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CustomMutations

Page history last edited by Chronos 14 years, 4 months ago

Poxes (1 dot)

 

             Snake Mouth: The person with this has the ability to unhinge his jaw, expand his mouth to extremely huge proportions, and enlarge his throat, allowing him to swallow things up to his own size, assuming his stomach can fit such a large thing.

 

Afflictions (2 dot)

             Extra Stomach: The person with this mutation has developed a stomach with curious attributes. It gives the person an extra stomach that expands to enormous size allowing him to fit something his own size into it. This extra space is generally free of stomach acid and is usually used to store materials, although it can also be used as a grappling aid. If the person controls the grapple and the enemy is capable of being it into the stomach (and the mouth), then he can reflexively put them inside his stomach by winning an opposed clinch check with a -2 external penalty. While the enemy is trapped inside his stomach, he enjoys +1 dice to rolls to maintain control of the clinch. An enemy who is inside the stomach who takes control of the clinch can choose to escape the clinch (and the stomach) or attack, ignoring the mutant's armor. The mutant can puke them out as a misc action (Speed 3, DV -3).

 

Blights (4 Dot)

             Brutal Talons/Hooves/etc.: (enhancement to Talons/Tusks/Horns/etc.) This mutation is equivalent to taking the Talons/etc. affliciton twice (i.e. claws/fangs pox three times). The characters natural weapons mutate to grotesquely large proportions. Talons become as large as small swords and fangs and tusks practically spill out of the mouth. Depending on the growths’ locations or natures, treat them as punch, kick, bite or some more exoctic kind of attack that inflicts lethal damage 4 greater than normal. Unfortunately, the protrusions impose a number of difficulties. On the hands they impose a -3 internal penalty to Dexterity-based actions that require fine motor skills including the use of weapons. In the case of fangs and tusks, speech is drastically inhibited, and in the case of hooves or other foot modifications athletics and even basic movement becomes more difficult.

For example

 

          Perfect Camouflage: The creature s mutated can blend in perfectly with their environment as long as they remain still and concentrate. This is extraordinarily effective as an ambush technique, less so when already engaged against an opponent. As long as the target stops moving and remains still as a miscellaneous action without taking any other actions, the target can roll their full stealth+dex on their next action to avoid detection. Anyone who witnessed the transformation gets their Essence in automatic successes in the opposed perception+awareness roll. Those who have a reason to believe the target is in the immediate area get their normal dice pool. Those who have no idea the target is around have a -2 external penalty if they are relying primarily on sight to detect the threat on their perception+awareness if the target wishes to make an unanticipated attack.

 

Abominations (6 Dot)

             Unnatural Arsenal: This mutation is equivalent to taking the Talons/etc. affliciton three times (i.e. claws/fangs 4 times). The affected "natural" weapons become enormous, almost to the point of being caricatures. Furthermore they swirl internally with obviously unnatural forces, derived from barely contained Wyld energies, Spirit Essence, Infernal taint, or the like depending on the mutation’s ultimate source. Depending on the growths’ locations or natures, treat them as punch, kick, bite or some more exoctic kind of attack that inflicts lethal damage 6 greater than normal. The growths completely inhibit any sort of non destructive use of the body part. Even non attack actions that aren’t completely impossible suffer a -4 internal penalty. Hands can no longer perform any feats of manual dexterity and anything requiring fine motor skills automatically fails. In the case of fangs and tusks, speech becomes impossible. Foot modifications impair athletics and even basic movement becomes more difficult and also highly destructive to anything the character attempts to walk on, shattering pavement with each footfall or cutting deep gouges in the earth.

For example

 

             Unaging: This is an Abomination strength Wyld Mutation. The mutant displaying this mutation shows no outward signs of aging and exists as a perfectly efficient organism, effectively immortal (barring physical trauma or sickness). Taking this mutation involves an obligation to take 3pts of further negative mutations. The negative mutations cannot be removed without also removing Unaging. If the mutation is ever removed, the target reaches his or her true age within the span of 10 ticks (this may be lethal). If this power is bestowed by an ability which imparts negative mutations simultaneously, such as certain Cecelynian charms which grant mutations while making the victim a creature of darkness, no further negative mutations are obligated unless the inflicted negatives are worth less than 3pts total. If this power is bestowed by an ability which grants a single mutation, such as the Burgeoning Wyld Infliction or certain sorceries, the negative mutations may manifest simultaneously despite the fact that the charm is only capable of imparting one mutation. In such cases, the person bestowing the mutations (not the victim) decides what negatives manifest. Exalted are incapable of taking this mutation.

 

          Transparency: The creature afflicted with this mutation is transparent, either because they're made of glass, are deeply attuned with Air essence, does not quite exist in Creation, etc. and are very difficult to see with normal vision. In combat, the creature with this mutation can reflexively re-establish surprise; observers trying to detect the target with sight have a -2 external penalty to their reflexive per+awareness rolls. Even if successful, the mutant still is invisible, and so attackers have a -2 external penalty to hit. If the creature is deliberately trying to prowl outside of combat, an external penalty of -4 is applied to any attempt to detect them that relies on sight.

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