Collecting new Mutations & Drawbacks.

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

Collecting new Mutations & Drawbacks.

Postby Blood axe » Thu Sep 13, 2012 6:18 pm

I'm trying to get some new mutations. & drawbacks for Mutant Future. If you have new things to contribute, please do.
Thanks!
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Collecting new Mutations & Drawbacks.

Postby Malcadon » Fri Sep 14, 2012 10:53 am

I have been looking up comics and shows to find useful new mutations, or additional side-effects for old ones. I have not done much with it.

Here are some mutations from GW 1st & 2nd ed not found in MF. I have done my best to convert them to Mutant Future. Here is a helpful table on GW-to-MF conversions. Enjoy!

Physical Mutations
Actual Metamorphosis: The mutant can change himself into any living entity he is touching. He gains all attributes and abilities (including mutations) of the entity into which he changes. The change lasts until the mutant resumes his natural form or adopts that of another entity the mutant is touching or until the mutant reshapes energy. When hit by any type of energy weapon (such as a laser) the mutant can automatically absorb and reshape the energy from that weapon, shooting it from his body in any direction as if he were firing a laser of the same power. Upon doing so, the mutant immediately resumes his normal shape. Reshaping energy is automatic ... it isn't within the mutant's control.... he can't decide not to use this power. This mutation can't be used to transform oneself into an inorganic object or entity (like a Robot).
Anti-Life Leach: Life-Leech attacks don't affect the mutant. When a Life-Leech attack is used against him, the attacker loses points instead of the mutant. Each attacking "Life-Leecher" loses 6 Hit Points. These points are subtracted from damage previously suffered by the mutant (he drains the points from his attacker and uses them to repair damage to himself). No separate Mental Attack is needed for Anti-Life Leech to take effect. It happens automatically when the mutant is attacked by Life Leech. Mutants with this mutation are almost always albinos.
Bodily Control: Once every 8 hours, the mutant may increase normal level of body functions selectively. The effects lasts 3d6 minutes, and the mutant suffers 3 points of damage every time the mutation is used. Exact effects are:
  • Sight: He gains the ability to see up to 60 meters at night, in fog or in water and can visually gauge radiation intensity.
  • Hearing: He hears everything within 90 meters and can't be surprised (though catching exact meanings will be difficult).
  • Touch: He gains an intuitive understanding of the structure of anything touched. In combat, this increases damage done via direct physical contact by 12 points.
  • Smell: He may distinguish smells not within his olfactory range, much like a dog. Mutant can track like a bloodhound and can determine when poison is present in something.
  • Muscle Control: He speeds up his body to twice its normal level of functioning, doubling movement rates and allowing for twice the normal number of attacks in Physical (not Mental) Combat. The mutant improves performance in only one area per use.
Displacement: Once per hour, the mutant's body automatically displaces itself to avoid danger. The point to which the body displaces must be within 60 meters of the mutant and is chosen by the GM. When use of this power would place the mutant in greater danger, the power will not operate. Thus, a mutant would not be transported out of a lifeboat into the icy seas simply because he was being threatened. If a hostile passenger's knife was rapidly descending toward his throat, however, the mutation might cause him to be displaced.
Energy Metamorphosis: This mutation is dormant unless the mutant also has Accumulated Resistance (Absorption). If he has both, he converts electricity, light, heat, microwaves and radiation into energy that automatically heals damage equal to what would have been inflicted by an attack of that intensity and type. Excess energy that can't be used to heal the mutant is redirected at any enemy within 3 meters of him or dissipates into the air (character's choice). Anyone at whom the mutant redirects this energy suffers an attack as if he were attacked by the original energy source. Only energy that comes in direct contact with the mutant may be used this way.
Heightened Precision: The mutant instantly finds any weaknesses in structures, objects or opponents. The damage he does is increased by 2d6 per attack. He also adds 2 to his die when figuring out artifacts.
Kinetic Absorption: The mutant negates the first 25 points of damage per attack in all attacks by weapons with a physical impact (Maces, Clubs, raking Paws, etc.). Piercing weapons (Claws, Arrows, Swords) do half damage (round down), but their damage isn't absorbed. Damage from energy weapons is applied normally.
Light Dependency: (use Epidermal Susceptibility: daylight and Vision Impairment)
Light Generation: Once per day, mutant can generate a flash of light similar to that of a modern light bub that illuminates a 15 meter radius, but emanating from his own body. This flash has an immediate blinding effect on everyone present except the user.
Skeletal Enhancement: The mutant's body structure is stronger than average and he takes only half damage (roll die and round down) from physical blows. He also increases the damage he does with swords, maces, spears and similar weapons by 2d6. Note: if mutant has Partial Carapace, he takes half damage -1 point per attack ... if Total Carapace, he takes one quarter damage per attack.
Sound Imitation: The mutant can imitate any sound, including that of a Sonic Blast, which he has heard in the last 24 hours. He is immune to Sonic Blasts.

