Home Creators Posts Import Register Favorites Logout

Content

Chapter Two: Adaptations, Forms, and Merits

What does not kill me makes me stronger.

— Friedrich Nietzsche, Twilight of the Idols

Adaptations, Forms, and Merits can flesh out a Deviant as much as can Variations and Scars. This chapter explores all three.

Adaptations

Adaptations speak volumes about the Clades in a way that Clade Variations do not. After all, Deviants of any Clade can have any Variation, but only those who belong to a specific Clade have access to its Adaptations. The mechanical effects of Adaptations are designed to reflect their impact on the narrative and the qualities of the Clades associated with them, but the ones in Deviant are not the only ones. Here we introduce additional Adaptations, including new Universal Adaptations.

Alternate Adaptations

The Remade are a diverse lot, with even Broken of the same Clade manifesting wildly different abilities and frailties. Conspiracies categorize Deviants into Clades based on the apparent means by which their abilities manifest, their original source, and their Adaptations, but those with the greatest understanding of the Divergence know that all these categories are inherently flawed. The same occult circumstances can result in dissimilar Remade, while entirely different stimuli can produce remarkably similar Deviants. Adaptations, often cited as the ultimate taxonomical determiner of Clade, are not, in fact, universal to all members of each Clade. As with all things among the transformed, exceptions proliferate.

Each Deviant begins play with three Adaptations. By default, these are the ones described in Deviant — Stubborn Resolve (a Universal Adaptation) and two Clade-specific Adaptations (one “utility” Adaptation and one “reset” Adaptation). Individual Remade may instead manifest Adaptations chosen from the 20 new optional alternate Adaptations below. These must be chosen from the Universal category or those specific to their Clade, although Broken who survive long enough can partially overcome this limit through the Adaptable Merit (p. XX).

Changing Adaptations

Most Remade retain their Adaptations from the time of their Divergence until their death. Few develop new Adaptations, and fewer still experience a further transformation that leads them to exchange one for another. However, if a player sees an Adaptation here that makes more sense for their character than the default one they took during character creation, Storytellers are encouraged to permit them to. This should also be true of a player who chooses an Adaptation and later finds that it isn’t working out. Find an excuse to handwave the change or just change it and require no explanation.

In short, while the game lore says such changes are unusual, they only need to be as rare as the chronicle requires them to be. As with the Fused and Shifting Scars sidebar (Deviant, p. 111), the purpose of this option is to enable fun (or to mitigate things that have stopped being fun).

Universal

Universal Adaptations reflect general advantages not specific to any Clade.

Some unusual Deviants have no Universal Adaptations, instead adding another Clade Adaptation to their repertoire. A rare few Remade have no Clade Adaptations. Many of these latter Broken are notoriously difficult to classify by Clade, and misidentification by an interested conspiracy is not unheard of.

Stubborn Resolve, the most common of Universal Adaptations, makes the Remade highly resistant to social and supernatural influence meant to put her in opposition to her Touchstones and so reduces the likelihood that she will Falter against her will. Broken with this Adaptation are the reason Deviants have a reputation for both unswerving loyalty and uncompromising enmity.

Clean: The Deviant has fewer Scars than most Remade. Two of his starting Magnitude of Variations are Scar-free (in addition to the Scar-free Magnitude provided by his Origin). However, he suffers two minor Instabilities at the beginning of each story; this is two medium Instabilities if both Scar-free Magnitude granted by this Adaptation are assigned to the same Variation. If purchased after character creation through the Adaptable Merit (p. XX), this can increase the Magnitude of an existing Variation or grant one or two new, Scar-free Variations.

Some conspiracies regard Broken with this Adaptation as an unqualified success. A Deviant with no (or minimal) Scars is exactly what virtually every Progenitor hopes to achieve. This jubilation seldom lasts long, for eventually the Remade manifests additional Scars, and they still suffer the other side-effects of the Divergence.

Desperation: The Remade can push herself at the risk of rapid destabilization. Once per chapter, she may add three dice to any roll that can benefit from a Willpower expenditure. If she uses this to enhance a roll on which she also spent Willpower, she suffers a minor Instability.

Renegades with this Adaptation are considered more elusive than most, but they also have a reputation for degenerating into End Stage not long after they escape their pursuers. Some conspiracies regard Mutants with it as especially dangerous and will put them down rather than attempt a capture that could lead to a major supernatural incident.

Practical: The Broken excels at using their Variations in unorthodox ways. Their improvised Techniques calculate benefits as though Mastered (p. XX). They can only call upon one improvised Technique per chapter as normal, although Adaptations that reset per-chapter effects can overcome this.

Deviants with this Adaptation usually have Variations that encourage creative applications. They tend to work well with other Remade. Many Broken who have had years to acclimate to their condition develop this Adaptation, which makes them invaluable as teachers — whether they are Devoted or Renegades.

Talented: The Deviant is an exemplar of their Clade. They gain two additional Magnitude of Variations from their Clade, but these must be entangled with Scars normally. If purchased after character creation through the Adaptable Merit (p. XX), this grants a new Variation (or Variations), and the Deviant must have a Scar that can entangle the new Variation(s) at the time they purchase the Adaptable Merit.

This Adaptation is Universal less because it doesn’t belong to any Clade than because it can potentially belong to any Clade. Few Deviants are more obviously a member of their Clade than Remade with this Adaptation.

Unbridled Passion: The Remade pushes himself to his limits in the presence of his Touchstones. Once per chapter, the character may add two dice to all rolls he makes as part of teamwork and contested actions until the end of the scene. This does not include Clashes of Will or Scar Finesse rolls. If one of his Loyalty Touchstones is the primary or secondary actor of a teamwork action he participates in, or if one of his Conviction Touchstones is on the other side of a contested roll, he also gains the rote quality.

This Adaptation is often associated with Devoted, although nothing prevents Renegades from making good use of it. Broken with it are the ultimate team players, although they also thrive in circumstances of direct confrontation with an enemy.

Cephalist

Cephalist Adaptations reflect Psychics’ unshakable will and awareness of the mental states of others. They are heavily dependent on Willpower to fuel their Adaptations.

