Brightspit - 1 Condition in Primal Dawn | World Anvil
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Brightspit - 1

Value: 1 GP
(Voluntary)
Your mouth contains a gland that secretes a sticky and viscous bioluminiscent spit at will. It is a dim glow, enough to notice it in the dark, but not enough to illuminate a room.
The spit is rich in sugars and smells similar to ripe fruit. The smell is strong, yet pleasant.
The bioluminiscence lasts for 6 hours, and only emmits light when not exposed directly to light sources.
Frequency: 3 times a day, reloads after sleeping.
Cost: 1 Energy Point and 1 Water Point.

Uses:
  • Finding your way back: Releasing it gradually in small drops to mark a path, to remember where you have been and not getting lost. The whole path counts as a single spit. Maximum 3 km.
  • Bait: Lure prey for hunting. This attracts animals, such as mutated insects, herbivores, and even predators. So, provided there are animals around, it will attract the nearest one, and something will appear in 1 hour or less, depending on the distance. If the GM rules there are no animals around, tough luck. Beware, this might attract dangerous animals as well. If you are a Naturemaster, you can use this in conjunction with the Trapper edge, or you can just hide in the bushes with your arrows or javelins prepared.
  • Synergy with Cat eyes: you can use a full spit to see normally in pitch dark, spit a stick or rock and you have a makeshift torch.
  • Spitting Someone: See Spitting for the rules. You can do this in 2 different ways:
    • Marking Targets: For others to see. Target is marked with full or partial success in the roll. Marked targets are:
      • Easier to hit in the dark: People trying to attack the marked target do not suffer penalty from Darkness.
      • Easier to spot in the dark: Everyone gets a -2 modifier to the difficulty of all Perception & Notice rolls when trying to find the target in the dark.
      • Easier to track in the dark: Anyone can try to track a marked target that doesn't remove the spit thoroughly with hot water, thanks to dripping and the smell, so anyone can roll Perception & Survival, even if they are not Naturemasters with the Tracker edge, provided this is done at night. If you are, you get an extra +2 modifier to the result of your tracking rolls.
      • Ridiculously easier to track with Hound's nose (Synergy): You simply cannot lose the target, unless the he thoroughly washes the spit with hot water, or manages to put a distance of 3 kms or above between you, or 24 hours pass by (luminiscence may end, but the smell persists for someone with this mutation).
    • Blinding attack: An attack that smears your opponent's eyes and entire face with your spit. The attack needs to be done as a Precision Strike to the face. On a success, the victim suffers no damage, but becomes Vulnerable, Distracted, and all the attacks the victim performs are done as if he was in pitch darkness (see Darkness). The victim can remove the spit and end these effects, but it takes 3 action points, and if the target is wearing leather gloves or metallic gauntlets, it takes 6 action points.
Origin
Mutated
Cycle
Chronic, Acquired & Congenital

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