Physical Drawbacks
Anti-Charisma: All persons within range 60 meters disgust at the physical appearance and personal habits of mutant. Add 2 from all Reaction die rolls when the mutant or his party is the object of the Reaction Check. Entities with an INT above 18 are immune to the unconscious effect of this mutation. Those who have lived or closely worked with others suffering from this mutation will be able to overcome their revulsion within 1d4 days contact with the person. Others will never entirely adjust to the mutation in this particular mutant.
Dark Dependency: Use Epidermal Susceptibility and Vision Impairment, or:
The mutant must stay in dim light. In bright light (but not moonlight or starlight), he suffers extreme nervousness and is nearly blind. He sees in dim light (and on moonless nights) as well as others see in full daylight. The mutant takes 1d8 damage for every 4 hours of exposure to bright light.
Heat Reaction: The mutant is sensitive to extreme heat and suffers 1 additional point of damage per damage die when attacked by heat weapons (torches, lasers, flame, etc.).
Narcolepsy: The mutant has a 2% chance of failing into a deep sleep for 6d10 minutes in stress situations (as defined by the ML).
Inhibiting Field: The mutant emits an inhibiting field within which no mutational mental power will work. The field doesn't stop Mental Attacks coming from outside its 15 meter radius nor does it keep those inside it from defending against Mental Attacks.
Insanity: The mutant has tumor-like gland in brain that causes bouts of irrational behavior. There is a 1% chance that the mutant will engage in irrational acts when subjected to stress (especially surprise attack). When the mutant acts irrationally, roll 1d6 and apply results below.
Roll - Result
  1. He attacks the most powerful mutant present (ML's choice) for 1 turn.
  2. He tries to kill himself.
  3. He tries for 3 turns to wreck any artifacts present.
  4. He falls down and sobs uncontrollably for 1d4 minutes.
  5. He attacks the weakest mutant present (ML's choice) for 1 turn.
  6. He stands in place, screaming for 1d6 minutes.
The mutant won't distinguish friend from foe and only physical force will deter him from his irrational behavior.
Water Dependency: (Use Epidermal Susceptibility: must remain wet)
Weight Decrease: The mutant can't retain normal body weight and suffers from general debilitation. He is weaker and slower than others. Decrease his PS by 4 (to a minimum PS of 3) and his Speed by 25%. Subtract 1 from his die when he is trying to hit a mutant in Physical Combat.

