again, randomise or vary). However, the mutant cannot regenerate if it is slain as all life functions will cease (thus, most regenerating mutants cannot survive a stab in the heart or decapitation).

72. Rotting Flesh: the mutant’s flesh is rotting and hangs in leprous, stinking fronds. Exposed organs can be seen through rents in the flesh and digits may be missing. The mutant suffers a penalty of 1 point to Strength, Dexterity and Constitution, and is Ugly to Extremely Ugly (randomise), but is otherwise healthy and active.

73. Scaly Skin: the mutant’s skin is tough and scaly like that of a lizard or other reptile. Natural Armour Class is equal to leather armour.

74. Sensitive Eyes: when fighting in normal daylight, the mutant suffers a -1 to Hit penalty due to the sensitivity of their eyes. Duplicates are cumulative.

75. Sensitive Skin: in direct sunlight, those with this mutation suffer 2 HTK per hour from burns.

76. Short Legs: the mutant’s legs are about half the size they would normally be. Movement is halved.

77. Shrink: the mutant is undersized. Roll d6 and consult the following table to determine the extent of shrinkage and the effect on the mutant’s profile. No ability score may be lower than 1.

1-2 half size                     Mv. x2/3        STR x2/3    CON x2/3
3-4 one-third size             Mv. x½          STR x½      CON x½
5-6 one-quarter size         Mv. x1/3        STR x1/3    CON x1/3    -1 hp per HD

78. Conjoined Twin: the mutant is two joined entities. Each has its own profile and canl have different mutations to the other. If either twin is killed, the whole will die. Movement is reduced by half. Roll d6 to determine how the twins are attached:

1-3 Back to back: Mutant cannot be attacked from the rear.
4-6 Side by side: Twins only have same number of arms as the original mutant.

79. Single Eye: the mutant has but a single eye in the middle of their forehead. Due to their poor depth perception they use missile weapons at -2 to Hit. However, they save at +2 against illusions and mirages.

80. Skeletal Face: the mutant has very thin, translucent skin drawn tight over their skull, giving them the appearance of a skull-headed creature. Such mutants may be mistaken for undead and treated accordingly.

81. Skull Deformity: roll d6 and consult the following table to discover what shaped-head the mutant has because of their malformed skull.

  1. Wedge-shaped
  2. Conical
  3. Discoid
  4. Spherical
  5. Cubed
  6. Elongated Skull

There is a 25% chance that the mutant is also Dumb and a 5% chance that the mutant is Stupid.

82. Stinking Musk: the mutant produces a very powerful smelling musk. Those within 10’ must save vs. Poison. Those who succeed must retreat immediately or count as having failed the save. Those who fail retreat and retch with extreme nausea for 1-4 rounds. Certain creatures will be immune to the stink (e.g. Similar mutants, those with no sense of smell, those with Iron Stomachs).

83. Stupid: reroll Intelligence and Wisdom using d4 + 1. The humanoid is also single-mindedly tenacious and can continue to fight if brought down to 0 through to -6 hit points. At -7 hit points or lower, death is immediate.

84. Tail: the mutant has a tail. This has no effect on the mutant’s profile. The tail may be of almost any sort, generally fitting in with the mutant’s other mutations (e.g. A mutant with a Feathered Hide may have a bird-like tail, a Mercreature may have a divided or flattened one).

85. Tarry Slime: a tar-like skin excretion oozes from the mutants skin. There is a 5% (1 in 20) chance that anything striking the mutant or anything the mutant strikes with a tarry appendage will be stuck for part of the round. If the mutant has stuck itself to a victim by its attack, the mutant may make a second attack. If an item has struck the mutant, there is a 25% (5 in 20) chance that the item is pulled from the user’s grasp and the mutant will gain Initiative on the next round.

