Beastkin Mutagen

Faster, with claws, teeth, and some of nature's most acute senses. Beastkin may be one of the great enemies of civilization, but one cannot deny they possess useful natural gifts in some circumstances. Gifts that are well worth borrowing on some occassions.

This compound is meant to bestow certain attributes, most notably to heighten senses, grant natural weapons by altering physiology, and increasing power and agility on some level. Depending upon the flavor of beastkin that the blood in the concoction is acquired from, there may be some additional uniqueness to the broad definitions provided here, such as the sort of natural weapons and attacks, that is up to the GM and the player to hash out.

Mechanics & Inner Workings

CN: 16, Tier II; 21, Tier III; 26

Toxicity: Ingesting this concoction will deal 1d10 poison damage, or half that if the drinker can manage to succeed a Toughness Defense Test. If you are foolish enough to be trying to use more than one Mutagenic Compound at once, this damage increases by 3d10 for each mutagenic compound you've injested previously that is still acting upon you, and you would be afflicted with Toxic (3) Condition.

Duration: 4 hours

Basic Effects: +2 to Power or Agility (based on the type of Beastkin blood used), Instinctual Perception Ability (+1 step to Awareness Skill Progression), and you gain an appropriate natural weapon based upon the type of Beastkin Blood used. You are counted as proficient with natural weapons. Gain Training with Power and Agility Defensive Tests if you did not have that already. +1 Natural Armor

Rank II Effects: +2 to Power and Agility, +2 Natural Armor, Natural weapon damage dice increase 1 size category.

Rank III Effects: +4 to Power and Agility. +2 Natural Armor.
Item type
Drug / Narcotic / Medicine
Raw materials & Components

Recipe



  • 2 ounces of Roharan Rye


  • 2 ounces of Beastkin Blood


  • 2 ounces of Coal Dust

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