Genetic Sorcery, a Tiered Mutation for GammaFinder and Freedom Finder (Starfinder-compatible)

We’re still doing tiered mutations, designed for both the GammaFinder and a more comic-book themed theoretical “FreedomFinder” setting (which so far only exists as a thought experiment and a single set of soldier options).

So the next dual-purpose power to get the tiered mutation treatment is Genetic Sorcery.

The idea of a genetic or mutant ability to manipulate magic is common in comicbook hero tales, and also often mixed with (and thus defined as different from) magic gained from knowledge of secret words and gestures, gained from being granted power by otherworldly beings, or magic drawn from a magic device. The idea is somewhat less common in science-fantasy, though the witches of the Darkover book may fit the bill, and similar ideas can be found in The Death Gate Cycle, and is fairly common in urban fantasy from the Dresden Files to the Dora Wilk series.

Certainly, the idea of a GammaFinder setting with genetic sorcerers calling on the real energy of magic, as pyrokineticists can call on fire, is in keeping with the stories of post-apocalypse magic and super-science in a broken world gone mad, and it’s easy to conceive of a group of young mutant spellcasters (the Hex-Men?) in FreedomFinder.

sci-fi character in black cloak with light spear standing agains

(art by grandfailure)

Genetic Sorcery
Magic is real, and it is in your DNA. While others access magic through faith, or study, or as part of some lineage, your claim is more random, and primal. You have a mutant power to manipulate magic. The technical term for this is “psytheurgy,” but it is better known as genetic sorcery. Your understanding of magic is instinctual, rather than learned, but still often brings out fear and suspicion in others.
The spells you select with Genetic Sorcery do not need to be from the same spell list–your mutant power can grab different forms of magic nearly at random (and the flexibility is compensated for in the total power your early tiers grant you as opposed, for example, to the psionic mutations). Each time you gain a new Genetic Sorcery tier, you can change any one spell you selected in a previous tier.
Tier 1: You gain spell-like abilities: Select any 2 0-level spells, which you can cast at-will. Additionally, Mysticism becomes a class skill for you. If it is already a class skill, you instead gain a +1 bonus to Mysticism checks.
Tier 2: You gain any 1 additional 0-level spell you can cast at-will, and any 1 1st-level spell you can cast once per day.
Tier 3: You gain an additional 1st-level spell known, though you can still only cast one 1st-level spell per day. You gain any one 2nd-level spell, which you can cast one per day.
Tier 4: You gain a third 1st-level spells known.
Additionally, each time you expend a Resolve Point to regain Stamina Points following a 10-minute rest, you regain one casting of your 1st-level spells from genetic sorcery, not to exceed your maximum.
Tier 5: You gain an additional 2nd-level spell known, though you can still only cast one 1st-level spell per day. You gain any one 3rd-level spell, which you can cast one per day.
Tier 6: You gain a third 2nd-level spells known, and you can now cast your 1st level spells twice per day.
Additionally, each time you expend a Resolve Point to regain Stamina Points following a 10-minute rest, you regain one casting of your 1st-level or 2nd-level spells from genetic sorcery, not to exceed your maximum.
Tier 7: You gain an additional 3rd-level spell known, though you can still only cast one 3rd-level spell per day. You gain any one 4th-level spell, which you can cast one per day.
Tier 8: You gain a third 3rd-level spells known, and you can now cast your 2nd level spells twice per day.
Additionally, each time you expend a Resolve Point to regain Stamina Points following a 10-minute rest, you regain one casting of your 1st-, 2nd-, or 3rd-level spells from genetic sorcery, not to exceed your maximum.
Tier 9: You gain an additional 4th-level spell known, though you can still only cast one 4th-level spell per day. You gain any one 5th-level spell, which you can cast one per day.
Tier 10: You gain a third 4th-level spells known, and you can now cast your 3rd level spells twice per day.
Additionally, each time you expend a Resolve Point to regain Stamina Points following a 10-minute rest, you regain one casting of your 1st-, 2nd-, 3rd-, or 4th-level spells from genetic sorcery, not to exceed your maximum.

WANT MORE GAMMAFINDER?! OR FREEDOMFINDER?
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

 

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on April 15, 2020, in Game Design, Microsetting, Starfinder Development and tagged , , , , , , . Bookmark the permalink. Leave a comment.

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