2E Eldritch Mutant Lists

==2E Eldritch Mutant Lists==
===Sentient Branch===
They can appear in different varying skin-tones but the main trait about them is their capability to retain sanity with little mutations. Those that are sentient are generally more accepted in society.
Origin: Sentient
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Radiation Heals 	None 	For every point in radiation damage dealt to them, the eldritch recovers HP. 	1
Eldritch Body 	None 	As a sentient eldritch, the character can utilize any archetype. This is always active when prepared. Required to be prepared if the character wishes to utilize other archetypes outside eldritch. 	1
Global Chatroom 	None 	Can communicate mentally with eldritch within the vicinity of 5 yards. Stealth rolls against other eldritch using this is an immediate failure. 	1
Wall of Poison 	1d8 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll. Costs 1 action point. 	1
Goop Floor 	1d6 rad damage 	Create a pool of burning rad liquid in a 10-tile radius of 3 tiles from the user using a spitting action. Cannot harm those with boots who step in the pool but they must roll an MVT DC 4 to avoid slipping and taking damage. Costs 3 action points. Applies burn verb. 	2
Sulfur Smoke 	+5 	Create a cloud of smoke by shattering one's nails, turning it into a cloud that covers 20 tiles. This lasts two rounds. Requires concentration to retain action duration. Improves all targets and the user's stealth rolls. Cannot use sulfur-named actions for 2 turns. 	2
Radiative Energy 	1d4 rad damage 	Using a radiative melee strike to create adrenaline, the user can increase their next attack action roll by the amount of damage they successfully apply with any radiative-named action in the same turn. Costs 1 action point. 	2
Sulfur Sandstorm 	3d4 rad damage
1d6 self damage	Create a gust of sulfur from the user's body, covering 5 tiles around the user. Anyone within a radius receives rad damage but this also damages the user. Costs 3 action points and lasts the entire user's round. Cannot use sulfur-named actions for 2 turns after. Requires concentration to retain action duration.	3
Sulfur Gas Ball 	1d8 rad damage 	Fire a large ball of sulfur gas that reaches the general range of a handgun. This bursts upon impact, dealing major rad damage and applying a burn verb x3. Costs 3 action points. Cannot use sulfur-named actions for 3 turns after. This cannot be cast when the user is holding a weapon. 	3
Radiative Barrage 	3d4 rad damage 	Strike a target with three punches/kicks with radiative energy. Costs 2 action points. Cannot use radiative-named actions for two turns. 	3
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Radiative Rapture 	1 	Reduce the turn cooldown for all radiative-named actions by the modifier. This is always active when prepared. 	4
Sulfur Synergy 	1 	Reduce the turn cooldown for all sulfur-named actions by the modifier. This is always active when prepared. 	4
Radiative Zone 	None 	Create a radiative zone within 10 tiles around the user which applies the RAD verb to any targets inside. Costs 3 action points. Cannot use radiative-named actions for two turns. 	5
Sulfur Paint 	None 	Turn bullets or a blade of a weapon into rad damage, overriding its current damage. Costs 1 action point. 	5
===Flora Branch===
Eldritch humanoids that have merged with plants in some way, unlike eldritch plants which are mutated plants, they are known as flora walkers that stem between both forms of life.
