Reptilia Mutations

These mutations are specific to the Reptilia species, which comprise the Ghari, Serpenes, and Varanus sub-species.

 

Body Constrict

Rank 1
Requirements
Reptilia Species
Price
3 talents (CC)

Your body can wrap around a target, constricting and immobilizing them, gain lucky rolls on grapple checks.

Rank 2
Requirements
Reptilia Species
Price
5 talents

You can tighten your grip on the target, causing damage to it. Each round after the first round you can use one action to deal 1d6 plus might in force damage.

 

Carapace

Requirements
Reptilia Species
Price
3 talents (CC)

The backside of your body has grown hard carapace, giving you +2 to defense when being flanked or surprised from the back. Sneak attack ignores this ability. This does not stack with armor.

 

Gekko Feet

Requirements
Reptilia Species
Price
3 talents (CC)

Your hands and feet are sticky, which improves your climbing ability. You gain lucky rolls when climbing and being disarmed.

 

Regeneration

Requirements
Reptilia Species
Price
3 talents (CC)

In case of removal, your limbs, including your tail, will grow back. It takes five days to grow back full limbs and three days for hands or feet.

 

Reptilia Mutation

Requirements
Reptilia Species
Price
3 Talents (CC)

Although most reptilia have the same biological makeup, they do differ from one another in small mutations. Some can spit poison, while others have full control of their tails. This mutation can be taken multiple times, but each time a new mutation must be taken. You can gain more of these mutations through the evolution mastery after character creation.

You use martial arts when making attacks with these abilities, except Spit Acidic Poison, which uses the throwing skill.

Gain one of the following:

Spit Acidic Poison

You have a special gland in the back of your throat filled with poison. You gain the ability to spit acidic poison up to 10 ft. The poison causes 1d6 acid damage and blinds the target for 1d4-2 (min. 1) rounds. The gland has enough poison for three uses. It takes a full rest to refill the gland once it is empty, as the gland does not refill until fully drained. The difficulty rating for the poison is DR 10 plus your vitality.

Tail Whip

You treat your tail as an additional limb to make precision movements, attacks, and grapples.

Poison Bite

Your saliva is infused with a paralyzing poison. When you bite a target, you deal 1d4 piercing damage and have a chance of paralyzing them. If the target fails, their stamina check it paralyzes them for 1d4-1 rounds (min. 1). There is only enough poison in your saliva for three uses. The poison in your saliva is restored after a full rest.

The difficulty rating for the poison is DR 10 plus your vitality.

Serrated Teeth

You have serrated razor-sharp teeth. Your bite causes a bleeding effect. The bite causes 1d4 bleed damage each round until cared for that does not stack on itself. If biting multiple times, you add a +1 to the bleed damage per additional bite. The bites base damage is 1d4 plus might.

You cannot combine this mutation with the mutation Bite. Increasing your martial arts damage does not increase the bleed damage of this mutation.

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


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