Click here for lightsabers
  • Home
  • Help
  • Login
  • Register
Pages: 1 2 3 [4] 5 6 ... 9   Go Down
Author Topic: Post Apoc mutations  (Read 42527 times)
Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #45 on: February 08, 2013, 06:45:16 PM »

As for the choice of mutation I agree...that is why the question is presented...which use most appeals to you and your ideal of a post apoc character  Smiley
Logged



Light side points please Smiley

BenPass
Knight of the Consular Order
Knight Commander
*

Force Alignment: 690
Posts: 6031


Jedi Consular


WWW
« Reply #46 on: February 08, 2013, 07:14:14 PM »

I would say the claws and fangs. Assuming you ever manage to rebuild some semblance of a normal world, I'd much rather be able to touch people without burning or killing them.
Logged

May the Force be with me? Sure! It can come along!
"Lux triumphat super obscurum" - "Light triumphs over darkness"

Jev Moldara
Knight Commander
*

Force Alignment: 1280
Posts: 6438

The Mad Professor


« Reply #47 on: February 08, 2013, 07:40:28 PM »

I would say the claws and fangs. Assuming you ever manage to rebuild some semblance of a normal world, I'd much rather be able to touch people without burning or killing them.

Given that it is, according to his description, a multi-step process to activate the acidic compound, it would seem likely that casual skin to skin contact wouldn't hurt someone. It looks like if you intend to use the acid, it's a very deliberate process, likely to mean that any burning or killing of someone would have to be intentional.
Logged

Mad Science means never stopping to ask "What's the worst that could happen?"

Nothing is forgotten. Nothing is ever forgotten.


Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #48 on: February 09, 2013, 03:36:31 AM »

In a casual game the acid would be a conscious effort to produce...in a more realistic (if this subject could ever be realistic lol) setting like a novel I would think sweating could produce some measure of it.

A nice Mano would carry alkaline powder to keep hands fry and stable when shaking hands and such, like a gymnast or weight lifter.

Smiley

Logged



Light side points please Smiley

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #49 on: February 09, 2013, 03:46:14 AM »




Alrighty...same setting...rust and dust...with oasis pocketed here and there...which one of these mutations would you favor as the best for your vision of a post apoc character?


Modified Skin: solar sink...mutant gains health from solar radiation through direct skin contact, reduces food and water intake to 1/10th normal...moisture is recycled...skin is exceptionally dark, black or blue-black

Night Vision: perfect vision in darkness with very limited light (moon, starlight, etc.)...partial vision in complete darkness

Modified Digestive System...allowing the mutant to ingest and digest any organic material and gain nutritional value while not suffering from traditional organic hazards such as poisons, carrion, toxins, and physical obstacles such as spines, scales, and fibers

Dual Brain...this mutant has two brains...one in their skull and another in the same location (which results in a larger cranium and neck/shoulders) or in another location in the body (one spot or spread along the nervous system in dozens of micro brains)

Acid touch...focused on palms...glands in arms/pits provide a three part fluid that when mixed (rubbed/swiped/etc.) creates a volatile complex acid that causes damage in general but in specific causes horrific damage to one area...organic matter, metals, concrete/stone, or other (mutant has a partial immunity to the same acid...though extended contact will still produce burns...1:100 value)

Claws and Fangs...animalistic and functional claws and fangs of reasonable size a form relative to the body size of the mutant


And if a second mutation, say at half strength were and option which of the above would you add to your primary full strength one?
Logged



Light side points please Smiley

Luna
Knight Commander
*

Force Alignment: 550
Posts: 5360


This land is peaceful, its inhabitants kind...


« Reply #50 on: February 09, 2013, 04:59:26 AM »

Dual brains!

A second at half strength... interesting. I'd go with the modified digestive system.
Logged

no

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #51 on: February 09, 2013, 05:16:08 AM »

Modified Digestive System...allowing the mutant to ingest and digest any organic material and gain nutritional value while not suffering from traditional organic hazards such as poisons, carrion, toxins, and physical obstacles such as spines, scales, and fibers

and at half strength...

Acid touch...focused on palms...glands in arms/pits provide a three part fluid that when mixed (rubbed/swiped/etc.) creates a volatile complex acid that causes damage in general but in specific causes horrific damage to one area...organic matter, metals, concrete/stone, or other (mutant has a partial immunity to the same acid...though extended contact will still produce burns...1:100 value)

The two seem to make sense to me  Smiley

Logged



Light side points please Smiley

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #52 on: February 09, 2013, 07:34:59 AM »

Let us say in this post apoc world, where humans without mutations would within reason shun those with mutations if said mutations were not insanely helpful to the community so as to overlook the mutie aspect...how far would you the player go in character creation to gain mutational power and balance the public opinion?

Let us take an easy one...

