Register  FAQ   Search   Memberlist   Usergroups    fChat    Profile   Log in to check your private messages   Log in
Mutations

 
Post new topic   Reply to topic    GammaTerra Forum Index » 5th Edition View previous topic :: View next topic  

Mutations
 PostPosted: Thu Aug 30, 2007 1:47 pm Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

From here: http://alternityrpg.net/onlineforums/index.php?showtopic=5050

I selected certain posts of mine- there are others and there are mutations by other posters which I will not repost in this thread.

I have developed a easy rule for those who want to eleminate defects or have a transhuman element. It is simply every mutation point is worth 4 skill points (ie O cost 4, G costs 8 and A costs 16). The GM may wish to allow this for defects in the same way flaws are handled (ie they earn skill points for the hero). This is, more or less, similar to the point system found in GURPS and may lead to some very strange heros if the GM doesn't keep a strong hand on the matter.

Though the given list of mutations in the GW book has 120 mutations and 36 defects, there are still many from previous editions of GW that should be converted. Note that there are some in Action Check and the Apocolypse Post such as Neil Spicer's plant rules.

Symbiotic Attachment
A, Activated, WIL

The mutant can, with physical contact, chemically control any living thing. An opposed mental resolve check is required to determine if control is attained. While controlled, the victim takes only litteral commands. If the victim dies while being controlled, the mutant is stunned for d6 minutes.

Devolution
A, Activated, INT

The mutant can make a mental attack that removes randomly determined mutations. The range is 20 meters and the target must make a resolve check to resist (mental for mental mutations and physical for physical mutations). PSH lose one point of a randomly determined mental ability. If all scores are reduced to 3, they revert to apes. Mutations and ability points return at a rate of one per week. Using this mutation costs the mutant 2 fatigue points.

Force Field Generation
A, Activated, WIL

The field produced is treated as a deflection harness. It can be used for WIL/3 times per day and each use lasts 5 minutes.

Hands of Power (and Improved)
G (A), Activated, DEX

The mutant fires some sort of energy from his hands (player selects). Treat as a flechette pistol in terms of damage and range. The mutation can be used CON X 2 times per day. The mutant must use the pistol skill to hit. The improved version is treated as a blaster pistol in terms of range and damage.

Kinetic Absorption
A, Automatic, CON

This mutation is identical to energy absorption except it reduces high impact damage.

Shapechange
A, Activated, CON

The mutant can physically change himself into any creature he has seen of his approximate mass. The mutant gains no mutations beyond the purely physical (new body parts, wings, etc.). This lasts CON X 10 minutes and can be used once per day.

Sound Imitation
A, Automatic, CON

The mutant can imitate any M, O or G sound he has heard within the last 24 hours. He is also immune to all sonic attacks.

Ultravision
G, Automatic, CON

The mutant can see most forms of energy, including radiation and lasers. He can tell if power cells and machinery have power. The range is normal sight.

Dragon 194 has mutations for the 4th edition. Out of the 30 or so, I found 3 that I want to convert (one I did an extreme change to):

Anti-necrobiosis (plus Improved)
G or A, Perm, CON

The mutant both has a long lifespan (d100+400 years) and is resistant to most diseases and poisons (2 step bonus).

The Amazing version gives mutants a total immunity to black ray weapons and the death field generation mutation and doubles the above number for lifespan.

Plasma Spheres
G, Activated, INT

The mutant can create small spheres of low grade plasma by touching solid objects. A one cm sphere of the object is converted and the plasma is stable until someting comes into contact with it. The resulting explosion does d6w/d8s/d4s (En/O) damage and has a range of 1/2/4 meters. The mutant can create INT/3 spheres per day.

