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- 1 - Vain. [You can spend 10 minutes admiring your physique in the mirror. In exchange, you gain advantage on Charisma checks for the day. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on.]
- 2 - Strict Herbivore. [Your body can only digest plant and fungal matter. If you eat anything else, you will throw it up shortly afterwards, forfeiting anything you had eaten within the last 24 hours.]
- 3 - Bloody Palms. [For some reason, you cannot determine which end of a bladed weapon to hold. Whenever you use a weapon with a blade, roll a d20; on an odd number, you can attack normally. On an even number, you attack as well as hurt yourself for 1d6 damage.]
- 4 - Recurring Nightmares. [You have constant nightmares that take you some time to recover from in the morning. For the first four hours after you awake from a long rest, you have -2 on Perception, Charisma, and Survival checks.]
- 5 - Internal Gas Mask. [You have an internal filter in your lungs, rendering noxious and poisonous fumes much less effective. You gain advantage on resisting their effects. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on.]
- 6 - Penicillin. [Requires 59 - Vegetation. You now grow 1d10 small fungal nodules all over your body each day. These can look however you want them to. One of these nodules can be ingested to give the same effect as an antibiotic. If your body is somehow poisoned, the nodules also become poisonous to eat for the duration. You can have up to 20 + VT mod fruits growing on you at any time.]
- 7 - Narcolepsy. [Everyone deals with intense situations differently, you happen to deal with them by falling asleep. Roll a d6 every time you enter combat or another situation the DM deems intense. On a 6, you fall asleep for 1d4 rounds.]
- 8 - Ashes to Ashes. [Sometimes you just deal too much damage. If you do more damage than it takes to kill someone, they disintegrate into a pile of ash, dropping all they were carrying. If someone dies and becomes a pile of ash, they cannot be revived by any means.]
- 9 - Excision. [You can remove one mutation of your choice.]
- 10 - Necrosis. [Every skin-penetrating wound you receive requires medical attention, and while you will still gain HP after a rest, you will take 1d8 damage from every open wound you have each day after regaining HP.]
- 11 - Party Drinker. [Any Charisma losses from alcohol consumption become bonuses for you instead.]
- 12 - Fruity. [Requires 59 - Vegetation. Each day, your body grows 1d6 fruits among its vegetation. These fruits can look however you want them to. Two of these fruits counts as a unit of food, provided they are safe to eat. If your body is somehow poisoned, the fruits will also become poisonous to eat for the duration. You can have up to 10 + VT mod fruits growing on you at any time.]
- 13 - Sacrificial Healing. [You can heal through divine will, for a price. Harm yourself for 1d8 damage. In exchange, you can give a creature that number in HP. This can be done once per day.]
- 14 - Extra Arm. [Increase your number of arms by 1. Unless stated otherwise, assume it is under your current set of arms.]
- 15 - Sedative. [Your blood, or another bodily fluid of DM choice, is effective as a sedative. A willing creature can be knocked unconscious in 1d6 rounds; you must make opposing Defense checks against an unwilling creature to knock them unconscious in the same time.]
- 16 - Variable Zoom. [One of your eyes can zoom up to 10 times magnification, giving you advantage on sight-based Perception checks. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on.]
- 17 - Fight or Flight. [When you enter combat, make a decision to fight or flee. If you fight, you must kill at least one of your opponents, your choice. If you flee, you cannot take any combat actions except to escape.]
- 18 - Sixth Sense. [You gain blindvision out to 5 meters.]
- 19 - Faith Healing. [Choose a willing target and roll a d20; on an even number, they gain 2d8 HP. On an odd number, they take 2d8 damage.]
- 20 - Tentacle Arms. [All your arms become tentacles with suckers, granting you advantage on Unarmed attacks and grapple checks. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on. If you roll this perk again, you gain Tentacular Arms, which gives you six arms with the same bonuses. You gain two more arms for each extra time.]
- 21 - Plant Connection. [You can miraculously communicate with plants. Plants will only tellyou of recent passers-by, weather, and basic life functions. They will tell time in terms of suncycles or growth cycles.]
- 22 - Obsession. [You are now obsessed with something of the DM's choice.]
- 23 - Back to Normal. [All mutations are removed from your body and you quickly turn back into a normal human.]
