Create a Zekiran Mutations and Disadvantages |
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Please note that this character chart does not include Dragon Master, Dragon Breeder or Rogue status. For those please go to the Dragonmasters of Zekira website. The information there may conflict slightly with this normal timeline. Physical Mutations, plus Mental, Emotional, and Social Disadvantages Some of the mutations listed here will be beneficial, many are neutral,
some are harmful. Some of the rarer Disadvantages are intangible Social
problems, but exist none the less within certain people. All BOLD Disadvantages
are completely optional. Natural parenting will never result in any mutations. Since a Purity
of less than 50% is necessary for such things, two natural born parents
will always have a normal child. Any Breeding, however, will tend to produce
mutated offspring. For every Power Rank below 5 roll once on the charts below. (Ex: Pow
3=roll twice, Pow 1=roll four times.) Those with a PR 5 may roll but weaken
any Minor into what amounts to a "latent" mutation (say, slightly
pointed ears, or slitted eyes, fused finger joints, a hacking cough...
Nothing more serious than those things in terms of mutation). Alternate route: roll on this chart after taking the Powers, but you
must simply take as well the exact level of physical mutation as the Power
chosen. This is just a basic list, other mutations can be made up, usually the
best are in fitting with the particular character's needs. Don't forget
that mutations don't run in Natural Bred people -- hanging out with normal
folks may be embarrassing or even harmful. Voluntarily taking on harmful mutations... You may do this, making
sure the Character concept is sound with it. For every decrease in a stat
because of a mutation, add that amount to an unaffected stat. You must
not have rolled the mutation in the first place, to get this bonus. Characters
born to normally non-mutant parents can only ever take the weakest form
of mutation as a rule. Others can take up to the full amount of mutation. Note that there are few if any mutations regarding the Int score. Breeders
are concerned about the mental quality of their Stock much more than the
physical deformities, and if they are certain that a baby will be born
with their full mental capacity, they will insist that it be born, even
with damaged limbs. The opposite holds true for mental or brain damage.
This might seem cruel but it is in their hands. Breeder's emphasis has
always been on selecting for smarter and more competent children, and
always will be. It is up to the Game Holder to decide to include things
like mental retardation, idiot savant abilities, autism and other things
along that line. Dyslexia is the one thing that may be used at will, but
remember that it will affect the Education level. Most people of Power Rank 5 don't have any mutations, however one could
always select one off the Minor list. Those of Rank 1 or 0 might select
very specific sets of mutations or disadvantages which reflect their powers.
Some might have a set of circumstances where powers work or don't, or
can be triggered. Each of the Mutations or Disadvantages below have their
own set of quirks. It is entirely possible to roll a heavily Bred Psionic
of Rank 1 with absolutely no physical mutations. Rare, but it can happen! Characters without any Psionics may roll on the Disadvantages chart
for interesting quirks for personality development, but NOT on the Mutations
chart. Choose which chart to use if your character is already Psionic. Roll
a percentile and check both the Mutations and the Disadvantages list,
to see which might work best for the character. Always, feel free to choose
either instead of rolling randomly!
