Resources for Exalted Second Edition
Please note: You must create separate user accounts for Lore 5 and the ECR forums.Exalted Mutations List (1E, 2E and Custom)
By Ker'ion
Submitted on 07 Nov 2008 at 12:18:31 AM ESTLast updated on 17 Nov 2008 at 06:39:14 AM EST
Category: General
This includes all listed Second Edition Mutations up to The Compass of Terrestrial Directions Vol. 3 The East, a few only listed in first Edition, some I found on Exalted Wiki Sites and a few I made up (not all of the Player Created Mutations were created by me). I have listed them with their book names and page #, or just Player Created for the rest. Some Mutations I have deemed as Negative and moved them to an appropriate area. For example, Small is listed as a deficiency, as well as all derivatives thereof, due to it having more pronounced negative effects than it’s positive effects.
The following persons may have laid claim to their own Mutations and are recognized as contributing to this list:
White Wolf and all persons employed by them
Exalted Wiki @
http://wiki.white-wolf.com/exalted/index.php?title=Answers07
The Hoverpope @
http://exalted.xi.co.nz/wiki/wiki.pl?TheHoverpope/RandomMutations,
http://exalted.xi.co.nz/wiki/wiki.pl?TheHoverpope/WhiteJadeDomains,
http://exalted.xi.co.nz/wiki/wiki.pl?TheHoverpope/FateBrokenCave,
http://exalted.xi.co.nz/wiki/wiki.pl?TheHoverpope/BrightestIsle,
http://exalted.xi.co.nz/wiki/wiki.pl?TheHoverpope/ShadowForm,
and
Andrix @
http://exalted.xi.co.nz/wiki/wiki.pl?Andrix/WyldMutations
Poxes
Bio-luminescence:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
The character can give off a luminescent glow that provides enough light to see with up to 10 yards away while underwater.
Brachiation:
The Compass of Terrestrial Directions Vol. 3 The East pg 149
The mutant has especially. flexible arms and a strong grip for climbing and swinging through trees. It enables the character to climb and move through treetops with a Move of (Dexterity devided by 2) yards and a Dash of (Dexterity) yards. The player does not need to attempt (Dexterity + Athletics) rolls for ordinary actions the character performs up in the trees.
Changing Coloration:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
This pox is an inferior version of the Chameleon affiction. The character cannot use her control over her skin tone to conceal herself, but she can changes her markings and skin color at will to form decorative patterns. Deep Sages have developed a non-verbal language using skin color, which is thier preferred method of communication. A character can learn this language as a normal Linguistics specialty but cannot communicate with this language unless he also has this pox.
Claws/Fangs:
Exalted 2nd Edition pg 288
The Mutant gains short but sharp claws or fangs. Clawed punches or kicks inflict lethal damage, and a fanged mutant’s bite also delivers lethal damage. Claws can be retractable or hidden under gloves, but fangs are visible whenever the mutant eats or speaks.
Elemental Adaptation:
The Compass of Celestial Directions Vol 2 The Wyld pg 145 and 146
The Mutant has become adapted to a specific elemental region. Since the Earth Pole is in the center of the Realm, far from the wyld, there are only four typesof elemental adaptations: air, fire, water, and wood.
Air Adaptation: this pox renders the mutant resistant to natural cold. The character can remain comfortable and unharmed walking naked thriugh a freezing blizzard or swimming in icy water, and finaly any mutant with this pox is immune to the Frozen Fog. Not all Characters with this mutation must come from the North: a character changed by the Southren Wlyd might develop a flame buring in his heart that protects him against cold.
Fire Adaptation: This pox protects the mutant from all natural extremes of hot weather. The character does not require additional water in hot weather. He can remain comfortable and unharmed walking naked under a blazing desert sun. This mutation does not protect the character from forest fires, lava or other extreme sources of heat. Not all characters with this mutation need come from the South; a character changed by the Northen Wyld might develop veins of ice in her bones that protect her from heat.
Water Adaptation: This pox allows the character to drink salt water without harm. In addition, the character’s skin suffers no harm from continuous immersion in salt or fresh water. While the character cannot breathe water, when underwater, he can hold his breath for four times as long as normal (Stamina x 2 minutes + an additional two minutes per success on a Stamina + Resistance roll). The characteralso reduces the difficulty of Athletics rolls involving swimming by 1 (to a minimum difficulty of 1) and doubles the character’s swimming speed.
Wood Adaptation: This pox grants the character the same resistance to all plant toxins (but not serpent or insect venoms, demonic or alchemical poisons created by charms) as all Exalted possess and grants Exalts complete immunity to plant toxins. In addition, the character can move through forests, jungles, and other wooded areas with exceptional ease. The character can climb easily and with great speed-reducing the difficulty of athletics rolls involving climbing by 1 (to a minimum of 1).
Regardless of which version of this mutation a character possesses, her appearance changes to match the environment to which she is adapted, which may includ having vines instead of hair (Wood), blue skin (Water), lightly furred, ice-white skin (Air), lightly-scaled hide (Fire). A character can possess only one of these adaptations.
Enhanced Sense:
Exalted 2nd Edition pg 288
The Mutant’s sense becomes unnaturally acute. The character gains two dice on all awareness rolls relating to that sense. This pox is physically obvious in unusual eye color or shape, large pointed ears, an elongated nose and so forth.
Fog Sense:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
This pox works as a version of the normal Enhanced Sense pox, but it only grants the mutant the ability to ignore all fog for the purpoes of visibility conditions, and to apply the normal pox’s bonus of two dice to awareness rolls involving targets conceaked by fog. The ability to pierce fog depends on a combination of enhanced sight and hearing, and mutants who regularly use fog sense often assume an unnaturally quiet lifestyle.
Fur/Feathers/Leaves/Scales:
Exalted 2nd Edition 288
The mutant’s skin changes, and she is now covered in light fur, feathers (players chose color or patterns), leaves, thin bark, or delicate scales. The character gains one die in all Survival pools and does not need to wear clothing to protect her against the elements. This pox also adds 1B/1L to the mutant’s soak. This pox cannot be hidden, but characters with this pox can occasionally be mistaken for Dragon-Blooded.
Hooves:
The Manual of Exalted Power Lunars pg 207 and The Compass of Celestial Directions Vol 2 The Wyld pg 144
The character’s lower legs are replaced with hooves more appropriate for a horse, a goat, a boar or some other, similar creature. The character adds two bashing damage to his kicks. If the pox is taken a second time, its effects are identical to the Great Hooves affiction.
