Everyone having the same mutations can be a drag in mutant future one easy way to offset this is to differ mutations by degree. A mutant having Terminal Albinism, Developed Energy Ray and Amazing Damage Turning is different from one with Recessive Albinism, Vestigial Energy Ray and Underdeveloped Damage Turning.
For each mutation a character has roll it's degree (don't record the score just the Mutational Degree.
Mutation Degree modifiers
Strength modifies a physical mutation's mutation degree roll
Will Power modifies the a mental mutation's mutation degree roll
Attribute
3.........-3
4-5...... -2
6-8... .. -1
9-12..... 0
13-15.. +1
16-17.. +2
18+.... +3
Beneficial Mutation Degree Roll
3 or less.... Latent
4-6............ Vestigial
7-9............. Underdeveloped
10-15......... Developed
16-20......... Superior
21+ ...........Amazing
Drawback Degree Roll
3 or less........Terminal
4-6...............Severe
7-12..............Chronic
13-18............Acute
19-20...........Dormant
21+.............. Recessive
Descriptions of Degrees
Latent, the mutation is present but not currently usable by the mutant. A latent mutation may improve ob exposure to mutagens. On a failed save of intensity > 1/2 a mutant's CON reroll the mutation degree.
Vestigial, The mutation may be used once per day. All variables are absolute minimum. If mutation is usually always active it is usable for but an hour a day. Using the mutation causes 1d6 pts of damage due to the stress involved.
Underdeveloped, mutation is only 1/2 as effective as described in rules. Using the mutation (for those with activation or limited uses) causes 1 pt of damage due to the stress involved.
Developed, as described in rules.
Superior: Usable twice as often. Fixed scores are improved by 1. Damage causing mutations receive a bonus of 2 pts per die.
Amazing, mutation is twice as effective in all capacities.
Terminal, drawback is twice as bad as standard.
Severe, drawback is half again as bad as standard.
Chronic, drawback acts as described in standard rules.
Acute, each day there in a 50% chance the mutation is active and hampering the mutant.It becomes active for 2d6 days following any mutagenic exposure.
Dormant, mutation will be active for 24 hours following exposure to radiation (successful or failed save)
Recessive, mutation may become active on exposure to radiation.Make a new Degree Roll on a failed save vs radiation with a -3 modifier.
Excellent solution to the Mutation Score method. :D
ReplyDeleteI like it. But then again, I'm partial to mutation scores already (I even converted all the Mutant Future mutations to use Mutation Scores last winter for my MF campaign).
ReplyDelete