- 24 - Antique Lover. [When using a weapon over 50 years old (you can tell), you have a natural +2 to hit with it.]
- 25 - Infravision. [You can see into the infrared spectrum out to 20 meters.]
- 26 - Dream Invader. [You can manipulate a sleeping victim's dreams. Make opposing Charisma checks; on a success, you can instill dreams into their mind or view the dreams they are already having.]
- 27 - Paranoid. [If your initiative in combat is less than 10, you become Frightened for 1d4 rounds.]
- 28 - Telepathic Stasis. [By maintaining contact with a dying organism, you can hold them in that state as if they were stable, but a loss of connection means they will return to dying.]
- 29 - Gas Sac. [You have a sac that you can bloat up with a lighter-than-air gas, allowing you to float for 10 meters + DX mod.]
- 30 - Spirit Connection. [You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. You can do this once per day.]
- 31 - Mental Network. [You gain astute telepathic capabilities. If you know a person and they are in the same plane of reality as you, you can commune with them as if the two of you were having a conversation. They do not have to know you. A person can resist your advances with a DC8 Charisma check.]
- 32 - Divine Vision. [Requires 55 - Third Eye. If you do not have it, it does nothing. If you do, add truevision out to 10 meters to your abilities.]
- 33 - Hardheaded. [Gain advantage on saving throws to remain conscious. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on.]
- 34 - Radiation Weakness. [Radiation reacts badly with you. For each mutation you already have, subtract 1 from your max HP. For every mutation you gain, including this one, subtract 1 from your max HP. Likewise, if you lose a mutation, add 1 to your max HP.]
- 35 - Shockwave. [If you do more damage than necessary to kill an enemy, you can transfer the remainder to an opponent adjacent to them. You choose the target.]
- 36 - Poison Touch. [When you make a melee attack, you can imbue it with holy energy, dealing an extra 2d10 poison damage on hit. You can do this once per day.]
- 37 - Lonely. [You have abandonment issues. You will avoid being left alone at all costs. If all other members of your party die, you will have to make a DC18 IQ saving throw to keep from committing suicide.]
- 38 - Area Alarm. [You can become intimate with an area of up to 30 square meters by walking and studying it for an hour. Then you can set up a psychic alarm, which will alert you to the presence of creatures entering the area. This alarm will silently wake you, and can be specifically tuned to only alert you under certain circumstances. The alarm will last 1d8 hours, plus another d8 for every extra hour you study your zone.]
- 39 - Mass Suggestion. [When using Charisma on 6 or more people, add 1d6 to your Charisma check's result.]
- 40 - 40 Winks. [Whenever you go to sleep, roll a d6. This determines how many extra hours you will sleep in. Nothing outside can wake you up from this, but you can attempt a DC20 Defense check every hour to wake up early.]
- 41 - Stone Cold. [When you grapple and attack an opponent at the same time, add an extra 1d6 of damage to your hit.]
- 42 - Bully. [When you provoke a fight (attack first, or force your opponent to attack you), gain +2 to initiative.]
- 43 - Shy. [When you speak, it is always barely above a whisper.]
- 44 - Sterile. [You no longer produce zygotes, meaning you cannot produce offspring.]
- 45 - Thirsty. [You now require 2 units of water per day to survive.]
- 46 - Hungry. [You now require 2 units of food per day to survive.]
- 47 - Food Critic. [You refuse to eat low-quality food, can only barely stomach normal and feel the need to comment on everything you eat. However, when you get to eat food of high quality, especially when freshly prepared, you get a +2 morale bonus to all skills for the day.]
- 48 - Clumsy. [Subtract 1d6 points from Acrobatics. Lose any perks you would from doing so.]
- 49 - Armistice. [When being shot at by firearms or ranged weapons, make an IQ saving throw against their attack roll; if you fail, become frightened.]
- 50 - Truce. [When being attacked by melee or unarmed attacks, make an IQ saving throw against their attack roll; if you fail, become frightened.]
- 51 - Shell Shocked. [When within 10 meters of an explosion, make an IQ saving throw against a DC of 16; if you fail, become frightened.]
- 52 - Raise Dead. [Choose a pile of bones or a corpse. If your target is a pile of bones, it rises as a Skeleton under your command. If your target is a corpse, it rises as a Zombie under your command. You can use a bonus action to control this creature fully, or just give it general orders. The zombie or skeleton remains under your command for 24 hours, at which point you have to use the spell again to reassert control. Using this spell to reassert control does so on all undead creatures under your command. This ability recharges on a 6.]
