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Revised Mutations (Complete, with Genesis)
Revlid
Thursday, January 26, 2012 2:54:39 AM(UTC)

EDIT: Now in Google Document form.

A WORLD THAT HATES AND FEARS THEM (what are mutations?)
Mutations are the mechanic used to model the inhuman abilities of characters in Exalted, ranging from natural traits (such as a cat’s fur or a raiton’s wings) to bizarre deformities inflicted by Sorcery or the Wyld.

SPECIES, GENUS, FAMILY, ORDER (what kinds of mutations are there?)
There are three kinds of mutations: physical, mental and spiritual.

Physical mutations are the most common, being used to model the strange bodily traits of a creature, such as a tail, extra arms, acid spit, wings, or blindness. They are the easiest to apply and remove; any existing mechanics that simply refer to “mutations”, without specifying, are considered to refer solely to physical mutations.

Mental mutations are used to describe the strange mental traits of a creature, such as an enhanced memory, intuition, lucid dreaming, telepathic communication, or a lack of free will. Notably, they are also used to model the various insanities that afflict the mind, such as addictions, delusions, obsessions, phobias, or hallucinations.

Spiritual mutations are used to detail the strange supernatural traits of a creature, such as spirit-vision, enlightened Essence, an aspected soul, nativity to a given realm, or even its material state. These are the only mutations that ever require enlightenment, and are the rarest.

I AM NOT AN ELEPHANT (what do mutations look like?)
Mutations are inherent properties of the body, part of a creature’s biology. They are not internal; unless specifically stated, each mutation (even mental or spiritual ones) is physically apparent, in one way or another.

This appearance is entirely customisable, however. The appearance and nature of a mutation can be almost anything; enhanced sight can express itself through glowing irises, overlarge eyes, slit pupils, coloured sclera, eyestalks, an inner eyelid, telescopic lenses, compound eyes, or anything else that the creature’s player and Storyteller judge appropriate.

Similarly, flight might be expressed through feathered, leathery, or insectile wings, or an inflatable air-sack, or natural propellers, or a partially gaseous body, or an organic, muscular jetpack. What matters is that the creature can fly, not how this expresses itself.

The difficulty to hide or disguise a mutation is generally equal to its cost in mutation points, and the pool to detect them is generally (Perception + Medicine), though Occult may also be used to detect mutations granted by specific supernatural beings, and Larceny or Awareness can be used to see through a disguise as normal.

YOU ARE SO BEAUTIFUL TO ME (what are appropriate mutations?)
The most common source of mutations in Creation is not mad science or rampant anathema; it is geography. Natural life is brought about by a balance of Essence, so introducing living beings to higher concentrations of a single aspect of Essence can induce mutations, as their body and soul adjust to the new conditions. Such concentrations of Essence can be found around demesnes, or within the marches of the Elemental Poles; currently, mechanics for it can be found in Exalted, pp. 283. This is how evolution occurs in Creation, permitted by the motes of colourless chaos sprinkled onto Creation’s night by the Silver Chair.

Such sources of mutation often include the phrase “appropriate mutations”. This phrase refers to mutations that would mechanically aid a creature’s survival in that environment (such as water-breathing in the West, or disease resistance in Metagaos) or that fit with the aesthetics and themes of that environment (such as red hair in the South, or a sickly complexion in a shadowland).

Ignore any references to mutations making a character less “real”.

MOTHERS ONLY HAVE TWO HANDS (how much do mutations cost?)
Mutations have their power and breadth measured in points, from a minimum of one to a maximum of six. Permanent mutations cost two experience per point, or two bonus points for three points. Removing a permanent mutation refunds this experience, in the same way as if a character lost a background they had paid xp for.

Temporary mutations do not cost experience, but (unless otherwise specified) no character can bear more than (Willpower + Essence) points of temporary positive mutations at once.

Where other texts refer to poxes, afflictions, blights and abominations, they are referring to one, two, four and six-point mutations, respectively.

SURVIVAL OF THE FITTEST (how powerful are mutations?)
Each mutation point is intended to be approximately as powerful as a single Specialty dot. Indeed, many outright mimic specialties, by offering a dice bonus equal to their cost to a single, specific area. The fact that each mutation point costs 1xp less than a single Specialty dot is balanced out by their inherent limitations (a mutation is unlikely to directly benefit a character’s swordplay or map-reading, for example), reduced malleability, and physically-apparent nature. Just as with Specialties, Storytellers are encouraged to use mutations as story-hooks; if a mutant has no sense of taste, an assassin attempting to poison them will be a greater threat.

The mutations presented here, despite being heavily customisable, are not a comprehensive list. If a player or Storyteller requires an effect that can’t be produced through these mutations, they are encouraged to create their own, using the existing mutations to cost their creation accordingly.

TIGHTLY COUPLED DANCE (how do mutations interact with other effects?)
Dice added by mutations do not count as dice added by Charms. However, dice added by mutations count toward the maximum number of dice (normally three) that can be added to a pool by specialties. Dots in other traits (such as Attributes) added by mutations do not increase that trait’s actual rating; the unmutated rating still determines dice caps, experience point costs, minimum Charm requirements, etc. As with all effects in Exalted, multipliers from mutations stack additively. The Exalted cannot gain additional health levels through mutations. If a Charm or Sorcery would provoke a roll-off against a mutation, the Charm-user gains (Essence) additional dice.

The Exaltations bond with humans, regardless of how altered they may be (though they seem to prefer baseline humans over mutants or altered races). Exalted Charms, therefore, assume their user has a human body-type. Due to this, an octopus-man Solar cannot create a Charm that specifically exploits his tentacles, though he could use normal Charms to enhance his actions with them as though they were regular limbs. To put it another way; Thunderclap Rush Attack can enhance a spiny tendril-strike just as well as a human fist, but “Spined Tendril Method” is not a valid Solar Charm.

Lunar (and to an extent, Abyssal) Charms can cheat their way around this limitation, thanks to the ease with which their native Charms permit them to take on an inhuman form, while Primordial Charms tend to ignore it entirely.

The Second Breath can remove any number of mutations, positive or negative; a player who wishes to have their Exalt come from a tribe of rotting mutants can do so without needing to give her the Failing Body mutation like her family, while one who wished to come from an artificial race with less need for food would not need to take (and pay for) the Small Appetite mutation like the rest of his race. Natural negative mutations can be bought off with experience even after character creation.

Infernal, Abyssal, and high-Breeding Terrestrial Exaltations can also add minor appropriate mutations as Natural traits, as the Green Sun Prince takes on a mark or two from his coadjutor, the Abyssal acquires some deathly deformities, or the Terrestrial's elemental blood shows through.

REFER TO APPENDIX (what about useless mutations?)
Cosmetic mutations, such as altered hair colours or vestigial fingers, are detailed below (under physical “Mien” mutations). They do not cost any mutation points, and therefore do not cost experience; only mechanically-relevant mutations ever cost anything.

