Elven Mutations

These mutations are specific to the elven species, which comprise the Ashera, Ellarian, and Vashi sub-species.

Aquatic Elf

Requirements
Elven Species
Price
3 talents (CC)

Tapping into your ancestral genetics, you become a natural swimmer. You gain a swim movement equal to your base movement you started with during character creation.

Energetic Connection

Requirements
Elven species
Price
3 talents (CC)

You have an unnatural connection to energy, which allows you to push your channeling abilities farther. You gain +2 to your channeling limit and +5 to your absolute and maximum essence.

Fueya Ancestry

Requirements
Elven Species
Price
3 talents (CC)

The cursed blood of the rare elven sub-species known as the Fueya flows through your veins. Your Fueya ancestry cuts off all connections to essence, making anything that uses essence now requires life force (health) instead. You cannot gain any essence and essence restoring properties have no effect on you. Gain half of what your starting essence from character creation would have been plus two in maximum and absolute health. This is a one time bonus and does not increase when essence normally would.

Innate Spell Ability

Requirements
Elven Species
Price
3 talents (CC)

Some elves are naturally born with a special connection to energy. At a young age, they develop the ability to channel an elementary spell. You are uniquely connected to this spell. It works as a special ability which allows it to be activated differently than if you channeled it.

Gain one elementary spell that becomes a special ability for your character and does not require the use of a conduit. However, if the spell has a boost cost, you must activate it using the standard methods for channeling a spell.

Mesmerizing Gaze

Requirements
Elven species
Price
3 talents (CC)
Cost
+1 per 2 essence spent (max +5)

You have beautiful eyes that, when you flow essence through them; they come to life. When activating this ability, you gain +1 influence per every two-essence spent, to a maximum of +5.

Natural Camouflage

Requirements
Elven Species
Price
3 talents (CC)

When in forests or similarly wooded areas, your hide skill automatically becomes expertise (+1 if already expertise) and is lucky.

Character Creation Guide

Refer to Step 2: Sub-species & Mutations

You can only take mutations with the CC after the price during character creation, and meeting the requirements is mandatory. During character creation, you gain two mutations but can take more through the evolution mastery after character creation.

CC: Step Reference

Step 1: Generating Statistics
Step 2: Sub-species & Mutations
Step 3: Your Culture
Step 4: Skills
Step 5: Mentality (Insanity)
Step 6: Traits
Step 7: Energetics (Magic)
Step 8: Equipment
Step 9: The Last Tidbits
Step 10: Your Story so Far


Cover image: Essence and Energy Logo by Alexander Foerster
Powered by World Anvil