Chimerism

Ancient ArtsThe Wilds

Root Effect • Body Modification • Passive

Developer’s Note: This Effect Tree will see significant updates in the future.


Hybrid humanoids with beast traits. Chimerism didn’t begin with offspring between different species, it began by magic and ritual, and was eventually perfected by sciences.


Passive Adjustment

Each of the different options for Chimerism may grant a character Traits, Actions, & Vital Statistic Adjustments.

Chimerism may be taken multiple times. Taking multiple types of mutations which affect the same body part may result in growing extra limbs or body parts. (WIP)

Chimerism is not a transformation, it is a semi-permanent change to the genetics of the character. Reserializing the Effect Tree should not be considered an option once taken.


Vital Statistics Adjustment

Determined by individual mutation.

Unlocking Chimerism

Potential Cost: 10
Requirements
Minimum Level: 1

If Chimerism is taken above level 1, these changes in physical traits should be the result of good story telling. Within Reason. Advancing Chimerism can always be hand waved as further mutation.


Canine Scent

You can smell fear and tell others apart by their specific scent. Scents now provide a sense of direction including the distance to a specific person up to 1000 Tiles. As long as the trail of an individual’s scent is less than 24 hours old, you may follow it to their location unless it is physically interrupted by 5 Tiles or more. (Including flowing water, stepping into a vehicle, etc.)

Vital Statistics Adjustment

Awareness: +15


Feline Tail

The Feline Tail while free and able to move increases the character’s balance. Any Physical Prowess check regarding an action which requires balance gains a +3 Outstanding Bonus to the check.

Vital Statistics Adjustment

Agility: +1


Reptilian Claws

Your fingernails and toenails become much harder, they grow faster, and if you keep them sharp may be used as Claws. Claws reduce the Vitality cost of Weaponless Actions by 90% and change the damage type from Blunt Force Trauma to Sharp Force Trauma. If the Vitality cost of a Weaponless Action is reduced to 1.9 or less, the Vitality cost is removed.

Vital Statistics Adjustment

Strength: +8


Chimerism Branch Effects

• wip



The monks of Ralipal eat the simplest diet, all grown on the rooftops above their monastery. Their entire system is designed to persist indefinitely without import.
— Vashi Hass, The Architect


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