Origin: Flora
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Plant Walker 	None 	For every tile, the user walks along in their turn, creating a wall of vines with a durability of 5 that melts instantly to burn verbs. Costs 1 action point. 	1
Detect Spore 	None 	The user can plant mushrooms and any that walk 1-2 tiles by it must roll stealth DIFF 10. If they fail, they will be detected even if invisible. Cost 2 action points. 	1
Root Eruption 	1d8 	Raise a large root vine from soil surfaces with large plant life (like trees) and use it to attack a target. Costs 2 action points. Has a 15-tile reach. Applies blunt verb. 	1
Mind Meld Radar 	None 	Detect the exact position of wild eldritch and SM humans within the vicinity of 5 yards. This takes up 1 action point from their turn. 	1
Flytrap Snatch 	1d6 acid damage 	As a reaction when receiving damage, the user grows out a giant eldritch fly-trap from their torso which deals damage toward the attacker. Costs 1 action point from their next turn if the user chooses to activate this. 	2
Rooted Earth 	1d6 HP 	Root into soil temporarily to regain HP in the user's next turn. The user must retain concentration for this to succeed and will stay rooted until their next turn. MVT -20 while rooted. Concentration rolls are reduced by 5. Costs 1 action point. 	2
Tree Talker 	+5 	While tracking a target, the user can communicate with plants and look into their memories of presences that passed by. Increases NTR rolls using a bonus after communicating with a plant in the vicinity. Costs 3 action points. 	2
Fossil Hand 	1 damage (crit: +2)	Attempt to touch a target's limb with one's main body to inflict the medusa verb. This deals set damage. Costs 1 action point. 	2
Entanglement 	1d4 	Using an NTR roll to beat DC 15, the user can cast a large root to capture a nearby 20-tiles-away grounded target, stepping on earth. When captured, the target must roll a STR DC 10 every turn to escape early or wait until their third turn to be freed. With each turn, the target receives damage. Costs 3 action points. 	3
Mossy Hands 	+5 	When utilizing eldritch plant equipment, the user can increase the attack/usage roll when utilizing the eldritch plant for an additional action point. Costs 1 action point. 	3
Rock In Plain Sight 	+10 	Turn an environmental plant into temporary fossilization that lasts two rounds. Breaking this plant with any physical contact will create a temporary smokescreen which increases the user's initial stealth roll with a bonus. Costs 1 action point for the fossilization. 	3
Mush Zone 	None 	In a 20-tile radius around the user, they can grow sentry eldritch-mushroom plants after casting this. The zone lasts for 3 rounds. Only one zone can be up at a time. Costs 3 action points. Up to 5 sentries can be set with bonus actions and the list is available in the 2E Companion Lists. Do not reduce CON for each plant.	4
Acidic Enhancer 	+1 	If the eldritch plant equipment the user utilizes deals acid damage, increase its damage with this bonus for an additional action point. Costs 1 action point. 	4
Mirrored Gorgon 	+2 damage 	If the target is inflicted with the medusa verb, the user can deal bonus damage to the target with any damage-dealing actions until said target loses the infliction. This is always active when prepared. 	4
Create Mushroom 	None 	Quickly grow on the user's body any normal medicinal mushroom ingredient for use. Costs 1 action point. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	5
Photosynthesis 	Full HP 	Once per IRP day if the sun is visible, restore the user to full HP and allow the user to reutilize all actions limited to IRP days as if they just woke up with energy. 	5
===Wendigo Branch===
Dangerous eldritch monstrosities that come in many animalistic shapes and forms, dominating wilderness with their territorial behaviour and provoking sense of smell.
Origin: Wendigo
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance 	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Scent of Blood 	+3 (Bonus: +10) 	While using smell PER actions, the user has no negatives and a bonus to their roll. If the target they are trying to smell is bleeding, their bonus is higher. Costs 1 action point. 	1
Beast Claw 	1d4 	Unarmed combat uses the dice modification of this action and sets the cut verb. Always applied when prepared. 	1
Warm Coat 	None 	While out in cold temperatures, the user does not experience blizzard debuffs. 	1
Mind Meld Radar 	None 	Detect the exact position of wild eldritch and SM humans within the vicinity of 5 yards. This takes up 1 action point from their turn. 	1
Lock Target 	+10 	Once per IRP day, select one target and increase all attack rolls toward them for 5 rounds. Costs 3 action points. 	2
Dangerous Omen 	+10 	Once per IRP day, select one target as a major threat and increase all counter rolls toward them for 5 rounds. Costs 3 action points. 	2
Viper Pounce 	None 	Pouncing on the ground, the user can attack three times with three unarmed attacks while leaping. Costs 3 action points. 	2
Mental Insanity 	+10 	Roll a dangerous CHA roll which when successful places the eldritch fear verb onto a target, bending their mind into a state of insanity. This does not work on stasis-minded humans and other eldritch. Costs 1 action point. 	3