Family Ties You'll note that most of these families are of either very high or very
low Status. Most FreeWorkers or Land Holders who make enough of a name
for themselves wind up in a higher Status, those who make a bad impression
or live in infamy might wind up in Slavery or exiled/rogued. Making up
a new character in an existing family is easy: make something up. If there
are visual guidelines, use them or temper the character with them. Bonuses
and changes rarely go over 20, seldom over 15 when positive, and are often
balanced with negatives (either socially or physically balanced to offset
those without actual score penalties) - and note that these are usually
in addition to those penalties and changes brought on by mutations! Where
there are powers or mutations, also use those as guides but never feel
that you have to stick to exactly what this line or that is most often
seen as. There are always loud Bayaran (black sheep, clever, huh?) in
a family, that in itself can be a good story hook for the Game Holder
to use: why aren't you more like such-and-such? Or, you look so much like
uncle-who's-famous! Either way, it's a good way to get a grip on the society
and the characters might just find themselves living up to the family
potential one way or another! There are also many combinations of family lines, Mirage and Sengihr (Myst and Sabre); Mirage and Kshau (Shatter); Kshau and Sengihr (Aevan... you weirdo); Kshau and Kstet (too many ks-ks in the world!); Sengihr and Chanay (Iva); Chanay and Morgontain (Chantain); Tiir and Sengihr (Vylar), etc. Combining the names into things like Chantain and Singe can be a challenge, but the character does not have to have a last name to be in the family. Blackstone/Alabaster/Arregon - Businessmen and madmen, with connections
all over the world. Blackstone/Alabaster/Arregon Founded by Arregon several hundred
years ago, Tresis now is the lone inhabitant of his own part of Neres,
but he didn't leave until he gave the world Skie Blackstone by way of
the Blackstone/Frost girls. Those girls are the partial progenitors of
the Kshau clan, by the way. Skie then gave us both Hollis and Engell,
see the two-sides/same-coin argument below. The whole line is white-white-white:
skin, hair and oddly eyes are often pale or very pretty blue-grey. The
whole line is also utterly cutthroat in its attitude toward business and
how to treat people who get in the way of it. Politicians, tacticians,
and power merchants all of them. Blackstone consists of nothing less than
High Holders/Owners, Arregon is used to being utterly outside of normal
Zekiran political and social structures, and Alabaster is well known for
having Engell's genes in places they don't belong. This isn't his fault,
but it's still true. (Neither he nor Aeroch offered their approval for
Vanya's creation of Ten, but look where it got the former Slave... now
High Holder. He's clearly his fathers' son.) All of these lines have attachments
to Mirage, Sengihr and Tiir. Blackstone is tied to the Glades and Kshau;
Alabaster runs with Aeroch and the Kstets; while Arregon picks up the
pieces dropped to him by old Glades friend Etan. Don't expect to get into
this clan easily, and don't ever expect to get out. They're mobsters,
at the worst; bent on owning the world. Alabaster bonuses and changes: . . Chanay 'The' Chanay passed on recently, but she left a wonderful
daughter named Iolen, and possibly others to play with. She was the consummate
lawyer, utilizing her status as a Membayar to its utmost until her death
as a High Holder many years later. Iolen has continued in the tradition,
and her sons (and daughter) carry on in a fashion if not specifically
in her vein. There are possibilities for both sons (both of them with
horns and one with hooves as well) and the daughter (Sengihr's) as per
their desires. Children in this line will be canny and adept at most forms
of socializing, have high sanity, and attract the strangest people. Known
offspring already include Velvet (with son and daughter Vendetta and Veil,
more Sengihrs), Shire (and her four-legged shapeshifting offspring Seeker
and Secret, both living in Neres), and Iva (currently taking care of Vanya's
finances). Ties are strongest with Mirage and Sengihr, less so with the
Rhiin people, but exist also as purely financial ones with many High Holders,
potential Breeding couples, and land buyers. Chanay expects her children
to simply excel in anything they put their minds to, and to do things
with their abilities that have not been done before. She's very proud
of once-wallflower son Haesh, who is now a corporate spy for Alabaster... Chanay bonuses and changes: . Dahash Immortal and vampiric, Slave Dahash and his High Holder
brother Sho are about as opposite as a pair can get, but once they were
so close as to be inseparable. No one alive today other than them know
what drove them apart, but the effects have been obvious. Both of them
have sired children, immortal vampiric ones, but half are generally Slaves
or low Status, while the others are Owners and High Holders. They visually
resemble each other, as will their children: dark grey or black skin,
black or silver hair, and fangs prominently showing. Sho cannot go out
into the sun any longer, Dahash has an extreme sensitivity to water, but
some of their children can endure these allergies. Sho has sired about
five children, Dahash has been used in nearly twenty Breeding mixes and
directly has sired twelve children (most of whom are still alive today).
