TTHelvianTT

Mutation List

Mar 22nd, 2017
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  1. Evolution: Select an evolutionary path for your character. Each path starts your character off with a few bonuses, but you do not take on that race's appearance from the beginning. Over time, your character changes.
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  3. Races are: Dwarf, Elves, Orcs, Goblin, Zombie, Golem, Kappa, Kitsune, Succubi/Incubi, Ogres, Centaurs, Lamia, Angels, Trolls, Mindflayer, Gargoyle, Vampire, Dragonkin, Werewolves, Gnolls, Tengu, Wendigo, Basilisks, Oni, Slime, Kobold, Kraken, Dullahan, Siren, Raiju, Chimera, Papinjuwari, Hellhound, Faries, Dryads, Gnomes, Merfolk, Valkyries/Einherjar, Gorgon, Drider, Phoenix.
  4.  
  5. CTRL+F Is your friend. I will organize this later.
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  7. Dwarf: Dwarven humans are significantly more hardy than others. They also grow facial hair much faster than others, and their muscles compact more into their bodies, giving them much more strength relative to their bodies.
  8.  
  9. Over time, Dwarves shrink in size, but grow stronger and hardier. They also develop bushy beards and resistances to magics and poisons.
  10.  
  11. Dwarves begin with a 'resistance II' skill.
  12.  
  13. Dwarves may be hardy and resistant to magic, but due to their size and stature, they eventually move much slower. They also have more trouble casting magic than the other races.
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  16. ------------------------------
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  18. Elves: Elves are lithe yet limber folk, growing slightly taller than an average man. They're known for developing a pair of large, pointed ears.
  19.  
  20. Elves are quick in both the body and mind, but they're quite frail. Over time, they also develop a more natural talent with magic.
  21.  
  22. Elves begin with 'Magic I' and 'Agility II', but suffer a -1 penalty to strength.
  23.  
  24. As mentioned before, Elves grow weaker over time, but exchange this for more agility, brainpower, and magical power.
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  27. --------------------------------
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  30. Orcs: Orcs are a race of humanoids that mutated into an uglier, but genetically stronger race. Orcs forfeit some of their brain power in exchange for strength as time goes on. But they're incredible warriors.
  31.  
  32. Despite them lacking in brainpower, they're quite comfortable with destructive magic. (and only destructive magic)
  33.  
  34. Orcs begin with 'Strength II'
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  36.  
  37. -----------------------------
  38.  
  39. Goblin: Goblins are a species of short 'greenskins' that are often seen as a diminutive form of Orc. Goblins develop weaker muscles and short statures, but this sacrifice also works as a pretty good benefit.
  40.  
  41. Furthermore, goblins develop enormous mouths with powerful jaws, and are capable of eating just about anything.
  42.  
  43. Goblins begin with 'Agility III', but begin with 'strength -II'
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  46. ---------------------------
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  48. Zombie: Zombies are, true to their name, zombies. They're humans who's body had begun to rot. As a result, their bodies are effectively dead, making them capable of ignoring both pain and injuries.
  49.  
  50. Rotting is pretty inconvenient, as undead are very sluggish and languid overall. It turns out, rotting alive lowers reflexes and brain processes.
  51.  
  52. Undead begin with 'Resistance III' but begin with 'agility -II'
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  55. -----------------------------
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  57.  
  58. Golem: While not 'true' golems, Golems are humanoids that have developed a thick shell on the outside of their body. Essentially an armour of a random material (typically rock) on the outside of their body.
  59.  
  60. This exoskeleton covers their fleshy body; golems begin with a tough hide from the start, but begin with no bonuses or downsides.
  61. -------------------------------
  62.  
  63. Kappa: Named after the Japanese spirit, the Kappa are a race of humanoids that grow a natural affinity for water. They also eventually develop a shell at their back.
  64.  
  65. Kappas begin with 'Aquamancy II', and over time will find not only a great affinity with the water, but also dependence.
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  67.  
  68. ----------------------------
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  70. Kitsune: Kitsune are a race of humans that are known for their almost (obviously) supernatural beauty. A Kitsune will develop into a very charming and attractive person over time; how you use those charms is up to how you play the character however.
  71.  
  72. Kitsune are particularly skilled at magic focused on charms and enchantments, and begin with 'Charms II'
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  74. ---------------------------
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  76.  
  77. Succubi/Incubi: Succubi and Incubi mutants are often closely associated with demons. While this isn't entirely true, they are usually created from humans who have been exposed to rifts leading into The Beyond.
  78.  
  79. Succubi increase in beauty as time goes on. They gain no benefits to their ability scores from the start, but gain a magical ability from the start:
  80.  
