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random_mutation

Random Mutation

Overview

The abilities and drawbacks of naturally occurring mutants rarely come in neat packages. Mutations may arise due to exposure to strange radiations or energies, freak accidents, or genetic happenstance.

Mutation Points

Mutation Points (MP) provide a method of selecting mutations while preserving game balance. All creatures (including player characters) begin play with 0 MP. A creature gains MP by selecting one or more drawbacks—physical deformities and disabilities that make the creature less effective in play. A creature can then “spend” the MP on one or more beneficial mutations. The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks. This system allows for an a la carte approach to mutations, in which the player chooses her character’s mutations from a list. The maximum amount of Mutation Points from drawbacks a character is allowed to have is equal to their Constitution ability.

This system can be used to create genetically engineered mutants who are designed for purposes other than those deliberate genetic lines described in the Genetic Engineering section, or even to add to those existing packages, as long as all of the mutations balance out.

There are both positive mutations and negative drawbacks, and the player must balance the Mutation Points (MPs) of her character’s mutations with MP’s from drawbacks. A creature may still have unspent MP after choosing beneficial mutations, however. These unspent MP can be spent on new mutations at a later time.

Because these mutations are balanced out by drawbacks, mutant characters designed using this system still receive the bonus feats and skill points that baseline humans receive and they have no level adjustments, but they are considered to be of the Type: Humanoid (mutant), rather than Humanoid (human). They are also likely to be discriminated against at least as frequently as genetically engineered mutants.

Mutation Descriptions

There are four types of mutations: Cosmetic Mutations, Minor Mutations, Major Mutations, and Drawbacks.

Cosmetic Mutations: The simplest and least mechanically complicated mutation is a cosmetic mutation. A cosmetic mutation has no game effect other than to change the hero’s appearance in some fashion. Cosmetic mutations cost 0 MP.

Minor Mutations: A minor mutation not only changes a creature’s appearance, but also grants it a beneficial (if minor) special ability or useful feature, such as darkvision or gills. A minor mutation costs 1-3 MP and can usually be offset by a single drawback.

Major Mutations: Major mutations fundamentally change the genetics and physiology of the creature. Moreover, they grant the creature a beneficial special ability or feature it couldn’t otherwise, such as the ability to fly or project energy. A major mutation costs 4 or more MP and are generally offset by one or more drawbacks.

Drawbacks: A creature with minor or major mutations also has drawbacks to offset them. Drawbacks are special disabilities or vulnerabilities that negatively affect the creature. Each drawback has an MP value, and a creature can spend these MPs on minor and major mutations to offset the negative effects of the drawback.

Cosmetic Mutations

Minor Mutations

Major Mutations

DRAWBACKS

Mutations Master Index

random_mutation.txt · Last modified: 2021/12/04 00:39 (external edit)