- 53 - Identification. [Choose any object that you touch for ten minutes. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. You can do this two times per day.]
- 54 - The Oprah Diet. [Starting now, every day when you wake up, roll a d10. The result is how many kilograms you gain that day. The next day, roll a d10. The result is how many kilograms you lose that day. This will continue every day until this mutation is removed.]
- 55 - Third Eye. [Your third eye opens on your forehead, above and between the other two. This allows you to enter a meditative trance for up to 8 hours, adding the amount of hours you trance to any one IQ-based roll for the next 24 hours. If you did not have darkvision before, you do now, out to 20 meters.]
- 56 - Meditative Rest. [You can have a long rest in only 4 hours, and a short rest in only 1 hour. You gain the same benefits from them as the normal ones.]
- 57 - Healing Divinity. [Requires 19 - Faith Healing. You can now attempt to heal mind-afflicting sicknesses at a base DC of 20, using your IQ mod as a bonus. This can be done once per day.]
- 58 - Disgusting Visage. [Every mutation you gain after Disgusting Visage will decrease your Charisma skill by 1, permanently. It can be raised by skill-ups, but will decrease as you gain mutations.]
- 59 - Vegetation. [All your body hair falls off, and instead you sprout short grass or leaves all over your body within the next few days. Choose how you want your vegetation to look. When your vegetation is sprouted, you can curl up and hold still to resemble a bush. This gives you advantage on Stealth checks while unmoving. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on. Removing a leaf hurts about as much as a bee sting but deals no damage.]
- 60 - Rite of Humanity. [You may prevent having to roll a mutation if you have this mutation, in exchange for you forfeiting your bonuses gained when you level up.]
- 61 - Joy Buzzer. [Your unarmed and melee attacks may be imbued with 1d6 shock damage. If your attack roll is a natural 20, you deal quadruple shock damage, and can cause the shock to arc to a foe adjacent to you. Roll an attack roll again and repeat the process. Any enemies that are attacked by Joy Buzzer must beat your attack roll with a Defense saving throw or also be paralyzed for 1d4 rounds.]
- 62 - Flower Crown. [You grow a glorious crown of flowers about your head with 10d6 petals. You choose their appearance. Add +2 to your Charisma as long as you have this mutation.]
- 63 - Bark. [Your body becomes encased in a woody substance. Add +1 to your natural AC, but remove -1 from Acrobatics.]
- 64 - Walking Grow Room. [Requires 59 - Vegetation. The leaves growing off your body now contain THC. You or anyone else can pick and dry the stuff for a week to smoke it as if it was regular marijuana.]
- 65 - Sacrificial Blessing. [The gods have allowed you to grant others favor, for a price. Harm yourself for 1d8 damage. In exchange, you can give a creature that number as a bonus to one skill for 24 hours. This can be done once per day.]
- 66 - Strict Carnivore. [Your body can only digest meat. If you eat anything else, you will throw it up shortly afterwards, forfeiting anything you had eaten within the last 24 hours.]
- 67 - Gamma Camera. [You can see the radiation emitted by objects or creatures as a glowing aura. The brighter the aura, the more intense the radiation.]
- 68 - Neo-Myelin. [The myelin sheathing around your nerves has become more robust. Halve any shock damage you receive.]
- 69 - Delayed Zombification. [When you die, you will rise 1d4 hours later as a zombie, with regular zombie stats, but your own HP.]
- 70 - Huge Guts. [You gain a second stomach. You can eat and store up to 3 units of food in it for up to a week to be digested for nutrients.]
- 71 - Ethereal Eyes. [You can see the magical energy emitted by objects or creatures as a glittery glow. The brighter the glow, the more powerful it is.]
- 72 - Necromagician. [You can commune with the dead and force them to do your bidding. This does not come without cost. If you do not already have it, add 58 - Disgusting Visage, 10 - Necrosis, 52 - Raise Dead @ 3/day, 30 - Spirit Connection @ 2/day, and 53 - Identification @ 3/day.]
- 73 - Camelback. [You have a pouch for water. You can drink and store up to 3 units of water in it for later use.]