This applies to all mutations that do nothing. If a mutation would provide an unstackable ability that the character already has, such as if an Abyssal with the permanent version of Restless as the Dead acquired the Sleepless mutation, or a character with no natural soak acquired the Weak Skin mutation, then it costs nothing. Similarly, if a negative mutation would further reduce a dice pool or trait that is already at zero, it is treated as a cosmetic mutation until that trait or dice pool increases such that it would be relevant.

AN UPWARD PROCESS (how can mutations be removed?)
There are a number of supernatural powers (ranging from Thaumaturgy to Charms) that allow the removal of mutations. Most of these rely on that mutation’s keyword; the majority of applied mutations are Shaping effects, and can therefore be removed by effects like Order-Affirming Blow or Ego-Infused Pattern Primacy.

A few, however, are applied through different means; the infectious mutations of the Rat-Eating Liver Boy are Sickness effects, for example, and must be removed as such. Some mental mutations are applied as though they were mental influence, and can be defended against or removed appropriately.

TREE OF LIFE (how are mutations presented?)
All mutations are presented using the format below.

Mutation Name
Cost: This is the mutation’s cost in mutation points; a mutation worth three points would have a listed Cost of 3pts. Sometimes, multiple costs will be included, with the varying effects detailed in the mutation’s text.

Keywords: This details the keywords relevant to the mutation’s effects (Exalted, pp. 183). Along with normal keywords such as Shaping or Sickness, there are a number of keywords exclusive to mutations, detailed below:

Physical/Mental/Spiritual: This is a physical/mental/spiritual mutation. A mutation possessing more than one of these keywords can fit into either category.

Appendage: This mutation takes the form of an external limb or organ of some kind. It can be disabled or amputated by Crippling effects in the same manner as any other limb, and doing so deprives the creature of its effects until it is healed. If a creature has multiple Appendage mutations, its player may choose to consolidate them (upon acquisition) into a single extra limb or organ.

Derangement: This mutation simulates madness in some way, whether a slight emotional imbalance or outright gibbering insanity. Derangements are always Negative and Mental mutations, and might be applied to particularly traumatized mortals as Natural mutations. While these mutations use the names of real-world conditions, they are not intended to simulate them in anything but the broadest sense.

Devolve (Mutation): This mutation is a Negative mutation. If it is taken alongside the mutation listed in brackets, it has none of its listed effects, and is not applied at all; instead, it simply serves to remove the listed mutation (or, if it has a scalable rating, as with most Adaptation mutations, reduce its rating by a number of points equal to its cost), refunding xp as normal. This applies even if the Devolve mutation came first.

Internal: This mutation is not expressed in the character’s appearance. It cannot be detected without an in-depth medical analysis or appropriate magic.

Natural: This mutation is an inherent part of the character’s natural form. It is not treated as a mutation for the purposes of other effects (such as those which remove mutations); striking one of the djala with Order-Affirming Blow will not cause them to grow in size, any more than it would cause a cat to lose its tail. This keyword automatically applies to any mutation that a character is born with. It can also refer to mutations that are not really mutations; derangements caused by trauma rather than the Wyld, or ambidexterity earned through practice rather than demesne-radiation.

Negative: This mutation applies a penalty of some sort to the character, rather than a bonus. As such, if it is a permanent mutation, it does not cost experience points; instead, it provides the character with a number of “free” mutation points equal to its own cost, which it can spend on positive mutations. Unless otherwise stated, negative mutations cannot be directly converted to experience points in the manner that removed positive mutations can. Where other texts refer to deficiencies, debilities and deformities, they are referring to one, two and four-point negative mutations, respectively.

Requires (Mutation): This mutation requires the mutation listed in the brackets as a prerequisite.

Stackable: When used on a mutation, this keyword indicates that it can be taken as multiple times; all other mutations can only be taken once per creature, with a scaling point cost. If the mutation in question has variants (such as Fast [Movement], which can affect different kinds of movement) then the Stackable keyword only permits the creature to have more than one of its variants, rather than stacking the same variant multiple times.

Thereafter follows a description of the mutation’s mechanical effects, and some suggestions as to how it might manifest itself.

DEOXY-RIBO-SOMETHING (what is the “M” value?)
A number of mutations use a value based off their own cost in mutation points. This is labelled “M”. So for a Natural Weapon that cost two mutation points, M would be two. The same applies to negative mutations; for Hallucinations worth three negative mutation points, M would be three.

FOR REFERENCE: NATURAL ATTACKS
Natural attacks are the “weapons” that are part of a character’s body; their fists, claws, feet, tentacles, etc. They are signified by the N tag, and function as detailed in Exalted (pp.373); a character cannot be disarmed of their natural attacks, they use Martial Arts (or Brawl), and can only be used to parry bashing attacks without using a stunt.

By default, every character has the following natural attacks:
Light Attack: Speed 5, Accuracy +1, Damage +0B, Defense +2, Rate 3, Tags N
Heavy Attack: Speed 5, Accuracy +0, Damage +3B, Defense -2, Rate 2, Tags N
Clinch Attack: Speed 6, Accuracy +0, Damage +0B, Defense —, Rate 1, Tags C, N, P



MUTATIONS INDEX
Below are listed a variety of mutations for use by players and Storytellers. They are divided into physical, mental and spiritual mutations, and further subdivided into thematic categories such as “Toughness” or “Community”; these latter categories are purely for ease of navigation, and have no mechanical impact.

PHYSICAL MUTATIONS
Physical mutations are split up into the following categories.

Adaptation mutations refer to those oddities that directly mimic a specialty.
Attack mutations refer to those oddities that enhance a creature’s natural attacks.
Healing mutations refer to those oddities that change a creature’s regeneration and immune system.
Hunger mutations refer to those oddities that affect a creature’s diet or breathing.
Life mutations refer to those oddities that evolve a creature’s basic functions.
Limb mutations refer to those oddities that alter the way a creature’s limbs work.
Mien mutations refer to those oddities that adjust a creature’s appearance.
Movement mutations refer to those oddities that vary the way a creature moves.
Sensory mutations refer to those oddities that transform the way a creature perceives things.
Size mutations refer to those oddities that increase or reduce a creature’s size.
Toughness mutations refer to those oddities that adapt a creature’s ability to resist damage.
Tropism mutations refer to those oddities that tamper with a creature’s other mutations.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 2:55:36 AM(UTC)

ADAPTATION MUTATIONS


ATTACK MUTATIONS


HEALING MUTATIONS


HUNGER MUTATIONS


LIFE MUTATIONS


LIMB MUTATIONS
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 2:57:02 AM(UTC)

MIEN MUTATIONS


MOVEMENT MUTATIONS


SENSORY MUTATIONS


SIZE MUTATIONS


TOUGHNESS MUTATIONS


TROPISM MUTATIONS
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 2:58:01 AM(UTC)

MENTAL MUTATIONS
Mental mutations are split up into the following categories.

