Nechronica:Mutations

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Tier 1 Mutations

Location Name Timing Cost Range
Any Maggots Auto None Self
Effect At the end of a Round of combat or the end of the Battle Phase, if this Part has been damaged, you may regenerate it.
Insert description here.
Location Name Timing Cost Range
Torso Patchwork Auto None Self
Effect At the end of the Battle Phase, if this Part has been damaged, you may regenerate a Basic Part.
Insert description here.
Location Name Timing Cost Range
Torso Heart Auto None Self
Effect Maximum Action Points +1.
Insert description here.
Location Name Timing Cost Range
Legs Tail Auto None Self
Effect Maximum Action Points +1.
Insert description here.
Location Name Timing Cost Range
Legs Adhesive Pads Action 3 Self
Effect Move 1. "Hinder Move" is ineffective against this Movement.
Insert description here.
Location Name Timing Cost Range
Torso Slime Damage 1 0~1
Effect You may only use this Maneuver when you receive damage, and only against the target which inflicted that damage.
Unarmed Attack 2.
Insert description here.
Location Name Timing Cost Range
Arms Claws Action 2 0
Effect Unarmed Attack 2,
Insert description here.
Location Name Timing Cost Range
Torso Albino Check 1 0~1
Effect Support 1
Insert description here.
Location Name Timing Cost Range
Torso Blood-Stained Check 1 0~1
Effect Hinder 1
Insert description here.
Location Name Timing Cost Range
Any Hole Check 0 0~3
Effect You may only use this Maneuver when an Attack Check is made against you.
Hinder 1.
Insert description here.
Location Name Timing Cost Range
Torso Slippery Check 1 0
Effect You may only use this Maneuver when an Attack Check is made against you.
Hinder 1.
You may use this Maneuver any number of times per Round, but only once per Attack.
Insert description here.
Location Name Timing Cost Range
Head Slurper Action 2 0
Effect Unarmed Attack 1.
When you damage an enemy Part with this attack, you may regenerate one of your broken Entrails Parts.
It's like a long tongue.

Tier 2 Mutations

Location Name Timing Cost Range
Head Animal Ears Auto None Self
Effect Maximum Action Points +1. If you make an Action Check using this Part, a Critical Failure does not destroy the Part.
Insert description here.
Location Name Timing Cost Range
Any Boy Auto None Self
Effect When you make a Conversation Check, you may add +1 to the die roll.
Insert description here.
Location Name Timing Cost Range
Arms Extra Arms Rapid 0 Self
Effect You may perform one Action Maneuver of your choice as if its timing were "Rapid".
Insert description here.
Location Name Timing Cost Range
Any Bone Spear Action 2 0
Effect Unarmed Attack 1 + Chain Attack 1
Insert description here.
Location Name Timing Cost Range
Any Stinger Action 3 0
Effect Unarmed Attack 3
Insert description here.
Location Name Timing Cost Range
Head Slobber Check 2 0~1
Effect Hinder 1 + Stagger
Insert description here.
Location Name Timing Cost Range
Any Extra Eyes Check 1 0~1
Effect Support 2
Insert description here.
Location Name Timing Cost Range
Any Tentacles Rapid 1 0~1
Effect Hinder Move 1
Insert description here.
Location Name Timing Cost Range
Any Vine Check 0 0
Effect Support 1 or Hinder 1
Insert description here.
Location Name Timing Cost Range
Torso Scales Damage 1 Self
Effect Defend 2
Insert description here.
Location Name Timing Cost Range
Any Cold Light Action 1 Self
Effect Until the end of the Round or until this Part is damaged, all Horrors and Legions on the Stage of Battle receive a -1 to Attack Checks made against targets other than you.
Insert description here.
Location Name Timing Cost Range
Any Horn Auto None Self
Effect When you make a Critical Hit against an enemy with a Range 0 Unarmed Attack, you may add either the Chain Attack 1 (if the attack already has it, increase the number of Chain Attacks) or the Stagger (if the attack already has it, you cannot Stagger twice) properties to the attack.
Insert description here.

Tier 3 Mutations

Location Name Timing Cost Range
Legs Extra Legs Auto None Self
Effect If Parts located upon your Legs other than this one have been destroyed, you may use their maneuvers as normal.
Insert description here.
Location Name Timing Cost Range
Head Extra Head Auto None Self
Effect Maximum Action Points +2.
Insert description here.
Location Name Timing Cost Range
Torso Skinny Auto None Self
Effect Once during each Battle Phase, you may declare a Check to be immune from "Hinder" Maneuvers.
Insert description here.
Location Name Timing Cost Range
Any Liquid Rot Action 3 0~1
Effect Unarmed Attack 1 + Explosive + Stagger
Insert description here.
Location Name Timing Cost Range
Any Flesh Whip Action 3 0~1
Effect Unarmed Attack 2 + Chain 1
Insert description here.
Location Name Timing Cost Range
Any Cracked Flesh Damage 0 Self
Effect Defend 2
Insert description here.
Location Name Timing Cost Range
Legs Animal Legs Action 2 Self
Effect Move 1~2
Insert description here.
Location Name Timing Cost Range
Any Corpse Mushroom Check 0 0
Effect Hinder 2
A fungus growing on your body. It can release clouds of spores to disorient your enemy.
Location Name Timing Cost Range
Torso Quadruple Amputee Auto None Self
Effect When you take damage to your Arms or Legs, you may divide that damage among all your Locations as you wish. If you need to make a Dismemberment Check, choose one Location to make it for.
Insert description here.
Location Name Timing Cost Range
Head Happy Pills Damage 1 Self
Effect You may only use this Maneuver when you take Damage.
Remove one Madness Point from a Fetter of your choice.
Insert description here.
Location Name Timing Cost Range
Torso Chameleon Action 2 Self
Effect Until the end of the Round or until you use an Attack Maneuver, Horrors and Legions cannot make you the target of Attack Maneuvers.
Location Name Timing Cost Range
Any Meat Snake Action 3 0
Effect Unarmed Attack 2 + Chain Attack 2. During the Attack Checks (from the declaration of the attack to the end of the action) you may reroll a single die.