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Leading up to the layout release of the mutations chapter for backers, the following is the introduction and list of physical defects—the unfortunate side of mutations and often the result of unintended exposure to shipboard radiation or some other mutagen.
The yang to mutation’s ring, physical defects represent the “not good” side of DNA going haywire. While they can be simply extreme versions of mundane issues such as allergies, they often represent noticeable abnormalities or significant weaknesses.
Achilles Heel (2d)
Allergy (1d - 3d)
Attraction Odor (2d - 4d)
Body Change (2d or 4d)
Diminished Sense (1d - 2d)
Doubled Pain (4d)
Energy Vulnerability (2d)
Poor Dual Brain (4d)
Poor Respiration (2d)
Skin Alteration (Varies)
Next ... the list of Mental Mutations!
Good afternoon, everyone, and I hope everyone enjoyed a Happy Halloween!
There has been some discouragement over the delays in the final product. I more than understand that, though I hope most of you understand that I will stay positive and keep my focus on finishing the book and making sure it's a solid game and attractive product. I do not take issue with anyone being frustrated or deciding to express that frustration here or elsewhere, but it's a conscious choice not to engage in a back-and-forth and keep the attention on getting the game out there to the Kickstarter backers and also into stores.
Backers should now have the introduction and the first three chapters in the book in initial layout. In the next update I will re-link those files along with the new chapter with a unified password to access each one. We're finishing revisions to the large mutations chapter, but I wanted everyone to see how mutations will are structured and see which ones are going to be in the book. I'll have more sneaks this week until we get the final chapter in layout, with art, up to the backers.
Chapter Five: Mutations & Defects
A bear can be frightening all on its own. Combined with razor-sharp spines and the ability to generate a field of life-draining energy, you have the stuff of nightmares. Fortunately for your life expectancy, the beast has an extra set of limbs that only slow it down as the ursoid terror gives chase.
Mutations are a major element in keeping residents of the Warden on their toes, as you never know what to expect and no two creatures have exactly the same mutations. However, mutant creatures are also plagued with defects that only make their lives more difficult.
In game terms, a Mutation is always beneficial, while a Defect is always detrimental, though everything in this chapter is technically a mutation. We’ve listed them separately for ease of reference.
Chapter Three details how mutants (everyone in the game except humans) acquire their mutations and defects during character creation. Mutations might also crop up during play through exposure to radiation or technology aboard the Warden and will be rolled randomly. You never know what you might end up with!
Mutations and defects are presented in a standardized format so players and referees can easily reference them as needed. Note that not every entry has every item listed below.
Name (Die Level) In addition to providing the name of the entry, there is also a die level presented in parentheses that defines its relative potency. Sometimes the die level is purely for purposes of game balance and reference, while often it represents dice that will be rolled or added to a dice pool when the mutation or defect comes into play. Next is a written description of the mutation, summarizing its nature and providing any relevant rules for its use.
Frequency: How often a mutation or defect occurs. Permanent mutations will omit this entry.
Paired Trait: A mutation’s powers sometimes used by rolling a particular trait modified by the level of the mutation. For example, if a mutant character is using Allurement in combat, she might roll her Performance trait (2d) plus the mutation power level of 2d, giving her 4 dice in the pool to attract and pacify a dangerous enemy.
Manifestation: This entry describes how the mutation can be detected by others, whether it’s a permanent change or only occurs when the mutation defect is activated.
Special: Any special rules or requirements for what types of characters can acquire a mutation or defect are listed here.
Whether subtle like immunity to disease or dramatic like blasting bolts of energy, physical mutations represent changes to a character’s physiology. Most of these manifest in obvious ways, though sometimes the changes go down to the cellular level or only manifest when an ability is called upon.
Allurement (1d - 2d)
Anti-life Leech (2d - 4d)
Bodily Control (2d - 4d)
Chameleon Power (1d - 2d)
Density Control, Self (4d)
Disease Immunity (2d)
Dual Brain (1d - 2d)
Electrical Generation (2d - 4d)
Elongated Limbs (2d)
Energy Absorption (1d - 2d)
Energy Metamorphosis (3d - 4d)
Energy Reflection (3d - 4d)
Extra Eyes (1d)
Gas Generation (2d - 4d)
Hands of Power (1d - 4d)
Healing Touch (1d - 4d)
Heat Generation (3d - 4d)
Heightened Physical Trait (2d or 4d)
Heightened Speed (1d - 4d)
Kinetic Absorption (2d or 4d)
Light Generation (2d)
Multiple Limbs (2d)
New Body Parts (Varies)
Photosynthetic Skin (2d)
Poison Bite (2d or 4d)
Rapid Recovery (2d)
Sonic Blast (4d)
Sound Imitation (1d)
Toxin Resistance (1d - 2d)
Water Adaptation (1d)
Universal Digestion (2d)
Next I'll post the list of Physical Defects, and backers will soon get access to the entire chapter in layout. Thanks to everyone for their patience, even those who aren't feeling very patient. It's my hope and goal that everyone will be glad to have this book in their RPG collection and enjoy the game.
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