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<blockquote data-quote="Reynard" data-source="post: 9807740" data-attributes="member: 467"><p>Here is the revised list. I will have to invent a couple to fill out 19 and 20.</p><p>----------</p><p>Primary Mutations (roll 1d20)</p><p></p><p>1. Purposeful Design: Decide who made you and for what purpose. At character creation choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.</p><p>2. Scales: Your scales act as natural protection When you would take Severe damage you can mark a Stress to mark 1 fewer Hit Points.</p><p>3. Thick Skin: When you take Minor damage you can mark 1 Stress instead of marking a Hit Point.</p><p>4. Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success you can communicate across any distance</p><p>5. Shell: Gain a bonus to your damage thresholds equal to your Proficiency.</p><p>6. Endurance: Gain an additional Hit Point slot at character creation.</p><p>7. Surefooted: You ignore disadvantage on Agility Rolls.</p><p>8. Luckbringer: At the start of each session everyone in your party gains a Hope.</p><p>9. Amphibious: You can breathe and move naturally underwater.</p><p>10. Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.</p><p>11. Quick Reactions: Mark a Stress to gain advantage on a reaction roll.</p><p>12. Luckbender: Once per session after you or a willing ally within Close range makes an action roll you can spend 3 Hope to reroll the Duality Dice.</p><p>13. Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.</p><p>14. Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.</p><p>15. High Stamina: Gain an additional Stress slot at character creation.</p><p>16. Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.</p><p>17. Feline Instincts: When you make an Agility Roll you can spend 2 Hope to reroll your Hope Die.</p><p>18. Sturdy: When you have only 1 Hit Point remaining, attacks against you have disadvantage.</p><p></p><p>Secondary Mutations (roll 1d20)</p><p></p><p>1. Efficient: When you take a short rest you can choose a long rest move instead of a short rest move.</p><p>2. Elemental Breath: Choose an element for your breath (such as electricity fire or ice). You can use this breath against a target or group of targets within Very Close range treating it</p><p>as an Instinct weapon that deals d8 magic damage using your Proficiency.</p><p>3. Increased Fortitude: Spend 3 Hope to halve incoming physical damage.</p><p>4. Death Connection: While touching a corpse that died recently you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.</p><p>5. Retract: Mark a Stress to retract into your shell. While in your shell you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.</p><p>6. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.</p><p>7. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.</p><p>8. Internal Compass: When you roll a 1 on your Hope Die you can reroll it.</p><p>9. Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.</p><p>10. Nimble: Gain a permanent + bonus to your Evasion at character creation.</p><p>11. Celestial Trance: During a rest you can drop into a trance to choose an additional downtime move.</p><p>12. Wings: You can fly. While flying you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.</p><p>13. Kick: When you succeed on an attack against a target within Melee range you can mark a Stress to kick yourself off them dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.</p><p>14. Unshakable: When you would mark a Stress roll a d6. On a result of 6 don’t mark it.</p><p>15. Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.</p><p>16. Dread Visage: You have advantage on rolls to intimidate hostile creatures.</p><p>17. Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success they become temporarily Vulnerable.</p><p>18. Tusks: When you succeed on an attack against a target within Melee range you can spend a Hope to gore the target with your tusks dealing an extra 1d6 damage.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9807740, member: 467"] Here is the revised list. I will have to invent a couple to fill out 19 and 20. ---------- Primary Mutations (roll 1d20) 1. Purposeful Design: Decide who made you and for what purpose. At character creation choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it. 2. Scales: Your scales act as natural protection When you would take Severe damage you can mark a Stress to mark 1 fewer Hit Points. 3. Thick Skin: When you take Minor damage you can mark 1 Stress instead of marking a Hit Point. 4. Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success you can communicate across any distance 5. Shell: Gain a bonus to your damage thresholds equal to your Proficiency. 6. Endurance: Gain an additional Hit Point slot at character creation. 7. Surefooted: You ignore disadvantage on Agility Rolls. 8. Luckbringer: At the start of each session everyone in your party gains a Hope. 9. Amphibious: You can breathe and move naturally underwater. 10. Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing. 11. Quick Reactions: Mark a Stress to gain advantage on a reaction roll. 12. Luckbender: Once per session after you or a willing ally within Close range makes an action roll you can spend 3 Hope to reroll the Duality Dice. 13. Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease. 14. Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets you can mark a Stress to deal 1d12 physical damage to all targets within Melee range. 15. High Stamina: Gain an additional Stress slot at character creation. 16. Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead. 17. Feline Instincts: When you make an Agility Roll you can spend 2 Hope to reroll your Hope Die. 18. Sturdy: When you have only 1 Hit Point remaining, attacks against you have disadvantage. Secondary Mutations (roll 1d20) 1. Efficient: When you take a short rest you can choose a long rest move instead of a short rest move. 2. Elemental Breath: Choose an element for your breath (such as electricity fire or ice). You can use this breath against a target or group of targets within Very Close range treating it as an Instinct weapon that deals d8 magic damage using your Proficiency. 3. Increased Fortitude: Spend 3 Hope to halve incoming physical damage. 4. Death Connection: While touching a corpse that died recently you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice. 5. Retract: Mark a Stress to retract into your shell. While in your shell you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move. 6. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead. 7. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range. 8. Internal Compass: When you roll a 1 on your Hope Die you can reroll it. 9. Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency. 10. Nimble: Gain a permanent + bonus to your Evasion at character creation. 11. Celestial Trance: During a rest you can drop into a trance to choose an additional downtime move. 12. Wings: You can fly. While flying you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack. 13. Kick: When you succeed on an attack against a target within Melee range you can mark a Stress to kick yourself off them dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range. 14. Unshakable: When you would mark a Stress roll a d6. On a result of 6 don’t mark it. 15. Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll. 16. Dread Visage: You have advantage on rolls to intimidate hostile creatures. 17. Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success they become temporarily Vulnerable. 18. Tusks: When you succeed on an attack against a target within Melee range you can spend a Hope to gore the target with your tusks dealing an extra 1d6 damage. [/QUOTE]
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