Thursday, December 24, 2015

I am change itself... CLASS


The Mutant
You lurk in the shadow of the “pure” ones, in the ruins of the Wastelands. The others, the “normal” ones, would say you represent the debasement of the species, a genetic collapse. But no, they are
wrong. You are not less than pure, you are something more. You are strong where the unchanged are weak, fast where they are slow—alive where nothing else can survive. Where they would keep themselves the same and change only their surroundings to conform to their wishes—by force if necessary—you know this is not always possible. You know that to survive means to adapt, and adapting is what you do best.

RACE

You may choose a race for which your character was before being changed by the wastes. You choose as many physical attributes of the race you were before, however, you much choose at least one “tell” from the list below. You may also choose to take the moves from your chosen race instead of your class moves.

LOOK

Choose at least one “tell” from the list:
• Inhuman Eyes, Unnerving Eyes, Watching Eyes.
Furry, No Hair, Strangely-Coloured Hair.
Hulking Posture, Flowing Posture, Twisted Posture.

STATS

Your maximum HP is 6+Constitution.
Your base damage is d8.

STARTING MOVES

Choose what type of mutant you are and gain the corresponding move:

Made Truly Alien
You get one of the level 2-5 advanced moves to start with.

Partially Changed
You get one starting move from another class, as long as it does not include spells or require multiple moves to be useful.

Hidden Changes
You can appear to be a normal member of another humanoid race when not using your mutations. If your disguise is subjected to any scrutiny, however, you will need to defy danger in order to hide your mutations.

You start with these moves:

Advantageous Mutations
Choose three abilities from the list below that reflect the advantages your mutations give you. When you employ an advantageous mutation employ, you must defy danger to make it work properly.

Sensitive Nose: You can Hunt and Track using just your excellent sense of smell.

Living Shield: You can grant your Armor bonus to both yourself and a single ally close to you.

Animal Vigor: Your vicious claws and teeth do class damage. You can swim well and hold your breath for long periods.

Dangerous When Cornered: When you suffer damage (after subtracting Armor) take +1 forward against that creature who injured you.

Strong Stench: Your stench revolts both allie and enemies. They deal -1 damage while they are close to you.

Blood Rage: When you suffer damage (after subtracting Armor) take +2 damage forward against that creature.

Unbreakable Grip: No-one can ever take items you are currently holding.

Self Sufficient: You don’t need to eat or drink and are not affected by poison. If a move tells you to mark off a ration just ignore it.

Vampiric Touch: Your touch causes 1d4 damage and heals you of the same amount.

Exposure to Twisting Forces
When you use your mutations to do something the other players and the GM agree is particularly clever or entertaining use your mutations to do something the other players and the GM agree is particularly clever or entertaining, gain 1 hold for unstable mutations. Your group should use this move to tell you how much crazy mutant action they want to see.

Unstable Mutations
When you are exposed to the mutating forces of the wastelands, and at the start of a session, roll+CON. •On a 10+, hold three. •On a 7-9, hold two. •On a miss, hold one and the GM will tell you how your body changes. Spend a hold to:

  • Change one of your advantageous mutations to a different mutation.
  • Use one of your advantageous mutations without a roll.

ALIGNMENT

Choose an alignment:

Chaotic
Defy the laws and customs of civilization.

Evil
Use your mutations to harm or terrorize.

Neutral
Make a friend.

GEAR

Your load is 8+STR.

Choose your defences:
  • Chaos armour (2 armour, 1 weight, cursed).
  • Scavenged armour (1 armour, 2 weight).
  • Shield (+1 armour, 1 weight).

Choose your arms:
  • Dagger (hand, 1 weight) and adventuring gear (1 weight).
  • Energy sword (close, 2 piercing, 1 weight).
  • Metal club (close, +1 damage, 2 weight).
  • Ray gun (near, 1 weight).

BONDS

Fill in the name of a companion in at least one:

_______________ has been a friend to me when others were prejudiced.
_______________ will help me create a new mutant civilization.
I must prove to _______________ that I am a person too!
I will show _______________ the secrets hidden in these ruins.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Acid Spit
When you spit acid (reach, 1 piercing) and deal damage, your target’s armour, if any, is reduced by one point.

Amphibious
You function just as well underwater as you do on land. If you’re making a move against a land lubber in the water, take +1.

Expanded Senses
You have additional senses or extendable sense organs (antennae, eyestalks, sonar, etc) that allow you to see in the dark, around corners, sense vibrations through the earth, and have a greater range of hearing, smell, and taste.

Extra Limbs
You have additional, prehensile limbs (arms, hair, tail, etc) which allow you to duel wield weapons (roll damage twice and discard the lower result).

Increased Mobility
If you take your time, you can stick to walls and squeeze through tight spaces.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

Natural Armour
Hardened skin, scales, or chitin gives you +1 armor.

Natural Weapons
When you hack and slash, deal +1d4 damage.

Noxious Cloud
You can produce a cloud of noxious gas or spores. Deal your damage to anyone caught within this cloud (including yourself, if appropriate).

Paralytic
You can paralyze another creature in your presence, through chemical emissions, hypnotic patterns, psychic waves, or some other method. When you target someone, roll+CHA. •On a 10+, they are paralyzed and you can still move about, as long as you maintain a link (eye contact, touch, etc). •On a 7-9, as long as you stay still, they cannot move.

Protected Senses
You are neither blinded by bright lights nor deafened by loud noises. You do not suffer vertigo and can ignore your senses of smell, taste, and touch if they displease you.
Regeneration
When you consume a ration, you heal half your maximum hit points. When you sleep, you recover all your hit points.

Third Eye
When you discern realities with your third eye, on a hit you can
also ask one of these questions:

  • What aspect here has the greatest potential for evil?
  • What aspect here has the greatest potential for good?
  • What is wrong with this and how could it be fixed?
Venom
When someone is affected by your venom (by ingesting it, being bitten, etc), deal your damage to them.

Webs
When you catch someone in your webs, they become immobilized.

Wings
You have wings of one type or another that allow you to fly.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Adaptive Mimicry
When you witness a monster move in action and imprint it on your brain witness a monster move in action and imprint it on your brain, roll+WIS. •On a 10+, you may add this move to your advantageous mutations, permanently. •On a 7-9, you may add this move to your advantageous mutation but for one use only.

Highly Unstable
In addition to the hold you get from unstable mutations, you get 1d4 extra hold at the start of each session.

Hyperaccurate Sensory Organ
Choose one of your senses, or develop a new one. When you discern realities using this sense, take +1.

Multiclass Initiate
Get one move from another class. Treat your level as one lower for choosing the move.

Multiclass Master
Get one move from another class. Treat your level as one lower for choosing the move.

Parasitic Feeding Patterns
When you deal your damage to another creature, you also heal yourself of 1d4 damage. This ability may be combined with Vampiric Touch.

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