Editing
LeviathanTempest:ChapterFive
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===== Mutations ===== Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution. A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control. Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a favored Vestige as per their Leviathans' Strain. Lemashu must place a number of dots into their favored Vestige or universal Mutations equal to Depth -1, their Strain's starting Mutation does not count towards this requirement. The Favored Vestige doesn’t provide experience discounts on mutations. Not all mutations are cool powers. Hybrids must take two flaws to represent harmful side effects of their mutations. Neither of these flaws provide experience though they may take a third flaw which will provide experience as normal. Lemashu are not immune to harmful mutations but it's considerably rarer, they do not require any flaws but may take one as usual. ====== Sidebar: Genetic Mayhem, an Optional Rule ====== The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used for player characters unless the gaming group is confident they can manage them. The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice. The second is to allow players to take as many additional flaws as they want. The first additional flaw grants experience as usual. Extra Flaws – which must plausibly be the result of genetics – provide “genetic experience” which can only be spent on Mutations. The advantage of this system is that not all Hybrids or Strains of Lemashu are noted to be equally healthy, a fact which for simplicity's sake is not represented in the mechanics. As for what happens when a player has run out of room for Mutations but still has Genetic Experience: sadly that experience is useless, no one ever said genetic disorders were nice.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information