Dungeon Dweller
From SCross
For PCs! You know the deal, really.
Description: Unusual. Dungeon dwellers are ever changing in body and mind, usually starting as some staple species, and deviating from there. They are like mutants, but far far more twisted and warped, following the whims of their insane home. They tend to be rather extreme in their thoughts and actions, and are subject to extreme mood swings.
Advantages:
Labrynth Native: You came from there, it is your home, god, and reason for being. You are never 'lost' within it, though you don't always take the shortest route to your destination. Your appearance tends to shift to match the setting of reach location you enter, this gives you -2 difficulty to all action taken in The Dungeon, and makes you the last target of any hostile Labrynth dwellers there. If you simply fit in without bothering anyone, they'll probably leave you alone entirely.
Extremely Mutable: You start with 5 mutation slots. You may not lock more than 3 slots EVER, even if more slots are gained later. Yes, this is an honor system thing, don't take the archetype if you can't deal with it.
Selective Curse Adherence: A strange ability. When a curse or enchantment is laid on you, you may pervert it slightly, altering its end effect to match your 'theme'. You do not shrug off the curse, just alter it a little to fit in with your general frame of being. Staff discretion advised. This can apply to gaia's wrath.
Sacrifice: If you should breed, with a top dweller especially, you may present the child to your god(The Labrynth) for honor and reward. Most often this manifests in a thrill of knowledge and power(1d20 XP), but sometimes the dungeon will leave a gift for its faithful. The child will be raised in the Labrynth and become a dweller itself in time. This must be done within the first three months of the child's existence, but cannot be done more than once per IC year.
Alien Mind: Attempts to use mental magics of any sort against you have a 50% chance to fail. Should a magic fail, there is a 50% chance the attempter suffers the confusion status for a round.
Disadvantages:
Monstrous: You are hideous in the eyes of the common man. Unholy, perverse, and alien entire. You will not be trusted by just about any NPC. +2->4 difficulty to social actions where appropriate.
Malleable: Attempts to change your form always succeed, even if you are unwilling, though you may apply the curse ability to have some bit of say in the result.
Confused: In the top world, things do not make sense. You tend to speak cryptically, and are subject to intense mood swings. You are too accustomed to the changing world of the Labrynth that the stability of the top world can be maddening. In combat, any action has a 1% chance per willpower under 26 of acting as if you were under the confused status, thus having a random target.
Rarity: Nigh Unique
Homeland: The Dungeon
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