Basic Mutations
Citadel LRP
Part of a series about Citadel Rules
Name | Effect |
---|---|
Antenna | You may call RESIST after being told “would you kindly” once per day, ignoring the effect |
Scales* | You gain two extra hits from natural armour. (This is one net extra hit, since every mutation reduces base body hits by one. |
Antlers | You may call “RESIST” to any effect that changes your emotional state, and may choose your own response. |
Gills | You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air. |
Extra Eye | You count as an additional participant in any Communion. You require an extra 30s to regain Focus. |
Green skin* | Wear a tag, you may treat CRUSH as TRIPLE REPEL (and call RESIST) |
Horns | Once per Encounter, you may call MASS REPEL |
Tail | RESIST up to three calls of STRIKEDOWN per encounter |
Fur* | The first wound you take (per uptime) has no effect, tell this to whoever gives it to you |
Claws | You may make one call of TRIPLE with a strike per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit to make the call. |
If you wear LARP-safe claws, you may make melee calls with them but you may not claw-parry (it’s unsafe). The claws should pass weapon-check. Claws count as short weapons. This allows you to fight with a weapon in the other hand without the Ambidexterity skill.
Phys-rep caveats
You may have the physical look of any of these mutations without the effect or cost.
The starred (*) mutations do not have phys-rep requirements. If someone declares that they are searching you, then please inform them you possess the relevant mutation (e.g. “You find scales”).