Forsworn Fable's Hunt 	+1 damage 	Targets inflicted with the eldritch fear verb will take increased damage by the user's actions while in this status. This is always active when prepared. 	3
Werewolf 	+1 damage 	Mutate into a much larger form with increased damage to all physical-based actions. This form lasts three rounds and has a two-round cooldown afterward. Costs 3 action points. 	4
Territorial Trauma 	+6 	When cast, 20 tiles surrounding the user are considered the established territory. Within this territory, the user gains a bonus to their counter rolls. This also forces other hostile non-sentient eldritch to target the user on their next turn. Costs 2 action points.	4
Wyvern 	None 	Mutate wings that allow the user to fly for movement. While flying, the user has reduced MVT and PER by 2. Costs 1 action point to lift off. 	4
Apex Predator 	1d8 sonic damage (crit: +2)
+8 telegraphing	Every strike the user deals physically deals with gauss verb and applies sonic damage when this is active. Lasts for two rounds with a one-round cool down. While in this state, telegraphing actions have a bonus. Costs 2 action points. 	5
Unburden Cowardice 	1d4 armor 	Targets inflicted or formerly were during the encounter and IRP day with the eldritch fear verb deal less damage to the user, reducing damage with a bonus armor roll. This is always active when prepared. 	5
Nature's Freak Accident	+15 	The user must have this action prepared to be considered a stage two eldritch that went into metamorphosis a second time. In this state, the user loses all access to equipment and has a second bonus HP they track in notes. 	5
===Marine Branch===
Monstrosities tied to the depths of water, lurking out from below and rising to deadly seasonal changes.
Origin: Marine
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance 	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Sea Lurker 	None 	Are capable of increasing their MVT swimming speed by +10 always. 	1
Mutative Gills 	None 	Can swim underwater for about an hour before needing air. 	1
Beast Claw 	1d4 	Unarmed combat uses the dice modification of this action and sets the cut verb. Always applied when prepared. 	1
Mind Meld Radar 	None 	Detect the exact position of wild eldritch and SM humans within the vicinity of 5 yards. This takes up 1 action point from their turn. 	1
Acid Sniper Spit 	1d6 acid damage (crit: +2)	Spit a powerful pellet of acid towards a target with a mouth. Has a range of a sniper. Costs 3 action points. 	2
Liquid Gas Leak 	1d6 rad damage 	Turn 10 tiles of liquid radiative, dealing radiation damage to anyone that swims or comes into contact with the liquid. Costs 1 action point and lasts for only one round. Requires the user to keep concentration. 	2
Scale Scourge 	1d8 submerged armor
+2 armor to sonic damage	While submerged, the user can utilize armor as a reaction against any type of damage. A bonus to armor against sound damage. Can be used as a reaction. Costs 2 action points. 	2
Deep Sea Pressure 	None 	Can head into high-pressure areas or deep zones within the sea without the need for protective gear. This is always active when prepared. 	2
Mental Insanity 	+10 	Roll a dangerous CHA roll which when successful places the eldritch fear verb onto a target, bending their mind into a state of insanity. This does not work on stasis-minded humans and other eldritch. Costs 1 action point. 	3
Speed Boat 	1d12 acid damage
3 self damage	While submerged, form acid around the user's body and torpedo toward a target leaving a trail of acid. This action damages the user. Costs 2 action points. 	3
Territorial Trauma 	+6 	When cast, 20 tiles surrounding the user are considered the established territory. Within this territory, the user gains a bonus to their counter rolls. This also forces other hostile non-sentient eldritch to target the user on their next turn. Costs 2 action points.	4
Water Recovery 	+2 HP 	When submerged in water for 2 rounds, the user will heal this amount. The timer starts again afterward and resets when the user steps out of being submerged. This is always active when prepared. 	4
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Unburden Cowardice 	1d4 armor 	Targets inflicted or formerly were during the encounter and IRP day with the eldritch fear verb deal less damage to the user, reducing damage with a bonus armor roll. This is always active when prepared. 	5
Master At Sea 	+7 	While combating in water, the user's combat and counter rolls are improved significantly. The user also receives an additional action point if their body is half-way through the water or submerged. This is always active when prepared. 	5
Nature's Freak Accident	+15 HP 	The user must have this action prepared to be considered a stage two eldritch that went into metamorphosis a second time. In this state, the user loses all access to equipment and has a second bonus HP they track in notes. 	5
===Abomination Branch===
Terrifying creatures with exaggerated bodily mutations which allows them to domineer many with their obscenity.
