• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. SINK
  2. Lore

Class 7.0

EATER CANTRIPS — MUTATION SYSTEM

Eater cantrips represent controlled biological transformations rather than conventional spellcasting.

An Eater does not summon a weapon, create an illusion of mutation, or temporarily produce a magical effect. The Eater physically restructures its own biomass into specialized forms.

Unless stated otherwise, a manifested Eater mutation remains active until the Eater voluntarily dismisses it or replaces it with an incompatible mutation.

Eater cantrips use Constitution as their ability score.

━━━━━━━━━━━━━━━━━━━━━━

MANIFESTING MUTATIONS

Manifesting an Eater cantrip requires the casting time listed in the mutation.

Once manifested, the mutation becomes part of the Eater's body.

The Eater does not need to repeatedly cast the cantrip to use the resulting body part.

EXAMPLE:

Biomass Blade requires an action to manifest.

After manifestation, the Eater possesses the Biomass Blade until it is dismissed or replaced.

On later turns, attacking with the blade uses the Eater's normal Attack action.

The Eater is not casting Biomass Blade again each time it attacks.

━━━━━━━━━━━━━━━━━━━━━━

PERSISTENT MUTATIONS

A mutation with a duration of "Until Dismissed or Replaced" remains physically manifested outside combat.

It does not require concentration.

It does not expire after a number of rounds.

Resting does not automatically dismiss it.

The Eater may voluntarily return a mutated body structure to its normal configuration as an action.

A mutation may also be replaced directly by another compatible mutation.

━━━━━━━━━━━━━━━━━━━━━━

MUTATION SLOTS

Persistent mutations occupy portions of the Eater's body.

The primary mutation slots are:

ARM

Affects one arm.

BOTH ARMS

Requires both arms and replaces incompatible Arm mutations.

BODY

Changes the torso, skin, musculature, skeletal structure, or general defensive physiology.

SENSORY

Changes eyes, ears, scent organs, nervous tissue, or other sensory structures.

MOBILITY

Changes structures responsible for movement.

APPEARANCE

Changes superficial biological appearance.

A mutation's entry identifies which slot it occupies.

Mutations occupying different compatible slots may exist simultaneously.

An Eater could therefore maintain a Biomass Blade on one arm, Carapace over its body, and Predatory Senses simultaneously.

Two mutations cannot normally occupy the same physical structure unless one specifically allows it.

━━━━━━━━━━━━━━━━━━━━━━

REPLACING MUTATIONS

When an Eater manifests a mutation using a slot already occupied by an incompatible mutation, the previous mutation is absorbed and replaced.

EXAMPLE:

Current State:

- Right Arm: Biomass Blade

- Body: Carapace

- Sensory: Predatory Senses

Action:

- Manifest Hammerfist using the Right Arm.

New State:

- Right Arm: Hammerfist

- Body: Carapace

- Sensory: Predatory Senses

Biomass Blade is no longer active.

The arm physically restructures from one configuration into the other.

━━━━━━━━━━━━━━━━━━━━━━

NATURAL WEAPONS

Weapon mutations create natural weapons.

Once manifested, these weapons are part of the Eater's body.

The Eater is proficient with its Eater natural weapons and may use Constitution instead of Strength or Dexterity for their attack and damage rolls.

They cannot normally be disarmed.

Using a manifested natural weapon is an attack, not another casting of the mutation.

If the Eater gains Extra Attack or another feature allowing multiple attacks, manifested natural weapons may be used with those attacks unless their entry states otherwise.

━━━━━━━━━━━━━━━━━━━━━━

BIOLOGICAL APPEARANCE

Mutation descriptions define function, not mandatory appearance.

The exact manifestation should reflect the individual Eater.

A blade might consist of bone, hardened flesh, chitin, keratin, mineralized tissue, metallic biomass, crystallized growth, or another substance supported by that Eater's biology.

Two Eaters using the same mutation do not need to look identical.

━━━━━━━━━━━━━━━━━━━━━━

FRANZ FUNCTIONAL EXAMPLE

Known Eater Cantrips:

- Biomass Blade

- Hammerfist

- Carapace Shift

- Predatory Senses

Current Mutation State:

- Right Arm: Biomass Blade

- Body: Carapace Shift

- Sensory: Predatory Senses

Player Action:

"I turn my blade arm into a Hammerfist."

Resolution:

- Hammerfist occupies the same Right Arm slot as Biomass Blade.

- Remove Biomass Blade from the current state.

- Manifest Hammerfist.

- Carapace Shift remains active.

- Predatory Senses remains active.

New Mutation State:

- Right Arm: Hammerfist

- Body: Carapace Shift

- Sensory: Predatory Senses

Rule:

Only replace mutations that conflict for the same body structure. Compatible mutations remain active.

━━━━━━━━━━━━━━━━━━━━━━

CORE RULE

Eater cantrips are at-will biological configurations.

Manifest the mutation once.

Keep it active.

Use the abilities granted by that form normally.

Dismiss it when desired.

Replace it when another mutation requires the same body structure.