Mutations

Mutations are an optional rule available in campaigns at the GM's discretion. They should only be used if the optional Sanity rules are in effect.

When called upon to check for mutation, the character must make a Fortitude save against a DC set by the GM. On a success, they do not mutate. On a failure, they roll a d100 and gain the corresponding minor mutation from the Minor Mutations table. If they failed by 5 or more, they instead gain the corresponding major mutation from the Major Mutations table.

Some mutations can only be gained once; these are marked with an asterisk. If you roll one of these and you already have it, roll again.


Mutation can, in extreme cases, run out of control, tearing the body apart or melting it in a horrific series of changes. After each time a character gains a mutation, they must make a Constitution check with a DC equal to (# minor mutations they have + 2 times #major mutations they have); on a failure, they die and all creatures who witness it must make a Sanity check against witnessing a gruesome death (even if they have done so before).