The Spawning of MonstersJune 11, 2010
In First Edition Exalted, there was a spell called the Spawning of Monsters, which allowed sorcerers to blend two creatures and create a third with all the most desirable qualities of the parents. This spell was used to great effect in our games, creating the bunahna (bunny + pirahna = the rabbit from Monty Python), the chameleougar (chameleon + cougar = sneaky guardian cat), and sea beef (cow + whale = end to food shortages).
For whatever reason, the Spawning of Monsters didn’t get updated into Second Edition, replaced by Craft (Genesis), an Ability which, I feel, has entirely too few rules to be useful. So, with apologies to White Wolf, I have updated the Spawning of Monsters and present it here, now, along with the stats for one of the beings it created.
The Spawning of Monsters (Celestial Circle Spell)
Cost: 30 motes
Target: Two creatures
This spell allows a sorcerer to breed two wholly different species together, by magically extracting the seed from one partner (who may be male or female) and placing it within the womb of the other (who must possess a womb, and will therefore most likely be female). The creature thus conceived will combine the most desired aspects of both partners to produce a twisted, hybrid entity whose sole purpose in life is to serve the sorcerer devotedly.
The monster grows in the womb within unnatural speed and is born within nine weeks rather than nine months, though once the creature is born, it ages as appropriate for one of its parents, chosen by the sorcerer. The birth can be dangerous to the “mother,” forcing a Stamina + Resistance roll during the birth. Only a single success is required for the “mother” to survive, though particularly inimical beings might impose penalties at the Storyteller’s discretion. The spell requires physical contact with both prospective “parents,” who must both be present and alive. While countermagic can prevent either the removal of the seed or its placement inside the host womb, it is of no use once the sorcerous impregnation has occurred. Normal methods of abortion may be used but carry twice the normal risk for the unwilling host mother.
The resulting creature is a horrific blend of both parents, the statistics of which are determined as though the creature were a God-Blood with zero experience, allocated by the Storyteller. As a general guideline, use the Attributes, Abilities, and Virtues of either the “mother” or “father,” whichever is higher. Willpower begins at 5, and such beings use the experience tables for God-Blooded. The sorcerer may additionally imbue the offspring with mutations appropriate to its nature. He may add up to (Essence + Occult) points of positive mutations, and as many negative mutations as he likes, using the latter to offset costs of the former. The creature is born with the Motivation: “Serve the sorcerer in all ways” as well as a positive Intimacy toward the sorcerer, with its exact context chosen by the sorcerer. Neither of these is magically inviolate.
The beings created by this spell can never Exalt, and if used to enhance a Dragon-Blooded pairing, it ensures that the offspring will not receive Terrestrial Exaltation. Many varieties of creature have been granted the “Breed True” mutation, and have thus, through careful biogenetics and breeding programs, become “natural” species within Creation. For all mechanical purposes not covered in this description, treat the spawn of this spell as God-Blooded.
Chameleougar (Familiar 2)
Originally designed by the Night Caste sorcerer Midiri, these creatures were generated in the First Age as guardians for her Eastern manse home. The Terrestrials attempted to exterminate the beasts during the Usurpation and Shogunate, but their tenacity and subtlety made it impossible to root them all out. Since then, they have thrived in the deep Eastern forests, and have become a species more-or-less native to Creation, as their particular traits breed true.
Chameleougars are sorcerous hybrids of chameleons and cougars, great cats with amazing camouflage abilities, vicious territoriality, and (once) a deep-seated loyalty to the Solar Exalted. They generally appear as slightly smaller cougars, but they have both the chameleon’s ability to change its coloration to blend with its surroundings as well as the chameleon’s independently-mobile eyes. Since they have bred in the wild (and Wyld), their inherent loyalty has not been tested, though with the return of the Lawgivers, it seems inevitable that one will discover whether or not the creatures remain under the command of the Solar Exalted… one way or the other.
Attributes: Strength 5, Dexterity 4, Stamina 5; Charisma 2, Manipulation 1, Appearance 2; Perception 4, Intelligence 1, Wits 3
Virtues: Compassion 1, Conviction 4, Temperance 2, Valor 4
Abilities: Athletics 4 (Climbing +1), Awareness 5, Dodge 3, Integrity 2, Investigation 2, Martial Arts 3 (Claw +1), Presence 3, Resistance 3, Stealth 4 (Visual +2), Survival 4
Join Battle: 8
Bite: Speed 6, Accuracy 7, Damage 6L, Parry DV -, Rate 1
Claw: Speed 6, Accuracy 9, Damage 5L, Parry DV 4, Rate 2
Soak: 2L/7B (Thick Hide +2L/+2B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap.
Dodge DV: 3 Willpower: 5
Other Notes: Chameleougars are essentially Great Cats with the Camouflage mutation (which has already been factored into their above stats). In the First Age, all Chameleougars had the Motivation “Serve Midiri,” with an Intimacy of servitude toward all Solar Exalted. It is as yet unknown whether they maintain this Motivation and Intimacy in the Second Age.