With so many demands on their focus, Psychics must be careful to husband their mental reserves. True, a night’s sleep or a few hours spent stalking a Conviction Touchstone can restore their equilibrium, but when those aren’t options the reliance on Willpower can force some very careful decisions regarding opportunity costs. Conspiracy agents will often exploit this flaw by provoking Cephalists into calling upon their Adaptations before withdrawing from the confrontation, only to attack anew once the initial rush of power has passed and left the Psychic hollowed out and vulnerable.

Most Psychics have the Iron Will Adaptation, which permits them to draw additional power from within by sheer force of will.

Cephalists with Focus (which is many of them) often have a larger than usual number of relatively weak Variations and either many minor Scars or a small number of more significant Scars. This is seldom a limitation when they can push those abilities to limits unthinkable to others simply by wanting it hard enough. Because the Willpower cost of affecting several Variations a little is the same as increasing the effectiveness of one or two Variations by a lot, there is no inherent disincentive to this strategy.

Disciplined: The Psychic exerts extra control over her abilities through sheer force of will. Once per chapter, the Scar Finesse of all Variations entangled with a Scar of the character’s choice increases by 3 until the end of the scene, which can allow it to exceed 5. She can push this further (either upon calling on the Adaptation or as a reflexive action on a later turn during the same scene) by spending one point of Willpower per additional Scar affected by the Adaptation. This is an exception to the normal limit of spending one point of Willpower per action.

Remade with this Adaptation have a reputation as Psychic virtuosos. Even those who can barely get their Variations to work in the first place (such as a Deviant with high Mental Attributes but mostly Physical Scars) can overcome the resulting Scar Finesse disadvantage when it really matters by calling upon this Adaptation. And those with strong natural talents are true prodigies who can exercise a degree of control over their Variations that exceeds anything other Broken can achieve.

Empath: The Broken’s mind is open to the thoughts of everyone around them, particularly to those of their Touchstones, allowing them to navigate social situations effortlessly. Once per chapter, they may add two dice to all his rolls involving Social Skills until the end of the scene. This includes any of their Variations that is contested by Composure. When taking these actions targeting a Conviction or Loyalty Touchstone, the Psychic may instead gain the rote quality.

No one can get into the heads of their friends and enemies the way a Psychic with this Adaptation can. They anticipate arguments and present counterpoints woven from the doubts of those they are debating. They often know the needs and wants of those they care for before those Touchstones themselves know what those needs might be. As enemies, these Psychics are frightening. As devotees, whether the objects of their devotion love or fear them usually depends on how welcome those attentions are.

Intent: The Cephalist focuses thought to a needle-thin line of white-hot plasma. Once per chapter, the Scar Power of all Variations entangled with a Scar of the character’s choice increases to 5 until the end of the scene; if Scar Power is already 5, it instead increases to 6. This does not affect Techniques. She can push this further (either upon calling on the Adaptation or as a reflexive action on a later turn during the same scene) by spending one point of Willpower per additional Scar affected by the Adaptation or to increase the Scar Power of Variations entangled with a Scar already affected by this Adaptation to 6. This is an exception to the normal limit of spending one point of Willpower per action.

Although some Psychics with this Adaptation use it similarly to Disciplined — to cover for a weakness or to allow greater variety of Scar Attribute types — most simply call upon it for the raw strength it gives their abilities when they have the greatest need of them. The small number of Cephalists who exhibit this Adaptation in addition to Focus (and at the expense of either Stubborn Resolve or, less frequently, Iron Will) are terrors with Variations like Telekinesis that key off the product of Magnitude and Scar Power.

Chimeric

Chimeric Adaptations reflect the Hybrids’ wild natures and animal magnetism. Most draw on Willpower.

Unique among Chimeric Adaptations, Adrenaline Surge does not draw on their mental reserves, instead telling on their bodies as pulled muscles and internal bleeding. Because of the physical toll continued use of their most potent abilities exacts on them, Hybrids must be wary of when they unleash their Adaptations and limited-use Variations. Although not all Hybrids have this Adaption, most of them do. Those who lack it must be even more careful about when they deploy limited-use effects.

Untamed is the most common of Chimeric Adaptations. Deviants with it are adept at hiding their vulnerabilities when they need to, reducing debilitating flaws to barely a twinge. Most have one or more high-Magnitude Scars. Such Hybrids are notoriously difficult to track, and exploiting their known weaknesses is widely regarded as futile.

Attack Dog: The character enjoys the physical advantages of his bestial side, particularly when serving his masters or confronting his natural enemies. Once per chapter, the character may add two dice to his Physical actions until the end of the scene. This includes any of his Variations that is contested by Stamina or that targets Defense. When taking Physical actions targeting a Conviction Touchstone or in obedience to an order that was issued by a Loyalty Touchstone in the current scene, he may instead gain the rote quality.

Hybrids with this Adaptation are the workhorses of the Web of Pain. The Devoted among them serve their masters with the loyalty of trained dogs, especially when given an enemy to target. Renegades with it are nearly as dangerous to their foes, since they have a greater storehouse of rage and no one telling them when or how they should or shouldn’t direct it. Ignoring the effects of Variations, these Hybrids are unmatched in one-on-one physical confrontations with their sworn enemies.

Ferocious: The Hybrid is a terror in combat, inspiring panic in anyone who must contend with her. Once per chapter, until the end of the scene, whenever an opponent’s attack misses the Chimeric, the next attack that attacker makes against her suffers a –2 penalty. Repeated failed attacks impose a cumulative –1 penalty until the attacker makes a successful attack against her or suffers a dramatic failure. In addition, while this Adaptation is active, the Hybrid may spend a point of Willpower to reduce an attack by a Baseline or group of goons to a chance die. The Chimeric may activate this Adaptation in response to an attack against her before the results of the attack roll are known.

Chimerics with this Adaptation are extraordinarily elusive in combat, evading literal hails of bullets. Although the stories conspiracy agents tell about this Adaptation tend to focus on Hybrids who also had powerful attack Variations that allowed them to cut down dozens of PMCs with barely a scratch, a Chimeric can just as easily use this Adaptation to avoid harm long enough to make good his escape.

Pack Leader: The Chimeric is a natural leader. Once per chapter, as her action, she may take command of any number of her allies in the scene with her until the end of the scene. While in command, she may, as a reflexive action, grant an ally a two-die bonus to an action or increase one of their Resistances by 2 until the end of their next turn — but each ally may only benefit from this Adaptation once. While this Adaptation is active, the Hybrid may spend a point of Willpower as her action to reset its benefits, potentially allowing allies to benefit from it multiple times in the same scene. Only one Chimeric can be in command of any group of allies at a time.

