Mutations & Wounds
Mutations
When a character suffers a Mutation:
- The GM rolls 1d6 to choose the target nature & effects of the Mutation, shifting down the list if the rolled result is inapplicable:
- 1–3: The mutating effect’s description or source, if any.
- 4–5: The characteristics of the victim themselves.
- 6: The characteristics of the immediate environment surrounding the victim.
- The GM rolls twice on the Mutations & Wounds Table (below) to determine Location, and chooses the most thematic of the two rolled results, discarding the other.
- The GM determines the nature & effects of the Mutation based on the words & location & writes a description for the new Fact representing it.
Mutations are never inherently lethal & they shouldn’t prohibit continued play for PCs, but they can be very unpleasant … or quite helpful.
Wounds
When you receive a Wound, generate its location by rolling on the Mutation Location table. If you don’t have the location in question, stop; you don’t receive a Wound! Otherwise, perform an unmodified Wound Save (straight 2d6 with no modifiers).
| Result | Wound Save |
|---|---|
| Crit ≥12 | You don’t actually suffer a Wound. You’re fine! |
| Pass 8–11 | The body part is merely injured & is unusable until the Wound heals. |
| Seven 7 | You permanently lose half your capacity (i.e. weak/unsteady leg, half your breath). |
| Failure 3–6 | The body part is destroyed. |
| Fumble ≤2 | The body part is destroyed. Roll for a second Wound location. |
If the body part of the Wound isn’t destroyed, then whenever you rest with the Rest Action, cross-reference the Rest Threshold. When you rest for a period longer than the Threshold, the Wound is healed.
Mutations & Wounds Table
| d66 | Body Location | Rest Threshold | If Location is Destroyed, You… |
|---|---|---|---|
| 11 | Entire head | 1 month | Die. |
| 12 | Face | 1 week | Die. |
| 13 | Arms | 1 month | Lose 1 arm. |
| 14 | Hands or whatever | 1 month | Lose 1 hand/whatever. |
| 15 | Legs | 1 month | Lose 1 leg. |
| 16 | Feet or whatever | 1 month | Lose 1 foot/whatever. |
| 21–22 | Torso | 1 month | Die. |
| 23–24 | Entire body | 1 season | Die. |
| 25–26 | Tail | 1 week | Lose 1 tail. |
| 31 | Nose | 1 week | Cannot smell. |
| 32 | Ears | 1 week | Cannot hear. |
| 33 | Eyes | 1 month | Cannot see. |
| 34 | Most thematic organ | 1 month | 5-in-6 chance of death. |
| 35–36 | Horns/other protrusions | 1 week | Lose 1 horn. |
| 41–42 | Skin | 1 week | Die painfully. |
| 43–44 | Mouth, tongue, or breath | 1 month | Die. |
| 45–46 | Soul/aura | 1 week | Die. |
| 51–52 | Voice | 1 month | Cannot speak. |
| 53–54 | Mind/personality | 1 season | Die. |
| 55 | Wings | 1 month | Lose 1 wing. |
| 56 | Genitals | 1 month | Can’t reproduce. |
| 61–66 | Gain additional (re-roll) | — | — |
- If you roll “Gain additional…” while checking for a Wound, the Wound affects two or more parts; make a Wound Save for each part’s destruction separately. If you roll it for a Mutation, the Mutation adds an additional body part (if applicable).
- If you don’t have the named body part, a Mutation will add it while a Wound will do nothing & be negated.