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Character Mutation Options Guide

1. The document describes rules for mutations in the Mutants & Monsters setting, including how to determine the number, location, and nature of mutations with dice. 2. Mutations can affect different parts of the body such as the face, chest, waist, and legs, and include options like strange eyes, wings, tails, or extra limbs. 3. Although some mutations are aesthetic, most have no mechanical effects, representing only visual aspects to enrich the character.
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0% found this document useful (0 votes)
8 views1 page

Character Mutation Options Guide

1. The document describes rules for mutations in the Mutants & Monsters setting, including how to determine the number, location, and nature of mutations with dice. 2. Mutations can affect different parts of the body such as the face, chest, waist, and legs, and include options like strange eyes, wings, tails, or extra limbs. 3. Although some mutations are aesthetic, most have no mechanical effects, representing only visual aspects to enrich the character.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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Centipede: your character has 1d6 arms Serpentiform: his character, instead of they cannot control the new appearance.
vestigial structures sprouting from the body. legs, has a long tail. 2. Living-dead: the character has an appearance
6. Armored: your character has a hull si- 5. Primal: your character has extra hands on that resembles an undead, be it a vampire
similar to that of a turtle or crab. place of feet: pale or a rotting zombie.
4. Arms: 6. Multiple Legs: your character has 1d6 3. Skeleton: the character's flesh becomes transparent.
1. Dust: your character's arms do not have legs. glows like a fluorescent green glass leaving
only a visible black skeleton. Strange-
Monsters & Mutants
bones. 6. Body:
2. Claw: one of the arms of your character lem- 1. Cold Blood: the skin of your character is covered- the bones of the skull gain some flexibility Mutations
the claw of a crab. it is scales. dad, allowing him to have facial expressions.
3. Kong: the arms of your character reach up to Pinocchio: the skin of his character is rigid, [Link]: your character gets horns,
the floor. seeming to be made of wood or porcelain.
red feather a tail and a goatee - inde-
4. Linguado:os braços do seu personagem ficam 3. Exoskeleton: the skeleton of your character pending of the gender.
5. Estelar: your character does not seem to have come
on the same side. grew
outward, giving it an armor in-
5. Displaced: the arms of your character do not tural. of this world. Decide with the master the details. 6.
are on your shoulders. 4. Yeti: your character is covered in fur. Maximum Mutation: ignore all other muta-
actions. Your character becomes an elf, with the right to
6. Doctor Lula: your character has 2d6 bra- 5. Inside Out: the skin of your character is
nothing. fine and transparent, giving the impression – and only the all mechanical benefits and penalties. Remove
draw whatever conclusions you want from this mutation.
5. Waist and Legs: impression - that he was skinned alive. Anatomists
Tail: your character has a tail. Medical schools would love to hire you.
2. Jumping: the legs of your character are 6. Lucky: role on the list of extreme mutations.
more suitable for jumping than for stopping running, 7. Extreme Mutations:
resembling those of a kangaroo or frog. 1. Metamorph: the character changes appearance to
[Link]: your character has fins every full moon, needing gadgets or magic
on the feet. to be recognized. Unlike Dopplegan- JoãoV. Fernandes
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