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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