Origin: Abomination
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance 	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Acid Spit 	1d4 acid damage 	A spitting action with a short range of 5 tiles that uses acid damage. If combined with another acid damage species action from this list, this becomes a free bonus action. Can only be done as a bonus once per turn. Costs 1 action point. 	1
Abominable Exhaustion 	None 	All Abomination actions on this list do not trigger exhaustion turns with STR/MVT bonuses. 	1
Global Chatroom 	None 	Can communicate mentally with eldritch within the vicinity of 5 yards. Stealth rolls against other eldritch using this is an immediate failure. 	1
Mind Meld Radar 	None 	Detect the exact position of wild eldritch and SM humans within the vicinity of 5 yards. This takes up 1 action point from their turn. 	1
Body Enmass 	1d6 armor 	Select one specific body-part section (mental, upper limbs, torso, lower limbs) to have additional armor always. This is always active when prepared. 	2
Acid Multi-Spit 	3d4 acid damage
-6 attack rolls	Spit a pellet of acid towards a target with a mouth. Has a range of a handgun. Attack rolls are reduced for this action. Costs 2 action points. 	2
Long Tendril 	+3 grapple
3 damage (as attack)	Utilizing a grown tendril or body-part that is a tendril, the user can reach up to 20 tiles with a grapple bonus. Costs 2 action points. If this action is used to attack a target instead, it deals damage and costs 1 action point instead. 	2
Bone Marrow Maestro 	1d6 damage 	The user has specialized bones which can be utilized as sharp cut verb x2 weaponry or natural melee support with dangerous damage. Costs 2 action points to activate. Will always be readily available once initiated. 	2
Large Mouth 	6 damage 	Bite down onto a target and apply the rot verb x2. Costs 2 action points. 	2
Plagued Scream 	1d4 sonic & acid damage
-2 attack roll	Deals sonic and acid damage with a powerful screaming attack action, relying on a CHA combat roll. Has a chance to apply eldritch fear verb by flipping a coin. Has a reduced attack roll. Costs 1 action point. 	2
Mental Insanity 	+10 	Roll a dangerous CHA roll which when successful places the eldritch fear verb onto a target, bending their mind into a state of insanity. This does not work on stasis-minded humans and other eldritch. Costs 1 action point. 	3
Bone Spiked Armor 	1d6 armor 	When the user is attacked by melee, the armor is then applied as damage towards the target attacker's upper or lower limbs (depending on what they used to attack physically with). This is always active when prepared. Armor is applied on the entire body of the user. The user cannot wear any armor with this action.	3
Acid Skin 	4 acid damage 	When the user grabs a target, deal acid damage. The user decides whether they activate this before an encounter starts. This is always active when prepared. 	3
Corrupt Ground 	None 	Create an eldritch plague along the ground which causes decay. Targets within this 5x5 vicinity receive rot verb x3 if they fail a MVT DC 10. Costs 3 action points. 	3
Consume Eldritch 	+4 	Eating another eldritch gives the user a boost to all species action attack rolls with this bonus for the whole IRP day. Requires CON DC 4 to succeed and activate this action per corpse. This is always active when prepared. This action does not stack and only applies once. 	4
Abominable 	None 	Resist all damage from explosion s-b verb. 	4
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Nature's Freak Accident	+15 HP 	The user must have this action prepared to be considered a stage two eldritch that went into metamorphosis a second time. In this state, the user loses all access to equipment and has a second bonus HP they track in notes. 	5
Unburden Cowardice 	1d4 armor 	Targets inflicted or formerly were during the encounter and IRP day with the eldritch fear verb deal less damage to the user, reducing damage with a bonus armor roll. This is always active when prepared. 	5
===Miasma Branch===
Separate from the usual eldritch, the miasma originate from a different strand of genetic mutative disfunction from within a great space station in the sky. It has major effects to its application of mutative poisons known as Black Marsh. A Miasma-Eldritch are sentient beings derived from a corrupted mushroom mutant due to their connection to fungal nature and how the Black Marsh poison has genetic ties to fungal properties.
Unlike other eldritch, the miasma route allows the user to switch between forms. This grants them the opportunity to switch between a normal archetype and eldritch archetype. The user requires a certain species action to do this.
