Adaptive Evolution

"I rewrite their biology in real time. They become something new."

Flesh Shaper R4 · Devastation Psionic
Cost
2 Erosion
TN
15
Tempo
T7
Steps
Yes
Resist

Effect

Touch a willing target. Grant them a permanent biological adaptation beyond normal human capability:

  • Gills and Webbing: Can breathe and move freely underwater. Speed in water equals land Speed. Skin between fingers is webbed; gill slits are visible on the neck.
  • Thermal Regulation: Immune to Strain from extreme temperatures. Skin shifts color slightly with temperature.
  • Toxin Glands: Can produce and deliver a contact poison (WR 2, target must make GRIT TN 11 or take 2 damage per turn for 3 turns). Glands are visible as swollen nodules on the wrists.
  • Echolocation: Can perceive surroundings in complete darkness through sound. −2 dice penalty to actions in total silence (no echoes to work with).
  • Regenerative Factor: Heal 1 HP per hour naturally (in addition to any rest benefits). Scars fade within days.

Steps

+1 additional evolution per Step (each counts toward the maximum).

Requirement

A creature can have a maximum of 2 Adaptive Evolutions (in addition to any Biosculpts). Each evolution inflicts 1 permanent Erosion.

Combined with Biosculpt (R3), the hard cap is 5 maximum permanent modifications per character.

Special

These changes are permanent and visible. The target is no longer baseline human. They will be identified as psionically altered by any medical examination. Some adaptations may make life in settlements difficult (gills are hard to hide; toxin glands make people nervous).

Active (still-fresh) Adaptive Evolution can be removed by Reality Anchor (BS R4) or higher; once integrated, it’s part of the body.