Chapter Two Sample, part 1 - Alternate Adaptations (Patreon)
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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).
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 to 5 until the end of the scene; if Scar Finesse 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 Finesse 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.
Remade with this Adaptation have a reputation as undisciplined raw Psychic talents. Many have Controlled, Involuntary, or Directed Variations they can barely get to work in the first place, much less direct in a useful way, using this Adaptation to exercise a degree of finesse that exceeds anything most Broken can achieve. Others have Scars of multiple Attribute types or Attribute types with which they don’t have natural faculty — such as a Deviant with high Mental Attributes but mostly Physical Scars — relying on this Adaptation to overcome the resulting Scar Finesse disadvantage when it really matters.
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 Social actions until the end of the scene. This includes any of their Variations that is contested by Composure. When taking Social 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 her allies until the end of the scene. While in command, she may grant each ally a two-die bonus to an action or increase a Resistance by 2 — 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.