Material Transformation
A, Activated, WIL

The mutant has the power to convert a 30 cm deep, 1 meter diameter area (unless the object is smaller) from one material to another. Roll a d12 to determine the material changed and then d6 to see what it will change into:

1 duralloy
2 leather
3 plastic
4 stone
5 wood
6 synthetics (eg nylon)
7 rubber
8 bone
9 cloth
10 glass
11 ceramic
12 metal (50/50 soft/hard)

1 living flesh (without a mind)
2 rubber
3 wood
4 leaf like fiber
5 glass
6 metal (50.50 soft/hard)

Duplication (like wood into wood) must be rerolled. GMs are encouraged to alter the chart to taste. The change is permanent. Using the mutation costs the mutant one fatigue point. This includes hoops.


derek_holland, Group: Heroes, Livin' Well After the Bomb submitted 0 Resources has rated 10 resources, submitted 0 artworks and is involved with 0 projects.


I edited the anti-necrobiosis mutation because I am stuck with too many Amazing mutations. Here are a couple from Darwin's World (renamed):

Enlarged Lungs
O, Perm, CON

The mutant takes a breath only once per 3 or 4 minutes because of his chambered and enlarged lungs. Because of this time to drown is tripled and the mutant gets a 1 step bonus against gas attacks.

Turtle Eyes
O, Auto, DEX

The mutant's eyes retract when exposed to danger, including Amazing light. This makes the mutant immune to most attacks that cause blindness.

And a couple defects from DW:

Stubby Fingers
M, Perm, DEX

The mutant takes a 2 step penalty to all skills that require the use of his hands.

Albanism
E, Perm, CON

The mutant is an albino or comes from a community that never sees the sun. In bright light, the mutant has a 2 (G light) or 3 (A light) penalty to all physical skills. If exposed for an hour or more, the mutant becomes temporarily blind and will only regain his sight after a few hours in low (M) or no light conditions.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


Last edited by Derek Holland on Thu Aug 30, 2007 2:00 pm; edited 1 time in total


View user's profile Send private message

 PostPosted: Thu Aug 30, 2007 1:50 pm Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Both the 4th ed of GW and Darwin's World have rules for how drugs interact with mutant biochemistry. In Treasures of the Ancients, each chemical is given a percentage chance of the substance functioning within a PSH, MH, MA and SP. In DW, it is a fortitude save with the more mutated having a higher DC. It is also much more dangerous in DW as incompatibility issues might cause damage or even kill. Using the latter as a base:

Whenever a mutant takes a drug meant for a PSH, he must make a CON feat check. Mutant animals have a 2 step penalty and plants (if the drug affects them at all) take a 4 step penalty. A CF means the mutant dies, F causes 3d4w, O means the drug is only half effective and G and A means it works normally. Some drugs interact well or poorly with the toxin tolerance mutation (the GM must determine which ones).

Defects

Glow in the Dark
S, Perm, CON

The mutant produces a glow that is most noticible in dark conditions. It both marks the mutant as such and inflicts a one step penalty to Stealth checks.

Clinging Skin
M, Auto, DEX

The mutant has constantly growing skin that is super tacky. He leaves a hunk of skin on everything he touches. This makes tracking him easy (4 step bonus to the tracker), identifies him as a mutant, makes for extremely awkward social moments and generally makes the mutant's life miserable.

Bone Strips
M, Perm, CON

The mutant has knobs and strips of bone that are exposed all over the body. They do not act as armor and in fact allow increased impact damage (1 point) due to the sensitivity of the bones. The amount on the hands also, in stressful situations, causes a 1 step penalty to all skills that requires the use of hands.

Bloody
E, Auto, CON

The mutant is constantly bleeding from his eyes, nose or mouth. Apply everthing from Clinging Skin and reduce the mutant's wound points by 2.

Based on critters (second loosely) in the MM IV:

Assult Odor
G, Act, CON

The mutant can splash an opponent with a chemical that draws the attention of pests and carnivores. The substance can be emitted three times per day and lasts d4 hours. Every animal that might look upon the character affected as food and detects the scent must make a mental resolve check to not attack. GMs should note that most pests and some carnivores will either fail or desire to fail this check. This could be a serious problem if any weak willed, carnivorous new animals are about- having a mutant lion buddy try to eat you is not fun.