Hybrids with this Adaptation make valuable sergeants among Devoted in the Web of Pain, and conspiracies often put them in charge of teams of operatives. Among Renegades, these Chimerics serve as a rallying point for their cohorts, leading their companions to victory against impossible odds.

Coactive

Coactive Adaptations manifest as mastery over natural and otherworldly energies. Infused nearly always pay for these potent abilities with their own vitality.

Remarkable among the Clades, this damage is isolated to a single location each time, inflicting more serious injuries the more the Coactive draws from the energy that suffuses them, instead of causing many smaller injuries throughout their body. Of all the Clades, the Infused are the most capable of killing themselves by drawing down too much power through their Adaptations. Conspiracies recognize this and have come to approach Coactives more cautiously, knowing that if they push too hard, they might have to settle for a dissection instead of a new Devoted.

Unique among Coactive Adaptations (and easily the most common among them), Living Conduit does not harm the Infused physically. Instead, it taxes the Broken’s mental reserves to bring Adaptations and potent Variations into play more often.

Consume is the most common Coactive Adaptation after Living Conduit. Infused with it often have weak or moderately powerful Variations (and so less problematic Scars), relying upon their hidden reserves of energy to win the day. This Adaptation carries an almost negligible cost when slightly bolstering one Variation. However, sending power surges through multiple Variations simultaneously or maximizing the effects of a weak Variation is very dangerous and can lead to injuries that take weeks to heal.

Foil: The Infused is the ultimate counter to any supernatural being — be they Remade or otherwise. Once per chapter, the character may add 2 to his Resistance traits against supernatural powers and add two dice to his Clash of Wills rolls until the end of the scene. If the source of the power is one of his Conviction Touchstones, this further increases by half his Conviction (rounded up). Moreover, he may choose to suffer a point of lethal damage when targeted by a Conviction Touchstone’s supernatural powers to gain that same ability until the end of the scene as though it were a Scar-free Variation — or until the end of the chapter at the cost of a point of aggravated damage. This must be a specific manifestation of occult energy (summoning lightning from a thunderstorm, for example), not a broad category of capabilities (such as manipulating many different forms of energy in any number of ways).

Devoted with this Adaptation are highly sought after as hunters of occult monsters, while the power imitation aspect makes them attractive to Progenitors seeking novel methods of triggering the Divergence. Deviant-hunting Infused with this Adaptation (whether Devoted or Renegades) are also much more effective because of it, particularly if given adequate reason to hate their targets. Because this Adaptation’s effects apply to all supernatural powers during the scene, it is especially useful for dealing with different kinds of monsters or ones with many different abilities. However, because it doesn’t protect the Deviant’s companions, it can simply encourage enemies to target them as a way of getting to him.

Null: The power within the Infused negates hostile occult powers directed against him. Once per chapter, when he is exposed to a supernatural power that targets him or the area he is in, the Deviant may render himself immune to that power (including its indirect effects) until the end of the scene. This provokes a Clash of Wills using his highest Power Attribute + Acclimation. He may add five dice to this Clash of Wills roll by taking a point of bashing damage. He may also/instead blanket the area within 10 yards/meters of himself at the cost of a point of lethal damage (or 40 yards/meters for a point of aggravated damage), and this can be combined with the bashing damage effect. Living Conduit can reset this Adaptation without ending any existing protections prematurely.

Devoted with this Adaptation commonly serve as support personnel for squads of Baseline goons sent to capture or kill Renegades. It is endlessly useful against opponents with only one or two supernatural tricks (Deviants being among the most notable of these), but it has less utility when deployed against enemies with a large variety of occult powers at their disposal. Renegades equipped with this Adaptation can negate the advantage an Icon grants to every conspiracy agent in the current scene.

Tolerant: The Coactive is awash in exotic energy and can endure deadly environments. Once per chapter, when she is exposed to an extreme environment (and its associated Environmental Tilts), the Deviant may render herself immune to its effects until the end of the scene. She may ignore the effects of a level 3 extreme environment (one severe and two moderate Environmental Tilts, in action scenes) that match the environment that triggered the Adaptation (such as cold, heat, storm, or subterranean). By choosing to suffer damage, the Remade can ignore a level 4 extreme environment (including all Environmental Tilts), adapt to all kinds of extreme environments, and/or extend her protection to a 10-yard/meter radius around herself. This inflicts a point of bashing damage for one of these effects, lethal damage for two of them, or aggravated for all three effects.

Infused with this Adaptation excel at search and rescue operations or any other role that involves entering and functioning at a high level in a hostile environment. Many conspiracies know it is never a good idea to presume these Broken are dead unless they see the body, as such Infused have been known to survive pyroclastic volcanic eruptions and undersea pressures that would crush a submarine like an empty soda can. The protection from the elements they can offer a group of companions makes them invaluable as guides on missions into dangerous areas.

Invasive

Invasive Adaptations reflect Cyborgs’ durability and problem-solving abilities. They have all-or-nothing effects, some of which can only be reset at the expense of their Variations.

Most Invasives have Overclock, which allows them to suffer injury to reuse their other Adaptations and powerful Variations. This can be a disincentive to calling upon those abilities too often, as it takes days to recover from even a single excess use.

Redundancy is also a common Adaptation among Cyborgs, and one coveted by conspiracies. It makes the Deviant nearly unstoppable in many situations and takes some of the sting out of the cost of Overclock, for while it doesn’t heal the damage caused by that Adaptation it does make it one of the few sources of harm that actually sticks to him.

Artisan: The Cyborg is one with the tools he uses. Once per scene, he may increase the equipment bonus of a tool he is using by 2 (but not a weapon’s damage), even if this increases the bonus to above +5. This can include Techniques that grant an equipment bonus to an action. This bonus lasts until the end of the scene, even if the Deviant resets it to apply its effect to additional tools.

Invasives with this Adaptation seldom fail at tasks that involve tools. Although not as flashy as the Adaptations of other Cyborgs, it can be used more often than the Adaptations available to Deviants of any other Clade. Except in rare situations, it can be applied to any such actions the Remade might need to take. These Invasives can perform professional quality work even when forced to rely on improvised tools. Many conspiracies happily supply such Invasives with whatever equipment they might need, knowing that it will be put to maximal use.

