Author: John Perkins

Title
BY J.M. PERKINS

Title
Subtitle
For the Salt in Wounds Campaign Setting
Utilizing 5th Edition Rules of the World’s Oldest RPG
Written and Designed by J.M. Perkins
Additional Credits
Copyright 2018 J.M. Perkins & Pangolin Press
Art by Jeffrey Chen
Additional Art used under license from Jess Stock & Bigstock, Images copyright Bigstock & Jess Stock
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along with the class names, are declared Open Game Content. All items subject to the definition of Product Identity (see OGL) are the property of J.M. Perkins & Pangolin Press and cannot be used without written permission, with the exception of clip art used under permission or license.

Special Text Page
Special Text (Fiction) Can go here
Itsalics and make it fit

Tarrasque-fed mutations can occur seemingly at random across the globe (it has bled on every continent and isolated pockets of its essence are still occasionally discovered, left over from some long forgotten battle). However, such twistings of the flesh are commonly gained through drinking the “red water” tainted by the Tarrasque’s essence around the sprawling city of Salt in Wounds, making them particularly common amongst the most impoverished citizens of the bizarre metropolis and native wild creatures lacking access to imported water.
In addition, for the residents of Salt in Wounds “common sense” holds that mutations are also often gained via consumption of undercooked Tarrasque flesh (prudence demands that all flesh consumed in Salt in Wounds must be well-done to a charred black, even if taste would prefer other, rarer cuts) or by utilizing Tarrasque derived alchemy or healing, especially when delivered by unskilled practitioners. But there is no universal factor towards gaining a mutation—even the scrupulously careful can sometimes find that merely living in the city will lead to startling transformations.
As expected due to their work habits, approximately 90% of the Marrow Miners are afflicted with one or more mutation. Oddly the God-Butchers of Salt in Wounds seldom suffer mutations, the occurrences so rare that Journeyman Briddu Yittano's mutated arm is seen as an exceptional aspect to be ogled.
For a hefty fee the greatest alchemists in Salt in Wounds can remove mutations from the afflicted. Even rarer are those masters able to coax a specific mutation from the flesh of a willing subject—without the risk of randomization, Tarrasque-fed mutations could turn a humble street urchin into a powerful warrior.
SUB HEADING
Standard alchemist charges for mutation related services:
500 gp (wealth equivalent to owning a small apartment) to induce a truly random mutation.
2,000 gp (wealth equivalent to owning an uncommon magic item) to induce a mutation that is as likely to be Tarrasque Blighted or Tarrasque Favored.
5,000 gp (wealth equivalent to owning a rare magic item) to remove a mutation. (Mutations can also be removed through certain powerful magics like greater restoration.)
Powerful alchemists and especially dangerous creatures are known to possess several beneficial mutations at once, or mutations with double the benefit usually associated with its type. This is generally beyond the access of PCs however, who can usually only have a single Favored type mutation at any time.
Favored & Blighted Mutations
Tarrasque mutations are divided amongst Tarrasque Favored (somewhat beneficial) and Tarrasque Blighted (generally detrimental) with Blighted mutations being far more common. However, even beneficial Favored mutations can still negatively affect a creature as individuals possessing Tarrasque-Fed mutations are generally viewed as some combination of:
1. Low class
2. Irrational
3. Uncareful
4. A woeful reminder of the terrible fate that awaits so many residents of Salt in Wounds.
Mutated creatures (possessing either a Favored or Blighted mutation) suffer Disadvantage on Charisma (Bluff) and Charisma (Persuasion) checks.
If a creature acquires a random mutation, roll 1d6 to determine the type of mutation (on a 1 or 2 the creature gains a Favored mutation but results between 3–6 grant the creature a Blighted mutation) then roll 1d10 to determine the specific mutation gained.
New Condition: Frenzied
When driven to a maddening fervor, creatures can become frenzied—a condition that resembles a barbarian’s rage but only imposes severe penalties without granting any advantages.
When a creature gains this condition roll 1d6: on a 1 the GM chooses a target for the frenzied creature to attack, on a 2–5 the frenzied creature attacks one randomly selected hostile creature, or on a 6 the frenzied creature attacks an ally. When the target of the frenzied creature’s attacks is knocked unconscious or killed, reroll and select a new target.
A frenzied creature suffers disadvantage on non-Strength ability checks and attack rolls every round where it does not attack the target of its frenzy or take damage.
A frenzied creature cannot cast spells.
The frenzied condition ends when the duration of the effect that caused it ends or there are no more hostile creatures that the frenzied creature is able to detect.
Optional Mutation Methods
In addition the previously mentioned alchemical services that can voluntarily induce mutations, PCs may gain mutations by any of the following (GM optional) methods.
GM Fiat The simplest method for a PC to gain a mutation is for a GM to simply rule they have acquired one. This method is not recommended for any GMs except those especially skilled, particularly knowledgeable about their players, and ultimately confident in their ability to use narrative fiat to effectively advance the story in a way that feels ‘right’ to all parties.