Kin Sense:
Lands of Creation pg 131
The mutant can supernaturally recognize any being in range of her normal senses to whom she is related and can gauge the overall strength of that blood tie.
Large:
Exalted 2nd Edition pg 288 and The Compass of Celestial Directions Vol 2 The Wyld pg 144
The character grows to an unusual size. He gains one dot each in Strength and Stamina and an additional -0 health level. This pox is still (barely) within normal size range, and the mutant can still pass as a normal (if very large) human.
Longevity:
The Compass of Celestial Directions Vol 2 The Wyld pg 144
The mutant ages half as fast as normal. Characters born with this mutation can expect a lifespan of 100 years + 20 per point of Stamina (barring violence, disease, or accident, of course). Such characters mature at the normal rate, enjoy a long, almost changeless maturity and enter middle age around 80. They age slowly from then on, becoming definitely elderly around age 120. Exalted characters cannot possess this mutation. While this mutation can stack once, a quadrupled lifespan jumps to a blight-and such mutations must be accompanied by obvious physical changes; negative mutations such as Diet combine well with extraordinarily prolonged lifespan.
Mouth Tentacles:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
This pox causes the character’s mouth to be surrounded by short tentacles ranging in length from 6 inches to 24 inches. These tentacles are very weak, essentially a less functional (and less easily concealed) version of the Prehensile Tail affliction.
Night Vision:
The Compass of Celestial Directions Vol 2 The Wyld pg 144
The Mutant’s eyes are adapted to see in the dark like a cat or an owl. The mutant can see as easily on a moonless night in a city or a deep forest as ordinary humans can on an open plain or leafless forest on the night of the full moon, and can see as well under the full moon as well as ordinary mortals can in full daylight. Taken twice equals the Affliction Dark Sight.
One with the World’s Love:
Player Created
The intimacies of the beings are made potent; they now offer +2 and -2 variables to MDV.
Serpentine Tongue:
The Manual of Exalted Power Lunars pg 207
The character’s tongue becomes long and forked like a snake’s, and he unconsciously flicks it out every few minutes. The tongue is remarkably sensitive, and a character with this pox ignores the normal -2 external penalty for fighting invisible opponents.
Skin/Hair Color:
Exalted 2nd Edition pg 288
The mutant’s skin or hair changes to some unusual color or colors: tiger stripes, pure white, blood red and so forth. This is purely a cosmetic changes and can usually be hidden by dye, make-up or obscuring clothing.
Sonar:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
The character constantlt emits high-pitched sounds and visualize his surroundings from the resulting echoes. Mechanically, the character can see underwater far beyond her normal visual range, The character can also ignore all penalties for blind-fighting as long as she has access to this mutation.
Strength like Granite:
Player created
The character’s bones become strong as stone, and the character adds two dice to their strength + athletics for purposes of feats of strength. This allows the character to act as two for purposes of mass construction. This mutation can be taken multiple times. Each purchase stacks the mutation’s benefits, but if it is taken more than once it can never be hidden
Sturdy:
The Lunars First Edition pg 212
The individual’s stature remains unchanged, but she becomes stocky and bulky with muscles and bone. She adds one dot to her Strength, gains lethal soak equal to one-half her Stamina (if she does not already possess lethal soak) and receives one -2 health level.
Sunlight-Touched: Player Created The being is touched by the faintest light of the sun at all times; they suffer a -1 external penalty to stealth attempts, but a get +1 to appearance.
Tail:
Exalted 2nd Edition pg 288
The Character gains a tail. A pox tail is basically cosmetic. It may be scaly, furred, bare like a rat’s or tuffed, but the mutant cannot use it to manipulate things, hang from branches or attack. The mutant gains two dice in athletic pools as the tail aids in balance. The tail can be hidden under clothes.
Third Eye:
The Manual of Exalted Power Lunars pg 207
The character has a third eye located on her forehead, just above her other two. The character gains a +1 bonus on all awareness rolls. The third eye can be concealed normally.
Wolf’s Pace:
The Manual of Exalted Power Lunars pg 207 and The Compass of Celestial Directions Vol 2 The Wyld pg 145
The character’s legs become longer and contain more power. Often, they take on a digitigrade shape similar to that of a dog or deer. Add two to the character’s Dexterity for the purpose of calculating movement during combat, and add two to the character’s Strength for the purposes of jumping distances. The character adds one die to single rolls representing competitive running. In long-term movement, the character may move as quickly as a drawn carriage.This mutation can be taken multiple times. Each purchase stacks the mutation’s benefits, but if it is taken more than once it may never be hidden. See Gazelle’s Pace and Cheetah’s Pace.
Deficiencies
Allergy:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
The character develops a new strong allergy-perhaps to something as normal as fur, but Wyld allergies more often tend toward the odd, such as bronze, animal skin(including cured leather) or salt. Allergies to iron and white jade pop up frequently as well.Smelling the allergen causes sneezes or coughing. Even brief contact with it induces hives and rashes for a scene, inflicting a -1 internal penalty to all actions. Touching the material for more than two actions (consecutive or within a single scene) deals one level of bashing damage for each subsequent contact.
Atrophy:
Exalted 2nd Edition pg 288
The character has been ravaged by the Wyld. Reduce one Attribute by one dot. The atrophied Attribute can never rise above 4, or one less than her current score if the Attribute was over 5. Attempts to use Charms or other magic to raise this Attribute can be made, but the character takes a level of unsoakable lethal damage foe every dot above his atrophied maximum the spell raises it. This damage can be healed normally. Atrophy is always visible as withered limbs, malformed craniums or other obvious physical changes.
Disgusting Scent:
The Manual of Exalted Power Lunars pg 207
The character perpetually reeks of a foul odor such as rotting meat, raw sewage or simply skunk spray. No amount of cleaning can remove this stench, which inflicts a -2 external penalty on all Social rolls where the target of the roll is able to smell the character.
Disturbing Voice:
The Manual of Exalted Power Lunars pg 207
The character’s voice has some strange quality to it that most people find highly disturbing. For example Ma-Ha-Suchi has this deficiency, which takes the form of a stange “silver bell” quality to his voice. The character suffers a -2 internal penalty on all Social rolls that involve the use of his voice.
Hungry:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
The mutant needs extra food, perhaps to fuel a positive mutation and perhaps due to less efficient digestion. The character must consume 25% more food than normal. Without this, she quickly becomes wan and starts to waste away. Halve the number of days a character with this deficiency can endure hunger before penalties begin to set in, and penalties increase every half-day. The character suffers a -1 internal penalty to all survival rolls to find sufficient food.
