Magic Mutations

*To be updated/improved


Magical Mutations are a part of life in Fifth Era Nor'Ova. Some mutations come later in life as you are constantly exposed to unstable magical radiation. Oftentimes people are born with mutations, some inherited from their parents.

Here you will find a list of mutations that you can spend your Mutation Pt on. These mutations can be acquired at any time. You will also learn how you can start out with some mutations.

 


1. Starting Out With Mutations

In order to start out with magical mutations, you will need a starting amount of Mutation Pt. Here is how you do so.

  • Step 1: Roll a 1d8 a total of 5 times, recording each roll on a piece of scrap paper.
  • Step 2: Roll a 1d6, the number rolled is how many re-rolls you can make. Remember, each re-roll replaces the number you rolled for and you do not have to use all of your re-rolls.
  • Step 3: Get a total of the five numbers rolled.
  • Step 4: (Optional) Roll a 1d3. You will multiply the answer to Step 3 with this number. For example, if you got a 50 and you rolled a 1, your answer here will be 50. But if you rolled a 3 it will be 150.

The final answer you get after completing Step 4 (or Step 3 if the GM doesn't allow for Step 4) is how many Mutation Pt you will have to spend for your character. You will spend those on the Mutation Table on the following pages.


2. List of Mutations

Here is a list of mutations and their effects.