Percentile (Simple) Every time a PC is ‘exposed’ to a mutagenic source (see below), roll a D20. On a 1, they gain a random mutation.
Percentile (Cumulative) Every time a PC is ‘exposed’ roll a D100. On a 1, they gain a random mutation. On any other result, increase the mutation result by one for the next exposure (first exposure: 1 results in a random mutation, second exposure: 1 or 2, on third exposure: 1-3 so forth and so on).
Exposure Sources include (but are not Limited to):
Consuming undercooked Tarrasque flesh.
Using Tarrasque derived drugs.
Using Tarrasque derived alchemical supplies on themselves.
Taking physical, non-weapon damage from a mutated or Tarrasque-transformed creature (once per fight).
Doing melee damage to a mutated or Tarrasque transformed creature (once per fight).
Drinking tainted Red Water.
Swimming or otherwise coming into physical contact to tainted Red Water.
Being a target of divine spells cast by a devotee of Renesec: Lord of Mutation.
A PC may only have a single ‘favored’ in addition to two ‘blighted’ mutations at any time.
Generally, if a PC has been cured of their mutation(s) they are not subject to additional mutations except those gained voluntarily by utilizing the services of an alchemist.
A beast, humanoid, giant, or monstrosity can be transformed by the corruption of the Tarrasque’s essence. These creatures are often covered in armored scales, recover from wounds with ease, and are known to spark fear into the hearts of all who oppose them. Tarrasque-transformed are driven by ravenous hunger and often exhibit tactics more single-mindedly focused than others of their species (although due to their strength and prowess they are often found leading groups of criminals or monsters).
Challenge The Tarrasque-transformed increases its Challenge Rating by 2. Recalculate the Tarrasque-transformed’s proficiency bonus if necessary.
Senses The Tarrasque-transformed gains blindsight 60 feet.
Damage Resistances The Tarrasque-transformed gains resistance to fire and poison damage, as well as resistance to bludgeoning, piercing, and slashing damage from nonadamantine weapon attacks.
Transformed Strength The Tarrasque-transformed’s Strength increases by 4.
Regeneration The Tarrasque-transformed regains 10 hit points at the start of its turn if it has at least 1 hit point.
New Action: Frightful Presence Each creature of the Tarrasque-transformed’s choice within 60 feet of it and aware of it must succeed on a Wisdom saving throw (DC 10 + the
Tarrasque-transformed’s proficiency bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarrasque-transformed creature is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the frightful presence of any Tarrasque-transformed creature for the next 24 hours.
Primordial Bloodline
Your innate magic comes from exposure to the true essence of the primordials, antecedents of the gods of which the accursed Tarrasque is the last living example. Unlike those mutated by the Tarrasque’s corruption you draw strength by harnessing the runaway surge of primordial life, artistry, and creativity that transformed the world and gave birth to all later forms of life and sentience. Most sorcerers (or their ancestors) with this origin were exposed to the essence of the primordials via traces of the Tarrasque or one of the other mammoth primordial corpses that litter the world. The potential of this bloodline can lay dormant in the family line for generations, often times as it seeks a (non-cursed) expression. Primordial bloodline sorcerers frequently push the reshaping of themselves, the world, and magic to amoral heights.
Boundless Creativity
The primordials were artists on a planetary scale—some believe that every scrap of life and spirit came from their boundless, amoral drive to create. In you their touch translates to a ceaseless intellect always searching for learning, and artistic expression. At 1st level, you gain proficiency with one additional skill and one additional tool. In addition, you know one additional cantrip from any spell list.
Boundless Vitality
Sorcerous magic flows through you with a surge of vitality. Beginning at 6th level, as a bonus action or reaction you can spend sorcery points to restore health to any living creature you can see. Each sorcery point spent this way causes one target creature to regain 5 hit points.
Boundless Speech
Starting at 14th level, your primordial powers have rearranged your relationship with the written and spoken word, granting you mastery of the deep structures present in all languages with a linguistic comprehension undreamed of by others. You understand the literal meaning of any language you can read or hear. In addition, you can speak every language you have ever heard spoken for 10 minutes or more with a familiarity as though it were your native tongue.
Boundless Transformation
Beginning at 18th level, you can channel the limitless ability of your primordial bloodline to transform living creatures. As an action, you can spend 5 sorcery points to alter the physiology, magic, and material properties of a living creature (and its equipment) that you can see within 60 feet. This feature transforms any resistance for a different resistance or any immunity for a different immunity. For example, you can change a creature’s resistance to nonmagical bludgeoning damage into resistance to nonmagical poison damage (keeping a nonmagical modifier if present), or transform a creature’s immunity to the charmed condition into immunity to fire damage. The effect lasts 1 hour or until the resistance or immunity would normally end. If the creature you target with this effect is unwilling, it must succeed on a Constitution saving throw against your spell save DC to resist this effect and your spell points are expended regardless of whether the transformation was successful.