Both men are intelligent and calm, quick witted and sensible, but seem
dangerous on first sight. They have contacts in extremely different sections
of society: Sho was Mirage's first mate, and still has an affection for
her (who doesn't?), but he is also involved with the Alabaster team, while
Dahash is Owned by Kstet and is used by those that Avlen deems appropriate.
They will assist one another grudgingly, knowing that either of them will
simply live to see the next decade, no matter how long they sit out in
the sun and burn. Dahash bonuses and changes: Glades Another immortal line, but this one is due exclusively
to the fact that there are clones in them thar' vats. Etan has existed
for at least two thousand years, and is going strong. The main drawback
to being in his line is that he will offer ONCE that you can go with him
and conquer the world. After that, you'll have to BEG. He is rogue and
usually not seen. When he is, it's way too late, even for people who normally
are sharp witted and perceptive of mental and psionic deception. Traveling
the world with a cadre of his offspring and descendants, Etan selects
people to Breed, goes and Breeds them, without their permission, money,
or knowledge. That's right, he can simply wipe their minds so completely
clean of the pregnancy that it's a wonder that he doesn't already rule
the whole world. He could be standing behind you right now, he's like
a god that way. But you won't know until he wants you to. Etan's descendants
are cream or white-based, with yellow hair and blue eyes, with some variation.
By the way, he's Jonbyer's father. Yes, that Jonbyer. Yes, mental abilities
run in his line, very strongly. But you know the routine. If you don't
want to be stuck out there wandering around pushing into people's heads
constantly and giving the illusion that you're not really there, you don't
want to be in his clan. The offer also stands that you may gain a clone
in the Vin facility. But if you take it, that clone belongs to HIM. Kshau,
Sengihr, Blackstone, Triia, Mirage all owe Etan some amount of attention,
Archeria and he go way back, and Tresis Arregon is occasionally competing
with him or assisting him in the conquering of Zekira. Note well that
the Paveh line is devoted to Etan's destruction. Glades bonuses and changes: Haital/Vlask Vrang Haital is sudden and unique in the realm of
Naturally Bred people, he is clearly Hyperfertile, and - how to put this...
loves sex. In one hundred-year period, Vrang sired at least five
children, one with his wire Mita, another with his mistress Besch, another
with his Slave Nahan, later on one with a member of the Palace of Pleasure's
HighMistress Parvati... He's all over the place. His genes are clearly
strong and of low Purity, which means his offspring will be more normal
than not, usually are of the Owner or High Holder/Owner status, but some
are Slaves. Notably in the Slave category are fire-manipulating and shapeshifting
individuals. The others tend to be sharp witted Betting men and equally
sharp tongued Lawyers. Mostly of dark-blue persuasion, their scores will
tend to be average for Owners, rarely with one much higher score reflecting
some facet of their Mother. If the offspring is of Owner or higher Status,
they will usually adopt his last name of Haital or a form of it (witness:
Voor (his son) and his partner Shy Blackstone made Voshir HighStone, a
new line); if the offspring is of lower Status, they will take the name
and Status of their mother. Typically, his further descendants will be
Haital, but there are quite a few Vlasks, as she was a very viable source. Haital/Vlask bonuses and changes: . Khat Created by Lene Rosh in her normal preference for cat-like
features, Kayt'cha ahlKhat is certainly the premier of her work. Kayt'cha
was born in 10412, just before Lene died. It is no surprise that Kayt'cha
is Hyperfertile, but she has never had more than one child per Breeding
session, unlike other catlike mutants. Mostly found in Land or Animal
Mastery, the Khat line combines with most others the same way that the
Tani line does, but without the stripes, and with an added and very strange
Power: that of "genrehopping". This allows them to see into
the other dimensions nearby, and occasionally travel to them. Combine
these things with any other line, add Khat or ahl- to the name, and you've
got it. Particular descendants include Aynatchavay Singe, who, like Chanay,
made her name with extremely aggressive Bond and advertising techniques.