Mental Mutations
Beguiling: This mutation makes everyone within 30 meters use the least powerful of their weapons or powers when attacking the mutant who has it, or opt to attack everyone else, but the mutant. Every 6 turns, those affected gets a save vs stun to determine if they can brake free from the beguiling. Once freed, they will not be affected again by this mutation for 24 hours. Those who free themselves may use any of their weapons or powers.
Confusion: Once every 24 hours, the mutant can cause confusion and disorientation to another, making him engage in bizarre and unpredictable actions. Roll 1d4. On a 1, the victim stands mute, doing nothing. On a 2 or 3, he single mindlessly attacks the nearest moving thing. On a 4, he attacks the mutant using this mutation. Effects last 30 seconds.
Fear Generation: Once a turn, the mutant may instill fear in one chosen target within 60 meters. If successful, target will spend the next minute fleeing. If unable to flee, target falls unconscious for 1d20 minutes.
Genius Capability: In 2nd ed, there is a forth entry: Political Genius (or Social Affinity in MF). The mutant's Charisma is increased by 4 (up to a maximum of 21).
Hands of Power: Twice per day, the mutant can assault anyone within 3 meters with one of 4 powers. The mutant is unaffected by the power emanating from his hands. He can't accidentally singe or age himself. Roll 1d4 to determine which he has.
Roll - Power
  1. Electrical Hands: Hands emit lightning bolts for 5d6 damage.
  2. Hot Hands: Hands emit searing flames for 5d6 damage.
  3. Withering Hands: Hands cause victim to age 1d10 years.
  4. Gamma Hands: Hands emit Intensity Level 3d4 radiation blast.
Levitation: Twice every 4 hours, the mutant can levitate himself or a person or object of up to twice his own mass that is within 60 meters straight into the air. After 10 minutes, when the mutant stops concentrating or when the target rises or drifts out of range, the target sinks slowly back to earth. Treat as a Mental Attack if target doesn't want to be lifted.
Magnetic Control: This is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate ferrous object. The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful. There is no weight restriction, and the mutation has a range of 100 meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours.
Mane & Bristles: The mutant sprouts inches of hair or bristles all over his body. Subtract 1 from the die roll when trying to hit the mutant in Physical Combat (2 if the weapon used employs cold to inflict damage).
Mental Multiplier: Twice per day, the mutant can concentrate on someone else's Mental Mutation, causing it to have twice its normal effect, but must be in the presence of the mutant whose power he affects. His own mental attributes, intentions, etc., cannot be sensed.
Mental Paralysis: Once a turn, the mutant can suppress the nervous system of one other entity within 15 meters, causing the victim to be incapable of physical or mental action. If he successfully uses this power against the same victim for 4 consecutive turns, the victim dies of shock.
Molecular Understanding/Sense: Once per minute, the mutant understands structure of anything he touches. He does 1d6 extra damage to anyone he has previously touched and adds 2 to his die when figuring out an artifact.
Plant Control: Once per day, the mutant can control one plant within 15 meters, making it do his bidding within its capabilities (it could not, for example, walk) for 1d4 minutes. This mutation takes effect automatically and doesn't require a Mental Attack to determine its effectiveness.
Psychometry: Once per week, the mutant sees into the past of anything touched, understanding its workings, purpose, origins, where it has been and who has touched it in the last 50 years. The farther in the past an item originated, the sketchier will be knowledge of those origins. The mutation affects only objects (including those that were once alive) ... not living entities. The mutant adds 5% when figuring out an artifact.
Repelling Force: Twice per day, the mutant can will a force field 2 meters in diameter to surround himself for 3 turns. Everyone inside the field is safe from all items of less than a metric ton mass that strike the field. Items flying at the field bounce off. If an object weighing 1 metric ton or more strikes the field, the field is immediately dispersed and everyone inside must pass a save vs death, or die outright.
Stunning Force: Once per day, the mutant can attack everyone within 30 meters with a mental stun that knocks them unconscious for 1d6 hours (if Pure Strain Humans) or 1d4 minutes (if Humanoids or Mutated Animals). The stun affects both friend and foe. The mutant is unaffected.
Summoning: Once every 12 hours, the mutant may summon any non-intelligent mobile entity (one with INT less than 4) within a kilometer of him and the entity will serve him so long as he maintains absolute concentration on directing his actions. He can't summon entities already in his presence. Once an entity has been summoned one time, he will always be on the alert for the summons and will always successfully fight it off thereafter.
Telekinetic Arm: This mutation manifests itself as a 20 meter long human arm (complete with hand), capable of doing anything a normal human arm and hand can do, with a strength of 18. To function, it must always be visible to the mutant. This arm cannot be hit by non-powered weapons, while powered weapons will do normal damage to the mutant if they hit this arm.
Teleport Object: Once per hour, the mutant can cause any one object within 15 meters massing less than 10 kilograms to leap into his hand. He may make weapons held by enemies leave their hands and jump into his own hand, but a successful Mental Attack is necessary in such cases.
Temporal Fugue: Once every three days, the mutant can make perfect copies of himself by moving back and forth in the time stream so that the doubles seem to pop into the "present" out of thin air. He may make 1d10 doubles per attempt, and they last for 4 hours. Each will be carrying equipment and wearing clothes that the mutant had on him at sometime in the previous 24 hour period. Should any of the replicas be killed, the mutant will, when all have disappeared (after 4 hours), fall unconscious for 1d20 minutes.
The Gamma Eye: Once per day, the mutant may disable one enemy by looking at him (causing a black light to shoot from his eye in the victim's direction). The victim falls unconscious for 1 minute.
Time Distortion: Once per day, the mutant can distort his time perception so as to move far faster than normal, reacting to others as if they were standing still. For every 10 seconds of activity that others engage in, the mutant engages in 30 seconds of activity (makes 3 attacks per Action Turn, etc.). The mutant takes 1d6 damage from friction for each 10 second period he uses this power. Mechanical objects and energy systems aren't sped up so the mutant may have trouble using some equipment as fast as he can move.
Time Field Manipulation: Once per week, the mutant may send himself and objects on his person or another person/object of mass equal to 150% of his own mass backward or forward in time. He must have 18+ INT and Increased Willpower to use this power. Lacking these requirements, the power is dormant in him. Each use of the power makes the mutant take damage equal to half his available Hit Points. Percentage dice are rolled when this power is used. If the result is less than or equal to the chance of using this power successfully, the attempt is successful. Chances of success depend on the "length" of the trip into time (the relative "distance" traveled).
Trip Length - Chance of Success
1 Week - 95%
2 Weeks - 90%
25 Weeks - 85%
1 Year - 80%
5 Years - 75%
10 Years - 60%
25 Years - 50%
50 Years - 30%
100 Years - 20%
250 Years - 10%
This basic chance is modified as follows:
-10% if transported object is made of metal or is a powered unit.
-15% if transported object is stone or inorganic material.
-20% if transported object is a living entity.
-25% if transported object is going into the future.
+25% if transported object is self.
Only objects the mutant is touching go into time with him and a single die roll is made for all objects transported at the same time. This die roll may undergo more than one modification and all such modifications are cumulative. Hit Point losses are suffered whether or not the power is used successfully.
CAUTION: Time travelers appear at the same spot on earth at an earlier/later time. They may, therefore, have a major effect on the present or future within which an adventure is being run. The GM should, accordingly, use caution in allowing use of this power.
Time Suspension: Life Leech, Death Field Generation, Planar Travel, Molecular Disruption and Magnetic Control don't work in 15 meters of the mutant. Electrical Generation, Hands of Power and Radiation Eyes have no effect on him.