Lost Sense:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
Characters suffering this mutation lose either thier sense of hearing, touch, or the paired senses of smell and taste. This loss usually cannot be repaired, even by the most skilled chirurgeon: the eardrum has become a daffodil petal, the constant taste of day-old oatmeal overwhelms all other odors and flavors or the character suffers something equally inexplicable.
Mood Swings:
Exalted 2nd Edition pg 288
The character becomes afflicted with an overwhelming sense of despair and lethargy or bursts of manic energy. The depressed character’s mood is always at its worst during the three nights of the new moon. The mutant’s player must roll Conviction -2 in order for the character to initiate new plans during this time. Manics suffer from extreme fits of joy and distraction. Thier symptoms are worst during the nights of the full moon, and thier players must roll Temperance – 2 to avoid public fits of wild dancing, brawls or other bizarre actions during these times: Taken twice, the victim suffers from both symptons.
Rotundity:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
The mutant becomes 50% more massive, without gaining height or strength. This deficiency can result from gaining the Large pox twice, or as a deficiency in its own right. The mutant loses one dot of Dexterity outright; the Storyteller may impose a -1 external penalty to some Strength rolls, when the character’s bulk becomes a hindrance (he wastes muscle power just moving his own body). The character does not so much run as waddle: Dash actions move the character only (Dexterity + 4) yards. For what it’s worth, the character’s threshold for knockback or knockdown checks increases to (Stamina + Resistance +2).
Second Mouth:
The Manual of Exalted Power Lunars pg 207
The character has a second mouth somewhere on his body. This mouth has no abilities other than speech, but its personality is separate from and usually antagonistic to the character.The second mouth is invariably under Storyteller control. When the mouth is closed, it resembles a small scar. Often, the mouth remains silent and closed when the character is around others, preventing him from proving the mouth’s existence. The mouth also speaks with the character’s voice, and it often says things when no one is watching it to get the character into trouble. The mouth has no teeth and cannot attack in any way. Any damage inflicted on the mouth is also inflicted directly on the character.
Small:
Exalted 2nd Edition and The Compass of Celestial Directions Vol 2 The Wyld pg 144
The mutant afficted with this Deficiencies loses about 25% of her body mass and height. She loses one dot each in Strength and Stamina as well as a -2 health level . She will also be harder to hit (+1 difficulty). Small mutants can barely pass for normal and are frequently mistaken for children. This pox can be taken multiple times. Each purchase stacks the benefits of the first. See Tiny and Miniscule.
Temperature Sensitivity:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
The mutant is unually sensitive to heat or cold (choose one). This increases the difficulty to all Survival rolls by +1 when the charcter is within one particular extreme of temperature. The mutant also increases the difficulty of all Resistance rolls to avoid damage from either extreme heat or cold, or dangers such as fire or supernatural ice storms by + 2.
Ugly:
Exalted 2nd Edition pg 289
The character has been mutated into a repulsive, twisted creature. Reduce Appearance by two dots, and the character cannot raise Appearance above 3 with experience or freebie points. This pox can be hidden by Charms or magic, but these illusions will never be permanent.
White Jade Dreams:
Player Created
The mutant’s mind and dreams are touched by the stabilizing essence of earth, and their dreams are calmed and made firm. This renders them less chaotically refreshing, reducing the number of dice the mutant rolls to regain willpower after rest by 1; however, the fair folk are completely unable to feed off of those dreams – any attempting to draw gossamer from the mind of the mutant will instead find uselessly small grains of white jade and iron.
Afflictions
Berserker:
The Lunars First Edition pg 212
The mutant can fill himself with rage and fury in combat, or a spirit of battle possesses the character, turning him into a half-mad killing machine. When summoned, this rage twists his body; muscles bulge out from under muscles, limbs twist, and his face distends with rage and agony. Each use of this ability costs 2 Willpower or 6 motes and lasts one scene. While in a fury, the character adds two dots to his Strength and Stamina and one dot to his Dexterity. His movment speed doubles, and halves his attack speeds rounded up for the duration of the rage, and he ignores all wound penalties while possessed. During the rage, however, his Intelligence and Wits both drop to 1, and the character must fail a Valor check in order to do anything other than ceaselessly attack the enemy (this includes blocking or parrying attacks, although the character may take dodge actions). A point of willpower can be spent to allow normal action for a turn. The fury fades when there are no obvious enemies in sight or the Wyld-touched sees or experiences something that would shock him out of his rage (normal combat wounds, even grievous or life-threatening ones, are not sufficent in and of themselves to stop a berserker reage). This affliction is not uncommon among Wyld barbarians, and many tribes will have an individual with this mutation, which cannot be discerned until the mutant actually goes berserk.
Blessing of Sunlight:
Player Created
The being is touched by the unlimited power of the sun – they resist poisons and diseases as an exalt. If they already do, they gain two bonus dice to all rolls to resist diseases and poison.
Broken Fate:
Player Created
The fates of the world are bent around the victim; at the dawn of every day, they roll one die. If it comes up a 0, all their target numbers are reduced by one for the day. If it comes up a 1, all of their target numbers are increased by 1 for the day.
Chameleon:
Exalted 2nd Edition pg 289
This mutant can change the color and pattern of her skin to match her surroundings, The mutant’s player adds one die to Survival dice rolls and one die to Stealth rolls involving sight.
Chakra Eye:
The Manual of Exalted Power Lunars pg 207
This affliction provides all the benefits of the Third Eye pox but also allows the character to detect dematerialized spirits. To do this, the player rolls (Perception + Awareness) with a difficulty of the spirit’s permanent Essence. However, the eye never blinks, and so attempts to conceal it causes discomfort for the character, inflicting a -1 internal penalty on all actions while the eye remains covered. If the character already has the Third Eye pox, then Chakra Eye can be purchased for only one additional mutation point. If this affiction is purchased a second time, its benefits and drawbacks are identical to the Lidless Demon Eye blight.
Compact:
Player Created
The mutant afflicted by this affliction loses about a quarter of their size, but none of their mass; their muscles are bound tight around their bones, and they are either lithe and wiry or short and stocky. The mutant is small enough that they become harder to hit, gaining a +1 difficulty to strike. They do not lose any attribute dots as the Small mutation causes.
Darksight:
Player Created
This is the same as taking Night Sight twice. It grants the ability to see in total darkness.
Exalted Healing:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
The Mutant heals wounds at the same rate as an Exalt, including recovery from crippling wounds. Taken twice, this becomes the Regeneration blight. Exalted cannot take this affliction.
