Clangador wrote:) PC is a mutated animal wolf (or worg). What abilities might he have before rolling for mutations?
sniderman wrote:) You don't want to give him any "freebies" other than this bit of extra animalistic weaponry, otherwise you risk a bit of game imbalance.
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Gotta disagree with my esteemed colleague here.
I think it's perfectly reasonable to add an
Increased Sense (or two), particularly if the PC is from a "breed" of mutant wolves instead of just a unique specimen.
In my campaign, I have PCs playing a Mutant Crawdad and a Mutant Turtle. I let them both start with
Natural Armor (Extreme), and since the Crawdad's people are semi-aquatic, I also allowed
Aberrant Form (Gills & Lungs). From that point, they rolled for mutations normally.
I think it all balances out in the end, because of the hefty chance of getting
Physical Mutation Drawbacks. The Crawdad rolled 3(!) disabilities, and the Turtle got 2.