Savant mutations refer to those oddities that directly mimic a specialty.
Capacity mutations refer to those oddities that change the creature’s intellectual capabilities.
Emotional mutations refer to those oddities that shift the creature’s emotional balance.
Integration mutations refer to those oddities that make the creature automatonesque, or part of a hive mind.
Madness mutations refer to those oddities that simulate some kind of insanity.
Psychic mutations refer to those oddities that expand the creature’s mind beyond the norm.
Reflection mutations refer to those oddities that alter the way the creature remembers and dreams.

SAVANT MUTATIONS


CAPACITY MUTATIONS


EMOTIONAL MUTATIONS


INTEGRATION MUTATIONS


MADNESS MUTATIONS


PSYCHIC MUTATIONS


REFLECTION MUTATIONS
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 2:58:57 AM(UTC)

SPIRITUAL MUTATIONS
Spiritual mutations are split up into the following categories.

Essence mutations refer to those oddities that alter the creature’s Essence.
Nativity mutations refer to those oddities that designate a creature’s origins.
Pneuma mutations refer to those oddities that expand the creature’s responses to spirits.
Virtue mutations refer to those oddities that change how a creature reacts to the shinmaic principles of Virtue.
Charm mutations refer to those oddities that specifically mimic a Charm of some kind.

ESSENCE MUTATIONS


NATIVITY MUTATIONS


PNEUMA MUTATIONS


VIRTUE MUTATIONS


CHARM MUTATIONS
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 2:59:54 AM(UTC)

IT WAS THE MONSTER MASH (the Genesis system)
What follows is a brief system for generating creatures using the mutations described above. Storytellers can use it to produce monsters as they please (though as with all mechanics the Storyteller interacts with, it is mostly a system of guidelines rather than outright restrictions), while players will sometimes gain access to Charms or other magic allowing them to produce monsters or animals, such as Goblin-and-Ghoul Manufacture, or Great Mother’s Wame. Characters can also craft their own monsters through Medicine, as described later.

Creatures created through the Genesis system, whether in the laboratories of disgraced Shogunate scientists, the island-wombs of Kimbery, or the mad dreams of the Wyld, each possess a rating. This “Genesis rating” determines a creature’s capabilities, providing them with points to spend on their traits and mutations. It also determines how difficult it is to create that creature; in this sense it acts as a rough analogue to an Artifact rating.

To design a creature, determine its Genesis rating, and then consult the creation template below (or vice-versa).

GENESIS CREATION TEMPLATE


ALL CREATURES GREAT AND SMALL (example creatures)
What follows is a few examples of mundane creatures that might be created through this method.

Bear (Genesis 4)


Crow (Genesis 3)


Horse (Genesis 3)


Siaka (Genesis 6)


Tyrant Lizard (Genesis 7)


Zombie (Genesis 2)


WE BELONG DEAD (making creatures with genesis and necrotech)
Building a creature from scratch requires a Medicine workshop of at least exceptional quality, along with raw materials with a total Resources cost equal to half the Genesis rating of the creature, rounded up to a maximum of five. Creatures with a Genesis rating higher than six also require ([Genesis rating - 5] ÷ 3) appropriate exotic ingredients, rounded up to a maximum of five. Such creatures are not actually artifacts, but require a similar degree of exotic investment. Examples of exotic ingredients might include demon's blood, the hair of an animal avatar, or divine fire for incubation. A prospective genitor cannot build a creature with a Genesis rating more than twice his Occult rating (plus any relevant specialties).

Making the creature is an extended roll, with an interval of one month and a cumulative difficulty of (Genesis rating x 10). It uses dice pool of (Intelligence + Medicine), at a difficulty of (Genesis rating + 2). A botch halves the number of currently accumulated successes or decreases it by (Genesis), whichever would be higher; if this would reduce the accumulated successes below zero, the creation fails, and any resources expended on it are wrecked. Despite not being a craft project, the difficulty of making creatures through Genesis can be decreased with existing plans as normal.

When the roll is complete, the creature is birthed, decanted, solidified, hatched, animated, or whatever word best describes the process of its completion. Just as with other mundane crafts, genesis (or necrotech) creations require no expenditure of experience points on the part of their creator, unless such a creature becomes part of a Background; a Familiar or Follower or Ally, in which case it is tied to them and costs experience points as normal for that Background.

EVERY LIVING CREATURE THAT MOVES (creating a race)
Creating a new species functions in the same way as creating a single creature, but in bulk; a creator can produce multiple examples of a single template for which she possesses existing plans with a single extended roll. Doing so increases the effective Genesis rating of the creature for the purpose of calculating the cumulative difficulty and Resources cost by (number of additional creatures x [Genesis rating ÷ 5]), rounded up. Therefore, creating eight Genesis 2 creatures would effectively be a Genesis 9 project for the purposes of cumulative difficulty and resources cost, while creating four Genesis 7 creatures would effectively be Genesis 15 for those purposes.

SECRET OF THE OOZE (applying mutations to existing characters)
Another way to use Genesis is to apply physical mutations to an existing creature. Whether adding wings to a horse, hooves to a bird, or a drooling carnivorous maw to a bonsai tree, applying mutations requires a subject who is either willing, or restrained for the duration of the operation. A genesis operation requires exceptional Medicine tools or a fine Medicine workshop, as well as raw materials with a Resources value of (M - 1), to a minimum of 1 and a maximum of 5. Such an operation can take many forms; one genitor might take to a patient with thaumaturgically-infused scalpels and syringes, while a less sophiscated practitioner might daub the ritually tattooed shoulderblades of a subject in gooseblood and have him consume nothing but quills and egg-whites. Floaty tubes of indeterminate liquid were a common element in the First Age.

Whatever its form, this kind of Genesis operation is an extended roll with an interval of (M) days, a difficulty of (M + 3), a cumulative difficulty of (M x 5) and a dice pool of (Intelligence + Medicine). Although multiple mutations can be applied with a single operation (with their costs combining to form M for the purposes of the operation), the maximum cost of mutations that can be applied in a single operation is equal to the genitor’s (Occult +1). Negative mutations reduce the total cost of these mutations for the purposes of determining difficulty, but count toward the total cost for the purposes of determining cumulative difficulty, intervals, and how many mutations can be applied in a single operation.

The creature suffers (M) unsoakable dice of lethal damage at every interval, making death mid-operation a very real risk; this is effectively internal surgery, and carries all those risks (Exalted, pp. 137), whether through the patient bleeding out on the slab, or having feathers grow into the lining of the stomach.

As such, pausing the operation to administer medical aid (or simply go back to the biothaumaturgic drawing board) is not unusual. The genitor may put the operation on hold mid-interval, though he loses one of his accumulated successes for every day (past the first in a given interval) that he is not actively working on the operation. The creature is not treated as being at rest for the purposes of healing while it is being worked on. A genitor with access to an appropriate workshop (i.e. a surgery or actual genesis-lab) can double the length of the interval to reduce the difficulty of the roll by one.