Mucus Packaging
O, Act, CON

The mutant can produce a slime that inhibits decay. Each day, enough mucus is produced to protect 25 Kg of meat, vegetables, corpses and other organic material. The slime lasts 1 year.

Joy Stealer
A, Act, WIL

The mutant can suck the emotions out of a sapient within 50 meters. Both the mutant and target must make mental resolve checks to determine if the mutation is effective. If effective, the target loses all emotion based penalties and bonuses and takes a 2 step penalty to interaction skills for 48 hours. This mutation can be used once per day.

Genetic Sampling
A, Act, CON

The mutant can, with physical contact, absorb an Ordinary mutation. This lasts until the mutant takes another. With GM approval, Good mutations may also be absorbed, but I would place some penalty for using them (either stun or fatigue damage).

Weak Thorns
M, Perm, CON

The mutant's body is covered with large, boney structures that neither act as armor nor allow the use of normal clothing, armor and similar items. Everything of such nature costs the mutant triple, if it can be made at all.

EMP blast (Improved)
G (A), Act, CON

The mutant can emit a field that damages electronics only. The area is 5 meters in diameter, centered on the mutant. Damage is the same as the natural attack mutations. The mutant can use this twice per day for free and then spend one fatigue point per use thereafter.

Phantom
M, Auto, WIL

This defect is activated when the mutant is under stress. It causes the mutant to see something that disturbs him to the point of a 2 step penalty to all skills. An Amazing mental resolve check allows the mutant to ignore the phantom for the rest of the scene.

Because as written, the physical change mutations (minor and major) are incredibly stupid, I have a suggestion to fix them. Make them mirror images of new body parts (and the Amazing version I suggested above).

That is, the Moderate version inflicts a 1 step penalty to a broad skill or a 2 step penalty to a specialty skill. The Extreme inflicts double that. Some examples:

The bulwar are walrus like mutants. Males have tusks (minor physical change) that inflicts a 1 step penalty to Interaction checks. Females have a colorful tail that both attracts mates and inflicts a 2 step penalty to swim checks.

Anthor are quadrupeds that run among the ruins. They have poor grasp (from Dragon) and glow in the dark (minor physical change) which causes a 1 step penalty to all Stealth checks. They also have quadruped (new body parts) that is equal to both increased speed and increased balance and enhanced senses due to overly large ears.

Rift dwellers are much more horse-like (same quadruped mutation) and don't even have hands (major physical change) which eliminates any ability to climb or any hands-on technology. To help them find what little food is in the hole with them, they have eye covered tentacles (major new body parts) that both gives them a natural attack and a 2 step bonus to perception checks.

A defect from RPG Object's Beastmen is reptile brain. This Extreme defect reflects the hardwiring of behavior that many animals have; like sharks that are drawn to blood. When the mutant is exposed to a certain stimulus, the reaction occurs no matter how foolish it might be. A mutant drawn to blood will go through a minefield even though he knows the mines might kill him.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Thu Aug 30, 2007 1:55 pm Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Silk is an incredible material. Here are a few ideas based on the sunstance.

At Ordinary, silk production simply creates rope equal to hemp. It produces 10 meters per minute and can be used 10 minutes per day.

At Good, silk production can have many different effects (amount is same as Ordinary). The mutant gains one and may not change to another.

- Sticky webs inflict a 1 step penalty to strength feat checks to escape
- Slippery webs inflict a 1 step penalty to dexterity feat checks to climb
- Toxic webs either act as an irritant or paralyse; toxic effects last for 4 hours
- Strong rope is equal to nylon (see the GW book for hemp and nylon)
- Thin line inflicts a 2 step penalty to perception checks to detect
- Thick line is as tough as wood (ie it can be used as wood)
- Elastic line can stretch twice as far as normal before breaking

At Amazing, the amount of silk produced is doubled. The mutant can only gain one of the following effects and may not change to another.

