| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| paths:sorcerer_path:aberrant_bloodline [2025/07/22 20:38] – elfinlocks | paths:sorcerer_path:aberrant_bloodline [2025/11/12 03:06] (current) – elfinlocks |
|---|
| **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP | **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP |
| |
| Your warping flesh begins to emulate the creatures of elder, foreign worlds. You may 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase your reach for a number of minutes equal to your Primary Attribute Modifier. The reach gained is a number of feet equal to your [[chargen:common_terms#core_stats|CST]], rounded down to the nearest increment of 5. | Your warping flesh begins to emulate the creatures of elder, foreign worlds. You may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase your reach for a number of minutes equal to your Primary Attribute Modifier. The reach gained is a number of feet equal to your [[chargen:common_terms#core_stats|CST]], rounded down to the nearest increment of 5. |
| </WRAP> | </WRAP> |
| |
| **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering) 20, 35 EXP | **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering) 20, 35 EXP |
| |
| You may spend 1 minute of uninterrupted time to adapt to your surroundings, as your forebears would. The process is both slightly painful and horrifying to watch (creatures who are not aberrations must make a Will save (DC 10 + your [[chargen:common_terms#core_stats|CST]]) or go [[priority:magic:spells:tier7:insanity|insane]] if they observe this process for any amount of time. This Talent allows you to change what body parts you possess - you can swap a Leg for a second Head, an Arm for a third Leg, and so on. Your Body counts as two Limbs for this purpose. When you swap out a body part, you lose all the benefits of that part. This means that removing your head indeed removes you Head Wounds, though you also may not make [[priority:skills:perception|Perception]] checks without some way around this. | You may spend 1 Full Action to adapt to your surroundings, as your forebears would. The process is both slightly painful and horrifying to watch (creatures who are not aberrations must make a Will save (DC 10 + your [[chargen:common_terms#core_stats|CST]]) or go [[priority:magic:spells:tier7:insanity|insane]] if they see this process (physically or via Divination magic), even for a moment. This Talent allows you to change what body parts you possess - you can swap a Leg for a second Head, an Arm for a third Leg, and so on. Your Body counts as two Limbs for this purpose. When you swap out a body part, you lose all the benefits of that part. This means that removing your head entirely removes your Head Wounds, though you also may not make [[priority:skills:perception|Perception]] checks without some way around this. |
| |
| On account of your now alien biology, removing the Body is a common choice. You still die if all of your [[game_systems:combat:health|Wound]] pools reach zero, whether you possess one or not. It is inadvisable to remove all of your Legs or Arms if you still use those. Additional Arms are fully functional as your original two. | On account of your now alien biology, removing the Body is a common choice. You still die if all of your [[game_systems:combat:health|Wound]] pools reach zero, whether you possess a Body or not. It is inadvisable to remove all of your Legs or Arms, if you still use those. Additional Arms are fully functional as your original two. |
| |
| </WRAP> | </WRAP> |