(Hey, Vanya can't do it himself, but that has never stopped his daughters
from being really keen Membayar...) Khat bonuses and changes: Kshau Notably found among Animal Master status, and jobs relating
directly to animals and Steed racing in particular. Generally shaded blue
or blue-green, with two-textured hair in two colors (blue and white are
the mainly found variables), with movable spines (impale and scratching
damage) on arms (and often elsewhere depending on how extreme the line
gets) and usually long claws on fingers. Eyes are often extremely sharp,
skin and internal organs heal at a fast rate, they are graceful and fast,
stronger than average, charming, and have a terrible susceptibility or
vulnerability to psionics when they don't already have other mutations
going. Kshau has the largest Racing Circuit, and any Kshau available is
usually requested or required to be there for the family when things are
gearing up for shows. They have ties with: Archeria, Mirage, Sengihr,
Blackstone, Glades and others. They share ancestry with Aeroch. A Kshau
usually is born with a strong sense of justice, equality, and passion.
They spend money like it's growing on trees, and usually have more compassion
for Slaves and Bayaran than others. Primarily, as well, they're going
to be of the bisexual persuasion: why choose when you can easily have
people spliced together...? Many of them Hold land on Kiran, in the desert. Kshau bonuses and changes: Kstet Spread between High Holder, Animal Mastery
and Slavery, the Kstet line is as diverse as the entire world's genes
can get. The progenitor of the Kstet clan died hundreds of years before
now, but his legacy lives on in the current head of the clan, HighMaster
Avlen. A cat-centaur with all the perks that go along with it, but very
few of his offspring actually carry that line. Those that do: usually
are found in Neres chasing natives. Those that don't: usually see the
dead and are pretty odd. Kstets often have an extremely aggressive attitude,
are fearless and a little crazy. They love working with animals, but often
are as much animal as human. Avlen does not expect much out of his children,
particularly those who won't take him up on his exploration funds. Contacts
with this family include Kshau, Dahash, Rhiin, Alabaster, and Tani. Most
of the explorers are hushed up in social circles, those who still live
in Zekiran settings don't speak of their four-legged brothers and sisters
until they're alone. Kstet bonuses and changes: . Mailala Bred by Morgontain for several generations, one of her
longest term and most successful projects. Endar is currently the ranking
Mailala, with his typical appearance of curved ram's-horns and hoof-hands
and feet. With this lack of dexterity however comes a grace and style
which all Mailalas display. With the slightest mental tweak, clouding
or memory lapses are used, or just changing colors often works. They are
all used in Morgontain's best mixes for 6th Degree projects, anyone with
the ability to change their colors, or who has chosen a ram-style mutation
may be from this clan. Mailala bonuses and changes: Mirage Anyone with Mirage in their lineage can claim to be of
the most beautiful woman in the world's clan. It usually shows. Mirage
is picky as to her mates, few of them lower than Animal Master in status.
Beauty attracts beauty, and while it is true that there are oddities in
some of her descendants, most of her own born children can be considered
'perfect'. Oh, there's a tail here and spines there, a little facial hair
and some patterns in that skin, but those just seem to add to the beauty.
Social graces and charm, as well as a liberal dash of mental power over
people make Mirage's line some of the strongest High Holders in the world.
