Mutations

Overview

Mutations are magical deformities to the body and/or soul of a person that have applications beyond merely cosmetic changes.

Blood Mutations

Circumstances or lineage has left you a unique quick on account of your Blood (see page). They cannot be gained or lost but may be further mutated.

Acquiring Mutations

Messing with your phenotype beyond the boundaries of what heaven extended is both costly and draining and requires the services of a Mutagenist. It generally costs a point of WIL, 500gp and an additional 500gp for each mutation you already posses.

You may also gain mutations either randomly or as a result of the fiction. This is typically caused by exposure to raw and wild magic

Random Mutations (d20)

  1. Illusionary Afterimage - A shadowy image overlays your features but slightly offset. Can have it temporarily subtract 1 from damage for a fatigue. It occasionally falls out of sync.
  2. Carapace - Your skin is naturally armored. +1 armor, but finding a tailor is a nightmare
  3. Ghost Hand - Can operate things from a distance, but the hand is cowardly
  4. Extra limbs - Can treat a bulky item as regular
  5. Witches eyes - Can see normally hidden things, but occasionally sees what is spiritually true instead of just physical truths
  6. Poison immunity - Poison adds 1d4 fatigue instead of other effects
  7. Perfect Body control - Can perfectly coordinate your body in space but formerly subconscious actions require conscious effort
  8. Fast Healing - You heal substantially faster but need more provisions
  9. Spell Eater - You can eat a magic effect rather than a provision. It’s very filling but causes heartburn.
  10. Beast Speak - you can talk with animals. Be warned that they never shut up.
  11. Adrenal Control - You can regulate your adrenaline. You can choose to go first in exchange for gaining a fatigue.
  12. Enhanced hearing - You gain incredibly good hearing.
  13. Natural weapon - Your fists (or whatever you replace them with) does 1d6.
  14. Slimy Skin - Your skin is very slippery. Must be kept moist.
  15. Wild Genome - Your other mutations have a chance to further mutate (see spell mutation).
  16. Plant Skin - Time spent in sunlight can offset food needs. Vulnerable to fire and bothered by bees.
  17. Winged - You can fly.
  18. Magical Sense - You can more easily sense when magic is afoot.
  19. Stone Swim - you can swim in stone
  20. Quills - Occasionally deal back 1d4 damage when attacked in melee