  81. Depending on their magic score (three times per rest with no magic), they may perform a seductive/romantic act (kissing, hugging, holding hands) and give a reasonable suggestion to the target. That target must make a will save or follow the suggestion. Suggestions can still be ignored in some circumstances.
  82.  
  83. Unfortunately, their bodies are much more susceptible to the forces of The Beyond. Corruption affects them at twice the rate than normal. They are penalized by -2 for will saves involving corruption.
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  86.  
  87. ----------------------------
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  89.  
  90. Ogres: Ogres aren't really respected in the new Earth. Fortunately, that usually isn't really able to stop them from just punching their ways through their problems.
  91.  
  92. An Ogre grows much larger, and far stronger. However, in exchange for big muscles, their brains get a little on the...small side.
  93.  
  94. Ogres begin with III Strength, but -II Intelligence
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  96.  
  97. -----------------------------
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  101. Centaurs: Centaurs develop drastic changes over time, growing the entire lower body horse. Naturally, centaurs are capable of incredible speed due to their horse half.
  102.  
  103. Pre-metamorphosis, centaurs begin with 'Perception II'
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  106.  
  107. ----------------------------
  108.  
  109. Lamia: Lamias are a race of humanoids who develop the lower body of a snake. While a bit slower than usual, they develop incredible muscle with their tail.
  110.  
  111. Lamias may not begin with a snake body from the start, but begin with a pair of large fangs, as well as a venomous bite. They begin with no stat bonuses.
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  115. --------------------------
  116.  
  117. Angels: Despite the fact that Demons may have been proven through The Beyond, real 'angels' haven't exactly been proven to exist yet. Still, there are angelic 'qualities' that are known to have surfaced in a few humans throughout the world.
  118.  
  119. Angels are blessed with exceptional willpower, beginning with 'II willpower'.
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  122. ------------------------
  123.  
  124. Trolls: Trolls are unfortunate and ugly brutes, who degenerate rapidly over the course of their life time. They grow in size, strength, and toughness, but as time goes on, a troll's intelligence goes straight down the toilet.
  125.  
  126. Trolls begin with the ability to regenerate and recover from most wounds; their regeneration is strong enough to regrow lost limbs over time, and only grows stronger as they evolve.
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  131. -----------------------------------
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  133. Mindflayer: A Mindflayer is a humanoid with an octopus-like head. Those that evolve into these creatures develop an impressive intellect and psionic powers, but are much squishier than the other races.
  134.  
  135. Mindflayers begin with the ability 'Mind Crush'. They can assert their mental dominance over a target creature. The creature must make a will save or be wracked with a crippling headache, stunning them for one round.
  136.  
  137. Mindflayers begin with '-I resistance', as their bodies are squishier than normal.
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  145. Gargoyle: Gargoyles are similar to golems, except they have the natural ability to temporarily turn their entire body to stone. Later on, this 'ability' becomes a passive effect; Gargoyles soon turn entirely to stone, while also keeping their ability to move normally.
  146.  
  147. Unlike Golems, a Gargoyle's stone 'exoskeleton' is stronger at first. Once per day, they may also enter a form of stasis that turns their entire body to stone. Doing so prevents any movement.
  148.  
  149. Gargoyles are susceptible to blunt weapons, especially later. Wounds heal much slower for Gargoyles.
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  151. ----------------------------------
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  154.  
  155. Vampire: Full-fledged creatures of the night! Vampires have a natural affinity for the shadows, and are thus skilled at sneaking around and keeping themselves out of sight. However, they grow much more frail, and likewise develop weakness for the light.
  156.  
  157. Vampires don't actually need to eat. They instead feed off of blood, gaining no nutrition from other sources. Vampires can go without drinking blood, but doing so taxes the mind. Not drinking blood also prevents vampires from regenerating.
  158.  
  159. Vampires begin with "II" Stealth.
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  164.  
  165. Dragonkin: Also sometimes called 'Salamanders', the dragonkin are a race of humanoids that, true to their name, develop features akin to a dragon. Dragonkin develop different features as time goes on, based around a specific elemental dragon.
  166.  
  167. The dragon type is random, but all dragonkin begin with a pair of razor sharp claws that can be used as proper weapons. They develop different strengths and weaknesses depending on the colour of the scales they grow.
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  173.  
  174. Werewolves: Not exactly true to its name; Werewolves don't really necessarily get to switch into a wereform. Rather, they change into a bestial wolf form and stay like that permanently.
  175.  
  176. They do however, get significant strength and speed as they grow. Unfortunately, as a werewolf battles, they risk going into frenzies that make it hard to tell ally from enemy.
