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Action Module Taint
Basics Taint Basics
Designing Taint
Drawbacks
Types Corruption
Fear
Forbidden Magic
Madness
Mutation
Options Taint Feats
Mini Module: Vices

Life is impossibly complex, a galaxy of countless cells. It takes so little: just a small change in a DNA strand for things to alter. Such changes can spread, transforming an ordinary person into something... else. Something unnatural.

Acquiring Mutation[]

Characters usually acquire Taint dice from mutation after exposure to mutagens like radiation or certain chemicals. In some settings exposure to things like "chaos energy" or certain FX may also cause mutations. Characters usually get a Fortitude check to avoid accumulating Taint Dice, with the DC determined by the intensity of the mutagen.

Effects of Mutation[]

While mutation in the real world is one of the key driving forces behind evolutionary change, mutation as a form of Taint twists and warps the body, weakening characters from within and without. Once acquired, Taint Dice from mutation are used to resolve all checks involving Physical Ability Scores (Strength, Dexterity, and Constitution), which makes Mutation Challenge Rating 4. Mutations generally cause Physical Drawbacks. Mutations might also grant new or additional FX, depending on their nature, although the character doesn't usually get much say in the nature of these FX; they may come with certain Flaws like Side Effect, Uncontrolled, or Full Power.

Exposure to mutagens can be the origin for a character's FX without necessarily accumulating any Taint Dice. This is a plot device rather than an application of Taint.

Eliminating Mutation[]

Taint Dice caused by Mutation are difficult to eliminate, since they are permanent changes in the character's physical makeup. Mutation is a form of Chronic Taint. As such, the only means of removing Taint Dice may be extensive (and complex) therapy with Science (DC 10 + the number of Taint Dice the character has accrued). This takes 3 months of therapy to remove one Taint Die.

Healing with the Regrowth Extra (or a customized Extra) can remove Taint Dice on a 1-for-1 basis, but it must be done daily for 3 months. This may be sped up with applications of the Progression Extra: for each rank you take of this Fixed +1 Extra, move the amount of time a character needs treatment for down one step on the Time and Value Progression Table. So it takes 1 month instead of 3 with 1 rank, 1 week with 2 ranks, 1 day with 3 ranks, and so on. This allows Healing to function as a quick means of removing small amounts of Taint. If the GM allows Healing to be used in this way, it may be prudent to make Drawbacks very quick to appear, with a low threshold for how many Taint Dice a player can accumulate. In this way, Healing can be used dramatically in a "race against time" to protect players from unwanted mutations. Healing cannot be used to remove any Drawbacks from Taint Dice.

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