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Hawkmoon:Marks of the Ancients
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== Mutation Hindrances == === Bestial Appearance (Minor or Major) === You are visibly altered in ways that ordinary folk find unsettling: fur, tusks, elongated ears, strange skin, mismatched eyes, a muzzle-like face, or other obvious traits. '''Minor:''' β1 to '''Persuasion''' rolls with those unsettled by mutation. '''Major:''' β2 to '''Persuasion''' rolls, and the reaction penalty applies almost everywhere outside mutant-tolerant regions. --- === Fragile Frame (Minor) === Your mutation brought distortion rather than strength. Your bones, joints, or flesh are unreliable. Reduce your Pace by 1 or suffer a β1 penalty to '''Athletics''' rolls, chosen when this Hindrance is taken. --- === Light-Sick (Minor) === Your altered eyes or skin react poorly to bright glare, open sunlight, or certain strange radiances. You suffer a β1 penalty to '''Notice''' and ranged attack rolls in bright sunlight or harsh reflected glare. --- === Monstrous Build (Minor or Major) === You are too large, too broad, too oddly proportioned, or too physically irregular for ordinary spaces, armor, and mounts. '''Minor:''' Clothing, armor, saddles, and equipment cost double for you. '''Major:''' As Minor, and you suffer a β1 penalty on '''Stealth''' rolls in cramped or civilized environments. --- === Relic-Tainted (Minor) === Your mutation is clearly the result of forbidden science or ancient contamination. Those who recognize such signs react with fear or disgust. You suffer a β1 penalty to '''Persuasion''' rolls with clergy, healers, scholars, and commoners who fear relic corruption. --- === Unstable Mutation (Major) === Your altered body is not wholly stable. It swells, aches, spasms, sheds, discolors, or reacts to stress. At the start of any session in which you are Exhausted, irradiated, poisoned, or wounded, make a '''Vigor''' roll. On a failure, you suffer '''Fatigue''' from the strain. This Fatigue may be recovered normally. ---
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