Fact #1: I suffer from a really bad case of GADD. Fact #2: Using Mutant Future mutants out of the box doesn't work (way too many and too powerful mutations.) Fact #3: Blair already had the "definitive" idea on this topic, but actually never posted a complete race (I mean, with the attribute tables and so on.) Consequence: While I was having a shower and thinking about all the dungeon levels that await me, I came up with the idea of merging Blair's take with what is already provided by Mutant Future to come up with something great, virtually edition neutral (although marked for use with AD&D.) Thus, here I am speaking about a new race while I was supposed to be working on lots of dungeons for the upcoming saturday night game. Sigh.
Note: You will need to download Mutant Future (don't worry, it's free.)
Also: Someone should really develop a DIY logo like the one Thomas developed for the OSR.
And: You should really listen to Kyuss while reading this.
The Mutant
No need to explain to anyone what a mutant is I hope. Regular mutants are "human mutants", but you may also add special abilities and modify stuff so as to also have mutant elves, dwarves, hobbits, whatever is in your campaign. Mutants can be of any class except Paladin, Cleric or Druid (again, if you're not a pure human, you have no soul.)
Roll Ability Scores: Mutants roll 1d20 for each ability, assigning results in straight order. This will make for wild and weird results, as we'd expect. If you roll a 1-2 on a physical ability (STR, CON or DEX), or on a mental ability (INT, WIS, CHA), round it up to 3 and pick a physical/mental drawback. If you roll a 19-20 on a physical ability (STR, CON or DEX), or on a mental ability (INT, WIS, CHA), round it down to 18 and pick a physical/mental mutation. Scale down mutations as you see fit (for example, gigantism is totally out of scale.)
Final Note: If you're using BtB AD&D psionics, mental mutations may create some issues in your game.
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