Mutation Description Mutation Pt Cost
Extra Digits An extra finger or toe, or both – has no real effect on your character except that it looks odd. 10
Missing Digits Missing a toe or finger, or both – Can make it more difficult to walk thus decreasing your movement rates by 10% per toe or can make it harder to hold a weapon properly thus increasing the chance of mishap by 1 per finger. GM may require a luck check to see if your character develops this mutation due to high magic radiation exposure. 50 to remove
Normal Extra Eye This is an extra eye that functions like your regular eyes – increases Perception % by 10 10
Spiritual Eye This is a third eye that does not function like a regular eye – allows one to see spirits and the like but must close normal eyes for effect to work, this eye is closed when the normal eyes are open. 25
Eye of Shadow This is a third eye that does not function like a regular eye – allows one to peer into the Shadow Realm but must close normal eyes for effect to work, this eye is closed when the normal eyes are open. 25
Useless Third Eye This is a third eye that is blind, it has no effect or use since the character cannot see out of it, it simply looks odd. 5
Cyclops Effect This effect causes the character to have only one eye which is typically located at the center of one's head, but not always – Perception % is decreased by 10 but can learn the special skill EP Gaze that Cyclops use. Perception % penalty can be removed by spending 15 Mutation Pt. 20
Increased Hearing While this doesn't have an effect on one's physical appearance, it does increase their Perception % by 10. Loud sounds though will harm the character, doing 2d10 HP damage and have a 50% chance of causing temporary deafness for 1 full day (30 full hours). 15
Fast Healing While this doesn't have an effect on one's physical appearance, it causes one to be healed faster. Healing potions, skills, and spells effects are increased by 25% on one with this mutation effect. The character must make Will % checks though with every potion use to determine for potion addiction – this negative effect can be removed by spending 15 Mutation Pt. 20
Rough Skin This can take on the appearance of leathery skin, overly calloused skin, or skin with a bark-like texture. A character with this mutation's skin is rough and thick. Physical damages done to this character is reduced by 20%. However, the character also is a slow healer, causing healing skills, spells, and potions to be 25% less effective – a penalty that can be removed at a cost of 15 Mutation Pt. 20
Avian Eyes Your eyes have taken on the characteristics and appearance of an eagle – increasing your Perception % by 20 as long as it is not used for something up close. Your character finds things up close to be blurry, reducing your Perception % by half – a penalty that can be removed by spending 10 Mutation Pt. 20
Aquatic Eye Membrane You have a second set of clear eyelids which lower while underwater, allowing you to see through them as if you were wearing goggles. This triggers automatically while underwater. 10
Gills Your character has developed a set of gills allowing your character to breath while underwater. Unfortunately, your character is now more susceptible to gas clouds and poisoned bodies of water (if under water in such), doing double damage. 15
Scales Your character has developed scales. This mutation is for a 20% covering of scales which you may place on your character. You can continue to acquire this mutation until your character has 100% coverage. For every 20% coverage, your character gains a Flat PR of 10 and a Flat MR of 5 towards any magic type of your element – including beneficial magic (exclude benefical magic at a cost of 10 Mutation Pt). 25
Light Bones Your character's bones become very light. This increases your character's movement rates by 50% and increases your character's Jump Ranges by double. However your character's carry and lifting limits are decreased by 10% and damages done to your character are increased by 10%. This cannot be applied with Thick Boned. 15
Feathers or Fur Your character becomes covered by feathers or fur of your choice and description. This mutation is for a 20% covering of scales which you may place on your character. You can continue to acquire this mutation until your character has 100% coverage. Each covering increases your tolerance to the cold. Fur makes you less susceptible to frost bite while feathers make the covered area water proof. 15
Exoskeleton Your character develops a chitin exoskeleton. This decreases any physical damages received by half but also decreases movement rates by 20% and evasion rates by half. 25
Spines Your character's skin is covered with fine spines, either on the back of the arms or on the back. The spikes have an attack value of 10 but can also rip through clothing and backpacks and make it hard or impossible to wear armor on the covered spot. 10
Thorns Your character's skin is covered in small, woody thorns. The thorns are 1/4th of an inch in length and cover the back of your character's arms, your character's back, shoulders, and back of his or her hands. The thorns have an attack value of 5, but can rip through thin or cheap cloth material. 5
Retractable Claws Your character has developed retractable claws for both hands. The claws are 2 inches long and do not increase your character's attack range. They have a damage value of 15. Extending the claws is painful, doing 1d20 HP damage to your character each time. 10
Child of Magic Your character has adapted to chaotic magic. While in areas of high magic radiation, your character will actually heal 1d6 HP per round or 3d10 HP per hour. 20
Poisonous Your character's body produces a potent venom through sweat. Any one except your character who touches your character when covered with sweat will be poisoned, receiving 2d10 HP damage per round (non-stacking). Your character is immune to your own poison. 20
Compound Eyes Your character's eyes are compound, like those of an insect. This doubles your character's perception. This also causes your character to be sensitive to light, being almost blinded by normal sun light and receiving 1d6 HP damage to bright light. 10
Padded Feet The bottoms of your character's feet are thickly padded, allowing your character to no longer need shoes or boots to protect the bottom of your character's feet. 5
Hooves Your character's feet become hooves. This allows for kicking attacks with an attack value of 10 per foot and removes the need and ability to wear shoes or boots. Your character does become unable to walk well on slippery surfaces such as ice. 5
Horns Your character has developed horns which you can describe, of a length no shorter than 4 inches and no longer than 12 inches. The horns have an attack value of 15. Having horns makes your character feared and not trusted and requires special modifications to wear helmets. 15
Antennae Your character has developed a pair of antennae. They allow your character to detect life via subtle vibrations up to 20 x 20 area block area away, even if you cannot see or hear them. They prevent you from wearing helmets without modifications. 15
Tail Your character has developed a tail which you can describe, of a length no shorter than 6 inches and no longer than half of your character's height. If your character has scales or spikes, so will the tail. If your character is flesh, so is the tail. The tail matches your character. It has an attack value that is double that of your character's Melee Power. 20
Bird Wings Your character has developed bird wings with a wingspan that is double that of your character's arm length. Your character can use the wings to triple jump ranges, but cannot fly unless your character has the hollow bones mutation and is carrying less than ½ of his or her weight. 20
Insect Wings Your character has developed a pair of large, translucent, insect wings with a wingspan that is equal to that of your character's arm length. They make a buzzing noise as you run, increases your jump range by 50% and doubles the effect of run and sprint. 10
Canine or Feline Ears Your character has developed either canine or feline ears which you can describe. These increase your character's Perception % by 20. 15
Albino Your character has become an albino, which serves no real purpose but is often revered or feared. You now have a 50% chance of sunburn, which causes 1d6 HP damage per round. 10
Deformed Your character has developed a deformity of your choice and description. The deformity serves no purpose and has no real negatives except for how others deal with him or her. 5
Hollow Bones Your character's bones have become hollow. This makes your character very light, thus doubling your character's movement rates and tripling jump ranges. If your character has the bird wings mutation, your character can learn to fly. Your character's attacks though are 50% less effective, carry and lifting limits decreased by 50%, and your character has a 10% chance of bones breaking with hard hits or simple falls. Must first obtain Light Bones Mutation. This cannot be applied with Thick Boned. 15
Webbed Hands Your character has developed webbed hands which increases your character's movement in water by 50% but prevents your character from wearing gloves or gauntlets. 5
Thick Boned Your character's bones thicken. This increases your character's weight, strength and strength racial maximum by x 1.25. This also causes your character's speed and speed racial maximum to decrease by 25% (stat x 0.75). This cannot be applied with hollow bones or light bones. 10
Natural Regeneration Your character developes natural regeneration, which causes your HP, SA, and EP to restore by 1% of their maximum per round in battle or 10% of their maximum per hour out of battle. This does cause you to get a penalty of -1 to Success and Failure Rates, which can be bought off by spending an extra 15 Mutation Pt. 20
Wall Walker With this mutation your character develops small, scaly hooks in the palms of their hands, on their shins, and the bottoms of their feet. These scaly hooks allows your character to climb and walk on walls and ceilings as naturally and easily as walking on the ground. Wearing gloves or boots will limit this effect or prevent its use. Those with this mutation develop a phobia to the magic element they are weak against, or to all other magic elements if they are of the space element, a penalty which can be removed by spending 10 Mutation Pt. 20

 


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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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