Once the operation is complete, the mutations fully manifest (or set in, or become functional) over the next (M) days, at a rate of one mutation point per day. As permanent mutations, they cost experience points, paid as a Training effect. Physical mutations applied through Genesis carry the Natural keyword.

MY DAD’S DENIM TROUSERS (inheriting mutations)
By default, all permanent mutations can be passed on to a creature's offspring, regardless of their source; this is the foundation of the mutant tribes produced by demesnes and marches. So long as two creatures share a common ancestor, they can breed (and even such loose distinctions are removed by the Wyld); a cat that has developed an octopus-beak and a tentacle-tail can breed perfectly well with an ordinary moggy. Generally, the Storyteller should combine the total points of mutations possessed by both parents, and then divide this total by two (rounded up) to determine the child's mutation points; in the cat example given earlier, the kitten might have an octopus beak, but lack a tentacle tail; with a few more generations, the mutations might be almost entirely bred out.

This is only a guideline, however; Storytellers should feel free to dictate different terms of inheritance as they please, excluding certain mutations or sources of mutation from being inherited, allowing children with "all the strengths, and none of the weaknesses", or producing consequences for inbreeding with heretofore-unseen negative mutations.

The obvious exception to the "all mutations are inheritable" rule is for mutations that are not actually mutations, but simply used to represent different effects; amputated limbs, addictions, prosthetics, enlightenment, trauma (physical or otherwise), or learned skills such as improved memory.

For reference, here are a few examples of how engineered races, beastmen, or mutant tribes of the Age of Sorrows would be built in character creation:

Air People: Enhanced Sight (1), Flier (4), Glider (4), Fragile (-3) = 4bp
Dune People: Albino (0), Night Vision (2), Sunlight Allergy (-1), Sunlight Sensitivity (-1) = 0bp
Earth People: Lethal Light Attack (2), Slate Skin (0), Superior Soak (2), Wall-Crawler (2) = 4bp
Sea People: Natural Swimmer (4), Water Breather (2) = 4bp
Tree Folk: Ambidexterity (1), Green Skin (0), Omnidexterity (2) = 2bp
Djala: Ambidextrous (1), Longevity (3), Spotted Skin (0), Small (-1) = 2bp
Arczeckhi: Enhanced Hearing (1), Fast Running (1), Forest Native (1), Lethal Attacks (3), Night Vision (2), Lacking Compassion (-1), Personal Detachment (-1) = 4bp
Snakemen: Desert or Forest Native (1), Enhanced Smell (1), Lethal Clinch (2), Natural Armour (1), Cold Sensitivity (-2) = 2bp

EVEN GOD HAS A SENSE OF HUMOUR (further mutations)
Again, the list of mutations above is not comprehensive, and likely never can be; if a player or Storyteller requires an effect in their mutations that is not catered for above, or needs to be more specific, they should feel free to create their own mutations, using the guidelines provided. On the other end of the scale, if Storytellers feel their players are abusing the intent of this system, they are encouraged to find ways to trip them up with the logical holes in their creations, or else simply put their foot down and ban certain combinations; all efforts have been made to keep the system balanced, but the ingeniousness of gamers knows no boundaries.

INDISTINGUISHABLE FROM BADLY-WRITTEN SCIENCE (charms)
Below are seven Charms designed to interact with the Genesis system, for Solars, Abyssals and Infernals. Terrestrials and Sidereals have less call for such native magics, while Lunars have one of the greater claims to such Genesis-powers, but are pending errata. The Alchemical Charm Integrated Genesis System is unchanged, but replaces references to "Craft (Genesis)" with "Medicine" or "the Genesis system", as appropriate.

Other than the effects presented below, Genesis-relevant Charms might reduce the minimum ratings necessary for a roll, reduce the investment (exotic and otherwise) necessary for each project, allow the addition of unique mutations or actual magic to a creature, ensure certain intimacies or Motivations in a creation, or other effects. As a major obstacle and balancing-point of the theoretically-unlimited creature-building facet of the Genesis system is its relatively high difficulty, effects that substantially reduce (or entirely eliminate) this difficulty should be subject to serious consideration.

Altered Solar Charm!
SCIENCE OF MUTATION


New Abyssal Charms!
BONE-AND-CERAMICS ANIMATION


MORBID MONSTER REMODELING


New Kimbery Charms!
GREAT MOTHER'S WAME


TEEMING SEA-HAG PLURIPAROSITY


SWALLOWED CHILDREN REBORN


FORGIVENESS IN FORM


This entire post written with thanks to Dustin Shampel, who wrote the original necrotech mechanics it pillages so heavily from.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 3:01:44 AM(UTC)

So yeah, this is the start (and hopefully, bulk) of my attempt to tackle mutations, and pull them together into a more cohesive and customisable system. All commentary is, as ever, welcome!

If all goes well, and I get mental and spiritual mutations done, I'll get started on the Genesis system mentioned once or twice above; basically consolidating Necrotech and Genesis into a single "build a monster" system.

Which, not coincidentally, will also have applications to my ideas for raksha shaping combat.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
notthepenguins
Thursday, January 26, 2012 3:26:47 AM(UTC)

Revlid wrote:
So yeah, this is the start (and hopefully, bulk) of my attempt to tackle mutations, and pull them together into a more cohesive and customisable system. All commentary is, as ever, welcome!

If all goes well, and I get mental and spiritual mutations done, I'll get started on the Genesis system mentioned once or twice above; basically consolidating Necrotech and Genesis into a single "build a monster" system.

Which, not coincidentally, will also have applications to my ideas for raksha shaping combat.
This. This is really cool.
Once, there was a maiden...
who spent all her time on the internet.
"Someone out there is WRONG," she said.
So she tossed a noose made of golden light...
and strangled her opponent.
Both of them died alone.
"Love is for football players and cheerleaders," her obituary said.


I've promised to provide feedback to anyone whose Exalted-forum-based work is being ignored. PM me if you want my opinion on whatever you've done.
Tiresias
Thursday, January 26, 2012 4:02:02 AM(UTC)

Revlid wrote:
an organic, muscular jetpack.


Well, you have my unconditional approval.
Kukla
Thursday, January 26, 2012 4:17:28 AM(UTC)

Size mutations continue to be difficult to implement cleanly, I see.
Come check out Myriad Song, a retro-styled science fiction RPG. Or, go straight to our Kickstarter.
Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Revlid
Thursday, January 26, 2012 4:28:48 AM(UTC)

Kukla wrote:
Size mutations continue to be difficult to implement cleanly, I see.
They're troublesome but necessary, yes.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
The Invisible Voice
Thursday, January 26, 2012 4:50:40 AM(UTC)

I've started working on something similar, albeit more slowly, for a similar end. I wonder if I should wait until you do the brunt of the work and see if I want to adapt yours, or finish mine and then check back to see how similar our designs are.
Kukla wrote:
Congratulations! You're dumb as hell! You win a free Mardukth!

