Mines Malingerer
Posts: 35
Joined: Thursday, 9th August 2012, 13:56
Rapid Evolution Race, Mutalites
Mutalites (Mue-ta-lights) are Humanoids born through magical experiments gone wrong. (or right) Some call them the children of Jiyva, the insane slime god, because of their unstable genetics, and are often shunned because of their frighteningly rapid changes in appearance. Mutalites are born with no eyes, and cannot read any scrolls. (magical books and manuals have a half chance to generate with "braille" allowing them to be readable for Mutalites) ((Open to change, I feel like Mutalites should be able to play magical classes because there are a large amount of spell modification mutations that may affect them adversely, keeping them in check)) However Mutalites can still detect the environment around them normally albeit at a shorter range. Mutilates enter the dungeon with the Rapid Evolution intristic as a race modifier, but can only evolve at a pace relative to their gained experience.
Innate Abilites-
Mutalites are considered chaotic creatures. They cannot worship Zin. Though Elyvilon, or The Shining One will still accept them. They have vulnerability to Holy/Silver damage.
Mutalites detect their environment with the use of hearing, and have -1LOS. (Supernatural eyesight mutation becomes supernatural hearing)
Mutalites are incapable of reading scrolls, and books and manuals have a half chance of being indiscernible for them. (on spawn)
Mutalites have the rapid evolution intrinsically. All evolutions received through it are permanent. However you can only receive 2 permanent mutations per experience level, and any more received beyond your capacity are transient, and fade after a 300-500 turns.
Mutalites are particularly vulnerable to Polymorph and to sources of mutation, and suffer damage when exposed to such. (damage is nulled by RMut, however vulnerability is only somewhat reduced)
Mutalites have a base Strength of 12, Intelligence of 7 and Dexterity of 7 (before Background modifiers).
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Preffered Backgrounds
Warrior Mage: Transmuter
Zealots: Beserker, Abyssal Knight, Death Knight
Mage: Wizard, Fire Elementalist, Ice Elementalist,
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Level Bonuses
+1 to strength or intelligence every 4 levels.
+10% HP
-10% MP
+5 magic resist per level
Gain 2 permanent mutations per exp level, all others recieved after the limit are temporary and time out.
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|APTS|
Mutalites Have high physical endurance that matches their evolutionary nature, (+1/2 Fighting) And have good passive combat abilities and passable weapon skills. (-1/0 range) they also have a good spellcasting (2) and transmutation (2) aptitude, although they are clumsy with other magics, (-2) and particularly evocations (-3) (hard to read instructions when you're blind)