Origin: Miasma
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance 	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Acid Spit 	1d4 acid damage 	A spitting action with a short range of 5 tiles that uses acid damage. If combined with another acid damage species action from this list, this becomes a free bonus action. Can only be done as a bonus once per turn. Costs 1 action point. 	1
Pure Black Blood 	None 	All Black Marsh genetically-modified beings can be allied and/or worked with through CHA. This is always active when prepared. 	1
Detect Spore 	None 	The user can plant mushrooms and any that walk 1-2 tiles by it must roll stealth DIFF 10. If they fail, they will be detected even if invisible. Cost 2 action points. 	1
Noir Marshland 	None 	Immune to all levels or variations of Black Marsh poison unless the user wishes to be poisoned. This is always active when prepared. The user is also capable of applying or generating each type of poison onto a target once per IRP day. 	1
Body Enmass 	1d6 armor 	Select one specific body-part section (mental, upper limbs, torso, lower limbs) to have additional armor always. This is always active when prepared. 	2
Acid Multi-Spit 	3d4 acid damage
-6 attack rolls	Spit a pellet of acid towards a target with a mouth. Has a range of a handgun. Attack rolls are reduced for this action. Costs 2 action points. 	2
Long Tendril 	+3 grapple
3 damage (as attack)	Utilizing a grown tendril or body-part that is a tendril, the user can reach up to 20 tiles with a grapple bonus. Costs 2 action points. If this action is used to attack a target instead, it deals damage and costs 1 action point instead. 	2
Mush Necromancy 	1d12 HP Determine	If there is a corpse nearby, the user can spread their fungi and control it as an undead minion that does 1d4 melee. Its HP is determined by a 1d12 roll. Cost 3 action points. Corpses last until the end of a day or when they die. Minions are limited in number to the CON bonus of the user. They cannot utilize weapons but can do simple instructions like smacking things. Any four-legged corpse has MVT +2. Newly summoned minions can start doing actions in the next round after they are summoned. 	2
Root Sensor 	None 	Grow a mushroom within any 20 tiles. It can detect any movement roll made with a stealth DC of 5 and immediately tell the user. Lasts 4 rounds. Costs 2 action points. If the user's CON is at 2 or less, they will lose 1 HP point for every mushroom creation action. Any mushroom growing requires the character to eat that day before an encounter or situation. 	2
Plagued Scream 	1d4 sonic & acid damage
-2 attack roll	Deals sonic and acid damage with a powerful screaming attack action, relying on a CHA combat roll. Has a chance to apply eldritch fear verb by flipping a coin. Has a reduced attack roll. Costs 1 action point. 	2
Mental Insanity 	+10 	Roll a dangerous CHA roll which when successful places the eldritch fear verb onto a target, bending their mind into a state of insanity. This does not work on stasis-minded humans and other eldritch. Costs 1 action point. 	3
Necromantic Insurgency	None 	All corpse minions are engulfed in a powerful miasma. The user can choose one black marsh poison to have them emit. This lasts for three rounds. Costs 2 action points. 	3
Dark Miasma Smog 	MVT & PER -12 	Create a 5 tile radius smog around the user which causes targets inside to lose MVT and PER points. The user and other targets with this action are immune to the effects. They regain it after leaving the miasma. Requires concentration to upkeep. Costs 2 action points. 	3
Corpse Golem 	1d6 blunt verb (charge)
Minion HP +3 to max	Grow a root wall mushroom in a corpse and turn it into a giant root golem. This can only work with humanoid corpses. Only one minion can have this upgrade and will have STR +5 & MVT -3 until the minion dies. It can utilize a charging attack that does damage and has guaranteed stun. It can also defend the user with blocking and an increase in HP. Costs 2 action points. 	4
Flesh Arts 	HP -1 to -5
Attack & Damage +1 to +5	Generate flesh from the user's fingertips, spending HP to increase the attack and damage rolls of this burst of flesh. If it successfully lands on unprotected skin, the target receives the rot verb x2. Costs 1 action point. Every point in HP spent adds to the attack and damage roll 1 to 1 with a cap of 5. This burst has a tile range of 15 tiles from the user. This utilizes CON instead of PER for its attack roll. 	4
Marsh Guardian 	None 	The user can choose a level 7 black marsh entity from the bestiary as a beast they can conjure once per IRP day with a limit to 1 as a constant companion. 	4
