SYS.Mutations

Mutations

Mutations change a character's body. They cannot be bought. A Heffith grows them with every experience level, and any character can be changed by a mutagen. The Mutations tab on the character sheet lists what has taken hold, and its tree shows what could come next.

30
Mutations
6
Lineages
10
Grant a Perk
10
Block Gear
Who Mutates

A Heffith begins the run with one mutation already taken hold and grows one more with every experience level. Every other race changes only when something changes them, such as a mutagen, and their first mutation opens the Mutations tab.

The Tree

Mutations grow in six lineages. A mutation can only appear once the one it grows from is carried, so each lineage runs from a faint first change to an unmistakable one. A lineage you already carry is three times as likely to be chosen as a new one.

What a Mutation Does

A mutation can change attributes, Health, Mana, Melee, Ranged, Dodge, Sneak or carry weight, add elemental defence, grant a perk, teach a skill, add or take away Action Points in certain places, or stop the body wearing a kind of gear. A first change costs more than it gives, the middle of a lineage roughly breaks even, and only the deepest mutations pay off. A penalty never lowers a stat below 1, and a stat already at 1 is left alone.

Blocked Gear

When a mutation that blocks gear takes hold, anything you wear of that kind comes off, and nothing of that kind can be equipped while the mutation is carried. A cursed item stays on.

Action Points and Place

Some mutations change the Action Points of a turn by where it starts: in a flooded location, underground, or under open sky. A gain appears as green points past your usual maximum and is spent first. A loss appears as dim red points at the end of your bar. Several mutations add up, and a turn never has fewer than 1 Action Point.

The Weight of a Changed Body

Carrying mutations costs Comfort every turn: 1 for each tier carried, and 5 more for each lineage carried beyond the first. The Comfort breakdown lists both. Each tier 3 mutation also makes hunger come one turn sooner, up to two.

Being Seen

Every mutation other people can see lowers Charisma by at least 1, and a hidden one costs none. Charisma shapes how people react to you, and it never falls below 1.

Granted Perks

A granted perk ignores the perk it would normally require, and it does not raise the price of the next perk you buy. A perk you already own is unchanged, and a perk closed off by one you have sworn to is not granted.

Fangs and Claws

Long Fangs and Venom Glands teach Bite, and Talons and Wing Fingers teach Rend. Both are made with the body, so the weapon in your hand adds nothing to them and is not worn down, and the enemy must be next to you. Bite is one heavy blow at +3 damage and -5 Melee for 5 stamina, and a character with Venom Glands also leaves 2 acid damage in the wound for 3 turns. Rend rakes the same enemy twice at +1 damage and -10 Melee for 6 stamina, and only the second rake can draw a counter-attack. Both train Unarmed, and Martial Artist adds its unarmed bonus.

Shapes That Clash

Some mutations reshape the body in ways that cannot coexist, such as webbed hands and wing fingers. Growing one closes the other off for the rest of the run, and closing off a lineage's first mutation closes the whole lineage.

Suppression

A Heffith can spend experience to put down a mutation that has nothing grown out of it. The price is 100 XP per tier, doubled for every suppression already paid for. Its effects are removed, a perk it granted is lost though perks bought on top of it stay, a skill it taught is lost unless another mutation or a perk you hold also teaches it, and it never returns. Experience spent here is experience not spent reaching the next level.

Mutagens

Some cards can change whoever uses them. Blight fruit carries a 1% chance of a mutation, and when a character who already carries mutations is changed, one time in ten the change removes a mutation instead. Stabilized Arcane Vial carries a 10% chance and never removes one. A mutation removed this way costs nothing and can grow again later.


Every Mutation

Piscine

Gills, webbing and a body that would rather be under water.

Slick Hide

Tier 1 Root

Your skin never fully dries. It turns the cold aside and slips out of a grip, and it leaves a damp mark on every seat you rise from.

  • -1 Charisma
  • -10 Melee
  • +10 Sneak
  • +2 Ice defence

Gill Slits

Tier 2 Grows from Slick Hide

Four wet lines open along your throat. Water is where you move best now. Dry air leaves you short of breath.

  • -1 Endurance
  • -1 Charisma
  • +1 Action Point each turn you start in a flooded location
  • Grants the Swimmer perk

Webbed Hands

Tier 2 Grows from Slick Hide

Skin has grown between your fingers to the second knuckle. Your hands move water beautifully, draw a bowstring badly, and no glove will go over them.