86. Telescoping Limbs: the mutant is able to extend their arms and/or legs due to mutations of bone and muscle. Roll d6:

1-3 Arms: Can double reach
4-5 Legs: Can add 50% to height
6    Arms and Legs: As above

87. Tentacles: some of the mutant’s arms are tentacles, they may be used as weapons scoring 1-2 hits per blow and may also use various items. However, they cannot be used for tasks requiring fine manipulation, incurring certain penalties to certain actions. Roll d6 to find out how many arms are tentacular: 1-2= 1 arm, 3-5= d3 arms, 6= all arms.

88. Thick Cranium: the mutant with this enlarged forehead can use it as a club in combat (1-4 HTC per blow). Subtract 1 point of Intelligence.

89. Tougher Hide: natural Armour Class improves by 2 places.

90. Transparent Skin: the mutant has completely transparent skin, revealing its inner workings for all to see. This looks somewhat disturbing and bizarre, but does not affect the mutant’s profile.

91. Unusual Eye Colour: roll d6 and consult the following table to determine the mutant’s eye colour:

  1. Dull black
  2. Purple or Violet
  3. Metallic (player’s choice)
  4. Maroon or Red
  5. Blank white
  6. Opalescent

92. Unusual Eye Shape: roll d6 and consult the following table:

  1. Huge, protruding
  2. Small, stalked
  3. Large, turreted
  4. Small, sunken
  5. Large, round
  6. Small, slitted

93. Unusual Skin Colour: the mutant’s whole skin is an unusual colour. Roll d6 and consult the following table:

  1. Unearthly Hue (Colour Out of Space, Dolm, Jale, Ulfire, Shining Blood etc.)
  2. Blue
  3. Orange
  4. Green
  5. Purple
  6. Grey

94. Very Strong: the mutant is fabulously strong. Add d4 points to its Strength score. Such mutants are usually large and well muscled, with bulging torsos and huge crushing hands. If the bonus is 3 or 4, add 1 point to the Constitution score as well.

95. Very Warty Skin: every inch of the mutant’s body is covered in large, ugly warts. The mutant’s natural Armour Class is one place better than normal.

96. Vile Smelling Fatty Secretion: the mutant oozes a fatty excretion all over their body. This has a particularly vile odour and all within 10’ of the mutant must save vs. breath weapon or suffer 2-5 hours of nausea and disorientation. These victims strike at -2 to Hit and -1 to damage. This same secretion protects against natural cold. Certain creatures will be immune to the stink (e.g. Similar mutants, those with no sense of smell, those with iron stomachs).

97. Viscous Black Oil: from its pores the mutant can secrete a viscous, non-flammable black oil. This oil gives the mutant a natural resist fire ability and also allows it to slip out of others’ clutches.

98. Vividly Coloured Skin: the mutant has a skin or pelt that is coloured in some exceptionally vivid shad, such as bright purple, pink, orange or electric blue.

99. Webbed Hands and Feet: webbing grows between the mutant’s fingers and toes. 75% of the time this has no appreciable effect. 25% of the time, this mutation is accompanied by foot and hand deformities that make the mutant an effective swimmer (Mv. 12).

100. Wings: the mutant has a set of vestigial wings on their back, these can be flapped and folded etc. They may be bare, hairy, scaled or feathered. 

Unless combined with other suitable mutations (negotiable), they will not allow a mutant to fly in any way. With the right mutations, though, wing-aided hops/jumps and short-range gliding could be allowed.

And again.

Commentary.

I've done a little cleaning up of the language here and there. I was uncritically using pre-existing material, and 20+ years later, some of it really jumps out at me. 

Unusual Skin Colour has been updated from the original list (I think from 1e AD&D MM2); Mindleast and Conjoined Twin had different names before.

I remember drawing heavily on an article from Dragon about humanoids as PCs, the mutations from Warhammer 40K (a hardback - maybe the 1st edition) and an article in White Dwarf that was the mutations chapter from Realms of Chaos. I couldn't tell you how much I lifted wholesale from these sources, but I can also see mutation mechanics that are lifted directly from AD&D Monster Manual 2 and 2e Monstrous Compendia.


I thought I was working Dark Sun-adjacent, but it turns out that I just never took a proper look at stuff like Gamma World - which I now see was closer to what I was aiming for than a version of D&D.