Game Master companion / Monster
Running Mutated One
An altered individual bears a long, whip-like limb with exposed sensitive tissue. Clothing and familiar gestures remain around the changed outline.
Prepare the scene
A sleeve hangs loose beside a limb that bends far beyond an ordinary arm. The figure pulls the exposed tissue away from your torch.
An altered individual bears a long, whip-like limb with exposed sensitive tissue. Clothing and familiar gestures remain around the changed outline.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Whip Limb
Use: Basic attack · Whip Limb: Might + supplemental d6 Wound (slashing), reach 10 feet.
Signature abilities
Effect - Signature: Seize at 10-foot reach. Move 20 feet. Burn weakness represents exposed sensitive tissue; mutation does not imply a loss of personhood.
Counterplay/relationship
Counterplay/relationship: Use the visible reach and vulnerability, or discover what happened to the individual.
Present the counterplay
Use the visible reach and vulnerability, or discover what happened to the individual.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d4, Might d6, Agility d6, Intellect d4, Tact d4, Spirit d6.
Skill overrides: Evade d4, Block d4, Ward d4.
Resolve 8; Stamina 5; Mana 4. Movement 30 feet.
Player Book idea: New interpretation: one visible mutation with a corresponding vulnerability.