Frog Tongue:
Exalted 2nd Edition pg 289
The mutant’s tongue becomes very long, prehensile and sticky. If the character’s Strength allows her to lift her own weight, her tongue can be used to haul herself around. Punch and grapple attacks can be made with the tongue at a thrre yard range. (allowing the Rate of punching to increase to 4 at normal range, and 2 different attemps at a grapple as well). When she attacks with her tongue, add two dots to the character’s Dexterity and one dot to Strength, reflecting its speed and stickiness. The character’s speech is very slurred and unclear.
Gazelle’s Pace:
The Compass of Celestial Directions Vol 2 The Wyld pg 146 and The Manual of Exalted Power Lunars pg 207
This affliction is equivalent to taking the Wolf’s Pace pox twice. Add four to the character’s Dexterity for the purpose of calculating movement during combat, and add four to the character’s Strength for the purposes of jumping distances. The character adds two dice to single rolls representing competitive running. For long distance travel, the character can move over land as quickly as a horse. However, the character cannot possibly hiode this mutation-his legs aren’t remotely human-looking.
Gills:
Exalted 2nd Edition pg 289
The character has gills and can breathe comfortably underwater. When choosing this mutation, make a roll against the character’s (Stamina – 2). If the roll fails her lungs atrophy, and she cannot survive out of water for more than (Stamina x 5) minutes. Also the loss of the character’s lungs makes this a deficiencie not an affliction. After that, she begins to “drown”. If the roll is successful, the mutant is amphibious, functioning equally well in both in and out of water. Gills are visible t the nexk and shoulders.
Greater Brachiation:
The Compass of Terrestrial Directions Vol. 3 The East pg 149
The mutant has especially flexible arms and a strong grip for climbing and swinging through trees. It enables the character to climb and move through treetops as if they were on the ground. The player does not need to attempt (Dexterity + Athletics) rolls for ordinary actions the character performs up in the trees. All actions to climb, swing or jump though the treetops receive +1 bonus success, making botches impossible.
Great Hooves:
The Manual of Exalted Power Lunars pg 207
The character legs turn into hooves per the Hooves pox. These powerful hooves inflict +2L damage to kicks.
Huge:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
This mutation is equivalent to taking the Large pox twice. The mutant becomes half again as large as any normal example of his species and obviously been altered by magic. This mutation adds two dots to the character’s Strength and Stamina and provides one additional -0 and -1 health level.
Impossible Joints:
The Compass of Celestial Directions Vol 2 The Wyld pg 146
This mutation makes all the character’s joints reversible and increases her flexibility overall. She can fold herself up into remarkable position; often fitting into places most people consider impossible. This mutation adds two dice to appropriate Athlectics and Stealth rolls and has many potential nonrolled applications.
Inexhaustible:
The Compass of Celestial Directions Vol 2 The Wyld pg 146 and 147
The mutant is an endless wellspring of energy, even when starved and moments from death. He never suffers fatigue from any source, giving the character the ability to run for hours without rest or stand under the hot sun in full armor unbowed. Add +2 to Stamina.
Natural Perfume:
Player Created
The character gives off a sweet natural fragrance akin to that of a flower or some other such appealing scent that others can’t help but find alluring. Anyone capable of smell and attempting to resist mental influence from that character suffers a -1 penalty to their MDV.
Omnidexterity:
The Compass of Terrestrial Directions Vol. 3 The East
A character with this affliction is ambidextrous with all four (or more) limbs. He never suffers an offhand penalty for any task and can hold weapons and tools in his feet as readily as his hands.
Prehensile Tail:
Exalted 2nd Edition pg 289
The character gains a functional tail. This agile tail can be used to manipulate objects and is treated in all ways like a third limb but at -2 dots on all Strength rolls and -1 dot on Dexterity. Usually, the tail can be hidden under clothes. Of course, it can’t be used while hidden
Scorpion’s Tail:
The Manual of Exalted Power Lunars pg 207 and 208
This Affliction duplicates the tail pox. However, whatever the tail’s form, it ends in a sharp pointed barb. The tail is long enough for the character to attack in any direction, but it cannot be concealed absent stunts or Charms. If the Scorpion’s Tail affliction is purchased a second time (or once as a blight), the tail’s attack is considered piercing.
Shark Sight:
The Compass of Terrestrial Directions Vol. 2 The West
The character can identify living targets at great range by sensing thier internal Essences. The range for sight is 10 yards while out of water or 200 yards while in water. Shark Sight also forms the basis of the Shadow Swimmers’ unusual Essence-based language. A charcter can learn this language as narmal Linguistics specialty but only if he also has this mutation.
Short Gestation:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
Mutants with this trait spend little time in the womb. They go from conception to birth in as little as one to three months. People who get this mutation after birth tyically pass it on to their children, so a woman who has it generally spends much less time on a given pregnancy.
Strength like Granite:
Player Created
The character’s bones become strong as stone, and the character adds two dice to their strength + athletics for purposes of feats of strength. This allows the character to act as two for purposes of mass construction. This mutation can be taken multiple times. Each purchase stacks the mutation’s benefits, but if it is taken more than once it can never be hidden
Talons/Tusks/Horns:
The Compass of Celestial Directions Vol 2 The Wyld pg 147 and The Manual of Exalted Power Lunars pg 208
The character sports dangerous talons, tusks, horns, or some other hard growth that can be used as a natural weapon, inflicting lethal damage through Martial Arts attacks. Depending on the growth’s locations or natures, treat them as punch or kick attacks that inflict lethal damage two greater than normal (i. e., “punch” deals +2L “kick” +5L). They remain natural weapons and cannot be disarmed, but they can be cut off with a crippling attack. This mutation cannot be stacked or hidden.
Thick Skin:
The Compass of Celestial Directions Vol 2 The Wyld pg 147 and The Manual of Exalted Power Lunars pg 208
The character’s skin becomes denser and heavier than Fur/Feathers/Leaves/Fish scales pox. The skin might be thick and thorny, it could be covered in bark and knots or it could have heavy crocodilian scales and bony nodules. The character gains +2B/+2L soak. If a character gains the Fur/Feathers/Leaves/Fish scales twice, replace it with this affliction.
Tough:
The Lunars First Edition pg 214
The character is far Stronger and tougther than her looks would indicate. As a reult, she adds two dots to Strength and one dot of Stamina, and she gains one -1 and two -2 health levels. She may soak lethal damage with her entire Stamina.
Toxin:
Exalted 2nd Edition pg 289
The mutant has a poisous bite, claw or apittle. If the character has claws or fangs, they are envenomed. If not, she spits her poison. The standard toxin is: (5L/action, 2, /, -2). This affiction may be taken more than once. Add one to the Toxicity and the Penalty for every toxic affliction.