Mirage usually names her children after events, times, or concepts --
Haze, Trance, Alchemy, Sabre -- and expects her offspring to do so as
well when it's appropriate. She and the Sengihr/Paveh people are inseparable,
but she has ties to everyone who wants to be anyone in the world, she's
been kept from Arregon, but Alabaster is in, she knows all the best Breeders
and socialites. Just get in there. Appearance is most often white or extremely
pale colored, with extremely dark full hair, and mostly violet eyes. Marad
is her most notable ancestor, who sired perhaps thirty five children of
Membayar or above in Status. They tend to be violets and blues, and have
subtle applications of empathy or latent psionics. Mirage bonuses and changes: Morgontain The best in the biz. Bred by Etan to be an excellent
Animal Mistress as well as Breeder, she's lived up to it and by the time
she died (in 10406) she was known to have mothered or created from her
own cells sixty children! She wasn't one to leave well enough alone, however,
so most of her direct offspring don't even slightly resemble her, or particularly
their fathers. From tech-elves to cat-girls, party monsters and ideal
servants, Morgontain's genes have served the world for generations and
they will continue to do so for many more to come. Nearly any character
might claim Morgontain's heritage, with the stipulation that they will
be of over 80 Intelligence, and there is some shade of gold in their hair,
skin or eyes. Her children often either flaunt or hide their relation
to her, but rarely offer the information that they are hers until it becomes
important to say it. They have an impressive web of Breeder friends, Animal
Masters, and High Holders, but they are welcome in any setting and usually
at any party. Morgontain bonuses and changes: . Rhiin Contrary to popular belief, you don't have to be a Splice
of Lifer to be a Rhiin. What you do have is a propensity to yellows and
beige in your color scheme, tall and slender build, and a certain genius
for business. Ruthless in transactions over land, betting and Ownership
deals, the original Riitan (born several centuries ago) was known for
swiftly taking over any unclaimed Inheritances. His son Rhiin eagerly
took up the mantle when he met his untimely demise... Expect that too,
by the way. Don't expect to make many friends. Also contrary to popular
belief, Rhiin was not related to Jonbyer, though they appeared to be visually.
That isn't saying that they are not related to the Tiir line, which they
are. Rhiin descendants are largely found among Owners, Suzerain and High
Holder/Owners, rarely are they located in either Breeding or lower Land
Holding, and NEVER in Bayaran. Those who are among the Splicers are most
often Animal Masters but occasionally abandon it to the more typical Rhiin
professions. Rhiin bonuses and changes:
. Sengihr/Paveh/Veh Two sides of the same family coin, but flipped around Breeding. Darkhanis Paveh is secretive and sly, and Vanya Sengihr's uncle. Vanya has been mentioned before. Either of them compliment each other perfectly in social situations, and their offspring are carefully selected so they do not ever overlap (subtlety on the part of Darkhanis, since his relation to the younger Sengihr was unknown to Vanya until after Darkhanis' death). Those of the Paveh line have a strong shapeshifting ability, mind clouding and dream-walking ability, as well as the facial hair mutation (which can evolve into more or less given the right Breeding), and are typical of the barrel-chested Stetil folk. Sengihr's side of the family are the darker, moodier, purely physical people, long of limb and face, with powers usually restricted to those which can be used on themself. Paveh is more socially adept, Sengihr is by far the fastest man on the planet, and very close to the smartest if not already. And not even close to the most insane: those were their Breeders. Sengihr does not require anything of his offspring, unless they are constantly in his hair, in which case they'll have to be subject to anything he can put them through: watch him embarrass himself in public, mainly. Paveh does seem to want to show his offspring the better things in life: sneaky Breeding, using powers behind people's backs, and partying without being on the guest list. Ties to either half of the line include Mirage, Kshau, Aeroch, Chanay and Alabaster. As mentioned in the Glades section, Paveh descendants are initiated into a strange clan of mind-benders who are usually found keeping Etan in check, around the world. Only they and his own children may be immune to Etan's mental workings, and someone has to stop him from taking over. The Sengihr line does not, unfortunately, have this ability, in fact they are often susceptible. Veh is their common ancestor, and she also plays prominently in others. Strong intelligence, a flair for the dramatic, and high sensory abilities are common to Veh descendants. Sengihr bonuses and changes: . . Takin