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
Mutations: Each creature starts with (Genesis rating x 5) mutation points, which it may spend on mutations in any way it pleases. It may also expend these points to increase its Attributes or Willpower, as described below. Negative mutations can offset this total cost, but cannot increase the total maximum by more than half.
Attributes: Each creature starts with all its Attributes rated at 1 (or 0, if its player wishes). It may raise these traits by spending mutation points, at a rate of one point per dot (or two points per dot for Dexterity), to a maximum rating of 5 or (Genesis), whichever is higher.
Abilities: Each creature starts with all its Abilities rated at 0, but may distribute up to (Genesis rating x 4) dots between these Abilities as it pleases. None may be raised higher than the creature’s Genesis rating or 10, whichever would be lower. Up to (Genesis) of these dots can be freely converted into mutation points, which can then be spent normally.
Attacks: Creatures have the usual three natural attacks.
Health Levels: Each creature starts with the normal seven health levels: -0/-1/-1/-2/-2/-4/Incap. These health levels are reduced, as normal, if they are used as extras.
Virtues: Each creature starts with its Virtues rated at 1, but may raise these traits by spending mutation points, at a rate of one point per dot, to a maximum of 5 each.
Willpower: Each creature starts with Willpower 2, but may raise this trait by spending mutation points, at a rate of one point per dot up to Willpower 5, or two points per dot past that, to a maximum rating of ten.
Essence: Each creature starts with Essence 1, but may raise this trait (to a normal maximum of 3) by spending mutation points, at a rate of six points per dot. Creatures are unenlightened by default.
Creatures possess Motivations appropriate to their Virtues and Intelligence; most base animals will lack a Motivation any more complex than “survive”, while smarter and more passionate entities may develop their own Motivations. Magic that creates beings wholesale often carries a ready-made Motivation along with it; by default, the creator has no control over a creature's Motivation. Creatures develop intimacies as normal.
The appearance and effects of applied mutations assume an essentially humanoid form is being used as a base; this is for simplicity’s sake, not a representation of how Genesis actually works in a world constructed by supersapient geography.
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)
Strength 5, Dexterity 2, Stamina 3
Charisma 3, Manipulation 1, Appearance 1
Perception 2, Intelligence 1, Wits 2
Athletics 2, Awareness 2, Integrity 2, Investigation 2, Martial Arts 3, Presence 3, Resistance 3, Survival 3
Valor 3, Conviction 1, Compassion 1, Temperance 1
Willpower 4, Essence 1
Large (3), Lethal Attack (3), Intimidating Roar [Presence Adaptation] (3), Snuffling Snout [Investigation Adaptation] (2), Natural Armour (3), Painless (2), Bear-tongue (0)
Large Appetite (-1), No Opposable Thumbs (-6)
Crow (Genesis 3)
Strength 1, Dexterity 3, Stamina 2
Charisma 1, Manipulation 2, Appearance 1
Perception 2, Intelligence 1, Wits 3
Athletics 3, Awareness 2, Dodge 2, Martial Arts 1, Resistance 1, Stealth 1, Survival 2
Valor 1, Conviction 1, Compassion 1, Temperance 1
Willpower 3, Essence 1
Glider (4), Flier (4), Bird-tongue (0)
Small (-3)
Horse (Genesis 3)
Strength 4, Dexterity 4, Stamina 3
Charisma 1, Manipulation 1, Appearance 2
Perception 2, Intelligence 1, Wits 3
Athletics 3, Awareness 2, Dodge 1, Martial Arts 1, Presence 1, Resistance 2, Survival 2
Valor 2, Conviction 1, Compassion 1, Temperance 1
Willpower 2, Essence 1
Large (1), Fast Running (4), Steady (1), Horse-tongue (0)
Herbivore (-1), No Opposable Thumbs (-6)
Siaka (Genesis 6)
Strength 6, Dexterity 4, Stamina 4
Charisma 2, Manipulation 1, Appearance 1
Perception 4, Intelligence 1, Wits 2
Athletics 3, Awareness 2, Dodge 2, Integrity 2, Investigation 3, Martial Arts 3, Presence 1, Resistance 3, Stealth 2, Survival 3
Valor 3, Conviction 5, Compassion 1, Temperance 1
Willpower 5, Essence 1
Large (6), Lethal Attack (3), Inexhaustible (1), Water Breather (2), Blood Sense [Investigation Adaptation] (3), Fast Swimmer (2), Shark-tongue (0)
Carnivore (-1), No Opposable Thumbs (-6), Air Drowner (-5), Slow Runner (-3)
Tyrant Lizard (Genesis 7)
Strength 7, Dexterity 3, Stamina 6
Charisma 3, Manipulation 1, Appearance 1
Perception 3, Intelligence 1, Wits 2
Athletics 3, Awareness 2, Dodge 1, Integrity 2, Investigation 2, Martial Arts 5, Presence 5, Resistance 4, Survival 3
Valor 3, Conviction 1, Compassion 1, Temperance 1
Willpower 4, Essence 1
Large (6), Giant (4), Lethal Attack (3), Superior Soak (2), Natural Armour (4), Fast Runner (1), Tyrant-tongue (0)
