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emukt
07-30-2003, 05:07 PM
I am toying around with an idea for a campign setting where mutations are a large part of the game. It is kind of a play on Lamarck's theory of evolution being passed down through generations because of repeated and benificial actions.

For humans, I was thinking about seperating lifepaths via clan, region or occupation. I was thinking about adding another category to character creation - mutations. Depending on lifepath, you get "mutation points" to spend on a list of available mutations. I would remove some things from the current trait list and add it to the mutations (mostly physical traits).

I don't know what to do for in-play mutations? DOF, GM's choice, or player vote?

Kublai
07-30-2003, 05:19 PM
Instead of Trait Points, you could call them Mutation Points. Create a list of mutations much like the Trait list. Then assign them costs or have your players roll randomly!

If you did create such a list, I am sure we here at BW forums can come up with a lot of fun ideas.

Kublai
07-30-2003, 05:21 PM
I don't know what to do for in-play mutations? DOF, GM's choice, or player vote?

The answer is easy! The Wheel Of Mutations! :twisted:

Take the Wheel of Magic in the Abstraction rules as your inspiration. Once you have to take a mutation, let the player roll on the Wheel.

nebulousmenace
08-05-2003, 11:19 PM
"Wait. He gets teleportation, and I get. . . can't digest meat?"

eruditus
08-06-2003, 09:35 AM
I love both the Wheel of Mutations and the voting. I guess a purpose would need to be set out for voting. Consider character concept. Is the game jokey or serious?

Maybe do a few rounds of voting for one positive and one negative trait then leave the rest to randomness via the wheel. I like that.