Tainted Core

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Prerequisite: Creature of Darkness

This Mutation has two Functions depending on which force taints the mutants very Core.

The Taint of Darkness: The Mutant's body darkens slightly due to the negative energies flowing through his very being his visage emites a ghostly dark aura. He now counts as a ghost for the purpose of passing through solid objects, Charms and Holy key-words, and items he wears fall to the ground, unable to wear the physical armors of creation, forcing him to go to a shadowland or the underworld to get a new look, Holy Relics make him feel ill, light of the uncounqered sun also abandons him. This means that he also cannot regain motes while exposed to the light of the great Incarnae, and must seek refuge in the Darkness for him to regain any motes.

The Taint of Demonic Light: The Mutant's body does not undergo much of a physical change, the changes within however are hard to ignore. His essence is so twisted that he now is a combination between a Choosen of the Sun, and a Choosen of the Green Sun. Essence within his battle each other in firece battles. The colors of his anima shift and take each other over in a battle of Sickly green and Golden light, which attracts any demon within his Essence times miles away to help the Green glow of Malfeas. Moreover the mutant is now less resistant to the calls of the Yozis meaning they can track him like one of their own and arrange his destruction or 'salvation'.

The GM: can twice a session call out to his player "The forces within you are battleing so firecely that your entire body Writers in pain. The player may then roll a Sta+Resi roll to see if he can withstand the intense pain with a -4 to eveything, or instantly collaspse to the ground.

Mortals: Should this Mutation affact a mortal, that person gets a Caste Mark covering his entire back, forming a twisted combination of the Solar Dawn Caste and the Slayer Caste.