Mutations & Cybernetics
Mutation and augmentation should feel powerful, risky, and setting-defining. This page puts usable defaults first.
At-a-Glance
- Start random mutation work with GLOG Mutations Table and Metamorphica Classic.
- Frame augmentation access with License-Gated Cybernetics.
- Use Gamma World 4e Cyborg Creation Rules for conversion baselines.
- Add mystic-tech tone through Magic as Forgotten Science.
Player Quick Rules (Body-Tech Risk)
- Choose one enhancement goal and one known complication.
- Always ask what maintenance or legal burden comes with power.
- Keep one non-augmented fallback method for core tasks.
- Treat unstable upgrades as mission clocks, not permanent boons.
Referee Procedure Loop (Mutation/Cybernetic Events)
- Trigger acquisition path (loot, surgery, ritual, or black market).
- Resolve integration test and immediate side effect.
- Apply social/legal/faction response.
- Track maintenance or instability burden.
- Offer upgrade, rollback, or escalation decision.
- Convert consequences into future hooks.
Sci-Fantasy Augmentation Quirk Table (d8)
| d8 | Quirk |
|---|---|
| 1 | Implant emits audible hymns near relic tech. |
| 2 | Mutation blooms under moonlight and fades by dawn. |
| 3 | Cybernetic limb syncs to nearby radio chatter. |
| 4 | Psionic surge causes temporary shared dreams. |
| 5 | Ocular mod can see coolant leaks as heat trails. |
| 6 | Bio-graft rejects synthetic rations for 24h periods. |
| 7 | Black-market firmware requests remote updates nightly. |
| 8 | Neural co-processor stores memories not your own. |
One-Click Deep Dives
Mutation and Cyborg References
Governance, Psionics, and Setting Framing
Inspiration Anchors
Advanced/Edge Cases
- For campaigns with heavy body-tech, define one public clinic path and one illegal upgrade path per major settlement.