WarDragon
Thursday, January 26, 2012 5:40:33 AM(UTC)

Pray continue, sir.
Sometimes it helps to ask yourself, "What Would The Ebon Dragon Do?" and then do the opposite of that.
-Luna (speaking through Wise Old Guru)
Schleiermacher
Thursday, January 26, 2012 12:58:16 PM(UTC)
This is wonderful.
vegetalss4
Thursday, January 26, 2012 1:22:15 PM(UTC)

This is seems like great work.
JimB wrote:

What? Goofy? How is goofy the usual fashion around here? We're always as solemn and serious as mourners at the pope's funeral. I'd never be silly or ironic around here: That would be disrespectful to the inherent dignity and gravity of our shared hobby of playing make-believe superheroes.
Arrghus
Thursday, January 26, 2012 2:06:36 PM(UTC)

Cool, flexible and powerful, but a little boring, reference-rain aside. Is there any way to spruce it up, you think?
Arrghus will never threaten to stab you, and in fact, cannot hate. Arrghus has begun using 'zon' instead of he, she, his, her, etc.. There is no reason for this, it's just silliness.

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Author of the Slayers Style Spell Chants and Personalizing Solar Charms threads.
Kukla
Thursday, January 26, 2012 2:46:47 PM(UTC)

Revlid wrote:
Kukla wrote:
Size mutations continue to be difficult to implement cleanly, I see.
They're troublesome but necessary, yes.
Necessary indeed, and damn the square-cube law. It looks like there are some typoes, tho. :C

So, to be clear - after someone spends 20 mutation points on Large, they've:
  • Multiplied their size in every dimension by six.
  • Have +20 to Strength and Stamina.
  • Have +20 to Move and Dash speed.
  • Have 5 each of -0, -1, -2, -3, and -4 health levels
  • Have -20 to their Dodge, Parry, and Stealth pools, as well as fine manipulation pools
  • Have 10 yards of close combat reach, which is a little strange because they aren't even ten yards tall?


And - once you spend 4 mutation points on Small, you have reduced your size by 100% and no longer exist. So I'm not sure how that works.
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Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Synapse
Thursday, January 26, 2012 2:48:21 PM(UTC)

Shifting is all the wonders for me. Is it new to Rev's Revision?
ShadowDragon8685 wrote:
...never miss a good riot. It's like missing a Cynis orgy.

So she didn't lose her head after all.
Octopoid
Thursday, January 26, 2012 2:58:35 PM(UTC)

Revlid, I love you.
Mockery wrote:
DISCLAIMER: I am obviously not a well-rounded sample group unto myself. And while Maddy has a more sizeable sample population, it obviously contains its own population biases. So does Octopoid's. Neither of theirs--nor this forum!--are really inherently representative of the player base as a whole.
Raziere
Thursday, January 26, 2012 3:15:07 PM(UTC)

Cosmetic mutations are free eh?

Cool, if only for that. and if its more customizable than the current mutation system, then I'm really going to like it, cause its customizable as it is already, so something even more customizable will be even better.
Sol give me the Temperance to accept the things I cannot change. Valor, for the things I can, and the wisdom to tell the difference.

Raziere Project Index
Taliesin
Thursday, January 26, 2012 3:34:37 PM(UTC)

I like it alot. Revlid, when my group tackles Lunars, may we plunder your ideas for our revision?
Sojiko: Best theory I've heard on that topic yet, Taliesin. Nice one.
Eldagusto: That is Awesome!
Kukla: You own, Taliesin. :D
ATrainToCatch: My God, that was more than I could wish for! Thank you very much! You are awesome!


Exalted Rewrite:
Rules (Rules-pdfs in the first post)
Background
Imrix
Thursday, January 26, 2012 3:37:53 PM(UTC)

Revlid wrote:
organic, muscular jetpack.
Birds have wings. Man has jetpack.
Revlid wrote:
By default, every character has the following natural attacks:
Light Attack: Speed 5, Accuracy +1, Damage +0B, Defense +2, Rate 3, Tags N
Heavy Attack: Speed 5, Accuracy +0, Damage +3B, Defense +0, Rate 2, Tags N
Clinch Attack: Speed 6, Accuracy +0, Damage +0B, Defense —, Rate 1, Tags C, N, P
Ignoring, for a moment, that the proper names are Punch, Kick and Clinch, the values here are wrong. Kick attacks have a defense of -2.

Other than that, I really like it.

And seriously, I've tried contacting you every which way I can think of. Can you please at least tell me what's going on?
Aleph
Thursday, January 26, 2012 4:42:10 PM(UTC)

Kukla wrote:
And - once you spend 4 mutation points on Small, you have reduced your size by 100% and no longer exist. So I'm not sure how that works.

25% reduction in size x 4 does not equal 0. Effectively, you're multiplying your height by 0.75 each time.

So with a starting height of 175cm (5'9"), the first purchase takes you down to 131cm (4'4"). The second takes you further down to 98cm (3'3") and by the third you're 74cm (2'5"). Finally, with the fourth point, you're left at a miniscule 55cm (1'10"), and can probably be dropkicked some considerable distance by anyone with an urge to play midget football (looking at you, First Age Celestials).

As to the Large values, there you're multiplying your height by 1.25 each time. So with 20 mutation points sunk on it, you'd be a towering 151 metres tall - verging on 500 feet.

At a more reasonable estimate, 4 purchases of Large take you to 4.27m, or 14 feet. Scary, and probably large enough to look in through first floor windows. A good-sized "giant mutant" for players to fight, more than twice the size of any normal human.
"Adorjan is a 5000-year old, Kit is 17. That fails the Half Age +8 Test so bad that there has to be a new category for it."
-- Earthscorpion, referring to my Scourge's schoolgirl crush on her patron.


"Fanfiction is what literature might look like if it were reinvented from scratch after a nuclear apocalypse by a band of brilliant pop-culture junkies trapped in a sealed bunker."
Synapse
Thursday, January 26, 2012 5:04:59 PM(UTC)

For calculation simplicity, your Small Size is 0.75^M and your Large Size is 1.25^M (up to 20). You can choose your final size and calculate the necessary mutation with a simple logarithm.
ShadowDragon8685 wrote:
...never miss a good riot. It's like missing a Cynis orgy.

So she didn't lose her head after all.
Imrix
Thursday, January 26, 2012 5:13:37 PM(UTC)

No, for calculation simplicity you simply realize that the multipliers are applied one after another, not all at once. So, you reduce your size by 25% with the first purchase, and then you reduce your new size by a further 25% with the second purchase. Or at least, that's how you write it to avoid mutating yourself smaller than the minimum existence threshold.

Jeeze, you people with your decimals and your ^'s.

