New ML looking for some seasoned advice
Posted: Tue Oct 04, 2016 11:39 pm
First and foremost thank you for taking time to read this, secondly I've only ran one session ever. Its going well I found some free adventures online, and all my players are loving it. Though I'm having a few small problems, number one being one of my players took it upon themselves to go and look stuff up online on the wiki which is great get educated,but they brought up something the wiki says is in the book that I can't find anywhere. Mutation Upgrades which is basically just stating that when you level up you can upgrade a Mutation and forego your level bonuses, but I can't find it anywhere in the book so I'm hesitant to allow this. Secondly I have a mutant plant in group who has the Plant Mutation Accumulated Resistance which reads as follows "With this mutaion, the Plant has learned to change its structure to gain complete immunity to any energy-based attack that it has experienced in the past, including heat, cold, electricity, radiation, or energy weapons." There is also a Mental Mutation called Accumulated Resistance which reads as follows "Through years of exposure to a certain substance (chemicals or radiation), or concentrated form of energy (such as heat, cold, or light) in the mutants environment, a resistance against said source has been accumulated, allowing the mutant to take more damage from one of these sources. This mutation gives the mutant a hit point reserve equal to his total hit points. This hit point is used to take damage from the substance he is resistant to before it begins to affect his regular pool of hit points. This separate pool heals in the same manner and at the time as the character's hit point pool, even if that rate is changed by other mutations such as acute hyper healing or body adjustment." So my question is should I treat the Plant variant the same as the Mental and give them a reserve of hit points or should I allow the Plant complete immunity to eventually every form of energy attacks?