Mutation Packages

For Discussion of all things Mutant Future (especially spidergoats).

Mutation Packages

Postby MythAdvocate » Wed Dec 11, 2013 1:08 pm

Been thinking on the concept of "power suites" for mutant characters rather than mutation being completely random. Mutant players could choose a general mutation theme, and roll randomly within it. This would remove the problem of playing a mutant badger who has complete wing development and similar issues.

Some examples:

Brickhouse Mutant
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Big, tough and coming to get ya! Brickhouse mutants can be Mutant Animals or powerful beasts (bears, rhinos etc) or Mutant Humans built big and powerful (The Thing, Steel, Colossus).
Roll D8 Physical
1 Gigantism
2 Increased Physical Attribute (STR)
3 Increased Physical Attribute (CON)
4 Natural Armor
5 Increased Caloric Needs
6 Obese
7 Pain Insensitivity
8 Slow Mutant
Roll D8 Mental
1 Ability Boost
2 Accumulated Resistance
3 Damage Turning
4 Force Screen
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will

Egghead Mutant
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The brainy types that are usually at least a little gross. Many become super-scientists or at least really good with gadgets. Skilled Mutant Animals (monkeys, raccoons, etc) and Mutant Humans with giant heads and a penchant for labcoats and monologuing.
Roll D8 Physical
1 Dual Headed
2 Dwarfism
3 Reflective Epidermis
4 Increased Sense (touch)
5 Albinism
6 Bizarre Appearance (Giant Head)
7 Epidermal Susceptibility
8 Sensory Deficiency
Roll D8 Mental
1 Dual Cerebellum
2 Increased Willpower
3 Intellectual Affinity (tinkerer)
4 Quick Mind
5 Dual Cerebellum (Defective)
6 Negative Empathy
7 Phantasmal Damage
8 Phobia

Feral Mutant
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From predatory Mutant Animals (dogs, cats, wolverines etc) to Mutant Humans with animalistic themes (Wolverine, Sabertooth, Tigra etc).
Roll D8 Physical
1 Aberrant Form (Claws or Fangs)
2 Increased Sense (Any)
3 Quickness
4 Regenerative Capability
5 Bizarre Appearance
6 Pituitary Deformation (Animal Years)
7 Prey Scent/Predator Scent (pick one)
8 Simian Deformity
Roll D8 Mental
1 Body Adjustment
2 Combat Empathy
3 Intellectual Affinity (combat)
4 Know Direction
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will
Last edited by MythAdvocate on Wed Dec 11, 2013 4:22 pm, edited 1 time in total.
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Re: Mutation Packages

Postby seneschal » Wed Dec 11, 2013 2:23 pm

Thank you for your eggscellent post. It was well thought out and eggsactly right.
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Re: Mutation Packages

Postby Agrippa » Fri Dec 13, 2013 5:21 pm

I really like this idea. Could you come with a mutation package that features complete wing development or psionic flight? Maybe even fleet of foot Dyson's Mutant Omega.
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Re: Mutation Packages

Postby MythAdvocate » Sat Dec 14, 2013 12:08 am

Doppelganger Mutant
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Shapeshifting bogeymen, seducers and infiltrators are pretty common amongst tales of mutants. Stealthy Mutant Animals (cats, chameleons, snakes, etc) and Mutant Human doppelgangers and spys (domino, mystique).
Roll D8 Physical
1 Chameleon Epidermis
2 Fragrance Development
3 Metamorph
4 Increased Sense (Any)
5 Epidermal Susceptibility
6 Hemophilia
7 Pain Sensitivity
8 Prey Scent
Roll D8 Mental
1 Body Adjustment
2 Control Light Waves
3 Intellectual Affinity (Barterer)
4 Mental Phantasm
5 Mind Reflection (Defective)
6 Phantasmal Damage
7 Phobia
8 Weak Will

Speedster Mutant
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Extremely fast mutants are well represented, from Mutant Animals of swift animals (rabbits, cheetah, flies etc) to Mutant Humans built for speed (Flash, Speedster,
Roll D8 Physical
1 Aberrant Form (Natural Weapon)
2 Increased Physical Attribute (DEX)
3 Increased Sense (vision)
4 Quickness
5 Frailty
6 Hemophilia
7 Increased Caloric Needs
8 Reduced Immune System
Roll D8 Mental
1 Flight, Psionic
2 Know Direction
3 Quick Mind
4 Teleport
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Mind Reflection (Defective)
8 Phantasmal Damage
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Re: Mutation Packages

Postby Agrippa » Sat Dec 14, 2013 10:12 pm

Okay then, how about packages for general telepathic and psychokinetic powers? Powers like mind reading, psychometry, pyrokinesis and more. Does that sound interesting?
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Re: Mutation Packages

Postby MythAdvocate » Sun Dec 15, 2013 2:03 am

Agrippa wrote:Okay then, how about packages for general telepathic and psychokinetic powers? Powers like mind reading, psychometry, pyrokinesis and more. Does that sound interesting?


Sure. Telepathic mutants are the trickiest to nail down. I was thinking of dividing them between mental warriors,seers, and illusionists.