Obsessive: The Cyborg unravels the mysteries of its subject matter rapidly and with ease, especially when the topic is one of his Touchstones. Once per chapter, the character may add two dice to all his rolls involving Mental Skills until the end of the scene. This includes any of his Variations that is contested by Resolve. When taking these actions targeting a Conviction or Loyalty Touchstone, he may instead gain the rote quality.

Invasives with this Adaptation put two-and-two together more quickly than most and betray unexpected depths of knowledge. The Devoted among them are much more likely to find themselves leading research projects, and some become Progenitors themselves.

Reservoir: The Invasive’s equipment offers her mental strength even when she has exhausted her reserves. Once per chapter, when the character spends her last point of Willpower, she may replenish Willpower equal to half her Resolve + Composure (rounded up), to a maximum of 5. If the Invasive uses this Adaptation multiple times in the same chapter using Overclock (or another reset Adaptation), she must also reduce the Magnitude of one of her Variations to 0, and she cannot call upon this Adaptation if all her Variations have been reduced to Magnitude 0. Variations damaged in this way “heal” at the rate of one per two days.

Cyborgs with this Adaptation are not easily frustrated by obstacles. They wear down human and abstract problems alike, exhibiting the patient tenacity of an elevator door that will not stop trying to close until no obstructions stand in its way. Conspiracies value their capacity for independent action and often send such Invasives alone into situations where a squad or company of agents would only get in each other’s way.

Mutant

Mutant Adaptations reflect the Grotesques’ ever-changing nature or emphasize their bodies’ resistance to changes imposed upon them from the outside. Some of their Adaptations are simple all-or-nothing effects, while others cause Instability when the Deviant calls upon them too often or too strongly.

Most Mutants have Forced Growth as one of their Adaptations. Its use inflicts Instability, the impact of which varies considerably from Grotesque to Grotesque and from situation to situation. In some cases, it may be easier to recover from than a Willpower expenditure, such as if the Mutant has easy access to Loyalty Touchstones or is actively hunting a Conviction Touchstone. In circumstances where the Broken can’t easily pursue her Touchstones, it can be harder to heal than lethal damage.

Unpredictable is also a common Adaptation among Grotesques — one whose reputation gives conspiracies pause when dealing with any undocumented Mutant. These Broken are often marked by an especially awful Scar supporting a high-Magnitude Variation that is either passive or situational, which they use to get the maximum efficiency out of this Adaptation.

Evolve: The Grotesque does not exist in any state of stasis. Once per chapter, the Deviant may replace an existing Scar with one of the same activation method and Magnitude (although Mental/Physical/Social can change). Alternatively, they may exchange a Variation for one of the same Clade (including Universal) and Magnitude, although this inflicts a medium Instability. The change is permanent unless reversed by using this Adaptation again, which can permit a Grotesque to completely change their Scar and Variation lineup.

Mutants with this Adaptation render most attempts to catalogue and exploit their weaknesses futile. A Persistent Scar that is crippling in the current situation is simply discarded in favor of one that isn’t as bad under the circumstances. And a Controlled Scar that makes a Variation reliant on a momentarily scarce resource can be exchanged for one that draws from a commodity that is currently abundant. Their ability to exchange one Variation for another carries a heavy cost, but it’s hard to beat for sheer flexibility when that is the greater good.

Fountain: The Grotesque is a font of occult power that she can pour out for those around her, giving them a taste of the power she possesses. It is particularly potent when given to those the Mutant loves most dearly. Once per chapter, as a Directed effect, the character may grant 1 Scar-free Magnitude of any of her Variations (including one emulated with Unpredictable) to a living, willing target until the end of the scene. This does not diminish the Grotesque’s own abilities with the Variation she grants to another. If the target is one of the character’s Loyalty Touchstones, this is instead Scar-free Magnitude of her Variations equal to half her Loyalty (rounded up), although the Magnitude of a bestowed Variation cannot exceed that of her own. This triggers a breaking point for most Baseline targets, particularly if they haven’t benefited from this Adaptation before. The Scar Power and Scar Finesse of these Variations are based on the target’s Attributes.

Mutants with this Adaptation are prized by conspiracies as support personnel for Devoted and Baseline agents alike. Divergence scientists disagree on whether these Grotesques represent a true success in their attempts to bestow Variations without commensurate Scars, but most believe it is only another steppingstone along the road to a truly Scar-free Divergence. Renegades make excellent use of this Adaptation to bolster members of their cohort. Although Sacred Flesh achieves a similar effect, can do so more often, and can emulate more potent Variations, this Adaptation offers more versatility in the Variations it can grant.

Unchanging: The Mutant’s body rejected the changes imposed on it before, and it continues to do so. She gradually heals any injuries, even regrowing amputated limbs and organs as though they were one point of aggravated damage each (unless these are the reflections of Scars or the result of paying for Adaptations such as Overclock or Consume). Once per chapter, she may reverse a change wrought by a non-Scar effect that modifies her body or manipulates her mind. This can affect anything from a tattoo or supernatural effect that changed her into another animal, to mind control powers or trauma brought on by methodical, if mundane, torture. If the effect is supernatural, it provokes a Clash of Wills, for which the Grotesque rolls her highest Power Attribute + Acclimation + 5. Recovery from death using this per-chapter effect also inflicts a medium Instability and only heals the aggravated damage in the rightmost health box, leaving the Mutant weakened.

Grotesques with this Adaptation are difficult to kill permanently. Sadly, their apparent ability to recover from any harm, no matter how terrible, often makes them the victims of abuse. Conspiracies certainly study these Mutants in hopes of understanding and replicating their regenerative abilities. However, they are hardly the only ones who discover the Grotesque’s ability to heal injuries without scarring or other lasting damage and decide to test its effectiveness against various sources of injury. Fortunately, those with this Adaptation are also remarkably good at sloughing off the trauma they suffer as a result of their rough treatment at the hands of the curious and cruel.

Forms

Forms reflect peculiarities about a Divergence that are not easily rendered as Variations. At base, they are “neutral” in the sense that they do not cost starting Merit dots or Experiences to purchase and do not need to be offset by Scars. Mechanically, they provide an additional means of customizing a character to fit a concept that might otherwise be unwieldy or unnecessarily expensive.