The specially bred line of servants that the Marad family has always used. This group of darkly green, pale yellow haired Slaves has no intention of being anything other than companions and servants to their Marad line Owners. Any aspirations were bred out of them generations ago - but they don't care. They are uniformly small, slender, petite and look rather like they've never grown up. Universally infertile, they must be Bred by someone - any given 6th degree Breeder will take them on, but Darkhanis (shown above in the middle) is the current supplier. Their powers are subtle, they are often gifted with precognitave powers that allow them to be bringing the right drink to the right person, or to offer the cushion for someone in need... They're always underfoot but you'd never know. Actually, no one knows just how many of these little practically-cloned people there are in Mirage's Telva estate, there could be dozens - there might be hundreds. They're like little cute oompa-loompas. The male ones usually work the Steed races and outdoor events, while the females often only do parties and indoor work. Takin bonuses and changes: . Tani Or more accurately the Raanatani line is exclusively catlike,
always has a tail and most often has stripes. Most of Tani's offspring
are Hyperfertile, furry, striped and have really big hair. Many of them
are Animal Masters, some Owners and some lower Status, very rarely below
Worker. They have a penchant for chasing insects, their tails, and other
people's tails. Tani was Bred by Morgontain, does have some of her genes,
and it is known that she has been Bred with most of the aforementioned
(and following) families, mainly Kshau and Sengihr. Tani only requests
that you be nice, be honest, and if you cannot, be fierce. Most females
tend to have a flair for motherhood, and if the males are let loose there
ought to be some yeowling going on outside. They generally don't work
with Steeds, but love other animals to play with. Tani bonuses and changes: Tiir All that is left to Lish is her mother's name, Tiir, for
when she was Bred she was made outside the confines of any human body,
by grandfather Riitan (also the father of the Rhiin line). Lish has upwards
of thirty children of her own, and they occupy niches from Slaves and
Rogues to High Holders and Breeders. She herself is fond of animals more
than people, but many of her children prove opposite. She is usually consumed
with her work, and that work is often in the field with Steeds. Her appearance
is very close to that of the original colonists: tall and reed-slender,
with long limbs and face. She has four arms, and though some of her children
have other mutations (related to it, the naga-shaped and legless Savistahni
proves that there are more limbs than just arms to play with genetically
speaking) they most often have the ability to sense or distinguish genetics,
images, or other stranger things psionically. Some 80% of her offspring
will be of the four-armed persuasion, the rest will be either normal or
naga-shaped, if female they will take the shape of their mother, if male,
the mother's genes will still dominate but be tempered by the father's
appearance. Lish and her offspring are not necessarily close to one another,
she rarely nurtures her own children. She does not expect them to come
to her aid should she need it, but she does find they often do. Lish has
contacts with most Breeders, and many Animal Masters. Tiir bonuses and changes: . Tul Originally found without mutations beyond a vague Animal Tuning
here and there, the Tul line was firmly embedded into the Triptych when
Riita was born. (Oddly though her name is similar, she is not closely
related to the Riitan or Tiir lines.) Pale of skin but with a violent
streak visible when they shapeshift, the Tuls take to mental abuse with
almost the same flair as Sengihr, watch out for their offspring by the
way. RiitaTul has splices of extremely fast things in her shapeshifting
ability: what equates to a cheetah and all, described in the Package Deal
for Triptych (and see her image in the Powers/Enhancements/Shapeshifting
section). Expect that any other offspring she has will be fast, irritable,
and large. Tul bonuses and changes:
Von Ghean Shu Von was the last of her line until she finally met
up with the Kshaus. From there it was history. Von left his daughter Ghean
with a legacy of latent mutations and psionics, many of which surfaced
after she was traumatized and became an Animal Master. Her mastery over
machines is not coupled with the typical elf-eared appearance that many
would expect, but her descendants usually have them. She is white skinned
and many of her offspring are as well. Most of them are also visually
unmutated, since she usually Breeds with normals or only slightly-Bred
people now. Most of her notable descendants are of Kshau as well, however,
and they opt to use the Kshau ways. Von bonuses and changes:
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