EDIT: I think Revlid rewrote those mutations
Kukla
Thursday, January 26, 2012 5:33:21 PM(UTC)

I know what an exponent is, and the functions described in the Large and Small mutations are not exponential growth. They are clearly linear functions, piecewise linear for Large, and for the Small mutation that culminates in dropping to zero for M=4, so THPPPPT. :P Anyway, I'm sure Revlid will fix it whenever he pops on nexxt.
Come check out Myriad Song, a retro-styled science fiction RPG. Or, go straight to our Kickstarter.
Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Revlid
Thursday, January 26, 2012 5:38:21 PM(UTC)

Size mutation is altered a bit.

To clarify; the increase in size and weight is done all at once.

So if you purchase a 5-point Large, your size will increase by 125% (to 225%).
While a 12-point Large will increase it by 600% (to 700%)

Assuming a base height of six foot for simplicity...

Large 0 = 2 yards tall = 6 feet tall
Large 1 = 2.5 yards tall = 7.5 feet tall
Large 2 = 3 yards tall = 9 feet tall
Large 3 = 3.5 yards tall = 10.5 feet tall
Large 4 = 4 yards tall = 12 feet tall
Large 5 = 4.5 yards tall = 13.5 feet tall
Large 10 = 7 yards tall = 21 feet tall
Large 16 = 18 yards tall = 54 feet tall
Large 20 = 22 yards tall = 66 feet tall
Large 24 = 38 yards tall = 114 feet tall
Large 30 = 47 yards tall = 141 feet tall
Large 40 = 82 yards tall = 246 feet tall

Meanwhile, Small has been clarified, as I realized that the Devolve keyword that I myself had written allowed me to ignore any need to account for larger creatures, herp derp.

Imrix wrote:
Ignoring, for a moment, that the proper names are Punch, Kick and Clinch, the values here are wrong. Kick attacks have a defense of -2.
Fixed.

"Punch" and "Kick" seemed a bit nonsensical in a system that expects the use of tentacles, blade-arms, hooves, crab-claws, and miscellaneous pseudopodia. Taking the bash-em-up naming scheme feels more appropriate.

Imrix wrote:
And seriously, I've tried contacting you every which way I can think of. Can you please at least tell me what's going on?
I should be able to get on Steam tomorrow. It's been a bit... hectic, over here.
Synapse wrote:
Shifting is all the wonders for me. Is it new to Rev's Revision?
Yep.
Taliesin wrote:
I like it alot. Revlid, when my group tackles Lunars, may we plunder your ideas for our revision?
Inspiration is a fundamental part of any writing.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Kukla
Thursday, January 26, 2012 5:49:25 PM(UTC)

Revlid wrote:
So if you purchase a 5-point Large, your size will increase by 125% (to 225%).
While a 12-point Large will increase it by 600% (to 700%)

Assuming a base height of six foot for simplicity...

Large 0 = 2 yards tall = 6 feet tall
...
Large 20 = 22 yards tall = 66 feet tall
You jumped from 'each point is a 25% increase' to 'each point is a 50%' increase between the 5 point and 12 point modes. Dude what?
Come check out Myriad Song, a retro-styled science fiction RPG. Or, go straight to our Kickstarter.
Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Imrix
Thursday, January 26, 2012 6:13:28 PM(UTC)

Revlid wrote:
"Punch" and "Kick" seemed a bit nonsensical in a system that expects the use of tentacles, blade-arms, hooves, crab-claws, and miscellaneous pseudopodia. Taking the bash-em-up naming scheme feels more appropriate.
Agreed, just thought it warranted comment.
Revlid wrote:
I should be able to get on Steam tomorrow. It's been a bit... hectic, over here.
Hectic. For four months? Jeeze, this'll be an interesting story.
Revlid
Thursday, January 26, 2012 6:30:30 PM(UTC)

Kukla wrote:
Revlid wrote:
So if you purchase a 5-point Large, your size will increase by 125% (to 225%).
While a 12-point Large will increase it by 600% (to 700%)

Assuming a base height of six foot for simplicity...

Large 0 = 2 yards tall = 6 feet tall
...
Large 20 = 22 yards tall = 66 feet tall
You jumped from 'each point is a 25% increase' to 'each point is a 50%' increase between the 5 point and 12 point modes. Dude what?
I said I had made changes.
Revlid wrote:
To hell with the square-cube law! There are no limits on this mutation’s maximum cost. The creature’s size and weight increase; if (M) is 10 or less, they increase by (M x25)%. If (M) is 20 or less, they increase by (M x50)%. If (M) is 30 or less, they increase by (M x75)%. If M is more than 30, they increase by (M x100)%.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Kukla
Thursday, January 26, 2012 6:31:34 PM(UTC)

"I MUST FIGHT THE ERRORS," said Kukla.
"NO, KUKLA," said Revlid. "YOU ARE THE ERRORS."
And then Kukla was a derp.
Come check out Myriad Song, a retro-styled science fiction RPG. Or, go straight to our Kickstarter.
Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Brasstreader
Thursday, January 26, 2012 6:47:29 PM(UTC)

Simple. Clean. Pure.

This will work. Most excellent.
"The true interest of an absolute monarch generally coincides with that of his people. Their numbers, their wealth, their order, and their security, are the best and only foundations of his real greatness; and were he totally devoid of virtue, prudence might supply its place, and would dictate the same rule of conduct."
— Edward Gibbon, The Decline and Fall of the Roman Empire, Chapter V .... in reaction to the Solars in the First Age.
vegetalss4
Thursday, January 26, 2012 6:53:34 PM(UTC)

Might I suggest that the limit on the number of cosmetic mutation a being can be given be changed to the number of functional mutations the source can give instead of the number it does give?
JimB wrote:

What? Goofy? How is goofy the usual fashion around here? We're always as solemn and serious as mourners at the pope's funeral. I'd never be silly or ironic around here: That would be disrespectful to the inherent dignity and gravity of our shared hobby of playing make-believe superheroes.
Revlid
Thursday, January 26, 2012 7:49:20 PM(UTC)

vegetalss4 wrote:
Might I suggest that the limit on the number of cosmetic mutation a being can be given be changed to the number of functional mutations the source can give instead of the number it does give?
Done.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Lafing Cat
Thursday, January 26, 2012 8:39:44 PM(UTC)

I had a character in the old system who could only live on prayer. This was a 2 point negative mutation.

If I wanted to replicate that in your current system, it seems like I would need to take the 2 point expanded diet along with the 2 point restricted diet, netting me 0 points for starving to death if people stopped praying to me.

This doesn't really seem appropriate to me.


Weird Body lists its cost as "1-2 points" but has no information about when each cost is appropriate.