To use an example from The Clades Companion, Uplifts are little more than Deviants with animal bodies. It is possible to render this using the Animal Transformation Variation and the Relentless Variation Standard Deviation, but these seem like a high price to exact on a character with a squirrel’s body (and Health).

Forms are also useful when the sheer number of options rapidly outstrips the limits of the five-Magnitude structure of Variations or when it suggests certain downsides in a way that would violate the “any Variation can entangle any Scar” guideline. Oftentimes, when something that seems like a Variation or Standard Deviation proves impossible to render as one, it’s because it’s actually a Form.

Advanced Forms

The Clades Companion introduced Forms that permitted customization by increasing or decreasing the character’s starting Merit dots. Advanced Forms apply that principle to the Forms that appear in Deviant: The Renegades. All assume these are selected during character creation. With Storyteller permission, a character can later spend Experiences to purchase or improve a Form’s benefits or to “buy off” some of a Form’s disadvantages at a cost equal to net change in the number of Merit dots.

An effect that shows “2 dots”, for example, costs 2 of the character’s starting Merit dots (or 2 Experiences, if purchased during play), while one that shows “–4 dots” offsets the Form’s Merit dot cost by up to 4 (or 4 Experiences).

The net cost of a Form cannot be less than 0 Merit dots.

Adaptations cannot be used to reset per-chapter effects of Forms.

Amalgam

Replace the Systems paragraph in Deviant with the following:

At base, this Form is flavor and has no mechanical effects. However, the Broken may spend starting Merit dots (or partially offset the Form’s cost, if the cost is negative) with the effects below:

Floating Attribute (4 to 12 dots): The Deviant gains access to one temporary Attribute dot per 4 Merit dots spent on this effect, which may be used to increase a Mental or Social Attribute (to a maximum rating of 5 dots). These floating dots can be called upon one at a time, all at once, or anything in between, and can affect one or multiple Attributes. The increase lasts until the end of the scene. It does not affect Scar Power, Scar Finesse, or Scar Resistance.

Floating Fighting Style (1 to 6 dots): The Broken gains access to one temporary Fighting Style Merit dot each chapter per 1 Merit dot spent on this effect, which may be used to gain a new Fighting Style Merit or increase an existing Merit’s rating (to a maximum rating of 5 dots). These floating dots can be called upon one at a time, all at once, or anything in between, and can affect one or multiple Merits. The increase lasts until the end of the scene.

Floating Mental Merit (1 to 6 dots): The Broken gains access to one temporary Mental Merit dot each chapter per 1 Merit dot spent on this effect, which may be used to gain a new Mental Merit or increase an existing Merit’s rating (to a maximum rating of 5 dots). These floating dots can be called upon one at a time, all at once, or anything in between, and can affect one or multiple Merits. The increase lasts until the end of the scene. It cannot grant Merits that can’t be granted by the Computer-Aided Processing Variation (Deviant, p. 145), including Professional Training, Transformed Lore, or Merits with the Deviant prerequisite.

Floating Skill (2 to 12 dots): The Remade gains access to one temporary Skill dot each chapter per 2 Merit dots spent on this effect, which may be used to gain a new Skill or increase an existing Skill’s rating (to a maximum rating of 5 dots). These floating dots can be called upon one at a time, all at once, or anything in between, and can affect one or multiple Skills. The increase lasts until the end of the scene.

Six Degrees (1 to 6 dots): The Deviant’s component minds all have social networks from whom they can gather information. The Broken gains access to one temporary dot in the Contacts Merit each chapter per 1 Merit dot spent on this effect. This Merit’s benefits last until the end of the scene.

Divided (0 to –12 dots): The Deviant suffers the effects of the Alternate Persona Scar at a Magnitude equal to 1 per 2 Merit dots offset by this effect. Alternate Persona 3, for example, would count as –6 Merit dots. This generates Beats normally but cannot be used to entangle Variations. If the Broken has more than two distinct personalities, each is built as a separate Alternate Persona of the same Magnitude, but the once-per-chapter target is collective (not for each personality). Choose one of the following, which modifies the base Merit dot offset:

•            The Remade has two distinct personalities (0 dots).

•            The Deviant has 3-5 distinct personalities. Whenever an alternate persona takes control, the Storyteller (–2 dots) or player (+2 dots) decides which takes control, or it is left to random chance (0 dots).

Neurotic Fusion (0 to –12 dots): The Broken’s player chooses a Persistent Mental or Social Scar when selecting this Form. Whenever the Remade calls upon one of the benefits of this Form, this Scar manifests with a Magnitude equal to the number of Merit dots offset by this effect (a Magnitude 3 Scar, for example, would count as –3 Merit dots). This generates Beats normally but cannot be used to entangle Variations. This Scar’s effects last until the end of the scene. Choose one of the following, which modifies the base Merit dot offset:

•            The Remade has a single Scar that manifests each time (0 dots).

•            The Remade has a single Scar, but it manifests constantly, even when she isn’t benefiting from the Form’s advantages. Double the base offset value to –2 dots at Magnitude 1, –4 dots at Magnitude 2, –6 dots at Magnitude 3, –8 dots at Magnitude 4, or –10 dots at Magnitude 5.

•            The Deviant has 3-5 Mental and/or Social Scars of the player’s choice. The Storyteller (–2 dots) or player (+2 dots) determines which manifests when the Broken benefits from this Form, or it is left to random chance (0 dots).

Reduced Attributes (–4 to –12 dots): The Remade begins play with one fewer Mental or Social Attribute dot per 4 Merit dots offset by this effect (to a minimum rating of 1 dot).

Reduced Skills (–2 to –12 dots): The Remade begins play with one fewer Skill dot per 2 Merit dots offset by this effect.

Weak-Willed (–1 to –10 dots): The Deviant begins play with one fewer Willpower dot per 1 Merit dot offset by this effect, but the maximum offset cannot exceed her Resolve + Composure, excluding Variations.

Self-Made

Replace the Systems paragraph in Deviant with the following:

At base, this Form is flavor and has no mechanical effects. However, the Broken may spend starting Merit dots (or partially offset the Form’s cost, if the cost is negative) with the effects below:

Friendly (2 to 4 dots): The Remade has one (2 dots) or two (4 dots) additional Touchstone slots. If purchased during character creation, this effect allows the Deviant’s player to choose these additional Touchstones if they desire. This does not stack with the Lifeline Merit (Deviant, p. 101).