Mental Drawbacks
Attack Reversal: If the die roll used to resolve a Mental Attack by the mutant is 5 or less, attack is reversed and takes immediate effect on the attacker instead. This would, for example, cause a Mental Blast to damage the sender instead of the target.
Complete Mental Block: This is the inability of the mutant to see or even come near (intentionally) one of the following types of things or creatures: Robotic, Technological (non-robotic), Plant, or Animal. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block--Only one creature of the types mentioned, i.e. a security robot, as determined by the ML, should constitute a mutant's mental block. Roll 1d6 to determine the object of the mutant's fear.
Roll - Object
  1. One type of Mutated Animal of ML's choice.
  2. One type of Mutated Insect of ML's choice.
  3. One type of non-mutated entity of ML's choice.
  4. One type of verbalizing Computer of ML's choice.
  5. One type of Robot of ML's choice.
  6. One type of verbalizing Plant of ML's choice.
Energy Absorption: mutant absorbs the first 10 points of damage from each attack involving radiation or energy weapons (lasers, etc.). Paralysis Rods have no effect on him.
Energy Negation: Non-organic sources of energy emissions (Power Cells, etc.) within 15 meters stop working due to the inhibiting field around the mutant. Once he leaves the area, they work again. The mutants other than Plants may choose to damp down this field so that it doesn't function. Living entities aren't affected by the field.
Energy Sensitivity: Use Unique Sense and Epidermal Susceptibility, or:
The mutant suffers intense physical pain (and consequent damage) and hallucinations chosen by the GM upon coming within 6 meters of a non-organic energy source or broadcast receiver. Power Cells and similar items do 1 point of damage every 10 seconds. Robots and other receivers do 2 points. Radiation does 2 points per Intensity Level plus normal damage. In addition, the mutant cannot make any Mental Attacks while in range of a non-organic energy source.
Epilepsy/Seizures: The mutant has a 2% chance of failing into a deep sleep for 6d10 minutes in stress situations (as defined by the ML).
Periodic Amnesia: The mutant has a 10% chance of suffering a loss of memory if he loses more than one-half his Hit Point Score. He will be permanently unable to remember the preceding 14 days.
Unconscious Summoning:

