Mutation
#mechanics #corruption #magic
Mutations are the physical and metaphysical repercussions of deigning to interfere with the shape of reality. Whether they are the result of a god slowly changing you into a more faithful avatar of its will or a being from beyond space and time reaching out into your body hoping to break into our world or the primal force of creation maintaining equilibrium by increasing your entropy in return for your decreasing of entropy earlier.
When your Integrity die is equal to your Void die, roll 2d6 and gain 1 Mutation at random, rerolling any repeats.
Mutations
2: Weakened Constitution - Your body bears not just metaphorical scars, but internal scar tissue around your lungs. You lose 1 Health permanently.
3: Parasitic Muse - While you may have been able to make the impossible possible, beings of infinite power have taken notice enough that one of them has decided to ride with you inside your own head. Your personal magnetism is evident to those around you. Taking the Allure Measure widens by 1.
4: Third Eye - In your desperate need to alter reality, you have succeeded in ways you did not anticipate. You grow a third eye in the middle of your forehead. You do not control this eye, but it does provide extra vision, heightening your awareness. Taking the Insight Measure widens by 1.
5: Cerebral Elongation - Your attempts to reorder the world have rebounded on you. The top of your head elongates into a cone shape as your brain swells. Taking the Intellect Measure widens by 1.
6: Unnatural Hunger - Your growing power comes at the cost of an unsettling hunger that can only be sated by consuming blood or raw meat.
7: Aura Perception - You now perceive magical auras. When in the presence of another being, you may Take the Intelligence Measure. On a Hit or Complication, you can determine if the being is capable of, in possession of, or enchanted by any magic. If you maintain focus for 1 round, you can identify the source of the magic (Arcane, Divine, Primal).
8: Sentient Shadow - You shadow mostly moves in unison with you, but occasionally it acts in ways that do not match your own movement. Occasionally you suddenly know information you do not ever remember learning. Whenever you Take the Intellect Measure to recall information, on a Hit the GM tells you one additional truth about the situation that your experience would not have.
9: Otherworldly Presence - Animals instinctively avoid you or act strangely in your presence. Creatures with animal intelligence (dogs, horses, birds) are uncomfortable around you but won't attack unprovoked.
10: Temporal Drift - Time moves slightly wrong around you. You're always slightly out of sync with the world. You reroll your Initiative each round.
11: Gravity Well - A localized point of high gravity travels beneath you at all times. Taking the Brawn Measure shrinks by 1, but whenever a target tries to move you against your will, they are knocked Off-Balance.
12: Haunting Presence - Wherever there are reflective surfaces or deep shadows, you see otherworldly presences that are constantly beckoning you to join them. You lose 1 Nerve permanently.