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Sidebar
Sample text

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GM Note
Many of the Blighted mutations are meant to be extremely punishing, with some severely limiting character options if not serving as an existential risk. If at all possible, grant PCs an opportunity to get a mutation removed by performing a worthy deed or quest (if not through the expenditure of gold).

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TARRASQUE-TRANSFORMED
MONSTER TEMPLATE

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SORCEROUS ORIGIN
BLOOD OF THE PRIMORDIALS

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ABOUT THE AUTHOR

J.M. Perkins is an action horror author, game designer, and writer of other things. By day he is an Administrator for a biotech company, by night he’s asleep… mostly.
He’s sold over twenty short stories and used three successful kickstarter campaigns to publish his work. Currently, J.M. Perkins is creating his Tabletop RPG Setting ‘The City of Salt in Wounds.’
Other Titles by J.M. Perkins:
CHEMO: How I Learned to Kill (Novel)
The Adequate Commoner (PF)
You’re Gonna Die Screaming (PF)
Design Notes (Essay Collection)
Mummies, Masks & Superpowers
Love, Werewolves & Algorithms
You can learn more about J.M. Perkins at his website www.jmperkins.com

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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards
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System Reference Document 5.0 Copyright 2016,
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Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.

Sidebar? I use **************SIDEBAR and *********END SIDEBAR because it tends to stand out more. Gonna add some color to this just so it doesn’t get glossed over.

Can’t say DM (has to be GM, DM is a WotC-protected term)

This little guys is an EN dash. Number ranges and minuses.

RGG style guide (and most style guides) tell you not to do tables like this. Just list the number and then tab it (in layout there’s a specific “Text to Table” function that makes dealing with tables infinitely easier).

I am further assuming this is meant to be a 4 column table

Errata changed the wording on weapon resistances

This felt weak so I added this bit about avoiding going prone

Dooooes this mean sidebar?

You can’t say DM because that stands for Dungeon Master and Dungeon Master is a term owned by WotC but not made available for use (for example: Pathfinder RPG Gamemastery Guide)

This would des

I think you stop understanding language at 4. May want to consider increasing this to able-to-understand-others level of intelligence

Again, I added this because I felt it needed defined

I added this because it seems like an oversight. Again, drop it if it is inappropriate.

This isn’t wrong, but it feels clunky. Would go with “precursors” myself.