Independent (2 dots): The Deviant does not become Feral as long as she has at least one Wavering Touchstone; however, if she has one or more Wavering Touchstones and only one empty Touchstone slot, her player cannot select a new Wavering Touchstone.

Mystic (5 or 10 dots): The Broken begins play with Acclimation 1 (5 dots) or 2 (10 dots). If purchased after character creation, the Deviant may pay for the cost of up to two dots of Acclimation from offsetting effects of this Form but can’t begin play with an Acclimation rating in excess of 2.

Prototype (2 to 10 dots): The Remade can replicate the circumstances that triggered her Divergence to produce more Deviants.

•            The Deviant begins with a prototype pool of 0.

•            Once per chapter in which the Broken did not attempt to create a new Deviant, after spending a scene preparing for such a project (examining a likely subject, gathering materials, teaching the subject the necessary breathing exercises, etc.), the Broken may roll half the Merit dot cost of this effect as a dice pool and add any successes to the prototype pool. If he does so, he cannot attempt to create a new Deviant during the current chapter.

•            Once per chapter, after spending a scene preparing a test subject for Divergence, the Remade may roll a number of dice equal to the current prototype pool. If this roll succeeds, he successfully triggers the Divergence in the subject. Usually, their Variations and Scars will be similar to their Progenitor’s, but this is never assured. On an exceptional success, the subject’s Variations and Scars are different from their Progenitor’s, and the Progenitor may choose (and determine any variables for) one of each. On a failure, the experiment fails, likely killing or permanently disfiguring or disabling the subject, and the Broken suffers a minor Instability. A dramatic failure causes a medium Instability to the Self-Made and triggers a serious accident — almost certainly killing the test subject (if it doesn’t unleash them as a berserk monster) and likely having second-order effects (a burned-down lab, a mob of Baselines marching to his door, etc.). Any attempt to trigger Divergence resets the prototype pool to 0.

For troupes with access to The Devoted Companion, you may substitute the prototype pool above for Conspiracy Beats that can only be used to generate Effort towards Divergence Projects.

Flawed (–2 to –10 dots): The Broken’s player chooses a Persistent Scar when selecting this Form. This Scar manifests with a Magnitude equal to half the number of Merit dots offset by this effect (–2 dots for Magnitude 1, –4 dots for Magnitude 2, –6 dots for Magnitude 3, –8 dots for Magnitude 4, and –10 dots for Magnitude 5). This Scar generates Beats normally but cannot be used to entangle Variations. This effect can be purchased multiple times.

Inferior (–2 to –12 dots): The Deviant’s starting Magnitude of Variations is reduced by 1 for every two Merit dots this effect offsets. This cannot eliminate the Broken’s 1 Scar-free Magnitude of Variations, nor can the amount of starting Magnitude it eliminates exceed the starting Magnitude based on the threat level. If the threat level is mutation (2 starting Magnitude + 1 Scar-free Magnitude based on Origin), the maximum offset value this effect can provide is –4 dots, as that eliminates all the Deviant’s starting Magnitude of Variations. This effect can only be purchased during character creation.

Noncommittal (–2 to –6 dots): The Broken has difficulty committing to a new Touchstone. Whenever he would affirm a Wavering Touchstone, roll dice equal to his Conviction + Loyalty (–2 dots) or the more appropriate of his Conviction or Loyalty (–4 dots). If the roll succeeds, he affirms the Touchstone. If it fails, the Touchstone remains Wavering (0 dots) or is lost (–2 dots).

Undomesticated (–2 to –10 dots): This is exclusive with Friendly. The Remade has fewer Touchstone slots. This offsets the Merit dot cost of this Form by twice the number of Touchstone slots she loses (–4 dots at two slots, –6 dots at three slots, etc.). A Deviant with no Touchstone slots is always a Feral.

Symbiote

Modify the Systems paragraph in Deviant as follows:

By default, this Form is flavor (doesn’t grant a bonus or penalty to Scar Finesse or Scar Resistance rolls), the additional Aspirations have no mechanical effects other than generating Beats when the Deviant furthers or fulfills them, and the Remade automatically knows the entity’s Aspirations (or any other optional motives it may possess).

The player may invoke the Symbiote’s bonus effect once per chapter, and the Storyteller may invoke the Symbiote’s penalty effect once per chapter, regardless of the number of effects the Form includes. Typically, the entity’s desires are alien or simply very different from the Deviant’s but are not radically opposed to them nor in close harmony with them.

Any bonus granted by this Form is based on whether it furthers a long-term Aspiration (+/–1), resolves a short-term Aspiration (+/–3), or resolves a long-term Aspiration (+/–5).

Unless the Form is for flavor only, you must choose at least one of the following:

Clash of Wills (–2 to 2 dots): The entity can grant a bonus (2 dots) or impose a penalty (–2 dots) to Clash of Wills rolls that are related to its Aspirations. If the entity can do both, this effect costs 0 dots.

Contested Resistance Rolls (–2 to 2 dots): The entity can grant a bonus (2 dots) or impose a penalty (–2 dots) to contested Resistance rolls that are related to its Aspirations. If the entity can do both, this effect costs 0 dots.

Rebel Limb (–2 to –10 dots): The entity exercises full control over a portion of the Broken’s body chosen when this Form is selected. In addition to the narrative effects of this control, it can impose the Missing Limb Scar with a Magnitude equal to half the Merit dot cost offset by this effect whenever the Deviant attempts to take an action that would suffer a penalty due to this Form. This lasts several minutes or (6 – highest Scar Resistance) turns in action scenes if the penalty was –1. If the penalty was –3, it lasts until the end of the scene. If the penalty was –5, it lasts until the end of the chapter. The Scar imposed by this effect cannot entangle a Variation.

Rebel Senses (–2 to –10 dots): The entity exercises full control over some of the Remade’s sense organs chosen when this Form is selected. It can impose the Sensory Deprivation Scar with a Magnitude equal to half the Merit dot cost offset by this effect whenever the Deviant attempts to take an action that would suffer a penalty due to this Form. This lasts several minutes or (6 – highest Scar Resistance) turns in action scenes if the penalty was –1. If the penalty was –3, it lasts until the end of the scene. If the penalty was –5, it lasts until the end of the chapter. The Scar imposed by this effect cannot entangle a Variation.

