Saturday, November 19, 2022

GLOG Class: The Obsessive Mutantist

I'm currently running a megadungeon game, and I love mutations. They're just fun. So, after I built up a series of ruins filled with trolls and flail snails with a big, mutatory pond at the center, I decided to have an additional non-diagetic reward for the party that uses said pond.

Introducing the Mutantist, which is basically Skerples' biomancer with the wizard filed off. I don't like wizards. I mean, I love them. But they bug me.

I like to use the Metamorphica for mutations, it's just already got so many, why fix what isn't broke?

Obsessive Mutantist

Starting Gear: 2 black thumb rings, a spotty past, 3 benign tumors, 3 random potions of the same type, a dark cloak, a sharp knife and a book on biology
Starting Skills: Alchemy, Eid* Lore, Poetry

A: A New Taste, +1 Mutation Dice

B: Waste Not Want Not, +1 MD

C: Defense Mechanism, +1 MD

D: Panaceatic Flesh, +1 MD

Every time you take another template of Mutantist, gain 1d4 mutations.

A: A New Taste

Taste Blood to tell what sort of creature it came from. [Template]-in-6 to know additional details about the creature, such as its current health/disposition, what diseases it is currently carrying, or its rough current position, relative to you.

A: Mutation Dice

Mutation dice are d4s, and allow you to do any of 4 effects when spent:
  • Infantilize
    • Affects a creature of [dice] x 4 HD or less, for [sum] minutes.
    • Target Saves or becomes an adorable, if slightly eerie, child version of itself. Creatures lose 1 HD (-6 max HP, -1 to hit, -1 to Save). The target's Strength is halved. The target is now so adorable that all who see it must Save the first time they try to harm it or hesitate. If they fail this Save, they can act normally the next round.
  • Monsterize
    • Affects any 0 HD creature, for [sum] minutes. Target vermin (rat, scorpion, termite, etc) becomes huge and aggressive.
      • HD: [dice]x2
      • Attack: [dice]+d10
      • Defense: 12 (as leather)
    • Monstrified vermin attack the nearest foe, and casters usually throw the vermin as they cast this spell. Works on goblins and other low HD monsters. If you invest 4 [dice], the creature also mutates.
  • Make Delicious
    • Affects a creature of [dice] x 4 HD, for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
    • Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the effect’s target as their primary attack target. Insects will be attracted to the target for the effect's duration. The target may Save at the end of each duration interval to negate the effects This effect can also affect dead creatures
  • Mutate
    • Affects a single target for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
    • Target gains [dice] random mutations. Save negates, Save once per mutation. If the creature chooses to fail its Save, roll double the number of mutations, and the caster chooses which half are gained. At the end of the duration, the target must Save for every mutation they have. If they fail, the Mutation continues past the usual duration, and may be permanent.
There is a 1-in-10 chance that any of these effects will be permanent

Mutation Dice are “spent” on a roll of 3-4, and return to your dice pool on a roll of 1 or 2. If two dice show the same result, you gain a Mishap as shown by the following table:

Mishaps (Doubles):

  1. Lose 1d4 hp as a series of ticks, flinches and twitches are set off.
  2. Random Mutation for 1d4 rounds. Save or it becomes permanent.
  3. Agony for 1d4 minutes as your organs churn and twist.
  4. Ravenous Hunger. You cannot act normally until you consume ¼ your body weight in edible material.
If you roll 3 or more MD with the same number, your “Doom” track advances, according to this order.

Dooms (Triples or quadruples):

  1. Your Appearance and Mutations painfully randomize over the course of 24 hours.
  2. Each Day, as you awake, Save or gain a new Mutation. As you lay down to rest, Save again or the Mutation becomes permanent.
  3. Over the course of a week (5 days), you develop into a ravenous protoplasmic blob known as an eidling drake.

B: Waste Not Want Not

Whenever you drink a potion (or any other substance not consumed for homeostasis, really), you have a 50% chance to recycle the substance. It must be disgorged from the orifice of your choice within 10 minutes.

C: Defense Mechanism

When an attack hits, you can choose to make it miss by sloughing off your skin, which regrows over the course of a Cirnight*.

D: Panaceatic Flesh

Your Hit Points return at a rate of 1 per 10 minutes. As long as you consume double rations, your lingering injuries heal at double the usual rate, and your limbs can be regrown at the rate of one per Season.
(from Everythings)

A lot of this references setting stuff. I might make a post on that later. Anyways, I think this class is a sort of glass cannon, like, using your mutation dice is almost guaranteed to render you into hungry mulch.

Infernal Growth #2 Post-Session writeup

Second session follows immediately after the first. We were able to go a lot longer, this time, and really get to try out the combat system....