Debilities
Blindness:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
The character’s sight no longer works because his eyes may have become opaque crystal or vanished completely, he could see nothing but the fantastic vision of the beauty of the Wyld revealed to him, or any other reason. -4 dice to all rolls involving sight and attacks over 100 yards are impossible. This is never a medically reparable problem.
Deterioration:
Exalted 2nd Edition pg 289
One of the character’s Attributes constantly weakens over time to the point of the character’s death if she does not act to strengthen it. Each month, the afflicted Attribute decreases by 1. Only a dedicated regimen of preventative exercise or medicine-lifting weights for Strength, practicing riddles and puzzels for Intelligence, cleaning the skin regularly for Appearance-can alleviate this degeneration. The regimen consumes two full weeks of training time in each month, during this period the character can do little else. After three months at one dot a character’s deteriorating Attribute drops to zero, at which point almost nothing short of Exalted-Level medical aid can return it to one dot. The character is also Incapacitated and losing one Dying health level each month until dead.
Diet:
Exalted 2nd Edition pg 289
The character’s diet is restricted to one type of food. It may be raw flesh or nectar or taro roots, but it must be unusual for her species. Any physical changes necessary to procure said food (long probing tongue, hollow sucking needle or fangs) accompany the mutation. It is difficult to hide this debility for any length of time. The Storyteller decides if a substitute (honey for nectar) is acceptable or not.
Delusions:
Exalted 2nd Edition pg 289
The muntant believes something that is absolutely not true. She may hear a “secret friend” warning her against treachery from her allies or believe that jade is made from the ground bones of Exalted children. Mild cases are merely annoying, while severe delusions can cut the victim off from reality.
Fragile:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
The character’s bones are weak, offering less protection than those of a normal human. Perhaps they have become chalk or glass. Half of all bashing damage the character suffers becomes lethal damage instead, as bones fracture.
Heart’s Blood Addiction:
The Manual of Exalted Power Lunars pg 208
Only the Lunar Exalted can suffer this debiliity. The character becomes obsessed with gaining new forms. When the character encounters a new species that is not currently in his heart’s blood library, his player must roll the character’s Temperance. If the rolls fails, the Lunar feels compelled to seek out a specimen of the new species and take its heart’s blood. Until he does so, the obsession nags at the Lunar, inflicting a cumulative -1 internal penalty to all rolls for every day he goes without satisfying his hunger. The Lunar can ignore the internal penalty for one scene by spending a point of Willpower.
Lame:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
One of the character’s legs has been warped to the point of near-uselessness, or both have become shriveled and weak. A mutant who suffers this debility twice has legs that cannot be used at all and may even have withered and fallen off. If one leg is mostly useless the character moves ar half speed with a cruct or peg leg -3 to footwork bassed Athlectics checks. If both legs are useless the character suffers from automatic failure on all footwork based Athlectics rolls, and may only crawl at 1/10 speedpainfully dragging themselves across the ground. This mutation cannot be hidden.
Slow Healing:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
The mutant foes not recover well from injury. Wounds take a long time to disappear and diseases linger. Double the length of necessary to heal any given wounds, and increase the difficulty of the treated and untreated mobidities by 1.
Tiny:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
This debilities is equivalent to taking the Small deficiency twice. The character is smaller than anyone of her race or species should be-half normal size, at most, and a character could be mistaken for a small child. Increase the mutant’s Dexterity by one dot, but reduce her Strength by two and Stamina by one. Her Move and Dash actions become (Dexterity – 1) and (Dexterity + 4) yards, respectively, and the character loses one -1 and one -2 health levels. She also become harder to hit, which levies a -2 external penalty on all attempts to strike her in combat. Immobility reduces the penalty to -1. A tiny character is too small to use most weapons: add 1 to the effective Strength minimum for any weapon.
Wyld Addiction:
Exalted 2nd Edition pg 289
The mutant is hopelessly addicted to the Wyld, without hope of escaping her dependency. She will not willingly leave the Wyld and is constantly tempted to travel deeper into it. If forced from the Wyld, she loses one point of temporary Willpower every day she is away from it and, at 0 Willpower, will do anything to get back to it.
Wyld Assimilation:
The Compass of Celestial Directions Vol 2 The Wyld pg 147
The character becomes part of the Wyld. He no longer risks mutation or damage from directly harmful Wyld energies such as frozen fog or the waters of chaos. However, this immunity comes at a price. The character is now a living embodiment of his chosen story and as such, loses the mental and emotional flexiblity possessed by both mortals and Exaled. He is also addicted to the Wyld and wants to stay in a region where he can live out his story. The Storyteller must determine what the mutant’s particular story is. If it is a tale of honor and bravery, then the mutant can never act or even consider acting in a cowardly or dishonorable manner. If it is a story of treachery, the character cannot keep a promise for long, even if he has nothing to gain and everything to lose by betrayal. This Debilitie only happens to characters who were either born and raised in the Wyld or who visit it repeatedly for long periods. Because they are inherently tied to Creation,Exalted xharctes cannot possess this mutation.
Blights
Acidic Pustules:
The Manual of Exalted Power Lunars pg 208
The character’s body is covered with disgusting pustules. Whenever the character suffers damage from a hand-to-hand attack, the pus from these repulsive growthscan splash back on the attacker, inflicting acid damage. For every point of damage suffered by the character, regardless of type, roll one die of lethal damage against the attacker and anyone else within five yards, subtracting soak as normal.
Adamant Sinew:
Player Created
This mutation is equivalent to taking Strength of Granite three times. At this point the character gains +6 to their Strength + Athletics for feats of strength, and counts as 4 for purposes of mass construction. This mutation cannot be hidden; the muscles of the mutated person are bulge unnaturally and are hard as rocks.
Armored Hide:
Exalted 2nd Edition pg 289
The character’s skin has changed beyond any human norm. She may have an insect-like exoskeleton, heavy mammoth fur or thick plates of hide like a rhinoceros. She gains 4B/4L to her soak, and the hide adds four dice to her player’s Survival rolls. Obviously, this blight cannot be hidden.
Beast Form:
The Lunars First Edition pg 215
The barbarian changes into an animal-human hybrid. He gains the animal’s Traits, its Abilites and its bestial disposition. Choose an animal ; predators are more common than prey, but powerful herbivores such as bulls are sometimes chosen. The character gains the animal’s Physical Traits outright (if his Dexterity is higher than the beast would normally have, take the beast’s and add one dot). If the animal’s Perception or Wits is higher than the chrarcter’s, raise it by one dot. Reduce the character’s Intelligence, Charisma and Manipulation by one dot, and reduce his Compassion and Temperance Virtues by one dot each. The character gains the creature’s lethal and bashing soak, unless his original soak is higher. Compare the beast’s Abilities with the character’s, and keep the higher; specialization are left untouched (the character gains both). If the beast has any natural abilities or weapons, the character gains them as well.