- Double strength any Good version
- Invisible line inflicts a 2 step penalty to intuition checks to detect
- Bladed/spiney line causes d2w per phase of contact
- Toxic silk acts as a hemotoxin; this lasts for 10 minutes
- Strong line is as tough as iron
- Impact line produces spears (treat as a thrown spear in all ways); 4 can be produced per day
- Memory line is as tough as wood and has 2 forms; only the mutant can change it back and forth

Slime, in many forms, is used extensively in the natural world. Heck, we can call our mucus membranes a form of slime.

Slime Production
Any, Activated, Activated
The GM and player should design the resulting material together. Here are 3 examples:

Ordinary level slime can be used to coat the interior of the lungs and allow the affected being to breathe water. If the being has never inhaled the slime before, it must make an Ordinary success at a mental resolve check (only in stressful situations).

Good level slime can be flammable. Any creature or object that has been coated (in whole or part) takes an additional 2 points of fire damage.

Amazing level slime can be adhesive and yet still flowing. It can be used as an attack that will drown someone struck by the mutant unless measures are taken to scrape the slime off. It takes d4 rounds before the slime reaches the being's air passages and then the drowning rules are used.

Communication based mutations:

Organic Radio
Amazing, Activated, Con

The mutant has the ability to send and receive radio signals. It takes the mutant one phase to tune into any particular frequency. The range is 5 Km.

Keromones
Ordinary, Activated, Con

The mutant has the ability to communicate with others with this mutation via scent. The difference between a pheromone and a keromone is the latter is multispecies. The normal range is 5 meters and this can be affected by air movement. Only general ideas can be transmitted (though a Good version should be equal to speech).

Aldis Eyes
Good, Activated, Con

The mutant can transmit and receive information through his eyes. Transmitting involves sending light and does not interfere with normal vision. The range is line of sight. This is named after the aldis lamp.

Scent Spot
Good, Activated, Con

The mutant can effectively do what a dog does with its urine- communicate with liquids. Unlike dogs, most mutants use spit and can change the contents of the message. Most mutants with enhanced olfactory abilities can interpret the messages. A spot lasts for 48 hours and a mutant can use this ability a number of times per day equal to his constitution score.

And as for physical change and greater physical change, I see some uses that are not directly related to skills:

Aging- PC reduces lifespan by 50% and GPC by 75% (which might cause extinction with very short lived animals)

Diet Change- PC forces the mutant to eat foods that have are negative to the mutant's health (loss of a CON point and movement is reduced by 20% after a month of the diet). GPC causes a loss of 2 points of CON and 50% reduction of movement rates.

Fat Deposits- PC adds 25% mass and a reduction of 10% of movement and loss of one point of PER. Double the numbers for GPC.

Spawn Homunculus
G, Activated, CON

The mutant can excise part of its flesh to form an independent creature for various uses. When creating it, the mutant must determine how many constitution points the homunculus has, up to 1/4th the mutant's total, as they are subtracted from the mutant. These points are lost until the creature is reabsorbed or dies. If the latter, it takes one week per point to regain that constitution. The creature can move on land and has either wings or gills (and 4 ranks in the skills required to use them). Each time one is spawned, the mutant can decide which movement type to give to his creation. Other aspects (ie ability points, description and possible mutations) are determined by the player with approval from the GM.

There is an Amazing version where the mutant can create CON/3 homunculi (they have to split the CON points and otherwise follow the rules above).

New New Body Parts:

Bioluminesence allows the mutant to both create enought light to read as well as communicate. The latter requires a language skill for both the mutant and the character the mutant is trying to communicate with.

Third eyelids prevent blinding attacks. This may not work against some chemical attacks.

Globby skin can be detached and made sticky. 5 times per day, the mutant can use the removed skin as either glue or as a thrown attack (to either glue the target to something or to blind it).

Sensory hair can detect one of the following: air movement, light, electrical fields, chemicals (replaces smell and taste)

Interchangeable limbs (Amazing mutation) allow the mutant to use all 4 (or more) limbs as arms or legs. Feet are altered so they can be used as hands.

Spiracles are breathing holes on the abdomen of insects. Mutants with these take half damage from gas based attackes as the spiracles can be closed reflexively.

