Wyld Mutations

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With your Storyteller's permission, your character can begin play with special, nonhuman features and intrinsic abilities. These might be actual Wyld mutations gained from excessive shapeshifting before your Lunar character received her tattoos—she almost became a chimera. A character could also gain mutations because she spent time in the Wyld before her Exaltation, or because she came from a race or tribe that possesses such features from birth, such as beastmen or various Wyld barbarians.

You can buy these special Traits with bonus points, and only with bonus points: one for a pox, two for an affliction, four for a blight and six for an abomination. At the Storyteller's option, entirely negative mutations supply extra bonus points (1 for a deficiency, 2 for a debility, 4 for a deformity)—but these points may only be spent on further, positive mutations. Players cannot spend them on anything else.

See The Compass of Celestial Directions: The Wyld for more information about playing mutant characters. This is a special option, and not all Storytellers may want to allow it.

Or Even Worse...

As a further optional rule, the Storyteller may declare that any positive mutations a character gains (from the Wyld, or from the spontaneous mutations the Casteless may suffer) must be paid for by "pre-spending" future experience. In this case, poxes, afflictions, blights and abominations cost experience points equal to twice their bonus point cost. If you use this optional rule, be sure to tell your players about it in advance.