Cheetah’s Pace:
The Compass of Celestial Directions Vol 2 The Wyld pg 148 and The Manual of Exalted Power Lunars pg 208
This blight is equivalent to taking the Wolf’s Pace pox tree times. For long distance travel, Cheetah’s Pace provides the speed of a simple horse relay. Add six to the character’s Dexterity for the purpose of calculating movement during combat, and add six to the character’s Strength for the purposes of jumping distances. The character adds three dice to single rolls representing competitive running. The mutation alters a human recipient’s entire body: when running at full speed, including Dash actions, the character must go to all fours. This is not compatible with carrying weapons ready for use, or any other activity that requires hands; when the character stops running, she must spend the normal amount of time to draw weapons or otherwise prepare to use her hands again (typically a Miscellances action or a Join Battle roll, as circumstances warrant).
Concealment:
The Lunars First Edition pg 215
The mutant’s mutations are hidden from view. The mutant may gain strength, power toughness and/or claws, but these abilities are all hidden away from mortal eyes until he chooses to reveal his powers. This mutation can only conceal poxes and afflictions, but they are totally hidden; it’s nearly impossible to discern that a mutant with this mutation is anything other than a normal mortal, untill he does something impossible, and even then, his nature will not be apparent untill he uses a mutation or ability that cannot be anything other than supernatural. Perception + Awareness, difficulty 5, to spot the chracter’s mutations when they are not in use. This blight cannot conceal a Lunar’s Tell.
Enlightened Essence:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The Wyld tears away the character’s blinders, revealing the truth about Essence and the nature of Creation (and other places). Shamans seek this mutation more than any other when they go power-questing in the Wyld. The character gains an Essence pool equal to his permanent Essence x 10. From then on, he can increase his Essence trait by spending experience points at the normal rate for heroic mortal characters (Essence x20). Only the first third of this pool is accessible unless the character spends a point of Willpower to free up the rest for a scene. Some mortals can learn select spirit Charms, Terrestrial Circle sorcery, supernatural Martial Arts or any two or even all three, if they have willing tutors. Exalted characters cannot acquire this mutation, and the process of Exaltion overwhelms and burns away this mutation.
Giant:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
This mutation is equivalent to taking the Large pox three times. The creature grows to twice the size of the tallest normal example of his species. Some Giant animals might be mistaken for large species of thier class (a Giant housecat for a panther, for instance) but most cannot be mistaken for natural creatures. The mutation confers three dots of Strength and Stamina, as well as additional health levels -0×1, -1×2 and -2×2.
Glider:
Exalted 2nd Edition pg 289
The mutant has a set of gliding wings that allow limited flight. The character can clumsily take to the air and has little ability to maneuver. He flies at (Stamina x3) yards per action in level flight. Gaining altitude reduces speed to (Stamina) yards per action, while diving allows for speeds up to (Stamina x 10) yards per action. In order to dive, the character’s player must make a successful; (Dexterity + Athletics) roll, difficulty (the number of actions of the dive +1). These wings can be bat-like, feathered or scaly.
Hideous Maw:
The Manual of Exalted Power Lunars pg 208
The character has a second mouth somewhere on her body, most commonly on her stomach. This mouth must be used for eating, and the character can no longer eat through her normal mouth. The Hideous Maw is at least one foot wide (and may be larger if the character is a Lunar or otherwise capable of shapeshifting) and ringed with sharp teeth. Some Wyld mutants with this blight also gain the Tentacles blight, with the tentacles taking the form of viscera exploding from the mutant’s body while the maw is open. The effects are otherwise identical to the Tentacles blight… just more disgusting.
Compressed:
Player Created
This blight is equivalent to taking the Compact affliction twice. The character is smaller than anyone of her race or species should be-half normal size, at most, and a character could be mistaken for a small child. Increase the mutant’s Dexterity by one dot. The mutant is small enough that they become harder to hit, gaining a -2 external penalty to strike, -1 external penalty to strike if they are Immobilized. They do not lose any attribute dots as the Tiny mutation causes.
Lidless Demon Eye:
The Manual of Exalted Power Lunars pg 208
This blight is identical to the Chakra Eye affliction discussed previously, except that the eye glows with an unearthly green light that makes stealth impossible while the eye is exposed. The Lidless Demon Eye confers all of the benefits and drawbacks of the Chakra Eye except as follows. First, the Lidless Demon Eye can automatically perceive invisible and dematerialized creatures without the need for a roll. Second, the character can detect the use of Essence and magic as if he had used the Charm All-Encompassing Sorcerer’s Sight. Finally, attempting to cover the eye sufficiently to conceal its light is quite painful for the character, inflicting a -3 internal penalty on all actions while the light of the Lidless Demon Eye is concealed.
Prehensile Body Hair:
The Manual of Exalted Power Lunars pg 208
The character’s body hair is long and shaggy, although it does not look like actual fur as in the case of the Fur pox. The character can cause hair anywhere on his body to stretch up to one yard and entangle a nearby target. Mechanically, doing so adds 3 to the characters Strength for maintaining a grapple. When the character does not manipulate his body hair, he still looks extremely hirsute, and his body hair tends to move on its own randomly; the hair does not stretch beyond its normal length unless the character wishes. The character’s hairy body makes constricting clothing uncomfortable, though,increasing Fatigue and Mobility penalties for armor by +1 each.
Quills:
Exalted 2nd Edition pg 289
The character has sharp quills that can be used in unarmed attacks or launched like darts at opponents. She may grow quills all over her body (and barely pass for human) or in a limited location such as the head or arms. All punches inflict + 1L Damage, with an Accuracy +1, Rate 3, Defense + 1 and Range (if launched) 15 yards. Anyone who attempts to grapple the character takes 3L damage. The more times this blight is taken, th more the damage increases and the more the character’s body is covered with quills.
Resilient:
Player Created
The chrarcter becomes more durable then the Chosen. Gaining +3 Strenght, and +2 Stamina, as well as -0×1, -1×2, and -2×2. Finaly the muntant has lethal soak equal to Stamina and Aggravated soak equal to half Stamina rounded down.