Smoke generation allows the mutant to create a cloud with a 3 meter diameter centered upon the mutant 3 times per day. The Amazing version is either acidic (murder on equipment) or toxic.

Fish scales act as dermal reinforcement and reduces the water requirement for the mutant by half (due to the lack of water loss through the skin).

Flexable bones allow the mutant to pass through any space that his head can fit. The mutant also takes half damage from bludgeon weapons.

Metal laced bones have one of the following effects:
- strengthened and external (see Doomsday, critter that killed Superman) acts as dermal armor and natural attack (this is Amazing)
- metallic bones allow the mutant to take half damage from electrical attacks as long as some skin touches the ground and the mutant ignores heavy metal poisoning
- magnetic bones either allow the mutant to stick to metal surfaces (wall and ceiling climbing and bum rushes fail against the mutant) or provides a force field effect against metal weapons and projectiles (the latter is Amazing)
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Thu Aug 30, 2007 1:59 pm Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Chemical communication is the most used by life. Be it pheromones, which are messages between individuals of the same species, or keromones, which cross the species barrier (and sometimes even the kingdom barrier). Of the official mutations, the incorrectly named pheromones is the only one using this process. So here are some more. Note that wind will have an effect on cloud size.

I suggest that pheromones be restricted to the mutant's species, but otherwise is as the write up. GMs will have to decide how much mutation invalidates this.

Keromones, a Good quality mutation, is as the pheromones description.

Scent Tag
G, Activated, CON

This chemical is touch delivered and lasts for d4 weeks or until washed off with alcohol. It provides trackers who use smell a 2 step bonus in finding the target (which can be an object).

Danger Scent
O, Automatic, CON

This keromone alerts others to danger, in a similar manner to certain bird calls. It provides a 1 step bonus to Awareness checks to avoid suprise. Obviously the mutant must be aware of the danger before his allies for this to work.

Avoidance Scent*
A, Activated, CON

Within the cloud, which is 10 meters in diameter, those wishing to harm the mutant take a 2 step penalty to all attacks. Creatures with an INT of less than 4 must make a WIL feat check, or avoid the mutant completely.

Sweat Speach
G, Activated, CON

The sweat of the mutant can carry information that can be "read" by other mutants with this mutation (and certain scanners of the Created). Sweat applied to an object will last d4 days before the message degrades.

Some chemical meesages are not meant to be used while the mutant is alive.

Post Death Lure
O, Automatic, CON

After the mutant dies, his body emits an odor that attracts allies (those with this mutation). The cloud is 500 meters in diameter and takes 24 hours to reach full size.

Post Death Revenge
G, Automatic, CON

After the mutant dies, his body emits a keromone that causes allies to go bezerk and attack whoever kill him (ie. a 2 step bonus to attacks). This lasts 5 minutes or until the killer is dead. The cloud is 20 meters in diameter.

Post Death Senses
A, Automatic, CON

After the mutant dies, its blood carries the last 5 minutes of what the mutant saw and heard. This lasts d4+2 weeks.

Post Death Boost
A, Automatic, CON

After the mutant dies, this chemical induces a defensive Ordinary mutation in other members of the same species over the next 4 days. The mutation is preselected and usually is Dermal Reinforcement or something similar. The cloud is 50 meters in diameter and lasts 24 hours.

This is based on a species of frog. Its tadpoles have 2 morphs- the eater and the escaper.

* IMCs, the gren have this mutation. It allows them to survive in monster infested forests.

Water Detection
Ordinary, Activated, WIL

The mutant has the ability to sense standing water (not animals, plants, rain, etc.) within 1 Km.

Life Detection, Improved
Good, Activated, WIL

As the standard version, but with a range of 500 meters. Also note that Life Detection should be a Will mutation since it has to do with senses.

Emotional Color Change
M/E, auto, PER

The mutant changes color depending on his mood. The moderate version has the color change limited to the eyes, hands or somewhere that can be hidden. This inflicts a 2 step penalty to Culture, Deception and Interaction checks. The extreme version has the mutant glow. The same skill penalties apply, but also the mutant takes a similar penalty to Stealth checks.