Psychokinetic Mutant
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Mutants that can agitate molecules to a degree so that they might move objects, and control energy. Many psychokinetics are mere "spoon benders" while others are living maelstroms of power.
Roll D8 Physical
1 Energy Ray
2 Energy Retaining Cell Structure
3 Optic Emissions
4 Reflective Epidermis
5 Increased Caloric Needs
6 Pituitary Deformation
7 Poison Susceptibility
8 Reduced Oxygen Efficiency
Roll D8 Mental
1 Control Light Waves
2 Force Screen, Greater
3 Neural Telekinesis
4 Temperature Control
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phantasmal Damage
8 Phobia


Telepathic Mutant
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Psychic mutants are well-represented in fiction. From ascetic mystics to warped mentalists.
Roll D8 Physical
1 Dual Headed
2 Increased Sense (any)
3 Parasitic Control
4 Unique Sense (Minds)
5 Bizarre Appearance (Huge Head)
6 Sensory Deficiency
7 Slow Mutant
8 Vision Impairment
Roll D8 Mental
1 Mental Phantasm
2 Metaconcert
3 Neural Telepathy
4 Possession
5 Dual Cerebellum (Defective)
6 Mind Reflection (Defective)
7 Negative Empathy
8 Phantasmal Damage
Last edited by MythAdvocate on Mon Dec 16, 2013 7:47 pm, edited 1 time in total.
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Re: Mutation Packages

Postby Agrippa » Mon Dec 16, 2013 6:33 am

Thinking about it Exalted's bloody hands could easily be either feral mutants or doppelganger mutants. Maybe even a bit of both.

The bloody hands are a race of shapshifting earthly gods who stalk dark and crowded city streets in human guise. Then they wait for a murder to occur and watch or even participate. Few know why they do this. Likely it began as a mission to witness such crimes and report them to their Divine Ministers of Justice and to bring the guilty party to justice. Perhaps even to protect the would be victim when possible and slay the evil doer. Unfortunately many of them just like to watch people get shanked, bludgeoned to death or otherwise brutally murdered. They also have a tendancy to bless and protect their favored killers regardless of their motives.

In physical appearance bloody hands are tall (8'), painfully thin humanoid creatures with large razor-sharp claws. Their skin, aside from their carmine colored lips, is a deep dark red. The eyes of these warped, blood-lusting gods glow a harsh ghoulish yellow with red orange slits for pupils. Also, these bloody hands seem to have flame coming from the tops of their heads, adding to the nightmarish appearance of these horrific minor gods. For protection bloody hands favor reinforced knee length buff coats, or leather jerkins with plate armor sewn on to them. Bloody hands possess enlarged canines, frequently with blood dripping from their mouths. Regardless of the form the bloody hand chooses its right hand always drips with its own blood.

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Last edited by Agrippa on Wed Jan 22, 2014 8:06 am, edited 1 time in total.
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Re: Mutation Packages

Postby MythAdvocate » Mon Dec 16, 2013 7:51 pm

Agrippa wrote:Thinking about it Exalted's bloody hands could easily be either feral mutants or doppelganger mutants. Maybe even a bit of both.


They sound like monsters, not really player characters. Of course Exalted's default power level is WAY higher than Mutant Future.
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Re: Mutation Packages

Postby MythAdvocate » Mon Dec 16, 2013 8:20 pm

Aerial Mutant
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Mutants who fly or are otherwise linked with the sky are well-represented. From Mutant Animals (bats, birds, insects, etc) to Mutant Humans (Archangel, Deathbird, etc) that are built for the sky.
Roll D8 Physical
1 Complete Wing Development
2 Density Alteration (lighten)
3 Increased Sense (sight)
4 Shriek
5 Frailty
6 Pain Sensitivity
7 Poison Susceptibility
8 Slow Mutant (hops on the ground)
Roll D8 Mental
1 Acute Hyper Healing
2 Control Weather
3 Flight, Psionic
4 Quick Mind
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phobia (Claustrophobia)
8 Weak Will

Aquatic Mutant
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Aquatic mutants are at least partially linked with water. From Mutant Animals from aquatit to semi-aquatic species (otters, frogs, fish) or Mutant Humans (Aquaman, Pirana,
Roll D8 Physical
1 Aberrant Form (gills)
2 Dermal Poison Slime
3 Energy Retaining Cell Structure
4 Toxic Weapon
5 Albinism
6 Bizarre Appearance
7 Prey Scent (fishy)
8 Slow Mutant (on land)
Roll D8 Mental
1 Body Adjustment
2 Control Weather
3 Know Direction
4 Temperature Control
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia (Agraphobia)
8 Weak Will
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Re: Mutation Packages

Postby Agrippa » Mon Dec 16, 2013 9:36 pm

MythAdvocate wrote:
Agrippa wrote:Thinking about it Exalted's bloody hands could easily be either feral mutants or doppelganger mutants. Maybe even a bit of both.


They sound like monsters, not really player characters. Of course Exalted's default power level is WAY higher than Mutant Future.


First, these bloody hands are going to be somewhat high level. Around 7-9 hit dice, 3 times Essence in Exalted-2 to just 3 times Essence. Though I admit that HD means more in LL/D&D than in Mutant Future. Second, they're not meant to be a PC race. Bloody hands are meant to be just monsters, maybe NPCs at most.
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