Form Swap 	None 	The user can have a second page dedicated to the eldritch archetype, allowing the user to switch between both forms. When in the eldritch form, the user can retain the use of their current perks and cannot utilize new perks that rely on having higher or different stats. Switching forms costs 3 action points during turn-based encounters. 	5
Screaming Tree 	None 	Generate a large body of vegetation which constantly recovers the user's HP by +1 per turn within a 15 tile radius. Only one can exist at a time for the user. This plant is an ultimate defender for the user, enhancing their attack rolls by +6 always while within its vicinity. It also has a cap of x4 level 3 black marsh creatures that can spawn for the user, taking 2 rounds to regenerate a new creature after a previous one perishes. The tree is resistant to the burn verb and has 20 HP. It takes ten rounds with concentration to grow a new tree.	5
===Gunk Branch===
Powerful eldritch mutants that are known for their devious hunting traps and adhesive-like goop bodies, almost formless but often taking up appearances of a humanoid or formless blob. These eldritch also have no discernable gender upon inspection unlike other observed eldritch which, while nonfunctioning, usually sport some form of reproductive organs. Gunks are often informally referred to as jellies which is a name used for a small mutated colony of spores and mushrooms that form in the wetlands of the former United States that are similar in appearance to these eldritch. Also unlike most eldritch, the gunk are able to asexually reproduce when they accrue enough mass, splitting their bodies in half similar to a cell undergoing mitosis through a roughly two week long period that can often end up in both splits perishing from nutrient deficits. These splits are also weaker and often have shortened lifespans compared to the original eldritch they form from, but the resulting split Gunks do share a bond of sorts and hunt in pairs which can be extremely dangerous if a Gunk colony is able to form near a population center.
Origin: Gunk
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms 	1
Radiation Heals 	None 	For every point in radiation damage dealt to them, the eldritch recovers HP. 	1
Gunk Body 	Required & Depends 	The user can only wear full-body skin armor. As a gunk eldritch, the user's entire body is considered a torso body-part at base when in humanoid and consume form. The user can utilize any archetype and cannot be healed by normal means but instead requires CON to do so, consuming healing fluids instead of receiving injections or bandages. The user can still be healed by medical high-tech devices. Acid damage from other sources heals the user by 1 point per strike. The user can shapeshift as a bonus action once per round, changing the rules of their body. The optional states are available below:
*Blob: In this form, the user is a smaller and more concentrated form of matter. The user's entire body-part is now considered to be mental. Equipment actions cannot be used in this form. Full-body skin armor is unequipped. The user has a bonus to MVT actions of +5 in this form.
*Humanoid: In this form, the user can utilize equipment actions like a common humanoid character. The user's entire body is considered a torso body-part. Full-body skin armor can be worn.
*Splatter: With this form, the user becomes a giant splatter and can utilize their species actions within all 20 tiles the user takes over. This lasts for two rounds and the user must switch back or they go into level 4 stamina exhaustion. In this form, the user cannot utilize equipment actions and the full-body armor is unequipped. The user cannot move or utilize MVT bonuses.	1
Global Chatroom 	None 	Can communicate mentally with eldritch within the vicinity of 5 yards. Stealth rolls against other eldritch using this is an immediate failure. 	1
Wall of Poison 	1d8 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll. Costs 1 action point. 	1
Goop Floor 	1d6 rad damage 	Create a pool of burning rad liquid in a 10-tile radius of 3 tiles from the user using a spitting action. Cannot harm those with boots who step in the pool but they must roll an MVT DC 4 to avoid slipping and taking damage. Costs 3 action points. Applies burn verb. 	2
Slime Safe Space 	None 	The user can absorb a target and temporary shield them from damage for one round before requiring to spit them out. If they are not spat out, they begin to receive 1 acid damage per round they stay inside. This can then become the Mucus Gank species action if they stay too long. Costs 2 action points. 	2