Excess Phantom Limb
Moderate, Auto, CON

The mutant feels a limb that never existed, be it a tail, wing, extra arm or whatever. This inflicts a 1 step penalty to Stealth checks. An Extreme version also inflicts a 1 step penalty to Interaction checks as the character actually tries to use the limb (this tends to freak people).

Poor Mutation Interface
Moderate, Auto, CON

This defect is the result of one of the mutant's brain not controlling one of his mutations properly. Select one mutation of either Ordinary or Good level randomly and reduce its power by one half (the GM decides how this works).

Phantom Mutation
Extreme, Auto, WIL

This mental defect is a complex hallucination where the mutant believes he has a mutation that doesn't exist. Other than those related to movement (such as wings) and those that would result in a childhood death, any mutation is fair game.

Ecdysis
A, Activated, CON

This is not a single mutation, but a group that have the same basics. Ecdysis is the molting of arthropods (and possibly snakes) and I am going to use it also for metamorphosis since that term is already used. All forms of ecdysis require the mutant to remain immobile for (22-CON) X 2 days to a minimum of 1 week. Others may move the character, but he won't have any personal locomotion for the duration. Here are some examples of what it might be able to do:

A healing ecdysis allows the mutant to survive and repair wound and mortal damage as well as remove scars and regenerate certain mutations (I haven't developed any yet, but see the fruit mutation in AC #3 for one possibility).

A molting ecdysis allows the mutant to grow larger. This would be used if the character was required to purchase STR and CON increases as part of their species package.

A metamorphosis ecdysis allows the mutant to either gain new mutations or exchange old mutations for new ones. This is definitely a species trait and not a mutation. It occurs only a certain number of times in the lifespan of the species (generally 1 to 3) and the mutations or traits gained and lost are predetermined.

A mixture of the two previous ones could produce a species that shrinks and converts STR and CON points into new species traits.

A reproductive ecdysis could be an extreme form of budding, spore production or even breaking the character up into small clones (or near clones).Ecdysis
A, Activated, CON

This is not a single mutation, but a group that have the same basics. Ecdysis is the molting of arthropods (and possibly snakes) and I am going to use it also for metamorphosis since that term is already used. All forms of ecdysis require the mutant to remain immobile for (22-CON) X 2 days to a minimum of 1 week. Others may move the character, but he won't have any personal locomotion for the duration. Here are some examples of what it might be able to do:

A healing ecdysis allows the mutant to survive and repair wound and mortal damage as well as remove scars and regenerate certain mutations (I haven't developed any yet, but see the fruit mutation in AC #3 for one possibility).

A molting ecdysis allows the mutant to grow larger. This would be used if the character was required to purchase STR and CON increases as part of their species package.

A metamorphosis ecdysis allows the mutant to either gain new mutations or exchange old mutations for new ones. This is definitely a species trait and not a mutation. It occurs only a certain number of times in the lifespan of the species (generally 1 to 3) and the mutations or traits gained and lost are predetermined.

A mixture of the two previous ones could produce a species that shrinks and converts STR and CON points into new species traits.

A reproductive ecdysis could be an extreme form of budding, spore production or even breaking the character up into small clones (or near clones).

Insect based mutations

Spiney Hair
O, Perm, DEX

Like some spiders and insects, the mutant is covered with hair. Unlike mammalian hair, this "fur" is hard and sharp- anyone attacking the mutant with a natural attack or very short melee weapon (dagger or smaller) takes d4-2s LI/O damage. It also makes wearing clothes and armor difficult. Armor negates the hair damage and loses one point of protection due to the poor fit.

Hollow Fangs
G, Perm, CON

These fangs inflict normal unarmed damage (ie only stun). After pinning the opponent, the mutant can use them to inflict damage equal to natural attack plus 3 in draining blood or sap (the 3 points replace any strength bonuses, if any). Note that some creatures have acidic or poisonous blood or sap.