Carnivore (-1), Poor Sight [Awareness Adaptation] (-3), Cold Sensitivity (-1), Large Appetite (-3)
Zombie (Genesis 2)
Strength 5, Dexterity 2, Stamina 3
Charisma 0, Manipulation 0, Appearance 0
Perception 2, Intelligence 1, Wits 3
Athletics 1, Awareness 1, Dodge 1, Martial Arts 2, Melee 1, Resistance 1, Stealth 1
Valor 1, Conviction 1, Compassion 1, Temperance 1
Willpower 2, Essence 1
Deathly Construct (0)
Slow Running (-1)
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
replace the text of the Charm with the following:
Cost: — (10m); Mins: Medicine 4, Essence 3; Type: Permanent
Keywords: Shaping, Touch
Duration: Permanent
Prerequisite Charms: Wholeness-Restoring Meditation
This Charm permanently enhances Wholeness-Restoring Meditation, allowing the Solar to use it to remove individual physical mutations as though they were ordinarily-incurable Crippling effects. Mutations with a cost lower than the Solar's (Essence) are treated as removable Crippling effects. If the Solar wishes, she may increase the difficulty of such an operation by two to perform it on a pregnant character, removing mutations from the unborn offspring.
At Medicine 5+, Essence 4+, this Charm also allows a Solar to spend ten motes to enhance a single interval in a Genesis operation to add mutations to an existing creature. If he does so, the difficulty of the roll is reduced to one, and its interval is reduced to one hour. Such an enhanced operation also removes the limit on how many mutations the Solar can add in a single operation, though the target still takes (M) dice of lethal damage at the end of the interval.
New Abyssal Charms!BONE-AND-CERAMICS ANIMATION
Cost: — ; Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Life-Mocking Assembly
The dark inventiveness of the Abyssal Exalted knows no boundaries. This Charm permanently enhances its prerequisite, removing the Spectral keyword. Further, the Abyssal may, instead of producing a zombie, produce any creature that he has existing plans for with a Genesis rating of no more than (Essence ÷ 2) rounded up, allowing a deathknight to hatch skin-hounds from the ribcages of his enemies, weave bone-serpents from sundered skeletons, or fuse broken armour with twitching nerves into diminutive gore-moppets. Any creatures made with this Charm must always have the Creature of Darkness and Creature of Death mutations; most will be outright Deathly Constructs, though greater elegance or intelligence is entirely possible.
A second purchase of this Charm allows the Abyssal to produce multiple creatures from a single corpse, so long as their total combined Genesis rating remains no more than (Essence ÷ 2).
MORBID MONSTER REMODELING
Cost: — ; Mins: Medicine 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ivory Whirlwind Restoration
At the deathknight's direction, the rotting meat of zombies and the half-dead rearranges itself to reflect the abominable nature of their existence. This Charm permanently enhances its prerequisite, allowing the Abyssal to use its second function to perform a Genesis operation to add permanent physical mutations on the affected body-parts with a single, instantaneous interval, which inflicts no damage, and ignores the need for a workshop or any raw materials other than the dead tissue the deathknight is using to redesign his target's body. He may also freely remove any mutations on the remodeled body-parts. As the tissue for these mutations is drawn from dead bodies they generally have some obviously necrotic aspect, as with the prosthetics applied by Bone Graft Technique, producing tentacles made of repurposed spines, poison glands formed from withered kidneys, and fur made from dozens of reconstituted scalps.
New Kimbery Charms!GREAT MOTHER'S WAME
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Desecration, Obvious
Duration: Indefinite
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
Some claim Kimbery is barren, but her darkest depths are dotted with unholy tentacle-lined wombs that teem with brewing horrors. For the duration of this Charm, the Infernal manifests an unsightly bulge somewhere on her body, swollen with primordial ooze. She may use this womb to build creatures through the genesis system, treating it as a master’s Medicine workshop for this purpose. She reduces the Resources cost of creating such creatures by (Essence), to a minimum of zero, and must ingest any raw materials or exotic ingredients, routed through the Infernal’s system to the nascent creature (the reproductive material of appropriate powerful individuals is a perfect exotic ingredient for such a project, and results in the birthed creature being considered the offspring of the donor and the Infernal).
