The Mutant

Starting Equipment
Roll on the 1D200 Failed Medieval Careers. If your roll gives you an animal, roll on the 1D500 mutation table* for it.

Starting Skills (+5)
Choose between your Failed Medieval Career, Sewers Life, or Aberrations.

For every Mutant template you have, roll on the 1D500 mutation table*.

A: Font of Flesh, Reactive Mutation
B: Evolution
C: Regeneration
D: Gift of Flesh

Font of Flesh

Your mutations dont take Inventory slots. You can have as many mutations as your FORT score instead. If you would gain a mutation above your capacity, you explode, inflicting 1D4 damage per mutation to yourself and all nearby creatures. If you survive, you lose all your mutations and you roll on the 1D500 mutation table*.

Reactive Mutation

When you would be affected by something, you can roll on the 1D500 mutation table*: You now resist that type of danger as defined by the Referee as long as you have this mutation.

Evolution

Once per game, when you gain a new mutation, you can choose to replace an existing one instead.

Regeneration

You can spend your turn gruesomely regenerating. You heal 1D6 Wounds and HP. If you do, roll on the 1D500 mutation table*.

Gift of Flesh

You can touch a willing creature and use your regeneration ability on it. Their mutations take an inventory slot.



*When using Coins & Scrolls’s Mutation Table with the GLoG, halve all stats and HP gains and losses.