Goblin Mutations
These mutations are specific to the goblin species, which comprise the Da’Har, Dek’Ka, and Do’Kol sub-species.
A Healthy Dose of Poison
Goblin Species
Price3 talents (CC)
When passing a check to resist poison, you heal for equal to the die’s maximum result (i.e. 8 if 1d8).
Chill Out
Goblin Species
Price
3 talents (CC)
The blood of the Do’Kol ancestry runs through your veins, granting you their ancient ability to resist cold damage and effects. You feel comfortable and ignore any penalties directly connected to naturally cold environments.
Porous Pores
Goblin Species
Price3 talents (CC)
Gain Handle Poison Mastery and can produce a poison from the pores in their palms. The poison deals 1d6 damage when ingested that can only be chained once and has a difficulty rating of 8 plus half your vitality. At level five, it is 8 plus your vitality.
Patient Zero
Vitality 6, Physician Rank 1, Goblin Species
Price
5 talents (if Dek’Ka the price is 3 talents and CC)
You have become immune to diseases.
Warm Skinned
Vitality 5, Mental 5, Goblin Species
Price
3 talents (CC if Do’Kol)
You have developed a natural immunity to the effects of frostbite. Your skin will still look as if it is frostbitten, but you do not feel any of the effects.
Shiny Detector
Goblin Species
Price
3 talents (CC)
You gain lucky rolls with looking for treasure or a specific single item.
Character Creation Guide
Refer to Step 2: Sub-species & MutationsYou 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 StatisticsStep 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