  • +1 Dexterity
  • -1 Charisma
  • -20 Ranged
  • +5 Dodge
  • +1 Action Point each turn you start in a flooded location
  • Cannot wear gloves

Cannot be held with Wing Fingers

Deep Lungs

Tier 3 Grows from Gill Slits

Your chest has rebuilt itself for pressure and stayed that way in open air. You are very hard to drown, and no breastplate closes around ribs this wide.

  • +2 Endurance
  • -1 Charisma
  • +20 Health
  • +4 Ice defence
  • +1 Action Point each turn you start in a flooded location
  • Cannot wear body armour

Lateral Line

Tier 3 Grows from Webbed Hands

A seam of raw nerve runs from jaw to hip and reads movement out of the air itself. You flinch before you know why, and the noise of it never lets your mind settle.

  • +2 Perception
  • -1 Charisma
  • -1 Psyche
  • +5 Dodge

Lupine

Nose, fangs and the long legs of something that runs its food down.

Wet Nose

Tier 1 Root

Your nose has gone black and cold and it works far better than it used to. Rot, blood and fear arrive before you see their cause, and they are hard to put out of your mind.

  • +1 Perception
  • -1 Charisma
  • -1 Will
  • -1 Knowledge

Long Fangs

Tier 2 Grows from Wet Nose

Your eye teeth have grown past your lip. Your bite is a real threat, your speech is not what it was, and patient work with a bow no longer comes naturally.

  • +1 Strength
  • -1 Charisma
  • -1 Knowledge
  • +10 Melee
  • -10 Ranged
  • Teaches the Bite skill

Digitigrade Legs

Tier 2 Grows from Wet Nose

Your heels have lifted clear of the ground and you stand on the balls of your feet. You can run for miles, and no boot is shaped for a foot like this.

  • -1 Charisma
  • +10 Dodge
  • Grants the Runner perk
  • Cannot wear boots

Killing Bite

Tier 3 Grows from Long Fangs

The jaw has widened into a short muzzle and no helmet closes over it. With nothing in your hands you close on a throat the way a wolf does.

  • +1 Strength
  • -1 Charisma
  • -1 Knowledge
  • +15 Melee
  • Grants the Martial Artist perk
  • Cannot wear helmets

Cannot be held with Unhinging Jaw

Running Coat

Tier 3 Grows from Digitigrade Legs

Coarse grey hair covers you from the shoulder down. You can sleep in the cold, you think less like a person, and you cannot pass for one in daylight.

  • +2 Endurance
  • -2 Charisma
  • -1 Knowledge
  • +10 Health
  • +4 Ice defence
  • Grants the Cold Hardened perk

Avian

Light bones, a hunting eye, talons and wings.

Hollow Bones

Tier 1 Root Hidden

Your skeleton has thinned from the inside. You carry less, you break more easily, and you move like something that expects to fall a long way.

  • -10 Health
  • +5 Dodge
  • -100 Carry weight

Cannot be held with Plated Hide

Raptor Eye

Tier 2 Grows from Hollow Bones

Your pupils have gone hard and round and each eye tracks on its own. Distance means nothing to you, and anything close enough to touch is a blur.

  • +1 Perception
  • -1 Charisma
  • -1 Knowledge
  • -10 Melee
  • +10 Ranged

Talons

Tier 2 Grows from Hollow Bones

Your toes have lengthened and curled and each ends in a hooked black nail. You grip stone and flesh alike, and you walk barefoot now whether you like it or not.

  • -1 Charisma
  • +15 Melee
  • +5 Dodge
  • Teaches the Rend skill
  • Cannot wear boots

Nictitating Stare

Tier 3 Grows from Raptor Eye

A second lid sweeps sideways across each eye. Nothing gets into them, nothing makes you blink, and nobody holds your gaze for long.

  • +1 Perception
  • -2 Charisma
  • -1 Will
  • +20 Ranged
  • +2 Holy defence

Shoulder Wings

Tier 3 Grows from Talons

Two feathered wings have broken out between your shoulder blades. Under open sky they carry you further than your legs ever did. Below ground they drag and catch on every wall, and no armour will close over them.

  • +1 Dexterity
  • -1 Charisma
  • +10 Ranged
  • +20 Dodge
  • +2 Action Points each turn you start under open sky
  • -1 Action Point each turn you start underground
  • Cannot wear body armour

Cannot be held with Wing Fingers

Serpentine

Heat pits, venom and a jaw that comes apart to swallow.

Forked Tongue

Tier 1 Root

Your tongue has split and you have learned to taste the air with it. It reads a room well, it keeps flicking when you would rather it did not, and it ends most conversations early.

  • +1 Perception
  • -1 Charisma
  • -1 Patience
  • -1 Will

Venom Glands

Tier 2 Grows from Forked Tongue

Two sacs have grown behind your jaw and they are always full. Your own blood carries it, so what you spit and what bites you both matter less, and it slowly poisons you too.

