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Arcanowave Mutation


Arcanowave tech has a viral quality to it. The magically charged chemicals that the AI/O ports transmit can alter the DNA of those exposed to large doses. This can lead to mutation, birth defects, and personality disorders. Consequently, human users of arcanowave tech employ it only sparingly, plugging it in only immediately before action, and unplugging it immediately afterwards. Abominations, that is supernatural creatures fitted with arcanoware, are already infused with magical energy on the cellular level, and are immune to further harm from the devices. They suffer some other limitations, though, as explained in the supernatural creature rules.

Though the process of mutation is essentially random, in the game it is represented through a number of arcanowave flaws, or mutations. These are physical or mental twists and changes brought about by exposure to low-end arcanowaves. A character gains one mutation for every five arcanowave schticks. More can be accepted voluntarily or by GM fiat. As an optional rule, you may even be allowed to pick up additional arcanowave schticks on a one-to-one basis if you voluntarily take mutations, but these free arcanowave devices will still cause even further mutation. Power like this corrupts.

Notice that these are rather common to Creature Flaws, but generally of lesser severity. As a supernatural creature, you are not human; your deformities and psychoses are not on a human scale. What is so horrible about arcanowave mutation is that you are still a human - with a human's needs and desires - your monstrous attributes just twists and torments your human nature.

A supernatural creature is never subject to mutation.


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