Mutations
Wings. The character can fly.
Magic horn. The character can use spells without the Spellcasting skill, and if they have it, they can use two different spells at the same time.
Sordization. +1-100% to health and melee damage.
Long legs. +3 to Initiative.
Scales. +1-20 to defense.
Strong mind. +1-100% to Spirit.
Nightmarish flesh-eating. +1 to a random stat for eating a unique type of enemy.
No need for sleep. The character can join two Communities at once.
Elemental influence. Random affinity to one of the elements.
Genius. +1-5 to learning rate.
Body ailments
[Infirmity] Inability to increase stats.
[Excess weight] Initiative and Dodge are halved.
[Ugliness] Charisma is always zero.
[Perceptual problems] Accuracy is halved.
[Breathing difficulties] Stamina is halved.
[Fatal clumsiness] 20% chance to critically fail any action.
[Fragility] Health is halved.
[Self-destruction] -1 to a random stat after each battle.
[Flat feet] No footwear slot.
Mind ailments
[Problems with wit] The character loses the ability to learn new skills.
[Lack of courage] 50% chance to flee the battlefield at the very beginning and every time the health of any of the allies drops to zero.
[Mental anguish] Activity is zero.
[Anxious thoughts] Morale is zero.
[Fear of communication] Inability to start a conversation with anyone other than members of the character's group.
[Heart obsession] The character falls in love with a random character of the opposite sex and is completely consumed by this feeling.
[Otherworldly mirror] Sometimes the GM can take control of the character and behave completely differently.
[Distraction] When moving to a new location, there is a 5% chance of losing a random item from the inventory or equipment.
[Forgetfulness] If the character moves alone, there is a 50% chance of going where they didn't intend to.
[Uniqueness] The player must come up with a unique trait for their character that distinguishes them from all representatives of their origin.
[Dementia] The cost of learning skills is twice as high.