Plant Mutations
Anti-Life Leech: (see above)
Aromatic Powers: Plant's strong fragrance reminds those who smell it of their favorite food, causing them to follow the scent to its source. Each victim gets, at a time of the GM's choosing, a save versus stun to break this illusion. Normally the range is 60 meters, but on windy days, range is 90 meters downwind and 30 meters upwind. The effect is broken once victoms are within 3 meters of the plant or the plant attacks.
Bacterial Symbiosis: Plants with this mutation form a symbiotic relationship with powerful micro-organisms living beneath their outer skin. When the plant is damaged or eaten, these are released and those coming in contact with them must make a save vs poison to counter the effects. Those failing their check contract an illness exactly similar to pneumonia.
Someone with pneumonia suffers damage equal to 50% of his Hit Point Score the first day and takes 3 points of damage per day each day there after that he has pneumonia (roll save vs poison each time). This loss is doubled on days he is exposed to rain or cold while ill with pneumonia. Pneumonia lasts 2d6 days. Damage can't be healed while the character has a cold or pneumonia. In addition, there is a 10% chance of infection within 1d4 days if the character's body is pierced by a foreign object and a 25% chance of gangrene once the wound is infected. It takes 2d6 days for the body to fight off the infection and the character can't heal any damage during that time. The character takes 1 point of damage per day while infected. If gangrene sets in, it must be stopped or character dies in 2d10 hours. It may only be stopped by use of mutational powers or Ancient medical equipment or by amputation of the gangrenous tissues. Colds and pneumonia may be cured by ancient medical equipment.
Beguiling: (see above)
Berries: The Plant develops a special type of berry that has any one of eight possible effects. NOTE: Berries appear seasonally (mostly in high summer) and all types lose potency within 1d20 days of picking. Roll 1d8 to determine what the berry does (or invent some new effect).
Roll - Color - Effect
  1. Purple - Heals 1d8 Hit Points of damage.
  2. Blue - Heals all damage.
  3. Green - Increases Will by 4 (up to 21) for 1d4 hours.
  4. Violet - Poison of 3d6 Level Intensity.
  5. Orange - Induces trance-like sleep for 1d4 hours.
  6. Golden - Gives immunity to radiation for 1d4 hours.
  7. Magenta - Antidote for all poison (Intensity 3d6).
  8. Black - Gives immunity to Sonic Blast for 1d8 hours.
New Sense: (as Full Sense in MF) Here are some senses to work with:
  • Alpha Sense: Plant senses Alpha Wave emissions from animal and human brains at a range of 3 meters x the WILL of anyone the Plant could possibly sense. The Plant locates the emission source (the creature's head) exactly as if it were seeing the creature.
  • Life Force Sense: Plant senses life forces at a range of 3 meters x each creature's current Hit Points. The Plant senses the shape and location of the creature via energy emissions from the skin surface.
  • Chemical Sense: Plant senses chemical makeup of surrounding area within a 60-meter range. The greater the variation from the background norm, the more clearly the plant "sees" something. When attacking a target that is or is carrying technology that dose not fit the environment (like carrying a rifle in the wilderness, a stone-spear in an old factory, or anything organic in a sterile lab), the plant gets a bonus to hit and damage, while targets and items that are similar to the environment (stone age weapons used in the wilderness, a gun in a greasy old factory, or robot in a sterile lab) accrue a similar penalty--this is left up to the ML.
Energy Negation: (see above)

Plant Drawbacks
Dark Dependency: (see above)
Heat Reaction: (see above)
Light Dependency: (use Epidermal Susceptibility: must be is daylight, and Vision Impairment)
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Collecting new Mutations & Drawbacks.