This brewing of hellish lifeforms is a natural act, allowing the warlock to use her Stamina in place of her Intelligence, and increasing her effective Occult rating by (Essence). The rolls for this project are made independently to anything else the Infernal is doing (indeed, she need not even be conscious). Once the project is completed, the creature emerges into the world, tearing itself out of the deflating flesh-sack, being expelled through an open pore, or being birthed more conventionally. Regardless of the method of its exit, it causes no harm to the Infernal; even a ruptured chest will seal itself as a cosmetic injury. The act of the creature's birth is a Desecration effect; if it was not already a creature of darkness, it is now.
This Charm has no restriction on gender, though women can hide the Obvious nature of the Charm by disguising it as a natural pregnancy. Similarly, there are no restrictions on size, as the womb distends and folds into Elsewhere to hold all manner of monstrosities without ever inflicting a mobility penalty or increasing the warlock’s necessary food intake; it is fuelled and supported by her Essence. The alien womb may hold only one creature at a time; it cannot produce in bulk.
Just as with a natural pregnancy, Crippling amputation effects (such as a maiming coup de grace) may be used to target and abort a creature in the womb, messily reducing it to the slime from whence it was formed. If the Infernal is carrying more than one creature at once thanks to an upgrade Charm, each Crippling effect only destroys a single creature, chosen by the warlock herself upon the application of the effect; never let it be said that Kimbery does not play favourites. Ending this Charm before the completion of a project-child has much the same effect, ending all extant projects prematurely.
A warlock may also use this Charm to conceive immaculately, impregnating herself with an otherwise normal baby (this counts as a project, blocking the use of the womb-lab for the duration of the pregnancy). The gestation period for such a child is as normal, though the warlock may apply mutations to the child in the womb, using the rules for mutating existing creatures (and may include the Short Gestation mutation, to hasten the pregnancy).
TEEMING SEA-HAG PLURIPAROSITY
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
Kimbery’s depths are without fathom, the monstrosities that populate her without number. This Charm permanently enhances its prerequisite, allowing the Infernal to bear multiple creatures within herself at once, whether by allowing her monstrous children to crawl about in her womb like a pack of shark foeti, or growing multiple tumourous bellies to hold her offspring. She may produce creatures in bulk as detailed in the Genesis rules, or work on up to (Essence) entirely separate projects. If the Infernal’s body is large enough for her to be counted as a mass combat unit, she may do both. If she is landscape-scale, she reduces the effective number of additional creatures for bulk-production in each project by (Essence).
SWALLOWED CHILDREN REBORN
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
When Kimbery looks upon something that mispleases her, wanton destruction is seldom her response. No, so long as she has not been actively crossed, the Sea that Marched Against the Flame is a more constructive titan, willing to take the symmetrical misfits of the world into her melting embrace and remake them, unweaving their paltry genetics to produce something new and impressive.
The warlock may force another living character of roughly the same size as her or smaller into her womb-lab, whether by opening up a gaping pore or simply swallowing them. This is a clinch attempt which can only be made against a willing or incapacitated character. Within the womb, the character is held in liquid stasis, rendering them incapacitated for the duration of their stay. Once a character is in the womb, the Infernal may apply mutations to them as a Genesis operation and Desecration effect, with all the normal benefits of Great Mother's Wame; the master's workshop, reduced Resources cost, replacement of traits, etc. Such operations use an interval of only an hour, and inflict no damage on their subject. The warlock may perform as many separate operations as she wishes, for as long as the character remains inside her.
Once the warlock is satisfied, the swallowed character is rebirthed as normal. Aside from being mutated and coated in disgusting fluids, they are in perfect health. If the project is aborted with a Crippling effect, the character in question is immediately ejected, with the current operation ended before any mutations could be applied.
If the warlock knows Sea Dissolves Herself, then she can use them to reject Shaping effects and remove mutations from swallowed characters just as though they were her. As an alternative measure, if the swallowed character is reviled, the Infernal may pay a single point of temporary Willpower to dissolve them into a nutritious broth of ill-feeling, which she may then use as a single exotic ingredient in another Genesis project. This is a Shaping attack, taking one full day to complete.
FORGIVENESS IN FORM
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Swallowed Children Reborn
Once, there was a Wood-Aspect Shogun, whose mother was Ghisuge, the Lady of Tails and one of Kimbery’s own souls. As his life drew to an end, he begged to be forgiven for the sin of not submitting to the glory of his grandmother. Kimbery, infinite in her compassion, assented, and drew him back into his mother’s womb, to be reborn again. The child that emerged was a favoured grandson, and doted on until he returned to Creation, to wander the bogs.
If a reviled character swallowed using this Charm’s prerequisite willingly submitted (regardless of any mental influence that might have compelled) to his reshaping within the womb-lab, then upon being mutated and rebirthed, the Infernal loses any negative intimacies she might have toward him as he becomes beloved once more. Obviously, use of this Charm does not preclude the reborn character becoming reviled once more through their own selfish failings; Kimbery is too forgiving for her own good, at times.
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.