Rebel Variation (–2 to –14 dots): The entity exercises full control over one or more of the Broken’s Variations, chosen when this Form is selected. This functions as the Involuntary Stimulus Scar, triggered by circumstances where the Variation can either allow the entity to get something it wants or prevent it from experiencing something it doesn’t want. The Magnitude of this Scar is equal to half the Merit dot cost offset by this effect. The Deviant’s Scar Resistance roll to retain or regain control is equal to her highest Scar Resistance +1, with a penalty based on what the entity hopes to gain (or avoid losing). The Broken cannot activate another Variation on the same turn that the entity activated a Variation. The following optional effects further offset the cost of this Form:

•            The entity can activate any of the Remade’s Variations but only one at a time (–1 dot), or it can activate as many as it wishes but only one new one per turn (–2 dots).

•            Each turn, the entity may direct a Directed Variation it activated (–2 dots). This option is only available if at least one of the Variations the entity can activate is Directed.

The Scar imposed by this effect cannot entangle a Variation.

Satisfaction (2 dots): Whenever the entity would receive a +3 or higher bonus from the Form but it is not one that requires a roll or the Deviant chooses not to use the bonus but still succeeds on the roll (although this still counts against the Form’s per-chapter limit), the Deviant regains a point of Willpower. The same action cannot benefit from both the Reward and Satisfaction effects.

Scar Finesse (–2 to 2 dots): The entity can grant a bonus (2 dots) or impose a penalty (–2 dots) to Scar Finesse rolls that are related to its Aspirations. If the entity can do both, this effect costs 0 dots.

Scar Resistance (–2 to 2 dots): The entity can grant a bonus (2 dots) or impose a penalty (–2 dots) to Scar Resistance rolls that are related to its Aspirations. If the entity can do both, this effect costs 0 dots.

Skill Rolls (–8 to 8 dots): By default, the Deviant chooses three Skills when purchasing this Form. The entity can grant a bonus (2 dots) or impose a penalty (–2 dots) to rolls with those Skills that are related to its Aspirations. If the entity can do both, this effect costs 0 dots. Double the Merit dot cost (or offset) to +/–4 Merit dots if it instead affects all Skills of a single category (Mental, Physical, or Social) or up to six Skills. Triple the Merit dot cost (or offset) to +/–6 Merit dots if it instead affects all Skills of a single category or up to 12 Skills (regardless of category). Quadruple the Merit dot cost (or offset) to +/–8 Merit dots if it instead affects all Skills.

Stability (–2 to 2 dots): The Deviant may choose to ignore the penalty caused by this Form but suffers Instability, instead — minor Instability if the penalty was –1, medium Instability if –3, and major Instability if –5 (2 dots). If the Deviant always ignores the penalty but suffers Instability instead — or if whether she suffers a penalty or Instability is determined at random (the probability determined when this Form is selected), this effect is instead 0 dots. If the Storyteller decides whether a penalty converts to Instability, this effect is instead –2 dots.

The following effects require at least one of the effects above but are optional:

Active (–4 to 4 dots): The Form may manifest its effects more often, although the Storyteller and circumstances dictate when it happens. Choose one:

•            The Form may manifest a bonus and a penalty up to once per scene (0 dots).

•            The Form may manifest bonuses up to once per scene, but it may manifest a penalty only once per chapter (4 dots).

•            The Form may manifest penalties up to once per scene, but it may manifest a bonus only once per chapter (–4 dots).

Bargain (–2 to –4 dots): The Deviant has limited influence over when the entity grants its bonus, as long as her actions further its goals in a way that would allow it to do so and the Form hasn’t been used up for the current chapter (or scene, if the Broken also has Active). Choose one:

•            This requires a successful reflexive Manipulation + Persuasion roll (–2 dots).

•            This is automatic but requires several minutes of negotiation or (6 – highest Resistance Attribute) turns in action scenes (–2 dots).

•            This requires both a successful roll and time spent in negotiation (–4 dots).

Communication (–4 or 0 dots): By default, the Deviant knows the desires of the entity and can silently bargain with it. Some Symbiotes have no such awareness (–4 dots), leaving the Remade in the dark as to their entity’s desires. Others contain entities that communicate through speech audible to anyone near enough to hear (0 dots).

Compatibility (–2 or 2 dots): The entity’s goals are largely compatible with the Broken’s (2 dots), or they are radically different from and often incompatible with them (–2 dots).

Punishment (2 dots): If the Remade’s action would suffer a penalty from the Form, he may choose for it not to do so. He instead suffers the Symbiote Punishment Condition (p. XX). The Deviant may not call upon this effect if he already has that Condition.

Reward (2 or 4 dots): If the Deviant’s action would receive a bonus from the Form but it is not one that requires a roll (2 dots) or if he chooses not to use the bonus but still succeeds on the roll (4 dots), he gains the Symbiote Reward Condition with a bonus equal to the bonus he would have received on the triggering action (although this still counts against the Form’s per-chapter limit). The same action cannot benefit from both the Reward and Satisfaction effects.

Touchstones (–1 to –6 dots): The entity has its own Touchstones and exercises control over whom it chooses to forge these connections to, whether they are Conviction or Loyalty, and when and if it will sever or reverse these connections. The entity can take one of these actions per chapter, and this is separate from the Deviant’s once-per-chapter limit on altering Touchstones.

Choose one:

•            The entity shares the Deviant’s Touchstone slots, reducing the number of Touchstones she can designate, affirm, and maintain by one per –1 starting Merit dots, but this cannot eliminate the Touchstone granted by the Remade’s Origin. The entity’s Touchstones count towards the Broken’s Conviction and Touchstone ratings, the Deviant can lose them by Faltering, and they count as the Remade’s Touchstones for the purpose of suffering Instability and regaining Willpower.

•            The entity has its own Touchstone slots separate from the Remade’s — one per –1 starting Merit dots, to a maximum of six. These cannot be made Wavering. However, whenever the Deviant’s action or inaction would count as Faltering against one of the entity’s Touchstones, any required roll suffers a penalty based on the type of Instability it would generate — a –1 penalty for minor Instability, –3 for medium Instability, and –5 for major Instability. If the offending action or inaction is not rolled, the penalty instead applies to the next roll the Broken makes that does not actively further one of the entity’s Touchstones. On the other hand, whenever the Deviant’s action furthers one of the entity’s Touchstones, it may impart a bonus based on the type of Instability the action would heal — a +1 for minor Instability, +3 for medium Instability, or +5 for major Instability.

