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==Soburin Mutants== In the setting [[Mists of Akuma]] for [[Dungeons & Dragons 5th Edition]], mutants are warped humans produced as a side-effect during the War of Kaiyo, corrupted into hulking, deformed giants by exposure to the dark sorceries and twisted science employed by the warring nations of Ceramia and Ropaeo. This has rendered them outcasts amongst the humans of their former homeland, forcing them to withdraw into the wilderness or otherwise begin carving out their own niche. Rivaled in size only by [[enjin]] and [[oni]], mutants tower over regular humans and can be twice as wide as a broad chested warrior. It is said that no two mutants are exactly the same and the biologists of Uragi have hypothesized that whatever force across the Great Divide transformed the giants must have killed countless others as it seems every one of them reacted to it slightly differently. All mutants do share some features though never in the same arrangement: facial disfigurement, misshapen (usually bulging) limbs, and tumorous growths about their bodies. Mutants have few shared tendencies save for an incredible will to survive and each is as different from one another as the unique tumors on their massive forms. Rumors of enormous, twisted mages are not unheard of but for the most part mutants capitalize on their physical superiority and size to become potent warriors. Even the spellcasters among them know how imposing their bodies can be, and ultimately only the kindest and most benign of their number fall back on methods of coercion other than intimidation. Most mutants are amnesiacs who do not remember their past; those who do remember, generally choose to forget it, simply because they believe there is no hope of regaining their old lives. This social naievity only adds to the ostracism they receive. In return, it has made them friendly towards the other outcasts of Soburin, and mutants will readily extend the hand of friendship to [[bakemono]], [[necroji]], [[steametic]]s, [[Oni-Touched]] and [[shikome]]... really, anyone who sincerely extends a friendly hand to mutants will typically find them happy to make friends. Mutants form surprisingly democratic societies far from civilization on the very fringes of nearly inhospitable lands. These settlements are always in areas that can accommodate the giants’ prodigious size—within harsh mountain peaks, on the badlands at the edge of dying plains, and along dangerous seaside crags. Though each citizen is expected to help their fellows there’s usually at least a few smaller non-mutants living among them able to offer shelter to visitors. Lacking the resources and access to materials enjoyed by civilization, the homes and businesses in these villages are primitive and equipped with tall, sturdy poles that tower more than twenty feet up in the sky (to climb to avoid the Mists of Akuma). The citizens of these settlements work simple jobs and live simple lives, attempting to achieve a sense of peace from the chaos and decay all around them. Naturally brawny, quick of foot, and able to recover from injuries at a remarkable pace, mutants are superior laborers. Mass production forges in the scientific prefectures actively seek out mutants to work the lines and their talents make them exceptional soldiers or pirates. When a mutant falls to criminal activity they are not hard to notice the distrustful fear many have for their kind beomes outright terror. As a PC race in D&D 5e, mutants have the following PC stats: ::Ability Score Increase: +2 Strength OR +2 Dexterity, +1 Constitution ::Size: Large ::Speed: 35 feet ::Darkvision 60 feet ::Hated: You suffer from the '''Hated''' condition - see below. ::Expensive Fitting: The amount of custom-making or heavy tailoring required to make armor fit you increases its cost by +50%. ::Mutation: Choose one of the following mutations. This mutation cannot be changed at a later date. * Fast Healer: When spending hit dice during a short rest, you heal twice the normal amount. * Freakish Arm: You have advantage on checks made to avoid being disarmed. At the start of your turn, you can choose to increase your reach by +5 feet, at the cost of enemies gaining Advantage on their melee attack rolls against you. This state lasts until the start of your next turn. * Otherwalker: Your body can become ethereal for short bursts of time. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You may use this feature for a number of rounds equal to your proficiency bonus. You regain expended uses after a long rest. '''Condition: Hated''' ::You have disadvantage on Wisdom and Charisma checks against any humanoid that doesn’t also have the hated condition but you never have disadvantage on Charisma (Intimidation) or Haitoku (Intimidation) checks.
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