  177.  
  178. Werewolves begin with "+II Melee combat."
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  183. Gnolls: Gnolls are humans who end up running off instinct alone. They eventually grow in size and strength, but end up finding themselves lacking a bit in the intelligence department.
  184.  
  185. Later on, they develop spotted fur, along with other hyena-like features.
  186.  
  187. Gnolls begin with "+I Strength" and "+I Perception".
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  191.  
  192. Tengu/Avianfolk: Tengu are humanoids that develop avian-like qualities. For the most part, Tengu are relatively frail entities, but are known to develop skill in both magic and agility.
  193.  
  194. They also develop wings, granting them the ability to fly later.
  195.  
  196. Tengu begin with "+II" to Magic, "+I" To agility, but "-I" To strength and resistance.
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  202. Wendigo: Wendigos are revered and almost hated as a species, due to their developing ability to spread madness in unsuspecting victims. Wendigos slowly grow into humanoids with deer-like qualities, including antlers.
  203.  
  204. Wendigo begin with a spell called 'Frenzy'. They may select a target to throw into a complete frenzy. The target may make a will save to attempt resisting, but should they fail to resist, they fall into a frenzy, gaining bonuses to all attacks, but losing the ability to control themselves. Frenzied victims will potentially attack allies.
  205.  
  206. Wendigos can later heal off devouring flesh. However, they must feed upon the raw flesh of a sapient creature, lest they begin wasting away.
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  209.  
  210. Basilisks: Basilisks are quite often mistaken for Dragonkin, in the fact they develop hard scales. The difference here is that Basilisks later develop the ability to petrify victims with a single glance.
  211.  
  212. Basilisks later develop scales that defend them from attacks.
  213.  
  214. Basilisks begin with no bonuses from the start, but later grow extra sets of limbs.
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  220. Oni: Oni's are known for being quite short lived, but are naturally talented in the use of magic. On top of this, they're much stronger than the average man, and likewise, grow far larger.
  221.  
  222. Onis don't begin with any ups or downs, but are perpetually sluggish by nature, equal to about '-II Agility' initially.
  223.  
  224. However, as an Oni battles, they steadily grow more active over time. They rile up and grow in speed, but lose the ability to really reason or aim a gun effectively over time. Eventually, they enter a heightened state of rage. Be wary, however, because raging too much will make it hard to tell friend from foe.
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  229.  
  230. Slime: Slimefolk are rather odd. Their bodies steadily evolve into a semi-solid that becomes quite durable and elastic. On top of this, they eventually learn to shape their body to a certain degree.
  231.  
  232. Slimefolk are kinda gross initially. Their skin develops a thin, sticky, mucus-like membrane that reduces damage dealt to them. They are well-balanced and versatile otherwise.
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  237.  
  238. Kobolds: Kobolds are a race of reptilian creatures, often associated with dragons. Those that evolve into Kobolds will find their bodies shrinking to a much smaller size, while their skin develops different scales. Though they are frail, their scales protect them, and they are quite agile.
  239.  
  240. Kobolds begin with "II" Agility
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  244. Kraken: Krakens are a widely feared race, as their evolution leads to a creature of great size and strength. Over time, a Kraken will develop a natural affinity towards water. They eventually develop large tentacles around the back.
  245.  
  246. Krakens begin with a "II Strength" They later develop a slight dependency on water, and grow incredibly strong, but slow.
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  251.  
  252. Dullahan: Humans evolving into the Dullahan are blessed with particularly shady arts of magic. The fact that they go headless into their mutation often makes folks wary. Not to mention, their aforementioned natural aptitude in the use of dark magic.
  253.  
  254. Dullahans begin with 'Necromancy II'.
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  258.  
  259. Siren: Sirens are a race of humanoids that are renown for their captivating beauty. Not too dissimilar from a succubus, Sirens slowly evolve into very attractive representations of themselves.
  260.  
  261. They also gain an affinity for water later on, and their hair becomes bioluminescent.
  262.  
  263. Sirens begin with their song early. They may sing a song dedicated to one target. That target must make a will save or be captivated, forcing them to walk towards the singing Siren.
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  267.  
  268. Raiju: The Raiju, also known as 'thunder hounds', are a race of canines with an affinity for thunder and lightning. Raiju humanoids also inherit these qualities eventually.
  269.  
  270. The Raiju begins with inherent talent in air magic, beginning with 'II' in air magic. Later on, they develop the ability to move incredibly fast through the use of lightning.
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  274.  
  275. Chimera: The Chimera is, essentially, an abomination. These creatures develop all sorts of different body parts and abilities that can either help them or hinder them severely.
  276.  
