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Errata questions |
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Posted: Thu Sep 25, 2008 2:58 pm |
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Is there a limit on the grenade-like fruit mutation? There isn't a mention of how many are produced per day/week/month.
Accumulated resistance- why is the animal version a mental mutation? Does the plant version have any limitations or can a plant gain immunity to all forms of energy at the same time? _________________ Lifetime member of the Xerces Society
http://www.xerces.org/home.htm
http://alternityrpg.net
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Re: Errata questions |
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Posted: Thu Sep 25, 2008 9:12 pm |
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| Derek Holland wrote: | | Is there a limit on the grenade-like fruit mutation? There isn't a mention of how many are produced per day/week/month. |
I think its left up to the ML.
Otherwise, see Hoard Class XI.
| Derek Holland wrote: | | Accumulated resistance- why is the animal version a mental mutation? Does the plant version have any limitations or can a plant gain immunity to all forms of energy at the same time? |
I have no idea. Making it a Physical mutation would make sense. From how it is written, the plant version looks like a one energy-form at a time, I think I will as Dan about it.
Otherwise, see GP value of Hoard Class XXII. 
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Posted: Thu Oct 02, 2008 1:06 pm |
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Posted: Thu Oct 02, 2008 9:38 pm |
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| Derek Holland wrote: | | Any answer yet? |
I posted the question, but I have yet to get an answer. From what he said in an e-mail (to show him the ML Screen), he seems to be really busy with work and travel. _________________

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Posted: Sun Nov 16, 2008 1:36 pm |
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Posted: Sun Nov 16, 2008 3:16 pm |
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| Derek Holland wrote: | | Is precognition a misplaced drawback? It seems to be all negative. |
Precognition from MF is largely the same Precognition from GW. As written, you can get more out of the 1st GW version:
| The 1st Ed. book wrote: | | PRECOGNITION: This is the power to sense dangerous situations which will affect, personally, the mutant having the power. It is effective only 3 minutes into the future and requires intense concentration to work. For instance, if the mutant is about to open a door, he may use precognition to see what would happen if he did open the door. It is perfectly legal to change the course of history by acting on such information and not, for example, open the door to receive the ambush waiting on the other side. When a mutant with precognition foresees damage about to be done to his own body, the shock to his nervous system is such that he receives one die (d6) of damage immediately. If the mutant should foresee his own death, he immediately takes two dice (d6) of damage and falls unconscious for 3-18 (3d6) minutes. The referee may wish to limit the number of times this ability can be used in a day (perhaps by rolling d4 or d6). |
But they really dumb it down for 2nd Ed.:
| The 2nd Ed. book wrote: | NAME: Precognition
RANGE: Variable TYPE: Conscious, Mental
DURATION: Constant USE: Once every half hour
NUMBER: 1 DAMAGE: None
EFFECTS: Character can sense dangerous situations. By concentrating, he can see one minute into the future but the exact meaning of what he sees may be unclear. He falls unconscious for 1d4 minutes and loses 50% of his available Hit Points if he sees what appears to be his own death. |
The 2nd Ed. game really organized things, but I really like loose descriptions from 1st Ed. and MF, as I like to freely alter them to fit my needs.
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Posted: Mon Nov 17, 2008 2:40 am |
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Okay, that was silly for the 2nd and still not that useful from the 1st.
How about using the description from MF for a drawback and a postive version that allows the mutant to see 5 or even 10 minutes into the future? _________________ Lifetime member of the Xerces Society
http://www.xerces.org/home.htm
http://alternityrpg.net
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Posted: Mon Nov 17, 2008 10:09 pm |
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It may sound like a weakness, but I see it in another way. I find Precognition useful as an early warning-system through phantom pain. It takes more effort on the part of the ML, but a party would find such a mutation vary useful. That is, if such a mutant feels pain running up his leg, then everyone knows their going to run into a trap, and if that mutant suddenly scrams and laps into a coma, then everyone is at attention! Such a mutant would be a valued Screener, and can get good play as a hired scout. This mutation is best used with mutants from a herd or a strong tribe, as individuals who are made comatose by an up and coming ambush or death trap would be cared for by other members of their herd or tribe. That is, is a mutation of give and take, and it adds a lot to the role-playing aspect of the game - without giving away too much of the mystery, but still maintaining (and even adding too) the suspense!
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Posted: Sat Dec 13, 2008 5:16 pm |
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Posted: Sun Dec 14, 2008 1:58 am |
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A plant would be a knuckle drag'n chimp.. what, that was an easy one. Give me something harder!
Ok, seriously...
maybe
1. hair-suit bark
2. a couple of knarly limbs that drag the ground, you know, thick hairy arms with 5 fingers and no thumbs.
3. A general appreciation for bananas, and big leaves.
4. Oh, yeah, and looks for mammal poop to fling at strangers that stare at it.
Ok... not so seriously, but that's all I really got on this one.
What should really happen, is that you always have DIFFERENT tables for non-bipedal, plant based, and non-organic critters. You just CAN'T squeeze a square peg into a round hole, not matter how big the hammer (unless its a great big GAMMAHAMMER!).  _________________ -Paul W.(GammaHammer)
The Post Apocalyptic Forge
http://www.paforge.com
The PAForge Forum
http://paforge.proboards7.com
The PAForge Yahoo Group
http://games.groups.yahoo.com/group/paforge/
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