Heightened Strength...physical strength of muscle...your basic strong gal/guy

To put this is game terms there are two directions you could go...

natural appearance...looks strong, big muscles, taller, etc...Strength is measured in 1D6 (mundane guy has 2D6, x2 4D6, x3 6D6, etc.)...x4 Strength would be around 7' 350lbs

abnormal appearance...looks huge, oversized muscles, massive, etc...AB Strength is measured in 1D10 (starting at x2 level due mutant nature so x2 4D10, x3 6D10, etc.)...x4 AB Strength would would be around 9' 600lbs

How far would you the player be willing to go with the character if the top end was open (within reason)?

Would you care what the mundanes thought?





Logged



Light side points please Smiley

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #53 on: February 09, 2013, 06:55:08 PM »

How about shapechanging...same setting...rust and dust...pocket oasis...

Which would you prefer?

1. shapechange catalog of 10 mundane (no mutant powers but could look mutated) animals...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

2. shapechange a body part as desired within organic limits...arm into a bone blade, legs into goat legs, etc. but no whole body changes...at most 50%...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

3. shapechange into 1 alternate form, a chimera blending 3 animal forms into one...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

4. shapechange alter size between the range of 1/16" and 12'...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

5. shapechange skin and immediate flesh of self into 1 hardened material found in the body...carbon, iron, etc...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

6. shapechange whole body into pliable soft material that can be liquid or plastic in form...can stretch, squeeze, flow, etc...can hold the form shift for a total of 60 minutes per 24hrs/rest/food/water/etc.

7. shapechange...a form of your choosing, following my pattern above...
Logged



Light side points please Smiley

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #54 on: February 11, 2013, 02:47:54 AM »

Let us say in this post apoc world, where humans without mutations would within reason shun those with mutations if said mutations were not insanely helpful to the community so as to overlook the mutie aspect...how far would you the player go in character creation to gain mutational power and balance the public opinion?

How about a tough one?


Form and Function

As a player would you choose to accept dramatic mutated looks for significant power?




Let us say your character has a mutation, let us say teleport...this would allow the character to teleport to anyplace within LOS (line of sight) with self +10% weight...and the character would look 100% human.

Same mutation but the player is willing to commit to a mutated appearance to gain more power, advantages, etc.

A freakish look for power.

A random chart of defective physical mutations...head in chest, extra vestigial arms, covered in huge tumors, etc.  Each chance off the chart grants another boost to said mutation.

Say two rolls of the freak chart and consider teleport.



Multiple (9) short arms...partial use at best (more on the back)
Extra body mass...25 lbs of no purpose meat

Teleport...LOS with x2 body weight (225x2=450 lbs total) and self +10% weight anywhere memorized within 100 miles


Would you be willing to trade human looks for extra power/ability/function for your character? Does it matter to you either way?
Logged



Light side points please Smiley

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #55 on: February 23, 2013, 03:33:05 PM »

Same sort of setting...

Your option is between...


two extra arms...where ever you want them

or

6' long prehensile tail (more dexterous than strong)

or

digitigrade legs (backwards facing...like a goat or horse rear legs)
Logged



Light side points please Smiley

Luna
Knight Commander
*

Force Alignment: 550
Posts: 5360


This land is peaceful, its inhabitants kind...


« Reply #56 on: February 23, 2013, 05:04:14 PM »

Tail! Two extra arms would be decent, but I think I would use the tail more often.
Logged

no

Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #57 on: February 26, 2013, 04:52:22 PM »



Waterworld...the majority of the world's landmass has sunk beneath the water...great patches of seaweed binds together to create floating islands miles across...mutates are unwelcome in nearly all towns/villages, seen as defects...



As a character living in this setting would you rather be...


a mundane human dealing with it all without mutations
 
or

a mutate with partial gills (breathe air or water)

or

a mutate with cetacean skin, modified hands/feet to fins, and lungs (breathe air but can hold breath for much longer periods)

or

a mutate with full gills (breathe water only), fine scales, and finger/toe webbing

or

a mutate with gas generation (lighter than air) organs, leathery wings (as per bat, large modified hands), honeycomb bones (lighter)
Logged



Light side points please Smiley

Luna
Knight Commander
*

Force Alignment: 550
Posts: 5360


This land is peaceful, its inhabitants kind...


« Reply #58 on: February 26, 2013, 05:08:40 PM »

Full gills, scales, and webbed hands and feet. That would be so awesome.
Logged

no

Stormhall
Force Sensitive
*

Force Alignment: 0
Posts: 6


« Reply #59 on: March 09, 2013, 01:38:00 PM »

What about a simple mutation that allows one to fully be able to control how they use their brain and at will use all 100% of it which would incur some immense things like forcefields and the ability to telekinetically pick up massive objects or maybe when your carry a heavy backpack and want a bit of help you use a teeny bit of telekinesis.

And the ability to interface with mechanical and electrical machinery would be cool.
Logged

Pages: 1 2 3 [4] 5 6 ... 9   Go Up
Send this topic | Print
Jump to: