Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
June 19, 2013, 07:24:22 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  Mutations
« previous next »
Pages: [1] Go Down Print
Author Topic: Mutations  (Read 1377 times)
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« on: December 11, 2008, 07:45:01 AM »

I'm running a SC set in a Post Holocaust world where PCs have access to Mutations (Good and Bad)

At the moment, I've just bolted on the Mutation rules from D20 Apocalypse. With these rules, you have a number of Mutation points. Good mutations cost points and bad mutations give extra points.

I'd like to convert this system to a Feat-based one for SC.  I guess some NPC qualities like Augmented could cover the good Muts but how could I simulate the bad Muts and also balance the two ?

Anyone have any ideas how i could do this ?
Thanks.
Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
glimmerrat
Control
******
Posts: 3517


Iconoclast


View Profile
« Reply #1 on: December 11, 2008, 08:10:28 AM »

Create origins or feats that give players set mutations or limited amounts of mutation points. It really is that simple!

You could do as i outlined above, but have them spend the points on NPC qualities to represent mutations. That would require the least work and make it gel with the system easier.
Logged

VAO Control; Crafty Freelancer; Freethinker

"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
Krensky
Control
******
Posts: 6468


WWTWD?


View Profile
« Reply #2 on: December 11, 2008, 10:21:53 AM »

Do you see mutations as something you're born with (the 'realistic' approach) or something you get by falling in a vat of glowing green goo? (the comic book approach, which I think was also around in early Gamma World stuff).
Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« Reply #3 on: December 11, 2008, 10:56:32 AM »

Great Idea Mr G.

Very Good point Mr K.

I think I see Mutations as a bit of a mixture of the types you mention.

Some mutations would be part of a species gene pool and they would all be born with these common traits eg Mutant Cat Men with Heightened Int, Heightened Senses, Natural Attack I (Claw) etc (Fairly realistic). I guess this could be covered by an origin ?

However, at any time (birth or otherwise) mutagenic agents eg Nanite Clouds could add random good or bad mutatations to any character. (Bit of wild and wahoo GW stuff). So one of the Cat Men above could also have a natural carapace on his back and a vulnerablity to mental control.  Only he would have these traits.  So I guess would be a Feat ?

I'd probably want to balance the mutations (good/bad) to get the PCS to accept them and also to make things interesting. Eg another of my PCs (non-species) has a Telekinesis power mutation and a very thin skin mutation (takes extra damage).  He is a Explorer of ruins and has salvaged a suit of ancient armor to compensate for his weakness.
« Last Edit: December 11, 2008, 11:21:08 AM by snake » Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
hawaiisempi
Recruit
*
Posts: 12



View Profile
« Reply #4 on: December 11, 2008, 01:41:09 PM »

You could also take a look at the mutations contained in Darwin's World. Using that system, the PCs get x number of good mutations and x number of bad mutations. You can choose or role randomly.

One of the underlying elements of the defects is that you are visibly a mutant and can't pass as a regular human. Also the defects are pretty gritty; things like cystic fibrosis as well as some more sci-fi type mutations.

I like the setting and have been looking into converting over to Spycraft. Been playing a lot of Fallout and its got the post-apocalyptic juices flowing.
Logged
Krensky
Control
******
Posts: 6468


WWTWD?


View Profile
« Reply #5 on: December 11, 2008, 02:55:26 PM »

Some mutations would be part of a species gene pool and they would all be born with these common traits eg Mutant Cat Men with Heightened Int, Heightened Senses, Natural Attack I (Claw) etc (Fairly realistic). I guess this could be covered by an origin ?

Things that are basically a species, like the cat men, should get a specific talent. Things that are actual mutations can be handled by making a new, custom talent, picking a talent with the Diverse ability, or taking the Test Subject specialty (although you might want to rename it).

However, at any time (birth or otherwise) mutagenic agents eg Nanite Clouds could add random good or bad mutatations to any character. (Bit of wild and wahoo GW stuff). So one of the Cat Men above could also have a natural carapace on his back and a vulnerablity to mental control.  Only he would have these traits.  So I guess would be a Feat ?

Make a special group, call it Mutation Feats and go from there. If you're using a system for mutations like d20 Apocolypse make it a small group where the first gives access and some points to buy them and the rest make things 'better'. If you're using a system like Darwin's World or Gamma World d20, just use the rules presented there, the randomness factor is enough of a balance. Ideally, you'd want to replace the rules and specifics of the mutations with NPC qualities, powers from Archer conversion, or even 'normal' character options.
Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« Reply #6 on: December 16, 2008, 12:40:24 PM »

Ok some excellent ideas there.

Lets see if I can try them out. I think as a first step I'll convert my mutations into SC terms.
(Incidently the mutations rules in D20 Apoc are actually from the D20 Modern/Future SRD)

Then I'll have a think what points to use to purchase them and costs. I'm also considering maybe the Construction point system used for Talents and Specialities.

Then spec up a Mutation Feat tree

Be back shortly 
Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« Reply #7 on: December 17, 2008, 11:48:14 AM »

Mutation conversions going well  but I'm struggling with a way of representing an NPC with Multiple arms Huh??
Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
Krensky
Control
******
Posts: 6468


WWTWD?


View Profile
« Reply #8 on: December 17, 2008, 11:51:21 AM »

Mutation conversions going well  but I'm struggling with a way of representing an NPC with Multiple arms Huh??

Crib it from the Many-Armed feat in Light of Olympus (or use it directly for six armed NPCs).
Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!