
Mutations are More Than Skin Deep in Under the Dome
Fleshwarp. Spell-scarring. Chaos blessings.
Some folks under the Dome talk about them like they’re trophies. Power-ups. New tricks to throw around in a fight.
But the truth?
They’re scars with teeth.
🧬 Power Isn’t the Whole Story
Sure, maybe that extra arm lets you dual-wield with style, or the molten glyph burned into your chest makes your firebolts hit harder. That’s the easy part to see. The part everyone notices in the ring, in the alley, on the Spire balconies.
The hard part?
What happens when the arm moves before you tell it to? When the glyph burns you from the inside because it’s hungry? When the magic whispers at night about what more you could be if you’d just let go?
⚡ The Real Consequences
Mutations don’t just change your body—they change your place in the Dome:
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Temptation: Chaos magic is patient. It offers you the shortcut, the easy win, the feeling of being more than everyone else.
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Isolation: The Spires might smile at you, but they won’t shake your hand without gloves. The Brocks might cheer, but only until they think you’re dangerous.
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Loss of Self: Every new gift blurs the line between you and whatever’s speaking through your blood.
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Trauma: Fleshwarp doesn’t feel like waking up stronger—it feels like waking up wrong.
🔥 Embrace the Weird as Consequence
The Dome loves to pretend it’s orderly, controlled. But mutations are the cracks that let chaos seep in. As a player, don’t handwave them away. Play them for what they are—messy, personal, and sometimes ugly.
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Let your character wrestle with what it means to own this change versus being owned by it.
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Show the habits they’ve built to hide it—or flaunt it.
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Let it affect who they trust, and who trusts them.
🧠 Ask Your Character This
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What did you lose when you gained this change?
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What does it whisper to you when no one else can hear?
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Who benefits more from your mutation—you or someone else?
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What happens if you wake up one day and it’s gone?
🎲 For the DM
Mutations can be more than a stat block:
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Give them personalities—some hungry, some protective, some alien.
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Let NPCs react differently depending on their culture, gang, or faction.
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Offer players power through mutation, but tie it to escalating costs.
Under the Dome, mutations aren’t just decoration. They’re the receipt for something the world took from you—and the fine print on what it gave back.
So—are you the one in control? Or just the latest shape it’s wearing?
Thanks for reading.Until Next Time, Stay Nerdy!!
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