- 74 - Sipper. [You only require half a unit of water a day to survive.]
- 75 - Nibbler. [You only require half a unit of food a day to survive.]
- 76 - Pacifist's Resolve. [At the beginning of combat, you can make a free Charisma check against intelligent enemies to inspire them to disengage from combat. Who knows? You might just change their way of living.]
- 77 - Technomagician. [You possess innate knowledge of manmade tools and machines. Add +2 to Crafting, Repair, and Electronics.]
- 78 - Delicate Flower. [Your skin becomes papery, like that of a plant, and can become a color of your choice, usually exotic and vibrant. Add +1 to Charisma, but -1 to AC.]
- 79 - Canid Features. [You loosely resemble a dog of your choice, gaining its nose and ears in the proper places upon your head. Add +1 to smell and sound-based Perception checks.]
- 80 - Anarchist. [Being within 10 meters of explosions and fire grants you a +1 Morale bonus to all skills.]
- 81 - Puppy Whine. [As a bonus action in or out of combat, you can pitch up your voice to convince your opponents that you are too cute to fight with a Charisma check at advantage. If you already have advantage, you get advantage and +2. If you already have advantage and +2, you get advantage and +4, and so on.]
- 82 - Avian Features. [You loosely resemble a bird of your choice, gaining the natural ability to peck as an extra unarmed attack for 1d6+ST stabbing damage, as well as adding +1 to sight-based Perception checks. If you weren't a good singer before, you are now.]
- 83 - Felid Features. [You loosely resemble a cat of your choice, and your fingernails become sharp and retractable, giving you the natural ability to claw as an extra unarmed attack for 1d6+ST cutting damage. You also gain +1 to Acrobatics.]
- 84 - Conduit. [Whenever you are hit with a weapon in melee or unarmed that deals shock damage, make a Defense check. If it beats the attack roll, you can conduct half of the dealt shock damage onto someone or something adjacent to you.]
- 85 - Extra Legs. [Gain a pair of extra legs, increasing your mobility. Increase speed by 5 meters.]
- 86 - Regeneration. [If you lose any body part and survive the ordeal, you will regrow it in 1d6 days.]
- 87 - Dust to Dust. [If you deal more damage than necessary to kill an enemy, you will deal the remainder onto yourself.]
- 88 - Fur Coat. [You grow a coat of fur over your body. You choose how it looks.]
- 89 - Antlers. [Antlers grow on your head and top out after 1d6 days, gaining the natural ability to gore as an extra unarmed attack for 1d8+ST stabbing damage.]
- 90 - Medicinal. [Requires 59 - Vegetation. Each day, your body grows 1d8 leaves on it. These can be chewed into a poultice to regenerate 1d10 HP over an hour, as long as the poultice remains on the body. You can have as many as 12+VT mod medicinal leaves growing on your body at any time.]
- 91 - Komodo Spit. [Your mouth is filthy. If you bite someone and break the skin, you will deal 1d6 poison damage to them on top of your unarmed damage. If left untreated, this can be lethal.]
- 92 - New Jersey Native. [Whenever you speak, you shout at the top of your lungs.]
- 93 - Color Change. [Roll a d4 to determine what part of the body changes color. 1: eyes; 2: hair; 3: skin; 4: soft tissue (such as lips, nipples, etc.). You decide the color.]
- 94 - Amphibious. [You grow a set of gill slits on your neck, enabling you to breathe underwater.]
- 95 - Witch Bolt. [Choose a creature within 10 meters. From your finger fires a blinding beam of blue lightning. On a hit, the creature takes 1d12 shock damage, and must succeed a DC13 Defense check or be paralyzed for 1d4 rounds. You can do this twice per day.]
- 96 - Wings. [Gain a pair of wings on your back. You choose how they look. They allow you to fly for 15 meters + DX mod.]
- 97 - Parasite. [You can pick a person in the initiative order and switch places with them. You can do this once per day.]
- 98 - NVGs. [You gain darkvision out to 30 meters.]
- 99 - Simulacrum. [Before the damage dice are rolled for any attack whose target is within 20 meters of you, you can choose to take the damage instead. Upon doing so, the intended victim takes no damage or effect and you take it instead.]
- 100 - Slot Machine. [Roll the mutation table 1d6 more times.]
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