Mucus Gank 	1d6 acid damage (no crit) 	The user forms a strike of ooze from their body towards a target, dealing acid damage. If the user's roll is a PER 10, they can successfully grapple a target 150 lbs or less and absorb them for one round. This deals an additional 1 acid damage per round they are trapped. The user requires concentration to keep this up and can only capture two targets. They are captured in the user's body. Target(s) trapped must beat a STR DC 8 to free themselves and combine their rolls if together. Trapped targets can attempt to escape three times during a round which spends 1 action point per attempt. The user's NTR stat increases this STR DC per point used. Costs 1 action point.	2
Snot Yank 	3d2 acid damage (crit: +1)
+5 grapple	Grapple a target utilizing STR with a range of 5 tiles using two slimy tendrils. If a target is successfully grappled, the user deals acid damage and pulls the target closer to the user (1 tile away). The target that was grappled also receives the blunt verb's stun effect. This yank is quick and has a bonus to the grapple. Costs 1 action point. 	2
Slime Mold 	None 	If the user is bleeding, they can seal the wound and stop the effect. Costs 2 action points. 	2
Snot Sneeze 	3d2 acid damage (crit: +1)	Fire multiple pellets of acid damage with a range of 15 tiles. This can attack three, two, or one target(s). The user can keep doing this as a bonus action for three rounds after activation with 3 action points. This has a 4 round cooldown. 	3
Oozing Brain 	+3 	While utilizing INT or CFT, the user can increase their proficiency for an action but must sacrifice an action point their next turn. Costs 1 action point their next turn. 	3
Slug Hose 	4 acid damage
2 self damage	The user can spend HP to deal damage using this species action. The ooze melts into a more loose viscosity puddle of liquid and when sprayed to targets, deals acid damage. If a target is struck by this ability, they receive the soak and rot verb. Costs 1 action point. 	3
Dark Miasma Smog 	MVT & PER -12 	Create a 5 tile radius smog around the user which causes targets inside to lose MVT and PER points. The user and other targets with this action are immune to the effects. They regain it after leaving the miasma. Requires concentration to upkeep. Costs 2 action points. 	3
Abominable 	None 	Resist all damage from explosion s-b verb. 	4
Surf 	+2 	While on a large body of water, the user can utilize their body to surf along the surface of liquid. This allows the user to avoid drowning entirely as well as swimming. MVT on water surface increased with this bonus. This is always active when prepared. 	4
Slimy Tolerance 	None 	The user at 5 HP or lower is immune to the soak, blunt, and hysteria verbs but has an increased weakness to frostbite, adding +1 to its modifier. This is always active when prepared. 	4
Radiative Mucus 	None 	The user also deals rad damage with attacks that utilize acid from species actions on the gunk variant list. This is always active when prepared. 	5
Magmatic 	None 	The user's body temporary heats up for the next three rounds. All species actions apply the burn verb x2 to targets that are struck always. If the user is struck by body-based melee attacks, targets will also receive the burn. Costs 3 action points. 	5
===Biomass Branch===
Due to the result of experiments and patient zero of eldritch having been released to the surface, large chunks of biomass have begun corrupting humans and mutants alike.
Origin: Biomass
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Radiation Resistance	None 	Can resist radiative high environments and only experience mild coughing during rad-storms	1
Phenotype 	None 	Select one phenotype below. This species action is necessary to have prepared for a legal biomass eldritch:
B-1: A slender humanoid with biomass grown on arms and back, crustacean-like which acts as a camouflage in biomass backdrops. The user is blind and can see through vibrations as well as sound with a bonus of +5 to PER and MVT attacks against a target who moved places in the same round during their turn. Uses sharp claws to climb, having a bonus to climbing rolls by +8. The user loses the vibration bonus when they receive the burn verb or experiences loud, disorienting sounds. It takes one IRP day to recover from the burn verb but one round of no heavy noise to recover from disorienting sounds (includes loud sirens and repetitive loud noise of high frequencies). The user cannot utilize equipment. This is always active when prepared.
B-2: A large humanoid with stripped skin and visible muscle. It has large amounts of biomass on its upper body and ears. The user must start with the deaf disability. It has no jaw, incapable of biting. It has a major bonus to charging rolls, combining the STR and MVT bonuses of the user for these types of attacks with 3 damage always for charges.	1
Weak Hivemind 	None 	 	1
 	1d8 	 	1
 	None 	 	1
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 	 	 	5
Category:Dice System
Category:2E - Second Edition