FrivYeti/WyldspanMutation

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Revision as of 20:50, 25 September 2007 by FrivYeti (talk) (*Wyldspan's harsh mutation rules)
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Wyld Mutation

The following is a suggested system for Wyld mutation in Wyldspan. The Wyld of the Third Age is even more angry and devastating that in the Second; it can take only seconds for someone to mutate beyond recognition, or at least to a point where they cannot safely re-enter Creation without withering away.

Even in the relatively safe borders of the Span, or along trade routes, it is dangerous to spend much time outside, due to the changes that can occur. The following system is a way of randomly deciding how a character is changed as time goes on.

Within the Borderlands, Creation's pull is strong. Characters roll on the table only once each day that they remain within the Borderlands. If they spend a full day within Creation, this counter resets.

The Middlemarches are much more dangerous. Characters trapped in the Middlemarches must roll on the table for each hour that passes.

If the characters brave the Deep Wyld, they must roll on the table for every two minutes that pass. This means that most Wyldfarers refuse to spend more time than absolutely necessary outside of their ships; beyond the protection of their grids, even the suited can start transforming dangerously quickly.

If immersed in Pure Chaos, one mutation roll is made every second. Transformation takes very little time.

Transformation Chart

Roll one ten-sided die to determine what happens. In the Deep Wyld, take one away from the roll. In Pure Chaos, take two away from the roll.

|| Die Result || Result || || 0 or less || Character Change || || 1-4 || Negative Physical Mutation || || 5-8 || Positive Physical Mutation || || 9-0 || Nothing occurs ||

If nothing occurs, characters are considered extremely fortunate.

Physical Mutations

If a character takes any physical mutation, they roll on the following table; roll 1d10 and add one for every mutation point they currently have of the appropriate type (positive or negative). This table applies to both positive and negative mutation.

|| Die Result || Result || || 1-8 || New Mutation || || 9-12 || Mutation Upgrade || || 13-20 || Mutation Transformation || || 21+ || Mutation Reduction ||

New Mutation: The character gains one mutation at the one-dot level, of the appropriate type.
Mutation Upgrade: One of the character's existing mutations, chosen randomly, upgrades by one degree (one-point to two-point, two-point to four-point, or four-point to six-point). If all of the character's mutations are six-point, or if she has no mutations, add a new two-point mutation.
Mutation Transformation: One of the character's existing mutations, chosen randomly, transforms into a different mutation of the same level.
Mutation Reduction: One of the character's existing mutations, chosen randomly, is reduced by one degree.

Character Changes

If a character undergoes a transformation, roll one d10 and consult this table.

|| Die Result || Result || || 1-2 || Virtue Transformation || || 3-5 || Attribute Transformation || || 6-10 || Ability Transformation ||

Whenever a character suffers a transformation, they choose one of the chosen Traits randomly, and remove a dot from it. They then choose another of the same Trait randomly and add a dot to it. Transformations may not reduce Traits below 0 or above 6 (or one greater than their normal maximums); a character with an Attribute or Virtue at 0 suffers a -1 die penalty on related rolls, and can never raise the Trait with experience.

Degrees of Mutation

The Wyldspan follows the normal rules for how mutated a character can be and still survive within Creation. For these purposes, character changes do not count as mutations unless a Trait is reduced to 0 or raised to above normal maximums, in which case it counts as a 1-dot mutation.