Grasping Spines
O, Perm, DEX

These spines are found on the wrist and give the mutant a 1 step bonus in overbearing attacks (except bullrush).

Halters
O, Perm, DEX

These appendages are similar to those of flies (they are the modified second pair of wings). When moving through the air, via gliding, wings or just falling, these provide the mutant a 1 step bonus in Acrobatics- flight and fall.

Brain Buds
A, Perm, INT

The mutant has 4 smaller versions of dual brain. Each is a storage device for information and can hold 4 ranks in a individual skill (for up to 4 skills total). The skill point cost for these ranks is halved, to a minimum of 1.

Is that too weak for an Amazing mutation? Should it have 6 or 8 buds instead?

Egg laying/ Live birth
Good, Automatic, Con
The organism changes from one to the other. An organism that changed to egg laying has a 4/5th reduction in gestation with the remainder of the time of development in the egg. And the reverse applies to those who mutated from egg layers.

Budding
Amazing, Automatic, Con
The organism buds every (Con X 2) months. The resulting offspring is an infant (or equivilent). A varient, termed limb budding, causes the mutant to lose a limb in the process, which then regrows over d4 weeks.

Flesh conversion
Amazing, Activated, Con
The organism produces a liquid that turns fresh dead flesh into a clone of the mutant. The conversion happens over d4+1 weeks.

The next 3 relate to spores, so here are some rules for them. Spores require a source of food- plant, animal, fungi, whatever. Offspring are from .01 to 1% of the adult's size and may have a different form. Time to reproductive age is cut in half. There are exceptions of course.

Spore production, terminal
Ordinary, Automatic, Con
The mutant produces spores upon its death. The resulting cloud produces 8d20 offspring.

Spore production, rare
Ordinary, Automatic, Con
The mutant produces spores d8 times in its life. The resulting cloud produces 5d20 offspring.

Spore production, common
Good, Automatic, Con
The mutant produces enough spores for d10 offspring every week.

Example mutant:


Thymid

STR d6+6 INT 1 (animal d4+2)
DEX d4+8 WIL d4+8
CON d6+4 PER 2 (animal d4+6)
Durability as CON Action Check 10+/9/4/2
Movement sprint 12 # of actions 1
Reaction Score O/1
Mutations Limb budding, chameleon power
Defects

Attacks

Bite...........6/3/1........d2s/d4s/d6s LI/O

Defenses armor d4-2/d4-2/0
+1 vs melee
+1 vs ranged

Skills
Awareness- perception 5

Description
Thymid are mutant firebrats 2 meters long. They retained their low profile and stand only 20 cm high.

Encounter
With their abilities to change color, eat any non-toxic substance and high reproductive rate, thymids are an agricultural

pest that just won't go away. They have communial burrows, used during the day, that are difficult to find as the entrance

tunnels are filled when nothing is passing through them. Every month, they drop 2 legs which then become small thymids.

Biome

Temperate and tropical forests and plains

Group size

4d4

Organization

Cluster

Expanded rules for spores:

Spores require a source of food- plant, animal, fungi, whatever. If they do not have the right conditions, spores may remain dormant for from 4d4 to 4d100 years. It takes d4 weeks for the spores to germinate. Offspring are from .01 to 1% of the adult's size and may have a different form. Time to reproductive age is cut in half. There are exceptions of course.

The fun thing with spores is their potentially long existance. A new community might cause something to reemerge to the world with its new irrigation ditches. It also could be in the form of a disaster- a monsterous species could use the major grain of a region to germinate.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Fri Nov 09, 2007 5:53 am Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

There isn't anything I can find that animals have that is similar to galls. The microbe or invert causes the plant's tissues to change and produce food and sometimes protection. The closest thing I can think of is cancer, so

Temporary Cancer
Extreme, Automatic, CON

The mutant is infected or infested with an organism that induces something along the lines of cancer. While the animal is maturing, the mutant loses 2 points of CON and gains weak immunity, moderate. d6 weeks after the organism matures and burrows out (if the mutant survives the process, which is likely for some cases), the effects of this defect vanish.