Vice (–2 to 2 dots): The entity also has a Vice. The player may suggest a likely Vice, but its exact details are up to the Storyteller. The entity can grant a +1 bonus (2 dots) or impose a –1 penalty (–2 dots) to relevant rolls that indulge (or prevent it from indulging) its Vice. If the entity can do both, this effect costs 0 dots.

Virtue (–2 to 2 dots): The entity also has a Virtue. The player may suggest a likely Virtue, but its exact details are up to the Storyteller. The entity can grant a +3 bonus (2 dots) or impose a –3 penalty (–2 dots) to relevant rolls that fulfill (or run directly contrary to) its Virtue. If the entity can do both, this effect costs 0 dots.

Transmissible

Modify the Systems paragraph in Deviant as follows:

By default, the Form makes the Broken a vector for some kind of supernatural contagion, including vector, virulence, onset, and options for resisting its effects (Deviant, p. 92). However, it doesn’t necessarily trigger full Divergence.

Reduce the Merit dot cost of this Form by 6 when building the effects of the contagion, as though it were an offsetting effect.

Choose one of the following effects regarding what happens if the subject fails to resist the contagion:

Temporary (–4 dots): The contagion lasts a few days, after which the subject makes a full recovery.

Latent (–2 dots): The contagion lasts a few days, after which it goes into remission. However, it recurs at intervals for the rest of the subject’s life or until cured by supernatural means.

Curable (–2 dots): Once the subject is affected, the contagion lasts until cured by supernatural or extraordinary medical intervention. This is an extended action requiring successes at least equal to the Broken’s total Variation Magnitude.

Incurable (0 dots): For all intents and purposes the contagion is incurable. If the victim is not a Baseline, the disease behaves as though it were Curable, instead.

In addition, choose at least one of the effects below. If the contagion has multiple effects, by default all are equally temporary, latent, curable, or incurable, but the player may choose for one or some effects to have an equally or less expensive duration. A contagion that is latent, for example, could have some temporary or curable effects, but none of its effects could be incurable. The effects include the following:

Anchor (2 to 12 dots): The contagion bestows a Virtue (4 dots), Vice (4 dots), or both (8 dots) on the subject. The Anchor may match one the Deviant has (if she has an ability that grants her an Anchor), but it may instead be the same one every time (+0 dots), one chosen by the Storyteller (–2 dots), or one chosen by the Broken at the time of infection (+4 dots).

Aspiration (1 to 7 dots): The contagion bestows the Deviant’s current Aspiration on the subject (2 dots). If she has multiple Aspirations due to a Merit or other ability, she chooses which Aspiration to impose (+1 dot), leaves it to the Storyteller (–1 dot), or leaves it to random chance (0 dots) to decide; she may instead choose to impose additional Aspirations (+1 dot per additional Aspiration). Alternatively, the Aspiration is not one the Deviant has but is either the same one every time (+0 dots), one chosen by the Storyteller (–2 dots), or one chosen by the Broken at the time of infection (+2 dots).

Divergence (6 dots): The contagion triggers Divergence as described in Deviant, p. 92. However, depending on the option chosen above, this Divergence may be temporary — or at least curable — and so not a true Divergence. A Baseline transformed by a Transmissible usually has similar Variations as their creator and Magnitude of Scars appropriate to the current threat level of the chronicle; most also have the Transmissible Form themselves.

Scar (1 to 15 dots): The contagion imposes a Persistent Scar on the subject with a Magnitude equal to half the Merit dot cost of this effect. This Scar is usually determined at the time this Form is purchased but can instead be selected from a list of two (+1 dot), three (+2 dots), or five (+3 dots) Scars chosen when this Form is purchased. Which Scar manifests is up to the Storyteller (–1 dot), random chance (+0 dots), or the Broken (+2 dots). The Scar imposed by this effect cannot entangle a Variation and must be one from which the victim could conceivably suffer.

The following effects are optional:

Antidote (1 to 6 dots): The Broken naturally generates or can readily synthesize an antidote to suppress or cure the effects of her contagion. Choose any number of the following:

•            The antidote cures any temporary effects of the contagion (1 dot).

•            The antidote temporarily suppresses the contagion’s latent effects until the Deviant’s choice of the end of the chapter or story (2 dots).

•            The antidote temporarily suppresses the contagion’s curable effects until the Deviant’s choice of the end of the chapter or story (2 dots).

•            The antidote cures the contagion’s curable effects (4 dots).

•            The antidote temporarily suppresses the contagion’s incurable effects until the Deviant’s choice of the end of the chapter or story (6 dots).

Containment (2 dots): Whenever the Transmissible would infect a subject based on her vector, she may choose not to do so.

Obedience (6 dots): Requires Incurable Divergence. Deviants the Transmissible produces using this Form treat her as a Loyalty Touchstone when they Diverge.

Virulence (–6 to 6 dots): Rolls to resist the contagion enjoy a bonus equal to half the offset value of this effect (+1 at –2 dots, +2 at –4 dots, or +3 at –6 dots) or a penalty equal to half the starting Merit dot cost of the effect (–1 at 2 dots, –2 at 4 dots, or –3 at 6 dots).

A Word of Caution about Advanced Forms

Advanced Forms (especially the Symbiote Form) offer a lot of options to players. That’s intentional. We want there to be a lot of different ways for Forms to work! However, this does not come without risks:

First, loading up on too many effects, even if the net Merit dot cost is close to 0, will make the Form unwieldy to play or adjudicate fairly. Taking multiple Forms, although permissible, can also make a character complicated to play, especially for newer players. Pick only the Form(s) or effects that make the character do what you want it to do and resist the urge to grab everything else.

Second, some combinations of effects will not make sense or can stray into the territory of penalties that don’t penalize. In particular, effects that worsen penalties shouldn’t be taken if none of the mandatory options you chose allows the Form to impose penalties.

Comments

SdeSpencer

Hm. I'm not sure how I feel about Talented as an Adaptation. It feels mostly like a way to get more variation dots at character creation, but it's limited at that in a way that feels odd, and doesn't really do anything past character creation

Eric Zawadzki

I'm trying to balance conveying "you're one of the Clade-iest members of this Clade that ever did Clade" against making the Adaptation a must-buy source of free Variation Magnitude. This and Clean are one-time benefits that don't have an invoked effect.