  277. Chimeras begin with no bonuses or downsides. However, their bodies are inherently superior at sorting out bad mutations from good; they typically receive beneficial mutations when they mutate. (But not always)
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  281.  
  282. Papinjuwari: Often shorthanded to 'Paps' or 'Papins', the Papinjuwari, mythologically speaking, is a race of giant said to feed off the life force of the diseased. Humans that evolve into Papins grow in size, much like all the other giant races.
  283.  
  284. Papins are more cunning than other giants though, and likewise, later learn the ability to move incredibly fast. They're the weakest of the giants; but that isn't saying much.
  285.  
  286. Papins eventually develop a large, cyclopean eye. They also later grow immunity to disease, but are required to feed off of it.
  287.  
  288. Papins begin with a simple "II" in strength.
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  291. ----------------------------------
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  293. Hellhound: Need I say more? Hellhounds are canines with an incredible affinity for fire. Over time they develop powerful claws, the ability to breath fire, and eventually, incredibly flame resistant skin.
  294.  
  295. They begin with 'Pyromancy II'
  296.  
  297. ----------------------------------
  298.  
  299.  
  300. Fairies: Fairies as a whole are quite possibly the most magical of the races. They're blessed with great magical power, but shrink down to incredibly small heights as time goes.
  301.  
  302. Fairies eventually grow a pair of wings, and their magical power only strengthens as they evolve.
  303.  
  304. Fairies begin with 'Magic II'
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  306.  
  307. ----------------------------------
  308.  
  309. Dryads: The Dryads are a race of humanoids that develop an affinity for nature. They're blessed with great magical power, much like the other fae based races. Dryads are unique in the fact that they learn how to speak directly with nature.
  310.  
  311. Dryads begin with 'Nature Magic II'; Nature Magic is magic that works with plants and trees specifically.
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  313. ----------------------------------
  314.  
  315. Gnomes: Gnomes are a short race of humanoids known for shrinking in size. Despite this, they maintain decent strength and speed relative to their size. However, a Gnome's strong point is its intelligence.
  316.  
  317. Gnomes are slightly blessed with all aptitudes of magic, and while they aren't as gifted as the fairies are in magic, they're still quite talented.
  318.  
  319. Gnomes begin with "+II" To intelligence.
  320.  
  321. ----------------------------------
  322.  
  323. Merfolk: Merfolk are a race of humanoids that, true to their name, develop a natural affinity for water. Merfolk are essentially jacks of all trades; they're skilled at everything, but not really masters of anything. (Save for perhaps water magic)
  324.  
  325. Merfolk are unique in the fact that they are allowed to breathe in the water, and move much faster when swimming. Merfolk players are allowed to select between the lower body of an octopus or a fish.
  326.  
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  328. -------------------------------
  329.  
  330. Einherjar/Valkyries: Named after the mythical fighters, these humanoids are more or less just humans...only, they grow rather large in size, developing great muscles and heights.
  331.  
  332. The Valkyries and Einherjar are incredibly skilled combatants; melee combat becomes second nature to them. Magic, however, isn't really their strong suit.
  333.  
  334. Einherjar and Valkyries begin with "II" To melee combat.
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  338.  
  339. Gorgon: The Gorgon are a race of humanoids that grow more of an affinity towards stone and earth. Not all gorgons develop the lower body of a snake, but some do.
  340.  
  341. Gorgons are mostly known for their ability that isn't too dissimilar from a basilisk; the ability to petrify a man with just a single gaze. Gorgons eventually develop snakes for hair.
  342.  
  343. A Gorgon begins with 'II' in Earth Magic.
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  346. -------------------------------
  347.  
  348. Phoenix: The Phoenix is often, at first, mistaken for the Tengu tree. They are frail avian folk that develop a strong affinity for magic, much like the Tengu, but are different in the fact that they're specifically talented at Pyromancies.
  349.  
  350. Phoenixes develop the ability to fly, and are most renown for their ability to literally rise from their own ashes. Though, such phoenixes are quite old. Very few live long enough to earn this ability.
  351.  
  352. Phoenixes begin with a "II' to Pyromancy, and a "I' to agility, but a '-I' to Strength and Resistance.
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  356. -----------------------
  357.  
  358. Drider: Driders are humanoids that aren't quite too dissimilar from Lamias or Centaurs. The difference in them, however, is that their lower body becomes a spider. Driders have a little dimorphism in their species; female Driders are usually much more sleek, with the lower body of a black widow or other spider.
  359.  
  360. Male Driders get bulkier lower bodies, with the spider typically being tarantulas.
  361.  
  362. Driders are well-balanced in the body, gaining a "I" To agility and strength.
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