The costs on flight/wall-walking don't seem logical. Why is it more expensive to cling to a wall than it is to just hover next to it? (Flight doesn't restrict hovering or anything)
Resident Forum Prism Cat

Sanctaphrax
Thursday, January 26, 2012 8:45:56 PM(UTC)

I haven't read this yet. I just want to say that I'm very much looking forward to it, because mutations interest me enough that I was considering my own rewrite. You've saved me the trouble.

I have high hopes. Please don't let me down.
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Kelly Pedersen
Thursday, January 26, 2012 9:05:51 PM(UTC)

I like this a lot! Overall, looks flexible, reasonably balanced, and cool. I look forward to seeing the mental and spiritual ones.
Just a couple criticisms, though:

Revlid wrote:

(Emotion) Sense
Cost: 2pts; Keywords: Physical, Stackable
The creature can use one of its senses to detect a single variety of base emotion, such as fear, anger, lust, or joy. This mutation can grant the ability to detect a complex, societal “emotion”, such as love, loyalty or schadenfreude, but doing so removes the Physical keyword and replaces it with Spiritual.


While I think the 2-point version is reasonable for a single sense, I'm not sure of the flat scaling here - it seems to me that it would be reasonable to offer an "empathic sense" mutation that simply allowed you to detect any emotions. Now, I'll admit that I'm not sure that 6 points would be quite cheap enough for this, though - perhaps make it a separate, 6-point mutation, that has one or two (Emotion) Sense mutations as prerequisites?

Revlid wrote:

Natural Shield
Cost: 2-4pt; Keywords: Physical, Requires Blade Proof
Shield-like protrusions or cartilage hooks or a ragged membrane of misdirection allow the creature to better defend against its opponents. One of the creature’s natural attacks increases its Defense value by (M ÷ 2), rounded down.


While I certainly agree that this mutation is mechanically necessary, I'd argue that the name should be changed - shields already exist in the system, and have a different mechanical effect, so calling this "natural shield" could cause confusion when players buy it expecting to get something that actually functions like a shield. I'd suggest Enhanced Natural Parry, instead.
I think there is room for a "Natural Shield" mutation as well, though. I'd cost it as 2 points for a buckler-equivalent, 4 points for a medium shield, and 6 points for a tower shield.

Revlid wrote:

Internal Mutation
Cost: (M)pts; Keywords: Physical, Internal, Requires (Physical Mutation)
This mutation alters whatever its prerequisite is, adding the Internal keyword to it. It cannot be applied to mutations that have the Appendage keyword. Its cost is equal to the cost of its prerequisite.


I have to question the pricing on this one. A cost equal to the basic mutation just doesn't feel justified, IMO. For instance, that would put all of the "duplicate a speciality" mutations as actually costing more XP than the equivalent specialty. I suggest making the cost of Internal Mutation be (M/2), round down, minimum 1.

Another mutation to add to the Movement category would be "Burrower", for creatures that can tunnel beneath the ground. Suggested writeup:

Burrower
Cost: 2 or 4 pts; Keywords: Physical
The creature can tunnel through soil, sand, or other soft earth, using digging claws, a drill attached to its head, or by altering the earth to the consistency of water to allow it to "swim" through. At the 2-point version, this allows the creature to move (Dex) yards as a miscellaneous action with a -2 to DV. The 4-point version allows the creature to make normal Move or Dash actions through soft earth.

Stone-Mover
Cost: 2 pts; Keywords: Physical, Requires Burrower
This mutation expands Burrower, allowing the creature to not only move through soft earth, but even solid rock. The creature can only move through rock at half the speed that Burrower allows them to move through soft earth, however.

Tunneller
Cost: 4 pts; Keywords: Physical, Requires Burrower
The creature can not only dig, its burrows are structurally sound enough that they remain open behind them, allowing others to travel in the same path. Tunnels remain open for the scene, then collapse, unless appropriate Craft rolls are made to stabilize them.
Exploding Frogs
Thursday, January 26, 2012 9:06:01 PM(UTC)

When a mutation has as its prerequisite a mutation that merely grants an ability the character already has (like an Exalt taking Regenerating Limbs, which has a prerequisite of Superior Healing, which grants...the ability to heal like an Exalt) do you disregard the prerequisite, treat it as a costless cosmetic mutation as outlined under Refer To Appendix, substitute a different prerequisite, or simply rule that the character can't take that mutation on the grounds that their native magic is probably better anyway? Or is there something I'm missing?

EDIT: Just realized that I answered my own question. Real brain fart, there...Still, making the prerequisite costless as opposed to waiving it entirely strikes me as somewhat inelegant, especially considering that for all mechanical purposes, it's exactly the same thing. One might as well save the space on the character sheet and/or Storyteller notes.
DoggieBert
Thursday, January 26, 2012 9:16:59 PM(UTC)

Overall I like this a lot, but I have a few comments.

The Penetrating Attack mutation is always worse than the Natural Weapon mutation. Making Penetrating attack (2*M) seems too good, but maybe (M+1) or granting Expanded Penetration for free might work.

Should the Additional Arm mutation have the stackable keyword, or is this effect supposed to represent any number of extra appendages?

The Alternate Form mutation has the Negative keyword, but it seems like a beneficial mutation. Imagine a mutant who interacts normally with other humans, but can then spawn webbed feet and gills when he goes into the water without anyone being the wiser.
Revlid
Thursday, January 26, 2012 9:39:16 PM(UTC)

Lafing Cat wrote:
I had a character in the old system who could only live on prayer. This was a 2 point negative mutation.

If I wanted to replicate that in your current system, it seems like I would need to take the 2 point expanded diet along with the 2 point restricted diet, netting me 0 points for starving to death if people stopped praying to me.

This doesn't really seem appropriate to me.
Seems fine to me. Rather than starving to death if you can't eat, you starve to death if no-one prays to you. A one-for-one exchange.

Lafing Cat wrote:
Weird Body lists its cost as "1-2 points" but has no information about when each cost is appropriate.

Editing relic. Fixed! Thanks for the catch.

Lafing Cat wrote:
The costs on flight/wall-walking don't seem logical. Why is it more expensive to cling to a wall than it is to just hover next to it? (Flight doesn't restrict hovering or anything)
Flier requires the Glider mutation, which makes it effectively worth eight points. That said, the scaling does seem off. I'll take another look at the costing on both Flier and Wall-Crawler in the morning.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 9:46:32 PM(UTC)

Kelly Pedersen wrote:
While I think the 2-point version is reasonable for a single sense, I'm not sure of the flat scaling here - it seems to me that it would be reasonable to offer an "empathic sense" mutation that simply allowed you to detect any emotions. Now, I'll admit that I'm not sure that 6 points would be quite cheap enough for this, though - perhaps make it a separate, 6-point mutation, that has one or two (Emotion) Sense mutations as prerequisites?
I don't object to it on any fundamental grounds. I'll consider adding such a mutation later.