  • -1 Charisma
  • -10 Health
  • +10 Melee
  • +4 Acid defence
  • Teaches the Bite skill

Heat Pits

Tier 2 Grows from Forked Tongue

Shallow hollows have opened between your eyes and your nose, and they read warmth. Darkness stops being empty, and daylight becomes a glare you have to squint through.

  • -1 Charisma
  • -10 Ranged
  • +2 Fire defence
  • +2 Dark defence
  • +1 Action Point each turn you start underground
  • -1 Action Point each turn you start under open sky

Unhinging Jaw

Tier 3 Grows from Venom Glands

Your jaw comes apart at the back. You can swallow things no mouth that shape should manage, and nobody watches you eat twice.

  • +1 Strength
  • -3 Charisma
  • -1 Knowledge
  • +10 Health
  • Grants the Consumer perk

Cannot be held with Killing Bite

Shed Skin

Tier 3 Grows from Heat Pits Hidden

Every so often you come out of yourself whole. What is underneath is new and heals quickly, and it stays stiff for days.

  • -1 Dexterity
  • +1 Endurance
  • +15 Health
  • +4 Acid defence
  • Grants the Quick healer perk

Chiropteran

Ears, clicks and the thin stretched hands of a bat.

Leaf Ears

Tier 1 Root

Your ears have grown tall and bare and they turn on their own. You hear a great deal, you cannot shut any of it out, and no helmet will sit over them.

  • +1 Perception
  • -1 Charisma
  • -1 Will
  • +2 Dark defence
  • Cannot wear helmets

Throat Clicks

Tier 2 Grows from Leaf Ears Hidden

You have started making a sound too high to hear and reading what comes back. Below ground you know the shape of a room before you enter it. In the open the echoes never return, and the clicking crowds out your own thoughts.

  • -1 Psyche
  • +10 Sneak
  • +1 Action Point each turn you start underground
  • -1 Action Point each turn you start under open sky

Wing Fingers

Tier 2 Grows from Leaf Ears

Three fingers on each hand have stretched to twice their length and thin skin has filled the gaps. Delicate work is easy. Gloves and shields are not.

  • +1 Dexterity
  • -1 Charisma
  • +5 Dodge
  • Teaches the Rend skill
  • Cannot wear gloves, shields

Cannot be held with Webbed Hands, Shoulder Wings

Echo Map

Tier 3 Grows from Throat Clicks Hidden

The clicking never stops now, awake or asleep. You know where everything in the dark is moving, and you have almost stopped sleeping.

  • +1 Perception
  • -1 Psyche
  • -10 Health
  • +15 Sneak
  • Grants the Scout perk

Blood Thirst

Tier 3 Grows from Wing Fingers Hidden

Warm blood has become food to you, and it agrees with you more than bread does. You are stronger for it, and quicker to anger.

  • +1 Strength
  • -1 Patience
  • -1 Will
  • +15 Health
  • +15 Melee

Saurian

Plate, horn, cold blood and a tail.

Scute Patches

Tier 1 Root

Hard overlapping plates have come up along your forearms and shins. They turn a blade aside, they clack when you move, and they do not bend when you need them to.

  • -1 Charisma
  • -10 Dodge
  • -10 Sneak
  • Grants the Thick skinned perk

Plated Hide

Tier 2 Grows from Scute Patches

The plating has closed over your back and ribs. You can take a great deal now, you turn slowly, and you carry all of it everywhere.

  • -1 Dexterity
  • +2 Endurance
  • -1 Charisma
  • +15 Health
  • -10 Dodge
  • -100 Carry weight

Cannot be held with Hollow Bones

Cold Blood

Tier 2 Grows from Scute Patches Hidden

Your warmth now comes from outside you. You bask where others would sweat, you are harder to hurry, and slower to move when it matters.

  • -1 Dexterity
  • +1 Patience
  • +10 Mana
  • Grants the Cosy perk

Horned Crest

Tier 3 Grows from Plated Hide

Horns have grown up out of your skull and a ridge of bone runs down your spine. Very little gets through you, and no helmet made for a person will go on.

  • +1 Endurance
  • -2 Charisma
  • +20 Health
  • -5 Dodge
  • Grants the Stone Skinned perk
  • Cannot wear helmets

Lashing Tail

Tier 3 Grows from Cold Blood

A thick scaled tail has grown from the base of your spine. It balances you and it hits hard, and no pair of leggings was ever cut for it.

  • +1 Strength
  • -1 Charisma
  • +15 Melee
  • +5 Dodge
  • Cannot wear leggings