Tentacles:
Exalted 2nd Edition pg 289
The mutant has strong tentacles about five yards long. The character gains 1d10/2 tentacles each time he takes this blight. They are strong but they suffer a -3 penalty to Dexterity for any coordinated activity. The character may flurry with them. When a character splits her dice pool, compute the penalties then reduce thal all by one die per set. Minimum penalty is one die. The character can grapple any target in range, and he may also throw his victim or constrict her at (Strength +3B) damage per action. Victims can attempt to escape the tentacle’s grasp like any other clinch.
Serpentine Hair:
The Manual of Exalted Power Lunars pg 208
The Character’s hair has been replaced with dozens of writhing snakes. The snakes do not have independent brain function, for each one remains part of the character. However, each snake can extend up to thrre yards away from the character to strike a target. The snakes’ bites are poisonous, using the Traits listed for coral snake vemon (6L/action, 3, /, -5).
Songbird’s Voice:
Player Created
The voice of the exalt has the clear beauty of a nightingale, the perfect summation of nature’s voice. It predominates over all else, and can be heard through any sort of clamour out to a hundred yards. Add three dice to spoken social rolls.
Sun-Shard Majesty:
Player Created
The being so touched by the glorious perfection of the sun cannot contain its majesty; it bursts forth from their pores and fills their breaths. The creature glows with the brightness of a 7-10 mote solar anima banner at all times, although this looks like natural sunlight, not red torchlight or a golden solar haze – in effect, they are always treated as being in daylight, with predictable consequences for stealth. All creatures of darkness, including the fair folk, within ten yards suffer an external penalty of +3 to all actions, and attacks made by the mutated creature do +3A damage to them.
The Hope for Might:
Player Created
The being has the potential to become as powerful as they strive. The caps on their physical attributes, appearance, and perception are increased by 1. This, coincidentally, increases the caps that Bestial Traits Technique, Tiger Warrior Training Technique, and similar charms may raise the limit to.
Wall Walking:
Exalted 2nd Edition pg 289
The mutant has unique hands and feet that allow her to cling to even sheer surfaces. She may have sharp, tiny claws, sticky pads or dozens of small spurs. Regardless, her hands and feet will always grow large, with long toes and fingers that are very difficult to hide. She moves at (Dexterity +8) yards per action at full movement-half that if she wishes to take actions as well. Unusually slick surfaces (ice, glass, First Age buildings) might require a (Dexterity + Athletics) roll for her stick, but the difficulty should never rise above 2.
Deformities
Creature of Darkness:
The Manual of Exalted Power Lunars pg 209
The Wyld has no infused the poor character that Charms bearing the Holy Keyword treat him as a creature of darkness, just as the Fair Folk. The character can never use any Charm or other effect that includes the Holy quality.
Decomposing:
Exalted 2nd Edition pg 289
This horrific disability leaves the mutant trapped in the rotting shell of her body. She will slowly fall apart over a period of months or years. Every week, roll the character’s Stamina. If the roll fails, a random small body partfalls off. Decomposition begins with fingers and toes, then nose and ears, but will move on to more critical parts as time goes on. In the Border Marches and beyond, the character will regenerate one body part per full month spent in the Wyld.Otherwise, she will die.
Magical Plague Carrier:
The Manual of Exalted Power Lunars pg 209
This deformity can only be taken by a character who has previously taken the Plague Carrier deformity. Instead of carrying a mundane plague, the character becomes a vector for a magical disease of some kind. Magical diseases seem particularly cammon among the Wyld-tainted, and many savants think that a mundane disease carried by someone exposed to the Wyld may itself be just as vulnerable to mutation as the creature who suffers from it.
Miniscule:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The Wyld reduces the character to no more than one-fourth her normal size. Reduce Strength by three dots and Stamina by two (to a minimum of one); the character can only go 1 yard on a Dash. (This does not affect movement rates for flying creatures or characters, however). The creature loses one -0, one -1, and two -2 health levels, but any attempts to hit her suffer -4 external penalty due to her size (immobility reduces this to -2). All Stealth rolls gain a +3 bonus. Tools and clothing not made for the character’s specific size impose significant penalties-she cannot use most weapons at all.
Ongoing Mutation:
Lands of Creation pg 131
The mutant is infected with a form of mutagenic cancer and continues to change even in the absence of Wyld exposure (or other origin). The character’s player chooses a new mutation, which takes a number of weeks equal to its mutation point cost to appear. Then the process repeats. Although the player chooses new mutations (with Storyteller approval), the character is not at all in charge of the process and has no idea what to expect.
Plague Carrier:
Exalted 2nd Edition pg 290
The deranged mutant carries a deadly disease. She is immune to the disease but she passes it on to anyone who comes in contact with her. The player of anyone who is exposed to a plague carrier must check against the disease’s Virulence or his character comes down with the Illness. The Storyteller determines the disease the character carries.
Short Life:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The mutant ages quickly and has an abnormally short lifespan, though the degree varies. Some mutants age twice as quickly, dying in their 30s or 40s. Extreme cases die of old age obly a few years after birth. They reach maturity at similar speed.
Surrendering Flesh:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The mutant’s body refuses to grow or repair itself as normal. Children who develop this mutation cease to mature. Anyone who suffers it never heals lethal or aggravated damage, and even bashing damage takes five times as long to heal. Only healing magic can repair the character’s wounds, thought some rare medicines can give him temporary health. Sweet cordial heals one level of damage and allows the character to heal normally for a month, celestial wine heals one level per glass and three glasses heals three health levels and allows the character to heal as normal for a year and a day.
Wracking:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The character suffers excessive pain whenever he consciously activates a mutation. The retractable claws tear through his skin when he calls upon them, or hawking up a toxin causes his own glands to pulse painfully. Each such use inflictsone level of lethal damage on the character and is accompanied by such terrible pains that he loses two dice from all pools for his next two actions.
Abominations
Conclealed Form:
The Lunars First Edition pg 215
The being has two forms. One form closely resembles what the creature looked like before exposure to the Wyld and does not have access to any abilities or traits that come from mutations listed as “cannot be disguised.” The other form is fully mutated version and has access to all of the mutant’s changes and abilities. The mutant can shift between these forms at a cost of 1 Willpower or 3 motes; this normaly takes a simple action. but extreme shifts in form (from normal size to Giant, for example) may take longer, at the storyteller’s discretion.
Dense:
Player Created
The Wyld reduces the character to no more than one-fourth her normal size. The character can only go 1 yard on a Dash. (This does not affect movement rates for flying creatures or characters, however). Any attempts to hit her suffer -4 external penalty due to her size (immobility reduces this to -2). All Stealth rolls gain a +3 bonus. Tools and clothing not made for the character’s specific size impose significant penalties-she cannot use most weapons at all. This mutation is like taking Compaced three times.