There can be many variations upon this. The infested could gain an obsession with some type of food (possibly normally inedible like metals) or with drinking water, produce odd defense chemicals (and gain acid touch or similar mutations) or even warp (either new body parts or physical change), but all should have the CON loss as the body is driven to feed the organism. All are temporary effects that last until after the organism leaves.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Fri Nov 09, 2007 12:06 pm Reply with quote  
Message
  Lt. Tyler
Teacher of Ancient Lore

Joined: 12 Dec 2006
Posts: 91

I like the sound of that DH, but maybe a new name is in order? What about something like Temporary Parasite Host?

Given the right secretion of hormones and whatnot, it's not out of the question that the parasite could influence/control the behavior of the host (something like it secretes a hormone like vasopressin, which influences thirst).

That's all reasonably realistic, and doesn't even go towards the line of direct control by burrowing into the brain and delivering electrical stimulation.


View user's profile Send private message Yahoo Messenger

 PostPosted: Fri Nov 09, 2007 1:54 pm Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

I want to leave the name because it is more descriptive (esp in game) and I created an other defect called parasitic infestation that simply saps the mutant's strength.

And I do not think brain control would fit within this defect. That would be a varient of poor dual brain.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Mon Jun 30, 2008 5:57 am Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

I have finally thought of a mental mirror to new boy parts- genetic memory. Unlike NBPs, genetic memory has a version for each power level (from Critical to Lethal). Here are some examples

At the Extreme level, genetic memory is like that of Dune. The mutant's personality is damaged by those minds from before and is constantly badgered by them. Mechanically, I would use the mental flaws to represent this (either a maximized one or a combination of two or three).

At the Ordinary level, genetic memory is the mutant's "gut" and allows him to discover locations from before the Cataclysm. They may be sacked or flattened, but the locations are there.

At the Amazing level, genetic memory is an internal ally that gives skill bonuses to the mutant as well as knowledge of before the final war.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Fri Jul 18, 2008 1:30 am Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

A mutation can be reduced by one level (A to G to O) by making the change deciduous. It can only function for 1/6th of a year with the time being determined at the time of hero/critter creation. This is based on deer antlers, but can apply to just about any mutation. Wings can have an extensive molt, brain cells can die and be replaced and bark can be thick enough to defend the plant when its leaves have fallen. Some mutations might work better with a 1 day/week (like the mental mutations), but the day must be selected at the time of hero creation as well.

This can also be applied to defects except they would be active 5/6th of the year.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Wed Aug 06, 2008 5:04 am Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Familiar
Amazing, Activated, WIL

Familiars are non-sapient organisms that can be mentally controlled by a mutant. When this mutation is rolled or selected, the player and GM must work together to stat up a suitable critter. The differences between this and mental domination are duration (permanent until the familiar is slain), range (10 Km for mental control), the ability for the mutant to use the familiar's senses and stunning when the critter is slain (10 minutes).

If the familiar dies, treat this mutation as mental domination until a new critter is adopted. The GM may nix this and require that it must only be used to capture a new familiar.
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

 PostPosted: Mon Oct 27, 2008 2:46 am Reply with quote  
Message
  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Catalytic Reaction
A, Act, CON

3 times per day the mutant can convert a material into a cloud of poisonous gas. The cloud is 5 meters in diameter, takes 2 phases to form and lasts 5 minutes. The poison can be any of the standard toxins except necrotoxin. The material is:

1) wood
2) bone
3) flesh
4) fruit
5) metal
6) stone
7) plastic
8) ceramic
9) GM's pick
10) player's pick
_________________
Lifetime member of the Xerces Society
http://www.xerces.org/home.htm

http://alternityrpg.net


View user's profile Send private message

Post new topic   Reply to topic    GammaTerra Forum Index » 5th Edition

Page 1 of 1
All times are GMT - 8 Hours


Display posts from previous:

  

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum