Mutants

Description


Those who wander too near the Rift may be warped by its fell energies. Most of those who have been altered by Chaos are Pirates or Sailors whose ships dared to cut across the Inner Sea, exposing themselves to great waves of Rift Energy.

Far more disturbing are those who were born Mutants. Women in the villages most Riftward can be exposed to too much of the Rift energies during their nine months of pregnancy and give birth to children warped by Chaos.

To make a mutant, you choose a base race and then pick from the list of mutations. If you are directly exposed to Rift Energies, the DM will ask you to make Fortitude Save to resist them, DC based on exposure. If you fail, you roll on the list below to determine how Chaos alters you.

Attributes


  • Fair or not, Mutants are seen as unnatural and untrustworthy. Like Gol-Men they get a -2 on any social roll that relies on Trust or Camaraderie.
  • Mutants have already been touched by Chaos, and cannot be further mutated by mere exposure to Rift Energy.
  • No matter their alignment, Mutants are creatures born of Chaos and count as such for any effect that keys off of alignment. Due to the dual nature of their new biology, a Mutant counts as an outsider for any effect that specifically targets that type.
  • Order vulnerability. Mutants suffer a -2 penalty to all defenses against any attack from a Lawfully aligned creature.

Mutations


Horrific Visage - Your face if mutated completely outside of the norm for your race. You are a monster, pure and simple.

  • You gain a +4 bonus on any social roll to Intimidate, terrify, or otherwise coerce someone.
  • You may take a Standard Action to make a Gaze Fear Effect that hits all Creatures in a Blast 3. Charisma vs Will. All effected creatures are Shaken until the start of your next turn.
  • You double the normal social roll penalty for mutants to -4. You are able to be effected by your own Gaze Attack if within 3 squares of a mirror.

Corrupting Touch - So inundated by the energies of Chaos, you warp everything you touch. Dark Energies and chaotic noises constantly swirl about you, marking you as the most feared of mutants.

  • You deal 1 point of Chaos Damage on all melee attacks.
  • On a Natural 20 or Natural 1 the Chaos energies flare beyond your control. Instead of the normal damage dealt, you deal 1d6 Chaos Damage to both your target and yourself. You are also dazed until the end of your next round.

Demonic Vision - Your eyes and mind have been touched by the Chaos. You see beyond the mortal realm, seeing things that mortals were not meant to fathom. You eyes will swirl with unnatural colors, often glowing in the dark with the colors of the Rift.

  • You are always aware of all sources of Magic around you. You get a +5 bonus on any Arcane Check to detect or understand Magic.
  • Your Will defense does not get your Wis or Cha bonus added to it against any Fear or Illusion effect. Years of seeing what is not there has weakened you to effects of that nature. Furthermore, you cannot make a saving throw vs these effects until you have been directly harmed by them.

Chitinous Skin - Chaos has gifted you with the skin of a great insect. As you have aged, your skin has grown rigid, possibly even molting several times over your life. You skin is a great protection against damage, but slows you down considerably.

  • You gain 2 Temporary hit points at the start of your turn.
  • You have a permanent -2 to your Dexterity Score.

Tentacled - One of your normal arms has mutated to a tentacle, like those found on a giant Squid or other grotesque monster.

  • Your arm cannot be used to hold a weapon or fight with it. It can grip objects normally, and use them with some small precision, but is not precise enough to attack with. You get a -4 penalty on any Skill that requires extreme manual dexterity, such as Thievery.
  • All attacks with your tentacle are considered attack with a weapon. It deals 1d6 damage. You are considered proficient with this Tentacle attack. Your tentacle is always your Off-Hand.
  • Any successful Attack with your tentacle will allow you to immediately start a Grapple. Furthermore, you get a +2 bonus on any Grapple Checks.
  • You cannot wear Armor on your Tentacle and still have it move. This gives you a very large, soft vulnerable area that enemies can target. Anyone that is Grappled by you has a +2 bonus to hit you.

Bestial Legs - Your legs have been warped to resemble those of an animal. Maybe like a satyr, a great cat, or some insect, your legs bend the wrong way.

  • You can leap exceptionally long distances. You can jump up to 4 squares without needing to make a Jump Check. Distances are added on to that as normal for a jump.
  • You can use this Leap to make charge attacks over rough terrain or over the heads of your enemies. If you are within 4 squares of a target, you can making a leaping charge over any medium creatures or low obstacles in the way. Please note, you need at least 10' of clearance over these obstacles to leap through.
  • Your legs are very narrow and awkward. You are at -4 on any Acrobatics Check. Any effect that forces movement on you has the distance you go increased by 1.
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