Dragon’s Breath:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The Mutant develops a form of attack that she may project at nearby enemies from her mouth. The attack may be flame, acid, shards of ice, stinging candy-wasps or whatever else the Wyld inflicted on her. The attack requires a (Dexterity + [Archery, Atheltics, or Thrown]) roll, has a base damage of (Stamina + Essence)L and a maximum range of 10 yards. The character’s mouth, lungs and internal organs all change shape to accommodate this strange bodily function. Some mutants develope external organs to contain the attack, which may only be used once every 10 actions (as it needs to recharge).
Fish Body:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
The character’s legs are replaced with the lower half of a large fish, shark or dolphin. Alernately, character’s legs might be replaced with a multitude of tentacles similar to the lower half of a large squid or octopus. In the former case, the character’s swimming speed is only multiplied by four. In the latter case, swimming speed is only multiplied by two, but the character gains the Tentacles bligh for free. In either case, the character gains +2 tp all Athletics rolls while underwater, but moves at only half normal movement rate while out of water.
Fog Carrier:
The Compass of Terrestrial Directions Vol. 2 The West pg 152
The mutant carries a bit of the frozen fog of the Northen Wyld with her wherever she goes. Frigid mist flows from her body in a radius of approximately one yard. Anyone engaging the mutant in hand-to-hand combat suffers the potentially deadly effects of frozen fog. This thin layer of mist is not sufficient to interfere with normal visibility, though the mist may play a role in suitable stunts. See The Compass of Celestial Directions Vol 2 The Wyld pg 70 for complete rules on frozen fog.
Force of Will:
Player Created
The being is able to apply their full force of will to a desire. Once per story, the being is able to pay a willpower to add their permanent willpower in dice to a single roll.
Gargantuan:
Lands of Creation pg 131
The mutant is four times the average size for its specise, gaining +4 Strength and Stamina as well as the following extra health levels: -0×2, -1×4, -2×4. This mutation may be taken multiple times to stack bonuses and proportionally increase the size factor to these bonuses, athough such creatures almost always suffer equally prodigious negative mutations appropriate to thier bulk.
Hive:
Exalted 2nd Edition pg 290
The character is a living host to numerous vermin, whether it is a hive of wasps on her back, flesh-eating beetles that crawl out of her mouth or snakes that live in hollows in her arms. She can control these animals and use themas weapons, spies or companions. If this abomination is taken more than once, the character becomes a hollow shell, consisting entirely of vermin that carry the skin about. Whether the character is truly alive at that point is a question no one is willing to investigate closely.
Immortal Flesh:
Lands of Creation pg 131
Whenever the character dies, unless he is killed by magic that can permanently slay spirits or his entire body is destroyed (such as by immersion in an acid bath), he eventually regenerates from the largest remaining fragment of his tissue. This process takes (6- Stamina) years, to a minimum of one month, and may be delayed by re-killing the regenerating body. If the character died of old age, the body regenerates back to its prime. Otherwise, it remains the age it was when it died. Apart frpm Lunar chimera, Exalted cannot have this mutation; the Chosen may attain immortality only by thier own power.
Invincible:
Player Created
The character becomes nigh indestructable, most humans cant hurt the mutant with small weapons, and some large ones, further more his resistance to super weapons is surprising mutants with this mutation often become tribal chiefs even giants fear them if their power is known. The mutant gains Strength +4 , and Stamina +3, the mutant also gains -0×2, -1×3, and -2×4. Finaly The mutant soaks bashing, lethal, and aggravated with thier full Stamina.
Multiple Limbs/Heads:
Exalted 2nd Edition pg 290
The mutant has multiple extra arms, legs, or heads. One extra set of limbs or one extra head is gained every time this abomination is taken. Multiple heads often have multiple personalities and might not even physically resemble the character. Each set of legs up to three, adds five yards per action to running speed and one die to resist knockback, knockdown and grappling maneuvers. Multiple arms are identical in Strength and Dexterity to the original set, and the character may flurry with them. When a character splits her dice pool, compute the penalties then reduce thal all by one die per set. Minimum penalty is one die.
Regeneration:
Player Created
The Mutant heals wounds at twice the rate as an Exalt, including recovery from crippling wounds.
Serpent Body:
The Manual of Exalted Power Lunars pg 209
The character’s legs fuse and stretch into a long, serpentine body, 15-20 feet long. The character gains a +4 Dexterity bonus only for calculating movement rates. The character also gains a +4 bonus on all grappling-related rolls when he uses his tail to constrict his foe. However, the character suffers a -3 interal penalty on all actions other than movement actions for which legs are essential, most notably jumping.
Spider Legs:
The Manual of Exalted Power Lunars pg 209
This abomination causes the character to sprout four enormous Spider legs from his back. Its effects resemble the Multiple Limbs abomination, except that the spider legs do not confer a -1 redction in flurry penalties. Instead, the character gains the ability to climb any surface that is not completely frictionless, without any need for a roll. Thr character may not climb up objrcts that are not strong enough to support his weight, but he can hang upside down from a ceiling without difficulty. This abomination also grants a +4 bonus to the (Stremgth + Athletics) pool for determining how far or high a character can jump, and a character with spider legs call fall a distance equal to twice his vertical jumping distance and land without injury.
Stone Body:
The Compass of Celestial Directions Vol 2 The Wyld pg 148
The character’s entire body becomes some very hard substance-if not through and through, then very nearly so. Whether his body now consists of crystal lattices, carved teak, colled lava rock, never-melting ice or something stranger, the character loses one dot of Dexterity (minmum 1) but gains one dot of Stamina, +6B/6L soak, and four bonus dice to Survival rolls.
Terrifying Mane:
The Manual of Exalted Power Lunars pg 209
The character has a long mane of hair that can move according to her will and can extend up to 10 yards. The character can form multiple hair “tentacles” but is subject to normal pentalies for multiple sctions no matter how many tentacles she fashions. These hair tentacles are strong enough to support the character’s weight, easily allowing her to climb walls or brachiate through trees using only her hair to support her. The tentacles have the same Strength and Dexterity as the character herself. When the character does not actively control her hair, it tends to move about on its own, although it does not grow past its normal length unless the character wishes.
Wings:
Exalted 2nd Edition pg 290
Mutants with this ability can fly. They might have huge functional wings or perhaps gas-filled bags of skin. The character flies at two times her normal running speed, ascends at her normal speed and can dive at 10 times her running speed. She does nor need to make checks to pull out of dives.
| List |