Postby Blood axe » Fri Sep 14, 2012 11:33 am

Wow. Great stuff. Should be in the MF book.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Collecting new Mutations & Drawbacks.

Postby sniderman » Sun Sep 16, 2012 11:59 am

I posted about this at my blog, but there's a system-generic list-of-mutations resource available. There are 650 mutations listed, followed by an assortment of random tables depending on your needs and/or RPG genre. Did I mention the download is free? Did I mention the 160-page digest print book is less than $5.00? Good stuff here:

The Metamorphica: A Book of Random Mutation Tables
Image
User avatar
sniderman
 
Posts: 615
Joined: Thu Dec 16, 2010 2:42 am
Location: Frozen Northern Ohio

Re: Collecting new Mutations & Drawbacks.

Postby Blood axe » Sun Sep 16, 2012 12:14 pm

Thanks Sniderman! Ill have to pick up a copy.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Collecting new Mutations & Drawbacks.

Postby Blood axe » Tue Sep 18, 2012 1:09 am

[url]Image[/url]
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Collecting new Mutations & Drawbacks.

Postby outlander » Thu Sep 20, 2012 1:00 am

I've been working on a mutation book since January 2010. It was ready by the summer of 2010, but Mike at Skirmisher wanted to split it up into three separate books - Physical, Mental and Plant.

As of today the Physical book is 133 pages long (after publishing that'll be about 25% shorter) and just shy of 80,000 words. I don't have an exact count on the mutations included but there are several hundred, and if you include the numerous variations that are included with many of these mutations, that number goes up dramatically.

The Mental mutation book is about 90 pages, and 65,000 words, but I am working hard to increase that total.

I did so, but at the cost that it's still being worked on. It contains pretty much all the mutations that were in the original Gamma World games (although re-written and names changed so that there isn't an issue with plagiarism) plus the hundreds that Derek Holland wrote up and put on the old Skirmisher forums. Those have been greatly expanded upon and re-written.

I personally have added uncounted new mutations and drawbacks as well, and I am adding more and more every week.

This also includes various new rules and so forth.

I would like to say that the first of the three should be available by Christmas, but that's most likely wishful thinking! The upside is that the longer it takes Mike to get it on the publishing schedule, the more I will be able to add to the books.

IF anyone has mutations that they would like to see in this book, email me or send me a private message, and I'll see what I can do. You will, of course, be given credit. chrisv@nucleus.com

What I really need more than anything are mental mutation drawbacks. That is quite small compared to the non drawback mutations that I have written.

Chris Van Deelen
User avatar
outlander
 
Posts: 46
Joined: Wed Dec 29, 2010 4:44 am

Re: Collecting new Mutations & Drawbacks.

Postby Blood axe » Thu Sep 20, 2012 1:06 am

Outlander

Please keep us updated. I would definitely buy something like that, especially if its in print. I hope its available soon. Perhaps we can start a thread for ideas on Mental Drawbacks.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Collecting new Mutations & Drawbacks.

Postby outlander » Thu Sep 20, 2012 3:14 am

I'm of the mind that once all three books are out, that Mike will go ahead and put them all together in one volume, and put it out as a hard-cover. =)

And I do like the idea of mental defects as their own thread! =)

But I don't think I'm the one who should initiate that.

Chris
User avatar
outlander
 
Posts: 46
Joined: Wed Dec 29, 2010 4:44 am

Re: Collecting new Mutations & Drawbacks.

Postby Blood axe » Thu Sep 20, 2012 3:26 am

Sounds great. I want that book. Ill see if I can get a thread started & we can get some ideas.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Next

Return to Mutant Future

Who is online

Users browsing this forum: No registered users and 2 guests