Kelly Pedersen wrote:
While I certainly agree that this mutation is mechanically necessary, I'd argue that the name should be changed - shields already exist in the system, and have a different mechanical effect, so calling this "natural shield" could cause confusion when players buy it expecting to get something that actually functions like a shield. I'd suggest Enhanced Natural Parry, instead.
I think there is room for a "Natural Shield" mutation as well, though. I'd cost it as 2 points for a buckler-equivalent, 4 points for a medium shield, and 6 points for a tower shield.
I'll change the name to Natural Defense, but I'm not going to add Natural Shield, as shields basically do the same thing, but worse.

Kelly Pedersen wrote:
Revlid wrote:
Internal Mutation
I have to question the pricing on this one.
You have a point. I'll take a second look.

Kelly Pedersen wrote:
Another mutation to add to the Movement category would be "Burrower", for creatures that can tunnel beneath the ground.
Blast, I knew I'd missed something. Thanks for pointing out the gap, I'll be sure to add them when I've got time.

Kelly Pedersen wrote:
Suggested writeup:
Very neat.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Revlid
Thursday, January 26, 2012 9:47:36 PM(UTC)

DoggieBert wrote:
The Penetrating Attack mutation is always worse than the Natural Weapon mutation. Making Penetrating attack (2*M) seems too good, but maybe (M+1) or granting Expanded Penetration for free might work.
oh god how did I even miss that

Adding "Penetrating Attack" to the list of things to be looked at.

DoggieBert wrote:
Should the Additional Arm mutation have the stackable keyword, or is this effect supposed to represent any number of extra appendages?
Mistake, fixed.

DoggieBert wrote:
The Alternate Form mutation has the Negative keyword, but it seems like a beneficial mutation. Imagine a mutant who interacts normally with other humans, but can then spawn webbed feet and gills when he goes into the water without anyone being the wiser.
Editing relic, fixed.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Omicron
Thursday, January 26, 2012 9:48:18 PM(UTC)

I have a sudden urge to play a Slayer with Devil-Tyrant Avatar Shintai and 20 points of Mutation: Large.

Also this looks very cool.
Characters, setting hooks and other things of mine.
Chaka wrote:
Thief-of-Faces wrote:
Oh my God.

What the Hell happened in this thread?
HAPPY INTERNATIONAL WOMEN'S DAY EVERYBODY

Revlid
Thursday, January 26, 2012 9:54:01 PM(UTC)

Exploding Frogs wrote:
Still, making the prerequisite costless as opposed to waiving it entirely strikes me as somewhat inelegant, especially considering that for all mechanical purposes, it's exactly the same thing. One might as well save the space on the character sheet and/or Storyteller notes.
Frankly, the main reason I'm leaving them in is because it seems like "costless but still present" is less likely to lead to mechanical screw-ups on my part. If a Storyteller wants to just leave them off the character sheet, I'd encourage him to go right on ahead.
W.H. Auden wrote:
To present the conflict between Good and Evil as a war in which the good side is ultimately victorious is a ticklish business. Our historical experience tells us that physical power and, to a large extent, mental power are morally neutral and effectively real: wars are won by the stronger side, just or unjust.
Kelly Pedersen
Thursday, January 26, 2012 10:10:10 PM(UTC)

Revlid wrote:
Kelly Pedersen wrote:
I think there is room for a "Natural Shield" mutation as well, though. I'd cost it as 2 points for a buckler-equivalent, 4 points for a medium shield, and 6 points for a tower shield.
I'll change the name to Natural Defense, but I'm not going to add Natural Shield, as shields basically do the same thing, but worse.


Don't shields add their bonus to both Parry and Dodge DVs, though? I don't have books handy, but I'm pretty sure the large ones do, anyway. And even a natural shield based on the small ones would allow you to add to parry without tying up a hand, which is still useful, IMO.

Revlid wrote:

Blast, I knew I'd missed something. Thanks for pointing out the gap, I'll be sure to add them when I've got time.

Kelly Pedersen wrote:
Suggested writeup:
Very neat.


Heh. It came up in my campaign - one of the Lunars took the Knack that lets you get Wyld-mutated creatures, then went looking for a badger-mole, basically. I needed to quickly make up the effects, but he appreciated it -he spends a lot of time underground now.

Thinking about other mutations to add... I'm wondering whether you could make something to switch the Attribute used for a common thing. On the one hand, making, for example, your burrowing Move based on Str rather than Dex makes sense. On the other hand, it leads to cheese like the "Brutal Attack" merit, and that's a bad path to go down.
Heath Robinson
Thursday, January 26, 2012 10:54:53 PM(UTC)

Revlid wrote:
Short Gestation
Cost: 1-6pt; Keywords: Physical, Internal
...
Short Gestation does not cost xp; instead, children born from a shortened gestation period must bear at least (M) points of negative physical or mental mutations, which they receive xp for as normal.

(My underlining.)

You don't gain experience for having negative mutations by default (as per the Negative keyword definition). I assume you mean that they receive experience as an exception to the normal rules.
Face it. Today will be as bad a day as any other.
Lafing Cat
Thursday, January 26, 2012 11:49:36 PM(UTC)

Revlid wrote:
Lafing Cat wrote:
I had a character in the old system who could only live on prayer. This was a 2 point negative mutation.

If I wanted to replicate that in your current system, it seems like I would need to take the 2 point expanded diet along with the 2 point restricted diet, netting me 0 points for starving to death if people stopped praying to me.

This doesn't really seem appropriate to me.
Seems fine to me. Rather than starving to death if you can't eat, you starve to death if no-one prays to you. A one-for-one exchange.


Well, food is produced by plenty of charms, you can carry food along with you, and you don't have to social attack or otherwise convince your food to be eaten by you, you can just take it by force, if it's even animate.

It doesn't seem one-to-one to me at all.

(as another example, why does "I can only eat rice" get you two points, when "I can only eat uranium" gets you only one. Surely the latter is more restrictive than the former, and should be worth more)
Resident Forum Prism Cat

Lafing Cat
Thursday, January 26, 2012 11:58:00 PM(UTC)

Omicron wrote:
I have a sudden urge to play a Slayer with Devil-Tyrant Avatar Shintai and 20 points of Mutation: Large.

Also this looks very cool.


Speaking of this, there should probably be some cap on the number of mutation points you can sink into a mutation based on Essence.

(for ones that are just stackable, the old (Essence) cap should work fine.)

Maybe no more than Essence*5 points?
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WarDragon
Friday, January 27, 2012 12:24:23 AM(UTC)

Revlid wrote:
Temporary mutations do not cost experience, but (unless otherwise specified) no character can bear more than (Willpower + Essence) points of temporary positive mutations at once.
Sometimes it helps to ask yourself, "What Would The Ebon Dragon Do?" and then do the opposite of that.
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Ryumaru
Friday, January 27, 2012 2:04:12 AM(UTC)

Omicron wrote:
I have a sudden urge to play a Slayer with Devil-Tyrant Avatar Shintai and 20 points of Mutation: Large.

Also this looks very cool.


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