The Meyda-wrought are so rare, and so unique that there is nearly only one to every century of Attovia’s history. It is not something someone becomes by happenstance, luck or even a divine blessing. It must be sought out, worked for and involves immense risk. To become one requires a powerful, sometimes simplistic sense of self, one so concrete and certain in one’s identity that it is unshakeable even in the face of Cellular Dysmorphia. When carried out correctly a Meyda-wrought is a powerful and dangerous entity capable of extraordinary feats and driven by unwavering purpose, wherever its source might stem from.

Stats

Your maximum HP is 8+Constitution
Your base damage is d8

Starting Moves

My Body is a Weapon

So long as you are not significantly restrained when attacking unarmed you always roll at least your class’s base damage die. Even against metal armor or otherwise traditional unarmed attack deterrents.

Flexible Flesh

By default your unarmed attacks carry the non-lethal tag meaning they drop enemy HP but do not kill upon dropping an enemy to 0. However, any time you would deal damage with your body you may add tags depending on your roll. On a 10+ add 2, on a 7-9 add 1

  • Stun overrides other damage based tags, your attacks stun enemies but do not reduce HP
  • Deadly however this appears on your body whether it is the hardening of fists or the sharpening of fingers your attacks now threaten the life of your targets.
  • 2 Piercing you subtract 2 from any armor your opponent is wearing before dealing damage
  • Reach It’s useful for attacking something that’s several feet away— maybe as far as ten.

Concrete Self

Your sense of self is iron clad, you get +2 towards any rolls that would avoid or shrug off any mind altering or physical form changing effects.

Gear

Your Load is 10+STR. You start with a Contract of Balance (0 weight) and Rations (5 uses, 1 weight).
Choose your defenses

  • Leather armor (1 armor, 1 weight) and adventuring gear (1 weight)
  • scale armor (2 armor, 3 weight)

Choose one:

  • 2 Healing potions (0 weight) and 20 Clips
  • Shield (+1 armor, 2 weight)
  • Dagger (hand, 1 weight), Rations (1 weight)

Bonds

Fill in the name of one of your companions in at least one:
____ doesn’t know who they are, maybe I can help them discover themselves.
I think ____ will try to hinder me in my goals, I must be careful around them.

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Unreasonable Body Mechanics

You can send handheld objects flying at very high speeds. You may use the volley move so long as you can find something in your vicinity that is reasonably throwable, the damage die of that object is up to the GM.

Leathery Skin

Gain +1 armor unless incapacitated.

Hard Hands

Add +2 Damage to your list of options under Flexible Flesh

Strange Abilities

When you attempt an inhuman act of strength or agility roll+DEX or roll+STR on a 10+ you accomplish your goal with a flourish. On a 7-9 you succeed in part, choose one of the following options:

  • The action makes a lot of noise
  • The action puts you in a spot, or offers a difficult choice
  • You cannot undo what you have done

Goop Mode

You can reduce yourself to a relatively boneless mass and fit through any space wider than an inch.

Reconfigure Form

When you attempt to take on a temporary form significantly different than your own describe the form you wish to take on. If it is not humanoid take -1 and roll+DEX on a 10+ you adopt the form exactly as you wish. On a 7-9 something about the form is off a large lump or other obvious deformity is present somewhere.

Warrior’s Spirit

Choose one move from the fighter class list.

Absorb Meyda

Effects of Meyda-work are not as effective against you, reduce all damage from such sources by 2. If this would reduce the damage to 0 then you heal 1d6 instead.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Iron Hands

Replaces: Hard Hands
Add +4 Damage to your list of options under Flexible Flesh

Increase Mass

You can effectively double the mass of your body, moving and migrating the additional mass wherever you see fit. This effects Strange Abilities if you have it and adds the following tags to Flexible Flesh

  • Massive your attack can hit a large area and/or multiple enemies
  • Messy It does damage in a particularly destructive way, ripping people and things apart.

Form Specialist

Requires: Reconfigure Form
Choose a form type to specialize in from the list below, mark it on your sheet. When you use Reconfigure Form in the future take +1 if it fits in your specialization.

  • Humanoids
  • Quadrupeds
  • Avian
  • Aquatic
  • Insectoid

Leave a Trace

You can detach a small piece of your form and leave it somewhere. It stays there until discovered or you sever its connection to yourself thereby leaving its organic material to rot away. This piece can be anything but most useful is a sensory organ such as an eye or ear. When using a sense in this way it does not function on your main body.

Transmute Meyda

Replaces: Absorb Meyda
Effects of Meyda-work are not as effective against you, reduce all damage from such sources by 4. If this would reduce the damage to 0 then you heal 2d6 instead.