I swore I'd never let myself get this bad. I swore I'd never write a mutation table.
I lied.
Mutation Table
Infernal head: A teratoma grows out of your neck in the shape of a jack o' lantern head. It's all hair and teeth, with a little mouth that squeaks blasphemies in Tylwyth while you try to sleep. You can never be ambushed, however, because the little head squeaks out a warning.
Third-arm: Your left shoulder now has two arms growing from the socket. You gain a third hand slot.
Crab claw: Your right arm becomes a giant crab claw. It can't hold anything, but can be used as a weapon. Your claw has a special weapon property, per the rules in the core book, page 170. When you successfully Attack, you may choose to Notch an opponent's weapon or armor instead of dealing a normal Wound.
Enlarged brain: Your skull swells until you look like a comic book villain called "Braino." When you make eye contact with a person, you can talk to them with telepathy. This gives them a headache and is uncomfortable, but allows you to overcome language barriers.
Centaur: You gain a centaur's body configuration (although your flesh is the same color and you don't have hooves—just four, flat humanoid feet). You gain 4 more pack slots. You cannot climb ropes, and might have all sorts of other problems with the world not being well shaped for you.
Honeycomb head: Your head above your mouth swells and becomes trypophobic, like a lotus pod or honeycomb. You can still see, but it's not apparent how. Creatures that need to make eye contact with you to use their abilities can no longer do so.
Eye stalks: Your eyes grow out of your head and sit atop long stalks. You can see behind you without turning your head. You can see around corners easily.
Antennae: Two antennae gracefully curve off of your head. When you wave them, you can "hear" the simple thoughts of insects.
Callused body: You grow a thick, red callus all over your body. This mutation is treated like a piece of armor that can be Wounded twice. You can burn charges to heal these Wounds, like a Wounded talent. You find it irritating to wear normal armor; if you do, you gain no benefit from this mutation and you become Stressed.
Frog tongue: Your tongue becomes long and sticky. Speak Incantation actions are made with disfavor. However, you can use your tongue to reach out and grab anything that you can fit in your mouth up to a yard away.
Page. Panotti: Your ears grow as large as an elephants. They both fall down like sacks of skin on either side of you. They don't hear better or worse than your old ears.
Knight. Akephalos: Your head shrinks into your chest. Your eyes are about at your shoulders, your nose is in the center of your chest, and your belly sports your wide mouth. You cannot wear anything on your torso and function normally.
Queen. Cyclops: Your eyes merge together into a single, giant eye in the center of your forehead. You cannot take the Aim action with the bow (core book, p. 170).
King. Monopod: Your feet fuse together into a single giant foot. You hop everywhere you go. You cannot take the Dash action.
Mutation Rules Sidebar:
All mutations are intended to be permanent, but GMs (as always) have discretion.
To represent a mutation, write the rules on an index card and paper clip it to your adventurer record sheet. It sticks out like a sore thumb. You'll never forget you have it.
Starting Disposition for GM characters who see your weird mutation is (usually) automatically the distaste Disposition (core book, p. 101).
For many mutations, an adventurer will need to discard their clothing and armor as they no longer fit comfortably. Commission bespoke clothing and armor in the City. Bespoke clothing and armor is always a luxurious upkeep expense.
Feel free to also use the mutation table for things like the Cloaca Maxima City Action (core book, p. 307).
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