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Mutations & Wounds

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Mutations

When a character suffers a Mutation:

  1. 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.
  2. 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.
  3. 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).

ResultWound 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

d66Body
Location
Rest
Threshold
If Location is
Destroyed, You…
11Entire head1 monthDie.
12Face1 weekDie.
13Arms1 monthLose 1 arm.
14Hands or whatever1 monthLose 1 hand/whatever.
15Legs1 monthLose 1 leg.
16Feet or whatever1 monthLose 1 foot/whatever.
21–22Torso1 monthDie.
23–24Entire body1 seasonDie.
25–26Tail1 weekLose 1 tail.
31Nose1 weekCannot smell.
32Ears1 weekCannot hear.
33Eyes1 monthCannot see.
34Most thematic organ1 month5-in-6 chance of death.
35–36Horns/other protrusions1 weekLose 1 horn.
41–42Skin1 weekDie painfully.
43–44Mouth, tongue, or breath1 monthDie.
45–46Soul/aura1 weekDie.
51–52Voice1 monthCannot speak.
53–54Mind/personality1 seasonDie.
55Wings1 monthLose 1 wing.
56Genitals1 monthCan’t reproduce.
61–66Gain 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.